268 lines
6.2 KiB
C++
268 lines
6.2 KiB
C++
/*
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* Copyright 2011-2018 Branimir Karadzic. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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*/
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#include "common.h"
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#include "bgfx_utils.h"
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#include "imgui/imgui.h"
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namespace
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{
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struct PosColorTexCoord0Vertex
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{
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float m_x;
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float m_y;
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float m_z;
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uint32_t m_abgr;
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float m_u;
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float m_v;
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static void init()
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{
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ms_decl
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.begin()
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.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
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.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
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.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
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.end();
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}
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static bgfx::VertexDecl ms_decl;
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};
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bgfx::VertexDecl PosColorTexCoord0Vertex::ms_decl;
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void renderScreenSpaceQuad(uint8_t _view, bgfx::ProgramHandle _program, float _x, float _y, float _width, float _height)
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{
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bgfx::TransientVertexBuffer tvb;
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bgfx::TransientIndexBuffer tib;
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if (bgfx::allocTransientBuffers(&tvb, PosColorTexCoord0Vertex::ms_decl, 4, &tib, 6) )
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{
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PosColorTexCoord0Vertex* vertex = (PosColorTexCoord0Vertex*)tvb.data;
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float zz = 0.0f;
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const float minx = _x;
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const float maxx = _x + _width;
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const float miny = _y;
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const float maxy = _y + _height;
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float minu = -1.0f;
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float minv = -1.0f;
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float maxu = 1.0f;
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float maxv = 1.0f;
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vertex[0].m_x = minx;
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vertex[0].m_y = miny;
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vertex[0].m_z = zz;
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vertex[0].m_abgr = 0xff0000ff;
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vertex[0].m_u = minu;
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vertex[0].m_v = minv;
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vertex[1].m_x = maxx;
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vertex[1].m_y = miny;
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vertex[1].m_z = zz;
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vertex[1].m_abgr = 0xff00ff00;
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vertex[1].m_u = maxu;
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vertex[1].m_v = minv;
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vertex[2].m_x = maxx;
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vertex[2].m_y = maxy;
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vertex[2].m_z = zz;
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vertex[2].m_abgr = 0xffff0000;
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vertex[2].m_u = maxu;
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vertex[2].m_v = maxv;
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vertex[3].m_x = minx;
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vertex[3].m_y = maxy;
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vertex[3].m_z = zz;
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vertex[3].m_abgr = 0xffffffff;
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vertex[3].m_u = minu;
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vertex[3].m_v = maxv;
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uint16_t* indices = (uint16_t*)tib.data;
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indices[0] = 0;
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indices[1] = 2;
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indices[2] = 1;
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indices[3] = 0;
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indices[4] = 3;
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indices[5] = 2;
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bgfx::setState(BGFX_STATE_DEFAULT);
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bgfx::setIndexBuffer(&tib);
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bgfx::setVertexBuffer(0, &tvb);
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bgfx::submit(_view, _program);
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}
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}
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class ExampleRaymarch : public entry::AppI
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{
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public:
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ExampleRaymarch(const char* _name, const char* _description)
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: entry::AppI(_name, _description)
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{
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}
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void init(int32_t _argc, const char* const* _argv, uint32_t _width, uint32_t _height) override
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{
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Args args(_argc, _argv);
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m_width = _width;
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m_height = _height;
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m_debug = BGFX_DEBUG_NONE;
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m_reset = BGFX_RESET_VSYNC;
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bgfx::Init init;
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init.type = args.m_type;
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init.vendorId = args.m_pciId;
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init.resolution.width = m_width;
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init.resolution.height = m_height;
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init.resolution.reset = m_reset;
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bgfx::init(init);
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// Enable debug text.
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bgfx::setDebug(m_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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// Create vertex stream declaration.
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PosColorTexCoord0Vertex::init();
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u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Mat4);
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u_lightDirTime = bgfx::createUniform("u_lightDirTime", bgfx::UniformType::Vec4);
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// Create program from shaders.
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m_program = loadProgram("vs_raymarching", "fs_raymarching");
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m_timeOffset = bx::getHPCounter();
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imguiCreate();
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}
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int shutdown() override
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{
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imguiDestroy();
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// Cleanup.
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bgfx::destroy(m_program);
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bgfx::destroy(u_mtx);
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bgfx::destroy(u_lightDirTime);
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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() override
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{
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if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
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{
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imguiBeginFrame(m_mouseState.m_mx
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, m_mouseState.m_my
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, (m_mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
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| (m_mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
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| (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
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, m_mouseState.m_mz
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, uint16_t(m_width)
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, uint16_t(m_height)
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);
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showExampleDialog(this);
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imguiEndFrame();
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// Set view 0 default viewport.
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bgfx::setViewRect(0, 0, 0, uint16_t(m_width), uint16_t(m_height) );
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// Set view 1 default viewport.
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bgfx::setViewRect(1, 0, 0, uint16_t(m_width), uint16_t(m_height) );
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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 viewZ 0.
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bgfx::touch(0);
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const bx::Vec3 at = { 0.0f, 0.0f, 0.0f };
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const bx::Vec3 eye = { 0.0f, 0.0f, -15.0f };
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float view[16];
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float proj[16];
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bx::mtxLookAt(view, eye, at);
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const bgfx::Caps* caps = bgfx::getCaps();
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bx::mtxProj(proj, 60.0f, float(m_width)/float(m_height), 0.1f, 100.0f, caps->homogeneousDepth);
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// Set view and projection matrix for view 1.
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bgfx::setViewTransform(0, view, proj);
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float ortho[16];
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bx::mtxOrtho(ortho, 0.0f, 1280.0f, 720.0f, 0.0f, 0.0f, 100.0f, 0.0, caps->homogeneousDepth);
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// Set view and projection matrix for view 0.
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bgfx::setViewTransform(1, NULL, ortho);
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float time = (float)( (bx::getHPCounter()-m_timeOffset)/double(bx::getHPFrequency() ) );
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float vp[16];
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bx::mtxMul(vp, view, proj);
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float mtx[16];
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bx::mtxRotateXY(mtx
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, time
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, time*0.37f
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);
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float mtxInv[16];
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bx::mtxInverse(mtxInv, mtx);
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float lightDirTime[4];
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const bx::Vec3 lightDirModelN = bx::normalize(bx::Vec3{-0.4f, -0.5f, -1.0f});
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bx::store(lightDirTime, bx::mul(lightDirModelN, mtxInv) );
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lightDirTime[3] = time;
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bgfx::setUniform(u_lightDirTime, lightDirTime);
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float mvp[16];
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bx::mtxMul(mvp, mtx, vp);
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float invMvp[16];
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bx::mtxInverse(invMvp, mvp);
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bgfx::setUniform(u_mtx, invMvp);
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renderScreenSpaceQuad(1, m_program, 0.0f, 0.0f, 1280.0f, 720.0f);
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// Advance to next frame. Rendering thread will be kicked to
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// process submitted rendering primitives.
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bgfx::frame();
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return true;
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}
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return false;
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}
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entry::MouseState m_mouseState;
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uint32_t m_width;
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uint32_t m_height;
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uint32_t m_debug;
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uint32_t m_reset;
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int64_t m_timeOffset;
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bgfx::UniformHandle u_mtx;
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bgfx::UniformHandle u_lightDirTime;
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bgfx::ProgramHandle m_program;
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};
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} // namespace
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ENTRY_IMPLEMENT_MAIN(ExampleRaymarch, "03-raymarch", "Updating shader uniforms.");
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