#include "GLFW/glfw3.h" #include // strlen #include #include #include "common.h" #include #include #include namespace stl = tinystl; #include #include #include #include #include "entry/dbg.h" #include #include "shaderc.h" #include "RenderModule.h" #include "RenderUtils.h" //#include "MeshVBO.h" #include "SimpleMath/SimpleMath.h" using namespace SimpleMath; void *load(const char *_filePath, uint32_t *_size = NULL); void unload(void *_ptr); namespace bgfx { // int32_t read(bx::ReaderI* _reader, bgfx::VertexDecl& _decl); // int32_t read(bx::ReaderI* _reader, bgfx::VertexDecl& _decl, bx::Error* _err = NULL); } namespace bgfxutils { namespace entry { static bx::FileReaderI* s_fileReader = NULL; static bx::FileWriterI* s_fileWriter = NULL; bx::AllocatorI* getDefaultAllocator() { BX_PRAGMA_DIAGNOSTIC_PUSH(); BX_PRAGMA_DIAGNOSTIC_IGNORED_MSVC(4459); // warning C4459: declaration of 's_allocator' hides global declaration BX_PRAGMA_DIAGNOSTIC_IGNORED_CLANG_GCC("-Wshadow"); static bx::CrtAllocator s_allocator; return &s_allocator; BX_PRAGMA_DIAGNOSTIC_POP(); } static bx::AllocatorI* s_allocator = getDefaultAllocator(); bx::FileReaderI* getFileReader() { if (s_fileReader == NULL) { s_fileReader = new bx::CrtFileReader; } return s_fileReader; } bx::FileWriterI* getFileWriter() { if (s_fileWriter == NULL) { s_fileWriter = new bx::CrtFileWriter; } return s_fileWriter; } bx::AllocatorI* getAllocator() { return s_allocator; } } void* load(bx::FileReaderI* _reader, bx::AllocatorI* _allocator, const char* _filePath, uint32_t* _size) { if (0 == bx::open(_reader, _filePath) ) { uint32_t size = (uint32_t)bx::getSize(_reader); void* data = BX_ALLOC(_allocator, size); bx::read(_reader, data, size); bx::close(_reader); if (NULL != _size) { *_size = size; } return data; } else { DBG("Failed to open: %s.", _filePath); } if (NULL != _size) { *_size = 0; } return NULL; } void* load(const char* _filePath, uint32_t* _size) { return load(entry::getFileReader(), entry::getAllocator(), _filePath, _size); } void unload(void* _ptr) { BX_FREE(entry::getAllocator(), _ptr); } static const bgfx::Memory* loadMem(bx::FileReaderI* _reader, const char* _filePath) { bx::Error err; bool file_ok = _reader->open(_filePath, &err); if (file_ok) { uint32_t size = (uint32_t)bx::getSize(_reader); const bgfx::Memory* mem = bgfx::alloc(size+1); bx::read(_reader, mem->data, size); bx::close(_reader); mem->data[mem->size-1] = '\0'; return mem; } else { std::cerr << "Error opening file " << _filePath << std::endl; abort(); } return NULL; } static void* loadMem(bx::FileReaderI* _reader, bx::AllocatorI* _allocator, const char* _filePath, uint32_t* _size) { bx::Error err; bool file_ok = _reader->open(_filePath, &err); if (file_ok) { uint32_t size = (uint32_t)bx::getSize(_reader); void* data = BX_ALLOC(_allocator, size); bx::read(_reader, data, size); bx::close(_reader); if (NULL != _size) { *_size = size; } return data; } DBG("Failed to load %s.", _filePath); return NULL; } static bgfx::ShaderHandle loadShader(bx::FileReaderI* _reader, const char* _name) { char filePath[512]; const char* shaderPath = "shaders/dx9/"; switch (bgfx::getRendererType() ) { case bgfx::RendererType::Direct3D11: case bgfx::RendererType::Direct3D12: shaderPath = "shaders/dx11/"; break; case bgfx::RendererType::OpenGL: shaderPath = "shaders/glsl/"; break; case bgfx::RendererType::Metal: shaderPath = "shaders/metal/"; break; case bgfx::RendererType::OpenGLES: shaderPath = "shaders/gles/"; break; default: break; } strcpy(filePath, shaderPath); strcat(filePath, _name); strcat(filePath, ".bin"); return bgfx::createShader(loadMem(_reader, filePath) ); } bgfx::ShaderHandle loadShader(const char* _name) { return loadShader(entry::getFileReader(), _name); } bgfx::ProgramHandle loadProgram(bx::FileReaderI* _reader, const char* _vsName, const char* _fsName) { bgfx::ShaderHandle vsh = loadShader(_reader, _vsName); bgfx::ShaderHandle fsh = BGFX_INVALID_HANDLE; if (NULL != _fsName) { fsh = loadShader(_reader, _fsName); } return bgfx::createProgram(vsh, fsh, true /* destroy shaders when program is destroyed */); } bgfx::ProgramHandle loadProgram(const char* _vsName, const char* _fsName) { return loadProgram(entry::getFileReader(), _vsName, _fsName); } bgfx::ProgramHandle loadProgramFromFiles(const char *_vsFileName, const char *_fsFileName) { std::cout << "Loading shader " << _vsFileName << std::endl; const char* argv[10]; argv[0] = "--type"; argv[1] = "vertex"; argv[2] = "--platform"; argv[3] = "linux"; argv[4] = "-i"; argv[5] = "shaders/common"; argv[6] = "-p"; argv[7] = "120"; argv[8] = "-f"; argv[9] = _vsFileName; // argv[6] = "--varyingdef"; // argv[7] = "-p"; // argv[8] = "120"; // argv[9] = "-f"; // argv[10] = _vsFileName; bx::CommandLine cmdLine (10, argv); const bgfx::Memory* vs_source_memory = loadMem(entry::getFileReader(), _vsFileName); bx::ReaderSeekerI* vs_source_reader = new bx::MemoryReader (vs_source_memory->data, vs_source_memory->size); bx::MemoryBlock* vs_compiled_memory = new bx::MemoryBlock (entry::getAllocator()); bx::MemoryWriter* vs_compiled_writer = new bx::MemoryWriter (vs_compiled_memory); setlocale(LC_NUMERIC, "C"); int result = compileShader (cmdLine, vs_source_reader, vs_compiled_writer); if (result != EXIT_SUCCESS) { std::cerr << "Error compiling shader " << _vsFileName << std::endl; return BGFX_INVALID_HANDLE; } uint32_t size = vs_compiled_writer->seek(0, bx::Whence::End); const bgfx::Memory* mem = bgfx::alloc(size+1); bx::ReaderSeekerI* vs_compiled_reader = new bx::MemoryReader ((uint8_t*) vs_compiled_memory->more(), size); bx::read(vs_compiled_reader, mem->data, size); delete vs_compiled_reader; mem->data[mem->size-1] = '\0'; bgfx::ShaderHandle vsh = bgfx::createShader(mem); delete vs_source_reader; delete vs_compiled_writer; delete vs_compiled_memory; bgfx::ShaderHandle fsh = BGFX_INVALID_HANDLE; if (_fsFileName != NULL) { argv[1] = "fragment"; const bgfx::Memory* fs_source_memory = loadMem(entry::getFileReader(), _fsFileName); bx::ReaderSeekerI* fs_source_reader = new bx::MemoryReader (fs_source_memory->data, fs_source_memory->size); bx::MemoryBlock* fs_compiled_memory = new bx::MemoryBlock (entry::getAllocator()); bx::MemoryWriter* fs_compiled_writer = new bx::MemoryWriter (fs_compiled_memory); result = compileShader (cmdLine, fs_source_reader, fs_compiled_writer); if (result != EXIT_SUCCESS) { std::cerr << "Error compiling shader " << _fsFileName << std::endl; return BGFX_INVALID_HANDLE; } uint32_t size = fs_compiled_writer->seek(0, bx::Whence::End); const bgfx::Memory* mem = bgfx::alloc(size+1); bx::ReaderSeekerI* fs_compiled_reader = new bx::MemoryReader ((uint8_t*) fs_compiled_memory->more(), size); bx::read(fs_compiled_reader, mem->data, size); delete fs_compiled_reader; mem->data[mem->size-1] = '\0'; fsh = bgfx::createShader(mem); delete fs_source_reader; delete fs_compiled_writer; delete fs_compiled_memory; } return bgfx::createProgram(vsh, fsh, true /* destroy shaders when program is destroyed */); } typedef unsigned char stbi_uc; extern "C" stbi_uc *stbi_load_from_memory(stbi_uc const *buffer, int len, int *x, int *y, int *comp, int req_comp); bgfx::TextureHandle loadTexture(bx::FileReaderI* _reader, const char* _name, uint32_t _flags, uint8_t _skip, bgfx::TextureInfo* _info) { char filePath[512] = { '\0' }; if (NULL == strchr(_name, '/') ) { strcpy(filePath, "data/textures/"); } strcat(filePath, _name); std::cout << "Loading texture " << filePath << std::endl; if (NULL != bx::stristr(_name, ".dds") || NULL != bx::stristr(_name, ".pvr") || NULL != bx::stristr(_name, ".ktx") ) { const bgfx::Memory* mem = loadMem(_reader, filePath); if (NULL != mem) { return bgfx::createTexture(mem, _flags, _skip, _info); } bgfx::TextureHandle handle = BGFX_INVALID_HANDLE; DBG("Failed to load %s.", filePath); return handle; } bgfx::TextureHandle handle = BGFX_INVALID_HANDLE; bx::AllocatorI* allocator = entry::getAllocator(); uint32_t size = 0; void* data = loadMem(_reader, allocator, filePath, &size); if (NULL != data) { int width = 0; int height = 0; int comp = 0; uint8_t* img = NULL; img = stbi_load_from_memory( (uint8_t*)data, size, &width, &height, &comp, 4); BX_FREE(allocator, data); if (NULL != img) { handle = bgfx::createTexture2D(uint16_t(width), uint16_t(height), false, 1, bgfx::TextureFormat::RGBA8, _flags, bgfx::copy(img, width*height*4) ); free(img); if (NULL != _info) { bgfx::calcTextureSize(*_info , uint16_t(width) , uint16_t(height) , 0 , false , false , 1 , bgfx::TextureFormat::RGBA8 ); } } } else { DBG("Failed to load %s.", filePath); } return handle; } bgfx::TextureHandle loadTexture(const char* _name, uint32_t _flags, uint8_t _skip, bgfx::TextureInfo* _info) { return loadTexture(entry::getFileReader(), _name, _flags, _skip, _info); } void calcTangents(void* _vertices, uint16_t _numVertices, bgfx::VertexDecl _decl, const uint16_t* _indices, uint32_t _numIndices) { struct PosTexcoord { float m_x; float m_y; float m_z; float m_pad0; float m_u; float m_v; float m_pad1; float m_pad2; }; float* tangents = new float[6*_numVertices]; memset(tangents, 0, 6*_numVertices*sizeof(float) ); PosTexcoord v0; PosTexcoord v1; PosTexcoord v2; for (uint32_t ii = 0, num = _numIndices/3; ii < num; ++ii) { const uint16_t* indices = &_indices[ii*3]; uint32_t i0 = indices[0]; uint32_t i1 = indices[1]; uint32_t i2 = indices[2]; bgfx::vertexUnpack(&v0.m_x, bgfx::Attrib::Position, _decl, _vertices, i0); bgfx::vertexUnpack(&v0.m_u, bgfx::Attrib::TexCoord0, _decl, _vertices, i0); bgfx::vertexUnpack(&v1.m_x, bgfx::Attrib::Position, _decl, _vertices, i1); bgfx::vertexUnpack(&v1.m_u, bgfx::Attrib::TexCoord0, _decl, _vertices, i1); bgfx::vertexUnpack(&v2.m_x, bgfx::Attrib::Position, _decl, _vertices, i2); bgfx::vertexUnpack(&v2.m_u, bgfx::Attrib::TexCoord0, _decl, _vertices, i2); const float bax = v1.m_x - v0.m_x; const float bay = v1.m_y - v0.m_y; const float baz = v1.m_z - v0.m_z; const float bau = v1.m_u - v0.m_u; const float bav = v1.m_v - v0.m_v; const float cax = v2.m_x - v0.m_x; const float cay = v2.m_y - v0.m_y; const float caz = v2.m_z - v0.m_z; const float cau = v2.m_u - v0.m_u; const float cav = v2.m_v - v0.m_v; const float det = (bau * cav - bav * cau); const float invDet = 1.0f / det; const float tx = (bax * cav - cax * bav) * invDet; const float ty = (bay * cav - cay * bav) * invDet; const float tz = (baz * cav - caz * bav) * invDet; const float bx = (cax * bau - bax * cau) * invDet; const float by = (cay * bau - bay * cau) * invDet; const float bz = (caz * bau - baz * cau) * invDet; for (uint32_t jj = 0; jj < 3; ++jj) { float* tanu = &tangents[indices[jj]*6]; float* tanv = &tanu[3]; tanu[0] += tx; tanu[1] += ty; tanu[2] += tz; tanv[0] += bx; tanv[1] += by; tanv[2] += bz; } } for (uint32_t ii = 0; ii < _numVertices; ++ii) { const float* tanu = &tangents[ii*6]; const float* tanv = &tangents[ii*6 + 3]; float normal[4]; bgfx::vertexUnpack(normal, bgfx::Attrib::Normal, _decl, _vertices, ii); float ndt = bx::vec3Dot(normal, tanu); float nxt[3]; bx::vec3Cross(nxt, normal, tanu); float tmp[3]; tmp[0] = tanu[0] - normal[0] * ndt; tmp[1] = tanu[1] - normal[1] * ndt; tmp[2] = tanu[2] - normal[2] * ndt; float tangent[4]; bx::vec3Norm(tangent, tmp); tangent[3] = bx::vec3Dot(nxt, tanv) < 0.0f ? -1.0f : 1.0f; bgfx::vertexPack(tangent, true, bgfx::Attrib::Tangent, _decl, _vertices, ii); } delete [] tangents; } struct Aabb { float m_min[3]; float m_max[3]; }; struct Obb { float m_mtx[16]; }; struct Sphere { float m_center[3]; float m_radius; }; struct Primitive { uint32_t m_startIndex; uint32_t m_numIndices; uint32_t m_startVertex; uint32_t m_numVertices; Sphere m_sphere; Aabb m_aabb; Obb m_obb; }; typedef stl::vector PrimitiveArray; struct Group { Group() { reset(); } void reset() { m_vbh.idx = bgfx::invalidHandle; m_ibh.idx = bgfx::invalidHandle; m_prims.clear(); } bgfx::VertexBufferHandle m_vbh; bgfx::IndexBufferHandle m_ibh; Sphere m_sphere; Aabb m_aabb; Obb m_obb; PrimitiveArray m_prims; }; struct Mesh { void load(bx::ReaderSeekerI* _reader) { #define BGFX_CHUNK_MAGIC_VB BX_MAKEFOURCC('V', 'B', ' ', 0x1) #define BGFX_CHUNK_MAGIC_IB BX_MAKEFOURCC('I', 'B', ' ', 0x0) #define BGFX_CHUNK_MAGIC_IBC BX_MAKEFOURCC('I', 'B', 'C', 0x0) #define BGFX_CHUNK_MAGIC_PRI BX_MAKEFOURCC('P', 'R', 'I', 0x0) using namespace bx; using namespace bgfx; Group group; bx::AllocatorI* allocator = entry::getAllocator(); uint32_t chunk; while (4 == bx::read(_reader, chunk) ) { switch (chunk) { case BGFX_CHUNK_MAGIC_VB: { read(_reader, group.m_sphere); read(_reader, group.m_aabb); read(_reader, group.m_obb); read(_reader, m_decl); uint16_t stride = m_decl.getStride(); uint16_t numVertices; read(_reader, numVertices); const bgfx::Memory* mem = bgfx::alloc(numVertices*stride); read(_reader, mem->data, mem->size); group.m_vbh = bgfx::createVertexBuffer(mem, m_decl); } break; case BGFX_CHUNK_MAGIC_IB: { uint32_t numIndices; read(_reader, numIndices); const bgfx::Memory* mem = bgfx::alloc(numIndices*2); read(_reader, mem->data, mem->size); group.m_ibh = bgfx::createIndexBuffer(mem); } break; case BGFX_CHUNK_MAGIC_IBC: { uint32_t numIndices; bx::read(_reader, numIndices); const bgfx::Memory* mem = bgfx::alloc(numIndices*2); uint32_t compressedSize; bx::read(_reader, compressedSize); void* compressedIndices = BX_ALLOC(allocator, compressedSize); bx::read(_reader, compressedIndices, compressedSize); ReadBitstream rbs( (const uint8_t*)compressedIndices, compressedSize); DecompressIndexBuffer( (uint16_t*)mem->data, numIndices / 3, rbs); BX_FREE(allocator, compressedIndices); group.m_ibh = bgfx::createIndexBuffer(mem); } break; case BGFX_CHUNK_MAGIC_PRI: { uint16_t len; read(_reader, len); stl::string material; material.resize(len); read(_reader, const_cast(material.c_str() ), len); uint16_t num; read(_reader, num); for (uint32_t ii = 0; ii < num; ++ii) { read(_reader, len); stl::string name; name.resize(len); read(_reader, const_cast(name.c_str() ), len); Primitive prim; read(_reader, prim.m_startIndex); read(_reader, prim.m_numIndices); read(_reader, prim.m_startVertex); read(_reader, prim.m_numVertices); read(_reader, prim.m_sphere); read(_reader, prim.m_aabb); read(_reader, prim.m_obb); group.m_prims.push_back(prim); } m_groups.push_back(group); group.reset(); } break; default: DBG("%08x at %d", chunk, bx::skip(_reader, 0) ); break; } } } void unload() { for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it) { const Group& group = *it; bgfx::destroyVertexBuffer(group.m_vbh); if (bgfx::isValid(group.m_ibh) ) { bgfx::destroyIndexBuffer(group.m_ibh); } } m_groups.clear(); } void submit(uint8_t _id, bgfx::ProgramHandle _program, const float* _mtx, uint64_t _state) const { if (BGFX_STATE_MASK == _state) { _state = 0 | BGFX_STATE_RGB_WRITE | BGFX_STATE_ALPHA_WRITE | BGFX_STATE_DEPTH_WRITE | BGFX_STATE_DEPTH_TEST_LESS | BGFX_STATE_CULL_CCW | BGFX_STATE_MSAA ; } uint32_t cached = bgfx::setTransform(_mtx); for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it) { const Group& group = *it; bgfx::setTransform(cached); bgfx::setIndexBuffer(group.m_ibh); bgfx::setVertexBuffer(group.m_vbh); bgfx::setState(_state); bgfx::submit(_id, _program); } } void submit(const RenderState* _state, uint8_t _numPasses, const float* _mtx, uint16_t _numMatrices) const { uint32_t cached = bgfx::setTransform(_mtx, _numMatrices); for (uint32_t pass = 0; pass < _numPasses; ++pass) { const RenderState& state = _state[pass]; for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it) { const Group& group = *it; bgfx::setTransform(cached, _numMatrices); for (uint8_t tex = 0; tex < state.m_numTextures; ++tex) { const RenderState::Texture& texture = state.m_textures[tex]; bgfx::setTexture(texture.m_stage , texture.m_sampler , texture.m_texture , texture.m_flags ); } bgfx::setIndexBuffer(group.m_ibh); bgfx::setVertexBuffer(group.m_vbh); bgfx::setState(state.m_state); bgfx::submit(state.m_viewId, state.m_program.program); } } } bgfx::VertexDecl m_decl; typedef stl::vector GroupArray; GroupArray m_groups; }; Mesh* meshLoad(bx::ReaderSeekerI* _reader) { Mesh* mesh = new Mesh; mesh->load(_reader); return mesh; } Mesh* meshLoad(const char* _filePath) { bx::FileReaderI* reader = entry::getFileReader(); bx::open(reader, _filePath); Mesh* mesh = meshLoad(reader); bx::close(reader); return mesh; } void meshUnload(Mesh* _mesh) { _mesh->unload(); delete _mesh; } void meshSubmit(const Mesh* _mesh, uint8_t _id, bgfx::ProgramHandle _program, const float* _mtx, uint64_t _state) { _mesh->submit(_id, _program, _mtx, _state); } void meshSubmit(const Mesh* _mesh, const RenderState* _state, uint8_t _numPasses, const float* _mtx, uint16_t _numMatrices) { _mesh->submit(_state, _numPasses, _mtx, _numMatrices); } uint32_t packUint32(uint8_t _x, uint8_t _y, uint8_t _z, uint8_t _w) { union { uint32_t ui32; uint8_t arr[4]; } un; un.arr[0] = _x; un.arr[1] = _y; un.arr[2] = _z; un.arr[3] = _w; return un.ui32; } uint32_t packF4u(float _x, float _y = 0.0f, float _z = 0.0f, float _w = 0.0f) { const uint8_t xx = uint8_t(_x*127.0f + 128.0f); const uint8_t yy = uint8_t(_y*127.0f + 128.0f); const uint8_t zz = uint8_t(_z*127.0f + 128.0f); const uint8_t ww = uint8_t(_w*127.0f + 128.0f); return packUint32(xx, yy, zz, ww); } struct PosNormalColorVertex { float m_x; float m_y; float m_z; uint32_t m_normal; uint32_t m_rgba; static void init() { ms_decl .begin() .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float) .add(bgfx::Attrib::Normal, 4, bgfx::AttribType::Uint8, true, true) .add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true, true) .end(); } static bgfx::VertexDecl ms_decl; }; bgfx::VertexDecl PosNormalColorVertex::ms_decl; struct PosNormalTexcoordVertex { float m_x; float m_y; float m_z; uint32_t m_normal; static void init() { ms_decl .begin() .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float) .add(bgfx::Attrib::Normal, 4, bgfx::AttribType::Uint8, true, true) .end(); } static bgfx::VertexDecl ms_decl; }; bgfx::VertexDecl PosNormalTexcoordVertex::ms_decl; static const PosNormalTexcoordVertex s_cubeVertices[] = { { -1.0f, 1.0f, 1.0f, packF4u( 0.0f, 1.0f, 0.0f)}, { 1.0f, 1.0f, 1.0f, packF4u( 0.0f, 1.0f, 0.0f)}, { -1.0f, 1.0f, -1.0f, packF4u( 0.0f, 1.0f, 0.0f)}, { 1.0f, 1.0f, -1.0f, packF4u( 0.0f, 1.0f, 0.0f)}, { -1.0f, -1.0f, 1.0f, packF4u( 0.0f, -1.0f, 0.0f)}, { 1.0f, -1.0f, 1.0f, packF4u( 0.0f, -1.0f, 0.0f)}, { -1.0f, -1.0f, -1.0f, packF4u( 0.0f, -1.0f, 0.0f)}, { 1.0f, -1.0f, -1.0f, packF4u( 0.0f, -1.0f, 0.0f)}, { 1.0f, -1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f)}, { 1.0f, 1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f)}, { -1.0f, -1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f)}, { -1.0f, 1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f)}, { 1.0f, -1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f)}, { 1.0f, 1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f)}, { -1.0f, -1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f)}, { -1.0f, 1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f)}, { 1.0f, 1.0f, -1.0f, packF4u( 1.0f, 0.0f, 0.0f)}, { 1.0f, 1.0f, 1.0f, packF4u( 1.0f, 0.0f, 0.0f)}, { 1.0f, -1.0f, -1.0f, packF4u( 1.0f, 0.0f, 0.0f)}, { 1.0f, -1.0f, 1.0f, packF4u( 1.0f, 0.0f, 0.0f)}, { -1.0f, 1.0f, -1.0f, packF4u(-1.0f, 0.0f, 0.0f)}, { -1.0f, 1.0f, 1.0f, packF4u(-1.0f, 0.0f, 0.0f)}, { -1.0f, -1.0f, -1.0f, packF4u(-1.0f, 0.0f, 0.0f)}, { -1.0f, -1.0f, 1.0f, packF4u(-1.0f, 0.0f, 0.0f)}, }; static const uint16_t s_cubeIndices[] = { 0, 1, 2, 1, 3, 2, 4, 6, 5, 5, 6, 7, 8, 9, 10, 9, 11, 10, 12, 14, 13, 13, 14, 15, 16, 17, 18, 17, 19, 18, 20, 22, 21, 21, 22, 23, }; void mesh_load(Mesh* mesh, const void* _vertices, uint32_t _numVertices, const bgfx::VertexDecl _decl , const uint16_t* _indices, uint32_t _numIndices) { Group group; const bgfx::Memory* mem; uint32_t size; size = _numVertices*_decl.getStride(); mem = bgfx::makeRef(_vertices, size); group.m_vbh = bgfx::createVertexBuffer(mem, _decl); size = _numIndices*2; mem = bgfx::makeRef(_indices, size); group.m_ibh = bgfx::createIndexBuffer(mem); //TODO: // group.m_sphere = ... // group.m_aabb = ... // group.m_obb = ... // group.m_prims = ... mesh->m_groups.push_back(group); } // Mesh *createMeshFromVBO (const MeshVBO& mesh_buffer) { // PosNormalTexcoordVertex::init(); // Mesh* result = new Mesh(); // // const std::vector& vertices = mesh_buffer.vertices; // const std::vector& normals = mesh_buffer.normals; // const std::vector& colors = mesh_buffer.colors; // // bool have_normals = mesh_buffer.normals.size() > 0; // bool have_colors = mesh_buffer.colors.size() > 0; // // PosNormalColorVertex::init(); // // uint16_t stride = PosNormalColorVertex::ms_decl.getStride(); // const bgfx::Memory* vb_mem = bgfx::alloc (vertices.size() * stride); // PosNormalColorVertex* mesh_vb = (PosNormalColorVertex*) vb_mem; // // const bgfx::Memory* ib_mem = bgfx::alloc (sizeof(uint16_t) * vertices.size()); // uint16_t* mesh_ib = (uint16_t*) ib_mem; // // for (unsigned int i = 0; i < mesh_buffer.vertices.size(); i++) { // mesh_vb[i].m_x = vertices[i][0]; // mesh_vb[i].m_y = vertices[i][1]; // mesh_vb[i].m_z = vertices[i][2]; // // if (have_normals) { // mesh_vb[i].m_normal = packF4u (-normals[i][0], -normals[i][1], -normals[i][2]); // } else { // mesh_vb[i].m_normal = 0; // } // // if (have_colors) { // mesh_vb[i].m_rgba = packF4u (colors[i][0], colors[i][1], colors[i][2], colors[i][3]); // } else { // mesh_vb[i].m_rgba = packF4u (1.f, 1.f, 1.f, 1.f); // } // // mesh_ib[i] = i; // } // // mesh_load(result, mesh_vb, vertices.size(), PosNormalColorVertex::ms_decl, mesh_ib, vertices.size()); // // return result; // } Mesh *createMeshFromStdVectors ( const std::vector &vertices, const std::vector &normals, const std::vector &colors ) { // create and copy the data into the actual mesh Mesh* result = new Mesh(); PosNormalColorVertex::init(); bool have_normals = normals.size() > 0; bool have_colors = colors.size() > 0; uint16_t stride = PosNormalColorVertex::ms_decl.getStride(); const bgfx::Memory* vb_mem = bgfx::alloc (vertices.size() * stride); PosNormalColorVertex* mesh_vb = (PosNormalColorVertex*) vb_mem; const bgfx::Memory* ib_mem = bgfx::alloc (sizeof(uint16_t) * vertices.size()); uint16_t* mesh_ib = (uint16_t*) ib_mem; for (unsigned int i = 0; i < vertices.size(); i++) { mesh_vb[i].m_x = vertices[i][0]; mesh_vb[i].m_y = vertices[i][1]; mesh_vb[i].m_z = vertices[i][2]; if (have_normals) { mesh_vb[i].m_normal = packF4u (normals[i][0], normals[i][1], normals[i][2]); } else { mesh_vb[i].m_normal = 0; } if (have_colors) { mesh_vb[i].m_rgba = packF4u (colors[i][0], colors[i][1], colors[i][2], colors[i][3]); } else { mesh_vb[i].m_rgba = packF4u (1.f, 1.f, 1.f, 1.f); } mesh_ib[i] = i; } mesh_load(result, mesh_vb, vertices.size(), PosNormalColorVertex::ms_decl, mesh_ib, vertices.size()); return result; } Mesh *createCuboid (float width, float height, float depth) { // work arrays that we fill with data std::vector vertices; std::vector normals; std::vector colors; Vector4f v0 ( 0.5 * width, -0.5 * height, 0.5 * depth, 1.f); Vector4f v1 ( 0.5 * width, -0.5 * height, -0.5 * depth, 1.f); Vector4f v2 ( 0.5 * width, 0.5 * height, -0.5 * depth, 1.f); Vector4f v3 ( 0.5 * width, 0.5 * height, 0.5 * depth, 1.f); Vector4f v4 ( -0.5 * width, -0.5 * height, 0.5 * depth, 1.f); Vector4f v5 ( -0.5 * width, -0.5 * height, -0.5 * depth, 1.f); Vector4f v6 ( -0.5 * width, 0.5 * height, -0.5 * depth, 1.f); Vector4f v7 ( -0.5 * width, 0.5 * height, 0.5 * depth, 1.f); Vector3f normal; // +x normal = Vector3f (1., 0., 0.); vertices.push_back(v0); normals.push_back(normal); vertices.push_back(v1); normals.push_back(normal); vertices.push_back(v2); normals.push_back(normal); vertices.push_back(v2); normals.push_back(normal); vertices.push_back(v3); normals.push_back(normal); vertices.push_back(v0); normals.push_back(normal); // +y normal = Vector3f (0., 1., 0.); vertices.push_back(v3); normals.push_back(normal); vertices.push_back(v2); normals.push_back(normal); vertices.push_back(v6); normals.push_back(normal); vertices.push_back(v6); normals.push_back(normal); vertices.push_back(v7); normals.push_back(normal); vertices.push_back(v3); normals.push_back(normal); // +z normal = Vector3f (0., 0., 1.); vertices.push_back(v4); normals.push_back(normal); vertices.push_back(v0); normals.push_back(normal); vertices.push_back(v3); normals.push_back(normal); vertices.push_back(v3); normals.push_back(normal); vertices.push_back(v7); normals.push_back(normal); vertices.push_back(v4); normals.push_back(normal); // -x normal = Vector3f (-1., 0., 0.); vertices.push_back(v5); normals.push_back(normal); vertices.push_back(v4); normals.push_back(normal); vertices.push_back(v7); normals.push_back(normal); vertices.push_back(v7); normals.push_back(normal); vertices.push_back(v6); normals.push_back(normal); vertices.push_back(v5); normals.push_back(normal); // -y normal = Vector3f (0., -1., 0.); vertices.push_back(v0); normals.push_back(normal); vertices.push_back(v4); normals.push_back(normal); vertices.push_back(v5); normals.push_back(normal); vertices.push_back(v5); normals.push_back(normal); vertices.push_back(v1); normals.push_back(normal); vertices.push_back(v0); normals.push_back(normal); // -z normal = Vector3f (0., 0., -1.); vertices.push_back(v1); normals.push_back(normal); vertices.push_back(v5); normals.push_back(normal); vertices.push_back(v6); normals.push_back(normal); vertices.push_back(v6); normals.push_back(normal); vertices.push_back(v2); normals.push_back(normal); vertices.push_back(v1); normals.push_back(normal); return createMeshFromStdVectors (vertices, normals, colors); } Mesh *createUVSphere (int rows, int segments, float radius) { // work arrays that we fill with data std::vector vertices; std::vector normals; std::vector colors; // fill arrays float row_d = 1. / (rows); float angle_d = 2 * M_PI / static_cast(segments); for (unsigned int j = 0; j < rows; j++) { float alpha0 = j * row_d * M_PI; float alpha1 = (j + 1) * row_d * M_PI; float r0 = sin (alpha0) * 0.5f * radius; float r1 = sin (alpha1) * 0.5f * radius; float h0 = cos (alpha0) * 0.5f * radius; float h1 = cos (alpha1) * 0.5f * radius; for (unsigned int i = 0; i < segments; i++) { Vector3f v0, v1, v2, v3; float a0 = (i - 0.5) * angle_d; float a1 = (i + 0.5) * angle_d; v0 = Vector3f (r1 * cos(a0), h1, r1 * sin (a0)); v1 = Vector3f (r1 * cos(a1), h1, r1 * sin (a1)); v2 = Vector3f (r0 * cos(a1), h0, r0 * sin (a1)); v3 = Vector3f (r0 * cos(a0), h0, r0 * sin (a0)); vertices.push_back (Vector4f(v0[0], v0[1], v0[2], 1.f)); normals.push_back (v0 * 1.f/ v0.norm()); vertices.push_back (Vector4f(v2[0], v2[1], v2[2], 1.f)); normals.push_back (v2 * 1.f/ v2.norm()); vertices.push_back (Vector4f(v1[0], v1[1], v1[2], 1.f)); normals.push_back (v1 * 1.f/ v1.norm()); vertices.push_back (Vector4f(v0[0], v0[1], v0[2], 1.f)); normals.push_back (v0 * 1.f/ v0.norm()); vertices.push_back (Vector4f(v3[0], v3[1], v3[2], 1.f)); normals.push_back (v3 * 1.f/ v3.norm()); vertices.push_back (Vector4f(v2[0], v2[1], v2[2], 1.f)); normals.push_back (v2 * 1.f/ v2.norm()); } } return createMeshFromStdVectors (vertices, normals, colors); } Mesh *createCylinder (int segments) { // work arrays that we fill with data std::vector vertices; std::vector normals; std::vector colors; float delta = 2. * M_PI / static_cast(segments); for (unsigned int i = 0; i < segments; i++) { float r0 = (i - 0.5) * delta; float r1 = (i + 0.5) * delta; float c0 = cos (r0); float s0 = sin (r0); float c1 = cos (r1); float s1 = sin (r1); Vector3f normal0 (-c0, -s0, 0.f); Vector3f normal1 (-c1, -s1, 0.f); Vector4f normal0_4 (-c0, -s0, 0.f, 0.f); Vector4f normal1_4 (-c1, -s1, 0.f, 0.f); Vector4f p0 = normal0_4 + Vector4f (0., 0., 0.5f, 1.0f); Vector4f p1 = normal0_4 + Vector4f (0., 0., -0.5f, 1.0f); Vector4f p2 = normal1_4 + Vector4f (0., 0., 0.5f, 1.0f); Vector4f p3 = normal1_4 + Vector4f (0., 0., -0.5f, 1.0f); // side triangle 1 vertices.push_back(p0); normals.push_back(normal0); vertices.push_back(p1); normals.push_back(normal0); vertices.push_back(p2); normals.push_back(normal1); // side triangle 2 vertices.push_back(p2); normals.push_back(normal1); vertices.push_back(p1); normals.push_back(normal0); vertices.push_back(p3); normals.push_back(normal1); // upper end triangle Vector3f normal (0.f, 0.f, 1.f); vertices.push_back(p0); normals.push_back(normal); vertices.push_back(p2); normals.push_back(normal); vertices.push_back(Vector4f (0.f, 0.f, 0.5f, 1.0f)); normals.push_back(normal); // lower end triangle normal = Vector3f(0.f, 0.f, -1.f); vertices.push_back(p3); normals.push_back(normal); vertices.push_back(p1); normals.push_back(normal); vertices.push_back(Vector4f (0.f, 0.f, -0.5f, 1.0f)); normals.push_back(normal); } return createMeshFromStdVectors (vertices, normals, colors); } }