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 "common.h"
  6. #include "bgfx_utils.h"
  7. #include "imgui/imgui.h"
  8. #include "camera.h"
  9. #include "bounds.h"
  10. #include <bx/allocator.h>
  11. #include <bx/debug.h>
  12. #include <bx/fpumath.h>
  13. static uint32_t s_terrainSize = 256;
  14. struct PosTexCoord0Vertex
  15. {
  16. float m_x;
  17. float m_y;
  18. float m_z;
  19. float m_u;
  20. float m_v;
  21. static void init()
  22. {
  23. ms_decl
  24. .begin()
  25. .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
  26. .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
  27. .end();
  28. }
  29. static bgfx::VertexDecl ms_decl;
  30. };
  31. bgfx::VertexDecl PosTexCoord0Vertex::ms_decl;
  32. struct TerrainData
  33. {
  34. uint32_t m_mode;
  35. bool m_dirty;
  36. float m_transform[16];
  37. uint8_t* m_heightMap;
  38. PosTexCoord0Vertex* m_vertices;
  39. uint32_t m_vertexCount;
  40. uint16_t* m_indices;
  41. uint32_t m_indexCount;
  42. };
  43. struct BrushData
  44. {
  45. bool m_raise;
  46. int32_t m_size;
  47. float m_power;
  48. };
  49. class ExampleTerrain : public entry::AppI
  50. {
  51. void init(int _argc, char** _argv) BX_OVERRIDE
  52. {
  53. Args args(_argc, _argv);
  54. m_width = 1280;
  55. m_height = 720;
  56. m_debug = BGFX_DEBUG_TEXT;
  57. m_reset = BGFX_RESET_VSYNC;
  58. bgfx::init(args.m_type, args.m_pciId);
  59. bgfx::reset(m_width, m_height, m_reset);
  60. // Enable m_debug text.
  61. bgfx::setDebug(m_debug);
  62. // Set view 0 clear state.
  63. bgfx::setViewClear(0
  64. , BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
  65. , 0x303030ff
  66. , 1.0f
  67. , 0
  68. );
  69. // Create vertex stream declaration.
  70. PosTexCoord0Vertex::init();
  71. // Create program from shaders.
  72. m_terrainProgram = loadProgram("vs_terrain", "fs_terrain");
  73. m_terrainHeightTextureProgram = loadProgram("vs_terrain_height_texture", "fs_terrain");
  74. // Imgui.
  75. imguiCreate();
  76. m_timeOffset = bx::getHPCounter();
  77. m_vbh.idx = bgfx::invalidHandle;
  78. m_ibh.idx = bgfx::invalidHandle;
  79. m_dvbh.idx = bgfx::invalidHandle;
  80. m_dibh.idx = bgfx::invalidHandle;
  81. m_heightTexture.idx = bgfx::invalidHandle;
  82. s_heightTexture = bgfx::createUniform("s_heightTexture", bgfx::UniformType::Int1);
  83. m_oldWidth = 0;
  84. m_oldHeight = 0;
  85. m_oldReset = m_reset;
  86. m_scrollArea = 0;
  87. m_brush.m_power = 0.5f;
  88. m_brush.m_size = 10;
  89. m_brush.m_raise = true;
  90. uint32_t num = s_terrainSize * s_terrainSize;
  91. m_terrain.m_mode = 0;
  92. m_terrain.m_dirty = true;
  93. m_terrain.m_vertices = (PosTexCoord0Vertex*)BX_ALLOC(entry::getAllocator(), num * sizeof(PosTexCoord0Vertex) );
  94. m_terrain.m_indices = (uint16_t*)BX_ALLOC(entry::getAllocator(), num * sizeof(uint16_t) * 6);
  95. m_terrain.m_heightMap = (uint8_t*)BX_ALLOC(entry::getAllocator(), num);
  96. bx::mtxSRT(m_terrain.m_transform, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
  97. bx::memSet(m_terrain.m_heightMap, 0, sizeof(uint8_t) * s_terrainSize * s_terrainSize);
  98. cameraCreate();
  99. const float initialPos[3] = { s_terrainSize/2.0f, 100.0f, 0.0f };
  100. cameraSetPosition(initialPos);
  101. cameraSetVerticalAngle(-bx::pi/4.0f);
  102. }
  103. virtual int shutdown() BX_OVERRIDE
  104. {
  105. // Cleanup.
  106. cameraDestroy();
  107. imguiDestroy();
  108. if (bgfx::isValid(m_ibh) )
  109. {
  110. bgfx::destroyIndexBuffer(m_ibh);
  111. }
  112. if (bgfx::isValid(m_vbh) )
  113. {
  114. bgfx::destroyVertexBuffer(m_vbh);
  115. }
  116. if (bgfx::isValid(m_dibh) )
  117. {
  118. bgfx::destroyDynamicIndexBuffer(m_dibh);
  119. }
  120. if (bgfx::isValid(m_dvbh) )
  121. {
  122. bgfx::destroyDynamicVertexBuffer(m_dvbh);
  123. }
  124. bgfx::destroyUniform(s_heightTexture);
  125. if (bgfx::isValid(m_heightTexture) )
  126. {
  127. bgfx::destroyTexture(m_heightTexture);
  128. }
  129. bgfx::destroyProgram(m_terrainProgram);
  130. bgfx::destroyProgram(m_terrainHeightTextureProgram);
  131. /// When data is passed to bgfx via makeRef we need to make
  132. /// sure library is done with it before freeing memory blocks.
  133. bgfx::frame();
  134. bx::AllocatorI* allocator = entry::getAllocator();
  135. BX_FREE(allocator, m_terrain.m_vertices);
  136. BX_FREE(allocator, m_terrain.m_indices);
  137. BX_FREE(allocator, m_terrain.m_heightMap);
  138. // Shutdown bgfx.
  139. bgfx::shutdown();
  140. return 0;
  141. }
  142. void updateTerrainMesh()
  143. {
  144. m_terrain.m_vertexCount = 0;
  145. for (uint32_t y = 0; y < s_terrainSize; y++)
  146. {
  147. for (uint32_t x = 0; x < s_terrainSize; x++)
  148. {
  149. PosTexCoord0Vertex* vert = &m_terrain.m_vertices[m_terrain.m_vertexCount];
  150. vert->m_x = (float)x;
  151. vert->m_y = m_terrain.m_heightMap[(y * s_terrainSize) + x];
  152. vert->m_z = (float)y;
  153. vert->m_u = (float)x / (float)s_terrainSize;
  154. vert->m_v = (float)y / (float)s_terrainSize;
  155. m_terrain.m_vertexCount++;
  156. }
  157. }
  158. m_terrain.m_indexCount = 0;
  159. for (uint32_t y = 0; y < (s_terrainSize - 1); y++)
  160. {
  161. uint32_t y_offset = (y * s_terrainSize);
  162. for (uint32_t x = 0; x < (s_terrainSize - 1); x++)
  163. {
  164. m_terrain.m_indices[m_terrain.m_indexCount + 0] = y_offset + x + 1;
  165. m_terrain.m_indices[m_terrain.m_indexCount + 1] = y_offset + x + s_terrainSize;
  166. m_terrain.m_indices[m_terrain.m_indexCount + 2] = y_offset + x;
  167. m_terrain.m_indices[m_terrain.m_indexCount + 3] = y_offset + x + s_terrainSize + 1;
  168. m_terrain.m_indices[m_terrain.m_indexCount + 4] = y_offset + x + s_terrainSize;
  169. m_terrain.m_indices[m_terrain.m_indexCount + 5] = y_offset + x + 1;
  170. m_terrain.m_indexCount += 6;
  171. }
  172. }
  173. }
  174. void updateTerrain()
  175. {
  176. const bgfx::Memory* mem;
  177. switch (m_terrain.m_mode)
  178. {
  179. default: // Vertex Buffer : Destroy and recreate a regular vertex buffer to update terrain.
  180. updateTerrainMesh();
  181. if (bgfx::isValid(m_vbh) )
  182. {
  183. bgfx::destroyVertexBuffer(m_vbh);
  184. }
  185. mem = bgfx::makeRef(&m_terrain.m_vertices[0], sizeof(PosTexCoord0Vertex) * m_terrain.m_vertexCount);
  186. m_vbh = bgfx::createVertexBuffer(mem, PosTexCoord0Vertex::ms_decl);
  187. if (bgfx::isValid(m_ibh) )
  188. {
  189. bgfx::destroyIndexBuffer(m_ibh);
  190. }
  191. mem = bgfx::makeRef(&m_terrain.m_indices[0], sizeof(uint16_t) * m_terrain.m_indexCount);
  192. m_ibh = bgfx::createIndexBuffer(mem);
  193. break;
  194. case 1: // Dynamic Vertex Buffer : Utilize dynamic vertex buffer to update terrain.
  195. updateTerrainMesh();
  196. if (!bgfx::isValid(m_dvbh) )
  197. {
  198. m_dvbh = bgfx::createDynamicVertexBuffer(m_terrain.m_vertexCount, PosTexCoord0Vertex::ms_decl);
  199. }
  200. mem = bgfx::makeRef(&m_terrain.m_vertices[0], sizeof(PosTexCoord0Vertex) * m_terrain.m_vertexCount);
  201. bgfx::updateDynamicVertexBuffer(m_dvbh, 0, mem);
  202. if (!bgfx::isValid(m_dibh) )
  203. {
  204. m_dibh = bgfx::createDynamicIndexBuffer(m_terrain.m_indexCount);
  205. }
  206. mem = bgfx::makeRef(&m_terrain.m_indices[0], sizeof(uint16_t) * m_terrain.m_indexCount);
  207. bgfx::updateDynamicIndexBuffer(m_dibh, 0, mem);
  208. break;
  209. case 2: // Height Texture: Update a height texture that is sampled in the terrain vertex shader.
  210. if (!bgfx::isValid(m_vbh) || !bgfx::isValid(m_ibh) )
  211. {
  212. updateTerrainMesh();
  213. mem = bgfx::makeRef(&m_terrain.m_vertices[0], sizeof(PosTexCoord0Vertex) * m_terrain.m_vertexCount);
  214. m_vbh = bgfx::createVertexBuffer(mem, PosTexCoord0Vertex::ms_decl);
  215. mem = bgfx::makeRef(&m_terrain.m_indices[0], sizeof(uint16_t) * m_terrain.m_indexCount);
  216. m_ibh = bgfx::createIndexBuffer(mem);
  217. }
  218. if (!bgfx::isValid(m_heightTexture) )
  219. {
  220. m_heightTexture = bgfx::createTexture2D(s_terrainSize, s_terrainSize, false, 1, bgfx::TextureFormat::R8);
  221. }
  222. mem = bgfx::makeRef(&m_terrain.m_heightMap[0], sizeof(uint8_t) * s_terrainSize * s_terrainSize);
  223. bgfx::updateTexture2D(m_heightTexture, 0, 0, 0, 0, s_terrainSize, s_terrainSize, mem);
  224. break;
  225. }
  226. }
  227. void paintTerrainHeight(uint32_t _x, uint32_t _y)
  228. {
  229. for (int32_t area_y = -m_brush.m_size; area_y < m_brush.m_size; ++area_y)
  230. {
  231. for (int32_t area_x = -m_brush.m_size; area_x < m_brush.m_size; ++area_x)
  232. {
  233. int32_t brush_x = _x + area_x;
  234. if (brush_x < 0
  235. || brush_x > (int32_t)s_terrainSize)
  236. {
  237. continue;
  238. }
  239. int32_t brush_y = _y + area_y;
  240. if (brush_y < 0
  241. || brush_y > (int32_t)s_terrainSize)
  242. {
  243. continue;
  244. }
  245. uint32_t heightMapPos = (brush_y * s_terrainSize) + brush_x;
  246. float height = (float)m_terrain.m_heightMap[heightMapPos];
  247. // Brush attenuation
  248. float a2 = (float)(area_x * area_x);
  249. float b2 = (float)(area_y * area_y);
  250. float brushAttn = m_brush.m_size - bx::fsqrt(a2 + b2);
  251. // Raise/Lower and scale by brush power.
  252. height += (bx::fclamp(brushAttn * m_brush.m_power, 0.0, m_brush.m_power) * m_brush.m_raise)
  253. ? 1.0f
  254. : -1.0f
  255. ;
  256. m_terrain.m_heightMap[heightMapPos] = (uint8_t)bx::fclamp(height, 0.0f, 255.0f);
  257. m_terrain.m_dirty = true;
  258. }
  259. }
  260. }
  261. void mousePickTerrain()
  262. {
  263. float ray_clip[4];
  264. ray_clip[0] = ( (2.0f * m_mouseState.m_mx) / m_width - 1.0f) * -1.0f;
  265. ray_clip[1] = ( (1.0f - (2.0f * m_mouseState.m_my) / m_height) ) * -1.0f;
  266. ray_clip[2] = -1.0f;
  267. ray_clip[3] = 1.0f;
  268. float invProjMtx[16];
  269. bx::mtxInverse(invProjMtx, m_projMtx);
  270. float ray_eye[4];
  271. bx::vec4MulMtx(ray_eye, ray_clip, invProjMtx);
  272. ray_eye[2] = -1.0f;
  273. ray_eye[3] = 0.0f;
  274. float invViewMtx[16];
  275. bx::mtxInverse(invViewMtx, m_viewMtx);
  276. float ray_world[4];
  277. bx::vec4MulMtx(ray_world, ray_eye, invViewMtx);
  278. float ray_dir[3];
  279. bx::vec3Norm(ray_dir, ray_world);
  280. ray_dir[0] *= -1.0;
  281. ray_dir[1] *= -1.0;
  282. ray_dir[2] *= -1.0;
  283. float pos[3];
  284. cameraGetPosition(pos);
  285. for (int i = 0; i < 1000; ++i)
  286. {
  287. bx::vec3Add(pos, pos, ray_dir);
  288. if (pos[0] < 0
  289. || pos[0] > s_terrainSize
  290. || pos[2] < 0
  291. || pos[2] > s_terrainSize)
  292. {
  293. continue;
  294. }
  295. uint32_t heightMapPos = ( (uint32_t)pos[2] * s_terrainSize) + (uint32_t)pos[0];
  296. if ( pos[1] < m_terrain.m_heightMap[heightMapPos] )
  297. {
  298. paintTerrainHeight( (uint32_t)pos[0], (uint32_t)pos[2]);
  299. return;
  300. }
  301. }
  302. }
  303. bool update() BX_OVERRIDE
  304. {
  305. if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
  306. {
  307. int64_t now = bx::getHPCounter();
  308. static int64_t last = now;
  309. const int64_t frameTime = now - last;
  310. last = now;
  311. const double freq = double(bx::getHPFrequency() );
  312. const double toMs = 1000.0/freq;
  313. const float deltaTime = float(frameTime/freq);
  314. // Use m_debug font to print information about this example.
  315. bgfx::dbgTextClear();
  316. bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/27-terrain");
  317. bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Terrain painting example.");
  318. bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
  319. imguiBeginFrame(m_mouseState.m_mx
  320. , m_mouseState.m_my
  321. , (m_mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
  322. | (m_mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
  323. | (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
  324. , m_mouseState.m_mz
  325. , m_width
  326. , m_height
  327. );
  328. imguiBeginScrollArea("Settings", m_width - m_width / 5 - 10, 10, m_width / 5, m_height / 3, &m_scrollArea);
  329. imguiSeparatorLine();
  330. if (imguiCheck("Vertex Buffer", (m_terrain.m_mode == 0) ) )
  331. {
  332. m_terrain.m_mode = 0;
  333. m_terrain.m_dirty = true;
  334. }
  335. if (imguiCheck("Dynamic Vertex Buffer", (m_terrain.m_mode == 1) ) )
  336. {
  337. m_terrain.m_mode = 1;
  338. m_terrain.m_dirty = true;
  339. }
  340. if (imguiCheck("Height Texture", (m_terrain.m_mode == 2) ) )
  341. {
  342. m_terrain.m_mode = 2;
  343. m_terrain.m_dirty = true;
  344. }
  345. imguiSeparatorLine();
  346. if (imguiCheck("Raise Terrain", m_brush.m_raise) )
  347. {
  348. m_brush.m_raise = !m_brush.m_raise;
  349. }
  350. imguiSlider("Brush Size", m_brush.m_size, 1, 50);
  351. imguiSlider("Brush Power", m_brush.m_power, 0.0f, 1.0f, 0.01f);
  352. imguiEndScrollArea();
  353. imguiEndFrame();
  354. if (!imguiMouseOverArea() )
  355. {
  356. // Update camera.
  357. cameraUpdate(deltaTime, m_mouseState);
  358. if (!!m_mouseState.m_buttons[entry::MouseButton::Left])
  359. {
  360. mousePickTerrain();
  361. }
  362. }
  363. // Update terrain.
  364. if (m_terrain.m_dirty)
  365. {
  366. updateTerrain();
  367. m_terrain.m_dirty = false;
  368. }
  369. // Set view 0 default viewport.
  370. bgfx::setViewRect(0, 0, 0, m_width, m_height);
  371. cameraGetViewMtx(m_viewMtx);
  372. bx::mtxProj(m_projMtx, 60.0f, float(m_width) / float(m_height), 0.1f, 2000.0f);
  373. bgfx::setViewTransform(0, m_viewMtx, m_projMtx);
  374. bgfx::setTransform(m_terrain.m_transform);
  375. switch (m_terrain.m_mode)
  376. {
  377. default:
  378. bgfx::setVertexBuffer(m_vbh);
  379. bgfx::setIndexBuffer(m_ibh);
  380. bgfx::submit(0, m_terrainProgram);
  381. break;
  382. case 1:
  383. bgfx::setVertexBuffer(m_dvbh);
  384. bgfx::setIndexBuffer(m_dibh);
  385. bgfx::submit(0, m_terrainProgram);
  386. break;
  387. case 2:
  388. bgfx::setVertexBuffer(m_vbh);
  389. bgfx::setIndexBuffer(m_ibh);
  390. bgfx::setTexture(0, s_heightTexture, m_heightTexture);
  391. bgfx::submit(0, m_terrainHeightTextureProgram);
  392. break;
  393. }
  394. // Advance to next frame. Rendering thread will be kicked to
  395. // process submitted rendering primitives.
  396. bgfx::frame();
  397. return true;
  398. }
  399. return false;
  400. }
  401. bgfx::VertexBufferHandle m_vbh;
  402. bgfx::IndexBufferHandle m_ibh;
  403. bgfx::DynamicVertexBufferHandle m_dvbh;
  404. bgfx::DynamicIndexBufferHandle m_dibh;
  405. bgfx::ProgramHandle m_terrainProgram;
  406. bgfx::ProgramHandle m_terrainHeightTextureProgram;
  407. bgfx::UniformHandle s_heightTexture;
  408. bgfx::TextureHandle m_heightTexture;
  409. float m_viewMtx[16];
  410. float m_projMtx[16];
  411. uint32_t m_width;
  412. uint32_t m_height;
  413. uint32_t m_debug;
  414. uint32_t m_reset;
  415. uint32_t m_oldWidth;
  416. uint32_t m_oldHeight;
  417. uint32_t m_oldReset;
  418. int32_t m_scrollArea;
  419. TerrainData m_terrain;
  420. BrushData m_brush;
  421. entry::MouseState m_mouseState;
  422. int64_t m_timeOffset;
  423. };
  424. ENTRY_IMPLEMENT_MAIN(ExampleTerrain);