terrain.cpp 13 KB

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  1. /*
  2. * Copyright 2015 Andrew Mac. All rights reserved.
  3. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
  4. */
  5. #include <bx/allocator.h>
  6. #include <bx/debug.h>
  7. #include <bx/math.h>
  8. #include "common.h"
  9. #include "bgfx_utils.h"
  10. #include "imgui/imgui.h"
  11. #include "camera.h"
  12. namespace
  13. {
  14. static const uint16_t s_terrainSize = 256;
  15. struct PosTexCoord0Vertex
  16. {
  17. float m_x;
  18. float m_y;
  19. float m_z;
  20. float m_u;
  21. float m_v;
  22. static void init()
  23. {
  24. ms_layout
  25. .begin()
  26. .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
  27. .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
  28. .end();
  29. }
  30. static bgfx::VertexLayout ms_layout;
  31. };
  32. bgfx::VertexLayout PosTexCoord0Vertex::ms_layout;
  33. struct TerrainData
  34. {
  35. int32_t m_mode;
  36. bool m_dirty;
  37. float m_transform[16];
  38. uint8_t* m_heightMap;
  39. PosTexCoord0Vertex* m_vertices;
  40. uint32_t m_vertexCount;
  41. uint16_t* m_indices;
  42. uint32_t m_indexCount;
  43. };
  44. struct BrushData
  45. {
  46. bool m_raise;
  47. int32_t m_size;
  48. float m_power;
  49. };
  50. class ExampleTerrain : public entry::AppI
  51. {
  52. public:
  53. ExampleTerrain(const char* _name, const char* _description, const char* _url)
  54. : entry::AppI(_name, _description, _url)
  55. {
  56. }
  57. void init(int32_t _argc, const char* const* _argv, uint32_t _width, uint32_t _height) override
  58. {
  59. Args args(_argc, _argv);
  60. m_width = _width;
  61. m_height = _height;
  62. m_debug = BGFX_DEBUG_NONE;
  63. m_reset = BGFX_RESET_VSYNC;
  64. bgfx::Init init;
  65. init.type = args.m_type;
  66. init.vendorId = args.m_pciId;
  67. init.resolution.width = m_width;
  68. init.resolution.height = m_height;
  69. init.resolution.reset = m_reset;
  70. bgfx::init(init);
  71. // Enable m_debug text.
  72. bgfx::setDebug(m_debug);
  73. // Set view 0 clear state.
  74. bgfx::setViewClear(0
  75. , BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
  76. , 0x303030ff
  77. , 1.0f
  78. , 0
  79. );
  80. // Create vertex stream declaration.
  81. PosTexCoord0Vertex::init();
  82. // Create program from shaders.
  83. m_terrainProgram = loadProgram("vs_terrain", "fs_terrain");
  84. m_terrainHeightTextureProgram = loadProgram("vs_terrain_height_texture", "fs_terrain");
  85. // Imgui.
  86. imguiCreate();
  87. m_timeOffset = bx::getHPCounter();
  88. m_vbh.idx = bgfx::kInvalidHandle;
  89. m_ibh.idx = bgfx::kInvalidHandle;
  90. m_dvbh.idx = bgfx::kInvalidHandle;
  91. m_dibh.idx = bgfx::kInvalidHandle;
  92. m_heightTexture.idx = bgfx::kInvalidHandle;
  93. s_heightTexture = bgfx::createUniform("s_heightTexture", bgfx::UniformType::Sampler);
  94. m_oldWidth = 0;
  95. m_oldHeight = 0;
  96. m_oldReset = m_reset;
  97. m_brush.m_power = 0.5f;
  98. m_brush.m_size = 10;
  99. m_brush.m_raise = true;
  100. uint32_t num = s_terrainSize * s_terrainSize;
  101. m_terrain.m_mode = 0;
  102. m_terrain.m_dirty = true;
  103. m_terrain.m_vertices = (PosTexCoord0Vertex*)BX_ALLOC(entry::getAllocator(), num * sizeof(PosTexCoord0Vertex) );
  104. m_terrain.m_indices = (uint16_t*)BX_ALLOC(entry::getAllocator(), num * sizeof(uint16_t) * 6);
  105. m_terrain.m_heightMap = (uint8_t*)BX_ALLOC(entry::getAllocator(), num);
  106. bx::mtxSRT(m_terrain.m_transform, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
  107. bx::memSet(m_terrain.m_heightMap, 0, sizeof(uint8_t) * s_terrainSize * s_terrainSize);
  108. cameraCreate();
  109. cameraSetPosition({ s_terrainSize/2.0f, 100.0f, 0.0f });
  110. cameraSetVerticalAngle(-bx::kPiQuarter);
  111. }
  112. virtual int shutdown() override
  113. {
  114. // Cleanup.
  115. cameraDestroy();
  116. imguiDestroy();
  117. if (bgfx::isValid(m_ibh) )
  118. {
  119. bgfx::destroy(m_ibh);
  120. }
  121. if (bgfx::isValid(m_vbh) )
  122. {
  123. bgfx::destroy(m_vbh);
  124. }
  125. if (bgfx::isValid(m_dibh) )
  126. {
  127. bgfx::destroy(m_dibh);
  128. }
  129. if (bgfx::isValid(m_dvbh) )
  130. {
  131. bgfx::destroy(m_dvbh);
  132. }
  133. bgfx::destroy(s_heightTexture);
  134. if (bgfx::isValid(m_heightTexture) )
  135. {
  136. bgfx::destroy(m_heightTexture);
  137. }
  138. bgfx::destroy(m_terrainProgram);
  139. bgfx::destroy(m_terrainHeightTextureProgram);
  140. /// When data is passed to bgfx via makeRef we need to make
  141. /// sure library is done with it before freeing memory blocks.
  142. bgfx::frame();
  143. bx::AllocatorI* allocator = entry::getAllocator();
  144. BX_FREE(allocator, m_terrain.m_vertices);
  145. BX_FREE(allocator, m_terrain.m_indices);
  146. BX_FREE(allocator, m_terrain.m_heightMap);
  147. // Shutdown bgfx.
  148. bgfx::shutdown();
  149. return 0;
  150. }
  151. void updateTerrainMesh()
  152. {
  153. m_terrain.m_vertexCount = 0;
  154. for (uint32_t y = 0; y < s_terrainSize; y++)
  155. {
  156. for (uint32_t x = 0; x < s_terrainSize; x++)
  157. {
  158. PosTexCoord0Vertex* vert = &m_terrain.m_vertices[m_terrain.m_vertexCount];
  159. vert->m_x = (float)x;
  160. vert->m_y = m_terrain.m_heightMap[(y * s_terrainSize) + x];
  161. vert->m_z = (float)y;
  162. vert->m_u = (x + 0.5f) / s_terrainSize;
  163. vert->m_v = (y + 0.5f) / s_terrainSize;
  164. m_terrain.m_vertexCount++;
  165. }
  166. }
  167. m_terrain.m_indexCount = 0;
  168. for (uint16_t y = 0; y < (s_terrainSize - 1); y++)
  169. {
  170. uint16_t y_offset = (y * s_terrainSize);
  171. for (uint16_t x = 0; x < (s_terrainSize - 1); x++)
  172. {
  173. m_terrain.m_indices[m_terrain.m_indexCount + 0] = y_offset + x + 1;
  174. m_terrain.m_indices[m_terrain.m_indexCount + 1] = y_offset + x + s_terrainSize;
  175. m_terrain.m_indices[m_terrain.m_indexCount + 2] = y_offset + x;
  176. m_terrain.m_indices[m_terrain.m_indexCount + 3] = y_offset + x + s_terrainSize + 1;
  177. m_terrain.m_indices[m_terrain.m_indexCount + 4] = y_offset + x + s_terrainSize;
  178. m_terrain.m_indices[m_terrain.m_indexCount + 5] = y_offset + x + 1;
  179. m_terrain.m_indexCount += 6;
  180. }
  181. }
  182. }
  183. void updateTerrain()
  184. {
  185. const bgfx::Memory* mem;
  186. switch (m_terrain.m_mode)
  187. {
  188. default: // Vertex Buffer : Destroy and recreate a regular vertex buffer to update terrain.
  189. updateTerrainMesh();
  190. if (bgfx::isValid(m_vbh) )
  191. {
  192. bgfx::destroy(m_vbh);
  193. }
  194. mem = bgfx::makeRef(&m_terrain.m_vertices[0], sizeof(PosTexCoord0Vertex) * m_terrain.m_vertexCount);
  195. m_vbh = bgfx::createVertexBuffer(mem, PosTexCoord0Vertex::ms_layout);
  196. if (bgfx::isValid(m_ibh) )
  197. {
  198. bgfx::destroy(m_ibh);
  199. }
  200. mem = bgfx::makeRef(&m_terrain.m_indices[0], sizeof(uint16_t) * m_terrain.m_indexCount);
  201. m_ibh = bgfx::createIndexBuffer(mem);
  202. break;
  203. case 1: // Dynamic Vertex Buffer : Utilize dynamic vertex buffer to update terrain.
  204. updateTerrainMesh();
  205. if (!bgfx::isValid(m_dvbh) )
  206. {
  207. m_dvbh = bgfx::createDynamicVertexBuffer(m_terrain.m_vertexCount, PosTexCoord0Vertex::ms_layout);
  208. }
  209. mem = bgfx::makeRef(&m_terrain.m_vertices[0], sizeof(PosTexCoord0Vertex) * m_terrain.m_vertexCount);
  210. bgfx::update(m_dvbh, 0, mem);
  211. if (!bgfx::isValid(m_dibh) )
  212. {
  213. m_dibh = bgfx::createDynamicIndexBuffer(m_terrain.m_indexCount);
  214. }
  215. mem = bgfx::makeRef(&m_terrain.m_indices[0], sizeof(uint16_t) * m_terrain.m_indexCount);
  216. bgfx::update(m_dibh, 0, mem);
  217. break;
  218. case 2: // Height Texture: Update a height texture that is sampled in the terrain vertex shader.
  219. if (!bgfx::isValid(m_vbh) || !bgfx::isValid(m_ibh) )
  220. {
  221. updateTerrainMesh();
  222. mem = bgfx::makeRef(&m_terrain.m_vertices[0], sizeof(PosTexCoord0Vertex) * m_terrain.m_vertexCount);
  223. m_vbh = bgfx::createVertexBuffer(mem, PosTexCoord0Vertex::ms_layout);
  224. mem = bgfx::makeRef(&m_terrain.m_indices[0], sizeof(uint16_t) * m_terrain.m_indexCount);
  225. m_ibh = bgfx::createIndexBuffer(mem);
  226. }
  227. if (!bgfx::isValid(m_heightTexture) )
  228. {
  229. m_heightTexture = bgfx::createTexture2D(s_terrainSize, s_terrainSize, false, 1, bgfx::TextureFormat::R8);
  230. }
  231. mem = bgfx::makeRef(&m_terrain.m_heightMap[0], sizeof(uint8_t) * s_terrainSize * s_terrainSize);
  232. bgfx::updateTexture2D(m_heightTexture, 0, 0, 0, 0, s_terrainSize, s_terrainSize, mem);
  233. break;
  234. }
  235. }
  236. void paintTerrainHeight(uint32_t _x, uint32_t _y)
  237. {
  238. for (int32_t area_y = -m_brush.m_size; area_y < m_brush.m_size; ++area_y)
  239. {
  240. for (int32_t area_x = -m_brush.m_size; area_x < m_brush.m_size; ++area_x)
  241. {
  242. int32_t brush_x = _x + area_x;
  243. if (brush_x < 0
  244. || brush_x >= (int32_t)s_terrainSize)
  245. {
  246. continue;
  247. }
  248. int32_t brush_y = _y + area_y;
  249. if (brush_y < 0
  250. || brush_y >= (int32_t)s_terrainSize)
  251. {
  252. continue;
  253. }
  254. uint32_t heightMapPos = (brush_y * s_terrainSize) + brush_x;
  255. float height = (float)m_terrain.m_heightMap[heightMapPos];
  256. // Brush attenuation
  257. float a2 = (float)(area_x * area_x);
  258. float b2 = (float)(area_y * area_y);
  259. float brushAttn = m_brush.m_size - bx::sqrt(a2 + b2);
  260. // Raise/Lower and scale by brush power.
  261. height += 0.0f < bx::clamp(brushAttn*m_brush.m_power, 0.0f, m_brush.m_power) && m_brush.m_raise
  262. ? 1.0f
  263. : -1.0f
  264. ;
  265. m_terrain.m_heightMap[heightMapPos] = (uint8_t)bx::clamp(height, 0.0f, 255.0f);
  266. m_terrain.m_dirty = true;
  267. }
  268. }
  269. }
  270. void mousePickTerrain()
  271. {
  272. float ray_clip[4];
  273. ray_clip[0] = ( (2.0f * m_mouseState.m_mx) / m_width - 1.0f) * -1.0f;
  274. ray_clip[1] = ( (1.0f - (2.0f * m_mouseState.m_my) / m_height) ) * -1.0f;
  275. ray_clip[2] = -1.0f;
  276. ray_clip[3] = 1.0f;
  277. float invProjMtx[16];
  278. bx::mtxInverse(invProjMtx, m_projMtx);
  279. float ray_eye[4];
  280. bx::vec4MulMtx(ray_eye, ray_clip, invProjMtx);
  281. ray_eye[2] = -1.0f;
  282. ray_eye[3] = 0.0f;
  283. float invViewMtx[16];
  284. bx::mtxInverse(invViewMtx, m_viewMtx);
  285. float ray_world[4];
  286. bx::vec4MulMtx(ray_world, ray_eye, invViewMtx);
  287. const bx::Vec3 rayDir = bx::mul(bx::normalize(bx::load<bx::Vec3>(ray_world) ), -1.0f);
  288. bx::Vec3 pos = cameraGetPosition();
  289. for (int i = 0; i < 1000; ++i)
  290. {
  291. pos = bx::add(pos, rayDir);
  292. if (pos.x < 0
  293. || pos.x >= s_terrainSize
  294. || pos.z < 0
  295. || pos.z >= s_terrainSize)
  296. {
  297. continue;
  298. }
  299. uint32_t heightMapPos = ( (uint32_t)pos.z * s_terrainSize) + (uint32_t)pos.x;
  300. if (pos.y < m_terrain.m_heightMap[heightMapPos])
  301. {
  302. paintTerrainHeight( (uint32_t)pos.x, (uint32_t)pos.z);
  303. return;
  304. }
  305. }
  306. }
  307. bool update() override
  308. {
  309. if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
  310. {
  311. int64_t now = bx::getHPCounter();
  312. static int64_t last = now;
  313. const int64_t frameTime = now - last;
  314. last = now;
  315. const double freq = double(bx::getHPFrequency() );
  316. const float deltaTime = float(frameTime/freq);
  317. imguiBeginFrame(m_mouseState.m_mx
  318. , m_mouseState.m_my
  319. , (m_mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
  320. | (m_mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
  321. | (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
  322. , m_mouseState.m_mz
  323. , uint16_t(m_width)
  324. , uint16_t(m_height)
  325. );
  326. showExampleDialog(this);
  327. ImGui::SetNextWindowPos(
  328. ImVec2(m_width - m_width / 5.0f - 10.0f, 10.0f)
  329. , ImGuiCond_FirstUseEver
  330. );
  331. ImGui::SetNextWindowSize(
  332. ImVec2(m_width / 5.0f, m_height / 3.0f)
  333. , ImGuiCond_FirstUseEver
  334. );
  335. ImGui::Begin("Settings"
  336. , NULL
  337. , 0
  338. );
  339. ImGui::Separator();
  340. m_terrain.m_dirty |= ImGui::RadioButton("Vertex Buffer", &m_terrain.m_mode, 0);
  341. m_terrain.m_dirty |= ImGui::RadioButton("Dynamic Vertex Buffer", &m_terrain.m_mode, 1);
  342. m_terrain.m_dirty |= ImGui::RadioButton("Height Texture", &m_terrain.m_mode, 2);
  343. ImGui::Separator();
  344. ImGui::Checkbox("Raise Terrain", &m_brush.m_raise);
  345. ImGui::SliderInt("Brush Size", &m_brush.m_size, 1, 50);
  346. ImGui::SliderFloat("Brush Power", &m_brush.m_power, 0.0f, 1.0f);
  347. ImGui::End();
  348. imguiEndFrame();
  349. // Update camera.
  350. cameraUpdate(deltaTime, m_mouseState, ImGui::MouseOverArea() );
  351. if (!ImGui::MouseOverArea() )
  352. {
  353. if (!!m_mouseState.m_buttons[entry::MouseButton::Left])
  354. {
  355. mousePickTerrain();
  356. }
  357. }
  358. // Update terrain.
  359. if (m_terrain.m_dirty)
  360. {
  361. updateTerrain();
  362. m_terrain.m_dirty = false;
  363. }
  364. // Set view 0 default viewport.
  365. bgfx::setViewRect(0, 0, 0, uint16_t(m_width), uint16_t(m_height) );
  366. cameraGetViewMtx(m_viewMtx);
  367. bx::mtxProj(m_projMtx, 60.0f, float(m_width) / float(m_height), 0.1f, 2000.0f, bgfx::getCaps()->homogeneousDepth);
  368. bgfx::setViewTransform(0, m_viewMtx, m_projMtx);
  369. bgfx::setTransform(m_terrain.m_transform);
  370. switch (m_terrain.m_mode)
  371. {
  372. default:
  373. bgfx::setVertexBuffer(0, m_vbh);
  374. bgfx::setIndexBuffer(m_ibh);
  375. bgfx::submit(0, m_terrainProgram);
  376. break;
  377. case 1:
  378. bgfx::setVertexBuffer(0, m_dvbh);
  379. bgfx::setIndexBuffer(m_dibh);
  380. bgfx::submit(0, m_terrainProgram);
  381. break;
  382. case 2:
  383. bgfx::setVertexBuffer(0, m_vbh);
  384. bgfx::setIndexBuffer(m_ibh);
  385. bgfx::setTexture(0, s_heightTexture, m_heightTexture);
  386. bgfx::submit(0, m_terrainHeightTextureProgram);
  387. break;
  388. }
  389. // Advance to next frame. Rendering thread will be kicked to
  390. // process submitted rendering primitives.
  391. bgfx::frame();
  392. return true;
  393. }
  394. return false;
  395. }
  396. bgfx::VertexBufferHandle m_vbh;
  397. bgfx::IndexBufferHandle m_ibh;
  398. bgfx::DynamicVertexBufferHandle m_dvbh;
  399. bgfx::DynamicIndexBufferHandle m_dibh;
  400. bgfx::ProgramHandle m_terrainProgram;
  401. bgfx::ProgramHandle m_terrainHeightTextureProgram;
  402. bgfx::UniformHandle s_heightTexture;
  403. bgfx::TextureHandle m_heightTexture;
  404. float m_viewMtx[16];
  405. float m_projMtx[16];
  406. uint32_t m_width;
  407. uint32_t m_height;
  408. uint32_t m_debug;
  409. uint32_t m_reset;
  410. uint32_t m_oldWidth;
  411. uint32_t m_oldHeight;
  412. uint32_t m_oldReset;
  413. TerrainData m_terrain;
  414. BrushData m_brush;
  415. entry::MouseState m_mouseState;
  416. int64_t m_timeOffset;
  417. };
  418. } // namespace
  419. ENTRY_IMPLEMENT_MAIN(
  420. ExampleTerrain
  421. , "27-terrain"
  422. , "Terrain painting example."
  423. , "https://bkaradzic.github.io/bgfx/examples.html#terrain"
  424. );