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update.cpp 13 KB

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  1. /*
  2. * Copyright 2011-2015 Branimir Karadzic. All rights reserved.
  3. * License: http://www.opensource.org/licenses/BSD-2-Clause
  4. */
  5. #include "common.h"
  6. #include "bgfx_utils.h"
  7. #include <bx/uint32_t.h>
  8. #include "packrect.h"
  9. #include <list>
  10. struct PosTexcoordVertex
  11. {
  12. float m_x;
  13. float m_y;
  14. float m_z;
  15. float m_u;
  16. float m_v;
  17. float m_w;
  18. static void init()
  19. {
  20. ms_decl
  21. .begin()
  22. .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
  23. .add(bgfx::Attrib::TexCoord0, 3, bgfx::AttribType::Float)
  24. .end();
  25. };
  26. static bgfx::VertexDecl ms_decl;
  27. };
  28. bgfx::VertexDecl PosTexcoordVertex::ms_decl;
  29. static PosTexcoordVertex s_cubeVertices[28] =
  30. {
  31. {-1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f },
  32. { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f },
  33. {-1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f },
  34. { 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f },
  35. {-1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f },
  36. { 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f },
  37. {-1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f },
  38. { 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f },
  39. {-1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f },
  40. {-1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f },
  41. {-1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f },
  42. {-1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f },
  43. { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f },
  44. { 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f },
  45. { 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f },
  46. { 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f },
  47. {-1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f },
  48. { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f },
  49. {-1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f },
  50. { 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f },
  51. {-1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f },
  52. {-1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f },
  53. { 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f },
  54. { 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f },
  55. {-1.0f, 1.0f, 1.0f, -2.0f, 2.0f, 2.0f },
  56. { 1.0f, 1.0f, 1.0f, 2.0f, 2.0f, 2.0f },
  57. {-1.0f, -1.0f, 1.0f, -2.0f, -2.0f, 2.0f },
  58. { 1.0f, -1.0f, 1.0f, 2.0f, -2.0f, 2.0f },
  59. };
  60. static const uint16_t s_cubeIndices[36] =
  61. {
  62. 0, 1, 2, // 0
  63. 1, 3, 2,
  64. 4, 6, 5, // 2
  65. 5, 6, 7,
  66. 8, 10, 9, // 4
  67. 9, 10, 11,
  68. 12, 14, 13, // 6
  69. 14, 15, 13,
  70. 16, 18, 17, // 8
  71. 18, 19, 17,
  72. 20, 22, 21, // 10
  73. 21, 22, 23,
  74. };
  75. static void updateTextureCubeRectBgra8(bgfx::TextureHandle _handle, uint8_t _side, uint32_t _x, uint32_t _y, uint32_t _width, uint32_t _height, uint8_t _r, uint8_t _g, uint8_t _b, uint8_t _a = 0xff)
  76. {
  77. bgfx::TextureInfo ti;
  78. bgfx::calcTextureSize(ti, _width, _height, 1, 1, false, bgfx::TextureFormat::BGRA8);
  79. const bgfx::Memory* mem = bgfx::alloc(ti.storageSize);
  80. uint8_t* data = (uint8_t*)mem->data;
  81. for (uint32_t ii = 0, num = ti.storageSize*8/ti.bitsPerPixel; ii < num; ++ii)
  82. {
  83. data[0] = _b;
  84. data[1] = _g;
  85. data[2] = _r;
  86. data[3] = _a;
  87. data += 4;
  88. }
  89. bgfx::updateTextureCube(_handle, _side, 0, _x, _y, _width, _height, mem);
  90. }
  91. int _main_(int /*_argc*/, char** /*_argv*/)
  92. {
  93. uint32_t width = 1280;
  94. uint32_t height = 720;
  95. uint32_t debug = BGFX_DEBUG_TEXT;
  96. uint32_t reset = BGFX_RESET_VSYNC;
  97. bgfx::init();
  98. bgfx::reset(width, height, reset);
  99. // Enable debug text.
  100. bgfx::setDebug(debug);
  101. // Set view 0 clear state.
  102. bgfx::setViewClear(0
  103. , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
  104. , 0x303030ff
  105. , 1.0f
  106. , 0
  107. );
  108. // Create vertex stream declaration.
  109. PosTexcoordVertex::init();
  110. bgfx::TextureHandle textures[] =
  111. {
  112. loadTexture("texture_compression_bc1.dds", BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP),
  113. loadTexture("texture_compression_bc2.dds", BGFX_TEXTURE_U_CLAMP),
  114. loadTexture("texture_compression_bc3.dds", BGFX_TEXTURE_V_CLAMP),
  115. loadTexture("texture_compression_etc1.ktx"),
  116. loadTexture("texture_compression_etc2.ktx"),
  117. loadTexture("texture_compression_ptc12.pvr"),
  118. loadTexture("texture_compression_ptc14.pvr"),
  119. loadTexture("texture_compression_ptc22.pvr"),
  120. loadTexture("texture_compression_ptc24.pvr"),
  121. };
  122. const bgfx::Memory* mem8 = bgfx::alloc(32*32*32);
  123. const bgfx::Memory* mem16f = bgfx::alloc(32*32*32*2);
  124. const bgfx::Memory* mem32f = bgfx::alloc(32*32*32*4);
  125. for (uint8_t zz = 0; zz < 32; ++zz)
  126. {
  127. for (uint8_t yy = 0; yy < 32; ++yy)
  128. {
  129. for (uint8_t xx = 0; xx < 32; ++xx)
  130. {
  131. const uint32_t offset = ( (zz*32+yy)*32+xx);
  132. const uint32_t val = xx ^ yy ^ zz;
  133. mem8->data[offset] = val<<3;
  134. *(uint16_t*)&mem16f->data[offset*2] = bx::halfFromFloat( (float)val/32.0f);
  135. *(float*)&mem32f->data[offset*4] = (float)val/32.0f;
  136. }
  137. }
  138. }
  139. bgfx::TextureHandle textures3d[] =
  140. {
  141. bgfx::createTexture3D(32, 32, 32, 0, bgfx::TextureFormat::R8, BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP|BGFX_TEXTURE_W_CLAMP, mem8),
  142. bgfx::createTexture3D(32, 32, 32, 0, bgfx::TextureFormat::R16F, BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP|BGFX_TEXTURE_W_CLAMP, mem16f),
  143. bgfx::createTexture3D(32, 32, 32, 0, bgfx::TextureFormat::R32F, BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP|BGFX_TEXTURE_W_CLAMP, mem32f),
  144. };
  145. // Create static vertex buffer.
  146. bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) ), PosTexcoordVertex::ms_decl);
  147. // Create static index buffer.
  148. bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) ) );
  149. // Create texture sampler uniforms.
  150. bgfx::UniformHandle u_texCube = bgfx::createUniform("u_texCube", bgfx::UniformType::Uniform1iv);
  151. bgfx::UniformHandle u_texColor = bgfx::createUniform("u_texColor", bgfx::UniformType::Uniform1iv);
  152. bgfx::UniformHandle u_time = bgfx::createUniform("u_time", bgfx::UniformType::Uniform1f);
  153. bgfx::ProgramHandle program = loadProgram("vs_update", "fs_update");
  154. bgfx::ProgramHandle programCmp = loadProgram("vs_update", "fs_update_cmp");
  155. bgfx::ProgramHandle program3d = loadProgram("vs_update", "fs_update_3d");
  156. const uint32_t textureSide = 2048;
  157. bgfx::TextureHandle textureCube = bgfx::createTextureCube(textureSide, 1
  158. , bgfx::TextureFormat::BGRA8
  159. , BGFX_TEXTURE_MIN_POINT|BGFX_TEXTURE_MAG_POINT|BGFX_TEXTURE_MIP_POINT
  160. );
  161. const uint32_t texture2dSize = 256;
  162. bgfx::TextureHandle texture2d = bgfx::createTexture2D(texture2dSize, texture2dSize, 1
  163. , bgfx::TextureFormat::BGRA8
  164. , BGFX_TEXTURE_MIN_POINT|BGFX_TEXTURE_MAG_POINT|BGFX_TEXTURE_MIP_POINT
  165. );
  166. uint8_t* texture2dData = (uint8_t*)malloc(texture2dSize*texture2dSize*4);
  167. uint8_t rr = rand()%255;
  168. uint8_t gg = rand()%255;
  169. uint8_t bb = rand()%255;
  170. int64_t updateTime = 0;
  171. RectPackCubeT<256> cube(textureSide);
  172. uint32_t hit = 0;
  173. uint32_t miss = 0;
  174. std::list<PackCube> quads;
  175. int64_t timeOffset = bx::getHPCounter();
  176. while (!entry::processEvents(width, height, debug, reset) )
  177. {
  178. // Set view 0 and 1 viewport.
  179. bgfx::setViewRect(0, 0, 0, width, height);
  180. bgfx::setViewRect(1, 0, 0, width, height);
  181. // This dummy draw call is here to make sure that view 0 is cleared
  182. // if no other draw calls are submitted to view 0.
  183. bgfx::submit(0);
  184. int64_t now = bx::getHPCounter();
  185. static int64_t last = now;
  186. const int64_t frameTime = now - last;
  187. last = now;
  188. const int64_t freq = bx::getHPFrequency();
  189. const double toMs = 1000.0/double(freq);
  190. float time = (float)( (now - timeOffset)/double(bx::getHPFrequency() ) );
  191. bgfx::setUniform(u_time, &time);
  192. // Use debug font to print information about this example.
  193. bgfx::dbgTextClear();
  194. bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/08-update");
  195. bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Updating textures.");
  196. bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
  197. if (now > updateTime)
  198. {
  199. PackCube face;
  200. uint32_t bw = bx::uint16_max(1, rand()%(textureSide/4) );
  201. uint32_t bh = bx::uint16_max(1, rand()%(textureSide/4) );
  202. if (cube.find(bw, bh, face) )
  203. {
  204. quads.push_back(face);
  205. ++hit;
  206. const Pack2D& rect = face.m_rect;
  207. updateTextureCubeRectBgra8(textureCube, face.m_side, rect.m_x, rect.m_y, rect.m_width, rect.m_height, rr, gg, bb);
  208. rr = rand()%255;
  209. gg = rand()%255;
  210. bb = rand()%255;
  211. }
  212. else
  213. {
  214. ++miss;
  215. for (uint32_t ii = 0, num = bx::uint32_min(10, (uint32_t)quads.size() ); ii < num; ++ii)
  216. {
  217. const PackCube& face = quads.front();
  218. cube.clear(face);
  219. quads.pop_front();
  220. }
  221. }
  222. {
  223. // Fill rect.
  224. const uint32_t pitch = texture2dSize*4;
  225. const uint16_t tw = rand()%texture2dSize;
  226. const uint16_t th = rand()%texture2dSize;
  227. const uint16_t tx = rand()%(texture2dSize-tw);
  228. const uint16_t ty = rand()%(texture2dSize-th);
  229. uint8_t* dst = &texture2dData[(ty*texture2dSize+tx)*4];
  230. uint8_t* next = dst + pitch;
  231. // Using makeRef to pass texture memory without copying.
  232. const bgfx::Memory* mem = bgfx::makeRef(dst, tw*th*4);
  233. for (uint32_t yy = 0; yy < th; ++yy, dst = next, next += pitch)
  234. {
  235. for (uint32_t xx = 0; xx < tw; ++xx, dst += 4)
  236. {
  237. dst[0] = bb;
  238. dst[1] = gg;
  239. dst[2] = rr;
  240. dst[3] = 255;
  241. }
  242. }
  243. // Pitch here makes possible to pass data from source to destination
  244. // without need for textures and allocated memory to be the same size.
  245. bgfx::updateTexture2D(texture2d, 0, tx, ty, tw, th, mem, pitch);
  246. }
  247. }
  248. bgfx::dbgTextPrintf(0, 4, 0x0f, "hit: %d, miss %d", hit, miss);
  249. float at[3] = { 0.0f, 0.0f, 0.0f };
  250. float eye[3] = { 0.0f, 0.0f, -5.0f };
  251. float view[16];
  252. float proj[16];
  253. bx::mtxLookAt(view, eye, at);
  254. bx::mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f);
  255. // Set view and projection matrix for view 0.
  256. bgfx::setViewTransform(0, view, proj);
  257. float mtx[16];
  258. bx::mtxRotateXY(mtx, time, time*0.37f);
  259. // Set model matrix for rendering.
  260. bgfx::setTransform(mtx);
  261. // Set vertex and fragment shaders.
  262. bgfx::setProgram(program);
  263. // Set vertex and index buffer.
  264. bgfx::setVertexBuffer(vbh);
  265. bgfx::setIndexBuffer(ibh);
  266. // Bind texture.
  267. bgfx::setTexture(0, u_texCube, textureCube);
  268. // Set render states.
  269. bgfx::setState(BGFX_STATE_DEFAULT);
  270. // Submit primitive for rendering to view 0.
  271. bgfx::submit(0);
  272. // Set view and projection matrix for view 1.
  273. const float aspectRatio = float(height)/float(width);
  274. const float size = 10.0f;
  275. bx::mtxOrtho(proj, -size, size, size*aspectRatio, -size*aspectRatio, 0.0f, 1000.0f);
  276. bgfx::setViewTransform(1, NULL, proj);
  277. bx::mtxTranslate(mtx, -8.0f - BX_COUNTOF(textures)*0.1f*0.5f, 1.9f, 0.0f);
  278. // Set model matrix for rendering.
  279. bgfx::setTransform(mtx);
  280. // Set vertex and fragment shaders.
  281. bgfx::setProgram(programCmp);
  282. // Set vertex and index buffer.
  283. bgfx::setVertexBuffer(vbh);
  284. bgfx::setIndexBuffer(ibh);
  285. // Bind texture.
  286. bgfx::setTexture(0, u_texColor, texture2d);
  287. // Set render states.
  288. bgfx::setState(BGFX_STATE_DEFAULT);
  289. // Submit primitive for rendering to view 1.
  290. bgfx::submit(1);
  291. const float xpos = -8.0f - BX_COUNTOF(textures)*0.1f*0.5f;
  292. for (uint32_t ii = 0; ii < BX_COUNTOF(textures); ++ii)
  293. {
  294. bx::mtxTranslate(mtx, xpos + ii*2.1f, 4.0f, 0.0f);
  295. // Set model matrix for rendering.
  296. bgfx::setTransform(mtx);
  297. // Set vertex and fragment shaders.
  298. bgfx::setProgram(programCmp);
  299. // Set vertex and index buffer.
  300. bgfx::setVertexBuffer(vbh);
  301. bgfx::setIndexBuffer(ibh, 0, 6);
  302. // Bind texture.
  303. bgfx::setTexture(0, u_texColor, textures[ii]);
  304. // Set render states.
  305. bgfx::setState(BGFX_STATE_DEFAULT);
  306. // Submit primitive for rendering to view 1.
  307. bgfx::submit(1);
  308. }
  309. for (uint32_t ii = 0; ii < BX_COUNTOF(textures3d); ++ii)
  310. {
  311. bx::mtxTranslate(mtx, xpos + ii*2.1f, -4.0f, 0.0f);
  312. // Set model matrix for rendering.
  313. bgfx::setTransform(mtx);
  314. // Set vertex and fragment shaders.
  315. bgfx::setProgram(program3d);
  316. // Set vertex and index buffer.
  317. bgfx::setVertexBuffer(vbh);
  318. bgfx::setIndexBuffer(ibh, 0, 6);
  319. // Bind texture.
  320. bgfx::setTexture(0, u_texColor, textures3d[ii]);
  321. // Set render states.
  322. bgfx::setState(BGFX_STATE_DEFAULT);
  323. // Submit primitive for rendering to view 1.
  324. bgfx::submit(1);
  325. }
  326. for (uint32_t ii = 0; ii < 3; ++ii)
  327. {
  328. bx::mtxTranslate(mtx, xpos + 8*2.1f, -4.0f + ii*2.1f, 0.0f);
  329. // Set model matrix for rendering.
  330. bgfx::setTransform(mtx);
  331. // Set vertex and fragment shaders.
  332. bgfx::setProgram(programCmp);
  333. // Set vertex and index buffer.
  334. bgfx::setVertexBuffer(vbh, 24, 4);
  335. bgfx::setIndexBuffer(ibh, 0, 6);
  336. // Bind texture.
  337. bgfx::setTexture(0, u_texColor, textures[ii]);
  338. // Set render states.
  339. bgfx::setState(BGFX_STATE_DEFAULT);
  340. // Submit primitive for rendering to view 1.
  341. bgfx::submit(1);
  342. }
  343. // Advance to next frame. Rendering thread will be kicked to
  344. // process submitted rendering primitives.
  345. bgfx::frame();
  346. }
  347. // texture2dData is managed from main thread, and it's passed to renderer
  348. // just as MemoryRef. At this point render might be using it. We must wait
  349. // previous frame to finish before we can free it.
  350. bgfx::frame();
  351. // Cleanup.
  352. free(texture2dData);
  353. for (uint32_t ii = 0; ii < BX_COUNTOF(textures); ++ii)
  354. {
  355. bgfx::destroyTexture(textures[ii]);
  356. }
  357. for (uint32_t ii = 0; ii < BX_COUNTOF(textures3d); ++ii)
  358. {
  359. bgfx::destroyTexture(textures3d[ii]);
  360. }
  361. bgfx::destroyTexture(texture2d);
  362. bgfx::destroyTexture(textureCube);
  363. bgfx::destroyIndexBuffer(ibh);
  364. bgfx::destroyVertexBuffer(vbh);
  365. bgfx::destroyProgram(program3d);
  366. bgfx::destroyProgram(programCmp);
  367. bgfx::destroyProgram(program);
  368. bgfx::destroyUniform(u_time);
  369. bgfx::destroyUniform(u_texColor);
  370. bgfx::destroyUniform(u_texCube);
  371. // Shutdown bgfx.
  372. bgfx::shutdown();
  373. return 0;
  374. }