/* * Copyright 2011-2013 Branimir Karadzic. All rights reserved. * License: http://www.opensource.org/licenses/BSD-2-Clause */ #include "common.h" #include #include #include #include "fpumath.h" #include "packrect.h" #include #include #include struct PosColorVertex { float m_x; float m_y; float m_z; float m_u; float m_v; float m_w; }; static bgfx::VertexDecl s_PosTexcoordDecl; static PosColorVertex s_cubeVertices[24] = { {-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 }, }; 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 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) { char filePath[512]; shaderFilePath(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; bgfx::calcTextureSize(ti, _width, _height, 1, 1, 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_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/"; break; case bgfx::RendererType::OpenGLES2: case bgfx::RendererType::OpenGLES3: s_shaderPath = "shaders/gles/"; break; } // Create vertex stream declaration. s_PosTexcoordDecl.begin(); s_PosTexcoordDecl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float); s_PosTexcoordDecl.add(bgfx::Attrib::TexCoord0, 3, bgfx::AttribType::Float); s_PosTexcoordDecl.end(); const bgfx::Memory* mem; // Create static vertex buffer. mem = bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) ); bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(mem, s_PosTexcoordDecl); // Create static index buffer. mem = bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) ); bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(mem); // 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); // 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); const uint32_t textureSide = 2048; bgfx::TextureHandle textureCube = bgfx::createTextureCube(6 , textureSide , 1 , bgfx::TextureFormat::BGRA8 , BGFX_TEXTURE_MIN_POINT|BGFX_TEXTURE_MAG_POINT|BGFX_TEXTURE_MIP_POINT ); 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) ) { // 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); 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() ) ); // 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) { const PackCube& face = quads.front(); cube.clear(face); quads.pop_front(); } } } 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]; 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); float mtx[16]; mtxRotateXY(mtx, time, time*0.37f); // 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); // Bind texture. bgfx::setTexture(0, u_texCube, textureCube); // 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(); } // Cleanup. bgfx::destroyIndexBuffer(ibh); bgfx::destroyVertexBuffer(vbh); bgfx::destroyProgram(program); bgfx::destroyTexture(textureCube); bgfx::destroyUniform(u_texCube); // Shutdown bgfx. bgfx::shutdown(); return 0; }