bgfx/examples/12-lod/lod.cpp
Branimir Karadžić 69fd07a590 Rebuilt shaders.
2015-10-24 22:47:24 -07:00

319 lines
8 KiB
C++

/*
* Copyright 2013 Milos Tosic. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "common.h"
#include "bgfx_utils.h"
#include "imgui/imgui.h"
#include <bx/readerwriter.h>
struct KnightPos
{
int32_t m_x;
int32_t m_y;
};
static const KnightPos knightTour[8*4] =
{
{0,0}, {1,2}, {3,3}, {4,1}, {5,3}, {7,2}, {6,0}, {5,2},
{7,3}, {6,1}, {4,0}, {3,2}, {2,0}, {0,1}, {1,3}, {2,1},
{0,2}, {1,0}, {2,2}, {0,3}, {1,1}, {3,0}, {4,2}, {5,0},
{7,1}, {6,3}, {5,1}, {7,0}, {6,2}, {4,3}, {3,1}, {2,3},
};
class Lod : public entry::AppI
{
void init(int _argc, char** _argv) BX_OVERRIDE
{
Args args(_argc, _argv);
m_width = 1280;
m_height = 720;
m_debug = BGFX_DEBUG_TEXT;
m_reset = BGFX_RESET_VSYNC;
bgfx::init(args.m_type, args.m_pciId);
bgfx::reset(m_width, m_height, m_reset);
// 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
);
s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
s_texStipple = bgfx::createUniform("s_texStipple", bgfx::UniformType::Int1);
u_stipple = bgfx::createUniform("u_stipple", bgfx::UniformType::Vec4);
m_program = loadProgram("vs_tree", "fs_tree");
m_textureLeafs = loadTexture("leafs1.dds");
m_textureBark = loadTexture("bark1.dds");
const bgfx::Memory* stippleTex = bgfx::alloc(8*4);
memset(stippleTex->data, 0, stippleTex->size);
for (uint32_t ii = 0; ii < 32; ++ii)
{
stippleTex->data[knightTour[ii].m_y * 8 + knightTour[ii].m_x] = ii*4;
}
m_textureStipple = bgfx::createTexture2D(8, 4, 1
, bgfx::TextureFormat::R8
, BGFX_TEXTURE_MAG_POINT|BGFX_TEXTURE_MIN_POINT
, stippleTex
);
m_meshTop[0] = meshLoad("meshes/tree1b_lod0_1.bin");
m_meshTop[1] = meshLoad("meshes/tree1b_lod1_1.bin");
m_meshTop[2] = meshLoad("meshes/tree1b_lod2_1.bin");
m_meshTrunk[0] = meshLoad("meshes/tree1b_lod0_2.bin");
m_meshTrunk[1] = meshLoad("meshes/tree1b_lod1_2.bin");
m_meshTrunk[2] = meshLoad("meshes/tree1b_lod2_2.bin");
// Imgui.
imguiCreate();
m_scrollArea = 0;
m_transitions = true;
m_transitionFrame = 0;
m_currLod = 0;
m_targetLod = 0;
}
virtual int shutdown() BX_OVERRIDE
{
imguiDestroy();
for (uint32_t ii = 0; ii < BX_COUNTOF(m_meshTop); ++ii)
{
meshUnload(m_meshTop[ii]);
meshUnload(m_meshTrunk[ii]);
}
// Cleanup.
bgfx::destroyProgram(m_program);
bgfx::destroyUniform(s_texColor);
bgfx::destroyUniform(s_texStipple);
bgfx::destroyUniform(u_stipple);
bgfx::destroyTexture(m_textureStipple);
bgfx::destroyTexture(m_textureLeafs);
bgfx::destroyTexture(m_textureBark);
// Shutdown bgfx.
bgfx::shutdown();
return 0;
}
bool update() BX_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
, m_width
, m_height
);
imguiBeginScrollArea("Toggle transitions", m_width - m_width / 5 - 10, 10, m_width / 5, m_height / 6, &m_scrollArea);
imguiSeparatorLine();
if (imguiButton(m_transitions ? "ON" : "OFF") )
{
m_transitions = !m_transitions;
}
static float distance = 2.0f;
imguiSlider("Distance", distance, 2.0f, 6.0f, 0.01f);
imguiEndScrollArea();
imguiEndFrame();
// Set view 0 default viewport.
bgfx::setViewRect(0, 0, 0, m_width, 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);
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 double toMs = 1000.0/freq;
// Use debug font to print information about this example.
bgfx::dbgTextClear();
bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/12-lod");
bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Mesh LOD transitions.");
bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
float at[3] = { 0.0f, 1.0f, 0.0f };
float eye[3] = { 0.0f, -distance, -2.0f };
// Set view and projection matrix for view 0.
const bgfx::HMD* hmd = bgfx::getHMD();
if (NULL != hmd && 0 != (hmd->flags & BGFX_HMD_RENDERING) )
{
float view[16];
bx::mtxQuatTranslationHMD(view, hmd->eye[0].rotation, eye);
float proj[16];
bx::mtxProj(proj, hmd->eye[0].fov, 0.1f, 100.0f);
bgfx::setViewTransform(0, view, proj);
// Set view 0 default viewport.
//
// Use HMD's m_width/m_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 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::setViewTransform(0, view, proj);
// Set view 0 default viewport.
bgfx::setViewRect(0, 0, 0, m_width, m_height);
}
float mtx[16];
bx::mtxScale(mtx, 0.1f, 0.1f, 0.1f);
float stipple[3];
float stippleInv[3];
const int currentLODframe = m_transitions ? 32-m_transitionFrame : 32;
const int mainLOD = m_transitions ? m_currLod : m_targetLod;
stipple[0] = 0.0f;
stipple[1] = -1.0f;
stipple[2] = (float(currentLODframe)*4.0f/255.0f) - (1.0f/255.0f);
stippleInv[0] = (float(31)*4.0f/255.0f);
stippleInv[1] = 1.0f;
stippleInv[2] = (float(m_transitionFrame)*4.0f/255.0f) - (1.0f/255.0f);
const uint64_t stateTransparent = 0
| BGFX_STATE_RGB_WRITE
| BGFX_STATE_ALPHA_WRITE
| BGFX_STATE_DEPTH_TEST_LESS
| BGFX_STATE_CULL_CCW
| BGFX_STATE_MSAA
| BGFX_STATE_BLEND_ALPHA
;
const uint64_t stateOpaque = BGFX_STATE_DEFAULT;
bgfx::setTexture(0, s_texColor, m_textureBark);
bgfx::setTexture(1, s_texStipple, m_textureStipple);
bgfx::setUniform(u_stipple, stipple);
meshSubmit(m_meshTrunk[mainLOD], 0, m_program, mtx, stateOpaque);
bgfx::setTexture(0, s_texColor, m_textureLeafs);
bgfx::setTexture(1, s_texStipple, m_textureStipple);
bgfx::setUniform(u_stipple, stipple);
meshSubmit(m_meshTop[mainLOD], 0, m_program, mtx, stateTransparent);
if (m_transitions
&& (m_transitionFrame != 0) )
{
bgfx::setTexture(0, s_texColor, m_textureBark);
bgfx::setTexture(1, s_texStipple, m_textureStipple);
bgfx::setUniform(u_stipple, stippleInv);
meshSubmit(m_meshTrunk[m_targetLod], 0, m_program, mtx, stateOpaque);
bgfx::setTexture(0, s_texColor, m_textureLeafs);
bgfx::setTexture(1, s_texStipple, m_textureStipple);
bgfx::setUniform(u_stipple, stippleInv);
meshSubmit(m_meshTop[m_targetLod], 0, m_program, mtx, stateTransparent);
}
int lod = 0;
if (eye[2] < -2.5f)
{
lod = 1;
}
if (eye[2] < -5.0f)
{
lod = 2;
}
if (m_targetLod != lod)
{
if (m_targetLod == m_currLod)
{
m_targetLod = lod;
}
}
if (m_currLod != m_targetLod)
{
m_transitionFrame++;
}
if (m_transitionFrame > 32)
{
m_currLod = m_targetLod;
m_transitionFrame = 0;
}
// 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;
Mesh* m_meshTop[3];
Mesh* m_meshTrunk[3];
bgfx::ProgramHandle m_program;
bgfx::UniformHandle s_texColor;
bgfx::UniformHandle s_texStipple;
bgfx::UniformHandle u_stipple;
bgfx::TextureHandle m_textureStipple;
bgfx::TextureHandle m_textureLeafs;
bgfx::TextureHandle m_textureBark;
int32_t m_scrollArea;
int32_t m_transitionFrame;
int32_t m_currLod;
int32_t m_targetLod;
bool m_transitions;
};
ENTRY_IMPLEMENT_MAIN(Lod);