bgfx/examples/35-dynamic/dynamic.cpp

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/*
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* Copyright 2011-2019 Branimir Karadzic. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#include "common.h"
#include "bgfx_utils.h"
#include "imgui/imgui.h"
#include <bx/rng.h>
namespace
{
const uint32_t kDimWidth = 11;
const uint32_t kDimHeight = 11;
struct PosColorVertex
{
float m_x;
float m_y;
float m_z;
uint32_t m_abgr;
static void init()
{
ms_decl
.begin()
.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
.end();
};
static bgfx::VertexDecl ms_decl;
};
bgfx::VertexDecl PosColorVertex::ms_decl;
static PosColorVertex s_cubeVertices[] =
{
{-1.0f, 1.0f, 1.0f, 0xff000000 },
{ 1.0f, 1.0f, 1.0f, 0xff0000ff },
{-1.0f, -1.0f, 1.0f, 0xff00ff00 },
{ 1.0f, -1.0f, 1.0f, 0xff00ffff },
{-1.0f, 1.0f, -1.0f, 0xffff0000 },
{ 1.0f, 1.0f, -1.0f, 0xffff00ff },
{-1.0f, -1.0f, -1.0f, 0xffffff00 },
{ 1.0f, -1.0f, -1.0f, 0xffffffff },
};
static const uint16_t s_cubeTriList[] =
{
0, 1, 2, // 0
1, 3, 2,
4, 6, 5, // 2
5, 6, 7,
0, 2, 4, // 4
4, 2, 6,
1, 5, 3, // 6
5, 7, 3,
0, 4, 1, // 8
4, 5, 1,
2, 3, 6, // 10
6, 3, 7,
};
static const uint16_t s_cubeTriStrip[] =
{
0, 1, 2,
3,
7,
1,
5,
0,
4,
2,
6,
7,
4,
5,
};
class ExampleDynamic : public entry::AppI
{
public:
ExampleDynamic(const char* _name, const char* _description)
: entry::AppI(_name, _description)
{
}
void init(int32_t _argc, const char* const* _argv, uint32_t _width, uint32_t _height) override
{
BX_UNUSED(s_cubeTriList, s_cubeTriStrip);
Args args(_argc, _argv);
m_width = _width;
m_height = _height;
m_debug = BGFX_DEBUG_NONE;
m_reset = BGFX_RESET_VSYNC;
bgfx::Init init;
init.type = args.m_type;
init.vendorId = args.m_pciId;
init.resolution.width = m_width;
init.resolution.height = m_height;
init.resolution.reset = m_reset;
bgfx::init(init);
// Enable debug text.
bgfx::setDebug(m_debug);
// Set view 0 clear state.
bgfx::setViewClear(0
, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
, 0x303030ff
, 1.0f
, 0
);
// Create vertex stream declaration.
PosColorVertex::init();
// Create static vertex buffer.
for (uint32_t yy = 0; yy < kDimHeight; ++yy)
{
for (uint32_t xx = 0; xx < kDimWidth; ++xx)
{
m_vbh[yy*kDimWidth+xx] = bgfx::createDynamicVertexBuffer(
// Static data can be passed with bgfx::makeRef
bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) )
, PosColorVertex::ms_decl
);
}
}
// Create static index buffer.
m_ibh = bgfx::createDynamicIndexBuffer(
// Static data can be passed with bgfx::makeRef
bgfx::makeRef(s_cubeTriStrip, sizeof(s_cubeTriStrip) )
);
// Create program from shaders.
m_program = loadProgram("vs_cubes", "fs_cubes");
m_timeOffset = bx::getHPCounter();
imguiCreate();
}
virtual int shutdown() override
{
imguiDestroy();
// Cleanup.
bgfx::destroy(m_ibh);
for (uint32_t yy = 0; yy < kDimHeight; ++yy)
{
for (uint32_t xx = 0; xx < kDimWidth; ++xx)
{
bgfx::destroy(m_vbh[yy*kDimWidth+xx]);
}
}
bgfx::destroy(m_program);
// Shutdown bgfx.
bgfx::shutdown();
return 0;
}
bool update() override
{
if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
{
imguiBeginFrame(m_mouseState.m_mx
, m_mouseState.m_my
, (m_mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
| (m_mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
| (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
, m_mouseState.m_mz
, uint16_t(m_width)
, uint16_t(m_height)
);
showExampleDialog(this);
imguiEndFrame();
float time = (float)( (bx::getHPCounter()-m_timeOffset)/double(bx::getHPFrequency() ) );
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const bx::Vec3 at = { 0.0f, 0.0f, 0.0f };
const bx::Vec3 eye = { 0.0f, 0.0f, -35.0f };
// Set view and projection matrix for view 0.
{
float view[16];
bx::mtxLookAt(view, eye, at);
float proj[16];
bx::mtxProj(proj, 60.0f, float(m_width)/float(m_height), 0.1f, 100.0f, bgfx::getCaps()->homogeneousDepth);
bgfx::setViewTransform(0, view, proj);
// Set view 0 default viewport.
bgfx::setViewRect(0, 0, 0, uint16_t(m_width), uint16_t(m_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::touch(0);
{
float angle = bx::frnd(&m_mwc);
float mtx[16];
bx::mtxRotateZ(mtx, angle);
const bgfx::Memory* mem = bgfx::copy(s_cubeVertices, sizeof(s_cubeVertices) );
PosColorVertex* vertex = (PosColorVertex*)mem->data;
const uint32_t abgr = m_mwc.gen();
for (uint32_t ii = 0; ii < BX_COUNTOF(s_cubeVertices); ++ii)
{
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bx::store(&vertex[ii].m_x, bx::mul(bx::load<bx::Vec3>(&s_cubeVertices[ii].m_x), mtx) );
vertex[ii].m_abgr = abgr;
}
uint32_t idx = m_mwc.gen() % (kDimWidth*kDimHeight);
bgfx::update(m_vbh[idx], 0, mem);
}
// Submit 11x11 cubes.
for (uint32_t yy = 0; yy < kDimHeight; ++yy)
{
for (uint32_t xx = 0; xx < kDimWidth; ++xx)
{
float mtx[16];
bx::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;
// Set model matrix for rendering.
bgfx::setTransform(mtx);
// Set vertex and index buffer.
bgfx::setVertexBuffer(0, m_vbh[yy*kDimWidth+xx]);
bgfx::setIndexBuffer(m_ibh);
// Set render states.
bgfx::setState(0
| BGFX_STATE_DEFAULT
| BGFX_STATE_PT_TRISTRIP
);
// Submit primitive for rendering to view 0.
bgfx::submit(0, m_program);
}
}
// Advance to next frame. Rendering thread will be kicked to
// process submitted rendering primitives.
bgfx::frame();
return true;
}
return false;
}
entry::MouseState m_mouseState;
bx::RngMwc m_mwc;
uint32_t m_width;
uint32_t m_height;
uint32_t m_debug;
uint32_t m_reset;
bgfx::DynamicVertexBufferHandle m_vbh[kDimWidth*kDimHeight];
bgfx::DynamicIndexBufferHandle m_ibh;
bgfx::ProgramHandle m_program;
int64_t m_timeOffset;
};
} // namespace
ENTRY_IMPLEMENT_MAIN(ExampleDynamic, "35-dynamic", "Dynamic buffers update.");