bgfx/examples/08-update/update.cpp
2017-07-15 00:17:29 -07:00

646 lines
18 KiB
C++

/*
* Copyright 2011-2017 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 <bx/uint32_t.h>
#include <list>
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_m_cubeVertices[28] =
{
{-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 },
};
static const uint16_t s_m_cubeIndices[36] =
{
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,
};
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 textureside = 512;
static const uint32_t texture2dSize = 256;
class ExampleUpdate : public entry::AppI
{
public:
ExampleUpdate(const char* _name, const char* _description)
: entry::AppI(_name, _description)
, m_cube(textureside)
{
}
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(args.m_type, args.m_pciId);
bgfx::reset(m_width, m_height, m_reset);
// 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");
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_2D & 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_2D & 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_2D & 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_m_cubeVertices, sizeof(s_m_cubeVertices) ), PosTexcoordVertex::ms_decl);
// Create static index buffer.
m_ibh = bgfx::createIndexBuffer(bgfx::makeRef(s_m_cubeIndices, sizeof(s_m_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<BX_COUNTOF( m_textureCube ); ++ii)
{
m_textureCube[ii].idx = bgfx::kInvalidHandle;
}
m_textureCube[0] = bgfx::createTextureCube(
textureside
, false
, 1
, bgfx::TextureFormat::BGRA8
, BGFX_TEXTURE_MIN_POINT|BGFX_TEXTURE_MAG_POINT|BGFX_TEXTURE_MIP_POINT
);
if (m_blitSupported)
{
m_textureCube[1] = bgfx::createTextureCube(
textureside
, false
, 1
, bgfx::TextureFormat::BGRA8
, BGFX_TEXTURE_MIN_POINT|BGFX_TEXTURE_MAG_POINT|BGFX_TEXTURE_MIP_POINT|BGFX_TEXTURE_BLIT_DST
);
}
if (m_computeSupported)
{
m_textureCube[2] = bgfx::createTextureCube(
textureside
, false
, 1
, bgfx::TextureFormat::RGBA8
, BGFX_TEXTURE_COMPUTE_WRITE
);
}
m_texture2d = bgfx::createTexture2D(
texture2dSize
, texture2dSize
, false
, 1
, bgfx::TextureFormat::BGRA8
, BGFX_TEXTURE_MIN_POINT|BGFX_TEXTURE_MAG_POINT|BGFX_TEXTURE_MIP_POINT
);
m_texture2dData = (uint8_t*)malloc(texture2dSize*texture2dSize*4);
m_rr = rand()%255;
m_gg = rand()%255;
m_bb = rand()%255;
m_hit = 0;
m_miss = 0;
m_updateTime = 0;
m_timeOffset = bx::getHPCounter();
imguiCreate();
}
virtual int shutdown() override
{
imguiDestroy();
// m_texture2dData is managed from main thread, and it's passed to renderer
// just as MemoryRef. At this point render might be using it. We must wait
// previous frame to finish before we can free it.
bgfx::frame();
// Cleanup.
free(m_texture2dData);
for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
{
bgfx::destroyTexture(m_textures[ii]);
}
for (uint32_t ii = 0; ii < m_numTextures3d; ++ii)
{
bgfx::destroyTexture(m_textures3d[ii]);
}
bgfx::destroyTexture(m_texture2d);
for (uint32_t ii = 0; ii<BX_COUNTOF(m_textureCube); ++ii)
{
if (bgfx::isValid(m_textureCube[ii]))
{
bgfx::destroyTexture(m_textureCube[ii]);
}
}
bgfx::destroyIndexBuffer(m_ibh);
bgfx::destroyVertexBuffer(m_vbh);
if (bgfx::isValid(m_program3d) )
{
bgfx::destroyProgram(m_program3d);
}
bgfx::destroyProgram(m_programCmp);
if (bgfx::isValid(m_programCompute) )
{
bgfx::destroyProgram(m_programCompute);
}
bgfx::destroyProgram(m_program);
bgfx::destroyUniform(u_time);
bgfx::destroyUniform(s_texColor);
bgfx::destroyUniform(s_texCube);
// 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();
float borderColor[4] = { float(rand()%255)/255.0f, float(rand()%255)/255.0f, float(rand()%255)/255.0f, float(rand()%255)/255.0f };
bgfx::setPaletteColor(1, borderColor);
// Set view 0 and 1 viewport.
bgfx::setViewRect(0, 0, 0, uint16_t(m_width), uint16_t(m_height) );
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 view 0.
bgfx::touch(0);
int64_t now = bx::getHPCounter();
float time = (float)( (now - m_timeOffset)/double(bx::getHPFrequency() ) );
bgfx::setUniform(u_time, &time);
if (now > m_updateTime)
{
PackCube face;
uint16_t bw = bx::uint16_max(1, rand()%(textureside/4) );
uint16_t bh = bx::uint16_max(1, rand()%(textureside/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 = rand()%255;
m_gg = rand()%255;
m_bb = rand()%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 = texture2dSize*4;
const uint16_t tw = rand()% texture2dSize;
const uint16_t th = rand()% texture2dSize;
const uint16_t tx = rand()%(texture2dSize-tw);
const uint16_t ty = rand()%(texture2dSize-th);
uint8_t* dst = &m_texture2dData[(ty*texture2dSize+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];
float proj[16];
bx::mtxLookAt(view, eye, at);
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, s_texCube, m_textureCube[2], 0, bgfx::Access::Write);
bgfx::dispatch(0, m_programCompute, textureside/16, textureside/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 size = 11.0f;
const bgfx::Caps* caps = bgfx::getCaps();
bx::mtxOrtho(proj, -size, size, size*aspectRatio, -size*aspectRatio, 0.0f, 1000.0f, 0.0f, caps->homogeneousDepth);
bgfx::setViewTransform(1, NULL, proj);
float mtx[16];
bx::mtxTranslate(mtx, -size+2.0f - BX_COUNTOF(m_textures)*0.1f*0.5f, 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 = -size+2.0f - BX_COUNTOF(m_textures)*0.1f*0.5f;
for (uint32_t ii = 0; ii < BX_COUNTOF(m_textures); ++ii)
{
bx::mtxTranslate(mtx, xpos + ii*2.1f, size-6.5f, 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*2.1f, -size+6.5f, 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, xpos + (size-2.0f)*2.1f, -size+6.5f + 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<PackCube> m_quads;
RectPackCubeT<256> m_cube;
int64_t m_updateTime;
int64_t m_timeOffset;
uint32_t m_hit;
uint32_t m_miss;
uint8_t m_rr;
uint8_t m_gg;
uint8_t m_bb;
bgfx::TextureHandle m_textures[9];
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.");