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@@ -0,0 +1,676 @@
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+/*
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+ * Copyright 2019 Daniel Gavin. 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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+
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+ /*
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+ * Reference(s):
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+ * - Adaptive GPU Tessellation with Compute Shaders by Jad Khoury, Jonathan Dupuy, and Christophe Riccio
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+ * http://onrendering.com/data/papers/isubd/isubd.pdf
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+ * - Based on Demo
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+ * https://github.com/jdupuy/opengl-framework/tree/master/demo-isubd-terrain#implicit-subdivision-on-the-gpu
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+ */
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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 "bounds.h"
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+#include <bx/allocator.h>
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+#include <bx/debug.h>
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+#include <bx/math.h>
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+#include <bx/file.h>
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+#include <vector>
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+
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+#include "constants.h"
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+
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+namespace
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+{
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+ enum {
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+ PROGRAM_TERRAIN_NORMAL,
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+ PROGRAM_TERRAIN,
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+ SHADING_COUNT };
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+
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+ enum {
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+ BUFFER_SUBD
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+ };
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+
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+ enum {
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+ PROGRAM_SUBD_CS_LOD,
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+ PROGRAM_UPDATE_INDIRECT,
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+ PROGRAM_INIT_INDIRECT,
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+ PROGRAM_UPDATE_DRAW,
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+ PROGRAM_COUNT
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+ };
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+
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+ enum {
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+ TERRAIN_DMAP_SAMPLER,
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+ TERRAIN_SMAP_SAMPLER,
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+ SAMPLER_COUNT
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+ };
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+
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+ enum {
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+ TEXTURE_DMAP,
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+ TEXTURE_SMAP,
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+ TEXTURE_COUNT
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+ };
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+
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+ struct Uniforms
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+ {
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+ enum { NumVec4 = 2 };
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+
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+ void init()
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+ {
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+ u_params = bgfx::createUniform("u_params", bgfx::UniformType::Vec4, NumVec4);
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+
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+ cull = 1;
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+ freeze = 0;
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+ gpuSubd = 3;
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+
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+ }
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+
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+ void submit()
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+ {
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+ bgfx::setUniform(u_params, params, NumVec4);
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+ }
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+
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+ void destroy()
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+ {
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+ bgfx::destroy(u_params);
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+ }
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+
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+ union
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+ {
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+ struct
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+ {
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+ float dmapFactor; float lodFactor; float cull; float freeze;
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+ float gpuSubd; float padding[3];
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+ };
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+
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+ float params[NumVec4 * 4];
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+ };
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+
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+ bgfx::UniformHandle u_params;
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+ };
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+ class ExampleTessellation : public entry::AppI
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+ {
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+ public:
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+ ExampleTessellation(const char* _name, const char* _description)
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+ : entry::AppI(_name, _description)
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+ {
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+ }
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+
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+ void init(int32_t _argc, const char* const* _argv, uint32_t _width, uint32_t _height) override
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+ {
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+ Args args(_argc, _argv);
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+
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+ m_width = _width;
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+ m_height = _height;
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+ m_debug = BGFX_DEBUG_NONE;
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+ m_reset = BGFX_RESET_NONE;
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+
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+ bgfx::Init init;
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+ init.type = args.m_type;
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+ init.vendorId = args.m_pciId;
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+ init.resolution.width = m_width;
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+ init.resolution.height = m_height;
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+ init.resolution.reset = m_reset;
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+ bgfx::init(init);
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+
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+ m_dmap = { "textures/dmap.png", 0.45f };
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+ m_computeThreadCount = 5;
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+ m_shading = PROGRAM_TERRAIN;
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+ m_primitivePixelLengthTarget = 7.0f;
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+ m_fovy = 60.0f;
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+ m_pingPong = 0;
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+ m_reset_gpu = true;
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+
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+ // Enable m_debug text.
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+ bgfx::setDebug(m_debug);
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+
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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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+
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+ bgfx::setViewClear(1
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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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+
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+ // Imgui.
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+ imguiCreate();
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+
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+ m_timeOffset = bx::getHPCounter();
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+
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+ m_oldWidth = 0;
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+ m_oldHeight = 0;
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+ m_oldReset = m_reset;
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+
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+ cameraCreate();
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+ cameraSetPosition({ 0.0f, 0.5f, 0.0f });
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+ cameraSetVerticalAngle(0);
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+
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+ is_wireframe = false;
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+ is_frozen = false;
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+ is_culled = true;
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+
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+ loadPrograms();
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+ loadBuffers();
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+ loadTextures();
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+
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+ createAtomicCounters();
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+
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+ m_dispatchIndirect = bgfx::createIndirectBuffer(2);
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+ }
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+
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+ virtual int shutdown() override
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+ {
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+ // Cleanup.
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+ cameraDestroy();
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+ imguiDestroy();
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+
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+ m_uniforms.destroy();
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+
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+ bgfx::destroy(m_bufferCounter);
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+ bgfx::destroy(m_bufferCulledSubd);
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+ bgfx::destroy(m_bufferSubd[0]);
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+ bgfx::destroy(m_bufferSubd[1]);
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+ bgfx::destroy(m_dispatchIndirect);
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+ bgfx::destroy(m_geometryIndices);
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+ bgfx::destroy(m_geometryVertices);
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+ bgfx::destroy(m_instancedGeometryIndices);
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+ bgfx::destroy(m_instancedGeometryVertices);
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+
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+ for (uint32_t i = 0; i < PROGRAM_COUNT; ++i) {
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+ bgfx::destroy(m_programsCompute[i]);
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+ }
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+
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+ for (uint32_t i = 0; i < SHADING_COUNT; ++i) {
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+ bgfx::destroy(m_programsDraw[i]);
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+ }
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+
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+ for (uint32_t i = 0; i < SAMPLER_COUNT; ++i) {
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+ bgfx::destroy(m_samplers[i]);
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+ }
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+
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+ for (uint32_t i = 0; i < TEXTURE_COUNT; ++i) {
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+ bgfx::destroy(m_textures[i]);
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+ }
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+
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+ // Shutdown bgfx.
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+ bgfx::shutdown();
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+
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+ return 0;
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+ }
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+
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+ bool update() 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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+ 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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+
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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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+ , uint16_t(m_width)
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+ , uint16_t(m_height)
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+ );
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+
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+ showExampleDialog(this);
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+
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+ ImGui::SetNextWindowPos(
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+ ImVec2(m_width - m_width / 5.0f - 10.0f, 10.0f)
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+ , ImGuiCond_FirstUseEver
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+ );
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+ ImGui::SetNextWindowSize(
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+ ImVec2(m_width / 5.0f, m_height / 3.0f)
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+ , ImGuiCond_FirstUseEver
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+ );
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+ ImGui::Begin("Settings"
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+ , NULL
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+ , 0
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+ );
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+
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+ if (ImGui::Checkbox("Debug wireframe", &is_wireframe)) {
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+ if (is_wireframe) {
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+ bgfx::setDebug(BGFX_DEBUG_WIREFRAME);
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+ }
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+ else {
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+ bgfx::setDebug(BGFX_DEBUG_NONE);
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+ }
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+ }
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+
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+ ImGui::SameLine();
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+
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+ if (ImGui::Checkbox("Cull", &is_culled)) {
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+ if (is_culled) {
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+ m_uniforms.cull = 1.0;
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+ }
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+ else {
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+ m_uniforms.cull = 0.0;
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+ }
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+ }
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+
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+ ImGui::SameLine();
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+
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+ if (ImGui::Checkbox("Freeze subdividing", &is_frozen)) {
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+ if (is_frozen) {
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+ m_uniforms.freeze = 1.0;
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+ }
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+ else {
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+ m_uniforms.freeze = 0.0;
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+ }
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+ }
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+
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+
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+ ImGui::SliderFloat("Pixels per edge", &m_primitivePixelLengthTarget, 1, 20);
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+
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+ int gpuSlider = (int)m_uniforms.gpuSubd;
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+
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+ if (ImGui::SliderInt("Triangle Patch level", &gpuSlider, 0, 3)) {
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+ m_reset_gpu = true;
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+ m_uniforms.gpuSubd = (float)gpuSlider;
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+ }
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+
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+ ImGui::Combo("Shading", &m_shading, shader_options, 2);
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+
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+ ImGui::Text("Some variables require rebuilding the subdivide buffers and causes a stutter.");
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+
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+
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+ ImGui::End();
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+
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+ if (!ImGui::MouseOverArea())
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+ {
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+ // Update camera.
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+ cameraUpdate(deltaTime, m_mouseState);
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+
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+ if (!!m_mouseState.m_buttons[entry::MouseButton::Left])
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+ {
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+ }
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+ }
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+
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+ bgfx::touch(0);
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+ bgfx::touch(1);
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+
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+ configureUniforms();
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+
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+ cameraGetViewMtx(m_viewMtx);
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+
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+ float model[16];
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+
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+ bx::mtxRotateX(model, bx::toRad(90));
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+
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+ bx::mtxProj(m_projMtx, m_fovy, float(m_width) / float(m_height), 0.0001f, 2000.0f, bgfx::getCaps()->homogeneousDepth);
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+
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+ // Set view 0
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+ bgfx::setViewTransform(0, m_viewMtx, m_projMtx);
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+
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+ // Set view 1
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+ bgfx::setViewRect(1, 0, 0, uint16_t(m_width), uint16_t(m_height));
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+ bgfx::setViewTransform(1, m_viewMtx, m_projMtx);
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+
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+ m_uniforms.submit();
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+
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+ // update the subd buffers
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+ if (m_reset_gpu) {
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+
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+ m_pingPong = 1;
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+
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+ bgfx::destroy(m_instancedGeometryVertices);
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+ bgfx::destroy(m_instancedGeometryIndices);
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+
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+ bgfx::destroy(m_bufferSubd[BUFFER_SUBD]);
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+ bgfx::destroy(m_bufferSubd[BUFFER_SUBD + 1]);
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+ bgfx::destroy(m_bufferCulledSubd);
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+
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+ loadInstancedGeometryBuffers();
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+ loadSubdivisionBuffers();
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+
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+ //init indirect
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+ bgfx::setBuffer(1, m_bufferSubd[m_pingPong], bgfx::Access::ReadWrite);
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+ bgfx::setBuffer(2, m_bufferCulledSubd, bgfx::Access::ReadWrite);
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+ bgfx::setBuffer(3, m_dispatchIndirect, bgfx::Access::ReadWrite);
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+ bgfx::setBuffer(4, m_bufferCounter, bgfx::Access::ReadWrite);
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+ bgfx::setBuffer(8, m_bufferSubd[1 - m_pingPong], bgfx::Access::ReadWrite);
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+ bgfx::dispatch(0, m_programsCompute[PROGRAM_INIT_INDIRECT], 1, 1, 1);
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+
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+
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+ m_reset_gpu = false;
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+ }
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+
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+ else {
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+ // update batch
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+ bgfx::setBuffer(3, m_dispatchIndirect, bgfx::Access::ReadWrite);
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+ bgfx::setBuffer(4, m_bufferCounter, bgfx::Access::ReadWrite);
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+ bgfx::dispatch(0, m_programsCompute[PROGRAM_UPDATE_INDIRECT], 1, 1, 1);
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+ }
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+
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+ bgfx::setBuffer(1, m_bufferSubd[m_pingPong], bgfx::Access::ReadWrite);
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+ bgfx::setBuffer(2, m_bufferCulledSubd, bgfx::Access::ReadWrite);
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+ bgfx::setBuffer(4, m_bufferCounter, bgfx::Access::ReadWrite);
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+ bgfx::setBuffer(6, m_geometryVertices, bgfx::Access::Read);
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+ bgfx::setBuffer(7, m_geometryIndices, bgfx::Access::Read);
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+ bgfx::setBuffer(8, m_bufferSubd[1 - m_pingPong], bgfx::Access::Read);
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+ bgfx::setTransform(model);
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+
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+ bgfx::setTexture(0, m_samplers[TERRAIN_DMAP_SAMPLER], m_textures[TEXTURE_DMAP], BGFX_SAMPLER_U_CLAMP | BGFX_SAMPLER_V_CLAMP);
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+
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+ m_uniforms.submit();
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+
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+ // update the subd buffer
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+ bgfx::dispatch(0, m_programsCompute[PROGRAM_SUBD_CS_LOD], m_dispatchIndirect, 1);
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+
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+ // update draw
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+ bgfx::setBuffer(3, m_dispatchIndirect, bgfx::Access::ReadWrite);
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+ bgfx::setBuffer(4, m_bufferCounter, bgfx::Access::ReadWrite);
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+
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+ m_uniforms.submit();
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+
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+ bgfx::dispatch(1, m_programsCompute[PROGRAM_UPDATE_DRAW], 1, 1, 1);
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+
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+ // render the terrain
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+ bgfx::setTexture(0, m_samplers[TERRAIN_DMAP_SAMPLER], m_textures[TEXTURE_DMAP], BGFX_SAMPLER_U_CLAMP | BGFX_SAMPLER_V_CLAMP);
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+ bgfx::setTexture(1, m_samplers[TERRAIN_SMAP_SAMPLER], m_textures[TEXTURE_SMAP], BGFX_SAMPLER_MIN_ANISOTROPIC | BGFX_SAMPLER_MAG_ANISOTROPIC);
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+
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+ bgfx::setTransform(model);
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+ bgfx::setVertexBuffer(0, m_instancedGeometryVertices);
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+ bgfx::setIndexBuffer(m_instancedGeometryIndices);
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+ bgfx::setBuffer(2, m_bufferCulledSubd, bgfx::Access::Read);
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+ bgfx::setBuffer(3, m_geometryVertices, bgfx::Access::Read);
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+ bgfx::setBuffer(4, m_geometryIndices, bgfx::Access::Read);
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+ bgfx::setState(BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_Z | BGFX_STATE_DEPTH_TEST_LESS);
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+
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+ m_uniforms.submit();
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+
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+ bgfx::submit(1, m_programsDraw[m_shading], m_dispatchIndirect, 0, true);
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+
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+ m_pingPong = 1 - m_pingPong;
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+
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+ imguiEndFrame();
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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(false);
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+
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|
+ return true;
|
|
|
+ }
|
|
|
+
|
|
|
+ return false;
|
|
|
+ }
|
|
|
+
|
|
|
+ void createAtomicCounters()
|
|
|
+ {
|
|
|
+ m_bufferCounter = bgfx::createDynamicIndexBuffer(3, BGFX_BUFFER_INDEX32 | BGFX_BUFFER_COMPUTE_READ_WRITE);
|
|
|
+ }
|
|
|
+
|
|
|
+ void configureUniforms()
|
|
|
+ {
|
|
|
+ float lodFactor = 2.0f * bx::tan(bx::toRad(m_fovy) / 2.0f)
|
|
|
+ / m_width * (1 << (int)m_uniforms.gpuSubd)
|
|
|
+ * m_primitivePixelLengthTarget;
|
|
|
+
|
|
|
+ m_uniforms.lodFactor = lodFactor;
|
|
|
+ m_uniforms.dmapFactor = m_dmap.scale;
|
|
|
+ }
|
|
|
+
|
|
|
+ /**
|
|
|
+ * Load the Terrain Program
|
|
|
+ *
|
|
|
+ * This program renders an adaptive terrain using the implicit subdivision
|
|
|
+ * technique discribed in GPU Zen 2.
|
|
|
+ **/
|
|
|
+ void loadPrograms()
|
|
|
+ {
|
|
|
+ m_samplers[TERRAIN_DMAP_SAMPLER] = bgfx::createUniform("u_DmapSampler", bgfx::UniformType::Sampler);
|
|
|
+ m_samplers[TERRAIN_SMAP_SAMPLER] = bgfx::createUniform("u_SmapSampler", bgfx::UniformType::Sampler);
|
|
|
+
|
|
|
+ m_uniforms.init();
|
|
|
+
|
|
|
+ m_programsDraw[PROGRAM_TERRAIN] = loadProgram("vs_terrain_render", "fs_terrain_render");
|
|
|
+ m_programsDraw[PROGRAM_TERRAIN_NORMAL] = loadProgram("vs_terrain_render", "fs_terrain_render_normal");
|
|
|
+
|
|
|
+ m_programsCompute[PROGRAM_SUBD_CS_LOD] = bgfx::createProgram(loadShader("cs_terrain_lod"), true);
|
|
|
+ m_programsCompute[PROGRAM_UPDATE_INDIRECT] = bgfx::createProgram(loadShader("cs_terrain_update_indirect"), true);
|
|
|
+ m_programsCompute[PROGRAM_UPDATE_DRAW] = bgfx::createProgram(loadShader("cs_terrain_update_draw"), true);
|
|
|
+ m_programsCompute[PROGRAM_INIT_INDIRECT] = bgfx::createProgram(loadShader("cs_terrain_init"), true);
|
|
|
+ }
|
|
|
+
|
|
|
+ void loadSmapTexture()
|
|
|
+ {
|
|
|
+ int w = dmap->m_width;
|
|
|
+ int h = dmap->m_height;
|
|
|
+
|
|
|
+ const uint16_t *texels = (const uint16_t *)dmap->m_data;
|
|
|
+
|
|
|
+ int mipcnt = dmap->m_numMips;
|
|
|
+
|
|
|
+ const bgfx::Memory* mem = bgfx::alloc(w * h * 2 * sizeof(float));
|
|
|
+ float* smap = (float*)mem->data;
|
|
|
+
|
|
|
+ for (int j = 0; j < h; ++j) {
|
|
|
+ for (int i = 0; i < w; ++i) {
|
|
|
+ int i1 = bx::max(0, i - 1);
|
|
|
+ int i2 = bx::min(w - 1, i + 1);
|
|
|
+ int j1 = bx::max(0, j - 1);
|
|
|
+ int j2 = bx::min(h - 1, j + 1);
|
|
|
+ uint16_t px_l = texels[i1 + w * j]; // in [0,2^16-1]
|
|
|
+ uint16_t px_r = texels[i2 + w * j]; // in [0,2^16-1]
|
|
|
+ uint16_t px_b = texels[i + w * j1]; // in [0,2^16-1]
|
|
|
+ uint16_t px_t = texels[i + w * j2]; // in [0,2^16-1]
|
|
|
+ float z_l = (float)px_l / 65535.0f; // in [0, 1]
|
|
|
+ float z_r = (float)px_r / 65535.0f; // in [0, 1]
|
|
|
+ float z_b = (float)px_b / 65535.0f; // in [0, 1]
|
|
|
+ float z_t = (float)px_t / 65535.0f; // in [0, 1]
|
|
|
+ float slope_x = (float)w * 0.5f * (z_r - z_l);
|
|
|
+ float slope_y = (float)h * 0.5f * (z_t - z_b);
|
|
|
+
|
|
|
+ smap[2 * (i + w * j)] = slope_x;
|
|
|
+ smap[1 + 2 * (i + w * j)] = slope_y;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ m_textures[TEXTURE_SMAP] = bgfx::createTexture2D((uint16_t)w, (uint16_t)h, mipcnt > 1, 1, bgfx::TextureFormat::RG32F,
|
|
|
+ BGFX_TEXTURE_NONE, mem);
|
|
|
+
|
|
|
+ }
|
|
|
+
|
|
|
+
|
|
|
+ /**
|
|
|
+ * Load the Displacement Texture
|
|
|
+ *
|
|
|
+ * This loads an R16 texture used as a displacement map
|
|
|
+ */
|
|
|
+ void loadDmapTexture()
|
|
|
+ {
|
|
|
+ dmap = imageLoad(m_dmap.pathToFile.getCPtr(), bgfx::TextureFormat::R16);
|
|
|
+
|
|
|
+ m_textures[TEXTURE_DMAP] = bgfx::createTexture2D((uint16_t)dmap->m_width, (uint16_t)dmap->m_height, false, 1, bgfx::TextureFormat::R16,
|
|
|
+ BGFX_TEXTURE_NONE, bgfx::makeRef(dmap->m_data, dmap->m_size));
|
|
|
+ }
|
|
|
+
|
|
|
+ /**
|
|
|
+ * Load All Textures
|
|
|
+ */
|
|
|
+ void loadTextures()
|
|
|
+ {
|
|
|
+ loadDmapTexture();
|
|
|
+ loadSmapTexture();
|
|
|
+ }
|
|
|
+
|
|
|
+ /**
|
|
|
+ * Load the Geometry Buffer
|
|
|
+ *
|
|
|
+ * This procedure loads the scene geometry into an index and
|
|
|
+ * vertex buffer. Here, we only load 2 triangles to define the
|
|
|
+ * terrain.
|
|
|
+ **/
|
|
|
+ void loadGeometryBuffers()
|
|
|
+ {
|
|
|
+ float vertices[] = {
|
|
|
+ -1.0f, -1.0f, 0.0f, 1.0f,
|
|
|
+ +1.0f, -1.0f, 0.0f, 1.0f,
|
|
|
+ +1.0f, +1.0f, 0.0f, 1.0f,
|
|
|
+ -1.0f, +1.0f, 0.0f, 1.0f
|
|
|
+ };
|
|
|
+
|
|
|
+ uint32_t indices[] = {
|
|
|
+ 0,
|
|
|
+ 1,
|
|
|
+ 3,
|
|
|
+ 2,
|
|
|
+ 3,
|
|
|
+ 1
|
|
|
+ };
|
|
|
+
|
|
|
+ m_geometryDecl.begin().add(bgfx::Attrib::Position, 4, bgfx::AttribType::Float).end();
|
|
|
+
|
|
|
+ m_geometryVertices = bgfx::createVertexBuffer(bgfx::copy(vertices, sizeof(vertices)), m_geometryDecl, BGFX_BUFFER_COMPUTE_READ);
|
|
|
+ m_geometryIndices = bgfx::createIndexBuffer(bgfx::copy(indices, sizeof(indices)), BGFX_BUFFER_COMPUTE_READ | BGFX_BUFFER_INDEX32);
|
|
|
+ }
|
|
|
+
|
|
|
+ void loadSubdivisionBuffers()
|
|
|
+ {
|
|
|
+ const size_t bufferCapacity = 1 << 27;
|
|
|
+
|
|
|
+ m_bufferSubd[BUFFER_SUBD] = bgfx::createDynamicIndexBuffer(bufferCapacity, BGFX_BUFFER_COMPUTE_READ_WRITE | BGFX_BUFFER_INDEX32);
|
|
|
+ m_bufferSubd[BUFFER_SUBD + 1] = bgfx::createDynamicIndexBuffer(bufferCapacity, BGFX_BUFFER_COMPUTE_READ_WRITE | BGFX_BUFFER_INDEX32);
|
|
|
+ m_bufferCulledSubd = bgfx::createDynamicIndexBuffer(bufferCapacity, BGFX_BUFFER_COMPUTE_READ_WRITE | BGFX_BUFFER_INDEX32);
|
|
|
+ }
|
|
|
+
|
|
|
+ /**
|
|
|
+ * Load All Buffers
|
|
|
+ *
|
|
|
+ */
|
|
|
+ void loadBuffers()
|
|
|
+ {
|
|
|
+ loadSubdivisionBuffers();
|
|
|
+ loadGeometryBuffers();
|
|
|
+ loadInstancedGeometryBuffers();
|
|
|
+ }
|
|
|
+
|
|
|
+ /**
|
|
|
+ * This will be used to instantiate a triangle grid for each subdivision
|
|
|
+ * key present in the subd buffer.
|
|
|
+ */
|
|
|
+ void loadInstancedGeometryBuffers()
|
|
|
+ {
|
|
|
+ const float* vertices;
|
|
|
+ const uint32_t* indexes;
|
|
|
+
|
|
|
+ if (m_uniforms.gpuSubd == 0) {
|
|
|
+
|
|
|
+ m_instancedMeshVertexCount = 3;
|
|
|
+ m_instancedMeshPrimitiveCount = 1;
|
|
|
+
|
|
|
+ vertices = verticesL0;
|
|
|
+ indexes = indexesL0;
|
|
|
+ }
|
|
|
+
|
|
|
+ else if (m_uniforms.gpuSubd == 1) {
|
|
|
+ m_instancedMeshVertexCount = 6;
|
|
|
+ m_instancedMeshPrimitiveCount = 4;
|
|
|
+
|
|
|
+ vertices = verticesL1;
|
|
|
+ indexes = indexesL1;
|
|
|
+ }
|
|
|
+
|
|
|
+ else if (m_uniforms.gpuSubd == 2) {
|
|
|
+ m_instancedMeshVertexCount = 15;
|
|
|
+ m_instancedMeshPrimitiveCount = 16;
|
|
|
+
|
|
|
+ vertices = verticesL2;
|
|
|
+ indexes = indexesL2;
|
|
|
+ }
|
|
|
+
|
|
|
+ else { //(m_settings.gpuSubd == 3) {
|
|
|
+ m_instancedMeshVertexCount = 45;
|
|
|
+ m_instancedMeshPrimitiveCount = 64;
|
|
|
+
|
|
|
+ vertices = verticesL3;
|
|
|
+ indexes = indexesL3;
|
|
|
+ }
|
|
|
+
|
|
|
+ m_instancedGeometryDecl.begin().add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float).end();
|
|
|
+
|
|
|
+ m_instancedGeometryVertices = bgfx::createVertexBuffer(bgfx::makeRef(vertices, sizeof(float) * 2 * m_instancedMeshVertexCount), m_instancedGeometryDecl);
|
|
|
+ m_instancedGeometryIndices = bgfx::createIndexBuffer(bgfx::makeRef(indexes, sizeof(uint32_t) * m_instancedMeshPrimitiveCount * 3), BGFX_BUFFER_INDEX32);
|
|
|
+ }
|
|
|
+
|
|
|
+ Uniforms m_uniforms;
|
|
|
+
|
|
|
+ bgfx::ProgramHandle m_programsCompute[PROGRAM_COUNT];
|
|
|
+ bgfx::ProgramHandle m_programsDraw[SHADING_COUNT];
|
|
|
+ bgfx::TextureHandle m_textures[TEXTURE_COUNT];
|
|
|
+ bgfx::UniformHandle m_samplers[SAMPLER_COUNT];
|
|
|
+
|
|
|
+ bgfx::DynamicIndexBufferHandle m_bufferSubd[2];
|
|
|
+ bgfx::DynamicIndexBufferHandle m_bufferCulledSubd;
|
|
|
+
|
|
|
+ bgfx::DynamicIndexBufferHandle m_bufferCounter;
|
|
|
+
|
|
|
+ bgfx::IndexBufferHandle m_geometryIndices;
|
|
|
+ bgfx::VertexBufferHandle m_geometryVertices;
|
|
|
+ bgfx::VertexDecl m_geometryDecl;
|
|
|
+
|
|
|
+ bgfx::IndexBufferHandle m_instancedGeometryIndices;
|
|
|
+ bgfx::VertexBufferHandle m_instancedGeometryVertices;
|
|
|
+ bgfx::VertexDecl m_instancedGeometryDecl;
|
|
|
+
|
|
|
+ bgfx::IndirectBufferHandle m_dispatchIndirect;
|
|
|
+
|
|
|
+ bimg::ImageContainer* dmap;
|
|
|
+
|
|
|
+ float m_viewMtx[16];
|
|
|
+ float m_projMtx[16];
|
|
|
+
|
|
|
+ uint32_t m_width;
|
|
|
+ uint32_t m_height;
|
|
|
+ uint32_t m_debug;
|
|
|
+ uint32_t m_reset;
|
|
|
+
|
|
|
+ uint32_t m_oldWidth;
|
|
|
+ uint32_t m_oldHeight;
|
|
|
+ uint32_t m_oldReset;
|
|
|
+
|
|
|
+ uint32_t m_instancedMeshVertexCount;
|
|
|
+ uint32_t m_instancedMeshPrimitiveCount;
|
|
|
+
|
|
|
+ entry::MouseState m_mouseState;
|
|
|
+
|
|
|
+ int64_t m_timeOffset;
|
|
|
+
|
|
|
+ struct {
|
|
|
+ bx::FilePath pathToFile;
|
|
|
+ float scale;
|
|
|
+ } m_dmap;
|
|
|
+
|
|
|
+
|
|
|
+ int m_computeThreadCount;
|
|
|
+ int m_shading;
|
|
|
+ int m_gpuSubd;
|
|
|
+ float m_primitivePixelLengthTarget;
|
|
|
+ float m_fovy;
|
|
|
+ int m_pingPong;
|
|
|
+ bool m_reset_gpu;
|
|
|
+ bool is_wireframe;
|
|
|
+ bool is_culled;
|
|
|
+ bool is_frozen;
|
|
|
+ };
|
|
|
+
|
|
|
+} // namespace
|
|
|
+
|
|
|
+ENTRY_IMPLEMENT_MAIN(ExampleTessellation, "41-tess", "Adaptive Gpu Tessellation.");
|