/* * Copyright 2011-2013 Branimir Karadzic. All rights reserved. * License: http://www.opensource.org/licenses/BSD-2-Clause */ #include #include #include #include #include "../common/entry.h" #include "../common/dbg.h" #include "../common/math.h" #include #include struct PosNormalTangentTexcoordVertex { float m_x; float m_y; float m_z; uint32_t m_normal; uint32_t m_tangent; float m_u; float m_v; }; static bgfx::VertexDecl s_PosNormalTangentTexcoordDecl; uint32_t packUint32(uint8_t _x, uint8_t _y, uint8_t _z, uint8_t _w) { union { uint32_t ui32; uint8_t arr[4]; } un; un.arr[0] = _x; un.arr[1] = _y; un.arr[2] = _z; un.arr[3] = _w; return un.ui32; } uint32_t packF4u(float _x, float _y = 0.0f, float _z = 0.0f, float _w = 0.0f) { const uint8_t xx = uint8_t(_x*127.0f + 128.0f); const uint8_t yy = uint8_t(_y*127.0f + 128.0f); const uint8_t zz = uint8_t(_z*127.0f + 128.0f); const uint8_t ww = uint8_t(_w*127.0f + 128.0f); return packUint32(xx, yy, zz, ww); } static PosNormalTangentTexcoordVertex s_cubeVertices[24] = { {-1.0f, 1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f), 0, 0.0f, 0.0f }, { 1.0f, 1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f), 0, 1.0f, 0.0f }, {-1.0f, -1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f), 0, 0.0f, 1.0f }, { 1.0f, -1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f), 0, 1.0f, 1.0f }, {-1.0f, 1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f), 0, 0.0f, 0.0f }, { 1.0f, 1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f), 0, 1.0f, 0.0f }, {-1.0f, -1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f), 0, 0.0f, 1.0f }, { 1.0f, -1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f), 0, 1.0f, 1.0f }, {-1.0f, 1.0f, 1.0f, packF4u( 0.0f, 1.0f, 0.0f), 0, 0.0f, 0.0f }, { 1.0f, 1.0f, 1.0f, packF4u( 0.0f, 1.0f, 0.0f), 0, 1.0f, 0.0f }, {-1.0f, 1.0f, -1.0f, packF4u( 0.0f, 1.0f, 0.0f), 0, 0.0f, 1.0f }, { 1.0f, 1.0f, -1.0f, packF4u( 0.0f, 1.0f, 0.0f), 0, 1.0f, 1.0f }, {-1.0f, -1.0f, 1.0f, packF4u( 0.0f, -1.0f, 0.0f), 0, 0.0f, 0.0f }, { 1.0f, -1.0f, 1.0f, packF4u( 0.0f, -1.0f, 0.0f), 0, 1.0f, 0.0f }, {-1.0f, -1.0f, -1.0f, packF4u( 0.0f, -1.0f, 0.0f), 0, 0.0f, 1.0f }, { 1.0f, -1.0f, -1.0f, packF4u( 0.0f, -1.0f, 0.0f), 0, 1.0f, 1.0f }, { 1.0f, -1.0f, 1.0f, packF4u( 1.0f, 0.0f, 0.0f), 0, 0.0f, 0.0f }, { 1.0f, 1.0f, 1.0f, packF4u( 1.0f, 0.0f, 0.0f), 0, 1.0f, 0.0f }, { 1.0f, -1.0f, -1.0f, packF4u( 1.0f, 0.0f, 0.0f), 0, 0.0f, 1.0f }, { 1.0f, 1.0f, -1.0f, packF4u( 1.0f, 0.0f, 0.0f), 0, 1.0f, 1.0f }, {-1.0f, -1.0f, 1.0f, packF4u(-1.0f, 0.0f, 0.0f), 0, 0.0f, 0.0f }, {-1.0f, 1.0f, 1.0f, packF4u(-1.0f, 0.0f, 0.0f), 0, 1.0f, 0.0f }, {-1.0f, -1.0f, -1.0f, packF4u(-1.0f, 0.0f, 0.0f), 0, 0.0f, 1.0f }, {-1.0f, 1.0f, -1.0f, packF4u(-1.0f, 0.0f, 0.0f), 0, 1.0f, 1.0f }, }; static const uint16_t s_cubeIndices[36] = { 0, 2, 1, 1, 2, 3, 4, 5, 6, 5, 7, 6, 8, 10, 9, 9, 10, 11, 12, 13, 14, 13, 15, 14, 16, 18, 17, 17, 18, 19, 20, 21, 22, 21, 23, 22, }; 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 const bgfx::Memory* loadTexture(const char* _name) { char filePath[512]; strcpy(filePath, "textures/"); strcat(filePath, _name); return load(filePath); } void calcTangents(void* _vertices, uint16_t _numVertices, bgfx::VertexDecl _decl, const uint16_t* _indices, uint32_t _numIndices) { struct PosTexcoord { float m_x; float m_y; float m_z; float m_pad0; float m_u; float m_v; float m_pad1; float m_pad2; }; float* tangents = new float[6*_numVertices]; memset(tangents, 0, 6*_numVertices*sizeof(float) ); PosTexcoord v0; PosTexcoord v1; PosTexcoord v2; for (uint32_t ii = 0, num = _numIndices/3; ii < num; ++ii) { const uint16_t* indices = &_indices[ii*3]; uint32_t i0 = indices[0]; uint32_t i1 = indices[1]; uint32_t i2 = indices[2]; bgfx::vertexUnpack(&v0.m_x, bgfx::Attrib::Position, _decl, _vertices, i0); bgfx::vertexUnpack(&v0.m_u, bgfx::Attrib::TexCoord0, _decl, _vertices, i0); bgfx::vertexUnpack(&v1.m_x, bgfx::Attrib::Position, _decl, _vertices, i1); bgfx::vertexUnpack(&v1.m_u, bgfx::Attrib::TexCoord0, _decl, _vertices, i1); bgfx::vertexUnpack(&v2.m_x, bgfx::Attrib::Position, _decl, _vertices, i2); bgfx::vertexUnpack(&v2.m_u, bgfx::Attrib::TexCoord0, _decl, _vertices, i2); const float bax = v1.m_x - v0.m_x; const float bay = v1.m_y - v0.m_y; const float baz = v1.m_z - v0.m_z; const float bau = v1.m_u - v0.m_u; const float bav = v1.m_v - v0.m_v; const float cax = v2.m_x - v0.m_x; const float cay = v2.m_y - v0.m_y; const float caz = v2.m_z - v0.m_z; const float cau = v2.m_u - v0.m_u; const float cav = v2.m_v - v0.m_v; const float det = (bau * cav - bav * cau); const float invDet = 1.0f / det; const float tx = (bax * cav - cax * bav) * invDet; const float ty = (bay * cav - cay * bav) * invDet; const float tz = (baz * cav - caz * bav) * invDet; const float bx = (cax * bau - bax * cau) * invDet; const float by = (cay * bau - bay * cau) * invDet; const float bz = (caz * bau - baz * cau) * invDet; for (uint32_t jj = 0; jj < 3; ++jj) { float* tanu = &tangents[indices[jj]*6]; float* tanv = &tanu[3]; tanu[0] += tx; tanu[1] += ty; tanu[2] += tz; tanv[0] += bx; tanv[1] += by; tanv[2] += bz; } } for (uint32_t ii = 0; ii < _numVertices; ++ii) { const float* tanu = &tangents[ii*6]; const float* tanv = &tangents[ii*6 + 3]; float normal[4]; bgfx::vertexUnpack(normal, bgfx::Attrib::Normal, _decl, _vertices, ii); float ndt = vec3Dot(normal, tanu); float nxt[3]; vec3Cross(nxt, normal, tanu); float tmp[3]; tmp[0] = tanu[0] - normal[0] * ndt; tmp[1] = tanu[1] - normal[1] * ndt; tmp[2] = tanu[2] - normal[2] * ndt; float tangent[4]; vec3Norm(tangent, tmp); tangent[3] = vec3Dot(nxt, tanv) < 0.0f ? -1.0f : 1.0f; bgfx::vertexPack(tangent, true, bgfx::Attrib::Tangent, _decl, _vertices, ii); } delete [] tangents; } int _main_(int _argc, char** _argv) { bgfx::init(); bgfx::reset(1280, 720); // Enable debug text. bgfx::setDebug(BGFX_DEBUG_TEXT); // Set view 0 default viewport. bgfx::setViewRect(0, 0, 0, 1280, 720); // 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_PosNormalTangentTexcoordDecl.begin(); s_PosNormalTangentTexcoordDecl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float); s_PosNormalTangentTexcoordDecl.add(bgfx::Attrib::Normal, 4, bgfx::AttribType::Uint8, true, true); s_PosNormalTangentTexcoordDecl.add(bgfx::Attrib::Tangent, 4, bgfx::AttribType::Uint8, true, true); s_PosNormalTangentTexcoordDecl.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float); s_PosNormalTangentTexcoordDecl.end(); const bgfx::Memory* mem; calcTangents(s_cubeVertices, countof(s_cubeVertices), s_PosNormalTangentTexcoordDecl, s_cubeIndices, countof(s_cubeIndices) ); // Create static vertex buffer. mem = bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) ); bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(mem, s_PosNormalTangentTexcoordDecl); // 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_texColor = bgfx::createUniform("u_texColor", bgfx::UniformType::Uniform1iv); bgfx::UniformHandle u_texNormal = bgfx::createUniform("u_texNormal", bgfx::UniformType::Uniform1iv); uint16_t numLights = 4; bgfx::UniformHandle u_lightPosRadius = bgfx::createUniform("u_lightPosRadius", bgfx::UniformType::Uniform4fv, numLights); bgfx::UniformHandle u_lightRgbInnerR = bgfx::createUniform("u_lightRgbInnerR", bgfx::UniformType::Uniform4fv, numLights); // Load vertex shader. mem = loadShader("vs_bump"); bgfx::VertexShaderHandle vsh = bgfx::createVertexShader(mem); // Load fragment shader. mem = loadShader("fs_bump"); 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); // Load diffuse texture. mem = loadTexture("fieldstone-rgba.dds"); bgfx::TextureHandle textureColor = bgfx::createTexture(mem); // Load normal texture. mem = loadTexture("fieldstone-n.dds"); bgfx::TextureHandle textureNormal = bgfx::createTexture(mem); while (entry::Event::Exit != entry::poll() ) { // 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 double freq = double(bx::getHPFrequency() ); const double toMs = 1000.0/freq; float time = (float)(now/freq); // Use debug font to print information about this example. bgfx::dbgTextClear(); bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/06-bump"); bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Loading textures."); 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, -7.0f }; float view[16]; float proj[16]; mtxLookAt(view, eye, at); mtxProj(proj, 60.0f, 16.0f/9.0f, 0.1f, 100.0f); float lightPosRadius[4][4]; for (uint32_t ii = 0; ii < numLights; ++ii) { lightPosRadius[ii][0] = sin( (time*(0.1f + ii*0.17f) + float(ii*M_PI_2)*1.37f ) )*3.0f; lightPosRadius[ii][1] = cos( (time*(0.2f + ii*0.29f) + float(ii*M_PI_2)*1.49f ) )*3.0f; lightPosRadius[ii][2] = -2.5f; lightPosRadius[ii][3] = 3.0f; } bgfx::setUniform(u_lightPosRadius, lightPosRadius, numLights); float lightRgbInnerR[4][4] = { { 1.0f, 0.7f, 0.2f, 0.8f }, { 0.7f, 0.2f, 1.0f, 0.8f }, { 0.2f, 1.0f, 0.7f, 0.8f }, { 1.0f, 0.4f, 0.2f, 0.8f }, }; bgfx::setUniform(u_lightRgbInnerR, lightRgbInnerR, numLights); // Set view and projection matrix for view 0. bgfx::setViewTransform(0, view, proj); const uint16_t instanceStride = 64; const bgfx::InstanceDataBuffer* idb = bgfx::allocInstanceDataBuffer(9, instanceStride); if (NULL != idb) { uint8_t* data = idb->data; // Write instance data for 3x3 cubes. for (uint32_t yy = 0; yy < 3; ++yy) { for (uint32_t xx = 0; xx < 3; ++xx) { float* mtx = (float*)data; mtxRotateXY(mtx, time*0.023f + xx*0.21f, time*0.03f + yy*0.37f); mtx[12] = -3.0f + float(xx)*3.0f; mtx[13] = -3.0f + float(yy)*3.0f; mtx[14] = 0.0f; float* color = (float*)&data[64]; color[0] = sin(time+float(xx)/11.0f)*0.5f+0.5f; color[1] = cos(time+float(yy)/11.0f)*0.5f+0.5f; color[2] = sin(time*3.0f)*0.5f+0.5f; color[3] = 1.0f; data += instanceStride; } } uint16_t numInstances = (uint16_t)( (data - idb->data)/instanceStride); // Set vertex and fragment shaders. bgfx::setProgram(program); // Set vertex and index buffer. bgfx::setVertexBuffer(vbh); bgfx::setIndexBuffer(ibh); // Set instance data buffer. bgfx::setInstanceDataBuffer(idb, numInstances); // Bind textures. bgfx::setTexture(0, u_texColor, textureColor); bgfx::setTexture(1, u_texNormal, textureNormal); // Set render states. bgfx::setState(BGFX_STATE_RGB_WRITE |BGFX_STATE_DEPTH_WRITE |BGFX_STATE_DEPTH_TEST_LESS ); // 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(textureColor); bgfx::destroyTexture(textureNormal); bgfx::destroyUniform(u_texColor); bgfx::destroyUniform(u_texNormal); // Shutdown bgfx. bgfx::shutdown(); return 0; }