Added texture compression test.

This commit is contained in:
bkaradzic 2013-09-09 23:17:17 -07:00
parent c8fce8d93f
commit f84081b0ad
16 changed files with 142 additions and 18 deletions

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@ -0,0 +1,15 @@
$input v_texcoord0
/*
* Copyright 2011-2013 Branimir Karadzic. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
SAMPLER2D(u_texColor, 0);
void main()
{
gl_FragColor = texture2D(u_texColor, v_texcoord0.xy*0.5+0.5);
}

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@ -123,6 +123,37 @@ static const bgfx::Memory* loadShader(const char* _name)
return load(filePath);
}
static bgfx::ProgramHandle loadProgram(const char* _vshName, const char* _fshName)
{
const bgfx::Memory* mem;
mem = loadShader(_vshName);
bgfx::VertexShaderHandle vsh = bgfx::createVertexShader(mem);
mem = loadShader(_fshName);
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);
return program;
}
static const bgfx::Memory* loadTexture(const char* _name)
{
char filePath[512];
strcpy(filePath, "textures/");
strcat(filePath, _name);
return load(filePath);
}
static void updateTextureCubeRectBgra8(bgfx::TextureHandle _handle, uint8_t _side, uint32_t _x, uint32_t _y, uint32_t _width, uint32_t _height, uint8_t _r, uint8_t _g, uint8_t _b, uint8_t _a = 0xff)
{
bgfx::TextureInfo ti;
@ -194,6 +225,55 @@ int _main_(int /*_argc*/, char** /*_argv*/)
const bgfx::Memory* mem;
///
mem = loadTexture("texture_compression_bc1.dds");
bgfx::TextureHandle textureBc1 = bgfx::createTexture(mem);
///
mem = loadTexture("texture_compression_bc2.dds");
bgfx::TextureHandle textureBc2 = bgfx::createTexture(mem);
///
mem = loadTexture("texture_compression_bc3.dds");
bgfx::TextureHandle textureBc3 = bgfx::createTexture(mem);
///
mem = loadTexture("texture_compression_etc1.ktx");
bgfx::TextureHandle textureEtc1 = bgfx::createTexture(mem);
///
mem = loadTexture("texture_compression_etc2.ktx");
bgfx::TextureHandle textureEtc2 = bgfx::createTexture(mem);
///
mem = loadTexture("texture_compression_ptc12.pvr");
bgfx::TextureHandle texturePtc12 = bgfx::createTexture(mem);
///
mem = loadTexture("texture_compression_ptc14.pvr");
bgfx::TextureHandle texturePtc14 = bgfx::createTexture(mem);
///
mem = loadTexture("texture_compression_ptc22.pvr");
bgfx::TextureHandle texturePtc22 = bgfx::createTexture(mem);
///
mem = loadTexture("texture_compression_ptc24.pvr");
bgfx::TextureHandle texturePtc24 = bgfx::createTexture(mem);
bgfx::TextureHandle textures[] =
{
textureBc1,
textureBc2,
textureBc3,
textureEtc1,
textureEtc2,
texturePtc12,
texturePtc14,
texturePtc22,
texturePtc24,
};
// Create static vertex buffer.
mem = bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) );
bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(mem, s_PosTexcoordDecl);
@ -205,23 +285,10 @@ int _main_(int /*_argc*/, char** /*_argv*/)
// Create texture sampler uniforms.
bgfx::UniformHandle u_texCube = bgfx::createUniform("u_texCube", bgfx::UniformType::Uniform1iv);
// Load vertex shader.
mem = loadShader("vs_update");
bgfx::VertexShaderHandle vsh = bgfx::createVertexShader(mem);
bgfx::UniformHandle u_texColor = bgfx::createUniform("u_texColor", bgfx::UniformType::Uniform1iv);
// Load fragment shader.
mem = loadShader("fs_update");
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);
bgfx::ProgramHandle program = loadProgram("vs_update", "fs_update");
bgfx::ProgramHandle programCmp = loadProgram("vs_update", "fs_update_cmp");
const uint32_t textureSide = 2048;
@ -249,8 +316,8 @@ int _main_(int /*_argc*/, char** /*_argv*/)
while (!entry::processEvents(width, height, debug, reset) )
{
// Set view 0 default viewport.
bgfx::setViewRect(0, 0, 0, width, height);
// Set view 0 and 1 viewport.
bgfx::setViewRectMask(0x3, 0, 0, width, height);
// This dummy draw call is here to make sure that view 0 is cleared
// if no other draw calls are submitted to view 0.
@ -338,16 +405,58 @@ int _main_(int /*_argc*/, char** /*_argv*/)
// Submit primitive for rendering to view 0.
bgfx::submit(0);
// Set view and projection matrix for view 1.
const float aspectRatio = float(height)/float(width);
const float size = 10.0f;
mtxOrtho(proj, -size, size, size*aspectRatio, -size*aspectRatio, 0.0f, 1000.0f);
bgfx::setViewTransform(1, NULL, proj);
for (uint32_t ii = 0; ii < BX_COUNTOF(textures); ++ii)
{
mtxTranslate(mtx, -8.0f - BX_COUNTOF(textures)*0.1f*0.5f + ii*2.1f, 4.0f, 0.0f);
// Set model matrix for rendering.
bgfx::setTransform(mtx);
// Set vertex and fragment shaders.
bgfx::setProgram(programCmp);
// Set vertex and index buffer.
bgfx::setVertexBuffer(vbh);
bgfx::setIndexBuffer(ibh);
// Bind texture.
bgfx::setTexture(0, u_texColor, textures[ii]);
// Set render states.
bgfx::setState(BGFX_STATE_DEFAULT);
// Submit primitive for rendering to view 0.
bgfx::submit(1);
}
// Advance to next frame. Rendering thread will be kicked to
// process submitted rendering primitives.
bgfx::frame();
}
// Cleanup.
bgfx::destroyTexture(textureBc1);
bgfx::destroyTexture(textureBc2);
bgfx::destroyTexture(textureBc3);
bgfx::destroyTexture(textureEtc1);
bgfx::destroyTexture(textureEtc2);
bgfx::destroyTexture(texturePtc12);
bgfx::destroyTexture(texturePtc14);
bgfx::destroyTexture(texturePtc22);
bgfx::destroyTexture(texturePtc24);
bgfx::destroyIndexBuffer(ibh);
bgfx::destroyVertexBuffer(vbh);
bgfx::destroyProgram(programCmp);
bgfx::destroyProgram(program);
bgfx::destroyTexture(textureCube);
bgfx::destroyUniform(u_texColor);
bgfx::destroyUniform(u_texCube);
// Shutdown bgfx.

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