/* * Copyright 2014 Stanlo Slasinski. All rights reserved. * License: http://www.opensource.org/licenses/BSD-2-Clause */ #include "common.h" #include "bgfx_utils.h" #include "imgui/imgui.h" #include "camera.h" #include struct u_paramsDataStruct { float timeStep; int32_t dispatchSize; float gravity; float damping; float particleIntensity; float particleSize; int32_t baseSeed; float particlePower; float initialSpeed; int32_t initialShape; float maxAccel; }; void InitializeParams(int32_t _mode, u_paramsDataStruct* _params) { switch(_mode) { case 0: _params->timeStep = 0.0067f; _params->dispatchSize = 32; _params->gravity = 0.069f; _params->damping = 0.0f; _params->particleIntensity = 0.35f; _params->particleSize = 0.925f; _params->baseSeed = 0; _params->particlePower = 5.0f; _params->initialSpeed = 122.6f; _params->initialShape = 0; _params->maxAccel = 30.0; break; case 1: _params->timeStep = 0.0157f; _params->dispatchSize = 32; _params->gravity = 0.109f; _params->damping = 0.25f; _params->particleIntensity = 0.64f; _params->particleSize = 0.279f; _params->baseSeed = 57; _params->particlePower = 3.5f; _params->initialSpeed = 3.2f; _params->initialShape = 1; _params->maxAccel = 100.0; break; case 2: _params->timeStep = 0.02f; _params->dispatchSize = 32; _params->gravity = 0.24f; _params->damping = 0.12f; _params->particleIntensity = 1.0f; _params->particleSize = 1.0f; _params->baseSeed = 23; _params->particlePower = 4.0f; _params->initialSpeed = 31.1f; _params->initialShape = 2; _params->maxAccel = 39.29f; break; case 3: _params->timeStep = 0.0118f; _params->dispatchSize = 32; _params->gravity = 0.141f; _params->damping = 1.0f; _params->particleIntensity = 0.64f; _params->particleSize = 0.28f; _params->baseSeed = 60; _params->particlePower = 1.97f; _params->initialSpeed = 69.7f; _params->initialShape = 3; _params->maxAccel = 3.21f; break; } } static const float s_quadVertices[] = { 1.0f, 1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, }; static const uint16_t s_quadIndices[] = { 0, 1, 2, 2, 3, 0, }; 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 ); const bgfx::Caps* caps = bgfx::getCaps(); const bool computeSupported = !!(caps->supported & BGFX_CAPS_COMPUTE); const bool indirectSupported = !!(caps->supported & BGFX_CAPS_DRAW_INDIRECT); if (computeSupported) { // Imgui. imguiCreate(); bgfx::VertexDecl quadVertexDecl; quadVertexDecl.begin() .add(bgfx::Attrib::Position, 2, bgfx::AttribType::Float) .end(); // Create static vertex buffer. bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer( // Static data can be passed with bgfx::makeRef bgfx::makeRef(s_quadVertices, sizeof(s_quadVertices) ) , quadVertexDecl ); // Create static index buffer. bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer( // Static data can be passed with bgfx::makeRef bgfx::makeRef(s_quadIndices, sizeof(s_quadIndices) ) ); // Create particle program from shaders. bgfx::ProgramHandle particleProgram = loadProgram("vs_particle", "fs_particle"); // Setup compute buffers bgfx::VertexDecl computeVertexDecl; computeVertexDecl.begin() .add(bgfx::Attrib::TexCoord0, 4, bgfx::AttribType::Float) .end(); const uint32_t threadGroupUpdateSize = 512; const uint32_t maxParticleCount = 32 * 1024; bgfx::DynamicVertexBufferHandle currPositionBuffer0 = bgfx::createDynamicVertexBuffer(1 << 15, computeVertexDecl, BGFX_BUFFER_COMPUTE_READ_WRITE); bgfx::DynamicVertexBufferHandle currPositionBuffer1 = bgfx::createDynamicVertexBuffer(1 << 15, computeVertexDecl, BGFX_BUFFER_COMPUTE_READ_WRITE); bgfx::DynamicVertexBufferHandle prevPositionBuffer0 = bgfx::createDynamicVertexBuffer(1 << 15, computeVertexDecl, BGFX_BUFFER_COMPUTE_READ_WRITE); bgfx::DynamicVertexBufferHandle prevPositionBuffer1 = bgfx::createDynamicVertexBuffer(1 << 15, computeVertexDecl, BGFX_BUFFER_COMPUTE_READ_WRITE); bgfx::UniformHandle u_params = bgfx::createUniform("u_params", bgfx::UniformType::Vec4, 3); bgfx::ProgramHandle initInstancesProgram = bgfx::createProgram(loadShader("cs_init_instances"), true); bgfx::ProgramHandle updateInstancesProgram = bgfx::createProgram(loadShader("cs_update_instances"), true); bgfx::ProgramHandle indirectProgram = BGFX_INVALID_HANDLE; bgfx::IndirectBufferHandle indirectBuffer = BGFX_INVALID_HANDLE; if (indirectSupported) { indirectProgram = bgfx::createProgram(loadShader("cs_indirect"), true); indirectBuffer = bgfx::createIndirectBuffer(2); } u_paramsDataStruct u_paramsData; InitializeParams(0, &u_paramsData); bgfx::setUniform(u_params, &u_paramsData, 3); bgfx::setBuffer(0, prevPositionBuffer0, bgfx::Access::Write); bgfx::setBuffer(1, currPositionBuffer0, bgfx::Access::Write); bgfx::dispatch(0, initInstancesProgram, maxParticleCount / threadGroupUpdateSize, 1, 1); float view[16]; float initialPos[3] = { 0.0f, 0.0f, -45.0f }; cameraCreate(); cameraSetPosition(initialPos); cameraSetVerticalAngle(0.0f); cameraGetViewMtx(view); int32_t scrollArea = 0; bool useIndirect = false; entry::MouseState mouseState; while (!entry::processEvents(width, height, debug, reset, &mouseState) ) { int64_t now = bx::getHPCounter(); static int64_t last = now; const int64_t frameTime = now - last; last = now; const double freq = double(bx::getHPFrequency() ); const float deltaTime = float(frameTime/freq); if (deltaTime > 1000.0) { abort(); } // Set view 0 default viewport. bgfx::setViewRect(0, 0, 0, width, height); // Use debug font to print information about this example. bgfx::dbgTextClear(); bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/24-nbody"); bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: N-body simulation with compute shaders using buffers."); imguiBeginFrame(mouseState.m_mx , mouseState.m_my , (mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0) | (mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0) , 0 , width , height ); imguiBeginScrollArea("Settings", width - width / 4 - 10, 10, width / 4, 500, &scrollArea); imguiSlider("Random seed", u_paramsData.baseSeed, 0, 100); int32_t shape = imguiChoose(u_paramsData.initialShape, "Point", "Sphere", "Box", "Donut"); imguiSlider("Initial speed", u_paramsData.initialSpeed, 0.0f, 300.0f, 0.1f); bool defaults = imguiButton("Reset"); imguiSeparatorLine(); imguiSlider("Particle count (x512)", u_paramsData.dispatchSize, 1, 64); imguiSlider("Gravity", u_paramsData.gravity, 0.0f, 0.3f, 0.001f); imguiSlider("Damping", u_paramsData.damping, 0.0f, 1.0f, 0.01f); imguiSlider("Max acceleration", u_paramsData.maxAccel, 0.0f, 100.0f, 0.01f); imguiSlider("Time step", u_paramsData.timeStep, 0.0f, 0.02f, 0.0001f); imguiSeparatorLine(); imguiSlider("Particle intensity", u_paramsData.particleIntensity, 0.0f, 1.0f, 0.001f); imguiSlider("Particle size", u_paramsData.particleSize, 0.0f, 1.0f, 0.001f); imguiSlider("Particle power", u_paramsData.particlePower, 0.001f, 16.0f, 0.01f); imguiSeparatorLine(); if (imguiCheck("Use draw/dispatch indirect", useIndirect, indirectSupported) ) { useIndirect = !useIndirect; } imguiEndScrollArea(); imguiEndFrame(); // Modify parameters and reset if shape is changed if (shape != u_paramsData.initialShape) { defaults = true; InitializeParams(shape, &u_paramsData); } if (defaults) { bgfx::setBuffer(0, prevPositionBuffer0, bgfx::Access::Write); bgfx::setBuffer(1, currPositionBuffer0, bgfx::Access::Write); bgfx::setUniform(u_params, &u_paramsData, 3); bgfx::dispatch(0, initInstancesProgram, maxParticleCount / threadGroupUpdateSize, 1, 1); } if (useIndirect) { bgfx::setUniform(u_params, &u_paramsData, 3); bgfx::setBuffer(0, indirectBuffer, bgfx::Access::Write); bgfx::dispatch(0, indirectProgram); } bgfx::setBuffer(0, prevPositionBuffer0, bgfx::Access::Read); bgfx::setBuffer(1, currPositionBuffer0, bgfx::Access::Read); bgfx::setBuffer(2, prevPositionBuffer1, bgfx::Access::Write); bgfx::setBuffer(3, currPositionBuffer1, bgfx::Access::Write); bgfx::setUniform(u_params, &u_paramsData, 3); if (useIndirect) { bgfx::dispatch(0, updateInstancesProgram, indirectBuffer, 1); } else { bgfx::dispatch(0, updateInstancesProgram, u_paramsData.dispatchSize, 1, 1); } bx::xchg(currPositionBuffer0, currPositionBuffer1); bx::xchg(prevPositionBuffer0, prevPositionBuffer1); // Update camera. cameraUpdate(deltaTime, mouseState); cameraGetViewMtx(view); // Set view and projection matrix for view 0. const bgfx::HMD* hmd = bgfx::getHMD(); if (NULL != hmd && 0 != (hmd->flags & BGFX_HMD_RENDERING)) { float viewHead[16]; float eye[3] = {}; bx::mtxQuatTranslationHMD(viewHead, hmd->eye[0].rotation, eye); float tmp[16]; bx::mtxMul(tmp, view, viewHead); float proj[16]; bx::mtxProj(proj, hmd->eye[0].fov, 0.1f, 10000.0f); bgfx::setViewTransform(0, tmp, proj); // Set view 0 default viewport. // // Use HMD's width/height since HMD's internal frame buffer size // might be much larger than window size. bgfx::setViewRect(0, 0, 0, hmd->width, hmd->height); } else { float proj[16]; bx::mtxProj(proj, 90.0f, float(width)/float(height), 0.1f, 10000.0f); bgfx::setViewTransform(0, view, proj); // Set view 0 default viewport. bgfx::setViewRect(0, 0, 0, width, height); } // Set vertex and fragment shaders. bgfx::setProgram(particleProgram); // Set vertex and index buffer. bgfx::setVertexBuffer(vbh); bgfx::setIndexBuffer(ibh); bgfx::setInstanceDataBuffer(currPositionBuffer0, 0, u_paramsData.dispatchSize * threadGroupUpdateSize); // Set render states. bgfx::setState(0 | BGFX_STATE_RGB_WRITE | BGFX_STATE_BLEND_ADD | BGFX_STATE_DEPTH_TEST_ALWAYS ); // Submit primitive for rendering to view 0. if (useIndirect) { bgfx::submit(0, indirectBuffer, 0); } else { bgfx::submit(0); } // Advance to next frame. Rendering thread will be kicked to // process submitted rendering primitives. bgfx::frame(); } // Cleanup. cameraDestroy(); imguiDestroy(); if (indirectSupported) { bgfx::destroyProgram(indirectProgram); bgfx::destroyIndirectBuffer(indirectBuffer); } bgfx::destroyUniform(u_params); bgfx::destroyDynamicVertexBuffer(currPositionBuffer0); bgfx::destroyDynamicVertexBuffer(currPositionBuffer1); bgfx::destroyDynamicVertexBuffer(prevPositionBuffer0); bgfx::destroyDynamicVertexBuffer(prevPositionBuffer1); bgfx::destroyProgram(updateInstancesProgram); bgfx::destroyProgram(initInstancesProgram); bgfx::destroyIndexBuffer(ibh); bgfx::destroyVertexBuffer(vbh); bgfx::destroyProgram(particleProgram); } else { int64_t timeOffset = bx::getHPCounter(); entry::MouseState mouseState; while (!entry::processEvents(width, height, debug, reset, &mouseState) ) { int64_t now = bx::getHPCounter(); float time = (float)( (now - timeOffset)/double(bx::getHPFrequency() ) ); bgfx::setViewRect(0, 0, 0, width, height); bgfx::dbgTextClear(); bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/24-nbody"); bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: N-body simulation with compute shaders using buffers."); bool blink = uint32_t(time*3.0f)&1; bgfx::dbgTextPrintf(0, 5, blink ? 0x1f : 0x01, " Compute is not supported by GPU. "); bgfx::submit(0); bgfx::frame(); } } // Shutdown bgfx. bgfx::shutdown(); return 0; }