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Created December 1, 2019 08:03
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Minimal bgfx example to show D3D11 IB warning
/*
* Copyright 2011-2019 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
{
// Copied from debugdraw.cpp
uint32_t genSphere(uint8_t _subdiv0, void* _pos0 = NULL, uint16_t _posStride0 = 0, void* _normals0 = NULL, uint16_t _normalStride0 = 0)
{
if (NULL != _pos0) {
struct Gen
{
Gen(void* _pos, uint16_t _posStride, void* _normals, uint16_t _normalStride, uint8_t _subdiv)
: m_pos((uint8_t*)_pos)
, m_normals((uint8_t*)_normals)
, m_posStride(_posStride)
, m_normalStride(_normalStride)
{
static const float scale = 1.0f;
static const float golden = 1.6180339887f;
static const float len = bx::sqrt(golden*golden + 1.0f);
static const float ss = 1.0f / len * scale;
static const float ll = ss * golden;
static const bx::Vec3 vv[] =
{
{ -ll, 0.0f, -ss },
{ ll, 0.0f, -ss },
{ ll, 0.0f, ss },
{ -ll, 0.0f, ss },
{ -ss, ll, 0.0f },
{ ss, ll, 0.0f },
{ ss, -ll, 0.0f },
{ -ss, -ll, 0.0f },
{ 0.0f, -ss, ll },
{ 0.0f, ss, ll },
{ 0.0f, ss, -ll },
{ 0.0f, -ss, -ll },
};
m_numVertices = 0;
triangle(vv[0], vv[4], vv[3], scale, _subdiv);
triangle(vv[0], vv[10], vv[4], scale, _subdiv);
triangle(vv[4], vv[10], vv[5], scale, _subdiv);
triangle(vv[5], vv[10], vv[1], scale, _subdiv);
triangle(vv[5], vv[1], vv[2], scale, _subdiv);
triangle(vv[5], vv[2], vv[9], scale, _subdiv);
triangle(vv[5], vv[9], vv[4], scale, _subdiv);
triangle(vv[3], vv[4], vv[9], scale, _subdiv);
triangle(vv[0], vv[3], vv[7], scale, _subdiv);
triangle(vv[0], vv[7], vv[11], scale, _subdiv);
triangle(vv[11], vv[7], vv[6], scale, _subdiv);
triangle(vv[11], vv[6], vv[1], scale, _subdiv);
triangle(vv[1], vv[6], vv[2], scale, _subdiv);
triangle(vv[2], vv[6], vv[8], scale, _subdiv);
triangle(vv[8], vv[6], vv[7], scale, _subdiv);
triangle(vv[8], vv[7], vv[3], scale, _subdiv);
triangle(vv[0], vv[11], vv[10], scale, _subdiv);
triangle(vv[1], vv[10], vv[11], scale, _subdiv);
triangle(vv[2], vv[8], vv[9], scale, _subdiv);
triangle(vv[3], vv[9], vv[8], scale, _subdiv);
}
void addVert(const bx::Vec3& _v)
{
bx::store(m_pos, _v);
m_pos += m_posStride;
if (NULL != m_normals) {
const bx::Vec3 normal = bx::normalize(_v);
bx::store(m_normals, normal);
m_normals += m_normalStride;
}
m_numVertices++;
}
void triangle(const bx::Vec3& _v0, const bx::Vec3& _v1, const bx::Vec3& _v2, float _scale, uint8_t _subdiv)
{
if (0 == _subdiv) {
addVert(_v0);
addVert(_v1);
addVert(_v2);
} else {
const bx::Vec3 v01 = bx::mul(bx::normalize(bx::add(_v0, _v1)), _scale);
const bx::Vec3 v12 = bx::mul(bx::normalize(bx::add(_v1, _v2)), _scale);
const bx::Vec3 v20 = bx::mul(bx::normalize(bx::add(_v2, _v0)), _scale);
--_subdiv;
triangle(_v0, v01, v20, _scale, _subdiv);
triangle(_v1, v12, v01, _scale, _subdiv);
triangle(_v2, v20, v12, _scale, _subdiv);
triangle(v01, v12, v20, _scale, _subdiv);
}
}
uint8_t* m_pos;
uint8_t* m_normals;
uint16_t m_posStride;
uint16_t m_normalStride;
uint32_t m_numVertices;
} gen(_pos0, _posStride0, _normals0, _normalStride0, _subdiv0);
}
uint32_t numVertices = 20 * 3 * bx::uint32_max(1, (uint32_t)bx::pow(4.0f, _subdiv0));
return numVertices;
}
struct PosColorVertex
{
float m_x;
float m_y;
float m_z;
uint32_t m_abgr;
static void init()
{
ms_layout
.begin()
.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
.end();
};
static bgfx::VertexLayout ms_layout;
};
bgfx::VertexLayout PosColorVertex::ms_layout;
static PosColorVertex s_cubeVertices[] =
{
{-1.0f, 1.0f, 1.0f, 0xff000000 },
{ 1.0f, 1.0f, 1.0f, 0xff0000ff },
{-1.0f, -1.0f, 1.0f, 0xff00ff00 },
{ 1.0f, -1.0f, 1.0f, 0xff00ffff },
{-1.0f, 1.0f, -1.0f, 0xffff0000 },
{ 1.0f, 1.0f, -1.0f, 0xffff00ff },
{-1.0f, -1.0f, -1.0f, 0xffffff00 },
{ 1.0f, -1.0f, -1.0f, 0xffffffff },
};
static const uint16_t s_cubeTriList[] =
{
0, 1, 2, // 0
1, 3, 2,
4, 6, 5, // 2
5, 6, 7,
0, 2, 4, // 4
4, 2, 6,
1, 5, 3, // 6
5, 7, 3,
0, 4, 1, // 8
4, 5, 1,
2, 3, 6, // 10
6, 3, 7,
};
static const uint32_t s_colors[] = {
0xffff0000,
0xff00ff00,
0xff0000ff,
0xffff00ff
};
class ExampleCubes : public entry::AppI
{
public:
ExampleCubes(const char* _name, const char* _description, const char* _url)
: entry::AppI(_name, _description, _url)
, m_pt(0)
, m_r(true)
, m_g(true)
, m_b(true)
, m_a(true)
{
}
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 init;
init.type = args.m_type;
init.vendorId = args.m_pciId;
init.resolution.width = m_width;
init.resolution.height = m_height;
init.resolution.reset = m_reset;
bgfx::init(init);
// 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.
PosColorVertex::init();
// JD: Generate vertex and index buffer data. In my case, the data are generated
// every frame.
{
bx::DefaultAllocator allocator;
const uint8_t subdiv = 4;
const uint32_t numSphereVertices = genSphere(subdiv);
bx::Vec3* sphereVertices = (bx::Vec3*)BX_ALLOC(&allocator, sizeof(bx::Vec3) * numSphereVertices);
genSphere(subdiv, sphereVertices, sizeof(bx::Vec3));
const uint32_t numSphereIndices = numSphereVertices;
// Fit as many spheres as we can in a single VB with 16-bit indices.
const uint32_t numSpheres = 65536 / numSphereVertices;
m_vbDataSize = sizeof(PosColorVertex) * numSphereVertices * numSpheres;
m_vbData = (PosColorVertex*)BX_ALLOC(&allocator, m_vbDataSize);
PosColorVertex* vbDataPtr = m_vbData;
for (uint32_t i = 0; i < numSpheres; ++i) {
const float posx = -15.0f + i * 8.0f;
const float posy = 0.0f;
const float posz = 0.0f;
const uint32_t color = s_colors[i % BX_COUNTOF(s_colors)];
for (uint32_t j = 0; j < numSphereVertices; j++) {
vbDataPtr[j].m_x = posx + sphereVertices[j].x;
vbDataPtr[j].m_y = posy + sphereVertices[j].y;
vbDataPtr[j].m_z = posz + sphereVertices[j].z;
vbDataPtr[j].m_abgr = color;
}
vbDataPtr += numSphereVertices;
}
// Generate a large enough IB to trigger the warning
const uint32_t targetIBSize = 4 << 20; // This should be larger than BGFX_CONFIG_DYNAMIC_INDEX_BUFFER_SIZE
m_instanceIndices = numSphereIndices * numSpheres;
const uint32_t instanceIBMem = sizeof(uint16_t) * m_instanceIndices;
m_numInstances = targetIBSize / instanceIBMem;
m_ibDataSize = instanceIBMem * m_numInstances;
m_ibData = (uint16_t*)BX_ALLOC(&allocator, m_ibDataSize);
uint16_t* ibDataPtr = m_ibData;
for (uint32_t i = 0; i < m_numInstances; ++i) {
for (uint32_t j = 0; j < numSpheres; ++j) {
const uint16_t baseVertex = (uint16_t)(j * numSphereVertices);
for (uint32_t k = 0; k < numSphereIndices; ++k) {
ibDataPtr[k] = (uint16_t)(baseVertex + k);
}
ibDataPtr += numSphereIndices;
}
}
// Emulate a real-world scenario by preallocating both buffers to predefined values
// even though, in this case, we know the exact numbers.
// Note that setting the initial IB size to 256 will force all draw commands of the
// initial couple of frames to be partially rendered (only 256 indices will be submitted)
m_vbh = bgfx::createDynamicVertexBuffer(65536, PosColorVertex::ms_layout);
m_ibh = bgfx::createDynamicIndexBuffer(256, BGFX_BUFFER_ALLOW_RESIZE);
}
// Create program from shaders.
m_program = loadProgram("vs_cubes", "fs_cubes");
m_timeOffset = bx::getHPCounter();
imguiCreate();
}
virtual int shutdown() override
{
imguiDestroy();
// Cleanup.
bgfx::destroy(m_ibh);
bgfx::destroy(m_vbh);
bgfx::destroy(m_program);
// Shutdown bgfx.
bgfx::shutdown();
return 0;
}
bool update() override
{
if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
{
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);
imguiEndFrame();
const bx::Vec3 at = { 0.0f, 0.0f, 0.0f };
const bx::Vec3 eye = { 0.0f, 0.0f, -35.0f };
// Set view and projection matrix for view 0.
{
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) );
}
// 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);
uint64_t state = 0
| (m_r ? BGFX_STATE_WRITE_R : 0)
| (m_g ? BGFX_STATE_WRITE_G : 0)
| (m_b ? BGFX_STATE_WRITE_B : 0)
| (m_a ? BGFX_STATE_WRITE_A : 0)
| BGFX_STATE_WRITE_Z
| BGFX_STATE_DEPTH_TEST_LESS
| BGFX_STATE_CULL_CW
| BGFX_STATE_MSAA
;
// JD: Submit all draw commands before updating the buffers.
for (uint32_t i = 0; i < m_numInstances; ++i) {
float mtx[16];
bx::mtxIdentity(mtx);
mtx[12] = -15.0f + (i % 2) * 32.0f;
mtx[13] = -15.0f + (i / 2) * 2.0f;
mtx[14] = 0.0f;
bgfx::setTransform(mtx);
bgfx::setVertexBuffer(0, m_vbh);
bgfx::setIndexBuffer(m_ibh, m_instanceIndices * i, m_instanceIndices);
bgfx::setState(state);
bgfx::submit(0, m_program);
}
bgfx::update(m_vbh, 0, bgfx::makeRef(m_vbData, m_vbDataSize));
bgfx::update(m_ibh, 0, bgfx::makeRef(m_ibData, m_ibDataSize));
// Advance to next frame. Rendering thread will be kicked to
// process submitted rendering primitives.
bgfx::frame();
return true;
}
return false;
}
entry::MouseState m_mouseState;
uint32_t m_width;
uint32_t m_height;
uint32_t m_debug;
uint32_t m_reset;
bgfx::DynamicVertexBufferHandle m_vbh;
bgfx::DynamicIndexBufferHandle m_ibh;
bgfx::ProgramHandle m_program;
int64_t m_timeOffset;
int32_t m_pt;
PosColorVertex* m_vbData;
uint16_t* m_ibData;
uint32_t m_vbDataSize;
uint32_t m_ibDataSize;
uint32_t m_numInstances;
uint32_t m_instanceIndices;
bool m_r;
bool m_g;
bool m_b;
bool m_a;
};
} // namespace
ENTRY_IMPLEMENT_MAIN(
ExampleCubes
, "01-cubes"
, "Rendering simple static mesh."
, "https://bkaradzic.github.io/bgfx/examples.html#cubes"
);
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