bump.cpp 13 KB

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  1. /*
  2. * Copyright 2011-2012 Branimir Karadzic. All rights reserved.
  3. * License: http://www.opensource.org/licenses/BSD-2-Clause
  4. */
  5. #include <bgfx.h>
  6. #include <bx/bx.h>
  7. #include <bx/countof.h>
  8. #include <bx/timer.h>
  9. #include "../common/dbg.h"
  10. #include "../common/math.h"
  11. #include <stdio.h>
  12. #include <string.h>
  13. struct PosNormalTangentTexcoordVertex
  14. {
  15. float m_x;
  16. float m_y;
  17. float m_z;
  18. uint32_t m_normal;
  19. uint32_t m_tangent;
  20. float m_u;
  21. float m_v;
  22. };
  23. static bgfx::VertexDecl s_PosNormalTangentTexcoordDecl;
  24. uint32_t packUint32(uint8_t _x, uint8_t _y, uint8_t _z, uint8_t _w)
  25. {
  26. union
  27. {
  28. uint32_t ui32;
  29. uint8_t arr[4];
  30. } un;
  31. un.arr[0] = _x;
  32. un.arr[1] = _y;
  33. un.arr[2] = _z;
  34. un.arr[3] = _w;
  35. return un.ui32;
  36. }
  37. uint32_t packF4u(float _x, float _y = 0.0f, float _z = 0.0f, float _w = 0.0f)
  38. {
  39. const uint8_t xx = uint8_t(_x*127.0f + 128.0f);
  40. const uint8_t yy = uint8_t(_y*127.0f + 128.0f);
  41. const uint8_t zz = uint8_t(_z*127.0f + 128.0f);
  42. const uint8_t ww = uint8_t(_w*127.0f + 128.0f);
  43. return packUint32(xx, yy, zz, ww);
  44. }
  45. static PosNormalTangentTexcoordVertex s_cubeVertices[24] =
  46. {
  47. {-1.0f, 1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f), 0, 0.0f, 0.0f },
  48. { 1.0f, 1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f), 0, 1.0f, 0.0f },
  49. {-1.0f, -1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f), 0, 0.0f, 1.0f },
  50. { 1.0f, -1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f), 0, 1.0f, 1.0f },
  51. {-1.0f, 1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f), 0, 0.0f, 0.0f },
  52. { 1.0f, 1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f), 0, 1.0f, 0.0f },
  53. {-1.0f, -1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f), 0, 0.0f, 1.0f },
  54. { 1.0f, -1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f), 0, 1.0f, 1.0f },
  55. {-1.0f, 1.0f, 1.0f, packF4u( 0.0f, 1.0f, 0.0f), 0, 0.0f, 0.0f },
  56. { 1.0f, 1.0f, 1.0f, packF4u( 0.0f, 1.0f, 0.0f), 0, 1.0f, 0.0f },
  57. {-1.0f, 1.0f, -1.0f, packF4u( 0.0f, 1.0f, 0.0f), 0, 0.0f, 1.0f },
  58. { 1.0f, 1.0f, -1.0f, packF4u( 0.0f, 1.0f, 0.0f), 0, 1.0f, 1.0f },
  59. {-1.0f, -1.0f, 1.0f, packF4u( 0.0f, -1.0f, 0.0f), 0, 0.0f, 0.0f },
  60. { 1.0f, -1.0f, 1.0f, packF4u( 0.0f, -1.0f, 0.0f), 0, 1.0f, 0.0f },
  61. {-1.0f, -1.0f, -1.0f, packF4u( 0.0f, -1.0f, 0.0f), 0, 0.0f, 1.0f },
  62. { 1.0f, -1.0f, -1.0f, packF4u( 0.0f, -1.0f, 0.0f), 0, 1.0f, 1.0f },
  63. { 1.0f, -1.0f, 1.0f, packF4u( 1.0f, 0.0f, 0.0f), 0, 0.0f, 0.0f },
  64. { 1.0f, 1.0f, 1.0f, packF4u( 1.0f, 0.0f, 0.0f), 0, 1.0f, 0.0f },
  65. { 1.0f, -1.0f, -1.0f, packF4u( 1.0f, 0.0f, 0.0f), 0, 0.0f, 1.0f },
  66. { 1.0f, 1.0f, -1.0f, packF4u( 1.0f, 0.0f, 0.0f), 0, 1.0f, 1.0f },
  67. {-1.0f, -1.0f, 1.0f, packF4u(-1.0f, 0.0f, 0.0f), 0, 0.0f, 0.0f },
  68. {-1.0f, 1.0f, 1.0f, packF4u(-1.0f, 0.0f, 0.0f), 0, 1.0f, 0.0f },
  69. {-1.0f, -1.0f, -1.0f, packF4u(-1.0f, 0.0f, 0.0f), 0, 0.0f, 1.0f },
  70. {-1.0f, 1.0f, -1.0f, packF4u(-1.0f, 0.0f, 0.0f), 0, 1.0f, 1.0f },
  71. };
  72. static const uint16_t s_cubeIndices[36] =
  73. {
  74. 0, 2, 1,
  75. 1, 2, 3,
  76. 4, 5, 6,
  77. 5, 7, 6,
  78. 8, 10, 9,
  79. 9, 10, 11,
  80. 12, 13, 14,
  81. 13, 15, 14,
  82. 16, 18, 17,
  83. 17, 18, 19,
  84. 20, 21, 22,
  85. 21, 23, 22,
  86. };
  87. static const char* s_shaderPath = NULL;
  88. static void shaderFilePath(char* _out, const char* _name)
  89. {
  90. strcpy(_out, s_shaderPath);
  91. strcat(_out, _name);
  92. strcat(_out, ".bin");
  93. }
  94. long int fsize(FILE* _file)
  95. {
  96. long int pos = ftell(_file);
  97. fseek(_file, 0L, SEEK_END);
  98. long int size = ftell(_file);
  99. fseek(_file, pos, SEEK_SET);
  100. return size;
  101. }
  102. static const bgfx::Memory* load(const char* _filePath)
  103. {
  104. FILE* file = fopen(_filePath, "rb");
  105. if (NULL != file)
  106. {
  107. uint32_t size = (uint32_t)fsize(file);
  108. const bgfx::Memory* mem = bgfx::alloc(size+1);
  109. size_t ignore = fread(mem->data, 1, size, file);
  110. BX_UNUSED(ignore);
  111. fclose(file);
  112. mem->data[mem->size-1] = '\0';
  113. return mem;
  114. }
  115. return NULL;
  116. }
  117. static const bgfx::Memory* loadShader(const char* _name)
  118. {
  119. char filePath[512];
  120. shaderFilePath(filePath, _name);
  121. return load(filePath);
  122. }
  123. static const bgfx::Memory* loadTexture(const char* _name)
  124. {
  125. char filePath[512];
  126. strcpy(filePath, "textures/");
  127. strcat(filePath, _name);
  128. return load(filePath);
  129. }
  130. void calcTangents(void* _vertices, uint16_t _numVertices, bgfx::VertexDecl _decl, const uint16_t* _indices, uint32_t _numIndices)
  131. {
  132. struct PosTexcoord
  133. {
  134. float m_x;
  135. float m_y;
  136. float m_z;
  137. float m_pad0;
  138. float m_u;
  139. float m_v;
  140. float m_pad1;
  141. float m_pad2;
  142. };
  143. float* tangents = new float[6*_numVertices];
  144. memset(tangents, 0, 6*_numVertices*sizeof(float) );
  145. PosTexcoord v0;
  146. PosTexcoord v1;
  147. PosTexcoord v2;
  148. for (uint32_t ii = 0, num = _numIndices/3; ii < num; ++ii)
  149. {
  150. const uint16_t* indices = &_indices[ii*3];
  151. uint32_t i0 = indices[0];
  152. uint32_t i1 = indices[1];
  153. uint32_t i2 = indices[2];
  154. bgfx::vertexUnpack(&v0.m_x, bgfx::Attrib::Position, _decl, _vertices, i0);
  155. bgfx::vertexUnpack(&v0.m_u, bgfx::Attrib::TexCoord0, _decl, _vertices, i0);
  156. bgfx::vertexUnpack(&v1.m_x, bgfx::Attrib::Position, _decl, _vertices, i1);
  157. bgfx::vertexUnpack(&v1.m_u, bgfx::Attrib::TexCoord0, _decl, _vertices, i1);
  158. bgfx::vertexUnpack(&v2.m_x, bgfx::Attrib::Position, _decl, _vertices, i2);
  159. bgfx::vertexUnpack(&v2.m_u, bgfx::Attrib::TexCoord0, _decl, _vertices, i2);
  160. const float bax = v1.m_x - v0.m_x;
  161. const float bay = v1.m_y - v0.m_y;
  162. const float baz = v1.m_z - v0.m_z;
  163. const float bau = v1.m_u - v0.m_u;
  164. const float bav = v1.m_v - v0.m_v;
  165. const float cax = v2.m_x - v0.m_x;
  166. const float cay = v2.m_y - v0.m_y;
  167. const float caz = v2.m_z - v0.m_z;
  168. const float cau = v2.m_u - v0.m_u;
  169. const float cav = v2.m_v - v0.m_v;
  170. const float det = (bau * cav - bav * cau);
  171. const float invDet = 1.0f / det;
  172. const float tx = (bax * cav - cax * bav) * invDet;
  173. const float ty = (bay * cav - cay * bav) * invDet;
  174. const float tz = (baz * cav - caz * bav) * invDet;
  175. const float bx = (cax * bau - bax * cau) * invDet;
  176. const float by = (cay * bau - bay * cau) * invDet;
  177. const float bz = (caz * bau - baz * cau) * invDet;
  178. for (uint32_t jj = 0; jj < 3; ++jj)
  179. {
  180. float* tanu = &tangents[indices[jj]*6];
  181. float* tanv = &tanu[3];
  182. tanu[0] += tx;
  183. tanu[1] += ty;
  184. tanu[2] += tz;
  185. tanv[0] += bx;
  186. tanv[1] += by;
  187. tanv[2] += bz;
  188. }
  189. }
  190. for (uint32_t ii = 0; ii < _numVertices; ++ii)
  191. {
  192. const float* tanu = &tangents[ii*6];
  193. const float* tanv = &tangents[ii*6 + 3];
  194. float normal[4];
  195. bgfx::vertexUnpack(normal, bgfx::Attrib::Normal, _decl, _vertices, ii);
  196. float ndt = vec3Dot(normal, tanu);
  197. float nxt[3];
  198. vec3Cross(nxt, normal, tanu);
  199. float tmp[3];
  200. tmp[0] = tanu[0] - normal[0] * ndt;
  201. tmp[1] = tanu[1] - normal[1] * ndt;
  202. tmp[2] = tanu[2] - normal[2] * ndt;
  203. float tangent[4];
  204. vec3Norm(tangent, tmp);
  205. tangent[3] = vec3Dot(nxt, tanv) < 0.0f ? -1.0f : 1.0f;
  206. bgfx::vertexPack(tangent, true, bgfx::Attrib::Tangent, _decl, _vertices, ii);
  207. }
  208. delete [] tangents;
  209. }
  210. int _main_(int _argc, char** _argv)
  211. {
  212. bgfx::init();
  213. bgfx::reset(1280, 720);
  214. // Enable debug text.
  215. bgfx::setDebug(BGFX_DEBUG_TEXT);
  216. // Set view 0 default viewport.
  217. bgfx::setViewRect(0, 0, 0, 1280, 720);
  218. // Set view 0 clear state.
  219. bgfx::setViewClear(0
  220. , BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
  221. , 0x303030ff
  222. , 1.0f
  223. , 0
  224. );
  225. // Setup root path for binary shaders. Shader binaries are different
  226. // for each renderer.
  227. switch (bgfx::getRendererType() )
  228. {
  229. default:
  230. case bgfx::RendererType::Direct3D9:
  231. s_shaderPath = "shaders/dx9/";
  232. break;
  233. case bgfx::RendererType::Direct3D11:
  234. s_shaderPath = "shaders/dx11/";
  235. break;
  236. case bgfx::RendererType::OpenGL:
  237. s_shaderPath = "shaders/glsl/";
  238. break;
  239. case bgfx::RendererType::OpenGLES2:
  240. case bgfx::RendererType::OpenGLES3:
  241. s_shaderPath = "shaders/gles/";
  242. break;
  243. }
  244. // Create vertex stream declaration.
  245. s_PosNormalTangentTexcoordDecl.begin();
  246. s_PosNormalTangentTexcoordDecl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float);
  247. s_PosNormalTangentTexcoordDecl.add(bgfx::Attrib::Normal, 4, bgfx::AttribType::Uint8, true, true);
  248. s_PosNormalTangentTexcoordDecl.add(bgfx::Attrib::Tangent, 4, bgfx::AttribType::Uint8, true, true);
  249. s_PosNormalTangentTexcoordDecl.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float);
  250. s_PosNormalTangentTexcoordDecl.end();
  251. const bgfx::Memory* mem;
  252. calcTangents(s_cubeVertices, countof(s_cubeVertices), s_PosNormalTangentTexcoordDecl, s_cubeIndices, countof(s_cubeIndices) );
  253. // Create static vertex buffer.
  254. mem = bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) );
  255. bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(mem, s_PosNormalTangentTexcoordDecl);
  256. // Create static index buffer.
  257. mem = bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) );
  258. bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(mem);
  259. // Create texture sampler uniforms.
  260. bgfx::UniformHandle u_texColor = bgfx::createUniform("u_texColor", bgfx::UniformType::Uniform1iv);
  261. bgfx::UniformHandle u_texNormal = bgfx::createUniform("u_texNormal", bgfx::UniformType::Uniform1iv);
  262. uint16_t numLights = 4;
  263. bgfx::UniformHandle u_lightPosRadius = bgfx::createUniform("u_lightPosRadius", bgfx::UniformType::Uniform4fv, numLights);
  264. bgfx::UniformHandle u_lightRgbInnerR = bgfx::createUniform("u_lightRgbInnerR", bgfx::UniformType::Uniform4fv, numLights);
  265. // Load vertex shader.
  266. mem = loadShader("vs_bump");
  267. bgfx::VertexShaderHandle vsh = bgfx::createVertexShader(mem);
  268. // Load fragment shader.
  269. mem = loadShader("fs_bump");
  270. bgfx::FragmentShaderHandle fsh = bgfx::createFragmentShader(mem);
  271. // Create program from shaders.
  272. bgfx::ProgramHandle program = bgfx::createProgram(vsh, fsh);
  273. // We can destroy vertex and fragment shader here since
  274. // their reference is kept inside bgfx after calling createProgram.
  275. // Vertex and fragment shader will be destroyed once program is^
  276. // destroyed.
  277. bgfx::destroyVertexShader(vsh);
  278. bgfx::destroyFragmentShader(fsh);
  279. // Load diffuse texture.
  280. mem = loadTexture("fieldstone-rgba.dds");
  281. bgfx::TextureHandle texture_rgba = bgfx::createTexture(mem);
  282. // Load normal texture.
  283. mem = loadTexture("fieldstone-n.dds");
  284. bgfx::TextureHandle texture_n = bgfx::createTexture(mem);
  285. while (true)
  286. {
  287. // This dummy draw call is here to make sure that view 0 is cleared
  288. // if no other draw calls are submitted to view 0.
  289. bgfx::submit(0);
  290. int64_t now = bx::getHPCounter();
  291. static int64_t last = now;
  292. const int64_t frameTime = now - last;
  293. last = now;
  294. const double freq = double(bx::getHPFrequency() );
  295. const double toMs = 1000.0/freq;
  296. float time = (float)(now/freq);
  297. // Use debug font to print information about this example.
  298. bgfx::dbgTextClear();
  299. bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/06-bump");
  300. bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Loading textures.");
  301. bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
  302. float at[3] = { 0.0f, 0.0f, 0.0f };
  303. float eye[3] = { 0.0f, 0.0f, -7.0f };
  304. float view[16];
  305. float proj[16];
  306. mtxLookAt(view, eye, at);
  307. mtxProj(proj, 60.0f, 16.0f/9.0f, 0.1f, 100.0f);
  308. float lightPosRadius[4][4];
  309. for (uint32_t ii = 0; ii < numLights; ++ii)
  310. {
  311. lightPosRadius[ii][0] = sin( (time*(0.1f + ii*0.17f) + float(ii*M_PI_2)*1.37f ) )*3.0f;
  312. lightPosRadius[ii][1] = cos( (time*(0.2f + ii*0.29f) + float(ii*M_PI_2)*1.49f ) )*3.0f;
  313. lightPosRadius[ii][2] = -2.5f;
  314. lightPosRadius[ii][3] = 3.0f;
  315. }
  316. bgfx::setUniform(u_lightPosRadius, lightPosRadius, numLights);
  317. float lightRgbInnerR[4][4] =
  318. {
  319. { 1.0f, 0.7f, 0.2f, 0.8f },
  320. { 0.7f, 0.2f, 1.0f, 0.8f },
  321. { 0.2f, 1.0f, 0.7f, 0.8f },
  322. { 1.0f, 0.4f, 0.2f, 0.8f },
  323. };
  324. bgfx::setUniform(u_lightRgbInnerR, lightRgbInnerR, numLights);
  325. // Set view and projection matrix for view 0.
  326. bgfx::setViewTransform(0, view, proj);
  327. const uint16_t instanceStride = 64;
  328. const bgfx::InstanceDataBuffer* idb = bgfx::allocInstanceDataBuffer(9, instanceStride);
  329. if (NULL != idb)
  330. {
  331. uint8_t* data = idb->data;
  332. // Write instance data for 3x3 cubes.
  333. for (uint32_t yy = 0; yy < 3; ++yy)
  334. {
  335. for (uint32_t xx = 0; xx < 3; ++xx)
  336. {
  337. float* mtx = (float*)data;
  338. mtxRotateXY(mtx, time*0.023f + xx*0.21f, time*0.03f + yy*0.37f);
  339. mtx[12] = -3.0f + float(xx)*3.0f;
  340. mtx[13] = -3.0f + float(yy)*3.0f;
  341. mtx[14] = 0.0f;
  342. float* color = (float*)&data[64];
  343. color[0] = sin(time+float(xx)/11.0f)*0.5f+0.5f;
  344. color[1] = cos(time+float(yy)/11.0f)*0.5f+0.5f;
  345. color[2] = sin(time*3.0f)*0.5f+0.5f;
  346. color[3] = 1.0f;
  347. data += instanceStride;
  348. }
  349. }
  350. uint16_t numInstances = (uint16_t)( (data - idb->data)/instanceStride);
  351. // Set vertex and fragment shaders.
  352. bgfx::setProgram(program);
  353. // Set vertex and index buffer.
  354. bgfx::setVertexBuffer(vbh);
  355. bgfx::setIndexBuffer(ibh);
  356. // Set instance data buffer.
  357. bgfx::setInstanceDataBuffer(idb, numInstances);
  358. // Bind textures.
  359. bgfx::setTexture(0, u_texColor, texture_rgba);
  360. bgfx::setTexture(1, u_texNormal, texture_n);
  361. // Set render states.
  362. bgfx::setState(BGFX_STATE_RGB_WRITE
  363. |BGFX_STATE_DEPTH_WRITE
  364. |BGFX_STATE_DEPTH_TEST_LESS
  365. );
  366. // Submit primitive for rendering to view 0.
  367. bgfx::submit(0);
  368. }
  369. // Advance to next frame. Rendering thread will be kicked to
  370. // process submitted rendering primitives.
  371. bgfx::frame();
  372. }
  373. // Cleanup.
  374. bgfx::destroyIndexBuffer(ibh);
  375. bgfx::destroyVertexBuffer(vbh);
  376. bgfx::destroyProgram(program);
  377. bgfx::destroyTexture(texture_rgba);
  378. bgfx::destroyTexture(texture_n);
  379. bgfx::destroyUniform(u_texColor);
  380. bgfx::destroyUniform(u_texNormal);
  381. // Shutdown bgfx.
  382. bgfx::shutdown();
  383. return 0;
  384. }