66 lines
1.7 KiB
C++
66 lines
1.7 KiB
C++
#ifndef RENDERUTILS_H
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#define RENDERUTILS_H
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#pragma once
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#include "GLFW/glfw3.h"
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#include <bgfx/bgfx.h>
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struct RenderState;
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namespace bgfxutils {
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bgfx::ShaderHandle loadShader(const char *_name);
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bgfx::ProgramHandle loadProgram(const char *_vsName, const char *_fsName);
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bgfx::ProgramHandle loadProgramFromFiles(const char *_vsFileName, const char *_fsFileName);
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bgfx::TextureHandle loadTexture(const char *_name, uint32_t _flags = BGFX_TEXTURE_NONE, uint8_t _skip = 0,
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bgfx::TextureInfo *_info = NULL);
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void calcTangents(void *_vertices, uint16_t _numVertices, bgfx::VertexDecl _decl, const uint16_t *_indices,
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uint32_t _numIndices);
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struct MeshState {
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struct Texture {
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uint32_t m_flags;
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bgfx::UniformHandle m_sampler;
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bgfx::TextureHandle m_texture;
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uint8_t m_stage;
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};
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Texture m_textures[4];
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uint64_t m_state;
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bgfx::ProgramHandle m_program;
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uint8_t m_numTextures;
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uint8_t m_viewId;
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};
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struct Mesh;
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Mesh *meshLoad(const char *_filePath);
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void meshUnload(Mesh *_mesh);
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MeshState *meshStateCreate();
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void meshStateDestroy(MeshState *_meshState);
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void meshSubmit(const Mesh *_mesh, uint8_t _id, bgfx::ProgramHandle _program, const float *_mtx,
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uint64_t _state = BGFX_STATE_MASK);
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void meshSubmit(const Mesh *_mesh, const RenderState*_state, uint8_t _numPasses, const float *_mtx,
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uint16_t _numMatrices = 1);
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// Loads the mesh data from a VBO into a bgfx Mesh
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// Mesh *createMeshFromVBO (const MeshVBO& mesh_buffer);
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void meshTransform (Mesh* mesh, const float *mtx);
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Mesh *createCuboid (float width, float height, float depth);
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Mesh *createUVSphere (int rows, int segments, float radius = 1.0f);
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Mesh *createCylinder (int segments);
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}
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#endif
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