bgfx/examples/06-bump/bump.cpp

476 lines
13 KiB
C++

/*
* Copyright 2011-2013 Branimir Karadzic. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "common.h"
#include <bgfx.h>
#include <bx/timer.h>
#include "fpumath.h"
#include <stdio.h>
#include <string.h>
struct PosNormalTangentTexcoordVertex
{
float m_x;
float m_y;
float m_z;
uint32_t m_normal;
uint32_t m_tangent;
int16_t m_u;
int16_t 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, 0 },
{ 1.0f, 1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f), 0, 0x7fff, 0 },
{-1.0f, -1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f), 0, 0, 0x7fff },
{ 1.0f, -1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f), 0, 0x7fff, 0x7fff },
{-1.0f, 1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f), 0, 0, 0 },
{ 1.0f, 1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f), 0, 0x7fff, 0 },
{-1.0f, -1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f), 0, 0, 0x7fff },
{ 1.0f, -1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f), 0, 0x7fff, 0x7fff },
{-1.0f, 1.0f, 1.0f, packF4u( 0.0f, 1.0f, 0.0f), 0, 0, 0 },
{ 1.0f, 1.0f, 1.0f, packF4u( 0.0f, 1.0f, 0.0f), 0, 0x7fff, 0 },
{-1.0f, 1.0f, -1.0f, packF4u( 0.0f, 1.0f, 0.0f), 0, 0, 0x7fff },
{ 1.0f, 1.0f, -1.0f, packF4u( 0.0f, 1.0f, 0.0f), 0, 0x7fff, 0x7fff },
{-1.0f, -1.0f, 1.0f, packF4u( 0.0f, -1.0f, 0.0f), 0, 0, 0 },
{ 1.0f, -1.0f, 1.0f, packF4u( 0.0f, -1.0f, 0.0f), 0, 0x7fff, 0 },
{-1.0f, -1.0f, -1.0f, packF4u( 0.0f, -1.0f, 0.0f), 0, 0, 0x7fff },
{ 1.0f, -1.0f, -1.0f, packF4u( 0.0f, -1.0f, 0.0f), 0, 0x7fff, 0x7fff },
{ 1.0f, -1.0f, 1.0f, packF4u( 1.0f, 0.0f, 0.0f), 0, 0, 0 },
{ 1.0f, 1.0f, 1.0f, packF4u( 1.0f, 0.0f, 0.0f), 0, 0x7fff, 0 },
{ 1.0f, -1.0f, -1.0f, packF4u( 1.0f, 0.0f, 0.0f), 0, 0, 0x7fff },
{ 1.0f, 1.0f, -1.0f, packF4u( 1.0f, 0.0f, 0.0f), 0, 0x7fff, 0x7fff },
{-1.0f, -1.0f, 1.0f, packF4u(-1.0f, 0.0f, 0.0f), 0, 0, 0 },
{-1.0f, 1.0f, 1.0f, packF4u(-1.0f, 0.0f, 0.0f), 0, 0x7fff, 0 },
{-1.0f, -1.0f, -1.0f, packF4u(-1.0f, 0.0f, 0.0f), 0, 0, 0x7fff },
{-1.0f, 1.0f, -1.0f, packF4u(-1.0f, 0.0f, 0.0f), 0, 0x7fff, 0x7fff },
};
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*/)
{
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_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::Int16, true, true);
s_PosNormalTangentTexcoordDecl.end();
const bgfx::Memory* mem;
calcTangents(s_cubeVertices, BX_COUNTOF(s_cubeVertices), s_PosNormalTangentTexcoordDecl, s_cubeIndices, BX_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);
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 double freq = double(bx::getHPFrequency() );
const double toMs = 1000.0/freq;
float time = (float)( (now-timeOffset)/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, float(width)/float(height), 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 uint16_t numInstances = 3;
// Write instance data for 3x3 cubes.
for (uint32_t yy = 0; yy < 3; ++yy)
{
const bgfx::InstanceDataBuffer* idb = bgfx::allocInstanceDataBuffer(numInstances, instanceStride);
if (NULL != idb)
{
uint8_t* data = idb->data;
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;
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;
}