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-rw-r--r--3rdparty/bgfx/examples/33-pom/pom.cpp394
1 files changed, 394 insertions, 0 deletions
diff --git a/3rdparty/bgfx/examples/33-pom/pom.cpp b/3rdparty/bgfx/examples/33-pom/pom.cpp
new file mode 100644
index 00000000000..363a5974534
--- /dev/null
+++ b/3rdparty/bgfx/examples/33-pom/pom.cpp
@@ -0,0 +1,394 @@
+/*
+ * 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 <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_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(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.
+ 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);
+
+ float at[3] = { 0.0f, 0.0f, 1.0f };
+ float eye[3] = { 0.0f, 0.0f, 0.0f };
+
+ // Set view and projection matrix for view 0.
+ const bgfx::HMD* hmd = bgfx::getHMD();
+ if (NULL != hmd && 0 != (hmd->flags & BGFX_HMD_RENDERING) )
+ {
+ float view[16];
+ bx::mtxQuatTranslationHMD(view, hmd->eye[0].rotation, eye);
+ bgfx::setViewTransform(0, view, hmd->eye[0].projection, BGFX_VIEW_STEREO, hmd->eye[1].projection);
+
+ // Set view 0 default viewport.
+ //
+ // Use HMD's width/height since HMD's internal frame buffer size
+ // might be much larger than window size.
+ bgfx::setViewRect(0, 0, 0, hmd->width, hmd->height);
+ }
+ else
+ {
+ 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)
+ , ImGuiSetCond_FirstUseEver
+ );
+ ImGui::Begin("Settings"
+ , NULL
+ , ImVec2(m_width / 5.0f, m_height / 2.0f)
+ , ImGuiWindowFlags_AlwaysAutoResize
+ );
+
+ 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_RGB_WRITE
+ | BGFX_STATE_ALPHA_WRITE
+ | BGFX_STATE_DEPTH_WRITE
+ | 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.");