bgfx_utils.cpp 9.5 KB

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  1. /*
  2. * Copyright 2011-2014 Branimir Karadzic. All rights reserved.
  3. * License: http://www.opensource.org/licenses/BSD-2-Clause
  4. */
  5. #include <vector>
  6. #include <string>
  7. #include <bgfx.h>
  8. #include <bx/readerwriter.h>
  9. #include "fpumath.h"
  10. #include "entry/entry.h"
  11. void* load(bx::FileReaderI* _reader, const char* _filePath)
  12. {
  13. if (0 == bx::open(_reader, _filePath) )
  14. {
  15. uint32_t size = (uint32_t)bx::getSize(_reader);
  16. void* data = malloc(size);
  17. bx::read(_reader, data, size);
  18. bx::close(_reader);
  19. return data;
  20. }
  21. return NULL;
  22. }
  23. void* load(const char* _filePath)
  24. {
  25. return load(entry::getFileReader(), _filePath);
  26. }
  27. static const bgfx::Memory* loadMem(bx::FileReaderI* _reader, const char* _filePath)
  28. {
  29. if (0 == bx::open(_reader, _filePath) )
  30. {
  31. uint32_t size = (uint32_t)bx::getSize(_reader);
  32. const bgfx::Memory* mem = bgfx::alloc(size+1);
  33. bx::read(_reader, mem->data, size);
  34. bx::close(_reader);
  35. mem->data[mem->size-1] = '\0';
  36. return mem;
  37. }
  38. return NULL;
  39. }
  40. static const bgfx::Memory* loadShader(bx::FileReaderI* _reader, const char* _name)
  41. {
  42. char filePath[512];
  43. const char* shaderPath = "shaders/dx9/";
  44. switch (bgfx::getRendererType() )
  45. {
  46. case bgfx::RendererType::Direct3D11:
  47. shaderPath = "shaders/dx11/";
  48. break;
  49. case bgfx::RendererType::OpenGL:
  50. shaderPath = "shaders/glsl/";
  51. break;
  52. case bgfx::RendererType::OpenGLES:
  53. shaderPath = "shaders/gles/";
  54. break;
  55. default:
  56. break;
  57. }
  58. strcpy(filePath, shaderPath);
  59. strcat(filePath, _name);
  60. strcat(filePath, ".bin");
  61. return loadMem(_reader, filePath);
  62. }
  63. bgfx::ProgramHandle loadProgram(bx::FileReaderI* _reader, const char* _vsName, const char* _fsName)
  64. {
  65. const bgfx::Memory* mem;
  66. // Load vertex shader.
  67. mem = loadShader(_reader, _vsName);
  68. bgfx::ShaderHandle vsh = bgfx::createShader(mem);
  69. // Load fragment shader.
  70. mem = loadShader(_reader, _fsName);
  71. bgfx::ShaderHandle fsh = bgfx::createShader(mem);
  72. // Create program from shaders.
  73. return bgfx::createProgram(vsh, fsh, true /* destroy shaders when program is destroyed */);
  74. }
  75. bgfx::ProgramHandle loadProgram(const char* _vsName, const char* _fsName)
  76. {
  77. return loadProgram(entry::getFileReader(), _vsName, _fsName);
  78. }
  79. bgfx::TextureHandle loadTexture(bx::FileReaderI* _reader, const char* _name, uint32_t _flags, uint8_t _skip, bgfx::TextureInfo* _info)
  80. {
  81. char filePath[512];
  82. strcpy(filePath, "textures/");
  83. strcat(filePath, _name);
  84. const bgfx::Memory* mem = loadMem(_reader, filePath);
  85. return bgfx::createTexture(mem, _flags, _skip, _info);
  86. }
  87. bgfx::TextureHandle loadTexture(const char* _name, uint32_t _flags, uint8_t _skip, bgfx::TextureInfo* _info)
  88. {
  89. return loadTexture(entry::getFileReader(), _name, _flags, _skip, _info);
  90. }
  91. void calcTangents(void* _vertices, uint16_t _numVertices, bgfx::VertexDecl _decl, const uint16_t* _indices, uint32_t _numIndices)
  92. {
  93. struct PosTexcoord
  94. {
  95. float m_x;
  96. float m_y;
  97. float m_z;
  98. float m_pad0;
  99. float m_u;
  100. float m_v;
  101. float m_pad1;
  102. float m_pad2;
  103. };
  104. float* tangents = new float[6*_numVertices];
  105. memset(tangents, 0, 6*_numVertices*sizeof(float) );
  106. PosTexcoord v0;
  107. PosTexcoord v1;
  108. PosTexcoord v2;
  109. for (uint32_t ii = 0, num = _numIndices/3; ii < num; ++ii)
  110. {
  111. const uint16_t* indices = &_indices[ii*3];
  112. uint32_t i0 = indices[0];
  113. uint32_t i1 = indices[1];
  114. uint32_t i2 = indices[2];
  115. bgfx::vertexUnpack(&v0.m_x, bgfx::Attrib::Position, _decl, _vertices, i0);
  116. bgfx::vertexUnpack(&v0.m_u, bgfx::Attrib::TexCoord0, _decl, _vertices, i0);
  117. bgfx::vertexUnpack(&v1.m_x, bgfx::Attrib::Position, _decl, _vertices, i1);
  118. bgfx::vertexUnpack(&v1.m_u, bgfx::Attrib::TexCoord0, _decl, _vertices, i1);
  119. bgfx::vertexUnpack(&v2.m_x, bgfx::Attrib::Position, _decl, _vertices, i2);
  120. bgfx::vertexUnpack(&v2.m_u, bgfx::Attrib::TexCoord0, _decl, _vertices, i2);
  121. const float bax = v1.m_x - v0.m_x;
  122. const float bay = v1.m_y - v0.m_y;
  123. const float baz = v1.m_z - v0.m_z;
  124. const float bau = v1.m_u - v0.m_u;
  125. const float bav = v1.m_v - v0.m_v;
  126. const float cax = v2.m_x - v0.m_x;
  127. const float cay = v2.m_y - v0.m_y;
  128. const float caz = v2.m_z - v0.m_z;
  129. const float cau = v2.m_u - v0.m_u;
  130. const float cav = v2.m_v - v0.m_v;
  131. const float det = (bau * cav - bav * cau);
  132. const float invDet = 1.0f / det;
  133. const float tx = (bax * cav - cax * bav) * invDet;
  134. const float ty = (bay * cav - cay * bav) * invDet;
  135. const float tz = (baz * cav - caz * bav) * invDet;
  136. const float bx = (cax * bau - bax * cau) * invDet;
  137. const float by = (cay * bau - bay * cau) * invDet;
  138. const float bz = (caz * bau - baz * cau) * invDet;
  139. for (uint32_t jj = 0; jj < 3; ++jj)
  140. {
  141. float* tanu = &tangents[indices[jj]*6];
  142. float* tanv = &tanu[3];
  143. tanu[0] += tx;
  144. tanu[1] += ty;
  145. tanu[2] += tz;
  146. tanv[0] += bx;
  147. tanv[1] += by;
  148. tanv[2] += bz;
  149. }
  150. }
  151. for (uint32_t ii = 0; ii < _numVertices; ++ii)
  152. {
  153. const float* tanu = &tangents[ii*6];
  154. const float* tanv = &tangents[ii*6 + 3];
  155. float normal[4];
  156. bgfx::vertexUnpack(normal, bgfx::Attrib::Normal, _decl, _vertices, ii);
  157. float ndt = vec3Dot(normal, tanu);
  158. float nxt[3];
  159. vec3Cross(nxt, normal, tanu);
  160. float tmp[3];
  161. tmp[0] = tanu[0] - normal[0] * ndt;
  162. tmp[1] = tanu[1] - normal[1] * ndt;
  163. tmp[2] = tanu[2] - normal[2] * ndt;
  164. float tangent[4];
  165. vec3Norm(tangent, tmp);
  166. tangent[3] = vec3Dot(nxt, tanv) < 0.0f ? -1.0f : 1.0f;
  167. bgfx::vertexPack(tangent, true, bgfx::Attrib::Tangent, _decl, _vertices, ii);
  168. }
  169. delete [] tangents;
  170. }
  171. struct Aabb
  172. {
  173. float m_min[3];
  174. float m_max[3];
  175. };
  176. struct Obb
  177. {
  178. float m_mtx[16];
  179. };
  180. struct Sphere
  181. {
  182. float m_center[3];
  183. float m_radius;
  184. };
  185. struct Primitive
  186. {
  187. uint32_t m_startIndex;
  188. uint32_t m_numIndices;
  189. uint32_t m_startVertex;
  190. uint32_t m_numVertices;
  191. Sphere m_sphere;
  192. Aabb m_aabb;
  193. Obb m_obb;
  194. };
  195. typedef std::vector<Primitive> PrimitiveArray;
  196. struct Group
  197. {
  198. Group()
  199. {
  200. reset();
  201. }
  202. void reset()
  203. {
  204. m_vbh.idx = bgfx::invalidHandle;
  205. m_ibh.idx = bgfx::invalidHandle;
  206. m_prims.clear();
  207. }
  208. bgfx::VertexBufferHandle m_vbh;
  209. bgfx::IndexBufferHandle m_ibh;
  210. Sphere m_sphere;
  211. Aabb m_aabb;
  212. Obb m_obb;
  213. PrimitiveArray m_prims;
  214. };
  215. struct Mesh
  216. {
  217. void load(bx::ReaderSeekerI* _reader)
  218. {
  219. #define BGFX_CHUNK_MAGIC_VB BX_MAKEFOURCC('V', 'B', ' ', 0x0)
  220. #define BGFX_CHUNK_MAGIC_IB BX_MAKEFOURCC('I', 'B', ' ', 0x0)
  221. #define BGFX_CHUNK_MAGIC_PRI BX_MAKEFOURCC('P', 'R', 'I', 0x0)
  222. Group group;
  223. uint32_t chunk;
  224. while (4 == bx::read(_reader, chunk) )
  225. {
  226. switch (chunk)
  227. {
  228. case BGFX_CHUNK_MAGIC_VB:
  229. {
  230. bx::read(_reader, group.m_sphere);
  231. bx::read(_reader, group.m_aabb);
  232. bx::read(_reader, group.m_obb);
  233. bx::read(_reader, m_decl);
  234. uint16_t stride = m_decl.getStride();
  235. uint16_t numVertices;
  236. bx::read(_reader, numVertices);
  237. const bgfx::Memory* mem = bgfx::alloc(numVertices*stride);
  238. bx::read(_reader, mem->data, mem->size);
  239. group.m_vbh = bgfx::createVertexBuffer(mem, m_decl);
  240. }
  241. break;
  242. case BGFX_CHUNK_MAGIC_IB:
  243. {
  244. uint32_t numIndices;
  245. bx::read(_reader, numIndices);
  246. const bgfx::Memory* mem = bgfx::alloc(numIndices*2);
  247. bx::read(_reader, mem->data, mem->size);
  248. group.m_ibh = bgfx::createIndexBuffer(mem);
  249. }
  250. break;
  251. case BGFX_CHUNK_MAGIC_PRI:
  252. {
  253. uint16_t len;
  254. bx::read(_reader, len);
  255. std::string material;
  256. material.resize(len);
  257. bx::read(_reader, const_cast<char*>(material.c_str() ), len);
  258. uint16_t num;
  259. bx::read(_reader, num);
  260. for (uint32_t ii = 0; ii < num; ++ii)
  261. {
  262. bx::read(_reader, len);
  263. std::string name;
  264. name.resize(len);
  265. bx::read(_reader, const_cast<char*>(name.c_str() ), len);
  266. Primitive prim;
  267. bx::read(_reader, prim.m_startIndex);
  268. bx::read(_reader, prim.m_numIndices);
  269. bx::read(_reader, prim.m_startVertex);
  270. bx::read(_reader, prim.m_numVertices);
  271. bx::read(_reader, prim.m_sphere);
  272. bx::read(_reader, prim.m_aabb);
  273. bx::read(_reader, prim.m_obb);
  274. group.m_prims.push_back(prim);
  275. }
  276. m_groups.push_back(group);
  277. group.reset();
  278. }
  279. break;
  280. default:
  281. DBG("%08x at %d", chunk, bx::skip(_reader, 0) );
  282. break;
  283. }
  284. }
  285. }
  286. void unload()
  287. {
  288. for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it)
  289. {
  290. const Group& group = *it;
  291. bgfx::destroyVertexBuffer(group.m_vbh);
  292. if (bgfx::isValid(group.m_ibh) )
  293. {
  294. bgfx::destroyIndexBuffer(group.m_ibh);
  295. }
  296. }
  297. m_groups.clear();
  298. }
  299. void submit(uint8_t _id, bgfx::ProgramHandle _program, float* _mtx)
  300. {
  301. for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it)
  302. {
  303. const Group& group = *it;
  304. // Set model matrix for rendering.
  305. bgfx::setTransform(_mtx);
  306. bgfx::setProgram(_program);
  307. bgfx::setIndexBuffer(group.m_ibh);
  308. bgfx::setVertexBuffer(group.m_vbh);
  309. // Set render states.
  310. bgfx::setState(0
  311. | BGFX_STATE_RGB_WRITE
  312. | BGFX_STATE_ALPHA_WRITE
  313. | BGFX_STATE_DEPTH_WRITE
  314. | BGFX_STATE_DEPTH_TEST_LESS
  315. | BGFX_STATE_CULL_CCW
  316. | BGFX_STATE_MSAA
  317. );
  318. // Submit primitive for rendering to view 0.
  319. bgfx::submit(_id);
  320. }
  321. }
  322. bgfx::VertexDecl m_decl;
  323. typedef std::vector<Group> GroupArray;
  324. GroupArray m_groups;
  325. };
  326. Mesh* meshLoad(bx::ReaderSeekerI* _reader)
  327. {
  328. Mesh* mesh = new Mesh;
  329. mesh->load(_reader);
  330. return mesh;
  331. }
  332. Mesh* meshLoad(const char* _filePath)
  333. {
  334. bx::FileReaderI* reader = entry::getFileReader();
  335. bx::open(reader, _filePath);
  336. Mesh* mesh = meshLoad(reader);
  337. bx::close(reader);
  338. return mesh;
  339. }
  340. void meshUnload(Mesh* _mesh)
  341. {
  342. _mesh->unload();
  343. delete _mesh;
  344. }
  345. void meshSubmit(Mesh* _mesh, uint8_t _id, bgfx::ProgramHandle _program, float* _mtx)
  346. {
  347. _mesh->submit(_id, _program, _mtx);
  348. }