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0837e7451a
* Sync with bgfx upstream revision b91d0b6 * Sync with bx upstream revision d60912b * Sync with bimg upstream revision bd81f60 * Add astc-codec decoder * Rename VertexDecl to VertexLayout * Rename UniformType enum Int1 to Sampler. * Add NVN stub * Fix unused-const-variable error on macOS * Drop redundant explicit language parameters buildoptions_cpp are only applied to c++ files and buildoptions_objcpp are only applied to objective c++ files. As such, hardcoding -x offers no benefit while preventing overrides (such as one needed by 3rdparty/bgfx/src/renderer_vk.cpp on macOS) from working. * Re-introduce -x c++ in places where C code is compiled as C++ to prevent clang from throwing a warning * Build bgfx as Objective-C++ on macOS It is needed due to included headers * Enable Direct3D12 and Vulkan bgfx rendering backends * Enable building of spirv shaders * Properly escape /c in cmd call * Comment out dx12 bgfx renderer * Honor VERBOSE setting during shaders build * Only invert hlsl shader XYZ_TO_sRGB matrix for opengl * Add spirv shaders * OpenGL ES needs transposed matrix too * Metal needs transposed matrix as well
378 lines
11 KiB
C++
378 lines
11 KiB
C++
/*
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* Copyright 2011-2019 Branimir Karadzic. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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*/
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#include "common.h"
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#include "bgfx_utils.h"
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#include "imgui/imgui.h"
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namespace
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{
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struct PosNormalTangentTexcoordVertex
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{
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float m_x;
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float m_y;
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float m_z;
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uint32_t m_normal;
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uint32_t m_tangent;
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int16_t m_u;
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int16_t m_v;
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static void init()
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{
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ms_layout
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.begin()
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.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
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.add(bgfx::Attrib::Normal, 4, bgfx::AttribType::Uint8, true, true)
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.add(bgfx::Attrib::Tangent, 4, bgfx::AttribType::Uint8, true, true)
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.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Int16, true, true)
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.end();
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}
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static bgfx::VertexLayout ms_layout;
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};
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bgfx::VertexLayout PosNormalTangentTexcoordVertex::ms_layout;
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static PosNormalTangentTexcoordVertex s_cubeVertices[24] =
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{
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{-1.0f, 1.0f, 1.0f, encodeNormalRgba8( 0.0f, 0.0f, 1.0f), 0, 0, 0 },
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{ 1.0f, 1.0f, 1.0f, encodeNormalRgba8( 0.0f, 0.0f, 1.0f), 0, 0x7fff, 0 },
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{-1.0f, -1.0f, 1.0f, encodeNormalRgba8( 0.0f, 0.0f, 1.0f), 0, 0, 0x7fff },
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{ 1.0f, -1.0f, 1.0f, encodeNormalRgba8( 0.0f, 0.0f, 1.0f), 0, 0x7fff, 0x7fff },
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{-1.0f, 1.0f, -1.0f, encodeNormalRgba8( 0.0f, 0.0f, -1.0f), 0, 0, 0 },
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{ 1.0f, 1.0f, -1.0f, encodeNormalRgba8( 0.0f, 0.0f, -1.0f), 0, 0x7fff, 0 },
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{-1.0f, -1.0f, -1.0f, encodeNormalRgba8( 0.0f, 0.0f, -1.0f), 0, 0, 0x7fff },
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{ 1.0f, -1.0f, -1.0f, encodeNormalRgba8( 0.0f, 0.0f, -1.0f), 0, 0x7fff, 0x7fff },
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{-1.0f, 1.0f, 1.0f, encodeNormalRgba8( 0.0f, 1.0f, 0.0f), 0, 0, 0 },
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{ 1.0f, 1.0f, 1.0f, encodeNormalRgba8( 0.0f, 1.0f, 0.0f), 0, 0x7fff, 0 },
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{-1.0f, 1.0f, -1.0f, encodeNormalRgba8( 0.0f, 1.0f, 0.0f), 0, 0, 0x7fff },
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{ 1.0f, 1.0f, -1.0f, encodeNormalRgba8( 0.0f, 1.0f, 0.0f), 0, 0x7fff, 0x7fff },
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{-1.0f, -1.0f, 1.0f, encodeNormalRgba8( 0.0f, -1.0f, 0.0f), 0, 0, 0 },
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{ 1.0f, -1.0f, 1.0f, encodeNormalRgba8( 0.0f, -1.0f, 0.0f), 0, 0x7fff, 0 },
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{-1.0f, -1.0f, -1.0f, encodeNormalRgba8( 0.0f, -1.0f, 0.0f), 0, 0, 0x7fff },
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{ 1.0f, -1.0f, -1.0f, encodeNormalRgba8( 0.0f, -1.0f, 0.0f), 0, 0x7fff, 0x7fff },
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{ 1.0f, -1.0f, 1.0f, encodeNormalRgba8( 1.0f, 0.0f, 0.0f), 0, 0, 0 },
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{ 1.0f, 1.0f, 1.0f, encodeNormalRgba8( 1.0f, 0.0f, 0.0f), 0, 0x7fff, 0 },
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{ 1.0f, -1.0f, -1.0f, encodeNormalRgba8( 1.0f, 0.0f, 0.0f), 0, 0, 0x7fff },
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{ 1.0f, 1.0f, -1.0f, encodeNormalRgba8( 1.0f, 0.0f, 0.0f), 0, 0x7fff, 0x7fff },
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{-1.0f, -1.0f, 1.0f, encodeNormalRgba8(-1.0f, 0.0f, 0.0f), 0, 0, 0 },
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{-1.0f, 1.0f, 1.0f, encodeNormalRgba8(-1.0f, 0.0f, 0.0f), 0, 0x7fff, 0 },
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{-1.0f, -1.0f, -1.0f, encodeNormalRgba8(-1.0f, 0.0f, 0.0f), 0, 0, 0x7fff },
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{-1.0f, 1.0f, -1.0f, encodeNormalRgba8(-1.0f, 0.0f, 0.0f), 0, 0x7fff, 0x7fff },
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};
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static const uint16_t s_cubeIndices[36] =
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{
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0, 2, 1,
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1, 2, 3,
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4, 5, 6,
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5, 7, 6,
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8, 10, 9,
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9, 10, 11,
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12, 13, 14,
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13, 15, 14,
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16, 18, 17,
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17, 18, 19,
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20, 21, 22,
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21, 23, 22,
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};
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class ExampleBump : public entry::AppI
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{
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public:
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ExampleBump(const char* _name, const char* _description, const char* _url)
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: entry::AppI(_name, _description, _url)
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{
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}
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void init(int32_t _argc, const char* const* _argv, uint32_t _width, uint32_t _height) override
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{
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Args args(_argc, _argv);
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m_width = _width;
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m_height = _height;
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m_debug = BGFX_DEBUG_NONE;
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m_reset = BGFX_RESET_VSYNC;
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bgfx::Init init;
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init.type = args.m_type;
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init.vendorId = args.m_pciId;
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init.resolution.width = m_width;
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init.resolution.height = m_height;
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init.resolution.reset = m_reset;
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bgfx::init(init);
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// Enable debug text.
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bgfx::setDebug(m_debug);
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// Set view 0 clear state.
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bgfx::setViewClear(0
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, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
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, 0x303030ff
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, 1.0f
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, 0
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);
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// Get renderer capabilities info.
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const bgfx::Caps* caps = bgfx::getCaps();
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m_instancingSupported = 0 != (caps->supported & BGFX_CAPS_INSTANCING);
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// Create vertex stream declaration.
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PosNormalTangentTexcoordVertex::init();
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calcTangents(s_cubeVertices
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, BX_COUNTOF(s_cubeVertices)
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, PosNormalTangentTexcoordVertex::ms_layout
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, s_cubeIndices
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, BX_COUNTOF(s_cubeIndices)
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);
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// Create static vertex buffer.
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m_vbh = bgfx::createVertexBuffer(
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bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) )
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, PosNormalTangentTexcoordVertex::ms_layout
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);
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// Create static index buffer.
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m_ibh = bgfx::createIndexBuffer(bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) ) );
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// Create texture sampler uniforms.
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s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Sampler);
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s_texNormal = bgfx::createUniform("s_texNormal", bgfx::UniformType::Sampler);
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m_numLights = 4;
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u_lightPosRadius = bgfx::createUniform("u_lightPosRadius", bgfx::UniformType::Vec4, m_numLights);
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u_lightRgbInnerR = bgfx::createUniform("u_lightRgbInnerR", bgfx::UniformType::Vec4, m_numLights);
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// Create program from shaders.
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m_program = loadProgram(m_instancingSupported ? "vs_bump_instanced" : "vs_bump", "fs_bump");
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// Load diffuse texture.
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m_textureColor = loadTexture("textures/fieldstone-rgba.dds");
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// Load normal texture.
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m_textureNormal = loadTexture("textures/fieldstone-n.dds");
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m_timeOffset = bx::getHPCounter();
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imguiCreate();
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}
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virtual int shutdown() override
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{
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imguiDestroy();
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// Cleanup.
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bgfx::destroy(m_ibh);
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bgfx::destroy(m_vbh);
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bgfx::destroy(m_program);
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bgfx::destroy(m_textureColor);
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bgfx::destroy(m_textureNormal);
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bgfx::destroy(s_texColor);
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bgfx::destroy(s_texNormal);
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bgfx::destroy(u_lightPosRadius);
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bgfx::destroy(u_lightRgbInnerR);
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// Shutdown bgfx.
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bgfx::shutdown();
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return 0;
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}
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bool update() override
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{
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if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
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{
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imguiBeginFrame(m_mouseState.m_mx
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, m_mouseState.m_my
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, (m_mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
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| (m_mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
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| (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
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, m_mouseState.m_mz
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, uint16_t(m_width)
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, uint16_t(m_height)
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);
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showExampleDialog(this);
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imguiEndFrame();
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// Set view 0 default viewport.
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bgfx::setViewRect(0, 0, 0, uint16_t(m_width), uint16_t(m_height) );
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// This dummy draw call is here to make sure that view 0 is cleared
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// if no other draw calls are submitted to view 0.
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bgfx::touch(0);
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float time = (float)( (bx::getHPCounter()-m_timeOffset)/double(bx::getHPFrequency() ));
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const bx::Vec3 at = { 0.0f, 0.0f, 0.0f };
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const bx::Vec3 eye = { 0.0f, 0.0f, -7.0f };
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// Set view and projection matrix for view 0.
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{
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float view[16];
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bx::mtxLookAt(view, eye, at);
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float proj[16];
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bx::mtxProj(proj, 60.0f, float(m_width) / float(m_height), 0.1f, 100.0f, bgfx::getCaps()->homogeneousDepth);
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bgfx::setViewTransform(0, view, proj);
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// Set view 0 default viewport.
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bgfx::setViewRect(0, 0, 0, uint16_t(m_width), uint16_t(m_height) );
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}
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float lightPosRadius[4][4];
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for (uint32_t ii = 0; ii < m_numLights; ++ii)
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{
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lightPosRadius[ii][0] = bx::sin( (time*(0.1f + ii*0.17f) + ii*bx::kPiHalf*1.37f ) )*3.0f;
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lightPosRadius[ii][1] = bx::cos( (time*(0.2f + ii*0.29f) + ii*bx::kPiHalf*1.49f ) )*3.0f;
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lightPosRadius[ii][2] = -2.5f;
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lightPosRadius[ii][3] = 3.0f;
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}
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bgfx::setUniform(u_lightPosRadius, lightPosRadius, m_numLights);
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float lightRgbInnerR[4][4] =
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{
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{ 1.0f, 0.7f, 0.2f, 0.8f },
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{ 0.7f, 0.2f, 1.0f, 0.8f },
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{ 0.2f, 1.0f, 0.7f, 0.8f },
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{ 1.0f, 0.4f, 0.2f, 0.8f },
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};
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bgfx::setUniform(u_lightRgbInnerR, lightRgbInnerR, m_numLights);
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const uint16_t instanceStride = 64;
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const uint16_t numInstances = 3;
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if (m_instancingSupported)
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{
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// Write instance data for 3x3 cubes.
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for (uint32_t yy = 0; yy < 3; ++yy)
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{
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if (numInstances == bgfx::getAvailInstanceDataBuffer(numInstances, instanceStride) )
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{
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bgfx::InstanceDataBuffer idb;
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bgfx::allocInstanceDataBuffer(&idb, numInstances, instanceStride);
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uint8_t* data = idb.data;
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for (uint32_t xx = 0; xx < 3; ++xx)
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{
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float* mtx = (float*)data;
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bx::mtxRotateXY(mtx, time*0.023f + xx*0.21f, time*0.03f + yy*0.37f);
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mtx[12] = -3.0f + float(xx)*3.0f;
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mtx[13] = -3.0f + float(yy)*3.0f;
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mtx[14] = 0.0f;
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data += instanceStride;
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}
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// Set instance data buffer.
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bgfx::setInstanceDataBuffer(&idb, 0, numInstances);
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// Set vertex and index buffer.
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bgfx::setVertexBuffer(0, m_vbh);
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bgfx::setIndexBuffer(m_ibh);
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// Bind textures.
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bgfx::setTexture(0, s_texColor, m_textureColor);
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bgfx::setTexture(1, s_texNormal, m_textureNormal);
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// Set render states.
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bgfx::setState(0
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| BGFX_STATE_WRITE_RGB
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| BGFX_STATE_WRITE_A
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| BGFX_STATE_WRITE_Z
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| BGFX_STATE_DEPTH_TEST_LESS
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| BGFX_STATE_MSAA
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);
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// Submit primitive for rendering to view 0.
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bgfx::submit(0, m_program);
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}
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}
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}
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else
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{
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for (uint32_t yy = 0; yy < 3; ++yy)
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{
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for (uint32_t xx = 0; xx < 3; ++xx)
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{
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float mtx[16];
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bx::mtxRotateXY(mtx, time*0.023f + xx*0.21f, time*0.03f + yy*0.37f);
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mtx[12] = -3.0f + float(xx)*3.0f;
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mtx[13] = -3.0f + float(yy)*3.0f;
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mtx[14] = 0.0f;
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// Set transform for draw call.
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bgfx::setTransform(mtx);
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// Set vertex and index buffer.
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bgfx::setVertexBuffer(0, m_vbh);
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bgfx::setIndexBuffer(m_ibh);
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// Bind textures.
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bgfx::setTexture(0, s_texColor, m_textureColor);
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bgfx::setTexture(1, s_texNormal, m_textureNormal);
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// Set render states.
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bgfx::setState(0
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| BGFX_STATE_WRITE_RGB
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| BGFX_STATE_WRITE_A
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| BGFX_STATE_WRITE_Z
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| BGFX_STATE_DEPTH_TEST_LESS
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| BGFX_STATE_MSAA
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);
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// Submit primitive for rendering to view 0.
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bgfx::submit(0, m_program);
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}
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}
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}
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// Advance to next frame. Rendering thread will be kicked to
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// process submitted rendering primitives.
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bgfx::frame();
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return true;
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}
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return false;
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}
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entry::MouseState m_mouseState;
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bgfx::VertexBufferHandle m_vbh;
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bgfx::IndexBufferHandle m_ibh;
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bgfx::UniformHandle s_texColor;
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bgfx::UniformHandle s_texNormal;
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bgfx::UniformHandle u_lightPosRadius;
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bgfx::UniformHandle u_lightRgbInnerR;
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bgfx::ProgramHandle m_program;
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bgfx::TextureHandle m_textureColor;
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bgfx::TextureHandle m_textureNormal;
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uint16_t m_numLights;
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bool m_instancingSupported;
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uint32_t m_width;
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uint32_t m_height;
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uint32_t m_debug;
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uint32_t m_reset;
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int64_t m_timeOffset;
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};
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} // namespace
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ENTRY_IMPLEMENT_MAIN(
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ExampleBump
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, "06-bump"
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, "Loading textures."
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, "https://bkaradzic.github.io/bgfx/examples.html#bump"
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);
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