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; }
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; }
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; }
void QuadRenderer::initializeGraphicsResources() { const bgfx::Memory *mem = NULL; lmLogInfo(gGFXQuadRendererLogGroup, "Initializing Graphics Resources"); // Create texture sampler uniforms. sUniformTexColor = bgfx::createUniform("u_texColor", bgfx::UniformType::Uniform1iv); sUniformNodeMatrixRemoveMe = bgfx::createUniform("u_nodeMatrix", bgfx::UniformType::Uniform4x4fv); int sz; const uint8_t *pshader; // Load vertex shader. bgfx::VertexShaderHandle vsh_pct; pshader = GetVertexShaderPosColorTex(sz); mem = bgfx::makeRef(pshader, sz); vsh_pct = bgfx::createVertexShader(mem); bgfx::VertexShaderHandle vsh_pt; pshader = GetVertexShaderPosTex(sz); mem = bgfx::makeRef(pshader, sz); vsh_pt = bgfx::createVertexShader(mem); // Load fragment shaders. bgfx::FragmentShaderHandle fsh_pct; pshader = GetFragmentShaderPosColorTex(sz); mem = bgfx::makeRef(pshader, sz); fsh_pct = bgfx::createFragmentShader(mem); bgfx::FragmentShaderHandle fsh_pt; pshader = GetFragmentShaderPosTex(sz); mem = bgfx::makeRef(pshader, sz); fsh_pt = bgfx::createFragmentShader(mem); // Create program from shaders. sProgramPosColorTex = bgfx::createProgram(vsh_pct, fsh_pct); sProgramPosTex = bgfx::createProgram(vsh_pt, fsh_pt); // 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_pct); bgfx::destroyVertexShader(vsh_pt); bgfx::destroyFragmentShader(fsh_pct); bgfx::destroyFragmentShader(fsh_pt); // create the vertex stream sVertexPosColorTexDecl.begin(); sVertexPosColorTexDecl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float); sVertexPosColorTexDecl.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true); sVertexPosColorTexDecl.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float); sVertexPosColorTexDecl.end(); // create the single, reused quad index buffer numVertexBuffers = 0; vertexBuffers[numVertexBuffers++] = bgfx::createDynamicVertexBuffer(MAXBATCHQUADS * 4, sVertexPosColorTexDecl); mem = bgfx::alloc(sizeof(uint16_t) * 6 * MAXBATCHQUADS); uint16_t *pindice = (uint16_t *)mem->data; int j = 0; for (int i = 0; i < 6 * MAXBATCHQUADS; i += 6, j += 4, pindice += 6) { pindice[0] = j; pindice[1] = j + 2; pindice[2] = j + 1; pindice[3] = j + 1; pindice[4] = j + 2; pindice[5] = j + 3; } sIndexBufferHandle = bgfx::createIndexBuffer(mem); size_t bufferSize = MAXVERTEXBUFFERS * sizeof(VertexPosColorTex) * MAXBATCHQUADS * 4; vertexDataMemory = lmAlloc(gQuadMemoryAllocator, bufferSize); lmAssert(vertexDataMemory, "Unable to allocate buffer for quad vertex data"); VertexPosColorTex* p = (VertexPosColorTex*) vertexDataMemory; for (int i = 0; i < MAXVERTEXBUFFERS; i++) { // setup buffer pointer vertexData[i] = p; p += MAXBATCHQUADS * 4; } }
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; }