summaryrefslogtreecommitdiffstatshomepage
path: root/3rdparty/bgfx/examples/03-raymarch/raymarch.cpp
blob: df07fc7ea42f8f5013e3448e5daa9bcdc669827e (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
/*
 * Copyright 2011-2016 Branimir Karadzic. All rights reserved.
 * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
 */

#include "common.h"
#include "bgfx_utils.h"

struct PosColorTexCoord0Vertex
{
	float m_x;
	float m_y;
	float m_z;
	uint32_t m_abgr;
	float m_u;
	float m_v;

	static void init()
	{
		ms_decl
			.begin()
			.add(bgfx::Attrib::Position,  3, bgfx::AttribType::Float)
			.add(bgfx::Attrib::Color0,    4, bgfx::AttribType::Uint8, true)
			.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
			.end();
	}

	static bgfx::VertexDecl ms_decl;
};

bgfx::VertexDecl PosColorTexCoord0Vertex::ms_decl;

static bool s_oglNdc = false;

inline void mtxProj(float* _result, float _fovy, float _aspect, float _near, float _far)
{
	bx::mtxProj(_result, _fovy, _aspect, _near, _far, s_oglNdc);
}

void renderScreenSpaceQuad(uint32_t _view, bgfx::ProgramHandle _program, float _x, float _y, float _width, float _height)
{
	bgfx::TransientVertexBuffer tvb;
	bgfx::TransientIndexBuffer tib;

	if (bgfx::allocTransientBuffers(&tvb, PosColorTexCoord0Vertex::ms_decl, 4, &tib, 6) )
	{
		PosColorTexCoord0Vertex* vertex = (PosColorTexCoord0Vertex*)tvb.data;

		float zz = 0.0f;

		const float minx = _x;
		const float maxx = _x + _width;
		const float miny = _y;
		const float maxy = _y + _height;

		float minu = -1.0f;
		float minv = -1.0f;
		float maxu =  1.0f;
		float maxv =  1.0f;

		vertex[0].m_x = minx;
		vertex[0].m_y = miny;
		vertex[0].m_z = zz;
		vertex[0].m_abgr = 0xff0000ff;
		vertex[0].m_u = minu;
		vertex[0].m_v = minv;

		vertex[1].m_x = maxx;
		vertex[1].m_y = miny;
		vertex[1].m_z = zz;
		vertex[1].m_abgr = 0xff00ff00;
		vertex[1].m_u = maxu;
		vertex[1].m_v = minv;

		vertex[2].m_x = maxx;
		vertex[2].m_y = maxy;
		vertex[2].m_z = zz;
		vertex[2].m_abgr = 0xffff0000;
		vertex[2].m_u = maxu;
		vertex[2].m_v = maxv;

		vertex[3].m_x = minx;
		vertex[3].m_y = maxy;
		vertex[3].m_z = zz;
		vertex[3].m_abgr = 0xffffffff;
		vertex[3].m_u = minu;
		vertex[3].m_v = maxv;

		uint16_t* indices = (uint16_t*)tib.data;

		indices[0] = 0;
		indices[1] = 2;
		indices[2] = 1;
		indices[3] = 0;
		indices[4] = 3;
		indices[5] = 2;

		bgfx::setState(BGFX_STATE_DEFAULT);
		bgfx::setIndexBuffer(&tib);
		bgfx::setVertexBuffer(&tvb);
		bgfx::submit(_view, _program);
	}
}

int _main_(int _argc, char** _argv)
{
	Args args(_argc, _argv);

	uint32_t width = 1280;
	uint32_t height = 720;
	uint32_t debug = BGFX_DEBUG_TEXT;
	uint32_t reset = BGFX_RESET_VSYNC;

	bgfx::init(args.m_type, args.m_pciId);
	bgfx::reset(width, height, reset);

	// Enable debug text.
	bgfx::setDebug(debug);

	// Set view 0 clear state.
	bgfx::setViewClear(0
		, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
		, 0x303030ff
		, 1.0f
		, 0
		);

	// Setup root path for binary shaders. Shader binaries are different
	// for each renderer.
	switch (bgfx::getRendererType() )
	{
	default:
		break;

	case bgfx::RendererType::OpenGL:
	case bgfx::RendererType::OpenGLES:
		s_oglNdc = true;
		break;
	}

	// Create vertex stream declaration.
	PosColorTexCoord0Vertex::init();

	bgfx::UniformHandle u_mtx          = bgfx::createUniform("u_mtx",      bgfx::UniformType::Mat4);
	bgfx::UniformHandle u_lightDirTime = bgfx::createUniform("u_lightDirTime", bgfx::UniformType::Vec4);

	// Create program from shaders.
	bgfx::ProgramHandle raymarching = loadProgram("vs_raymarching", "fs_raymarching");

	int64_t timeOffset = bx::getHPCounter();

	while (!entry::processEvents(width, height, debug, reset) )
	{
		// Set view 0 default viewport.
		bgfx::setViewRect(0, 0, 0, width, height);

		// Set view 1 default viewport.
		bgfx::setViewRect(1, 0, 0, width, height);

		// This dummy draw call is here to make sure that view 0 is cleared
		// if no other draw calls are submitted to viewZ 0.
		bgfx::touch(0);

		int64_t now = bx::getHPCounter();
		static int64_t last = now;
		const int64_t frameTime = now - last;
		last = now;
		const double freq = double(bx::getHPFrequency() );
		const double toMs = 1000.0/freq;

		// Use debug font to print information about this example.
		bgfx::dbgTextClear();
		bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/03-raymarch");
		bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Updating shader uniforms.");
		bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);

		float at[3] = { 0.0f, 0.0f, 0.0f };
		float eye[3] = { 0.0f, 0.0f, -15.0f };

		float view[16];
		float proj[16];
		bx::mtxLookAt(view, eye, at);
		mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f);

		// Set view and projection matrix for view 1.
		bgfx::setViewTransform(0, view, proj);

		float ortho[16];
		bx::mtxOrtho(ortho, 0.0f, 1280.0f, 720.0f, 0.0f, 0.0f, 100.0f);

		// Set view and projection matrix for view 0.
		bgfx::setViewTransform(1, NULL, ortho);

		float time = (float)( (bx::getHPCounter()-timeOffset)/double(bx::getHPFrequency() ) );

		float vp[16];
		bx::mtxMul(vp, view, proj);

		float mtx[16];
		bx::mtxRotateXY(mtx
			, time
			, time*0.37f
			);

		float mtxInv[16];
		bx::mtxInverse(mtxInv, mtx);
		float lightDirModel[4] = { -0.4f, -0.5f, -1.0f, 0.0f };
		float lightDirModelN[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
		bx::vec3Norm(lightDirModelN, lightDirModel);
		float lightDirTime[4];
		bx::vec4MulMtx(lightDirTime, lightDirModelN, mtxInv);
		lightDirTime[3] = time;
		bgfx::setUniform(u_lightDirTime, lightDirTime);

		float mvp[16];
		bx::mtxMul(mvp, mtx, vp);

		float invMvp[16];
		bx::mtxInverse(invMvp, mvp);
		bgfx::setUniform(u_mtx, invMvp);

		renderScreenSpaceQuad(1, raymarching, 0.0f, 0.0f, 1280.0f, 720.0f);

		// Advance to next frame. Rendering thread will be kicked to
		// process submitted rendering primitives.
		bgfx::frame();
	}

	// Cleanup.
	bgfx::destroyProgram(raymarching);

	bgfx::destroyUniform(u_mtx);
	bgfx::destroyUniform(u_lightDirTime);

	// Shutdown bgfx.
	bgfx::shutdown();

	return 0;
}