mirror of
https://github.com/bkaradzic/bgfx.git
synced 2026-02-17 20:52:36 +01:00
Cleanup.
This commit is contained in:
@@ -6,118 +6,143 @@
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#include "common.h"
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#include "bgfx_utils.h"
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int _main_(int _argc, char** _argv)
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class ExampleMesh : public entry::AppI
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{
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Args args(_argc, _argv);
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uint32_t width = 1280;
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uint32_t height = 720;
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uint32_t debug = BGFX_DEBUG_TEXT;
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uint32_t reset = BGFX_RESET_VSYNC;
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bgfx::init(args.m_type, args.m_pciId);
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bgfx::reset(width, height, reset);
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// Enable debug text.
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bgfx::setDebug(debug);
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// Set view 0 clear state.
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bgfx::setViewClear(0
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, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
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, 0x303030ff
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, 1.0f
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, 0
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);
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bgfx::UniformHandle u_time = bgfx::createUniform("u_time", bgfx::UniformType::Vec4);
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// Create program from shaders.
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bgfx::ProgramHandle program = loadProgram("vs_mesh", "fs_mesh");
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Mesh* mesh = meshLoad("meshes/bunny.bin");
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int64_t timeOffset = bx::getHPCounter();
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while (!entry::processEvents(width, height, debug, reset) )
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void init(int _argc, char** _argv) BX_OVERRIDE
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{
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// Set view 0 default viewport.
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bgfx::setViewRect(0, 0, 0, width, height);
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Args args(_argc, _argv);
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m_width = 1280;
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m_height = 720;
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m_debug = BGFX_DEBUG_TEXT;
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m_reset = BGFX_RESET_VSYNC;
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// This dummy draw call is here to make sure that view 0 is cleared
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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::init(args.m_type, args.m_pciId);
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bgfx::reset(m_width, m_height, m_reset);
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int64_t now = bx::getHPCounter();
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static int64_t last = now;
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const int64_t frameTime = now - last;
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last = now;
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const double freq = double(bx::getHPFrequency() );
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const double toMs = 1000.0/freq;
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float time = (float)( (bx::getHPCounter()-timeOffset)/double(bx::getHPFrequency() ) );
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bgfx::setUniform(u_time, &time);
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// Enable debug text.
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bgfx::setDebug(m_debug);
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// Use debug font to print information about this example.
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bgfx::dbgTextClear();
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bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/04-mesh");
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bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Loading meshes.");
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bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
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// Set view 0 clear state.
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bgfx::setViewClear(0
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, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
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, 0x303030ff
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, 1.0f
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, 0
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);
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float at[3] = { 0.0f, 1.0f, 0.0f };
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float eye[3] = { 0.0f, 1.0f, -2.5f };
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u_time = bgfx::createUniform("u_time", bgfx::UniformType::Vec4);
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// Set view and projection matrix for view 0.
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const bgfx::HMD* hmd = bgfx::getHMD();
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if (NULL != hmd && 0 != (hmd->flags & BGFX_HMD_RENDERING) )
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{
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float view[16];
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bx::mtxQuatTranslationHMD(view, hmd->eye[0].rotation, eye);
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// Create program from shaders.
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m_program = loadProgram("vs_mesh", "fs_mesh");
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float proj[16];
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bx::mtxProj(proj, hmd->eye[0].fov, 0.1f, 100.0f);
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m_mesh = meshLoad("meshes/bunny.bin");
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bgfx::setViewTransform(0, view, proj);
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// Set view 0 default viewport.
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//
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// Use HMD's width/height since HMD's internal frame buffer size
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// might be much larger than window size.
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bgfx::setViewRect(0, 0, 0, hmd->width, hmd->height);
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}
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else
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{
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float view[16];
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bx::mtxLookAt(view, eye, at);
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float proj[16];
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bx::mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f);
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bgfx::setViewTransform(0, view, proj);
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// Set view 0 default viewport.
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bgfx::setViewRect(0, 0, 0, width, height);
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}
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float mtx[16];
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bx::mtxRotateXY(mtx
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, 0.0f
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, time*0.37f
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);
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meshSubmit(mesh, 0, program, mtx);
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// Advance to next frame. Rendering thread will be kicked to
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// process submitted rendering primitives.
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bgfx::frame();
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m_timeOffset = bx::getHPCounter();
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}
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meshUnload(mesh);
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int shutdown() BX_OVERRIDE
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{
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meshUnload(m_mesh);
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// Cleanup.
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bgfx::destroyProgram(program);
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// Cleanup.
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bgfx::destroyProgram(m_program);
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bgfx::destroyUniform(u_time);
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bgfx::destroyUniform(u_time);
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// Shutdown bgfx.
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bgfx::shutdown();
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// Shutdown bgfx.
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bgfx::shutdown();
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return 0;
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}
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return 0;
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}
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bool update() BX_OVERRIDE
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{
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if (!entry::processEvents(m_width, m_height, m_debug, m_reset) )
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{
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// Set view 0 default viewport.
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bgfx::setViewRect(0, 0, 0, m_width, m_height);
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// This dummy draw call is here to make sure that view 0 is cleared
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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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int64_t now = bx::getHPCounter();
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static int64_t last = now;
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const int64_t frameTime = now - last;
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last = now;
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const double freq = double(bx::getHPFrequency() );
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const double toMs = 1000.0/freq;
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float time = (float)( (bx::getHPCounter()-m_timeOffset)/double(bx::getHPFrequency() ) );
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bgfx::setUniform(u_time, &time);
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// Use debug font to print information about this example.
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bgfx::dbgTextClear();
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bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/04-mesh");
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bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Loading meshes.");
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bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
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float at[3] = { 0.0f, 1.0f, 0.0f };
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float eye[3] = { 0.0f, 1.0f, -2.5f };
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// Set view and projection matrix for view 0.
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const bgfx::HMD* hmd = bgfx::getHMD();
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if (NULL != hmd && 0 != (hmd->flags & BGFX_HMD_RENDERING) )
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{
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float view[16];
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bx::mtxQuatTranslationHMD(view, hmd->eye[0].rotation, eye);
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float proj[16];
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bx::mtxProj(proj, hmd->eye[0].fov, 0.1f, 100.0f);
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bgfx::setViewTransform(0, view, proj);
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// Set view 0 default viewport.
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//
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// Use HMD's width/height since HMD's internal frame buffer size
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// might be much larger than window size.
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bgfx::setViewRect(0, 0, 0, hmd->width, hmd->height);
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}
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else
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{
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float view[16];
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bx::mtxLookAt(view, eye, at);
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float proj[16];
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bx::mtxProj(proj, 60.0f, float(m_width)/float(m_height), 0.1f, 100.0f);
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bgfx::setViewTransform(0, view, proj);
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// Set view 0 default viewport.
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bgfx::setViewRect(0, 0, 0, m_width, m_height);
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}
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float mtx[16];
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bx::mtxRotateXY(mtx
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, 0.0f
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, time*0.37f
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);
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meshSubmit(m_mesh, 0, m_program, mtx);
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// Advance to next frame. Rendering thread will be kicked to
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// process submitted rendering primitives.
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bgfx::frame();
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return true;
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}
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return false;
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}
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uint32_t m_width;
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uint32_t m_height;
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uint32_t m_debug;
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uint32_t m_reset;
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int64_t m_timeOffset;
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Mesh* m_mesh;
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bgfx::ProgramHandle m_program;
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bgfx::UniformHandle u_time;
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};
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ENTRY_IMPLEMENT_MAIN(ExampleMesh);
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