mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-12-12 01:01:30 -05:00
319 lines
8.1 KiB
C++
319 lines
8.1 KiB
C++
/*
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* Copyright 2013 Milos Tosic. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx#license-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 <bx/readerwriter.h>
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struct KnightPos
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{
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int32_t m_x;
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int32_t m_y;
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};
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static const KnightPos knightTour[8*4] =
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{
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{0,0}, {1,2}, {3,3}, {4,1}, {5,3}, {7,2}, {6,0}, {5,2},
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{7,3}, {6,1}, {4,0}, {3,2}, {2,0}, {0,1}, {1,3}, {2,1},
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{0,2}, {1,0}, {2,2}, {0,3}, {1,1}, {3,0}, {4,2}, {5,0},
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{7,1}, {6,3}, {5,1}, {7,0}, {6,2}, {4,3}, {3,1}, {2,3},
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};
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class Lod : public entry::AppI
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{
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void init(int _argc, char** _argv) BX_OVERRIDE
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{
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Args args(_argc, _argv);
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m_width = 1280;
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m_height = 720;
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m_debug = BGFX_DEBUG_TEXT;
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m_reset = BGFX_RESET_VSYNC;
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bgfx::init(args.m_type, args.m_pciId);
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bgfx::reset(m_width, m_height, m_reset);
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// Enable debug text.
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bgfx::setDebug(m_debug);
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// Set view 0 clear state.
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bgfx::setViewClear(0
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, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
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, 0x303030ff
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, 1.0f
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, 0
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);
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s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
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s_texStipple = bgfx::createUniform("s_texStipple", bgfx::UniformType::Int1);
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u_stipple = bgfx::createUniform("u_stipple", bgfx::UniformType::Vec4);
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m_program = loadProgram("vs_tree", "fs_tree");
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m_textureLeafs = loadTexture("leafs1.dds");
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m_textureBark = loadTexture("bark1.dds");
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const bgfx::Memory* stippleTex = bgfx::alloc(8*4);
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memset(stippleTex->data, 0, stippleTex->size);
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for (uint32_t ii = 0; ii < 32; ++ii)
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{
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stippleTex->data[knightTour[ii].m_y * 8 + knightTour[ii].m_x] = ii*4;
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}
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m_textureStipple = bgfx::createTexture2D(8, 4, 1
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, bgfx::TextureFormat::R8
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, BGFX_TEXTURE_MAG_POINT|BGFX_TEXTURE_MIN_POINT
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, stippleTex
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);
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m_meshTop[0] = meshLoad("meshes/tree1b_lod0_1.bin");
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m_meshTop[1] = meshLoad("meshes/tree1b_lod1_1.bin");
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m_meshTop[2] = meshLoad("meshes/tree1b_lod2_1.bin");
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m_meshTrunk[0] = meshLoad("meshes/tree1b_lod0_2.bin");
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m_meshTrunk[1] = meshLoad("meshes/tree1b_lod1_2.bin");
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m_meshTrunk[2] = meshLoad("meshes/tree1b_lod2_2.bin");
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// Imgui.
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imguiCreate();
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m_scrollArea = 0;
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m_transitions = true;
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m_transitionFrame = 0;
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m_currLod = 0;
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m_targetLod = 0;
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}
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virtual int shutdown() BX_OVERRIDE
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{
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imguiDestroy();
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for (uint32_t ii = 0; ii < BX_COUNTOF(m_meshTop); ++ii)
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{
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meshUnload(m_meshTop[ii]);
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meshUnload(m_meshTrunk[ii]);
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}
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// Cleanup.
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bgfx::destroyProgram(m_program);
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bgfx::destroyUniform(s_texColor);
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bgfx::destroyUniform(s_texStipple);
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bgfx::destroyUniform(u_stipple);
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bgfx::destroyTexture(m_textureStipple);
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bgfx::destroyTexture(m_textureLeafs);
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bgfx::destroyTexture(m_textureBark);
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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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bool update() BX_OVERRIDE
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{
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if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
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{
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imguiBeginFrame(m_mouseState.m_mx
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, m_mouseState.m_my
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, (m_mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
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| (m_mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
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| (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
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, m_mouseState.m_mz
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, m_width
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, m_height
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);
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imguiBeginScrollArea("Toggle transitions", m_width - m_width / 5 - 10, 10, m_width / 5, m_height / 6, &m_scrollArea);
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imguiSeparatorLine();
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if (imguiButton(m_transitions ? "ON" : "OFF") )
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{
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m_transitions = !m_transitions;
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}
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static float distance = 2.0f;
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imguiSlider("Distance", distance, 2.0f, 6.0f, 0.01f);
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imguiEndScrollArea();
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imguiEndFrame();
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// Set view 0 default viewport.
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bgfx::setViewRect(0, 0, 0, m_width, m_height);
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// This dummy draw call is here to make sure that view 0 is cleared
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// if no other draw calls are submitted to view 0.
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bgfx::touch(0);
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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 double toMs = 1000.0/freq;
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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/12-lod");
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bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Mesh LOD transitions.");
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bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
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float at[3] = { 0.0f, 1.0f, 0.0f };
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float eye[3] = { 0.0f, 2.0f, -distance };
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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 && 0 != (hmd->flags & BGFX_HMD_RENDERING) )
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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, 100.0f);
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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 m_width/m_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 view[16];
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bx::mtxLookAt(view, eye, at);
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float proj[16];
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bx::mtxProj(proj, 60.0f, float(m_width)/float(m_height), 0.1f, 100.0f);
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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, m_width, m_height);
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}
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float mtx[16];
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bx::mtxScale(mtx, 0.1f, 0.1f, 0.1f);
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float stipple[3];
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float stippleInv[3];
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const int currentLODframe = m_transitions ? 32-m_transitionFrame : 32;
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const int mainLOD = m_transitions ? m_currLod : m_targetLod;
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stipple[0] = 0.0f;
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stipple[1] = -1.0f;
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stipple[2] = (float(currentLODframe)*4.0f/255.0f) - (1.0f/255.0f);
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stippleInv[0] = (float(31)*4.0f/255.0f);
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stippleInv[1] = 1.0f;
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stippleInv[2] = (float(m_transitionFrame)*4.0f/255.0f) - (1.0f/255.0f);
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const uint64_t stateTransparent = 0
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| BGFX_STATE_RGB_WRITE
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| BGFX_STATE_ALPHA_WRITE
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| BGFX_STATE_DEPTH_TEST_LESS
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| BGFX_STATE_CULL_CCW
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| BGFX_STATE_MSAA
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| BGFX_STATE_BLEND_ALPHA
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;
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const uint64_t stateOpaque = BGFX_STATE_DEFAULT;
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bgfx::setTexture(0, s_texColor, m_textureBark);
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bgfx::setTexture(1, s_texStipple, m_textureStipple);
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bgfx::setUniform(u_stipple, stipple);
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meshSubmit(m_meshTrunk[mainLOD], 0, m_program, mtx, stateOpaque);
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bgfx::setTexture(0, s_texColor, m_textureLeafs);
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bgfx::setTexture(1, s_texStipple, m_textureStipple);
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bgfx::setUniform(u_stipple, stipple);
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meshSubmit(m_meshTop[mainLOD], 0, m_program, mtx, stateTransparent);
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if (m_transitions
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&& (m_transitionFrame != 0) )
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{
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bgfx::setTexture(0, s_texColor, m_textureBark);
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bgfx::setTexture(1, s_texStipple, m_textureStipple);
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bgfx::setUniform(u_stipple, stippleInv);
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meshSubmit(m_meshTrunk[m_targetLod], 0, m_program, mtx, stateOpaque);
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bgfx::setTexture(0, s_texColor, m_textureLeafs);
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bgfx::setTexture(1, s_texStipple, m_textureStipple);
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bgfx::setUniform(u_stipple, stippleInv);
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meshSubmit(m_meshTop[m_targetLod], 0, m_program, mtx, stateTransparent);
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}
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int lod = 0;
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if (eye[2] < -2.5f)
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{
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lod = 1;
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}
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if (eye[2] < -5.0f)
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{
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lod = 2;
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}
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if (m_targetLod != lod)
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{
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if (m_targetLod == m_currLod)
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{
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m_targetLod = lod;
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}
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}
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if (m_currLod != m_targetLod)
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{
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m_transitionFrame++;
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}
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if (m_transitionFrame > 32)
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{
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m_currLod = m_targetLod;
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m_transitionFrame = 0;
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}
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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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return true;
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}
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return false;
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}
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entry::MouseState m_mouseState;
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uint32_t m_width;
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uint32_t m_height;
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uint32_t m_debug;
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uint32_t m_reset;
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Mesh* m_meshTop[3];
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Mesh* m_meshTrunk[3];
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bgfx::ProgramHandle m_program;
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bgfx::UniformHandle s_texColor;
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bgfx::UniformHandle s_texStipple;
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bgfx::UniformHandle u_stipple;
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bgfx::TextureHandle m_textureStipple;
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bgfx::TextureHandle m_textureLeafs;
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bgfx::TextureHandle m_textureBark;
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int32_t m_scrollArea;
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int32_t m_transitionFrame;
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int32_t m_currLod;
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int32_t m_targetLod;
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bool m_transitions;
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};
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ENTRY_IMPLEMENT_MAIN(Lod);
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