bgfx/examples/33-pom/pom.cpp
Бранимир Караџић af49c5d264 Happy New Year!
2021-01-14 15:53:49 -08:00

394 lines
11 KiB
C++

/*
* Copyright 2011-2021 Branimir Karadzic. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#include "common.h"
#include "bgfx_utils.h"
#include <imgui/imgui.h>
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_layout
.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::VertexLayout ms_layout;
};
bgfx::VertexLayout PosTangentBitangentTexcoordVertex::ms_layout;
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, const char* _url)
: entry::AppI(_name, _description, _url)
{
}
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_layout);
// 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::Sampler);
s_texNormal = bgfx::createUniform("s_texNormal", bgfx::UniformType::Sampler);
s_texDepth = bgfx::createUniform("s_texDepth", bgfx::UniformType::Sampler);
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."
, "https://bkaradzic.github.io/bgfx/examples.html#pom"
);