mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-28 10:35:43 -05:00
476 lines
13 KiB
C++
476 lines
13 KiB
C++
/*
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* Copyright 2011-2013 Branimir Karadzic. All rights reserved.
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* License: http://www.opensource.org/licenses/BSD-2-Clause
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*/
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#include "common.h"
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#include <bgfx.h>
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#include <bx/timer.h>
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#include "fpumath.h"
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#include <stdio.h>
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#include <string.h>
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struct PosNormalTangentTexcoordVertex
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{
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float m_x;
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float m_y;
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float m_z;
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uint32_t m_normal;
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uint32_t m_tangent;
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int16_t m_u;
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int16_t m_v;
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};
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static bgfx::VertexDecl s_PosNormalTangentTexcoordDecl;
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uint32_t packUint32(uint8_t _x, uint8_t _y, uint8_t _z, uint8_t _w)
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{
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union
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{
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uint32_t ui32;
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uint8_t arr[4];
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} un;
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un.arr[0] = _x;
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un.arr[1] = _y;
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un.arr[2] = _z;
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un.arr[3] = _w;
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return un.ui32;
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}
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uint32_t packF4u(float _x, float _y = 0.0f, float _z = 0.0f, float _w = 0.0f)
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{
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const uint8_t xx = uint8_t(_x*127.0f + 128.0f);
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const uint8_t yy = uint8_t(_y*127.0f + 128.0f);
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const uint8_t zz = uint8_t(_z*127.0f + 128.0f);
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const uint8_t ww = uint8_t(_w*127.0f + 128.0f);
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return packUint32(xx, yy, zz, ww);
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}
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static PosNormalTangentTexcoordVertex s_cubeVertices[24] =
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{
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{-1.0f, 1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f), 0, 0, 0 },
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{ 1.0f, 1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f), 0, 0x7fff, 0 },
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{-1.0f, -1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f), 0, 0, 0x7fff },
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{ 1.0f, -1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f), 0, 0x7fff, 0x7fff },
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{-1.0f, 1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f), 0, 0, 0 },
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{ 1.0f, 1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f), 0, 0x7fff, 0 },
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{-1.0f, -1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f), 0, 0, 0x7fff },
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{ 1.0f, -1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f), 0, 0x7fff, 0x7fff },
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{-1.0f, 1.0f, 1.0f, packF4u( 0.0f, 1.0f, 0.0f), 0, 0, 0 },
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{ 1.0f, 1.0f, 1.0f, packF4u( 0.0f, 1.0f, 0.0f), 0, 0x7fff, 0 },
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{-1.0f, 1.0f, -1.0f, packF4u( 0.0f, 1.0f, 0.0f), 0, 0, 0x7fff },
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{ 1.0f, 1.0f, -1.0f, packF4u( 0.0f, 1.0f, 0.0f), 0, 0x7fff, 0x7fff },
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{-1.0f, -1.0f, 1.0f, packF4u( 0.0f, -1.0f, 0.0f), 0, 0, 0 },
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{ 1.0f, -1.0f, 1.0f, packF4u( 0.0f, -1.0f, 0.0f), 0, 0x7fff, 0 },
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{-1.0f, -1.0f, -1.0f, packF4u( 0.0f, -1.0f, 0.0f), 0, 0, 0x7fff },
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{ 1.0f, -1.0f, -1.0f, packF4u( 0.0f, -1.0f, 0.0f), 0, 0x7fff, 0x7fff },
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{ 1.0f, -1.0f, 1.0f, packF4u( 1.0f, 0.0f, 0.0f), 0, 0, 0 },
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{ 1.0f, 1.0f, 1.0f, packF4u( 1.0f, 0.0f, 0.0f), 0, 0x7fff, 0 },
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{ 1.0f, -1.0f, -1.0f, packF4u( 1.0f, 0.0f, 0.0f), 0, 0, 0x7fff },
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{ 1.0f, 1.0f, -1.0f, packF4u( 1.0f, 0.0f, 0.0f), 0, 0x7fff, 0x7fff },
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{-1.0f, -1.0f, 1.0f, packF4u(-1.0f, 0.0f, 0.0f), 0, 0, 0 },
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{-1.0f, 1.0f, 1.0f, packF4u(-1.0f, 0.0f, 0.0f), 0, 0x7fff, 0 },
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{-1.0f, -1.0f, -1.0f, packF4u(-1.0f, 0.0f, 0.0f), 0, 0, 0x7fff },
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{-1.0f, 1.0f, -1.0f, packF4u(-1.0f, 0.0f, 0.0f), 0, 0x7fff, 0x7fff },
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};
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static const uint16_t s_cubeIndices[36] =
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{
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0, 2, 1,
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1, 2, 3,
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4, 5, 6,
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5, 7, 6,
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8, 10, 9,
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9, 10, 11,
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12, 13, 14,
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13, 15, 14,
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16, 18, 17,
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17, 18, 19,
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20, 21, 22,
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21, 23, 22,
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};
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static const char* s_shaderPath = NULL;
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static void shaderFilePath(char* _out, const char* _name)
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{
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strcpy(_out, s_shaderPath);
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strcat(_out, _name);
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strcat(_out, ".bin");
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}
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long int fsize(FILE* _file)
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{
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long int pos = ftell(_file);
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fseek(_file, 0L, SEEK_END);
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long int size = ftell(_file);
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fseek(_file, pos, SEEK_SET);
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return size;
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}
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static const bgfx::Memory* load(const char* _filePath)
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{
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FILE* file = fopen(_filePath, "rb");
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if (NULL != file)
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{
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uint32_t size = (uint32_t)fsize(file);
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const bgfx::Memory* mem = bgfx::alloc(size+1);
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size_t ignore = fread(mem->data, 1, size, file);
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BX_UNUSED(ignore);
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fclose(file);
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mem->data[mem->size-1] = '\0';
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return mem;
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}
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return NULL;
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}
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static const bgfx::Memory* loadShader(const char* _name)
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{
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char filePath[512];
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shaderFilePath(filePath, _name);
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return load(filePath);
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}
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static const bgfx::Memory* loadTexture(const char* _name)
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{
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char filePath[512];
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strcpy(filePath, "textures/");
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strcat(filePath, _name);
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return load(filePath);
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}
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void calcTangents(void* _vertices, uint16_t _numVertices, bgfx::VertexDecl _decl, const uint16_t* _indices, uint32_t _numIndices)
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{
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struct PosTexcoord
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{
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float m_x;
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float m_y;
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float m_z;
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float m_pad0;
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float m_u;
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float m_v;
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float m_pad1;
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float m_pad2;
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};
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float* tangents = new float[6*_numVertices];
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memset(tangents, 0, 6*_numVertices*sizeof(float) );
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PosTexcoord v0;
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PosTexcoord v1;
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PosTexcoord v2;
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for (uint32_t ii = 0, num = _numIndices/3; ii < num; ++ii)
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{
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const uint16_t* indices = &_indices[ii*3];
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uint32_t i0 = indices[0];
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uint32_t i1 = indices[1];
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uint32_t i2 = indices[2];
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bgfx::vertexUnpack(&v0.m_x, bgfx::Attrib::Position, _decl, _vertices, i0);
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bgfx::vertexUnpack(&v0.m_u, bgfx::Attrib::TexCoord0, _decl, _vertices, i0);
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bgfx::vertexUnpack(&v1.m_x, bgfx::Attrib::Position, _decl, _vertices, i1);
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bgfx::vertexUnpack(&v1.m_u, bgfx::Attrib::TexCoord0, _decl, _vertices, i1);
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bgfx::vertexUnpack(&v2.m_x, bgfx::Attrib::Position, _decl, _vertices, i2);
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bgfx::vertexUnpack(&v2.m_u, bgfx::Attrib::TexCoord0, _decl, _vertices, i2);
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const float bax = v1.m_x - v0.m_x;
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const float bay = v1.m_y - v0.m_y;
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const float baz = v1.m_z - v0.m_z;
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const float bau = v1.m_u - v0.m_u;
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const float bav = v1.m_v - v0.m_v;
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const float cax = v2.m_x - v0.m_x;
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const float cay = v2.m_y - v0.m_y;
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const float caz = v2.m_z - v0.m_z;
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const float cau = v2.m_u - v0.m_u;
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const float cav = v2.m_v - v0.m_v;
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const float det = (bau * cav - bav * cau);
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const float invDet = 1.0f / det;
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const float tx = (bax * cav - cax * bav) * invDet;
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const float ty = (bay * cav - cay * bav) * invDet;
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const float tz = (baz * cav - caz * bav) * invDet;
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const float bx = (cax * bau - bax * cau) * invDet;
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const float by = (cay * bau - bay * cau) * invDet;
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const float bz = (caz * bau - baz * cau) * invDet;
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for (uint32_t jj = 0; jj < 3; ++jj)
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{
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float* tanu = &tangents[indices[jj]*6];
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float* tanv = &tanu[3];
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tanu[0] += tx;
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tanu[1] += ty;
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tanu[2] += tz;
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tanv[0] += bx;
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tanv[1] += by;
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tanv[2] += bz;
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}
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}
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for (uint32_t ii = 0; ii < _numVertices; ++ii)
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{
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const float* tanu = &tangents[ii*6];
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const float* tanv = &tangents[ii*6 + 3];
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float normal[4];
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bgfx::vertexUnpack(normal, bgfx::Attrib::Normal, _decl, _vertices, ii);
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float ndt = vec3Dot(normal, tanu);
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float nxt[3];
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vec3Cross(nxt, normal, tanu);
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float tmp[3];
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tmp[0] = tanu[0] - normal[0] * ndt;
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tmp[1] = tanu[1] - normal[1] * ndt;
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tmp[2] = tanu[2] - normal[2] * ndt;
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float tangent[4];
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vec3Norm(tangent, tmp);
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tangent[3] = vec3Dot(nxt, tanv) < 0.0f ? -1.0f : 1.0f;
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bgfx::vertexPack(tangent, true, bgfx::Attrib::Tangent, _decl, _vertices, ii);
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}
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delete [] tangents;
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}
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int _main_(int /*_argc*/, char** /*_argv*/)
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{
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uint32_t width = 1280;
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uint32_t height = 720;
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uint32_t debug = BGFX_DEBUG_TEXT;
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uint32_t reset = BGFX_RESET_VSYNC;
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bgfx::init();
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bgfx::reset(width, height, reset);
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// Enable debug text.
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bgfx::setDebug(debug);
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// Set view 0 clear state.
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bgfx::setViewClear(0
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, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
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, 0x303030ff
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, 1.0f
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, 0
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);
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// Setup root path for binary shaders. Shader binaries are different
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// for each renderer.
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switch (bgfx::getRendererType() )
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{
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default:
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case bgfx::RendererType::Direct3D9:
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s_shaderPath = "shaders/dx9/";
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break;
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case bgfx::RendererType::Direct3D11:
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s_shaderPath = "shaders/dx11/";
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break;
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case bgfx::RendererType::OpenGL:
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s_shaderPath = "shaders/glsl/";
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break;
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case bgfx::RendererType::OpenGLES2:
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case bgfx::RendererType::OpenGLES3:
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s_shaderPath = "shaders/gles/";
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break;
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}
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// Create vertex stream declaration.
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s_PosNormalTangentTexcoordDecl.begin();
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s_PosNormalTangentTexcoordDecl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float);
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s_PosNormalTangentTexcoordDecl.add(bgfx::Attrib::Normal, 4, bgfx::AttribType::Uint8, true, true);
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s_PosNormalTangentTexcoordDecl.add(bgfx::Attrib::Tangent, 4, bgfx::AttribType::Uint8, true, true);
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s_PosNormalTangentTexcoordDecl.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Int16, true, true);
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s_PosNormalTangentTexcoordDecl.end();
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const bgfx::Memory* mem;
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calcTangents(s_cubeVertices, BX_COUNTOF(s_cubeVertices), s_PosNormalTangentTexcoordDecl, s_cubeIndices, BX_COUNTOF(s_cubeIndices) );
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// Create static vertex buffer.
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mem = bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) );
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bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(mem, s_PosNormalTangentTexcoordDecl);
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// Create static index buffer.
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mem = bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) );
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bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(mem);
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// Create texture sampler uniforms.
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bgfx::UniformHandle u_texColor = bgfx::createUniform("u_texColor", bgfx::UniformType::Uniform1iv);
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bgfx::UniformHandle u_texNormal = bgfx::createUniform("u_texNormal", bgfx::UniformType::Uniform1iv);
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uint16_t numLights = 4;
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bgfx::UniformHandle u_lightPosRadius = bgfx::createUniform("u_lightPosRadius", bgfx::UniformType::Uniform4fv, numLights);
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bgfx::UniformHandle u_lightRgbInnerR = bgfx::createUniform("u_lightRgbInnerR", bgfx::UniformType::Uniform4fv, numLights);
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// Load vertex shader.
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mem = loadShader("vs_bump");
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bgfx::VertexShaderHandle vsh = bgfx::createVertexShader(mem);
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// Load fragment shader.
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mem = loadShader("fs_bump");
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bgfx::FragmentShaderHandle fsh = bgfx::createFragmentShader(mem);
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// Create program from shaders.
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bgfx::ProgramHandle program = bgfx::createProgram(vsh, fsh);
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// We can destroy vertex and fragment shader here since
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// their reference is kept inside bgfx after calling createProgram.
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// Vertex and fragment shader will be destroyed once program is
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// destroyed.
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bgfx::destroyVertexShader(vsh);
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bgfx::destroyFragmentShader(fsh);
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// Load diffuse texture.
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mem = loadTexture("fieldstone-rgba.dds");
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bgfx::TextureHandle textureColor = bgfx::createTexture(mem);
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// Load normal texture.
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mem = loadTexture("fieldstone-n.dds");
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bgfx::TextureHandle textureNormal = bgfx::createTexture(mem);
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int64_t timeOffset = bx::getHPCounter();
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while (!entry::processEvents(width, height, debug, reset) )
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{
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// Set view 0 default viewport.
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bgfx::setViewRect(0, 0, 0, width, height);
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// This dummy draw call is here to make sure that view 0 is cleared
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// if no other draw calls are submitted to view 0.
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bgfx::submit(0);
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int64_t now = bx::getHPCounter();
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static int64_t last = now;
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const int64_t frameTime = now - last;
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last = now;
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const double freq = double(bx::getHPFrequency() );
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const double toMs = 1000.0/freq;
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float time = (float)( (now-timeOffset)/freq);
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// Use debug font to print information about this example.
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bgfx::dbgTextClear();
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bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/06-bump");
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bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Loading textures.");
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bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
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float at[3] = { 0.0f, 0.0f, 0.0f };
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float eye[3] = { 0.0f, 0.0f, -7.0f };
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float view[16];
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float proj[16];
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mtxLookAt(view, eye, at);
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mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f);
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float lightPosRadius[4][4];
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for (uint32_t ii = 0; ii < numLights; ++ii)
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{
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lightPosRadius[ii][0] = sin( (time*(0.1f + ii*0.17f) + float(ii*M_PI_2)*1.37f ) )*3.0f;
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lightPosRadius[ii][1] = cos( (time*(0.2f + ii*0.29f) + float(ii*M_PI_2)*1.49f ) )*3.0f;
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lightPosRadius[ii][2] = -2.5f;
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lightPosRadius[ii][3] = 3.0f;
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}
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bgfx::setUniform(u_lightPosRadius, lightPosRadius, numLights);
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float lightRgbInnerR[4][4] =
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{
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{ 1.0f, 0.7f, 0.2f, 0.8f },
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{ 0.7f, 0.2f, 1.0f, 0.8f },
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{ 0.2f, 1.0f, 0.7f, 0.8f },
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{ 1.0f, 0.4f, 0.2f, 0.8f },
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};
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bgfx::setUniform(u_lightRgbInnerR, lightRgbInnerR, numLights);
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// Set view and projection matrix for view 0.
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bgfx::setViewTransform(0, view, proj);
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const uint16_t instanceStride = 64;
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const uint16_t numInstances = 3;
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// Write instance data for 3x3 cubes.
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for (uint32_t yy = 0; yy < 3; ++yy)
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{
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const bgfx::InstanceDataBuffer* idb = bgfx::allocInstanceDataBuffer(numInstances, instanceStride);
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if (NULL != idb)
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{
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uint8_t* data = idb->data;
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for (uint32_t xx = 0; xx < 3; ++xx)
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|
{
|
|
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;
|
|
|
|
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(0
|
|
|BGFX_STATE_RGB_WRITE
|
|
|BGFX_STATE_ALPHA_WRITE
|
|
|BGFX_STATE_DEPTH_WRITE
|
|
|BGFX_STATE_DEPTH_TEST_LESS
|
|
|BGFX_STATE_MSAA
|
|
);
|
|
|
|
// 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);
|
|
bgfx::destroyUniform(u_lightPosRadius);
|
|
bgfx::destroyUniform(u_lightRgbInnerR);
|
|
|
|
// Shutdown bgfx.
|
|
bgfx::shutdown();
|
|
|
|
return 0;
|
|
}
|