Beispiel #1
0
int _main_(int /*_argc*/, char** /*_argv*/)
{
	uint32_t width  = 1280;
	uint32_t height = 720;
	uint32_t debug  = BGFX_DEBUG_TEXT;
	uint32_t reset  = BGFX_RESET_VSYNC;

	bgfx::init();
	bgfx::reset(width, height, reset);

	// Enable debug text.
	bgfx::setDebug(debug);

	// Set view 0 clear state.
	bgfx::setViewClear(0
		, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
		, 0x303030ff
		, 1.0f
		, 0
		);

	const bgfx::Caps* caps = bgfx::getCaps();
	const bool computeSupported  = !!(caps->supported & BGFX_CAPS_COMPUTE);
	const bool indirectSupported = !!(caps->supported & BGFX_CAPS_DRAW_INDIRECT);

	if (computeSupported)
	{
		// Imgui.
		imguiCreate();

		bgfx::VertexDecl quadVertexDecl;
		quadVertexDecl.begin()
			.add(bgfx::Attrib::Position, 2, bgfx::AttribType::Float)
			.end();

		// Create static vertex buffer.
		bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(
				// Static data can be passed with bgfx::makeRef
				bgfx::makeRef(s_quadVertices, sizeof(s_quadVertices) )
				, quadVertexDecl
				);

		// Create static index buffer.
		bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(
				// Static data can be passed with bgfx::makeRef
				bgfx::makeRef(s_quadIndices, sizeof(s_quadIndices) )
				);

		// Create particle program from shaders.
		bgfx::ProgramHandle particleProgram = loadProgram("vs_particle", "fs_particle");

		// Setup compute buffers
		bgfx::VertexDecl computeVertexDecl;
		computeVertexDecl.begin()
			.add(bgfx::Attrib::TexCoord0, 4, bgfx::AttribType::Float)
			.end();

		const uint32_t threadGroupUpdateSize = 512;
		const uint32_t maxParticleCount = 32 * 1024;

		bgfx::DynamicVertexBufferHandle currPositionBuffer0 = bgfx::createDynamicVertexBuffer(1 << 15, computeVertexDecl, BGFX_BUFFER_COMPUTE_READ_WRITE);
		bgfx::DynamicVertexBufferHandle currPositionBuffer1 = bgfx::createDynamicVertexBuffer(1 << 15, computeVertexDecl, BGFX_BUFFER_COMPUTE_READ_WRITE);
		bgfx::DynamicVertexBufferHandle prevPositionBuffer0 = bgfx::createDynamicVertexBuffer(1 << 15, computeVertexDecl, BGFX_BUFFER_COMPUTE_READ_WRITE);
		bgfx::DynamicVertexBufferHandle prevPositionBuffer1 = bgfx::createDynamicVertexBuffer(1 << 15, computeVertexDecl, BGFX_BUFFER_COMPUTE_READ_WRITE);

		bgfx::UniformHandle u_params = bgfx::createUniform("u_params", bgfx::UniformType::Vec4, 3);

		bgfx::ProgramHandle initInstancesProgram   = bgfx::createProgram(loadShader("cs_init_instances"), true);
		bgfx::ProgramHandle updateInstancesProgram = bgfx::createProgram(loadShader("cs_update_instances"), true);

		bgfx::ProgramHandle indirectProgram       = BGFX_INVALID_HANDLE;
		bgfx::IndirectBufferHandle indirectBuffer = BGFX_INVALID_HANDLE;

		if (indirectSupported)
		{
			indirectProgram = bgfx::createProgram(loadShader("cs_indirect"), true);
			indirectBuffer  = bgfx::createIndirectBuffer(2);
		}

		u_paramsDataStruct u_paramsData;
		InitializeParams(0, &u_paramsData);

		bgfx::setUniform(u_params, &u_paramsData, 3);
		bgfx::setBuffer(0, prevPositionBuffer0, bgfx::Access::Write);
		bgfx::setBuffer(1, currPositionBuffer0, bgfx::Access::Write);
		bgfx::dispatch(0, initInstancesProgram, maxParticleCount / threadGroupUpdateSize, 1, 1);

		float view[16];
		float initialPos[3] = { 0.0f, 0.0f, -45.0f };
		cameraCreate();
		cameraSetPosition(initialPos);
		cameraSetVerticalAngle(0.0f);
		cameraGetViewMtx(view);

		int32_t scrollArea = 0;

		bool useIndirect = false;

		entry::MouseState mouseState;
		while (!entry::processEvents(width, height, debug, reset, &mouseState) )
		{
			int64_t now = bx::getHPCounter();
			static int64_t last = now;
			const int64_t frameTime = now - last;
			last = now;
			const double freq = double(bx::getHPFrequency() );
			const float deltaTime = float(frameTime/freq);

			if (deltaTime > 1000.0)
			{
				abort();
			}

			// Set view 0 default viewport.
			bgfx::setViewRect(0, 0, 0, width, height);

			// Use debug font to print information about this example.
			bgfx::dbgTextClear();
			bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/24-nbody");
			bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: N-body simulation with compute shaders using buffers.");

			imguiBeginFrame(mouseState.m_mx
					, mouseState.m_my
					, (mouseState.m_buttons[entry::MouseButton::Left  ] ? IMGUI_MBUT_LEFT  : 0)
					| (mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
					, mouseState.m_mz
					, width
					, height
					);
			imguiBeginScrollArea("Settings", width - width / 4 - 10, 10, width / 4, 500, &scrollArea);
			imguiSlider("Random seed", u_paramsData.baseSeed, 0, 100);
			int32_t shape = imguiChoose(u_paramsData.initialShape, "Point", "Sphere", "Box", "Donut");
			imguiSlider("Initial speed", u_paramsData.initialSpeed, 0.0f, 300.0f, 0.1f);
			bool defaults = imguiButton("Reset");
			imguiSeparatorLine();
			imguiSlider("Particle count (x512)", u_paramsData.dispatchSize, 1, 64);
			imguiSlider("Gravity", u_paramsData.gravity, 0.0f, 0.3f, 0.001f);
			imguiSlider("Damping", u_paramsData.damping, 0.0f, 1.0f, 0.01f);
			imguiSlider("Max acceleration", u_paramsData.maxAccel, 0.0f, 100.0f, 0.01f);
			imguiSlider("Time step", u_paramsData.timeStep, 0.0f, 0.02f, 0.0001f);
			imguiSeparatorLine();
			imguiSlider("Particle intensity", u_paramsData.particleIntensity, 0.0f, 1.0f, 0.001f);
			imguiSlider("Particle size", u_paramsData.particleSize, 0.0f, 1.0f, 0.001f);
			imguiSlider("Particle power", u_paramsData.particlePower, 0.001f, 16.0f, 0.01f);
			imguiSeparatorLine();
			if (imguiCheck("Use draw/dispatch indirect", useIndirect, indirectSupported) )
			{
				useIndirect = !useIndirect;
			}
			imguiEndScrollArea();
			imguiEndFrame();

			// Modify parameters and reset if shape is changed
			if (shape != u_paramsData.initialShape)
			{
				defaults = true;
				InitializeParams(shape, &u_paramsData);
			}

			if (defaults)
			{
				bgfx::setBuffer(0, prevPositionBuffer0, bgfx::Access::Write);
				bgfx::setBuffer(1, currPositionBuffer0, bgfx::Access::Write);
				bgfx::setUniform(u_params, &u_paramsData, 3);
				bgfx::dispatch(0, initInstancesProgram, maxParticleCount / threadGroupUpdateSize, 1, 1);
			}

			if (useIndirect)
			{
				bgfx::setUniform(u_params, &u_paramsData, 3);
				bgfx::setBuffer(0, indirectBuffer, bgfx::Access::Write);
				bgfx::dispatch(0, indirectProgram);
			}

			bgfx::setBuffer(0, prevPositionBuffer0, bgfx::Access::Read);
			bgfx::setBuffer(1, currPositionBuffer0, bgfx::Access::Read);
			bgfx::setBuffer(2, prevPositionBuffer1, bgfx::Access::Write);
			bgfx::setBuffer(3, currPositionBuffer1, bgfx::Access::Write);
			bgfx::setUniform(u_params, &u_paramsData, 3);

			if (useIndirect)
			{
				bgfx::dispatch(0, updateInstancesProgram, indirectBuffer, 1);
			}
			else
			{
				bgfx::dispatch(0, updateInstancesProgram, u_paramsData.dispatchSize, 1, 1);
			}

			bx::xchg(currPositionBuffer0, currPositionBuffer1);
			bx::xchg(prevPositionBuffer0, prevPositionBuffer1);

			// Update camera.
			cameraUpdate(deltaTime, mouseState);
			cameraGetViewMtx(view);

			// Set view and projection matrix for view 0.
			const bgfx::HMD* hmd = bgfx::getHMD();
			if (NULL != hmd && 0 != (hmd->flags & BGFX_HMD_RENDERING) )
			{
				float viewHead[16];
				float eye[3] = {};
				bx::mtxQuatTranslationHMD(viewHead, hmd->eye[0].rotation, eye);

				float tmp[16];
				bx::mtxMul(tmp, view, viewHead);

				float proj[16];
				bx::mtxProj(proj, hmd->eye[0].fov, 0.1f, 10000.0f);

				bgfx::setViewTransform(0, tmp, proj);

				// Set view 0 default viewport.
				//
				// Use HMD's width/height since HMD's internal frame buffer size
				// might be much larger than window size.
				bgfx::setViewRect(0, 0, 0, hmd->width, hmd->height);
			}
			else
			{
				float proj[16];
				bx::mtxProj(proj, 90.0f, float(width)/float(height), 0.1f, 10000.0f);
				bgfx::setViewTransform(0, view, proj);

				// Set view 0 default viewport.
				bgfx::setViewRect(0, 0, 0, width, height);
			}

			// Set vertex and index buffer.
			bgfx::setVertexBuffer(vbh);
			bgfx::setIndexBuffer(ibh);
			bgfx::setInstanceDataBuffer(currPositionBuffer0, 0, u_paramsData.dispatchSize * threadGroupUpdateSize);

			// Set render states.
			bgfx::setState(0
					| BGFX_STATE_RGB_WRITE
					| BGFX_STATE_BLEND_ADD
					| BGFX_STATE_DEPTH_TEST_ALWAYS
					);

			// Submit primitive for rendering to view 0.
			if (useIndirect)
			{
				bgfx::submit(0, particleProgram, indirectBuffer, 0);
			}
			else
			{
				bgfx::submit(0, particleProgram);
			}

			// Advance to next frame. Rendering thread will be kicked to
			// process submitted rendering primitives.
			bgfx::frame();
		}

		// Cleanup.
		cameraDestroy();
		imguiDestroy();

		if (indirectSupported)
		{
			bgfx::destroyProgram(indirectProgram);
			bgfx::destroyIndirectBuffer(indirectBuffer);
		}


		bgfx::destroyUniform(u_params);
		bgfx::destroyDynamicVertexBuffer(currPositionBuffer0);
		bgfx::destroyDynamicVertexBuffer(currPositionBuffer1);
		bgfx::destroyDynamicVertexBuffer(prevPositionBuffer0);
		bgfx::destroyDynamicVertexBuffer(prevPositionBuffer1);
		bgfx::destroyProgram(updateInstancesProgram);
		bgfx::destroyProgram(initInstancesProgram);
		bgfx::destroyIndexBuffer(ibh);
		bgfx::destroyVertexBuffer(vbh);
		bgfx::destroyProgram(particleProgram);
	}
	else
	{
		int64_t timeOffset = bx::getHPCounter();

		entry::MouseState mouseState;
		while (!entry::processEvents(width, height, debug, reset, &mouseState) )
		{
			int64_t now = bx::getHPCounter();
			float time = (float)( (now - timeOffset)/double(bx::getHPFrequency() ) );

			bgfx::setViewRect(0, 0, 0, width, height);

			bgfx::dbgTextClear();
			bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/24-nbody");
			bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: N-body simulation with compute shaders using buffers.");

			bool blink = uint32_t(time*3.0f)&1;
			bgfx::dbgTextPrintf(0, 5, blink ? 0x1f : 0x01, " Compute is not supported by GPU. ");

			bgfx::touch(0);
			bgfx::frame();
		}
	}

	// Shutdown bgfx.
	bgfx::shutdown();

	return 0;
}
Beispiel #2
0
void GPUProgram::reload(const std::string& _code) {
    std::string code = _code;

    // If a syntax error occurs while loading the shader we want to break.  
    // However, it makes no sense to break in this loading code when the
    // error is really in the shader code.  To hack this under MSVC we print
    // out the error as if it were a MSVC error so double clicking will take
    // us there, then break in this code.  To reload the shader we jump back
    // to the top of the loading routine and try again.
     
    bool reloadFromFile = (code == "");

    bool ignore = false;

LOADSHADER:

    if (reloadFromFile) {
 
        if (fileExists(filename)) {
            code = readFileAsString(filename);
        } else {
            error("Critical Error", 
                std::string("Cannot locate file \"") + filename + "\" to reload it.", true);
            exit(-1);
        }
    }

    unit = getUnitFromCode(code, extension);

    glPushAttrib(GL_ALL_ATTRIB_BITS);
    glEnable(unit);

    genPrograms(1, &glProgram);
    bindProgram(unit, glProgram);
    // Clear the error flag.
    glGetError();

    loadProgram(code);

    // Check for load errors
    if ((glGetError() == GL_INVALID_OPERATION) && (! ignore)) {

        int                  pos = 0;
        const unsigned char* msg = NULL;
        getProgramError(pos, msg);

        deletePrograms(1, &glProgram);

        int line = 1;
        int col  = 1;

        // Find the line and column position.
        int x = 0;
        for (x = 0, col = 1; x < pos; ++x, ++col) {
            if (code[x] == '\n') {
                ++line;
                col = 1;
            }
        }

        if (col > 1) {
            --col;
        }

        // Count forward to the end of the line
        int endCol = col;
        while ((x < (int)code.size()) && (code[x] != '\n') && (code[x] != '\r')) {
            ++x;
            ++endCol;
        }

        // Extract the line
        std::string codeLine = code.substr(pos - col + 1, endCol - col);

        // Show the line
        std::string text = format("%s (%d:%d) : %s%s%s", filename.c_str(), line, col, msg, NEWLINE, NEWLINE);
        text += codeLine + NEWLINE;
        for (int i = 0; i < col - 1; ++i) {
            text += " ";
        }

        text += "^";

        #ifdef G3D_WIN32
        {
            // Print the error message in MSVC format
            std::string fullFilename = resolveFilename(filename);
            debugPrintf("%s%s(%d) : GPU Program Error : %s%s%s",
                   NEWLINE, fullFilename.c_str(), line, msg, NEWLINE, NEWLINE);
        }
        #endif

        #ifndef _DEBUG
            Log::common()->print("\n******************************\n");
            Log::common()->print(text);
            exit(-1);
        #endif

        const char* choice[] = {"Debug", "Ignore", "Ignore All", "Exit"};

        switch (prompt("Error Loading Program", text.c_str(), choice, 4, true)) {
        case 0:
            // Debug
            {
                ////////////////////////////////////////////////////////////////////////////
                //                                                                        //
                //                              PUSH  F4                                  //
                //                                                                        // 
                //   If your program breaks on this line in debug mode under Windows,     //
                //   go to the MSVC Debug window and click on the error message (or       //
                //   just press F4 be taken to the error line in your shader.             //
                //                                                                        //
                //   When you change it and press continue, G3D will try to reload your   //
                //   shader (if it came from a file).                                     //
                //                                                                        //
                ////////////////////////////////////////////////////////////////////////////
                debugBreak();
                reloadFromFile = true;
                goto LOADSHADER;
                break;
            }

        case 1:
            // Ignore
            break;

        case 2:
            // Ignore all
            ignore = true;
            break;

        case 3:
            // Exit
            exit(-1);
        }
    }
    bindingTable.parse(code);

    glPopAttrib();
}
int _main_(int _argc, char** _argv)
{
	Args args(_argc, _argv);

	uint32_t width = 1280;
	uint32_t height = 720;
	uint32_t debug = BGFX_DEBUG_TEXT;
	uint32_t reset = BGFX_RESET_VSYNC;

	bgfx::init(args.m_type, args.m_pciId);
	bgfx::reset(width, height, reset);

	bgfx::RendererType::Enum renderer = bgfx::getRendererType();
	bool flipV = false
		|| renderer == bgfx::RendererType::OpenGL
		|| renderer == bgfx::RendererType::OpenGLES
		;

	// Enable debug text.
	bgfx::setDebug(debug);

	// Uniforms.
	bgfx::UniformHandle u_shadowMap = bgfx::createUniform("u_shadowMap", bgfx::UniformType::Int1);
	bgfx::UniformHandle u_lightPos  = bgfx::createUniform("u_lightPos",  bgfx::UniformType::Vec4);
	bgfx::UniformHandle u_lightMtx  = bgfx::createUniform("u_lightMtx",  bgfx::UniformType::Mat4);

	// Vertex declarations.
	bgfx::VertexDecl PosNormalDecl;
	PosNormalDecl.begin()
		.add(bgfx::Attrib::Position,  3, bgfx::AttribType::Float)
		.add(bgfx::Attrib::Normal,    4, bgfx::AttribType::Uint8, true, true)
		.end();

	// Meshes.
	Mesh* bunny      = meshLoad("meshes/bunny.bin");
	Mesh* cube       = meshLoad("meshes/cube.bin");
	Mesh* hollowcube = meshLoad("meshes/hollowcube.bin");

	bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(
			  bgfx::makeRef(s_hplaneVertices, sizeof(s_hplaneVertices) )
			, PosNormalDecl
			);

	bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(
			bgfx::makeRef(s_planeIndices, sizeof(s_planeIndices) )
			);

	// Render targets.
	uint16_t shadowMapSize = 512;

	// Get renderer capabilities info.
	const bgfx::Caps* caps = bgfx::getCaps();
	// Shadow samplers are supported at least partially supported if texture
	// compare less equal feature is supported.
	bool shadowSamplerSupported = 0 != (caps->supported & BGFX_CAPS_TEXTURE_COMPARE_LEQUAL);

	bgfx::ProgramHandle progShadow;
	bgfx::ProgramHandle progMesh;
	bgfx::TextureHandle shadowMapTexture;
	bgfx::FrameBufferHandle shadowMapFB;

	if (shadowSamplerSupported)
	{
		// Depth textures and shadow samplers are supported.
		progShadow = loadProgram("vs_sms_shadow", "fs_sms_shadow");
		progMesh   = loadProgram("vs_sms_mesh",   "fs_sms_mesh");

		shadowMapTexture = bgfx::createTexture2D(shadowMapSize, shadowMapSize, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_COMPARE_LEQUAL);
		bgfx::TextureHandle fbtextures[] = { shadowMapTexture };
		shadowMapFB = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
	}
	else
	{
		// Depth textures and shadow samplers are not supported. Use float
		// depth packing into color buffer instead.
		progShadow = loadProgram("vs_sms_shadow_pd", "fs_sms_shadow_pd");
		progMesh   = loadProgram("vs_sms_mesh",      "fs_sms_mesh_pd");

		shadowMapTexture = bgfx::createTexture2D(shadowMapSize, shadowMapSize, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT);
		bgfx::TextureHandle fbtextures[] =
		{
			shadowMapTexture,
			bgfx::createTexture2D(shadowMapSize, shadowMapSize, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT_BUFFER_ONLY),
		};
		shadowMapFB = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
	}

	MeshState* state[2];
	state[0] = meshStateCreate();
	state[0]->m_state = 0
				| BGFX_STATE_RGB_WRITE
				| BGFX_STATE_ALPHA_WRITE
				| BGFX_STATE_DEPTH_WRITE
				| BGFX_STATE_DEPTH_TEST_LESS
				| BGFX_STATE_CULL_CCW
				| BGFX_STATE_MSAA
				;
	state[0]->m_program = progShadow;
	state[0]->m_viewId  = RENDER_SHADOW_PASS_ID;
	state[0]->m_numTextures = 0;

	state[1] = meshStateCreate();
	state[1]->m_state = 0
				| BGFX_STATE_RGB_WRITE
				| BGFX_STATE_ALPHA_WRITE
				| BGFX_STATE_DEPTH_WRITE
				| BGFX_STATE_DEPTH_TEST_LESS
				| BGFX_STATE_CULL_CCW
				| BGFX_STATE_MSAA
				;
	state[1]->m_program = progMesh;
	state[1]->m_viewId  = RENDER_SCENE_PASS_ID;
	state[1]->m_numTextures = 1;
	state[1]->m_textures[0].m_flags = UINT32_MAX;
	state[1]->m_textures[0].m_stage = 0;
	state[1]->m_textures[0].m_sampler = u_shadowMap;
	state[1]->m_textures[0].m_texture = shadowMapTexture;

	// Set view and projection matrices.
	float view[16];
	float proj[16];

	float eye[3] = { 0.0f, 30.0f, -60.0f };
	float at[3]  = { 0.0f,  5.0f,   0.0f };
	bx::mtxLookAt(view, eye, at);

	const float aspect = float(int32_t(width) ) / float(int32_t(height) );
	bx::mtxProj(proj, 60.0f, aspect, 0.1f, 1000.0f, flipV);

	// Time acumulators.
	float timeAccumulatorLight = 0.0f;
	float timeAccumulatorScene = 0.0f;

	entry::MouseState mouseState;
	while (!entry::processEvents(width, height, debug, reset, &mouseState) )
	{
		// Time.
		int64_t now = bx::getHPCounter();
		static int64_t last = now;
		const int64_t frameTime = now - last;
		last = now;
		const double freq = double(bx::getHPFrequency() );
		const double toMs = 1000.0/freq;
		const float deltaTime = float(frameTime/freq);

		// Update time accumulators.
		timeAccumulatorLight += deltaTime;
		timeAccumulatorScene += deltaTime;

		// Use debug font to print information about this example.
		bgfx::dbgTextClear();
		bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/15-shadowmaps-simple");
		bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Shadow maps example (technique: %s).", shadowSamplerSupported ? "depth texture and shadow samplers" : "shadow depth packed into color texture");
		bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);

		// Setup lights.
		float lightPos[4];
		lightPos[0] = -cosf(timeAccumulatorLight);
		lightPos[1] = -1.0f;
		lightPos[2] = -sinf(timeAccumulatorLight);
		lightPos[3] = 0.0f;

		bgfx::setUniform(u_lightPos, lightPos);

		// Setup instance matrices.
		float mtxFloor[16];
		bx::mtxSRT(mtxFloor
			, 30.0f, 30.0f, 30.0f
			, 0.0f, 0.0f, 0.0f
			, 0.0f, 0.0f, 0.0f
			);

		float mtxBunny[16];
		bx::mtxSRT(mtxBunny
			, 5.0f, 5.0f, 5.0f
			, 0.0f, bx::pi - timeAccumulatorScene, 0.0f
			, 15.0f, 5.0f, 0.0f
			);

		float mtxHollowcube[16];
		bx::mtxSRT(mtxHollowcube
			, 2.5f, 2.5f, 2.5f
			, 0.0f, 1.56f - timeAccumulatorScene, 0.0f
			, 0.0f, 10.0f, 0.0f
			);

		float mtxCube[16];
		bx::mtxSRT(mtxCube
			, 2.5f, 2.5f, 2.5f
			, 0.0f, 1.56f - timeAccumulatorScene, 0.0f
			, -15.0f, 5.0f, 0.0f
			);

		// Define matrices.
		float lightView[16];
		float lightProj[16];

		eye[0] = -lightPos[0];
		eye[1] = -lightPos[1];
		eye[2] = -lightPos[2];

		at[0] = 0.0f;
		at[1] = 0.0f;
		at[2] = 0.0f;

		bx::mtxLookAt(lightView, eye, at);

		const float area = 30.0f;
		bx::mtxOrtho(lightProj, -area, area, -area, area, -100.0f, 100.0f);

		bgfx::setViewRect(RENDER_SHADOW_PASS_ID, 0, 0, shadowMapSize, shadowMapSize);
		bgfx::setViewFrameBuffer(RENDER_SHADOW_PASS_ID, shadowMapFB);
		bgfx::setViewTransform(RENDER_SHADOW_PASS_ID, lightView, lightProj);

		bgfx::setViewRect(RENDER_SCENE_PASS_ID, 0, 0, width, height);
		bgfx::setViewTransform(RENDER_SCENE_PASS_ID, view, proj);

		// Clear backbuffer and shadowmap framebuffer at beginning.
		bgfx::setViewClear(RENDER_SHADOW_PASS_ID
			, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
			, 0x303030ff, 1.0f, 0
			);

		bgfx::setViewClear(RENDER_SCENE_PASS_ID
			, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
			, 0x303030ff, 1.0f, 0
			);

		// Render.
		float mtxShadow[16];
		float lightMtx[16];

		const float sy = flipV ? 0.5f : -0.5f;
		const float mtxCrop[16] =
		{
			0.5f, 0.0f, 0.0f, 0.0f,
			0.0f,   sy, 0.0f, 0.0f,
			0.0f, 0.0f, 0.5f, 0.0f,
			0.5f, 0.5f, 0.5f, 1.0f,
		};

		float mtxTmp[16];
		bx::mtxMul(mtxTmp,    lightProj, mtxCrop);
		bx::mtxMul(mtxShadow, lightView, mtxTmp);

		// Floor.
		bx::mtxMul(lightMtx, mtxFloor, mtxShadow);
		uint32_t cached = bgfx::setTransform(mtxFloor);
		for (uint32_t pass = 0; pass < 2; ++pass)
		{
			const MeshState& st = *state[pass];
			bgfx::setTransform(cached);
			for (uint8_t tex = 0; tex < st.m_numTextures; ++tex)
			{
				const MeshState::Texture& texture = st.m_textures[tex];
				bgfx::setTexture(texture.m_stage
						, texture.m_sampler
						, texture.m_texture
						, texture.m_flags
						);
			}
			bgfx::setUniform(u_lightMtx, lightMtx);
			bgfx::setIndexBuffer(ibh);
			bgfx::setVertexBuffer(vbh);
			bgfx::setState(st.m_state);
			bgfx::submit(st.m_viewId, st.m_program);
		}

		// Bunny.
		bx::mtxMul(lightMtx, mtxBunny, mtxShadow);
		bgfx::setUniform(u_lightMtx, lightMtx);
		meshSubmit(bunny, &state[0], 1, mtxBunny);
		bgfx::setUniform(u_lightMtx, lightMtx);
		meshSubmit(bunny, &state[1], 1, mtxBunny);

		// Hollow cube.
		bx::mtxMul(lightMtx, mtxHollowcube, mtxShadow);
		bgfx::setUniform(u_lightMtx, lightMtx);
		meshSubmit(hollowcube, &state[0], 1, mtxHollowcube);
		bgfx::setUniform(u_lightMtx, lightMtx);
		meshSubmit(hollowcube, &state[1], 1, mtxHollowcube);

		// Cube.
		bx::mtxMul(lightMtx, mtxCube, mtxShadow);
		bgfx::setUniform(u_lightMtx, lightMtx);
		meshSubmit(cube, &state[0], 1, mtxCube);
		bgfx::setUniform(u_lightMtx, lightMtx);
		meshSubmit(cube, &state[1], 1, mtxCube);

		// Advance to next frame. Rendering thread will be kicked to
		// process submitted rendering primitives.
		bgfx::frame();
	}

	meshUnload(bunny);
	meshUnload(cube);
	meshUnload(hollowcube);

	meshStateDestroy(state[0]);
	meshStateDestroy(state[1]);

	bgfx::destroyVertexBuffer(vbh);
	bgfx::destroyIndexBuffer(ibh);

	bgfx::destroyProgram(progShadow);
	bgfx::destroyProgram(progMesh);

	bgfx::destroyFrameBuffer(shadowMapFB);

	bgfx::destroyUniform(u_shadowMap);
	bgfx::destroyUniform(u_lightPos);
	bgfx::destroyUniform(u_lightMtx);

	// Shutdown bgfx.
	bgfx::shutdown();

	return 0;
}
BOOL NextBarDlg::OCommand(ULONG msg, MPARAM mp1, MPARAM mp2)
{
 switch(msg) {
    case WM_INITDLG:
       centerDlg();
       Title.inherit(hwnd);
       Program.inherit(hwnd);
       Path.inherit(hwnd);
       Parms.inherit(hwnd);
       Icon.inherit(hwnd);
       Settings.inherit(hwnd);
       Settings.setFont("8.Helv");
       setProgram2Dialog();
       if (actualButton)
         WinSendMsg(WinWindowFromID(hwnd, NHX_ICONFIELD), SM_SETHANDLE, 
                    MPFROMP(actualButton->pIco->hptr), NULL);
       break;

    case WM_CONTROL:
       handleButtons(mp1);
       break; 

    case DM_DRAGOVER:
     {
      PDRAGINFO  pdinfo = (PDRAGINFO) mp1;
      PDRAGITEM  pditem = NULL;

      DrgAccessDraginfo(pdinfo);
      pditem = DrgQueryDragitemPtr(pdinfo, 0);
      if (DrgVerifyRMF(pditem, "DRM_OS2FILE", NULL))
       {
        DrgFreeDraginfo (pdinfo) ;
        return(TRUE);
       }
      else
       {
        DrgFreeDraginfo (pdinfo) ;
        return(FALSE);
       }
     }

   case DM_DROP: {
     PDRAGINFO       pDragInfo;              /* Pointer to DRAGINFO structure */
     PDRAGITEM       pDragItem;              /* Pointer to DRAGITEM structure */
     CHAR            Buffer[CCHMAXPATH];
     CHAR            ObjectType[CCHMAXPATH];
     PSZ             pszBuffer;
     OString         tmpBuf; 

     pDragInfo = (PDRAGINFO)mp1;
     if(DrgAccessDraginfo(pDragInfo)==FALSE) break;
     pDragItem = DrgQueryDragitemPtr(pDragInfo, 0);
     DrgQueryStrName(pDragItem->hstrRMF, sizeof(ObjectType), ObjectType);
     if(!strstr(ObjectType, "<DRM_OBJECT, DRF_OBJECT>"))
      { // this is not a WPS object
       DrgQueryStrName(pDragItem->hstrContainerName, sizeof(Buffer), Buffer);
       pszBuffer = ((PSZ) Buffer)+strlen(Buffer);
       DrgQueryStrName(pDragItem->hstrSourceName, sizeof(Buffer)-strlen(pszBuffer), pszBuffer);
       tmpBuf << Buffer;
       strupr(tmpBuf);
       if (strstr(tmpBuf, ".ICO")) {
          hps = WinGetPS(WinWindowFromID(hwnd, NHX_ICONFIELD));
          GpiCreateLogColorTable(hps, LCOL_RESET, LCOLF_RGB, 0L, 0L, NULL);
          WinQueryWindowRect(WinWindowFromID(hwnd, NHX_ICONFIELD), &rcl);
          GpiSetColor(hps, SYSCLR_DIALOGBACKGROUND);
          GpiBox(hps, DRO_FILL, (PPOINTL) &rcl.xRight, 0L, 0L);
          WinReleasePS(hps);
          if (actualButton->pIco) 
            delete actualButton->pIco;
          try {
            actualButton->pIco = new OIcon(Buffer); }
          catch(...) {
            delete actualButton->pIco;
            actualButton->pIco = new OIcon(); }
          WinSendMsg(WinWindowFromID(hwnd, NHX_ICONFIELD), SM_SETHANDLE, 
                     MPFROMP(actualButton->pIco->hptr), NULL);
          WinSetDlgItemText(hwnd, NHX_ICON, Buffer); }
       else if ((!strstr(tmpBuf, ".EXE")) &&  (!strstr(tmpBuf, ".COM")) &&
                (!strstr(tmpBuf, ".BAT")) &&  (!strstr(tmpBuf, ".CMD")))
          install2Dialog(Buffer, TRUE);
       else
          install2Dialog(Buffer, FALSE);
      }
     else {
       DrgQueryStrName(pDragItem->hstrSourceName, sizeof(Buffer), Buffer);
       install2Dialog(Buffer, TRUE); }
    break; }

    case WM_COMMAND:
      switch(SHORT1FROMMP(mp1)) 
       {
        case NHX_SAVE:
          setDialog2Program();
          if (isCreation)
             WinPostMsg(nxh->toolbar->hwnd, WM_TOOLBAR_RESET, NULL, NULL);
          else
             WinPostMsg(nxh->toolbar->hwnd, WM_SAVE_BUTTONS, NULL, NULL);
          event = NULL;
          WinPostMsg(hwnd, WM_CLOSE, NULL, NULL);
          break;

        case NHX_CANCEL:
          WinSendMsg(hwnd, WM_CLOSE, NULL, NULL);
          break;

        case NHX_LOAD:
          loadProgram();
          break;
       }
      break;

    case WM_HELP:
       nxh->toolbar->helpRequest(PANEL_CFGS);
       break;

    case WM_CLOSE:
       WinSendMsg(WinWindowFromID(hwnd, NHX_ICONFIELD), SM_SETHANDLE,
                  MPFROMP(NULLHANDLE), NULL);
       if (isCreation)
         WinPostMsg(nxh->toolbar->hwnd, WM_CFG_CANCELED, MPFROMP(event), NULL);
       delete this;
       break;

    default:
       return(FALSE); }
 return(TRUE);
#ifdef __BORLANDC__
  #pragma warn -par
#endif
}
Beispiel #5
0
/*
 * Executes the Instruction based on the opcode.
 */
static inline void execute_instruction(Instruction instr){
    switch(instr.op) {
        case MOVE:{
            conditionalMove(registers, instr.reg1, instr.reg2, instr.reg3);
            programCounter++;
            break;
        }
        case SEGLOAD:{
            UM_Word ID = registers[instr.reg2];
            UM_Word offset = registers[instr.reg3];
            UM_Word toStore = segmentedLoad(memorySegments, ID, offset);
            registers[instr.reg1] = toStore;
            programCounter++;
            break;
        }
        case SEGSTORE:{
            UM_Word ID = registers[instr.reg1];
            UM_Word offset = registers[instr.reg2];
            UM_Word value = registers[instr.reg3];
            segmentedStore(memorySegments, ID, offset, value);
            programCounter++;
            break;
        }
        case ADD:{
            addition(registers, instr.reg1, instr.reg2, instr.reg3);
            programCounter++;
            break;
        }
        case MULTIPLY:{
            multiplication(registers, instr.reg1, instr.reg2, instr.reg3);
            programCounter++;
            break;
        }
        case DIVIDE:{
            division(registers, instr.reg1, instr.reg2, instr.reg3);
            programCounter++;
            break;
        }
        case NAND:{
            bitwiseNAND(registers, instr.reg1, instr.reg2, instr.reg3);
            programCounter++;
            break;
        }
        case HALT: {
            programCounter = 0;
            break;
        }
        case MAP:{
            UM_Word length = registers[instr.reg3];
            registers[instr.reg2] = mapSegment(memorySegments, length);
            programCounter++;
            break;
        }
        case UNMAP:{
            UM_Word ID = registers[instr.reg3];
            unmapSegment(memorySegments, ID);
            programCounter++;
            break;
        }
        case OUTPUT:{
            output(registers, instr.reg3);
            programCounter++;
            break;
        }
        case INPUT:{
            input(registers, instr.reg3);
            programCounter++;
            break;
        }
        case LOADPROG:{
            UM_Word ID = registers[instr.reg2];
            if(ID != 0){
                loadProgram(memorySegments, ID);
                numInstructions = instructionLength(memorySegments);
                //programPointer = getInstructions(memorySegments);
            }
            programCounter = registers[instr.reg3];
            break;
        }
        case LOADVAL:{
            registers[instr.reg1] = instr.value;
            programCounter++;
            break;
        }
    }
}
Beispiel #6
0
int _main_(int /*_argc*/, char** /*_argv*/)
{
	PosColorTexCoord0Vertex::init();

	uint32_t width = 1280;
	uint32_t height = 720;
	uint32_t debug = BGFX_DEBUG_TEXT;
	uint32_t reset = BGFX_RESET_VSYNC;

	bgfx::init();
	bgfx::reset(width, height, reset);

	// Enable debug text.
	bgfx::setDebug(debug);

	// Set view 0 clear state.
	bgfx::setViewClear(0
		, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
		, 0x303030ff
		, 1.0f
		, 0
		);

	// Setup root path for binary shaders. Shader binaries are different 
	// for each renderer.
	switch (bgfx::getRendererType() )
	{
	default:
	case bgfx::RendererType::Direct3D9:
		s_shaderPath = "shaders/dx9/";
		s_texelHalf = 0.5f;
		break;

	case bgfx::RendererType::Direct3D11:
		s_shaderPath = "shaders/dx11/";
		break;

	case bgfx::RendererType::OpenGL:
		s_shaderPath = "shaders/glsl/";
		s_flipV = true;
		break;

	case bgfx::RendererType::OpenGLES2:
	case bgfx::RendererType::OpenGLES3:
		s_shaderPath = "shaders/gles/";
		s_flipV = true;
		break;
	}

	const bgfx::Memory* mem;

	mem = loadTexture("uffizi.dds");
	bgfx::TextureHandle uffizi = bgfx::createTexture(mem, BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP|BGFX_TEXTURE_W_CLAMP);

	bgfx::UniformHandle u_time      = bgfx::createUniform("u_time",     bgfx::UniformType::Uniform1f);
	bgfx::UniformHandle u_texCube   = bgfx::createUniform("u_texCube",  bgfx::UniformType::Uniform1i);
	bgfx::UniformHandle u_texColor  = bgfx::createUniform("u_texColor", bgfx::UniformType::Uniform1i);
	bgfx::UniformHandle u_texLum    = bgfx::createUniform("u_texLum",   bgfx::UniformType::Uniform1i);
	bgfx::UniformHandle u_texBlur   = bgfx::createUniform("u_texBlur",  bgfx::UniformType::Uniform1i);
	bgfx::UniformHandle u_mtx       = bgfx::createUniform("u_mtx",      bgfx::UniformType::Uniform4x4fv);
	bgfx::UniformHandle u_tonemap   = bgfx::createUniform("u_tonemap",  bgfx::UniformType::Uniform4fv);
	bgfx::UniformHandle u_offset    = bgfx::createUniform("u_offset",   bgfx::UniformType::Uniform4fv, 16);
	bgfx::UniformHandle u_weight    = bgfx::createUniform("u_weight",   bgfx::UniformType::Uniform4fv, 16);

	bgfx::ProgramHandle skyProgram     = loadProgram("vs_hdr_skybox",  "fs_hdr_skybox");
	bgfx::ProgramHandle lumProgram     = loadProgram("vs_hdr_lum",     "fs_hdr_lum");
	bgfx::ProgramHandle lumAvgProgram  = loadProgram("vs_hdr_lumavg",  "fs_hdr_lumavg");
	bgfx::ProgramHandle blurProgram    = loadProgram("vs_hdr_blur",    "fs_hdr_blur");
	bgfx::ProgramHandle brightProgram  = loadProgram("vs_hdr_bright",  "fs_hdr_bright");
	bgfx::ProgramHandle meshProgram    = loadProgram("vs_hdr_mesh",    "fs_hdr_mesh");
	bgfx::ProgramHandle tonemapProgram = loadProgram("vs_hdr_tonemap", "fs_hdr_tonemap");

	Mesh mesh;
	mesh.load("meshes/bunny.bin");

	bgfx::RenderTargetHandle rt = bgfx::createRenderTarget(width, height, BGFX_RENDER_TARGET_COLOR_RGBA8|BGFX_RENDER_TARGET_DEPTH);

	bgfx::RenderTargetHandle lum[5];
	lum[0] = bgfx::createRenderTarget(128, 128, BGFX_RENDER_TARGET_COLOR_RGBA8);
	lum[1] = bgfx::createRenderTarget( 64,  64, BGFX_RENDER_TARGET_COLOR_RGBA8);
	lum[2] = bgfx::createRenderTarget( 16,  16, BGFX_RENDER_TARGET_COLOR_RGBA8);
	lum[3] = bgfx::createRenderTarget(  4,   4, BGFX_RENDER_TARGET_COLOR_RGBA8);
	lum[4] = bgfx::createRenderTarget(  1,   1, BGFX_RENDER_TARGET_COLOR_RGBA8);

	bgfx::RenderTargetHandle bright;
	bright = bgfx::createRenderTarget(width/2, height/2, BGFX_RENDER_TARGET_COLOR_RGBA8);

	bgfx::RenderTargetHandle blur;
	blur = bgfx::createRenderTarget(width/8, height/8, BGFX_RENDER_TARGET_COLOR_RGBA8);

	FILE* file = fopen("font/droidsans.ttf", "rb");
	uint32_t size = (uint32_t)fsize(file);
	void* data = malloc(size);
	size_t ignore = fread(data, 1, size, file);
	BX_UNUSED(ignore);
	fclose(file);

	imguiCreate(data, size);

	free(data);

	float speed      = 0.37f;
	float middleGray = 0.18f;
	float white      = 1.1f;
	float treshold   = 1.5f;

	int32_t scrollArea = 0;

	uint32_t oldWidth = 0;
	uint32_t oldHeight = 0;

	entry::MouseState mouseState;

	float time = 0.0f;

	while (!entry::processEvents(width, height, debug, reset, &mouseState) )
	{
		if (oldWidth != width
		||  oldHeight != height)
		{
			// Recreate variable size render targets when resolution changes.
			oldWidth = width;
			oldHeight = height;
			bgfx::destroyRenderTarget(rt);
			bgfx::destroyRenderTarget(bright);
			bgfx::destroyRenderTarget(blur);

			rt = bgfx::createRenderTarget(width, height, BGFX_RENDER_TARGET_COLOR_RGBA8|BGFX_RENDER_TARGET_DEPTH);
			bright = bgfx::createRenderTarget(width/2, height/2, BGFX_RENDER_TARGET_COLOR_RGBA8);
			blur = bgfx::createRenderTarget(width/8, height/8, BGFX_RENDER_TARGET_COLOR_RGBA8);
		}

		imguiBeginFrame(mouseState.m_mx
			, mouseState.m_my
			, (mouseState.m_buttons[entry::MouseButton::Left  ] ? IMGUI_MBUT_LEFT  : 0)
			| (mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
			, 0
			, width
			, height
			);

		imguiBeginScrollArea("Settings", width - width / 5 - 10, 10, width / 5, height / 3, &scrollArea);
		imguiSeparatorLine();

		imguiSlider("Speed", &speed, 0.0f, 1.0f, 0.01f);
		imguiSeparator();

		imguiSlider("Middle gray", &middleGray, 0.1f, 1.0f, 0.01f);
		imguiSlider("White point", &white, 0.1f, 2.0f, 0.01f);
		imguiSlider("Treshold", &treshold, 0.1f, 2.0f, 0.01f);

		imguiEndScrollArea();
		imguiEndFrame();

		// This dummy draw call is here to make sure that view 0 is cleared
		// if no other draw calls are submitted to view 0.
		bgfx::submit(0);

		int64_t now = bx::getHPCounter();
		static int64_t last = now;
		const int64_t frameTime = now - last;
		last = now;
		const double freq = double(bx::getHPFrequency() );
		const double toMs = 1000.0/freq;

		time += (float)(frameTime*speed/freq);

		bgfx::setUniform(u_time, &time);

		// Use debug font to print information about this example.
		bgfx::dbgTextClear();
		bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/09-hdr");
		bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Using multiple views and render targets.");
		bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);

		// Set views.
		bgfx::setViewRectMask(0x1f, 0, 0, width, height);
		bgfx::setViewRenderTargetMask(0x3, rt);

		bgfx::setViewRect(2, 0, 0, 128, 128);
		bgfx::setViewRenderTarget(2, lum[0]);

		bgfx::setViewRect(3, 0, 0, 64, 64);
		bgfx::setViewRenderTarget(3, lum[1]);

		bgfx::setViewRect(4, 0, 0, 16, 16);
		bgfx::setViewRenderTarget(4, lum[2]);

		bgfx::setViewRect(5, 0, 0, 4, 4);
		bgfx::setViewRenderTarget(5, lum[3]);

		bgfx::setViewRect(6, 0, 0, 1, 1);
		bgfx::setViewRenderTarget(6, lum[4]);

		bgfx::setViewRect(7, 0, 0, width/2, height/2);
		bgfx::setViewRenderTarget(7, bright);

		bgfx::setViewRect(8, 0, 0, width/8, height/8);
		bgfx::setViewRenderTarget(8, blur);

		bgfx::setViewRect(9, 0, 0, width, height);

		float view[16];
		float proj[16];

		mtxIdentity(view);
		mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f);

		// Set view and projection matrix for view 0.
		bgfx::setViewTransformMask(0
				|(1<<0)
				|(1<<2)
				|(1<<3)
				|(1<<4)
				|(1<<5)
				|(1<<6)
				|(1<<7)
				|(1<<8)
				|(1<<9)
				, view
				, proj
				);

		float at[3] = { 0.0f, 1.0f, 0.0f };
		float eye[3] = { 0.0f, 1.0f, -2.5f };

		float mtx[16];
		mtxRotateXY(mtx
			, 0.0f
			, time
			); 

		float temp[4];
		vec3MulMtx(temp, eye, mtx);

		mtxLookAt(view, temp, at);
		mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f);

		// Set view and projection matrix for view 1.
		bgfx::setViewTransformMask(1<<1, view, proj);

		bgfx::setUniform(u_mtx, mtx);

		// Render skybox into view 0.
		bgfx::setTexture(0, u_texCube, uffizi);
		bgfx::setProgram(skyProgram);
		bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
		screenSpaceQuad( (float)width, (float)height, true);
		bgfx::submit(0);

		// Render mesh into view 1
		bgfx::setTexture(0, u_texCube, uffizi);
		mesh.submit(1, meshProgram, NULL);

		// Calculate luminance.
		setOffsets2x2Lum(u_offset, 128, 128);
		bgfx::setTexture(0, u_texColor, rt);
		bgfx::setProgram(lumProgram);
		bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
		screenSpaceQuad(128.0f, 128.0f, s_flipV);
		bgfx::submit(2);

		// Downscale luminance 0.
		setOffsets4x4Lum(u_offset, 128, 128);
		bgfx::setTexture(0, u_texColor, lum[0]);
		bgfx::setProgram(lumAvgProgram);
		bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
		screenSpaceQuad(64.0f, 64.0f, s_flipV);
		bgfx::submit(3);

		// Downscale luminance 1.
		setOffsets4x4Lum(u_offset, 64, 64);
		bgfx::setTexture(0, u_texColor, lum[1]);
		bgfx::setProgram(lumAvgProgram);
		bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
		screenSpaceQuad(16.0f, 16.0f, s_flipV);
		bgfx::submit(4);

		// Downscale luminance 2.
		setOffsets4x4Lum(u_offset, 16, 16);
		bgfx::setTexture(0, u_texColor, lum[2]);
		bgfx::setProgram(lumAvgProgram);
		bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
		screenSpaceQuad(4.0f, 4.0f, s_flipV);
		bgfx::submit(5);

		// Downscale luminance 3.
		setOffsets4x4Lum(u_offset, 4, 4);
		bgfx::setTexture(0, u_texColor, lum[3]);
		bgfx::setProgram(lumAvgProgram);
		bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
		screenSpaceQuad(1.0f, 1.0f, s_flipV);
		bgfx::submit(6);

		float tonemap[4] = { middleGray, square(white), treshold, 0.0f };
		bgfx::setUniform(u_tonemap, tonemap);

		// Bright pass treshold is tonemap[3].
		setOffsets4x4Lum(u_offset, width/2, height/2);
		bgfx::setTexture(0, u_texColor, rt);
		bgfx::setTexture(1, u_texLum, lum[4]);
		bgfx::setProgram(brightProgram);
		bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
		screenSpaceQuad( (float)width/2.0f, (float)height/2.0f, s_flipV);
		bgfx::submit(7);

		// Blur bright pass vertically.
		bgfx::setTexture(0, u_texColor, bright);
		bgfx::setProgram(blurProgram);
		bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
		screenSpaceQuad( (float)width/8.0f, (float)height/8.0f, s_flipV);
		bgfx::submit(8);

		// Blur bright pass horizontally, do tonemaping and combine.
		bgfx::setTexture(0, u_texColor, rt);
		bgfx::setTexture(1, u_texLum, lum[4]);
		bgfx::setTexture(2, u_texBlur, blur);
		bgfx::setProgram(tonemapProgram);
		bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
		screenSpaceQuad( (float)width, (float)height, s_flipV);
		bgfx::submit(9);

		// Advance to next frame. Rendering thread will be kicked to 
		// process submitted rendering primitives.
		bgfx::frame();
	}

	imguiDestroy();

	// Cleanup.
	mesh.unload();

	bgfx::destroyRenderTarget(lum[0]);
	bgfx::destroyRenderTarget(lum[1]);
	bgfx::destroyRenderTarget(lum[2]);
	bgfx::destroyRenderTarget(lum[3]);
	bgfx::destroyRenderTarget(lum[4]);
	bgfx::destroyRenderTarget(bright);
	bgfx::destroyRenderTarget(blur);
	bgfx::destroyRenderTarget(rt);

	bgfx::destroyProgram(meshProgram);
	bgfx::destroyProgram(skyProgram);
	bgfx::destroyProgram(tonemapProgram);
	bgfx::destroyProgram(lumProgram);
	bgfx::destroyProgram(lumAvgProgram);
	bgfx::destroyProgram(blurProgram);
	bgfx::destroyProgram(brightProgram);
	bgfx::destroyTexture(uffizi);

	bgfx::destroyUniform(u_time);
	bgfx::destroyUniform(u_texCube);
	bgfx::destroyUniform(u_texColor);
	bgfx::destroyUniform(u_texLum);
	bgfx::destroyUniform(u_texBlur);
	bgfx::destroyUniform(u_mtx);
	bgfx::destroyUniform(u_tonemap);
	bgfx::destroyUniform(u_offset);
	bgfx::destroyUniform(u_weight);

	// Shutdown bgfx.
	bgfx::shutdown();

	return 0;
}
Beispiel #7
0
// Entry point in the program
int main(int argc, char **argv)
{
    std::cout<<std::endl<<std::endl<<"________Template OpenGL3________"<<std::endl<<std::endl;
    //__________________________________________________________________________

    // Application creation
    std::cout<<"  Application creation"<<std::endl;
    Application * application=new Application(800, 600);
    //__________________________________________________________________________

    // Scene creation
    std::cout<<"    Scene creation"<<std::endl;
    Scene * scene=new Scene(800, 600);
    application->setScene(scene);
    GLfloat red[]= {1.0, 0.0, 0.0, 1.0};
    scene->setDefaultColor(red); // Color for the objects drawn in the scene

    //__________________________________________________________________________

    // Camera position and orientation
    std::cout<<"    Camera settings"<<std::endl;
    scene->camera->c[2]=6.0; // Position of the camera
    scene->camera->c[1]=0.0; // Position of the camera
    scene->camera->c[0]=0.0; // Position of the camera
    scene->camera->updateView();


    GLfloat c[]= {-0.2, 0.3, 0.1}; // Camera position
    GLfloat aim[]= {0.0, 0.0, 0.0}; // Where we look
    GLfloat up[]= {0.0, 1.0, 0.0}; // Vector pointing over the camera
    //scene->camera->lookAt(c, aim, up);

    //__________________________________________________________________________

    // Creation of the shaders
    std::cout<<"    Shaders reading, compiling and linking"<<std::endl;

    // Compilation and storage of the program
    std::vector<std::string> files;

    // The special shaders used for mac os are only necesary until Snow Leopard
    // From Leon on, mac os drivers version for Opengl is 3.2
    // Therefore the shaders in folder oldGLSL become out-of-date

    // One very simple shader (one color everywhere on the object)
    files.push_back("../shaders/simpleShader.glsl");
    GLuint simpleShaderID=loadProgram(files);
    files.pop_back();
    scene->setDefaultShaderID(simpleShaderID);

    // One coloring shader (colors per vertex)
    files.push_back("../shaders/colorShader.glsl");
    GLuint colorShaderID=loadProgram(files);
    files.pop_back();

    // One lighting shader
#ifdef APPLE
    files.push_back("../shaders/oldGLSL/shaderTools.glsl");
    files.push_back("../shaders/oldGLSL/lightingShader.glsl");
#else
    files.push_back("../shaders/shaderTools.glsl");
    files.push_back("../shaders/lightingShader.glsl");
#endif
    GLuint lightingShaderID=loadProgram(files);
    files.pop_back();
    scene->setDefaultShaderID(lightingShaderID);


    // Uniforms filling
    glUseProgram(lightingShaderID);
    // Material creation and to shader
    GLfloat ambient[]= {1.0, 1.0, 1.0, 1.0};
    GLfloat ka=0.01;
    GLfloat diffuse[]= {1.0, 1.0, 1.0, 1.0};
    GLfloat kd=1.0;
    GLfloat specular[]= {1.0, 1.0, 1.0, 1.0};
    GLfloat ks=2.0;
    GLfloat shininess=5.0;
    setMaterialInShader(lightingShaderID, ambient, diffuse, specular, ka, kd, ks, shininess);

    files.push_back("../shaders/persoShader.glsl");
    GLuint persoShaderID=loadProgram(files);
    files.pop_back();

    // Light creation
    GLfloat lightPosition[]= {1.0, 1.0, 1.0, 1.0};
    GLfloat lightPower=2.0;
    scene->setLight(lightPosition, lightPower);

    // One texture and Phong shader
#ifdef __APPLE__
    files.push_back("../shaders/oldGLSL/lightingTexturingShader.glsl");
#else
    files.push_back("../shaders/lightingTexturingShader.glsl");
#endif
    GLuint lightingTextureShaderID=loadProgram(files);
    files.pop_back();
    glUseProgram(lightingTextureShaderID);
    setMaterialInShader(lightingTextureShaderID, ambient, diffuse, specular, ka, kd, ks, shininess);
    setTextureUnitsInShader(lightingTextureShaderID);


    //__________________________________________________________________________


    // Creation of the objects to store
    std::cout<<"    Generic objects creation and storage :"<<std::endl;

    // Définition du repère
    Object * objectAxis=new Object(GL_LINES);
    GLuint storedObjectAxisID=scene->storeObject(objectAxis);


    // Définition boundingBox
    Object * objectBB=new Object(GL_TRIANGLES);
    GLuint storedObjectBBID=scene->storeObject(objectBB);

    // Définition de la cible
    Object * objectCible=new Object(GL_LINES);
    GLuint storedObjectCibleID=scene->storeObject(objectCible);

    // Environnement
    Object * objectLaby=new Object(GL_TRIANGLES);
    GLuint storedObjectLaby=scene->storeObject(objectLaby);
    bool smoothObjectFlag=true;
    GLuint houseTextureDiffuseID=loadTexture("../textures/mur_contour.ppm");
    GLuint houseTextureSpecularID=loadTexture("../textures/mur_contour.ppm");

    //portal
    Object * objectPortal = new Object(GL_TRIANGLES);
    GLuint storedObjectPortal=scene->storeObject(objectPortal);
    //std::cout<<"IIIIIDDDDDD"<<storedObjectPortal<<std::endl;

    GLuint portalTextureDiffuseID=loadTexture("../textures/mur_contour.ppm");
    GLuint portalTextureSpecularID=loadTexture("../textures/mur_contour.ppm");

    /*Object * objectTr=new Object(GL_TRIANGLES);
    GLuint storedObjectTrID=scene->storeObject(objectTr);*/

//__________________________________________________________________________

    // Object building
    std::cout<<"    Generic objects building :"<<std::endl;


    // Construction du repère
    buildAxis(objectAxis);

    //Construction boundingBox
    //buildCube(objectBB);

    // Construction de la cible
    buildCircle(objectCible, 0.3, 20);

    //environnement
    std::string fileName="../objs/contour.obj";

    buildObjectGeometryFromOBJ(objectLaby, fileName, smoothObjectFlag, 10,10,10);

    /*std::cout << indicesObj[3] << " " << indicesObj[4] << indicesObj[5] << std::endl;

    std::cout << verticesObj[11*4] << " " << verticesObj[11*4+1] << " " << verticesObj[11*4+2] << " " << verticesObj[11*4+3] << std::endl;
    std::cout << verticesObj[10*4] << " " << verticesObj[10*4+1] << " " << verticesObj[10*4+2] << " " << verticesObj[10*4+3] << std::endl;
    std::cout << verticesObj[4] << " " << verticesObj[4+1] << " " << verticesObj[4+2] << " " << verticesObj[4+3] << std::endl << std::endl;

    std::cout << verticesObj[4] << " " << verticesObj[4+1] << " " << verticesObj[4+2] << " " << verticesObj[4+3] << std::endl;
    std::cout << verticesObj[0] << " " << verticesObj[1] << " " << verticesObj[2] << " " << verticesObj[3] << std::endl;
    std::cout << verticesObj[11*4] << " " << verticesObj[11*4+1] << " " << verticesObj[11*4+2] << " " << verticesObj[11*4+3] << std::endl << std::endl;

    for (int i=0; i<24; ++i)
    	std::cout << application->objVertices[i] << " " ;

    std::cout << std::endl;

    std::string fileNamePortal="../objs/portail.obj";
    std::vector<GLfloat> verticesObjPortal;
    std::vector<GLuint> indicesObjPortal;
    std::vector<GLfloat> normalsObjPortal;
    buildObjectGeometryFromOBJ(objectPortal, fileNamePortal, smoothObjectFlag, verticesObjPortal, indicesObjPortal, normalsObjPortal);*/


    /*std::string fileNamePortal="../objs/portail.obj";
    std::vector<GLfloat> verticesObjPortal;
    std::vector<GLuint> indicesObjPortal;
    std::vector<GLfloat> normalsObjPortal;
    buildObjectGeometryFromOBJ(objectPortal, fileNamePortal, smoothObjectFlag, verticesObjPortal, indicesObjPortal, normalsObjPortal);*/


    //__________________________________________________________________________

    // Objects we want to see
    std::cout<<"    Objects to draw setting"<<std::endl;


    //axis
    GLuint axisID=scene->addObjectToDraw(storedObjectAxisID);
    scene->setDrawnObjectShaderID(axisID, lightingShaderID);

    //BoundingBox
    GLuint BBID=scene->addObjectToDraw(storedObjectBBID);
    //scene->setDrawnObjectShaderID(BBID, lightingShaderID);

    GLfloat yellow[4]= {0.0, 0.8, 0.4, 1.0};
    scene->setDrawnObjectColor(BBID, yellow);


    //cible
    GLuint cibleID=scene->addObjectToDraw(storedObjectCibleID);
    scene->setDrawnObjectShaderID(cibleID, lightingShaderID);
    GLfloat blue[4]= {0.0, 0.3, 0.7, 1.0};
    scene->setDrawnObjectColor(cibleID, blue);

    //environnement
    GLfloat S[16];
    GLfloat s[3] = {3.0, 2.0, 3.0} ;
    setToScale(S, s);

    GLuint labyID=scene->addObjectToDraw(storedObjectLaby);
    //scene->setDrawnObjectModel(labyID, S);
    scene->setDrawnObjectColor(labyID, red);
    scene->setDrawnObjectShaderID(labyID, lightingShaderID);
    //std::cout<<"ID SHADER :"<<lightingShaderID<<std::endl;
    /*cible
    GLuint trID=scene->addObjectToDraw(storedObjectTrID);
    scene->setDrawnObjectShaderID(trID, lightingShaderID);
    GLfloat zarb[4]={0.4, 0.7, 0.2, 1.0};
    scene->setDrawnObjectColor(trID, zarb);*/

    std::cout<<scene->nbStoredObjects<<std::endl;

    //__________________________________________________________________________

    // Other informations
    // Background color creation
    GLfloat black[]= {0.0, 0.0, 0.0, 1.0};
    application->setBackgroundColor(black);

    //__________________________________________________________________________

    // Errors checking
    std::cout<<"    Errors cheking before the loop"<<std::endl;
    printGlErrors();
    std::cout<<std::endl;
    //__________________________________________________________________________

    // Loop start !
    std::cout<<"    Looping !! "<<std::endl;
    application->lastStartTime=getTime();
    application->initTimers();
    application->loop();
    printGlErrors();
    std::cout<<std::endl;
    //__________________________________________________________________________

    // Cleaning and finishing
    std::cout<<"    Cleaning before leaving"<<std::endl;
    delete application;

    return 0;
}
// FIXME: Parallaction_br::parseLocation() is now a verbatim copy of the same routine from Parallaction_ns.
void Parallaction_br::parseLocation(const char *filename) {
	debugC(1, kDebugParser, "parseLocation('%s')", filename);

	// find a new available slot
	allocateLocationSlot(filename);
	Script *script = _disk->loadLocation(filename);

	// parse the text file
	LocationParserOutput_br out;
	_locationParser->parse(script, &out);
	assert(out._info);
	delete script;

	bool visited = getLocationFlags() & kFlagsVisited;

	// load background, mask and path
	_disk->loadScenery(*out._info,
		out._backgroundName.empty() ? 0 : out._backgroundName.c_str(),
		out._maskName.empty()       ? 0 : out._maskName.c_str(),
		out._pathName.empty()       ? 0 : out._pathName.c_str());
	// assign background
	_gfx->setBackground(kBackgroundLocation, out._info);


	// process zones
	ZoneList::iterator zit = _location._zones.begin();
	for ( ; zit != _location._zones.end(); ++zit) {
		ZonePtr z = *zit;
		// restore the flags if the location has already been visited
		restoreOrSaveZoneFlags(z, visited);

		// (re)link the bounding animation if needed
		if (z->_flags & kFlagsAnimLinked) {
			z->_linkedAnim = _location.findAnimation(z->_linkedName.c_str());
		}

		bool visible = (z->_flags & kFlagsRemove) == 0;
		if (visible) {
			showZone(z, visible);
		}
	}

	// load the character (must be done before animations are processed)
	if (!out._characterName.empty()) {
		changeCharacter(out._characterName.c_str());
	}

	// process animations
	AnimationList::iterator ait = _location._animations.begin();
	for ( ; ait != _location._animations.end(); ++ait) {
		// restore the flags if the location has already been visited
		restoreOrSaveZoneFlags(*ait, visited);

		// load the script
		if ((*ait)->_scriptName) {
			loadProgram(*ait, (*ait)->_scriptName);
		}
	}

	debugC(1, kDebugParser, "parseLocation('%s') done", filename);
	return;
}
Beispiel #9
0
bool tf3Synth::loadProgram()
{
	return loadProgram(curProgram);
}
Beispiel #10
0
int _main_(int /*_argc*/, char** /*_argv*/)
{
	uint32_t width = 1280;
	uint32_t height = 720;
	uint32_t debug = BGFX_DEBUG_TEXT;
	uint32_t reset = BGFX_RESET_VSYNC;

	bgfx::init();
	bgfx::reset(width, height, reset);

	// Enable debug text.
	bgfx::setDebug(debug);

	// Set view 0 clear state.
	bgfx::setViewClear(0
		, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
		, 0x303030ff
		, 1.0f
		, 0
		);
	
	bgfx::UniformHandle u_texColor   = bgfx::createUniform("u_texColor",   bgfx::UniformType::Uniform1iv);
	bgfx::UniformHandle u_stipple    = bgfx::createUniform("u_stipple",    bgfx::UniformType::Uniform3fv);
	bgfx::UniformHandle u_texStipple = bgfx::createUniform("u_texStipple", bgfx::UniformType::Uniform1iv);

	bgfx::ProgramHandle program = loadProgram("vs_tree", "fs_tree");

	bgfx::TextureHandle textureLeafs = loadTexture("leafs1.dds"); 
	bgfx::TextureHandle textureBark  = loadTexture("bark1.dds"); 

	bgfx::TextureHandle textureStipple;

	const bgfx::Memory* stipple = bgfx::alloc(8*4);
	memset(stipple->data, 0, stipple->size);

	for (uint32_t ii = 0; ii < 32; ++ii)
	{
		stipple->data[knightTour[ii].m_y * 8 + knightTour[ii].m_x] = ii*4;
	}
		
	textureStipple = bgfx::createTexture2D(8, 4, 1, bgfx::TextureFormat::R8, BGFX_TEXTURE_MAG_POINT|BGFX_TEXTURE_MIN_POINT, stipple);

	Mesh* meshTop[3] =
	{
		meshLoad("meshes/tree1b_lod0_1.bin"),
		meshLoad("meshes/tree1b_lod1_1.bin"),
		meshLoad("meshes/tree1b_lod2_1.bin"),
	};
	
	Mesh* meshTrunk[3] =
	{
		meshLoad("meshes/tree1b_lod0_2.bin"),
		meshLoad("meshes/tree1b_lod1_2.bin"),
		meshLoad("meshes/tree1b_lod2_2.bin"),
	};

	// Imgui.
	void* data = load("font/droidsans.ttf");
	imguiCreate(data);
	free(data);

	const uint64_t stateCommon = 0
		| BGFX_STATE_RGB_WRITE
		| BGFX_STATE_ALPHA_WRITE
		| BGFX_STATE_DEPTH_TEST_LESS
		| BGFX_STATE_CULL_CCW
		| BGFX_STATE_MSAA
		;

	const uint64_t stateTransparent = stateCommon
		| BGFX_STATE_BLEND_ALPHA
		;

	const uint64_t stateOpaque = stateCommon
		| BGFX_STATE_DEPTH_WRITE
		;

	int32_t scrollArea = 0;

	bool transitions = true;
	int transitionFrame = 0;
	int currLOD = 0;
	int targetLOD = 0;

	float at[3] = { 0.0f, 1.0f, 0.0f };
	float eye[3] = { 0.0f, 1.0f, -2.0f };

	entry::MouseState mouseState;
	while (!entry::processEvents(width, height, debug, reset, &mouseState) )
	{
		imguiBeginFrame(mouseState.m_mx
			, mouseState.m_my
			, (mouseState.m_buttons[entry::MouseButton::Left  ] ? IMGUI_MBUT_LEFT  : 0)
			| (mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
			, 0
			, width
			, height
			);

		imguiBeginScrollArea("Toggle transitions", width - width / 5 - 10, 10, width / 5, height / 6, &scrollArea);
		imguiSeparatorLine();

		if (imguiButton(transitions ? "ON" : "OFF") )
		{
			transitions = !transitions;
		}

		static float distance = 2.0f;
		imguiSlider("Distance", distance, 2.0f, 6.0f, .01f);

		imguiEndScrollArea();
		imguiEndFrame();

		// Set view 0 default viewport.
		bgfx::setViewRect(0, 0, 0, width, height);

		// This dummy draw call is here to make sure that view 0 is cleared
		// if no other draw calls are submitted to view 0.
		bgfx::submit(0);

		int64_t now = bx::getHPCounter();
		static int64_t last = now;
		const int64_t frameTime = now - last;
		last = now;
		const double freq = double(bx::getHPFrequency() );
		const double toMs = 1000.0/freq;

		// Use debug font to print information about this example.
		bgfx::dbgTextClear();
		bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/12-lod");
		bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Mesh LOD transitions.");
		bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
		bgfx::dbgTextPrintf(0, 4, transitions ? 0x2f : 0x1f, transitions ? "Transitions on" : "Transitions off");

		eye[2] = -distance;
				
		float view[16];
		float proj[16];
		bx::mtxLookAt(view, eye, at);
		bx::mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f);

		// Set view and projection matrix for view 0.
		bgfx::setViewTransform(0, view, proj);

		float mtx[16];
		bx::mtxScale(mtx, 0.1f, 0.1f, 0.1f); 

		float stipple[3];
		float stippleInv[3];

		const int currentLODframe = transitions ? 32-transitionFrame : 32;
		const int mainLOD = transitions ? currLOD : targetLOD;
		
		stipple[0] = 0.0f;
		stipple[1] = -1.0f;
		stipple[2] = (float(currentLODframe)*4.0f/255.0f) - (1.0f/255.0f);
	
		stippleInv[0] = (float(31)*4.0f/255.0f);
		stippleInv[1] = 1.0f;
		stippleInv[2] = (float(transitionFrame)*4.0f/255.0f) - (1.0f/255.0f);

		bgfx::setTexture(0, u_texColor, textureBark);
		bgfx::setTexture(1, u_texStipple, textureStipple);
		bgfx::setUniform(u_stipple, stipple);
		meshSubmit(meshTrunk[mainLOD], 0, program, mtx, stateOpaque);

		bgfx::setTexture(0, u_texColor, textureLeafs);
		bgfx::setTexture(1, u_texStipple, textureStipple);
		bgfx::setUniform(u_stipple, stipple);
		meshSubmit(meshTop[mainLOD], 0, program, mtx, stateTransparent);

		if (transitions 
		&& (transitionFrame != 0) )
		{
			bgfx::setTexture(0, u_texColor, textureBark);
			bgfx::setTexture(1, u_texStipple, textureStipple);
			bgfx::setUniform(u_stipple, stippleInv);
			meshSubmit(meshTrunk[targetLOD], 0, program, mtx, stateOpaque);

			bgfx::setTexture(0, u_texColor, textureLeafs);
			bgfx::setTexture(1, u_texStipple, textureStipple);
			bgfx::setUniform(u_stipple, stippleInv);
			meshSubmit(meshTop[targetLOD], 0, program, mtx, stateTransparent);
		}
	
		int lod = 0;
		if (eye[2] < -2.5f)
		{
			lod = 1;
		}

		if (eye[2] < -5.0f)
		{
			lod = 2;
		}

		if (targetLOD!=lod)
		{
			if (targetLOD==currLOD)
			{
				targetLOD = lod;
			}
		}
		
		if (currLOD != targetLOD)
		{
			transitionFrame++;
		}

		if (transitionFrame>32)
		{
			currLOD = targetLOD;
			transitionFrame = 0;
		}

		// Advance to next frame. Rendering thread will be kicked to 
		// process submitted rendering primitives.
		bgfx::frame();
	}

	imguiDestroy();

	for (uint32_t ii = 0; ii < 3; ++ii)
	{
		meshUnload(meshTop[ii]);
		meshUnload(meshTrunk[ii]);
	}

	// Cleanup.
	bgfx::destroyProgram(program);

	bgfx::destroyUniform(u_texColor);
	bgfx::destroyUniform(u_stipple);
	bgfx::destroyUniform(u_texStipple);

	bgfx::destroyTexture(textureStipple);
	bgfx::destroyTexture(textureLeafs);
	bgfx::destroyTexture(textureBark); 
	
	// Shutdown bgfx.
	bgfx::shutdown();

	return 0;
}
Beispiel #11
0
void openCLNR (unsigned char* bufIn, unsigned char* bufOut, int* info)
{

	LOGI("\n\nStart openCLNR (i.e., OpenCL on the GPU)");

	int width = info[0];
	int height = info[1];
	unsigned int imageSize = width * height * 4 * sizeof(cl_uchar);

	cl_int err = CL_SUCCESS;
	try {

		std::vector<cl::Platform> platforms;
		cl::Platform::get(&platforms);
		if (platforms.size() == 0) {
			std::cout << "Platform size 0\n";
			return;
		}

		cl_context_properties properties[] =
		{ CL_CONTEXT_PLATFORM, (cl_context_properties)(platforms[0])(), 0};
		cl::Context context(CL_DEVICE_TYPE_GPU, properties);

		std::vector<cl::Device> devices = context.getInfo<CL_CONTEXT_DEVICES>();
		cl::CommandQueue queue(context, devices[0], 0, &err);

		std::string kernelSource = loadProgram("/data/data/com.nkt.compute/app_execdir/bilateralKernel.cl");

		cl::Program::Sources source(1, std::make_pair(kernelSource.c_str(), kernelSource.length()+1));
		cl::Program program(context, source);
		const char *options = "-cl-fast-relaxed-math";
		program.build(devices, options);

		cl::Kernel kernel(program, "bilateralFilterKernel", &err);

		cl::Buffer bufferIn = cl::Buffer(context, CL_MEM_READ_WRITE | CL_MEM_COPY_HOST_PTR, imageSize, (void *) &bufIn[0], &err);
		cl::Buffer bufferOut = cl::Buffer(context, CL_MEM_READ_WRITE | CL_MEM_USE_HOST_PTR, imageSize, (void *) &bufOut[0], &err);

		kernel.setArg(0,bufferIn);
		kernel.setArg(1,bufferOut);
		kernel.setArg(2,width);
		kernel.setArg(3,height);

		cl::Event event;

		clock_t startTimer1, stopTimer1;
		startTimer1=clock();

		//one time
		queue.enqueueNDRangeKernel(	kernel,
				cl::NullRange,
				cl::NDRange(width,height),
				cl::NullRange,
				NULL,
				&event);

		//swap in and out buffer pointers and run a 2nd time
		kernel.setArg(0,bufferOut);
		kernel.setArg(1,bufferIn);
		queue.enqueueNDRangeKernel(	kernel,
				cl::NullRange,
				cl::NDRange(width,height),
				cl::NullRange,
				NULL,
				&event);

		//swap in and out buffer pointers and run a 3rd time
		kernel.setArg(0,bufferIn);
		kernel.setArg(1,bufferOut);
		queue.enqueueNDRangeKernel(	kernel,
				cl::NullRange,
				cl::NDRange(width,height),
				cl::NullRange,
				NULL,
				&event);

		queue.finish();

		stopTimer1 = clock();
		double elapse = 1000.0* (double)(stopTimer1 - startTimer1)/(double)CLOCKS_PER_SEC;
		info[2] = (int)elapse;
		LOGI("OpenCL code on the GPU took %g ms\n\n", 1000.0* (double)(stopTimer1 - startTimer1)/(double)CLOCKS_PER_SEC) ;

		queue.enqueueReadBuffer(bufferOut, CL_TRUE, 0, imageSize, bufOut);
	}
	catch (cl::Error err) {
		LOGE("ERROR: %s\n", err.what());
	}
	return;
}
Beispiel #12
0
int _main_(int /*_argc*/, char** /*_argv*/)
{
	uint32_t width = 1280;
	uint32_t height = 720;
	uint32_t debug = BGFX_DEBUG_TEXT;
	uint32_t reset = BGFX_RESET_VSYNC;

	bgfx::init();
	bgfx::reset(width, height, reset);

	// Enable debug text.
	bgfx::setDebug(debug);

	// Set view 0 clear state.
	bgfx::setViewClear(0
		, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
		, 0x303030ff
		, 1.0f
		, 0
		);

	// Create vertex stream declaration.
	PosTexcoordVertex::init();

	bgfx::TextureHandle textures[] =
	{
		loadTexture("texture_compression_bc1.dds", BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP),
		loadTexture("texture_compression_bc2.dds", BGFX_TEXTURE_U_CLAMP),
		loadTexture("texture_compression_bc3.dds", BGFX_TEXTURE_V_CLAMP),
		loadTexture("texture_compression_etc1.ktx"),
		loadTexture("texture_compression_etc2.ktx"),
		loadTexture("texture_compression_ptc12.pvr"),
		loadTexture("texture_compression_ptc14.pvr"),
		loadTexture("texture_compression_ptc22.pvr"),
		loadTexture("texture_compression_ptc24.pvr"),
	};

	const bgfx::Memory* mem8   = bgfx::alloc(32*32*32);
	const bgfx::Memory* mem16f = bgfx::alloc(32*32*32*2);
	const bgfx::Memory* mem32f = bgfx::alloc(32*32*32*4);
	for (uint8_t zz = 0; zz < 32; ++zz)
	{
		for (uint8_t yy = 0; yy < 32; ++yy)
		{
			for (uint8_t xx = 0; xx < 32; ++xx)
			{
				const uint32_t offset = ( (zz*32+yy)*32+xx);
				const uint32_t val = xx ^ yy ^ zz;
				mem8->data[offset] = val<<3;
				*(uint16_t*)&mem16f->data[offset*2] = bx::halfFromFloat( (float)val/32.0f);
				*(float*)&mem32f->data[offset*4] = (float)val/32.0f;
			}
		}
	}

	const bgfx::Caps* caps = bgfx::getCaps();
	const bool texture3DSupported = !!(caps->supported & BGFX_CAPS_TEXTURE_3D);

	uint32_t numTextures3d = 0;
	bgfx::TextureHandle textures3d[3] = {};

	if (texture3DSupported)
	{
		if (0 != (BGFX_CAPS_FORMAT_TEXTURE_COLOR & caps->formats[bgfx::TextureFormat::R8]) )
		{
			textures3d[numTextures3d++] = bgfx::createTexture3D(32, 32, 32, 0, bgfx::TextureFormat::R8,   BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP|BGFX_TEXTURE_W_CLAMP, mem8);
		}

		if (0 != (BGFX_CAPS_FORMAT_TEXTURE_COLOR & caps->formats[bgfx::TextureFormat::R16F]) )
		{
			textures3d[numTextures3d++] = bgfx::createTexture3D(32, 32, 32, 0, bgfx::TextureFormat::R16F, BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP|BGFX_TEXTURE_W_CLAMP, mem16f);
		}

		if (0 != (BGFX_CAPS_FORMAT_TEXTURE_COLOR & caps->formats[bgfx::TextureFormat::R32F]) )
		{
			textures3d[numTextures3d++] = bgfx::createTexture3D(32, 32, 32, 0, bgfx::TextureFormat::R32F, BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP|BGFX_TEXTURE_W_CLAMP, mem32f);
		}
	}

	// Create static vertex buffer.
	bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) ), PosTexcoordVertex::ms_decl);

	// Create static index buffer.
	bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) ) );

	// Create texture sampler uniforms.
	bgfx::UniformHandle u_texCube  = bgfx::createUniform("u_texCube",  bgfx::UniformType::Uniform1iv);
	bgfx::UniformHandle u_texColor = bgfx::createUniform("u_texColor", bgfx::UniformType::Uniform1iv);

	bgfx::UniformHandle u_time = bgfx::createUniform("u_time", bgfx::UniformType::Uniform1f);

	bgfx::ProgramHandle program     = loadProgram("vs_update", "fs_update");
	bgfx::ProgramHandle programCmp  = loadProgram("vs_update", "fs_update_cmp");
	bgfx::ProgramHandle program3d   = BGFX_INVALID_HANDLE;
	if (texture3DSupported)
	{
		program3d = loadProgram("vs_update", "fs_update_3d");
	}

	const uint32_t textureSide = 2048;

	bgfx::TextureHandle textureCube = bgfx::createTextureCube(textureSide, 1
		, bgfx::TextureFormat::BGRA8
		, BGFX_TEXTURE_MIN_POINT|BGFX_TEXTURE_MAG_POINT|BGFX_TEXTURE_MIP_POINT
		);

	const uint32_t texture2dSize = 256;

	bgfx::TextureHandle texture2d = bgfx::createTexture2D(texture2dSize, texture2dSize, 1
		, bgfx::TextureFormat::BGRA8
		, BGFX_TEXTURE_MIN_POINT|BGFX_TEXTURE_MAG_POINT|BGFX_TEXTURE_MIP_POINT
		);

	uint8_t* texture2dData = (uint8_t*)malloc(texture2dSize*texture2dSize*4);

	uint8_t rr = rand()%255;
	uint8_t gg = rand()%255;
	uint8_t bb = rand()%255;

	int64_t updateTime = 0;

	RectPackCubeT<256> cube(textureSide);

	uint32_t hit = 0;
	uint32_t miss = 0;
	std::list<PackCube> quads;

	int64_t timeOffset = bx::getHPCounter();

	while (!entry::processEvents(width, height, debug, reset) )
	{
		// Set view 0 and 1 viewport.
		bgfx::setViewRect(0, 0, 0, width, height);
		bgfx::setViewRect(1, 0, 0, width, height);

		// This dummy draw call is here to make sure that view 0 is cleared
		// if no other draw calls are submitted to view 0.
		bgfx::submit(0);

		int64_t now = bx::getHPCounter();
		static int64_t last = now;
		const int64_t frameTime = now - last;
		last = now;
		const int64_t freq = bx::getHPFrequency();
		const double toMs = 1000.0/double(freq);
		float time = (float)( (now - timeOffset)/double(bx::getHPFrequency() ) );
		bgfx::setUniform(u_time, &time);

		// Use debug font to print information about this example.
		bgfx::dbgTextClear();
		bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/08-update");
		bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Updating textures.");
		bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);

		if (now > updateTime)
		{
			PackCube face;

			uint32_t bw = bx::uint16_max(1, rand()%(textureSide/4) );
			uint32_t bh = bx::uint16_max(1, rand()%(textureSide/4) );

			if (cube.find(bw, bh, face) )
			{
				quads.push_back(face);

				++hit;
				const Pack2D& rect = face.m_rect;

				updateTextureCubeRectBgra8(textureCube, face.m_side, rect.m_x, rect.m_y, rect.m_width, rect.m_height, rr, gg, bb);

				rr = rand()%255;
				gg = rand()%255;
				bb = rand()%255;
			}
			else
			{
				++miss;

				for (uint32_t ii = 0, num = bx::uint32_min(10, (uint32_t)quads.size() ); ii < num; ++ii)
				{
					cube.clear(quads.front() );
					quads.pop_front();
				}
			}

			{
				// Fill rect.
				const uint32_t pitch = texture2dSize*4;

				const uint16_t tw = rand()%texture2dSize;
				const uint16_t th = rand()%texture2dSize;
				const uint16_t tx = rand()%(texture2dSize-tw);
				const uint16_t ty = rand()%(texture2dSize-th);

				uint8_t* dst = &texture2dData[(ty*texture2dSize+tx)*4];
				uint8_t* next = dst + pitch;

				// Using makeRef to pass texture memory without copying.
				const bgfx::Memory* mem = bgfx::makeRef(dst, tw*th*4);

				for (uint32_t yy = 0; yy < th; ++yy, dst = next, next += pitch)
				{
					for (uint32_t xx = 0; xx < tw; ++xx, dst += 4)
					{
						dst[0] = bb;
						dst[1] = gg;
						dst[2] = rr;
						dst[3] = 255;
					}
				}

				// Pitch here makes possible to pass data from source to destination
				// without need for textures and allocated memory to be the same size.
				bgfx::updateTexture2D(texture2d, 0, tx, ty, tw, th, mem, pitch);
			}
		}

		bgfx::dbgTextPrintf(0, 4, 0x0f, "hit: %d, miss %d", hit, miss);

		float at[3] = { 0.0f, 0.0f, 0.0f };
		float eye[3] = { 0.0f, 0.0f, -5.0f };

		float view[16];
		float proj[16];
		bx::mtxLookAt(view, eye, at);
		bx::mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f);

		// Set view and projection matrix for view 0.
		bgfx::setViewTransform(0, view, proj);

		float mtx[16];
		bx::mtxRotateXY(mtx, time, time*0.37f);

		// Set model matrix for rendering.
		bgfx::setTransform(mtx);

		// Set vertex and fragment shaders.
		bgfx::setProgram(program);

		// Set vertex and index buffer.
		bgfx::setVertexBuffer(vbh);
		bgfx::setIndexBuffer(ibh);

		// Bind texture.
		bgfx::setTexture(0, u_texCube, textureCube);

		// Set render states.
		bgfx::setState(BGFX_STATE_DEFAULT);

		// Submit primitive for rendering to view 0.
		bgfx::submit(0);


		// Set view and projection matrix for view 1.
		const float aspectRatio = float(height)/float(width);
		const float size = 10.0f;
		bx::mtxOrtho(proj, -size, size, size*aspectRatio, -size*aspectRatio, 0.0f, 1000.0f);
		bgfx::setViewTransform(1, NULL, proj);


		bx::mtxTranslate(mtx, -8.0f - BX_COUNTOF(textures)*0.1f*0.5f, 1.9f, 0.0f);

		// Set model matrix for rendering.
		bgfx::setTransform(mtx);

		// Set vertex and fragment shaders.
		bgfx::setProgram(programCmp);

		// Set vertex and index buffer.
		bgfx::setVertexBuffer(vbh);
		bgfx::setIndexBuffer(ibh);

		// Bind texture.
		bgfx::setTexture(0, u_texColor, texture2d);

		// Set render states.
		bgfx::setState(BGFX_STATE_DEFAULT);

		// Submit primitive for rendering to view 1.
		bgfx::submit(1);

		const float xpos = -8.0f - BX_COUNTOF(textures)*0.1f*0.5f;

		for (uint32_t ii = 0; ii < BX_COUNTOF(textures); ++ii)
		{
			bx::mtxTranslate(mtx, xpos + ii*2.1f, 4.0f, 0.0f);

			// Set model matrix for rendering.
			bgfx::setTransform(mtx);

			// Set vertex and fragment shaders.
			bgfx::setProgram(programCmp);

			// Set vertex and index buffer.
			bgfx::setVertexBuffer(vbh);
			bgfx::setIndexBuffer(ibh, 0, 6);

			// Bind texture.
			bgfx::setTexture(0, u_texColor, textures[ii]);

			// Set render states.
			bgfx::setState(BGFX_STATE_DEFAULT);

			// Submit primitive for rendering to view 1.
			bgfx::submit(1);
		}

		for (uint32_t ii = 0; ii < numTextures3d; ++ii)
		{
			bx::mtxTranslate(mtx, xpos + ii*2.1f, -4.0f, 0.0f);

			// Set model matrix for rendering.
			bgfx::setTransform(mtx);

			// Set vertex and fragment shaders.
			bgfx::setProgram(program3d);

			// Set vertex and index buffer.
			bgfx::setVertexBuffer(vbh);
			bgfx::setIndexBuffer(ibh, 0, 6);

			// Bind texture.
			bgfx::setTexture(0, u_texColor, textures3d[ii]);

			// Set render states.
			bgfx::setState(BGFX_STATE_DEFAULT);

			// Submit primitive for rendering to view 1.
			bgfx::submit(1);
		}

		for (uint32_t ii = 0; ii < 3; ++ii)
		{
			bx::mtxTranslate(mtx, xpos + 8*2.1f, -4.0f + ii*2.1f, 0.0f);

			// Set model matrix for rendering.
			bgfx::setTransform(mtx);

			// Set vertex and fragment shaders.
			bgfx::setProgram(programCmp);

			// Set vertex and index buffer.
			bgfx::setVertexBuffer(vbh, 24, 4);
			bgfx::setIndexBuffer(ibh, 0, 6);

			// Bind texture.
			bgfx::setTexture(0, u_texColor, textures[ii]);

			// Set render states.
			bgfx::setState(BGFX_STATE_DEFAULT);

			// Submit primitive for rendering to view 1.
			bgfx::submit(1);
		}

		// Advance to next frame. Rendering thread will be kicked to
		// process submitted rendering primitives.
		bgfx::frame();
	}

	// texture2dData is managed from main thread, and it's passed to renderer
	// just as MemoryRef. At this point render might be using it. We must wait
	// previous frame to finish before we can free it.
	bgfx::frame();

	// Cleanup.
	free(texture2dData);

	for (uint32_t ii = 0; ii < BX_COUNTOF(textures); ++ii)
	{
		bgfx::destroyTexture(textures[ii]);
	}

	for (uint32_t ii = 0; ii < numTextures3d; ++ii)
	{
		bgfx::destroyTexture(textures3d[ii]);
	}

	bgfx::destroyTexture(texture2d);
	bgfx::destroyTexture(textureCube);
	bgfx::destroyIndexBuffer(ibh);
	bgfx::destroyVertexBuffer(vbh);
	if (bgfx::isValid(program3d) )
	{
		bgfx::destroyProgram(program3d);
	}
	bgfx::destroyProgram(programCmp);
	bgfx::destroyProgram(program);
	bgfx::destroyUniform(u_time);
	bgfx::destroyUniform(u_texColor);
	bgfx::destroyUniform(u_texCube);

	// Shutdown bgfx.
	bgfx::shutdown();

	return 0;
}
Beispiel #13
0
int _main_(int /*_argc*/, char** /*_argv*/)
{
	uint32_t width = 1280;
	uint32_t height = 720;
	uint32_t debug = BGFX_DEBUG_TEXT;
	uint32_t reset = BGFX_RESET_VSYNC;

	bgfx::init();
	bgfx::reset(width, height, reset);

	// Enable debug text.
	bgfx::setDebug(debug);

	// Set clear color palette for index 0
	bgfx::setClearColor(0, UINT32_C(0x00000000) );

	// Set clear color palette for index 1
	bgfx::setClearColor(1, UINT32_C(0x303030ff) );

	// Set geometry pass view clear state.
	bgfx::setViewClear(RENDER_PASS_GEOMETRY_ID
		, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
		, 1.0f
		, 0
		, 1
		);

	// Set light pass view clear state.
	bgfx::setViewClear(RENDER_PASS_LIGHT_ID
		, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
		, 1.0f
		, 0
		, 0
		);

	// Create vertex stream declaration.
	PosNormalTangentTexcoordVertex::init();
	PosTexCoord0Vertex::init();
	DebugVertex::init();

	calcTangents(s_cubeVertices
		, BX_COUNTOF(s_cubeVertices)
		, PosNormalTangentTexcoordVertex::ms_decl
		, s_cubeIndices
		, BX_COUNTOF(s_cubeIndices)
		);

	// Create static vertex buffer.
	bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(
		  bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) )
		, PosNormalTangentTexcoordVertex::ms_decl
		);

	// Create static index buffer.
	bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) ) );

	// Create texture sampler uniforms.
	bgfx::UniformHandle s_texColor  = bgfx::createUniform("s_texColor",  bgfx::UniformType::Uniform1iv);
	bgfx::UniformHandle s_texNormal = bgfx::createUniform("s_texNormal", bgfx::UniformType::Uniform1iv);

	bgfx::UniformHandle s_albedo = bgfx::createUniform("s_albedo", bgfx::UniformType::Uniform1iv);
	bgfx::UniformHandle s_normal = bgfx::createUniform("s_normal", bgfx::UniformType::Uniform1iv);
	bgfx::UniformHandle s_depth  = bgfx::createUniform("s_depth",  bgfx::UniformType::Uniform1iv);
	bgfx::UniformHandle s_light  = bgfx::createUniform("s_light",  bgfx::UniformType::Uniform1iv);

	bgfx::UniformHandle u_mtx            = bgfx::createUniform("u_mtx",            bgfx::UniformType::Uniform4x4fv);
	bgfx::UniformHandle u_lightPosRadius = bgfx::createUniform("u_lightPosRadius", bgfx::UniformType::Uniform4fv);
	bgfx::UniformHandle u_lightRgbInnerR = bgfx::createUniform("u_lightRgbInnerR", bgfx::UniformType::Uniform4fv);

	// Create program from shaders.
	bgfx::ProgramHandle geomProgram    = loadProgram("vs_deferred_geom",       "fs_deferred_geom");
	bgfx::ProgramHandle lightProgram   = loadProgram("vs_deferred_light",      "fs_deferred_light");
	bgfx::ProgramHandle combineProgram = loadProgram("vs_deferred_combine",    "fs_deferred_combine");
	bgfx::ProgramHandle debugProgram   = loadProgram("vs_deferred_debug",      "fs_deferred_debug");
	bgfx::ProgramHandle lineProgram    = loadProgram("vs_deferred_debug_line", "fs_deferred_debug_line");

	// Load diffuse texture.
	bgfx::TextureHandle textureColor  = loadTexture("fieldstone-rgba.dds");

	// Load normal texture.
	bgfx::TextureHandle textureNormal = loadTexture("fieldstone-n.dds");

	bgfx::TextureHandle gbufferTex[3] = { BGFX_INVALID_HANDLE, BGFX_INVALID_HANDLE, BGFX_INVALID_HANDLE };
	bgfx::FrameBufferHandle gbuffer = BGFX_INVALID_HANDLE; 
	bgfx::FrameBufferHandle lightBuffer = BGFX_INVALID_HANDLE; 

	void* data = load("font/droidsans.ttf");
	imguiCreate(data);
	free(data);

	const int64_t timeOffset = bx::getHPCounter();
	const bgfx::RendererType::Enum renderer = bgfx::getRendererType();
	const float texelHalf = bgfx::RendererType::Direct3D9 == renderer ? 0.5f : 0.0f;
	const bool  originBottomLeft = bgfx::RendererType::OpenGL == renderer || bgfx::RendererType::OpenGLES == renderer;

	// Get renderer capabilities info.
	const bgfx::Caps* caps = bgfx::getCaps();

	uint32_t oldWidth  = 0;
	uint32_t oldHeight = 0;
	uint32_t oldReset  = reset;

	int32_t scrollArea = 0;
	int32_t numLights = 512;
	float lightAnimationSpeed = 0.3f;
	bool animateMesh = true;
	bool showScissorRects = false;
	bool showGBuffer = true;

	float view[16];
	float initialPos[3] = { 0.0f, 0.0f, -15.0f };
	cameraCreate();
	cameraSetPosition(initialPos);
	cameraSetVerticalAngle(0.0f);
	cameraGetViewMtx(view);

	entry::MouseState mouseState;
	while (!entry::processEvents(width, height, debug, reset, &mouseState) )
	{
		int64_t now = bx::getHPCounter();
		static int64_t last = now;
		const int64_t frameTime = now - last;
		last = now;
		const double freq = double(bx::getHPFrequency() );
		const double toMs = 1000.0/freq;
		const float deltaTime = float(frameTime/freq);

		float time = (float)( (now-timeOffset)/freq);

		// Use debug font to print information about this example.
		bgfx::dbgTextClear();
		bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/21-deferred");
		bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: MRT rendering and deferred shading.");
		bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);

		if (2 > caps->maxFBAttachments)
		{
			// When multiple render targets (MRT) is not supported by GPU,
			// implement alternative code path that doesn't use MRT.
			bool blink = uint32_t(time*3.0f)&1;
			bgfx::dbgTextPrintf(0, 5, blink ? 0x1f : 0x01, " MRT not supported by GPU. ");

			// Set view 0 default viewport.
			bgfx::setViewRect(0, 0, 0, width, height);

			// This dummy draw call is here to make sure that view 0 is cleared
			// if no other draw calls are submitted to view 0.
			bgfx::submit(0);
		}
		else
		{
			if (oldWidth  != width
			||  oldHeight != height
			||  oldReset  != reset
			||  !bgfx::isValid(gbuffer) )
			{
				// Recreate variable size render targets when resolution changes.
				oldWidth  = width;
				oldHeight = height;
				oldReset  = reset;

				if (bgfx::isValid(gbuffer) )
				{
					bgfx::destroyFrameBuffer(gbuffer);
				}

				const uint32_t samplerFlags = 0
					| BGFX_TEXTURE_RT
					| BGFX_TEXTURE_MIN_POINT
					| BGFX_TEXTURE_MAG_POINT
					| BGFX_TEXTURE_MIP_POINT
					| BGFX_TEXTURE_U_CLAMP
					| BGFX_TEXTURE_V_CLAMP
					;
				gbufferTex[0] = bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::BGRA8, samplerFlags);
				gbufferTex[1] = bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::BGRA8, samplerFlags);
				gbufferTex[2] = bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::D24,   samplerFlags);
				gbuffer = bgfx::createFrameBuffer(BX_COUNTOF(gbufferTex), gbufferTex, true);

				if (bgfx::isValid(lightBuffer) )
				{
					bgfx::destroyFrameBuffer(lightBuffer);
				}

				lightBuffer = bgfx::createFrameBuffer(width, height, bgfx::TextureFormat::BGRA8, samplerFlags);
			}

			imguiBeginFrame(mouseState.m_mx
				, mouseState.m_my
				, (mouseState.m_buttons[entry::MouseButton::Left  ] ? IMGUI_MBUT_LEFT  : 0)
				| (mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
				, 0
				, width
				, height
				);

			imguiBeginScrollArea("Settings", width - width / 5 - 10, 10, width / 5, height / 3, &scrollArea);
			imguiSeparatorLine();

			imguiSlider("Num lights", numLights, 1, 2048);

			if (imguiCheck("Show G-Buffer.", showGBuffer) )
			{
				showGBuffer = !showGBuffer;
			}

			if (imguiCheck("Show light scissor.", showScissorRects) )
			{
				showScissorRects = !showScissorRects;
			}

			if (imguiCheck("Animate mesh.", animateMesh) )
			{
				animateMesh = !animateMesh;
			}

			imguiSlider("Lights animation speed", lightAnimationSpeed, 0.0f, 0.4f, 0.01f);
			
			imguiEndScrollArea();
			imguiEndFrame();

			// Update camera.
			cameraUpdate(deltaTime, mouseState.m_mx, mouseState.m_my, !!mouseState.m_buttons[entry::MouseButton::Right]);
			cameraGetViewMtx(view);

			// Setup views
			float vp[16];
			float invMvp[16];
			{
				bgfx::setViewRectMask(0
					| RENDER_PASS_GEOMETRY_BIT
					| RENDER_PASS_LIGHT_BIT
					| RENDER_PASS_COMBINE_BIT
					| RENDER_PASS_DEBUG_LIGHTS_BIT
					| RENDER_PASS_DEBUG_GBUFFER_BIT
					, 0, 0, width, height
					);

				bgfx::setViewFrameBuffer(RENDER_PASS_LIGHT_ID, lightBuffer);

				float proj[16];
				bx::mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f);

				bgfx::setViewFrameBuffer(RENDER_PASS_GEOMETRY_ID, gbuffer);
				bgfx::setViewTransform(RENDER_PASS_GEOMETRY_ID, view, proj);

				bx::mtxMul(vp, view, proj);
				bx::mtxInverse(invMvp, vp);

				bx::mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f);
				bgfx::setViewTransformMask(0
					| RENDER_PASS_LIGHT_BIT
					| RENDER_PASS_COMBINE_BIT
					, NULL, proj
					);

				const float aspectRatio = float(height)/float(width);
				const float size = 10.0f;
				bx::mtxOrtho(proj, -size, size, size*aspectRatio, -size*aspectRatio, 0.0f, 1000.0f);
				bgfx::setViewTransform(RENDER_PASS_DEBUG_GBUFFER_ID, NULL, proj); 

				bx::mtxOrtho(proj, 0.0f, (float)width, 0.0f, (float)height, 0.0f, 1000.0f);
				bgfx::setViewTransform(RENDER_PASS_DEBUG_LIGHTS_ID, NULL, proj); 
			}

			const uint32_t dim = 11;
			const float offset = (float(dim-1) * 3.0f) * 0.5f;

			// Draw into geometry pass.
			for (uint32_t yy = 0; yy < dim; ++yy)
			{
				for (uint32_t xx = 0; xx < dim; ++xx)
				{
					float mtx[16];
					if (animateMesh)
					{
						bx::mtxRotateXY(mtx, time*1.023f + xx*0.21f, time*0.03f + yy*0.37f);
					}
					else
					{
						bx::mtxIdentity(mtx);
					}
					mtx[12] = -offset + float(xx)*3.0f;
					mtx[13] = -offset + float(yy)*3.0f;
					mtx[14] = 0.0f;

					// Set transform for draw call.
					bgfx::setTransform(mtx);

					// Set vertex and fragment shaders.
					bgfx::setProgram(geomProgram);

					// Set vertex and index buffer.
					bgfx::setVertexBuffer(vbh);
					bgfx::setIndexBuffer(ibh);

					// Bind textures.
					bgfx::setTexture(0, s_texColor,  textureColor);
					bgfx::setTexture(1, s_texNormal, textureNormal);

					// Set render states.
					bgfx::setState(0
						| BGFX_STATE_RGB_WRITE
						| BGFX_STATE_ALPHA_WRITE
						| BGFX_STATE_DEPTH_WRITE
						| BGFX_STATE_DEPTH_TEST_LESS
						| BGFX_STATE_MSAA
						);

					// Submit primitive for rendering to view 0.
					bgfx::submit(RENDER_PASS_GEOMETRY_ID);
				}
			}

			// Draw lights into light buffer.
			for (int32_t light = 0; light < numLights; ++light)
			{
				Sphere lightPosRadius;

				float lightTime = time * lightAnimationSpeed * (sin(light/float(numLights) * float(M_PI_2) ) * 0.5f + 0.5f);
				lightPosRadius.m_center[0] = sin( ( (lightTime + light*0.47f) + float(M_PI_2)*1.37f ) )*offset;
				lightPosRadius.m_center[1] = cos( ( (lightTime + light*0.69f) + float(M_PI_2)*1.49f ) )*offset;
				lightPosRadius.m_center[2] = sin( ( (lightTime + light*0.37f) + float(M_PI_2)*1.57f ) )*2.0f;
				lightPosRadius.m_radius = 2.0f;

				Aabb aabb;
				sphereToAabb(aabb, lightPosRadius);

				float box[8][3] = 
				{
					{ aabb.m_min[0], aabb.m_min[1], aabb.m_min[2] },
					{ aabb.m_min[0], aabb.m_min[1], aabb.m_max[2] },
					{ aabb.m_min[0], aabb.m_max[1], aabb.m_min[2] },
					{ aabb.m_min[0], aabb.m_max[1], aabb.m_max[2] },
					{ aabb.m_max[0], aabb.m_min[1], aabb.m_min[2] },
					{ aabb.m_max[0], aabb.m_min[1], aabb.m_max[2] },
					{ aabb.m_max[0], aabb.m_max[1], aabb.m_min[2] },
					{ aabb.m_max[0], aabb.m_max[1], aabb.m_max[2] },
				};

				float xyz[3];
				bx::vec3MulMtxH(xyz, box[0], vp);
				float minx = xyz[0];
				float miny = xyz[1];
				float maxx = xyz[0];
				float maxy = xyz[1];
				float maxz = xyz[2];

				for (uint32_t ii = 1; ii < 8; ++ii)
				{
					bx::vec3MulMtxH(xyz, box[ii], vp);
					minx = bx::fmin(minx, xyz[0]);
					miny = bx::fmin(miny, xyz[1]);
					maxx = bx::fmax(maxx, xyz[0]);
					maxy = bx::fmax(maxy, xyz[1]);
					maxz = bx::fmax(maxz, xyz[2]);
				}

				// Cull light if it's fully behind camera.
				if (maxz >= 0.0f)
				{
					float x0 = bx::fclamp( (minx * 0.5f + 0.5f) * width,  0.0f, (float)width);
					float y0 = bx::fclamp( (miny * 0.5f + 0.5f) * height, 0.0f, (float)height);
					float x1 = bx::fclamp( (maxx * 0.5f + 0.5f) * width,  0.0f, (float)width);
					float y1 = bx::fclamp( (maxy * 0.5f + 0.5f) * height, 0.0f, (float)height);

					if (showScissorRects)
					{
						bgfx::TransientVertexBuffer tvb;
						bgfx::TransientIndexBuffer tib;
						if (bgfx::allocTransientBuffers(&tvb, DebugVertex::ms_decl, 4, &tib, 8) )
						{
							uint32_t abgr = 0x8000ff00;

							DebugVertex* vertex = (DebugVertex*)tvb.data;
							vertex->m_x = x0;
							vertex->m_y = y0;
							vertex->m_z = 0.0f;
							vertex->m_abgr = abgr;
							++vertex;

							vertex->m_x = x1;
							vertex->m_y = y0;
							vertex->m_z = 0.0f;
							vertex->m_abgr = abgr;
							++vertex;

							vertex->m_x = x1;
							vertex->m_y = y1;
							vertex->m_z = 0.0f;
							vertex->m_abgr = abgr;
							++vertex;

							vertex->m_x = x0;
							vertex->m_y = y1;
							vertex->m_z = 0.0f;
							vertex->m_abgr = abgr;

							uint16_t* indices = (uint16_t*)tib.data;
							*indices++ = 0;
							*indices++ = 1;
							*indices++ = 1;
							*indices++ = 2;
							*indices++ = 2;
							*indices++ = 3;
							*indices++ = 3;
							*indices++ = 0;

							bgfx::setProgram(lineProgram);
							bgfx::setVertexBuffer(&tvb);
							bgfx::setIndexBuffer(&tib);
							bgfx::setState(0
								| BGFX_STATE_RGB_WRITE
								| BGFX_STATE_PT_LINES
								| BGFX_STATE_BLEND_ALPHA
								);
							bgfx::submit(RENDER_PASS_DEBUG_LIGHTS_ID);
						}
					}

					uint8_t val = light&7;
					float lightRgbInnerR[4] =
					{ 
						val & 0x1 ? 1.0f : 0.25f,
						val & 0x2 ? 1.0f : 0.25f,
						val & 0x4 ? 1.0f : 0.25f,
						0.8f,
					};

					// Draw light.
					bgfx::setUniform(u_lightPosRadius, &lightPosRadius);
					bgfx::setUniform(u_lightRgbInnerR, lightRgbInnerR);
					bgfx::setUniform(u_mtx, invMvp);
					const uint16_t scissorHeight = uint16_t(y1-y0);
					bgfx::setScissor(uint16_t(x0), height-scissorHeight-uint16_t(y0), uint16_t(x1-x0), scissorHeight);
					bgfx::setTexture(0, s_normal, gbuffer, 1);
					bgfx::setTexture(1, s_depth,  gbuffer, 2);
					bgfx::setProgram(lightProgram);
					bgfx::setState(0
						| BGFX_STATE_RGB_WRITE
						| BGFX_STATE_ALPHA_WRITE
						| BGFX_STATE_BLEND_ADD
						);
					screenSpaceQuad( (float)width, (float)height, texelHalf, originBottomLeft);
					bgfx::submit(RENDER_PASS_LIGHT_ID);
				}
			}

			// Combine color and light buffers.
			bgfx::setTexture(0, s_albedo, gbuffer,     0);
			bgfx::setTexture(1, s_light,  lightBuffer, 0);
			bgfx::setProgram(combineProgram);
			bgfx::setState(0
				| BGFX_STATE_RGB_WRITE
				| BGFX_STATE_ALPHA_WRITE
				);
			screenSpaceQuad( (float)width, (float)height, texelHalf, originBottomLeft);
			bgfx::submit(RENDER_PASS_COMBINE_ID);

			if (showGBuffer)
			{
				const float aspectRatio = float(width)/float(height);

				// Draw debug GBuffer.
				for (uint32_t ii = 0; ii < BX_COUNTOF(gbufferTex); ++ii)
				{
					float mtx[16];
					bx::mtxSRT(mtx
						, aspectRatio, 1.0f, 1.0f
						, 0.0f, 0.0f, 0.0f
						, -7.9f - BX_COUNTOF(gbufferTex)*0.1f*0.5f + ii*2.1f*aspectRatio, 4.0f, 0.0f
						);

					bgfx::setTransform(mtx);
					bgfx::setProgram(debugProgram);
					bgfx::setVertexBuffer(vbh);
					bgfx::setIndexBuffer(ibh, 0, 6);
					bgfx::setTexture(0, s_texColor, gbufferTex[ii]);
					bgfx::setState(BGFX_STATE_RGB_WRITE);
					bgfx::submit(RENDER_PASS_DEBUG_GBUFFER_ID);
				}
			}
		}

		// Advance to next frame. Rendering thread will be kicked to 
		// process submitted rendering primitives.
		bgfx::frame();
	}

	// Cleanup.
	cameraDestroy();
	imguiDestroy();

	if (bgfx::isValid(gbuffer) )
	{
		bgfx::destroyFrameBuffer(gbuffer);
		bgfx::destroyFrameBuffer(lightBuffer);
	}

	bgfx::destroyIndexBuffer(ibh);
	bgfx::destroyVertexBuffer(vbh);

	bgfx::destroyProgram(geomProgram);
	bgfx::destroyProgram(lightProgram);
	bgfx::destroyProgram(combineProgram);
	bgfx::destroyProgram(debugProgram);
	bgfx::destroyProgram(lineProgram);

	bgfx::destroyTexture(textureColor);
	bgfx::destroyTexture(textureNormal);
	bgfx::destroyUniform(s_texColor);
	bgfx::destroyUniform(s_texNormal);

	bgfx::destroyUniform(s_albedo);
	bgfx::destroyUniform(s_normal);
	bgfx::destroyUniform(s_depth);
	bgfx::destroyUniform(s_light);

	bgfx::destroyUniform(u_lightPosRadius);
	bgfx::destroyUniform(u_lightRgbInnerR);
	bgfx::destroyUniform(u_mtx);

	// Shutdown bgfx.
	bgfx::shutdown();

	return 0;
}
Beispiel #14
0
static int initScene(scene_t *scene)
{
	// load mesh
	if (!loadSimpleObjFile("gazebo.obj", &scene->vertices, &scene->vertexCount, &scene->indices, &scene->indexCount))
	{
		fprintf(stderr, "Error loading obj file\n");
		return 0;
	}

	glGenVertexArrays(1, &scene->vao);
	glBindVertexArray(scene->vao);

	glGenBuffers(1, &scene->vbo);
	glBindBuffer(GL_ARRAY_BUFFER, scene->vbo);
	glBufferData(GL_ARRAY_BUFFER, scene->vertexCount * sizeof(vertex_t), scene->vertices, GL_STATIC_DRAW);

	glGenBuffers(1, &scene->ibo);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, scene->ibo);
	glBufferData(GL_ELEMENT_ARRAY_BUFFER, scene->indexCount * sizeof(unsigned short), scene->indices, GL_STATIC_DRAW);

	glEnableVertexAttribArray(0);
	glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (void*)offsetof(vertex_t, p));
	glEnableVertexAttribArray(1);
	glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, sizeof(vertex_t), (void*)offsetof(vertex_t, t));

	// create lightmap texture
	scene->w = 654;
	scene->h = 654;
	glGenTextures(1, &scene->lightmap);
	glBindTexture(GL_TEXTURE_2D, scene->lightmap);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
	unsigned char emissive[] = { 0, 0, 0, 255 };
	glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, emissive);

	// load shader
	const char *vp =
		"#version 150 core\n"
		"in vec3 a_position;\n"
		"in vec2 a_texcoord;\n"
		"uniform mat4 u_view;\n"
		"uniform mat4 u_projection;\n"
		"out vec2 v_texcoord;\n"

		"void main()\n"
		"{\n"
		"gl_Position = u_projection * (u_view * vec4(a_position, 1.0));\n"
		"v_texcoord = a_texcoord;\n"
		"}\n";

	const char *fp =
		"#version 150 core\n"
		"in vec2 v_texcoord;\n"
		"uniform sampler2D u_lightmap;\n"
		"out vec4 o_color;\n"

		"void main()\n"
		"{\n"
		"o_color = vec4(texture(u_lightmap, v_texcoord).rgb, gl_FrontFacing ? 1.0 : 0.0);\n"
		"}\n";

	const char *attribs[] =
	{
		"a_position",
		"a_texcoord"
	};

	scene->program = loadProgram(vp, fp, attribs, 2);
	if (!scene->program)
	{
		fprintf(stderr, "Error loading shader\n");
		return 0;
	}
	scene->u_view = glGetUniformLocation(scene->program, "u_view");
	scene->u_projection = glGetUniformLocation(scene->program, "u_projection");
	scene->u_lightmap = glGetUniformLocation(scene->program, "u_lightmap");

	return 1;
}
Beispiel #15
0
int main(int argc, char *argv[])
{
	if(argc <= 3)
	{
		std::cout << "Wrong arguments, please provide config file, raw input file and number of packets." << std::endl;
		std::cout << argv[0] << " config.xml input.raw <npackets>" << std::endl;
		return 1;
	}
	const std::string configFilename(realpath(argv[1], NULL));
	const std::string inputFilename(realpath(argv[2], NULL));
	const unsigned long numevents = std::atol(argv[3]);

	// load events buffer
	PacketLib::PacketBufferV events(configFilename, inputFilename);
	events.load();
	PacketLib::PacketStream ps(configFilename.c_str());

	CTAConfig::CTAMDArray array_conf;
	std::cout << "Preloading.." << std::endl;
	array_conf.loadConfig("AARPROD2", "PROD2_telconfig.fits.gz", "Aar.conf", "conf/");
	std::cout << "Load complete!" << std::endl;

	std::chrono::time_point<std::chrono::system_clock> start, end;
	unsigned long event_count = 0, event_size = 0;

	std::vector<cl::Platform> platforms;
	cl::Platform::get(&platforms);
	for(unsigned int i=0; i<platforms.size(); i++)
	{
		cl::Platform platform = platforms[i];
        std::cout << "----------------------------" << std::endl;
		std::cout << "Platform " << i << " info:" << std::endl;
		std::string info;
		platform.getInfo(CL_PLATFORM_NAME, &info);
		std::cout << info << std::endl;
		platform.getInfo(CL_PLATFORM_VERSION, &info);
		std::cout << info << std::endl;
		platform.getInfo(CL_PLATFORM_VENDOR, &info);
		std::cout << info << std::endl;
	}

	std::vector<cl::Device> devices;
	platforms[0].getDevices(CL_DEVICE_TYPE_ALL, &devices);
    std::cout << "Using platform 0." << std::endl;
	for(unsigned int i=0; i<devices.size(); i++)
	{
		cl::Device device = devices[i];
        std::cout << "----------------------------" << std::endl;
		std::cout << "Device " << i << " info:" << std::endl;
		std::string info;
		device.getInfo(CL_DEVICE_NAME, &info);
		std::cout << info << std::endl;
		device.getInfo(CL_DEVICE_VENDOR, &info);
		std::cout << info << std::endl;
		device.getInfo(CL_DEVICE_VERSION, &info);
		std::cout << info << std::endl;
		device.getInfo(CL_DRIVER_VERSION, &info);
		std::cout << info << std::endl;
	}

    std::cout << "Using device 0." << std::endl;
	cl::Context context(devices);

	cl::CommandQueue queue(context, devices[0], 0, NULL);

    std::string source = loadProgram("extract_wave.cl");

	cl::Program::Sources sources(1, std::make_pair(source.c_str(), source.length()));
	cl::Program program(context, sources);
	program.build(devices);

	cl::Kernel koWaveextract(program, "waveextract");

	::size_t workgroupSize = koWaveextract.getWorkGroupInfo<CL_KERNEL_WORK_GROUP_SIZE>(devices[0]);

	start = std::chrono::system_clock::now();
	while(event_count++ < numevents)
	{
		PacketLib::ByteStreamPtr event = events.getNext();
		event_size += event->size();

		/// swap if the stream has a different endianity
#ifdef ARCH_BIGENDIAN
		if(!event->isBigendian())
			event->swapWord();
#else
		if(event->isBigendian())
			event->swapWord();
#endif

		/// decoding packetlib packet
		PacketLib::Packet *packet = ps.getPacket(event);

		/// get telescope id
		PacketLib::DataFieldHeader* dfh = packet->getPacketDataFieldHeader();
		const unsigned int telescopeID = dfh->getFieldValue_16ui("TelescopeID");

		/// get the waveforms
		PacketLib::byte* buff = packet->getData()->getStream();
		PacketLib::dword buffSize = packet->getData()->size();

		/// get npixels and nsamples from ctaconfig using the telescopeID
		CTAConfig::CTAMDTelescopeType* teltype = array_conf.getTelescope(telescopeID)->getTelescopeType();
		int telTypeSim = teltype->getID();
		const unsigned int npixels = teltype->getCameraType()->getNpixels();
		const unsigned int nsamples = teltype->getCameraType()->getPixel(0)->getPixelType()->getNSamples();
#ifdef DEBUG
		std::cout << workgroupSize << std::endl;
		std::cout << npixels << std::endl;
#endif

		// compute waveform extraction
		cl::Buffer waveCLBuffer(context, CL_MEM_USE_HOST_PTR | CL_MEM_READ_ONLY, buffSize, buff, NULL);

		std::vector<unsigned short> maxres(npixels);
		std::vector<unsigned short> timeres(npixels);
		cl::Buffer maxresCLBuffer(context, CL_MEM_USE_HOST_PTR | CL_MEM_WRITE_ONLY, npixels*sizeof(unsigned short), maxres.data(), NULL);
		cl::Buffer timeresCLBuffer(context, CL_MEM_USE_HOST_PTR | CL_MEM_WRITE_ONLY, npixels*sizeof(unsigned short), timeres.data(), NULL);

		koWaveextract.setArg(0, waveCLBuffer);
		koWaveextract.setArg(1, npixels);
		koWaveextract.setArg(2, nsamples);
		koWaveextract.setArg(3, 6);
		koWaveextract.setArg(4, maxresCLBuffer);
		koWaveextract.setArg(5, timeresCLBuffer);

		queue.enqueueMapBuffer(waveCLBuffer, CL_FALSE, CL_MAP_WRITE, 0, buffSize);
		queue.enqueueMapBuffer(maxresCLBuffer, CL_FALSE, CL_MAP_READ, 0, npixels);
		queue.enqueueMapBuffer(timeresCLBuffer, CL_FALSE, CL_MAP_READ, 0, npixels);

		cl::NDRange global(npixels);
		cl::NDRange local(1);
		queue.enqueueNDRangeKernel(koWaveextract, cl::NullRange, global, local);
		queue.finish();

#ifdef DEBUG
		std::cout << "npixels = " << npixels << std::endl;
		std::cout << "nsamples = " << nsamples << std::endl;
		for(int pixel = 0; pixel<npixels; pixel++) {
			PacketLib::word* s = (PacketLib::word*) buff + pixel * nsamples;
			std::cout << "pixel " << pixel << " samples ";
			for(int k=0; k<nsamples; k++) {
				std::cout << s[k] << " ";
			}
			std::cout << std::endl;

			std::cout << "result " << " " << maxres[pixel] << " " << timeres[pixel] << " " << std::endl;
		}
#endif
	}

	end = std::chrono::system_clock::now();
	std::chrono::duration<double> elapsed = end-start;
	double throughput = event_count / elapsed.count();
	double mbytes = (event_size / 1000000) / elapsed.count();
	std::cout << event_count << " events sent in " << elapsed.count() << " s" << std::endl;
	std::cout << "mean event size: " << event_size / event_count << " B" << std::endl;
	std::cout << "throughput: " << throughput << " event/s = " << mbytes << " MB/s" << std::endl;

	return 0;
}
Beispiel #16
0
int _main_(int /*_argc*/, char** /*_argv*/)
{
	uint32_t width = 1280;
	uint32_t height = 720;
	uint32_t debug = BGFX_DEBUG_TEXT;
	uint32_t reset = BGFX_RESET_VSYNC;

	bgfx::init();
	bgfx::reset(width, height, reset);

	// Enable debug text.
	bgfx::setDebug(debug);

	// Set view 0 clear state.
	bgfx::setViewClear(0
		, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
		, 0x303030ff
		, 1.0f
		, 0
		);

	bgfx::UniformHandle u_time = bgfx::createUniform("u_time", bgfx::UniformType::Vec4);

	// Create program from shaders.
	bgfx::ProgramHandle program = loadProgram("vs_mesh", "fs_mesh");

	Mesh* mesh = meshLoad("meshes/bunny.bin");

	int64_t timeOffset = bx::getHPCounter();

	while (!entry::processEvents(width, height, debug, reset) )
	{
		// Set view 0 default viewport.
		bgfx::setViewRect(0, 0, 0, width, height);

		// This dummy draw call is here to make sure that view 0 is cleared
		// if no other draw calls are submitted to view 0.
		bgfx::touch(0);

		int64_t now = bx::getHPCounter();
		static int64_t last = now;
		const int64_t frameTime = now - last;
		last = now;
		const double freq = double(bx::getHPFrequency() );
		const double toMs = 1000.0/freq;
		float time = (float)( (bx::getHPCounter()-timeOffset)/double(bx::getHPFrequency() ) );
		bgfx::setUniform(u_time, &time);

		// Use debug font to print information about this example.
		bgfx::dbgTextClear();
		bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/04-mesh");
		bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Loading meshes.");
		bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);

		float at[3]  = { 0.0f, 1.0f,  0.0f };
		float eye[3] = { 0.0f, 1.0f, -2.5f };

		// Set view and projection matrix for view 0.
		const bgfx::HMD* hmd = bgfx::getHMD();
		if (NULL != hmd && 0 != (hmd->flags & BGFX_HMD_RENDERING) )
		{
			float view[16];
			bx::mtxQuatTranslationHMD(view, hmd->eye[0].rotation, eye);

			float proj[16];
			bx::mtxProj(proj, hmd->eye[0].fov, 0.1f, 100.0f);

			bgfx::setViewTransform(0, view, proj);

			// Set view 0 default viewport.
			//
			// Use HMD's width/height since HMD's internal frame buffer size
			// might be much larger than window size.
			bgfx::setViewRect(0, 0, 0, hmd->width, hmd->height);
		}
		else
		{
			float view[16];
			bx::mtxLookAt(view, eye, at);

			float proj[16];
			bx::mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f);
			bgfx::setViewTransform(0, view, proj);

			// Set view 0 default viewport.
			bgfx::setViewRect(0, 0, 0, width, height);
		}

		float mtx[16];
		bx::mtxRotateXY(mtx
			, 0.0f
			, time*0.37f
			);

		meshSubmit(mesh, 0, program, mtx);

		// Advance to next frame. Rendering thread will be kicked to
		// process submitted rendering primitives.
		bgfx::frame();
	}

	meshUnload(mesh);

	// Cleanup.
	bgfx::destroyProgram(program);

	bgfx::destroyUniform(u_time);

	// Shutdown bgfx.
	bgfx::shutdown();

	return 0;
}
Beispiel #17
0
int _main_(int /*_argc*/, char** /*_argv*/)
{
	uint32_t width = 1280;
	uint32_t height = 720;
	uint32_t debug = BGFX_DEBUG_TEXT;
	uint32_t reset = BGFX_RESET_VSYNC;

	bgfx::init();
	bgfx::reset(width, height, reset);

	// Enable debug text.
	bgfx::setDebug(debug);

	// Set views  clear state.
	bgfx::setViewClear(0
		, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
		, 0x303030ff
		, 1.0f
		, 0
		);

	// Imgui.
	imguiCreate();

	// Uniforms.
	s_uniforms.init();

	// Vertex declarations.
	PosColorTexCoord0Vertex::init();

	LightProbe lightProbes[LightProbe::Count];
	lightProbes[LightProbe::Wells ].load("wells");
	lightProbes[LightProbe::Uffizi].load("uffizi");
	lightProbes[LightProbe::Pisa  ].load("pisa");
	lightProbes[LightProbe::Ennis ].load("ennis");
	lightProbes[LightProbe::Grace ].load("grace");
	LightProbe::Enum currentLightProbe = LightProbe::Wells;

	bgfx::UniformHandle u_mtx        = bgfx::createUniform("u_mtx",        bgfx::UniformType::Mat4);
	bgfx::UniformHandle u_params     = bgfx::createUniform("u_params",     bgfx::UniformType::Vec4);
	bgfx::UniformHandle u_flags      = bgfx::createUniform("u_flags",      bgfx::UniformType::Vec4);
	bgfx::UniformHandle u_camPos     = bgfx::createUniform("u_camPos",     bgfx::UniformType::Vec4);
	bgfx::UniformHandle s_texCube    = bgfx::createUniform("s_texCube",    bgfx::UniformType::Int1);
	bgfx::UniformHandle s_texCubeIrr = bgfx::createUniform("s_texCubeIrr", bgfx::UniformType::Int1);

	bgfx::ProgramHandle programMesh  = loadProgram("vs_ibl_mesh",   "fs_ibl_mesh");
	bgfx::ProgramHandle programSky   = loadProgram("vs_ibl_skybox", "fs_ibl_skybox");

	Mesh* meshBunny;
	meshBunny = meshLoad("meshes/bunny.bin");

	struct Settings
	{
		float m_speed;
		float m_glossiness;
		float m_exposure;
		float m_diffspec;
		float m_rgbDiff[3];
		float m_rgbSpec[3];
		bool m_diffuse;
		bool m_specular;
		bool m_diffuseIbl;
		bool m_specularIbl;
		bool m_showDiffColorWheel;
		bool m_showSpecColorWheel;
		ImguiCubemap::Enum m_crossCubemapPreview;
	};

	Settings settings;
	settings.m_speed = 0.37f;
	settings.m_glossiness = 1.0f;
	settings.m_exposure = 0.0f;
	settings.m_diffspec = 0.65f;
	settings.m_rgbDiff[0] = 0.2f;
	settings.m_rgbDiff[1] = 0.2f;
	settings.m_rgbDiff[2] = 0.2f;
	settings.m_rgbSpec[0] = 1.0f;
	settings.m_rgbSpec[1] = 1.0f;
	settings.m_rgbSpec[2] = 1.0f;
	settings.m_diffuse = true;
	settings.m_specular = true;
	settings.m_diffuseIbl = true;
	settings.m_specularIbl = true;
	settings.m_showDiffColorWheel = true;
	settings.m_showSpecColorWheel = false;
	settings.m_crossCubemapPreview = ImguiCubemap::Cross;

	float time = 0.0f;

	int32_t leftScrollArea = 0;

	entry::MouseState mouseState;
	while (!entry::processEvents(width, height, debug, reset, &mouseState) )
	{
		imguiBeginFrame(mouseState.m_mx
			, mouseState.m_my
			, (mouseState.m_buttons[entry::MouseButton::Left  ] ? IMGUI_MBUT_LEFT  : 0)
			| (mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
			, mouseState.m_mz
			, width
			, height
			);

		static int32_t rightScrollArea = 0;
		imguiBeginScrollArea("Settings", width - 256 - 10, 10, 256, 540, &rightScrollArea);

		imguiLabel("Shade:");
		imguiSeparator();
		imguiBool("Diffuse",      settings.m_diffuse);
		imguiBool("Specular",     settings.m_specular);
		imguiBool("IBL Diffuse",  settings.m_diffuseIbl);
		imguiBool("IBL Specular", settings.m_specularIbl);

		imguiSeparatorLine();
		imguiSlider("Speed", settings.m_speed, 0.0f, 1.0f, 0.01f);
		imguiSeparatorLine();

		imguiSeparator();
		imguiSlider("Exposure", settings.m_exposure, -8.0f, 8.0f, 0.01f);
		imguiSeparator();

		imguiLabel("Environment:");
		currentLightProbe = LightProbe::Enum(imguiChoose(currentLightProbe
													   , "Wells"
													   , "Uffizi"
													   , "Pisa"
													   , "Ennis"
													   , "Grace"
													   ) );
		static float lod = 0.0f;
		if (imguiCube(lightProbes[currentLightProbe].m_tex, lod, settings.m_crossCubemapPreview, true) )
		{
			settings.m_crossCubemapPreview = ImguiCubemap::Enum( (settings.m_crossCubemapPreview+1) % ImguiCubemap::Count);
		}
		imguiSlider("Texture LOD", lod, 0.0f, 10.1f, 0.1f);

		imguiEndScrollArea();

		imguiBeginScrollArea("Settings", 10, 70, 256, 576, &leftScrollArea);

		imguiLabel("Material properties:");
		imguiSeparator();
		imguiSlider("Diffuse - Specular", settings.m_diffspec,   0.0f, 1.0f, 0.01f);
		imguiSlider("Glossiness"        , settings.m_glossiness, 0.0f, 1.0f, 0.01f);
		imguiSeparator();

		imguiColorWheel("Diffuse color:", &settings.m_rgbDiff[0], settings.m_showDiffColorWheel);
		imguiSeparator();
		imguiColorWheel("Specular color:", &settings.m_rgbSpec[0], settings.m_showSpecColorWheel);

		imguiSeparator();
		imguiLabel("Predefined materials:");
		imguiSeparator();

		if (imguiButton("Gold") )
		{
			settings.m_glossiness = 0.8f;
			settings.m_diffspec   = 1.0f;

			settings.m_rgbDiff[0] = 0.0f;
			settings.m_rgbDiff[1] = 0.0f;
			settings.m_rgbDiff[2] = 0.0f;

			settings.m_rgbSpec[0] = 1.0f;
			settings.m_rgbSpec[1] = 0.86f;
			settings.m_rgbSpec[2] = 0.58f;
		}

		if (imguiButton("Copper") )
		{
			settings.m_glossiness = 0.67f;
			settings.m_diffspec   = 1.0f;

			settings.m_rgbDiff[0] = 0.0f;
			settings.m_rgbDiff[1] = 0.0f;
			settings.m_rgbDiff[2] = 0.0f;

			settings.m_rgbSpec[0] = 0.98f;
			settings.m_rgbSpec[1] = 0.82f;
			settings.m_rgbSpec[2] = 0.76f;
		}

		if (imguiButton("Titanium") )
		{
			settings.m_glossiness = 0.57f;
			settings.m_diffspec   = 1.0f;

			settings.m_rgbDiff[0] = 0.0f;
			settings.m_rgbDiff[1] = 0.0f;
			settings.m_rgbDiff[2] = 0.0f;

			settings.m_rgbSpec[0] = 0.76f;
			settings.m_rgbSpec[1] = 0.73f;
			settings.m_rgbSpec[2] = 0.71f;
		}

		if (imguiButton("Steel") )
		{
			settings.m_glossiness = 0.82f;
			settings.m_diffspec   = 1.0f;

			settings.m_rgbDiff[0] = 0.0f;
			settings.m_rgbDiff[1] = 0.0f;
			settings.m_rgbDiff[2] = 0.0f;

			settings.m_rgbSpec[0] = 0.77f;
			settings.m_rgbSpec[1] = 0.78f;
			settings.m_rgbSpec[2] = 0.77f;
		}

		imguiEndScrollArea();

		imguiEndFrame();

		s_uniforms.m_glossiness = settings.m_glossiness;
		s_uniforms.m_exposure = settings.m_exposure;
		s_uniforms.m_diffspec = settings.m_diffspec;
		s_uniforms.m_flags[0] = float(settings.m_diffuse);
		s_uniforms.m_flags[1] = float(settings.m_specular);
		s_uniforms.m_flags[2] = float(settings.m_diffuseIbl);
		s_uniforms.m_flags[3] = float(settings.m_specularIbl);
		memcpy(s_uniforms.m_rgbDiff, settings.m_rgbDiff, 3*sizeof(float));
		memcpy(s_uniforms.m_rgbSpec, settings.m_rgbSpec, 3*sizeof(float));

		s_uniforms.submitPerFrameUniforms();

		int64_t now = bx::getHPCounter();
		static int64_t last = now;
		const int64_t frameTime = now - last;
		last = now;
		const double freq = double(bx::getHPFrequency() );
		const double toMs = 1000.0/freq;

		time += (float)(frameTime*settings.m_speed/freq);
		s_uniforms.m_camPosTime[3] = time;

		// Use debug font to print information about this example.
		bgfx::dbgTextClear();
		bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/18-ibl");
		bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Image based lightning.");
		bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);

		float at[3] = { 0.0f, 0.0f, 0.0f };
		float eye[3] = { 0.0f, 0.0f, -3.0f };

		bx::mtxRotateXY(s_uniforms.m_mtx
			, 0.0f
			, time
			);

		float view[16];
		float proj[16];

		bx::mtxIdentity(view);
		bx::mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f);
		bgfx::setViewTransform(0, view, proj);

		bx::mtxLookAt(view, eye, at);
		memcpy(s_uniforms.m_camPosTime, eye, 3*sizeof(float) );
		bx::mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f);
		bgfx::setViewTransform(1, view, proj);

		bgfx::setViewRect(0, 0, 0, width, height);
		bgfx::setViewRect(1, 0, 0, width, height);

		// View 0.
		bgfx::setTexture(0, s_texCube, lightProbes[currentLightProbe].m_tex);
		bgfx::setProgram(programSky);
		bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
		screenSpaceQuad( (float)width, (float)height, true);
		s_uniforms.submitPerDrawUniforms();
		bgfx::submit(0);

		// View 1.
		float mtx[16];
		bx::mtxSRT(mtx
				, 1.0f
				, 1.0f
				, 1.0f
				, 0.0f
				, bx::pi+time
				, 0.0f
				, 0.0f
				, -1.0f
				, 0.0f
				);

		bgfx::setTexture(0, s_texCube,    lightProbes[currentLightProbe].m_tex);
		bgfx::setTexture(1, s_texCubeIrr, lightProbes[currentLightProbe].m_texIrr);
		meshSubmit(meshBunny, 1, programMesh, mtx);

		// Advance to next frame. Rendering thread will be kicked to
		// process submitted rendering primitives.
		bgfx::frame();
	}

	meshUnload(meshBunny);

	// Cleanup.
	bgfx::destroyProgram(programMesh);
	bgfx::destroyProgram(programSky);

	bgfx::destroyUniform(u_camPos);
	bgfx::destroyUniform(u_flags);
	bgfx::destroyUniform(u_params);
	bgfx::destroyUniform(u_mtx);

	bgfx::destroyUniform(s_texCube);
	bgfx::destroyUniform(s_texCubeIrr);

	for (uint8_t ii = 0; ii < LightProbe::Count; ++ii)
	{
		lightProbes[ii].destroy();
	}

	s_uniforms.destroy();

	imguiDestroy();

	// Shutdown bgfx.
	bgfx::shutdown();

	return 0;
}
Beispiel #18
0
 InstancedColorizeShader()
 {
     loadProgram(OBJECT, GL_VERTEX_SHADER,   "glow_object.vert",
                         GL_FRAGMENT_SHADER, "glow_object.frag");
     assignUniforms();
 }   // InstancedColorizeShader
Beispiel #19
0
int _main_(int /*_argc*/, char** /*_argv*/)
{
	uint32_t width = 1280;
	uint32_t height = 720;
	uint32_t debug = BGFX_DEBUG_TEXT;
	uint32_t reset = BGFX_RESET_VSYNC;

	bgfx::init();
	bgfx::reset(width, height, reset);

	// Enable debug text.
	bgfx::setDebug(debug);

	// Set view 0 clear state.
	bgfx::setViewClear(0
		, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
		, 0x303030ff
		, 1.0f
		, 0
		);

	// Setup root path for binary shaders. Shader binaries are different 
	// for each renderer.
	switch (bgfx::getRendererType() )
	{
	default:
		break;

	case bgfx::RendererType::OpenGL:
	case bgfx::RendererType::OpenGLES:
		s_flipV = true;
		break;
	}

	// Create vertex stream declaration.
	PosColorTexCoord0Vertex::init();

	bgfx::UniformHandle u_time     = bgfx::createUniform("u_time",     bgfx::UniformType::Uniform1f);
	bgfx::UniformHandle u_mtx      = bgfx::createUniform("u_mtx",      bgfx::UniformType::Uniform4x4fv);
	bgfx::UniformHandle u_lightDir = bgfx::createUniform("u_lightDir", bgfx::UniformType::Uniform3fv);

	// Create program from shaders.
	bgfx::ProgramHandle raymarching = loadProgram("vs_raymarching", "fs_raymarching");

	int64_t timeOffset = bx::getHPCounter();

	while (!entry::processEvents(width, height, debug, reset) )
	{
		// Set view 0 default viewport.
		bgfx::setViewRect(0, 0, 0, width, height);

		// Set view 1 default viewport.
		bgfx::setViewRect(1, 0, 0, width, height);

		// This dummy draw call is here to make sure that view 0 is cleared
		// if no other draw calls are submitted to viewZ 0.
		bgfx::submit(0);

		int64_t now = bx::getHPCounter();
		static int64_t last = now;
		const int64_t frameTime = now - last;
		last = now;
		const double freq = double(bx::getHPFrequency() );
		const double toMs = 1000.0/freq;

		// Use debug font to print information about this example.
		bgfx::dbgTextClear();
		bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/03-raymarch");
		bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Updating shader uniforms.");
		bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);

		float at[3] = { 0.0f, 0.0f, 0.0f };
		float eye[3] = { 0.0f, 0.0f, -15.0f };
		
		float view[16];
		float proj[16];
		bx::mtxLookAt(view, eye, at);
		bx::mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f);

		// Set view and projection matrix for view 1.
		bgfx::setViewTransform(0, view, proj);

		float ortho[16];
		bx::mtxOrtho(ortho, 0.0f, 1280.0f, 720.0f, 0.0f, 0.0f, 100.0f);

		// Set view and projection matrix for view 0.
		bgfx::setViewTransform(1, NULL, ortho);

		float time = (float)( (bx::getHPCounter()-timeOffset)/double(bx::getHPFrequency() ) );

		float vp[16];
		bx::mtxMul(vp, view, proj);

		float mtx[16];
		bx::mtxRotateXY(mtx
			, time
			, time*0.37f
			); 

		float mtxInv[16];
		bx::mtxInverse(mtxInv, mtx);
		float lightDirModel[4] = { -0.4f, -0.5f, -1.0f, 0.0f };
		float lightDirModelN[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
		bx::vec3Norm(lightDirModelN, lightDirModel);
		float lightDir[4];
		bx::vec4MulMtx(lightDir, lightDirModelN, mtxInv);
		bgfx::setUniform(u_lightDir, lightDir);

		float mvp[16];
		bx::mtxMul(mvp, mtx, vp);

		float invMvp[16];
		bx::mtxInverse(invMvp, mvp);
		bgfx::setUniform(u_mtx, invMvp);

		bgfx::setUniform(u_time, &time);

		renderScreenSpaceQuad(1, raymarching, 0.0f, 0.0f, 1280.0f, 720.0f);

		// Advance to next frame. Rendering thread will be kicked to 
		// process submitted rendering primitives.
		bgfx::frame();
	}

	// Cleanup.
	bgfx::destroyProgram(raymarching);

	bgfx::destroyUniform(u_time);
	bgfx::destroyUniform(u_mtx);
	bgfx::destroyUniform(u_lightDir);

	// Shutdown bgfx.
	bgfx::shutdown();

	return 0;
}
Beispiel #20
0
 ColoredRectShader()
 {
     loadProgram(OBJECT, GL_VERTEX_SHADER, "coloredquad.vert",
                         GL_FRAGMENT_SHADER, "coloredquad.frag");
     assignUniforms("center", "size", "color");
 }   // ColoredRectShader
Beispiel #21
0
bgfx::ProgramHandle loadProgram(const char* _vsName, const char* _fsName)
{
	
	return loadProgram(s_fileReader, _vsName, _fsName);
}
Beispiel #22
0
/*
 * Default:
 * argc = 1
 * argv[0] =  Nome do Programa
 */
int main(int argc, char** argv) {
    char * filename = NULL;
    int passoAPassoFlag = 0;
    int c;
    int maxMem = 256;
    int startIndex = 1;
    int startIndexPrint = 1;
    int endIndexPrint = 255;
    opterr = 0;

    while ((c = getopt(argc, argv, "i:f:m:n:ps:")) != -1)
        switch (c) {
            case 'i':
                startIndexPrint = atoi(optarg);
                break;
            case 'f':
                endIndexPrint = atoi(optarg);
                break;
            case 'm':
                maxMem = atoi(optarg);
                break;
            case 'n':
                filename = optarg;
                break;
            case 'p':
                passoAPassoFlag = 1;
                break;
            case 's':
                startIndex = atoi(optarg);
                break;
            case '?':
                switch (optopt) {
                    case 'i':
                    case 'f':
                    case 'm':
                    case 'n':
                    case 's':
                        fprintf(stderr, "Opção -%c necessita um argumento.\n", optopt);
                        break;
                    default:
                        if (isprint(optopt))
                            fprintf(stderr, "Opção desconhecida `-%c'.\n", optopt);
                        else
                            fprintf(stderr, "Caractere de opção desconhecido `\\x%x'.\n", optopt);
                        abort();
                }
        }

    if (filename == NULL) {
        fprintf(stderr, "Erro nome do arquivo HEX não especificado!\n");
        abort();
    }
    FILE * hex = fopen(filename, "r");
    if (!hex) {
        fprintf(stderr, "Erro ao abrir o arquivo %s!\n", filename);
        abort();
    }

    inicializaMem(startIndexPrint, endIndexPrint, maxMem);

    if (loadProgram(hex, startIndex)) {
        fprintf(stderr, "Erro ao carregar o %s para a memória!\n", filename);
        abort();
    }

    inicializaSimulador();

    do {
        busca();
        if (passoAPassoFlag) {
            printf("Precione 'r' para imprimir os registradores e seguir um passo na execução,\n"
                    "'c' para continuar a execução sem o passo a passo,\n"
                    "ou qualquer outra tecla para seguir um passo na execução: ");            
            char * str = malloc(2);
            scanf("%s", str);
            if (strcmp(str, "r")==0)
                printRegs();
            else if (strcmp(str, "c") == 0)
                passoAPassoFlag = 0;
            printf("\n");
        }
        executa();
    } while (1);
    return EXIT_SUCCESS;
}
Beispiel #23
0
std::shared_ptr<OsgProgram> loadProgram(const SurgSim::Framework::ApplicationData& data, const std::string& name)
{
	return loadProgram(data, name + ".vert", name + ".frag");
}
Beispiel #24
0
void Ibex::TextRenderer::precompileText(float x, float y, const std::vector<std::string> &lines, const std::vector<bool> &highlighted, int maxChars)
{
	if(!initialized) {
		initialized = true;
		loadProgram();
		initializeFont();
	}
	checkForErrors();

	vertices.clear();
	indices.clear();
    minX = minY = INT_MAX;
    maxX = maxY = INT_MIN;

	// assume orthographic projection with units = screen pixels, origin at top left
	int index = 0;
	int lineNum = (int)lines.size()-1;
	//for(std::string line : lines) {
    for(int i = 0; i < lines.size(); ++i) {
        std::string line = lines[i];
		if(maxChars > 0 && line.length() > maxChars) {
			line.resize(maxChars);
		}
        const GLfloat *color = (highlighted.size() > i && highlighted[i]) ? highlightedTextColor : textColor;
		x = 0;
		y = -lineNum * (ascent-descent+lineGap)*scale;
		unsigned char *text = (unsigned char *)line.data();
		while (*text) {
			if (*text >= 32 && *text < 128) {
				stbtt_aligned_quad q;
				stbtt_GetBakedQuad(cdata, 1024,256, *text-32, &x,&y,&q,1);

				// bottom right triangle
				vertices.push_back(q.x0);
				vertices.push_back((baseline-q.y0));
				vertices.push_back(0);
				vertices.push_back(q.s0);
				vertices.push_back(q.t0);
                vertices.push_back(color[0]);
                vertices.push_back(color[1]);
                vertices.push_back(color[2]);
                vertices.push_back(color[3]);

				vertices.push_back(q.x1);
				vertices.push_back((baseline-q.y0));
				vertices.push_back(0);
				vertices.push_back(q.s1);
				vertices.push_back(q.t0);
                vertices.push_back(color[0]);
                vertices.push_back(color[1]);
                vertices.push_back(color[2]);
                vertices.push_back(color[3]);

				vertices.push_back(q.x1);
				vertices.push_back((baseline-q.y1));
				vertices.push_back(0);
				vertices.push_back(q.s1);
				vertices.push_back(q.t1);
                vertices.push_back(color[0]);
                vertices.push_back(color[1]);
                vertices.push_back(color[2]);
                vertices.push_back(color[3]);

				// top left triangle
				vertices.push_back(q.x0);
				vertices.push_back((baseline-q.y0));
				vertices.push_back(0);
				vertices.push_back(q.s0);
				vertices.push_back(q.t0);
                vertices.push_back(color[0]);
                vertices.push_back(color[1]);
                vertices.push_back(color[2]);
                vertices.push_back(color[3]);
                
				vertices.push_back(q.x1);
				vertices.push_back((baseline-q.y1));
				vertices.push_back(0);
				vertices.push_back(q.s1);
				vertices.push_back(q.t1);
                vertices.push_back(color[0]);
                vertices.push_back(color[1]);
                vertices.push_back(color[2]);
                vertices.push_back(color[3]);

				vertices.push_back(q.x0);
				vertices.push_back((baseline-q.y1));
				vertices.push_back(0);
				vertices.push_back(q.s0);
				vertices.push_back(q.t1);
                vertices.push_back(color[0]);
                vertices.push_back(color[1]);
                vertices.push_back(color[2]);
                vertices.push_back(color[3]);

				minX = std::min(minX,std::min(q.x0,q.x1));
				maxX = std::max(maxX,std::max(q.x0,q.x1));
				minY = std::min(minY,std::min(baseline-q.y0,baseline-q.y1)+y);
				maxY = std::max(maxY,std::max(baseline-q.y0,baseline-q.y1));

				for(int i = 0; i < 6; ++i) {
					indices.push_back(index++);
				}
			}
			++text;
		}
		--lineNum;

		if(minX > maxX) std::swap(minX,maxX);
		if(minY > maxY) std::swap(minY,maxY);
	}

	if(vaoTextRenderer == 0) glGenVertexArrays(1,&vaoTextRenderer);
	if(!checkForErrors()) {
		exit(1);
	}

	glBindVertexArray(vaoTextRenderer);
	if(vboTextVertices == 0) glGenBuffers(1, &vboTextVertices);
	glBindBuffer(GL_ARRAY_BUFFER, vboTextVertices);
	glBufferData(GL_ARRAY_BUFFER, vertices.size()*sizeof(GLfloat), vertices.data(), GL_STATIC_DRAW);
	if(!checkForErrors()) {
		exit(1);
	}
	glEnableVertexAttribArray(IbexTextAttribLocations[0]);
	glVertexAttribPointer(IbexTextAttribLocations[0], 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*9, 0);
	glEnableVertexAttribArray(IbexTextAttribLocations[1]);
	glVertexAttribPointer(IbexTextAttribLocations[1], 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*9, (GLvoid*) (sizeof(GLfloat)*3));
    glEnableVertexAttribArray(IbexTextAttribLocations[2]);
	glVertexAttribPointer(IbexTextAttribLocations[2], 4, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*9, (GLvoid*) (sizeof(GLfloat)*5));
	if(!checkForErrors()) {
		exit(1);
	}
	if(vboTextIndices == 0) glGenBuffers(1, &vboTextIndices);
	glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboTextIndices);
	glBufferData(GL_ELEMENT_ARRAY_BUFFER, indices.size()*sizeof(GLuint), indices.data(), GL_STATIC_DRAW);
	if(!checkForErrors()) {
		exit(1);
	}
    glBindVertexArray(0);


	//////////////////////////////////////////////////////////////////////////////
	static GLfloat IbexDisplayFlatVertices[] = {
		-1.0, -1.0, 0.0, 0, 1,
		1.0, -1.0, 0.0, 1, 1,
		1.0,  1.0, 0.0, 1, 0,
		-1.0,  1.0, 0.0, 0, 0
	};

	static GLushort IbexDisplayFlatIndices[] = {
		0, 2, 1,
		0, 3, 2
	};

    if(vaoTextTextureRenderer == 0) {
        if(vaoTextTextureRenderer == 0) glGenVertexArrays(1,&vaoTextTextureRenderer);
        if(!checkForErrors()) {
            exit(1);
        }

        glBindVertexArray(vaoTextTextureRenderer);
        if(vboTextTextureVertices == 0) glGenBuffers(1, &vboTextTextureVertices);
        glBindBuffer(GL_ARRAY_BUFFER, vboTextTextureVertices);
        glBufferData(GL_ARRAY_BUFFER, sizeof(IbexDisplayFlatVertices), IbexDisplayFlatVertices, GL_STATIC_DRAW);
        if(!checkForErrors()) {
            exit(1);
        }
        glEnableVertexAttribArray(IbexDisplayFlatAttribLocations[0]);
        glVertexAttribPointer(IbexDisplayFlatAttribLocations[0], 3, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*5, 0);
        glEnableVertexAttribArray(IbexDisplayFlatAttribLocations[2]);
        glVertexAttribPointer(IbexDisplayFlatAttribLocations[2], 2, GL_FLOAT, GL_FALSE, sizeof(GLfloat)*5, (GLvoid*) (sizeof(GLfloat) * 3));
        if(!checkForErrors()) {
            exit(1);
        }
        if(vboTextTextureIndices == 0) glGenBuffers(1, &vboTextTextureIndices);
        glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vboTextTextureIndices);
        glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(IbexDisplayFlatIndices), IbexDisplayFlatIndices, GL_STATIC_DRAW);
        if(!checkForErrors()) {
            exit(1);
        }
        glBindVertexArray(0);
    }
}
Beispiel #25
0
int go()
{
    osg::setNotifyLevel(osg::NOTICE);

    //  ======================================================================

    //	Create root group node
	osg::Group* root = new osg::Group();

    //	Create groups
	osg::Group* group01 = new osg::Group();
	osg::Group* group02 = new osg::Group();

    //	Connect the two groups to the  root
	root->addChild(group01);
	root->addChild(group02);

    //  Create boxes and spheres
    osg::Box* box01 = new osg::Box(osg::Vec3f(0.0f,0.0f,0.0f),10.0f);
    osg::Box* box02 = new osg::Box(osg::Vec3f(0.0f,0.0f,0.0f),10.0f);
	osg::Sphere* sphere01 = new osg::Sphere(osg::Vec3(0.0f,0.0f,0.0f),1.0f);
	osg::Sphere* sphere02 = new osg::Sphere(osg::Vec3(0.0f,0.0f,0.0f),1.0f);

    osg::ShapeDrawable* box01Drawable = new osg::ShapeDrawable(box01);
    osg::ShapeDrawable* box02Drawable = new osg::ShapeDrawable(box02);
	osg::ShapeDrawable* sphere01Drawable = new osg::ShapeDrawable(sphere01);
	osg::ShapeDrawable* sphere02Drawable = new osg::ShapeDrawable(sphere02);

    osg::Group* mainSceneRoot = new osg::Group();

    osg::Geode* geode01 = new osg::Geode();
    osg::Geode* geode02 = new osg::Geode();

    geode01->addDrawable(sphere01Drawable);
    geode02->addDrawable(sphere02Drawable);

    //  ======================================================================

	osg::Node* model01 = osgDB::readNodeFile("data/models/cessna.osg");

	{
		osg::Program* program = loadProgram("data/shaders/simpleShader01");
		model01->getOrCreateStateSet()->setAttribute(program,osg::StateAttribute::ON);
	}

	//	Create RT textures
	osg::Texture2D* rttDepthTexture   = createDepthTexture (512,512);
	osg::Texture2D* rttColorTexture01 = createRenderTexture(512,512);
	osg::Texture2D* rttColorTexture02 = createRenderTexture(512,512);
	osg::Texture2D* rttColorTexture03 = createRenderTexture(512,512);
	//	Create RTT camera
	osg::Camera* rttCamera = createRenderTargetCamera(rttDepthTexture,rttColorTexture01,rttColorTexture02,rttColorTexture03);


	osg::MatrixTransform* modelTransform = new osg::MatrixTransform();
    modelTransform->addChild(model01);
	rttCamera->addChild(modelTransform);

	osg::NodeCallback* nc = new osg::AnimationPathCallback(modelTransform->getBound().center(),osg::Vec3(0.0f,0.0f,1.0f),osg::inDegrees(45.0f));
    modelTransform->setUpdateCallback(nc);

	group01->addChild(rttCamera);

	//  ======================================================================

	osg::PositionAttitudeTransform* light01Transform = new osg::PositionAttitudeTransform();
	osg::PositionAttitudeTransform* light02Transform = new osg::PositionAttitudeTransform();

	light01Transform->setPosition(osg::Vec3(-20.0f, 0.0f, 0.0f));
	light02Transform->setPosition(osg::Vec3( 20.0f, 0.0f, 0.0f));

	light01Transform->addChild(geode01);
	light02Transform->addChild(geode02);

	rttCamera->addChild(light01Transform);
	rttCamera->addChild(light02Transform);

	osg::Uniform* light01Uniform = new osg::Uniform("uLight01Pos",osg::Vec4(-20.0f,0.0f,0.0f,1.0f));
	osg::Uniform* light02Uniform = new osg::Uniform("uLight02Pos",osg::Vec4( 20.0f,0.0f,0.0f,1.0f));

	rttCamera->getOrCreateStateSet()->addUniform(light01Uniform,osg::StateAttribute::ON);
	rttCamera->getOrCreateStateSet()->addUniform(light02Uniform,osg::StateAttribute::ON);

	//  ======================================================================
	//	Add 4 x ortho quads to the screen/scene

	//	Create 4 quads each one is a quarter of the screen.
	osg::Geode* fullScreenQuadGeode01 = createPlaneGeode( 0,	512, 512, 512);
	osg::Geode* fullScreenQuadGeode02 = createPlaneGeode( 512,	512, 512, 512);
	osg::Geode* fullScreenQuadGeode03 = createPlaneGeode( 0,	0,   512, 512);
	osg::Geode* fullScreenQuadGeode04 = createPlaneGeode( 512,	0,   512, 512);

	//	Create an orthographic camera and attach the 4 quads to it.
	osg::Camera* normalCamera = createNormalCamera();
	normalCamera->addChild(fullScreenQuadGeode01);
	normalCamera->addChild(fullScreenQuadGeode02);
	normalCamera->addChild(fullScreenQuadGeode03);
	normalCamera->addChild(fullScreenQuadGeode04);

	//	quad 01
	{
		osg::Program* program = loadProgram("data/shaders/colorTextureShader");
		osg::Uniform* uniformTex01 = new osg::Uniform("uTexture01",0);
		osg::StateSet* ss = new osg::StateSet();
		ss->setTextureAttributeAndModes(0,rttDepthTexture,osg::StateAttribute::ON);
		ss->setAttribute(program,osg::StateAttribute::ON);
		ss->addUniform(uniformTex01);
		fullScreenQuadGeode01->setStateSet(ss);
	}

	//	quad 02
	{
		osg::Program* program = loadProgram("data/shaders/colorTextureShader");
		osg::Uniform* uniformTex01 = new osg::Uniform("uTexture01",0);
		osg::StateSet* ss = new osg::StateSet();
		ss->setTextureAttributeAndModes(0,rttColorTexture01,osg::StateAttribute::ON);
		ss->setAttribute(program,osg::StateAttribute::ON);
		ss->addUniform(uniformTex01);
		fullScreenQuadGeode02->setStateSet(ss);
	}

	//	quad 03
	{
		osg::Program* program = loadProgram("data/shaders/colorTextureShader");
		osg::Uniform* uniformTex01 = new osg::Uniform("uTexture01",0);
		osg::StateSet* ss = new osg::StateSet();
		ss->setTextureAttributeAndModes(0,rttColorTexture02,osg::StateAttribute::ON);
		ss->setAttribute(program,osg::StateAttribute::ON);
		ss->addUniform(uniformTex01);
		fullScreenQuadGeode03->setStateSet(ss);
	}
	//	quad 04
	{
		osg::Program* program = loadProgram("data/shaders/lightingPass");
		osg::Uniform* uniformTexDepth  = new osg::Uniform("uDepthTex", 0);
		osg::Uniform* uniformTexColor  = new osg::Uniform("uColorTex", 1);
		osg::Uniform* uniformTexNormal = new osg::Uniform("uNormalTex",2);
		osg::StateSet* ss = new osg::StateSet();
		ss->setTextureAttributeAndModes(0,rttDepthTexture,osg::StateAttribute::ON);
		ss->setTextureAttributeAndModes(1,rttColorTexture01,osg::StateAttribute::ON);
		ss->setTextureAttributeAndModes(2,rttColorTexture02,osg::StateAttribute::ON);
		ss->setAttribute(program,osg::StateAttribute::ON);
		ss->addUniform(uniformTexDepth);
		ss->addUniform(uniformTexColor);
		ss->addUniform(uniformTexNormal);
		fullScreenQuadGeode04->setStateSet(ss);
	}

	group02->addChild(normalCamera);

    //  ======================================================================
	//	:D

    //	Create viewer
	osgViewer::Viewer viewer;
    //	Attach scene root node
	viewer.setSceneData(root);
	//	Setup window mode
	viewer.setUpViewInWindow( 50, 50, WINDOW_WIDTH, WINDOW_HEIGHT );
	//	Run! :)
	viewer.run();

	//  ======================================================================

    return EXIT_SUCCESS;
}
	// ----------------------------------------------------------------------------
	//	parses the next command from m_instrStream
	// ----------------------------------------------------------------------------
	void CRPNCalc::parse()
	{
		double number = 0;
		while (m_buffer.length() != 0)
		{
			bool delDecimal = false;
			//erase the spaces at the beginning of the string
			while(m_buffer[0] == ' ')
				m_buffer.erase(m_buffer.begin());
			number = atof(m_buffer.c_str());
			//if it is a number
			if((number != 0 && m_buffer[0] != '+') || m_buffer[0] == '0')
			{
				if(m_buffer[0] == '-')
					m_buffer.erase(m_buffer.begin());
				while((m_buffer[0] >= '0' && m_buffer[0] <= '9')
					|| m_buffer[0] == '.')
				{
					if(m_buffer[0] == '.')
						if(delDecimal == false)
							delDecimal = true;
						else
							break;
					m_buffer.erase(m_buffer.begin());
					if(m_buffer.length() == 0)
						break;
				}
				m_stack.push_front(number);
			}
			else
			{
				string token;
				//if the beginning is a character
				if(m_buffer.length() >= 2)
				{
					//special situation with CE
					if(toupper(m_buffer[0]) == 'C' 
						&& toupper(m_buffer[1]) == 'E')
					{
						m_buffer.erase(m_buffer.begin(),m_buffer.begin() + 2);
						clearAll();
						continue;
					}
					//special situation with -0
					else if(m_buffer[0] == '-' && m_buffer[1] == '0')
					{
						m_buffer.erase(m_buffer.begin());
						while(m_buffer[0] == '0')
						{
							m_buffer.erase(m_buffer.begin());
							if(m_buffer.length() == 0)
								break;
						}
						m_stack.push_front(number);
						neg();
						continue;
					}
					//special situation with S0-9
					else if(toupper(m_buffer[0]) == 'S' && 
						m_buffer[1] >= '0' && m_buffer[1] <= '9')
					{
						m_buffer.erase(m_buffer.begin()); // delete the 'S' to get the number
						char index = m_buffer[0];
						setReg(static_cast<int>(index) - ZEROINASCII);
						m_buffer.erase(m_buffer.begin()); // delete the number
						continue;
					}
					//special situation with G0-9
					else if(toupper(m_buffer[0]) == 'G' && 
						m_buffer[1] >= '0' && m_buffer[1] <= '9')
					{
						m_buffer.erase(m_buffer.begin()); // delete the 'G' to get the number
						char index = m_buffer[0];
						getReg(static_cast<int>(index) - ZEROINASCII);
						m_buffer.erase(m_buffer.begin()); // delete the number
						continue;
					}
				}
				if (m_buffer.length() != 0)
				{
					token = m_buffer[0];
					if (0 == token.compare("+"))
						add();
					else if (0 == token.compare("-"))
						subtract();
					else if (0 == token.compare("*"))
						multiply();
					else if (0 == token.compare("/"))
						divide();
					else if (0 == token.compare("^"))
						exp();
					else if (0 == token.compare("%"))
						mod();
					else if (0 == token.compare("c") || 0 == token.compare("C"))
						clearEntry();
					else if (0 == token.compare("d") || 0 == token.compare("D"))
						rotateDown();
					else if (0 == token.compare("f") || 0 == token.compare("F"))
						saveToFile();
					else if (0 == token.compare("h") || 0 == token.compare("H"))
						m_helpOn = !m_helpOn;
					else if (0 == token.compare("l") || 0 == token.compare("L"))
						loadProgram();
					else if (0 == token.compare("m") || 0 == token.compare("M"))
						neg();
					else if (0 == token.compare("p") || 0 == token.compare("P"))
						recordProgram();
					else if (0 == token.compare("r") || 0 == token.compare("R"))
					{
						//the application only do this method and ignore other methods
						//if they are inputed at the same line
						runProgram();
						return;
					}
					else if (0 == token.compare("u") || 0 == token.compare("U"))
						rotateUp();
					else if (0 == token.compare("x") || 0 == token.compare("X"))
						m_on = false;
					else
						m_error = true;
					m_buffer.erase(m_buffer.begin());
				}
			}
		}
	}
Beispiel #27
0
OpenGLShader::OpenGLShader(const std::string vertexPath, const std::string fragmentPath)
{
    loadProgram(vertexPath, fragmentPath);
}
Beispiel #28
0
int _main_(int /*_argc*/, char** /*_argv*/)
{
    uint32_t width = 1280;
    uint32_t height = 720;
    uint32_t debug = BGFX_DEBUG_TEXT;
    uint32_t reset = BGFX_RESET_VSYNC;

    bgfx::init();
    bgfx::reset(width, height, reset);

    // Enable debug text.
    bgfx::setDebug(debug);

    // Set view 0 clear state.
    bgfx::setViewClear(0
                       , BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
                       , 0x303030ff
                       , 1.0f
                       , 0
                      );

    // Setup root path for binary shaders. Shader binaries are different
    // for each renderer.
    switch (bgfx::getRendererType() )
    {
    default:
    case bgfx::RendererType::Direct3D9:
        s_shaderPath = "shaders/dx9/";
        break;

    case bgfx::RendererType::Direct3D11:
        s_shaderPath = "shaders/dx11/";
        break;

    case bgfx::RendererType::OpenGL:
        s_shaderPath = "shaders/glsl/";
        s_flipV = true;
        break;

    case bgfx::RendererType::OpenGLES2:
    case bgfx::RendererType::OpenGLES3:
        s_shaderPath = "shaders/gles/";
        s_flipV = true;
        break;
    }

    bgfx::UniformHandle u_texColor = bgfx::createUniform("u_texColor", bgfx::UniformType::Uniform1iv);
    bgfx::UniformHandle u_stipple = bgfx::createUniform("u_stipple", bgfx::UniformType::Uniform3fv);
    bgfx::UniformHandle u_texStipple = bgfx::createUniform("u_texStipple", bgfx::UniformType::Uniform1iv);

    bgfx::ProgramHandle program = loadProgram("vs_tree", "fs_tree");

    const bgfx::Memory* mem;
    mem = loadTexture("leafs1.dds");
    bgfx::TextureHandle textureLeafs = bgfx::createTexture(mem);

    mem = loadTexture("bark1.dds");
    bgfx::TextureHandle textureBark = bgfx::createTexture(mem);

    bgfx::TextureHandle textureStipple;

    const bgfx::Memory* stipple = bgfx::alloc(8*4);
    memset(stipple->data, 0, stipple->size);

    for (uint32_t ii = 0; ii < 32; ++ii)
    {
        stipple->data[knightTour[ii].m_y * 8 + knightTour[ii].m_x] = ii*4;
    }

    textureStipple = bgfx::createTexture2D(8, 4, 1, bgfx::TextureFormat::L8, BGFX_TEXTURE_MAG_POINT|BGFX_TEXTURE_MIN_POINT, stipple);

    Mesh mesh_top[3];
    mesh_top[0].load("meshes/tree1b_lod0_1.bin");
    mesh_top[1].load("meshes/tree1b_lod1_1.bin");
    mesh_top[2].load("meshes/tree1b_lod2_1.bin");

    Mesh mesh_trunk[3];
    mesh_trunk[0].load("meshes/tree1b_lod0_2.bin");
    mesh_trunk[1].load("meshes/tree1b_lod1_2.bin");
    mesh_trunk[2].load("meshes/tree1b_lod2_2.bin");

    FILE* file = fopen("font/droidsans.ttf", "rb");
    uint32_t size = (uint32_t)fsize(file);
    void* data = malloc(size);
    size_t ignore = fread(data, 1, size, file);
    BX_UNUSED(ignore);
    fclose(file);

    imguiCreate(data, size);

    free(data);

    int32_t scrollArea = 0;

    bool transitions = true;
    int transitionFrame = 0;
    int currLOD = 0;
    int targetLOD = 0;

    float at[3] = { 0.0f, 1.0f, 0.0f };
    float eye[3] = { 0.0f, 1.0f, -2.0f };

    entry::MouseState mouseState;
    while (!entry::processEvents(width, height, debug, reset, &mouseState) )
    {
        imguiBeginFrame(mouseState.m_mx
                        , mouseState.m_my
                        , (mouseState.m_buttons[entry::MouseButton::Left  ] ? IMGUI_MBUT_LEFT  : 0)
                        | (mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
                        , 0
                        , width
                        , height
                       );

        imguiBeginScrollArea("Toggle transitions", width - width / 5 - 10, 10, width / 5, height / 6, &scrollArea);
        imguiSeparatorLine();

        if (imguiButton(transitions ? "ON" : "OFF") )
        {
            transitions = !transitions;
        }

        static float distance = 2.0f;
        imguiSlider("Distance", &distance, 2.0f, 6.0f, .01f);

        imguiEndScrollArea();
        imguiEndFrame();

        // Set view 0 default viewport.
        bgfx::setViewRect(0, 0, 0, width, height);

        // This dummy draw call is here to make sure that view 0 is cleared
        // if no other draw calls are submitted to view 0.
        bgfx::submit(0);

        int64_t now = bx::getHPCounter();
        static int64_t last = now;
        const int64_t frameTime = now - last;
        last = now;
        const double freq = double(bx::getHPFrequency() );
        const double toMs = 1000.0/freq;

        // Use debug font to print information about this example.
        bgfx::dbgTextClear();
        bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/12-lod");
        bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Mesh LOD transitions.");
        bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
        bgfx::dbgTextPrintf(0, 4, transitions ? 0x2f : 0x1f, transitions ? "Transitions on" : "Transitions off");

        eye[2] = -distance;

        float view[16];
        float proj[16];
        mtxLookAt(view, eye, at);
        mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f);

        // Set view and projection matrix for view 0.
        bgfx::setViewTransform(0, view, proj);

        float mtx[16];
        mtxIdentity(mtx);

        float stipple[3];
        float stippleInv[3];

        const int currentLODframe = transitions ? 32-transitionFrame : 32;
        const int mainLOD = transitions ? currLOD : targetLOD;

        stipple[0] = 0.0f;
        stipple[1] = -1.0f;
        stipple[2] = (float(currentLODframe)*4.0f/255.0f) - (1.0f/255.0f);

        stippleInv[0] = (float(31)*4.0f/255.0f);
        stippleInv[1] = 1.0f;
        stippleInv[2] = (float(transitionFrame)*4.0f/255.0f) - (1.0f/255.0f);

        bgfx::setTexture(0, u_texColor, textureBark);
        bgfx::setTexture(1, u_texStipple, textureStipple);
        bgfx::setUniform(u_stipple, stipple);
        mesh_trunk[mainLOD].submit(program, mtx, false);

        bgfx::setTexture(0, u_texColor, textureLeafs);
        bgfx::setTexture(1, u_texStipple, textureStipple);
        bgfx::setUniform(u_stipple, stipple);
        mesh_top[mainLOD].submit(program, mtx, true);

        if (transitions
                && (transitionFrame != 0) )
        {
            bgfx::setTexture(0, u_texColor, textureBark);
            bgfx::setTexture(1, u_texStipple, textureStipple);
            bgfx::setUniform(u_stipple, stippleInv);
            mesh_trunk[targetLOD].submit(program, mtx, false);

            bgfx::setTexture(0, u_texColor, textureLeafs);
            bgfx::setTexture(1, u_texStipple, textureStipple);
            bgfx::setUniform(u_stipple, stippleInv);
            mesh_top[targetLOD].submit(program, mtx, true);
        }

        int lod = 0;
        if (eye[2] < -2.5f)
        {
            lod = 1;
        }

        if (eye[2] < -5.0f)
        {
            lod = 2;
        }

        if (targetLOD!=lod)
        {
            if (targetLOD==currLOD)
            {
                targetLOD = lod;
            }
        }

        if (currLOD != targetLOD)
        {
            transitionFrame++;
        }

        if (transitionFrame>32)
        {
            currLOD = targetLOD;
            transitionFrame = 0;
        }

        // Advance to next frame. Rendering thread will be kicked to
        // process submitted rendering primitives.
        bgfx::frame();
    }

    for (uint32_t ii = 0; ii < 3; ++ii)
    {
        mesh_top[ii].unload();
        mesh_trunk[ii].unload();
    }

    // Cleanup.
    bgfx::destroyProgram(program);

    bgfx::destroyUniform(u_texColor);
    bgfx::destroyUniform(u_stipple);
    bgfx::destroyUniform(u_texStipple);

    bgfx::destroyTexture(textureStipple);
    bgfx::destroyTexture(textureLeafs);
    bgfx::destroyTexture(textureBark);

    // Shutdown bgfx.
    bgfx::shutdown();

    return 0;
}
Beispiel #29
0
bool Tunefish4AudioProcessor::loadProgram()
{
    return loadProgram(currentProgramIndex);
}
Beispiel #30
0
void DrawTexture::initialize()
{
	program = loadProgram(vertexShaderResourceId, fragmentShaderResourceId);
	imageLocation = glGetUniformLocation(program, "image");
}