mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 00:58:30 -05:00
334 lines
7.8 KiB
C++
334 lines
7.8 KiB
C++
/*
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* Copyright 2011-2014 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 <bx/uint32_t.h>
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#include "fpumath.h"
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#include "imgui/imgui.h"
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#include <stdio.h>
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#include <string.h>
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// embedded shaders
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#include "vs_drawstress.bin.h"
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#include "fs_drawstress.bin.h"
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// embedded font
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#include "droidsans.ttf.h"
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#if BX_PLATFORM_EMSCRIPTEN
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# include <emscripten.h>
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#endif // BX_PLATFORM_EMSCRIPTEN
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struct PosColorVertex
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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_abgr;
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};
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static bgfx::VertexDecl s_PosColorDecl;
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static PosColorVertex s_cubeVertices[8] =
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{
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{-1.0f, 1.0f, 1.0f, 0xff000000 },
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{ 1.0f, 1.0f, 1.0f, 0xff0000ff },
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{-1.0f, -1.0f, 1.0f, 0xff00ff00 },
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{ 1.0f, -1.0f, 1.0f, 0xff00ffff },
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{-1.0f, 1.0f, -1.0f, 0xffff0000 },
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{ 1.0f, 1.0f, -1.0f, 0xffff00ff },
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{-1.0f, -1.0f, -1.0f, 0xffffff00 },
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{ 1.0f, -1.0f, -1.0f, 0xffffffff },
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};
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static const uint16_t s_cubeIndices[36] =
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{
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0, 1, 2, // 0
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1, 3, 2,
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4, 6, 5, // 2
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5, 6, 7,
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0, 2, 4, // 4
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4, 2, 6,
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1, 5, 3, // 6
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5, 7, 3,
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0, 4, 1, // 8
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4, 5, 1,
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2, 3, 6, // 10
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6, 3, 7,
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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_NONE;
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bool autoAdjust = true;
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int32_t scrollArea = 0;
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int32_t dim = 16;
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uint32_t transform = 0;
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entry::MouseState mouseState;
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int64_t timeOffset = bx::getHPCounter();
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int64_t deltaTimeNs = 0;
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int64_t deltaTimeAvgNs = 0;
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int64_t numFrames = 0;
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#if BX_PLATFORM_EMSCRIPTEN || BX_PLATFORM_NACL
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static const int64_t highwm = 1000000/35;
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static const int64_t lowwm = 1000000/27;
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#else
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static const int64_t highwm = 1000000/65;
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static const int64_t lowwm = 1000000/57;
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#endif // BX_PLATFORM_EMSCRIPTEN || BX_PLATFORM_NACL
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bgfx::ProgramHandle program;
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bgfx::VertexBufferHandle vbh;
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bgfx::IndexBufferHandle ibh;
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bool mainloop()
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{
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if (!entry::processEvents(width, height, debug, reset, &mouseState) )
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{
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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 hpFreq = bx::getHPFrequency();
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const int64_t frameTime = now - last;
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last = now;
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const double freq = double(hpFreq);
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const double toMs = 1000.0/freq;
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deltaTimeNs += frameTime*1000000/hpFreq;
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if (deltaTimeNs > 1000000)
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{
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deltaTimeAvgNs = deltaTimeNs / numFrames;
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if (autoAdjust)
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{
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if (deltaTimeAvgNs < highwm)
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{
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dim = bx::uint32_min(dim + 2, 40);
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}
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else if (deltaTimeAvgNs > lowwm)
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{
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dim = bx::uint32_max(dim - 1, 2);
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}
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}
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deltaTimeNs = 0;
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numFrames = 0;
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}
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else
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{
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++numFrames;
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}
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float time = (float)( (now-timeOffset)/freq);
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imguiBeginFrame(mouseState.m_mx
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, mouseState.m_my
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, (mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
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| (mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
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, 0
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, width
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, height
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);
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imguiBeginScrollArea("Settings", width - width / 4 - 10, 10, width / 4, height / 3, &scrollArea);
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imguiSeparatorLine();
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transform = imguiChoose(transform
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, "Rotate"
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, "No fragments"
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);
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imguiSeparatorLine();
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if (imguiCheck("Auto adjust", autoAdjust) )
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{
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autoAdjust ^= true;
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}
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imguiSlider("Dim", &dim, 5, 40);
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imguiLabel("Draw calls: %d", dim*dim*dim);
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imguiLabel("Avg Delta Time (1 second) [ms]: %0.4f", deltaTimeAvgNs/1000.0f);
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imguiEndScrollArea();
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imguiEndFrame();
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float at[3] = { 0.0f, 0.0f, 0.0f };
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float eye[3] = { 0.0f, 0.0f, -35.0f };
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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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// Set view and projection matrix for view 0.
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bgfx::setViewTransform(0, view, proj);
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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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// 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/17-drawstress");
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bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Draw stress, maximizing number of draw calls.");
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bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: %7.3f[ms]", double(frameTime)*toMs);
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float mtxS[16];
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const float scale = 0 == transform ? 0.25f : 0.0f;
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mtxScale(mtxS, scale, scale, scale);
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const float step = 0.6f;
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float pos[3];
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pos[0] = -step*dim / 2.0f;
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pos[1] = -step*dim / 2.0f;
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pos[2] = -15.0;
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for (uint32_t zz = 0; zz < uint32_t(dim); ++zz)
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{
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for (uint32_t yy = 0; yy < uint32_t(dim); ++yy)
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{
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for (uint32_t xx = 0; xx < uint32_t(dim); ++xx)
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{
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float mtxR[16];
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mtxRotateXYZ(mtxR, time + xx*0.21f, time + yy*0.37f, time + yy*0.13f);
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float mtx[16];
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mtxMul(mtx, mtxS, mtxR);
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mtx[12] = pos[0] + float(xx)*step;
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mtx[13] = pos[1] + float(yy)*step;
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mtx[14] = pos[2] + float(zz)*step;
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// Set model matrix for rendering.
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bgfx::setTransform(mtx);
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// Set vertex and fragment shaders.
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bgfx::setProgram(program);
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// Set vertex and index buffer.
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bgfx::setVertexBuffer(vbh);
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bgfx::setIndexBuffer(ibh);
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// Set render states.
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bgfx::setState(BGFX_STATE_DEFAULT);
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// Submit primitive for rendering to view 0.
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bgfx::submit(0);
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}
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}
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}
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// Advance to next frame. Rendering thread will be kicked to
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// process submitted rendering primitives.
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bgfx::frame();
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return false;
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}
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return true;
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}
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void loop()
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{
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mainloop();
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}
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int _main_(int /*_argc*/, char** /*_argv*/)
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{
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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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// Create vertex stream declaration.
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s_PosColorDecl.begin();
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s_PosColorDecl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float);
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s_PosColorDecl.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true);
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s_PosColorDecl.end();
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const bgfx::Memory* vs_drawstress;
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const bgfx::Memory* fs_drawstress;
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switch (bgfx::getRendererType() )
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{
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case bgfx::RendererType::Direct3D9:
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vs_drawstress = bgfx::makeRef(vs_drawstress_dx9, sizeof(vs_drawstress_dx9) );
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fs_drawstress = bgfx::makeRef(fs_drawstress_dx9, sizeof(fs_drawstress_dx9) );
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break;
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case bgfx::RendererType::Direct3D11:
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vs_drawstress = bgfx::makeRef(vs_drawstress_dx11, sizeof(vs_drawstress_dx11) );
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fs_drawstress = bgfx::makeRef(fs_drawstress_dx11, sizeof(fs_drawstress_dx11) );
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break;
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default:
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vs_drawstress = bgfx::makeRef(vs_drawstress_glsl, sizeof(vs_drawstress_glsl) );
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fs_drawstress = bgfx::makeRef(fs_drawstress_glsl, sizeof(fs_drawstress_glsl) );
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break;
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}
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bgfx::VertexShaderHandle vsh = bgfx::createVertexShader(vs_drawstress);
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bgfx::FragmentShaderHandle fsh = bgfx::createFragmentShader(fs_drawstress);
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// Create program from shaders.
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program = bgfx::createProgram(vsh, fsh);
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const bgfx::Memory* mem;
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// Create static vertex buffer.
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mem = bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) );
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vbh = bgfx::createVertexBuffer(mem, s_PosColorDecl);
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// Create static index buffer.
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mem = bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) );
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ibh = bgfx::createIndexBuffer(mem);
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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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imguiCreate(s_droidSansTtf, sizeof(s_droidSansTtf) );
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#if BX_PLATFORM_EMSCRIPTEN
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emscripten_set_main_loop(&loop, -1, 1);
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#else
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while (!mainloop() );
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#endif // BX_PLATFORM_EMSCRIPTEN
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// Cleanup.
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imguiDestroy();
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bgfx::destroyIndexBuffer(ibh);
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bgfx::destroyVertexBuffer(vbh);
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bgfx::destroyProgram(program);
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// Shutdown bgfx.
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bgfx::shutdown();
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return 0;
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}
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