bump.cpp 13 KB

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  1. /*
  2. * Copyright 2011-2013 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/entry.h"
  10. #include "../common/dbg.h"
  11. #include "../common/math.h"
  12. #include "../common/processevents.h"
  13. #include <stdio.h>
  14. #include <string.h>
  15. struct PosNormalTangentTexcoordVertex
  16. {
  17. float m_x;
  18. float m_y;
  19. float m_z;
  20. uint32_t m_normal;
  21. uint32_t m_tangent;
  22. float m_u;
  23. float m_v;
  24. };
  25. static bgfx::VertexDecl s_PosNormalTangentTexcoordDecl;
  26. uint32_t packUint32(uint8_t _x, uint8_t _y, uint8_t _z, uint8_t _w)
  27. {
  28. union
  29. {
  30. uint32_t ui32;
  31. uint8_t arr[4];
  32. } un;
  33. un.arr[0] = _x;
  34. un.arr[1] = _y;
  35. un.arr[2] = _z;
  36. un.arr[3] = _w;
  37. return un.ui32;
  38. }
  39. uint32_t packF4u(float _x, float _y = 0.0f, float _z = 0.0f, float _w = 0.0f)
  40. {
  41. const uint8_t xx = uint8_t(_x*127.0f + 128.0f);
  42. const uint8_t yy = uint8_t(_y*127.0f + 128.0f);
  43. const uint8_t zz = uint8_t(_z*127.0f + 128.0f);
  44. const uint8_t ww = uint8_t(_w*127.0f + 128.0f);
  45. return packUint32(xx, yy, zz, ww);
  46. }
  47. static PosNormalTangentTexcoordVertex s_cubeVertices[24] =
  48. {
  49. {-1.0f, 1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f), 0, 0.0f, 0.0f },
  50. { 1.0f, 1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f), 0, 1.0f, 0.0f },
  51. {-1.0f, -1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f), 0, 0.0f, 1.0f },
  52. { 1.0f, -1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f), 0, 1.0f, 1.0f },
  53. {-1.0f, 1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f), 0, 0.0f, 0.0f },
  54. { 1.0f, 1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f), 0, 1.0f, 0.0f },
  55. {-1.0f, -1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f), 0, 0.0f, 1.0f },
  56. { 1.0f, -1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f), 0, 1.0f, 1.0f },
  57. {-1.0f, 1.0f, 1.0f, packF4u( 0.0f, 1.0f, 0.0f), 0, 0.0f, 0.0f },
  58. { 1.0f, 1.0f, 1.0f, packF4u( 0.0f, 1.0f, 0.0f), 0, 1.0f, 0.0f },
  59. {-1.0f, 1.0f, -1.0f, packF4u( 0.0f, 1.0f, 0.0f), 0, 0.0f, 1.0f },
  60. { 1.0f, 1.0f, -1.0f, packF4u( 0.0f, 1.0f, 0.0f), 0, 1.0f, 1.0f },
  61. {-1.0f, -1.0f, 1.0f, packF4u( 0.0f, -1.0f, 0.0f), 0, 0.0f, 0.0f },
  62. { 1.0f, -1.0f, 1.0f, packF4u( 0.0f, -1.0f, 0.0f), 0, 1.0f, 0.0f },
  63. {-1.0f, -1.0f, -1.0f, packF4u( 0.0f, -1.0f, 0.0f), 0, 0.0f, 1.0f },
  64. { 1.0f, -1.0f, -1.0f, packF4u( 0.0f, -1.0f, 0.0f), 0, 1.0f, 1.0f },
  65. { 1.0f, -1.0f, 1.0f, packF4u( 1.0f, 0.0f, 0.0f), 0, 0.0f, 0.0f },
  66. { 1.0f, 1.0f, 1.0f, packF4u( 1.0f, 0.0f, 0.0f), 0, 1.0f, 0.0f },
  67. { 1.0f, -1.0f, -1.0f, packF4u( 1.0f, 0.0f, 0.0f), 0, 0.0f, 1.0f },
  68. { 1.0f, 1.0f, -1.0f, packF4u( 1.0f, 0.0f, 0.0f), 0, 1.0f, 1.0f },
  69. {-1.0f, -1.0f, 1.0f, packF4u(-1.0f, 0.0f, 0.0f), 0, 0.0f, 0.0f },
  70. {-1.0f, 1.0f, 1.0f, packF4u(-1.0f, 0.0f, 0.0f), 0, 1.0f, 0.0f },
  71. {-1.0f, -1.0f, -1.0f, packF4u(-1.0f, 0.0f, 0.0f), 0, 0.0f, 1.0f },
  72. {-1.0f, 1.0f, -1.0f, packF4u(-1.0f, 0.0f, 0.0f), 0, 1.0f, 1.0f },
  73. };
  74. static const uint16_t s_cubeIndices[36] =
  75. {
  76. 0, 2, 1,
  77. 1, 2, 3,
  78. 4, 5, 6,
  79. 5, 7, 6,
  80. 8, 10, 9,
  81. 9, 10, 11,
  82. 12, 13, 14,
  83. 13, 15, 14,
  84. 16, 18, 17,
  85. 17, 18, 19,
  86. 20, 21, 22,
  87. 21, 23, 22,
  88. };
  89. static const char* s_shaderPath = NULL;
  90. static void shaderFilePath(char* _out, const char* _name)
  91. {
  92. strcpy(_out, s_shaderPath);
  93. strcat(_out, _name);
  94. strcat(_out, ".bin");
  95. }
  96. long int fsize(FILE* _file)
  97. {
  98. long int pos = ftell(_file);
  99. fseek(_file, 0L, SEEK_END);
  100. long int size = ftell(_file);
  101. fseek(_file, pos, SEEK_SET);
  102. return size;
  103. }
  104. static const bgfx::Memory* load(const char* _filePath)
  105. {
  106. FILE* file = fopen(_filePath, "rb");
  107. if (NULL != file)
  108. {
  109. uint32_t size = (uint32_t)fsize(file);
  110. const bgfx::Memory* mem = bgfx::alloc(size+1);
  111. size_t ignore = fread(mem->data, 1, size, file);
  112. BX_UNUSED(ignore);
  113. fclose(file);
  114. mem->data[mem->size-1] = '\0';
  115. return mem;
  116. }
  117. return NULL;
  118. }
  119. static const bgfx::Memory* loadShader(const char* _name)
  120. {
  121. char filePath[512];
  122. shaderFilePath(filePath, _name);
  123. return load(filePath);
  124. }
  125. static const bgfx::Memory* loadTexture(const char* _name)
  126. {
  127. char filePath[512];
  128. strcpy(filePath, "textures/");
  129. strcat(filePath, _name);
  130. return load(filePath);
  131. }
  132. void calcTangents(void* _vertices, uint16_t _numVertices, bgfx::VertexDecl _decl, const uint16_t* _indices, uint32_t _numIndices)
  133. {
  134. struct PosTexcoord
  135. {
  136. float m_x;
  137. float m_y;
  138. float m_z;
  139. float m_pad0;
  140. float m_u;
  141. float m_v;
  142. float m_pad1;
  143. float m_pad2;
  144. };
  145. float* tangents = new float[6*_numVertices];
  146. memset(tangents, 0, 6*_numVertices*sizeof(float) );
  147. PosTexcoord v0;
  148. PosTexcoord v1;
  149. PosTexcoord v2;
  150. for (uint32_t ii = 0, num = _numIndices/3; ii < num; ++ii)
  151. {
  152. const uint16_t* indices = &_indices[ii*3];
  153. uint32_t i0 = indices[0];
  154. uint32_t i1 = indices[1];
  155. uint32_t i2 = indices[2];
  156. bgfx::vertexUnpack(&v0.m_x, bgfx::Attrib::Position, _decl, _vertices, i0);
  157. bgfx::vertexUnpack(&v0.m_u, bgfx::Attrib::TexCoord0, _decl, _vertices, i0);
  158. bgfx::vertexUnpack(&v1.m_x, bgfx::Attrib::Position, _decl, _vertices, i1);
  159. bgfx::vertexUnpack(&v1.m_u, bgfx::Attrib::TexCoord0, _decl, _vertices, i1);
  160. bgfx::vertexUnpack(&v2.m_x, bgfx::Attrib::Position, _decl, _vertices, i2);
  161. bgfx::vertexUnpack(&v2.m_u, bgfx::Attrib::TexCoord0, _decl, _vertices, i2);
  162. const float bax = v1.m_x - v0.m_x;
  163. const float bay = v1.m_y - v0.m_y;
  164. const float baz = v1.m_z - v0.m_z;
  165. const float bau = v1.m_u - v0.m_u;
  166. const float bav = v1.m_v - v0.m_v;
  167. const float cax = v2.m_x - v0.m_x;
  168. const float cay = v2.m_y - v0.m_y;
  169. const float caz = v2.m_z - v0.m_z;
  170. const float cau = v2.m_u - v0.m_u;
  171. const float cav = v2.m_v - v0.m_v;
  172. const float det = (bau * cav - bav * cau);
  173. const float invDet = 1.0f / det;
  174. const float tx = (bax * cav - cax * bav) * invDet;
  175. const float ty = (bay * cav - cay * bav) * invDet;
  176. const float tz = (baz * cav - caz * bav) * invDet;
  177. const float bx = (cax * bau - bax * cau) * invDet;
  178. const float by = (cay * bau - bay * cau) * invDet;
  179. const float bz = (caz * bau - baz * cau) * invDet;
  180. for (uint32_t jj = 0; jj < 3; ++jj)
  181. {
  182. float* tanu = &tangents[indices[jj]*6];
  183. float* tanv = &tanu[3];
  184. tanu[0] += tx;
  185. tanu[1] += ty;
  186. tanu[2] += tz;
  187. tanv[0] += bx;
  188. tanv[1] += by;
  189. tanv[2] += bz;
  190. }
  191. }
  192. for (uint32_t ii = 0; ii < _numVertices; ++ii)
  193. {
  194. const float* tanu = &tangents[ii*6];
  195. const float* tanv = &tangents[ii*6 + 3];
  196. float normal[4];
  197. bgfx::vertexUnpack(normal, bgfx::Attrib::Normal, _decl, _vertices, ii);
  198. float ndt = vec3Dot(normal, tanu);
  199. float nxt[3];
  200. vec3Cross(nxt, normal, tanu);
  201. float tmp[3];
  202. tmp[0] = tanu[0] - normal[0] * ndt;
  203. tmp[1] = tanu[1] - normal[1] * ndt;
  204. tmp[2] = tanu[2] - normal[2] * ndt;
  205. float tangent[4];
  206. vec3Norm(tangent, tmp);
  207. tangent[3] = vec3Dot(nxt, tanv) < 0.0f ? -1.0f : 1.0f;
  208. bgfx::vertexPack(tangent, true, bgfx::Attrib::Tangent, _decl, _vertices, ii);
  209. }
  210. delete [] tangents;
  211. }
  212. int _main_(int _argc, char** _argv)
  213. {
  214. uint32_t width = 1280;
  215. uint32_t height = 720;
  216. uint32_t debug = BGFX_DEBUG_TEXT;
  217. bgfx::init();
  218. bgfx::reset(width, height);
  219. // Enable debug text.
  220. bgfx::setDebug(debug);
  221. // Set view 0 clear state.
  222. bgfx::setViewClear(0
  223. , BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
  224. , 0x303030ff
  225. , 1.0f
  226. , 0
  227. );
  228. // Setup root path for binary shaders. Shader binaries are different
  229. // for each renderer.
  230. switch (bgfx::getRendererType() )
  231. {
  232. default:
  233. case bgfx::RendererType::Direct3D9:
  234. s_shaderPath = "shaders/dx9/";
  235. break;
  236. case bgfx::RendererType::Direct3D11:
  237. s_shaderPath = "shaders/dx11/";
  238. break;
  239. case bgfx::RendererType::OpenGL:
  240. s_shaderPath = "shaders/glsl/";
  241. break;
  242. case bgfx::RendererType::OpenGLES2:
  243. case bgfx::RendererType::OpenGLES3:
  244. s_shaderPath = "shaders/gles/";
  245. break;
  246. }
  247. // Create vertex stream declaration.
  248. s_PosNormalTangentTexcoordDecl.begin();
  249. s_PosNormalTangentTexcoordDecl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float);
  250. s_PosNormalTangentTexcoordDecl.add(bgfx::Attrib::Normal, 4, bgfx::AttribType::Uint8, true, true);
  251. s_PosNormalTangentTexcoordDecl.add(bgfx::Attrib::Tangent, 4, bgfx::AttribType::Uint8, true, true);
  252. s_PosNormalTangentTexcoordDecl.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float);
  253. s_PosNormalTangentTexcoordDecl.end();
  254. const bgfx::Memory* mem;
  255. calcTangents(s_cubeVertices, countof(s_cubeVertices), s_PosNormalTangentTexcoordDecl, s_cubeIndices, countof(s_cubeIndices) );
  256. // Create static vertex buffer.
  257. mem = bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) );
  258. bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(mem, s_PosNormalTangentTexcoordDecl);
  259. // Create static index buffer.
  260. mem = bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) );
  261. bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(mem);
  262. // Create texture sampler uniforms.
  263. bgfx::UniformHandle u_texColor = bgfx::createUniform("u_texColor", bgfx::UniformType::Uniform1iv);
  264. bgfx::UniformHandle u_texNormal = bgfx::createUniform("u_texNormal", bgfx::UniformType::Uniform1iv);
  265. uint16_t numLights = 4;
  266. bgfx::UniformHandle u_lightPosRadius = bgfx::createUniform("u_lightPosRadius", bgfx::UniformType::Uniform4fv, numLights);
  267. bgfx::UniformHandle u_lightRgbInnerR = bgfx::createUniform("u_lightRgbInnerR", bgfx::UniformType::Uniform4fv, numLights);
  268. // Load vertex shader.
  269. mem = loadShader("vs_bump");
  270. bgfx::VertexShaderHandle vsh = bgfx::createVertexShader(mem);
  271. // Load fragment shader.
  272. mem = loadShader("fs_bump");
  273. bgfx::FragmentShaderHandle fsh = bgfx::createFragmentShader(mem);
  274. // Create program from shaders.
  275. bgfx::ProgramHandle program = bgfx::createProgram(vsh, fsh);
  276. // We can destroy vertex and fragment shader here since
  277. // their reference is kept inside bgfx after calling createProgram.
  278. // Vertex and fragment shader will be destroyed once program is^
  279. // destroyed.
  280. bgfx::destroyVertexShader(vsh);
  281. bgfx::destroyFragmentShader(fsh);
  282. // Load diffuse texture.
  283. mem = loadTexture("fieldstone-rgba.dds");
  284. bgfx::TextureHandle textureColor = bgfx::createTexture(mem);
  285. // Load normal texture.
  286. mem = loadTexture("fieldstone-n.dds");
  287. bgfx::TextureHandle textureNormal = bgfx::createTexture(mem);
  288. while (!processEvents(width, height, debug) )
  289. {
  290. // Set view 0 default viewport.
  291. bgfx::setViewRect(0, 0, 0, width, height);
  292. // This dummy draw call is here to make sure that view 0 is cleared
  293. // if no other draw calls are submitted to view 0.
  294. bgfx::submit(0);
  295. int64_t now = bx::getHPCounter();
  296. static int64_t last = now;
  297. const int64_t frameTime = now - last;
  298. last = now;
  299. const double freq = double(bx::getHPFrequency() );
  300. const double toMs = 1000.0/freq;
  301. float time = (float)(now/freq);
  302. // Use debug font to print information about this example.
  303. bgfx::dbgTextClear();
  304. bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/06-bump");
  305. bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Loading textures.");
  306. bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
  307. float at[3] = { 0.0f, 0.0f, 0.0f };
  308. float eye[3] = { 0.0f, 0.0f, -7.0f };
  309. float view[16];
  310. float proj[16];
  311. mtxLookAt(view, eye, at);
  312. mtxProj(proj, 60.0f, 16.0f/9.0f, 0.1f, 100.0f);
  313. float lightPosRadius[4][4];
  314. for (uint32_t ii = 0; ii < numLights; ++ii)
  315. {
  316. lightPosRadius[ii][0] = sin( (time*(0.1f + ii*0.17f) + float(ii*M_PI_2)*1.37f ) )*3.0f;
  317. lightPosRadius[ii][1] = cos( (time*(0.2f + ii*0.29f) + float(ii*M_PI_2)*1.49f ) )*3.0f;
  318. lightPosRadius[ii][2] = -2.5f;
  319. lightPosRadius[ii][3] = 3.0f;
  320. }
  321. bgfx::setUniform(u_lightPosRadius, lightPosRadius, numLights);
  322. float lightRgbInnerR[4][4] =
  323. {
  324. { 1.0f, 0.7f, 0.2f, 0.8f },
  325. { 0.7f, 0.2f, 1.0f, 0.8f },
  326. { 0.2f, 1.0f, 0.7f, 0.8f },
  327. { 1.0f, 0.4f, 0.2f, 0.8f },
  328. };
  329. bgfx::setUniform(u_lightRgbInnerR, lightRgbInnerR, numLights);
  330. // Set view and projection matrix for view 0.
  331. bgfx::setViewTransform(0, view, proj);
  332. const uint16_t instanceStride = 64;
  333. const bgfx::InstanceDataBuffer* idb = bgfx::allocInstanceDataBuffer(9, instanceStride);
  334. if (NULL != idb)
  335. {
  336. uint8_t* data = idb->data;
  337. // Write instance data for 3x3 cubes.
  338. for (uint32_t yy = 0; yy < 3; ++yy)
  339. {
  340. for (uint32_t xx = 0; xx < 3; ++xx)
  341. {
  342. float* mtx = (float*)data;
  343. mtxRotateXY(mtx, time*0.023f + xx*0.21f, time*0.03f + yy*0.37f);
  344. mtx[12] = -3.0f + float(xx)*3.0f;
  345. mtx[13] = -3.0f + float(yy)*3.0f;
  346. mtx[14] = 0.0f;
  347. float* color = (float*)&data[64];
  348. color[0] = sin(time+float(xx)/11.0f)*0.5f+0.5f;
  349. color[1] = cos(time+float(yy)/11.0f)*0.5f+0.5f;
  350. color[2] = sin(time*3.0f)*0.5f+0.5f;
  351. color[3] = 1.0f;
  352. data += instanceStride;
  353. }
  354. }
  355. uint16_t numInstances = (uint16_t)( (data - idb->data)/instanceStride);
  356. // Set vertex and fragment shaders.
  357. bgfx::setProgram(program);
  358. // Set vertex and index buffer.
  359. bgfx::setVertexBuffer(vbh);
  360. bgfx::setIndexBuffer(ibh);
  361. // Set instance data buffer.
  362. bgfx::setInstanceDataBuffer(idb, numInstances);
  363. // Bind textures.
  364. bgfx::setTexture(0, u_texColor, textureColor);
  365. bgfx::setTexture(1, u_texNormal, textureNormal);
  366. // Set render states.
  367. bgfx::setState(BGFX_STATE_RGB_WRITE
  368. |BGFX_STATE_DEPTH_WRITE
  369. |BGFX_STATE_DEPTH_TEST_LESS
  370. );
  371. // Submit primitive for rendering to view 0.
  372. bgfx::submit(0);
  373. }
  374. // Advance to next frame. Rendering thread will be kicked to
  375. // process submitted rendering primitives.
  376. bgfx::frame();
  377. }
  378. // Cleanup.
  379. bgfx::destroyIndexBuffer(ibh);
  380. bgfx::destroyVertexBuffer(vbh);
  381. bgfx::destroyProgram(program);
  382. bgfx::destroyTexture(textureColor);
  383. bgfx::destroyTexture(textureNormal);
  384. bgfx::destroyUniform(u_texColor);
  385. bgfx::destroyUniform(u_texNormal);
  386. // Shutdown bgfx.
  387. bgfx::shutdown();
  388. return 0;
  389. }