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terrain.cpp 13 KB

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  1. /*
  2. * Copyright 2015 Andrew Mac. All rights reserved.
  3. * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
  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.platformData.nwh = entry::getNativeWindowHandle(entry::kDefaultWindowHandle);
  68. init.platformData.ndt = entry::getNativeDisplayHandle();
  69. init.resolution.width = m_width;
  70. init.resolution.height = m_height;
  71. init.resolution.reset = m_reset;
  72. bgfx::init(init);
  73. // Enable m_debug text.
  74. bgfx::setDebug(m_debug);
  75. // Set view 0 clear state.
  76. bgfx::setViewClear(0
  77. , BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
  78. , 0x303030ff
  79. , 1.0f
  80. , 0
  81. );
  82. // Create vertex stream declaration.
  83. PosTexCoord0Vertex::init();
  84. // Create program from shaders.
  85. m_terrainProgram = loadProgram("vs_terrain", "fs_terrain");
  86. m_terrainHeightTextureProgram = loadProgram("vs_terrain_height_texture", "fs_terrain");
  87. // Imgui.
  88. imguiCreate();
  89. m_timeOffset = bx::getHPCounter();
  90. m_vbh.idx = bgfx::kInvalidHandle;
  91. m_ibh.idx = bgfx::kInvalidHandle;
  92. m_dvbh.idx = bgfx::kInvalidHandle;
  93. m_dibh.idx = bgfx::kInvalidHandle;
  94. m_heightTexture.idx = bgfx::kInvalidHandle;
  95. s_heightTexture = bgfx::createUniform("s_heightTexture", bgfx::UniformType::Sampler);
  96. m_oldWidth = 0;
  97. m_oldHeight = 0;
  98. m_oldReset = m_reset;
  99. m_brush.m_power = 0.5f;
  100. m_brush.m_size = 10;
  101. m_brush.m_raise = true;
  102. uint32_t num = s_terrainSize * s_terrainSize;
  103. m_terrain.m_mode = 0;
  104. m_terrain.m_dirty = true;
  105. m_terrain.m_vertices = (PosTexCoord0Vertex*)BX_ALLOC(entry::getAllocator(), num * sizeof(PosTexCoord0Vertex) );
  106. m_terrain.m_indices = (uint16_t*)BX_ALLOC(entry::getAllocator(), num * sizeof(uint16_t) * 6);
  107. m_terrain.m_heightMap = (uint8_t*)BX_ALLOC(entry::getAllocator(), num);
  108. bx::mtxSRT(m_terrain.m_transform, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
  109. bx::memSet(m_terrain.m_heightMap, 0, sizeof(uint8_t) * s_terrainSize * s_terrainSize);
  110. cameraCreate();
  111. cameraSetPosition({ s_terrainSize/2.0f, 100.0f, 0.0f });
  112. cameraSetVerticalAngle(-bx::kPiQuarter);
  113. }
  114. virtual int shutdown() override
  115. {
  116. // Cleanup.
  117. cameraDestroy();
  118. imguiDestroy();
  119. if (bgfx::isValid(m_ibh) )
  120. {
  121. bgfx::destroy(m_ibh);
  122. }
  123. if (bgfx::isValid(m_vbh) )
  124. {
  125. bgfx::destroy(m_vbh);
  126. }
  127. if (bgfx::isValid(m_dibh) )
  128. {
  129. bgfx::destroy(m_dibh);
  130. }
  131. if (bgfx::isValid(m_dvbh) )
  132. {
  133. bgfx::destroy(m_dvbh);
  134. }
  135. bgfx::destroy(s_heightTexture);
  136. if (bgfx::isValid(m_heightTexture) )
  137. {
  138. bgfx::destroy(m_heightTexture);
  139. }
  140. bgfx::destroy(m_terrainProgram);
  141. bgfx::destroy(m_terrainHeightTextureProgram);
  142. /// When data is passed to bgfx via makeRef we need to make
  143. /// sure library is done with it before freeing memory blocks.
  144. bgfx::frame();
  145. bx::AllocatorI* allocator = entry::getAllocator();
  146. BX_FREE(allocator, m_terrain.m_vertices);
  147. BX_FREE(allocator, m_terrain.m_indices);
  148. BX_FREE(allocator, m_terrain.m_heightMap);
  149. // Shutdown bgfx.
  150. bgfx::shutdown();
  151. return 0;
  152. }
  153. void updateTerrainMesh()
  154. {
  155. m_terrain.m_vertexCount = 0;
  156. for (uint32_t y = 0; y < s_terrainSize; y++)
  157. {
  158. for (uint32_t x = 0; x < s_terrainSize; x++)
  159. {
  160. PosTexCoord0Vertex* vert = &m_terrain.m_vertices[m_terrain.m_vertexCount];
  161. vert->m_x = (float)x;
  162. vert->m_y = m_terrain.m_heightMap[(y * s_terrainSize) + x];
  163. vert->m_z = (float)y;
  164. vert->m_u = (x + 0.5f) / s_terrainSize;
  165. vert->m_v = (y + 0.5f) / s_terrainSize;
  166. m_terrain.m_vertexCount++;
  167. }
  168. }
  169. m_terrain.m_indexCount = 0;
  170. for (uint16_t y = 0; y < (s_terrainSize - 1); y++)
  171. {
  172. uint16_t y_offset = (y * s_terrainSize);
  173. for (uint16_t x = 0; x < (s_terrainSize - 1); x++)
  174. {
  175. m_terrain.m_indices[m_terrain.m_indexCount + 0] = y_offset + x + 1;
  176. m_terrain.m_indices[m_terrain.m_indexCount + 1] = y_offset + x + s_terrainSize;
  177. m_terrain.m_indices[m_terrain.m_indexCount + 2] = y_offset + x;
  178. m_terrain.m_indices[m_terrain.m_indexCount + 3] = y_offset + x + s_terrainSize + 1;
  179. m_terrain.m_indices[m_terrain.m_indexCount + 4] = y_offset + x + s_terrainSize;
  180. m_terrain.m_indices[m_terrain.m_indexCount + 5] = y_offset + x + 1;
  181. m_terrain.m_indexCount += 6;
  182. }
  183. }
  184. }
  185. void updateTerrain()
  186. {
  187. const bgfx::Memory* mem;
  188. switch (m_terrain.m_mode)
  189. {
  190. default: // Vertex Buffer : Destroy and recreate a regular vertex buffer to update terrain.
  191. updateTerrainMesh();
  192. if (bgfx::isValid(m_vbh) )
  193. {
  194. bgfx::destroy(m_vbh);
  195. }
  196. mem = bgfx::makeRef(&m_terrain.m_vertices[0], sizeof(PosTexCoord0Vertex) * m_terrain.m_vertexCount);
  197. m_vbh = bgfx::createVertexBuffer(mem, PosTexCoord0Vertex::ms_layout);
  198. if (bgfx::isValid(m_ibh) )
  199. {
  200. bgfx::destroy(m_ibh);
  201. }
  202. mem = bgfx::makeRef(&m_terrain.m_indices[0], sizeof(uint16_t) * m_terrain.m_indexCount);
  203. m_ibh = bgfx::createIndexBuffer(mem);
  204. break;
  205. case 1: // Dynamic Vertex Buffer : Utilize dynamic vertex buffer to update terrain.
  206. updateTerrainMesh();
  207. if (!bgfx::isValid(m_dvbh) )
  208. {
  209. m_dvbh = bgfx::createDynamicVertexBuffer(m_terrain.m_vertexCount, PosTexCoord0Vertex::ms_layout);
  210. }
  211. mem = bgfx::makeRef(&m_terrain.m_vertices[0], sizeof(PosTexCoord0Vertex) * m_terrain.m_vertexCount);
  212. bgfx::update(m_dvbh, 0, mem);
  213. if (!bgfx::isValid(m_dibh) )
  214. {
  215. m_dibh = bgfx::createDynamicIndexBuffer(m_terrain.m_indexCount);
  216. }
  217. mem = bgfx::makeRef(&m_terrain.m_indices[0], sizeof(uint16_t) * m_terrain.m_indexCount);
  218. bgfx::update(m_dibh, 0, mem);
  219. break;
  220. case 2: // Height Texture: Update a height texture that is sampled in the terrain vertex shader.
  221. if (!bgfx::isValid(m_vbh) || !bgfx::isValid(m_ibh) )
  222. {
  223. updateTerrainMesh();
  224. mem = bgfx::makeRef(&m_terrain.m_vertices[0], sizeof(PosTexCoord0Vertex) * m_terrain.m_vertexCount);
  225. m_vbh = bgfx::createVertexBuffer(mem, PosTexCoord0Vertex::ms_layout);
  226. mem = bgfx::makeRef(&m_terrain.m_indices[0], sizeof(uint16_t) * m_terrain.m_indexCount);
  227. m_ibh = bgfx::createIndexBuffer(mem);
  228. }
  229. if (!bgfx::isValid(m_heightTexture) )
  230. {
  231. m_heightTexture = bgfx::createTexture2D(s_terrainSize, s_terrainSize, false, 1, bgfx::TextureFormat::R8);
  232. }
  233. mem = bgfx::makeRef(&m_terrain.m_heightMap[0], sizeof(uint8_t) * s_terrainSize * s_terrainSize);
  234. bgfx::updateTexture2D(m_heightTexture, 0, 0, 0, 0, s_terrainSize, s_terrainSize, mem);
  235. break;
  236. }
  237. }
  238. void paintTerrainHeight(uint32_t _x, uint32_t _y)
  239. {
  240. for (int32_t area_y = -m_brush.m_size; area_y < m_brush.m_size; ++area_y)
  241. {
  242. for (int32_t area_x = -m_brush.m_size; area_x < m_brush.m_size; ++area_x)
  243. {
  244. int32_t brush_x = _x + area_x;
  245. if (brush_x < 0
  246. || brush_x >= (int32_t)s_terrainSize)
  247. {
  248. continue;
  249. }
  250. int32_t brush_y = _y + area_y;
  251. if (brush_y < 0
  252. || brush_y >= (int32_t)s_terrainSize)
  253. {
  254. continue;
  255. }
  256. uint32_t heightMapPos = (brush_y * s_terrainSize) + brush_x;
  257. float height = (float)m_terrain.m_heightMap[heightMapPos];
  258. // Brush attenuation
  259. float a2 = (float)(area_x * area_x);
  260. float b2 = (float)(area_y * area_y);
  261. float brushAttn = m_brush.m_size - bx::sqrt(a2 + b2);
  262. // Raise/Lower and scale by brush power.
  263. height += 0.0f < bx::clamp(brushAttn*m_brush.m_power, 0.0f, m_brush.m_power) && m_brush.m_raise
  264. ? 1.0f
  265. : -1.0f
  266. ;
  267. m_terrain.m_heightMap[heightMapPos] = (uint8_t)bx::clamp(height, 0.0f, 255.0f);
  268. m_terrain.m_dirty = true;
  269. }
  270. }
  271. }
  272. void mousePickTerrain()
  273. {
  274. float ray_clip[4];
  275. ray_clip[0] = ( (2.0f * m_mouseState.m_mx) / m_width - 1.0f) * -1.0f;
  276. ray_clip[1] = ( (1.0f - (2.0f * m_mouseState.m_my) / m_height) ) * -1.0f;
  277. ray_clip[2] = -1.0f;
  278. ray_clip[3] = 1.0f;
  279. float invProjMtx[16];
  280. bx::mtxInverse(invProjMtx, m_projMtx);
  281. float ray_eye[4];
  282. bx::vec4MulMtx(ray_eye, ray_clip, invProjMtx);
  283. ray_eye[2] = -1.0f;
  284. ray_eye[3] = 0.0f;
  285. float invViewMtx[16];
  286. bx::mtxInverse(invViewMtx, m_viewMtx);
  287. float ray_world[4];
  288. bx::vec4MulMtx(ray_world, ray_eye, invViewMtx);
  289. const bx::Vec3 rayDir = bx::mul(bx::normalize(bx::load<bx::Vec3>(ray_world) ), -1.0f);
  290. bx::Vec3 pos = cameraGetPosition();
  291. for (int i = 0; i < 1000; ++i)
  292. {
  293. pos = bx::add(pos, rayDir);
  294. if (pos.x < 0
  295. || pos.x >= s_terrainSize
  296. || pos.z < 0
  297. || pos.z >= s_terrainSize)
  298. {
  299. continue;
  300. }
  301. uint32_t heightMapPos = ( (uint32_t)pos.z * s_terrainSize) + (uint32_t)pos.x;
  302. if (pos.y < m_terrain.m_heightMap[heightMapPos])
  303. {
  304. paintTerrainHeight( (uint32_t)pos.x, (uint32_t)pos.z);
  305. return;
  306. }
  307. }
  308. }
  309. bool update() override
  310. {
  311. if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
  312. {
  313. int64_t now = bx::getHPCounter();
  314. static int64_t last = now;
  315. const int64_t frameTime = now - last;
  316. last = now;
  317. const double freq = double(bx::getHPFrequency() );
  318. const float deltaTime = float(frameTime/freq);
  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. , uint16_t(m_width)
  326. , uint16_t(m_height)
  327. );
  328. showExampleDialog(this);
  329. ImGui::SetNextWindowPos(
  330. ImVec2(m_width - m_width / 5.0f - 10.0f, 10.0f)
  331. , ImGuiCond_FirstUseEver
  332. );
  333. ImGui::SetNextWindowSize(
  334. ImVec2(m_width / 5.0f, m_height / 3.0f)
  335. , ImGuiCond_FirstUseEver
  336. );
  337. ImGui::Begin("Settings"
  338. , NULL
  339. , 0
  340. );
  341. ImGui::Separator();
  342. m_terrain.m_dirty |= ImGui::RadioButton("Vertex Buffer", &m_terrain.m_mode, 0);
  343. m_terrain.m_dirty |= ImGui::RadioButton("Dynamic Vertex Buffer", &m_terrain.m_mode, 1);
  344. m_terrain.m_dirty |= ImGui::RadioButton("Height Texture", &m_terrain.m_mode, 2);
  345. ImGui::Separator();
  346. ImGui::Checkbox("Raise Terrain", &m_brush.m_raise);
  347. ImGui::SliderInt("Brush Size", &m_brush.m_size, 1, 50);
  348. ImGui::SliderFloat("Brush Power", &m_brush.m_power, 0.0f, 1.0f);
  349. ImGui::End();
  350. imguiEndFrame();
  351. // Update camera.
  352. cameraUpdate(deltaTime, m_mouseState, ImGui::MouseOverArea() );
  353. if (!ImGui::MouseOverArea() )
  354. {
  355. if (!!m_mouseState.m_buttons[entry::MouseButton::Left])
  356. {
  357. mousePickTerrain();
  358. }
  359. }
  360. // Update terrain.
  361. if (m_terrain.m_dirty)
  362. {
  363. updateTerrain();
  364. m_terrain.m_dirty = false;
  365. }
  366. // Set view 0 default viewport.
  367. bgfx::setViewRect(0, 0, 0, uint16_t(m_width), uint16_t(m_height) );
  368. cameraGetViewMtx(m_viewMtx);
  369. bx::mtxProj(m_projMtx, 60.0f, float(m_width) / float(m_height), 0.1f, 2000.0f, bgfx::getCaps()->homogeneousDepth);
  370. bgfx::setViewTransform(0, m_viewMtx, m_projMtx);
  371. bgfx::setTransform(m_terrain.m_transform);
  372. switch (m_terrain.m_mode)
  373. {
  374. default:
  375. bgfx::setVertexBuffer(0, m_vbh);
  376. bgfx::setIndexBuffer(m_ibh);
  377. bgfx::submit(0, m_terrainProgram);
  378. break;
  379. case 1:
  380. bgfx::setVertexBuffer(0, m_dvbh);
  381. bgfx::setIndexBuffer(m_dibh);
  382. bgfx::submit(0, m_terrainProgram);
  383. break;
  384. case 2:
  385. bgfx::setVertexBuffer(0, m_vbh);
  386. bgfx::setIndexBuffer(m_ibh);
  387. bgfx::setTexture(0, s_heightTexture, m_heightTexture);
  388. bgfx::submit(0, m_terrainHeightTextureProgram);
  389. break;
  390. }
  391. // Advance to next frame. Rendering thread will be kicked to
  392. // process submitted rendering primitives.
  393. bgfx::frame();
  394. return true;
  395. }
  396. return false;
  397. }
  398. bgfx::VertexBufferHandle m_vbh;
  399. bgfx::IndexBufferHandle m_ibh;
  400. bgfx::DynamicVertexBufferHandle m_dvbh;
  401. bgfx::DynamicIndexBufferHandle m_dibh;
  402. bgfx::ProgramHandle m_terrainProgram;
  403. bgfx::ProgramHandle m_terrainHeightTextureProgram;
  404. bgfx::UniformHandle s_heightTexture;
  405. bgfx::TextureHandle m_heightTexture;
  406. float m_viewMtx[16];
  407. float m_projMtx[16];
  408. uint32_t m_width;
  409. uint32_t m_height;
  410. uint32_t m_debug;
  411. uint32_t m_reset;
  412. uint32_t m_oldWidth;
  413. uint32_t m_oldHeight;
  414. uint32_t m_oldReset;
  415. TerrainData m_terrain;
  416. BrushData m_brush;
  417. entry::MouseState m_mouseState;
  418. int64_t m_timeOffset;
  419. };
  420. } // namespace
  421. ENTRY_IMPLEMENT_MAIN(
  422. ExampleTerrain
  423. , "27-terrain"
  424. , "Terrain painting example."
  425. , "https://bkaradzic.github.io/bgfx/examples.html#terrain"
  426. );