bgfx/examples/03-raymarch/raymarch.cpp
Branimir Karadžić 1d82b0c07b Cleanup.
2014-05-19 22:08:35 -07:00

236 lines
5.6 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"
struct PosColorTexCoord0Vertex
{
float m_x;
float m_y;
float m_z;
uint32_t m_abgr;
float m_u;
float m_v;
static void init()
{
ms_decl
.begin()
.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
.end();
}
static bgfx::VertexDecl ms_decl;
};
bgfx::VertexDecl PosColorTexCoord0Vertex::ms_decl;
static bool s_flipV = false;
void renderScreenSpaceQuad(uint32_t _view, bgfx::ProgramHandle _program, float _x, float _y, float _width, float _height)
{
bgfx::TransientVertexBuffer tvb;
bgfx::TransientIndexBuffer tib;
if (bgfx::allocTransientBuffers(&tvb, PosColorTexCoord0Vertex::ms_decl, 4, &tib, 6) )
{
PosColorTexCoord0Vertex* vertex = (PosColorTexCoord0Vertex*)tvb.data;
float zz = 0.0f;
const float minx = _x;
const float maxx = _x + _width;
const float miny = _y;
const float maxy = _y + _height;
float minu = -1.0f;
float minv = -1.0f;
float maxu = 1.0f;
float maxv = 1.0f;
vertex[0].m_x = minx;
vertex[0].m_y = miny;
vertex[0].m_z = zz;
vertex[0].m_abgr = 0xff0000ff;
vertex[0].m_u = minu;
vertex[0].m_v = minv;
vertex[1].m_x = maxx;
vertex[1].m_y = miny;
vertex[1].m_z = zz;
vertex[1].m_abgr = 0xff00ff00;
vertex[1].m_u = maxu;
vertex[1].m_v = minv;
vertex[2].m_x = maxx;
vertex[2].m_y = maxy;
vertex[2].m_z = zz;
vertex[2].m_abgr = 0xffff0000;
vertex[2].m_u = maxu;
vertex[2].m_v = maxv;
vertex[3].m_x = minx;
vertex[3].m_y = maxy;
vertex[3].m_z = zz;
vertex[3].m_abgr = 0xffffffff;
vertex[3].m_u = minu;
vertex[3].m_v = maxv;
uint16_t* indices = (uint16_t*)tib.data;
indices[0] = 0;
indices[1] = 2;
indices[2] = 1;
indices[3] = 0;
indices[4] = 3;
indices[5] = 2;
bgfx::setProgram(_program);
bgfx::setState(BGFX_STATE_DEFAULT);
bgfx::setIndexBuffer(&tib);
bgfx::setVertexBuffer(&tvb);
bgfx::submit(_view);
}
}
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:
break;
case bgfx::RendererType::OpenGL:
case bgfx::RendererType::OpenGLES:
s_flipV = true;
break;
}
// Create vertex stream declaration.
PosColorTexCoord0Vertex::init();
bgfx::UniformHandle u_time = bgfx::createUniform("u_time", bgfx::UniformType::Uniform1f);
bgfx::UniformHandle u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Uniform4x4fv);
bgfx::UniformHandle u_lightDir = bgfx::createUniform("u_lightDir", bgfx::UniformType::Uniform3fv);
// Create program from shaders.
bgfx::ProgramHandle raymarching = loadProgram("vs_raymarching", "fs_raymarching");
int64_t timeOffset = bx::getHPCounter();
while (!entry::processEvents(width, height, debug, reset) )
{
// Set view 0 default viewport.
bgfx::setViewRect(0, 0, 0, width, height);
// Set view 1 default viewport.
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 viewZ 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;
// Use debug font to print information about this example.
bgfx::dbgTextClear();
bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/03-raymarch");
bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Updating shader uniforms.");
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, -15.0f };
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 1.
bgfx::setViewTransform(0, view, proj);
float ortho[16];
mtxOrtho(ortho, 0.0f, 1280.0f, 720.0f, 0.0f, 0.0f, 100.0f);
// Set view and projection matrix for view 0.
bgfx::setViewTransform(1, NULL, ortho);
float time = (float)( (bx::getHPCounter()-timeOffset)/double(bx::getHPFrequency() ) );
float vp[16];
mtxMul(vp, view, proj);
float mtx[16];
mtxRotateXY(mtx
, time
, time*0.37f
);
float mtxInv[16];
mtxInverse(mtxInv, mtx);
float lightDirModel[4] = { -0.4f, -0.5f, -1.0f, 0.0f };
float lightDirModelN[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
vec3Norm(lightDirModelN, lightDirModel);
float lightDir[4];
vec4MulMtx(lightDir, lightDirModelN, mtxInv);
bgfx::setUniform(u_lightDir, lightDir);
float mvp[16];
mtxMul(mvp, mtx, vp);
float invMvp[16];
mtxInverse(invMvp, mvp);
bgfx::setUniform(u_mtx, invMvp);
bgfx::setUniform(u_time, &time);
renderScreenSpaceQuad(1, raymarching, 0.0f, 0.0f, 1280.0f, 720.0f);
// Advance to next frame. Rendering thread will be kicked to
// process submitted rendering primitives.
bgfx::frame();
}
// Cleanup.
bgfx::destroyProgram(raymarching);
bgfx::destroyUniform(u_time);
bgfx::destroyUniform(u_mtx);
bgfx::destroyUniform(u_lightDir);
// Shutdown bgfx.
bgfx::shutdown();
return 0;
}