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
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
|
/*
* Copyright 2011-2015 Branimir Karadzic. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "common.h"
#include "bgfx_utils.h"
#include <bx/uint32_t.h>
#include "packrect.h"
#include <list>
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_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_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, uint32_t _x, uint32_t _y, uint32_t _width, uint32_t _height, uint8_t _r, uint8_t _g, uint8_t _b, uint8_t _a = 0xff)
{
bgfx::TextureInfo ti;
bgfx::calcTextureSize(ti, _width, _height, 1, 1, false, 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, _side, 0, _x, _y, _width, _height, mem);
}
int _main_(int /*_argc*/, char** /*_argv*/)
{
uint32_t width = 1280;
uint32_t height = 720;
uint32_t debug = BGFX_DEBUG_TEXT;
uint32_t reset = BGFX_RESET_VSYNC;
bgfx::init();
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
);
// Create vertex stream declaration.
PosTexcoordVertex::init();
bgfx::TextureHandle textures[] =
{
loadTexture("texture_compression_bc1.dds", BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP),
loadTexture("texture_compression_bc2.dds", BGFX_TEXTURE_U_CLAMP),
loadTexture("texture_compression_bc3.dds", BGFX_TEXTURE_V_CLAMP),
loadTexture("texture_compression_etc1.ktx"),
loadTexture("texture_compression_etc2.ktx"),
loadTexture("texture_compression_ptc12.pvr"),
loadTexture("texture_compression_ptc14.pvr"),
loadTexture("texture_compression_ptc22.pvr"),
loadTexture("texture_compression_ptc24.pvr"),
};
// Create static vertex buffer.
bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) ), PosTexcoordVertex::ms_decl);
// Create static index buffer.
bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) ) );
// Create texture sampler uniforms.
bgfx::UniformHandle u_texCube = bgfx::createUniform("u_texCube", bgfx::UniformType::Uniform1iv);
bgfx::UniformHandle u_texColor = bgfx::createUniform("u_texColor", bgfx::UniformType::Uniform1iv);
bgfx::ProgramHandle program = loadProgram("vs_update", "fs_update");
bgfx::ProgramHandle programCmp = loadProgram("vs_update", "fs_update_cmp");
const uint32_t textureSide = 2048;
bgfx::TextureHandle textureCube = bgfx::createTextureCube(textureSide, 1
, bgfx::TextureFormat::BGRA8
, BGFX_TEXTURE_MIN_POINT|BGFX_TEXTURE_MAG_POINT|BGFX_TEXTURE_MIP_POINT
);
const uint32_t texture2dSize = 256;
bgfx::TextureHandle texture2d = bgfx::createTexture2D(texture2dSize, texture2dSize, 1
, bgfx::TextureFormat::BGRA8
, BGFX_TEXTURE_MIN_POINT|BGFX_TEXTURE_MAG_POINT|BGFX_TEXTURE_MIP_POINT
);
uint8_t* texture2dData = (uint8_t*)malloc(texture2dSize*texture2dSize*4);
uint8_t rr = rand()%255;
uint8_t gg = rand()%255;
uint8_t bb = rand()%255;
int64_t updateTime = 0;
RectPackCubeT<256> cube(textureSide);
uint32_t hit = 0;
uint32_t miss = 0;
std::list<PackCube> quads;
int64_t timeOffset = bx::getHPCounter();
while (!entry::processEvents(width, height, debug, reset) )
{
// Set view 0 and 1 viewport.
bgfx::setViewRect(0, 0, 0, width, height);
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 view 0.
bgfx::submit(0);
int64_t now = bx::getHPCounter();
static int64_t last = now;
const int64_t frameTime = now - last;
last = now;
const int64_t freq = bx::getHPFrequency();
const double toMs = 1000.0/double(freq);
float time = (float)( (now - timeOffset)/double(bx::getHPFrequency() ) );
// Use debug font to print information about this example.
bgfx::dbgTextClear();
bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/08-update");
bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Updating textures.");
bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
if (now > updateTime)
{
PackCube face;
uint32_t bw = bx::uint16_max(1, rand()%(textureSide/4) );
uint32_t bh = bx::uint16_max(1, rand()%(textureSide/4) );
if (cube.find(bw, bh, face) )
{
quads.push_back(face);
++hit;
const Pack2D& rect = face.m_rect;
updateTextureCubeRectBgra8(textureCube, face.m_side, rect.m_x, rect.m_y, rect.m_width, rect.m_height, rr, gg, bb);
rr = rand()%255;
gg = rand()%255;
bb = rand()%255;
}
else
{
++miss;
for (uint32_t ii = 0, num = bx::uint32_min(10, (uint32_t)quads.size() ); ii < num; ++ii)
{
const PackCube& face = quads.front();
cube.clear(face);
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 = &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] = bb;
dst[1] = gg;
dst[2] = rr;
dst[3] = 255;
}
}
// Pitch here makes possible to pass data from source to destination
// without need for textures and allocated memory to be the same size.
bgfx::updateTexture2D(texture2d, 0, tx, ty, tw, th, mem, pitch);
}
}
bgfx::dbgTextPrintf(0, 4, 0x0f, "hit: %d, miss %d", hit, miss);
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(width)/float(height), 0.1f, 100.0f);
// Set view and projection matrix for view 0.
bgfx::setViewTransform(0, view, proj);
float mtx[16];
bx::mtxRotateXY(mtx, time, time*0.37f);
// Set model matrix for rendering.
bgfx::setTransform(mtx);
// Set vertex and fragment shaders.
bgfx::setProgram(program);
// Set vertex and index buffer.
bgfx::setVertexBuffer(vbh);
bgfx::setIndexBuffer(ibh);
// Bind texture.
bgfx::setTexture(0, u_texCube, textureCube);
// Set render states.
bgfx::setState(BGFX_STATE_DEFAULT);
// Submit primitive for rendering to view 0.
bgfx::submit(0);
// Set view and projection matrix for view 1.
const float aspectRatio = float(height)/float(width);
const float size = 10.0f;
bx::mtxOrtho(proj, -size, size, size*aspectRatio, -size*aspectRatio, 0.0f, 1000.0f);
bgfx::setViewTransform(1, NULL, proj);
bx::mtxTranslate(mtx, -8.0f - BX_COUNTOF(textures)*0.1f*0.5f, 1.9f, 0.0f);
// Set model matrix for rendering.
bgfx::setTransform(mtx);
// Set vertex and fragment shaders.
bgfx::setProgram(programCmp);
// Set vertex and index buffer.
bgfx::setVertexBuffer(vbh);
bgfx::setIndexBuffer(ibh);
// Bind texture.
bgfx::setTexture(0, u_texColor, texture2d);
// Set render states.
bgfx::setState(BGFX_STATE_DEFAULT);
// Submit primitive for rendering to view 1.
bgfx::submit(1);
for (uint32_t ii = 0; ii < BX_COUNTOF(textures); ++ii)
{
bx::mtxTranslate(mtx, -8.0f - BX_COUNTOF(textures)*0.1f*0.5f + ii*2.1f, 4.0f, 0.0f);
// Set model matrix for rendering.
bgfx::setTransform(mtx);
// Set vertex and fragment shaders.
bgfx::setProgram(programCmp);
// Set vertex and index buffer.
bgfx::setVertexBuffer(vbh);
bgfx::setIndexBuffer(ibh, 0, 6);
// Bind texture.
bgfx::setTexture(0, u_texColor, textures[ii]);
// Set render states.
bgfx::setState(BGFX_STATE_DEFAULT);
// Submit primitive for rendering to view 1.
bgfx::submit(1);
}
for (uint32_t ii = 0; ii < 3; ++ii)
{
bx::mtxTranslate(mtx, -8.0f - BX_COUNTOF(textures)*0.1f*0.5f + 8*2.1f, -4.0f + ii*2.1f, 0.0f);
// Set model matrix for rendering.
bgfx::setTransform(mtx);
// Set vertex and fragment shaders.
bgfx::setProgram(programCmp);
// Set vertex and index buffer.
bgfx::setVertexBuffer(vbh, 24, 4);
bgfx::setIndexBuffer(ibh, 0, 6);
// Bind texture.
bgfx::setTexture(0, u_texColor, textures[ii]);
// Set render states.
bgfx::setState(BGFX_STATE_DEFAULT);
// Submit primitive for rendering to view 1.
bgfx::submit(1);
}
// Advance to next frame. Rendering thread will be kicked to
// process submitted rendering primitives.
bgfx::frame();
}
// 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(texture2dData);
for (uint32_t ii = 0; ii < BX_COUNTOF(textures); ++ii)
{
bgfx::destroyTexture(textures[ii]);
}
bgfx::destroyTexture(texture2d);
bgfx::destroyTexture(textureCube);
bgfx::destroyIndexBuffer(ibh);
bgfx::destroyVertexBuffer(vbh);
bgfx::destroyProgram(programCmp);
bgfx::destroyProgram(program);
bgfx::destroyUniform(u_texColor);
bgfx::destroyUniform(u_texCube);
// Shutdown bgfx.
bgfx::shutdown();
return 0;
}
|