/* * Copyright 2011-2018 Branimir Karadzic. All rights reserved. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause */ #ifndef BGFX_UTILS_H_HEADER_GUARD #define BGFX_UTILS_H_HEADER_GUARD #include #include #include /// void* load(const char* _filePath, uint32_t* _size = NULL); /// void unload(void* _ptr); /// bgfx::ShaderHandle loadShader(const char* _name); /// bgfx::ProgramHandle loadProgram(const char* _vsName, const char* _fsName); /// bgfx::TextureHandle loadTexture(const char* _name, uint32_t _flags = BGFX_TEXTURE_NONE, uint8_t _skip = 0, bgfx::TextureInfo* _info = NULL, bimg::Orientation::Enum* _orientation = NULL); /// bimg::ImageContainer* imageLoad(const char* _filePath, bgfx::TextureFormat::Enum _dstFormat); /// void calcTangents(void* _vertices, uint16_t _numVertices, bgfx::VertexDecl _decl, const uint16_t* _indices, uint32_t _numIndices); /// Returns true if both internal transient index and vertex buffer have /// enough space. /// /// @param[in] _numVertices Number of vertices. /// @param[in] _decl Vertex declaration. /// @param[in] _numIndices Number of indices. /// inline bool checkAvailTransientBuffers(uint32_t _numVertices, const bgfx::VertexDecl& _decl, uint32_t _numIndices) { return _numVertices == bgfx::getAvailTransientVertexBuffer(_numVertices, _decl) && (0 == _numIndices || _numIndices == bgfx::getAvailTransientIndexBuffer(_numIndices) ) ; } /// inline uint32_t encodeNormalRgba8(float _x, float _y = 0.0f, float _z = 0.0f, float _w = 0.0f) { const float src[] = { _x * 0.5f + 0.5f, _y * 0.5f + 0.5f, _z * 0.5f + 0.5f, _w * 0.5f + 0.5f, }; uint32_t dst; bx::packRgba8(&dst, src); return dst; } /// struct MeshState { struct Texture { uint32_t m_flags; bgfx::UniformHandle m_sampler; bgfx::TextureHandle m_texture; uint8_t m_stage; }; Texture m_textures[4]; uint64_t m_state; bgfx::ProgramHandle m_program; uint8_t m_numTextures; bgfx::ViewId m_viewId; }; struct Mesh; /// Mesh* meshLoad(const char* _filePath); /// void meshUnload(Mesh* _mesh); /// MeshState* meshStateCreate(); /// void meshStateDestroy(MeshState* _meshState); /// void meshSubmit(const Mesh* _mesh, bgfx::ViewId _id, bgfx::ProgramHandle _program, const float* _mtx, uint64_t _state = BGFX_STATE_MASK); /// void meshSubmit(const Mesh* _mesh, const MeshState*const* _state, uint8_t _numPasses, const float* _mtx, uint16_t _numMatrices = 1); /// struct Args { Args(int _argc, const char* const* _argv); bgfx::RendererType::Enum m_type; uint16_t m_pciId; }; #endif // BGFX_UTILS_H_HEADER_GUARD