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Created June 9, 2020 14:20
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# coding: utf-8
#
# Ref.: bgfx/examples/06-bump/bump.cpp
# https://github.com/vaiorabbit/sdl2-bindings
#
require 'rmath3d/rmath3d'
require 'sdl2'
require_relative '../../bindings/ruby/bgfx.rb'
require_relative './logo.rb'
require_relative './utils.rb'
include SDL2
include RMath3D
SDL2.load_lib(SampleUtils.sdl2_dll_path())
Bgfx.load_lib(SampleUtils.bgfx_dll_path())
################################################################################
class PosNormalTangentTexcoordVertex < FFI::Struct
@@ms_layout = Bgfx_vertex_layout_t.new
def self.ms_layout
@@ms_layout
end
layout(
:m_x, :float,
:m_y, :float,
:m_z, :float,
:m_normal, :uint32,
:m_tangent, :uint32,
:m_u, :int16,
:m_v, :int16
)
def self.init()
Bgfx::bgfx_vertex_layout_begin(@@ms_layout, Bgfx::RendererType::Noop)
Bgfx::bgfx_vertex_layout_add(@@ms_layout, Bgfx::Attrib::Position, 3, Bgfx::AttribType::Float, false, false)
Bgfx::bgfx_vertex_layout_add(@@ms_layout, Bgfx::Attrib::Normal, 4, Bgfx::AttribType::Uint8, true, true)
Bgfx::bgfx_vertex_layout_add(@@ms_layout, Bgfx::Attrib::Tangent, 4, Bgfx::AttribType::Uint8, true, true)
Bgfx::bgfx_vertex_layout_add(@@ms_layout, Bgfx::Attrib::TexCoord0, 2, Bgfx::AttribType::Int16, true, true)
Bgfx::bgfx_vertex_layout_end(@@ms_layout)
end
end
# Ref: Array of Structs https://github.com/ffi/ffi/wiki/Structs
cubeVerticesSrc = [
[-1.0, 1.0, 1.0, BgfxUtils.encode_normal_rgba8( 0.0, 0.0, 1.0), 0, 0, 0 ],
[ 1.0, 1.0, 1.0, BgfxUtils.encode_normal_rgba8( 0.0, 0.0, 1.0), 0, 0x7fff, 0 ],
[-1.0, -1.0, 1.0, BgfxUtils.encode_normal_rgba8( 0.0, 0.0, 1.0), 0, 0, 0x7fff ],
[ 1.0, -1.0, 1.0, BgfxUtils.encode_normal_rgba8( 0.0, 0.0, 1.0), 0, 0x7fff, 0x7fff ],
[-1.0, 1.0, -1.0, BgfxUtils.encode_normal_rgba8( 0.0, 0.0, -1.0), 0, 0, 0 ],
[ 1.0, 1.0, -1.0, BgfxUtils.encode_normal_rgba8( 0.0, 0.0, -1.0), 0, 0x7fff, 0 ],
[-1.0, -1.0, -1.0, BgfxUtils.encode_normal_rgba8( 0.0, 0.0, -1.0), 0, 0, 0x7fff ],
[ 1.0, -1.0, -1.0, BgfxUtils.encode_normal_rgba8( 0.0, 0.0, -1.0), 0, 0x7fff, 0x7fff ],
[-1.0, 1.0, 1.0, BgfxUtils.encode_normal_rgba8( 0.0, 1.0, 0.0), 0, 0, 0 ],
[ 1.0, 1.0, 1.0, BgfxUtils.encode_normal_rgba8( 0.0, 1.0, 0.0), 0, 0x7fff, 0 ],
[-1.0, 1.0, -1.0, BgfxUtils.encode_normal_rgba8( 0.0, 1.0, 0.0), 0, 0, 0x7fff ],
[ 1.0, 1.0, -1.0, BgfxUtils.encode_normal_rgba8( 0.0, 1.0, 0.0), 0, 0x7fff, 0x7fff ],
[-1.0, -1.0, 1.0, BgfxUtils.encode_normal_rgba8( 0.0, -1.0, 0.0), 0, 0, 0 ],
[ 1.0, -1.0, 1.0, BgfxUtils.encode_normal_rgba8( 0.0, -1.0, 0.0), 0, 0x7fff, 0 ],
[-1.0, -1.0, -1.0, BgfxUtils.encode_normal_rgba8( 0.0, -1.0, 0.0), 0, 0, 0x7fff ],
[ 1.0, -1.0, -1.0, BgfxUtils.encode_normal_rgba8( 0.0, -1.0, 0.0), 0, 0x7fff, 0x7fff ],
[ 1.0, -1.0, 1.0, BgfxUtils.encode_normal_rgba8( 1.0, 0.0, 0.0), 0, 0, 0 ],
[ 1.0, 1.0, 1.0, BgfxUtils.encode_normal_rgba8( 1.0, 0.0, 0.0), 0, 0x7fff, 0 ],
[ 1.0, -1.0, -1.0, BgfxUtils.encode_normal_rgba8( 1.0, 0.0, 0.0), 0, 0, 0x7fff ],
[ 1.0, 1.0, -1.0, BgfxUtils.encode_normal_rgba8( 1.0, 0.0, 0.0), 0, 0x7fff, 0x7fff ],
[-1.0, -1.0, 1.0, BgfxUtils.encode_normal_rgba8(-1.0, 0.0, 0.0), 0, 0, 0 ],
[-1.0, 1.0, 1.0, BgfxUtils.encode_normal_rgba8(-1.0, 0.0, 0.0), 0, 0x7fff, 0 ],
[-1.0, -1.0, -1.0, BgfxUtils.encode_normal_rgba8(-1.0, 0.0, 0.0), 0, 0, 0x7fff ],
[-1.0, 1.0, -1.0, BgfxUtils.encode_normal_rgba8(-1.0, 0.0, 0.0), 0, 0x7fff, 0x7fff ],
]
$s_cubeVertices = FFI::MemoryPointer.new(PosNormalTangentTexcoordVertex, cubeVerticesSrc.length)
cubeVertices = cubeVerticesSrc.length.times.collect do |i|
PosNormalTangentTexcoordVertex.new($s_cubeVertices + i * PosNormalTangentTexcoordVertex.size)
end
cubeVertices.each_with_index do |c, i|
c[:m_x], c[:m_y], c[:m_z], c[:m_normal], c[:m_tangent], c[:m_u], c[:m_v] = *cubeVerticesSrc[i]
end
cubeIndicesSrc = [
0, 2, 1,
1, 2, 3,
4, 5, 6,
5, 7, 6,
8, 10, 9,
9, 10, 11,
12, 13, 14,
13, 15, 14,
16, 18, 17,
17, 18, 19,
20, 21, 22,
21, 23, 22,
]
$s_cubeIndices = FFI::MemoryPointer.new(:uint16, cubeIndicesSrc.length).write_array_of_ushort(cubeIndicesSrc)
################################################################################
$m_vbh = nil # Bgfx_dynamic_vertex_buffer_handle_t
$m_ibh = nil # Bgfx_dynamic_index_buffer_handle_t
$m_program = nil # Bgfx_shader_handle_t
$s_texColor = nil # Bgfx_uniform_handle_t
$s_texNormal = nil # Bgfx_uniform_handle_t
$u_lightPosRadius = nil # Bgfx_uniform_handle_t
$u_lightRgbInnerR = nil # Bgfx_uniform_handle_t
$m_numLights = 4 # uint16
$m_textureColor = nil # Bgfx_texture_handle_t
$m_textureNormal = nil # Bgfx_texture_handle_t
if __FILE__ == $0
success = SDL_Init(SDL_INIT_VIDEO)
exit if success < 0
SDL_SetHint(SDL_HINT_RENDER_DRIVER, "metal")
window_width = 1280
window_height = 720
window = SDL_CreateWindow("ruby-bgfx : 06-bump", 0, 0, window_width, window_height, 0)
renderer = SDL_CreateRenderer(window, -1, 0)
if renderer == nil
pp "Failed to initialize SDL"
exit
end
nwh = FFI::Pointer.new(:pointer, SampleUtils.native_window_handle(window))
pd = Bgfx_platform_data_t.new
pd[:ndt] = nil
pd[:nwh] = nwh
pd[:context] = nil
pd[:backBuffer] = nil
pd[:backBufferDS] = nil
Bgfx::bgfx_set_platform_data(pd)
init = Bgfx_init_t.new
init[:type] = Bgfx::RendererType::Metal
init[:vendorId] = Bgfx::Pci_Id_None
init[:resolution][:width] = window_width
init[:resolution][:height] = window_height
init[:resolution][:reset] = Bgfx::Reset_Vsync
init[:limits][:maxEncoders] = 1
init[:limits][:transientVbSize] = 6<<20
init[:limits][:transientIbSize] = 2<<20
bgfx_init_success = Bgfx::bgfx_init(init)
pp "Failed to initialize Bgfx" unless bgfx_init_success
#Bgfx::bgfx_set_debug(Bgfx::Debug_None)
#Bgfx::bgfx_set_debug(Bgfx::Debug_Wireframe)
Bgfx::bgfx_set_debug(Bgfx::Debug_Stats)
Bgfx::bgfx_set_view_clear(0, Bgfx::Clear_Color|Bgfx::Clear_Depth, 0x303080ff, 1.0, 0)
PosNormalTangentTexcoordVertex.init()
BgfxUtils.calc_tangents($s_cubeVertices, $s_cubeVertices.size / $s_cubeVertices.type_size, PosNormalTangentTexcoordVertex.ms_layout, cubeIndicesSrc)
$m_vbh = Bgfx::bgfx_create_vertex_buffer(
Bgfx::bgfx_make_ref($s_cubeVertices, $s_cubeVertices.size),
PosNormalTangentTexcoordVertex.ms_layout,
Bgfx::Buffer_None
)
$m_ibh = Bgfx::bgfx_create_index_buffer(
Bgfx::bgfx_make_ref($s_cubeIndices, $s_cubeIndices.size),
Bgfx::Buffer_None
)
$s_texColor = Bgfx::bgfx_create_uniform("s_texColor", Bgfx::UniformType::Sampler, -1)
$s_texNormal = Bgfx::bgfx_create_uniform("s_texNormal", Bgfx::UniformType::Sampler, -1)
$u_lightPosRadius = Bgfx::bgfx_create_uniform("u_lightPosRadius", Bgfx::UniformType::Vec4, $m_numLights)
$u_lightRgbInnerR = Bgfx::bgfx_create_uniform("u_lightRgbInnerR", Bgfx::UniformType::Vec4, $m_numLights)
$m_textureColor = BgfxUtils.load_texture("textures/fieldstone-rgba.dds")
$m_textureNormal = BgfxUtils.load_texture("textures/fieldstone-n.dds")
$m_program = BgfxUtils.load_program("vs_bump", "fs_bump")
eye = RVec3.new(0.0, 0.0, -7.0)
at = RVec3.new(0.0, 0.0, 0.0)
up = RVec3.new(0.0, 1.0, 0.0)
mtxLookAt = RMtx4.new.lookAtRH( eye, at, up )
view = FFI::MemoryPointer.new(:float, 16).write_array_of_float(mtxLookAt.to_a)
mtxProj = RMtx4.new.perspectiveFovRH( 60.0*Math::PI/180.0, window_width.to_f/window_height.to_f, 0.1, 100.0 ) # TODO bgfx::getCaps()->homogeneousDepth
proj = FFI::MemoryPointer.new(:float, 16).write_array_of_float(mtxProj.to_a)
time_prev = SDL_GetTicks()
time_crnt = time_prev
time = 0.0
event = SDL_Event.new
done = false
while not done
while SDL_PollEvent(event) != 0
# 'type' and 'timestamp' are common members for all SDL Event structs.
event_type = event[:common][:type]
event_timestamp = event[:common][:timestamp]
case event_type
when SDL_KEYDOWN
if event[:key][:keysym][:sym] == SDL2::SDLK_ESCAPE
done = true
end
end
end
Bgfx::bgfx_reset(window_width, window_height, Bgfx::Reset_None, Bgfx::TextureFormat::Count)
time_crnt = SDL_GetTicks()
time += (time_crnt-time_prev).to_f * 0.001
time_prev = time_crnt
Bgfx::bgfx_set_view_transform(0, view, proj)
Bgfx::bgfx_set_view_rect(0, 0, 0, window_width, window_height)
Bgfx::bgfx_touch(0)
light_pos_radius = Array.new(4) { Array.new(4, 0.0) }
$m_numLights.times do |ii|
light_pos_radius[ii][0] = Math.sin( (time*(0.1 + ii*0.17) + ii*(0.5 * Math::PI) * 1.37 ) )*3.0
light_pos_radius[ii][1] = Math.cos( (time*(0.2 + ii*0.29) + ii*(0.5 * Math::PI) * 1.49 ) )*3.0
light_pos_radius[ii][2] = -2.5
light_pos_radius[ii][3] = 3.0
end
Bgfx::bgfx_set_uniform($u_lightPosRadius, light_pos_radius.flatten!.pack("F16"), $m_numLights)
light_rgb_inner_r = [
[ 1.0, 0.7, 0.2, 0.8 ],
[ 0.7, 0.2, 1.0, 0.8 ],
[ 0.2, 1.0, 0.7, 0.8 ],
[ 1.0, 0.4, 0.2, 0.8 ],
]
Bgfx::bgfx_set_uniform($u_lightRgbInnerR, light_rgb_inner_r.flatten!.pack("F16"), $m_numLights)
state = 0 | Bgfx::State_Write_Rgb | Bgfx::State_Write_A | Bgfx::State_Write_Z | Bgfx::State_Depth_Test_Less | Bgfx::State_Msaa
3.times do |yy|
3.times do |xx|
mtxTransform = RMtx4.new.translation(-3.0 + xx * 3.0, -3.0 + yy * 3.0, 0.0) * RMtx4.new.rotationY(time * 0.03 + yy * 0.37) * RMtx4.new.rotationX(time * 0.23 + xx * 0.21)
mtx = FFI::MemoryPointer.new(:float, 16).write_array_of_float(mtxTransform.to_a)
Bgfx::bgfx_set_transform(mtx, 1)
Bgfx::bgfx_set_vertex_buffer(0, $m_vbh, 0, 0xffffffff) # 0xffffffff == UINT32_MAX
Bgfx::bgfx_set_index_buffer($m_ibh, 0, 0xffffffff) # 0xffffffff == UINT32_MAX
Bgfx::bgfx_set_texture(0, $s_texColor, $m_textureColor, 0xffffffff) # 0xffffffff == UINT32_MAX
Bgfx::bgfx_set_texture(1, $s_texNormal, $m_textureNormal, 0xffffffff) # 0xffffffff == UINT32_MAX
Bgfx::bgfx_set_state(state, 0)
Bgfx::bgfx_submit(0, $m_program, 0, Bgfx::Discard_All)
end
end
Bgfx::bgfx_frame(false)
end
if bgfx_init_success
Bgfx::bgfx_destroy_uniform($s_texColor)
Bgfx::bgfx_destroy_uniform($s_texNormal)
Bgfx::bgfx_destroy_uniform($u_lightPosRadius)
Bgfx::bgfx_destroy_uniform($u_lightRgbInnerR)
Bgfx::bgfx_destroy_texture($m_textureNormal)
Bgfx::bgfx_destroy_texture($m_textureColor)
Bgfx::bgfx_destroy_program($m_program)
Bgfx::bgfx_destroy_vertex_buffer($m_vbh)
Bgfx::bgfx_destroy_index_buffer($m_ibh)
Bgfx::bgfx_shutdown()
end
SDL_DestroyWindow(window)
SDL_Quit()
end
require 'ffi'
require 'sdl2'
require 'rmath3d/rmath3d'
module BgfxUtils
################################################################################
def self.load_shader(name, runtime_path = "../runtime/")
shader_path = case Bgfx::bgfx_get_renderer_type()
when Bgfx::RendererType::OpenGL
"shaders/glsl/"
when Bgfx::RendererType::Metal
"shaders/metal/"
else
$stderr.puts "You should not be here!"
end
file_path = runtime_path + shader_path + name + ".bin"
shader_binary = IO.binread(file_path)
shader_mem = FFI::MemoryPointer.from_string(shader_binary)
handle = Bgfx::bgfx_create_shader(Bgfx::bgfx_make_ref(shader_mem, shader_mem.size))
Bgfx::bgfx_set_shader_name(handle, name, 0x7fffffff) # 0x7fffffff == INT32_MAX
return handle
end
def self.load_program(vs_name, fs_name, runtime_path = "../runtime/")
vsh = load_shader(vs_name, runtime_path)
fsh = fs_name != nil ? load_shader(fs_name, runtime_path) : Bgfx::Bgfx_Invalid_Handle
return Bgfx::bgfx_create_program(vsh, fsh, true)
end
################################################################################
def self.load_texture(name, runtime_path = "../runtime/")
texture_raw = IO.binread(runtime_path + name)
texture_mem = FFI::MemoryPointer.from_string(texture_raw)
return Bgfx::bgfx_create_texture(
Bgfx::bgfx_make_ref(texture_mem, texture_mem.size),
Bgfx::Texture_None|Bgfx::Sampler_None,
0,
nil
)
end
################################################################################
def self.to_unorm(_value, _scale)
((_value.clamp(0.0, 1.0) * _scale) + 0.5).floor
end
# usage) pp BgfxUtils.encode_normal_rgba8(0.0, 1.0, 0.0).to_s(16) => "8080ff80"
def self.encode_normal_rgba8(_x, _y = 0.0, _z = 0.0, _w = 0.0)
to_unorm = lambda { |_value, _scale| ((_value.clamp(0.0, 1.0) * _scale) + 0.5).floor }
src = [
_x * 0.5 + 0.5,
_y * 0.5 + 0.5,
_z * 0.5 + 0.5,
_w * 0.5 + 0.5,
]
dst = [
to_unorm(src[0], 255.0),
to_unorm(src[1], 255.0),
to_unorm(src[2], 255.0),
to_unorm(src[3], 255.0),
]
return dst.pack("C4").unpack1("L")
end
################################################################################
class PosTexcoord
def initialize
@m_pos = FFI::MemoryPointer.new(:float, 4)
@m_texcoord = FFI::MemoryPointer.new(:float, 4)
end
def m_x; @m_pos[0]; end
def m_y; @m_pos[1]; end
def m_z; @m_pos[2]; end
def m_u; @m_texcoord[0]; end
def m_v; @m_texcoord[1]; end
end
def self.calc_tangents(_vertices, _numVertices, _layout, _indices)
tangents = Array.new (2 * _numVertices) { RVec3.new }
v0 = PosTexcoord.new
v1 = PosTexcoord.new
v2 = PosTexcoord.new
num = _indices.length / 3
num.times do |ii|
indices = _indices[ii * 3, 3]
i0 = indices[0]
i1 = indices[1]
i2 = indices[2]
Bgfx::bgfx_vertex_unpack(v0.m_x, Bgfx::Attrib::Position, _layout, _vertices, i0)
Bgfx::bgfx_vertex_unpack(v0.m_u, Bgfx::Attrib::TexCoord0, _layout, _vertices, i0)
Bgfx::bgfx_vertex_unpack(v1.m_x, Bgfx::Attrib::Position, _layout, _vertices, i1)
Bgfx::bgfx_vertex_unpack(v1.m_u, Bgfx::Attrib::TexCoord0, _layout, _vertices, i1)
Bgfx::bgfx_vertex_unpack(v2.m_x, Bgfx::Attrib::Position, _layout, _vertices, i2)
Bgfx::bgfx_vertex_unpack(v2.m_u, Bgfx::Attrib::TexCoord0, _layout, _vertices, i2)
bax = v1.m_x.read_float - v0.m_x.read_float
bay = v1.m_y.read_float - v0.m_y.read_float
baz = v1.m_z.read_float - v0.m_z.read_float
bau = v1.m_u.read_float - v0.m_u.read_float
bav = v1.m_v.read_float - v0.m_v.read_float
cax = v2.m_x.read_float - v0.m_x.read_float
cay = v2.m_y.read_float - v0.m_y.read_float
caz = v2.m_z.read_float - v0.m_z.read_float
cau = v2.m_u.read_float - v0.m_u.read_float
cav = v2.m_v.read_float - v0.m_v.read_float
det = (bau * cav - bav * cau)
invDet = 1.0 / det
tx = (bax * cav - cax * bav) * invDet
ty = (bay * cav - cay * bav) * invDet
tz = (baz * cav - caz * bav) * invDet
bx = (cax * bau - bax * cau) * invDet
by = (cay * bau - bay * cau) * invDet
bz = (caz * bau - baz * cau) * invDet
3.times do |jj|
tanu = tangents[indices[jj] + 0]
tanv = tangents[indices[jj] + 1]
tanu[0] += tx
tanu[1] += ty
tanu[2] += tz
tanv[0] += bx
tanv[1] += by
tanv[2] += bz
end
end
nxyzw = FFI::MemoryPointer.new(:float, 4)
tangent = FFI::MemoryPointer.new(:float, 4)
_numVertices.times do |ii|
tanu = tangents[ii + 0]
tanv = tangents[ii + 1]
Bgfx::bgfx_vertex_unpack(nxyzw, Bgfx::Attrib::Normal, _layout, _vertices, ii)
normal = RVec3.new(*nxyzw.read_array_of_float(3))
ndt = RVec3.dot(normal, tanu)
nxt = RVec3.cross(normal, tanu);
tmp = (tanu - (ndt * normal)).normalize!
tangent.write_array_of_float([*tmp.to_a, RVec3.dot(nxt, tanv) < 0 ? -1.0 : 1.0])
Bgfx::bgfx_vertex_pack(tangent, true, Bgfx::Attrib::Tangent, _layout, _vertices, ii)
end
end
end
####################################################################################################
module SampleUtils
################################################################################
def self.sdl2_dll_path
path = case RUBY_PLATFORM
when /mswin|msys|mingw|cygwin/
Dir.pwd + '/' + 'SDL2.dll'
when /darwin/
'/usr/local/lib/libSDL2.dylib'
when /linux/
'./libSDL2.so'
else
raise RuntimeError, "Unknown OS: #{RUBY_PLATFORM}"
end
return path
end
################################################################################
def self.bgfx_dll_path
path = case RUBY_PLATFORM
when /mswin|msys|mingw|cygwin/
Dir.pwd + '/bgfx-shared-libDebug.dll'
when /darwin/
'./libbgfx-shared-libDebug.dylib'
when /linux/
'./libbgfx-shared-libDebug.so'
else
raise RuntimeError, "Unknown OS: #{RUBY_PLATFORM}"
end
return path
end
################################################################################
def self.native_window_handle(sdl2_window)
nwh = case RUBY_PLATFORM
when /mswin|msys|mingw|cygwin/
wminfo = SDL_SysWMinfo_win.new # TODO Windows
if SDL_GetWindowWMInfo(sdl2_window, wminfo) == SDL_TRUE
wminfo[:info][:win][:window]
else
nil
end
when /darwin/
wminfo = SDL_SysWMinfo_cocoa.new # TODO Windows
if SDL_GetWindowWMInfo(sdl2_window, wminfo) == SDL_TRUE
wminfo[:info][:cocoa][:window]
else
nil
end
when /linux/
raise RuntimeError, "Not supported yet: #{RUBY_PLATFORM}"
else
raise RuntimeError, "Unknown OS: #{RUBY_PLATFORM}"
end
return nwh
end
end
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