mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-29 02:55:36 -05:00
272 lines
8.7 KiB
C++
272 lines
8.7 KiB
C++
/*
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* Copyright 2014 Stanlo Slasinski. All rights reserved.
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* License: http://www.opensource.org/licenses/BSD-2-Clause
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*/
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#include "common.h"
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#include "bgfx_utils.h"
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#include "imgui/imgui.h"
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#include "camera.h"
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#include <bgfx.h>
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static const float s_quadVertices[] =
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{
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1.0f, 1.0f,
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-1.0f, 1.0f,
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-1.0f, -1.0f,
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1.0f, -1.0f,
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};
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static const uint16_t s_quadIndices[] = { 0, 1, 2, 2, 3, 0, };
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int _main_(int /*_argc*/, char** /*_argv*/)
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{
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uint32_t width = 1280;
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uint32_t height = 720;
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uint32_t debug = BGFX_DEBUG_TEXT;
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uint32_t reset = BGFX_RESET_VSYNC;
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bgfx::init();
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bgfx::reset(width, height, reset);
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// Enable debug text.
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bgfx::setDebug(debug);
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// Set view 0 clear state.
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bgfx::setViewClear(0
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, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
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, 0x303030ff
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, 1.0f
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, 0
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);
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void* data = load("font/droidsans.ttf");
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imguiCreate(data);
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free(data);
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bgfx::VertexDecl quadVertexDecl;
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quadVertexDecl.begin()
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.add(bgfx::Attrib::Position, 2, bgfx::AttribType::Float)
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.end();
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// Create static vertex buffer.
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bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(
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// Static data can be passed with bgfx::makeRef
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bgfx::makeRef(s_quadVertices, sizeof(s_quadVertices) )
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, quadVertexDecl
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);
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// Create static index buffer.
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bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(
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// Static data can be passed with bgfx::makeRef
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bgfx::makeRef(s_quadIndices, sizeof(s_quadIndices) )
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);
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// Create particle program from shaders.
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bgfx::ProgramHandle particleProgram = loadProgram("vs_particle", "fs_particle");
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// Setup compute buffers
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bgfx::VertexDecl computeVertexDecl;
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computeVertexDecl.begin()
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.add(bgfx::Attrib::TexCoord0, 4, bgfx::AttribType::Float)
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.end();
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const uint32_t threadGroupUpdateSize = 512;
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bgfx::DynamicVertexBufferHandle currPositionBuffer0 = bgfx::createDynamicVertexBuffer(1 << 15, computeVertexDecl, BGFX_BUFFER_COMPUTE_READ_WRITE);
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bgfx::DynamicVertexBufferHandle currPositionBuffer1 = bgfx::createDynamicVertexBuffer(1 << 15, computeVertexDecl, BGFX_BUFFER_COMPUTE_READ_WRITE);
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bgfx::DynamicVertexBufferHandle prevPositionBuffer0 = bgfx::createDynamicVertexBuffer(1 << 15, computeVertexDecl, BGFX_BUFFER_COMPUTE_READ_WRITE);
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bgfx::DynamicVertexBufferHandle prevPositionBuffer1 = bgfx::createDynamicVertexBuffer(1 << 15, computeVertexDecl, BGFX_BUFFER_COMPUTE_READ_WRITE);
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bgfx::UniformHandle u_params = bgfx::createUniform("u_params", bgfx::UniformType::Uniform4fv, 3);
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struct
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{
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float timeStep;
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int32_t dispatchSize;
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float gravity;
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float damping;
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float particleIntensity;
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float particleSize;
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int32_t baseSeed;
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float particlePower;
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float initialSpeed;
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int32_t initialShape;
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float maxAccel;
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} u_paramsData;
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u_paramsData.timeStep = 0.0083f;
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u_paramsData.dispatchSize = 16;
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u_paramsData.gravity = 0.069f * 0.069f;
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u_paramsData.damping = 0.07f;
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u_paramsData.particleIntensity = 0.35f;
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u_paramsData.particleSize = 0.4f;
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u_paramsData.baseSeed = 0;
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u_paramsData.particlePower = 5.0f;
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u_paramsData.initialSpeed = 85.0f; //112.0f;
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u_paramsData.initialShape = 0;
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u_paramsData.maxAccel = 30.0;
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float uiGravity = 0.069f;
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bgfx::ShaderHandle initInstancesShader = loadShader("cs_init_instances");
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bgfx::ProgramHandle initInstancesProgram = bgfx::createProgram(initInstancesShader, true);
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bgfx::ShaderHandle updateInstancesShader = loadShader("cs_update_instances");
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bgfx::ProgramHandle updateInstancesProgram = bgfx::createProgram(updateInstancesShader, true);
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bgfx::setUniform(u_params, &u_paramsData, 3);
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bgfx::setBuffer(0, prevPositionBuffer0, bgfx::Access::Write);
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bgfx::setBuffer(1, currPositionBuffer0, bgfx::Access::Write);
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bgfx::dispatch(0, initInstancesProgram, (32 * threadGroupUpdateSize) / 1024, 1, 1);
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float view[16];
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float initialPos[3] = { 0.0f, 0.0f, -25.0f };
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cameraCreate();
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cameraSetPosition(initialPos);
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cameraSetVerticalAngle(0.0f);
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cameraGetViewMtx(view);
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int32_t scrollArea = 0;
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entry::MouseState mouseState;
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while (!entry::processEvents(width, height, debug, reset, &mouseState) )
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{
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int64_t now = bx::getHPCounter();
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static int64_t last = now;
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const int64_t frameTime = now - last;
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last = now;
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const double freq = double(bx::getHPFrequency() );
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const float deltaTime = float(frameTime/freq);
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// Set view 0 default viewport.
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bgfx::setViewRect(0, 0, 0, width, height);
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// Use debug font to print information about this example.
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bgfx::dbgTextClear();
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bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/24-nbody");
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bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: N-body simulation with compute shaders using buffers.");
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imguiBeginFrame(mouseState.m_mx
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, mouseState.m_my
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, (mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
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| (mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
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, 0
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, width
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, height
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);
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imguiBeginScrollArea("Settings", width - width / 4 - 10, 10, width / 4, 500, &scrollArea);
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imguiSlider("Random seed", u_paramsData.baseSeed, 0, 100);
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u_paramsData.initialShape = imguiChoose(u_paramsData.initialShape, "Point", "Sphere", "Box", "Donut");
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imguiSlider("Initial speed", u_paramsData.initialSpeed, 0.0f, 300.0f, 0.1f);
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bool reset = imguiButton("Reset");
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imguiSeparatorLine();
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imguiSlider("Particle count (x1024)", u_paramsData.dispatchSize, 1, 32);
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imguiSlider("Gravity", uiGravity, 0.0f, 0.3f, 0.001f);
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imguiSlider("Damping", u_paramsData.damping, 0.0f, 1.0f, 0.01f);
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imguiSlider("Max acceleration", u_paramsData.maxAccel, 0.0f, 100.0f, 0.01f);
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imguiSlider("Time step", u_paramsData.timeStep, 0.0f, 0.02f, 0.0001f);
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imguiSeparatorLine();
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imguiSlider("Particle intensity", u_paramsData.particleIntensity, 0.0f, 1.0f, 0.001f);
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imguiSlider("Particle size", u_paramsData.particleSize, 0.0f, 1.0f, 0.001f);
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imguiSlider("Particle power", u_paramsData.particlePower, 0.001f, 16.0f, 0.01f);
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imguiEndScrollArea();
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imguiEndFrame();
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u_paramsData.gravity = uiGravity * uiGravity;
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float eye[3] = { 0.0f, 0.0f, -35.0f };
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float view[16];
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// Update camera.
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cameraUpdate(deltaTime, mouseState);
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cameraGetViewMtx(view);
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// Set view and projection matrix for view 0.
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const bgfx::HMD* hmd = bgfx::getHMD();
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if (NULL != hmd)
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{
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float view[16];
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bx::mtxQuatTranslationHMD(view, hmd->eye[0].rotation, eye);
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float proj[16];
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bx::mtxProj(proj, hmd->eye[0].fov, 0.1f, 10000.0f);
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bgfx::setViewTransform(0, view, proj);
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// Set view 0 default viewport.
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//
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// Use HMD's width/height since HMD's internal frame buffer size
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// might be much larger than window size.
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bgfx::setViewRect(0, 0, 0, hmd->width, hmd->height);
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}
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else
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{
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float proj[16];
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bx::mtxProj(proj, 90.0f, float(width)/float(height), 0.1f, 10000.0f);
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bgfx::setViewTransform(0, view, proj);
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// Set view 0 default viewport.
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bgfx::setViewRect(0, 0, 0, width, height);
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}
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// Update instances
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bgfx::setUniform(u_params, &u_paramsData, 3);
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if (reset)
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{
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bgfx::setBuffer(0, prevPositionBuffer0, bgfx::Access::Write);
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bgfx::setBuffer(1, currPositionBuffer0, bgfx::Access::Write);
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bgfx::dispatch(0, initInstancesProgram, (32 * threadGroupUpdateSize) / 1024, 1, 1);
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}
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bgfx::setBuffer(0, prevPositionBuffer0, bgfx::Access::Read);
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bgfx::setBuffer(1, currPositionBuffer0, bgfx::Access::Read);
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bgfx::setBuffer(2, prevPositionBuffer1, bgfx::Access::Write);
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bgfx::setBuffer(3, currPositionBuffer1, bgfx::Access::Write);
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bgfx::dispatch(0, updateInstancesProgram, u_paramsData.dispatchSize, 1, 1);
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bx::swap(currPositionBuffer0, currPositionBuffer1);
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bx::swap(prevPositionBuffer0, prevPositionBuffer1);
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// Set vertex and fragment shaders.
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bgfx::setProgram(particleProgram);
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// Set vertex and index buffer.
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bgfx::setVertexBuffer(vbh);
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bgfx::setIndexBuffer(ibh);
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bgfx::setInstanceDataBuffer(currPositionBuffer0, 0, u_paramsData.dispatchSize * threadGroupUpdateSize);
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// Set render states.
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bgfx::setState(0
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| BGFX_STATE_RGB_WRITE
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| BGFX_STATE_BLEND_ADD
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| BGFX_STATE_DEPTH_TEST_ALWAYS
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);
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// Submit primitive for rendering to view 0.
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bgfx::submit(0);
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// Advance to next frame. Rendering thread will be kicked to
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// process submitted rendering primitives.
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bgfx::frame();
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}
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// Cleanup.
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cameraDestroy();
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imguiDestroy();
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bgfx::destroyUniform(u_params);
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bgfx::destroyDynamicVertexBuffer(currPositionBuffer0);
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bgfx::destroyDynamicVertexBuffer(currPositionBuffer1);
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bgfx::destroyDynamicVertexBuffer(prevPositionBuffer0);
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bgfx::destroyDynamicVertexBuffer(prevPositionBuffer1);
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bgfx::destroyProgram(updateInstancesProgram);
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bgfx::destroyProgram(initInstancesProgram);
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bgfx::destroyIndexBuffer(ibh);
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bgfx::destroyVertexBuffer(vbh);
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bgfx::destroyProgram(particleProgram);
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// Shutdown bgfx.
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bgfx::shutdown();
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return 0;
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}
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