/* * 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 namespace { struct PosTangentBitangentTexcoordVertex { float m_x; float m_y; float m_z; uint32_t m_tangent; uint32_t m_bitangent; float m_u; float m_v; static void init() { ms_decl .begin() .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float) .add(bgfx::Attrib::Tangent, 4, bgfx::AttribType::Uint8, true, true) .add(bgfx::Attrib::Bitangent, 4, bgfx::AttribType::Uint8, true, true) .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float, true, true) .end(); } static bgfx::VertexDecl ms_decl; }; bgfx::VertexDecl PosTangentBitangentTexcoordVertex::ms_decl; uint32_t packUint32(uint8_t _x, uint8_t _y, uint8_t _z, uint8_t _w) { union { uint32_t ui32; uint8_t arr[4]; } un; un.arr[0] = _x; un.arr[1] = _y; un.arr[2] = _z; un.arr[3] = _w; return un.ui32; } uint32_t packF4u(float _x, float _y = 0.0f, float _z = 0.0f, float _w = 0.0f) { const uint8_t xx = uint8_t(_x*127.0f + 128.0f); const uint8_t yy = uint8_t(_y*127.0f + 128.0f); const uint8_t zz = uint8_t(_z*127.0f + 128.0f); const uint8_t ww = uint8_t(_w*127.0f + 128.0f); return packUint32(xx, yy, zz, ww); } static PosTangentBitangentTexcoordVertex s_cubeVertices[24] = { {-1, -1, 1, packF4u(-1, 0, 0), packF4u( 0, -1, 0), 1, 1 }, // Back { 1, 1, 1, packF4u(-1, 0, 0), packF4u( 0, -1, 0), 0, 0 }, {-1, 1, 1, packF4u(-1, 0, 0), packF4u( 0, -1, 0), 1, 0 }, { 1, -1, 1, packF4u(-1, 0, 0), packF4u( 0, -1, 0), 0, 1 }, {-1, -1, -1, packF4u( 1, 0, 0), packF4u( 0, -1, 0), 0, 1 }, // Front { 1, 1, -1, packF4u( 1, 0, 0), packF4u( 0, -1, 0), 1, 0 }, {-1, 1, -1, packF4u( 1, 0, 0), packF4u( 0, -1, 0), 0, 0 }, { 1, -1, -1, packF4u( 1, 0, 0), packF4u( 0, -1, 0), 1, 1 }, { 1, -1, -1, packF4u( 0, 0, 1), packF4u( 0, -1, 0), 0, 1 }, // Right { 1, 1, 1, packF4u( 0, 0, 1), packF4u( 0, -1, 0), 1, 0 }, { 1, -1, 1, packF4u( 0, 0, 1), packF4u( 0, -1, 0), 1, 1 }, { 1, 1, -1, packF4u( 0, 0, 1), packF4u( 0, -1, 0), 0, 0 }, {-1, -1, -1, packF4u( 0, 0, -1), packF4u( 0, -1, 0), 1, 1 }, // Left {-1, 1, 1, packF4u( 0, 0, -1), packF4u( 0, -1, 0), 0, 0 }, {-1, -1, 1, packF4u( 0, 0, -1), packF4u( 0, -1, 0), 0, 1 }, {-1, 1, -1, packF4u( 0, 0, -1), packF4u( 0, -1, 0), 1, 0 }, {-1, 1, -1, packF4u( 1, 0, 0), packF4u( 0, 0, -1), 0, 1 }, // Top { 1, 1, 1, packF4u( 1, 0, 0), packF4u( 0, 0, -1), 1, 0 }, {-1, 1, 1, packF4u( 1, 0, 0), packF4u( 0, 0, -1), 0, 0 }, { 1, 1, -1, packF4u( 1, 0, 0), packF4u( 0, 0, -1), 1, 1 }, {-1, -1, -1, packF4u( 1, 0, 0), packF4u( 0, 0, 1), 0, 0 }, // Bottom { 1, -1, 1, packF4u( 1, 0, 0), packF4u( 0, 0, 1), 1, 1 }, {-1, -1, 1, packF4u( 1, 0, 0), packF4u( 0, 0, 1), 0, 1 }, { 1, -1, -1, packF4u( 1, 0, 0), packF4u( 0, 0, 1), 1, 0 }, }; static const uint16_t s_cubeIndices[36] = { 0 , 1 , 2 , 0 , 3 , 1 , 4 , 6 , 5 , 4 , 5 , 7 , 8 , 9 , 10, 8 , 11, 9 , 12, 14, 13, 12, 13, 15, 16, 18, 17, 16, 17, 19, 20, 21, 22, 20, 23, 21, }; class ExamplePom : public entry::AppI { public: ExamplePom(const char* _name, const char* _description) : entry::AppI(_name, _description) { } 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. PosTangentBitangentTexcoordVertex::init(); // Create static vertex buffer. m_vbh = bgfx::createVertexBuffer(bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) ), PosTangentBitangentTexcoordVertex::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); s_texDepth = bgfx::createUniform("s_texDepth", bgfx::UniformType::Int1); u_light_pos = bgfx::createUniform("u_light_pos", bgfx::UniformType::Vec4); u_norm_mtx = bgfx::createUniform("u_norm_mtx", bgfx::UniformType::Mat4); u_pomParam = bgfx::createUniform("u_pomParam", bgfx::UniformType::Vec4); // Create program from shaders. m_program = loadProgram("vs_pom", "fs_pom"); // Load diffuse texture. m_textureColor = loadTexture("textures/parallax-d.ktx"); // Load normal texture. m_textureNormal = loadTexture("textures/parallax-n.ktx"); // Load depth texture. m_textureDepth = loadTexture("textures/parallax-h.ktx"); imguiCreate(); m_timeOffset = bx::getHPCounter(); m_shading_type = 4; m_show_diffuse_texture = true; m_parallax_scale = 50; m_num_steps = 16; } virtual int shutdown() override { // Cleanup. bgfx::destroy(m_ibh); bgfx::destroy(m_vbh); bgfx::destroy(m_program); bgfx::destroy(m_textureColor); bgfx::destroy(m_textureNormal); bgfx::destroy(m_textureDepth); bgfx::destroy(s_texColor); bgfx::destroy(s_texNormal); bgfx::destroy(s_texDepth); bgfx::destroy(u_light_pos); bgfx::destroy(u_norm_mtx); bgfx::destroy(u_pomParam); imguiDestroy(); // Shutdown bgfx. bgfx::shutdown(); return 0; } bool update() override { if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) ) { // Set view 0 default viewport. bgfx::setViewRect(0, 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 view 0. bgfx::touch(0); int64_t now = bx::getHPCounter(); const double freq = double(bx::getHPFrequency() ); float time = (float)( (now-m_timeOffset)/freq); const bx::Vec3 at = { 0.0f, 0.0f, 1.0f }; const bx::Vec3 eye = { 0.0f, 0.0f, 0.0f }; // Set view and projection matrix for view 0. { 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); bgfx::setViewTransform(0, view, proj); // Set view 0 default viewport. bgfx::setViewRect(0, 0, 0, uint16_t(m_width), uint16_t(m_height) ); } 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); ImGui::SetNextWindowPos( ImVec2(m_width - m_width / 5.0f - 10.0f, 10.0f) , ImGuiCond_FirstUseEver ); ImGui::SetNextWindowSize( ImVec2(m_width / 5.0f, m_height / 2.0f) , ImGuiCond_FirstUseEver ); ImGui::Begin("Settings" , NULL , 0 ); ImGui::RadioButton("No bump mapping", &m_shading_type, 0); ImGui::RadioButton("Normal mapping", &m_shading_type, 1); ImGui::RadioButton("Parallax mapping", &m_shading_type, 2); ImGui::RadioButton("Steep parallax mapping", &m_shading_type, 3); ImGui::RadioButton("Parallax occlusion mapping", &m_shading_type, 4); ImGui::Separator(); ImGui::Checkbox("Show diffuse texture", &m_show_diffuse_texture); if (m_shading_type > 1) { ImGui::Separator(); float multiplier = 1000.0f; float x = (float)m_parallax_scale / multiplier; ImGui::SliderFloat("Parallax scale", &x, 0.0f, 0.1f); m_parallax_scale = (int32_t)(x * multiplier); } if (m_shading_type > 2) { ImGui::Separator(); ImGui::SliderInt("Number of steps", &m_num_steps, 1, 32); } ImGui::End(); imguiEndFrame(); float lightPos[4] = { 1.0f, 2.0f, 0.0f, 0.0f }; bgfx::setUniform(u_light_pos, lightPos); float a[16]; float b[16]; float c[16]; float d[16]; float mtx[16]; bx::mtxRotateY(a, time * 0.4f); bx::mtxRotateX(b, 0.4f); bx::mtxMul(c, a, b); bx::mtxTranslate(d, 0.0f, 0.0f, 4.0f); bx::mtxMul(mtx, c, d); // Set transform for draw call. bgfx::setTransform(mtx); float pomParam[4] = { float(m_shading_type), float(m_show_diffuse_texture), float(m_parallax_scale), float(m_num_steps) }; bgfx::setUniform(u_pomParam, pomParam); // Set normal matrix uniform float inv[16]; float transpose[16]; bx::mtxInverse(inv, mtx); bx::mtxTranspose(transpose, inv); bgfx::setUniform(u_norm_mtx, transpose); // Set vertex and index buffer. bgfx::setVertexBuffer(0, m_vbh); bgfx::setIndexBuffer(m_ibh); // Bind textures. bgfx::setTexture(0, s_texColor, m_textureColor); bgfx::setTexture(1, s_texNormal, m_textureNormal); bgfx::setTexture(2, s_texDepth, m_textureDepth); // Set render states. bgfx::setState(0 | BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A | BGFX_STATE_WRITE_Z | BGFX_STATE_DEPTH_TEST_LESS | BGFX_STATE_MSAA ); // Submit primitive for rendering to view 0. bgfx::submit(0, m_program); // 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::UniformHandle s_texColor; bgfx::UniformHandle s_texNormal; bgfx::UniformHandle s_texDepth; bgfx::UniformHandle u_light_pos; bgfx::UniformHandle u_norm_mtx; bgfx::UniformHandle u_pomParam; bgfx::ProgramHandle m_program; bgfx::TextureHandle m_textureColor; bgfx::TextureHandle m_textureNormal; bgfx::TextureHandle m_textureDepth; entry::MouseState m_mouseState; uint32_t m_width; uint32_t m_height; uint32_t m_debug; uint32_t m_reset; int64_t m_timeOffset; int32_t m_shading_type; bool m_show_diffuse_texture; int32_t m_parallax_scale; int32_t m_num_steps; }; } // namespace ENTRY_IMPLEMENT_MAIN(ExamplePom, "33-pom", "Parallax mapping.");