bump.cpp 13 KB

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  1. /*
  2. * Copyright 2011-2012 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/dbg.h"
  10. #include "../common/math.h"
  11. #include <stdio.h>
  12. #include <string.h>
  13. struct PosNormalTangentTexcoordVertex
  14. {
  15. float m_x;
  16. float m_y;
  17. float m_z;
  18. uint32_t m_normal;
  19. uint32_t m_tangent;
  20. float m_u;
  21. float m_v;
  22. };
  23. static bgfx::VertexDecl s_PosNormalTangentTexcoordDecl;
  24. uint32_t packUint32(uint8_t _x, uint8_t _y, uint8_t _z, uint8_t _w)
  25. {
  26. union
  27. {
  28. uint32_t ui32;
  29. uint8_t arr[4];
  30. } un;
  31. un.arr[0] = _x;
  32. un.arr[1] = _y;
  33. un.arr[2] = _z;
  34. un.arr[3] = _w;
  35. return un.ui32;
  36. }
  37. void unpackUint32(uint8_t _result[4], uint32_t _packed)
  38. {
  39. union
  40. {
  41. uint32_t ui32;
  42. uint8_t arr[4];
  43. } un;
  44. un.ui32 = _packed;
  45. _result[0] = un.arr[0];
  46. _result[1] = un.arr[1];
  47. _result[2] = un.arr[2];
  48. _result[3] = un.arr[3];
  49. }
  50. uint32_t packF4u(float _x, float _y = 0.0f, float _z = 0.0f, float _w = 0.0f)
  51. {
  52. const uint8_t xx = uint8_t(_x*127.0f + 128.0f);
  53. const uint8_t yy = uint8_t(_y*127.0f + 128.0f);
  54. const uint8_t zz = uint8_t(_z*127.0f + 128.0f);
  55. const uint8_t ww = uint8_t(_w*127.0f + 128.0f);
  56. return packUint32(xx, yy, zz, ww);
  57. }
  58. void unpackF4u(float _result[4], uint32_t _packed)
  59. {
  60. uint8_t unpacked[4];
  61. unpackUint32(unpacked, _packed);
  62. _result[0] = (float(unpacked[0]) - 128.0f)/127.0f;
  63. _result[1] = (float(unpacked[1]) - 128.0f)/127.0f;
  64. _result[2] = (float(unpacked[2]) - 128.0f)/127.0f;
  65. _result[3] = (float(unpacked[3]) - 128.0f)/127.0f;
  66. }
  67. static PosNormalTangentTexcoordVertex s_cubeVertices[24] =
  68. {
  69. {-1.0f, 1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f), 0, 0.0f, 0.0f },
  70. { 1.0f, 1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f), 0, 1.0f, 0.0f },
  71. {-1.0f, -1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f), 0, 0.0f, 1.0f },
  72. { 1.0f, -1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f), 0, 1.0f, 1.0f },
  73. {-1.0f, 1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f), 0, 0.0f, 0.0f },
  74. { 1.0f, 1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f), 0, 1.0f, 0.0f },
  75. {-1.0f, -1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f), 0, 0.0f, 1.0f },
  76. { 1.0f, -1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f), 0, 1.0f, 1.0f },
  77. {-1.0f, 1.0f, 1.0f, packF4u( 0.0f, 1.0f, 0.0f), 0, 0.0f, 0.0f },
  78. { 1.0f, 1.0f, 1.0f, packF4u( 0.0f, 1.0f, 0.0f), 0, 1.0f, 0.0f },
  79. {-1.0f, 1.0f, -1.0f, packF4u( 0.0f, 1.0f, 0.0f), 0, 0.0f, 1.0f },
  80. { 1.0f, 1.0f, -1.0f, packF4u( 0.0f, 1.0f, 0.0f), 0, 1.0f, 1.0f },
  81. {-1.0f, -1.0f, 1.0f, packF4u( 0.0f, -1.0f, 0.0f), 0, 0.0f, 0.0f },
  82. { 1.0f, -1.0f, 1.0f, packF4u( 0.0f, -1.0f, 0.0f), 0, 1.0f, 0.0f },
  83. {-1.0f, -1.0f, -1.0f, packF4u( 0.0f, -1.0f, 0.0f), 0, 0.0f, 1.0f },
  84. { 1.0f, -1.0f, -1.0f, packF4u( 0.0f, -1.0f, 0.0f), 0, 1.0f, 1.0f },
  85. { 1.0f, -1.0f, 1.0f, packF4u( 1.0f, 0.0f, 0.0f), 0, 0.0f, 0.0f },
  86. { 1.0f, 1.0f, 1.0f, packF4u( 1.0f, 0.0f, 0.0f), 0, 1.0f, 0.0f },
  87. { 1.0f, -1.0f, -1.0f, packF4u( 1.0f, 0.0f, 0.0f), 0, 0.0f, 1.0f },
  88. { 1.0f, 1.0f, -1.0f, packF4u( 1.0f, 0.0f, 0.0f), 0, 1.0f, 1.0f },
  89. {-1.0f, -1.0f, 1.0f, packF4u(-1.0f, 0.0f, 0.0f), 0, 0.0f, 0.0f },
  90. {-1.0f, 1.0f, 1.0f, packF4u(-1.0f, 0.0f, 0.0f), 0, 1.0f, 0.0f },
  91. {-1.0f, -1.0f, -1.0f, packF4u(-1.0f, 0.0f, 0.0f), 0, 0.0f, 1.0f },
  92. {-1.0f, 1.0f, -1.0f, packF4u(-1.0f, 0.0f, 0.0f), 0, 1.0f, 1.0f },
  93. };
  94. static const uint16_t s_cubeIndices[36] =
  95. {
  96. 0, 2, 1,
  97. 1, 2, 3,
  98. 4, 5, 6,
  99. 5, 7, 6,
  100. 8, 10, 9,
  101. 9, 10, 11,
  102. 12, 13, 14,
  103. 13, 15, 14,
  104. 16, 18, 17,
  105. 17, 18, 19,
  106. 20, 21, 22,
  107. 21, 23, 22,
  108. };
  109. static const char* s_shaderPath = NULL;
  110. static void shaderFilePath(char* _out, const char* _name)
  111. {
  112. strcpy(_out, s_shaderPath);
  113. strcat(_out, _name);
  114. strcat(_out, ".bin");
  115. }
  116. long int fsize(FILE* _file)
  117. {
  118. long int pos = ftell(_file);
  119. fseek(_file, 0L, SEEK_END);
  120. long int size = ftell(_file);
  121. fseek(_file, pos, SEEK_SET);
  122. return size;
  123. }
  124. static const bgfx::Memory* load(const char* _filePath)
  125. {
  126. FILE* file = fopen(_filePath, "rb");
  127. if (NULL != file)
  128. {
  129. uint32_t size = (uint32_t)fsize(file);
  130. const bgfx::Memory* mem = bgfx::alloc(size+1);
  131. size_t ignore = fread(mem->data, 1, size, file);
  132. BX_UNUSED(ignore);
  133. fclose(file);
  134. mem->data[mem->size-1] = '\0';
  135. return mem;
  136. }
  137. return NULL;
  138. }
  139. static const bgfx::Memory* loadShader(const char* _name)
  140. {
  141. char filePath[512];
  142. shaderFilePath(filePath, _name);
  143. return load(filePath);
  144. }
  145. static const bgfx::Memory* loadTexture(const char* _name)
  146. {
  147. char filePath[512];
  148. strcpy(filePath, "textures/");
  149. strcat(filePath, _name);
  150. return load(filePath);
  151. }
  152. template<typename Ty>
  153. void calcTangents(const uint16_t* _indices, uint32_t _numIndices, Ty* _vertices, uint16_t _numVertices)
  154. {
  155. float* tangents = new float[6*_numVertices];
  156. memset(tangents, 0, 6*_numVertices*sizeof(float) );
  157. for (uint32_t ii = 0, num = _numIndices/3; ii < num; ++ii)
  158. {
  159. const uint16_t* indices = &_indices[ii*3];
  160. const Ty& v0 = _vertices[indices[0] ];
  161. const Ty& v1 = _vertices[indices[1] ];
  162. const Ty& v2 = _vertices[indices[2] ];
  163. const float bax = v1.m_x - v0.m_x;
  164. const float bay = v1.m_y - v0.m_y;
  165. const float baz = v1.m_z - v0.m_z;
  166. const float bau = v1.m_u - v0.m_u;
  167. const float bav = v1.m_v - v0.m_v;
  168. const float cax = v2.m_x - v0.m_x;
  169. const float cay = v2.m_y - v0.m_y;
  170. const float caz = v2.m_z - v0.m_z;
  171. const float cau = v2.m_u - v0.m_u;
  172. const float cav = v2.m_v - v0.m_v;
  173. const float det = (bau * cav - bav * cau);
  174. const float invDet = 1.0f / det;
  175. const float tx = (bax * cav - cax * bav) * invDet;
  176. const float ty = (bay * cav - cay * bav) * invDet;
  177. const float tz = (baz * cav - caz * bav) * invDet;
  178. const float bx = (cax * bau - bax * cau) * invDet;
  179. const float by = (cay * bau - bay * cau) * invDet;
  180. const float bz = (caz * bau - baz * cau) * invDet;
  181. for (uint32_t jj = 0; jj < 3; ++jj)
  182. {
  183. float* tanu = &tangents[indices[jj]*6];
  184. float* tanv = &tanu[3];
  185. tanu[0] += tx;
  186. tanu[1] += ty;
  187. tanu[2] += tz;
  188. tanv[0] += bx;
  189. tanv[1] += by;
  190. tanv[2] += bz;
  191. }
  192. }
  193. for (uint32_t ii = 0; ii < _numVertices; ++ii)
  194. {
  195. Ty& v0 = _vertices[ii];
  196. const float* tanu = &tangents[ii*6];
  197. const float* tanv = &tangents[ii*6 + 3];
  198. float normal[4];
  199. unpackF4u(normal, v0.m_normal);
  200. float ndt = vec3Dot(normal, tanu);
  201. float nxt[3];
  202. vec3Cross(nxt, normal, tanu);
  203. float tmp[3];
  204. tmp[0] = tanu[0] - normal[0] * ndt;
  205. tmp[1] = tanu[1] - normal[1] * ndt;
  206. tmp[2] = tanu[2] - normal[2] * ndt;
  207. float tangent[3];
  208. vec3Norm(tangent, tmp);
  209. float tw = vec3Dot(nxt, tanv) < 0.0f ? -1.0f : 1.0f;
  210. v0.m_tangent = packF4u(tangent[0], tangent[1], tangent[2], tw);
  211. }
  212. }
  213. int _main_(int _argc, char** _argv)
  214. {
  215. bgfx::init();
  216. bgfx::reset(1280, 720);
  217. // Enable debug text.
  218. bgfx::setDebug(BGFX_DEBUG_TEXT);
  219. // Set view 0 default viewport.
  220. bgfx::setViewRect(0, 0, 0, 1280, 720);
  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);
  251. s_PosNormalTangentTexcoordDecl.add(bgfx::Attrib::Tangent, 4, bgfx::AttribType::Uint8, true);
  252. s_PosNormalTangentTexcoordDecl.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float);
  253. s_PosNormalTangentTexcoordDecl.end();
  254. const bgfx::Memory* mem;
  255. calcTangents(s_cubeIndices, countof(s_cubeIndices), s_cubeVertices, countof(s_cubeVertices) );
  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 texture_rgba = bgfx::createTexture(mem);
  285. // Load normal texture.
  286. mem = loadTexture("fieldstone-n.dds");
  287. bgfx::TextureHandle texture_n = bgfx::createTexture(mem);
  288. while (true)
  289. {
  290. // This dummy draw call is here to make sure that view 0 is cleared
  291. // if no other draw calls are submitted to view 0.
  292. bgfx::submit(0);
  293. int64_t now = bx::getHPCounter();
  294. static int64_t last = now;
  295. const int64_t frameTime = now - last;
  296. last = now;
  297. const double freq = double(bx::getHPFrequency() );
  298. const double toMs = 1000.0/freq;
  299. float time = (float)(now/freq);
  300. // Use debug font to print information about this example.
  301. bgfx::dbgTextClear();
  302. bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/06-bump");
  303. bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Loading textures.");
  304. bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
  305. float at[3] = { 0.0f, 0.0f, 0.0f };
  306. float eye[3] = { 0.0f, 0.0f, -7.0f };
  307. float view[16];
  308. float proj[16];
  309. mtxLookAt(view, eye, at);
  310. mtxProj(proj, 60.0f, 16.0f/9.0f, 0.1f, 100.0f);
  311. float lightPosRadius[4][4];
  312. for (uint32_t ii = 0; ii < numLights; ++ii)
  313. {
  314. lightPosRadius[ii][0] = sin( (time*(0.1f + ii*0.17f) + float(ii*M_PI_2)*1.37f ) )*3.0f;
  315. lightPosRadius[ii][1] = cos( (time*(0.2f + ii*0.29f) + float(ii*M_PI_2)*1.49f ) )*3.0f;
  316. lightPosRadius[ii][2] = -2.5f;
  317. lightPosRadius[ii][3] = 3.0f;
  318. }
  319. bgfx::setUniform(u_lightPosRadius, lightPosRadius, numLights);
  320. float lightRgbInnerR[4][4] =
  321. {
  322. { 1.0f, 0.7f, 0.2f, 0.8f },
  323. { 0.7f, 0.2f, 1.0f, 0.8f },
  324. { 0.2f, 1.0f, 0.7f, 0.8f },
  325. { 1.0f, 0.4f, 0.2f, 0.8f },
  326. };
  327. bgfx::setUniform(u_lightRgbInnerR, lightRgbInnerR, numLights);
  328. // Set view and projection matrix for view 0.
  329. bgfx::setViewTransform(0, view, proj);
  330. const uint16_t instanceStride = 64;
  331. const bgfx::InstanceDataBuffer* idb = bgfx::allocInstanceDataBuffer(9, instanceStride);
  332. if (NULL != idb)
  333. {
  334. uint8_t* data = idb->data;
  335. // Write instance data for 3x3 cubes.
  336. for (uint32_t yy = 0; yy < 3; ++yy)
  337. {
  338. for (uint32_t xx = 0; xx < 3; ++xx)
  339. {
  340. float* mtx = (float*)data;
  341. mtxRotateXY(mtx, time*0.023f + xx*0.21f, time*0.03f + yy*0.37f);
  342. mtx[12] = -3.0f + float(xx)*3.0f;
  343. mtx[13] = -3.0f + float(yy)*3.0f;
  344. mtx[14] = 0.0f;
  345. float* color = (float*)&data[64];
  346. color[0] = sin(time+float(xx)/11.0f)*0.5f+0.5f;
  347. color[1] = cos(time+float(yy)/11.0f)*0.5f+0.5f;
  348. color[2] = sin(time*3.0f)*0.5f+0.5f;
  349. color[3] = 1.0f;
  350. data += instanceStride;
  351. }
  352. }
  353. uint16_t numInstances = (uint16_t)( (data - idb->data)/instanceStride);
  354. // Set vertex and fragment shaders.
  355. bgfx::setProgram(program);
  356. // Set vertex and index buffer.
  357. bgfx::setVertexBuffer(vbh);
  358. bgfx::setIndexBuffer(ibh);
  359. // Set instance data buffer.
  360. bgfx::setInstanceDataBuffer(idb, numInstances);
  361. // Bind textures.
  362. bgfx::setTexture(0, u_texColor, texture_rgba);
  363. bgfx::setTexture(1, u_texNormal, texture_n);
  364. // Set render states.
  365. bgfx::setState(BGFX_STATE_RGB_WRITE
  366. |BGFX_STATE_DEPTH_WRITE
  367. |BGFX_STATE_DEPTH_TEST_LESS
  368. );
  369. // Submit primitive for rendering to view 0.
  370. bgfx::submit(0);
  371. }
  372. // Advance to next frame. Rendering thread will be kicked to
  373. // process submitted rendering primitives.
  374. bgfx::frame();
  375. }
  376. // Cleanup.
  377. bgfx::destroyIndexBuffer(ibh);
  378. bgfx::destroyVertexBuffer(vbh);
  379. bgfx::destroyProgram(program);
  380. bgfx::destroyTexture(texture_rgba);
  381. bgfx::destroyTexture(texture_n);
  382. bgfx::destroyUniform(u_texColor);
  383. bgfx::destroyUniform(u_texNormal);
  384. // Shutdown bgfx.
  385. bgfx::shutdown();
  386. return 0;
  387. }