/* * Copyright 2011-2019 Branimir Karadzic. All rights reserved. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause */ #include "common.h" #include "bgfx_utils.h" #include "imgui/imgui.h" namespace { struct PosColorTexCoord0Vertex { float m_x; float m_y; float m_z; uint32_t m_abgr; float m_u; float m_v; static void init() { ms_decl .begin() .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float) .add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true) .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float) .end(); } static bgfx::VertexLayout ms_decl; }; bgfx::VertexLayout PosColorTexCoord0Vertex::ms_decl; void renderScreenSpaceQuad(uint8_t _view, bgfx::ProgramHandle _program, float _x, float _y, float _width, float _height) { bgfx::TransientVertexBuffer tvb; bgfx::TransientIndexBuffer tib; if (bgfx::allocTransientBuffers(&tvb, PosColorTexCoord0Vertex::ms_decl, 4, &tib, 6) ) { PosColorTexCoord0Vertex* vertex = (PosColorTexCoord0Vertex*)tvb.data; float zz = 0.0f; const float minx = _x; const float maxx = _x + _width; const float miny = _y; const float maxy = _y + _height; float minu = -1.0f; float minv = -1.0f; float maxu = 1.0f; float maxv = 1.0f; vertex[0].m_x = minx; vertex[0].m_y = miny; vertex[0].m_z = zz; vertex[0].m_abgr = 0xff0000ff; vertex[0].m_u = minu; vertex[0].m_v = minv; vertex[1].m_x = maxx; vertex[1].m_y = miny; vertex[1].m_z = zz; vertex[1].m_abgr = 0xff00ff00; vertex[1].m_u = maxu; vertex[1].m_v = minv; vertex[2].m_x = maxx; vertex[2].m_y = maxy; vertex[2].m_z = zz; vertex[2].m_abgr = 0xffff0000; vertex[2].m_u = maxu; vertex[2].m_v = maxv; vertex[3].m_x = minx; vertex[3].m_y = maxy; vertex[3].m_z = zz; vertex[3].m_abgr = 0xffffffff; vertex[3].m_u = minu; vertex[3].m_v = maxv; uint16_t* indices = (uint16_t*)tib.data; indices[0] = 0; indices[1] = 2; indices[2] = 1; indices[3] = 0; indices[4] = 3; indices[5] = 2; bgfx::setState(BGFX_STATE_DEFAULT); bgfx::setIndexBuffer(&tib); bgfx::setVertexBuffer(0, &tvb); bgfx::submit(_view, _program); } } class ExampleRaymarch : public entry::AppI { public: ExampleRaymarch(const char* _name, const char* _description, const char* _url) : entry::AppI(_name, _description, _url) { } void init(int32_t _argc, const char* const* _argv, uint32_t _width, uint32_t _height) override { Args args(_argc, _argv); m_width = _width; m_height = _height; m_debug = BGFX_DEBUG_NONE; m_reset = BGFX_RESET_VSYNC; bgfx::Init init; init.type = args.m_type; init.vendorId = args.m_pciId; init.resolution.width = m_width; init.resolution.height = m_height; init.resolution.reset = m_reset; bgfx::init(init); // Enable debug text. bgfx::setDebug(m_debug); // Set view 0 clear state. bgfx::setViewClear(0 , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH , 0x303030ff , 1.0f , 0 ); // Create vertex stream declaration. PosColorTexCoord0Vertex::init(); u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Mat4); u_lightDirTime = bgfx::createUniform("u_lightDirTime", bgfx::UniformType::Vec4); // Create program from shaders. m_program = loadProgram("vs_raymarching", "fs_raymarching"); m_timeOffset = bx::getHPCounter(); imguiCreate(); } int shutdown() override { imguiDestroy(); // Cleanup. bgfx::destroy(m_program); bgfx::destroy(u_mtx); bgfx::destroy(u_lightDirTime); // Shutdown bgfx. bgfx::shutdown(); return 0; } bool update() override { if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) ) { imguiBeginFrame(m_mouseState.m_mx , m_mouseState.m_my , (m_mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0) | (m_mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0) | (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0) , m_mouseState.m_mz , uint16_t(m_width) , uint16_t(m_height) ); showExampleDialog(this); imguiEndFrame(); // Set view 0 default viewport. bgfx::setViewRect(0, 0, 0, uint16_t(m_width), uint16_t(m_height) ); // Set view 1 default viewport. bgfx::setViewRect(1, 0, 0, uint16_t(m_width), uint16_t(m_height) ); // This dummy draw call is here to make sure that view 0 is cleared // if no other draw calls are submitted to viewZ 0. bgfx::touch(0); const bx::Vec3 at = { 0.0f, 0.0f, 0.0f }; const bx::Vec3 eye = { 0.0f, 0.0f, -15.0f }; float view[16]; float proj[16]; bx::mtxLookAt(view, eye, at); const bgfx::Caps* caps = bgfx::getCaps(); bx::mtxProj(proj, 60.0f, float(m_width)/float(m_height), 0.1f, 100.0f, caps->homogeneousDepth); // Set view and projection matrix for view 1. bgfx::setViewTransform(0, view, proj); float ortho[16]; bx::mtxOrtho(ortho, 0.0f, 1280.0f, 720.0f, 0.0f, 0.0f, 100.0f, 0.0, caps->homogeneousDepth); // Set view and projection matrix for view 0. bgfx::setViewTransform(1, NULL, ortho); float time = (float)( (bx::getHPCounter()-m_timeOffset)/double(bx::getHPFrequency() ) ); float vp[16]; bx::mtxMul(vp, view, proj); float mtx[16]; bx::mtxRotateXY(mtx , time , time*0.37f ); float mtxInv[16]; bx::mtxInverse(mtxInv, mtx); float lightDirTime[4]; const bx::Vec3 lightDirModelN = bx::normalize(bx::Vec3{-0.4f, -0.5f, -1.0f}); bx::store(lightDirTime, bx::mul(lightDirModelN, mtxInv) ); lightDirTime[3] = time; bgfx::setUniform(u_lightDirTime, lightDirTime); float mvp[16]; bx::mtxMul(mvp, mtx, vp); float invMvp[16]; bx::mtxInverse(invMvp, mvp); bgfx::setUniform(u_mtx, invMvp); renderScreenSpaceQuad(1, m_program, 0.0f, 0.0f, 1280.0f, 720.0f); // Advance to next frame. Rendering thread will be kicked to // process submitted rendering primitives. bgfx::frame(); return true; } return false; } entry::MouseState m_mouseState; uint32_t m_width; uint32_t m_height; uint32_t m_debug; uint32_t m_reset; int64_t m_timeOffset; bgfx::UniformHandle u_mtx; bgfx::UniformHandle u_lightDirTime; bgfx::ProgramHandle m_program; }; } // namespace ENTRY_IMPLEMENT_MAIN( ExampleRaymarch , "03-raymarch" , "Updating shader uniforms." , "https://bkaradzic.github.io/bgfx/examples.html#raymarch" );