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Added 17-drawstress example.

bkaradzic 12 年之前
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f08ce4fdaa

+ 349 - 0
examples/17-drawstress/drawstress.cpp

@@ -0,0 +1,349 @@
+/*
+ * 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>
+
+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,
+};
+
+static const char* s_shaderPath = NULL;
+
+static void shaderFilePath(char* _out, const char* _name)
+{
+	strcpy(_out, s_shaderPath);
+	strcat(_out, _name);
+	strcat(_out, ".bin");
+}
+
+long int fsize(FILE* _file)
+{
+	long int pos = ftell(_file);
+	fseek(_file, 0L, SEEK_END);
+	long int size = ftell(_file);
+	fseek(_file, pos, SEEK_SET);
+	return size;
+}
+
+static const bgfx::Memory* load(const char* _filePath)
+{
+	FILE* file = fopen(_filePath, "rb");
+	if (NULL != file)
+	{
+		uint32_t size = (uint32_t)fsize(file);
+		const bgfx::Memory* mem = bgfx::alloc(size+1);
+		size_t ignore = fread(mem->data, 1, size, file);
+		BX_UNUSED(ignore);
+		fclose(file);
+		mem->data[mem->size-1] = '\0';
+		return mem;
+	}
+
+	return NULL;
+}
+
+static const bgfx::Memory* loadShader(const char* _name)
+{
+	char filePath[512];
+	shaderFilePath(filePath, _name);
+	return load(filePath);
+}
+
+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
+		);
+
+	// Setup root path for binary shaders. Shader binaries are different 
+	// for each renderer.
+	switch (bgfx::getRendererType() )
+	{
+	default:
+	case bgfx::RendererType::Direct3D9:
+		s_shaderPath = "shaders/dx9/";
+		break;
+
+	case bgfx::RendererType::Direct3D11:
+		s_shaderPath = "shaders/dx11/";
+		break;
+
+	case bgfx::RendererType::OpenGL:
+		s_shaderPath = "shaders/glsl/";
+		break;
+
+	case bgfx::RendererType::OpenGLES2:
+	case bgfx::RendererType::OpenGLES3:
+		s_shaderPath = "shaders/gles/";
+		break;
+	}
+
+	// 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* 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);
+
+	// Load vertex shader.
+	mem = loadShader("vs_drawstress");
+	bgfx::VertexShaderHandle vsh = bgfx::createVertexShader(mem);
+
+	// Load fragment shader.
+	mem = loadShader("fs_drawstress");
+	bgfx::FragmentShaderHandle fsh = bgfx::createFragmentShader(mem);
+
+	// Create program from shaders.
+	bgfx::ProgramHandle program = bgfx::createProgram(vsh, fsh);
+
+	// 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);
+
+	FILE* file = fopen("font/droidsans.ttf", "rb");
+	uint32_t size = (uint32_t)fsize(file);
+	void* data = malloc(size);
+	size_t ignore = fread(data, 1, size, file);
+	BX_UNUSED(ignore);
+	fclose(file);
+
+	imguiCreate(data, size);
+
+	free(data);
+
+	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/xx-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.
+	bgfx::destroyIndexBuffer(ibh);
+	bgfx::destroyVertexBuffer(vbh);
+	bgfx::destroyProgram(program);
+
+	// Shutdown bgfx.
+	bgfx::shutdown();
+
+	return 0;
+}

+ 13 - 0
examples/17-drawstress/fs_drawstress.sc

@@ -0,0 +1,13 @@
+$input v_color0
+
+/*
+ * Copyright 2011-2013 Branimir Karadzic. All rights reserved.
+ * License: http://www.opensource.org/licenses/BSD-2-Clause
+ */
+
+#include "../common/common.sh"
+
+void main()
+{
+	gl_FragColor = v_color0;
+}

+ 17 - 0
examples/17-drawstress/makefile

@@ -0,0 +1,17 @@
+#
+# Copyright 2011-2013 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)/premake/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

+ 4 - 0
examples/17-drawstress/varying.def.sc

@@ -0,0 +1,4 @@
+vec4 v_color0    : COLOR0    = vec4(1.0, 0.0, 0.0, 1.0);
+
+vec3 a_position  : POSITION;
+vec4 a_color0    : COLOR0;

+ 15 - 0
examples/17-drawstress/vs_drawstress.sc

@@ -0,0 +1,15 @@
+$input a_position, a_color0
+$output v_color0
+
+/*
+ * Copyright 2011-2013 Branimir Karadzic. All rights reserved.
+ * License: http://www.opensource.org/licenses/BSD-2-Clause
+ */
+
+#include "../common/common.sh"
+
+void main()
+{
+	gl_Position = mul(u_modelViewProj, vec4(a_position, 1.0) );
+	v_color0 = a_color0;
+}

+ 1 - 0
examples/makefile

@@ -20,5 +20,6 @@ rebuild:
 	@make -s --no-print-directory rebuild -C 14-shadowvolumes
 	@make -s --no-print-directory rebuild -C 15-shadowmaps-simple
 	@make -s --no-print-directory rebuild -C 16-shadowmaps
+	@make -s --no-print-directory rebuild -C 17-drawstress
 	@make -s --no-print-directory rebuild -C common/font
 	@make -s --no-print-directory rebuild -C common/imgui

二進制
examples/runtime/shaders/dx11/fs_drawstress.bin


二進制
examples/runtime/shaders/dx11/vs_drawstress.bin


二進制
examples/runtime/shaders/dx9/fs_drawstress.bin


二進制
examples/runtime/shaders/dx9/vs_drawstress.bin


二進制
examples/runtime/shaders/gles/fs_drawstress.bin


二進制
examples/runtime/shaders/gles/vs_drawstress.bin


二進制
examples/runtime/shaders/glsl/fs_drawstress.bin


二進制
examples/runtime/shaders/glsl/vs_drawstress.bin


+ 2 - 1
premake/premake4.lua

@@ -162,7 +162,8 @@ exampleProject("12-lod",               "0512e9e6-bfd8-11e2-8e34-0291bd4c8125")
 exampleProject("13-stencil",           "d12d6522-37bc-11e3-b89c-e46428d43830")
 exampleProject("14-shadowvolumes",     "d7eb4bcc-37bc-11e3-b7a4-e46428d43830")
 exampleProject("15-shadowmaps-simple", "a10f22ab-e0ee-471a-b2b6-2f6cb1c63fdc")
-exampleProject("16-shadowmaps",		   "f9a91cb0-7b1b-11e3-981f-0800200c9a66")
+exampleProject("16-shadowmaps",        "f9a91cb0-7b1b-11e3-981f-0800200c9a66")
+exampleProject("17-drawstress",        "9aeea4c6-80dc-11e3-b3ca-4da6db0f677b")
 
 dofile "makedisttex.lua"
 dofile "shaderc.lua"