mirror of https://github.com/bkaradzic/bgfx
395 lines
11 KiB
C++
395 lines
11 KiB
C++
/*
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* Copyright 2011-2017 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 PosTangentBitangentTexcoordVertex
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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_tangent;
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uint32_t m_bitangent;
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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::Tangent, 4, bgfx::AttribType::Uint8, true, true)
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.add(bgfx::Attrib::Bitangent, 4, bgfx::AttribType::Uint8, true, true)
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.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float, true, true)
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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 PosTangentBitangentTexcoordVertex::ms_decl;
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uint32_t packUint32(uint8_t _x, uint8_t _y, uint8_t _z, uint8_t _w)
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{
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union
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{
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uint32_t ui32;
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uint8_t arr[4];
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} un;
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un.arr[0] = _x;
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un.arr[1] = _y;
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un.arr[2] = _z;
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un.arr[3] = _w;
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return un.ui32;
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}
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uint32_t packF4u(float _x, float _y = 0.0f, float _z = 0.0f, float _w = 0.0f)
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{
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const uint8_t xx = uint8_t(_x*127.0f + 128.0f);
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const uint8_t yy = uint8_t(_y*127.0f + 128.0f);
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const uint8_t zz = uint8_t(_z*127.0f + 128.0f);
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const uint8_t ww = uint8_t(_w*127.0f + 128.0f);
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return packUint32(xx, yy, zz, ww);
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}
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static PosTangentBitangentTexcoordVertex s_cubeVertices[24] =
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{
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{-1, -1, 1, packF4u(-1, 0, 0), packF4u( 0, -1, 0), 1, 1 }, // Back
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{ 1, 1, 1, packF4u(-1, 0, 0), packF4u( 0, -1, 0), 0, 0 },
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{-1, 1, 1, packF4u(-1, 0, 0), packF4u( 0, -1, 0), 1, 0 },
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{ 1, -1, 1, packF4u(-1, 0, 0), packF4u( 0, -1, 0), 0, 1 },
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{-1, -1, -1, packF4u( 1, 0, 0), packF4u( 0, -1, 0), 0, 1 }, // Front
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{ 1, 1, -1, packF4u( 1, 0, 0), packF4u( 0, -1, 0), 1, 0 },
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{-1, 1, -1, packF4u( 1, 0, 0), packF4u( 0, -1, 0), 0, 0 },
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{ 1, -1, -1, packF4u( 1, 0, 0), packF4u( 0, -1, 0), 1, 1 },
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{ 1, -1, -1, packF4u( 0, 0, 1), packF4u( 0, -1, 0), 0, 1 }, // Right
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{ 1, 1, 1, packF4u( 0, 0, 1), packF4u( 0, -1, 0), 1, 0 },
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{ 1, -1, 1, packF4u( 0, 0, 1), packF4u( 0, -1, 0), 1, 1 },
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{ 1, 1, -1, packF4u( 0, 0, 1), packF4u( 0, -1, 0), 0, 0 },
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{-1, -1, -1, packF4u( 0, 0, -1), packF4u( 0, -1, 0), 1, 1 }, // Left
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{-1, 1, 1, packF4u( 0, 0, -1), packF4u( 0, -1, 0), 0, 0 },
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{-1, -1, 1, packF4u( 0, 0, -1), packF4u( 0, -1, 0), 0, 1 },
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{-1, 1, -1, packF4u( 0, 0, -1), packF4u( 0, -1, 0), 1, 0 },
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{-1, 1, -1, packF4u( 1, 0, 0), packF4u( 0, 0, -1), 0, 1 }, // Top
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{ 1, 1, 1, packF4u( 1, 0, 0), packF4u( 0, 0, -1), 1, 0 },
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{-1, 1, 1, packF4u( 1, 0, 0), packF4u( 0, 0, -1), 0, 0 },
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{ 1, 1, -1, packF4u( 1, 0, 0), packF4u( 0, 0, -1), 1, 1 },
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{-1, -1, -1, packF4u( 1, 0, 0), packF4u( 0, 0, 1), 0, 0 }, // Bottom
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{ 1, -1, 1, packF4u( 1, 0, 0), packF4u( 0, 0, 1), 1, 1 },
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{-1, -1, 1, packF4u( 1, 0, 0), packF4u( 0, 0, 1), 0, 1 },
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{ 1, -1, -1, packF4u( 1, 0, 0), packF4u( 0, 0, 1), 1, 0 },
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};
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static const uint16_t s_cubeIndices[36] =
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{
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0 , 1 , 2 ,
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0 , 3 , 1 ,
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4 , 6 , 5 ,
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4 , 5 , 7 ,
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8 , 9 , 10,
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8 , 11, 9 ,
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12, 14, 13,
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12, 13, 15,
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16, 18, 17,
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16, 17, 19,
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20, 21, 22,
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20, 23, 21,
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};
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class ExamplePom : public entry::AppI
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{
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public:
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ExamplePom(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(args.m_type, args.m_pciId);
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bgfx::reset(m_width, m_height, m_reset);
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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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PosTangentBitangentTexcoordVertex::init();
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// Create static vertex buffer.
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m_vbh = bgfx::createVertexBuffer(bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) ),
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PosTangentBitangentTexcoordVertex::ms_decl);
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// Create static index buffer.
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m_ibh = bgfx::createIndexBuffer(bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) ) );
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// Create texture sampler uniforms.
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s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
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s_texNormal = bgfx::createUniform("s_texNormal", bgfx::UniformType::Int1);
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s_texDepth = bgfx::createUniform("s_texDepth", bgfx::UniformType::Int1);
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u_light_pos = bgfx::createUniform("u_light_pos", bgfx::UniformType::Vec4);
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u_norm_mtx = bgfx::createUniform("u_norm_mtx", bgfx::UniformType::Mat4);
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u_pomParam = bgfx::createUniform("u_pomParam", bgfx::UniformType::Vec4);
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// Create program from shaders.
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m_program = loadProgram("vs_pom", "fs_pom");
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// Load diffuse texture.
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m_textureColor = loadTexture("textures/parallax-d.ktx");
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// Load normal texture.
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m_textureNormal = loadTexture("textures/parallax-n.ktx");
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// Load depth texture.
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m_textureDepth = loadTexture("textures/parallax-h.ktx");
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imguiCreate();
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m_timeOffset = bx::getHPCounter();
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m_shading_type = 4;
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m_show_diffuse_texture = true;
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m_parallax_scale = 50;
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m_num_steps = 16;
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}
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virtual int shutdown() override
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{
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// Cleanup.
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bgfx::destroy(m_ibh);
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bgfx::destroy(m_vbh);
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bgfx::destroy(m_program);
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bgfx::destroy(m_textureColor);
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bgfx::destroy(m_textureNormal);
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bgfx::destroy(m_textureDepth);
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bgfx::destroy(s_texColor);
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bgfx::destroy(s_texNormal);
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bgfx::destroy(s_texDepth);
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bgfx::destroy(u_light_pos);
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bgfx::destroy(u_norm_mtx);
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bgfx::destroy(u_pomParam);
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imguiDestroy();
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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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// 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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// 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 view 0.
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bgfx::touch(0);
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int64_t now = bx::getHPCounter();
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const double freq = double(bx::getHPFrequency() );
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float time = (float)( (now-m_timeOffset)/freq);
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float at[3] = { 0.0f, 0.0f, 1.0f };
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float eye[3] = { 0.0f, 0.0f, 0.0f };
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// Set view and projection matrix for view 0.
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const bgfx::HMD* hmd = bgfx::getHMD();
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if (NULL != hmd && 0 != (hmd->flags & BGFX_HMD_RENDERING) )
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{
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float view[16];
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bx::mtxQuatTranslationHMD(view, hmd->eye[0].rotation, eye);
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bgfx::setViewTransform(0, view, hmd->eye[0].projection, BGFX_VIEW_STEREO, hmd->eye[1].projection);
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// Set view 0 default viewport.
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//
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// Use HMD's width/height since HMD's internal frame buffer size
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// might be much larger than window size.
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bgfx::setViewRect(0, 0, 0, hmd->width, hmd->height);
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}
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else
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{
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float view[16];
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bx::mtxLookAt(view, eye, at);
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float proj[16];
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bx::mtxProj(proj, 60.0f, float(m_width) / float(m_height), 0.1f, 100.0f, bgfx::getCaps()->homogeneousDepth);
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bgfx::setViewTransform(0, view, proj);
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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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}
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imguiBeginFrame(
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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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ImGui::SetNextWindowPos(
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ImVec2(m_width - m_width / 5.0f - 10.0f, 10.0f)
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, ImGuiSetCond_FirstUseEver
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);
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ImGui::Begin("Settings"
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, NULL
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, ImVec2(m_width / 5.0f, m_height / 2.0f)
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, ImGuiWindowFlags_AlwaysAutoResize
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);
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ImGui::RadioButton("No bump mapping", &m_shading_type, 0);
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ImGui::RadioButton("Normal mapping", &m_shading_type, 1);
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ImGui::RadioButton("Parallax mapping", &m_shading_type, 2);
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ImGui::RadioButton("Steep parallax mapping", &m_shading_type, 3);
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ImGui::RadioButton("Parallax occlusion mapping", &m_shading_type, 4);
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ImGui::Separator();
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ImGui::Checkbox("Show diffuse texture", &m_show_diffuse_texture);
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if (m_shading_type > 1)
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{
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ImGui::Separator();
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float multiplier = 1000.0f;
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float x = (float)m_parallax_scale / multiplier;
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ImGui::SliderFloat("Parallax scale", &x, 0.0f, 0.1f);
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m_parallax_scale = (int32_t)(x * multiplier);
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}
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if (m_shading_type > 2)
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{
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ImGui::Separator();
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ImGui::SliderInt("Number of steps", &m_num_steps, 1, 32);
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}
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ImGui::End();
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imguiEndFrame();
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float lightPos[4] = { 1.0f, 2.0f, 0.0f, 0.0f };
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bgfx::setUniform(u_light_pos, lightPos);
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float a[16];
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float b[16];
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float c[16];
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float d[16];
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float mtx[16];
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bx::mtxRotateY(a, time * 0.4f);
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bx::mtxRotateX(b, 0.4f);
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bx::mtxMul(c, a, b);
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bx::mtxTranslate(d, 0.0f, 0.0f, 4.0f);
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bx::mtxMul(mtx, c, d);
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// Set transform for draw call.
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bgfx::setTransform(mtx);
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float pomParam[4] = { float(m_shading_type), float(m_show_diffuse_texture), float(m_parallax_scale), float(m_num_steps) };
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bgfx::setUniform(u_pomParam, pomParam);
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// Set normal matrix uniform
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float inv[16];
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float transpose[16];
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bx::mtxInverse(inv, mtx);
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bx::mtxTranspose(transpose, inv);
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bgfx::setUniform(u_norm_mtx, transpose);
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// Set vertex and index buffer.
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bgfx::setVertexBuffer(0, m_vbh);
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bgfx::setIndexBuffer(m_ibh);
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// Bind textures.
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bgfx::setTexture(0, s_texColor, m_textureColor);
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bgfx::setTexture(1, s_texNormal, m_textureNormal);
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bgfx::setTexture(2, s_texDepth, m_textureDepth);
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// Set render states.
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bgfx::setState(0
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| BGFX_STATE_RGB_WRITE
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| BGFX_STATE_ALPHA_WRITE
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| BGFX_STATE_DEPTH_WRITE
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| BGFX_STATE_DEPTH_TEST_LESS
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| BGFX_STATE_MSAA
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);
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// Submit primitive for rendering to view 0.
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bgfx::submit(0, m_program);
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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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bgfx::VertexBufferHandle m_vbh;
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bgfx::IndexBufferHandle m_ibh;
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bgfx::UniformHandle s_texColor;
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bgfx::UniformHandle s_texNormal;
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bgfx::UniformHandle s_texDepth;
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bgfx::UniformHandle u_light_pos;
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bgfx::UniformHandle u_norm_mtx;
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bgfx::UniformHandle u_pomParam;
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bgfx::ProgramHandle m_program;
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bgfx::TextureHandle m_textureColor;
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bgfx::TextureHandle m_textureNormal;
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bgfx::TextureHandle m_textureDepth;
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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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int32_t m_shading_type;
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bool m_show_diffuse_texture;
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int32_t m_parallax_scale;
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int32_t m_num_steps;
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};
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} // namespace
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ENTRY_IMPLEMENT_MAIN(ExamplePom, "33-pom", "Parallax mapping.");
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