mirror of https://github.com/bkaradzic/bgfx
Fixed 06-bump for Emscripten.
This commit is contained in:
parent
8107522629
commit
2234678dde
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@ -103,253 +103,286 @@ static const uint16_t s_cubeIndices[36] =
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21, 23, 22,
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};
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int _main_(int /*_argc*/, char** /*_argv*/)
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class Bump : public entry::AppI
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{
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uint32_t width = 1280;
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uint32_t height = 720;
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uint32_t debug = BGFX_DEBUG_TEXT;
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uint32_t reset = BGFX_RESET_VSYNC;
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bgfx::init();
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bgfx::reset(width, height, reset);
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// Enable debug text.
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bgfx::setDebug(debug);
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// Set view 0 clear state.
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bgfx::setViewClear(0
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, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
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, 0x303030ff
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, 1.0f
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, 0
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);
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// Get renderer capabilities info.
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const bgfx::Caps* caps = bgfx::getCaps();
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bool instancingSupported = 0 != (caps->supported & BGFX_CAPS_INSTANCING);
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// Create vertex stream declaration.
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PosNormalTangentTexcoordVertex::init();
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calcTangents(s_cubeVertices
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, BX_COUNTOF(s_cubeVertices)
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, PosNormalTangentTexcoordVertex::ms_decl
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, s_cubeIndices
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, BX_COUNTOF(s_cubeIndices)
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);
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// Create static vertex buffer.
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bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(
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bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) )
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, PosNormalTangentTexcoordVertex::ms_decl
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);
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// Create static index buffer.
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bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) ) );
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// Create texture sampler uniforms.
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bgfx::UniformHandle s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
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bgfx::UniformHandle s_texNormal = bgfx::createUniform("s_texNormal", bgfx::UniformType::Int1);
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uint16_t numLights = 4;
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bgfx::UniformHandle u_lightPosRadius = bgfx::createUniform("u_lightPosRadius", bgfx::UniformType::Vec4, numLights);
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bgfx::UniformHandle u_lightRgbInnerR = bgfx::createUniform("u_lightRgbInnerR", bgfx::UniformType::Vec4, numLights);
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// Create program from shaders.
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bgfx::ProgramHandle program = loadProgram(instancingSupported ? "vs_bump_instanced" : "vs_bump", "fs_bump");
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// Load diffuse texture.
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bgfx::TextureHandle textureColor = loadTexture("fieldstone-rgba.dds");
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// Load normal texture.
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bgfx::TextureHandle textureNormal = loadTexture("fieldstone-n.dds");
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int64_t timeOffset = bx::getHPCounter();
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while (!entry::processEvents(width, height, debug, reset) )
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void init(int /*_argc*/, char** /*_argv*/) BX_OVERRIDE
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{
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// Set view 0 default viewport.
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bgfx::setViewRect(0, 0, 0, width, height);
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m_width = 1280;
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m_height = 720;
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m_debug = BGFX_DEBUG_TEXT;
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m_reset = BGFX_RESET_VSYNC;
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// This dummy draw call is here to make sure that view 0 is cleared
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// if no other draw calls are submitted to view 0.
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bgfx::touch(0);
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bgfx::init();
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bgfx::reset(m_width, m_height, m_reset);
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int64_t now = bx::getHPCounter();
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static int64_t last = now;
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const int64_t frameTime = now - last;
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last = now;
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const double freq = double(bx::getHPFrequency() );
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const double toMs = 1000.0/freq;
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// Enable debug text.
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bgfx::setDebug(m_debug);
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float time = (float)( (now-timeOffset)/freq);
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// Set view 0 clear state.
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bgfx::setViewClear(0
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, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
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, 0x303030ff
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, 1.0f
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, 0
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);
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// Use debug font to print information about this example.
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bgfx::dbgTextClear();
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bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/06-bump");
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bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Loading textures.");
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bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
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// Get renderer capabilities info.
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const bgfx::Caps* caps = bgfx::getCaps();
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m_instancingSupported = 0 != (caps->supported & BGFX_CAPS_INSTANCING);
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float at[3] = { 0.0f, 0.0f, 0.0f };
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float eye[3] = { 0.0f, 0.0f, -7.0f };
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// Create vertex stream declaration.
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PosNormalTangentTexcoordVertex::init();
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// Set view and projection matrix for view 0.
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const bgfx::HMD* hmd = bgfx::getHMD();
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if (NULL != hmd && 0 != (hmd->flags & BGFX_HMD_RENDERING) )
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calcTangents(s_cubeVertices
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, BX_COUNTOF(s_cubeVertices)
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, PosNormalTangentTexcoordVertex::ms_decl
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, s_cubeIndices
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, BX_COUNTOF(s_cubeIndices)
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);
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// Create static vertex buffer.
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m_vbh = bgfx::createVertexBuffer(
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bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) )
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, PosNormalTangentTexcoordVertex::ms_decl
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);
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// Create static index buffer.
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m_ibh = bgfx::createIndexBuffer(bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) ) );
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// Create texture sampler uniforms.
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s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
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s_texNormal = bgfx::createUniform("s_texNormal", bgfx::UniformType::Int1);
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m_numLights = 4;
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u_lightPosRadius = bgfx::createUniform("u_lightPosRadius", bgfx::UniformType::Vec4, m_numLights);
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u_lightRgbInnerR = bgfx::createUniform("u_lightRgbInnerR", bgfx::UniformType::Vec4, m_numLights);
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// Create program from shaders.
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m_program = loadProgram(m_instancingSupported ? "vs_bump_instanced" : "vs_bump", "fs_bump");
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// Load diffuse texture.
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m_textureColor = loadTexture("fieldstone-rgba.dds");
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// Load normal texture.
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m_textureNormal = loadTexture("fieldstone-n.dds");
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m_timeOffset = bx::getHPCounter();
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}
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virtual int shutdown() BX_OVERRIDE
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{
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// Cleanup.
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bgfx::destroyIndexBuffer(m_ibh);
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bgfx::destroyVertexBuffer(m_vbh);
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bgfx::destroyProgram(m_program);
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bgfx::destroyTexture(m_textureColor);
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bgfx::destroyTexture(m_textureNormal);
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bgfx::destroyUniform(s_texColor);
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bgfx::destroyUniform(s_texNormal);
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bgfx::destroyUniform(u_lightPosRadius);
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bgfx::destroyUniform(u_lightRgbInnerR);
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// Shutdown bgfx.
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bgfx::shutdown();
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return 0;
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}
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bool update() BX_OVERRIDE
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{
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if (!entry::processEvents(m_width, m_height, m_debug, m_reset) )
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{
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float view[16];
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bx::mtxQuatTranslationHMD(view, hmd->eye[0].rotation, eye);
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float proj[16];
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bx::mtxProj(proj, hmd->eye[0].fov, 0.1f, 100.0f);
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bgfx::setViewTransform(0, view, proj);
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// Set view 0 default viewport.
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//
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// Use HMD's width/height since HMD's internal frame buffer size
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// might be much larger than window size.
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bgfx::setViewRect(0, 0, 0, hmd->width, hmd->height);
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}
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else
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{
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float view[16];
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bx::mtxLookAt(view, eye, at);
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bgfx::setViewRect(0, 0, 0, m_width, m_height);
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float proj[16];
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bx::mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f);
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bgfx::setViewTransform(0, view, proj);
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// This dummy draw call is here to make sure that view 0 is cleared
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// if no other draw calls are submitted to view 0.
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bgfx::touch(0);
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// Set view 0 default viewport.
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bgfx::setViewRect(0, 0, 0, width, height);
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}
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int64_t now = bx::getHPCounter();
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static int64_t last = now;
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const int64_t frameTime = now - last;
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last = now;
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const double freq = double(bx::getHPFrequency() );
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const double toMs = 1000.0/freq;
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float lightPosRadius[4][4];
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for (uint32_t ii = 0; ii < numLights; ++ii)
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{
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lightPosRadius[ii][0] = sinf( (time*(0.1f + ii*0.17f) + ii*bx::piHalf*1.37f ) )*3.0f;
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lightPosRadius[ii][1] = cosf( (time*(0.2f + ii*0.29f) + ii*bx::piHalf*1.49f ) )*3.0f;
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lightPosRadius[ii][2] = -2.5f;
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lightPosRadius[ii][3] = 3.0f;
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}
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float time = (float)( (now-m_timeOffset)/freq);
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bgfx::setUniform(u_lightPosRadius, lightPosRadius, numLights);
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// Use debug font to print information about this example.
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bgfx::dbgTextClear();
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bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/06-bump");
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bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Loading textures.");
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bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
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float lightRgbInnerR[4][4] =
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{
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{ 1.0f, 0.7f, 0.2f, 0.8f },
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{ 0.7f, 0.2f, 1.0f, 0.8f },
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{ 0.2f, 1.0f, 0.7f, 0.8f },
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{ 1.0f, 0.4f, 0.2f, 0.8f },
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};
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float at[3] = { 0.0f, 0.0f, 0.0f };
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float eye[3] = { 0.0f, 0.0f, -7.0f };
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bgfx::setUniform(u_lightRgbInnerR, lightRgbInnerR, numLights);
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const uint16_t instanceStride = 64;
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const uint16_t numInstances = 3;
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if (instancingSupported)
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{
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// Write instance data for 3x3 cubes.
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for (uint32_t yy = 0; yy < 3; ++yy)
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// Set view and projection matrix for view 0.
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const bgfx::HMD* hmd = bgfx::getHMD();
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if (NULL != hmd && 0 != (hmd->flags & BGFX_HMD_RENDERING) )
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{
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const bgfx::InstanceDataBuffer* idb = bgfx::allocInstanceDataBuffer(numInstances, instanceStride);
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if (NULL != idb)
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{
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uint8_t* data = idb->data;
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float view[16];
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bx::mtxQuatTranslationHMD(view, hmd->eye[0].rotation, eye);
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float proj[16];
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bx::mtxProj(proj, hmd->eye[0].fov, 0.1f, 100.0f);
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bgfx::setViewTransform(0, view, proj);
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// Set view 0 default viewport.
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//
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// Use HMD's width/height since HMD's internal frame buffer size
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// might be much larger than window size.
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bgfx::setViewRect(0, 0, 0, hmd->width, hmd->height);
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}
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else
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{
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float view[16];
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bx::mtxLookAt(view, eye, at);
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float proj[16];
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bx::mtxProj(proj, 60.0f, float(m_width)/float(m_height), 0.1f, 100.0f);
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bgfx::setViewTransform(0, view, proj);
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// Set view 0 default viewport.
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bgfx::setViewRect(0, 0, 0, m_width, m_height);
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}
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float lightPosRadius[4][4];
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for (uint32_t ii = 0; ii < m_numLights; ++ii)
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{
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lightPosRadius[ii][0] = sinf( (time*(0.1f + ii*0.17f) + ii*bx::piHalf*1.37f ) )*3.0f;
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lightPosRadius[ii][1] = cosf( (time*(0.2f + ii*0.29f) + ii*bx::piHalf*1.49f ) )*3.0f;
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lightPosRadius[ii][2] = -2.5f;
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lightPosRadius[ii][3] = 3.0f;
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}
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bgfx::setUniform(u_lightPosRadius, lightPosRadius, m_numLights);
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float lightRgbInnerR[4][4] =
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{
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{ 1.0f, 0.7f, 0.2f, 0.8f },
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{ 0.7f, 0.2f, 1.0f, 0.8f },
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{ 0.2f, 1.0f, 0.7f, 0.8f },
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{ 1.0f, 0.4f, 0.2f, 0.8f },
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};
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bgfx::setUniform(u_lightRgbInnerR, lightRgbInnerR, m_numLights);
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const uint16_t instanceStride = 64;
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const uint16_t numInstances = 3;
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if (m_instancingSupported)
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{
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// Write instance data for 3x3 cubes.
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for (uint32_t yy = 0; yy < 3; ++yy)
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{
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const bgfx::InstanceDataBuffer* idb = bgfx::allocInstanceDataBuffer(numInstances, instanceStride);
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if (NULL != idb)
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{
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uint8_t* data = idb->data;
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for (uint32_t xx = 0; xx < 3; ++xx)
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{
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float* mtx = (float*)data;
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bx::mtxRotateXY(mtx, time*0.023f + xx*0.21f, time*0.03f + yy*0.37f);
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mtx[12] = -3.0f + float(xx)*3.0f;
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mtx[13] = -3.0f + float(yy)*3.0f;
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mtx[14] = 0.0f;
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data += instanceStride;
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}
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// Set instance data buffer.
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bgfx::setInstanceDataBuffer(idb, numInstances);
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// Set vertex and index buffer.
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bgfx::setVertexBuffer(m_vbh);
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bgfx::setIndexBuffer(m_ibh);
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// Bind textures.
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bgfx::setTexture(0, s_texColor, m_textureColor);
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bgfx::setTexture(1, s_texNormal, m_textureNormal);
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// Set render states.
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bgfx::setState(0
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| BGFX_STATE_RGB_WRITE
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| BGFX_STATE_ALPHA_WRITE
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| BGFX_STATE_DEPTH_WRITE
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| BGFX_STATE_DEPTH_TEST_LESS
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| BGFX_STATE_MSAA
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);
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// Submit primitive for rendering to view 0.
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bgfx::submit(0, m_program);
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}
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}
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}
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else
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{
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for (uint32_t yy = 0; yy < 3; ++yy)
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{
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for (uint32_t xx = 0; xx < 3; ++xx)
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{
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float* mtx = (float*)data;
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float mtx[16];
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bx::mtxRotateXY(mtx, time*0.023f + xx*0.21f, time*0.03f + yy*0.37f);
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mtx[12] = -3.0f + float(xx)*3.0f;
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mtx[13] = -3.0f + float(yy)*3.0f;
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mtx[14] = 0.0f;
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data += instanceStride;
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// Set transform for draw call.
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bgfx::setTransform(mtx);
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// Set vertex and index buffer.
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bgfx::setVertexBuffer(m_vbh);
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bgfx::setIndexBuffer(m_ibh);
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// Bind textures.
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bgfx::setTexture(0, s_texColor, m_textureColor);
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bgfx::setTexture(1, s_texNormal, m_textureNormal);
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// Set render states.
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bgfx::setState(0
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| BGFX_STATE_RGB_WRITE
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| BGFX_STATE_ALPHA_WRITE
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| BGFX_STATE_DEPTH_WRITE
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| BGFX_STATE_DEPTH_TEST_LESS
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| BGFX_STATE_MSAA
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);
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// Submit primitive for rendering to view 0.
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bgfx::submit(0, m_program);
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}
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// Set instance data buffer.
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bgfx::setInstanceDataBuffer(idb, numInstances);
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// Set vertex and index buffer.
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bgfx::setVertexBuffer(vbh);
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bgfx::setIndexBuffer(ibh);
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// Bind textures.
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bgfx::setTexture(0, s_texColor, textureColor);
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bgfx::setTexture(1, s_texNormal, textureNormal);
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// Set render states.
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bgfx::setState(0
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| BGFX_STATE_RGB_WRITE
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| BGFX_STATE_ALPHA_WRITE
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| BGFX_STATE_DEPTH_WRITE
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| BGFX_STATE_DEPTH_TEST_LESS
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| BGFX_STATE_MSAA
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);
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// Submit primitive for rendering to view 0.
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bgfx::submit(0, program);
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}
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}
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}
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else
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{
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for (uint32_t yy = 0; yy < 3; ++yy)
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{
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for (uint32_t xx = 0; xx < 3; ++xx)
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{
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float mtx[16];
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bx::mtxRotateXY(mtx, time*0.023f + xx*0.21f, time*0.03f + yy*0.37f);
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mtx[12] = -3.0f + float(xx)*3.0f;
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mtx[13] = -3.0f + float(yy)*3.0f;
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mtx[14] = 0.0f;
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// 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);
|
||||
|
|
Loading…
Reference in New Issue