bgfx/examples/05-instancing/instancing.cpp

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/*
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* Copyright 2011-2013 Branimir Karadzic. All rights reserved.
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* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "common.h"
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#include <bgfx.h>
#include <bx/timer.h>
#include "entry.h"
#include "dbg.h"
#include "fpumath.h"
#include "processevents.h"
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#include <stdio.h>
#include <string.h>
struct PosColorVertex
{
float m_x;
float m_y;
float m_z;
uint32_t m_abgr;
};
static bgfx::VertexDecl s_PosColorDecl;
static PosColorVertex s_cubeVertices[8] =
{
{-1.0f, 1.0f, 1.0f, 0xff000000 },
{ 1.0f, 1.0f, 1.0f, 0xff0000ff },
{-1.0f, -1.0f, 1.0f, 0xff00ff00 },
{ 1.0f, -1.0f, 1.0f, 0xff00ffff },
{-1.0f, 1.0f, -1.0f, 0xffff0000 },
{ 1.0f, 1.0f, -1.0f, 0xffff00ff },
{-1.0f, -1.0f, -1.0f, 0xffffff00 },
{ 1.0f, -1.0f, -1.0f, 0xffffffff },
};
static const uint16_t s_cubeIndices[36] =
{
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0, 1, 2, // 0
1, 3, 2,
4, 6, 5, // 2
5, 6, 7,
0, 2, 4, // 4
4, 2, 6,
1, 5, 3, // 6
5, 7, 3,
0, 4, 1, // 8
4, 5, 1,
2, 3, 6, // 10
6, 3, 7,
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};
static const char* s_shaderPath = NULL;
static void shaderFilePath(char* _out, const char* _name)
{
strcpy(_out, s_shaderPath);
strcat(_out, _name);
strcat(_out, ".bin");
}
long int fsize(FILE* _file)
{
long int pos = ftell(_file);
fseek(_file, 0L, SEEK_END);
long int size = ftell(_file);
fseek(_file, pos, SEEK_SET);
return size;
}
static const bgfx::Memory* load(const char* _filePath)
{
FILE* file = fopen(_filePath, "rb");
if (NULL != file)
{
uint32_t size = (uint32_t)fsize(file);
const bgfx::Memory* mem = bgfx::alloc(size+1);
size_t ignore = fread(mem->data, 1, size, file);
BX_UNUSED(ignore);
fclose(file);
mem->data[mem->size-1] = '\0';
return mem;
}
return NULL;
}
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static const bgfx::Memory* loadShader(const char* _name)
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{
char filePath[512];
shaderFilePath(filePath, _name);
return load(filePath);
}
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int _main_(int /*_argc*/, char** /*_argv*/)
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{
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uint32_t width = 1280;
uint32_t height = 720;
uint32_t debug = BGFX_DEBUG_TEXT;
uint32_t reset = BGFX_RESET_VSYNC;
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bgfx::init();
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bgfx::reset(width, height, reset);
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// Enable debug text.
bgfx::setDebug(debug);
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// 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() )
{
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default:
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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:
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case bgfx::RendererType::OpenGLES3:
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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);
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int64_t timeOffset = bx::getHPCounter();
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while (!processEvents(width, height, debug, reset) )
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{
// Set view 0 default viewport.
bgfx::setViewRect(0, 0, 0, width, height);
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// 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;
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float time = (float)( (now - timeOffset)/double(bx::getHPFrequency() ) );
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// Use debug font to print information about this example.
bgfx::dbgTextClear();
bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/05-instancing");
bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Geometry instancing.");
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, -35.0f };
float view[16];
float proj[16];
mtxLookAt(view, eye, at);
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mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f);
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// Set view and projection matrix for view 0.
bgfx::setViewTransform(0, view, proj);
const uint16_t instanceStride = 80;
const bgfx::InstanceDataBuffer* idb = bgfx::allocInstanceDataBuffer(121, instanceStride);
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if (NULL != idb)
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{
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uint8_t* data = idb->data;
// Write instance data for 11x11 cubes.
for (uint32_t yy = 0; yy < 11; ++yy)
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{
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for (uint32_t xx = 0; xx < 11; ++xx)
{
float* mtx = (float*)data;
mtxRotateXY(mtx, time + xx*0.21f, time + yy*0.37f);
mtx[12] = -15.0f + float(xx)*3.0f;
mtx[13] = -15.0f + float(yy)*3.0f;
mtx[14] = 0.0f;
float* color = (float*)&data[64];
color[0] = sin(time+float(xx)/11.0f)*0.5f+0.5f;
color[1] = cos(time+float(yy)/11.0f)*0.5f+0.5f;
color[2] = sin(time*3.0f)*0.5f+0.5f;
color[3] = 1.0f;
data += instanceStride;
}
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}
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// Set vertex and fragment shaders.
bgfx::setProgram(program);
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// Set vertex and index buffer.
bgfx::setVertexBuffer(vbh);
bgfx::setIndexBuffer(ibh);
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// Set instance data buffer.
bgfx::setInstanceDataBuffer(idb);
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// Set render states.
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bgfx::setState(BGFX_STATE_DEFAULT);
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// Submit primitive for rendering to view 0.
bgfx::submit(0);
}
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// Advance to next frame. Rendering thread will be kicked to
// process submitted rendering primitives.
bgfx::frame();
}
// Cleanup.
bgfx::destroyIndexBuffer(ibh);
bgfx::destroyVertexBuffer(vbh);
bgfx::destroyProgram(program);
// Shutdown bgfx.
bgfx::shutdown();
return 0;
}