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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/countof.h>
- #include <bx/timer.h>
- #include "../common/dbg.h"
- #include "../common/math.h"
- #include <stdio.h>
- #include <string.h>
- struct PosNormalTangentTexcoordVertex
- {
- float m_x;
- float m_y;
- float m_z;
- uint32_t m_normal;
- uint32_t m_tangent;
- float m_u;
- float m_v;
- };
- static bgfx::VertexDecl s_PosNormalTangentTexcoordDecl;
- uint32_t packUint32(uint8_t _x, uint8_t _y, uint8_t _z, uint8_t _w)
- {
- union
- {
- uint32_t ui32;
- uint8_t arr[4];
- } un;
- un.arr[0] = _x;
- un.arr[1] = _y;
- un.arr[2] = _z;
- un.arr[3] = _w;
- return un.ui32;
- }
- void unpackUint32(uint8_t _result[4], uint32_t _packed)
- {
- union
- {
- uint32_t ui32;
- uint8_t arr[4];
- } un;
- un.ui32 = _packed;
- _result[0] = un.arr[0];
- _result[1] = un.arr[1];
- _result[2] = un.arr[2];
- _result[3] = un.arr[3];
- }
- uint32_t packF4u(float _x, float _y = 0.0f, float _z = 0.0f, float _w = 0.0f)
- {
- const uint8_t xx = uint8_t(_x*127.0f + 128.0f);
- const uint8_t yy = uint8_t(_y*127.0f + 128.0f);
- const uint8_t zz = uint8_t(_z*127.0f + 128.0f);
- const uint8_t ww = uint8_t(_w*127.0f + 128.0f);
- return packUint32(xx, yy, zz, ww);
- }
- void unpackF4u(float _result[4], uint32_t _packed)
- {
- uint8_t unpacked[4];
- unpackUint32(unpacked, _packed);
- _result[0] = (float(unpacked[0]) - 128.0f)/127.0f;
- _result[1] = (float(unpacked[1]) - 128.0f)/127.0f;
- _result[2] = (float(unpacked[2]) - 128.0f)/127.0f;
- _result[3] = (float(unpacked[3]) - 128.0f)/127.0f;
- }
- static PosNormalTangentTexcoordVertex s_cubeVertices[24] =
- {
- {-1.0f, 1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f), 0, 0.0f, 0.0f },
- { 1.0f, 1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f), 0, 1.0f, 0.0f },
- {-1.0f, -1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f), 0, 0.0f, 1.0f },
- { 1.0f, -1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f), 0, 1.0f, 1.0f },
- {-1.0f, 1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f), 0, 0.0f, 0.0f },
- { 1.0f, 1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f), 0, 1.0f, 0.0f },
- {-1.0f, -1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f), 0, 0.0f, 1.0f },
- { 1.0f, -1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f), 0, 1.0f, 1.0f },
- {-1.0f, 1.0f, 1.0f, packF4u( 0.0f, 1.0f, 0.0f), 0, 0.0f, 0.0f },
- { 1.0f, 1.0f, 1.0f, packF4u( 0.0f, 1.0f, 0.0f), 0, 1.0f, 0.0f },
- {-1.0f, 1.0f, -1.0f, packF4u( 0.0f, 1.0f, 0.0f), 0, 0.0f, 1.0f },
- { 1.0f, 1.0f, -1.0f, packF4u( 0.0f, 1.0f, 0.0f), 0, 1.0f, 1.0f },
- {-1.0f, -1.0f, 1.0f, packF4u( 0.0f, -1.0f, 0.0f), 0, 0.0f, 0.0f },
- { 1.0f, -1.0f, 1.0f, packF4u( 0.0f, -1.0f, 0.0f), 0, 1.0f, 0.0f },
- {-1.0f, -1.0f, -1.0f, packF4u( 0.0f, -1.0f, 0.0f), 0, 0.0f, 1.0f },
- { 1.0f, -1.0f, -1.0f, packF4u( 0.0f, -1.0f, 0.0f), 0, 1.0f, 1.0f },
- { 1.0f, -1.0f, 1.0f, packF4u( 1.0f, 0.0f, 0.0f), 0, 0.0f, 0.0f },
- { 1.0f, 1.0f, 1.0f, packF4u( 1.0f, 0.0f, 0.0f), 0, 1.0f, 0.0f },
- { 1.0f, -1.0f, -1.0f, packF4u( 1.0f, 0.0f, 0.0f), 0, 0.0f, 1.0f },
- { 1.0f, 1.0f, -1.0f, packF4u( 1.0f, 0.0f, 0.0f), 0, 1.0f, 1.0f },
- {-1.0f, -1.0f, 1.0f, packF4u(-1.0f, 0.0f, 0.0f), 0, 0.0f, 0.0f },
- {-1.0f, 1.0f, 1.0f, packF4u(-1.0f, 0.0f, 0.0f), 0, 1.0f, 0.0f },
- {-1.0f, -1.0f, -1.0f, packF4u(-1.0f, 0.0f, 0.0f), 0, 0.0f, 1.0f },
- {-1.0f, 1.0f, -1.0f, packF4u(-1.0f, 0.0f, 0.0f), 0, 1.0f, 1.0f },
- };
- static const uint16_t s_cubeIndices[36] =
- {
- 0, 2, 1,
- 1, 2, 3,
- 4, 5, 6,
- 5, 7, 6,
- 8, 10, 9,
- 9, 10, 11,
- 12, 13, 14,
- 13, 15, 14,
- 16, 18, 17,
- 17, 18, 19,
- 20, 21, 22,
- 21, 23, 22,
- };
- static const char* s_shaderPath = NULL;
- 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 const bgfx::Memory* loadTexture(const char* _name)
- {
- char filePath[512];
- strcpy(filePath, "textures/");
- strcat(filePath, _name);
- return load(filePath);
- }
- template<typename Ty>
- void calcTangents(const uint16_t* _indices, uint32_t _numIndices, Ty* _vertices, uint16_t _numVertices)
- {
- float* tangents = new float[6*_numVertices];
- memset(tangents, 0, 6*_numVertices*sizeof(float) );
- for (uint32_t ii = 0, num = _numIndices/3; ii < num; ++ii)
- {
- const uint16_t* indices = &_indices[ii*3];
- const Ty& v0 = _vertices[indices[0] ];
- const Ty& v1 = _vertices[indices[1] ];
- const Ty& v2 = _vertices[indices[2] ];
- const float bax = v1.m_x - v0.m_x;
- const float bay = v1.m_y - v0.m_y;
- const float baz = v1.m_z - v0.m_z;
- const float bau = v1.m_u - v0.m_u;
- const float bav = v1.m_v - v0.m_v;
- const float cax = v2.m_x - v0.m_x;
- const float cay = v2.m_y - v0.m_y;
- const float caz = v2.m_z - v0.m_z;
- const float cau = v2.m_u - v0.m_u;
- const float cav = v2.m_v - v0.m_v;
- const float det = (bau * cav - bav * cau);
- const float invDet = 1.0f / det;
- const float tx = (bax * cav - cax * bav) * invDet;
- const float ty = (bay * cav - cay * bav) * invDet;
- const float tz = (baz * cav - caz * bav) * invDet;
- const float bx = (cax * bau - bax * cau) * invDet;
- const float by = (cay * bau - bay * cau) * invDet;
- const float bz = (caz * bau - baz * cau) * invDet;
- for (uint32_t jj = 0; jj < 3; ++jj)
- {
- float* tanu = &tangents[indices[jj]*6];
- float* tanv = &tanu[3];
- tanu[0] += tx;
- tanu[1] += ty;
- tanu[2] += tz;
- tanv[0] += bx;
- tanv[1] += by;
- tanv[2] += bz;
- }
- }
- for (uint32_t ii = 0; ii < _numVertices; ++ii)
- {
- Ty& v0 = _vertices[ii];
- const float* tanu = &tangents[ii*6];
- const float* tanv = &tangents[ii*6 + 3];
- float normal[4];
- unpackF4u(normal, v0.m_normal);
- float ndt = vec3Dot(normal, tanu);
- float nxt[3];
- vec3Cross(nxt, normal, tanu);
- float tmp[3];
- tmp[0] = tanu[0] - normal[0] * ndt;
- tmp[1] = tanu[1] - normal[1] * ndt;
- tmp[2] = tanu[2] - normal[2] * ndt;
- float tangent[3];
- vec3Norm(tangent, tmp);
- float tw = vec3Dot(nxt, tanv) < 0.0f ? -1.0f : 1.0f;
- v0.m_tangent = packF4u(tangent[0], tangent[1], tangent[2], tw);
- }
- }
- 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 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/";
- break;
- case bgfx::RendererType::OpenGLES2:
- case bgfx::RendererType::OpenGLES3:
- s_shaderPath = "shaders/gles/";
- break;
- }
- // Create vertex stream declaration.
- s_PosNormalTangentTexcoordDecl.begin();
- s_PosNormalTangentTexcoordDecl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float);
- s_PosNormalTangentTexcoordDecl.add(bgfx::Attrib::Normal, 4, bgfx::AttribType::Uint8, true);
- s_PosNormalTangentTexcoordDecl.add(bgfx::Attrib::Tangent, 4, bgfx::AttribType::Uint8, true);
- s_PosNormalTangentTexcoordDecl.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float);
- s_PosNormalTangentTexcoordDecl.end();
- const bgfx::Memory* mem;
- calcTangents(s_cubeIndices, countof(s_cubeIndices), s_cubeVertices, countof(s_cubeVertices) );
- // Create static vertex buffer.
- mem = bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) );
- bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(mem, s_PosNormalTangentTexcoordDecl);
- // Create static index buffer.
- mem = bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) );
- bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(mem);
- // Create texture sampler uniforms.
- bgfx::UniformHandle u_texColor = bgfx::createUniform("u_texColor", bgfx::UniformType::Uniform1iv);
- bgfx::UniformHandle u_texNormal = bgfx::createUniform("u_texNormal", bgfx::UniformType::Uniform1iv);
- uint16_t numLights = 4;
- bgfx::UniformHandle u_lightPosRadius = bgfx::createUniform("u_lightPosRadius", bgfx::UniformType::Uniform4fv, numLights);
- bgfx::UniformHandle u_lightRgbInnerR = bgfx::createUniform("u_lightRgbInnerR", bgfx::UniformType::Uniform4fv, numLights);
- // Load vertex shader.
- mem = loadShader("vs_bump");
- bgfx::VertexShaderHandle vsh = bgfx::createVertexShader(mem);
- // Load fragment shader.
- mem = loadShader("fs_bump");
- 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);
- // Load diffuse texture.
- mem = loadTexture("fieldstone-rgba.dds");
- bgfx::TextureHandle texture_rgba = bgfx::createTexture(mem);
- // Load normal texture.
- mem = loadTexture("fieldstone-n.dds");
- bgfx::TextureHandle texture_n = bgfx::createTexture(mem);
- while (true)
- {
- // This dummy draw call is here to make sure that view 0 is cleared
- // if no other draw calls are submitted to view 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;
- float time = (float)(now/freq);
- // Use debug font to print information about this example.
- bgfx::dbgTextClear();
- bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/06-bump");
- bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Loading textures.");
- 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, -7.0f };
-
- float view[16];
- float proj[16];
- mtxLookAt(view, eye, at);
- mtxProj(proj, 60.0f, 16.0f/9.0f, 0.1f, 100.0f);
- float lightPosRadius[4][4];
- for (uint32_t ii = 0; ii < numLights; ++ii)
- {
- lightPosRadius[ii][0] = sin( (time*(0.1f + ii*0.17f) + float(ii*M_PI_2)*1.37f ) )*3.0f;
- lightPosRadius[ii][1] = cos( (time*(0.2f + ii*0.29f) + float(ii*M_PI_2)*1.49f ) )*3.0f;
- lightPosRadius[ii][2] = -2.5f;
- lightPosRadius[ii][3] = 3.0f;
- }
- bgfx::setUniform(u_lightPosRadius, lightPosRadius, numLights);
- float lightRgbInnerR[4][4] =
- {
- { 1.0f, 0.7f, 0.2f, 0.8f },
- { 0.7f, 0.2f, 1.0f, 0.8f },
- { 0.2f, 1.0f, 0.7f, 0.8f },
- { 1.0f, 0.4f, 0.2f, 0.8f },
- };
- bgfx::setUniform(u_lightRgbInnerR, lightRgbInnerR, numLights);
- // Set view and projection matrix for view 0.
- bgfx::setViewTransform(0, view, proj);
- const uint16_t instanceStride = 64;
- const bgfx::InstanceDataBuffer* idb = bgfx::allocInstanceDataBuffer(9, instanceStride);
- if (NULL != idb)
- {
- uint8_t* data = idb->data;
- // Write instance data for 3x3 cubes.
- for (uint32_t yy = 0; yy < 3; ++yy)
- {
- for (uint32_t xx = 0; xx < 3; ++xx)
- {
- float* mtx = (float*)data;
- mtxRotateXY(mtx, time*0.023f + xx*0.21f, time*0.03f + yy*0.37f);
- mtx[12] = -3.0f + float(xx)*3.0f;
- mtx[13] = -3.0f + float(yy)*3.0f;
- mtx[14] = 0.0f;
- float* color = (float*)&data[64];
- color[0] = sin(time+float(xx)/11.0f)*0.5f+0.5f;
- color[1] = cos(time+float(yy)/11.0f)*0.5f+0.5f;
- color[2] = sin(time*3.0f)*0.5f+0.5f;
- color[3] = 1.0f;
- data += instanceStride;
- }
- }
- uint16_t numInstances = (uint16_t)( (data - idb->data)/instanceStride);
- // Set vertex and fragment shaders.
- bgfx::setProgram(program);
- // Set vertex and index buffer.
- bgfx::setVertexBuffer(vbh);
- bgfx::setIndexBuffer(ibh);
- // Set instance data buffer.
- bgfx::setInstanceDataBuffer(idb, numInstances);
- // Bind textures.
- bgfx::setTexture(0, u_texColor, texture_rgba);
- bgfx::setTexture(1, u_texNormal, texture_n);
- // Set render states.
- bgfx::setState(BGFX_STATE_RGB_WRITE
- |BGFX_STATE_DEPTH_WRITE
- |BGFX_STATE_DEPTH_TEST_LESS
- );
- // Submit primitive for rendering to view 0.
- bgfx::submit(0);
- }
- // Advance to next frame. Rendering thread will be kicked to
- // process submitted rendering primitives.
- bgfx::frame();
- }
- // Cleanup.
- bgfx::destroyIndexBuffer(ibh);
- bgfx::destroyVertexBuffer(vbh);
- bgfx::destroyProgram(program);
- bgfx::destroyTexture(texture_rgba);
- bgfx::destroyTexture(texture_n);
- bgfx::destroyUniform(u_texColor);
- bgfx::destroyUniform(u_texNormal);
- // Shutdown bgfx.
- bgfx::shutdown();
- return 0;
- }
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