bgfx/examples/08-update/update.cpp
Branimir Karadžić 657234f002 Fixed comments.
2014-10-05 00:18:07 -07:00

428 lines
11 KiB
C++

/*
* Copyright 2011-2014 Branimir Karadzic. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "common.h"
#include "bgfx_utils.h"
#include <bx/uint32_t.h>
#include "packrect.h"
#include <list>
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, 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
);
// 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"),
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"),
};
// 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 texture sampler uniforms.
bgfx::UniformHandle u_texCube = bgfx::createUniform("u_texCube", bgfx::UniformType::Uniform1iv);
bgfx::UniformHandle u_texColor = bgfx::createUniform("u_texColor", bgfx::UniformType::Uniform1iv);
bgfx::ProgramHandle program = loadProgram("vs_update", "fs_update");
bgfx::ProgramHandle programCmp = loadProgram("vs_update", "fs_update_cmp");
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<PackCube> quads;
int64_t timeOffset = bx::getHPCounter();
while (!entry::processEvents(width, height, debug, reset) )
{
// 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::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();
}
}
{
// 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 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);
// Set view and projection matrix for view 1.
const float aspectRatio = float(height)/float(width);
const float size = 10.0f;
bx::mtxOrtho(proj, -size, size, size*aspectRatio, -size*aspectRatio, 0.0f, 1000.0f);
bgfx::setViewTransform(1, NULL, proj);
bx::mtxTranslate(mtx, -8.0f - BX_COUNTOF(textures)*0.1f*0.5f, 1.9f, 0.0f);
// Set model matrix for rendering.
bgfx::setTransform(mtx);
// Set vertex and fragment shaders.
bgfx::setProgram(programCmp);
// Set vertex and index buffer.
bgfx::setVertexBuffer(vbh);
bgfx::setIndexBuffer(ibh);
// Bind texture.
bgfx::setTexture(0, u_texColor, texture2d);
// Set render states.
bgfx::setState(BGFX_STATE_DEFAULT);
// Submit primitive for rendering to view 1.
bgfx::submit(1);
for (uint32_t ii = 0; ii < BX_COUNTOF(textures); ++ii)
{
bx::mtxTranslate(mtx, -8.0f - BX_COUNTOF(textures)*0.1f*0.5f + ii*2.1f, 4.0f, 0.0f);
// Set model matrix for rendering.
bgfx::setTransform(mtx);
// Set vertex and fragment shaders.
bgfx::setProgram(programCmp);
// Set vertex and index buffer.
bgfx::setVertexBuffer(vbh);
bgfx::setIndexBuffer(ibh, 0, 6);
// Bind texture.
bgfx::setTexture(0, u_texColor, textures[ii]);
// Set render states.
bgfx::setState(BGFX_STATE_DEFAULT);
// Submit primitive for rendering to view 1.
bgfx::submit(1);
}
for (uint32_t ii = 0; ii < 3; ++ii)
{
bx::mtxTranslate(mtx, -8.0f - BX_COUNTOF(textures)*0.1f*0.5f + 8*2.1f, -4.0f + ii*2.1f, 0.0f);
// Set model matrix for rendering.
bgfx::setTransform(mtx);
// Set vertex and fragment shaders.
bgfx::setProgram(programCmp);
// Set vertex and index buffer.
bgfx::setVertexBuffer(vbh, 24, 4);
bgfx::setIndexBuffer(ibh, 0, 6);
// Bind texture.
bgfx::setTexture(0, u_texColor, textures[ii]);
// Set render states.
bgfx::setState(BGFX_STATE_DEFAULT);
// Submit primitive for rendering to view 1.
bgfx::submit(1);
}
// 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]);
}
bgfx::destroyTexture(texture2d);
bgfx::destroyTexture(textureCube);
bgfx::destroyIndexBuffer(ibh);
bgfx::destroyVertexBuffer(vbh);
bgfx::destroyProgram(programCmp);
bgfx::destroyProgram(program);
bgfx::destroyUniform(u_texColor);
bgfx::destroyUniform(u_texCube);
// Shutdown bgfx.
bgfx::shutdown();
return 0;
}