/* * Copyright 2011-2013 Branimir Karadzic. All rights reserved. * License: http://www.opensource.org/licenses/BSD-2-Clause */ #include "common.h" #include #include #include "entry.h" #include "dbg.h" #include "fpumath.h" #include "processevents.h" #include #include struct PosColorTexCoord0Vertex { float m_x; float m_y; float m_z; uint32_t m_abgr; float m_u; float m_v; }; static bgfx::VertexDecl s_PosColorTexCoord0Decl; static const char* s_shaderPath = NULL; static bool s_flipV = false; 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) { char filePath[512]; shaderFilePath(filePath, _name); return load(filePath); } static bgfx::ProgramHandle loadProgram(const char* _vsName, const char* _fsName) { const bgfx::Memory* mem; // Load vertex shader. mem = loadShader(_vsName); bgfx::VertexShaderHandle vsh = bgfx::createVertexShader(mem); // Load fragment shader. mem = loadShader(_fsName); 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; } bool allocTransientBuffers(bgfx::TransientVertexBuffer* _tvb, const bgfx::VertexDecl& _decl, uint16_t _numVertices, bgfx::TransientIndexBuffer* _tib, uint16_t _numIndices) { if (bgfx::checkAvailTransientVertexBuffer(_numVertices, _decl) && bgfx::checkAvailTransientIndexBuffer(_numIndices) ) { bgfx::allocTransientVertexBuffer(_tvb, _numVertices, _decl); bgfx::allocTransientIndexBuffer(_tib, _numIndices); return true; } return false; } void renderScreenSpaceQuad(uint32_t _view, bgfx::ProgramHandle _program, float _x, float _y, float _width, float _height) { bgfx::TransientVertexBuffer tvb; bgfx::TransientIndexBuffer tib; if (allocTransientBuffers(&tvb, s_PosColorTexCoord0Decl, 4, &tib, 6) ) { PosColorTexCoord0Vertex* vertex = (PosColorTexCoord0Vertex*)tvb.data; float zz = 0.0f; const float minx = _x; const float maxx = _x + _width; const float miny = _y; const float maxy = _y + _height; float minu = -1.0f; float minv = -1.0f; float maxu = 1.0f; float maxv = 1.0f; vertex[0].m_x = minx; vertex[0].m_y = miny; vertex[0].m_z = zz; vertex[0].m_abgr = 0xff0000ff; vertex[0].m_u = minu; vertex[0].m_v = minv; vertex[1].m_x = maxx; vertex[1].m_y = miny; vertex[1].m_z = zz; vertex[1].m_abgr = 0xff00ff00; vertex[1].m_u = maxu; vertex[1].m_v = minv; vertex[2].m_x = maxx; vertex[2].m_y = maxy; vertex[2].m_z = zz; vertex[2].m_abgr = 0xffff0000; vertex[2].m_u = maxu; vertex[2].m_v = maxv; vertex[3].m_x = minx; vertex[3].m_y = maxy; vertex[3].m_z = zz; vertex[3].m_abgr = 0xffffffff; vertex[3].m_u = minu; vertex[3].m_v = maxv; uint16_t* indices = (uint16_t*)tib.data; indices[0] = 0; indices[1] = 2; indices[2] = 1; indices[3] = 0; indices[4] = 3; indices[5] = 2; bgfx::setProgram(_program); bgfx::setState(BGFX_STATE_DEFAULT); bgfx::setIndexBuffer(&tib); bgfx::setVertexBuffer(&tvb); bgfx::submit(_view); } } int _main_(int /*_argc*/, char** /*_argv*/) { uint32_t width = 1280; uint32_t height = 720; uint32_t debug = BGFX_DEBUG_TEXT; uint32_t reset = BGFX_RESET_VSYNC; bgfx::init(); bgfx::reset(width, height, reset); // Enable debug text. bgfx::setDebug(debug); // 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() ) { default: 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/"; s_flipV = true; break; case bgfx::RendererType::OpenGLES2: case bgfx::RendererType::OpenGLES3: s_shaderPath = "shaders/gles/"; s_flipV = true; break; } // Create vertex stream declaration. s_PosColorTexCoord0Decl.begin(); s_PosColorTexCoord0Decl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float); s_PosColorTexCoord0Decl.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true); s_PosColorTexCoord0Decl.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float); s_PosColorTexCoord0Decl.end(); bgfx::UniformHandle u_time = bgfx::createUniform("u_time", bgfx::UniformType::Uniform1f); bgfx::UniformHandle u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Uniform4x4fv); bgfx::UniformHandle u_lightDir = bgfx::createUniform("u_lightDir", bgfx::UniformType::Uniform3fv); bgfx::ProgramHandle raymarching = loadProgram("vs_raymarching", "fs_raymarching"); int64_t timeOffset = bx::getHPCounter(); while (!processEvents(width, height, debug, reset) ) { // Set view 0 default viewport. bgfx::setViewRect(0, 0, 0, width, height); // Set view 1 default viewport. bgfx::setViewRect(1, 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 viewZ 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/03-raymarch"); bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Updating shader uniforms."); 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, -15.0f }; 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 1. bgfx::setViewTransform(0, view, proj); float ortho[16]; mtxOrtho(ortho, 0.0f, 1280.0f, 720.0f, 0.0f, 0.0f, 100.0f); // Set view and projection matrix for view 0. bgfx::setViewTransform(1, NULL, ortho); float time = (float)( (bx::getHPCounter()-timeOffset)/double(bx::getHPFrequency() ) ); float vp[16]; mtxMul(vp, view, proj); float mtx[16]; mtxRotateXY(mtx , time , time*0.37f ); float mtxInv[16]; mtxInverse(mtxInv, mtx); float lightDirModel[4] = { -0.4f, -0.5f, -1.0f, 0.0f }; float lightDirModelN[4] = { 0.0f, 0.0f, 0.0f, 0.0f }; vec3Norm(lightDirModelN, lightDirModel); float lightDir[4]; vec4MulMtx(lightDir, lightDirModelN, mtxInv); bgfx::setUniform(u_lightDir, lightDir); float mvp[16]; mtxMul(mvp, mtx, vp); float invMvp[16]; mtxInverse(invMvp, mvp); bgfx::setUniform(u_mtx, invMvp); bgfx::setUniform(u_time, &time); renderScreenSpaceQuad(1, raymarching, 0.0f, 0.0f, 1280.0f, 720.0f); // Advance to next frame. Rendering thread will be kicked to // process submitted rendering primitives. bgfx::frame(); } // Cleanup. bgfx::destroyProgram(raymarching); bgfx::destroyUniform(u_time); bgfx::destroyUniform(u_mtx); bgfx::destroyUniform(u_lightDir); // Shutdown bgfx. bgfx::shutdown(); return 0; }