Terrain painting example.

This commit is contained in:
Andrew Mac 2015-12-13 21:21:07 -04:00
parent 51ec498559
commit 6a42398b0b
17 changed files with 567 additions and 0 deletions

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$input v_position, v_texcoord0
/*
* Copyright 2015 Andrew Mac. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
void main()
{
gl_FragColor = vec4(v_texcoord0.x, v_texcoord0.y, v_position.y / 50.0, 1.0);
}

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#
# Copyright 2011-2015 Branimir Karadzic. All rights reserved.
# License: http://www.opensource.org/licenses/BSD-2-Clause
#
BGFX_DIR=../..
RUNTIME_DIR=$(BGFX_DIR)/examples/runtime
BUILD_DIR=../../.build
include $(BGFX_DIR)/scripts/shader.mk
rebuild:
@make -s --no-print-directory TARGET=0 clean all
@make -s --no-print-directory TARGET=1 clean all
@make -s --no-print-directory TARGET=2 clean all
@make -s --no-print-directory TARGET=3 clean all
@make -s --no-print-directory TARGET=4 clean all

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/*
* Copyright 2015 Andrew Mac. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "common.h"
#include "bgfx_utils.h"
#include "imgui/imgui.h"
#include "camera.h"
#include "bounds.h"
#include "bx/fpumath.h"
#include <bx/debug.h>
static float s_texelHalf = 0.0f;
static bool s_originBottomLeft = false;
static uint32_t s_terrainSize = 256;
struct PosTexCoord0Vertex
{
float m_x;
float m_y;
float m_z;
float m_u;
float m_v;
static void init()
{
ms_decl
.begin()
.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
.end();
}
static bgfx::VertexDecl ms_decl;
};
bgfx::VertexDecl PosTexCoord0Vertex::ms_decl;
struct TerrainData
{
uint32_t m_mode;
bool m_dirty;
float m_transform[16];
uint8_t* m_heightMap;
PosTexCoord0Vertex* m_vertices;
uint32_t m_vertexCount;
uint16_t* m_indices;
uint32_t m_indexCount;
};
struct BrushData
{
bool m_raise;
int32_t m_size;
float m_power;
};
class Terrain : public entry::AppI
{
void init(int _argc, char** _argv) BX_OVERRIDE
{
Args args(_argc, _argv);
m_width = 1280;
m_height = 720;
m_debug = BGFX_DEBUG_TEXT;
m_reset = BGFX_RESET_VSYNC;
bgfx::init(bgfx::RendererType::Direct3D11, args.m_pciId);
bgfx::reset(m_width, m_height, m_reset);
// Enable m_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.
PosTexCoord0Vertex::init();
// Create program from shaders.
m_terrainProgram = loadProgram("vs_terrain", "fs_terrain");
m_terrainHeightTextureProgram = loadProgram("vs_terrain_height_texture", "fs_terrain");
// Imgui.
imguiCreate();
m_timeOffset = bx::getHPCounter();
const bgfx::RendererType::Enum renderer = bgfx::getRendererType();
s_texelHalf = bgfx::RendererType::Direct3D9 == renderer ? 0.5f : 0.0f;
s_originBottomLeft = bgfx::RendererType::OpenGL == renderer || bgfx::RendererType::OpenGLES == renderer;
m_vbh.idx = bgfx::invalidHandle;
m_ibh.idx = bgfx::invalidHandle;
m_dvbh.idx = bgfx::invalidHandle;
m_dibh.idx = bgfx::invalidHandle;
m_heightTexture.idx = bgfx::invalidHandle;
s_heightTexture = bgfx::createUniform("s_heightTexture", bgfx::UniformType::Int1);
m_oldWidth = 0;
m_oldHeight = 0;
m_oldReset = m_reset;
m_scrollArea = 0;
m_brush.m_power = 0.5f;
m_brush.m_size = 10;
m_brush.m_raise = true;
m_terrain.m_mode = 0;
m_terrain.m_dirty = true;
m_terrain.m_vertices = new PosTexCoord0Vertex[s_terrainSize * s_terrainSize];
m_terrain.m_indices = new uint16_t[s_terrainSize * s_terrainSize * 6];
m_terrain.m_heightMap = new uint8_t[s_terrainSize * s_terrainSize];
bx::mtxSRT(m_terrain.m_transform, 1.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f);
memset(m_terrain.m_heightMap, 0, sizeof(uint8_t) * s_terrainSize * s_terrainSize);
cameraCreate();
const float initialPos[3] = { 0.0f, 15.0f, 0.0f };
cameraSetPosition(initialPos);
cameraSetVerticalAngle(0.0f);
}
virtual int shutdown() BX_OVERRIDE
{
// Cleanup.
cameraDestroy();
imguiDestroy();
if (bgfx::isValid(m_ibh))
bgfx::destroyIndexBuffer(m_ibh);
if (bgfx::isValid(m_vbh))
bgfx::destroyVertexBuffer(m_vbh);
if (bgfx::isValid(m_dibh))
bgfx::destroyDynamicIndexBuffer(m_dibh);
if (bgfx::isValid(m_dvbh))
bgfx::destroyDynamicVertexBuffer(m_dvbh);
bgfx::destroyUniform(s_heightTexture);
if (bgfx::isValid(m_heightTexture))
bgfx::destroyTexture(m_heightTexture);
bgfx::destroyProgram(m_terrainProgram);
bgfx::destroyProgram(m_terrainHeightTextureProgram);
delete[] m_terrain.m_vertices;
delete[] m_terrain.m_indices;
delete[] m_terrain.m_heightMap;
// Shutdown bgfx.
bgfx::shutdown();
return 0;
}
void updateTerrainMesh()
{
m_terrain.m_vertexCount = 0;
for (uint32_t y = 0; y < s_terrainSize; y++)
{
for (uint32_t x = 0; x < s_terrainSize; x++)
{
PosTexCoord0Vertex* vert = &m_terrain.m_vertices[m_terrain.m_vertexCount];
vert->m_x = (float)x;
vert->m_y = m_terrain.m_heightMap[(y * s_terrainSize) + x];
vert->m_z = (float)y;
vert->m_u = (float)x / (float)s_terrainSize;
vert->m_v = (float)y / (float)s_terrainSize;
m_terrain.m_vertexCount++;
}
}
m_terrain.m_indexCount = 0;
for (uint32_t y = 0; y < (s_terrainSize - 1); y++)
{
uint32_t y_offset = (y * s_terrainSize);
for (uint32_t x = 0; x < (s_terrainSize - 1); x++)
{
m_terrain.m_indices[m_terrain.m_indexCount] = y_offset + x + 1;
m_terrain.m_indices[m_terrain.m_indexCount + 1] = y_offset + x + s_terrainSize;
m_terrain.m_indices[m_terrain.m_indexCount + 2] = y_offset + x;
m_terrain.m_indices[m_terrain.m_indexCount + 3] = y_offset + x + s_terrainSize + 1;
m_terrain.m_indices[m_terrain.m_indexCount + 4] = y_offset + x + s_terrainSize;
m_terrain.m_indices[m_terrain.m_indexCount + 5] = y_offset + x + 1;
m_terrain.m_indexCount += 6;
}
}
}
void updateTerrain()
{
const bgfx::Memory* mem;
// Vertex Buffer : Destroy and recreate a regular vertex buffer to update terrain.
if (m_terrain.m_mode == 0)
{
updateTerrainMesh();
if (bgfx::isValid(m_vbh))
bgfx::destroyVertexBuffer(m_vbh);
mem = bgfx::makeRef(&m_terrain.m_vertices[0], sizeof(PosTexCoord0Vertex) * m_terrain.m_vertexCount);
m_vbh = bgfx::createVertexBuffer(mem, PosTexCoord0Vertex::ms_decl);
if (bgfx::isValid(m_ibh))
bgfx::destroyIndexBuffer(m_ibh);
mem = bgfx::makeRef(&m_terrain.m_indices[0], sizeof(uint16_t) * m_terrain.m_indexCount);
m_ibh = bgfx::createIndexBuffer(mem);
}
// Dynamic Vertex Buffer : Utilize dynamic vertex buffer to update terrain.
if (m_terrain.m_mode == 1)
{
updateTerrainMesh();
if (!bgfx::isValid(m_dvbh))
m_dvbh = bgfx::createDynamicVertexBuffer(m_terrain.m_vertexCount, PosTexCoord0Vertex::ms_decl);
mem = bgfx::makeRef(&m_terrain.m_vertices[0], sizeof(PosTexCoord0Vertex) * m_terrain.m_vertexCount);
bgfx::updateDynamicVertexBuffer(m_dvbh, 0, mem);
if (!bgfx::isValid(m_dibh))
m_dibh = bgfx::createDynamicIndexBuffer(m_terrain.m_indexCount);
mem = bgfx::makeRef(&m_terrain.m_indices[0], sizeof(uint16_t) * m_terrain.m_indexCount);
bgfx::updateDynamicIndexBuffer(m_dibh, 0, mem);
}
// Height Texture: Update a height texture that is sampled in the terrain vertex shader.
if (m_terrain.m_mode == 2)
{
if (!bgfx::isValid(m_vbh) || !bgfx::isValid(m_ibh))
{
updateTerrainMesh();
mem = bgfx::makeRef(&m_terrain.m_vertices[0], sizeof(PosTexCoord0Vertex) * m_terrain.m_vertexCount);
m_vbh = bgfx::createVertexBuffer(mem, PosTexCoord0Vertex::ms_decl);
mem = bgfx::makeRef(&m_terrain.m_indices[0], sizeof(uint16_t) * m_terrain.m_indexCount);
m_ibh = bgfx::createIndexBuffer(mem);
}
if (!bgfx::isValid(m_heightTexture))
m_heightTexture = bgfx::createTexture2D(s_terrainSize, s_terrainSize, 1, bgfx::TextureFormat::R8);
mem = bgfx::makeRef(&m_terrain.m_heightMap[0], sizeof(uint8_t) * s_terrainSize * s_terrainSize);
bgfx::updateTexture2D(m_heightTexture, 0, 0, 0, s_terrainSize, s_terrainSize, mem);
}
}
void paintTerrainHeight(uint32_t _x, uint32_t _y)
{
for (int32_t area_y = -m_brush.m_size; area_y < m_brush.m_size; ++area_y)
{
for (int32_t area_x = -m_brush.m_size; area_x < m_brush.m_size; ++area_x)
{
int32_t brush_x = _x + area_x;
if (brush_x < 0 || brush_x > (int32_t)s_terrainSize) continue;
int32_t brush_y = _y + area_y;
if (brush_y < 0 || brush_y > (int32_t)s_terrainSize) continue;
uint32_t heightMapPos = (brush_y * s_terrainSize) + brush_x;
float height = (float)m_terrain.m_heightMap[heightMapPos];
// Brush attenuation
float a2 = (float)(area_x * area_x);
float b2 = (float)(area_y * area_y);
float brushAttn = m_brush.m_size - sqrtf(a2 + b2);
// Raise/Lower and scale by brush power.
height += bx::fclamp(brushAttn * m_brush.m_power, 0.0, m_brush.m_power) * m_brush.m_raise ? 1.0 : -1.0;
m_terrain.m_heightMap[heightMapPos] = (uint8_t)bx::fclamp(height, 0.0, 255.0);
m_terrain.m_dirty = true;
}
}
}
void mousePickTerrain()
{
float ray_clip[4];
ray_clip[0] = ((2.0f * m_mouseState.m_mx) / m_width - 1.0f) * -1.0f;
ray_clip[1] = ((1.0f - (2.0f * m_mouseState.m_my) / m_height)) * -1.0f;
ray_clip[2] = -1.0;
ray_clip[3] = 1.0;
float invProjMtx[16];
bx::mtxInverse(invProjMtx, m_projMtx);
float ray_eye[4];
bx::vec4MulMtx(ray_eye, ray_clip, invProjMtx);
ray_eye[2] = -1.0f;
ray_eye[3] = 0.0f;
float invViewMtx[16];
bx::mtxInverse(invViewMtx, m_viewMtx);
float ray_world[4];
bx::vec4MulMtx(ray_world, ray_eye, invViewMtx);
float ray_dir[3];
bx::vec3Norm(ray_dir, ray_world);
ray_dir[0] *= -1.0;
ray_dir[1] *= -1.0;
ray_dir[2] *= -1.0;
float pos[3];
cameraGetPosition(pos);
for (int i = 0; i < 1000; ++i)
{
bx::vec3Add(pos, pos, ray_dir);
if (pos[0] < 0 || pos[0] > s_terrainSize || pos[2] < 0 || pos[2] > s_terrainSize)
continue;
uint32_t heightMapPos = ((uint32_t)pos[2] * s_terrainSize) + (uint32_t)pos[0];
if ( pos[1] < m_terrain.m_heightMap[heightMapPos] )
{
paintTerrainHeight((uint32_t)pos[0], (uint32_t)pos[2]);
return;
}
}
}
bool update() BX_OVERRIDE
{
if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
{
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;
const float deltaTime = float(frameTime/freq);
// Use m_debug font to print information about this example.
bgfx::dbgTextClear();
bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/27-terrain");
bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Terrain painting example.");
bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
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
, m_width
, m_height
);
imguiBeginScrollArea("Settings", m_width - m_width / 5 - 10, 10, m_width / 5, m_height / 3, &m_scrollArea);
imguiSeparatorLine();
if (imguiCheck("Vertex Buffer", (m_terrain.m_mode == 0)) )
{
m_terrain.m_mode = 0;
m_terrain.m_dirty = true;
}
if (imguiCheck("Dynamic Vertex Buffer", (m_terrain.m_mode == 1)) )
{
m_terrain.m_mode = 1;
m_terrain.m_dirty = true;
}
if (imguiCheck("Height Texture", (m_terrain.m_mode == 2)) )
{
m_terrain.m_mode = 2;
m_terrain.m_dirty = true;
}
imguiSeparatorLine();
if (imguiCheck("Raise Terrain", m_brush.m_raise))
{
m_brush.m_raise = !m_brush.m_raise;
}
imguiSlider("Brush Size", m_brush.m_size, 1, 50);
imguiSlider("Brush Power", m_brush.m_power, 0.0f, 1.0f, 0.01f);
imguiEndScrollArea();
imguiEndFrame();
// Update camera.
cameraUpdate(deltaTime, m_mouseState);
bool leftMouseButtonDown = !!m_mouseState.m_buttons[entry::MouseButton::Left];
if (leftMouseButtonDown)
{
mousePickTerrain();
}
// Update terrain.
if (m_terrain.m_dirty)
{
updateTerrain();
m_terrain.m_dirty = false;
}
// Set view 0 default viewport.
bgfx::setViewRect(0, 0, 0, m_width, m_height);
cameraGetViewMtx(m_viewMtx);
bx::mtxProj(m_projMtx, 60.0f, float(m_width) / float(m_height), 0.1f, 2000.0f, s_originBottomLeft);
bgfx::setViewTransform(0, m_viewMtx, m_projMtx);
bgfx::setTransform(m_terrain.m_transform);
if (m_terrain.m_mode == 0)
{
bgfx::setVertexBuffer(m_vbh);
bgfx::setIndexBuffer(m_ibh);
bgfx::submit(0, m_terrainProgram);
}
else if (m_terrain.m_mode == 1)
{
bgfx::setVertexBuffer(m_dvbh);
bgfx::setIndexBuffer(m_dibh);
bgfx::submit(0, m_terrainProgram);
}
else if (m_terrain.m_mode == 2)
{
bgfx::setVertexBuffer(m_vbh);
bgfx::setIndexBuffer(m_ibh);
bgfx::setTexture(0, s_heightTexture, m_heightTexture);
bgfx::submit(0, m_terrainHeightTextureProgram);
}
// Advance to next frame. Rendering thread will be kicked to
// process submitted rendering primitives.
bgfx::frame();
return true;
}
return false;
}
bgfx::VertexBufferHandle m_vbh;
bgfx::IndexBufferHandle m_ibh;
bgfx::DynamicVertexBufferHandle m_dvbh;
bgfx::DynamicIndexBufferHandle m_dibh;
bgfx::ProgramHandle m_terrainProgram;
bgfx::ProgramHandle m_terrainHeightTextureProgram;
bgfx::UniformHandle s_heightTexture;
bgfx::TextureHandle m_heightTexture;
float m_viewMtx[16];
float m_projMtx[16];
uint32_t m_width;
uint32_t m_height;
uint32_t m_debug;
uint32_t m_reset;
uint32_t m_oldWidth;
uint32_t m_oldHeight;
uint32_t m_oldReset;
int32_t m_scrollArea;
TerrainData m_terrain;
BrushData m_brush;
entry::MouseState m_mouseState;
int64_t m_timeOffset;
};
ENTRY_IMPLEMENT_MAIN(Terrain);

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vec2 v_texcoord0 : TEXCOORD0 = vec2(0.0, 0.0);
vec3 v_position : TEXCOORD1 = vec3(0.0, 0.0, 0.0);
vec3 v_view : TEXCOORD2 = vec3(0.0, 0.0, 0.0);
vec3 v_normal : NORMAL = vec3(0.0, 0.0, 1.0);
vec3 v_tangent : TANGENT = vec3(1.0, 0.0, 0.0);
vec3 v_bitangent : BINORMAL = vec3(0.0, 1.0, 0.0);
vec4 v_color0 : COLOR = vec4(1.0, 0.0, 0.0, 1.0);
vec3 a_position : POSITION;
vec4 a_normal : NORMAL;
vec4 a_tangent : TANGENT;
vec2 a_texcoord0 : TEXCOORD0;
vec4 a_color0 : COLOR0;

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$input a_position, a_texcoord0
$output v_position, v_texcoord0
/*
* Copyright 2015 Andrew Mac. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
void main()
{
v_position = a_position.xyz;
v_texcoord0 = a_texcoord0;
gl_Position = mul(u_modelViewProj, vec4(v_position.xyz, 1.0));
}

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$input a_position, a_texcoord0
$output v_position, v_texcoord0
/*
* Copyright 2015 Andrew Mac. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
SAMPLER2D(s_heightTexture, 0);
void main()
{
v_texcoord0 = a_texcoord0;
v_position = a_position.xyz;
v_position.y = texture2DLod(s_heightTexture, a_texcoord0, 0).x * 255.0;
gl_Position = mul(u_modelViewProj, vec4(v_position.xyz, 1.0));
}

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@ -401,6 +401,7 @@ exampleProject("22-windows")
exampleProject("23-vectordisplay")
exampleProject("24-nbody")
exampleProject("26-occlusion")
exampleProject("27-terrain")
-- C99 source doesn't compile under WinRT settings
if not premake.vstudio.iswinrt() then