/* * Copyright 2011-2018 Branimir Karadzic. All rights reserved. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause */ #include "common.h" #include "bgfx_utils.h" #include "packrect.h" #include "imgui/imgui.h" #include #include namespace { struct PosTexcoordVertex { float m_x; float m_y; float m_z; float m_u; float m_v; float m_w; static void init() { ms_decl .begin() .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float) .add(bgfx::Attrib::TexCoord0, 3, bgfx::AttribType::Float) .end(); }; static bgfx::VertexDecl ms_decl; }; bgfx::VertexDecl PosTexcoordVertex::ms_decl; static PosTexcoordVertex s_cubeVertices[] = { {-1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f }, {-1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f }, { 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f }, {-1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f }, { 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f }, {-1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f }, { 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f }, {-1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f }, {-1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f }, {-1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f }, {-1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f }, { 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f }, { 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f }, { 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f }, {-1.0f, 1.0f, 1.0f, -1.0f, 1.0f, 1.0f }, { 1.0f, 1.0f, 1.0f, 1.0f, 1.0f, 1.0f }, {-1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f }, { 1.0f, 1.0f, -1.0f, 1.0f, 1.0f, -1.0f }, {-1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f }, {-1.0f, -1.0f, -1.0f, -1.0f, -1.0f, -1.0f }, { 1.0f, -1.0f, 1.0f, 1.0f, -1.0f, 1.0f }, { 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, -1.0f }, {-1.0f, 1.0f, 1.0f, -2.0f, 2.0f, 2.0f }, { 1.0f, 1.0f, 1.0f, 2.0f, 2.0f, 2.0f }, {-1.0f, -1.0f, 1.0f, -2.0f, -2.0f, 2.0f }, { 1.0f, -1.0f, 1.0f, 2.0f, -2.0f, 2.0f }, }; BX_STATIC_ASSERT(BX_COUNTOF(s_cubeVertices) == 28); static const uint16_t s_cubeIndices[] = { 0, 1, 2, // 0 1, 3, 2, 4, 6, 5, // 2 5, 6, 7, 8, 10, 9, // 4 9, 10, 11, 12, 14, 13, // 6 14, 15, 13, 16, 18, 17, // 8 18, 19, 17, 20, 22, 21, // 10 21, 22, 23, }; BX_STATIC_ASSERT(BX_COUNTOF(s_cubeIndices) == 36); static void updateTextureCubeRectBgra8( bgfx::TextureHandle _handle , uint8_t _side , uint16_t _x , uint16_t _y , uint16_t _width , uint16_t _height , uint8_t _r , uint8_t _g , uint8_t _b , uint8_t _a = 0xff ) { bgfx::TextureInfo ti; bgfx::calcTextureSize(ti, _width, _height, 1, false, false, 1, bgfx::TextureFormat::BGRA8); const bgfx::Memory* mem = bgfx::alloc(ti.storageSize); uint8_t* data = (uint8_t*)mem->data; for (uint32_t ii = 0, num = ti.storageSize*8/ti.bitsPerPixel; ii < num; ++ii) { data[0] = _b; data[1] = _g; data[2] = _r; data[3] = _a; data += 4; } bgfx::updateTextureCube(_handle, 0, _side, 0, _x, _y, _width, _height, mem); } static const uint16_t kTextureSide = 512; static const uint32_t kTexture2dSize = 256; class ExampleUpdate : public entry::AppI { public: ExampleUpdate(const char* _name, const char* _description) : entry::AppI(_name, _description) , m_cube(kTextureSide) { } 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. PosTexcoordVertex::init(); m_textures[ 0] = loadTexture("textures/texture_compression_bc1.ktx", BGFX_TEXTURE_U_CLAMP | BGFX_TEXTURE_V_CLAMP); m_textures[ 1] = loadTexture("textures/texture_compression_bc2.ktx", BGFX_TEXTURE_U_CLAMP); m_textures[ 2] = loadTexture("textures/texture_compression_bc3.ktx", BGFX_TEXTURE_V_CLAMP); m_textures[ 3] = loadTexture("textures/texture_compression_etc1.ktx", BGFX_TEXTURE_U_BORDER | BGFX_TEXTURE_V_BORDER | BGFX_TEXTURE_BORDER_COLOR(1)); m_textures[ 4] = loadTexture("textures/texture_compression_etc2.ktx"); m_textures[ 5] = loadTexture("textures/texture_compression_ptc12.pvr"); m_textures[ 6] = loadTexture("textures/texture_compression_ptc14.pvr"); m_textures[ 7] = loadTexture("textures/texture_compression_ptc22.pvr"); m_textures[ 8] = loadTexture("textures/texture_compression_ptc24.pvr"); m_textures[ 9] = loadTexture("textures/texture_compression_atc.dds"); m_textures[10] = loadTexture("textures/texture_compression_atci.dds"); m_textures[11] = loadTexture("textures/texture_compression_atce.dds"); BX_STATIC_ASSERT(12 == BX_COUNTOF(m_textures)); const bgfx::Caps* caps = bgfx::getCaps(); m_texture3DSupported = !!(caps->supported & BGFX_CAPS_TEXTURE_3D); m_blitSupported = !!(caps->supported & BGFX_CAPS_TEXTURE_BLIT); m_computeSupported = !!(caps->supported & BGFX_CAPS_COMPUTE); m_numTextures3d = 0; if (m_texture3DSupported) { const bgfx::Memory* mem8 = bgfx::alloc(32*32*32); const bgfx::Memory* mem16f = bgfx::alloc(32*32*32*2); const bgfx::Memory* mem32f = bgfx::alloc(32*32*32*4); for (uint8_t zz = 0; zz < 32; ++zz) { for (uint8_t yy = 0; yy < 32; ++yy) { for (uint8_t xx = 0; xx < 32; ++xx) { const uint32_t offset = ( (zz*32+yy)*32+xx); const uint32_t val = xx ^ yy ^ zz; mem8->data[offset] = uint8_t(val<<3); *(uint16_t*)&mem16f->data[offset*2] = bx::halfFromFloat( (float)val/32.0f); *(float*)&mem32f->data[offset*4] = (float)val/32.0f; } } } if (0 != (BGFX_CAPS_FORMAT_TEXTURE_3D & caps->formats[bgfx::TextureFormat::R8]) ) { m_textures3d[m_numTextures3d++] = bgfx::createTexture3D(32, 32, 32, false, bgfx::TextureFormat::R8, BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP|BGFX_TEXTURE_W_CLAMP, mem8); } if (0 != (BGFX_CAPS_FORMAT_TEXTURE_3D & caps->formats[bgfx::TextureFormat::R16F]) ) { m_textures3d[m_numTextures3d++] = bgfx::createTexture3D(32, 32, 32, false, bgfx::TextureFormat::R16F, BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP|BGFX_TEXTURE_W_CLAMP, mem16f); } if (0 != (BGFX_CAPS_FORMAT_TEXTURE_3D & caps->formats[bgfx::TextureFormat::R32F]) ) { m_textures3d[m_numTextures3d++] = bgfx::createTexture3D(32, 32, 32, false, bgfx::TextureFormat::R32F, BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP|BGFX_TEXTURE_W_CLAMP, mem32f); } } // Create static vertex buffer. m_vbh = bgfx::createVertexBuffer(bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) ), PosTexcoordVertex::ms_decl); // Create static index buffer. m_ibh = bgfx::createIndexBuffer(bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) ) ); // Create programs. m_program = loadProgram("vs_update", "fs_update"); m_programCmp = loadProgram("vs_update", "fs_update_cmp"); m_program3d.idx = bgfx::kInvalidHandle; if (m_texture3DSupported) { m_program3d = loadProgram("vs_update", "fs_update_3d"); } m_programCompute.idx = bgfx::kInvalidHandle; if (m_computeSupported) { m_programCompute = bgfx::createProgram( loadShader( "cs_update" ), true ); } // Create texture sampler uniforms. s_texCube = bgfx::createUniform("s_texCube", bgfx::UniformType::Int1); s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1); // Create time uniform. u_time = bgfx::createUniform("u_time", bgfx::UniformType::Vec4); for(uint32_t ii = 0; ii m_updateTime) { PackCube face; uint16_t bw = bx::max(1, m_rng.gen()%(kTextureSide/4) ); uint16_t bh = bx::max(1, m_rng.gen()%(kTextureSide/4) ); if (m_cube.find(bw, bh, face) ) { m_quads.push_back(face); ++m_hit; const Pack2D& rect = face.m_rect; updateTextureCubeRectBgra8(m_textureCube[0], face.m_side, rect.m_x, rect.m_y, rect.m_width, rect.m_height, m_rr, m_gg, m_bb); if (m_blitSupported) { bgfx::blit(0, m_textureCube[1], 0, rect.m_x, rect.m_y, face.m_side, m_textureCube[0], 0, rect.m_x, rect.m_y, face.m_side, rect.m_width, rect.m_height); } m_rr = m_rng.gen()%255; m_gg = m_rng.gen()%255; m_bb = m_rng.gen()%255; } else { ++m_miss; for (uint32_t ii = 0, num = bx::uint32_min(10, (uint32_t)m_quads.size() ); ii < num; ++ii) { face = m_quads.front(); const Pack2D& rect = face.m_rect; updateTextureCubeRectBgra8(m_textureCube[0], face.m_side, rect.m_x, rect.m_y, rect.m_width, rect.m_height, 0, 0, 0); if (m_blitSupported) { bgfx::blit(0, m_textureCube[1], 0, rect.m_x, rect.m_y, face.m_side, m_textureCube[0], 0, rect.m_x, rect.m_y, face.m_side, rect.m_width, rect.m_height); } m_cube.clear(face); m_quads.pop_front(); } } { // Fill rect. const uint32_t pitch = kTexture2dSize*4; const uint16_t tw = m_rng.gen()% kTexture2dSize; const uint16_t th = m_rng.gen()% kTexture2dSize; const uint16_t tx = m_rng.gen()%(kTexture2dSize-tw); const uint16_t ty = m_rng.gen()%(kTexture2dSize-th); uint8_t* dst = &m_texture2dData[(ty*kTexture2dSize+tx)*4]; uint8_t* next = dst + pitch; // Using makeRef to pass texture memory without copying. const bgfx::Memory* mem = bgfx::makeRef(dst, tw*th*4); for (uint32_t yy = 0; yy < th; ++yy, dst = next, next += pitch) { for (uint32_t xx = 0; xx < tw; ++xx, dst += 4) { dst[0] = m_bb; dst[1] = m_gg; dst[2] = m_rr; dst[3] = 255; } } // Pitch here makes possible to pass data from source to destination // without need for m_textures and allocated memory to be the same size. bgfx::updateTexture2D(m_texture2d, 0, 0, tx, ty, tw, th, mem, pitch); } } float at[3] = { 0.0f, 0.0f, 0.0f }; float eye[3] = { 0.0f, 0.0f, -5.0f }; 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::getCaps()->homogeneousDepth); // Set view and projection matrix for view 0. bgfx::setViewTransform(0, view, proj); // Update texturecube using compute shader if (bgfx::isValid(m_programCompute) ) { bgfx::setImage(0, m_textureCube[2], 0, bgfx::Access::Write); bgfx::dispatch(0, m_programCompute, kTextureSide/16, kTextureSide/16); } for (uint32_t ii = 0; ii < BX_COUNTOF(m_textureCube); ++ii) { if (bgfx::isValid(m_textureCube[ii])) { float mtx[16]; bx::mtxSRT(mtx, 0.7f, 0.7f, 0.7f, time, time*0.37f, 0.0f, -2.0f +ii*2.0f, 0.0f, 0.0f); // Set model matrix for rendering. bgfx::setTransform(mtx); // Set vertex and index buffer. bgfx::setVertexBuffer(0, m_vbh); bgfx::setIndexBuffer(m_ibh); // Bind texture. bgfx::setTexture(0, s_texCube, m_textureCube[ii]); // Set render states. bgfx::setState(BGFX_STATE_DEFAULT); // Submit primitive for rendering to view 0. bgfx::submit(0, m_program); } } // Set view and projection matrix for view 1. const float aspectRatio = float(m_height)/float(m_width); const float margin = 0.7f; const float sizeX = 0.5f * BX_COUNTOF(m_textures) * 2.1f + margin; const float sizeY = sizeX * aspectRatio; const bgfx::Caps* caps = bgfx::getCaps(); bx::mtxOrtho(proj, -sizeX, sizeX, sizeY, -sizeY, 0.0f, 1000.0f, 0.0f, caps->homogeneousDepth); bgfx::setViewTransform(1, NULL, proj); float mtx[16]; bx::mtxTranslate(mtx, -sizeX + margin + 1.0f, 1.9f, 0.0f); // Set model matrix for rendering. bgfx::setTransform(mtx); // Set vertex and index buffer. bgfx::setVertexBuffer(0, m_vbh); bgfx::setIndexBuffer(m_ibh); // Bind texture. bgfx::setTexture(0, s_texColor, m_texture2d); // Set render states. bgfx::setState(BGFX_STATE_DEFAULT); // Submit primitive for rendering to view 1. bgfx::submit(1, m_programCmp); const float xpos = -sizeX + margin + 1.0f; for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii) { bx::mtxTranslate(mtx, xpos + ii*2.1f, sizeY - margin - 1.0f, 0.0f); // Set model matrix for rendering. bgfx::setTransform(mtx); // Set vertex and index buffer. bgfx::setVertexBuffer(0, m_vbh); bgfx::setIndexBuffer(m_ibh, 0, 6); // Bind texture. bgfx::setTexture(0, s_texColor, m_textures[ii]); // Set render states. bgfx::setState(BGFX_STATE_DEFAULT); // Submit primitive for rendering to view 1. bgfx::submit(1, m_programCmp); } for (uint32_t ii = 0; ii < m_numTextures3d; ++ii) { bx::mtxTranslate(mtx, xpos + (ii+(BX_COUNTOF(m_textures) - m_numTextures3d)*0.5f)*2.1f, -sizeY + margin + 1.0f, 0.0f); // Set model matrix for rendering. bgfx::setTransform(mtx); // Set vertex and index buffer. bgfx::setVertexBuffer(0, m_vbh); bgfx::setIndexBuffer(m_ibh, 0, 6); // Bind texture. bgfx::setTexture(0, s_texColor, m_textures3d[ii]); // Set render states. bgfx::setState(BGFX_STATE_DEFAULT); // Submit primitive for rendering to view 1. bgfx::submit(1, m_program3d); } for (uint32_t ii = 0; ii < 4; ++ii) { bx::mtxTranslate(mtx, sizeX - margin - 1.0f, -sizeY + margin + 1.0f + ii*2.1f, 0.0f); // Set model matrix for rendering. bgfx::setTransform(mtx); // Set vertex and index buffer. bgfx::setVertexBuffer(0, m_vbh, 24, 4); bgfx::setIndexBuffer(m_ibh, 0, 6); // Bind texture. bgfx::setTexture(0, s_texColor, m_textures[ii]); // Set render states. bgfx::setState(BGFX_STATE_DEFAULT); // Submit primitive for rendering to view 1. bgfx::submit(1, m_programCmp); } // 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; uint8_t* m_texture2dData; uint32_t m_numTextures3d; bool m_texture3DSupported; bool m_blitSupported; bool m_computeSupported; std::list m_quads; RectPackCubeT<256> m_cube; int64_t m_updateTime; int64_t m_timeOffset; bx::RngMwc m_rng; uint32_t m_hit; uint32_t m_miss; uint8_t m_rr; uint8_t m_gg; uint8_t m_bb; bgfx::TextureHandle m_textures[12]; bgfx::TextureHandle m_textures3d[3]; bgfx::TextureHandle m_texture2d; bgfx::TextureHandle m_textureCube[3]; bgfx::IndexBufferHandle m_ibh; bgfx::VertexBufferHandle m_vbh; bgfx::ProgramHandle m_program3d; bgfx::ProgramHandle m_programCmp; bgfx::ProgramHandle m_programCompute; bgfx::ProgramHandle m_program; bgfx::UniformHandle u_time; bgfx::UniformHandle s_texColor; bgfx::UniformHandle s_texCube; }; } // namespace ENTRY_IMPLEMENT_MAIN(ExampleUpdate, "08-update", "Updating textures.");