lod.cpp 7.9 KB

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  1. /*
  2. * Copyright 2013 Milos Tosic. All rights reserved.
  3. * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
  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, const char* _url)
  27. : entry::AppI(_name, _description, _url)
  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.platformData.nwh = entry::getNativeWindowHandle(entry::kDefaultWindowHandle);
  41. init.platformData.ndt = entry::getNativeDisplayHandle();
  42. init.platformData.type = entry::getNativeWindowHandleType();
  43. init.resolution.width = m_width;
  44. init.resolution.height = m_height;
  45. init.resolution.reset = m_reset;
  46. bgfx::init(init);
  47. // Enable debug text.
  48. bgfx::setDebug(m_debug);
  49. // Set view 0 clear state.
  50. bgfx::setViewClear(0
  51. , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
  52. , 0x303030ff
  53. , 1.0f
  54. , 0
  55. );
  56. s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Sampler);
  57. s_texStipple = bgfx::createUniform("s_texStipple", bgfx::UniformType::Sampler);
  58. u_stipple = bgfx::createUniform("u_stipple", bgfx::UniformType::Vec4);
  59. m_program = loadProgram("vs_tree", "fs_tree");
  60. m_textureLeafs = loadTexture("textures/leafs1.dds");
  61. m_textureBark = loadTexture("textures/bark1.dds");
  62. const bgfx::Memory* stippleTex = bgfx::alloc(8*4);
  63. bx::memSet(stippleTex->data, 0, stippleTex->size);
  64. for (uint8_t ii = 0; ii < 32; ++ii)
  65. {
  66. stippleTex->data[knightTour[ii].m_y * 8 + knightTour[ii].m_x] = ii*4;
  67. }
  68. m_textureStipple = bgfx::createTexture2D(8, 4, false, 1
  69. , bgfx::TextureFormat::R8
  70. , BGFX_SAMPLER_MAG_POINT|BGFX_SAMPLER_MIN_POINT
  71. , stippleTex
  72. );
  73. m_meshTop[0] = meshLoad("meshes/tree1b_lod0_1.bin");
  74. m_meshTop[1] = meshLoad("meshes/tree1b_lod1_1.bin");
  75. m_meshTop[2] = meshLoad("meshes/tree1b_lod2_1.bin");
  76. m_meshTrunk[0] = meshLoad("meshes/tree1b_lod0_2.bin");
  77. m_meshTrunk[1] = meshLoad("meshes/tree1b_lod1_2.bin");
  78. m_meshTrunk[2] = meshLoad("meshes/tree1b_lod2_2.bin");
  79. // Imgui.
  80. imguiCreate();
  81. m_scrollArea = 0;
  82. m_transitions = true;
  83. m_transitionFrame = 0;
  84. m_currLod = 0;
  85. m_targetLod = 0;
  86. }
  87. virtual int shutdown() override
  88. {
  89. imguiDestroy();
  90. for (uint32_t ii = 0; ii < BX_COUNTOF(m_meshTop); ++ii)
  91. {
  92. meshUnload(m_meshTop[ii]);
  93. meshUnload(m_meshTrunk[ii]);
  94. }
  95. // Cleanup.
  96. bgfx::destroy(m_program);
  97. bgfx::destroy(s_texColor);
  98. bgfx::destroy(s_texStipple);
  99. bgfx::destroy(u_stipple);
  100. bgfx::destroy(m_textureStipple);
  101. bgfx::destroy(m_textureLeafs);
  102. bgfx::destroy(m_textureBark);
  103. // Shutdown bgfx.
  104. bgfx::shutdown();
  105. return 0;
  106. }
  107. bool update() override
  108. {
  109. if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
  110. {
  111. imguiBeginFrame(m_mouseState.m_mx
  112. , m_mouseState.m_my
  113. , (m_mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
  114. | (m_mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
  115. | (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
  116. , m_mouseState.m_mz
  117. , uint16_t(m_width)
  118. , uint16_t(m_height)
  119. );
  120. showExampleDialog(this);
  121. ImGui::SetNextWindowPos(
  122. ImVec2(m_width - m_width / 5.0f - 10.0f, 10.0f)
  123. , ImGuiCond_FirstUseEver
  124. );
  125. ImGui::SetNextWindowSize(
  126. ImVec2(m_width / 5.0f, m_height / 2.0f)
  127. , ImGuiCond_FirstUseEver
  128. );
  129. ImGui::Begin("Settings"
  130. , NULL
  131. , 0
  132. );
  133. ImGui::Checkbox("Transition", &m_transitions);
  134. static float distance = 2.0f;
  135. ImGui::SliderFloat("Distance", &distance, 2.0f, 6.0f);
  136. ImGui::End();
  137. imguiEndFrame();
  138. // Set view 0 default viewport.
  139. bgfx::setViewRect(0, 0, 0, uint16_t(m_width), uint16_t(m_height) );
  140. // This dummy draw call is here to make sure that view 0 is cleared
  141. // if no other draw calls are submitted to view 0.
  142. bgfx::touch(0);
  143. const bx::Vec3 at = { 0.0f, 1.0f, 0.0f };
  144. const bx::Vec3 eye = { 0.0f, 2.0f, -distance };
  145. // Set view and projection matrix for view 0.
  146. {
  147. float view[16];
  148. bx::mtxLookAt(view, eye, at);
  149. float proj[16];
  150. bx::mtxProj(proj, 60.0f, float(m_width)/float(m_height), 0.1f, 100.0f, bgfx::getCaps()->homogeneousDepth);
  151. bgfx::setViewTransform(0, view, proj);
  152. // Set view 0 default viewport.
  153. bgfx::setViewRect(0, 0, 0, uint16_t(m_width), uint16_t(m_height) );
  154. }
  155. float mtx[16];
  156. bx::mtxScale(mtx, 0.1f, 0.1f, 0.1f);
  157. float stipple[3];
  158. float stippleInv[3];
  159. const int currentLODframe = m_transitions ? 32-m_transitionFrame : 32;
  160. const int mainLOD = m_transitions ? m_currLod : m_targetLod;
  161. stipple[0] = 0.0f;
  162. stipple[1] = -1.0f;
  163. stipple[2] = (float(currentLODframe)*4.0f/255.0f) - (1.0f/255.0f);
  164. stippleInv[0] = (float(31)*4.0f/255.0f);
  165. stippleInv[1] = 1.0f;
  166. stippleInv[2] = (float(m_transitionFrame)*4.0f/255.0f) - (1.0f/255.0f);
  167. const uint64_t stateTransparent = 0
  168. | BGFX_STATE_WRITE_RGB
  169. | BGFX_STATE_WRITE_A
  170. | BGFX_STATE_DEPTH_TEST_LESS
  171. | BGFX_STATE_CULL_CCW
  172. | BGFX_STATE_MSAA
  173. | BGFX_STATE_BLEND_ALPHA
  174. ;
  175. const uint64_t stateOpaque = BGFX_STATE_DEFAULT;
  176. bgfx::setTexture(0, s_texColor, m_textureBark);
  177. bgfx::setTexture(1, s_texStipple, m_textureStipple);
  178. bgfx::setUniform(u_stipple, stipple);
  179. meshSubmit(m_meshTrunk[mainLOD], 0, m_program, mtx, stateOpaque);
  180. bgfx::setTexture(0, s_texColor, m_textureLeafs);
  181. bgfx::setTexture(1, s_texStipple, m_textureStipple);
  182. bgfx::setUniform(u_stipple, stipple);
  183. meshSubmit(m_meshTop[mainLOD], 0, m_program, mtx, stateTransparent);
  184. if (m_transitions
  185. && (m_transitionFrame != 0) )
  186. {
  187. bgfx::setTexture(0, s_texColor, m_textureBark);
  188. bgfx::setTexture(1, s_texStipple, m_textureStipple);
  189. bgfx::setUniform(u_stipple, stippleInv);
  190. meshSubmit(m_meshTrunk[m_targetLod], 0, m_program, mtx, stateOpaque);
  191. bgfx::setTexture(0, s_texColor, m_textureLeafs);
  192. bgfx::setTexture(1, s_texStipple, m_textureStipple);
  193. bgfx::setUniform(u_stipple, stippleInv);
  194. meshSubmit(m_meshTop[m_targetLod], 0, m_program, mtx, stateTransparent);
  195. }
  196. int lod = 0;
  197. if (eye.z < -2.5f)
  198. {
  199. lod = 1;
  200. }
  201. if (eye.z < -5.0f)
  202. {
  203. lod = 2;
  204. }
  205. if (m_targetLod != lod)
  206. {
  207. if (m_targetLod == m_currLod)
  208. {
  209. m_targetLod = lod;
  210. }
  211. }
  212. if (m_currLod != m_targetLod)
  213. {
  214. m_transitionFrame++;
  215. }
  216. if (m_transitionFrame > 32)
  217. {
  218. m_currLod = m_targetLod;
  219. m_transitionFrame = 0;
  220. }
  221. // Advance to next frame. Rendering thread will be kicked to
  222. // process submitted rendering primitives.
  223. bgfx::frame();
  224. return true;
  225. }
  226. return false;
  227. }
  228. entry::MouseState m_mouseState;
  229. uint32_t m_width;
  230. uint32_t m_height;
  231. uint32_t m_debug;
  232. uint32_t m_reset;
  233. Mesh* m_meshTop[3];
  234. Mesh* m_meshTrunk[3];
  235. bgfx::ProgramHandle m_program;
  236. bgfx::UniformHandle s_texColor;
  237. bgfx::UniformHandle s_texStipple;
  238. bgfx::UniformHandle u_stipple;
  239. bgfx::TextureHandle m_textureStipple;
  240. bgfx::TextureHandle m_textureLeafs;
  241. bgfx::TextureHandle m_textureBark;
  242. int32_t m_scrollArea;
  243. int32_t m_transitionFrame;
  244. int32_t m_currLod;
  245. int32_t m_targetLod;
  246. bool m_transitions;
  247. };
  248. } // namespace
  249. ENTRY_IMPLEMENT_MAIN(
  250. ExampleLod
  251. , "12-lod"
  252. , "Mesh LOD transitions."
  253. , "https://bkaradzic.github.io/bgfx/examples.html#lod"
  254. );