mirror of
https://github.com/bkaradzic/bgfx.git
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260 lines
7.4 KiB
C++
260 lines
7.4 KiB
C++
/*
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* Copyright 2011-2026 Branimir Karadzic. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
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*/
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#ifndef BGFX_UTILS_H_HEADER_GUARD
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#define BGFX_UTILS_H_HEADER_GUARD
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#include <bx/bounds.h>
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#include <bx/pixelformat.h>
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#include <bx/filepath.h>
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#include <bgfx/bgfx.h>
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#include <bimg/bimg.h>
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#include <tinystl/allocator.h>
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#include <tinystl/vector.h>
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namespace stl = tinystl;
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#include "args.h"
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/// Load file contents into memory.
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///
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/// @param[in] _filePath File path to load.
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/// @param[out] _size If non-NULL, will be set to the size of the loaded data.
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///
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/// @returns Pointer to loaded data. Must be freed with `unload`.
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///
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void* load(const bx::FilePath& _filePath, uint32_t* _size = NULL);
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/// Free memory allocated by `load`.
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///
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/// @param[in] _ptr Pointer to data returned by `load`.
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///
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void unload(void* _ptr);
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/// Load shader from file.
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///
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/// @param[in] _name Shader name.
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///
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/// @returns Shader handle.
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///
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bgfx::ShaderHandle loadShader(const bx::StringView& _name);
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/// Load shader program from vertex and fragment shader files.
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///
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/// @param[in] _vsName Vertex shader name.
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/// @param[in] _fsName Fragment shader name.
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///
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/// @returns Program handle.
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///
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bgfx::ProgramHandle loadProgram(const bx::StringView& _vsName, const bx::StringView& _fsName);
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/// Load texture from file.
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///
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/// @param[in] _filePath File path to texture.
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/// @param[in] _flags Texture creation flags.
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/// @param[in] _skip Number of top-level mip levels to skip.
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/// @param[out] _info If non-NULL, will be filled with texture info.
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/// @param[out] _orientation If non-NULL, will be filled with image orientation.
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///
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/// @returns Texture handle.
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///
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bgfx::TextureHandle loadTexture(const bx::FilePath& _filePath, uint64_t _flags = BGFX_TEXTURE_NONE|BGFX_SAMPLER_NONE, uint8_t _skip = 0, bgfx::TextureInfo* _info = NULL, bimg::Orientation::Enum* _orientation = NULL, bx::Error* _err = NULL);
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/// Load image container from file.
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///
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/// @param[in] _filePath File path to image.
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/// @param[in] _dstFormat Destination texture format.
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///
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/// @returns Pointer to image container.
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///
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bimg::ImageContainer* imageLoad(const bx::FilePath& _filePath, bgfx::TextureFormat::Enum _dstFormat);
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/// Calculate tangent vectors for a vertex/index buffer pair.
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///
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/// @param[in,out] _vertices Vertex stream (tangent attribute will be written).
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/// @param[in] _numVertices Number of vertices.
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/// @param[in] _layout Vertex stream layout.
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/// @param[in] _indices Index buffer.
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/// @param[in] _numIndices Number of indices.
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///
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void calcTangents(void* _vertices, uint16_t _numVertices, bgfx::VertexLayout _layout, const uint16_t* _indices, uint32_t _numIndices);
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/// Weld vertices by position. Generates a remap table that maps each vertex
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/// to the first vertex with the same position. Returns number of unique vertices.
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///
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/// @param[out] _output Welded vertices remapping table. The size of buffer
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/// must be the same as number of vertices.
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/// @param[in] _layout Vertex stream layout.
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/// @param[in] _data Vertex stream.
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/// @param[in] _num Number of vertices in vertex stream.
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/// @param[in] _index32 Set to `true` if input indices are 32-bit.
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///
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/// @returns Number of unique vertices after vertex welding.
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///
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uint32_t weldVertices(void* _output, const bgfx::VertexLayout& _layout, const void* _data, uint32_t _num, bool _index32);
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/// Returns true if both internal transient index and vertex buffer have
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/// enough space.
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///
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/// @param[in] _numVertices Number of vertices.
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/// @param[in] _layout Vertex layout.
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/// @param[in] _numIndices Number of indices.
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///
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inline bool checkAvailTransientBuffers(uint32_t _numVertices, const bgfx::VertexLayout& _layout, uint32_t _numIndices)
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{
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return _numVertices == bgfx::getAvailTransientVertexBuffer(_numVertices, _layout)
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&& (0 == _numIndices || _numIndices == bgfx::getAvailTransientIndexBuffer(_numIndices) )
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;
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}
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/// Encode normal vector as RGBA8 color value.
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///
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/// @param[in] _x X component of the normal.
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/// @param[in] _y Y component of the normal.
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/// @param[in] _z Z component of the normal.
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/// @param[in] _w W component.
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///
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/// @returns Packed RGBA8 value.
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///
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inline uint32_t encodeNormalRgba8(float _x, float _y = 0.0f, float _z = 0.0f, float _w = 0.0f)
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{
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const float src[] =
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{
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_x * 0.5f + 0.5f,
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_y * 0.5f + 0.5f,
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_z * 0.5f + 0.5f,
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_w * 0.5f + 0.5f,
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};
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uint32_t dst;
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bx::packRgba8(&dst, src);
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return dst;
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}
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/// Rendering state for a mesh pass.
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struct MeshState
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{
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struct Texture
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{
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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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bgfx::ViewId m_viewId;
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};
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struct Primitive
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{
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uint32_t m_startIndex;
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uint32_t m_numIndices;
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uint32_t m_startVertex;
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uint32_t m_numVertices;
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bx::Sphere m_sphere;
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bx::Aabb m_aabb;
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bx::Obb m_obb;
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};
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typedef stl::vector<Primitive> PrimitiveArray;
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struct Group
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{
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Group();
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void reset();
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bgfx::VertexBufferHandle m_vbh;
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bgfx::IndexBufferHandle m_ibh;
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uint16_t m_numVertices;
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uint8_t* m_vertices;
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uint32_t m_numIndices;
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uint16_t* m_indices;
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bx::Sphere m_sphere;
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bx::Aabb m_aabb;
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bx::Obb m_obb;
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PrimitiveArray m_prims;
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};
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typedef stl::vector<Group> GroupArray;
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struct Mesh
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{
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void load(bx::ReaderSeekerI* _reader, bool _ramcopy);
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void unload();
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void submit(bgfx::ViewId _id, bgfx::ProgramHandle _program, const float* _mtx, uint64_t _state) const;
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void submit(const MeshState*const* _state, uint8_t _numPasses, const float* _mtx, uint16_t _numMatrices) const;
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bgfx::VertexLayout m_layout;
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GroupArray m_groups;
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};
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/// Load mesh from file.
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///
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/// @param[in] _filePath File path to mesh.
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/// @param[in] _ramcopy If `true`, keep a RAM copy of vertex/index data.
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///
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/// @returns Pointer to loaded mesh.
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///
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Mesh* meshLoad(const bx::FilePath& _filePath, bool _ramcopy = false);
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/// Unload mesh and free resources.
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///
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/// @param[in] _mesh Pointer to mesh to unload.
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///
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void meshUnload(Mesh* _mesh);
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/// Create mesh state for multi-pass rendering.
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///
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/// @returns Pointer to new mesh state.
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///
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MeshState* meshStateCreate();
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/// Destroy mesh state.
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///
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/// @param[in] _meshState Pointer to mesh state to destroy.
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///
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void meshStateDestroy(MeshState* _meshState);
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/// Submit mesh for rendering with a single program.
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///
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/// @param[in] _mesh Pointer to mesh.
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/// @param[in] _id View ID.
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/// @param[in] _program Program handle.
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/// @param[in] _mtx Model transform matrix.
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/// @param[in] _state Render state flags.
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///
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void meshSubmit(const Mesh* _mesh, bgfx::ViewId _id, bgfx::ProgramHandle _program, const float* _mtx, uint64_t _state = BGFX_STATE_MASK);
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/// Submit mesh for multi-pass rendering.
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///
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/// @param[in] _mesh Pointer to mesh.
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/// @param[in] _state Array of mesh state pointers, one per pass.
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/// @param[in] _numPasses Number of rendering passes.
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/// @param[in] _mtx Model transform matrix.
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/// @param[in] _numMatrices Number of matrices.
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///
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void meshSubmit(const Mesh* _mesh, const MeshState*const* _state, uint8_t _numPasses, const float* _mtx, uint16_t _numMatrices = 1);
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/// Get renderer type name.
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///
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/// @param[in] _type Renderer type enum.
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///
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/// @returns Renderer name string.
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///
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bx::StringView getName(bgfx::RendererType::Enum _type);
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/// Get renderer type from name.
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///
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/// @param[in] _name Renderer type name.
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///
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/// @returns Renderer type enum.
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///
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bgfx::RendererType::Enum getType(const bx::StringView& _name);
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#endif // BGFX_UTILS_H_HEADER_GUARD
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