/* * Copyright 2011-2014 Branimir Karadzic. All rights reserved. * License: http://www.opensource.org/licenses/BSD-2-Clause */ #include "common.h" #include #include #include #include "fpumath.h" #include "imgui/imgui.h" #include #include // embedded shaders #include "vs_drawstress.bin.h" #include "fs_drawstress.bin.h" // embedded font #include "droidsans.ttf.h" #if BX_PLATFORM_EMSCRIPTEN # include #endif // BX_PLATFORM_EMSCRIPTEN 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, 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, }; uint32_t width = 1280; uint32_t height = 720; uint32_t debug = BGFX_DEBUG_TEXT; uint32_t reset = BGFX_RESET_NONE; bool autoAdjust = true; int32_t scrollArea = 0; int32_t dim = 16; uint32_t transform = 0; entry::MouseState mouseState; int64_t timeOffset = bx::getHPCounter(); int64_t deltaTimeNs = 0; int64_t deltaTimeAvgNs = 0; int64_t numFrames = 0; #if BX_PLATFORM_EMSCRIPTEN || BX_PLATFORM_NACL static const int64_t highwm = 1000000/35; static const int64_t lowwm = 1000000/27; #else static const int64_t highwm = 1000000/65; static const int64_t lowwm = 1000000/57; #endif // BX_PLATFORM_EMSCRIPTEN || BX_PLATFORM_NACL bgfx::ProgramHandle program; bgfx::VertexBufferHandle vbh; bgfx::IndexBufferHandle ibh; bool mainloop() { if (!entry::processEvents(width, height, debug, reset, &mouseState) ) { int64_t now = bx::getHPCounter(); static int64_t last = now; const int64_t hpFreq = bx::getHPFrequency(); const int64_t frameTime = now - last; last = now; const double freq = double(hpFreq); const double toMs = 1000.0/freq; deltaTimeNs += frameTime*1000000/hpFreq; if (deltaTimeNs > 1000000) { deltaTimeAvgNs = deltaTimeNs / numFrames; if (autoAdjust) { if (deltaTimeAvgNs < highwm) { dim = bx::uint32_min(dim + 2, 40); } else if (deltaTimeAvgNs > lowwm) { dim = bx::uint32_max(dim - 1, 2); } } deltaTimeNs = 0; numFrames = 0; } else { ++numFrames; } float time = (float)( (now-timeOffset)/freq); imguiBeginFrame(mouseState.m_mx , mouseState.m_my , (mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0) | (mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0) , 0 , width , height ); imguiBeginScrollArea("Settings", width - width / 4 - 10, 10, width / 4, height / 3, &scrollArea); imguiSeparatorLine(); transform = imguiChoose(transform , "Rotate" , "No fragments" ); imguiSeparatorLine(); if (imguiCheck("Auto adjust", autoAdjust) ) { autoAdjust ^= true; } imguiSlider("Dim", &dim, 5, 40); imguiLabel("Draw calls: %d", dim*dim*dim); imguiLabel("Avg Delta Time (1 second) [ms]: %0.4f", deltaTimeAvgNs/1000.0f); imguiEndScrollArea(); imguiEndFrame(); 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, float(width)/float(height), 0.1f, 100.0f); // Set view and projection matrix for view 0. bgfx::setViewTransform(0, view, proj); // Set view 0 default viewport. bgfx::setViewRect(0, 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. bgfx::submit(0); // Use debug font to print information about this example. bgfx::dbgTextClear(); bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/17-drawstress"); bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Draw stress, maximizing number of draw calls."); bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: %7.3f[ms]", double(frameTime)*toMs); float mtxS[16]; const float scale = 0 == transform ? 0.25f : 0.0f; mtxScale(mtxS, scale, scale, scale); const float step = 0.6f; float pos[3]; pos[0] = -step*dim / 2.0f; pos[1] = -step*dim / 2.0f; pos[2] = -15.0; for (uint32_t zz = 0; zz < uint32_t(dim); ++zz) { for (uint32_t yy = 0; yy < uint32_t(dim); ++yy) { for (uint32_t xx = 0; xx < uint32_t(dim); ++xx) { float mtxR[16]; mtxRotateXYZ(mtxR, time + xx*0.21f, time + yy*0.37f, time + yy*0.13f); float mtx[16]; mtxMul(mtx, mtxS, mtxR); mtx[12] = pos[0] + float(xx)*step; mtx[13] = pos[1] + float(yy)*step; mtx[14] = pos[2] + float(zz)*step; // Set model matrix for rendering. bgfx::setTransform(mtx); // Set vertex and fragment shaders. bgfx::setProgram(program); // Set vertex and index buffer. bgfx::setVertexBuffer(vbh); bgfx::setIndexBuffer(ibh); // Set render states. bgfx::setState(BGFX_STATE_DEFAULT); // 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(); return false; } return true; } void loop() { mainloop(); } int _main_(int /*_argc*/, char** /*_argv*/) { 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 ); // 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* vs_drawstress; const bgfx::Memory* fs_drawstress; switch (bgfx::getRendererType() ) { case bgfx::RendererType::Direct3D9: vs_drawstress = bgfx::makeRef(vs_drawstress_dx9, sizeof(vs_drawstress_dx9) ); fs_drawstress = bgfx::makeRef(fs_drawstress_dx9, sizeof(fs_drawstress_dx9) ); break; case bgfx::RendererType::Direct3D11: vs_drawstress = bgfx::makeRef(vs_drawstress_dx11, sizeof(vs_drawstress_dx11) ); fs_drawstress = bgfx::makeRef(fs_drawstress_dx11, sizeof(fs_drawstress_dx11) ); break; default: vs_drawstress = bgfx::makeRef(vs_drawstress_glsl, sizeof(vs_drawstress_glsl) ); fs_drawstress = bgfx::makeRef(fs_drawstress_glsl, sizeof(fs_drawstress_glsl) ); break; } bgfx::ShaderHandle vsh = bgfx::createShader(vs_drawstress); bgfx::ShaderHandle fsh = bgfx::createShader(fs_drawstress); // Create program from shaders. program = bgfx::createProgram(vsh, fsh); const bgfx::Memory* mem; // Create static vertex buffer. mem = bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) ); vbh = bgfx::createVertexBuffer(mem, s_PosColorDecl); // Create static index buffer. mem = bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) ); ibh = bgfx::createIndexBuffer(mem); // 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::destroyShader(vsh); bgfx::destroyShader(fsh); imguiCreate(s_droidSansTtf, sizeof(s_droidSansTtf) ); #if BX_PLATFORM_EMSCRIPTEN emscripten_set_main_loop(&loop, -1, 1); #else while (!mainloop() ); #endif // BX_PLATFORM_EMSCRIPTEN // Cleanup. imguiDestroy(); bgfx::destroyIndexBuffer(ibh); bgfx::destroyVertexBuffer(vbh); bgfx::destroyProgram(program); // Shutdown bgfx. bgfx::shutdown(); return 0; }