lod.cpp 8.1 KB

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  1. /*
  2. * Copyright 2013 Milos Tosic. All rights reserved.
  3. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
  4. */
  5. #include "common.h"
  6. #include "bgfx_utils.h"
  7. #include "imgui/imgui.h"
  8. #include <bx/readerwriter.h>
  9. namespace
  10. {
  11. struct KnightPos
  12. {
  13. int32_t m_x;
  14. int32_t m_y;
  15. };
  16. static const KnightPos knightTour[8*4] =
  17. {
  18. {0,0}, {1,2}, {3,3}, {4,1}, {5,3}, {7,2}, {6,0}, {5,2},
  19. {7,3}, {6,1}, {4,0}, {3,2}, {2,0}, {0,1}, {1,3}, {2,1},
  20. {0,2}, {1,0}, {2,2}, {0,3}, {1,1}, {3,0}, {4,2}, {5,0},
  21. {7,1}, {6,3}, {5,1}, {7,0}, {6,2}, {4,3}, {3,1}, {2,3},
  22. };
  23. class ExampleLod : public entry::AppI
  24. {
  25. public:
  26. ExampleLod(const char* _name, const char* _description)
  27. : entry::AppI(_name, _description)
  28. {
  29. }
  30. void init(int32_t _argc, const char* const* _argv, uint32_t _width, uint32_t _height) override
  31. {
  32. Args args(_argc, _argv);
  33. m_width = _width;
  34. m_height = _height;
  35. m_debug = BGFX_DEBUG_NONE;
  36. m_reset = BGFX_RESET_VSYNC;
  37. bgfx::Init init;
  38. init.type = args.m_type;
  39. init.vendorId = args.m_pciId;
  40. init.resolution.width = m_width;
  41. init.resolution.height = m_height;
  42. init.resolution.reset = m_reset;
  43. bgfx::init(init);
  44. // Enable debug text.
  45. bgfx::setDebug(m_debug);
  46. // Set view 0 clear state.
  47. bgfx::setViewClear(0
  48. , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
  49. , 0x303030ff
  50. , 1.0f
  51. , 0
  52. );
  53. s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
  54. s_texStipple = bgfx::createUniform("s_texStipple", bgfx::UniformType::Int1);
  55. u_stipple = bgfx::createUniform("u_stipple", bgfx::UniformType::Vec4);
  56. m_program = loadProgram("vs_tree", "fs_tree");
  57. m_textureLeafs = loadTexture("textures/leafs1.dds");
  58. m_textureBark = loadTexture("textures/bark1.dds");
  59. const bgfx::Memory* stippleTex = bgfx::alloc(8*4);
  60. bx::memSet(stippleTex->data, 0, stippleTex->size);
  61. for (uint8_t ii = 0; ii < 32; ++ii)
  62. {
  63. stippleTex->data[knightTour[ii].m_y * 8 + knightTour[ii].m_x] = ii*4;
  64. }
  65. m_textureStipple = bgfx::createTexture2D(8, 4, false, 1
  66. , bgfx::TextureFormat::R8
  67. , BGFX_TEXTURE_MAG_POINT|BGFX_TEXTURE_MIN_POINT
  68. , stippleTex
  69. );
  70. m_meshTop[0] = meshLoad("meshes/tree1b_lod0_1.bin");
  71. m_meshTop[1] = meshLoad("meshes/tree1b_lod1_1.bin");
  72. m_meshTop[2] = meshLoad("meshes/tree1b_lod2_1.bin");
  73. m_meshTrunk[0] = meshLoad("meshes/tree1b_lod0_2.bin");
  74. m_meshTrunk[1] = meshLoad("meshes/tree1b_lod1_2.bin");
  75. m_meshTrunk[2] = meshLoad("meshes/tree1b_lod2_2.bin");
  76. // Imgui.
  77. imguiCreate();
  78. m_scrollArea = 0;
  79. m_transitions = true;
  80. m_transitionFrame = 0;
  81. m_currLod = 0;
  82. m_targetLod = 0;
  83. }
  84. virtual int shutdown() override
  85. {
  86. imguiDestroy();
  87. for (uint32_t ii = 0; ii < BX_COUNTOF(m_meshTop); ++ii)
  88. {
  89. meshUnload(m_meshTop[ii]);
  90. meshUnload(m_meshTrunk[ii]);
  91. }
  92. // Cleanup.
  93. bgfx::destroy(m_program);
  94. bgfx::destroy(s_texColor);
  95. bgfx::destroy(s_texStipple);
  96. bgfx::destroy(u_stipple);
  97. bgfx::destroy(m_textureStipple);
  98. bgfx::destroy(m_textureLeafs);
  99. bgfx::destroy(m_textureBark);
  100. // Shutdown bgfx.
  101. bgfx::shutdown();
  102. return 0;
  103. }
  104. bool update() override
  105. {
  106. if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
  107. {
  108. imguiBeginFrame(m_mouseState.m_mx
  109. , m_mouseState.m_my
  110. , (m_mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
  111. | (m_mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
  112. | (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
  113. , m_mouseState.m_mz
  114. , uint16_t(m_width)
  115. , uint16_t(m_height)
  116. );
  117. showExampleDialog(this);
  118. ImGui::SetNextWindowPos(
  119. ImVec2(m_width - m_width / 5.0f - 10.0f, 10.0f)
  120. , ImGuiCond_FirstUseEver
  121. );
  122. ImGui::SetNextWindowSize(
  123. ImVec2(m_width / 5.0f, m_height / 2.0f)
  124. , ImGuiCond_FirstUseEver
  125. );
  126. ImGui::Begin("Settings"
  127. , NULL
  128. , 0
  129. );
  130. ImGui::Checkbox("Transition", &m_transitions);
  131. static float distance = 2.0f;
  132. ImGui::SliderFloat("Distance", &distance, 2.0f, 6.0f);
  133. ImGui::End();
  134. imguiEndFrame();
  135. // Set view 0 default viewport.
  136. bgfx::setViewRect(0, 0, 0, uint16_t(m_width), uint16_t(m_height) );
  137. // This dummy draw call is here to make sure that view 0 is cleared
  138. // if no other draw calls are submitted to view 0.
  139. bgfx::touch(0);
  140. float at[3] = { 0.0f, 1.0f, 0.0f };
  141. float eye[3] = { 0.0f, 2.0f, -distance };
  142. // Set view and projection matrix for view 0.
  143. const bgfx::HMD* hmd = bgfx::getHMD();
  144. if (NULL != hmd && 0 != (hmd->flags & BGFX_HMD_RENDERING) )
  145. {
  146. float view[16];
  147. bx::mtxQuatTranslationHMD(view, hmd->eye[0].rotation, eye);
  148. bgfx::setViewTransform(0, view, hmd->eye[0].projection, BGFX_VIEW_STEREO, hmd->eye[1].projection);
  149. // Set view 0 default viewport.
  150. //
  151. // Use HMD's m_width/m_height since HMD's internal frame buffer size
  152. // might be much larger than window size.
  153. bgfx::setViewRect(0, 0, 0, hmd->width, hmd->height);
  154. }
  155. else
  156. {
  157. float view[16];
  158. bx::mtxLookAt(view, eye, at);
  159. float proj[16];
  160. bx::mtxProj(proj, 60.0f, float(m_width)/float(m_height), 0.1f, 100.0f, bgfx::getCaps()->homogeneousDepth);
  161. bgfx::setViewTransform(0, view, proj);
  162. // Set view 0 default viewport.
  163. bgfx::setViewRect(0, 0, 0, uint16_t(m_width), uint16_t(m_height) );
  164. }
  165. float mtx[16];
  166. bx::mtxScale(mtx, 0.1f, 0.1f, 0.1f);
  167. float stipple[3];
  168. float stippleInv[3];
  169. const int currentLODframe = m_transitions ? 32-m_transitionFrame : 32;
  170. const int mainLOD = m_transitions ? m_currLod : m_targetLod;
  171. stipple[0] = 0.0f;
  172. stipple[1] = -1.0f;
  173. stipple[2] = (float(currentLODframe)*4.0f/255.0f) - (1.0f/255.0f);
  174. stippleInv[0] = (float(31)*4.0f/255.0f);
  175. stippleInv[1] = 1.0f;
  176. stippleInv[2] = (float(m_transitionFrame)*4.0f/255.0f) - (1.0f/255.0f);
  177. const uint64_t stateTransparent = 0
  178. | BGFX_STATE_WRITE_RGB
  179. | BGFX_STATE_WRITE_A
  180. | BGFX_STATE_DEPTH_TEST_LESS
  181. | BGFX_STATE_CULL_CCW
  182. | BGFX_STATE_MSAA
  183. | BGFX_STATE_BLEND_ALPHA
  184. ;
  185. const uint64_t stateOpaque = BGFX_STATE_DEFAULT;
  186. bgfx::setTexture(0, s_texColor, m_textureBark);
  187. bgfx::setTexture(1, s_texStipple, m_textureStipple);
  188. bgfx::setUniform(u_stipple, stipple);
  189. meshSubmit(m_meshTrunk[mainLOD], 0, m_program, mtx, stateOpaque);
  190. bgfx::setTexture(0, s_texColor, m_textureLeafs);
  191. bgfx::setTexture(1, s_texStipple, m_textureStipple);
  192. bgfx::setUniform(u_stipple, stipple);
  193. meshSubmit(m_meshTop[mainLOD], 0, m_program, mtx, stateTransparent);
  194. if (m_transitions
  195. && (m_transitionFrame != 0) )
  196. {
  197. bgfx::setTexture(0, s_texColor, m_textureBark);
  198. bgfx::setTexture(1, s_texStipple, m_textureStipple);
  199. bgfx::setUniform(u_stipple, stippleInv);
  200. meshSubmit(m_meshTrunk[m_targetLod], 0, m_program, mtx, stateOpaque);
  201. bgfx::setTexture(0, s_texColor, m_textureLeafs);
  202. bgfx::setTexture(1, s_texStipple, m_textureStipple);
  203. bgfx::setUniform(u_stipple, stippleInv);
  204. meshSubmit(m_meshTop[m_targetLod], 0, m_program, mtx, stateTransparent);
  205. }
  206. int lod = 0;
  207. if (eye[2] < -2.5f)
  208. {
  209. lod = 1;
  210. }
  211. if (eye[2] < -5.0f)
  212. {
  213. lod = 2;
  214. }
  215. if (m_targetLod != lod)
  216. {
  217. if (m_targetLod == m_currLod)
  218. {
  219. m_targetLod = lod;
  220. }
  221. }
  222. if (m_currLod != m_targetLod)
  223. {
  224. m_transitionFrame++;
  225. }
  226. if (m_transitionFrame > 32)
  227. {
  228. m_currLod = m_targetLod;
  229. m_transitionFrame = 0;
  230. }
  231. // Advance to next frame. Rendering thread will be kicked to
  232. // process submitted rendering primitives.
  233. bgfx::frame();
  234. return true;
  235. }
  236. return false;
  237. }
  238. entry::MouseState m_mouseState;
  239. uint32_t m_width;
  240. uint32_t m_height;
  241. uint32_t m_debug;
  242. uint32_t m_reset;
  243. Mesh* m_meshTop[3];
  244. Mesh* m_meshTrunk[3];
  245. bgfx::ProgramHandle m_program;
  246. bgfx::UniformHandle s_texColor;
  247. bgfx::UniformHandle s_texStipple;
  248. bgfx::UniformHandle u_stipple;
  249. bgfx::TextureHandle m_textureStipple;
  250. bgfx::TextureHandle m_textureLeafs;
  251. bgfx::TextureHandle m_textureBark;
  252. int32_t m_scrollArea;
  253. int32_t m_transitionFrame;
  254. int32_t m_currLod;
  255. int32_t m_targetLod;
  256. bool m_transitions;
  257. };
  258. } // namespace
  259. ENTRY_IMPLEMENT_MAIN(ExampleLod, "12-lod", "Mesh LOD transitions.");