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- /*
- * Copyright 2011-2012 Branimir Karadzic. All rights reserved.
- * License: http://www.opensource.org/licenses/BSD-2-Clause
- */
- #include <bgfx.h>
- #include <bx/bx.h>
- #include <bx/timer.h>
- #include "../common/dbg.h"
- #include "../common/math.h"
- #include <stdio.h>
- #include <string.h>
- struct PosColorTexCoord0Vertex
- {
- float m_x;
- float m_y;
- float m_z;
- uint32_t m_abgr;
- float m_u;
- float m_v;
- };
- static bgfx::VertexDecl s_PosColorTexCoord0Decl;
- static const char* s_shaderPath = NULL;
- static bool s_flipV = false;
- static void shaderFilePath(char* _out, const char* _name)
- {
- strcpy(_out, s_shaderPath);
- strcat(_out, _name);
- strcat(_out, ".bin");
- }
- long int fsize(FILE* _file)
- {
- long int pos = ftell(_file);
- fseek(_file, 0L, SEEK_END);
- long int size = ftell(_file);
- fseek(_file, pos, SEEK_SET);
- return size;
- }
- static const bgfx::Memory* load(const char* _filePath)
- {
- FILE* file = fopen(_filePath, "rb");
- if (NULL != file)
- {
- uint32_t size = (uint32_t)fsize(file);
- const bgfx::Memory* mem = bgfx::alloc(size+1);
- size_t ignore = fread(mem->data, 1, size, file);
- BX_UNUSED(ignore);
- fclose(file);
- mem->data[mem->size-1] = '\0';
- return mem;
- }
- return NULL;
- }
- static const bgfx::Memory* loadShader(const char* _name)
- {
- char filePath[512];
- shaderFilePath(filePath, _name);
- return load(filePath);
- }
- static bgfx::ProgramHandle loadProgram(const char* _vsName, const char* _fsName)
- {
- const bgfx::Memory* mem;
- // Load vertex shader.
- mem = loadShader(_vsName);
- bgfx::VertexShaderHandle vsh = bgfx::createVertexShader(mem);
- // Load fragment shader.
- mem = loadShader(_fsName);
- bgfx::FragmentShaderHandle fsh = bgfx::createFragmentShader(mem);
- // Create program from shaders.
- bgfx::ProgramHandle program = bgfx::createProgram(vsh, fsh);
- // We can destroy vertex and fragment shader here since
- // their reference is kept inside bgfx after calling createProgram.
- // Vertex and fragment shader will be destroyed once program is
- // destroyed.
- bgfx::destroyVertexShader(vsh);
- bgfx::destroyFragmentShader(fsh);
- return program;
- }
- bool allocTransientBuffers(bgfx::TransientVertexBuffer* _tvb, const bgfx::VertexDecl& _decl, uint16_t _numVertices, bgfx::TransientIndexBuffer* _tib, uint16_t _numIndices)
- {
- if (bgfx::checkAvailTransientVertexBuffer(_numVertices, _decl)
- && bgfx::checkAvailTransientIndexBuffer(_numIndices) )
- {
- bgfx::allocTransientVertexBuffer(_tvb, _numVertices, _decl);
- bgfx::allocTransientIndexBuffer(_tib, _numIndices);
- return true;
- }
- return false;
- }
- void renderScreenSpaceQuad(uint32_t _view, bgfx::ProgramHandle _program, float _x, float _y, float _width, float _height)
- {
- bgfx::TransientVertexBuffer tvb;
- bgfx::TransientIndexBuffer tib;
- if (allocTransientBuffers(&tvb, s_PosColorTexCoord0Decl, 4, &tib, 6) )
- {
- PosColorTexCoord0Vertex* vertex = (PosColorTexCoord0Vertex*)tvb.data;
- float zz = 0.0f;
- const float minx = _x;
- const float maxx = _x + _width;
- const float miny = _y;
- const float maxy = _y + _height;
- float minu = -1.0f;
- float minv = -1.0f;
- float maxu = 1.0f;
- float maxv = 1.0f;
- vertex[0].m_x = minx;
- vertex[0].m_y = miny;
- vertex[0].m_z = zz;
- vertex[0].m_abgr = 0xff0000ff;
- vertex[0].m_u = minu;
- vertex[0].m_v = minv;
- vertex[1].m_x = maxx;
- vertex[1].m_y = miny;
- vertex[1].m_z = zz;
- vertex[1].m_abgr = 0xff00ff00;
- vertex[1].m_u = maxu;
- vertex[1].m_v = minv;
- vertex[2].m_x = maxx;
- vertex[2].m_y = maxy;
- vertex[2].m_z = zz;
- vertex[2].m_abgr = 0xffff0000;
- vertex[2].m_u = maxu;
- vertex[2].m_v = maxv;
- vertex[3].m_x = minx;
- vertex[3].m_y = maxy;
- vertex[3].m_z = zz;
- vertex[3].m_abgr = 0xffffffff;
- vertex[3].m_u = minu;
- vertex[3].m_v = maxv;
- uint16_t* indices = (uint16_t*)tib.data;
- indices[0] = 0;
- indices[1] = 1;
- indices[2] = 2;
- indices[3] = 0;
- indices[4] = 2;
- indices[5] = 3;
- bgfx::setProgram(_program);
- bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE|BGFX_STATE_DEPTH_TEST_LESS|BGFX_STATE_DEPTH_WRITE);
- bgfx::setIndexBuffer(&tib);
- bgfx::setVertexBuffer(&tvb);
- bgfx::submit(_view);
- }
- }
- int _main_(int _argc, char** _argv)
- {
- bgfx::init();
- bgfx::reset(1280, 720);
- // Enable debug text.
- bgfx::setDebug(BGFX_DEBUG_TEXT);
- // Set view 0 default viewport.
- bgfx::setViewRect(0, 0, 0, 1280, 720);
- // Set view 1 default viewport.
- bgfx::setViewRect(1, 0, 0, 1280, 720);
- // Set view 0 clear state.
- bgfx::setViewClear(0
- , BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
- , 0x303030ff
- , 1.0f
- , 0
- );
- // Setup root path for binary shaders. Shader binaries are different
- // for each renderer.
- switch (bgfx::getRendererType() )
- {
- default:
- case bgfx::RendererType::Direct3D9:
- s_shaderPath = "shaders/dx9/";
- break;
- case bgfx::RendererType::Direct3D11:
- s_shaderPath = "shaders/dx11/";
- break;
- case bgfx::RendererType::OpenGL:
- s_shaderPath = "shaders/glsl/";
- s_flipV = true;
- break;
- case bgfx::RendererType::OpenGLES2:
- case bgfx::RendererType::OpenGLES3:
- s_shaderPath = "shaders/gles/";
- s_flipV = true;
- break;
- }
- // Create vertex stream declaration.
- s_PosColorTexCoord0Decl.begin();
- s_PosColorTexCoord0Decl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float);
- s_PosColorTexCoord0Decl.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true);
- s_PosColorTexCoord0Decl.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float);
- s_PosColorTexCoord0Decl.end();
- bgfx::UniformHandle u_time = bgfx::createUniform("u_time", bgfx::UniformType::Uniform1f);
- bgfx::UniformHandle u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Uniform4x4fv);
- bgfx::UniformHandle u_lightDir = bgfx::createUniform("u_lightDir", bgfx::UniformType::Uniform3fv);
- bgfx::ProgramHandle raymarching = loadProgram("vs_raymarching", "fs_raymarching");
- while (true)
- {
- // This dummy draw call is here to make sure that view 0 is cleared
- // if no other draw calls are submitted to viewZ 0.
- bgfx::submit(0);
- int64_t now = bx::getHPCounter();
- static int64_t last = now;
- const int64_t frameTime = now - last;
- last = now;
- const double freq = double(bx::getHPFrequency() );
- const double toMs = 1000.0/freq;
- // Use debug font to print information about this example.
- bgfx::dbgTextClear();
- bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/03-raymarch");
- bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Updating shader uniforms.");
- bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
- float at[3] = { 0.0f, 0.0f, 0.0f };
- float eye[3] = { 0.0f, 0.0f, -15.0f };
-
- float view[16];
- float proj[16];
- mtxLookAt(view, eye, at);
- mtxProj(proj, 60.0f, 16.0f/9.0f, 0.1f, 100.0f);
- // Set view and projection matrix for view 1.
- bgfx::setViewTransform(0, view, proj);
- float ortho[16];
- mtxOrtho(ortho, 0.0f, 1280.0f, 720.0f, 0.0f, 0.0f, 100.0f);
- // Set view and projection matrix for view 0.
- bgfx::setViewTransform(1, NULL, ortho);
- float time = (float)(bx::getHPCounter()/double(bx::getHPFrequency() ) );
- float vp[16];
- mtxMul(vp, view, proj);
- float mtx[16];
- mtxRotateXY(mtx
- , time
- , time*0.37f
- );
- float mtxInv[16];
- mtxInverse(mtxInv, mtx);
- float lightDirModel[4] = { -0.4f, -0.5f, -1.0f, 0.0f };
- float lightDirModelN[4];
- vec3Norm(lightDirModelN, lightDirModel);
- float lightDir[4];
- vec4MulMtx(lightDir, lightDirModelN, mtxInv);
- bgfx::setUniform(u_lightDir, lightDir);
- float mvp[16];
- mtxMul(mvp, mtx, vp);
- float invMvp[16];
- mtxInverse(invMvp, mvp);
- bgfx::setUniform(u_mtx, invMvp);
- bgfx::setUniform(u_time, &time);
- renderScreenSpaceQuad(1, raymarching, 0.0f, 0.0f, 1280.0f, 720.0f);
- // Advance to next frame. Rendering thread will be kicked to
- // process submitted rendering primitives.
- bgfx::frame();
- }
- // Cleanup.
- bgfx::destroyProgram(raymarching);
- bgfx::destroyUniform(u_time);
- bgfx::destroyUniform(u_mtx);
- bgfx::destroyUniform(u_lightDir);
- // Shutdown bgfx.
- bgfx::shutdown();
- return 0;
- }
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