terrain.cpp 13 KB

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  1. /*
  2. * Copyright 2015 Andrew Mac. All rights reserved.
  3. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
  4. */
  5. #include "common.h"
  6. #include "bgfx_utils.h"
  7. #include "imgui/imgui.h"
  8. #include "camera.h"
  9. #include "bounds.h"
  10. #include <bx/allocator.h>
  11. #include <bx/debug.h>
  12. #include <bx/math.h>
  13. namespace
  14. {
  15. static const uint16_t s_terrainSize = 256;
  16. struct PosTexCoord0Vertex
  17. {
  18. float m_x;
  19. float m_y;
  20. float m_z;
  21. float m_u;
  22. float m_v;
  23. static void init()
  24. {
  25. ms_decl
  26. .begin()
  27. .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
  28. .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
  29. .end();
  30. }
  31. static bgfx::VertexDecl ms_decl;
  32. };
  33. bgfx::VertexDecl PosTexCoord0Vertex::ms_decl;
  34. struct TerrainData
  35. {
  36. int32_t m_mode;
  37. bool m_dirty;
  38. float m_transform[16];
  39. uint8_t* m_heightMap;
  40. PosTexCoord0Vertex* m_vertices;
  41. uint32_t m_vertexCount;
  42. uint16_t* m_indices;
  43. uint32_t m_indexCount;
  44. };
  45. struct BrushData
  46. {
  47. bool m_raise;
  48. int32_t m_size;
  49. float m_power;
  50. };
  51. class ExampleTerrain : public entry::AppI
  52. {
  53. public:
  54. ExampleTerrain(const char* _name, const char* _description)
  55. : entry::AppI(_name, _description)
  56. {
  57. }
  58. void init(int32_t _argc, const char* const* _argv, uint32_t _width, uint32_t _height) override
  59. {
  60. Args args(_argc, _argv);
  61. m_width = _width;
  62. m_height = _height;
  63. m_debug = BGFX_DEBUG_NONE;
  64. m_reset = BGFX_RESET_VSYNC;
  65. bgfx::init(args.m_type, args.m_pciId);
  66. bgfx::reset(m_width, m_height, m_reset);
  67. // Enable m_debug text.
  68. bgfx::setDebug(m_debug);
  69. // Set view 0 clear state.
  70. bgfx::setViewClear(0
  71. , BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
  72. , 0x303030ff
  73. , 1.0f
  74. , 0
  75. );
  76. // Create vertex stream declaration.
  77. PosTexCoord0Vertex::init();
  78. // Create program from shaders.
  79. m_terrainProgram = loadProgram("vs_terrain", "fs_terrain");
  80. m_terrainHeightTextureProgram = loadProgram("vs_terrain_height_texture", "fs_terrain");
  81. // Imgui.
  82. imguiCreate();
  83. m_timeOffset = bx::getHPCounter();
  84. m_vbh.idx = bgfx::kInvalidHandle;
  85. m_ibh.idx = bgfx::kInvalidHandle;
  86. m_dvbh.idx = bgfx::kInvalidHandle;
  87. m_dibh.idx = bgfx::kInvalidHandle;
  88. m_heightTexture.idx = bgfx::kInvalidHandle;
  89. s_heightTexture = bgfx::createUniform("s_heightTexture", bgfx::UniformType::Int1);
  90. m_oldWidth = 0;
  91. m_oldHeight = 0;
  92. m_oldReset = m_reset;
  93. m_brush.m_power = 0.5f;
  94. m_brush.m_size = 10;
  95. m_brush.m_raise = true;
  96. uint32_t num = s_terrainSize * s_terrainSize;
  97. m_terrain.m_mode = 0;
  98. m_terrain.m_dirty = true;
  99. m_terrain.m_vertices = (PosTexCoord0Vertex*)BX_ALLOC(entry::getAllocator(), num * sizeof(PosTexCoord0Vertex) );
  100. m_terrain.m_indices = (uint16_t*)BX_ALLOC(entry::getAllocator(), num * sizeof(uint16_t) * 6);
  101. m_terrain.m_heightMap = (uint8_t*)BX_ALLOC(entry::getAllocator(), num);
  102. bx::mtxSRT(m_terrain.m_transform, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
  103. bx::memSet(m_terrain.m_heightMap, 0, sizeof(uint8_t) * s_terrainSize * s_terrainSize);
  104. cameraCreate();
  105. const float initialPos[3] = { s_terrainSize/2.0f, 100.0f, 0.0f };
  106. cameraSetPosition(initialPos);
  107. cameraSetVerticalAngle(-bx::kPi/4.0f);
  108. }
  109. virtual int shutdown() override
  110. {
  111. // Cleanup.
  112. cameraDestroy();
  113. imguiDestroy();
  114. if (bgfx::isValid(m_ibh) )
  115. {
  116. bgfx::destroy(m_ibh);
  117. }
  118. if (bgfx::isValid(m_vbh) )
  119. {
  120. bgfx::destroy(m_vbh);
  121. }
  122. if (bgfx::isValid(m_dibh) )
  123. {
  124. bgfx::destroy(m_dibh);
  125. }
  126. if (bgfx::isValid(m_dvbh) )
  127. {
  128. bgfx::destroy(m_dvbh);
  129. }
  130. bgfx::destroy(s_heightTexture);
  131. if (bgfx::isValid(m_heightTexture) )
  132. {
  133. bgfx::destroy(m_heightTexture);
  134. }
  135. bgfx::destroy(m_terrainProgram);
  136. bgfx::destroy(m_terrainHeightTextureProgram);
  137. /// When data is passed to bgfx via makeRef we need to make
  138. /// sure library is done with it before freeing memory blocks.
  139. bgfx::frame();
  140. bx::AllocatorI* allocator = entry::getAllocator();
  141. BX_FREE(allocator, m_terrain.m_vertices);
  142. BX_FREE(allocator, m_terrain.m_indices);
  143. BX_FREE(allocator, m_terrain.m_heightMap);
  144. // Shutdown bgfx.
  145. bgfx::shutdown();
  146. return 0;
  147. }
  148. void updateTerrainMesh()
  149. {
  150. m_terrain.m_vertexCount = 0;
  151. for (uint32_t y = 0; y < s_terrainSize; y++)
  152. {
  153. for (uint32_t x = 0; x < s_terrainSize; x++)
  154. {
  155. PosTexCoord0Vertex* vert = &m_terrain.m_vertices[m_terrain.m_vertexCount];
  156. vert->m_x = (float)x;
  157. vert->m_y = m_terrain.m_heightMap[(y * s_terrainSize) + x];
  158. vert->m_z = (float)y;
  159. vert->m_u = (x + 0.5f) / s_terrainSize;
  160. vert->m_v = (y + 0.5f) / s_terrainSize;
  161. m_terrain.m_vertexCount++;
  162. }
  163. }
  164. m_terrain.m_indexCount = 0;
  165. for (uint16_t y = 0; y < (s_terrainSize - 1); y++)
  166. {
  167. uint16_t y_offset = (y * s_terrainSize);
  168. for (uint16_t x = 0; x < (s_terrainSize - 1); x++)
  169. {
  170. m_terrain.m_indices[m_terrain.m_indexCount + 0] = y_offset + x + 1;
  171. m_terrain.m_indices[m_terrain.m_indexCount + 1] = y_offset + x + s_terrainSize;
  172. m_terrain.m_indices[m_terrain.m_indexCount + 2] = y_offset + x;
  173. m_terrain.m_indices[m_terrain.m_indexCount + 3] = y_offset + x + s_terrainSize + 1;
  174. m_terrain.m_indices[m_terrain.m_indexCount + 4] = y_offset + x + s_terrainSize;
  175. m_terrain.m_indices[m_terrain.m_indexCount + 5] = y_offset + x + 1;
  176. m_terrain.m_indexCount += 6;
  177. }
  178. }
  179. }
  180. void updateTerrain()
  181. {
  182. const bgfx::Memory* mem;
  183. switch (m_terrain.m_mode)
  184. {
  185. default: // Vertex Buffer : Destroy and recreate a regular vertex buffer to update terrain.
  186. updateTerrainMesh();
  187. if (bgfx::isValid(m_vbh) )
  188. {
  189. bgfx::destroy(m_vbh);
  190. }
  191. mem = bgfx::makeRef(&m_terrain.m_vertices[0], sizeof(PosTexCoord0Vertex) * m_terrain.m_vertexCount);
  192. m_vbh = bgfx::createVertexBuffer(mem, PosTexCoord0Vertex::ms_decl);
  193. if (bgfx::isValid(m_ibh) )
  194. {
  195. bgfx::destroy(m_ibh);
  196. }
  197. mem = bgfx::makeRef(&m_terrain.m_indices[0], sizeof(uint16_t) * m_terrain.m_indexCount);
  198. m_ibh = bgfx::createIndexBuffer(mem);
  199. break;
  200. case 1: // Dynamic Vertex Buffer : Utilize dynamic vertex buffer to update terrain.
  201. updateTerrainMesh();
  202. if (!bgfx::isValid(m_dvbh) )
  203. {
  204. m_dvbh = bgfx::createDynamicVertexBuffer(m_terrain.m_vertexCount, PosTexCoord0Vertex::ms_decl);
  205. }
  206. mem = bgfx::makeRef(&m_terrain.m_vertices[0], sizeof(PosTexCoord0Vertex) * m_terrain.m_vertexCount);
  207. bgfx::updateDynamicVertexBuffer(m_dvbh, 0, mem);
  208. if (!bgfx::isValid(m_dibh) )
  209. {
  210. m_dibh = bgfx::createDynamicIndexBuffer(m_terrain.m_indexCount);
  211. }
  212. mem = bgfx::makeRef(&m_terrain.m_indices[0], sizeof(uint16_t) * m_terrain.m_indexCount);
  213. bgfx::updateDynamicIndexBuffer(m_dibh, 0, mem);
  214. break;
  215. case 2: // Height Texture: Update a height texture that is sampled in the terrain vertex shader.
  216. if (!bgfx::isValid(m_vbh) || !bgfx::isValid(m_ibh) )
  217. {
  218. updateTerrainMesh();
  219. mem = bgfx::makeRef(&m_terrain.m_vertices[0], sizeof(PosTexCoord0Vertex) * m_terrain.m_vertexCount);
  220. m_vbh = bgfx::createVertexBuffer(mem, PosTexCoord0Vertex::ms_decl);
  221. mem = bgfx::makeRef(&m_terrain.m_indices[0], sizeof(uint16_t) * m_terrain.m_indexCount);
  222. m_ibh = bgfx::createIndexBuffer(mem);
  223. }
  224. if (!bgfx::isValid(m_heightTexture) )
  225. {
  226. m_heightTexture = bgfx::createTexture2D(s_terrainSize, s_terrainSize, false, 1, bgfx::TextureFormat::R8);
  227. }
  228. mem = bgfx::makeRef(&m_terrain.m_heightMap[0], sizeof(uint8_t) * s_terrainSize * s_terrainSize);
  229. bgfx::updateTexture2D(m_heightTexture, 0, 0, 0, 0, s_terrainSize, s_terrainSize, mem);
  230. break;
  231. }
  232. }
  233. void paintTerrainHeight(uint32_t _x, uint32_t _y)
  234. {
  235. for (int32_t area_y = -m_brush.m_size; area_y < m_brush.m_size; ++area_y)
  236. {
  237. for (int32_t area_x = -m_brush.m_size; area_x < m_brush.m_size; ++area_x)
  238. {
  239. int32_t brush_x = _x + area_x;
  240. if (brush_x < 0
  241. || brush_x >= (int32_t)s_terrainSize)
  242. {
  243. continue;
  244. }
  245. int32_t brush_y = _y + area_y;
  246. if (brush_y < 0
  247. || brush_y >= (int32_t)s_terrainSize)
  248. {
  249. continue;
  250. }
  251. uint32_t heightMapPos = (brush_y * s_terrainSize) + brush_x;
  252. float height = (float)m_terrain.m_heightMap[heightMapPos];
  253. // Brush attenuation
  254. float a2 = (float)(area_x * area_x);
  255. float b2 = (float)(area_y * area_y);
  256. float brushAttn = m_brush.m_size - bx::fsqrt(a2 + b2);
  257. // Raise/Lower and scale by brush power.
  258. height += 0.0f < bx::clamp(brushAttn*m_brush.m_power, 0.0f, m_brush.m_power) && m_brush.m_raise
  259. ? 1.0f
  260. : -1.0f
  261. ;
  262. m_terrain.m_heightMap[heightMapPos] = (uint8_t)bx::clamp(height, 0.0f, 255.0f);
  263. m_terrain.m_dirty = true;
  264. }
  265. }
  266. }
  267. void mousePickTerrain()
  268. {
  269. float ray_clip[4];
  270. ray_clip[0] = ( (2.0f * m_mouseState.m_mx) / m_width - 1.0f) * -1.0f;
  271. ray_clip[1] = ( (1.0f - (2.0f * m_mouseState.m_my) / m_height) ) * -1.0f;
  272. ray_clip[2] = -1.0f;
  273. ray_clip[3] = 1.0f;
  274. float invProjMtx[16];
  275. bx::mtxInverse(invProjMtx, m_projMtx);
  276. float ray_eye[4];
  277. bx::vec4MulMtx(ray_eye, ray_clip, invProjMtx);
  278. ray_eye[2] = -1.0f;
  279. ray_eye[3] = 0.0f;
  280. float invViewMtx[16];
  281. bx::mtxInverse(invViewMtx, m_viewMtx);
  282. float ray_world[4];
  283. bx::vec4MulMtx(ray_world, ray_eye, invViewMtx);
  284. float ray_dir[3];
  285. bx::vec3Norm(ray_dir, ray_world);
  286. ray_dir[0] *= -1.0;
  287. ray_dir[1] *= -1.0;
  288. ray_dir[2] *= -1.0;
  289. float pos[3];
  290. cameraGetPosition(pos);
  291. for (int i = 0; i < 1000; ++i)
  292. {
  293. bx::vec3Add(pos, pos, ray_dir);
  294. if (pos[0] < 0
  295. || pos[0] >= s_terrainSize
  296. || pos[2] < 0
  297. || pos[2] >= s_terrainSize)
  298. {
  299. continue;
  300. }
  301. uint32_t heightMapPos = ( (uint32_t)pos[2] * s_terrainSize) + (uint32_t)pos[0];
  302. if ( pos[1] < m_terrain.m_heightMap[heightMapPos] )
  303. {
  304. paintTerrainHeight( (uint32_t)pos[0], (uint32_t)pos[2]);
  305. return;
  306. }
  307. }
  308. }
  309. bool update() override
  310. {
  311. if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
  312. {
  313. int64_t now = bx::getHPCounter();
  314. static int64_t last = now;
  315. const int64_t frameTime = now - last;
  316. last = now;
  317. const double freq = double(bx::getHPFrequency() );
  318. const float deltaTime = float(frameTime/freq);
  319. imguiBeginFrame(m_mouseState.m_mx
  320. , m_mouseState.m_my
  321. , (m_mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
  322. | (m_mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
  323. | (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
  324. , m_mouseState.m_mz
  325. , uint16_t(m_width)
  326. , uint16_t(m_height)
  327. );
  328. showExampleDialog(this);
  329. ImGui::SetNextWindowPos(
  330. ImVec2(m_width - m_width / 5.0f - 10.0f, 10.0f)
  331. , ImGuiCond_FirstUseEver
  332. );
  333. ImGui::SetNextWindowSize(
  334. ImVec2(m_width / 5.0f, m_height / 3.0f)
  335. , ImGuiCond_FirstUseEver
  336. );
  337. ImGui::Begin("Settings"
  338. , NULL
  339. , 0
  340. );
  341. ImGui::Separator();
  342. m_terrain.m_dirty |= ImGui::RadioButton("Vertex Buffer", &m_terrain.m_mode, 0);
  343. m_terrain.m_dirty |= ImGui::RadioButton("Dynamic Vertex Buffer", &m_terrain.m_mode, 1);
  344. m_terrain.m_dirty |= ImGui::RadioButton("Height Texture", &m_terrain.m_mode, 2);
  345. ImGui::Separator();
  346. ImGui::Checkbox("Raise Terrain", &m_brush.m_raise);
  347. ImGui::SliderInt("Brush Size", &m_brush.m_size, 1, 50);
  348. ImGui::SliderFloat("Brush Power", &m_brush.m_power, 0.0f, 1.0f);
  349. ImGui::End();
  350. imguiEndFrame();
  351. if (!ImGui::MouseOverArea() )
  352. {
  353. // Update camera.
  354. cameraUpdate(deltaTime, m_mouseState);
  355. if (!!m_mouseState.m_buttons[entry::MouseButton::Left])
  356. {
  357. mousePickTerrain();
  358. }
  359. }
  360. // Update terrain.
  361. if (m_terrain.m_dirty)
  362. {
  363. updateTerrain();
  364. m_terrain.m_dirty = false;
  365. }
  366. // Set view 0 default viewport.
  367. bgfx::setViewRect(0, 0, 0, uint16_t(m_width), uint16_t(m_height) );
  368. cameraGetViewMtx(m_viewMtx);
  369. bx::mtxProj(m_projMtx, 60.0f, float(m_width) / float(m_height), 0.1f, 2000.0f, bgfx::getCaps()->homogeneousDepth);
  370. bgfx::setViewTransform(0, m_viewMtx, m_projMtx);
  371. bgfx::setTransform(m_terrain.m_transform);
  372. switch (m_terrain.m_mode)
  373. {
  374. default:
  375. bgfx::setVertexBuffer(0, m_vbh);
  376. bgfx::setIndexBuffer(m_ibh);
  377. bgfx::submit(0, m_terrainProgram);
  378. break;
  379. case 1:
  380. bgfx::setVertexBuffer(0, m_dvbh);
  381. bgfx::setIndexBuffer(m_dibh);
  382. bgfx::submit(0, m_terrainProgram);
  383. break;
  384. case 2:
  385. bgfx::setVertexBuffer(0, m_vbh);
  386. bgfx::setIndexBuffer(m_ibh);
  387. bgfx::setTexture(0, s_heightTexture, m_heightTexture);
  388. bgfx::submit(0, m_terrainHeightTextureProgram);
  389. break;
  390. }
  391. // Advance to next frame. Rendering thread will be kicked to
  392. // process submitted rendering primitives.
  393. bgfx::frame();
  394. return true;
  395. }
  396. return false;
  397. }
  398. bgfx::VertexBufferHandle m_vbh;
  399. bgfx::IndexBufferHandle m_ibh;
  400. bgfx::DynamicVertexBufferHandle m_dvbh;
  401. bgfx::DynamicIndexBufferHandle m_dibh;
  402. bgfx::ProgramHandle m_terrainProgram;
  403. bgfx::ProgramHandle m_terrainHeightTextureProgram;
  404. bgfx::UniformHandle s_heightTexture;
  405. bgfx::TextureHandle m_heightTexture;
  406. float m_viewMtx[16];
  407. float m_projMtx[16];
  408. uint32_t m_width;
  409. uint32_t m_height;
  410. uint32_t m_debug;
  411. uint32_t m_reset;
  412. uint32_t m_oldWidth;
  413. uint32_t m_oldHeight;
  414. uint32_t m_oldReset;
  415. TerrainData m_terrain;
  416. BrushData m_brush;
  417. entry::MouseState m_mouseState;
  418. int64_t m_timeOffset;
  419. };
  420. } // namespace
  421. ENTRY_IMPLEMENT_MAIN(ExampleTerrain, "27-terrain", "Terrain painting example.");