Esempio n. 1
0
func main() {
	app := example.Open()
	defer app.Close()
	bgfx.Init()
	defer bgfx.Shutdown()

	bgfx.Reset(app.Width, app.Height, bgfx.ResetVSync)
	bgfx.SetDebug(bgfx.DebugText)
	bgfx.SetViewClear(
		0,
		bgfx.ClearColor|bgfx.ClearDepth,
		0x303030ff,
		1.0,
		0,
	)
	bgfx.SetViewRect(0, 0, 0, app.Width, app.Height)
	bgfx.Submit(0)

	var vd bgfx.VertexDecl
	vd.Begin()
	vd.Add(bgfx.AttribPosition, 3, bgfx.AttribTypeFloat, false, false)
	vd.Add(bgfx.AttribColor0, 4, bgfx.AttribTypeUint8, true, false)
	vd.Add(bgfx.AttribTexcoord0, 2, bgfx.AttribTypeFloat, true, false)
	vd.End()

	uTime := bgfx.CreateUniform("u_time", bgfx.Uniform1f, 1)
	uMtx := bgfx.CreateUniform("u_mtx", bgfx.Uniform4x4fv, 1)
	uLightDir := bgfx.CreateUniform("u_lightDir", bgfx.Uniform3fv, 1)
	defer bgfx.DestroyUniform(uTime)
	defer bgfx.DestroyUniform(uMtx)
	defer bgfx.DestroyUniform(uLightDir)

	prog := assets.LoadProgram("vs_raymarching", "fs_raymarching")
	defer bgfx.DestroyProgram(prog)

	for app.Continue() {
		bgfx.DebugTextClear()
		bgfx.DebugTextPrintf(0, 1, 0x4f, app.Title)
		bgfx.DebugTextPrintf(0, 2, 0x6f, "Description: Updating shader uniforms.")
		bgfx.DebugTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", app.DeltaTime*1000.0)

		var (
			eye = [3]float32{0, 0, -15.0}
			at  = [3]float32{0, 0, 0}
			up  = [3]float32{1, 0, 0}
		)
		view := mat4.LookAtLH(eye, at, up)
		proj := mat4.PerspectiveLH(
			cgm.ToRadians(60),
			float32(app.Width)/float32(app.Height),
			0.1, 100.0,
		)
		bgfx.SetViewRect(0, 0, 0, app.Width, app.Height)
		bgfx.SetViewTransform(0, [16]float32(view), [16]float32(proj))
		bgfx.Submit(0)

		ortho := mat4.OrthoLH(0, float32(app.Width), float32(app.Height), 0, 0, 100)
		bgfx.SetViewRect(1, 0, 0, app.Width, app.Height)
		bgfx.SetViewTransform(1, mat4.Identity(), ortho)

		viewProj := mat4.Mul(proj, view)
		mtx := mat4.RotateXYZ(
			cgm.Radians(app.Time),
			cgm.Radians(app.Time)*0.37,
			0,
		)
		invMtx := mat4.Inv(mtx)
		lightDirModel := [3]float32{-0.4, -0.5, -1.0}
		lightDirModelN := vec3.Normal(lightDirModel)
		lightDir := mat4.Mul4(invMtx,
			[4]float32{
				lightDirModelN[0],
				lightDirModelN[1],
				lightDirModelN[2],
				0,
			})
		invMvp := mat4.Inv(mat4.Mul(viewProj, mtx))

		bgfx.SetUniform(uTime, &app.Time, 1)
		bgfx.SetUniform(uLightDir, &lightDir, 1)
		bgfx.SetUniform(uMtx, &invMvp, 1)

		renderScreenSpaceQuad(1, prog, vd, 0, 0, float32(app.Width), float32(app.Height))

		bgfx.Frame()
	}
}
Esempio n. 2
0
func main() {
	app := example.Open()
	defer app.Close()
	bgfx.Init()
	defer bgfx.Shutdown()

	bgfx.Reset(app.Width, app.Height, 0)
	bgfx.SetDebug(bgfx.DebugText)
	bgfx.SetViewClear(
		0,
		bgfx.ClearColor|bgfx.ClearDepth,
		0x303030ff,
		1.0,
		0,
	)

	var vd bgfx.VertexDecl
	vd.Begin()
	vd.Add(bgfx.AttribPosition, 3, bgfx.AttribTypeFloat, false, false)
	vd.Add(bgfx.AttribColor0, 4, bgfx.AttribTypeUint8, true, false)
	vd.End()
	vb := bgfx.CreateVertexBuffer(vertices, vd)
	defer bgfx.DestroyVertexBuffer(vb)
	ib := bgfx.CreateIndexBuffer(indices)
	defer bgfx.DestroyIndexBuffer(ib)
	prog := assets.LoadProgram("vs_cubes", "fs_cubes")
	defer bgfx.DestroyProgram(prog)

	var (
		avgdt, totaldt float32
		nframes        int
		dim            = 12
	)
	for app.Continue() {
		dt := app.DeltaTime
		if totaldt >= 1.0 {
			avgdt = totaldt / float32(nframes)
			if avgdt < 1.0/65 {
				dim += 2
			} else if avgdt > 1.0/57 && dim > 2 {
				dim -= 1
			}
			totaldt = 0
			nframes = 0
		}
		totaldt += dt
		nframes++

		var (
			eye = [3]float32{0, 0, -35.0}
			at  = [3]float32{0, 0, 0}
			up  = [3]float32{0, 1, 0}
		)
		view := mat4.LookAtLH(eye, at, up)
		proj := mat4.PerspectiveLH(
			cgm.ToRadians(60),
			float32(app.Width)/float32(app.Height),
			0.1, 100.0,
		)
		bgfx.SetViewTransform(0, view, proj)
		bgfx.SetViewRect(0, 0, 0, app.Width, app.Height)
		bgfx.DebugTextClear()
		bgfx.DebugTextPrintf(0, 1, 0x4f, app.Title)
		bgfx.DebugTextPrintf(0, 2, 0x6f, "Description: Draw stress, maximizing number of draw calls.")
		bgfx.DebugTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", dt*1000.0)
		bgfx.DebugTextPrintf(0, 5, 0x0f, "Draw calls: %d", dim*dim*dim)
		bgfx.DebugTextPrintf(0, 6, 0x0f, "Dim: %d", dim)
		bgfx.DebugTextPrintf(0, 7, 0x0f, "AvgFrame: % 7.3f[ms]", avgdt*1000.0)
		bgfx.Submit(0)

		const step = 0.6
		pos := [3]float32{
			-step * float32(dim) / 2.0,
			-step * float32(dim) / 2.0,
			-15,
		}
		for z := 0; z < dim; z++ {
			for y := 0; y < dim; y++ {
				for x := 0; x < dim; x++ {
					mtx := mat4.RotateXYZ(
						cgm.Radians(app.Time)+cgm.Radians(x)*0.21,
						cgm.Radians(app.Time)+cgm.Radians(y)*0.37,
						cgm.Radians(app.Time)+cgm.Radians(z)*0.13,
					)
					mtx = mat4.Mul(mtx, mat4.Scale(0.25, 0.25, 0.25))
					mtx[12] = pos[0] + float32(x)*step
					mtx[13] = pos[1] + float32(y)*step
					mtx[14] = pos[2] + float32(z)*step

					bgfx.SetTransform(mtx)
					bgfx.SetProgram(prog)
					bgfx.SetVertexBuffer(vb)
					bgfx.SetIndexBuffer(ib)
					bgfx.SetState(bgfx.StateDefault)
					bgfx.Submit(0)
				}
			}
		}

		bgfx.Frame()
	}
}