/* * Copyright 2011-2015 Branimir Karadzic. All rights reserved. * License: http://www.opensource.org/licenses/BSD-2-Clause */ #include "common.h" #include "bgfx_utils.h" #include #include "packrect.h" #include struct PosTexcoordVertex { float m_x; float m_y; float m_z; float m_u; float m_v; float m_w; static void init() { ms_decl .begin() .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float) .add(bgfx::Attrib::TexCoord0, 3, bgfx::AttribType::Float) .end(); }; static bgfx::VertexDecl ms_decl; }; bgfx::VertexDecl PosTexcoordVertex::ms_decl; static PosTexcoordVertex s_cubeVertices[28] = { {-1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f }, {-1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f }, { 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f }, {-1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f }, { 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f }, {-1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f }, { 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f }, {-1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f }, {-1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f }, {-1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f }, {-1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f }, { 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f }, { 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f }, { 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f }, {-1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f }, {-1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f }, { 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f }, {-1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f }, {-1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f }, { 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f }, { 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f }, {-1.0f, 1.0f, 1.0f, -2.0f, 2.0f, 2.0f }, { 1.0f, 1.0f, 1.0f, 2.0f, 2.0f, 2.0f }, {-1.0f, -1.0f, 1.0f, -2.0f, -2.0f, 2.0f }, { 1.0f, -1.0f, 1.0f, 2.0f, -2.0f, 2.0f }, }; static const uint16_t s_cubeIndices[36] = { 0, 1, 2, // 0 1, 3, 2, 4, 6, 5, // 2 5, 6, 7, 8, 10, 9, // 4 9, 10, 11, 12, 14, 13, // 6 14, 15, 13, 16, 18, 17, // 8 18, 19, 17, 20, 22, 21, // 10 21, 22, 23, }; 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; bgfx::calcTextureSize(ti, _width, _height, 1, 1, false, bgfx::TextureFormat::BGRA8); const bgfx::Memory* mem = bgfx::alloc(ti.storageSize); uint8_t* data = (uint8_t*)mem->data; for (uint32_t ii = 0, num = ti.storageSize*8/ti.bitsPerPixel; ii < num; ++ii) { data[0] = _b; data[1] = _g; data[2] = _r; data[3] = _a; data += 4; } bgfx::updateTextureCube(_handle, _side, 0, _x, _y, _width, _height, mem); } 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|BGFX_CLEAR_DEPTH , 0x303030ff , 1.0f , 0 ); // Create vertex stream declaration. PosTexcoordVertex::init(); bgfx::TextureHandle textures[] = { loadTexture("texture_compression_bc1.dds", BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP), loadTexture("texture_compression_bc2.dds", BGFX_TEXTURE_U_CLAMP), loadTexture("texture_compression_bc3.dds", BGFX_TEXTURE_V_CLAMP), loadTexture("texture_compression_etc1.ktx", BGFX_TEXTURE_U_BORDER|BGFX_TEXTURE_V_BORDER|BGFX_TEXTURE_BORDER_COLOR(1) ), loadTexture("texture_compression_etc2.ktx"), loadTexture("texture_compression_ptc12.pvr"), loadTexture("texture_compression_ptc14.pvr"), loadTexture("texture_compression_ptc22.pvr"), loadTexture("texture_compression_ptc24.pvr"), }; const bgfx::Memory* mem8 = bgfx::alloc(32*32*32); const bgfx::Memory* mem16f = bgfx::alloc(32*32*32*2); const bgfx::Memory* mem32f = bgfx::alloc(32*32*32*4); for (uint8_t zz = 0; zz < 32; ++zz) { for (uint8_t yy = 0; yy < 32; ++yy) { for (uint8_t xx = 0; xx < 32; ++xx) { const uint32_t offset = ( (zz*32+yy)*32+xx); const uint32_t val = xx ^ yy ^ zz; mem8->data[offset] = val<<3; *(uint16_t*)&mem16f->data[offset*2] = bx::halfFromFloat( (float)val/32.0f); *(float*)&mem32f->data[offset*4] = (float)val/32.0f; } } } const bgfx::Caps* caps = bgfx::getCaps(); const bool texture3DSupported = !!(caps->supported & BGFX_CAPS_TEXTURE_3D); uint32_t numTextures3d = 0; bgfx::TextureHandle textures3d[3] = {}; if (texture3DSupported) { if (0 != (BGFX_CAPS_FORMAT_TEXTURE_COLOR & caps->formats[bgfx::TextureFormat::R8]) ) { textures3d[numTextures3d++] = bgfx::createTexture3D(32, 32, 32, 0, bgfx::TextureFormat::R8, BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP|BGFX_TEXTURE_W_CLAMP, mem8); } if (0 != (BGFX_CAPS_FORMAT_TEXTURE_COLOR & caps->formats[bgfx::TextureFormat::R16F]) ) { textures3d[numTextures3d++] = bgfx::createTexture3D(32, 32, 32, 0, bgfx::TextureFormat::R16F, BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP|BGFX_TEXTURE_W_CLAMP, mem16f); } if (0 != (BGFX_CAPS_FORMAT_TEXTURE_COLOR & caps->formats[bgfx::TextureFormat::R32F]) ) { textures3d[numTextures3d++] = bgfx::createTexture3D(32, 32, 32, 0, bgfx::TextureFormat::R32F, BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP|BGFX_TEXTURE_W_CLAMP, mem32f); } } // Create static vertex buffer. bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) ), PosTexcoordVertex::ms_decl); // Create static index buffer. bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) ) ); // Create programs. bgfx::ProgramHandle program = loadProgram("vs_update", "fs_update"); bgfx::ProgramHandle programCmp = loadProgram("vs_update", "fs_update_cmp"); bgfx::ProgramHandle program3d = BGFX_INVALID_HANDLE; if (texture3DSupported) { program3d = loadProgram("vs_update", "fs_update_3d"); } // Create texture sampler uniforms. bgfx::UniformHandle s_texCube = bgfx::createUniform("s_texCube", bgfx::UniformType::Int1); bgfx::UniformHandle s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1); // Create time uniform. bgfx::UniformHandle u_time = bgfx::createUniform("u_time", bgfx::UniformType::Vec4); const uint32_t textureSide = 2048; bgfx::TextureHandle textureCube = bgfx::createTextureCube(textureSide, 1 , bgfx::TextureFormat::BGRA8 , BGFX_TEXTURE_MIN_POINT|BGFX_TEXTURE_MAG_POINT|BGFX_TEXTURE_MIP_POINT ); const uint32_t texture2dSize = 256; bgfx::TextureHandle texture2d = bgfx::createTexture2D(texture2dSize, texture2dSize, 1 , bgfx::TextureFormat::BGRA8 , BGFX_TEXTURE_MIN_POINT|BGFX_TEXTURE_MAG_POINT|BGFX_TEXTURE_MIP_POINT ); uint8_t* texture2dData = (uint8_t*)malloc(texture2dSize*texture2dSize*4); uint8_t rr = rand()%255; uint8_t gg = rand()%255; uint8_t bb = rand()%255; int64_t updateTime = 0; RectPackCubeT<256> cube(textureSide); uint32_t hit = 0; uint32_t miss = 0; std::list quads; int64_t timeOffset = bx::getHPCounter(); while (!entry::processEvents(width, height, debug, reset) ) { float borderColor[4] = { float(rand()%255)/255.0f, float(rand()%255)/255.0f, float(rand()%255)/255.0f, float(rand()%255)/255.0f }; bgfx::setPaletteColor(1, borderColor); // Set view 0 and 1 viewport. bgfx::setViewRect(0, 0, 0, width, height); 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 view 0. 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 - 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 textures."); bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs); if (now > updateTime) { PackCube face; uint32_t bw = bx::uint16_max(1, rand()%(textureSide/4) ); uint32_t bh = bx::uint16_max(1, rand()%(textureSide/4) ); if (cube.find(bw, bh, face) ) { quads.push_back(face); ++hit; const Pack2D& rect = face.m_rect; updateTextureCubeRectBgra8(textureCube, face.m_side, rect.m_x, rect.m_y, rect.m_width, rect.m_height, rr, gg, bb); 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) { cube.clear(quads.front() ); quads.pop_front(); } } { // 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) { for (uint32_t xx = 0; xx < tw; ++xx, dst += 4) { dst[0] = bb; dst[1] = gg; dst[2] = rr; dst[3] = 255; } } // 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); } } bgfx::dbgTextPrintf(0, 4, 0x0f, "hit: %d, miss %d", hit, miss); 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); // Set view and projection matrix for view 0. bgfx::setViewTransform(0, view, proj); float mtx[16]; bx::mtxRotateXY(mtx, time, time*0.37f); // 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_texCube, textureCube); // 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); 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]); // Set render states. bgfx::setState(BGFX_STATE_DEFAULT); // Submit primitive for rendering to view 1. bgfx::submit(1, programCmp); } 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(); } // 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(); // Cleanup. free(texture2dData); for (uint32_t ii = 0; ii < BX_COUNTOF(textures); ++ii) { bgfx::destroyTexture(textures[ii]); } for (uint32_t ii = 0; ii < numTextures3d; ++ii) { bgfx::destroyTexture(textures3d[ii]); } bgfx::destroyTexture(texture2d); bgfx::destroyTexture(textureCube); 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); // Shutdown bgfx. bgfx::shutdown(); return 0; }