bgfx/examples/03-raymarch/raymarch.cpp
Branimir Karadžić 086285a3e2 Cleanup.
2016-03-06 15:29:22 -08:00

264 lines
6.2 KiB
C++

/*
* Copyright 2011-2016 Branimir Karadzic. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-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_oglNdc = false;
inline void mtxProj(float* _result, float _fovy, float _aspect, float _near, float _far)
{
bx::mtxProj(_result, _fovy, _aspect, _near, _far, s_oglNdc);
}
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::setState(BGFX_STATE_DEFAULT);
bgfx::setIndexBuffer(&tib);
bgfx::setVertexBuffer(&tvb);
bgfx::submit(_view, _program);
}
}
class ExampleRaymarch : public entry::AppI
{
void init(int _argc, char** _argv) BX_OVERRIDE
{
Args args(_argc, _argv);
m_width = 1280;
m_height = 720;
m_debug = BGFX_DEBUG_TEXT;
m_reset = BGFX_RESET_VSYNC;
bgfx::init(args.m_type, args.m_pciId);
bgfx::reset(m_width, m_height, m_reset);
// Enable debug text.
bgfx::setDebug(m_debug);
// Set view 0 clear state.
bgfx::setViewClear(0
, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
, 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_oglNdc = true;
break;
}
// Create vertex stream declaration.
PosColorTexCoord0Vertex::init();
u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Mat4);
u_lightDirTime = bgfx::createUniform("u_lightDirTime", bgfx::UniformType::Vec4);
// Create program from shaders.
m_program = loadProgram("vs_raymarching", "fs_raymarching");
m_timeOffset = bx::getHPCounter();
}
int shutdown() BX_OVERRIDE
{
// Cleanup.
bgfx::destroyProgram(m_program);
bgfx::destroyUniform(u_mtx);
bgfx::destroyUniform(u_lightDirTime);
// Shutdown bgfx.
bgfx::shutdown();
return 0;
}
bool update() BX_OVERRIDE
{
if (!entry::processEvents(m_width, m_height, m_debug, m_reset) )
{
// Set view 0 default viewport.
bgfx::setViewRect(0, 0, 0, m_width, m_height);
// Set view 1 default viewport.
bgfx::setViewRect(1, 0, 0, m_width, m_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::touch(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];
bx::mtxLookAt(view, eye, at);
mtxProj(proj, 60.0f, float(m_width)/float(m_height), 0.1f, 100.0f);
// Set view and projection matrix for view 1.
bgfx::setViewTransform(0, view, proj);
float ortho[16];
bx::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()-m_timeOffset)/double(bx::getHPFrequency() ) );
float vp[16];
bx::mtxMul(vp, view, proj);
float mtx[16];
bx::mtxRotateXY(mtx
, time
, time*0.37f
);
float mtxInv[16];
bx::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 };
bx::vec3Norm(lightDirModelN, lightDirModel);
float lightDirTime[4];
bx::vec4MulMtx(lightDirTime, lightDirModelN, mtxInv);
lightDirTime[3] = time;
bgfx::setUniform(u_lightDirTime, lightDirTime);
float mvp[16];
bx::mtxMul(mvp, mtx, vp);
float invMvp[16];
bx::mtxInverse(invMvp, mvp);
bgfx::setUniform(u_mtx, invMvp);
renderScreenSpaceQuad(1, m_program, 0.0f, 0.0f, 1280.0f, 720.0f);
// Advance to next frame. Rendering thread will be kicked to
// process submitted rendering primitives.
bgfx::frame();
return true;
}
return false;
}
uint32_t m_width;
uint32_t m_height;
uint32_t m_debug;
uint32_t m_reset;
int64_t m_timeOffset;
bgfx::UniformHandle u_mtx;
bgfx::UniformHandle u_lightDirTime;
bgfx::ProgramHandle m_program;
};
ENTRY_IMPLEMENT_MAIN(ExampleRaymarch);