camera movement & formatting
This commit is contained in:
@@ -1,215 +1,239 @@
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#include "Rendering.h"
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#include "../Log.h"
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#include "../../engine/Shared.h"
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#include "../Global.h"
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#include "../Input.h"
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#include "../Instance.h"
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#include "../Log.h"
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#include "../Mesh.h"
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#include "Rendering.h"
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#include "bgfx/defines.h"
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#include "bx/timer.h"
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#include <bx/file.h>
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#include <bgfx/bgfx.h>
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#include <bx/file.h>
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#include <thread>
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using namespace std::chrono_literals;
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namespace Game
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{
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namespace
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{
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static const bgfx::Memory* loadMem(bx::FileReaderI* _reader, const bx::FilePath& _filePath)
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{
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if (bx::open(_reader, _filePath))
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{
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uint32_t size = (uint32_t)bx::getSize(_reader);
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const bgfx::Memory* mem = bgfx::alloc(size + 1);
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bx::read(_reader, mem->data, size, bx::ErrorAssert{});
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bx::close(_reader);
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mem->data[mem->size - 1] = '\0';
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return mem;
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}
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namespace
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{
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static const bgfx::Memory* loadMem(bx::FileReaderI* _reader, const bx::FilePath& _filePath)
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{
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if (bx::open(_reader, _filePath))
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{
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uint32_t size = (uint32_t)bx::getSize(_reader);
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const bgfx::Memory* mem = bgfx::alloc(size + 1);
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bx::read(_reader, mem->data, size, bx::ErrorAssert{});
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bx::close(_reader);
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mem->data[mem->size - 1] = '\0';
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return mem;
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}
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Log("Failed to load %s.", _filePath.getCPtr());
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return NULL;
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}
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Log("Failed to load %s.", _filePath.getCPtr());
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return NULL;
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}
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bgfx::ShaderHandle loadShader(const char* FILENAME)
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{
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const char* shaderPath = "???";
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bgfx::ShaderHandle loadShader(const char* FILENAME)
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{
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const char* shaderPath = "???";
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switch (bgfx::getRendererType()) {
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case bgfx::RendererType::Agc:
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case bgfx::RendererType::Nvn:
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case bgfx::RendererType::Count:
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case bgfx::RendererType::Noop: break;
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case bgfx::RendererType::Direct3D11:
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case bgfx::RendererType::Direct3D12: shaderPath = "game/compiled-shaders/dx11/"; break;
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case bgfx::RendererType::Gnm: shaderPath = "game/compiled-shaders/pssl/"; break;
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case bgfx::RendererType::Metal: shaderPath = "game/compiled-shaders/metal/"; break;
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case bgfx::RendererType::OpenGL: shaderPath = "game/compiled-shaders/glsl/"; break;
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case bgfx::RendererType::OpenGLES: shaderPath = "game/compiled-shaders/essl/"; break;
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case bgfx::RendererType::Vulkan: shaderPath = "game/compiled-shaders/spirv/"; break;
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}
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switch (bgfx::getRendererType())
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{
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case bgfx::RendererType::Agc:
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case bgfx::RendererType::Nvn:
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case bgfx::RendererType::Count:
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case bgfx::RendererType::Noop:
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break;
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case bgfx::RendererType::Direct3D11:
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case bgfx::RendererType::Direct3D12:
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shaderPath = "game/compiled-shaders/dx11/";
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break;
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case bgfx::RendererType::Gnm:
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shaderPath = "game/compiled-shaders/pssl/";
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break;
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case bgfx::RendererType::Metal:
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shaderPath = "game/compiled-shaders/metal/";
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break;
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case bgfx::RendererType::OpenGL:
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shaderPath = "game/compiled-shaders/glsl/";
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break;
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case bgfx::RendererType::OpenGLES:
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shaderPath = "game/compiled-shaders/essl/";
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break;
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case bgfx::RendererType::Vulkan:
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shaderPath = "game/compiled-shaders/spirv/";
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break;
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}
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char buffer[512]{ 0 };
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bx::strCopy(buffer, sizeof(buffer), shaderPath);
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bx::strCat(buffer, sizeof(buffer), FILENAME);
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bx::strCat(buffer, sizeof(buffer), ".bin");
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char buffer[512]{0};
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bx::strCopy(buffer, sizeof(buffer), shaderPath);
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bx::strCat(buffer, sizeof(buffer), FILENAME);
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bx::strCat(buffer, sizeof(buffer), ".bin");
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Log("Loading shader at %s", buffer);
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Log("Loading shader at %s", buffer);
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FILE* file;
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for (int32_t i = 0; i < 3; ++i)
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{
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file = fopen(buffer, "rb");
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if (file == nullptr)
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{
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std::this_thread::sleep_for(100ms);
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break;
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}
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fseek(file, 0, SEEK_END);
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long fileSize = ftell(file);
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fseek(file, 0, SEEK_SET);
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FILE* file;
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for (int32_t i = 0; i < 3; ++i)
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{
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file = fopen(buffer, "rb");
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if (file == nullptr)
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{
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std::this_thread::sleep_for(100ms);
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break;
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}
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const bgfx::Memory* mem = bgfx::alloc(fileSize + 1);
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fread(mem->data, 1, fileSize, file);
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mem->data[mem->size - 1] = '\0';
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fclose(file);
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fseek(file, 0, SEEK_END);
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long fileSize = ftell(file);
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fseek(file, 0, SEEK_SET);
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return bgfx::createShader(mem);
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}
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Log("Failed to load shader %s", FILENAME);
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return {};
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}
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}
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const bgfx::Memory* mem = bgfx::alloc(fileSize + 1);
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fread(mem->data, 1, fileSize, file);
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mem->data[mem->size - 1] = '\0';
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fclose(file);
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void GameRendering::Setup()
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{
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Log("Game rendering setup...");
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SharedData& shared = GetShared();
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bgfx::Init init;
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init.type = bgfx::RendererType::Direct3D12;
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init.debug = true;
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init.callback = &Callback;
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init.platformData.nwh = shared.Window.Handle;
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init.platformData.ndt = nullptr;
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init.platformData.type = bgfx::NativeWindowHandleType::Default;
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init.resolution.width = shared.Window.WindowWidth;
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init.resolution.height = shared.Window.WindowHeight;
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init.resolution.reset = BGFX_RESET_VSYNC;
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return bgfx::createShader(mem);
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}
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Log("%i by %i", init.resolution.width, init.resolution.height);
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if (!bgfx::init(init))
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{
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Log("BGFX setup failed!");
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}
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else
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{
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Log("BGFX setup succeded!");
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}
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bgfx::setDebug(BGFX_DEBUG_TEXT);
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bgfx::setViewClear(0, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH, 0x303030ff, 1.0f, 0);
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Log("Failed to load shader %s", FILENAME);
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return {};
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}
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} // namespace
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LoadMesh(Models[0]);
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bgfx::ShaderHandle vertexShader = loadShader("vert");
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bgfx::ShaderHandle fragmentShader = loadShader("frag");
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Materials[0].Shader = bgfx::createProgram(vertexShader, fragmentShader, true);
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Materials[0].State = 0
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| BGFX_STATE_WRITE_RGB
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| BGFX_STATE_WRITE_A
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| BGFX_STATE_WRITE_Z
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| BGFX_STATE_DEPTH_TEST_LESS
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| BGFX_STATE_CULL_CCW
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| BGFX_STATE_MSAA;
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Materials[0].Uniforms[Material::UniformTimeIdx] = bgfx::createUniform("u_time", bgfx::UniformType::Vec4);
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if (!GetInstance().IsInitialized)
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{
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GetInstance().StartTime = bx::getHPCounter();
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}
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}
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void GameRendering::Setup()
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{
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Log("Game rendering setup...");
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SharedData& shared = GetShared();
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void GameRendering::Update()
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{
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SharedData& shared = GetShared();
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bgfx::Init init;
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init.type = bgfx::RendererType::Direct3D12;
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init.debug = true;
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init.callback = &Callback;
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init.platformData.nwh = shared.Window.Handle;
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init.platformData.ndt = nullptr;
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init.platformData.type = bgfx::NativeWindowHandleType::Default;
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init.resolution.width = shared.Window.WindowWidth;
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init.resolution.height = shared.Window.WindowHeight;
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init.resolution.reset = BGFX_RESET_VSYNC;
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// Reload shaders if necessary
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FileChangeNotification* shaderChange = nullptr;
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if (shared.Dev.ChangedShaderCount > 0)
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{
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shared.Dev.ChangedShaderCount = 0;
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// TODO: when to destroy shader?
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// bgfx::destroy(Shader);
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bgfx::ShaderHandle vertexShader = loadShader("vert");
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bgfx::ShaderHandle fragmentShader = loadShader("frag");
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if (isValid(vertexShader) && isValid(fragmentShader))
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{
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bgfx::ProgramHandle newProgram = bgfx::createProgram(vertexShader, fragmentShader, true);
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if (isValid(newProgram))
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{
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Materials[0].Shader = newProgram;
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}
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else
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{
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Log("Failed to load shader!");
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}
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}
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}
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Log("%i by %i", init.resolution.width, init.resolution.height);
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GetInstance().GameLevel.Update();
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const bx::Vec3 at = { 0.0f, 0.0f, 0.0f };
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const bx::Vec3 eye = { 0.0f, 0.0f, -35.0f };
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if (!bgfx::init(init))
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{
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Log("BGFX setup failed!");
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}
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else
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{
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Log("BGFX setup succeded!");
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}
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bgfx::setDebug(BGFX_DEBUG_TEXT);
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bgfx::setViewClear(0, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH, 0x303030ff, 1.0f, 0);
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// Set view and projection matrix for view 0.
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{
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float view[16];
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bx::mtxLookAt(view, eye, at);
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LoadMesh(Models[0]);
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float proj[16];
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bx::mtxProj(proj, 75.0f, float(shared.Window.WindowWidth) / float(shared.Window.WindowHeight), 0.1f, 1000.0f, bgfx::getCaps()->homogeneousDepth);
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bgfx::setViewTransform(0, view, proj);
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bgfx::ShaderHandle vertexShader = loadShader("vert");
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bgfx::ShaderHandle fragmentShader = loadShader("frag");
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// Set view 0 default viewport.
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bgfx::setViewRect(0, 0, 0, shared.Window.WindowWidth, shared.Window.WindowHeight);
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}
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Materials[0].Shader = bgfx::createProgram(vertexShader, fragmentShader, true);
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Materials[0].State = 0 | BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A | BGFX_STATE_WRITE_Z |
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BGFX_STATE_DEPTH_TEST_LESS | BGFX_STATE_CULL_CCW | BGFX_STATE_MSAA;
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Materials[0].Uniforms[Material::UniformTimeIdx] = bgfx::createUniform("u_time", bgfx::UniformType::Vec4);
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float TimeValues[4]{0.0f};
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TimeValues[0] = GetInstance().Now;
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if (!GetInstance().IsInitialized)
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{
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GetInstance().StartTime = bx::getHPCounter();
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}
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}
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for (int32_t i = 0; i < GetInstance().GameLevel.Cubes.Count; ++i)
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{
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Cube* c = GetInstance().GameLevel.Cubes.Get(i);
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if (c)
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{
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bgfx::setTransform(c->Transform.M);
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void GameRendering::Update()
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{
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SharedData& shared = GetShared();
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Model& currentModel = Models[c->ModelIdx];
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Material& currentMaterial = Materials[c->MaterialIdx];
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bgfx::setVertexBuffer(0, currentModel.VertexBuffer);
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bgfx::setIndexBuffer(currentModel.IndexBuffer);
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bgfx::setState(currentMaterial.State);
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bgfx::setUniform(Materials[0].Uniforms[Material::UniformTimeIdx], TimeValues);
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// Reload shaders if necessary
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FileChangeNotification* shaderChange = nullptr;
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if (shared.Dev.ChangedShaderCount > 0)
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{
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shared.Dev.ChangedShaderCount = 0;
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// Submit primitive for rendering to view 0.
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bgfx::submit(0, currentMaterial.Shader);
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}
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}
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// TODO: when to destroy shader?
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// bgfx::destroy(Shader);
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bgfx::ShaderHandle vertexShader = loadShader("vert");
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bgfx::ShaderHandle fragmentShader = loadShader("frag");
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if (isValid(vertexShader) && isValid(fragmentShader))
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{
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bgfx::ProgramHandle newProgram = bgfx::createProgram(vertexShader, fragmentShader, true);
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if (isValid(newProgram))
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{
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Materials[0].Shader = newProgram;
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}
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else
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{
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Log("Failed to load shader!");
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}
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}
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}
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bgfx::dbgTextPrintf(1, 1, 0x0F, "Time: %.1f", GetInstance().Now);
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bgfx::dbgTextPrintf(1, 2, 0x0f, "Frame: %u", GetInstance().FrameCounter);
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{
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GetInstance().GameLevel.Update();
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float forwardInput =
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(GetKey(ScanCode::SDL_SCANCODE_W) ? 1.0f : 0.0f) + (GetKey(ScanCode::SDL_SCANCODE_S) ? -1.0f : 0.0f);
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float rightInput =
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(GetKey(ScanCode::SDL_SCANCODE_D) ? 1.0f : 0.0f) + (GetKey(ScanCode::SDL_SCANCODE_A) ? -1.0f : 0.0f);
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Vec3 inputVec = {rightInput, 0.0f, forwardInput};
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bgfx::frame();
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}
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Vec3 camForward = Cam.Transform.Forward();
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Vec3 camRight = Cam.Transform.Right();
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void GameRendering::Shutdown()
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{
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bgfx::shutdown();
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}
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}
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Cam.Transform.Translate(
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{camForward.X * forwardInput, camForward.Y * forwardInput, camForward.Z * forwardInput});
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Cam.Transform.Translate({camRight.X * rightInput, camRight.Y * rightInput, camRight.Z * rightInput});
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}
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// Set view and projection matrix for view 0.
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{
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float proj[16];
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bx::mtxProj(proj,
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75.0f,
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float(shared.Window.WindowWidth) / float(shared.Window.WindowHeight),
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0.1f,
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1000.0f,
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bgfx::getCaps()->homogeneousDepth);
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bgfx::setViewTransform(0, Cam.Transform.M, proj);
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// Set view 0 default viewport.
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bgfx::setViewRect(0, 0, 0, shared.Window.WindowWidth, shared.Window.WindowHeight);
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}
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float TimeValues[4]{0.0f};
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TimeValues[0] = GetInstance().Now;
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for (int32_t i = 0; i < GetInstance().GameLevel.Cubes.Count; ++i)
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{
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Cube* c = GetInstance().GameLevel.Cubes.Get(i);
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if (c)
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{
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bgfx::setTransform(c->Transform.M);
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Model& currentModel = Models[c->ModelIdx];
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Material& currentMaterial = Materials[c->MaterialIdx];
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bgfx::setVertexBuffer(0, currentModel.VertexBuffer);
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bgfx::setIndexBuffer(currentModel.IndexBuffer);
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bgfx::setState(currentMaterial.State);
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bgfx::setUniform(Materials[0].Uniforms[Material::UniformTimeIdx], TimeValues);
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// Submit primitive for rendering to view 0.
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bgfx::submit(0, currentMaterial.Shader);
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}
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}
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bgfx::dbgTextPrintf(1, 1, 0x0F, "Time: %.1f", GetInstance().Now);
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bgfx::dbgTextPrintf(1, 2, 0x0F, "Frame: %u", GetInstance().FrameCounter);
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bgfx::dbgTextPrintf(1, 3, 0x0F, "Delta: %.3fms / %.0ffps", GetInstance().Delta, 1.0 / GetInstance().Delta);
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bgfx::frame();
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}
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void GameRendering::Shutdown()
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{
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bgfx::shutdown();
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}
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} // namespace Game
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