mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-28 10:35:43 -05:00
Refactor example to use new entry.
This commit is contained in:
parent
0cfc61b8ac
commit
e3c97d8dc7
1 changed files with 403 additions and 358 deletions
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@ -34,7 +34,7 @@ struct PosTexcoordVertex
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bgfx::VertexDecl PosTexcoordVertex::ms_decl;
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static PosTexcoordVertex s_cubeVertices[28] =
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static PosTexcoordVertex s_m_cubeVertices[28] =
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{
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{-1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f },
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{ 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f },
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@ -72,7 +72,7 @@ static PosTexcoordVertex s_cubeVertices[28] =
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{ 1.0f, -1.0f, 1.0f, 2.0f, -2.0f, 2.0f },
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};
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static const uint16_t s_cubeIndices[36] =
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static const uint16_t s_m_cubeIndices[36] =
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{
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0, 1, 2, // 0
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1, 3, 2,
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@ -112,422 +112,467 @@ static void updateTextureCubeRectBgra8(bgfx::TextureHandle _handle, uint8_t _sid
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bgfx::updateTextureCube(_handle, _side, 0, _x, _y, _width, _height, mem);
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}
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int _main_(int _argc, char** _argv)
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static const uint32_t m_textureside = 512;
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static const uint32_t m_texture2dSize = 256;
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class Update : 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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// Create vertex stream declaration.
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PosTexcoordVertex::init();
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bgfx::TextureHandle textures[] =
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public:
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Update()
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: m_cube(m_textureside)
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{
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loadTexture("texture_compression_bc1.dds", BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP),
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loadTexture("texture_compression_bc2.dds", BGFX_TEXTURE_U_CLAMP),
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loadTexture("texture_compression_bc3.dds", BGFX_TEXTURE_V_CLAMP),
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loadTexture("texture_compression_etc1.ktx", BGFX_TEXTURE_U_BORDER|BGFX_TEXTURE_V_BORDER|BGFX_TEXTURE_BORDER_COLOR(1) ),
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loadTexture("texture_compression_etc2.ktx"),
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loadTexture("texture_compression_ptc12.pvr"),
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loadTexture("texture_compression_ptc14.pvr"),
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loadTexture("texture_compression_ptc22.pvr"),
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loadTexture("texture_compression_ptc24.pvr"),
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};
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const bgfx::Caps* caps = bgfx::getCaps();
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const bool texture3DSupported = !!(caps->supported & BGFX_CAPS_TEXTURE_3D);
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const bool blitSupported = !!(caps->supported & BGFX_CAPS_TEXTURE_BLIT);
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uint32_t numTextures3d = 0;
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bgfx::TextureHandle textures3d[3] = {};
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if (texture3DSupported)
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{
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const bgfx::Memory* mem8 = bgfx::alloc(32*32*32);
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const bgfx::Memory* mem16f = bgfx::alloc(32*32*32*2);
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const bgfx::Memory* mem32f = bgfx::alloc(32*32*32*4);
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for (uint8_t zz = 0; zz < 32; ++zz)
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{
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for (uint8_t yy = 0; yy < 32; ++yy)
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{
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for (uint8_t xx = 0; xx < 32; ++xx)
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{
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const uint32_t offset = ( (zz*32+yy)*32+xx);
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const uint32_t val = xx ^ yy ^ zz;
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mem8->data[offset] = val<<3;
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*(uint16_t*)&mem16f->data[offset*2] = bx::halfFromFloat( (float)val/32.0f);
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*(float*)&mem32f->data[offset*4] = (float)val/32.0f;
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}
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}
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}
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if (0 != (BGFX_CAPS_FORMAT_TEXTURE_2D & caps->formats[bgfx::TextureFormat::R8]) )
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{
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textures3d[numTextures3d++] = bgfx::createTexture3D(32, 32, 32, 0, bgfx::TextureFormat::R8, BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP|BGFX_TEXTURE_W_CLAMP, mem8);
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}
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if (0 != (BGFX_CAPS_FORMAT_TEXTURE_2D & caps->formats[bgfx::TextureFormat::R16F]) )
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{
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textures3d[numTextures3d++] = bgfx::createTexture3D(32, 32, 32, 0, bgfx::TextureFormat::R16F, BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP|BGFX_TEXTURE_W_CLAMP, mem16f);
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}
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if (0 != (BGFX_CAPS_FORMAT_TEXTURE_2D & caps->formats[bgfx::TextureFormat::R32F]) )
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{
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textures3d[numTextures3d++] = bgfx::createTexture3D(32, 32, 32, 0, bgfx::TextureFormat::R32F, BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP|BGFX_TEXTURE_W_CLAMP, mem32f);
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}
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}
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// Create static vertex buffer.
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bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) ), PosTexcoordVertex::ms_decl);
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// Create static index buffer.
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bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) ) );
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// Create programs.
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bgfx::ProgramHandle program = loadProgram("vs_update", "fs_update");
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bgfx::ProgramHandle programCmp = loadProgram("vs_update", "fs_update_cmp");
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bgfx::ProgramHandle program3d = BGFX_INVALID_HANDLE;
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if (texture3DSupported)
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void init(int _argc, char** _argv) BX_OVERRIDE
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{
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program3d = loadProgram("vs_update", "fs_update_3d");
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}
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Args args(_argc, _argv);
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// Create texture sampler uniforms.
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bgfx::UniformHandle s_texCube = bgfx::createUniform("s_texCube", bgfx::UniformType::Int1);
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bgfx::UniformHandle s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
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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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// Create time uniform.
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bgfx::UniformHandle u_time = bgfx::createUniform("u_time", bgfx::UniformType::Vec4);
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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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const uint32_t textureSide = 2048;
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// Enable debug text.
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bgfx::setDebug(m_debug);
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bgfx::TextureHandle textureCube[2];
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textureCube[0] = bgfx::createTextureCube(textureSide, 1
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, bgfx::TextureFormat::BGRA8
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, BGFX_TEXTURE_MIN_POINT|BGFX_TEXTURE_MAG_POINT|BGFX_TEXTURE_MIP_POINT
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);
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if (blitSupported)
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{
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textureCube[1] = bgfx::createTextureCube(textureSide, 1
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, bgfx::TextureFormat::BGRA8
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, BGFX_TEXTURE_MIN_POINT|BGFX_TEXTURE_MAG_POINT|BGFX_TEXTURE_MIP_POINT|BGFX_TEXTURE_BLIT_DST
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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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// Create vertex stream declaration.
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PosTexcoordVertex::init();
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m_textures[0] = loadTexture("texture_compression_bc1.dds", BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP);
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m_textures[1] = loadTexture("texture_compression_bc2.dds", BGFX_TEXTURE_U_CLAMP);
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m_textures[2] = loadTexture("texture_compression_bc3.dds", BGFX_TEXTURE_V_CLAMP);
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m_textures[3] = loadTexture("texture_compression_etc1.ktx", BGFX_TEXTURE_U_BORDER|BGFX_TEXTURE_V_BORDER|BGFX_TEXTURE_BORDER_COLOR(1) );
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m_textures[4] = loadTexture("texture_compression_etc2.ktx");
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m_textures[5] = loadTexture("texture_compression_ptc12.pvr");
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m_textures[6] = loadTexture("texture_compression_ptc14.pvr");
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m_textures[7] = loadTexture("texture_compression_ptc22.pvr");
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m_textures[8] = loadTexture("texture_compression_ptc24.pvr");
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const bgfx::Caps* caps = bgfx::getCaps();
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m_texture3DSupported = !!(caps->supported & BGFX_CAPS_TEXTURE_3D);
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m_blitSupported = !!(caps->supported & BGFX_CAPS_TEXTURE_BLIT);
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m_numm_textures3d = 0;
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if (m_texture3DSupported)
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{
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const bgfx::Memory* mem8 = bgfx::alloc(32*32*32);
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const bgfx::Memory* mem16f = bgfx::alloc(32*32*32*2);
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const bgfx::Memory* mem32f = bgfx::alloc(32*32*32*4);
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for (uint8_t zz = 0; zz < 32; ++zz)
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{
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for (uint8_t yy = 0; yy < 32; ++yy)
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{
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for (uint8_t xx = 0; xx < 32; ++xx)
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{
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const uint32_t offset = ( (zz*32+yy)*32+xx);
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const uint32_t val = xx ^ yy ^ zz;
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mem8->data[offset] = val<<3;
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*(uint16_t*)&mem16f->data[offset*2] = bx::halfFromFloat( (float)val/32.0f);
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*(float*)&mem32f->data[offset*4] = (float)val/32.0f;
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}
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}
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}
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if (0 != (BGFX_CAPS_FORMAT_TEXTURE_2D & caps->formats[bgfx::TextureFormat::R8]) )
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{
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m_textures3d[m_numm_textures3d++] = bgfx::createTexture3D(32, 32, 32, 0, bgfx::TextureFormat::R8, BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP|BGFX_TEXTURE_W_CLAMP, mem8);
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}
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if (0 != (BGFX_CAPS_FORMAT_TEXTURE_2D & caps->formats[bgfx::TextureFormat::R16F]) )
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{
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m_textures3d[m_numm_textures3d++] = bgfx::createTexture3D(32, 32, 32, 0, bgfx::TextureFormat::R16F, BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP|BGFX_TEXTURE_W_CLAMP, mem16f);
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}
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if (0 != (BGFX_CAPS_FORMAT_TEXTURE_2D & caps->formats[bgfx::TextureFormat::R32F]) )
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{
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m_textures3d[m_numm_textures3d++] = bgfx::createTexture3D(32, 32, 32, 0, bgfx::TextureFormat::R32F, BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP|BGFX_TEXTURE_W_CLAMP, mem32f);
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}
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}
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// Create static vertex buffer.
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m_vbh = bgfx::createVertexBuffer(bgfx::makeRef(s_m_cubeVertices, sizeof(s_m_cubeVertices) ), PosTexcoordVertex::ms_decl);
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// Create static index buffer.
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m_ibh = bgfx::createIndexBuffer(bgfx::makeRef(s_m_cubeIndices, sizeof(s_m_cubeIndices) ) );
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// Create programs.
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m_program = loadProgram("vs_update", "fs_update");
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m_programCmp = loadProgram("vs_update", "fs_update_cmp");
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m_program3d = BGFX_INVALID_HANDLE;
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if (m_texture3DSupported)
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{
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m_program3d = loadProgram("vs_update", "fs_update_3d");
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}
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// Create texture sampler uniforms.
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s_texCube = bgfx::createUniform("s_texCube", bgfx::UniformType::Int1);
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s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
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// Create time uniform.
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u_time = bgfx::createUniform("u_time", bgfx::UniformType::Vec4);
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m_textureCube[0] = bgfx::createTextureCube(m_textureside, 1
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, bgfx::TextureFormat::BGRA8
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, BGFX_TEXTURE_MIN_POINT|BGFX_TEXTURE_MAG_POINT|BGFX_TEXTURE_MIP_POINT
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);
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if (m_blitSupported)
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{
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m_textureCube[1] = bgfx::createTextureCube(m_textureside, 1
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, bgfx::TextureFormat::BGRA8
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, BGFX_TEXTURE_MIN_POINT|BGFX_TEXTURE_MAG_POINT|BGFX_TEXTURE_MIP_POINT|BGFX_TEXTURE_BLIT_DST
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);
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}
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m_texture2d = bgfx::createTexture2D(m_texture2dSize, m_texture2dSize, 1
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, bgfx::TextureFormat::BGRA8
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, BGFX_TEXTURE_MIN_POINT|BGFX_TEXTURE_MAG_POINT|BGFX_TEXTURE_MIP_POINT
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);
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m_m_texture2dData = (uint8_t*)malloc(m_texture2dSize*m_texture2dSize*4);
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m_rr = rand()%255;
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m_gg = rand()%255;
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m_bb = rand()%255;
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m_hit = 0;
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m_miss = 0;
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m_updateTime = 0;
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m_timeOffset = bx::getHPCounter();
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}
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const uint32_t texture2dSize = 256;
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bgfx::TextureHandle texture2d = bgfx::createTexture2D(texture2dSize, texture2dSize, 1
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, bgfx::TextureFormat::BGRA8
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, BGFX_TEXTURE_MIN_POINT|BGFX_TEXTURE_MAG_POINT|BGFX_TEXTURE_MIP_POINT
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);
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uint8_t* texture2dData = (uint8_t*)malloc(texture2dSize*texture2dSize*4);
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uint8_t rr = rand()%255;
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uint8_t gg = rand()%255;
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uint8_t bb = rand()%255;
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int64_t updateTime = 0;
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RectPackCubeT<256> cube(textureSide);
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uint32_t hit = 0;
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uint32_t miss = 0;
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std::list<PackCube> quads;
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int64_t timeOffset = bx::getHPCounter();
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while (!entry::processEvents(width, height, debug, reset) )
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virtual int shutdown() BX_OVERRIDE
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{
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float borderColor[4] = { float(rand()%255)/255.0f, float(rand()%255)/255.0f, float(rand()%255)/255.0f, float(rand()%255)/255.0f };
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bgfx::setPaletteColor(1, borderColor);
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// m_m_texture2dData is managed from main thread, and it's passed to renderer
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// just as MemoryRef. At this point render might be using it. We must wait
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// previous frame to finish before we can free it.
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bgfx::frame();
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// Set view 0 and 1 viewport.
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bgfx::setViewRect(0, 0, 0, width, height);
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bgfx::setViewRect(1, 0, 0, width, height);
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// Cleanup.
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free(m_m_texture2dData);
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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 int64_t freq = bx::getHPFrequency();
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const double toMs = 1000.0/double(freq);
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float time = (float)( (now - 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/08-update");
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bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Updating textures.");
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bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
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if (now > updateTime)
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for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
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{
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PackCube face;
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bgfx::destroyTexture(m_textures[ii]);
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}
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uint32_t bw = bx::uint16_max(1, rand()%(textureSide/4) );
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uint32_t bh = bx::uint16_max(1, rand()%(textureSide/4) );
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for (uint32_t ii = 0; ii < m_numm_textures3d; ++ii)
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{
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bgfx::destroyTexture(m_textures3d[ii]);
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}
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if (cube.find(bw, bh, face) )
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bgfx::destroyTexture(m_texture2d);
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bgfx::destroyTexture(m_textureCube[0]);
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if (m_blitSupported)
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{
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bgfx::destroyTexture(m_textureCube[1]);
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}
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bgfx::destroyIndexBuffer(m_ibh);
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bgfx::destroyVertexBuffer(m_vbh);
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if (bgfx::isValid(m_program3d) )
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{
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bgfx::destroyProgram(m_program3d);
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}
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bgfx::destroyProgram(m_programCmp);
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bgfx::destroyProgram(m_program);
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bgfx::destroyUniform(u_time);
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bgfx::destroyUniform(s_texColor);
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bgfx::destroyUniform(s_texCube);
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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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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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float borderColor[4] = { float(rand()%255)/255.0f, float(rand()%255)/255.0f, float(rand()%255)/255.0f, float(rand()%255)/255.0f };
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bgfx::setPaletteColor(1, borderColor);
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// Set view 0 and 1 viewport.
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bgfx::setViewRect(0, 0, 0, m_width, m_height);
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bgfx::setViewRect(1, 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);
|
||||
|
||||
int64_t now = bx::getHPCounter();
|
||||
static int64_t last = now;
|
||||
const int64_t frameTime = now - last;
|
||||
last = now;
|
||||
const int64_t freq = bx::getHPFrequency();
|
||||
const double toMs = 1000.0/double(freq);
|
||||
float time = (float)( (now - m_timeOffset)/double(bx::getHPFrequency() ) );
|
||||
bgfx::setUniform(u_time, &time);
|
||||
|
||||
// Use debug font to print information about this example.
|
||||
bgfx::dbgTextClear();
|
||||
bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/08-update");
|
||||
bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Updating m_textures.");
|
||||
bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
|
||||
|
||||
if (now > m_updateTime)
|
||||
{
|
||||
quads.push_back(face);
|
||||
PackCube face;
|
||||
|
||||
++hit;
|
||||
const Pack2D& rect = face.m_rect;
|
||||
uint32_t bw = bx::uint16_max(1, rand()%(m_textureside/4) );
|
||||
uint32_t bh = bx::uint16_max(1, rand()%(m_textureside/4) );
|
||||
|
||||
updateTextureCubeRectBgra8(textureCube[0], face.m_side, rect.m_x, rect.m_y, rect.m_width, rect.m_height, rr, gg, bb);
|
||||
if (blitSupported)
|
||||
if (m_cube.find(bw, bh, face) )
|
||||
{
|
||||
bgfx::blit(0, textureCube[1], 0, rect.m_x, rect.m_y, face.m_side, textureCube[0], 0, rect.m_x, rect.m_y, face.m_side, rect.m_width, rect.m_height);
|
||||
}
|
||||
m_quads.push_back(face);
|
||||
|
||||
rr = rand()%255;
|
||||
gg = rand()%255;
|
||||
bb = rand()%255;
|
||||
}
|
||||
else
|
||||
{
|
||||
++miss;
|
||||
|
||||
for (uint32_t ii = 0, num = bx::uint32_min(10, (uint32_t)quads.size() ); ii < num; ++ii)
|
||||
{
|
||||
face = quads.front();
|
||||
++m_hit;
|
||||
const Pack2D& rect = face.m_rect;
|
||||
|
||||
updateTextureCubeRectBgra8(textureCube[0], face.m_side, rect.m_x, rect.m_y, rect.m_width, rect.m_height, 0, 0, 0);
|
||||
if (blitSupported)
|
||||
updateTextureCubeRectBgra8(m_textureCube[0], face.m_side, rect.m_x, rect.m_y, rect.m_width, rect.m_height, m_rr, m_gg, m_bb);
|
||||
if (m_blitSupported)
|
||||
{
|
||||
bgfx::blit(0, textureCube[1], 0, rect.m_x, rect.m_y, face.m_side, textureCube[0], 0, rect.m_x, rect.m_y, face.m_side, rect.m_width, rect.m_height);
|
||||
bgfx::blit(0, m_textureCube[1], 0, rect.m_x, rect.m_y, face.m_side, m_textureCube[0], 0, rect.m_x, rect.m_y, face.m_side, rect.m_width, rect.m_height);
|
||||
}
|
||||
|
||||
cube.clear(face);
|
||||
quads.pop_front();
|
||||
m_rr = rand()%255;
|
||||
m_gg = rand()%255;
|
||||
m_bb = rand()%255;
|
||||
}
|
||||
}
|
||||
|
||||
{
|
||||
// Fill rect.
|
||||
const uint32_t pitch = texture2dSize*4;
|
||||
|
||||
const uint16_t tw = rand()%texture2dSize;
|
||||
const uint16_t th = rand()%texture2dSize;
|
||||
const uint16_t tx = rand()%(texture2dSize-tw);
|
||||
const uint16_t ty = rand()%(texture2dSize-th);
|
||||
|
||||
uint8_t* dst = &texture2dData[(ty*texture2dSize+tx)*4];
|
||||
uint8_t* next = dst + pitch;
|
||||
|
||||
// Using makeRef to pass texture memory without copying.
|
||||
const bgfx::Memory* mem = bgfx::makeRef(dst, tw*th*4);
|
||||
|
||||
for (uint32_t yy = 0; yy < th; ++yy, dst = next, next += pitch)
|
||||
else
|
||||
{
|
||||
for (uint32_t xx = 0; xx < tw; ++xx, dst += 4)
|
||||
++m_miss;
|
||||
|
||||
for (uint32_t ii = 0, num = bx::uint32_min(10, (uint32_t)m_quads.size() ); ii < num; ++ii)
|
||||
{
|
||||
dst[0] = bb;
|
||||
dst[1] = gg;
|
||||
dst[2] = rr;
|
||||
dst[3] = 255;
|
||||
face = m_quads.front();
|
||||
const Pack2D& rect = face.m_rect;
|
||||
|
||||
updateTextureCubeRectBgra8(m_textureCube[0], face.m_side, rect.m_x, rect.m_y, rect.m_width, rect.m_height, 0, 0, 0);
|
||||
if (m_blitSupported)
|
||||
{
|
||||
bgfx::blit(0, m_textureCube[1], 0, rect.m_x, rect.m_y, face.m_side, m_textureCube[0], 0, rect.m_x, rect.m_y, face.m_side, rect.m_width, rect.m_height);
|
||||
}
|
||||
|
||||
m_cube.clear(face);
|
||||
m_quads.pop_front();
|
||||
}
|
||||
}
|
||||
|
||||
// Pitch here makes possible to pass data from source to destination
|
||||
// without need for textures and allocated memory to be the same size.
|
||||
bgfx::updateTexture2D(texture2d, 0, tx, ty, tw, th, mem, pitch);
|
||||
{
|
||||
// Fill rect.
|
||||
const uint32_t pitch = m_texture2dSize*4;
|
||||
|
||||
const uint16_t tw = rand()%m_texture2dSize;
|
||||
const uint16_t th = rand()%m_texture2dSize;
|
||||
const uint16_t tx = rand()%(m_texture2dSize-tw);
|
||||
const uint16_t ty = rand()%(m_texture2dSize-th);
|
||||
|
||||
uint8_t* dst = &m_m_texture2dData[(ty*m_texture2dSize+tx)*4];
|
||||
uint8_t* next = dst + pitch;
|
||||
|
||||
// Using makeRef to pass texture memory without copying.
|
||||
const bgfx::Memory* mem = bgfx::makeRef(dst, tw*th*4);
|
||||
|
||||
for (uint32_t yy = 0; yy < th; ++yy, dst = next, next += pitch)
|
||||
{
|
||||
for (uint32_t xx = 0; xx < tw; ++xx, dst += 4)
|
||||
{
|
||||
dst[0] = m_bb;
|
||||
dst[1] = m_gg;
|
||||
dst[2] = m_rr;
|
||||
dst[3] = 255;
|
||||
}
|
||||
}
|
||||
|
||||
// Pitch here makes possible to pass data from source to destination
|
||||
// without need for m_textures and allocated memory to be the same size.
|
||||
bgfx::updateTexture2D(m_texture2d, 0, tx, ty, tw, th, mem, pitch);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bgfx::dbgTextPrintf(0, 4, 0x0f, "hit: %d, miss %d", hit, miss);
|
||||
bgfx::dbgTextPrintf(0, 4, 0x0f, "m_hit: %d, m_miss %d", m_hit, m_miss);
|
||||
|
||||
float at[3] = { 0.0f, 0.0f, 0.0f };
|
||||
float eye[3] = { 0.0f, 0.0f, -5.0f };
|
||||
float at[3] = { 0.0f, 0.0f, 0.0f };
|
||||
float eye[3] = { 0.0f, 0.0f, -5.0f };
|
||||
|
||||
float view[16];
|
||||
float proj[16];
|
||||
bx::mtxLookAt(view, eye, at);
|
||||
bx::mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f);
|
||||
float view[16];
|
||||
float proj[16];
|
||||
bx::mtxLookAt(view, eye, at);
|
||||
bx::mtxProj(proj, 60.0f, float(m_width)/float(m_height), 0.1f, 100.0f);
|
||||
|
||||
// Set view and projection matrix for view 0.
|
||||
bgfx::setViewTransform(0, view, proj);
|
||||
// Set view and projection matrix for view 0.
|
||||
bgfx::setViewTransform(0, view, proj);
|
||||
|
||||
for (uint32_t ii = 0; ii < 1 + uint32_t(m_blitSupported); ++ii)
|
||||
{
|
||||
float mtx[16];
|
||||
bx::mtxSRT(mtx, 1.0f, 1.0f, 1.0f, time, time*0.37f, 0.0f, -1.5f*m_blitSupported + ii*3.0f, 0.0f, 0.0f);
|
||||
|
||||
// Set model matrix for rendering.
|
||||
bgfx::setTransform(mtx);
|
||||
|
||||
// Set vertex and index buffer.
|
||||
bgfx::setVertexBuffer(m_vbh);
|
||||
bgfx::setIndexBuffer(m_ibh);
|
||||
|
||||
// Bind texture.
|
||||
bgfx::setTexture(0, s_texCube, m_textureCube[ii]);
|
||||
|
||||
// Set render states.
|
||||
bgfx::setState(BGFX_STATE_DEFAULT);
|
||||
|
||||
// Submit primitive for rendering to view 0.
|
||||
bgfx::submit(0, m_program);
|
||||
}
|
||||
|
||||
// Set view and projection matrix for view 1.
|
||||
const float aspectRatio = float(m_height)/float(m_width);
|
||||
const float size = 11.0f;
|
||||
bx::mtxOrtho(proj, -size, size, size*aspectRatio, -size*aspectRatio, 0.0f, 1000.0f);
|
||||
bgfx::setViewTransform(1, NULL, proj);
|
||||
|
||||
for (uint32_t ii = 0; ii < 1 + uint32_t(blitSupported); ++ii)
|
||||
{
|
||||
float mtx[16];
|
||||
bx::mtxSRT(mtx, 1.0f, 1.0f, 1.0f, time, time*0.37f, 0.0f, -1.5f*blitSupported + ii*3.0f, 0.0f, 0.0f);
|
||||
bx::mtxTranslate(mtx, -size+2.0f - BX_COUNTOF(m_textures)*0.1f*0.5f, 1.9f, 0.0f);
|
||||
|
||||
// Set model matrix for rendering.
|
||||
bgfx::setTransform(mtx);
|
||||
|
||||
// Set vertex and index buffer.
|
||||
bgfx::setVertexBuffer(vbh);
|
||||
bgfx::setIndexBuffer(ibh);
|
||||
bgfx::setVertexBuffer(m_vbh);
|
||||
bgfx::setIndexBuffer(m_ibh);
|
||||
|
||||
// Bind texture.
|
||||
bgfx::setTexture(0, s_texCube, textureCube[ii]);
|
||||
|
||||
// Set render states.
|
||||
bgfx::setState(BGFX_STATE_DEFAULT);
|
||||
|
||||
// Submit primitive for rendering to view 0.
|
||||
bgfx::submit(0, program);
|
||||
}
|
||||
|
||||
// Set view and projection matrix for view 1.
|
||||
const float aspectRatio = float(height)/float(width);
|
||||
const float size = 11.0f;
|
||||
bx::mtxOrtho(proj, -size, size, size*aspectRatio, -size*aspectRatio, 0.0f, 1000.0f);
|
||||
bgfx::setViewTransform(1, NULL, proj);
|
||||
|
||||
float mtx[16];
|
||||
bx::mtxTranslate(mtx, -size+2.0f - BX_COUNTOF(textures)*0.1f*0.5f, 1.9f, 0.0f);
|
||||
|
||||
// Set model matrix for rendering.
|
||||
bgfx::setTransform(mtx);
|
||||
|
||||
// Set vertex and index buffer.
|
||||
bgfx::setVertexBuffer(vbh);
|
||||
bgfx::setIndexBuffer(ibh);
|
||||
|
||||
// Bind texture.
|
||||
bgfx::setTexture(0, s_texColor, texture2d);
|
||||
|
||||
// Set render states.
|
||||
bgfx::setState(BGFX_STATE_DEFAULT);
|
||||
|
||||
// Submit primitive for rendering to view 1.
|
||||
bgfx::submit(1, programCmp);
|
||||
|
||||
const float xpos = -size+2.0f - BX_COUNTOF(textures)*0.1f*0.5f;
|
||||
|
||||
for (uint32_t ii = 0; ii < BX_COUNTOF(textures); ++ii)
|
||||
{
|
||||
bx::mtxTranslate(mtx, xpos + ii*2.1f, size-6.5f, 0.0f);
|
||||
|
||||
// Set model matrix for rendering.
|
||||
bgfx::setTransform(mtx);
|
||||
|
||||
// Set vertex and index buffer.
|
||||
bgfx::setVertexBuffer(vbh);
|
||||
bgfx::setIndexBuffer(ibh, 0, 6);
|
||||
|
||||
// Bind texture.
|
||||
bgfx::setTexture(0, s_texColor, textures[ii]);
|
||||
bgfx::setTexture(0, s_texColor, m_texture2d);
|
||||
|
||||
// Set render states.
|
||||
bgfx::setState(BGFX_STATE_DEFAULT);
|
||||
|
||||
// Submit primitive for rendering to view 1.
|
||||
bgfx::submit(1, programCmp);
|
||||
bgfx::submit(1, m_programCmp);
|
||||
|
||||
const float xpos = -size+2.0f - BX_COUNTOF(m_textures)*0.1f*0.5f;
|
||||
|
||||
for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
|
||||
{
|
||||
bx::mtxTranslate(mtx, xpos + ii*2.1f, size-6.5f, 0.0f);
|
||||
|
||||
// Set model matrix for rendering.
|
||||
bgfx::setTransform(mtx);
|
||||
|
||||
// Set vertex and index buffer.
|
||||
bgfx::setVertexBuffer(m_vbh);
|
||||
bgfx::setIndexBuffer(m_ibh, 0, 6);
|
||||
|
||||
// Bind texture.
|
||||
bgfx::setTexture(0, s_texColor, m_textures[ii]);
|
||||
|
||||
// Set render states.
|
||||
bgfx::setState(BGFX_STATE_DEFAULT);
|
||||
|
||||
// Submit primitive for rendering to view 1.
|
||||
bgfx::submit(1, m_programCmp);
|
||||
}
|
||||
|
||||
for (uint32_t ii = 0; ii < m_numm_textures3d; ++ii)
|
||||
{
|
||||
bx::mtxTranslate(mtx, xpos + ii*2.1f, -size+6.5f, 0.0f);
|
||||
|
||||
// Set model matrix for rendering.
|
||||
bgfx::setTransform(mtx);
|
||||
|
||||
// Set vertex and index buffer.
|
||||
bgfx::setVertexBuffer(m_vbh);
|
||||
bgfx::setIndexBuffer(m_ibh, 0, 6);
|
||||
|
||||
// Bind texture.
|
||||
bgfx::setTexture(0, s_texColor, m_textures3d[ii]);
|
||||
|
||||
// Set render states.
|
||||
bgfx::setState(BGFX_STATE_DEFAULT);
|
||||
|
||||
// Submit primitive for rendering to view 1.
|
||||
bgfx::submit(1, m_program3d);
|
||||
}
|
||||
|
||||
for (uint32_t ii = 0; ii < 4; ++ii)
|
||||
{
|
||||
bx::mtxTranslate(mtx, xpos + (size-2.0f)*2.1f, -size+6.5f + ii*2.1f, 0.0f);
|
||||
|
||||
// Set model matrix for rendering.
|
||||
bgfx::setTransform(mtx);
|
||||
|
||||
// Set vertex and index buffer.
|
||||
bgfx::setVertexBuffer(m_vbh, 24, 4);
|
||||
bgfx::setIndexBuffer(m_ibh, 0, 6);
|
||||
|
||||
// Bind texture.
|
||||
bgfx::setTexture(0, s_texColor, m_textures[ii]);
|
||||
|
||||
// Set render states.
|
||||
bgfx::setState(BGFX_STATE_DEFAULT);
|
||||
|
||||
// Submit primitive for rendering to view 1.
|
||||
bgfx::submit(1, m_programCmp);
|
||||
}
|
||||
|
||||
// Advance to next frame. Rendering thread will be kicked to
|
||||
// process submitted rendering primitives.
|
||||
bgfx::frame();
|
||||
return true;
|
||||
}
|
||||
|
||||
for (uint32_t ii = 0; ii < numTextures3d; ++ii)
|
||||
{
|
||||
bx::mtxTranslate(mtx, xpos + ii*2.1f, -size+6.5f, 0.0f);
|
||||
|
||||
// Set model matrix for rendering.
|
||||
bgfx::setTransform(mtx);
|
||||
|
||||
// Set vertex and index buffer.
|
||||
bgfx::setVertexBuffer(vbh);
|
||||
bgfx::setIndexBuffer(ibh, 0, 6);
|
||||
|
||||
// Bind texture.
|
||||
bgfx::setTexture(0, s_texColor, textures3d[ii]);
|
||||
|
||||
// Set render states.
|
||||
bgfx::setState(BGFX_STATE_DEFAULT);
|
||||
|
||||
// Submit primitive for rendering to view 1.
|
||||
bgfx::submit(1, program3d);
|
||||
}
|
||||
|
||||
for (uint32_t ii = 0; ii < 4; ++ii)
|
||||
{
|
||||
bx::mtxTranslate(mtx, xpos + (size-2.0f)*2.1f, -size+6.5f + ii*2.1f, 0.0f);
|
||||
|
||||
// Set model matrix for rendering.
|
||||
bgfx::setTransform(mtx);
|
||||
|
||||
// Set vertex and index buffer.
|
||||
bgfx::setVertexBuffer(vbh, 24, 4);
|
||||
bgfx::setIndexBuffer(ibh, 0, 6);
|
||||
|
||||
// Bind texture.
|
||||
bgfx::setTexture(0, s_texColor, textures[ii]);
|
||||
|
||||
// Set render states.
|
||||
bgfx::setState(BGFX_STATE_DEFAULT);
|
||||
|
||||
// Submit primitive for rendering to view 1.
|
||||
bgfx::submit(1, programCmp);
|
||||
}
|
||||
|
||||
// Advance to next frame. Rendering thread will be kicked to
|
||||
// process submitted rendering primitives.
|
||||
bgfx::frame();
|
||||
return false;
|
||||
}
|
||||
|
||||
// texture2dData is managed from main thread, and it's passed to renderer
|
||||
// just as MemoryRef. At this point render might be using it. We must wait
|
||||
// previous frame to finish before we can free it.
|
||||
bgfx::frame();
|
||||
uint8_t* m_m_texture2dData;
|
||||
|
||||
// Cleanup.
|
||||
free(texture2dData);
|
||||
uint32_t m_width;
|
||||
uint32_t m_height;
|
||||
uint32_t m_debug;
|
||||
uint32_t m_reset;
|
||||
|
||||
for (uint32_t ii = 0; ii < BX_COUNTOF(textures); ++ii)
|
||||
{
|
||||
bgfx::destroyTexture(textures[ii]);
|
||||
}
|
||||
uint32_t m_numm_textures3d;
|
||||
bool m_texture3DSupported;
|
||||
bool m_blitSupported;
|
||||
|
||||
for (uint32_t ii = 0; ii < numTextures3d; ++ii)
|
||||
{
|
||||
bgfx::destroyTexture(textures3d[ii]);
|
||||
}
|
||||
std::list<PackCube> m_quads;
|
||||
RectPackCubeT<256> m_cube;
|
||||
int64_t m_updateTime;
|
||||
int64_t m_timeOffset;
|
||||
|
||||
bgfx::destroyTexture(texture2d);
|
||||
bgfx::destroyTexture(textureCube[0]);
|
||||
if (blitSupported)
|
||||
{
|
||||
bgfx::destroyTexture(textureCube[1]);
|
||||
}
|
||||
bgfx::destroyIndexBuffer(ibh);
|
||||
bgfx::destroyVertexBuffer(vbh);
|
||||
if (bgfx::isValid(program3d) )
|
||||
{
|
||||
bgfx::destroyProgram(program3d);
|
||||
}
|
||||
bgfx::destroyProgram(programCmp);
|
||||
bgfx::destroyProgram(program);
|
||||
bgfx::destroyUniform(u_time);
|
||||
bgfx::destroyUniform(s_texColor);
|
||||
bgfx::destroyUniform(s_texCube);
|
||||
uint32_t m_hit;
|
||||
uint32_t m_miss;
|
||||
|
||||
// Shutdown bgfx.
|
||||
bgfx::shutdown();
|
||||
uint8_t m_rr;
|
||||
uint8_t m_gg;
|
||||
uint8_t m_bb;
|
||||
|
||||
return 0;
|
||||
}
|
||||
bgfx::TextureHandle m_textures[9];
|
||||
bgfx::TextureHandle m_textures3d[3];
|
||||
bgfx::TextureHandle m_texture2d;
|
||||
bgfx::TextureHandle m_textureCube[2];
|
||||
bgfx::IndexBufferHandle m_ibh;
|
||||
bgfx::VertexBufferHandle m_vbh;
|
||||
bgfx::ProgramHandle m_program3d;
|
||||
bgfx::ProgramHandle m_programCmp;
|
||||
bgfx::ProgramHandle m_program;
|
||||
bgfx::UniformHandle u_time;
|
||||
bgfx::UniformHandle s_texColor;
|
||||
bgfx::UniformHandle s_texCube;
|
||||
|
||||
};
|
||||
|
||||
ENTRY_IMPLEMENT_MAIN(Update);
|
||||
|
|
Loading…
Reference in a new issue