instancing.cpp 6.8 KB

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  1. /*
  2. * Copyright 2011-2014 Branimir Karadzic. All rights reserved.
  3. * License: http://www.opensource.org/licenses/BSD-2-Clause
  4. */
  5. #include "common.h"
  6. #include <bgfx.h>
  7. #include <bx/timer.h>
  8. #include "fpumath.h"
  9. #include <stdio.h>
  10. #include <string.h>
  11. struct PosColorVertex
  12. {
  13. float m_x;
  14. float m_y;
  15. float m_z;
  16. uint32_t m_abgr;
  17. };
  18. static bgfx::VertexDecl s_PosColorDecl;
  19. static PosColorVertex s_cubeVertices[8] =
  20. {
  21. {-1.0f, 1.0f, 1.0f, 0xff000000 },
  22. { 1.0f, 1.0f, 1.0f, 0xff0000ff },
  23. {-1.0f, -1.0f, 1.0f, 0xff00ff00 },
  24. { 1.0f, -1.0f, 1.0f, 0xff00ffff },
  25. {-1.0f, 1.0f, -1.0f, 0xffff0000 },
  26. { 1.0f, 1.0f, -1.0f, 0xffff00ff },
  27. {-1.0f, -1.0f, -1.0f, 0xffffff00 },
  28. { 1.0f, -1.0f, -1.0f, 0xffffffff },
  29. };
  30. static const uint16_t s_cubeIndices[36] =
  31. {
  32. 0, 1, 2, // 0
  33. 1, 3, 2,
  34. 4, 6, 5, // 2
  35. 5, 6, 7,
  36. 0, 2, 4, // 4
  37. 4, 2, 6,
  38. 1, 5, 3, // 6
  39. 5, 7, 3,
  40. 0, 4, 1, // 8
  41. 4, 5, 1,
  42. 2, 3, 6, // 10
  43. 6, 3, 7,
  44. };
  45. static const char* s_shaderPath = NULL;
  46. static void shaderFilePath(char* _out, const char* _name)
  47. {
  48. strcpy(_out, s_shaderPath);
  49. strcat(_out, _name);
  50. strcat(_out, ".bin");
  51. }
  52. long int fsize(FILE* _file)
  53. {
  54. long int pos = ftell(_file);
  55. fseek(_file, 0L, SEEK_END);
  56. long int size = ftell(_file);
  57. fseek(_file, pos, SEEK_SET);
  58. return size;
  59. }
  60. static const bgfx::Memory* load(const char* _filePath)
  61. {
  62. FILE* file = fopen(_filePath, "rb");
  63. if (NULL != file)
  64. {
  65. uint32_t size = (uint32_t)fsize(file);
  66. const bgfx::Memory* mem = bgfx::alloc(size+1);
  67. size_t ignore = fread(mem->data, 1, size, file);
  68. BX_UNUSED(ignore);
  69. fclose(file);
  70. mem->data[mem->size-1] = '\0';
  71. return mem;
  72. }
  73. return NULL;
  74. }
  75. static const bgfx::Memory* loadShader(const char* _name)
  76. {
  77. char filePath[512];
  78. shaderFilePath(filePath, _name);
  79. return load(filePath);
  80. }
  81. int _main_(int /*_argc*/, char** /*_argv*/)
  82. {
  83. uint32_t width = 1280;
  84. uint32_t height = 720;
  85. uint32_t debug = BGFX_DEBUG_TEXT;
  86. uint32_t reset = BGFX_RESET_VSYNC;
  87. bgfx::init();
  88. bgfx::reset(width, height, reset);
  89. // Enable debug text.
  90. bgfx::setDebug(debug);
  91. // Set view 0 clear state.
  92. bgfx::setViewClear(0
  93. , BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
  94. , 0x303030ff
  95. , 1.0f
  96. , 0
  97. );
  98. // Get renderer capabilities info.
  99. const bgfx::Caps* caps = bgfx::getCaps();
  100. // Setup root path for binary shaders. Shader binaries are different
  101. // for each renderer.
  102. switch (caps->rendererType)
  103. {
  104. default:
  105. case bgfx::RendererType::Direct3D9:
  106. s_shaderPath = "shaders/dx9/";
  107. break;
  108. case bgfx::RendererType::Direct3D11:
  109. s_shaderPath = "shaders/dx11/";
  110. break;
  111. case bgfx::RendererType::OpenGL:
  112. s_shaderPath = "shaders/glsl/";
  113. break;
  114. case bgfx::RendererType::OpenGLES:
  115. s_shaderPath = "shaders/gles/";
  116. break;
  117. }
  118. // Create vertex stream declaration.
  119. s_PosColorDecl.begin();
  120. s_PosColorDecl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float);
  121. s_PosColorDecl.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true);
  122. s_PosColorDecl.end();
  123. const bgfx::Memory* mem;
  124. // Create static vertex buffer.
  125. mem = bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) );
  126. bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(mem, s_PosColorDecl);
  127. // Create static index buffer.
  128. mem = bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) );
  129. bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(mem);
  130. // Load vertex shader.
  131. mem = loadShader("vs_instancing");
  132. bgfx::ShaderHandle vsh = bgfx::createShader(mem);
  133. // Load fragment shader.
  134. mem = loadShader("fs_instancing");
  135. bgfx::ShaderHandle fsh = bgfx::createShader(mem);
  136. // Create program from shaders.
  137. bgfx::ProgramHandle program = bgfx::createProgram(vsh, fsh);
  138. // We can destroy vertex and fragment shader here since
  139. // their reference is kept inside bgfx after calling createProgram.
  140. // Vertex and fragment shader will be destroyed once program is
  141. // destroyed.
  142. bgfx::destroyShader(vsh);
  143. bgfx::destroyShader(fsh);
  144. int64_t timeOffset = bx::getHPCounter();
  145. while (!entry::processEvents(width, height, debug, reset) )
  146. {
  147. // Set view 0 default viewport.
  148. bgfx::setViewRect(0, 0, 0, width, height);
  149. // This dummy draw call is here to make sure that view 0 is cleared
  150. // if no other draw calls are submitted to view 0.
  151. bgfx::submit(0);
  152. int64_t now = bx::getHPCounter();
  153. static int64_t last = now;
  154. const int64_t frameTime = now - last;
  155. last = now;
  156. const double freq = double(bx::getHPFrequency() );
  157. const double toMs = 1000.0/freq;
  158. float time = (float)( (now - timeOffset)/double(bx::getHPFrequency() ) );
  159. // Use debug font to print information about this example.
  160. bgfx::dbgTextClear();
  161. bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/05-instancing");
  162. bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Geometry instancing.");
  163. bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
  164. // Check if instancing is supported.
  165. if (0 == (BGFX_CAPS_INSTANCING & caps->supported) )
  166. {
  167. // When instancing is not supported by GPU, implement alternative
  168. // code path that doesn't use instancing.
  169. bool blink = uint32_t(time*3.0f)&1;
  170. bgfx::dbgTextPrintf(0, 5, blink ? 0x1f : 0x01, " Instancing is not supported by GPU. ");
  171. }
  172. else
  173. {
  174. float at[3] = { 0.0f, 0.0f, 0.0f };
  175. float eye[3] = { 0.0f, 0.0f, -35.0f };
  176. float view[16];
  177. float proj[16];
  178. mtxLookAt(view, eye, at);
  179. mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f);
  180. // Set view and projection matrix for view 0.
  181. bgfx::setViewTransform(0, view, proj);
  182. const uint16_t instanceStride = 80;
  183. const bgfx::InstanceDataBuffer* idb = bgfx::allocInstanceDataBuffer(121, instanceStride);
  184. if (NULL != idb)
  185. {
  186. uint8_t* data = idb->data;
  187. // Write instance data for 11x11 cubes.
  188. for (uint32_t yy = 0; yy < 11; ++yy)
  189. {
  190. for (uint32_t xx = 0; xx < 11; ++xx)
  191. {
  192. float* mtx = (float*)data;
  193. mtxRotateXY(mtx, time + xx*0.21f, time + yy*0.37f);
  194. mtx[12] = -15.0f + float(xx)*3.0f;
  195. mtx[13] = -15.0f + float(yy)*3.0f;
  196. mtx[14] = 0.0f;
  197. float* color = (float*)&data[64];
  198. color[0] = sin(time+float(xx)/11.0f)*0.5f+0.5f;
  199. color[1] = cos(time+float(yy)/11.0f)*0.5f+0.5f;
  200. color[2] = sin(time*3.0f)*0.5f+0.5f;
  201. color[3] = 1.0f;
  202. data += instanceStride;
  203. }
  204. }
  205. // Set vertex and fragment shaders.
  206. bgfx::setProgram(program);
  207. // Set vertex and index buffer.
  208. bgfx::setVertexBuffer(vbh);
  209. bgfx::setIndexBuffer(ibh);
  210. // Set instance data buffer.
  211. bgfx::setInstanceDataBuffer(idb);
  212. // Set render states.
  213. bgfx::setState(BGFX_STATE_DEFAULT);
  214. // Submit primitive for rendering to view 0.
  215. bgfx::submit(0);
  216. }
  217. }
  218. // Advance to next frame. Rendering thread will be kicked to
  219. // process submitted rendering primitives.
  220. bgfx::frame();
  221. }
  222. // Cleanup.
  223. bgfx::destroyIndexBuffer(ibh);
  224. bgfx::destroyVertexBuffer(vbh);
  225. bgfx::destroyProgram(program);
  226. // Shutdown bgfx.
  227. bgfx::shutdown();
  228. return 0;
  229. }