entity system!
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@@ -2,6 +2,7 @@
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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 "../Instance.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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@@ -18,18 +19,20 @@ namespace Game
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float y;
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float z;
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uint32_t abgr;
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float uv_x;
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float uv_y;
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};
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static PosColorVertex cubeVertices[] =
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{
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{-1.0f, 1.0f, 1.0f, 0xff000000 },
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{ 1.0f, 1.0f, 1.0f, 0xff0000ff },
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{-1.0f, -1.0f, 1.0f, 0xff00ff00 },
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{ 1.0f, -1.0f, 1.0f, 0xff00ffff },
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{-1.0f, 1.0f, -1.0f, 0xffff0000 },
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{ 1.0f, 1.0f, -1.0f, 0xffff00ff },
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{-1.0f, -1.0f, -1.0f, 0xffffff00 },
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{ 1.0f, -1.0f, -1.0f, 0xffffffff },
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{-1.0f, 1.0f, 1.0f, 0xff000000, 0.0f, 0.0f },
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{ 1.0f, 1.0f, 1.0f, 0xff0000ff, 0.0f, 0.0f },
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{-1.0f, -1.0f, 1.0f, 0xff00ff00, 0.0f, 0.0f },
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{ 1.0f, -1.0f, 1.0f, 0xff00ffff, 0.0f, 0.0f },
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{-1.0f, 1.0f, -1.0f, 0xffff0000, 0.0f, 0.0f },
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{ 1.0f, 1.0f, -1.0f, 0xffff00ff, 0.0f, 0.0f },
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{-1.0f, -1.0f, -1.0f, 0xffffff00, 0.0f, 0.0f },
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{ 1.0f, -1.0f, -1.0f, 0xffffffff, 0.0f, 0.0f },
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};
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static const uint16_t cubeTriList[] =
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@@ -147,20 +150,28 @@ namespace Game
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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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VertLayout.begin()
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Models[0].VertLayout.begin()
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.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
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.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
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.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
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.end();
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VertexBuffer = bgfx::createVertexBuffer(bgfx::makeRef(cubeVertices, sizeof(cubeVertices)), VertLayout);
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IndexBuffer = bgfx::createIndexBuffer(bgfx::makeRef(cubeTriList, sizeof(cubeTriList)));
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Models[0].VertexBuffer = bgfx::createVertexBuffer(bgfx::makeRef(cubeVertices, sizeof(cubeVertices)), Models[0].VertLayout);
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Models[0].IndexBuffer = bgfx::createIndexBuffer(bgfx::makeRef(cubeTriList, sizeof(cubeTriList)));
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bgfx::ShaderHandle vertexShader = loadShader("vert");
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bgfx::ShaderHandle fragmentShader = loadShader("frag");
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Shader = bgfx::createProgram(vertexShader, fragmentShader, true);
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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_CW
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| BGFX_STATE_MSAA;
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if (!GetInstance().IsInitialized)
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{
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GetInstance().IsInitialized = true;
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GetInstance().StartTime = bx::getHPCounter();
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}
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}
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@@ -169,6 +180,7 @@ namespace Game
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{
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SharedData& shared = GetShared();
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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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@@ -183,7 +195,7 @@ namespace Game
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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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Shader = newProgram;
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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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@@ -191,10 +203,9 @@ namespace Game
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}
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}
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}
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int64_t tickDelta = bx::getHPCounter() - GetInstance().StartTime;
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double time = tickDelta / double(bx::getHPFrequency());
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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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@@ -215,43 +226,25 @@ namespace Game
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// if no other draw calls are submitted to view 0.
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bgfx::touch(0);
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bgfx::IndexBufferHandle ibh = IndexBuffer;
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uint64_t 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_CW
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| BGFX_STATE_MSAA
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;
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// Submit 11x11 cubes.
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for (uint32_t yy = 0; yy < 11; ++yy)
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for (int32_t i = 0; i < GetInstance().GameLevel.Cubes.Count; ++i)
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{
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for (uint32_t xx = 0; xx < 11; ++xx)
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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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float mtx[16];
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bx::mtxRotateXY(mtx, time + xx * 0.21f, time + yy * 0.37f);
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mtx[12] = -15.0f + float(xx) * 3.0f;
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mtx[13] = -15.0f + float(yy) * 3.0f;
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mtx[14] = 0.0f;
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bgfx::setTransform(c->Transform.M);
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// Set model matrix for rendering.
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bgfx::setTransform(mtx);
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// Set vertex and index buffer.
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bgfx::setVertexBuffer(0, VertexBuffer);
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bgfx::setIndexBuffer(ibh);
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// Set render states.
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bgfx::setState(state);
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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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// Submit primitive for rendering to view 0.
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bgfx::submit(0, Shader);
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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", time);
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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::frame();
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@@ -77,19 +77,25 @@ namespace Game
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}
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};
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struct RenderState
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struct Model
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{
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bgfx::VertexBufferHandle VertexBuffer;
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bgfx::IndexBufferHandle IndexBuffer;
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bgfx::VertexLayout VertLayout;
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};
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struct Material
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{
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bgfx::ProgramHandle Shader;
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uint64_t State = 0;
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};
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class GameRendering
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{
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private:
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bgfx::VertexLayout VertLayout;
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bgfx::VertexBufferHandle VertexBuffer;
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bgfx::IndexBufferHandle IndexBuffer;
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bgfx::ProgramHandle Shader;
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Material Materials[8];
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Model Models[8];
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BgfxCallback Callback;
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RenderState State;
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public:
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void Setup();
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void Update();
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