Fixed 06-bump for Emscripten.

This commit is contained in:
Branimir Karadžić 2015-08-21 20:39:43 -07:00
parent 8107522629
commit 2234678dde
1 changed files with 247 additions and 214 deletions

View File

@ -103,253 +103,286 @@ static const uint16_t s_cubeIndices[36] =
21, 23, 22,
};
int _main_(int /*_argc*/, char** /*_argv*/)
class Bump : public entry::AppI
{
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|BGFX_CLEAR_DEPTH
, 0x303030ff
, 1.0f
, 0
);
// Get renderer capabilities info.
const bgfx::Caps* caps = bgfx::getCaps();
bool instancingSupported = 0 != (caps->supported & BGFX_CAPS_INSTANCING);
// Create vertex stream declaration.
PosNormalTangentTexcoordVertex::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::Int1);
bgfx::UniformHandle s_texNormal = bgfx::createUniform("s_texNormal", bgfx::UniformType::Int1);
uint16_t numLights = 4;
bgfx::UniformHandle u_lightPosRadius = bgfx::createUniform("u_lightPosRadius", bgfx::UniformType::Vec4, numLights);
bgfx::UniformHandle u_lightRgbInnerR = bgfx::createUniform("u_lightRgbInnerR", bgfx::UniformType::Vec4, numLights);
// Create program from shaders.
bgfx::ProgramHandle program = loadProgram(instancingSupported ? "vs_bump_instanced" : "vs_bump", "fs_bump");
// Load diffuse texture.
bgfx::TextureHandle textureColor = loadTexture("fieldstone-rgba.dds");
// Load normal texture.
bgfx::TextureHandle textureNormal = loadTexture("fieldstone-n.dds");
int64_t timeOffset = bx::getHPCounter();
while (!entry::processEvents(width, height, debug, reset) )
void init(int /*_argc*/, char** /*_argv*/) BX_OVERRIDE
{
// Set view 0 default viewport.
bgfx::setViewRect(0, 0, 0, width, height);
m_width = 1280;
m_height = 720;
m_debug = BGFX_DEBUG_TEXT;
m_reset = BGFX_RESET_VSYNC;
// 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);
bgfx::init();
bgfx::reset(m_width, m_height, m_reset);
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;
// Enable debug text.
bgfx::setDebug(m_debug);
float time = (float)( (now-timeOffset)/freq);
// Set view 0 clear state.
bgfx::setViewClear(0
, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
, 0x303030ff
, 1.0f
, 0
);
// 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);
// Get renderer capabilities info.
const bgfx::Caps* caps = bgfx::getCaps();
m_instancingSupported = 0 != (caps->supported & BGFX_CAPS_INSTANCING);
float at[3] = { 0.0f, 0.0f, 0.0f };
float eye[3] = { 0.0f, 0.0f, -7.0f };
// Create vertex stream declaration.
PosNormalTangentTexcoordVertex::init();
// Set view and projection matrix for view 0.
const bgfx::HMD* hmd = bgfx::getHMD();
if (NULL != hmd && 0 != (hmd->flags & BGFX_HMD_RENDERING) )
calcTangents(s_cubeVertices
, BX_COUNTOF(s_cubeVertices)
, PosNormalTangentTexcoordVertex::ms_decl
, s_cubeIndices
, BX_COUNTOF(s_cubeIndices)
);
// Create static vertex buffer.
m_vbh = bgfx::createVertexBuffer(
bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) )
, PosNormalTangentTexcoordVertex::ms_decl
);
// Create static index buffer.
m_ibh = bgfx::createIndexBuffer(bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) ) );
// Create texture sampler uniforms.
s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
s_texNormal = bgfx::createUniform("s_texNormal", bgfx::UniformType::Int1);
m_numLights = 4;
u_lightPosRadius = bgfx::createUniform("u_lightPosRadius", bgfx::UniformType::Vec4, m_numLights);
u_lightRgbInnerR = bgfx::createUniform("u_lightRgbInnerR", bgfx::UniformType::Vec4, m_numLights);
// Create program from shaders.
m_program = loadProgram(m_instancingSupported ? "vs_bump_instanced" : "vs_bump", "fs_bump");
// Load diffuse texture.
m_textureColor = loadTexture("fieldstone-rgba.dds");
// Load normal texture.
m_textureNormal = loadTexture("fieldstone-n.dds");
m_timeOffset = bx::getHPCounter();
}
virtual int shutdown() BX_OVERRIDE
{
// Cleanup.
bgfx::destroyIndexBuffer(m_ibh);
bgfx::destroyVertexBuffer(m_vbh);
bgfx::destroyProgram(m_program);
bgfx::destroyTexture(m_textureColor);
bgfx::destroyTexture(m_textureNormal);
bgfx::destroyUniform(s_texColor);
bgfx::destroyUniform(s_texNormal);
bgfx::destroyUniform(u_lightPosRadius);
bgfx::destroyUniform(u_lightRgbInnerR);
// Shutdown bgfx.
bgfx::shutdown();
return 0;
}
bool update() BX_OVERRIDE
{
if (!entry::processEvents(m_width, m_height, m_debug, m_reset) )
{
float view[16];
bx::mtxQuatTranslationHMD(view, hmd->eye[0].rotation, eye);
float proj[16];
bx::mtxProj(proj, hmd->eye[0].fov, 0.1f, 100.0f);
bgfx::setViewTransform(0, view, proj);
// Set view 0 default viewport.
//
// Use HMD's width/height since HMD's internal frame buffer size
// might be much larger than window size.
bgfx::setViewRect(0, 0, 0, hmd->width, hmd->height);
}
else
{
float view[16];
bx::mtxLookAt(view, eye, at);
bgfx::setViewRect(0, 0, 0, m_width, m_height);
float proj[16];
bx::mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f);
bgfx::setViewTransform(0, view, proj);
// 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);
// Set view 0 default viewport.
bgfx::setViewRect(0, 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 lightPosRadius[4][4];
for (uint32_t ii = 0; ii < numLights; ++ii)
{
lightPosRadius[ii][0] = sinf( (time*(0.1f + ii*0.17f) + ii*bx::piHalf*1.37f ) )*3.0f;
lightPosRadius[ii][1] = cosf( (time*(0.2f + ii*0.29f) + ii*bx::piHalf*1.49f ) )*3.0f;
lightPosRadius[ii][2] = -2.5f;
lightPosRadius[ii][3] = 3.0f;
}
float time = (float)( (now-m_timeOffset)/freq);
bgfx::setUniform(u_lightPosRadius, lightPosRadius, numLights);
// 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 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 },
};
float at[3] = { 0.0f, 0.0f, 0.0f };
float eye[3] = { 0.0f, 0.0f, -7.0f };
bgfx::setUniform(u_lightRgbInnerR, lightRgbInnerR, numLights);
const uint16_t instanceStride = 64;
const uint16_t numInstances = 3;
if (instancingSupported)
{
// Write instance data for 3x3 cubes.
for (uint32_t yy = 0; yy < 3; ++yy)
// Set view and projection matrix for view 0.
const bgfx::HMD* hmd = bgfx::getHMD();
if (NULL != hmd && 0 != (hmd->flags & BGFX_HMD_RENDERING) )
{
const bgfx::InstanceDataBuffer* idb = bgfx::allocInstanceDataBuffer(numInstances, instanceStride);
if (NULL != idb)
{
uint8_t* data = idb->data;
float view[16];
bx::mtxQuatTranslationHMD(view, hmd->eye[0].rotation, eye);
float proj[16];
bx::mtxProj(proj, hmd->eye[0].fov, 0.1f, 100.0f);
bgfx::setViewTransform(0, view, proj);
// Set view 0 default viewport.
//
// Use HMD's width/height since HMD's internal frame buffer size
// might be much larger than window size.
bgfx::setViewRect(0, 0, 0, hmd->width, hmd->height);
}
else
{
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::setViewTransform(0, view, proj);
// Set view 0 default viewport.
bgfx::setViewRect(0, 0, 0, m_width, m_height);
}
float lightPosRadius[4][4];
for (uint32_t ii = 0; ii < m_numLights; ++ii)
{
lightPosRadius[ii][0] = sinf( (time*(0.1f + ii*0.17f) + ii*bx::piHalf*1.37f ) )*3.0f;
lightPosRadius[ii][1] = cosf( (time*(0.2f + ii*0.29f) + ii*bx::piHalf*1.49f ) )*3.0f;
lightPosRadius[ii][2] = -2.5f;
lightPosRadius[ii][3] = 3.0f;
}
bgfx::setUniform(u_lightPosRadius, lightPosRadius, m_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, m_numLights);
const uint16_t instanceStride = 64;
const uint16_t numInstances = 3;
if (m_instancingSupported)
{
// Write instance data for 3x3 cubes.
for (uint32_t yy = 0; yy < 3; ++yy)
{
const bgfx::InstanceDataBuffer* idb = bgfx::allocInstanceDataBuffer(numInstances, instanceStride);
if (NULL != idb)
{
uint8_t* data = idb->data;
for (uint32_t xx = 0; xx < 3; ++xx)
{
float* mtx = (float*)data;
bx::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;
data += instanceStride;
}
// Set instance data buffer.
bgfx::setInstanceDataBuffer(idb, numInstances);
// Set vertex and index buffer.
bgfx::setVertexBuffer(m_vbh);
bgfx::setIndexBuffer(m_ibh);
// Bind textures.
bgfx::setTexture(0, s_texColor, m_textureColor);
bgfx::setTexture(1, s_texNormal, m_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, m_program);
}
}
}
else
{
for (uint32_t yy = 0; yy < 3; ++yy)
{
for (uint32_t xx = 0; xx < 3; ++xx)
{
float* mtx = (float*)data;
float mtx[16];
bx::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;
data += instanceStride;
// Set transform for draw call.
bgfx::setTransform(mtx);
// Set vertex and index buffer.
bgfx::setVertexBuffer(m_vbh);
bgfx::setIndexBuffer(m_ibh);
// Bind textures.
bgfx::setTexture(0, s_texColor, m_textureColor);
bgfx::setTexture(1, s_texNormal, m_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, m_program);
}
// Set instance data buffer.
bgfx::setInstanceDataBuffer(idb, numInstances);
// 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(0, program);
}
}
}
else
{
for (uint32_t yy = 0; yy < 3; ++yy)
{
for (uint32_t xx = 0; xx < 3; ++xx)
{
float mtx[16];
bx::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;
// Set transform for draw call.
bgfx::setTransform(mtx);
// Advance to next frame. Rendering thread will be kicked to
// process submitted rendering primitives.
bgfx::frame();
// 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(0, program);
}
}
return true;
}
// Advance to next frame. Rendering thread will be kicked to
// process submitted rendering primitives.
bgfx::frame();
return false;
}
// Cleanup.
bgfx::destroyIndexBuffer(ibh);
bgfx::destroyVertexBuffer(vbh);
bgfx::destroyProgram(program);
bgfx::destroyTexture(textureColor);
bgfx::destroyTexture(textureNormal);
bgfx::destroyUniform(s_texColor);
bgfx::destroyUniform(s_texNormal);
bgfx::destroyUniform(u_lightPosRadius);
bgfx::destroyUniform(u_lightRgbInnerR);
bgfx::VertexBufferHandle m_vbh;
bgfx::IndexBufferHandle m_ibh;
bgfx::UniformHandle s_texColor;
bgfx::UniformHandle s_texNormal;
bgfx::UniformHandle u_lightPosRadius;
bgfx::UniformHandle u_lightRgbInnerR;
bgfx::ProgramHandle m_program;
bgfx::TextureHandle m_textureColor;
bgfx::TextureHandle m_textureNormal;
uint16_t m_numLights;
bool m_instancingSupported;
// Shutdown bgfx.
bgfx::shutdown();
uint32_t m_width;
uint32_t m_height;
uint32_t m_debug;
uint32_t m_reset;
int64_t m_timeOffset;
};
return 0;
}
ENTRY_IMPLEMENT_MAIN(Bump);