Added instancing example.

This commit is contained in:
bkaradzic 2012-10-08 23:24:10 -07:00
parent 772c671752
commit f5295b951d
21 changed files with 432 additions and 32 deletions

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@ -205,10 +205,10 @@ int _main_(int _argc, char** _argv)
float time = (float)(bx::getHPCounter()/double(bx::getHPFrequency() ) );
// Submit 10x10 cubes.
for (uint32_t yy = 0; yy <= 10; ++yy)
// Submit 11x11 cubes.
for (uint32_t yy = 0; yy < 11; ++yy)
{
for (uint32_t xx = 0; xx <= 10; ++xx)
for (uint32_t xx = 0; xx < 11; ++xx)
{
float mtx[16];
mtxRotateXY(mtx, time + xx*0.21f, time + yy*0.37f);

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@ -283,7 +283,6 @@ int _main_(int _argc, char** _argv)
, time*0.37f
);
{
float mtxInv[16];
mtxInverse(mtxInv, mtx);
float lightDirModel[4] = { -0.4f, -0.5f, -1.0f, 0.0f };
@ -292,7 +291,6 @@ int _main_(int _argc, char** _argv)
float lightDir[4];
vec4MulMtx(lightDir, lightDirModelN, mtxInv);
bgfx::setUniform(u_lightDir, lightDir);
}
float mvp[16];
mtxMul(mvp, mtx, vp);

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@ -0,0 +1,13 @@
$input v_color0
/*
* Copyright 2011-2012 Branimir Karadzic. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
void main()
{
gl_FragColor = v_color0;
}

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@ -0,0 +1,266 @@
/*
* Copyright 2011-2012 Branimir Karadzic. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include <bgfx.h>
#include <bx/bx.h>
#include <bx/timer.h>
#include "../common/dbg.h"
#include "../common/math.h"
#include <stdio.h>
#include <string.h>
void fatalCb(bgfx::Fatal::Enum _code, const char* _str)
{
DBG("%x: %s", _code, _str);
}
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] =
{
0, 2, 1, // 0
1, 2, 3,
4, 5, 6, // 2
5, 7, 6,
0, 4, 2, // 4
4, 6, 2,
1, 3, 5, // 6
5, 3, 7,
0, 1, 4, // 8
4, 1, 5,
2, 6, 3, // 10
6, 7, 3,
};
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;
}
static const bgfx::Memory* loadShader(const char* _name, const char* _default = NULL)
{
char filePath[512];
shaderFilePath(filePath, _name);
BX_UNUSED(_default);
return load(filePath);
}
int _main_(int _argc, char** _argv)
{
bgfx::init(BX_PLATFORM_WINDOWS, fatalCb);
bgfx::reset(1280, 720);
// Enable debug text.
bgfx::setDebug(BGFX_DEBUG_TEXT);
// Set view 0 default viewport.
bgfx::setViewRect(0, 0, 0, 1280, 720);
// 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() )
{
case bgfx::RendererType::Null:
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:
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);
while (true)
{
// 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;
// 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);
mtxProj(proj, 60.0f, 16.0f/9.0f, 0.1f, 100.0f);
// Set view and projection matrix for view 0.
bgfx::setViewTransform(0, view, proj);
float time = (float)(bx::getHPCounter()/double(bx::getHPFrequency() ) );
const uint16_t instanceStride = 80;
const bgfx::InstanceDataBuffer* idb = bgfx::allocInstanceDataBuffer(121, instanceStride);
uint8_t* data = idb->data;
// Write instance data for 11x11 cubes.
for (uint32_t yy = 0; yy < 11; ++yy)
{
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;
}
}
// Set vertex and fragment shaders.
bgfx::setProgram(program);
// Set vertex and index buffer.
bgfx::setVertexBuffer(vbh);
bgfx::setIndexBuffer(ibh);
// Set instance data buffer.
bgfx::setInstanceDataBuffer(idb);
// Set render states.
bgfx::setState(BGFX_STATE_RGB_WRITE
|BGFX_STATE_DEPTH_WRITE
|BGFX_STATE_DEPTH_TEST_LESS
);
// Submit primitive for rendering to view 0.
bgfx::submit(0);
// 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;
}

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@ -0,0 +1,9 @@
#
# Copyright 2011-2012 Branimir Karadzic. All rights reserved.
# License: http://www.opensource.org/licenses/BSD-2-Clause
#
BGFX_DIR=../..
RUNTIME_DIR=$(BGFX_DIR)/examples/runtime
include $(BGFX_DIR)/premake/shader.mk

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@ -0,0 +1,9 @@
vec4 v_color0 : COLOR0 = vec4(1.0, 0.0, 0.0, 1.0);
vec3 a_position : POSITION;
vec4 a_color : COLOR0;
vec4 i_data0 : TEXCOORD3;
vec4 i_data1 : TEXCOORD4;
vec4 i_data2 : TEXCOORD5;
vec4 i_data3 : TEXCOORD6;
vec4 i_data4 : TEXCOORD7;

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@ -0,0 +1,22 @@
$input a_position, a_color, i_data0, i_data1, i_data2, i_data3, i_data4
$output v_color0
/*
* Copyright 2011-2012 Branimir Karadzic. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
void main()
{
mat4 model;
model[0] = i_data0;
model[1] = i_data1;
model[2] = i_data2;
model[3] = i_data3;
vec4 worldPos = instMul(model, vec4(a_position, 1.0) );
gl_Position = mul(u_viewProj, worldPos);
v_color0 = a_color*i_data4;
}

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@ -0,0 +1,43 @@
project "example-05-instancing"
uuid "5d3da660-1105-11e2-aece-71e4dd6a022f"
kind "WindowedApp"
debugdir (BGFX_DIR .. "examples/runtime/")
defines {
"OPENCTM_STATIC",
"OPENCTM_NO_CPP",
}
includedirs {
BGFX_DIR .. "../bx/include",
BGFX_DIR .. "include",
BGFX_DIR .. "3rdparty/openctm/lib",
}
files {
BGFX_DIR .. "examples/common/**.cpp",
BGFX_DIR .. "examples/common/**.h",
BGFX_DIR .. "examples/05-instancing/**.cpp",
BGFX_DIR .. "examples/05-instancing/**.h",
}
links {
"bgfx",
"openctm",
}
configuration { "nacl" }
targetextension ".nexe"
configuration { "nacl", "Release" }
postbuildcommands {
"@echo Stripping symbols.",
"@$(NACL)/bin/x86_64-nacl-strip -s \"$(TARGET)\""
}
configuration { "linux" }
links {
"GL",
"pthread",
}

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@ -248,3 +248,4 @@ dofile "example-01-cubes.lua"
dofile "example-02-metaballs.lua"
dofile "example-03-raymarch.lua"
dofile "example-04-mesh.lua"
dofile "example-05-instancing.lua"

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@ -39,6 +39,11 @@
# define vec2_splat(_x) float2(_x, _x)
# define vec3_splat(_x) float3(_x, _x, _x)
# define vec4_splat(_x) float4(_x, _x, _x, _x)
vec4 instMul(mat4 _mtx, vec4 _vec)
{
return mul(_vec, _mtx);
}
#elif BGFX_SHADER_LANGUAGE_GLSL
# define frac fract
# define lerp mix
@ -50,6 +55,11 @@
# define vec2_splat(_x) vec2(_x)
# define vec3_splat(_x) vec3(_x)
# define vec4_splat(_x) vec4(_x)
vec4 instMul(mat4 _mtx, vec4 _vec)
{
return mul(_mtx, _vec);
}
#endif // BGFX_SHADER_LANGUAGE_HLSL
#endif // __cplusplus

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@ -541,9 +541,10 @@ namespace bgfx
// DX_CHECK(s_renderCtx.m_device->SetRenderState(D3DRS_SCISSORTESTENABLE, FALSE) );
}
void setInputLayout(const VertexDecl& _vertexDecl, const Program& _program)
void setInputLayout(const VertexDecl& _vertexDecl, const Program& _program, uint8_t _numInstanceData)
{
uint64_t layoutHash = (uint64_t(_vertexDecl.m_hash)<<32) | _program.m_vsh->m_hash;
layoutHash ^= _numInstanceData;
ID3D11InputLayout* layout = m_inputLayoutCache.find(layoutHash);
if (NULL == layout)
{
@ -560,8 +561,41 @@ namespace bgfx
decl.m_attributes[ii] = attr == 0 ? 0xff : attr == 0xff ? 0 : attr;
}
D3D11_INPUT_ELEMENT_DESC* elem = fillVertexDecl(vertexElements, Attrib::Count, decl);
ptrdiff_t num = elem-vertexElements;
const D3D11_INPUT_ELEMENT_DESC inst = { "TEXCOORD", 0, DXGI_FORMAT_R32G32B32A32_FLOAT, 0, D3D11_APPEND_ALIGNED_ELEMENT, D3D11_INPUT_PER_INSTANCE_DATA, 1 };
for (uint32_t ii = 0; ii < _numInstanceData; ++ii)
{
uint32_t index = 8-_numInstanceData+ii;
uint32_t jj;
D3D11_INPUT_ELEMENT_DESC* curr;
for (jj = 0; jj < (uint32_t)num; ++jj)
{
curr = &vertexElements[jj];
if (0 == strcmp(curr->SemanticName, "TEXCOORD")
&& curr->SemanticIndex == index)
{
break;
}
}
if (jj == num)
{
curr = elem;
++elem;
}
memcpy(curr, &inst, sizeof(D3D11_INPUT_ELEMENT_DESC) );
curr->InputSlot = 1;
curr->SemanticIndex = index;
curr->AlignedByteOffset = ii*16;
}
num = elem-vertexElements;
DX_CHECK(m_device->CreateInputLayout(vertexElements
, uint32_t(num)
, _program.m_vsh->m_code->data
@ -971,7 +1005,7 @@ namespace bgfx
uint32_t stride = vertexDecl.m_stride;
uint32_t offset = 0;
deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
s_renderCtx.setInputLayout(vertexDecl, program);
s_renderCtx.setInputLayout(vertexDecl, program, 0);
IndexBuffer& ib = s_renderCtx.m_indexBuffers[m_ib->handle.idx];
deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
@ -1070,7 +1104,7 @@ namespace bgfx
s_renderCtx.m_vertexBuffers[m_vb->handle.idx].update(0, 4*m_decl.m_stride, m_vb->data);
deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
s_renderCtx.setInputLayout(vertexDecl, program);
s_renderCtx.setInputLayout(vertexDecl, program, 0);
IndexBuffer& ib = s_renderCtx.m_indexBuffers[m_ib.idx];
deviceCtx->IASetIndexBuffer(ib.m_ptr, DXGI_FORMAT_R16_UINT, 0);
@ -2110,24 +2144,18 @@ namespace bgfx
uint32_t stride = vertexDecl.m_stride;
uint32_t offset = 0;
deviceCtx->IASetVertexBuffers(0, 1, &vb.m_ptr, &stride, &offset);
s_renderCtx.setInputLayout(vertexDecl, s_renderCtx.m_program[programIdx]);
if (invalidHandle != state.m_instanceDataBuffer.idx)
{
// const VertexBuffer& inst = s_renderCtx.m_vertexBuffers[state.m_instanceDataBuffer.idx];
// DX_CHECK(device->SetStreamSourceFreq(0, D3DSTREAMSOURCE_INDEXEDDATA|state.m_numInstances) );
// DX_CHECK(device->SetStreamSourceFreq(1, D3DSTREAMSOURCE_INSTANCEDATA|1) );
// DX_CHECK(device->SetStreamSource(1, inst.m_ptr, state.m_instanceDataOffset, state.m_instanceDataStride) );
//
// IDirect3DVertexDeclaration9* ptr = createVertexDecl(vertexDecl.m_decl, state.m_instanceDataStride/16);
// DX_CHECK(device->SetVertexDeclaration(ptr) );
// DX_RELEASE(ptr, 0);
const VertexBuffer& inst = s_renderCtx.m_vertexBuffers[state.m_instanceDataBuffer.idx];
uint32_t instStride = state.m_instanceDataStride;
deviceCtx->IASetVertexBuffers(1, 1, &inst.m_ptr, &instStride, &state.m_instanceDataOffset);
s_renderCtx.setInputLayout(vertexDecl, s_renderCtx.m_program[programIdx], state.m_instanceDataStride/16);
}
else
{
// DX_CHECK(device->SetStreamSourceFreq(0, 1) );
// DX_CHECK(device->SetStreamSource(1, NULL, 0, 0) );
// DX_CHECK(device->SetVertexDeclaration(vertexDecl.m_ptr) );
deviceCtx->IASetVertexBuffers(1, 0, NULL, NULL, NULL);
s_renderCtx.setInputLayout(vertexDecl, s_renderCtx.m_program[programIdx], 0);
}
}
else
@ -2177,7 +2205,7 @@ namespace bgfx
numInstances = state.m_numInstances;
numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
deviceCtx->DrawIndexed(numIndices, 0, state.m_startVertex);
deviceCtx->DrawIndexedInstanced(numIndices, state.m_numInstances, 0, state.m_startVertex, 0);
}
else if (primNumVerts <= state.m_numIndices)
{
@ -2186,7 +2214,7 @@ namespace bgfx
numInstances = state.m_numInstances;
numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
deviceCtx->DrawIndexed(numIndices, state.m_startIndex, state.m_startVertex);
deviceCtx->DrawIndexedInstanced(numIndices, state.m_numInstances, state.m_startIndex, state.m_startVertex, 0);
}
}
else
@ -2195,7 +2223,7 @@ namespace bgfx
numInstances = state.m_numInstances;
numPrimsRendered = numPrimsSubmitted*state.m_numInstances;
deviceCtx->Draw(numVertices, state.m_startVertex);
deviceCtx->DrawInstanced(numVertices, state.m_numInstances, state.m_startVertex, 0);
}
statsNumPrimsSubmitted += numPrimsSubmitted;

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@ -1571,7 +1571,8 @@ int main(int _argc, const char* _argv[])
{
const Varying& var = varyingIt->second;
const char* name = var.m_name.c_str();
if (0 == strncmp(name, "a_", 2) )
if (0 == strncmp(name, "a_", 2)
|| 0 == strncmp(name, "i_", 2) )
{
preprocessor.writef("attribute %s %s;\n", var.m_type.c_str(), name);
}