本文整理汇总了C++中bgfx::VertexDecl类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,您的评价将有助于我们的系统推荐出更棒的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
注:本文中的bgfx::VertexDecl类示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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