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C++ bgfx::VertexDecl类代码示例

本文整理汇总了C++中bgfx::VertexDecl的典型用法代码示例。如果您正苦于以下问题:C++ VertexDecl类的具体用法?C++ VertexDecl怎么用?C++ VertexDecl使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。


在下文中一共展示了VertexDecl类的11个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: write

void write(bx::WriterI* _writer, const uint8_t* _vertices, uint32_t _numVertices, const bgfx::VertexDecl& _decl, const uint16_t* _indices, uint32_t _numIndices, const std::string& _material, const PrimitiveArray& _primitives)
{
	uint32_t stride = _decl.getStride();
	bx::write(_writer, BGFX_CHUNK_MAGIC_VB);
	writeBounds(_writer, _vertices, _numVertices, stride);

	bx::write(_writer, _decl);
	bx::write(_writer, uint16_t(_numVertices) );
	bx::write(_writer, _vertices, _numVertices*stride);

	bx::write(_writer, BGFX_CHUNK_MAGIC_IB);
	bx::write(_writer, _numIndices);
	bx::write(_writer, _indices, _numIndices*2);

	bx::write(_writer, BGFX_CHUNK_MAGIC_PRI);
	uint16_t nameLen = uint16_t(_material.size() );
	bx::write(_writer, nameLen);
	bx::write(_writer, _material.c_str(), nameLen);
	bx::write(_writer, uint16_t(_primitives.size() ) );
	for (PrimitiveArray::const_iterator primIt = _primitives.begin(); primIt != _primitives.end(); ++primIt)
	{
		const Primitive& prim = *primIt;
		nameLen = uint16_t(prim.m_name.size() );
		bx::write(_writer, nameLen);
		bx::write(_writer, prim.m_name.c_str(), nameLen);
		bx::write(_writer, prim.m_startIndex);
		bx::write(_writer, prim.m_numIndices);
		bx::write(_writer, prim.m_startVertex);
		bx::write(_writer, prim.m_numVertices);
		writeBounds(_writer, &_vertices[prim.m_startVertex*stride], prim.m_numVertices, stride);
	}
}
开发者ID:amisuki,项目名称:bgfx,代码行数:32,代码来源:geometryc.cpp

示例2: create

void Model::create(const bgfx::VertexDecl& def,
				   Material* material,
				   const int* indices_data,
				   int indices_size,
				   const void* attributes_data,
				   int attributes_size)
{
	m_geometry_buffer_object.setAttributesData(
		attributes_data, attributes_size, def);
	m_geometry_buffer_object.setIndicesData(indices_data, indices_size);

	m_meshes.emplace(def,
					 material,
					 0,
					 attributes_size,
					 0,
					 indices_size / sizeof(int),
					 "default",
					 m_allocator);

	Model::LOD lod;
	lod.m_distance = FLT_MAX;
	lod.m_from_mesh = 0;
	lod.m_to_mesh = 0;
	m_lods.push(lod);

	m_indices.resize(indices_size / sizeof(m_indices[0]));
	memcpy(&m_indices[0], indices_data, indices_size);

	m_vertices.resize(attributes_size / def.getStride());
	computeRuntimeData((const uint8_t*)attributes_data);

	onReady();
}
开发者ID:gamedevforks,项目名称:LumixEngine,代码行数:34,代码来源:model.cpp

示例3: create

void Model::create(const bgfx::VertexDecl& def,
				   Material* material,
				   const int* indices_data,
				   int indices_size,
				   const void* attributes_data,
				   int attributes_size)
{
	ASSERT(!bgfx::isValid(m_vertices_handle));
	m_vertices_handle = bgfx::createVertexBuffer(bgfx::copy(attributes_data, attributes_size), def);
	m_vertices_size = attributes_size;

	ASSERT(!bgfx::isValid(m_indices_handle));
	auto* mem = bgfx::copy(indices_data, indices_size);
	m_indices_handle = bgfx::createIndexBuffer(mem, BGFX_BUFFER_INDEX32);
	m_indices_size = indices_size;

	m_meshes.emplace(def,
					 material,
					 0,
					 attributes_size,
					 0,
					 indices_size / int(sizeof(int)),
					 "default",
					 m_allocator);

	Model::LOD lod;
	lod.m_distance = FLT_MAX;
	lod.m_from_mesh = 0;
	lod.m_to_mesh = 0;
	m_lods.push(lod);

	m_indices.resize(indices_size / sizeof(m_indices[0]));
	copyMemory(&m_indices[0], indices_data, indices_size);

	m_vertices.resize(attributes_size / def.getStride());
	computeRuntimeData((const uint8*)attributes_data);

	onCreated(State::READY);
}
开发者ID:badkangaroo,项目名称:LumixEngine,代码行数:39,代码来源:model.cpp

示例4: load

	void load(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 = ...

		m_groups.push_back(group);
	}
开发者ID:marynate,项目名称:bgfx,代码行数:22,代码来源:shadowmaps_simple.cpp

示例5: lmDefineLogGroup

namespace GFX
{
lmDefineLogGroup(gGFXQuadRendererLogGroup, "GFXQuadRenderer", 1, LoomLogInfo);

// coincides w/ struct VertexPosColorTex in gfxQuadRenderer.h
static bgfx::VertexDecl sVertexPosColorTexDecl;

static bgfx::UniformHandle sUniformTexColor;
static bgfx::UniformHandle sUniformNodeMatrixRemoveMe;
static bgfx::ProgramHandle sProgramPosColorTex;
static bgfx::ProgramHandle sProgramPosTex;

static bgfx::IndexBufferHandle sIndexBufferHandle;

static bool sTinted = true;

bgfx::DynamicVertexBufferHandle QuadRenderer::vertexBuffers[MAXVERTEXBUFFERS];

VertexPosColorTex* QuadRenderer::vertexData[MAXVERTEXBUFFERS];

void* QuadRenderer::vertexDataMemory = NULL;

int QuadRenderer::maxVertexIdx[MAXVERTEXBUFFERS];

int QuadRenderer::numVertexBuffers;

int               QuadRenderer::currentVertexBufferIdx;
VertexPosColorTex *QuadRenderer::currentVertexPtr;
int               QuadRenderer::vertexCount;

int QuadRenderer::currentIndexBufferIdx;

TextureID QuadRenderer::currentTexture;
int       QuadRenderer::quadCount;

int QuadRenderer::numFrameSubmit;

static loom_allocator_t *gQuadMemoryAllocator = NULL;

void QuadRenderer::submit()
{
    if (quadCount <= 0)
    {
        return;
    }

    numFrameSubmit++;

    if (Texture::sTextureInfos[currentTexture].handle.idx != MARKEDTEXTURE)
    {
        // On iPad 1, the PosColorTex shader, which multiplies texture color with
        // vertex color, is 5x slower than PosTex, which just draws the texture
        // unmodified. So we do this.
        if(sTinted)
            bgfx::setProgram(sProgramPosColorTex);
        else
            bgfx::setProgram(sProgramPosTex);

        lmAssert(sIndexBufferHandle.idx != bgfx::invalidHandle, "No index buffer!");
        bgfx::setIndexBuffer(sIndexBufferHandle, currentIndexBufferIdx, (quadCount * 6));
        bgfx::setVertexBuffer(vertexBuffers[currentVertexBufferIdx], MAXBATCHQUADS * 4);

        // set U and V wrap modes (repeat / mirror / clamp)
        uint32_t textureFlags = BGFX_TEXTURE_W_CLAMP;
        ///U
        switch(Texture::sTextureInfos[currentTexture].wrapU)
        {
            case TEXTUREINFO_WRAP_REPEAT:
                textureFlags |= BGFX_TEXTURE_NONE;
                break;
            case TEXTUREINFO_WRAP_MIRROR:
                textureFlags |= BGFX_TEXTURE_U_MIRROR;
                break;
            case TEXTUREINFO_WRAP_CLAMP:
                textureFlags |= BGFX_TEXTURE_U_CLAMP;
                break;
        }
        ///V
        switch(Texture::sTextureInfos[currentTexture].wrapV)
        {
            case TEXTUREINFO_WRAP_REPEAT:
                textureFlags |= BGFX_TEXTURE_NONE;
                break;
            case TEXTUREINFO_WRAP_MIRROR:
                textureFlags |= BGFX_TEXTURE_V_MIRROR;
                break;
            case TEXTUREINFO_WRAP_CLAMP:
                textureFlags |= BGFX_TEXTURE_V_CLAMP;
                break;
        }

        // set smoothing mode, bgfx default is bilinear
        switch (Texture::sTextureInfos[currentTexture].smoothing)
        {
            // use nearest neighbor 
            case TEXTUREINFO_SMOOTHING_NONE:
                textureFlags |= BGFX_TEXTURE_MIN_POINT;
                textureFlags |= BGFX_TEXTURE_MAG_POINT;
                textureFlags |= BGFX_TEXTURE_MIP_POINT;
                break;
//.........这里部分代码省略.........
开发者ID:Halfnhav4,项目名称:LoomSDK,代码行数:101,代码来源:gfxQuadRenderer.cpp

示例6: sizeof

bool Model::parseMeshesOld(bgfx::VertexDecl global_vertex_decl, FS::IFile& file, FileVersion version, u32 global_flags)
{
	int object_count = 0;
	file.read(&object_count, sizeof(object_count));
	if (object_count <= 0) return false;

	m_meshes.reserve(object_count);
	char model_dir[MAX_PATH_LENGTH];
	PathUtils::getDir(model_dir, MAX_PATH_LENGTH, getPath().c_str());
	struct Offsets
	{
		i32 attribute_array_offset;
		i32 attribute_array_size;
		i32 indices_offset;
		i32 mesh_tri_count;
	};
	Array<Offsets> mesh_offsets(m_allocator);
	for (int i = 0; i < object_count; ++i)
	{
		i32 str_size;
		file.read(&str_size, sizeof(str_size));
		char material_name[MAX_PATH_LENGTH];
		file.read(material_name, str_size);
		if (str_size >= MAX_PATH_LENGTH) return false;

		material_name[str_size] = 0;

		char material_path[MAX_PATH_LENGTH];
		copyString(material_path, model_dir);
		catString(material_path, material_name);
		catString(material_path, ".mat");

		auto* material_manager = m_resource_manager.getOwner().get(Material::TYPE);
		Material* material = static_cast<Material*>(material_manager->load(Path(material_path)));

		Offsets& offsets = mesh_offsets.emplace();
		file.read(&offsets.attribute_array_offset, sizeof(offsets.attribute_array_offset));
		file.read(&offsets.attribute_array_size, sizeof(offsets.attribute_array_size));
		file.read(&offsets.indices_offset, sizeof(offsets.indices_offset));
		file.read(&offsets.mesh_tri_count, sizeof(offsets.mesh_tri_count));

		file.read(&str_size, sizeof(str_size));
		if (str_size >= MAX_PATH_LENGTH)
		{
			material_manager->unload(*material);
			return false;
		}

		char mesh_name[MAX_PATH_LENGTH];
		mesh_name[str_size] = 0;
		file.read(mesh_name, str_size);

		bgfx::VertexDecl vertex_decl = global_vertex_decl;
		if (version <= FileVersion::SINGLE_VERTEX_DECL)
		{
			parseVertexDecl(file, &vertex_decl);
			if (i != 0 && global_vertex_decl.m_hash != vertex_decl.m_hash)
			{
				g_log_error.log("Renderer") << "Model " << getPath().c_str()
					<< " contains meshes with different vertex declarations.";
			}
			if(i == 0) global_vertex_decl = vertex_decl;
		}


		m_meshes.emplace(material,
			vertex_decl,
			mesh_name,
			m_allocator);
		addDependency(*material);
	}

	i32 indices_count = 0;
	file.read(&indices_count, sizeof(indices_count));
	if (indices_count <= 0) return false;

	u32 INDICES_16BIT_FLAG = 1;
	int index_size = global_flags & INDICES_16BIT_FLAG ? 2 : 4;
	Array<u8> indices(m_allocator);
	indices.resize(indices_count * index_size);
	file.read(&indices[0], indices.size());

	i32 vertices_size = 0;
	file.read(&vertices_size, sizeof(vertices_size));
	if (vertices_size <= 0) return false;

	Array<u8> vertices(m_allocator);
	vertices.resize(vertices_size);
	file.read(&vertices[0], vertices.size());

	int vertex_count = 0;
	for (const Offsets& offsets : mesh_offsets)
	{
		vertex_count += offsets.attribute_array_size / global_vertex_decl.getStride();
	}

	if (version > FileVersion::BOUNDING_SHAPES_PRECOMPUTED)
	{
		file.read(&m_bounding_radius, sizeof(m_bounding_radius));
		file.read(&m_aabb, sizeof(m_aabb));
//.........这里部分代码省略.........
开发者ID:nem0,项目名称:LumixEngine,代码行数:101,代码来源:model.cpp

示例7: _main_

int _main_(int _argc, char** _argv)
{
	uint32_t width = 1280;
	uint32_t height = 720;
	uint32_t debug = BGFX_DEBUG_TEXT;
	uint32_t reset = BGFX_RESET_NONE;

	bgfx::init();
	bgfx::reset(width, height);

	// Enable debug text.
	bgfx::setDebug(debug);

	// Set view 0 clear state.
	bgfx::setViewClear(0
		, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
		, 0x303030ff
		, 1.0f
		, 0
		);

	// Setup root path for binary shaders. Shader binaries are different 
	// for each renderer.
	switch (bgfx::getRendererType() )
	{
	default:
	case bgfx::RendererType::Direct3D9:
		s_shaderPath = "shaders/dx9/";
		break;

	case bgfx::RendererType::Direct3D11:
		s_shaderPath = "shaders/dx11/";
		break;

	case bgfx::RendererType::OpenGL:
		s_shaderPath = "shaders/glsl/";
		s_flipV = true;
		break;

	case bgfx::RendererType::OpenGLES2:
	case bgfx::RendererType::OpenGLES3:
		s_shaderPath = "shaders/gles/";
		s_flipV = true;
		break;
	}

	// Create vertex stream declaration.
	s_PosColorTexCoord0Decl.begin();
	s_PosColorTexCoord0Decl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float);
	s_PosColorTexCoord0Decl.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true);
	s_PosColorTexCoord0Decl.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float);
	s_PosColorTexCoord0Decl.end();  

	bgfx::UniformHandle u_time = bgfx::createUniform("u_time", bgfx::UniformType::Uniform1f);
	bgfx::UniformHandle u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Uniform4x4fv);
	bgfx::UniformHandle u_lightDir = bgfx::createUniform("u_lightDir", bgfx::UniformType::Uniform3fv);

	bgfx::ProgramHandle raymarching = loadProgram("vs_raymarching", "fs_raymarching");

	while (!processEvents(width, height, debug, reset) )
	{
		// Set view 0 default viewport.
		bgfx::setViewRect(0, 0, 0, width, height);

		// Set view 1 default viewport.
		bgfx::setViewRect(1, 0, 0, width, height);

		// This dummy draw call is here to make sure that view 0 is cleared
		// if no other draw calls are submitted to viewZ 0.
		bgfx::submit(0);

		int64_t now = bx::getHPCounter();
		static int64_t last = now;
		const int64_t frameTime = now - last;
		last = now;
		const double freq = double(bx::getHPFrequency() );
		const double toMs = 1000.0/freq;

		// Use debug font to print information about this example.
		bgfx::dbgTextClear();
		bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/03-raymarch");
		bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Updating shader uniforms.");
		bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);

		float at[3] = { 0.0f, 0.0f, 0.0f };
		float eye[3] = { 0.0f, 0.0f, -15.0f };
		
		float view[16];
		float proj[16];
		mtxLookAt(view, eye, at);
		mtxProj(proj, 60.0f, 16.0f/9.0f, 0.1f, 100.0f);

		// Set view and projection matrix for view 1.
		bgfx::setViewTransform(0, view, proj);

		float ortho[16];
		mtxOrtho(ortho, 0.0f, 1280.0f, 720.0f, 0.0f, 0.0f, 100.0f);

		// Set view and projection matrix for view 0.
		bgfx::setViewTransform(1, NULL, ortho);
//.........这里部分代码省略.........
开发者ID:richard-sim,项目名称:bgfx,代码行数:101,代码来源:raymarch.cpp

示例8: _main_

int _main_(int _argc, char** _argv)
{
	uint32_t width = 1280;
	uint32_t height = 720;
	uint32_t debug = BGFX_DEBUG_TEXT;
	uint32_t reset = BGFX_RESET_NONE;

	bgfx::init();
	bgfx::reset(width, height);

	// Enable debug text.
	bgfx::setDebug(debug);

	// Set view 0 clear state.
	bgfx::setViewClear(0
		, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
		, 0x303030ff
		, 1.0f
		, 0
		);

	// Setup root path for binary shaders. Shader binaries are different 
	// for each renderer.
	switch (bgfx::getRendererType() )
	{
	default:
	case bgfx::RendererType::Direct3D9:
		s_shaderPath = "shaders/dx9/";
		break;

	case bgfx::RendererType::Direct3D11:
		s_shaderPath = "shaders/dx11/";
		break;

	case bgfx::RendererType::OpenGL:
		s_shaderPath = "shaders/glsl/";
		break;

	case bgfx::RendererType::OpenGLES2:
	case bgfx::RendererType::OpenGLES3:
		s_shaderPath = "shaders/gles/";
		break;
	}

	// Create vertex stream declaration.
	s_PosNormalTangentTexcoordDecl.begin();
	s_PosNormalTangentTexcoordDecl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float);
	s_PosNormalTangentTexcoordDecl.add(bgfx::Attrib::Normal, 4, bgfx::AttribType::Uint8, true, true);
	s_PosNormalTangentTexcoordDecl.add(bgfx::Attrib::Tangent, 4, bgfx::AttribType::Uint8, true, true);
	s_PosNormalTangentTexcoordDecl.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Int16, true, true);
	s_PosNormalTangentTexcoordDecl.end();

	const bgfx::Memory* mem;

	calcTangents(s_cubeVertices, countof(s_cubeVertices), s_PosNormalTangentTexcoordDecl, s_cubeIndices, countof(s_cubeIndices) );

	// Create static vertex buffer.
	mem = bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) );
	bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(mem, s_PosNormalTangentTexcoordDecl);

	// Create static index buffer.
	mem = bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) );
	bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(mem);

	// Create texture sampler uniforms.
	bgfx::UniformHandle u_texColor = bgfx::createUniform("u_texColor", bgfx::UniformType::Uniform1iv);
	bgfx::UniformHandle u_texNormal = bgfx::createUniform("u_texNormal", bgfx::UniformType::Uniform1iv);

	uint16_t numLights = 4;
	bgfx::UniformHandle u_lightPosRadius = bgfx::createUniform("u_lightPosRadius", bgfx::UniformType::Uniform4fv, numLights);
	bgfx::UniformHandle u_lightRgbInnerR = bgfx::createUniform("u_lightRgbInnerR", bgfx::UniformType::Uniform4fv, numLights);

	// Load vertex shader.
	mem = loadShader("vs_bump");
	bgfx::VertexShaderHandle vsh = bgfx::createVertexShader(mem);

	// Load fragment shader.
	mem = loadShader("fs_bump");
	bgfx::FragmentShaderHandle fsh = bgfx::createFragmentShader(mem);

	// Create program from shaders.
	bgfx::ProgramHandle program = bgfx::createProgram(vsh, fsh);

	// We can destroy vertex and fragment shader here since
	// their reference is kept inside bgfx after calling createProgram.
	// Vertex and fragment shader will be destroyed once program is^
	// destroyed.
	bgfx::destroyVertexShader(vsh);
	bgfx::destroyFragmentShader(fsh);

	// Load diffuse texture.
	mem = loadTexture("fieldstone-rgba.dds");
	bgfx::TextureHandle textureColor = bgfx::createTexture(mem);

	// Load normal texture.
	mem = loadTexture("fieldstone-n.dds");
	bgfx::TextureHandle textureNormal = bgfx::createTexture(mem);

	while (!processEvents(width, height, debug, reset) )
	{
//.........这里部分代码省略.........
开发者ID:richard-sim,项目名称:bgfx,代码行数:101,代码来源:bump.cpp

示例9: initializeGraphicsResources

void QuadRenderer::initializeGraphicsResources()
{
    const bgfx::Memory *mem = NULL;

    lmLogInfo(gGFXQuadRendererLogGroup, "Initializing Graphics Resources");

    // Create texture sampler uniforms.
    sUniformTexColor           = bgfx::createUniform("u_texColor", bgfx::UniformType::Uniform1iv);
    sUniformNodeMatrixRemoveMe = bgfx::createUniform("u_nodeMatrix", bgfx::UniformType::Uniform4x4fv);

    int           sz;
    const uint8_t *pshader;

    // Load vertex shader.
    bgfx::VertexShaderHandle vsh_pct;
    pshader = GetVertexShaderPosColorTex(sz);
    mem     = bgfx::makeRef(pshader, sz);
    vsh_pct = bgfx::createVertexShader(mem);

    bgfx::VertexShaderHandle vsh_pt;
    pshader = GetVertexShaderPosTex(sz);
    mem     = bgfx::makeRef(pshader, sz);
    vsh_pt  = bgfx::createVertexShader(mem);

    // Load fragment shaders.
    bgfx::FragmentShaderHandle fsh_pct;
    pshader = GetFragmentShaderPosColorTex(sz);
    mem     = bgfx::makeRef(pshader, sz);
    fsh_pct = bgfx::createFragmentShader(mem);

    bgfx::FragmentShaderHandle fsh_pt;
    pshader = GetFragmentShaderPosTex(sz);
    mem     = bgfx::makeRef(pshader, sz);
    fsh_pt  = bgfx::createFragmentShader(mem);

    // Create program from shaders.
    sProgramPosColorTex = bgfx::createProgram(vsh_pct, fsh_pct);
    sProgramPosTex = bgfx::createProgram(vsh_pt, fsh_pt);

    // We can destroy vertex and fragment shader here since
    // their reference is kept inside bgfx after calling createProgram.
    // Vertex and fragment shader will be destroyed once program is
    // destroyed.
    bgfx::destroyVertexShader(vsh_pct);
    bgfx::destroyVertexShader(vsh_pt);
    bgfx::destroyFragmentShader(fsh_pct);
    bgfx::destroyFragmentShader(fsh_pt);

    // create the vertex stream
    sVertexPosColorTexDecl.begin();
    sVertexPosColorTexDecl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float);
    sVertexPosColorTexDecl.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true);
    sVertexPosColorTexDecl.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float);
    sVertexPosColorTexDecl.end();

    // create the single, reused quad index buffer
    numVertexBuffers = 0;
    vertexBuffers[numVertexBuffers++] = bgfx::createDynamicVertexBuffer(MAXBATCHQUADS * 4, sVertexPosColorTexDecl);

    mem = bgfx::alloc(sizeof(uint16_t) * 6 * MAXBATCHQUADS);
    uint16_t *pindice = (uint16_t *)mem->data;

    int j = 0;
    for (int i = 0; i < 6 * MAXBATCHQUADS; i += 6, j += 4, pindice += 6)
    {
        pindice[0] = j;
        pindice[1] = j + 2;
        pindice[2] = j + 1;
        pindice[3] = j + 1;
        pindice[4] = j + 2;
        pindice[5] = j + 3;
    }

    sIndexBufferHandle = bgfx::createIndexBuffer(mem);

    size_t bufferSize = MAXVERTEXBUFFERS * sizeof(VertexPosColorTex) * MAXBATCHQUADS * 4;

    vertexDataMemory = lmAlloc(gQuadMemoryAllocator, bufferSize);

    lmAssert(vertexDataMemory, "Unable to allocate buffer for quad vertex data");

    VertexPosColorTex* p = (VertexPosColorTex*) vertexDataMemory; 

    for (int i = 0; i < MAXVERTEXBUFFERS; i++)
    {
        // setup buffer pointer
        vertexData[i] = p;

        p += MAXBATCHQUADS * 4;
    }
}
开发者ID:Halfnhav4,项目名称:LoomSDK,代码行数:91,代码来源:gfxQuadRenderer.cpp

示例10: _main_

int _main_(int /*_argc*/, char** /*_argv*/)
{
	uint32_t width = 1280;
	uint32_t height = 720;
	uint32_t debug = BGFX_DEBUG_TEXT;
	uint32_t reset = BGFX_RESET_VSYNC;

	bgfx::init();
	bgfx::reset(width, height, reset);

	// Enable debug text.
	bgfx::setDebug(debug);

	// Set view 0 clear state.
	bgfx::setViewClear(0
		, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
		, 0x303030ff
		, 1.0f
		, 0
		);

	// Setup root path for binary shaders. Shader binaries are different 
	// for each renderer.
	switch (bgfx::getRendererType() )
	{
	default:
	case bgfx::RendererType::Direct3D9:
		s_shaderPath = "shaders/dx9/";
		break;

	case bgfx::RendererType::Direct3D11:
		s_shaderPath = "shaders/dx11/";
		break;

	case bgfx::RendererType::OpenGL:
		s_shaderPath = "shaders/glsl/";
		break;

	case bgfx::RendererType::OpenGLES2:
	case bgfx::RendererType::OpenGLES3:
		s_shaderPath = "shaders/gles/";
		break;
	}

	// Create vertex stream declaration.
	s_PosTexcoordDecl.begin();
	s_PosTexcoordDecl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float);
	s_PosTexcoordDecl.add(bgfx::Attrib::TexCoord0, 3, bgfx::AttribType::Float);
	s_PosTexcoordDecl.end();

	const bgfx::Memory* mem;

	// Create static vertex buffer.
	mem = bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) );
	bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(mem, s_PosTexcoordDecl);

	// Create static index buffer.
	mem = bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) );
	bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(mem);

	// Create texture sampler uniforms.
	bgfx::UniformHandle u_texCube = bgfx::createUniform("u_texCube", bgfx::UniformType::Uniform1iv);

	// Load vertex shader.
	mem = loadShader("vs_update");
	bgfx::VertexShaderHandle vsh = bgfx::createVertexShader(mem);

	// Load fragment shader.
	mem = loadShader("fs_update");
	bgfx::FragmentShaderHandle fsh = bgfx::createFragmentShader(mem);

	// Create program from shaders.
	bgfx::ProgramHandle program = bgfx::createProgram(vsh, fsh);

	// We can destroy vertex and fragment shader here since
	// their reference is kept inside bgfx after calling createProgram.
	// Vertex and fragment shader will be destroyed once program is
	// destroyed.
	bgfx::destroyVertexShader(vsh);
	bgfx::destroyFragmentShader(fsh);

	const uint32_t textureSide = 2048;

	bgfx::TextureHandle textureCube = 
		bgfx::createTextureCube(6
			, textureSide
			, 1
			, bgfx::TextureFormat::BGRA8
			, BGFX_TEXTURE_MIN_POINT|BGFX_TEXTURE_MAG_POINT|BGFX_TEXTURE_MIP_POINT
			);

	uint8_t rr = rand()%255;
	uint8_t gg = rand()%255;
	uint8_t bb = rand()%255;

	int64_t updateTime = 0;

	RectPackCubeT<256> cube(textureSide);

	uint32_t hit = 0;
//.........这里部分代码省略.........
开发者ID:kevinic,项目名称:bgfx,代码行数:101,代码来源:update.cpp

示例11: _main_

int _main_(int /*_argc*/, char** /*_argv*/)
{
	uint32_t width = 1280;
	uint32_t height = 720;
	uint32_t debug = BGFX_DEBUG_TEXT;
	uint32_t reset = BGFX_RESET_VSYNC;

	bgfx::init();
	bgfx::reset(width, height, reset);

	// Enable debug text.
	bgfx::setDebug(debug);

	// Set view 0 clear state.
	bgfx::setViewClear(0
		, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
		, 0x303030ff
		, 1.0f
		, 0
		);

	// Setup root path for binary shaders. Shader binaries are different 
	// for each renderer.
	switch (bgfx::getRendererType() )
	{
	default:
	case bgfx::RendererType::Direct3D9:
		s_shaderPath = "shaders/dx9/";
		break;

	case bgfx::RendererType::Direct3D11:
		s_shaderPath = "shaders/dx11/";
		break;

	case bgfx::RendererType::OpenGL:
		s_shaderPath = "shaders/glsl/";
		break;

	case bgfx::RendererType::OpenGLES2:
	case bgfx::RendererType::OpenGLES3:
		s_shaderPath = "shaders/gles/";
		break;
	}

	// Create vertex stream declaration.
	s_PosColorDecl.begin();
	s_PosColorDecl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float);
	s_PosColorDecl.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true);
	s_PosColorDecl.end();

	const bgfx::Memory* mem;

	// Create static vertex buffer.
	mem = bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) );
	bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(mem, s_PosColorDecl);

	// Create static index buffer.
	mem = bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) );
	bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(mem);

	// Load vertex shader.
	mem = loadShader("vs_instancing");
	bgfx::VertexShaderHandle vsh = bgfx::createVertexShader(mem);

	// Load fragment shader.
	mem = loadShader("fs_instancing");
	bgfx::FragmentShaderHandle fsh = bgfx::createFragmentShader(mem);

	// Create program from shaders.
	bgfx::ProgramHandle program = bgfx::createProgram(vsh, fsh);

	// We can destroy vertex and fragment shader here since
	// their reference is kept inside bgfx after calling createProgram.
	// Vertex and fragment shader will be destroyed once program is
	// destroyed.
	bgfx::destroyVertexShader(vsh);
	bgfx::destroyFragmentShader(fsh);

	int64_t timeOffset = bx::getHPCounter();

	while (!entry::processEvents(width, height, debug, reset) )
	{
		// Set view 0 default viewport.
		bgfx::setViewRect(0, 0, 0, width, height);

		// This dummy draw call is here to make sure that view 0 is cleared
		// if no other draw calls are submitted to view 0.
		bgfx::submit(0);

		int64_t now = bx::getHPCounter();
		static int64_t last = now;
		const int64_t frameTime = now - last;
		last = now;
		const double freq = double(bx::getHPFrequency() );
		const double toMs = 1000.0/freq;
		float time = (float)( (now - timeOffset)/double(bx::getHPFrequency() ) );

		// Use debug font to print information about this example.
		bgfx::dbgTextClear();
		bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/05-instancing");
//.........这里部分代码省略.........
开发者ID:cdoty,项目名称:bgfx,代码行数:101,代码来源:instancing.cpp


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