bgfx/docs/examples.rst

707 lines
38 KiB
ReStructuredText
Raw Normal View History

2022-04-01 05:22:38 +03:00
Examples
========
Most of the examples require shader/texture/mesh data to be loaded. When
running examples your current directory should be examples/runtime.
::
<bgfx_path>/examples/runtime $ ../../.build/<config>/bin/example-00-helloworldDebug
`00-helloworld <https://github.com/bkaradzic/bgfx/blob/master/examples/00-helloworld>`__
----------------------------------------------------------------------------------------
Initialization and debug text.
.. figure:: https://github.com/bkaradzic/bgfx/raw/master/examples/00-helloworld/screenshot.png
:alt: example-00-helloworld
`01-cubes <https://github.com/bkaradzic/bgfx/blob/master/examples/01-cubes/cubes.cpp>`__
----------------------------------------------------------------------------------------
Rendering simple static mesh.
.. figure:: https://github.com/bkaradzic/bgfx/raw/master/examples/01-cubes/screenshot.png
:alt: example-01-cubes
`02-metaballs <https://github.com/bkaradzic/bgfx/blob/master/examples/02-metaballs>`__
--------------------------------------------------------------------------------------
Rendering with transient buffers and embedding shaders.
.. raw:: html
<div class="emscripten">
<progress value="0" max="100" id="progress" hidden=1></progress>
</div>
<div class="spinner" id='spinner'></div>
<div class="emscripten" id="status">Downloading...</div>
<div class="emscripten_border">
<canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()"></canvas>
</div>
<script type='text/javascript'>
var statusElement = document.getElementById('status');
var progressElement = document.getElementById('progress');
var spinnerElement = document.getElementById('spinner');
var Module = {
preRun: [],
postRun: [],
print: (function() {
var element = document.getElementById('output');
if (element) element.value = ''; // clear browser cache
return function(text) {
if (arguments.length > 1) text = Array.prototype.slice.call(arguments).join(' ');
// These replacements are necessary if you render to raw HTML
//text = text.replace(/&/g, "&amp;");
//text = text.replace(/</g, "&lt;");
//text = text.replace(/>/g, "&gt;");
//text = text.replace('\n', '<br>', 'g');
console.log(text);
if (element) {
element.value += text + "\n";
element.scrollTop = element.scrollHeight; // focus on bottom
}
};
})(),
printErr: function(text) {
if (arguments.length > 1) text = Array.prototype.slice.call(arguments).join(' ');
if (0) { // XXX disabled for safety typeof dump == 'function') {
dump(text + '\n'); // fast, straight to the real console
} else {
console.error(text);
}
},
canvas: (function() {
var canvas = document.getElementById('canvas');
// As a default initial behavior, pop up an alert when webgl context is lost. To make your
// application robust, you may want to override this behavior before shipping!
// See http://www.khronos.org/registry/webgl/specs/latest/1.0/#5.15.2
canvas.addEventListener("webglcontextlost", function(e) { alert('WebGL context lost. You will need to reload the page.'); e.preventDefault(); }, false);
return canvas;
})(),
setStatus: function(text) {
if (!Module.setStatus.last) Module.setStatus.last = { time: Date.now(), text: '' };
if (text === Module.setStatus.text) return;
var m = text.match(/([^(]+)\((\d+(\.\d+)?)\/(\d+)\)/);
var now = Date.now();
if (m && now - Date.now() < 30) return; // if this is a progress update, skip it if too soon
if (m) {
text = m[1];
progressElement.value = parseInt(m[2])*100;
progressElement.max = parseInt(m[4])*100;
progressElement.hidden = false;
spinnerElement.hidden = false;
} else {
progressElement.value = null;
progressElement.max = null;
progressElement.hidden = true;
if (!text) spinnerElement.style.display = 'none';
}
statusElement.innerHTML = text;
},
totalDependencies: 0,
monitorRunDependencies: function(left) {
this.totalDependencies = Math.max(this.totalDependencies, left);
Module.setStatus(left ? 'Preparing... (' + (this.totalDependencies-left) + '/' + this.totalDependencies + ')' : 'All downloads complete.');
}
};
Module.setStatus('Downloading...');
window.onerror = function(event) {
// TODO: do not warn on ok events like simulating an infinite loop or exitStatus
Module.setStatus('Exception thrown, see JavaScript console');
spinnerElement.style.display = 'none';
Module.setStatus = function(text) {
if (text) Module.printErr('[post-exception status] ' + text);
};
};
</script>
<script async type="text/javascript" src="example-02-metaballsRelease.bc.js"></script>
`03-raymarch <https://github.com/bkaradzic/bgfx/blob/master/examples/03-raymarch>`__
------------------------------------------------------------------------------------
Updating shader uniforms.
.. figure:: https://github.com/bkaradzic/bgfx/raw/master/examples/03-raymarch/screenshot.png
:alt: example-03-raymarch
`04-mesh <https://github.com/bkaradzic/bgfx/blob/master/examples/04-mesh>`__
----------------------------------------------------------------------------
Loading meshes.
.. figure:: https://github.com/bkaradzic/bgfx/raw/master/examples/04-mesh/screenshot.png
:alt: example-04-mesh
`05-instancing <https://github.com/bkaradzic/bgfx/blob/master/examples/05-instancing>`__
----------------------------------------------------------------------------------------
Geometry instancing.
.. figure:: https://github.com/bkaradzic/bgfx/raw/master/examples/05-instancing/screenshot.png
:alt: example-05-instancing
`06-bump <https://github.com/bkaradzic/bgfx/blob/master/examples/06-bump>`__
----------------------------------------------------------------------------
Loading textures.
.. figure:: https://github.com/bkaradzic/bgfx/raw/master/examples/06-bump/screenshot.png
:alt: example-06-bump
`07-callback <https://github.com/bkaradzic/bgfx/blob/master/examples/07-callback>`__
------------------------------------------------------------------------------------
Implementing application specific callbacks for taking screen shots,
caching OpenGL binary shaders, and video capture.
`08-update <https://github.com/bkaradzic/bgfx/blob/master/examples/08-update>`__
--------------------------------------------------------------------------------
Updating textures.
`09-hdr <https://github.com/bkaradzic/bgfx/tree/master/examples/09-hdr>`__
--------------------------------------------------------------------------
Using multiple views with frame buffers, and view order remapping.
.. figure:: https://github.com/bkaradzic/bgfx/raw/master/examples/09-hdr/screenshot.png
:alt: example-09-hdr
`10-font <https://github.com/bkaradzic/bgfx/tree/master/examples/10-font>`__
----------------------------------------------------------------------------
Use the font system to display text and styled text.
.. figure:: https://github.com/bkaradzic/bgfx/raw/master/examples/10-font/screenshot.png
:alt: example-10-font
`11-fontsdf <https://github.com/bkaradzic/bgfx/tree/master/examples/11-fontsdf>`__
----------------------------------------------------------------------------------
Use a single distance field font to render text of various size.
.. figure:: https://github.com/bkaradzic/bgfx/raw/master/examples/11-fontsdf/screenshot.png
:alt: example-11-fontsdf
`12-lod <https://github.com/bkaradzic/bgfx/tree/master/examples/12-lod>`__
--------------------------------------------------------------------------
Mesh LOD transitions.
.. figure:: https://github.com/bkaradzic/bgfx/raw/master/examples/12-lod/screenshot.png
:alt: example-12-lod
`13-stencil <https://github.com/bkaradzic/bgfx/tree/master/examples/13-stencil>`__
----------------------------------------------------------------------------------
Stencil reflections and shadows.
.. figure:: https://github.com/bkaradzic/bgfx/raw/master/examples/13-stencil/screenshot.png
:alt: example-13-stencil
`14-shadowvolumes <https://github.com/bkaradzic/bgfx/tree/master/examples/14-shadowvolumes>`__
----------------------------------------------------------------------------------------------
Shadow volumes.
.. figure:: https://github.com/bkaradzic/bgfx/raw/master/examples/14-shadowvolumes/screenshot.png
:alt: example-14-shadowvolumes
`15-shadowmaps-simple <https://github.com/bkaradzic/bgfx/tree/master/examples/15-shadowmaps-simple>`__
------------------------------------------------------------------------------------------------------
.. figure:: https://github.com/bkaradzic/bgfx/raw/master/examples/15-shadowmaps-simple/screenshot.png
:alt: example-15-shadowmaps-simple
`16-shadowmaps <https://github.com/bkaradzic/bgfx/tree/master/examples/16-shadowmaps>`__
----------------------------------------------------------------------------------------
.. figure:: https://github.com/bkaradzic/bgfx/raw/master/examples/16-shadowmaps/screenshot.png
:alt: example-16-shadowmaps
`17-drawstress <https://github.com/bkaradzic/bgfx/blob/master/examples/17-drawstress>`__
----------------------------------------------------------------------------------------
60Hz
^^^^
Draw stress is CPU stress test to show what is the maximum number of
2022-04-01 05:22:38 +03:00
draw calls while maintaining 60Hz frame rate. bgfx currently has default
limit of 64K draw calls per frame. You can increase this limit by
changing ``BGFX_CONFIG_MAX_DRAW_CALLS``.
+-----------------+----------------+--------------+------------------------+-------+----------+
| CPU | Renderer | GPU | Arch/Compiler/OS | Dim | Calls |
+=================+================+==============+========================+=======+==========+
| i7-4770K 4.2 | GL2.1 | 2xGTX780 | x64/VS2013/Win 8.1 | 51 | 132651 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| i7-4770K 4.2 | DX11 | 2xGTX780 | x64/VS2013/Win 8.1 | 50 | 125000 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| i7-4790K 4.0 | GL2.1 | GTX970 | x64/VS2015/Win 10 | 47 | 103823 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| i7-4790K 4.0 | DX11 | GTX970 | x64/VS2015/Win 10 | 45 | 91125 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| i7-4790K 4.0 | DX9 | GTX970 | x64/VS2013/Win 10 | 40 | 64000 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| i5-3570 3.8 | NV 331.49 | GTX560Ti | x64/GCC/Linux | 40 | 64000+ |
+-----------------+----------------+--------------+------------------------+-------+----------+
| i7-920 2.66 | GL2.1 | GTX650Ti | x64/VS2008/Win 7 | 38 | 54872 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| i7-920 2.66 | GL2.1 | GTX650Ti | x86/VS2008/Win 7 | 38 | 54872 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| i7-6700K 4.0 | GL2.1 | Skylake GT2 | x64/GCC/Win 10 | 38 | 54872 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| i7-4790K 4.0 | DX11 | R7 240 | x64/VS2015/Win 10 | 36 | 46656 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| i7-920 2.66 | NV 331.113 | GTX650Ti | x64/GCC/Linux | 34 | 39304 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| i7-6700K 4.0 | DX11 | Skylake GT2 | x64/GCC/Win 10 | 34 | 39304 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| i7-4790K 4.0 | DX9 | R7 240 | x64/VS2015/Win 10 | 32 | 32768 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| i7-920 2.66 | DX9 | GTX650Ti | x64/GCC/Win 7 | 32 | 32768 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| i7-920 2.66 | DX9 | GTX650Ti | x64/VS2008/Win 7 | 32 | 32768 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| i7-920 2.66 | DX9 | GTX650Ti | x86/GCC/Win 7 | 30 | 27000 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| i7-920 2.66 | DX9 | GTX650Ti | x86/VS2008/Win 7 | 30 | 27000 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| i5-6200U 2.3 | DX11 | Intel 520 | x64/GCC/Win 10 | 30 | 27000 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| i5-4250U 1.3 | GL2.1 | HD5000 | x64/Clang/OSX 10.9 | 28 | 21852 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| Q8200 2.33 | NV 319.32 | GTX260 | x64/GCC/Linux | 27 | 19683 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| i7-6700K 4.0 | GL2.1 | Skylake GT2 | x64/GCC/Linux | 27 | 19683 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| i7-2600K 3.4 | DX9 | AMD6800 | x64/VS2012/Win 7 | 27 | 19683 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| i7-2600K 3.4 | GL2.1 | AMD6800 | x64/VS2012/Win 7 | 26 | 17576 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| i7-4770R 3.2 | Mesa 10.5.9 | HD5200 | x64/GCC/Linux | 26 | 17576 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| i5-6200U 2.3 | GL | Intel 520 | x64/GCC/Win 10 | 26 | 17576 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| i7-920 2.66 | DX9-Wine | GTX650Ti | x64/GCC/Linux | 24 | 13824 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| i5-6200U 2.3 | Mesa 10.5.9 | Intel 520 | x64/GCC/Linux | 23 | 12167 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| i7-4750HQ 2.0 | Mesa 10.0.1 | HD5200 | x64/GCC/Linux | 22 | 10648 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| i7-4750HQ 2.0 | Mesa 10.1.3 | HD5200 | x64/GCC/Linux | 21 | 9261 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| i7-920 2.66 | ES2-ANGLE | GTX650Ti | x86/VS2008/Win 7 | 21 | 9261 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| Q8200 2.33 | Gallium 0.4 | AMD5770 | x64/GCC/Linux | 21 | 9261 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| i5-4250U 1.3 | ES2 | HD5000 | JIT/Clang/PNaCl 31 | 21 | 9261 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| i5-4250U 1.3 | ES2 | HD5000 | x86/GCC/NaCl 31 | 20 | 8000 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| Q8200 2.33 | Gallium 0.4 | GTX260 | x64/GCC/Linux | 19 | 6859 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| i5-2450M 2.5 | Mesa 10.2.0 | HD3000 | x64/GCC/Linux | 19 | 6859 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| i7-920 2.66 | ES2-PowerVR | GTX650Ti | x86/VS2008/Win 7 | 18 | 5832 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| i7-920 2.66 | FF27-GL | GTX650Ti | JIT/Clang/W7-asm.js | 17 | 4913 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| i7-6700K 4.0 | DX9 | Skylake GT2 | x64/GCC/Win 10 | 16 | 4096 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| i7-4750HQ 2.0 | Mesa 8.0.5 | LLVMPIPE | x64/GCC/Linux | 16 | 4096 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| i5-6200U 2.3 | DX9 | Intel 520 | x64/GCC/Win 10 | 16 | 4096 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| i7-920 2.66 | ES2-Qualcomm | GTX650Ti | x86/VS2008/Win 7 | 15 | 3375 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| i7-920 2.66 | ES2 | GTX650Ti | x64/GCC/NaCl 31 | 15 | 3375 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| i7-920 2.66 | ES2 | GTX650Ti | JIT/Clang/PNaCl 31 | 15 | 3375 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| Q8200 2.33 | NV 319.32 | GTX260 | x64/GCC/NaCl 31 | 15 | 3375 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| Q8200 2.33 | NV 319.32 | GTX260 | x64/GCC/PNaCl 31 | 15 | 3375 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| '12 Nexus 7 | ES2 | Tegra3 | ARM/GCC/Android | 15 | 3375 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| i5-4250U 1.3 | ES2-FF27 | HD5000 | JIT/Clang/OSX-asm.js | 15 | 3375 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| i5-4250U 1.3 | Chrome33 | HD5000 | JIT/Clang/OSX-asm.js | 15 | 3375 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| iPad mini 2 | ES2 | PVR G6430 | ARM64/Clang/iOS7 | 15 | 3375 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| i7-920 2.66 | Chrome33 | GTX650Ti | JIT/Clang/W7-asm.js | 14 | 2744 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| i7-920 2.66 | FF27-ANGLE | GTX650Ti | JIT/Clang/W7-asm.js | 14 | 2744 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| '13 Nexus 10 | ES2 | Mali T604 | ARM/GCC/Android | 13 | 2197 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| iPhone 5 | ES2 | PVR SGX543 | ARM/Clang/iOS7 | 13 | 2197 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| '13 Nexus 7 | ES2 | S4 Pro | ARM/GCC/Android | 12 | 1728 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| iPad 2 | ES2 | PVR SGX543 | ARM/Clang/iOS6 | 12 | 1728 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| AMD A4-5000 | Gallium 0.4 | HD8330/Kabini| x64/GCC/Linux | 12 | 1728 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| Xperia Z | ES2 | Adreno320 | ARM/GCC/Android | 11 | 1331 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| iPod 4 | ES2 | PVR SGX535 | ARM/Clang/iOS6 | 7 | 343 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| i7-920 2.66 | ES2-Mali | GTX650Ti | x86/VS2008/Windows7 | 6 | 216 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| Creator CI20 | ES2 | PVR SGX540 | MIPS/GCC/Debian8 | 7 | 343 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| i5-6200U 2.3 | ES2 | SwiftShader | x64/GCC/Linux | 6 | 216 |
+-----------------+----------------+--------------+------------------------+-------+----------+
| RaspberryPi | ES2 | VC IV | ARM/GCC/Raspbian | 6 | 216 |
+-----------------+----------------+--------------+------------------------+-------+----------+
To test browsers in 60Hz mode following changes were made:
- Firefox 27 about:config adjustments: ``webgl.prefer-native-gl true``
(on Windows), and ``layout.frame_rate 500``.
- Chrome 33 command line option: ``--disable-gpu-vsync``.
30Hz (test for browsers)
^^^^^^^^^^^^^^^^^^^^^^^^
By default browsers are using vsync, and don't have option to turn it
off programmatically.
2022-04-01 05:22:38 +03:00
+----------------+------------+------------+--------------------------+-------+----------+
| CPU | Renderer | GPU | Arch/Compiler/OS | Dim | Calls |
+================+============+============+==========================+=======+==========+
| i7-920 2.66 | GL2.1 | GTX650Ti | x64/VS2008/Win7 | 38 | 64000+ |
+----------------+------------+------------+--------------------------+-------+----------+
| i5-4250U 1.3 | GL2.1 | HD5000 | x64/Clang/OSX 10.9 | 36 | 46656 |
+----------------+------------+------------+--------------------------+-------+----------+
| i5-4250U 1.3 | Chrome34 | HD5000 | JIT/Clang/OSX-PNaCl 31 | 28 | 21952 |
+----------------+------------+------------+--------------------------+-------+----------+
| i5-4250U 1.3 | Chrome33 | HD5000 | JIT/Clang/OSX-PNaCl 31 | 27 | 19683 |
+----------------+------------+------------+--------------------------+-------+----------+
| i5-4250U 1.3 | FF28 | HD5000 | JIT/Clang/OSX-asm.js | 25 | 15625 |
+----------------+------------+------------+--------------------------+-------+----------+
| i5-4250U 1.3 | FF36 | HD5000 | JIT/Clang/OSX-asm.js | 25 | 15625 |
+----------------+------------+------------+--------------------------+-------+----------+
| i5-4250U 1.3 | Chrome41 | HD5000 | x64/GCC/OSX-NaCl 41 | 24 | 13824 |
+----------------+------------+------------+--------------------------+-------+----------+
| i5-4250U 1.3 | FF37 | HD5000 | JIT/Clang/OSX-asm.js | 23 | 12167 |
+----------------+------------+------------+--------------------------+-------+----------+
| i5-4250U 1.3 | FF27 | HD5000 | JIT/Clang/OSX-asm.js | 20 | 8000 |
+----------------+------------+------------+--------------------------+-------+----------+
| i7-920 2.66 | Chrome33 | GTX650Ti | JIT/Clang/W7-PNaCl 31 | 20 | 8000 |
+----------------+------------+------------+--------------------------+-------+----------+
| i7-920 2.66 | Chrome34 | GTX650Ti | JIT/Clang/W7-asm.js | 18 | 5832 |
+----------------+------------+------------+--------------------------+-------+----------+
| i7-920 2.66 | Chrome33 | GTX650Ti | JIT/Clang/W7-asm.js | 18 | 5832 |
+----------------+------------+------------+--------------------------+-------+----------+
| i7-920 2.66 | FF28 | GTX650Ti | JIT/Clang/W7-asm.js | 18 | 5832 |
+----------------+------------+------------+--------------------------+-------+----------+
| i7-920 2.66 | FF27 | GTX650Ti | JIT/Clang/W7-asm.js | 18 | 5832 |
+----------------+------------+------------+--------------------------+-------+----------+
| i5-4250U 1.3 | Safari7 | HD5000 | JIT/Clang/OSX-asm.js | 15 | 3375 |
+----------------+------------+------------+--------------------------+-------+----------+
`18-ibl <https://github.com/bkaradzic/bgfx/tree/master/examples/18-ibl>`__
--------------------------------------------------------------------------
Image-based lighting.
.. figure:: https://github.com/bkaradzic/bgfx/raw/master/examples/18-ibl/screenshot.png
:alt: example-18-ibl
`19-oit <https://github.com/bkaradzic/bgfx/tree/master/examples/19-oit>`__
--------------------------------------------------------------------------
Weighted, Blended Order-Independent Transparency
.. figure:: https://github.com/bkaradzic/bgfx/raw/master/examples/19-oit/screenshot.png
:alt: example-19-oit
`20-nanovg <https://github.com/bkaradzic/bgfx/tree/master/examples/20-nanovg>`__
--------------------------------------------------------------------------------
NanoVG is small antialiased vector graphics rendering library.
.. figure:: https://github.com/bkaradzic/bgfx/raw/master/examples/20-nanovg/screenshot.png
:alt: example-20-nanovg
`21-deferred <https://github.com/bkaradzic/bgfx/tree/master/examples/21-deferred>`__
------------------------------------------------------------------------------------
MRT rendering and deferred shading.
.. figure:: https://github.com/bkaradzic/bgfx/raw/master/examples/21-deferred/screenshot.png
:alt: example-21-deferred
`22-windows <https://github.com/bkaradzic/bgfx/tree/master/examples/22-windows>`__
----------------------------------------------------------------------------------
Rendering into multiple windows.
`23-vectordisplay <https://github.com/bkaradzic/bgfx/tree/master/examples/23-vectordisplay>`__
----------------------------------------------------------------------------------------------
Rendering lines as oldschool vectors.
.. figure:: https://github.com/bkaradzic/bgfx/raw/master/examples/23-vectordisplay/screenshot.png
:alt: example-23-vectordisplay
`24-nbody <https://github.com/bkaradzic/bgfx/tree/master/examples/24-nbody>`__
------------------------------------------------------------------------------
N-body simulation with compute shaders using buffers.
.. figure:: https://github.com/bkaradzic/bgfx/raw/master/examples/24-nbody/screenshot.png
:alt: example-24-nbody
`25-c99 <https://github.com/bkaradzic/bgfx/tree/master/examples/25-c99>`__
--------------------------------------------------------------------------
Initialization and debug text with C99 API.
`26-occlusion <https://github.com/bkaradzic/bgfx/tree/master/examples/26-occlusion>`__
--------------------------------------------------------------------------------------
Using occlusion query for conditional rendering.
.. figure:: https://github.com/bkaradzic/bgfx/raw/master/examples/26-occlusion/screenshot.png
:alt: example-26-occlusion
`27-terrain <https://github.com/bkaradzic/bgfx/tree/master/examples/27-terrain>`__
----------------------------------------------------------------------------------
Terrain painting example.
.. figure:: https://github.com/bkaradzic/bgfx/raw/master/examples/27-terrain/screenshot.png
:alt: example-27-terrain
`28-wireframe <https://github.com/bkaradzic/bgfx/tree/master/examples/28-wireframe>`__
--------------------------------------------------------------------------------------
Drawing wireframe mesh.
.. figure:: https://github.com/bkaradzic/bgfx/raw/master/examples/28-wireframe/screenshot.png
:alt: example-28-wireframe
`29-debugdraw <https://github.com/bkaradzic/bgfx/tree/master/examples/29-debugdraw>`__
--------------------------------------------------------------------------------------
Debug draw.
.. figure:: https://github.com/bkaradzic/bgfx/raw/master/examples/29-debugdraw/screenshot.png
:alt: example-29-debugdraw
`30-picking <https://github.com/bkaradzic/bgfx/tree/master/examples/30-picking>`__
--------------------------------------------------------------------------------------
Mouse picking via GPU readback.
.. figure:: https://github.com/bkaradzic/bgfx/raw/master/examples/30-picking/screenshot.png
:alt: example-30-picking
`31-rsm <https://github.com/bkaradzic/bgfx/tree/master/examples/31-rsm>`__
--------------------------------------------------------------------------------------
Global Illumination with Reflective Shadow Map.
.. figure:: https://github.com/bkaradzic/bgfx/raw/master/examples/31-rsm/screenshot.png
:alt: example-31-rsm
`32-particles <https://github.com/bkaradzic/bgfx/tree/master/examples/32-particles>`__
--------------------------------------------------------------------------------------
Particles.
.. figure:: https://github.com/bkaradzic/bgfx/raw/master/examples/32-particles/screenshot.png
:alt: example-32-particles
`33-pom <https://github.com/bkaradzic/bgfx/tree/master/examples/33-pom>`__
--------------------------------------------------------------------------
Parallax occlusion mapping.
Reference(s):
- `Exploring bump mapping with WebGL <http://apoorvaj.io/exploring-bump-mapping-with-webgl.html>`__
.. figure:: https://github.com/bkaradzic/bgfx/raw/master/examples/33-pom/screenshot.png
:alt: example-33-pom
`34-mvs <https://github.com/bkaradzic/bgfx/tree/master/examples/34-mvs>`__
--------------------------------------------------------------------------
Multiple vertex streams.
.. figure:: https://github.com/bkaradzic/bgfx/raw/master/examples/34-mvs/screenshot.png
:alt: example-34-mvs
`35-dynamic <https://github.com/bkaradzic/bgfx/tree/master/examples/35-dynamic>`__
----------------------------------------------------------------------------------
Dynamic buffers update.
.. figure:: https://github.com/bkaradzic/bgfx/raw/master/examples/35-dynamic/screenshot.png
:alt: example-35-dynamic
`36-sky <https://github.com/bkaradzic/bgfx/tree/master/examples/36-sky>`__
--------------------------------------------------------------------------
Perez dynamic sky model.
.. figure:: https://github.com/bkaradzic/bgfx/raw/master/examples/36-sky/screenshot.png
:alt: example-36-sky
`37-gpudrivenrendering <https://github.com/bkaradzic/bgfx/tree/master/examples/37-gpudrivenrendering>`__
--------------------------------------------------------------------------------------------------------
GPU-Driven Rendering.
Reference(s):
- `Experiments in GPU-based occlusion culling <https://interplayoflight.wordpress.com/2017/11/15/experiments-in-gpu-based-occlusion-culling/>`__,
- `Experiments in GPU-based occlusion culling part 2: MultiDrawIndirect and mesh lodding <https://interplayoflight.wordpress.com/2018/01/15/experiments-in-gpu-based-occlusion-culling-part-2-multidrawindirect-and-mesh-lodding/>`__,
- `Porting GPU driven occlusion culling to bgfx <https://interplayoflight.wordpress.com/2018/03/05/porting-gpu-driven-occlusion-culling-to-bgfx/>`__.
.. figure:: https://github.com/bkaradzic/bgfx/raw/master/examples/37-gpudrivenrendering/screenshot.png
:alt: example-37-gpudrivenrendering
`38-bloom <https://github.com/bkaradzic/bgfx/tree/master/examples/38-bloom>`__
------------------------------------------------------------------------------
Bloom.
Reference(s):
- `Next Generation Post Processing in Call of Duty: Advanced Warfare <http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare>`__.
.. figure:: https://github.com/bkaradzic/bgfx/raw/master/examples/38-bloom/screenshot.png
:alt: example-38-bloom
`39-assao <https://github.com/bkaradzic/bgfx/tree/master/examples/39-assao>`__
------------------------------------------------------------------------------
Adaptive Screen Space Ambient Occlusion.
Reference(s):
- `Adaptive Screen Space Ambient Occlusion <https://software.intel.com/en-us/articles/adaptive-screen-space-ambient-occlusion>`__.
.. figure:: https://github.com/bkaradzic/bgfx/raw/master/examples/39-assao/screenshot.png
:alt: example-39-assao
`40-svt <https://github.com/bkaradzic/bgfx/tree/master/examples/40-svt>`__
--------------------------------------------------------------------------
Sparse Virtual Textures.
.. figure:: https://github.com/bkaradzic/bgfx/raw/master/examples/40-svt/screenshot.png
:alt: example-40-svt
`41-tess <https://github.com/bkaradzic/bgfx/tree/master/examples/41-tess>`__
----------------------------------------------------------------------------
Adaptive GPU Tessellation with Compute Shaders
Reference(s):
- `Adaptive GPU Tessellation with Compute Shaders by Jad Khoury, Jonathan Dupuy, and Christophe Riccio <http://onrendering.com/data/papers/isubd/isubd.pdf>`__.
.. figure:: https://github.com/bkaradzic/bgfx/raw/master/examples/41-tess/screenshot.png
:alt: example-41-tess
`42-bunnylod <https://github.com/bkaradzic/bgfx/tree/master/examples/42-bunnylod>`__
------------------------------------------------------------------------------------
Simple Polygon Reduction
Reference(s):
- `Simple Polygon Reduction <https://web.archive.org/web/20020114194131/http://www.melax.com/polychop/>`__.
- `A Simple, Fast,and Effective Polygon Reduction Algorithm <https://web.archive.org/web/20031204035320/http://www.melax.com/polychop/gdmag.pdf>`__.
.. figure:: https://github.com/bkaradzic/bgfx/raw/master/examples/42-bunnylod/screenshot.png
:alt: example-42-bunnylod
`43-denoise <https://github.com/bkaradzic/bgfx/tree/master/examples/43-denoise>`__
----------------------------------------------------------------------------------
Denoise
Reference(s):
- `Spatiotemporal Variance-Guided Filtering: Real-Time Reconstruction for Path-Traced Global Illumination. <https://web.archive.org/web/20170720213354/https://research.nvidia.com/sites/default/files/pubs/2017-07_Spatiotemporal-Variance-Guided-Filtering%3A/svgf_preprint.pdf>`__.
- `Streaming G-Buffer Compression for Multi-Sample Anti-Aliasing <https://web.archive.org/web/20200807211002/https://software.intel.com/content/www/us/en/develop/articles/streaming-g-buffer-compression-for-multi-sample-anti-aliasing.html>`__.
- `Edge-Avoiding À-Trous Wavelet Transform for fast Global Illumination Filtering <https://web.archive.org/web/20130412085423/https://www.uni-ulm.de/fileadmin/website_uni_ulm/iui.inst.100/institut/Papers/atrousGIfilter.pdf>`__.
.. figure:: https://github.com/bkaradzic/bgfx/raw/master/examples/43-denoise/screenshot.png
:alt: example-43-denoise
`44-sss <https://github.com/bkaradzic/bgfx/tree/master/examples/44-sss>`__
--------------------------------------------------------------------------
Screen-Space Shadows
.. figure:: https://github.com/bkaradzic/bgfx/raw/master/examples/44-sss/screenshot.png
:alt: example-44-sss
`45-bokeh <https://github.com/bkaradzic/bgfx/tree/master/examples/45-bokeh>`__
------------------------------------------------------------------------------
Bokeh Depth of Field
Reference(s):
- `Bokeh depth of field in a single pass <https://web.archive.org/web/20201215123940/https://blog.tuxedolabs.com/2018/05/04/bokeh-depth-of-field-in-single-pass.html>`__.
.. figure:: https://github.com/bkaradzic/bgfx/raw/master/examples/45-bokeh/screenshot.png
:alt: example-45-bokeh
`46-fsr <https://github.com/bkaradzic/bgfx/tree/master/examples/46-fsr>`__
2022-08-27 07:44:03 +03:00
--------------------------------------------------------------------------
2022-04-01 05:22:38 +03:00
AMD FidelityFX Super Resolution - high-quality solution for producing high resolution frames
from lower resolution inputs.
.. figure:: https://github.com/bkaradzic/bgfx/raw/master/examples/46-fsr/screenshot.png
:alt: example-46-fsr
2022-08-27 07:46:22 +03:00
`47-pixelformats <https://github.com/bkaradzic/bgfx/tree/master/examples/47-pixelformats>`__
--------------------------------------------------------------------------------------------
Pixel Formats
View and test texture formats
.. figure:: https://github.com/bkaradzic/bgfx/raw/master/examples/47-pixelformats/screenshot.png
:alt: example-47-pixelformats
`48-drawindirect <https://github.com/bkaradzic/bgfx/tree/master/examples/48-drawindirect>`__
2022-08-27 07:44:03 +03:00
---------------------------------------------------------------------------------------------
Draw Indirect
Simple example of indirect rendering + an implementation of multidraw indirect
Reference(s):
- `OpenGL MultiDrawIndirect with per-instance textures <https://web.archive.org/web/20201109155619/https://litasa.github.io/blog/2017/09/04/OpenGL-MultiDrawIndirect-with-Individual-Textures>`__.
- `Indirect Rendering - A way to a million draw calls <https://web.archive.org/web/20210926073337/https://cpp-rendering.io/indirect-rendering>`__.
.. figure:: https://github.com/bkaradzic/bgfx/raw/master/examples/48-drawindirect/screenshot.png
:alt: example-48-drawindirect
`49-hextile <https://github.com/bkaradzic/bgfx/tree/master/examples/49-hextile>`__
---------------------------------------------------------------------------------------------
Realtime Hex-Tiling
Simple example of how to use Hex-tiling in real time, ported from https://github.com/mmikk/hextile-demo
Reference(s):
- `Hex-Tiling demo <https://github.com/mmikk/hextile-demo>`__.
- `Paper explaining concepts - <https://github.com/mmikk/mmikk.github.io/blob/master/papers3d/mm_hex_compressed.pdf>`__.
.. figure:: https://github.com/bkaradzic/bgfx/raw/master/examples/49-hextile/screenshot.png
:alt: example-49-hextile