bgfx/examples/17-drawstress/drawstress.cpp
2014-01-19 22:34:58 -08:00

299 lines
7.2 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 <bx/uint32_t.h>
#include "fpumath.h"
#include "imgui/imgui.h"
#include <stdio.h>
#include <string.h>
// embedded shaders
#include "vs_drawstress.bin.h"
#include "fs_drawstress.bin.h"
// embedded font
#include "droidsans.ttf.h"
struct PosColorVertex
{
float m_x;
float m_y;
float m_z;
uint32_t m_abgr;
};
static bgfx::VertexDecl s_PosColorDecl;
static PosColorVertex s_cubeVertices[8] =
{
{-1.0f, 1.0f, 1.0f, 0xff000000 },
{ 1.0f, 1.0f, 1.0f, 0xff0000ff },
{-1.0f, -1.0f, 1.0f, 0xff00ff00 },
{ 1.0f, -1.0f, 1.0f, 0xff00ffff },
{-1.0f, 1.0f, -1.0f, 0xffff0000 },
{ 1.0f, 1.0f, -1.0f, 0xffff00ff },
{-1.0f, -1.0f, -1.0f, 0xffffff00 },
{ 1.0f, -1.0f, -1.0f, 0xffffffff },
};
static const uint16_t s_cubeIndices[36] =
{
0, 1, 2, // 0
1, 3, 2,
4, 6, 5, // 2
5, 6, 7,
0, 2, 4, // 4
4, 2, 6,
1, 5, 3, // 6
5, 7, 3,
0, 4, 1, // 8
4, 5, 1,
2, 3, 6, // 10
6, 3, 7,
};
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_NONE;
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.
s_PosColorDecl.begin();
s_PosColorDecl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float);
s_PosColorDecl.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true);
s_PosColorDecl.end();
const bgfx::Memory* vs_drawstress;
const bgfx::Memory* fs_drawstress;
switch (bgfx::getRendererType() )
{
case bgfx::RendererType::Direct3D9:
vs_drawstress = bgfx::makeRef(vs_drawstress_dx9, sizeof(vs_drawstress_dx9) );
fs_drawstress = bgfx::makeRef(fs_drawstress_dx9, sizeof(fs_drawstress_dx9) );
break;
case bgfx::RendererType::Direct3D11:
vs_drawstress = bgfx::makeRef(vs_drawstress_dx11, sizeof(vs_drawstress_dx11) );
fs_drawstress = bgfx::makeRef(fs_drawstress_dx11, sizeof(fs_drawstress_dx11) );
break;
default:
vs_drawstress = bgfx::makeRef(vs_drawstress_glsl, sizeof(vs_drawstress_glsl) );
fs_drawstress = bgfx::makeRef(fs_drawstress_glsl, sizeof(fs_drawstress_glsl) );
break;
}
bgfx::VertexShaderHandle vsh = bgfx::createVertexShader(vs_drawstress);
bgfx::FragmentShaderHandle fsh = bgfx::createFragmentShader(fs_drawstress);
// Create program from shaders.
bgfx::ProgramHandle program = bgfx::createProgram(vsh, fsh);
const bgfx::Memory* mem;
// Create static vertex buffer.
mem = bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) );
bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(mem, s_PosColorDecl);
// Create static index buffer.
mem = bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) );
bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(mem);
// 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);
imguiCreate(s_droidSansTtf, sizeof(s_droidSansTtf) );
bool autoAdjust = true;
int32_t scrollArea = 0;
int32_t dim = 16;
uint32_t transform = 0;
entry::MouseState mouseState;
int64_t timeOffset = bx::getHPCounter();
int64_t deltaTimeNs = 0;
int64_t deltaTimeAvgNs = 0;
int64_t numFrames = 0;
while (!entry::processEvents(width, height, debug, reset, &mouseState) )
{
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;
deltaTimeNs += frameTime*1000000/bx::getHPFrequency();
if (deltaTimeNs > 1000000)
{
deltaTimeAvgNs = deltaTimeNs / numFrames;
if (autoAdjust)
{
if (deltaTimeAvgNs < 1000000/65)
{
dim = bx::uint32_min(dim + 2, 40);
}
else if (deltaTimeAvgNs > 1000000/57)
{
dim = bx::uint32_max(dim - 1, 5);
}
}
deltaTimeNs = deltaTimeAvgNs;
numFrames = 1;
}
else
{
++numFrames;
}
float time = (float)( (now-timeOffset)/freq);
imguiBeginFrame(mouseState.m_mx
, mouseState.m_my
, (mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
| (mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
, 0
, width
, height
);
imguiBeginScrollArea("Settings", width - width / 4 - 10, 10, width / 4, height / 3, &scrollArea);
imguiSeparatorLine();
transform = imguiChoose(transform
, "Rotate"
, "No fragments"
);
imguiSeparatorLine();
if (imguiCheck("Auto adjust", autoAdjust) )
{
autoAdjust ^= true;
}
imguiSlider("Dim", &dim, 5, 40);
imguiLabel("Draw calls: %d", dim*dim*dim);
imguiLabel("Avg Delta Time (1 second) [ms]: %0.4f", deltaTimeAvgNs/1000.0f);
imguiEndScrollArea();
imguiEndFrame();
float at[3] = { 0.0f, 0.0f, 0.0f };
float eye[3] = { 0.0f, 0.0f, -35.0f };
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 0.
bgfx::setViewTransform(0, view, proj);
// 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);
// Use debug font to print information about this example.
bgfx::dbgTextClear();
bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/17-drawstress");
bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Draw stress, maximizing number of draw calls.");
bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
float mtxS[16];
const float scale = 0 == transform ? 0.25f : 0.0f;
mtxScale(mtxS, scale, scale, scale);
const float step = 0.6f;
float pos[3];
pos[0] = -step*dim / 2.0f;
pos[1] = -step*dim / 2.0f;
pos[2] = -15.0;
for (uint32_t zz = 0; zz < uint32_t(dim); ++zz)
{
for (uint32_t yy = 0; yy < uint32_t(dim); ++yy)
{
for (uint32_t xx = 0; xx < uint32_t(dim); ++xx)
{
float mtxR[16];
mtxRotateXYZ(mtxR, time + xx*0.21f, time + yy*0.37f, time + yy*0.13f);
float mtx[16];
mtxMul(mtx, mtxS, mtxR);
mtx[12] = pos[0] + float(xx)*step;
mtx[13] = pos[1] + float(yy)*step;
mtx[14] = pos[2] + float(zz)*step;
// 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);
// Set render states.
bgfx::setState(BGFX_STATE_DEFAULT);
// 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.
imguiDestroy();
bgfx::destroyIndexBuffer(ibh);
bgfx::destroyVertexBuffer(vbh);
bgfx::destroyProgram(program);
// Shutdown bgfx.
bgfx::shutdown();
return 0;
}