Beispiel #1
0
int _main_(int _argc, char** _argv)
{
	uint32_t width = 1280;
	uint32_t height = 720;
	uint32_t debug = BGFX_DEBUG_TEXT;
	uint32_t reset = BGFX_RESET_NONE;

	bgfx::init();
	bgfx::reset(width, height);

	// Enable debug text.
	bgfx::setDebug(debug);

	// 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 (!processEvents(width, height, debug, reset) )
	{
		// Set view 0 default viewport.
		bgfx::setViewRect(0, 0, 0, width, height);

		// Set view 1 default viewport.
		bgfx::setViewRect(1, 0, 0, width, height);

		// 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;
}
Beispiel #2
0
int _main_(int /*_argc*/, char** /*_argv*/)
{
	uint32_t width = 1280;
	uint32_t height = 720;
	uint32_t debug = BGFX_DEBUG_TEXT;
	uint32_t reset = BGFX_RESET_VSYNC;

	bgfx::init();
	bgfx::reset(width, height, reset);

	// Enable debug text.
	bgfx::setDebug(debug);

	// Set clear color palette for index 0
	bgfx::setClearColor(0, UINT32_C(0x00000000) );

	// Set clear color palette for index 1
	bgfx::setClearColor(1, UINT32_C(0x303030ff) );

	// Set geometry pass view clear state.
	bgfx::setViewClear(RENDER_PASS_GEOMETRY_ID
		, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
		, 1.0f
		, 0
		, 1
		);

	// Set light pass view clear state.
	bgfx::setViewClear(RENDER_PASS_LIGHT_ID
		, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
		, 1.0f
		, 0
		, 0
		);

	// Create vertex stream declaration.
	PosNormalTangentTexcoordVertex::init();
	PosTexCoord0Vertex::init();
	DebugVertex::init();

	calcTangents(s_cubeVertices
		, BX_COUNTOF(s_cubeVertices)
		, PosNormalTangentTexcoordVertex::ms_decl
		, s_cubeIndices
		, BX_COUNTOF(s_cubeIndices)
		);

	// Create static vertex buffer.
	bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(
		  bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) )
		, PosNormalTangentTexcoordVertex::ms_decl
		);

	// Create static index buffer.
	bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) ) );

	// Create texture sampler uniforms.
	bgfx::UniformHandle s_texColor  = bgfx::createUniform("s_texColor",  bgfx::UniformType::Uniform1iv);
	bgfx::UniformHandle s_texNormal = bgfx::createUniform("s_texNormal", bgfx::UniformType::Uniform1iv);

	bgfx::UniformHandle s_albedo = bgfx::createUniform("s_albedo", bgfx::UniformType::Uniform1iv);
	bgfx::UniformHandle s_normal = bgfx::createUniform("s_normal", bgfx::UniformType::Uniform1iv);
	bgfx::UniformHandle s_depth  = bgfx::createUniform("s_depth",  bgfx::UniformType::Uniform1iv);
	bgfx::UniformHandle s_light  = bgfx::createUniform("s_light",  bgfx::UniformType::Uniform1iv);

	bgfx::UniformHandle u_mtx            = bgfx::createUniform("u_mtx",            bgfx::UniformType::Uniform4x4fv);
	bgfx::UniformHandle u_lightPosRadius = bgfx::createUniform("u_lightPosRadius", bgfx::UniformType::Uniform4fv);
	bgfx::UniformHandle u_lightRgbInnerR = bgfx::createUniform("u_lightRgbInnerR", bgfx::UniformType::Uniform4fv);

	// Create program from shaders.
	bgfx::ProgramHandle geomProgram    = loadProgram("vs_deferred_geom",       "fs_deferred_geom");
	bgfx::ProgramHandle lightProgram   = loadProgram("vs_deferred_light",      "fs_deferred_light");
	bgfx::ProgramHandle combineProgram = loadProgram("vs_deferred_combine",    "fs_deferred_combine");
	bgfx::ProgramHandle debugProgram   = loadProgram("vs_deferred_debug",      "fs_deferred_debug");
	bgfx::ProgramHandle lineProgram    = loadProgram("vs_deferred_debug_line", "fs_deferred_debug_line");

	// Load diffuse texture.
	bgfx::TextureHandle textureColor  = loadTexture("fieldstone-rgba.dds");

	// Load normal texture.
	bgfx::TextureHandle textureNormal = loadTexture("fieldstone-n.dds");

	bgfx::TextureHandle gbufferTex[3] = { BGFX_INVALID_HANDLE, BGFX_INVALID_HANDLE, BGFX_INVALID_HANDLE };
	bgfx::FrameBufferHandle gbuffer = BGFX_INVALID_HANDLE;
	bgfx::FrameBufferHandle lightBuffer = BGFX_INVALID_HANDLE;

	// Imgui.
	imguiCreate();

	const int64_t timeOffset = bx::getHPCounter();
	const bgfx::RendererType::Enum renderer = bgfx::getRendererType();
	const float texelHalf = bgfx::RendererType::Direct3D9 == renderer ? 0.5f : 0.0f;
	s_originBottomLeft = bgfx::RendererType::OpenGL == renderer || bgfx::RendererType::OpenGLES == renderer;

	// Get renderer capabilities info.
	const bgfx::Caps* caps = bgfx::getCaps();

	uint32_t oldWidth  = 0;
	uint32_t oldHeight = 0;
	uint32_t oldReset  = reset;

	int32_t scrollArea = 0;
	int32_t numLights = 512;
	float lightAnimationSpeed = 0.3f;
	bool animateMesh = true;
	bool showScissorRects = false;
	bool showGBuffer = true;

	float view[16];
	float initialPos[3] = { 0.0f, 0.0f, -15.0f };
	cameraCreate();
	cameraSetPosition(initialPos);
	cameraSetVerticalAngle(0.0f);
	cameraGetViewMtx(view);

	entry::MouseState mouseState;
	while (!entry::processEvents(width, height, debug, reset, &mouseState) )
	{
		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;
		const float deltaTime = float(frameTime/freq);

		float time = (float)( (now-timeOffset)/freq);

		// Use debug font to print information about this example.
		bgfx::dbgTextClear();
		bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/21-deferred");
		bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: MRT rendering and deferred shading.");
		bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);

		if (2 > caps->maxFBAttachments)
		{
			// When multiple render targets (MRT) is not supported by GPU,
			// implement alternative code path that doesn't use MRT.
			bool blink = uint32_t(time*3.0f)&1;
			bgfx::dbgTextPrintf(0, 5, blink ? 0x1f : 0x01, " MRT not supported by GPU. ");

			// Set view 0 default viewport.
			bgfx::setViewRect(0, 0, 0, width, height);

			// 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);
		}
		else
		{
			if (oldWidth  != width
			||  oldHeight != height
			||  oldReset  != reset
			||  !bgfx::isValid(gbuffer) )
			{
				// Recreate variable size render targets when resolution changes.
				oldWidth  = width;
				oldHeight = height;
				oldReset  = reset;

				if (bgfx::isValid(gbuffer) )
				{
					bgfx::destroyFrameBuffer(gbuffer);
				}

				const uint32_t samplerFlags = 0
					| BGFX_TEXTURE_RT
					| BGFX_TEXTURE_MIN_POINT
					| BGFX_TEXTURE_MAG_POINT
					| BGFX_TEXTURE_MIP_POINT
					| BGFX_TEXTURE_U_CLAMP
					| BGFX_TEXTURE_V_CLAMP
					;
				gbufferTex[0] = bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::BGRA8, samplerFlags);
				gbufferTex[1] = bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::BGRA8, samplerFlags);
				gbufferTex[2] = bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::D24,   samplerFlags);
				gbuffer = bgfx::createFrameBuffer(BX_COUNTOF(gbufferTex), gbufferTex, true);

				if (bgfx::isValid(lightBuffer) )
				{
					bgfx::destroyFrameBuffer(lightBuffer);
				}

				lightBuffer = bgfx::createFrameBuffer(width, height, bgfx::TextureFormat::BGRA8, samplerFlags);
			}

			imguiBeginFrame(mouseState.m_mx
				, mouseState.m_my
				, (mouseState.m_buttons[entry::MouseButton::Left  ] ? IMGUI_MBUT_LEFT  : 0)
				| (mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
				, 0
				, width
				, height
				);

			imguiBeginScrollArea("Settings", width - width / 5 - 10, 10, width / 5, height / 3, &scrollArea);
			imguiSeparatorLine();

			imguiSlider("Num lights", numLights, 1, 2048);

			if (imguiCheck("Show G-Buffer.", showGBuffer) )
			{
				showGBuffer = !showGBuffer;
			}

			if (imguiCheck("Show light scissor.", showScissorRects) )
			{
				showScissorRects = !showScissorRects;
			}

			if (imguiCheck("Animate mesh.", animateMesh) )
			{
				animateMesh = !animateMesh;
			}

			imguiSlider("Lights animation speed", lightAnimationSpeed, 0.0f, 0.4f, 0.01f);

			imguiEndScrollArea();
			imguiEndFrame();

			// Update camera.
			cameraUpdate(deltaTime, mouseState);
			cameraGetViewMtx(view);

			// Setup views
			float vp[16];
			float invMvp[16];
			{
				bgfx::setViewRect(RENDER_PASS_GEOMETRY_ID,      0, 0, width, height);
				bgfx::setViewRect(RENDER_PASS_LIGHT_ID,         0, 0, width, height);
				bgfx::setViewRect(RENDER_PASS_COMBINE_ID,       0, 0, width, height);
				bgfx::setViewRect(RENDER_PASS_DEBUG_LIGHTS_ID,  0, 0, width, height);
				bgfx::setViewRect(RENDER_PASS_DEBUG_GBUFFER_ID, 0, 0, width, height);

				bgfx::setViewFrameBuffer(RENDER_PASS_LIGHT_ID, lightBuffer);

				float proj[16];
				mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f);

				bgfx::setViewFrameBuffer(RENDER_PASS_GEOMETRY_ID, gbuffer);
				bgfx::setViewTransform(RENDER_PASS_GEOMETRY_ID, view, proj);

				bx::mtxMul(vp, view, proj);
				bx::mtxInverse(invMvp, vp);

				bx::mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f);
				bgfx::setViewTransform(RENDER_PASS_LIGHT_ID,   NULL, proj);
				bgfx::setViewTransform(RENDER_PASS_COMBINE_ID, NULL, proj);

				const float aspectRatio = float(height)/float(width);
				const float size = 10.0f;
				bx::mtxOrtho(proj, -size, size, size*aspectRatio, -size*aspectRatio, 0.0f, 1000.0f);
				bgfx::setViewTransform(RENDER_PASS_DEBUG_GBUFFER_ID, NULL, proj);

				bx::mtxOrtho(proj, 0.0f, (float)width, 0.0f, (float)height, 0.0f, 1000.0f);
				bgfx::setViewTransform(RENDER_PASS_DEBUG_LIGHTS_ID, NULL, proj);
			}

			const uint32_t dim = 11;
			const float offset = (float(dim-1) * 3.0f) * 0.5f;

			// Draw into geometry pass.
			for (uint32_t yy = 0; yy < dim; ++yy)
			{
				for (uint32_t xx = 0; xx < dim; ++xx)
				{
					float mtx[16];
					if (animateMesh)
					{
						bx::mtxRotateXY(mtx, time*1.023f + xx*0.21f, time*0.03f + yy*0.37f);
					}
					else
					{
						bx::mtxIdentity(mtx);
					}
					mtx[12] = -offset + float(xx)*3.0f;
					mtx[13] = -offset + float(yy)*3.0f;
					mtx[14] = 0.0f;

					// Set transform for draw call.
					bgfx::setTransform(mtx);

					// Set vertex and fragment shaders.
					bgfx::setProgram(geomProgram);

					// Set vertex and index buffer.
					bgfx::setVertexBuffer(vbh);
					bgfx::setIndexBuffer(ibh);

					// Bind textures.
					bgfx::setTexture(0, s_texColor,  textureColor);
					bgfx::setTexture(1, s_texNormal, textureNormal);

					// Set render states.
					bgfx::setState(0
						| BGFX_STATE_RGB_WRITE
						| BGFX_STATE_ALPHA_WRITE
						| BGFX_STATE_DEPTH_WRITE
						| BGFX_STATE_DEPTH_TEST_LESS
						| BGFX_STATE_MSAA
						);

					// Submit primitive for rendering to view 0.
					bgfx::submit(RENDER_PASS_GEOMETRY_ID);
				}
			}

			// Draw lights into light buffer.
			for (int32_t light = 0; light < numLights; ++light)
			{
				Sphere lightPosRadius;

				float lightTime = time * lightAnimationSpeed * (sinf(light/float(numLights) * bx::piHalf ) * 0.5f + 0.5f);
				lightPosRadius.m_center[0] = sinf( ( (lightTime + light*0.47f) + bx::piHalf*1.37f ) )*offset;
				lightPosRadius.m_center[1] = cosf( ( (lightTime + light*0.69f) + bx::piHalf*1.49f ) )*offset;
				lightPosRadius.m_center[2] = sinf( ( (lightTime + light*0.37f) + bx::piHalf*1.57f ) )*2.0f;
				lightPosRadius.m_radius = 2.0f;

				Aabb aabb;
				sphereToAabb(aabb, lightPosRadius);

				float box[8][3] =
				{
					{ aabb.m_min[0], aabb.m_min[1], aabb.m_min[2] },
					{ aabb.m_min[0], aabb.m_min[1], aabb.m_max[2] },
					{ aabb.m_min[0], aabb.m_max[1], aabb.m_min[2] },
					{ aabb.m_min[0], aabb.m_max[1], aabb.m_max[2] },
					{ aabb.m_max[0], aabb.m_min[1], aabb.m_min[2] },
					{ aabb.m_max[0], aabb.m_min[1], aabb.m_max[2] },
					{ aabb.m_max[0], aabb.m_max[1], aabb.m_min[2] },
					{ aabb.m_max[0], aabb.m_max[1], aabb.m_max[2] },
				};

				float xyz[3];
				bx::vec3MulMtxH(xyz, box[0], vp);
				float minx = xyz[0];
				float miny = xyz[1];
				float maxx = xyz[0];
				float maxy = xyz[1];
				float maxz = xyz[2];

				for (uint32_t ii = 1; ii < 8; ++ii)
				{
					bx::vec3MulMtxH(xyz, box[ii], vp);
					minx = bx::fmin(minx, xyz[0]);
					miny = bx::fmin(miny, xyz[1]);
					maxx = bx::fmax(maxx, xyz[0]);
					maxy = bx::fmax(maxy, xyz[1]);
					maxz = bx::fmax(maxz, xyz[2]);
				}

				// Cull light if it's fully behind camera.
				if (maxz >= 0.0f)
				{
					float x0 = bx::fclamp( (minx * 0.5f + 0.5f) * width,  0.0f, (float)width);
					float y0 = bx::fclamp( (miny * 0.5f + 0.5f) * height, 0.0f, (float)height);
					float x1 = bx::fclamp( (maxx * 0.5f + 0.5f) * width,  0.0f, (float)width);
					float y1 = bx::fclamp( (maxy * 0.5f + 0.5f) * height, 0.0f, (float)height);

					if (showScissorRects)
					{
						bgfx::TransientVertexBuffer tvb;
						bgfx::TransientIndexBuffer tib;
						if (bgfx::allocTransientBuffers(&tvb, DebugVertex::ms_decl, 4, &tib, 8) )
						{
							uint32_t abgr = 0x8000ff00;

							DebugVertex* vertex = (DebugVertex*)tvb.data;
							vertex->m_x = x0;
							vertex->m_y = y0;
							vertex->m_z = 0.0f;
							vertex->m_abgr = abgr;
							++vertex;

							vertex->m_x = x1;
							vertex->m_y = y0;
							vertex->m_z = 0.0f;
							vertex->m_abgr = abgr;
							++vertex;

							vertex->m_x = x1;
							vertex->m_y = y1;
							vertex->m_z = 0.0f;
							vertex->m_abgr = abgr;
							++vertex;

							vertex->m_x = x0;
							vertex->m_y = y1;
							vertex->m_z = 0.0f;
							vertex->m_abgr = abgr;

							uint16_t* indices = (uint16_t*)tib.data;
							*indices++ = 0;
							*indices++ = 1;
							*indices++ = 1;
							*indices++ = 2;
							*indices++ = 2;
							*indices++ = 3;
							*indices++ = 3;
							*indices++ = 0;

							bgfx::setProgram(lineProgram);
							bgfx::setVertexBuffer(&tvb);
							bgfx::setIndexBuffer(&tib);
							bgfx::setState(0
								| BGFX_STATE_RGB_WRITE
								| BGFX_STATE_PT_LINES
								| BGFX_STATE_BLEND_ALPHA
								);
							bgfx::submit(RENDER_PASS_DEBUG_LIGHTS_ID);
						}
					}

					uint8_t val = light&7;
					float lightRgbInnerR[4] =
					{
						val & 0x1 ? 1.0f : 0.25f,
						val & 0x2 ? 1.0f : 0.25f,
						val & 0x4 ? 1.0f : 0.25f,
						0.8f,
					};

					// Draw light.
					bgfx::setUniform(u_lightPosRadius, &lightPosRadius);
					bgfx::setUniform(u_lightRgbInnerR, lightRgbInnerR);
					bgfx::setUniform(u_mtx, invMvp);
					const uint16_t scissorHeight = uint16_t(y1-y0);
					bgfx::setScissor(uint16_t(x0), height-scissorHeight-uint16_t(y0), uint16_t(x1-x0), scissorHeight);
					bgfx::setTexture(0, s_normal, gbuffer, 1);
					bgfx::setTexture(1, s_depth,  gbuffer, 2);
					bgfx::setProgram(lightProgram);
					bgfx::setState(0
						| BGFX_STATE_RGB_WRITE
						| BGFX_STATE_ALPHA_WRITE
						| BGFX_STATE_BLEND_ADD
						);
					screenSpaceQuad( (float)width, (float)height, texelHalf, s_originBottomLeft);
					bgfx::submit(RENDER_PASS_LIGHT_ID);
				}
			}

			// Combine color and light buffers.
			bgfx::setTexture(0, s_albedo, gbuffer,     0);
			bgfx::setTexture(1, s_light,  lightBuffer, 0);
			bgfx::setProgram(combineProgram);
			bgfx::setState(0
				| BGFX_STATE_RGB_WRITE
				| BGFX_STATE_ALPHA_WRITE
				);
			screenSpaceQuad( (float)width, (float)height, texelHalf, s_originBottomLeft);
			bgfx::submit(RENDER_PASS_COMBINE_ID);

			if (showGBuffer)
			{
				const float aspectRatio = float(width)/float(height);

				// Draw debug GBuffer.
				for (uint32_t ii = 0; ii < BX_COUNTOF(gbufferTex); ++ii)
				{
					float mtx[16];
					bx::mtxSRT(mtx
						, aspectRatio, 1.0f, 1.0f
						, 0.0f, 0.0f, 0.0f
						, -7.9f - BX_COUNTOF(gbufferTex)*0.1f*0.5f + ii*2.1f*aspectRatio, 4.0f, 0.0f
						);

					bgfx::setTransform(mtx);
					bgfx::setProgram(debugProgram);
					bgfx::setVertexBuffer(vbh);
					bgfx::setIndexBuffer(ibh, 0, 6);
					bgfx::setTexture(0, s_texColor, gbufferTex[ii]);
					bgfx::setState(BGFX_STATE_RGB_WRITE);
					bgfx::submit(RENDER_PASS_DEBUG_GBUFFER_ID);
				}
			}
		}

		// Advance to next frame. Rendering thread will be kicked to
		// process submitted rendering primitives.
		bgfx::frame();
	}

	// Cleanup.
	cameraDestroy();
	imguiDestroy();

	if (bgfx::isValid(gbuffer) )
	{
		bgfx::destroyFrameBuffer(gbuffer);
		bgfx::destroyFrameBuffer(lightBuffer);
	}

	bgfx::destroyIndexBuffer(ibh);
	bgfx::destroyVertexBuffer(vbh);

	bgfx::destroyProgram(geomProgram);
	bgfx::destroyProgram(lightProgram);
	bgfx::destroyProgram(combineProgram);
	bgfx::destroyProgram(debugProgram);
	bgfx::destroyProgram(lineProgram);

	bgfx::destroyTexture(textureColor);
	bgfx::destroyTexture(textureNormal);
	bgfx::destroyUniform(s_texColor);
	bgfx::destroyUniform(s_texNormal);

	bgfx::destroyUniform(s_albedo);
	bgfx::destroyUniform(s_normal);
	bgfx::destroyUniform(s_depth);
	bgfx::destroyUniform(s_light);

	bgfx::destroyUniform(u_lightPosRadius);
	bgfx::destroyUniform(u_lightRgbInnerR);
	bgfx::destroyUniform(u_mtx);

	// Shutdown bgfx.
	bgfx::shutdown();

	return 0;
}
Beispiel #3
0
int _main_(int _argc, char** _argv)
{
	Args args(_argc, _argv);

	uint32_t width = 1280;
	uint32_t height = 720;
	uint32_t debug = BGFX_DEBUG_TEXT;
	uint32_t reset = BGFX_RESET_VSYNC;

	bgfx::init(args.m_type, args.m_pciId);
	bgfx::reset(width, height, reset);

	// Enable debug text.
	bgfx::setDebug(debug);

	// Set view 0 clear state.
	bgfx::setViewClear(0
		, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
		, 0x303030ff
		, 1.0f
		, 0
		);

	// Setup root path for binary shaders. Shader binaries are different
	// for each renderer.
	switch (bgfx::getRendererType() )
	{
	default:
		break;

	case bgfx::RendererType::OpenGL:
	case bgfx::RendererType::OpenGLES:
		s_oglNdc = true;
		break;
	}

	// Create vertex stream declaration.
	PosColorTexCoord0Vertex::init();

	bgfx::UniformHandle u_mtx          = bgfx::createUniform("u_mtx",      bgfx::UniformType::Mat4);
	bgfx::UniformHandle u_lightDirTime = bgfx::createUniform("u_lightDirTime", bgfx::UniformType::Vec4);

	// Create program from shaders.
	bgfx::ProgramHandle raymarching = loadProgram("vs_raymarching", "fs_raymarching");

	int64_t timeOffset = bx::getHPCounter();

	while (!entry::processEvents(width, height, debug, reset) )
	{
		// Set view 0 default viewport.
		bgfx::setViewRect(0, 0, 0, width, height);

		// Set view 1 default viewport.
		bgfx::setViewRect(1, 0, 0, width, height);

		// 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::touch(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];
		bx::mtxLookAt(view, eye, at);
		mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f);

		// Set view and projection matrix for view 1.
		bgfx::setViewTransform(0, view, proj);

		float ortho[16];
		bx::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()-timeOffset)/double(bx::getHPFrequency() ) );

		float vp[16];
		bx::mtxMul(vp, view, proj);

		float mtx[16];
		bx::mtxRotateXY(mtx
			, time
			, time*0.37f
			);

		float mtxInv[16];
		bx::mtxInverse(mtxInv, mtx);
		float lightDirModel[4] = { -0.4f, -0.5f, -1.0f, 0.0f };
		float lightDirModelN[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
		bx::vec3Norm(lightDirModelN, lightDirModel);
		float lightDirTime[4];
		bx::vec4MulMtx(lightDirTime, lightDirModelN, mtxInv);
		lightDirTime[3] = time;
		bgfx::setUniform(u_lightDirTime, lightDirTime);

		float mvp[16];
		bx::mtxMul(mvp, mtx, vp);

		float invMvp[16];
		bx::mtxInverse(invMvp, mvp);
		bgfx::setUniform(u_mtx, invMvp);

		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_mtx);
	bgfx::destroyUniform(u_lightDirTime);

	// Shutdown bgfx.
	bgfx::shutdown();

	return 0;
}
Beispiel #4
0
int _main_(int /*_argc*/, char** /*_argv*/)
{
	PosColorTexCoord0Vertex::init();

	uint32_t width = 1280;
	uint32_t height = 720;
	uint32_t debug = BGFX_DEBUG_TEXT;
	uint32_t reset = BGFX_RESET_VSYNC;

	bgfx::init();
	bgfx::reset(width, height, reset);

	// Enable debug text.
	bgfx::setDebug(debug);

	// Set view 0 clear state.
	bgfx::setViewClear(0
		, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
		, 0x303030ff
		, 1.0f
		, 0
		);

	bgfx::TextureHandle uffizi = loadTexture("uffizi.dds", BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP|BGFX_TEXTURE_W_CLAMP);

	bgfx::ProgramHandle skyProgram     = loadProgram("vs_hdr_skybox",  "fs_hdr_skybox");
	bgfx::ProgramHandle lumProgram     = loadProgram("vs_hdr_lum",     "fs_hdr_lum");
	bgfx::ProgramHandle lumAvgProgram  = loadProgram("vs_hdr_lumavg",  "fs_hdr_lumavg");
	bgfx::ProgramHandle blurProgram    = loadProgram("vs_hdr_blur",    "fs_hdr_blur");
	bgfx::ProgramHandle brightProgram  = loadProgram("vs_hdr_bright",  "fs_hdr_bright");
	bgfx::ProgramHandle meshProgram    = loadProgram("vs_hdr_mesh",    "fs_hdr_mesh");
	bgfx::ProgramHandle tonemapProgram = loadProgram("vs_hdr_tonemap", "fs_hdr_tonemap");

	bgfx::UniformHandle u_time      = bgfx::createUniform("u_time",     bgfx::UniformType::Uniform1f);
	bgfx::UniformHandle u_texCube   = bgfx::createUniform("u_texCube",  bgfx::UniformType::Uniform1i);
	bgfx::UniformHandle u_texColor  = bgfx::createUniform("u_texColor", bgfx::UniformType::Uniform1i);
	bgfx::UniformHandle u_texLum    = bgfx::createUniform("u_texLum",   bgfx::UniformType::Uniform1i);
	bgfx::UniformHandle u_texBlur   = bgfx::createUniform("u_texBlur",  bgfx::UniformType::Uniform1i);
	bgfx::UniformHandle u_mtx       = bgfx::createUniform("u_mtx",      bgfx::UniformType::Uniform4x4fv);
	bgfx::UniformHandle u_tonemap   = bgfx::createUniform("u_tonemap",  bgfx::UniformType::Uniform4fv);
	bgfx::UniformHandle u_offset    = bgfx::createUniform("u_offset",   bgfx::UniformType::Uniform4fv, 16);

	Mesh* mesh = meshLoad("meshes/bunny.bin");

	bgfx::FrameBufferHandle fbh;
	bgfx::TextureHandle fbtextures[] =
	{
		bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT|BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP),
		bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT_BUFFER_ONLY),
	};
	fbh = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);

	bgfx::FrameBufferHandle lum[5];
	lum[0] = bgfx::createFrameBuffer(128, 128, bgfx::TextureFormat::BGRA8);
	lum[1] = bgfx::createFrameBuffer( 64,  64, bgfx::TextureFormat::BGRA8);
	lum[2] = bgfx::createFrameBuffer( 16,  16, bgfx::TextureFormat::BGRA8);
	lum[3] = bgfx::createFrameBuffer(  4,   4, bgfx::TextureFormat::BGRA8);
	lum[4] = bgfx::createFrameBuffer(  1,   1, bgfx::TextureFormat::BGRA8);

	bgfx::FrameBufferHandle bright;
	bright = bgfx::createFrameBuffer(width/2, height/2, bgfx::TextureFormat::BGRA8);

	bgfx::FrameBufferHandle blur;
	blur = bgfx::createFrameBuffer(width/8, height/8, bgfx::TextureFormat::BGRA8);

	void* data = load("font/droidsans.ttf");
	imguiCreate(data);
	free(data);

	float speed      = 0.37f;
	float middleGray = 0.18f;
	float white      = 1.1f;
	float treshold   = 1.5f;

	int32_t scrollArea = 0;

	uint32_t oldWidth = 0;
	uint32_t oldHeight = 0;
	uint32_t oldReset = reset;

	entry::MouseState mouseState;

	float time = 0.0f;

	while (!entry::processEvents(width, height, debug, reset, &mouseState) )
	{
		if (oldWidth  != width
		||  oldHeight != height
		||  oldReset  != reset)
		{
			// Recreate variable size render targets when resolution changes.
			oldWidth  = width;
			oldHeight = height;
			oldReset  = reset;

			uint32_t msaa = (reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;

			bgfx::destroyFrameBuffer(fbh);
			bgfx::destroyFrameBuffer(bright);
			bgfx::destroyFrameBuffer(blur);

			fbtextures[0] = bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::BGRA8, ( (msaa+1)<<BGFX_TEXTURE_RT_MSAA_SHIFT)|BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP);
			fbtextures[1] = bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT_BUFFER_ONLY|( (msaa+1)<<BGFX_TEXTURE_RT_MSAA_SHIFT) );
			fbh = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);

			bright = bgfx::createFrameBuffer(width/2, height/2, bgfx::TextureFormat::BGRA8);
			blur   = bgfx::createFrameBuffer(width/8, height/8, bgfx::TextureFormat::BGRA8);
		}

		imguiBeginFrame(mouseState.m_mx
			, mouseState.m_my
			, (mouseState.m_buttons[entry::MouseButton::Left  ] ? IMGUI_MBUT_LEFT  : 0)
			| (mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
			, 0
			, width
			, height
			);

		imguiBeginScrollArea("Settings", width - width / 5 - 10, 10, width / 5, height / 3, &scrollArea);
		imguiSeparatorLine();

		imguiSlider("Speed", &speed, 0.0f, 1.0f, 0.01f);
		imguiSeparator();

		imguiSlider("Middle gray", &middleGray, 0.1f, 1.0f, 0.01f);
		imguiSlider("White point", &white, 0.1f, 2.0f, 0.01f);
		imguiSlider("Treshold", &treshold, 0.1f, 2.0f, 0.01f);

		imguiEndScrollArea();
		imguiEndFrame();

		// 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;

		time += (float)(frameTime*speed/freq);

		bgfx::setUniform(u_time, &time);

		// Use debug font to print information about this example.
		bgfx::dbgTextClear();
		bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/09-hdr");
		bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Using multiple views and render targets.");
		bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);

		// Set views.
		bgfx::setViewRectMask(0x1f, 0, 0, width, height);
		bgfx::setViewFrameBufferMask(0x3, fbh);

		bgfx::setViewRect(2, 0, 0, 128, 128);
		bgfx::setViewFrameBuffer(2, lum[0]);

		bgfx::setViewRect(3, 0, 0, 64, 64);
		bgfx::setViewFrameBuffer(3, lum[1]);

		bgfx::setViewRect(4, 0, 0, 16, 16);
		bgfx::setViewFrameBuffer(4, lum[2]);

		bgfx::setViewRect(5, 0, 0, 4, 4);
		bgfx::setViewFrameBuffer(5, lum[3]);

		bgfx::setViewRect(6, 0, 0, 1, 1);
		bgfx::setViewFrameBuffer(6, lum[4]);

		bgfx::setViewRect(7, 0, 0, width/2, height/2);
		bgfx::setViewFrameBuffer(7, bright);

		bgfx::setViewRect(8, 0, 0, width/8, height/8);
		bgfx::setViewFrameBuffer(8, blur);

		bgfx::setViewRect(9, 0, 0, width, height);

		float view[16];
		float proj[16];

		mtxIdentity(view);
		mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f);

		// Set view and projection matrix for view 0.
		bgfx::setViewTransformMask(0
				|(1<<0)
				|(1<<2)
				|(1<<3)
				|(1<<4)
				|(1<<5)
				|(1<<6)
				|(1<<7)
				|(1<<8)
				|(1<<9)
				, view
				, proj
				);

		float at[3] = { 0.0f, 1.0f, 0.0f };
		float eye[3] = { 0.0f, 1.0f, -2.5f };

		float mtx[16];
		mtxRotateXY(mtx
			, 0.0f
			, time
			); 

		float temp[4];
		vec3MulMtx(temp, eye, mtx);

		mtxLookAt(view, temp, at);
		mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f);

		// Set view and projection matrix for view 1.
		bgfx::setViewTransformMask(1<<1, view, proj);

		bgfx::setUniform(u_mtx, mtx);

		// Render skybox into view 0.
		bgfx::setTexture(0, u_texCube, uffizi);
		bgfx::setProgram(skyProgram);
		bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
		screenSpaceQuad( (float)width, (float)height, true);
		bgfx::submit(0);

		// Render mesh into view 1
		bgfx::setTexture(0, u_texCube, uffizi);
		meshSubmit(mesh, 1, meshProgram, NULL);

		// Calculate luminance.
		setOffsets2x2Lum(u_offset, 128, 128);
		bgfx::setTexture(0, u_texColor, fbtextures[0]);
		bgfx::setProgram(lumProgram);
		bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
		screenSpaceQuad(128.0f, 128.0f, s_flipV);
		bgfx::submit(2);

		// Downscale luminance 0.
		setOffsets4x4Lum(u_offset, 128, 128);
		bgfx::setTexture(0, u_texColor, lum[0]);
		bgfx::setProgram(lumAvgProgram);
		bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
		screenSpaceQuad(64.0f, 64.0f, s_flipV);
		bgfx::submit(3);

		// Downscale luminance 1.
		setOffsets4x4Lum(u_offset, 64, 64);
		bgfx::setTexture(0, u_texColor, lum[1]);
		bgfx::setProgram(lumAvgProgram);
		bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
		screenSpaceQuad(16.0f, 16.0f, s_flipV);
		bgfx::submit(4);

		// Downscale luminance 2.
		setOffsets4x4Lum(u_offset, 16, 16);
		bgfx::setTexture(0, u_texColor, lum[2]);
		bgfx::setProgram(lumAvgProgram);
		bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
		screenSpaceQuad(4.0f, 4.0f, s_flipV);
		bgfx::submit(5);

		// Downscale luminance 3.
		setOffsets4x4Lum(u_offset, 4, 4);
		bgfx::setTexture(0, u_texColor, lum[3]);
		bgfx::setProgram(lumAvgProgram);
		bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
		screenSpaceQuad(1.0f, 1.0f, s_flipV);
		bgfx::submit(6);

		float tonemap[4] = { middleGray, square(white), treshold, 0.0f };
		bgfx::setUniform(u_tonemap, tonemap);

		// Bright pass treshold is tonemap[3].
		setOffsets4x4Lum(u_offset, width/2, height/2);
		bgfx::setTexture(0, u_texColor, fbtextures[0]);
		bgfx::setTexture(1, u_texLum, lum[4]);
		bgfx::setProgram(brightProgram);
		bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
		screenSpaceQuad( (float)width/2.0f, (float)height/2.0f, s_flipV);
		bgfx::submit(7);

		// Blur bright pass vertically.
		bgfx::setTexture(0, u_texColor, bright);
		bgfx::setProgram(blurProgram);
		bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
		screenSpaceQuad( (float)width/8.0f, (float)height/8.0f, s_flipV);
		bgfx::submit(8);

		// Blur bright pass horizontally, do tonemaping and combine.
		bgfx::setTexture(0, u_texColor, fbtextures[0]);
		bgfx::setTexture(1, u_texLum, lum[4]);
		bgfx::setTexture(2, u_texBlur, blur);
		bgfx::setProgram(tonemapProgram);
		bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
		screenSpaceQuad( (float)width, (float)height, s_flipV);
		bgfx::submit(9);

		// Advance to next frame. Rendering thread will be kicked to 
		// process submitted rendering primitives.
		bgfx::frame();
	}
Beispiel #5
0
int _main_(int _argc, char** _argv)
{
	uint32_t width = 1280;
	uint32_t height = 720;
	uint32_t debug = BGFX_DEBUG_TEXT;
	uint32_t reset = BGFX_RESET_NONE;

	bgfx::init();
	bgfx::reset(width, height);

	// Enable debug text.
	bgfx::setDebug(debug);

	// 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, true);
	s_PosNormalTangentTexcoordDecl.add(bgfx::Attrib::Tangent, 4, bgfx::AttribType::Uint8, true, true);
	s_PosNormalTangentTexcoordDecl.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Int16, true, true);
	s_PosNormalTangentTexcoordDecl.end();

	const bgfx::Memory* mem;

	calcTangents(s_cubeVertices, countof(s_cubeVertices), s_PosNormalTangentTexcoordDecl, s_cubeIndices, countof(s_cubeIndices) );

	// 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 textureColor = bgfx::createTexture(mem);

	// Load normal texture.
	mem = loadTexture("fieldstone-n.dds");
	bgfx::TextureHandle textureNormal = bgfx::createTexture(mem);

	while (!processEvents(width, height, debug, reset) )
	{
		// Set view 0 default viewport.
		bgfx::setViewRect(0, 0, 0, width, height);

		// 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, textureColor);
			bgfx::setTexture(1, u_texNormal, textureNormal);

			// Set render states.
			bgfx::setState(0
				|BGFX_STATE_RGB_WRITE
				|BGFX_STATE_ALPHA_WRITE
				|BGFX_STATE_DEPTH_WRITE
				|BGFX_STATE_DEPTH_TEST_LESS
				|BGFX_STATE_MSAA
				);

			// 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(textureColor);
	bgfx::destroyTexture(textureNormal);
	bgfx::destroyUniform(u_texColor);
	bgfx::destroyUniform(u_texNormal);
	bgfx::destroyUniform(u_lightPosRadius);
	bgfx::destroyUniform(u_lightRgbInnerR);

	// Shutdown bgfx.
	bgfx::shutdown();

	return 0;
}
Beispiel #6
0
int _main_(int /*_argc*/, char** /*_argv*/)
{
	// Create vertex stream declaration.
	PosColorVertex::init();
	PosColorTexCoord0Vertex::init();

	uint32_t width = 1280;
	uint32_t height = 720;
	uint32_t debug = BGFX_DEBUG_TEXT;
	uint32_t reset = BGFX_RESET_VSYNC;

	bgfx::init();
	bgfx::reset(width, height, reset);

	// Enable debug text.
	bgfx::setDebug(debug);

	// Get renderer capabilities info.
	const bgfx::Caps* caps = bgfx::getCaps();

	// Setup root path for binary shaders. Shader binaries are different 
	// for each renderer.
	switch (caps->rendererType)
	{
	default:
	case bgfx::RendererType::Direct3D9:
		s_shaderPath = "shaders/dx9/";
		s_texelHalf = 0.5f;
		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::OpenGLES:
		s_shaderPath = "shaders/gles/";
		s_flipV = true;
		break;
	}

	// Imgui.
	FILE* file = fopen("font/droidsans.ttf", "rb");
	uint32_t size = (uint32_t)fsize(file);
	void* data = malloc(size);
	size_t ignore = fread(data, 1, size, file);
	BX_UNUSED(ignore);
	fclose(file);
	imguiCreate(data, size);

	const bgfx::Memory* mem;

	// Create static vertex buffer.
	mem = bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) );
	bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(mem, PosColorVertex::ms_decl);

	// 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_texColor0 = bgfx::createUniform("u_texColor0", bgfx::UniformType::Uniform1iv);
	bgfx::UniformHandle u_texColor1 = bgfx::createUniform("u_texColor1", bgfx::UniformType::Uniform1iv);
	bgfx::UniformHandle u_color     = bgfx::createUniform("u_color",     bgfx::UniformType::Uniform4fv);

	bgfx::ProgramHandle blend          = loadProgram("vs_oit",      "fs_oit"                  );
	bgfx::ProgramHandle wbSeparatePass = loadProgram("vs_oit",      "fs_oit_wb_separate"      );
	bgfx::ProgramHandle wbSeparateBlit = loadProgram("vs_oit_blit", "fs_oit_wb_separate_blit" );
	bgfx::ProgramHandle wbPass         = loadProgram("vs_oit",      "fs_oit_wb"               );
	bgfx::ProgramHandle wbBlit         = loadProgram("vs_oit_blit", "fs_oit_wb_blit"          );

	bgfx::TextureHandle fbtextures[2] = { BGFX_INVALID_HANDLE, BGFX_INVALID_HANDLE };
	bgfx::FrameBufferHandle fbh = BGFX_INVALID_HANDLE; 

	int64_t timeOffset = bx::getHPCounter();

	uint32_t mode = 1;
	int32_t scrollArea = 0;
	bool frontToBack = true;
	bool fadeInOut = false;

	uint32_t oldWidth = 0;
	uint32_t oldHeight = 0;
	uint32_t oldReset = reset;

	entry::MouseState mouseState;
	while (!entry::processEvents(width, height, debug, reset, &mouseState) )
	{
		if (oldWidth  != width
		||  oldHeight != height
		||  oldReset  != reset
		||  !bgfx::isValid(fbh) )
		{
			// Recreate variable size render targets when resolution changes.
			oldWidth  = width;
			oldHeight = height;
			oldReset  = reset;

			if (bgfx::isValid(fbh) )
			{
				bgfx::destroyFrameBuffer(fbh);
			}

			fbtextures[0] = bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::RGBA16F, BGFX_TEXTURE_RT),
			fbtextures[1] = bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::R16F, BGFX_TEXTURE_RT),
			fbh = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
		}

		imguiBeginFrame(mouseState.m_mx
			, mouseState.m_my
			, (mouseState.m_buttons[entry::MouseButton::Left  ] ? IMGUI_MBUT_LEFT  : 0)
			| (mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
			, 0
			, width
			, height
			);

		imguiBeginScrollArea("Settings", width - width / 4 - 10, 10, width / 4, height / 3, &scrollArea);
		imguiSeparatorLine();

		imguiLabel("Blend mode:");

		mode = imguiChoose(mode
			, "None"
			, "Separate"
			, "MRT Independent"
			);

		imguiSeparatorLine();

		if (imguiCheck("Front to back", frontToBack) )
		{
			frontToBack ^= true;
		}

		if (imguiCheck("Fade in/out", fadeInOut) )
		{
			fadeInOut ^= true;
		}

		imguiEndScrollArea();
		imguiEndFrame();

		// Set view 0 default viewport.
		bgfx::setViewRectMask(0x3, 0, 0, width, height);

		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-timeOffset)/freq);

		// Use debug font to print information about this example.
		bgfx::dbgTextClear();
		// Reference:
		// Weighted, Blended Order-Independent Transparency
		// http://jcgt.org/published/0002/02/09/
		// http://casual-effects.blogspot.com/2014/03/weighted-blended-order-independent.html
		bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/19-oit");
		bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Weighted, Blended Order Independent Transparency.");
		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];

		// Set view and projection matrix for view 0.
		mtxLookAt(view, eye, at);
		mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f);

		bgfx::setViewTransform(0, view, proj);

		bgfx::setViewClearMask(0x3
			, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
			, 0x00000000
			, 1.0f
			, 0
			);

		bgfx::FrameBufferHandle invalid = BGFX_INVALID_HANDLE;
		bgfx::setViewFrameBuffer(0, 0 == mode ? invalid : fbh);

		// Set view and projection matrix for view 1.
		mtxIdentity(view);
		mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f);
		bgfx::setViewTransform(1, view, proj);

		for (uint32_t depth = 0; depth < 3; ++depth)
		{
			uint32_t zz = frontToBack ? 2-depth : depth;

			for (uint32_t yy = 0; yy < 3; ++yy)
			{
				for (uint32_t xx = 0; xx < 3; ++xx)
				{
					float color[4] = { xx*1.0f/3.0f, zz*1.0f/3.0f, yy*1.0f/3.0f, 0.5f };

					if (fadeInOut
					&&  zz == 1)
					{
						color[3] = sinf(time*3.0f)*0.49f+0.5f;
					}

					bgfx::setUniform(u_color, color);

					BX_UNUSED(time);
					float mtx[16];
					mtxRotateXY(mtx, time*0.023f + xx*0.21f, time*0.03f + yy*0.37f);
					//mtxIdentity(mtx);
					mtx[12] = -2.5f + float(xx)*2.5f;
					mtx[13] = -2.5f + float(yy)*2.5f;
					mtx[14] = -2.5f + float(zz)*2.5f; //0.0f; // sinf(time + ( (xx+1)*(yy+1)/9.0f)*float(M_PI) )*50.0f+50.0f; //90.0f - (xx+1)*(yy+1)*10.0f;

					// Set transform for draw call.
					bgfx::setTransform(mtx);

					// Set vertex and index buffer.
					bgfx::setVertexBuffer(vbh);
					bgfx::setIndexBuffer(ibh);

					const uint64_t state = 0
						| BGFX_STATE_CULL_CW
						| BGFX_STATE_RGB_WRITE
						| BGFX_STATE_ALPHA_WRITE
						| BGFX_STATE_DEPTH_TEST_LESS
						| BGFX_STATE_MSAA
						;

					switch (mode)
					{
						case 0:
							// Set vertex and fragment shaders.
							bgfx::setProgram(blend);

							// Set render states.
							bgfx::setState(state
								| BGFX_STATE_BLEND_ALPHA
								);
							break;

						case 1:
							// Set vertex and fragment shaders.
							bgfx::setProgram(wbSeparatePass);

							// Set render states.
							bgfx::setState(state
								| BGFX_STATE_BLEND_FUNC_SEPARATE(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ZERO, BGFX_STATE_BLEND_INV_SRC_ALPHA)
								);
							break;

						default:
							// Set vertex and fragment shaders.
							bgfx::setProgram(wbPass);

							// Set render states.
							bgfx::setState(state
								| BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE)
								| BGFX_STATE_BLEND_INDEPENDENT
								, 0
								| BGFX_STATE_BLEND_FUNC_RT_1(BGFX_STATE_BLEND_ZERO, BGFX_STATE_BLEND_SRC_COLOR)
								);
							break;
					}

					// Submit primitive for rendering to view 0.
					bgfx::submit(0);
				}
			}
		}

		if (0 != mode)
		{
			bgfx::setTexture(0, u_texColor0, fbtextures[0]);
			bgfx::setTexture(1, u_texColor1, fbtextures[1]);
			bgfx::setProgram(1 == mode ? wbSeparateBlit : wbBlit);
			bgfx::setState(0
				| BGFX_STATE_RGB_WRITE
				| BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_INV_SRC_ALPHA, BGFX_STATE_BLEND_SRC_ALPHA)
				);
			screenSpaceQuad( (float)width, (float)height, s_flipV);
			bgfx::submit(1);
		}

		// Advance to next frame. Rendering thread will be kicked to 
		// process submitted rendering primitives.
		bgfx::frame();
	}

	// Cleanup.
	imguiDestroy();

	bgfx::destroyFrameBuffer(fbh);
	bgfx::destroyIndexBuffer(ibh);
	bgfx::destroyVertexBuffer(vbh);
	bgfx::destroyProgram(blend);
	bgfx::destroyProgram(wbSeparatePass);
	bgfx::destroyProgram(wbSeparateBlit);
	bgfx::destroyProgram(wbPass);
	bgfx::destroyProgram(wbBlit);
	bgfx::destroyUniform(u_texColor0);
	bgfx::destroyUniform(u_texColor1);
	bgfx::destroyUniform(u_color);

	// Shutdown bgfx.
	bgfx::shutdown();

	return 0;
}
Beispiel #7
0
int _main_(int _argc, char** _argv)
{
	PosColorTexCoord0Vertex::init();

	uint32_t width = 1280;
	uint32_t height = 720;
	uint32_t debug = BGFX_DEBUG_TEXT;
	uint32_t reset = BGFX_RESET_NONE;

	bgfx::init();
	bgfx::reset(width, height);

	// Enable debug text.
	bgfx::setDebug(debug);

	// 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/";
		s_texelHalf = 0.5f;
		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;
	}

	const bgfx::Memory* mem;

	mem = loadTexture("uffizi.dds");
	bgfx::TextureHandle uffizi = bgfx::createTexture(mem);

	bgfx::UniformHandle u_time      = bgfx::createUniform("u_time",     bgfx::UniformType::Uniform1f);
	bgfx::UniformHandle u_texCube   = bgfx::createUniform("u_texCube",  bgfx::UniformType::Uniform1i);
	bgfx::UniformHandle u_texColor  = bgfx::createUniform("u_texColor", bgfx::UniformType::Uniform1i);
	bgfx::UniformHandle u_texLum    = bgfx::createUniform("u_texLum",   bgfx::UniformType::Uniform1i);
	bgfx::UniformHandle u_texBlur   = bgfx::createUniform("u_texBlur",  bgfx::UniformType::Uniform1i);
	bgfx::UniformHandle u_mtx       = bgfx::createUniform("u_mtx",      bgfx::UniformType::Uniform4x4fv);
	bgfx::UniformHandle u_tonemap   = bgfx::createUniform("u_tonemap",  bgfx::UniformType::Uniform4fv);
	bgfx::UniformHandle u_offset    = bgfx::createUniform("u_offset",   bgfx::UniformType::Uniform4fv, 16);
	bgfx::UniformHandle u_weight    = bgfx::createUniform("u_weight",   bgfx::UniformType::Uniform4fv, 16);

	bgfx::ProgramHandle skyProgram     = loadProgram("vs_hdr_skybox",  "fs_hdr_skybox");
	bgfx::ProgramHandle lumProgram     = loadProgram("vs_hdr_lum",     "fs_hdr_lum");
	bgfx::ProgramHandle lumAvgProgram  = loadProgram("vs_hdr_lumavg",  "fs_hdr_lumavg");
	bgfx::ProgramHandle blurProgram    = loadProgram("vs_hdr_blur",    "fs_hdr_blur");
	bgfx::ProgramHandle brightProgram  = loadProgram("vs_hdr_bright",  "fs_hdr_bright");
	bgfx::ProgramHandle meshProgram    = loadProgram("vs_hdr_mesh",    "fs_hdr_mesh");
	bgfx::ProgramHandle tonemapProgram = loadProgram("vs_hdr_tonemap", "fs_hdr_tonemap");

	Mesh mesh;
	mesh.load("meshes/bunny.bin");

	bgfx::RenderTargetHandle rt = bgfx::createRenderTarget(width, height, BGFX_RENDER_TARGET_COLOR_RGBA|BGFX_RENDER_TARGET_DEPTH|BGFX_RENDER_TARGET_MSAA_X8);

	bgfx::RenderTargetHandle lum[5];
	lum[0] = bgfx::createRenderTarget(128, 128, BGFX_RENDER_TARGET_COLOR_RGBA);
	lum[1] = bgfx::createRenderTarget( 64,  64, BGFX_RENDER_TARGET_COLOR_RGBA);
	lum[2] = bgfx::createRenderTarget( 16,  16, BGFX_RENDER_TARGET_COLOR_RGBA);
	lum[3] = bgfx::createRenderTarget(  4,   4, BGFX_RENDER_TARGET_COLOR_RGBA);
	lum[4] = bgfx::createRenderTarget(  1,   1, BGFX_RENDER_TARGET_COLOR_RGBA);

	bgfx::RenderTargetHandle bright;
	bright = bgfx::createRenderTarget(width/2, height/2, BGFX_RENDER_TARGET_COLOR_RGBA);

	bgfx::RenderTargetHandle blur;
	blur = bgfx::createRenderTarget(width/8, height/8, BGFX_RENDER_TARGET_COLOR_RGBA);

	uint32_t oldWidth = 0;
	uint32_t oldHeight = 0;

	while (!processEvents(width, height, debug, reset) )
	{
		if (oldWidth != width
		||  oldHeight != height)
		{
			// Recreate variable size render targets when resolution changes.
			oldWidth = width;
			oldHeight = height;
			bgfx::destroyRenderTarget(rt);
			bgfx::destroyRenderTarget(bright);
			bgfx::destroyRenderTarget(blur);

			rt = bgfx::createRenderTarget(width, height, BGFX_RENDER_TARGET_COLOR_RGBA|BGFX_RENDER_TARGET_DEPTH|BGFX_RENDER_TARGET_MSAA_X8);
			bright = bgfx::createRenderTarget(width/2, height/2, BGFX_RENDER_TARGET_COLOR_RGBA);
			blur = bgfx::createRenderTarget(width/8, height/8, BGFX_RENDER_TARGET_COLOR_RGBA);
		}

		// 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);

		bgfx::setUniform(u_time, &time);

		// Use debug font to print information about this example.
		bgfx::dbgTextClear();
		bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/09-hdr");
		bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Using multiple views and render targets.");
		bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);

		// Set views.
		bgfx::setViewRectMask(0x1f, 0, 0, width, height);
		bgfx::setViewRenderTargetMask(0x3, rt);

		bgfx::setViewRect(2, 0, 0, 128, 128);
		bgfx::setViewRenderTarget(2, lum[0]);

		bgfx::setViewRect(3, 0, 0, 64, 64);
		bgfx::setViewRenderTarget(3, lum[1]);

		bgfx::setViewRect(4, 0, 0, 16, 16);
		bgfx::setViewRenderTarget(4, lum[2]);

		bgfx::setViewRect(5, 0, 0, 4, 4);
		bgfx::setViewRenderTarget(5, lum[3]);

		bgfx::setViewRect(6, 0, 0, 1, 1);
		bgfx::setViewRenderTarget(6, lum[4]);

		bgfx::setViewRect(7, 0, 0, width/2, height/2);
		bgfx::setViewRenderTarget(7, bright);

		bgfx::setViewRect(8, 0, 0, width/8, height/8);
		bgfx::setViewRenderTarget(8, blur);

		bgfx::setViewRect(9, 0, 0, width, height);

		float view[16];
		float proj[16];

		mtxIdentity(view);
		mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f);

		// Set view and projection matrix for view 0.
		bgfx::setViewTransformMask(0
				|(1<<0)
				|(1<<2)
				|(1<<3)
				|(1<<4)
				|(1<<5)
				|(1<<6)
				|(1<<7)
				|(1<<8)
				|(1<<9)
				, view
				, proj
				);

		float at[3] = { 0.0f, 1.0f, 0.0f };
		float eye[3] = { 0.0f, 1.0f, -2.5f };

		float mtx[16];
		mtxRotateXY(mtx
			, 0.0f
			, time*0.37f
			); 

		float temp[4];
		vec3MulMtx(temp, eye, mtx);

		mtxLookAt(view, temp, at);
		mtxProj(proj, 60.0f, 16.0f/9.0f, 0.1f, 100.0f);

		// Set view and projection matrix for view 1.
		bgfx::setViewTransformMask(1<<1, view, proj);

		bgfx::setUniform(u_mtx, mtx);

		// Render skybox into view 0.
		bgfx::setTexture(0, u_texCube, uffizi);
		bgfx::setProgram(skyProgram);
		bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
		screenSpaceQuad( (float)width, (float)height, true);
		bgfx::submit(0);

		// Render mesh into view 1
		bgfx::setTexture(0, u_texCube, uffizi);
		mesh.submit(1, meshProgram, NULL);

		// Calculate luminance.
		setOffsets2x2Lum(u_offset, 128, 128);
		bgfx::setTexture(0, u_texColor, rt);
		bgfx::setProgram(lumProgram);
		bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
		screenSpaceQuad(128.0f, 128.0f, s_flipV);
		bgfx::submit(2);

		// Downscale luminance 0.
		setOffsets4x4Lum(u_offset, 128, 128);
		bgfx::setTexture(0, u_texColor, lum[0]);
		bgfx::setProgram(lumAvgProgram);
		bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
		screenSpaceQuad(64.0f, 64.0f, s_flipV);
		bgfx::submit(3);

		// Downscale luminance 1.
		setOffsets4x4Lum(u_offset, 64, 64);
		bgfx::setTexture(0, u_texColor, lum[1]);
		bgfx::setProgram(lumAvgProgram);
		bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
		screenSpaceQuad(16.0f, 16.0f, s_flipV);
		bgfx::submit(4);

		// Downscale luminance 2.
		setOffsets4x4Lum(u_offset, 16, 16);
		bgfx::setTexture(0, u_texColor, lum[2]);
		bgfx::setProgram(lumAvgProgram);
		bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
		screenSpaceQuad(4.0f, 4.0f, s_flipV);
		bgfx::submit(5);

		// Downscale luminance 3.
		setOffsets4x4Lum(u_offset, 4, 4);
		bgfx::setTexture(0, u_texColor, lum[3]);
		bgfx::setProgram(lumAvgProgram);
		bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
		screenSpaceQuad(1.0f, 1.0f, s_flipV);
		bgfx::submit(6);

		float tonemap[4] = { 0.18f, square(1.1f), 1.5f, 0.0f };
		bgfx::setUniform(u_tonemap, tonemap);

		// Bright pass treshold is tonemap[3].
		setOffsets4x4Lum(u_offset, width/2, height/2);
		bgfx::setTexture(0, u_texColor, rt);
		bgfx::setTexture(1, u_texLum, lum[4]);
		bgfx::setProgram(brightProgram);
		bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
		screenSpaceQuad( (float)width/2.0f, (float)height/2.0f, s_flipV);
		bgfx::submit(7);

		// Blur bright pass vertically.
		bgfx::setTexture(0, u_texColor, bright);
		bgfx::setProgram(blurProgram);
		bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
		screenSpaceQuad( (float)width/8.0f, (float)height/8.0f, s_flipV);
		bgfx::submit(8);

		// Blur bright pass horizontally, do tonemaping and combine.
		bgfx::setTexture(0, u_texColor, rt);
		bgfx::setTexture(1, u_texLum, lum[4]);
		bgfx::setTexture(2, u_texBlur, blur);
		bgfx::setProgram(tonemapProgram);
		bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
		screenSpaceQuad( (float)width, (float)height, s_flipV);
		bgfx::submit(9);

		// Advance to next frame. Rendering thread will be kicked to 
		// process submitted rendering primitives.
		bgfx::frame();
	}

	// Cleanup.
	mesh.unload();

	bgfx::destroyRenderTarget(lum[0]);
	bgfx::destroyRenderTarget(lum[1]);
	bgfx::destroyRenderTarget(lum[2]);
	bgfx::destroyRenderTarget(lum[3]);
	bgfx::destroyRenderTarget(lum[4]);
	bgfx::destroyRenderTarget(bright);
	bgfx::destroyRenderTarget(blur);
	bgfx::destroyRenderTarget(rt);

	bgfx::destroyProgram(meshProgram);
	bgfx::destroyProgram(skyProgram);
	bgfx::destroyProgram(tonemapProgram);
	bgfx::destroyProgram(lumProgram);
	bgfx::destroyProgram(lumAvgProgram);
	bgfx::destroyProgram(blurProgram);
	bgfx::destroyProgram(brightProgram);
	bgfx::destroyTexture(uffizi);

	bgfx::destroyUniform(u_time);
	bgfx::destroyUniform(u_texCube);
	bgfx::destroyUniform(u_texColor);
	bgfx::destroyUniform(u_texLum);
	bgfx::destroyUniform(u_texBlur);
	bgfx::destroyUniform(u_mtx);
	bgfx::destroyUniform(u_tonemap);
	bgfx::destroyUniform(u_offset);
	bgfx::destroyUniform(u_weight);

	// Shutdown bgfx.
	bgfx::shutdown();

	return 0;
}
Beispiel #8
0
int _main_(int /*_argc*/, char** /*_argv*/)
{
	uint32_t width = 1280;
	uint32_t height = 720;
	uint32_t debug = BGFX_DEBUG_TEXT;
	uint32_t reset = BGFX_RESET_VSYNC;

	bgfx::init();
	bgfx::reset(width, height, reset);

	// Enable debug text.
	bgfx::setDebug(debug);

	// 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/";
		s_texelHalf = 0.5f;
		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;
	}

	// Uniforms.
	u_shadowMap = bgfx::createUniform("u_shadowMap", bgfx::UniformType::Uniform1iv);

	bgfx::UniformHandle u_lightPos = bgfx::createUniform("u_lightPos", bgfx::UniformType::Uniform4fv);
	bgfx::UniformHandle u_lightMtx = bgfx::createUniform("u_lightMtx", bgfx::UniformType::Uniform4x4fv);

	// Programs.
	bgfx::ProgramHandle progPackDepth = loadProgram("vs_smsimple_packdepth", "fs_smsimple_packdepth");
	bgfx::ProgramHandle progDraw      = loadProgram("vs_smsimple_draw",      "fs_smsimple_draw");

	// Vertex declarations.
	bgfx::VertexDecl PosNormalDecl;
	PosNormalDecl.begin();
	PosNormalDecl.add(bgfx::Attrib::Position,  3, bgfx::AttribType::Float);
	PosNormalDecl.add(bgfx::Attrib::Normal,    4, bgfx::AttribType::Uint8, true, true);
	PosNormalDecl.end();

	// Meshes.
	Mesh bunnyMesh;
	Mesh cubeMesh;
	Mesh hollowcubeMesh;
	Mesh hplaneMesh;
	bunnyMesh.load("meshes/bunny.bin");
	cubeMesh.load("meshes/cube.bin");
	hollowcubeMesh.load("meshes/hollowcube.bin");
	hplaneMesh.load(s_hplaneVertices, s_numHPlaneVertices, PosNormalDecl, s_planeIndices, s_numPlaneIndices);

	// Render targets.
	uint16_t shadowMapSize = 512;

	bgfx::TextureHandle fbtextures[] =
	{
		bgfx::createTexture2D(shadowMapSize, shadowMapSize, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT),
		bgfx::createTexture2D(shadowMapSize, shadowMapSize, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT_BUFFER_ONLY),
	};
	s_shadowMapFB = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);

	// Set view and projection matrices.
	float view[16];
	float proj[16];

	const float eye[3] = { 0.0f, 30.0f, -60.0f };
	const float at[3]  = { 0.0f, 5.0f, 0.0f };
	mtxLookAt(view, eye, at);

	const float aspect = float(int32_t(width) ) / float(int32_t(height) );
	mtxProj(proj, 60.0f, aspect, 0.1f, 1000.0f);

	// Time acumulators.
	float timeAccumulatorLight = 0.0f;
	float timeAccumulatorScene = 0.0f;

	entry::MouseState mouseState;
	while (!entry::processEvents(width, height, debug, reset, &mouseState) )
	{
		// Time.
		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;
		const float deltaTime = float(frameTime/freq);

		// Update time accumulators.
		timeAccumulatorLight += deltaTime;
		timeAccumulatorScene += deltaTime;

		// Use debug font to print information about this example.
		bgfx::dbgTextClear();
		bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/15-shadowmaps-simple");
		bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Shadow maps example.");
		bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);

		// Setup lights.
		float lightPos[4];
		lightPos[0] = -cos(timeAccumulatorLight);
		lightPos[1] = -1.0f;
		lightPos[2] = -sin(timeAccumulatorLight);
		lightPos[3] = 0.0f;

		bgfx::setUniform(u_lightPos, lightPos);

		// Setup instance matrices.
		float mtxFloor[16];
		mtxScaleRotateTranslate(mtxFloor
			, 30.0f //scaleX
			, 30.0f //scaleY
			, 30.0f //scaleZ
			, 0.0f  //rotX
			, 0.0f  //rotY
			, 0.0f  //rotZ
			, 0.0f  //translateX
			, 0.0f  //translateY
			, 0.0f  //translateZ
			);

		float mtxBunny[16];
		mtxScaleRotateTranslate(mtxBunny
			, 5.0f
			, 5.0f
			, 5.0f
			, 0.0f
			, float(M_PI) - timeAccumulatorScene
			, 0.0f
			, 15.0f
			, 5.0f
			, 0.0f
			);

		float mtxHollowcube[16];
		mtxScaleRotateTranslate(mtxHollowcube
			, 2.5f
			, 2.5f
			, 2.5f
			, 0.0f
			, 1.56f - timeAccumulatorScene
			, 0.0f
			, 0.0f
			, 10.0f
			, 0.0f
			);

		float mtxCube[16];
		mtxScaleRotateTranslate(mtxCube
			, 2.5f
			, 2.5f
			, 2.5f
			, 0.0f
			, 1.56f - timeAccumulatorScene
			, 0.0f
			, -15.0f
			, 5.0f
			, 0.0f
			);

		// Define matrices.
		float screenView[16];
		float screenProj[16];
		mtxIdentity(screenView);
		mtxOrtho(screenProj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f);

		float lightView[16];
		float lightProj[16];

		const float eye[3] =
		{
			-lightPos[0],
			-lightPos[1],
			-lightPos[2],
		};
		const float at[3] = { 0.0f, 0.0f, 0.0f };
		mtxLookAt(lightView, eye, at);

		const float area = 30.0f;
		mtxOrtho(lightProj, -area, area, -area, area, -100.0f, 100.0f);

		bgfx::setViewRect(RENDER_SHADOW_PASS_ID, 0, 0, shadowMapSize, shadowMapSize);
		bgfx::setViewRect(RENDER_SCENE_PASS_ID, 0, 0, width, height);

		bgfx::setViewTransform(RENDER_SHADOW_PASS_ID, lightView, lightProj);
		bgfx::setViewTransform(RENDER_SCENE_PASS_ID, view, proj);

		bgfx::setViewFrameBuffer(RENDER_SHADOW_PASS_ID, s_shadowMapFB);

		// Clear backbuffer and shadowmap framebuffer at beginning.
		bgfx::setViewClearMask(0x3, BGFX_CLEAR_COLOR_BIT | BGFX_CLEAR_DEPTH_BIT, 0x303030ff, 1.0f, 0);
		bgfx::submitMask(0x3);

		// Render.

		{ // Craft shadow map.

			hplaneMesh.submit(RENDER_SHADOW_PASS_ID, mtxFloor, progPackDepth);
			bunnyMesh.submit(RENDER_SHADOW_PASS_ID, mtxBunny, progPackDepth);
			hollowcubeMesh.submit(RENDER_SHADOW_PASS_ID, mtxHollowcube, progPackDepth);
			cubeMesh.submit(RENDER_SHADOW_PASS_ID, mtxCube, progPackDepth);
		}

		{ // Draw Scene.

			float mtxShadow[16]; //lightviewProjCrop
			float lightMtx[16];  //modelLightviewProjCrop

			const float s = (s_flipV) ? 1.0f : -1.0f; //sign

			const float mtxCrop[16] =
			{
				0.5f,   0.0f, 0.0f, 0.0f,
				0.0f, s*0.5f, 0.0f, 0.0f,
				0.0f,   0.0f, 0.5f, 0.0f,
				0.5f,   0.5f, 0.5f, 1.0f,
			};

			float mtxTmp[16];
			mtxMul(mtxTmp, lightProj, mtxCrop);
			mtxMul(mtxShadow, lightView, mtxTmp);

			// Floor.
			mtxMul(lightMtx, mtxFloor, mtxShadow);
			bgfx::setUniform(u_lightMtx, lightMtx);
			hplaneMesh.submit(RENDER_SCENE_PASS_ID, mtxFloor, progDraw);

			// Bunny.
			mtxMul(lightMtx, mtxBunny, mtxShadow);
			bgfx::setUniform(u_lightMtx, lightMtx);
			bunnyMesh.submit(RENDER_SCENE_PASS_ID, mtxBunny, progDraw);

			// Hollow cube.
			mtxMul(lightMtx, mtxHollowcube, mtxShadow);
			bgfx::setUniform(u_lightMtx, lightMtx);
			hollowcubeMesh.submit(RENDER_SCENE_PASS_ID, mtxHollowcube, progDraw);

			// Cube.
			mtxMul(lightMtx, mtxCube, mtxShadow);
			bgfx::setUniform(u_lightMtx, lightMtx);
			cubeMesh.submit(RENDER_SCENE_PASS_ID, mtxCube, progDraw);
		}

		// Advance to next frame. Rendering thread will be kicked to
		// process submitted rendering primitives.
		bgfx::frame();

	}

	bunnyMesh.unload();
	cubeMesh.unload();
	hollowcubeMesh.unload();
	hplaneMesh.unload();

	bgfx::destroyProgram(progPackDepth);
	bgfx::destroyProgram(progDraw);

	bgfx::destroyFrameBuffer(s_shadowMapFB);

	bgfx::destroyUniform(u_shadowMap);
	bgfx::destroyUniform(u_lightPos);
	bgfx::destroyUniform(u_lightMtx);

	// Shutdown bgfx.
	bgfx::shutdown();

	return 0;
}
Beispiel #9
0
int _main_(int /*_argc*/, char** /*_argv*/)
{
	uint32_t width = 1280;
	uint32_t height = 720;
	uint32_t debug = BGFX_DEBUG_TEXT;
	uint32_t reset = BGFX_RESET_VSYNC;

	bgfx::init();
	bgfx::reset(width, height, reset);

	// Enable debug text.
	bgfx::setDebug(debug);

	// 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_PosTexcoordDecl.begin();
	s_PosTexcoordDecl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float);
	s_PosTexcoordDecl.add(bgfx::Attrib::TexCoord0, 3, bgfx::AttribType::Float);
	s_PosTexcoordDecl.end();

	const bgfx::Memory* mem;

	// Create static vertex buffer.
	mem = bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) );
	bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(mem, s_PosTexcoordDecl);

	// 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_texCube = bgfx::createUniform("u_texCube", bgfx::UniformType::Uniform1iv);

	// Load vertex shader.
	mem = loadShader("vs_update");
	bgfx::VertexShaderHandle vsh = bgfx::createVertexShader(mem);

	// Load fragment shader.
	mem = loadShader("fs_update");
	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);

	const uint32_t textureSide = 2048;

	bgfx::TextureHandle textureCube = 
		bgfx::createTextureCube(6
			, textureSide
			, 1
			, bgfx::TextureFormat::BGRA8
			, BGFX_TEXTURE_MIN_POINT|BGFX_TEXTURE_MAG_POINT|BGFX_TEXTURE_MIP_POINT
			);

	uint8_t rr = rand()%255;
	uint8_t gg = rand()%255;
	uint8_t bb = rand()%255;

	int64_t updateTime = 0;

	RectPackCubeT<256> cube(textureSide);

	uint32_t hit = 0;
	uint32_t miss = 0;
	std::list<PackCube> quads;

	int64_t timeOffset = bx::getHPCounter();

	while (!processEvents(width, height, debug, reset) )
	{
		// Set view 0 default viewport.
		bgfx::setViewRect(0, 0, 0, width, height);

		// 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 int64_t freq = bx::getHPFrequency();
		const double toMs = 1000.0/double(freq);
		float time = (float)( (now - timeOffset)/double(bx::getHPFrequency() ) );

		// Use debug font to print information about this example.
		bgfx::dbgTextClear();
		bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/08-update");
		bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Updating textures.");
		bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);

		if (now > updateTime)
		{
			PackCube face;

			uint32_t bw = bx::uint16_max(1, rand()%(textureSide/4) );
			uint32_t bh = bx::uint16_max(1, rand()%(textureSide/4) );

			if (cube.find(bw, bh, face) )
			{
				quads.push_back(face);

				++hit;
				bgfx::TextureInfo ti;
				const Pack2D& rect = face.m_rect;
				bgfx::calcTextureSize(ti, rect.m_width, rect.m_height, 1, 1, bgfx::TextureFormat::BGRA8);

// 				updateTime = now + freq/10;
				const bgfx::Memory* mem = bgfx::alloc(ti.storageSize);
				uint8_t* data = (uint8_t*)mem->data;
				for (uint32_t ii = 0, num = ti.storageSize*8/ti.bitsPerPixel; ii < num; ++ii)
				{
					data[0] = bb;
					data[1] = rr;
					data[2] = gg;
					data[3] = 0xff;
					data += 4;
				}

				bgfx::updateTextureCube(textureCube, face.m_side, 0, rect.m_x, rect.m_y, rect.m_width, rect.m_height, mem);

				rr = rand()%255;
				gg = rand()%255;
				bb = rand()%255;
			}
			else
			{
				++miss;

				for (uint32_t ii = 0, num = bx::uint32_min(10, (uint32_t)quads.size() ); ii < num; ++ii)
				{
					const PackCube& face = quads.front();
					cube.clear(face);
					quads.pop_front();
				}
			}
		}

		bgfx::dbgTextPrintf(0, 4, 0x0f, "hit: %d, miss %d", hit, miss);

		float at[3] = { 0.0f, 0.0f, 0.0f };
		float eye[3] = { 0.0f, 0.0f, -5.0f };
		
		float view[16];
		float proj[16];
		mtxLookAt(view, eye, at);
		mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f);

		// Set view and projection matrix for view 0.
		bgfx::setViewTransform(0, view, proj);

		float mtx[16];
		mtxRotateXY(mtx, time, time*0.37f);

		// Set model matrix for rendering.
		bgfx::setTransform(mtx);

		// Set vertex and fragment shaders.
		bgfx::setProgram(program);

		// Set vertex and index buffer.
		bgfx::setVertexBuffer(vbh);
		bgfx::setIndexBuffer(ibh);

		// Bind texture.
		bgfx::setTexture(0, u_texCube, textureCube);

		// Set render states.
		bgfx::setState(BGFX_STATE_DEFAULT);

		// 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(textureCube);
	bgfx::destroyUniform(u_texCube);

	// Shutdown bgfx.
	bgfx::shutdown();

	return 0;
}
Beispiel #10
0
int _main_(int /*_argc*/, char** /*_argv*/)
{
	PosColorTexCoord0Vertex::init();

	uint32_t width = 1280;
	uint32_t height = 720;
	uint32_t debug = BGFX_DEBUG_TEXT;
	uint32_t reset = BGFX_RESET_VSYNC;

	bgfx::init();
	bgfx::reset(width, height, reset);

	// Enable debug text.
	bgfx::setDebug(debug);

	// 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/";
		s_texelHalf = 0.5f;
		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;
	}

	const bgfx::Memory* mem;

	mem = loadTexture("uffizi.dds");
	bgfx::TextureHandle uffizi = bgfx::createTexture(mem, BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP|BGFX_TEXTURE_W_CLAMP);

	bgfx::UniformHandle u_time      = bgfx::createUniform("u_time",     bgfx::UniformType::Uniform1f);
	bgfx::UniformHandle u_texCube   = bgfx::createUniform("u_texCube",  bgfx::UniformType::Uniform1i);
	bgfx::UniformHandle u_texColor  = bgfx::createUniform("u_texColor", bgfx::UniformType::Uniform1i);
	bgfx::UniformHandle u_texLum    = bgfx::createUniform("u_texLum",   bgfx::UniformType::Uniform1i);
	bgfx::UniformHandle u_texBlur   = bgfx::createUniform("u_texBlur",  bgfx::UniformType::Uniform1i);
	bgfx::UniformHandle u_mtx       = bgfx::createUniform("u_mtx",      bgfx::UniformType::Uniform4x4fv);
	bgfx::UniformHandle u_tonemap   = bgfx::createUniform("u_tonemap",  bgfx::UniformType::Uniform4fv);
	bgfx::UniformHandle u_offset    = bgfx::createUniform("u_offset",   bgfx::UniformType::Uniform4fv, 16);
	bgfx::UniformHandle u_weight    = bgfx::createUniform("u_weight",   bgfx::UniformType::Uniform4fv, 16);

	bgfx::ProgramHandle skyProgram     = loadProgram("vs_hdr_skybox",  "fs_hdr_skybox");
	bgfx::ProgramHandle lumProgram     = loadProgram("vs_hdr_lum",     "fs_hdr_lum");
	bgfx::ProgramHandle lumAvgProgram  = loadProgram("vs_hdr_lumavg",  "fs_hdr_lumavg");
	bgfx::ProgramHandle blurProgram    = loadProgram("vs_hdr_blur",    "fs_hdr_blur");
	bgfx::ProgramHandle brightProgram  = loadProgram("vs_hdr_bright",  "fs_hdr_bright");
	bgfx::ProgramHandle meshProgram    = loadProgram("vs_hdr_mesh",    "fs_hdr_mesh");
	bgfx::ProgramHandle tonemapProgram = loadProgram("vs_hdr_tonemap", "fs_hdr_tonemap");

	Mesh mesh;
	mesh.load("meshes/bunny.bin");

	bgfx::RenderTargetHandle rt = bgfx::createRenderTarget(width, height, BGFX_RENDER_TARGET_COLOR_RGBA8|BGFX_RENDER_TARGET_DEPTH);

	bgfx::RenderTargetHandle lum[5];
	lum[0] = bgfx::createRenderTarget(128, 128, BGFX_RENDER_TARGET_COLOR_RGBA8);
	lum[1] = bgfx::createRenderTarget( 64,  64, BGFX_RENDER_TARGET_COLOR_RGBA8);
	lum[2] = bgfx::createRenderTarget( 16,  16, BGFX_RENDER_TARGET_COLOR_RGBA8);
	lum[3] = bgfx::createRenderTarget(  4,   4, BGFX_RENDER_TARGET_COLOR_RGBA8);
	lum[4] = bgfx::createRenderTarget(  1,   1, BGFX_RENDER_TARGET_COLOR_RGBA8);

	bgfx::RenderTargetHandle bright;
	bright = bgfx::createRenderTarget(width/2, height/2, BGFX_RENDER_TARGET_COLOR_RGBA8);

	bgfx::RenderTargetHandle blur;
	blur = bgfx::createRenderTarget(width/8, height/8, BGFX_RENDER_TARGET_COLOR_RGBA8);

	FILE* file = fopen("font/droidsans.ttf", "rb");
	uint32_t size = (uint32_t)fsize(file);
	void* data = malloc(size);
	size_t ignore = fread(data, 1, size, file);
	BX_UNUSED(ignore);
	fclose(file);

	imguiCreate(data, size);

	free(data);

	float speed      = 0.37f;
	float middleGray = 0.18f;
	float white      = 1.1f;
	float treshold   = 1.5f;

	int32_t scrollArea = 0;

	uint32_t oldWidth = 0;
	uint32_t oldHeight = 0;

	entry::MouseState mouseState;

	float time = 0.0f;

	while (!entry::processEvents(width, height, debug, reset, &mouseState) )
	{
		if (oldWidth != width
		||  oldHeight != height)
		{
			// Recreate variable size render targets when resolution changes.
			oldWidth = width;
			oldHeight = height;
			bgfx::destroyRenderTarget(rt);
			bgfx::destroyRenderTarget(bright);
			bgfx::destroyRenderTarget(blur);

			rt = bgfx::createRenderTarget(width, height, BGFX_RENDER_TARGET_COLOR_RGBA8|BGFX_RENDER_TARGET_DEPTH);
			bright = bgfx::createRenderTarget(width/2, height/2, BGFX_RENDER_TARGET_COLOR_RGBA8);
			blur = bgfx::createRenderTarget(width/8, height/8, BGFX_RENDER_TARGET_COLOR_RGBA8);
		}

		imguiBeginFrame(mouseState.m_mx
			, mouseState.m_my
			, (mouseState.m_buttons[entry::MouseButton::Left  ] ? IMGUI_MBUT_LEFT  : 0)
			| (mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
			, 0
			, width
			, height
			);

		imguiBeginScrollArea("Settings", width - width / 5 - 10, 10, width / 5, height / 3, &scrollArea);
		imguiSeparatorLine();

		imguiSlider("Speed", &speed, 0.0f, 1.0f, 0.01f);
		imguiSeparator();

		imguiSlider("Middle gray", &middleGray, 0.1f, 1.0f, 0.01f);
		imguiSlider("White point", &white, 0.1f, 2.0f, 0.01f);
		imguiSlider("Treshold", &treshold, 0.1f, 2.0f, 0.01f);

		imguiEndScrollArea();
		imguiEndFrame();

		// 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;

		time += (float)(frameTime*speed/freq);

		bgfx::setUniform(u_time, &time);

		// Use debug font to print information about this example.
		bgfx::dbgTextClear();
		bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/09-hdr");
		bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Using multiple views and render targets.");
		bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);

		// Set views.
		bgfx::setViewRectMask(0x1f, 0, 0, width, height);
		bgfx::setViewRenderTargetMask(0x3, rt);

		bgfx::setViewRect(2, 0, 0, 128, 128);
		bgfx::setViewRenderTarget(2, lum[0]);

		bgfx::setViewRect(3, 0, 0, 64, 64);
		bgfx::setViewRenderTarget(3, lum[1]);

		bgfx::setViewRect(4, 0, 0, 16, 16);
		bgfx::setViewRenderTarget(4, lum[2]);

		bgfx::setViewRect(5, 0, 0, 4, 4);
		bgfx::setViewRenderTarget(5, lum[3]);

		bgfx::setViewRect(6, 0, 0, 1, 1);
		bgfx::setViewRenderTarget(6, lum[4]);

		bgfx::setViewRect(7, 0, 0, width/2, height/2);
		bgfx::setViewRenderTarget(7, bright);

		bgfx::setViewRect(8, 0, 0, width/8, height/8);
		bgfx::setViewRenderTarget(8, blur);

		bgfx::setViewRect(9, 0, 0, width, height);

		float view[16];
		float proj[16];

		mtxIdentity(view);
		mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f);

		// Set view and projection matrix for view 0.
		bgfx::setViewTransformMask(0
				|(1<<0)
				|(1<<2)
				|(1<<3)
				|(1<<4)
				|(1<<5)
				|(1<<6)
				|(1<<7)
				|(1<<8)
				|(1<<9)
				, view
				, proj
				);

		float at[3] = { 0.0f, 1.0f, 0.0f };
		float eye[3] = { 0.0f, 1.0f, -2.5f };

		float mtx[16];
		mtxRotateXY(mtx
			, 0.0f
			, time
			); 

		float temp[4];
		vec3MulMtx(temp, eye, mtx);

		mtxLookAt(view, temp, at);
		mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f);

		// Set view and projection matrix for view 1.
		bgfx::setViewTransformMask(1<<1, view, proj);

		bgfx::setUniform(u_mtx, mtx);

		// Render skybox into view 0.
		bgfx::setTexture(0, u_texCube, uffizi);
		bgfx::setProgram(skyProgram);
		bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
		screenSpaceQuad( (float)width, (float)height, true);
		bgfx::submit(0);

		// Render mesh into view 1
		bgfx::setTexture(0, u_texCube, uffizi);
		mesh.submit(1, meshProgram, NULL);

		// Calculate luminance.
		setOffsets2x2Lum(u_offset, 128, 128);
		bgfx::setTexture(0, u_texColor, rt);
		bgfx::setProgram(lumProgram);
		bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
		screenSpaceQuad(128.0f, 128.0f, s_flipV);
		bgfx::submit(2);

		// Downscale luminance 0.
		setOffsets4x4Lum(u_offset, 128, 128);
		bgfx::setTexture(0, u_texColor, lum[0]);
		bgfx::setProgram(lumAvgProgram);
		bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
		screenSpaceQuad(64.0f, 64.0f, s_flipV);
		bgfx::submit(3);

		// Downscale luminance 1.
		setOffsets4x4Lum(u_offset, 64, 64);
		bgfx::setTexture(0, u_texColor, lum[1]);
		bgfx::setProgram(lumAvgProgram);
		bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
		screenSpaceQuad(16.0f, 16.0f, s_flipV);
		bgfx::submit(4);

		// Downscale luminance 2.
		setOffsets4x4Lum(u_offset, 16, 16);
		bgfx::setTexture(0, u_texColor, lum[2]);
		bgfx::setProgram(lumAvgProgram);
		bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
		screenSpaceQuad(4.0f, 4.0f, s_flipV);
		bgfx::submit(5);

		// Downscale luminance 3.
		setOffsets4x4Lum(u_offset, 4, 4);
		bgfx::setTexture(0, u_texColor, lum[3]);
		bgfx::setProgram(lumAvgProgram);
		bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
		screenSpaceQuad(1.0f, 1.0f, s_flipV);
		bgfx::submit(6);

		float tonemap[4] = { middleGray, square(white), treshold, 0.0f };
		bgfx::setUniform(u_tonemap, tonemap);

		// Bright pass treshold is tonemap[3].
		setOffsets4x4Lum(u_offset, width/2, height/2);
		bgfx::setTexture(0, u_texColor, rt);
		bgfx::setTexture(1, u_texLum, lum[4]);
		bgfx::setProgram(brightProgram);
		bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
		screenSpaceQuad( (float)width/2.0f, (float)height/2.0f, s_flipV);
		bgfx::submit(7);

		// Blur bright pass vertically.
		bgfx::setTexture(0, u_texColor, bright);
		bgfx::setProgram(blurProgram);
		bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
		screenSpaceQuad( (float)width/8.0f, (float)height/8.0f, s_flipV);
		bgfx::submit(8);

		// Blur bright pass horizontally, do tonemaping and combine.
		bgfx::setTexture(0, u_texColor, rt);
		bgfx::setTexture(1, u_texLum, lum[4]);
		bgfx::setTexture(2, u_texBlur, blur);
		bgfx::setProgram(tonemapProgram);
		bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
		screenSpaceQuad( (float)width, (float)height, s_flipV);
		bgfx::submit(9);

		// Advance to next frame. Rendering thread will be kicked to 
		// process submitted rendering primitives.
		bgfx::frame();
	}

	imguiDestroy();

	// Cleanup.
	mesh.unload();

	bgfx::destroyRenderTarget(lum[0]);
	bgfx::destroyRenderTarget(lum[1]);
	bgfx::destroyRenderTarget(lum[2]);
	bgfx::destroyRenderTarget(lum[3]);
	bgfx::destroyRenderTarget(lum[4]);
	bgfx::destroyRenderTarget(bright);
	bgfx::destroyRenderTarget(blur);
	bgfx::destroyRenderTarget(rt);

	bgfx::destroyProgram(meshProgram);
	bgfx::destroyProgram(skyProgram);
	bgfx::destroyProgram(tonemapProgram);
	bgfx::destroyProgram(lumProgram);
	bgfx::destroyProgram(lumAvgProgram);
	bgfx::destroyProgram(blurProgram);
	bgfx::destroyProgram(brightProgram);
	bgfx::destroyTexture(uffizi);

	bgfx::destroyUniform(u_time);
	bgfx::destroyUniform(u_texCube);
	bgfx::destroyUniform(u_texColor);
	bgfx::destroyUniform(u_texLum);
	bgfx::destroyUniform(u_texBlur);
	bgfx::destroyUniform(u_mtx);
	bgfx::destroyUniform(u_tonemap);
	bgfx::destroyUniform(u_offset);
	bgfx::destroyUniform(u_weight);

	// Shutdown bgfx.
	bgfx::shutdown();

	return 0;
}
Beispiel #11
0
int _main_(int /*_argc*/, char** /*_argv*/)
{
    uint32_t width = 1280;
    uint32_t height = 720;
    uint32_t debug = BGFX_DEBUG_TEXT;
    uint32_t reset = BGFX_RESET_VSYNC;

    bgfx::init();
    bgfx::reset(width, height, reset);

    // Enable debug text.
    bgfx::setDebug(debug);

    // 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;
    }

    bgfx::UniformHandle u_texColor = bgfx::createUniform("u_texColor", bgfx::UniformType::Uniform1iv);
    bgfx::UniformHandle u_stipple = bgfx::createUniform("u_stipple", bgfx::UniformType::Uniform3fv);
    bgfx::UniformHandle u_texStipple = bgfx::createUniform("u_texStipple", bgfx::UniformType::Uniform1iv);

    bgfx::ProgramHandle program = loadProgram("vs_tree", "fs_tree");

    const bgfx::Memory* mem;
    mem = loadTexture("leafs1.dds");
    bgfx::TextureHandle textureLeafs = bgfx::createTexture(mem);

    mem = loadTexture("bark1.dds");
    bgfx::TextureHandle textureBark = bgfx::createTexture(mem);

    bgfx::TextureHandle textureStipple;

    const bgfx::Memory* stipple = bgfx::alloc(8*4);
    memset(stipple->data, 0, stipple->size);

    for (uint32_t ii = 0; ii < 32; ++ii)
    {
        stipple->data[knightTour[ii].m_y * 8 + knightTour[ii].m_x] = ii*4;
    }

    textureStipple = bgfx::createTexture2D(8, 4, 1, bgfx::TextureFormat::L8, BGFX_TEXTURE_MAG_POINT|BGFX_TEXTURE_MIN_POINT, stipple);

    Mesh mesh_top[3];
    mesh_top[0].load("meshes/tree1b_lod0_1.bin");
    mesh_top[1].load("meshes/tree1b_lod1_1.bin");
    mesh_top[2].load("meshes/tree1b_lod2_1.bin");

    Mesh mesh_trunk[3];
    mesh_trunk[0].load("meshes/tree1b_lod0_2.bin");
    mesh_trunk[1].load("meshes/tree1b_lod1_2.bin");
    mesh_trunk[2].load("meshes/tree1b_lod2_2.bin");

    FILE* file = fopen("font/droidsans.ttf", "rb");
    uint32_t size = (uint32_t)fsize(file);
    void* data = malloc(size);
    size_t ignore = fread(data, 1, size, file);
    BX_UNUSED(ignore);
    fclose(file);

    imguiCreate(data, size);

    free(data);

    int32_t scrollArea = 0;

    bool transitions = true;
    int transitionFrame = 0;
    int currLOD = 0;
    int targetLOD = 0;

    float at[3] = { 0.0f, 1.0f, 0.0f };
    float eye[3] = { 0.0f, 1.0f, -2.0f };

    entry::MouseState mouseState;
    while (!entry::processEvents(width, height, debug, reset, &mouseState) )
    {
        imguiBeginFrame(mouseState.m_mx
                        , mouseState.m_my
                        , (mouseState.m_buttons[entry::MouseButton::Left  ] ? IMGUI_MBUT_LEFT  : 0)
                        | (mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
                        , 0
                        , width
                        , height
                       );

        imguiBeginScrollArea("Toggle transitions", width - width / 5 - 10, 10, width / 5, height / 6, &scrollArea);
        imguiSeparatorLine();

        if (imguiButton(transitions ? "ON" : "OFF") )
        {
            transitions = !transitions;
        }

        static float distance = 2.0f;
        imguiSlider("Distance", &distance, 2.0f, 6.0f, .01f);

        imguiEndScrollArea();
        imguiEndFrame();

        // Set view 0 default viewport.
        bgfx::setViewRect(0, 0, 0, width, height);

        // 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;

        // Use debug font to print information about this example.
        bgfx::dbgTextClear();
        bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/12-lod");
        bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Mesh LOD transitions.");
        bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
        bgfx::dbgTextPrintf(0, 4, transitions ? 0x2f : 0x1f, transitions ? "Transitions on" : "Transitions off");

        eye[2] = -distance;

        float view[16];
        float proj[16];
        mtxLookAt(view, eye, at);
        mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f);

        // Set view and projection matrix for view 0.
        bgfx::setViewTransform(0, view, proj);

        float mtx[16];
        mtxIdentity(mtx);

        float stipple[3];
        float stippleInv[3];

        const int currentLODframe = transitions ? 32-transitionFrame : 32;
        const int mainLOD = transitions ? currLOD : targetLOD;

        stipple[0] = 0.0f;
        stipple[1] = -1.0f;
        stipple[2] = (float(currentLODframe)*4.0f/255.0f) - (1.0f/255.0f);

        stippleInv[0] = (float(31)*4.0f/255.0f);
        stippleInv[1] = 1.0f;
        stippleInv[2] = (float(transitionFrame)*4.0f/255.0f) - (1.0f/255.0f);

        bgfx::setTexture(0, u_texColor, textureBark);
        bgfx::setTexture(1, u_texStipple, textureStipple);
        bgfx::setUniform(u_stipple, stipple);
        mesh_trunk[mainLOD].submit(program, mtx, false);

        bgfx::setTexture(0, u_texColor, textureLeafs);
        bgfx::setTexture(1, u_texStipple, textureStipple);
        bgfx::setUniform(u_stipple, stipple);
        mesh_top[mainLOD].submit(program, mtx, true);

        if (transitions
                && (transitionFrame != 0) )
        {
            bgfx::setTexture(0, u_texColor, textureBark);
            bgfx::setTexture(1, u_texStipple, textureStipple);
            bgfx::setUniform(u_stipple, stippleInv);
            mesh_trunk[targetLOD].submit(program, mtx, false);

            bgfx::setTexture(0, u_texColor, textureLeafs);
            bgfx::setTexture(1, u_texStipple, textureStipple);
            bgfx::setUniform(u_stipple, stippleInv);
            mesh_top[targetLOD].submit(program, mtx, true);
        }

        int lod = 0;
        if (eye[2] < -2.5f)
        {
            lod = 1;
        }

        if (eye[2] < -5.0f)
        {
            lod = 2;
        }

        if (targetLOD!=lod)
        {
            if (targetLOD==currLOD)
            {
                targetLOD = lod;
            }
        }

        if (currLOD != targetLOD)
        {
            transitionFrame++;
        }

        if (transitionFrame>32)
        {
            currLOD = targetLOD;
            transitionFrame = 0;
        }

        // Advance to next frame. Rendering thread will be kicked to
        // process submitted rendering primitives.
        bgfx::frame();
    }

    for (uint32_t ii = 0; ii < 3; ++ii)
    {
        mesh_top[ii].unload();
        mesh_trunk[ii].unload();
    }

    // Cleanup.
    bgfx::destroyProgram(program);

    bgfx::destroyUniform(u_texColor);
    bgfx::destroyUniform(u_stipple);
    bgfx::destroyUniform(u_texStipple);

    bgfx::destroyTexture(textureStipple);
    bgfx::destroyTexture(textureLeafs);
    bgfx::destroyTexture(textureBark);

    // Shutdown bgfx.
    bgfx::shutdown();

    return 0;
}
Beispiel #12
0
int _main_(int /*_argc*/, char** /*_argv*/)
{
	uint32_t width = 1280;
	uint32_t height = 720;
	uint32_t debug = BGFX_DEBUG_TEXT;
	uint32_t reset = BGFX_RESET_VSYNC;

	bgfx::init();
	bgfx::reset(width, height, reset);

	// Enable debug text.
	bgfx::setDebug(debug);

	// 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_PosColorDecl.begin();
	s_PosColorDecl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float);
	s_PosColorDecl.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true);
	s_PosColorDecl.end();

	const bgfx::Memory* mem;

	// Create static vertex buffer.
	mem = bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) );
	bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(mem, s_PosColorDecl);

	// Create static index buffer.
	mem = bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) );
	bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(mem);

	// Load vertex shader.
	mem = loadShader("vs_instancing");
	bgfx::VertexShaderHandle vsh = bgfx::createVertexShader(mem);

	// Load fragment shader.
	mem = loadShader("fs_instancing");
	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);

	int64_t timeOffset = bx::getHPCounter();

	while (!entry::processEvents(width, height, debug, reset) )
	{
		// Set view 0 default viewport.
		bgfx::setViewRect(0, 0, 0, width, height);

		// 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 - timeOffset)/double(bx::getHPFrequency() ) );

		// Use debug font to print information about this example.
		bgfx::dbgTextClear();
		bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/05-instancing");
		bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Geometry instancing.");
		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, -35.0f };
		
		float view[16];
		float proj[16];
		mtxLookAt(view, eye, at);
		mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f);

		// Set view and projection matrix for view 0.
		bgfx::setViewTransform(0, view, proj);

		const uint16_t instanceStride = 80;
		const bgfx::InstanceDataBuffer* idb = bgfx::allocInstanceDataBuffer(121, instanceStride);
		if (NULL != idb)
		{
			uint8_t* data = idb->data;

			// Write instance data for 11x11 cubes.
			for (uint32_t yy = 0; yy < 11; ++yy)
			{
				for (uint32_t xx = 0; xx < 11; ++xx)
				{
					float* mtx = (float*)data;
					mtxRotateXY(mtx, time + xx*0.21f, time + yy*0.37f);
					mtx[12] = -15.0f + float(xx)*3.0f;
					mtx[13] = -15.0f + 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;
				}
			}

			// 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);

			// Set render states.
			bgfx::setState(BGFX_STATE_DEFAULT);

			// 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);

	// Shutdown bgfx.
	bgfx::shutdown();

	return 0;
}