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Merge pull request #600 from andr3wmac/terrain_example

Terrain painting example.
Branimir Karadžić 10 年之前
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+ 13 - 0
examples/27-terrain/fs_terrain.sc

@@ -0,0 +1,13 @@
+$input v_position, v_texcoord0
+
+/*
+ * Copyright 2015 Andrew Mac. All rights reserved.
+ * License: http://www.opensource.org/licenses/BSD-2-Clause
+ */
+
+#include "../common/common.sh"
+
+void main()
+{
+    gl_FragColor = vec4(v_texcoord0.x, v_texcoord0.y, v_position.y / 50.0, 1.0); 
+}

+ 17 - 0
examples/27-terrain/makefile

@@ -0,0 +1,17 @@
+#
+# Copyright 2011-2015 Branimir Karadzic. All rights reserved.
+# License: http://www.opensource.org/licenses/BSD-2-Clause
+#
+
+BGFX_DIR=../..
+RUNTIME_DIR=$(BGFX_DIR)/examples/runtime
+BUILD_DIR=../../.build
+
+include $(BGFX_DIR)/scripts/shader.mk
+
+rebuild:
+	@make -s --no-print-directory TARGET=0 clean all
+	@make -s --no-print-directory TARGET=1 clean all
+	@make -s --no-print-directory TARGET=2 clean all
+	@make -s --no-print-directory TARGET=3 clean all
+	@make -s --no-print-directory TARGET=4 clean all

二进制
examples/27-terrain/screenshot.png


+ 486 - 0
examples/27-terrain/terrain.cpp

@@ -0,0 +1,486 @@
+/*
+ * Copyright 2015 Andrew Mac. All rights reserved.
+ * License: http://www.opensource.org/licenses/BSD-2-Clause
+ */
+
+#include "common.h"
+#include "bgfx_utils.h"
+#include "imgui/imgui.h"
+#include "camera.h"
+#include "bounds.h"
+#include "bx/fpumath.h"
+#include <bx/debug.h>
+
+static float s_texelHalf = 0.0f;
+static bool s_originBottomLeft = false;
+static uint32_t s_terrainSize = 256;
+
+struct PosTexCoord0Vertex
+{
+   float m_x;
+   float m_y;
+   float m_z;
+   float m_u;
+   float m_v;
+
+   static void init()
+   {
+      ms_decl
+         .begin()
+         .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
+         .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
+         .end();
+   }
+
+   static bgfx::VertexDecl ms_decl;
+};
+
+bgfx::VertexDecl PosTexCoord0Vertex::ms_decl;
+
+struct TerrainData
+{
+   uint32_t             m_mode;
+   bool                 m_dirty;
+   float                m_transform[16];
+   uint8_t*             m_heightMap;
+
+   PosTexCoord0Vertex*  m_vertices;
+   uint32_t             m_vertexCount;
+   uint16_t*            m_indices;
+   uint32_t             m_indexCount;
+};
+
+struct BrushData
+{
+   bool    m_raise;
+   int32_t m_size;
+   float   m_power;
+};
+
+class Terrain : 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(bgfx::RendererType::Direct3D11, args.m_pciId);
+      bgfx::reset(m_width, m_height, m_reset);
+
+      // Enable m_debug text.
+      bgfx::setDebug(m_debug);
+
+      // Set view 0 clear state.
+      bgfx::setViewClear(0
+         , BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
+         , 0x303030ff
+         , 1.0f
+         , 0
+         );
+
+      // Create vertex stream declaration.
+      PosTexCoord0Vertex::init();
+
+      // Create program from shaders.
+      m_terrainProgram              = loadProgram("vs_terrain",                "fs_terrain");
+      m_terrainHeightTextureProgram = loadProgram("vs_terrain_height_texture", "fs_terrain");
+
+      // Imgui.
+      imguiCreate();
+
+      m_timeOffset = bx::getHPCounter();
+      const bgfx::RendererType::Enum renderer = bgfx::getRendererType();
+      s_texelHalf = bgfx::RendererType::Direct3D9 == renderer ? 0.5f : 0.0f;
+      s_originBottomLeft = bgfx::RendererType::OpenGL == renderer || bgfx::RendererType::OpenGLES == renderer;
+
+      m_vbh.idx = bgfx::invalidHandle;
+      m_ibh.idx = bgfx::invalidHandle;
+      m_dvbh.idx = bgfx::invalidHandle;
+      m_dibh.idx = bgfx::invalidHandle;
+      m_heightTexture.idx = bgfx::invalidHandle;
+      s_heightTexture = bgfx::createUniform("s_heightTexture", bgfx::UniformType::Int1);
+
+      m_oldWidth  = 0;
+      m_oldHeight = 0;
+      m_oldReset  = m_reset;
+
+      m_scrollArea   = 0;
+
+      m_brush.m_power = 0.5f;
+      m_brush.m_size  = 10;
+      m_brush.m_raise = true;
+
+		m_terrain.m_mode     = 0;
+      m_terrain.m_dirty     = true;
+      m_terrain.m_vertices  = new PosTexCoord0Vertex[s_terrainSize * s_terrainSize];
+      m_terrain.m_indices   = new uint16_t[s_terrainSize * s_terrainSize * 6];
+      m_terrain.m_heightMap = new uint8_t[s_terrainSize * s_terrainSize];
+
+      bx::mtxSRT(m_terrain.m_transform, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
+      memset(m_terrain.m_heightMap, 0, sizeof(uint8_t) * s_terrainSize * s_terrainSize);
+
+      cameraCreate();
+
+      const float initialPos[3] = { 0.0f, 15.0f, 0.0f };
+      cameraSetPosition(initialPos);
+      cameraSetVerticalAngle(0.0f);
+   }
+
+   virtual int shutdown() BX_OVERRIDE
+   {
+      // Cleanup.
+      cameraDestroy();
+      imguiDestroy();
+
+      if (bgfx::isValid(m_ibh))
+		   bgfx::destroyIndexBuffer(m_ibh);
+      if (bgfx::isValid(m_vbh))
+		   bgfx::destroyVertexBuffer(m_vbh);
+
+      if (bgfx::isValid(m_dibh))
+         bgfx::destroyDynamicIndexBuffer(m_dibh);
+      if (bgfx::isValid(m_dvbh))
+         bgfx::destroyDynamicVertexBuffer(m_dvbh);
+
+      bgfx::destroyUniform(s_heightTexture);
+      if (bgfx::isValid(m_heightTexture))
+         bgfx::destroyTexture(m_heightTexture);
+
+      bgfx::destroyProgram(m_terrainProgram);
+      bgfx::destroyProgram(m_terrainHeightTextureProgram);
+
+      delete[] m_terrain.m_vertices;
+      delete[] m_terrain.m_indices;
+      delete[] m_terrain.m_heightMap;
+
+      // Shutdown bgfx.
+      bgfx::shutdown();
+
+      return 0;
+   }
+
+   void updateTerrainMesh()
+   {
+      m_terrain.m_vertexCount = 0;
+      for (uint32_t y = 0; y < s_terrainSize; y++)
+      {
+         for (uint32_t x = 0; x < s_terrainSize; x++)
+         {
+            PosTexCoord0Vertex* vert = &m_terrain.m_vertices[m_terrain.m_vertexCount];
+            vert->m_x = (float)x;
+            vert->m_y = m_terrain.m_heightMap[(y * s_terrainSize) + x];
+            vert->m_z = (float)y;
+            vert->m_u = (float)x / (float)s_terrainSize;
+            vert->m_v = (float)y / (float)s_terrainSize;
+
+            m_terrain.m_vertexCount++;
+         }
+      }
+
+      m_terrain.m_indexCount = 0;
+      for (uint32_t y = 0; y < (s_terrainSize - 1); y++)
+      {
+         uint32_t y_offset = (y * s_terrainSize);
+         for (uint32_t x = 0; x < (s_terrainSize - 1); x++)
+         {
+            m_terrain.m_indices[m_terrain.m_indexCount] = y_offset + x + 1;
+            m_terrain.m_indices[m_terrain.m_indexCount + 1] = y_offset + x + s_terrainSize;
+            m_terrain.m_indices[m_terrain.m_indexCount + 2] = y_offset + x;
+            m_terrain.m_indices[m_terrain.m_indexCount + 3] = y_offset + x + s_terrainSize + 1;
+            m_terrain.m_indices[m_terrain.m_indexCount + 4] = y_offset + x + s_terrainSize;
+            m_terrain.m_indices[m_terrain.m_indexCount + 5] = y_offset + x + 1;
+
+            m_terrain.m_indexCount += 6;
+         }
+      }
+   }
+
+   void updateTerrain()
+   {
+      const bgfx::Memory* mem;
+
+      // Vertex Buffer : Destroy and recreate a regular vertex buffer to update terrain.
+      if (m_terrain.m_mode == 0)
+      {
+         updateTerrainMesh();
+
+         if (bgfx::isValid(m_vbh))
+            bgfx::destroyVertexBuffer(m_vbh);
+
+         mem = bgfx::makeRef(&m_terrain.m_vertices[0], sizeof(PosTexCoord0Vertex) * m_terrain.m_vertexCount);
+         m_vbh = bgfx::createVertexBuffer(mem, PosTexCoord0Vertex::ms_decl);
+
+         if (bgfx::isValid(m_ibh))
+            bgfx::destroyIndexBuffer(m_ibh);
+
+         mem = bgfx::makeRef(&m_terrain.m_indices[0], sizeof(uint16_t) * m_terrain.m_indexCount);
+         m_ibh = bgfx::createIndexBuffer(mem);
+      }
+
+      // Dynamic Vertex Buffer : Utilize dynamic vertex buffer to update terrain.
+      if (m_terrain.m_mode == 1)
+      {
+         updateTerrainMesh();
+
+         if (!bgfx::isValid(m_dvbh))
+            m_dvbh = bgfx::createDynamicVertexBuffer(m_terrain.m_vertexCount, PosTexCoord0Vertex::ms_decl);
+
+         mem = bgfx::makeRef(&m_terrain.m_vertices[0], sizeof(PosTexCoord0Vertex) * m_terrain.m_vertexCount);
+         bgfx::updateDynamicVertexBuffer(m_dvbh, 0, mem);
+
+         if (!bgfx::isValid(m_dibh))
+            m_dibh = bgfx::createDynamicIndexBuffer(m_terrain.m_indexCount);
+
+         mem = bgfx::makeRef(&m_terrain.m_indices[0], sizeof(uint16_t) * m_terrain.m_indexCount);
+         bgfx::updateDynamicIndexBuffer(m_dibh, 0, mem);
+      }
+
+      // Height Texture: Update a height texture that is sampled in the terrain vertex shader.
+      if (m_terrain.m_mode == 2)
+      {
+         if (!bgfx::isValid(m_vbh) || !bgfx::isValid(m_ibh))
+         {
+            updateTerrainMesh();
+
+            mem = bgfx::makeRef(&m_terrain.m_vertices[0], sizeof(PosTexCoord0Vertex) * m_terrain.m_vertexCount);
+            m_vbh = bgfx::createVertexBuffer(mem, PosTexCoord0Vertex::ms_decl);
+
+            mem = bgfx::makeRef(&m_terrain.m_indices[0], sizeof(uint16_t) * m_terrain.m_indexCount);
+            m_ibh = bgfx::createIndexBuffer(mem);
+         }
+
+         if (!bgfx::isValid(m_heightTexture))
+            m_heightTexture = bgfx::createTexture2D(s_terrainSize, s_terrainSize, 1, bgfx::TextureFormat::R8);
+
+         mem = bgfx::makeRef(&m_terrain.m_heightMap[0], sizeof(uint8_t) * s_terrainSize * s_terrainSize);
+         bgfx::updateTexture2D(m_heightTexture, 0, 0, 0, s_terrainSize, s_terrainSize, mem);
+      }
+   }
+
+   void paintTerrainHeight(uint32_t _x, uint32_t _y)
+   {
+      for (int32_t area_y = -m_brush.m_size; area_y < m_brush.m_size; ++area_y)
+      {
+         for (int32_t area_x = -m_brush.m_size; area_x < m_brush.m_size; ++area_x)
+         {
+            int32_t brush_x = _x + area_x;
+            if (brush_x < 0 || brush_x > (int32_t)s_terrainSize) continue;
+            int32_t brush_y = _y + area_y;
+            if (brush_y < 0 || brush_y > (int32_t)s_terrainSize) continue;
+
+            uint32_t heightMapPos = (brush_y * s_terrainSize) + brush_x;
+            float height = (float)m_terrain.m_heightMap[heightMapPos];
+
+            // Brush attenuation
+            float a2 = (float)(area_x * area_x);
+            float b2 = (float)(area_y * area_y);
+            float brushAttn = m_brush.m_size - sqrtf(a2 + b2);
+            
+            // Raise/Lower and scale by brush power.
+            height += bx::fclamp(brushAttn * m_brush.m_power, 0.0, m_brush.m_power) * m_brush.m_raise ? 1.0 : -1.0;
+
+            m_terrain.m_heightMap[heightMapPos] = (uint8_t)bx::fclamp(height, 0.0, 255.0);
+            m_terrain.m_dirty = true;
+         }
+      }
+   }
+
+   void mousePickTerrain()
+   {
+      float ray_clip[4];
+      ray_clip[0] = ((2.0f * m_mouseState.m_mx) / m_width - 1.0f) * -1.0f;
+      ray_clip[1] = ((1.0f - (2.0f * m_mouseState.m_my) / m_height)) * -1.0f;
+      ray_clip[2] = -1.0;
+      ray_clip[3] = 1.0;
+
+      float invProjMtx[16];
+      bx::mtxInverse(invProjMtx, m_projMtx);
+
+      float ray_eye[4];
+      bx::vec4MulMtx(ray_eye, ray_clip, invProjMtx);
+      ray_eye[2] = -1.0f;
+      ray_eye[3] = 0.0f;
+
+      float invViewMtx[16];
+      bx::mtxInverse(invViewMtx, m_viewMtx);
+
+      float ray_world[4];
+      bx::vec4MulMtx(ray_world, ray_eye, invViewMtx);
+
+      float ray_dir[3];
+      bx::vec3Norm(ray_dir, ray_world);
+      ray_dir[0] *= -1.0;
+      ray_dir[1] *= -1.0;
+      ray_dir[2] *= -1.0;
+
+      float pos[3];
+      cameraGetPosition(pos);
+      for (int i = 0; i < 1000; ++i)
+      {
+         bx::vec3Add(pos, pos, ray_dir);
+
+         if (pos[0] < 0 || pos[0] > s_terrainSize || pos[2] < 0 || pos[2] > s_terrainSize)
+            continue;
+
+         uint32_t heightMapPos = ((uint32_t)pos[2] * s_terrainSize) + (uint32_t)pos[0];
+         if ( pos[1] < m_terrain.m_heightMap[heightMapPos] )
+         {
+            paintTerrainHeight((uint32_t)pos[0], (uint32_t)pos[2]);
+            return;
+         }
+      }
+   }
+
+   bool update() BX_OVERRIDE
+   {
+      if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_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;
+         const float deltaTime = float(frameTime/freq);
+
+         // Use m_debug font to print information about this example.
+         bgfx::dbgTextClear();
+         bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/27-terrain");
+         bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Terrain painting example.");
+         bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
+
+         imguiBeginFrame(m_mouseState.m_mx
+               , m_mouseState.m_my
+               , (m_mouseState.m_buttons[entry::MouseButton::Left  ] ? IMGUI_MBUT_LEFT   : 0)
+               | (m_mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT  : 0)
+               | (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
+               , m_mouseState.m_mz
+               , m_width
+               , m_height
+               );
+
+         imguiBeginScrollArea("Settings", m_width - m_width / 5 - 10, 10, m_width / 5, m_height / 3, &m_scrollArea);
+         imguiSeparatorLine();
+
+         if (imguiCheck("Vertex Buffer", (m_terrain.m_mode == 0)) )
+         {
+            m_terrain.m_mode = 0;
+            m_terrain.m_dirty = true;
+         }
+
+         if (imguiCheck("Dynamic Vertex Buffer", (m_terrain.m_mode == 1)) )
+         {
+            m_terrain.m_mode = 1;
+            m_terrain.m_dirty = true;
+         }
+
+         if (imguiCheck("Height Texture", (m_terrain.m_mode == 2)) )
+         {
+            m_terrain.m_mode = 2;
+            m_terrain.m_dirty = true;
+         }
+
+         imguiSeparatorLine();
+
+         if (imguiCheck("Raise Terrain", m_brush.m_raise))
+         {
+            m_brush.m_raise = !m_brush.m_raise;
+         }
+
+         imguiSlider("Brush Size", m_brush.m_size, 1, 50);
+         imguiSlider("Brush Power", m_brush.m_power, 0.0f, 1.0f, 0.01f);
+
+         imguiEndScrollArea();
+         imguiEndFrame();
+
+         // Update camera.
+         cameraUpdate(deltaTime, m_mouseState);
+
+         bool leftMouseButtonDown = !!m_mouseState.m_buttons[entry::MouseButton::Left];
+         if (leftMouseButtonDown)
+         {
+            mousePickTerrain();
+         }
+
+         // Update terrain.
+         if (m_terrain.m_dirty)
+         {
+            updateTerrain();
+            m_terrain.m_dirty = false;
+         }
+
+         // Set view 0 default viewport.
+         bgfx::setViewRect(0, 0, 0, m_width, m_height);
+
+         cameraGetViewMtx(m_viewMtx);
+         bx::mtxProj(m_projMtx, 60.0f, float(m_width) / float(m_height), 0.1f, 2000.0f, s_originBottomLeft);
+
+         bgfx::setViewTransform(0, m_viewMtx, m_projMtx);
+         bgfx::setTransform(m_terrain.m_transform);
+
+         if (m_terrain.m_mode == 0)
+         {
+            bgfx::setVertexBuffer(m_vbh);
+            bgfx::setIndexBuffer(m_ibh);
+            bgfx::submit(0, m_terrainProgram);
+         }
+         else if (m_terrain.m_mode == 1)
+         {
+            bgfx::setVertexBuffer(m_dvbh);
+            bgfx::setIndexBuffer(m_dibh);
+            bgfx::submit(0, m_terrainProgram);
+         }
+         else if (m_terrain.m_mode == 2)
+         {
+            bgfx::setVertexBuffer(m_vbh);
+            bgfx::setIndexBuffer(m_ibh);
+            bgfx::setTexture(0, s_heightTexture, m_heightTexture);
+            bgfx::submit(0, m_terrainHeightTextureProgram);
+         }
+
+         // Advance to next frame. Rendering thread will be kicked to
+         // process submitted rendering primitives.
+         bgfx::frame();
+
+         return true;
+      }
+
+      return false;
+   }
+
+   bgfx::VertexBufferHandle m_vbh;
+   bgfx::IndexBufferHandle m_ibh;
+   bgfx::DynamicVertexBufferHandle m_dvbh;
+   bgfx::DynamicIndexBufferHandle m_dibh;
+   bgfx::ProgramHandle m_terrainProgram;
+   bgfx::ProgramHandle m_terrainHeightTextureProgram;
+   bgfx::UniformHandle s_heightTexture;
+   bgfx::TextureHandle m_heightTexture;
+
+   float m_viewMtx[16];
+   float m_projMtx[16];
+
+   uint32_t m_width;
+   uint32_t m_height;
+   uint32_t m_debug;
+   uint32_t m_reset;
+
+   uint32_t m_oldWidth;
+   uint32_t m_oldHeight;
+   uint32_t m_oldReset;
+
+   int32_t m_scrollArea;
+
+   TerrainData m_terrain;
+   BrushData m_brush;
+
+   entry::MouseState m_mouseState;
+
+   int64_t m_timeOffset;
+};
+
+ENTRY_IMPLEMENT_MAIN(Terrain);

+ 13 - 0
examples/27-terrain/varying.def.sc

@@ -0,0 +1,13 @@
+vec2 v_texcoord0 : TEXCOORD0 = vec2(0.0, 0.0);
+vec3 v_position  : TEXCOORD1 = vec3(0.0, 0.0, 0.0);
+vec3 v_view      : TEXCOORD2 = vec3(0.0, 0.0, 0.0);
+vec3 v_normal    : NORMAL    = vec3(0.0, 0.0, 1.0);
+vec3 v_tangent   : TANGENT   = vec3(1.0, 0.0, 0.0);
+vec3 v_bitangent : BINORMAL  = vec3(0.0, 1.0, 0.0);
+vec4 v_color0    : COLOR     = vec4(1.0, 0.0, 0.0, 1.0);
+
+vec3 a_position  : POSITION;
+vec4 a_normal    : NORMAL;
+vec4 a_tangent   : TANGENT;
+vec2 a_texcoord0 : TEXCOORD0;
+vec4 a_color0    : COLOR0;

+ 17 - 0
examples/27-terrain/vs_terrain.sc

@@ -0,0 +1,17 @@
+$input a_position, a_texcoord0
+$output v_position, v_texcoord0
+
+/*
+ * Copyright 2015 Andrew Mac. All rights reserved.
+ * License: http://www.opensource.org/licenses/BSD-2-Clause
+ */
+
+#include "../common/common.sh"
+
+void main()
+{
+    v_position = a_position.xyz;
+    v_texcoord0 = a_texcoord0;
+ 
+    gl_Position = mul(u_modelViewProj, vec4(v_position.xyz, 1.0));
+}

+ 20 - 0
examples/27-terrain/vs_terrain_height_texture.sc

@@ -0,0 +1,20 @@
+$input a_position, a_texcoord0
+$output v_position, v_texcoord0
+
+/*
+ * Copyright 2015 Andrew Mac. All rights reserved.
+ * License: http://www.opensource.org/licenses/BSD-2-Clause
+ */
+
+#include "../common/common.sh"
+
+SAMPLER2D(s_heightTexture, 0);
+
+void main()
+{
+    v_texcoord0 = a_texcoord0;
+    v_position = a_position.xyz;
+    v_position.y = texture2DLod(s_heightTexture, a_texcoord0, 0).x * 255.0;
+
+    gl_Position = mul(u_modelViewProj, vec4(v_position.xyz, 1.0));
+}

二进制
examples/runtime/shaders/dx11/fs_terrain.bin


二进制
examples/runtime/shaders/dx11/vs_terrain.bin


二进制
examples/runtime/shaders/dx11/vs_terrain_height_texture.bin


二进制
examples/runtime/shaders/dx9/fs_terrain.bin


二进制
examples/runtime/shaders/dx9/vs_terrain.bin


二进制
examples/runtime/shaders/dx9/vs_terrain_height_texture.bin


二进制
examples/runtime/shaders/glsl/fs_terrain.bin


二进制
examples/runtime/shaders/glsl/vs_terrain.bin


二进制
examples/runtime/shaders/glsl/vs_terrain_height_texture.bin


+ 1 - 0
scripts/genie.lua

@@ -401,6 +401,7 @@ exampleProject("22-windows")
 exampleProject("23-vectordisplay")
 exampleProject("24-nbody")
 exampleProject("26-occlusion")
+exampleProject("27-terrain")
 
 -- C99 source doesn't compile under WinRT settings
 if not premake.vstudio.iswinrt() then