Ejemplo n.º 1
0
void ConvexVolumeTool::handleMenu()
{
    imguiSlider("Shape Height", &m_boxHeight, 0.1f, 20.0f, 0.1f);
    imguiSlider("Shape Descent", &m_boxDescent, 0.1f, 20.0f, 0.1f);
    imguiSlider("Poly Offset", &m_polyOffset, 0.0f, 10.0f, 0.1f);

    imguiSeparator();

    imguiLabel("Area Type");
    imguiIndent();
    if (imguiCheck("Grass", m_areaType == SAMPLE_POLYAREA_GRASS))
        m_areaType = SAMPLE_POLYAREA_GRASS;
    if (imguiCheck("Road", m_areaType == SAMPLE_POLYAREA_ROAD))
        m_areaType = SAMPLE_POLYAREA_ROAD;
    if (imguiCheck("Water", m_areaType == SAMPLE_POLYAREA_WATER))
        m_areaType = SAMPLE_POLYAREA_WATER;
    if (imguiCheck("Door", m_areaType == SAMPLE_POLYAREA_DOOR))
        m_areaType = SAMPLE_POLYAREA_DOOR;
    imguiUnindent();

    imguiSeparator();

    if (imguiButton("Clear Shape"))
    {
        m_npts = 0;
        m_nhull = 0;
    }
}
void Sample_SoloMesh::handleSettings()
{
	Sample::handleCommonSettings();

	if (imguiCheck("Keep Itermediate Results", m_keepInterResults))
		m_keepInterResults = !m_keepInterResults;

	imguiSeparator();

	imguiIndent();
	imguiIndent();

	if (imguiButton("Save"))
	{
		Sample::saveAll("solo_navmesh.bin", m_navMesh);
	}

	if (imguiButton("Load"))
	{
		dtFreeNavMesh(m_navMesh);
		m_navMesh = Sample::loadAll("solo_navmesh.bin");
		m_navQuery->init(m_navMesh, 2048);
	}

	imguiUnindent();
	imguiUnindent();
	
	char msg[64];
	snprintf(msg, 64, "Build Time: %.1fms", m_totalBuildTimeMs);
	imguiLabel(msg);

	imguiSeparator();
}
Ejemplo n.º 3
0
void Sample::handleCommonSettings()
{
	imguiLabel("Rasterization");
	imguiSlider("Cell Size", &m_cellSize, 0.1f, 1.0f, 0.01f);
	imguiSlider("Cell Height", &m_cellHeight, 0.1f, 1.0f, 0.01f);
	
	if (m_geom)
	{
		const float* bmin = m_geom->getMeshBoundsMin();
		const float* bmax = m_geom->getMeshBoundsMax();
		int gw = 0, gh = 0;
		rcCalcGridSize(bmin, bmax, m_cellSize, &gw, &gh);
		char text[64];
		snprintf(text, 64, "Voxels  %d x %d", gw, gh);
		imguiValue(text);
	}
	
	imguiSeparator();
	imguiLabel("Agent");
	imguiSlider("Height", &m_agentHeight, 0.1f, 5.0f, 0.1f);
	imguiSlider("Radius", &m_agentRadius, 0.0f, 5.0f, 0.1f);
	imguiSlider("Max Climb", &m_agentMaxClimb, 0.1f, 5.0f, 0.1f);
	imguiSlider("Max Slope", &m_agentMaxSlope, 0.0f, 90.0f, 1.0f);
	
	imguiSeparator();
	imguiLabel("Region");
	imguiSlider("Min Region Size", &m_regionMinSize, 0.0f, 150.0f, 1.0f);
	imguiSlider("Merged Region Size", &m_regionMergeSize, 0.0f, 150.0f, 1.0f);
	if (imguiCheck("Monotore Partitioning", m_monotonePartitioning))
		m_monotonePartitioning = !m_monotonePartitioning;
	
	imguiSeparator();
	imguiLabel("Polygonization");
	imguiSlider("Max Edge Length", &m_edgeMaxLen, 0.0f, 50.0f, 1.0f);
	imguiSlider("Max Edge Error", &m_edgeMaxError, 0.1f, 3.0f, 0.1f);
	imguiSlider("Verts Per Poly", &m_vertsPerPoly, 3.0f, 12.0f, 1.0f);		

	imguiSeparator();
	imguiLabel("Detail Mesh");
	imguiSlider("Sample Distance", &m_detailSampleDist, 0.0f, 16.0f, 1.0f);
	imguiSlider("Max Sample Error", &m_detailSampleMaxError, 0.0f, 16.0f, 1.0f);
	
	imguiSeparator();
}
    virtual void handleMenu()
    {
        imguiLabel("Create Temp Obstacles");

        if (imguiButton("Remove All"))
            m_sample->clearAllTempObstacles();

        imguiSeparator();

        imguiValue("Click LMB to create an obstacle.");
        imguiValue("Shift+LMB to remove an obstacle.");
    }
void Sample_TempObstacles::handleDebugMode()
{
    // Check which modes are valid.
    bool valid[MAX_DRAWMODE];
    for (int i = 0; i < MAX_DRAWMODE; ++i)
        valid[i] = false;

    if (m_geom)
    {
        valid[DRAWMODE_NAVMESH] = m_navMesh != 0;
        valid[DRAWMODE_NAVMESH_TRANS] = m_navMesh != 0;
        valid[DRAWMODE_NAVMESH_BVTREE] = m_navMesh != 0;
        valid[DRAWMODE_NAVMESH_NODES] = m_navQuery != 0;
        valid[DRAWMODE_NAVMESH_PORTALS] = m_navMesh != 0;
        valid[DRAWMODE_NAVMESH_INVIS] = m_navMesh != 0;
        valid[DRAWMODE_MESH] = true;
        valid[DRAWMODE_CACHE_BOUNDS] = true;
    }

    int unavail = 0;
    for (int i = 0; i < MAX_DRAWMODE; ++i)
        if (!valid[i]) unavail++;

    if (unavail == MAX_DRAWMODE)
        return;

    imguiLabel("Draw");
    if (imguiCheck("Input Mesh", m_drawMode == DRAWMODE_MESH, valid[DRAWMODE_MESH]))
        m_drawMode = DRAWMODE_MESH;
    if (imguiCheck("Navmesh", m_drawMode == DRAWMODE_NAVMESH, valid[DRAWMODE_NAVMESH]))
        m_drawMode = DRAWMODE_NAVMESH;
    if (imguiCheck("Navmesh Invis", m_drawMode == DRAWMODE_NAVMESH_INVIS, valid[DRAWMODE_NAVMESH_INVIS]))
        m_drawMode = DRAWMODE_NAVMESH_INVIS;
    if (imguiCheck("Navmesh Trans", m_drawMode == DRAWMODE_NAVMESH_TRANS, valid[DRAWMODE_NAVMESH_TRANS]))
        m_drawMode = DRAWMODE_NAVMESH_TRANS;
    if (imguiCheck("Navmesh BVTree", m_drawMode == DRAWMODE_NAVMESH_BVTREE, valid[DRAWMODE_NAVMESH_BVTREE]))
        m_drawMode = DRAWMODE_NAVMESH_BVTREE;
    if (imguiCheck("Navmesh Nodes", m_drawMode == DRAWMODE_NAVMESH_NODES, valid[DRAWMODE_NAVMESH_NODES]))
        m_drawMode = DRAWMODE_NAVMESH_NODES;
    if (imguiCheck("Navmesh Portals", m_drawMode == DRAWMODE_NAVMESH_PORTALS, valid[DRAWMODE_NAVMESH_PORTALS]))
        m_drawMode = DRAWMODE_NAVMESH_PORTALS;
    if (imguiCheck("Cache Bounds", m_drawMode == DRAWMODE_CACHE_BOUNDS, valid[DRAWMODE_CACHE_BOUNDS]))
        m_drawMode = DRAWMODE_CACHE_BOUNDS;

    if (unavail)
    {
        imguiValue("Tick 'Keep Itermediate Results'");
        imguiValue("rebuild some tiles to see");
        imguiValue("more debug mode options.");
    }
}
	virtual void handleMenu()
	{
		imguiLabel("Create Tiles");
		if (imguiButton("Create All"))
		{
			if (m_sample)
				m_sample->buildAllTiles();
		}
		if (imguiButton("Remove All"))
		{
			if (m_sample)
				m_sample->removeAllTiles();
		}
	}
 virtual void handleMenu()
 {
     imguiLabel("Highlight Tile Cache");
     imguiValue("Click LMB to highlight a tile.");
     imguiSeparator();
     if (imguiCheck("Draw Areas", m_drawType == DRAWDETAIL_AREAS))
         m_drawType = DRAWDETAIL_AREAS;
     if (imguiCheck("Draw Regions", m_drawType == DRAWDETAIL_REGIONS))
         m_drawType = DRAWDETAIL_REGIONS;
     if (imguiCheck("Draw Contours", m_drawType == DRAWDETAIL_CONTOURS))
         m_drawType = DRAWDETAIL_CONTOURS;
     if (imguiCheck("Draw Mesh", m_drawType == DRAWDETAIL_MESH))
         m_drawType = DRAWDETAIL_MESH;
 }
Ejemplo n.º 8
0
void Sample_SoloMesh::handleSettings()
{
	Sample::handleCommonSettings();
	
	if (imguiCheck("Keep Itermediate Results", m_keepInterResults))
		m_keepInterResults = !m_keepInterResults;

	imguiSeparator();
	
	char msg[64];
	snprintf(msg, 64, "Build Time: %.1fms", m_totalBuildTimeMs);
	imguiLabel(msg);
	
	imguiSeparator();
}
Ejemplo n.º 9
0
	virtual void handleMenu()
	{
		imguiLabel("Create Tiles");
		if (imguiButton("Create All"))
		{
			if (m_sample)
				m_sample->buildAllTiles();
		}
		if (imguiButton("Remove All"))
		{
			if (m_sample)
				m_sample->removeAllTiles();
		}
		imguiValue("Click LMB to create a tile.");
		imguiValue("Shift+LMB to remove a tile.");
	}
Ejemplo n.º 10
0
void ConvexVolumeTool::handleMenu()
{
	imguiSlider("Shape Height", &m_boxHeight, 0.1f, 20.0f, 0.1f);
	imguiSlider("Shape Descent", &m_boxDescent, 0.1f, 20.0f, 0.1f);

	imguiSeparator();

	imguiLabel("Area Type");
	imguiIndent();
	if (imguiCheck("Grass", m_areaType == SAMPLE_POLYAREA_GRASS))
		m_areaType = SAMPLE_POLYAREA_GRASS;
	if (imguiCheck("Road", m_areaType == SAMPLE_POLYAREA_ROAD))
		m_areaType = SAMPLE_POLYAREA_ROAD;
	if (imguiCheck("Water", m_areaType == SAMPLE_POLYAREA_WATER))
		m_areaType = SAMPLE_POLYAREA_WATER;
	if (imguiCheck("Door", m_areaType == SAMPLE_POLYAREA_DOOR))
		m_areaType = SAMPLE_POLYAREA_DOOR;
	imguiUnindent();

	imguiSeparator();

	if (imguiButton("Clear Shape"))
	{
		m_npts = 0;
		m_nhull = 0;
	}

	imguiSeparator();
	
	imguiValue("Click to create points.");
	imguiValue("The shape is convex hull");
	imguiValue("of all the create points.");
	imguiValue("Click on highlited point");
	imguiValue("to finish the shape.");

	imguiSeparator();
}
Ejemplo n.º 11
0
Archivo: main.cpp Proyecto: find/bgfx
int _main_(int, char**)
{
    uint32_t width = 800, height = 600;
    uint32_t debug = BGFX_DEBUG_TEXT | BGFX_DEBUG_STATS;
    uint32_t reset = BGFX_RESET_VSYNC | BGFX_RESET_MSAA_X8;
    bool showStats = true;

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

    bgfx::setDebug(debug);

    size_t sz = 0;
    void* fontdata = nullptr;
    if(loadfile("assets/font/droidsans.ttf", fontdata, sz))
        imguiCreate(fontdata, sz);
    else
        imguiCreate();
    free(fontdata);

    entry::MouseState mouseState;
    float rgb[3] = {0.3f, 0.3f, 0.3f};
    bool colorwheelActivated = false;
    int32_t scrollArea = 0;
    while(!entry::processEvents(width, height, debug, reset, &mouseState)) {
        auto encodeColor = [&rgb]()->uint32_t{
            return uint32_t(rgb[0]*255)<<24|uint32_t(rgb[1]*255)<<16|uint32_t(rgb[2]*255)<<8|0xff;
        };
        bgfx::setViewClear(0,
                BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH,
                encodeColor(), 1.0f, 0);

        bgfx::setViewRect(0, 0, 0, width, height);
        
        bgfx::submit(0, BGFX_INVALID_HANDLE);
        bgfx::dbgTextPrintf(0, 1, 0x4f, "hello world");
        bgfx::dbgTextPrintf(0, 2, 0x5f, "simple bgfx program");

        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("Test", width-350, 50, 330, 500, &scrollArea);
        imguiSeparatorLine();
        imguiLabel("foobar");
        if(imguiButton("say hi"))
            fprintf(stdout, "hi there\n");
        imguiBool("show stats", showStats);
        uint32_t newDebug = BGFX_DEBUG_TEXT | (showStats ? BGFX_DEBUG_STATS : 0);
        if(newDebug != debug) {
            debug = newDebug;
            bgfx::setDebug(debug);
        }
        imguiColorWheel("bg color", rgb, colorwheelActivated);
        ImGui::ColorEdit3("bg color", rgb);
        imguiSeparatorLine();
        if(imguiButton("quit"))
            break;
        imguiEndScrollArea();
        imguiEndFrame();

        bgfx::frame();
    }

    imguiDestroy();
    bgfx::shutdown();
    return 0;
}
Ejemplo n.º 12
0
int main( int argc, char **argv )
{
    int width = 1024, height=768;

    // Initialise GLFW
    if( !glfwInit() )
    {
        fprintf( stderr, "Failed to initialize GLFW\n" );
        exit( EXIT_FAILURE );
    }

    // Open a window and create its OpenGL context
    if( !glfwOpenWindow( width, height, 0,0,0,0, 24,0, GLFW_WINDOW ) )
    {
        fprintf( stderr, "Failed to open GLFW window\n" );
        glfwTerminate();
        exit( EXIT_FAILURE );
    }

    glfwSetWindowTitle( "imgui sample imguiRenderGL2" );
    GLenum err = glewInit();
    if (GLEW_OK != err)
    {
          /* Problem: glewInit failed, something is seriously wrong. */
          fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
          exit( EXIT_FAILURE );
    }

    // Ensure we can capture the escape key being pressed below
    glfwEnable( GLFW_STICKY_KEYS );

    // Enable vertical sync (on cards that support it)
    glfwSwapInterval( 1 );

    // Init UI
    if (!imguiRenderGLInit("DroidSans.ttf"))
    {
        fprintf(stderr, "Could not init GUI renderer.\n");
        exit(EXIT_FAILURE);
    }

    glClearColor(0.8f, 0.8f, 0.8f, 1.f);
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
    glDisable(GL_DEPTH_TEST);

    // imgui states
    bool checked1 = false;
    bool checked2 = false;
    bool checked3 = true;
    bool checked4 = false;
    float value1 = 50.f;
    float value2 = 30.f;
    int scrollarea1 = 0;
    int scrollarea2 = 0;

    // glfw scrolling
    int glfwscroll = 0;
    do
    {
        glfwGetWindowSize(&width, &height);
        glViewport(0, 0, width, height);

        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        // Mouse states
        unsigned char mousebutton = 0;
        int currentglfwscroll = glfwGetMouseWheel();
        int mscroll = 0;
        if (currentglfwscroll < glfwscroll)
            mscroll = 2;
         if (currentglfwscroll > glfwscroll)
            mscroll = -2;
        glfwscroll = currentglfwscroll;
        int mousex; int mousey;
        glfwGetMousePos(&mousex, &mousey);
        mousey = height - mousey;
        int leftButton = glfwGetMouseButton( GLFW_MOUSE_BUTTON_LEFT );
        int rightButton = glfwGetMouseButton( GLFW_MOUSE_BUTTON_RIGHT );
        int middleButton = glfwGetMouseButton( GLFW_MOUSE_BUTTON_MIDDLE );
        int toggle = 0;
        if( leftButton == GLFW_PRESS )
            mousebutton |= IMGUI_MBUT_LEFT;
    
        // Draw UI
        glMatrixMode(GL_PROJECTION);
        glLoadIdentity();
        float projection[16] = { 2.f/width, 0.f, 0.f,  0.f,
                                 0.f, 2.f/height,  0.f,  0.f,
                                 0.f,  0.f, -2.f, 0.f,
                                 -1.f, -1.f,  -1.f,  1.f };
        glLoadMatrixf(projection);
        glMatrixMode(GL_MODELVIEW);
        glLoadIdentity();
        glUseProgram(0);


        imguiBeginFrame(mousex, mousey, mousebutton, mscroll);

        imguiBeginScrollArea("Scroll area", 10, 10, width / 5, height - 20, &scrollarea1);
        imguiSeparatorLine();
        imguiSeparator();

        imguiButton("Button");
        imguiButton("Disabled button", false);
        imguiItem("Item");
        imguiItem("Disabled item", false);
        toggle = imguiCheck("Checkbox", checked1);
        if (toggle)
            checked1 = !checked1;
        toggle = imguiCheck("Disabled checkbox", checked2, false);
        if (toggle)
            checked2 = !checked2;
        toggle = imguiCollapse("Collapse", "subtext", checked3);
        if (checked3)
        {
            imguiIndent();
            imguiLabel("Collapsible element");
            imguiUnindent();
        }
        if (toggle)
            checked3 = !checked3;
        toggle = imguiCollapse("Disabled collapse", "subtext", checked4, false);
        if (toggle)
            checked4 = !checked4;
        imguiLabel("Label");
        imguiValue("Value");
        imguiSlider("Slider", &value1, 0.f, 100.f, 1.f);
        imguiSlider("Disabled slider", &value2, 0.f, 100.f, 1.f, false);
        imguiIndent();
        imguiLabel("Indented");
        imguiUnindent();
        imguiLabel("Unindented");

        imguiEndScrollArea();

        imguiBeginScrollArea("Scroll area", 20 + width / 5, 500, width / 5, height - 510, &scrollarea2);
        imguiSeparatorLine();
        imguiSeparator();
        for (int i = 0; i < 100; ++i)
            imguiLabel("A wall of text");

        imguiEndScrollArea();
        imguiEndFrame();

        imguiDrawText(30 + width / 5 * 2, height - 20, IMGUI_ALIGN_LEFT, "Free text",  imguiRGBA(32,192, 32,192));
        imguiDrawText(30 + width / 5 * 2 + 100, height - 40, IMGUI_ALIGN_RIGHT, "Free text",  imguiRGBA(32, 32, 192, 192));
        imguiDrawText(30 + width / 5 * 2 + 50, height - 60, IMGUI_ALIGN_CENTER, "Free text",  imguiRGBA(192, 32, 32,192));

        imguiDrawLine(30 + width / 5 * 2, height - 80, 30 + width / 5 * 2 + 100, height - 60, 1.f, imguiRGBA(32,192, 32,192));
        imguiDrawLine(30 + width / 5 * 2, height - 100, 30 + width / 5 * 2 + 100, height - 80, 2.f, imguiRGBA(32, 32, 192, 192));
        imguiDrawLine(30 + width / 5 * 2, height - 120, 30 + width / 5 * 2 + 100, height - 100, 3.f, imguiRGBA(192, 32, 32,192));

        imguiDrawRoundedRect(30 + width / 5 * 2, height - 240, 100, 100, 5.f, imguiRGBA(32,192, 32,192));
        imguiDrawRoundedRect(30 + width / 5 * 2, height - 350, 100, 100, 10.f, imguiRGBA(32, 32, 192, 192));
        imguiDrawRoundedRect(30 + width / 5 * 2, height - 470, 100, 100, 20.f, imguiRGBA(192, 32, 32,192));
        
        imguiDrawRect(30 + width / 5 * 2, height - 590, 100, 100, imguiRGBA(32, 192, 32, 192));
        imguiDrawRect(30 + width / 5 * 2, height - 710, 100, 100, imguiRGBA(32, 32, 192, 192));
        imguiDrawRect(30 + width / 5 * 2, height - 830, 100, 100, imguiRGBA(192, 32, 32,192));

        imguiRenderGLDraw(width, height); 

        // Check for errors
        GLenum err = glGetError();
        if(err != GL_NO_ERROR)
        {
            fprintf(stderr, "OpenGL Error : %s\n", gluErrorString(err));
        }

        // Swap buffers
        glfwSwapBuffers();

    } // Check if the ESC key was pressed or the window was closed
    while( glfwGetKey( GLFW_KEY_ESC ) != GLFW_PRESS &&
           glfwGetWindowParam( GLFW_OPENED ) );

    // Clean UI
    imguiRenderGLDestroy();

    // Close OpenGL window and terminate GLFW
    glfwTerminate();

    exit( EXIT_SUCCESS );
}
Ejemplo n.º 13
0
void Sample::handleCommonSettings()
{
    if (imguiCheck("TrinityCore Configs", m_trinityCoreValues))
    {
        m_trinityCoreValues = !m_trinityCoreValues;
        if (m_trinityCoreValues)
        {
            m_cellSize = 0.2666666f;
            m_cellHeight = 0.2666666f;
            m_agentHeight = 6 * m_cellSize;
            m_agentRadius = 2 * m_cellSize;
            m_agentMaxClimb = 8 * m_cellSize;
            m_agentMaxSlope = 70.0f;
            m_regionMinSize = 60;
            m_regionMergeSize = 50;
            m_edgeMaxLen = 81.0f;
            m_edgeMaxError = 1.8f;
            m_vertsPerPoly = 6.0f;
            m_detailSampleDist = 64;
            m_detailSampleMaxError = 2.0f;
            m_partitionType = SAMPLE_PARTITION_WATERSHED;
        }
        else
            resetCommonSettings();
        m_ctx->log(RC_LOG_WARNING, "Reload the mesh to update the Bounding Box");
    }

	imguiLabel("Rasterization");
	imguiSlider("Cell Size", &m_cellSize, 0.1f, 1.0f, 0.01f);
	imguiSlider("Cell Height", &m_cellHeight, 0.1f, 1.0f, 0.01f);
	
	if (m_geom)
	{
		const float* bmin = m_geom->getNavMeshBoundsMin();
		const float* bmax = m_geom->getNavMeshBoundsMax();
		int gw = 0, gh = 0;
		rcCalcGridSize(bmin, bmax, m_cellSize, &gw, &gh);
		char text[64];
		snprintf(text, 64, "Voxels  %d x %d", gw, gh);
		imguiValue(text);
	}
	
	imguiSeparator();
	imguiLabel("Agent");
	imguiSlider("Height", &m_agentHeight, 0.1f, 5.0f, 0.1f);
	imguiSlider("Radius", &m_agentRadius, 0.0f, 5.0f, 0.1f);
	imguiSlider("Max Climb", &m_agentMaxClimb, 0.1f, 5.0f, 0.1f);
	imguiSlider("Max Slope", &m_agentMaxSlope, 0.0f, 90.0f, 1.0f);
	
	imguiSeparator();
	imguiLabel("Region");
	imguiSlider("Min Region Size", &m_regionMinSize, 0.0f, 150.0f, 1.0f);
	imguiSlider("Merged Region Size", &m_regionMergeSize, 0.0f, 150.0f, 1.0f);

	imguiSeparator();
	imguiLabel("Partitioning");
	if (imguiCheck("Watershed", m_partitionType == SAMPLE_PARTITION_WATERSHED))
		m_partitionType = SAMPLE_PARTITION_WATERSHED;
	if (imguiCheck("Monotone", m_partitionType == SAMPLE_PARTITION_MONOTONE))
		m_partitionType = SAMPLE_PARTITION_MONOTONE;
	if (imguiCheck("Layers", m_partitionType == SAMPLE_PARTITION_LAYERS))
		m_partitionType = SAMPLE_PARTITION_LAYERS;
	
	imguiSeparator();
	imguiLabel("Polygonization");
	imguiSlider("Max Edge Length", &m_edgeMaxLen, 0.0f, 50.0f, 1.0f);
	imguiSlider("Max Edge Error", &m_edgeMaxError, 0.1f, 3.0f, 0.1f);
	imguiSlider("Verts Per Poly", &m_vertsPerPoly, 3.0f, 12.0f, 1.0f);		

	imguiSeparator();
	imguiLabel("Detail Mesh");
	imguiSlider("Sample Distance", &m_detailSampleDist, 0.0f, 16.0f, 1.0f);
	imguiSlider("Max Sample Error", &m_detailSampleMaxError, 0.0f, 16.0f, 1.0f);
	
	imguiSeparator();
}
Ejemplo n.º 14
0
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  = 0
		| BGFX_RESET_VSYNC
		| BGFX_RESET_MSAA_X16
		;

	bgfx::init(args.m_type, args.m_pciId);
	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.
	Uniforms uniforms;
	uniforms.init();

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

	LightProbe lightProbes[LightProbe::Count];
	lightProbes[LightProbe::Bolonga].load("bolonga");
	lightProbes[LightProbe::Kyoto  ].load("kyoto");
	LightProbe::Enum currentLightProbe = LightProbe::Bolonga;

	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");

	Mesh* meshOrb;
	meshOrb = meshLoad("meshes/orb.bin");

	Camera camera;
	Mouse mouse;

	struct Settings
	{
		Settings()
		{
			m_envRotCurr = 0.0f;
			m_envRotDest = 0.0f;
			m_lightDir[0] = -0.8f;
			m_lightDir[1] = 0.2f;
			m_lightDir[2] = -0.5f;
			m_lightCol[0] = 1.0f;
			m_lightCol[1] = 1.0f;
			m_lightCol[2] = 1.0f;
			m_glossiness = 0.7f;
			m_exposure = 0.0f;
			m_bgType = 3.0f;
			m_radianceSlider = 2.0f;
			m_reflectivity = 0.85f;
			m_rgbDiff[0] = 1.0f;
			m_rgbDiff[1] = 1.0f;
			m_rgbDiff[2] = 1.0f;
			m_rgbSpec[0] = 1.0f;
			m_rgbSpec[1] = 1.0f;
			m_rgbSpec[2] = 1.0f;
			m_lod = 0.0f;
			m_doDiffuse = false;
			m_doSpecular = false;
			m_doDiffuseIbl = true;
			m_doSpecularIbl = true;
			m_showLightColorWheel = true;
			m_showDiffColorWheel = true;
			m_showSpecColorWheel = true;
			m_metalOrSpec = 0;
			m_meshSelection = 0;
			m_crossCubemapPreview = ImguiCubemap::Latlong;
		}

		float m_envRotCurr;
		float m_envRotDest;
		float m_lightDir[3];
		float m_lightCol[3];
		float m_glossiness;
		float m_exposure;
		float m_radianceSlider;
		float m_bgType;
		float m_reflectivity;
		float m_rgbDiff[3];
		float m_rgbSpec[3];
		float m_lod;
		bool m_doDiffuse;
		bool m_doSpecular;
		bool m_doDiffuseIbl;
		bool m_doSpecularIbl;
		bool m_showLightColorWheel;
		bool m_showDiffColorWheel;
		bool m_showSpecColorWheel;
		uint8_t m_metalOrSpec;
		uint8_t m_meshSelection;
		ImguiCubemap::Enum m_crossCubemapPreview;
	};

	Settings settings;

	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_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
			, mouseState.m_mz
			, uint16_t(width)
			, uint16_t(height)
			);

		static int32_t rightScrollArea = 0;
		imguiBeginScrollArea("", width - 256 - 10, 10, 256, 700, &rightScrollArea);

		imguiLabel("Environment light:");
		imguiIndent();
		imguiBool("IBL Diffuse",  settings.m_doDiffuseIbl);
		imguiBool("IBL Specular", settings.m_doSpecularIbl);
		currentLightProbe = LightProbe::Enum(imguiTabs(
								  uint8_t(currentLightProbe)
								, true
								, ImguiAlign::LeftIndented
								, 16
								, 2
								, 2
								, "Bolonga"
								, "Kyoto"
								) );
		if (imguiCube(lightProbes[currentLightProbe].m_tex, settings.m_lod, settings.m_crossCubemapPreview, true) )
		{
			settings.m_crossCubemapPreview = ImguiCubemap::Enum( (settings.m_crossCubemapPreview+1) % ImguiCubemap::Count);
		}
		imguiSlider("Texture LOD", settings.m_lod, 0.0f, 10.1f, 0.1f);
		imguiUnindent();

		imguiSeparator(8);
		imguiLabel("Directional light:");
		imguiIndent();
		imguiBool("Diffuse",  settings.m_doDiffuse);
		imguiBool("Specular", settings.m_doSpecular);
		const bool doDirectLighting = settings.m_doDiffuse || settings.m_doSpecular;
		imguiSlider("Light direction X", settings.m_lightDir[0], -1.0f, 1.0f, 0.1f, doDirectLighting);
		imguiSlider("Light direction Y", settings.m_lightDir[1], -1.0f, 1.0f, 0.1f, doDirectLighting);
		imguiSlider("Light direction Z", settings.m_lightDir[2], -1.0f, 1.0f, 0.1f, doDirectLighting);
		imguiColorWheel("Color:", settings.m_lightCol, settings.m_showLightColorWheel, 0.6f, doDirectLighting);
		imguiUnindent();

		imguiSeparator(8);
		imguiLabel("Background:");
		imguiIndent();
		{
			int32_t selection;
			if      (0.0f == settings.m_bgType) { selection = UINT8_C(0); }
			else if (7.0f == settings.m_bgType) { selection = UINT8_C(2); }
			else                                { selection = UINT8_C(1); }

			selection = imguiTabs(
							  uint8_t(selection)
							, true
							, ImguiAlign::LeftIndented
							, 16
							, 2
							, 3
							, "Skybox"
							, "Radiance"
							, "Irradiance"
							);
			if      (0 == selection) { settings.m_bgType = 0.0f; }
			else if (2 == selection) { settings.m_bgType = 7.0f; }
			else                     { settings.m_bgType = settings.m_radianceSlider; }
			const bool isRadiance = (selection == 1);
			imguiSlider("Mip level", settings.m_radianceSlider, 1.0f, 6.0f, 0.1f, isRadiance);
		}
		imguiUnindent();

		imguiSeparator(8);
		imguiLabel("Post processing:");
		imguiIndent();
		imguiSlider("Exposure", settings.m_exposure, -4.0f, 4.0f, 0.1f);
		imguiUnindent();

		imguiSeparator();

		imguiEndScrollArea();

		imguiBeginScrollArea("", 10, 70, 256, 636, &leftScrollArea);

		imguiLabel("Mesh:");
		imguiIndent();
		settings.m_meshSelection = uint8_t(imguiChoose(settings.m_meshSelection, "Bunny", "Orbs") );
		imguiUnindent();

		const bool isBunny = (0 == settings.m_meshSelection);
		if (!isBunny)
		{
			settings.m_metalOrSpec = 0;
		}

		imguiSeparator(4);
		imguiLabel("Workflow:");
		imguiIndent();
		if (imguiCheck("Metalness", 0 == settings.m_metalOrSpec, isBunny) ) { settings.m_metalOrSpec = 0; }
		if (imguiCheck("Specular",  1 == settings.m_metalOrSpec, isBunny) ) { settings.m_metalOrSpec = 1; }
		imguiUnindent();

		imguiSeparator(4);
		imguiLabel("Material:");
		imguiIndent();
		imguiSlider("Glossiness", settings.m_glossiness, 0.0f, 1.0f, 0.01f, isBunny);
		imguiSlider(0 == settings.m_metalOrSpec ? "Metalness" : "Diffuse - Specular", settings.m_reflectivity, 0.0f, 1.0f, 0.01f, isBunny);
		imguiUnindent();

		imguiColorWheel("Diffuse:", &settings.m_rgbDiff[0], settings.m_showDiffColorWheel, 0.7f);
		imguiSeparator();
		imguiColorWheel("Specular:", &settings.m_rgbSpec[0], settings.m_showSpecColorWheel, 0.7f, (1 == settings.m_metalOrSpec) && isBunny);

		imguiEndScrollArea();

		imguiEndFrame();

		uniforms.m_glossiness   = settings.m_glossiness;
		uniforms.m_reflectivity = settings.m_reflectivity;
		uniforms.m_exposure     = settings.m_exposure;
		uniforms.m_bgType       = settings.m_bgType;
		uniforms.m_metalOrSpec   = float(settings.m_metalOrSpec);
		uniforms.m_doDiffuse     = float(settings.m_doDiffuse);
		uniforms.m_doSpecular    = float(settings.m_doSpecular);
		uniforms.m_doDiffuseIbl  = float(settings.m_doDiffuseIbl);
		uniforms.m_doSpecularIbl = float(settings.m_doSpecularIbl);
		bx::memCopy(uniforms.m_rgbDiff,  settings.m_rgbDiff,  3*sizeof(float) );
		bx::memCopy(uniforms.m_rgbSpec,  settings.m_rgbSpec,  3*sizeof(float) );
		bx::memCopy(uniforms.m_lightDir, settings.m_lightDir, 3*sizeof(float) );
		bx::memCopy(uniforms.m_lightCol, settings.m_lightCol, 3*sizeof(float) );

		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 deltaTimeSec = float(double(frameTime)/freq);

		// 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 lighting.");
		bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);

		// Camera.
		const bool mouseOverGui = imguiMouseOverArea();
		mouse.update(float(mouseState.m_mx), float(mouseState.m_my), mouseState.m_mz, width, height);
		if (!mouseOverGui)
		{
			if (mouseState.m_buttons[entry::MouseButton::Left])
			{
				camera.orbit(mouse.m_dx, mouse.m_dy);
			}
			else if (mouseState.m_buttons[entry::MouseButton::Right])
			{
				camera.dolly(mouse.m_dx + mouse.m_dy);
			}
			else if (mouseState.m_buttons[entry::MouseButton::Middle])
			{
				settings.m_envRotDest += mouse.m_dx*2.0f;
			}
			else if (0 != mouse.m_scroll)
			{
				camera.dolly(float(mouse.m_scroll)*0.05f);
			}
		}
		camera.update(deltaTimeSec);
		bx::memCopy(uniforms.m_cameraPos, camera.m_pos.curr, 3*sizeof(float) );

		// View Transform 0.
		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);

		// View Transform 1.
		camera.mtxLookAt(view);
		bx::mtxProj(proj, 45.0f, float(width)/float(height), 0.1f, 100.0f, bgfx::getCaps()->homogeneousDepth);
		bgfx::setViewTransform(1, view, proj);

		// View rect.
		bgfx::setViewRect(0, 0, 0, uint16_t(width), uint16_t(height) );
		bgfx::setViewRect(1, 0, 0, uint16_t(width), uint16_t(height) );

		// Env rotation.
		const float amount = bx::fmin(deltaTimeSec/0.12f, 1.0f);
		settings.m_envRotCurr = bx::flerp(settings.m_envRotCurr, settings.m_envRotDest, amount);

		// Env mtx.
		float mtxEnvView[16];
		camera.envViewMtx(mtxEnvView);
		float mtxEnvRot[16];
		bx::mtxRotateY(mtxEnvRot, settings.m_envRotCurr);
		bx::mtxMul(uniforms.m_mtx, mtxEnvView, mtxEnvRot); // Used for Skybox.

		// Submit view 0.
		bgfx::setTexture(0, s_texCube, lightProbes[currentLightProbe].m_tex);
		bgfx::setTexture(1, s_texCubeIrr, lightProbes[currentLightProbe].m_texIrr);
		bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
		screenSpaceQuad( (float)width, (float)height, true);
		uniforms.submit();
		bgfx::submit(0, programSky);

		// Submit view 1.
		bx::memCopy(uniforms.m_mtx, mtxEnvRot, 16*sizeof(float)); // Used for IBL.
		if (0 == settings.m_meshSelection)
		{
			// Submit bunny.
			float mtx[16];
			bx::mtxSRT(mtx, 1.0f, 1.0f, 1.0f, 0.0f, bx::pi, 0.0f, 0.0f, -0.80f, 0.0f);
			bgfx::setTexture(0, s_texCube,    lightProbes[currentLightProbe].m_tex);
			bgfx::setTexture(1, s_texCubeIrr, lightProbes[currentLightProbe].m_texIrr);
			uniforms.submit();
			meshSubmit(meshBunny, 1, programMesh, mtx);
		}
		else
		{
			// Submit orbs.
			for (float yy = 0, yend = 5.0f; yy < yend; yy+=1.0f)
			{
				for (float xx = 0, xend = 5.0f; xx < xend; xx+=1.0f)
				{
					const float scale   =  1.2f;
					const float spacing =  2.2f;
					const float yAdj    = -0.8f;

					float mtx[16];
					bx::mtxSRT(mtx
							, scale/xend
							, scale/xend
							, scale/xend
							, 0.0f
							, 0.0f
							, 0.0f
							, 0.0f      + (xx/xend)*spacing - (1.0f + (scale-1.0f)*0.5f - 1.0f/xend)
							, yAdj/yend + (yy/yend)*spacing - (1.0f + (scale-1.0f)*0.5f - 1.0f/yend)
							, 0.0f
							);

					uniforms.m_glossiness   =        xx*(1.0f/xend);
					uniforms.m_reflectivity = (yend-yy)*(1.0f/yend);
					uniforms.m_metalOrSpec = 0.0f;
					uniforms.submit();

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

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

	meshUnload(meshBunny);
	meshUnload(meshOrb);

	// 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();
	}

	uniforms.destroy();

	imguiDestroy();

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

	return 0;
}
void Sample_TempObstacles::handleSettings()
{
    Sample::handleCommonSettings();

    if (imguiCheck("Keep Itermediate Results", m_keepInterResults))
        m_keepInterResults = !m_keepInterResults;

    imguiLabel("Tiling");
    imguiSlider("TileSize", &m_tileSize, 16.0f, 128.0f, 8.0f);

    int gridSize = 1;
    if (m_geom)
    {
        const float* bmin = m_geom->getNavMeshBoundsMin();
        const float* bmax = m_geom->getNavMeshBoundsMax();
        char text[64];
        int gw = 0, gh = 0;
        rcCalcGridSize(bmin, bmax, m_cellSize, &gw, &gh);
        const int ts = (int)m_tileSize;
        const int tw = (gw + ts-1) / ts;
        const int th = (gh + ts-1) / ts;
        snprintf(text, 64, "Tiles  %d x %d", tw, th);
        imguiValue(text);

        // Max tiles and max polys affect how the tile IDs are caculated.
        // There are 22 bits available for identifying a tile and a polygon.
        int tileBits = rcMin((int)dtIlog2(dtNextPow2(tw*th*EXPECTED_LAYERS_PER_TILE)), 14);
        if (tileBits > 14) tileBits = 14;
        int polyBits = 22 - tileBits;
        m_maxTiles = 1 << tileBits;
        m_maxPolysPerTile = 1 << polyBits;
        snprintf(text, 64, "Max Tiles  %d", m_maxTiles);
        imguiValue(text);
        snprintf(text, 64, "Max Polys  %d", m_maxPolysPerTile);
        imguiValue(text);
        gridSize = tw*th;
    }
    else
    {
        m_maxTiles = 0;
        m_maxPolysPerTile = 0;
    }

    imguiSeparator();

    imguiLabel("Tile Cache");
    char msg[64];

    const float compressionRatio = (float)m_cacheCompressedSize / (float)(m_cacheRawSize+1);

    snprintf(msg, 64, "Layers  %d", m_cacheLayerCount);
    imguiValue(msg);
    snprintf(msg, 64, "Layers (per tile)  %.1f", (float)m_cacheLayerCount/(float)gridSize);
    imguiValue(msg);

    snprintf(msg, 64, "Memory  %.1f kB / %.1f kB (%.1f%%)", m_cacheCompressedSize/1024.0f, m_cacheRawSize/1024.0f, compressionRatio*100.0f);
    imguiValue(msg);
    snprintf(msg, 64, "Navmesh Build Time  %.1f ms", m_cacheBuildTimeMs);
    imguiValue(msg);
    snprintf(msg, 64, "Build Peak Mem Usage  %.1f kB", m_cacheBuildMemUsage/1024.0f);
    imguiValue(msg);

    imguiSeparator();

    imguiIndent();
    imguiIndent();

    if (imguiButton("Save"))
    {
        saveAll("all_tiles_tilecache.bin");
    }

    if (imguiButton("Load"))
    {
        dtFreeNavMesh(m_navMesh);
        dtFreeTileCache(m_tileCache);
        loadAll("all_tiles_tilecache.bin");
        m_navQuery->init(m_navMesh, 2048);
    }

    imguiUnindent();
    imguiUnindent();

    imguiSeparator();
}
Ejemplo n.º 16
0
void NavMeshTesterTool::handleMenu()
{
	if (imguiCheck("Pathfind Follow", m_toolMode == TOOLMODE_PATHFIND_FOLLOW))
	{
		m_toolMode = TOOLMODE_PATHFIND_FOLLOW;
		recalc();
	}
	if (imguiCheck("Pathfind Straight", m_toolMode == TOOLMODE_PATHFIND_STRAIGHT))
	{
		m_toolMode = TOOLMODE_PATHFIND_STRAIGHT;
		recalc();
	}
	if (imguiCheck("Pathfind Sliced", m_toolMode == TOOLMODE_PATHFIND_SLICED))
	{
		m_toolMode = TOOLMODE_PATHFIND_SLICED;
		recalc();
	}

	imguiSeparator();

	if (imguiCheck("Distance to Wall", m_toolMode == TOOLMODE_DISTANCE_TO_WALL))
	{
		m_toolMode = TOOLMODE_DISTANCE_TO_WALL;
		recalc();
	}

	imguiSeparator();

	if (imguiCheck("Raycast", m_toolMode == TOOLMODE_RAYCAST))
	{
		m_toolMode = TOOLMODE_RAYCAST;
		recalc();
	}

	imguiSeparator();

	if (imguiCheck("Find Polys in Circle", m_toolMode == TOOLMODE_FIND_POLYS_IN_CIRCLE))
	{
		m_toolMode = TOOLMODE_FIND_POLYS_IN_CIRCLE;
		recalc();
	}
	if (imguiCheck("Find Polys in Shape", m_toolMode == TOOLMODE_FIND_POLYS_IN_SHAPE))
	{
		m_toolMode = TOOLMODE_FIND_POLYS_IN_SHAPE;
		recalc();
	}

	imguiSeparator();

	if (imguiCheck("Find Local Neighbourhood", m_toolMode == TOOLMODE_FIND_LOCAL_NEIGHBOURHOOD))
	{
		m_toolMode = TOOLMODE_FIND_LOCAL_NEIGHBOURHOOD;
		recalc();
	}
	
	imguiSeparator();

	imguiLabel("Include Flags");

	imguiIndent();
	if (imguiCheck("Walk", (m_filter.getIncludeFlags() & SAMPLE_POLYFLAGS_WALK) != 0))
	{
		m_filter.setIncludeFlags(m_filter.getIncludeFlags() ^ SAMPLE_POLYFLAGS_WALK);
		recalc();
	}
	if (imguiCheck("Swim", (m_filter.getIncludeFlags() & SAMPLE_POLYFLAGS_SWIM) != 0))
	{
		m_filter.setIncludeFlags(m_filter.getIncludeFlags() ^ SAMPLE_POLYFLAGS_SWIM);
		recalc();
	}
	if (imguiCheck("Door", (m_filter.getIncludeFlags() & SAMPLE_POLYFLAGS_DOOR) != 0))
	{
		m_filter.setIncludeFlags(m_filter.getIncludeFlags() ^ SAMPLE_POLYFLAGS_DOOR);
		recalc();
	}
	if (imguiCheck("Jump", (m_filter.getIncludeFlags() & SAMPLE_POLYFLAGS_JUMP) != 0))
	{
		m_filter.setIncludeFlags(m_filter.getIncludeFlags() ^ SAMPLE_POLYFLAGS_JUMP);
		recalc();
	}
	imguiUnindent();

	imguiSeparator();
	imguiLabel("Exclude Flags");
	
	imguiIndent();
	if (imguiCheck("Walk", (m_filter.getExcludeFlags() & SAMPLE_POLYFLAGS_WALK) != 0))
	{
		m_filter.setExcludeFlags(m_filter.getExcludeFlags() ^ SAMPLE_POLYFLAGS_WALK);
		recalc();
	}
	if (imguiCheck("Swim", (m_filter.getExcludeFlags() & SAMPLE_POLYFLAGS_SWIM) != 0))
	{
		m_filter.setExcludeFlags(m_filter.getExcludeFlags() ^ SAMPLE_POLYFLAGS_SWIM);
		recalc();
	}
	if (imguiCheck("Door", (m_filter.getExcludeFlags() & SAMPLE_POLYFLAGS_DOOR) != 0))
	{
		m_filter.setExcludeFlags(m_filter.getExcludeFlags() ^ SAMPLE_POLYFLAGS_DOOR);
		recalc();
	}
	if (imguiCheck("Jump", (m_filter.getExcludeFlags() & SAMPLE_POLYFLAGS_JUMP) != 0))
	{
		m_filter.setExcludeFlags(m_filter.getExcludeFlags() ^ SAMPLE_POLYFLAGS_JUMP);
		recalc();
	}
	imguiUnindent();

	imguiSeparator();	
}
Ejemplo n.º 17
0
void CMaNGOS_Map::handleDebugMode()
{
	// Check which modes are valid.
	bool valid[MAX_DRAWMODE];
	for (int i = 0; i < MAX_DRAWMODE; ++i)
		valid[i] = false;
	
	if (!m_MapInfos->IsEmpty())
	{
		valid[DRAWMODE_NAVMESH] = m_navMesh != 0;
		valid[DRAWMODE_NAVMESH_TRANS] = m_navMesh != 0;
		valid[DRAWMODE_NAVMESH_BVTREE] = m_navMesh != 0;
		valid[DRAWMODE_NAVMESH_NODES] = m_navQuery != 0;
		valid[DRAWMODE_NAVMESH_PORTALS] = m_navMesh != 0;
		valid[DRAWMODE_NAVMESH_INVIS] = m_navMesh != 0;
		valid[DRAWMODE_MESH] = true;
	}
	
	int unavail = 0;
	for (int i = 0; i < MAX_DRAWMODE; ++i)
		if (!valid[i]) unavail++;
	
	if (unavail == MAX_DRAWMODE)
		return;
	
	imguiLabel("Draw");
	if (imguiCheck("Input Mesh", m_drawMode == DRAWMODE_MESH, valid[DRAWMODE_MESH]))
		m_drawMode = DRAWMODE_MESH;
	if (imguiCheck("Navmesh", m_drawMode == DRAWMODE_NAVMESH, valid[DRAWMODE_NAVMESH]))
		m_drawMode = DRAWMODE_NAVMESH;
	if (imguiCheck("Navmesh Invis", m_drawMode == DRAWMODE_NAVMESH_INVIS, valid[DRAWMODE_NAVMESH_INVIS]))
		m_drawMode = DRAWMODE_NAVMESH_INVIS;
	if (imguiCheck("Navmesh Trans", m_drawMode == DRAWMODE_NAVMESH_TRANS, valid[DRAWMODE_NAVMESH_TRANS]))
		m_drawMode = DRAWMODE_NAVMESH_TRANS;
	if (imguiCheck("Navmesh BVTree", m_drawMode == DRAWMODE_NAVMESH_BVTREE, valid[DRAWMODE_NAVMESH_BVTREE]))
		m_drawMode = DRAWMODE_NAVMESH_BVTREE;
	if (imguiCheck("Navmesh Nodes", m_drawMode == DRAWMODE_NAVMESH_NODES, valid[DRAWMODE_NAVMESH_NODES]))
		m_drawMode = DRAWMODE_NAVMESH_NODES;
	if (imguiCheck("Navmesh Portals", m_drawMode == DRAWMODE_NAVMESH_PORTALS, valid[DRAWMODE_NAVMESH_PORTALS]))
		m_drawMode = DRAWMODE_NAVMESH_PORTALS;
	/*if (imguiCheck("Voxels", m_drawMode == DRAWMODE_VOXELS, valid[DRAWMODE_VOXELS]))
		m_drawMode = DRAWMODE_VOXELS;
	if (imguiCheck("Walkable Voxels", m_drawMode == DRAWMODE_VOXELS_WALKABLE, valid[DRAWMODE_VOXELS_WALKABLE]))
		m_drawMode = DRAWMODE_VOXELS_WALKABLE;
	if (imguiCheck("Compact", m_drawMode == DRAWMODE_COMPACT, valid[DRAWMODE_COMPACT]))
		m_drawMode = DRAWMODE_COMPACT;
	if (imguiCheck("Compact Distance", m_drawMode == DRAWMODE_COMPACT_DISTANCE, valid[DRAWMODE_COMPACT_DISTANCE]))
		m_drawMode = DRAWMODE_COMPACT_DISTANCE;
	if (imguiCheck("Compact Regions", m_drawMode == DRAWMODE_COMPACT_REGIONS, valid[DRAWMODE_COMPACT_REGIONS]))
		m_drawMode = DRAWMODE_COMPACT_REGIONS;
	if (imguiCheck("Region Connections", m_drawMode == DRAWMODE_REGION_CONNECTIONS, valid[DRAWMODE_REGION_CONNECTIONS]))
		m_drawMode = DRAWMODE_REGION_CONNECTIONS;
	if (imguiCheck("Raw Contours", m_drawMode == DRAWMODE_RAW_CONTOURS, valid[DRAWMODE_RAW_CONTOURS]))
		m_drawMode = DRAWMODE_RAW_CONTOURS;
	if (imguiCheck("Both Contours", m_drawMode == DRAWMODE_BOTH_CONTOURS, valid[DRAWMODE_BOTH_CONTOURS]))
		m_drawMode = DRAWMODE_BOTH_CONTOURS;
	if (imguiCheck("Contours", m_drawMode == DRAWMODE_CONTOURS, valid[DRAWMODE_CONTOURS]))
		m_drawMode = DRAWMODE_CONTOURS;
	if (imguiCheck("Poly Mesh", m_drawMode == DRAWMODE_POLYMESH, valid[DRAWMODE_POLYMESH]))
		m_drawMode = DRAWMODE_POLYMESH;
	if (imguiCheck("Poly Mesh Detail", m_drawMode == DRAWMODE_POLYMESH_DETAIL, valid[DRAWMODE_POLYMESH_DETAIL]))
		m_drawMode = DRAWMODE_POLYMESH_DETAIL;*/
}
Ejemplo n.º 18
0
void CMaNGOS_Map::handleSettings()
{
    if (m_MapInfos->IsEmpty())
        return;

    if (m_SelectedTile)
    {
        bool tileFound = false;
        imguiLabel("Tile commands");
        std::string bText;
        if (m_MapInfos->GetTileRef(m_SelectedTile->tx, m_SelectedTile->ty))
        {
            tileFound = true;
            bText = "Clear selected tile navmesh";
            if (imguiButton(bText.c_str()))
            {
                setTool(NULL);
                m_MapInfos->ClearNavMeshOfTile(m_SelectedTile->tx, m_SelectedTile->ty);
            }
        }
        else
        {
            bText = "Load selected tile navmesh";
            if (imguiButton(bText.c_str()))
            {
                if (m_MapInfos->LoadNavMeshOfTile(m_SelectedTile->tx, m_SelectedTile->ty))
                    setTool(new NavMeshTesterTool);
            }

            bText = "Build navmesh for selected tile";
            if (imguiButton(bText.c_str()))
            {
                rcConfig cfg;
                cfg.cs = m_cellSize;
                cfg.ch = m_cellHeight;
                cfg.walkableSlopeAngle = m_agentMaxSlope;
                cfg.walkableHeight = (int)ceilf(m_agentHeight);// (int)ceilf(m_agentHeight / m_cfg.ch);
                cfg.walkableClimb = (int)floorf(m_agentMaxClimb);// (int)floorf(m_agentMaxClimb / m_cfg.ch);
                cfg.walkableRadius = (int)ceilf(m_agentRadius);// (int)ceilf(m_agentRadius / m_cfg.cs);
                cfg.maxEdgeLen = (int)m_edgeMaxLen;// (int)(m_edgeMaxLen / m_cellSize);
                cfg.maxSimplificationError = m_edgeMaxError;
                cfg.minRegionArea = (int)rcSqr(m_regionMinSize);		// Note: area = size*size
                cfg.mergeRegionArea = (int)rcSqr(m_regionMergeSize);	// Note: area = size*size
                cfg.maxVertsPerPoly = (int)m_vertsPerPoly;
                cfg.tileSize = (int)m_tileSize;
                cfg.borderSize = cfg.walkableRadius + 3; // Reserve enough padding.
                cfg.detailSampleDist = m_cellSize * m_detailSampleDist;
                cfg.detailSampleMaxError = m_cellHeight * m_detailSampleMaxError;
                m_MapInfos->BuildNavMeshOfTile(m_SelectedTile->tx, m_SelectedTile->ty, &cfg, m_partitionType);
                setTool(new NavMeshTesterTool);
            }
        }

        if (tileFound)
            return;

        char tmpStr[50];
        imguiLabel("Rasterization");
        snprintf(tmpStr, sizeof(tmpStr), "Cell Size = %4.3f", m_cellSize);
        imguiValue(tmpStr);
        snprintf(tmpStr, sizeof(tmpStr), "Cell Height = %4.3f", m_cellHeight);
        imguiValue(tmpStr);

        if (!m_MapInfos->GetGeomsMap()->empty())
        {
            int gw = 0, gh = 0;
            rcCalcGridSize(m_MapInfos->BMin(), m_MapInfos->BMax(), m_cellSize, &gw, &gh);
            char text[64];
            snprintf(text, 64, "Voxels  %d x %d", gw, gh);
            imguiValue(text);
        }

        imguiSeparator();
        imguiLabel("Agent");
        imguiSlider("Height", &m_agentHeight, 0.1f, 5.0f, 0.1f);
        imguiSlider("Radius", &m_agentRadius, 0.0f, 5.0f, 0.1f);
        imguiSlider("Max Climb", &m_agentMaxClimb, 0.1f, 5.0f, 0.1f);
        imguiSlider("Max Slope", &m_agentMaxSlope, 0.0f, 90.0f, 1.0f);

        imguiSeparator();
        imguiLabel("Region");
        imguiSlider("Min Region Size", &m_regionMinSize, 0.0f, 150.0f, 1.0f);
        imguiSlider("Merged Region Size", &m_regionMergeSize, 0.0f, 150.0f, 1.0f);

        imguiSeparator();
        imguiLabel("Partitioning");
        if (imguiCheck("Watershed", m_partitionType == SAMPLE_PARTITION_WATERSHED))
            m_partitionType = SAMPLE_PARTITION_WATERSHED;
        if (imguiCheck("Monotone", m_partitionType == SAMPLE_PARTITION_MONOTONE))
            m_partitionType = SAMPLE_PARTITION_MONOTONE;
        if (imguiCheck("Layers", m_partitionType == SAMPLE_PARTITION_LAYERS))
            m_partitionType = SAMPLE_PARTITION_LAYERS;

        imguiSeparator();
        imguiLabel("Polygonization");
        imguiSlider("Max Edge Length", &m_edgeMaxLen, 0.0f, 100.0f, 1.0f);
        imguiSlider("Max Edge Error", &m_edgeMaxError, 0.1f, 3.0f, 0.1f);
        imguiSlider("Verts Per Poly", &m_vertsPerPoly, 3.0f, 12.0f, 1.0f);

        imguiSeparator();
        imguiLabel("Detail Mesh");
        imguiSlider("Sample Distance", &m_detailSampleDist, 0.0f, 100.0f, 1.0f);
        imguiSlider("Max Sample Error", &m_detailSampleMaxError, 0.0f, 10.0f, 1.0f);

        imguiSeparator();

        char text[64];
        int gw = 0, gh = 0;
        rcCalcGridSize(m_MapInfos->BMin(), m_MapInfos->BMax(), m_cellSize, &gw, &gh);
        const int ts = (int)m_tileSize;
        const int tw = (gw + ts - 1) / ts;
        const int th = (gh + ts - 1) / ts;
        snprintf(text, 64, "Tiles  %d x %d", tw, th);
        imguiValue(text);
        imguiSeparator();
    }
}
Ejemplo n.º 19
0
void CMaNGOS_Map::handleExtraSettings()
{
    imguiLabel("Map Id");
    char buff[4];
    memset(buff, 0, sizeof(buff));
    itoa(m_mapID, buff, 10);
    if (imguiButton(buff))
    {
        if (m_showLevel == SHOW_LEVEL_MAP)
        {
            m_showLevel = SHOW_LEVEL_NONE;
        }
        else
        {
            m_showLevel = SHOW_LEVEL_MAP;
        }
    }

    imguiLabel("Tile");
    if (imguiButton(m_TileButtonStr.c_str()))
    {
        if (m_showLevel == SHOW_LEVEL_TILES || m_showLevel == SHOW_LEVEL_NEIGHBOR_TILES)
        {
            m_showLevel = SHOW_LEVEL_NONE;
        }
        else
        {
            if (m_MapInfos->IsEmpty())
                m_showLevel = SHOW_LEVEL_TILES;
            else if (!m_NeighborTiles.empty())
                    m_showLevel = SHOW_LEVEL_NEIGHBOR_TILES;
        }
    }

    if (!m_MapInfos->IsEmpty())
    {
        imguiSeparatorLine();
        MeshObjectsMap::const_iterator itr = m_MapInfos->GetGeomsMap()->begin();
        imguiLabel("Loaded tile");
        while (itr != m_MapInfos->GetGeomsMap()->end())
        {
            MeshObjects* mo = (*itr).second;
            string map = mo->GetMap() ? "MAP " : "";
            string vmap = mo->GetVMap() ? "VMAP " : "";
            string mmap = m_MapInfos->GetTileRef(mo->GetTileX(), mo->GetTileY()) ? "MMAP" : "";

            char buff[40];
            snprintf(buff, sizeof(buff), "%dx%d > Found %s%s%s", mo->GetTileX(), mo->GetTileY(), map.c_str(), vmap.c_str(), mmap.c_str());
            if (imguiItem(buff))
            {
                RemoveTileData(mo->GetTileX(), mo->GetTileY());
                unsigned int pxy = VMAP::StaticMapTree::packTileID(mo->GetTileX(), mo->GetTileY());
                m_NeighborTiles.insert(pxy);

                if (m_MapInfos->IsEmpty())
                {
                    m_TileButtonStr = "Click to choose a tile";
                }
                break;
            }
            else
                ++itr;
        }
    }
}
Ejemplo n.º 20
0
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);

	// 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_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 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::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
		screenSpaceQuad( (float)width, (float)height, true);
		s_uniforms.submitPerDrawUniforms();
		bgfx::submit(0, programSky);

		// 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;
}
Ejemplo n.º 21
0
//  This function's code is from the RecastDemo project's main.cpp file by Mikko Mononen
void MyRecastDemo::guiRender()
{

	GLdouble proj[16];
	GLdouble model[16];
	GLint view[4];
	glGetDoublev(GL_PROJECTION_MATRIX, proj);
	glGetDoublev(GL_MODELVIEW_MATRIX, model);
	glGetIntegerv(GL_VIEWPORT, view);
		
	GLdouble x, y, z;
	gluUnProject(m_mouseX, m_mouseY, 0.0f, model, proj, view, &x, &y, &z);
	m_rays[0] = (float)x; m_rays[1] = (float)y; m_rays[2] = (float)z;
	gluUnProject(m_mouseX, m_mouseY, 1.0f, model, proj, view, &x, &y, &z);
	m_raye[0] = (float)x; m_raye[1] = (float)y; m_raye[2] = (float)z;


	glDisable(GL_DEPTH_TEST);
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	gluOrtho2D(0, m_width, 0, m_height);
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
		
	glColor4ub(255,255,255,255);
	glEnable(GL_BLEND);
	glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);

	m_mouseOverMenu = false;
		
	imguiBeginFrame( m_mouseX,m_mouseY,m_mouseBut,m_mouseScroll );
		
	const char msg[] = "W/S/A/D: move (+ shift)  |  F1: toggle recast gui  |  F2: toggle node names  |  F12: invert mouse";
	imguiDrawText(280, m_height-20, IMGUI_ALIGN_LEFT, msg, imguiRGBA(255,255,255,200));
	
		
	if (m_showMenu)
	{
		if (m_sample)
		{
			m_sample->handleRenderOverlay((double*)proj, (double*)model, (int*)view);

		}

		if (imguiBeginScrollArea("Properties", m_width-250-10, 10, 250, m_height-20, &m_propScroll))
			m_mouseOverMenu = true;

		if (imguiCheck("Show Log", m_showLog))
			m_showLog = !m_showLog;
		if (imguiCheck("Show Tools", m_showTools))
			m_showTools = !m_showTools;

		imguiSeparator();
		imguiLabel("Sample");
		if (imguiButton(m_sampleName))
		{
			if (m_showSample)
			{
				m_showSample = false;
			}
			else
			{
				m_showSample = true;
				m_showConfig = false;
			}
		}
			
		imguiSeparator();
		imguiLabel("Config File");
		if (imguiButton(m_configName))
		{
			if (m_showConfig)
			{
				m_showConfig = false;
			}
			else
			{
				m_showSample = false;
				m_showConfig = true;
				scanDirectory("Content", ".xml", m_files);
			}
		}
		if (m_geom)
		{
			char text[64];
			snprintf(text, 64, "Verts: %.1fk  Tris: %.1fk",
						m_geom->getMesh()->getVertCount()/1000.0f,
						m_geom->getMesh()->getTriCount()/1000.0f);
			imguiValue(text);
		}
		imguiSeparator();

		if (m_geom && m_sample)
		{
			imguiSeparatorLine();
				
			m_sample->handleSettings();

			if (imguiButton("Build"))
			{
				m_ctx.resetLog();
				if (!m_sample->handleBuild())
				{
					m_showLog = true;
					m_logScroll = 0;
				}
				m_ctx.dumpLog("Build log %s:", m_configName);
			}

			imguiSeparator();
		}
			
		if (m_sample)
		{
			imguiSeparatorLine();
			m_sample->handleDebugMode();
		}

		imguiEndScrollArea();
	}
	
	
	// Sample selection dialog.
	if (m_showSample)
	{
		static int levelScroll = 0;
		if (imguiBeginScrollArea("Choose Sample", m_width-10-250-10-200, m_height-10-250, 200, 250, &levelScroll))
			m_mouseOverMenu = true;

		Sample* newSample = 0;
		for (int i = 0; i < g_nsamples; ++i)
		{
			if (imguiItem(g_samples[i].name))
			{
				newSample = g_samples[i].create();
				if (newSample)
					strcpy(m_sampleName, g_samples[i].name);
			}
		}
		if (newSample)
		{
			delete m_geom;
			m_geom = 0;
			delete m_sample;
			m_sample = newSample;
			m_sample->setContext(&m_ctx);
			if (m_geom && m_sample)
			{
				m_sample->handleMeshChanged(m_geom);
			}
			else if(!m_geom)
			{
				m_geom = new InputGeom();
				m_geom->loadMesh( &m_ctx, m_configXmlFile.c_str() );
			}
			if( m_geom && m_sample )
			{
				m_sample->handleMeshChanged(m_geom);
				m_sample->handleSettings();
			}

			m_showSample = false;
		}			
		imguiEndScrollArea();
	}

	// Config selection dialog.
	if (m_showConfig)
	{
		static int levelScroll = 0;
		if (imguiBeginScrollArea("Choose Config File", m_width-10-250-10-200, m_height-10-450, 200, 450, &levelScroll))
			m_mouseOverMenu = true;
			
		int levelToLoad = -1;
		for (int i = 0; i < m_files.size; ++i)
		{
			if (imguiItem(m_files.files[i]))
				levelToLoad = i;
		}
			
		if (levelToLoad != -1)
		{
			strncpy(m_configName, m_files.files[levelToLoad], sizeof(m_configName));
			m_configName[sizeof(m_configName)-1] = '\0';
			m_showConfig = false;
				
			delete m_geom;
			m_geom = 0;
				
			char path[256];
			strcpy(path, "Content/");
			strcat(path, m_configName);
			
			m_configXmlFile = path;

			m_geom = new InputGeom();

			if( m_loadedSceneGraphRes )
			{
				// Remove previously loaded scene .
				// Every scene.xml file loaded should group its children in a GroupNode.
				int nrFoundNodes = h3dFindNodes( H3DRootNode, "", H3DNodeTypes::Group);
				for( int i = 0; i<2; ++i )
				{
					int node = h3dGetNodeFindResult(i);
					const char* name = h3dGetNodeParamStr( node, H3DNodeParams::NameStr);
					std::string camName(name);
					// Do not delete nodes directly under the root node (e.g. the demo's camera)
					if( camName.compare("RootNode") != 0) 
					{
						h3dRemoveNode( h3dGetNodeFindResult(i) );
					}
				}
				
				int a =	h3dRemoveResource( m_loadedSceneGraphRes );
				h3dReleaseUnusedResources();
			}

			if( !loadSceneFileFromConfig( path) )
			{
				m_showLog = true;
				m_logScroll = 0;
				m_ctx.log(RC_LOG_ERROR, "Error loading resources from specified scene file.");
			}

			if (!m_geom || !m_geom->loadMesh(&m_ctx, m_configXmlFile.c_str()) )
			{
				delete m_geom;
				m_geom = 0;
					
				m_showLog = true;
				m_logScroll = 0;
				m_ctx.log(RC_LOG_ERROR, "Error loading nav mesh geometry from: \"%s\"", m_configName);
				m_ctx.dumpLog("Config: Geom load log %s:", m_configName);
			}
			if (m_sample && m_geom)
			{
				m_sample->handleMeshChanged(m_geom);
			}
		}
			
		imguiEndScrollArea();
			
	}

	// Log
	if (m_showLog && m_showMenu)
	{
		if (imguiBeginScrollArea("Log", 250+20, 10, m_width - 300 - 250, 200, &m_logScroll))
			m_mouseOverMenu = true;
		for (int i = 0; i < m_ctx.getLogCount(); ++i)
			imguiLabel(m_ctx.getLogText(i));
		imguiEndScrollArea();
	}
		
	// Tools
	if (!m_showTestCases && m_showTools && m_showMenu) // && m_geom && m_sample)
	{
		if (imguiBeginScrollArea("Tools", 10, 10, 250, m_height-20, &m_toolsScroll))
			m_mouseOverMenu = true;

		if (m_sample)
			m_sample->handleTools();
			
		imguiEndScrollArea();
	}

	m_wasMouseOverMenu = m_mouseOverMenu;
	if(!m_wasMouseOverMenu)
	{
		// In case we move a GUI slider and leave the menu area
		m_mouseBut = 0;
	}
	m_mouseScroll = 0;
	
	imguiEndFrame();
	
	imguiRenderGLDraw();

	glDisable(GL_BLEND);
	glEnable(GL_DEPTH_TEST);
}
Ejemplo n.º 22
0
void Sample_TileMesh::handleDebugMode()
{
	// Check which modes are valid.
	bool valid[MAX_DRAWMODE];
	for (int i = 0; i < MAX_DRAWMODE; ++i)
		valid[i] = false;
	
	if (m_geom)
	{
		valid[DRAWMODE_NAVMESH] = m_navMesh != 0;
		valid[DRAWMODE_NAVMESH_TRANS] = m_navMesh != 0;
		valid[DRAWMODE_NAVMESH_BVTREE] = m_navMesh != 0;
		valid[DRAWMODE_NAVMESH_NODES] = m_navQuery != 0;
		valid[DRAWMODE_NAVMESH_PORTALS] = m_navMesh != 0;
		valid[DRAWMODE_NAVMESH_INVIS] = m_navMesh != 0;
		valid[DRAWMODE_MESH] = true;
		valid[DRAWMODE_VOXELS] = m_solid != 0;
		valid[DRAWMODE_VOXELS_WALKABLE] = m_solid != 0;
		valid[DRAWMODE_COMPACT] = m_chf != 0;
		valid[DRAWMODE_COMPACT_DISTANCE] = m_chf != 0;
		valid[DRAWMODE_COMPACT_REGIONS] = m_chf != 0;
		valid[DRAWMODE_REGION_CONNECTIONS] = m_cset != 0;
		valid[DRAWMODE_RAW_CONTOURS] = m_cset != 0;
		valid[DRAWMODE_BOTH_CONTOURS] = m_cset != 0;
		valid[DRAWMODE_CONTOURS] = m_cset != 0;
		valid[DRAWMODE_POLYMESH] = m_pmesh != 0;
		valid[DRAWMODE_POLYMESH_DETAIL] = m_dmesh != 0;
	}
	
	int unavail = 0;
	for (int i = 0; i < MAX_DRAWMODE; ++i)
		if (!valid[i]) unavail++;
	
	if (unavail == MAX_DRAWMODE)
		return;
	
	imguiLabel("Draw");
	if (imguiCheck("Input Mesh", m_drawMode == DRAWMODE_MESH, valid[DRAWMODE_MESH]))
		m_drawMode = DRAWMODE_MESH;
	if (imguiCheck("Navmesh", m_drawMode == DRAWMODE_NAVMESH, valid[DRAWMODE_NAVMESH]))
		m_drawMode = DRAWMODE_NAVMESH;
	if (imguiCheck("Navmesh Invis", m_drawMode == DRAWMODE_NAVMESH_INVIS, valid[DRAWMODE_NAVMESH_INVIS]))
		m_drawMode = DRAWMODE_NAVMESH_INVIS;
	if (imguiCheck("Navmesh Trans", m_drawMode == DRAWMODE_NAVMESH_TRANS, valid[DRAWMODE_NAVMESH_TRANS]))
		m_drawMode = DRAWMODE_NAVMESH_TRANS;
	if (imguiCheck("Navmesh BVTree", m_drawMode == DRAWMODE_NAVMESH_BVTREE, valid[DRAWMODE_NAVMESH_BVTREE]))
		m_drawMode = DRAWMODE_NAVMESH_BVTREE;
	if (imguiCheck("Navmesh Nodes", m_drawMode == DRAWMODE_NAVMESH_NODES, valid[DRAWMODE_NAVMESH_NODES]))
		m_drawMode = DRAWMODE_NAVMESH_NODES;
	if (imguiCheck("Navmesh Portals", m_drawMode == DRAWMODE_NAVMESH_PORTALS, valid[DRAWMODE_NAVMESH_PORTALS]))
		m_drawMode = DRAWMODE_NAVMESH_PORTALS;
	if (imguiCheck("Voxels", m_drawMode == DRAWMODE_VOXELS, valid[DRAWMODE_VOXELS]))
		m_drawMode = DRAWMODE_VOXELS;
	if (imguiCheck("Walkable Voxels", m_drawMode == DRAWMODE_VOXELS_WALKABLE, valid[DRAWMODE_VOXELS_WALKABLE]))
		m_drawMode = DRAWMODE_VOXELS_WALKABLE;
	if (imguiCheck("Compact", m_drawMode == DRAWMODE_COMPACT, valid[DRAWMODE_COMPACT]))
		m_drawMode = DRAWMODE_COMPACT;
	if (imguiCheck("Compact Distance", m_drawMode == DRAWMODE_COMPACT_DISTANCE, valid[DRAWMODE_COMPACT_DISTANCE]))
		m_drawMode = DRAWMODE_COMPACT_DISTANCE;
	if (imguiCheck("Compact Regions", m_drawMode == DRAWMODE_COMPACT_REGIONS, valid[DRAWMODE_COMPACT_REGIONS]))
		m_drawMode = DRAWMODE_COMPACT_REGIONS;
	if (imguiCheck("Region Connections", m_drawMode == DRAWMODE_REGION_CONNECTIONS, valid[DRAWMODE_REGION_CONNECTIONS]))
		m_drawMode = DRAWMODE_REGION_CONNECTIONS;
	if (imguiCheck("Raw Contours", m_drawMode == DRAWMODE_RAW_CONTOURS, valid[DRAWMODE_RAW_CONTOURS]))
		m_drawMode = DRAWMODE_RAW_CONTOURS;
	if (imguiCheck("Both Contours", m_drawMode == DRAWMODE_BOTH_CONTOURS, valid[DRAWMODE_BOTH_CONTOURS]))
		m_drawMode = DRAWMODE_BOTH_CONTOURS;
	if (imguiCheck("Contours", m_drawMode == DRAWMODE_CONTOURS, valid[DRAWMODE_CONTOURS]))
		m_drawMode = DRAWMODE_CONTOURS;
	if (imguiCheck("Poly Mesh", m_drawMode == DRAWMODE_POLYMESH, valid[DRAWMODE_POLYMESH]))
		m_drawMode = DRAWMODE_POLYMESH;
	if (imguiCheck("Poly Mesh Detail", m_drawMode == DRAWMODE_POLYMESH_DETAIL, valid[DRAWMODE_POLYMESH_DETAIL]))
		m_drawMode = DRAWMODE_POLYMESH_DETAIL;
		
	if (unavail)
	{
		imguiValue("Tick 'Keep Itermediate Results'");
		imguiValue("rebuild some tiles to see");
		imguiValue("more debug mode options.");
	}
}
Ejemplo n.º 23
0
void sInterface()
{
	int menuWidth = 200;
	ui.mouseOverMenu = false;
	if (ui.showMenu)
	{
		bool over = imguiBeginScrollArea("Testbed Controls", g_camera.m_width - menuWidth - 10, 10, menuWidth, g_camera.m_height - 20, &ui.scrollarea1);
		if (over) ui.mouseOverMenu = true;

		imguiSeparatorLine();

		imguiLabel("Script");
		if (imguiButton(entry->name, true))
		{
			ui.chooseTest = !ui.chooseTest;
		}

		imguiSeparatorLine();

		imguiSlider("Vel Iters", &settings.velocityIterations, 0, 50, 1, true);
		imguiSlider("Pos Iters", &settings.positionIterations, 0, 50, 1, true);
		imguiSlider("Hertz", &settings.hz, 5.0f, 120.0f, 5.0f, true);

		if (imguiCheck("Sleep", settings.enableSleep, true))
			settings.enableSleep = !settings.enableSleep;
		if (imguiCheck("Warm Starting", settings.enableWarmStarting, true))
			settings.enableWarmStarting = !settings.enableWarmStarting;
		if (imguiCheck("Time of Impact", settings.enableContinuous, true))
			settings.enableContinuous = !settings.enableContinuous;
		if (imguiCheck("Sub-Stepping", settings.enableSubStepping, true))
			settings.enableSubStepping = !settings.enableSubStepping;

		imguiSeparatorLine();

		if (imguiCheck("Shapes", settings.drawShapes, true))
			settings.drawShapes = !settings.drawShapes;
		if (imguiCheck("Joints", settings.drawJoints, true))
			settings.drawJoints = !settings.drawJoints;
		if (imguiCheck("AABBs", settings.drawAABBs, true))
			settings.drawAABBs = !settings.drawAABBs;
		if (imguiCheck("Contact Points", settings.drawContactPoints, true))
			settings.drawContactPoints = !settings.drawContactPoints;
		if (imguiCheck("Contact Normals", settings.drawContactNormals, true))
			settings.drawContactNormals = !settings.drawContactNormals;
		if (imguiCheck("Contact Impulses", settings.drawContactImpulse, true))
			settings.drawContactImpulse = !settings.drawContactImpulse;
		if (imguiCheck("Friction Impulses", settings.drawFrictionImpulse, true))
			settings.drawFrictionImpulse = !settings.drawFrictionImpulse;
		if (imguiCheck("Center of Masses", settings.drawCOMs, true))
			settings.drawCOMs = !settings.drawCOMs;
		if (imguiCheck("Statistics", settings.drawStats, true))
			settings.drawStats = !settings.drawStats;
		if (imguiCheck("Profile", settings.drawProfile, true))
			settings.drawProfile = !settings.drawProfile;

		if (imguiButton("Pause", true))
			settings.pause = !settings.pause;

		if (imguiButton("Single Step", true))
			settings.singleStep = !settings.singleStep;

		if (imguiButton("Restart", true))
			sRestart();

		if (imguiButton("Quit", true))
			glfwSetWindowShouldClose(mainWindow, GL_TRUE);

		imguiEndScrollArea();
	}

	int testMenuWidth = 200;
	if (ui.chooseTest)
	{
		static int testScroll = 0;
		bool over = imguiBeginScrollArea("Choose Script", g_camera.m_width - menuWidth - testMenuWidth - 20, 10, testMenuWidth, g_camera.m_height - 20, &testScroll);
		if (over) ui.mouseOverMenu = true;

//		for (int i = 0; i < testCount; ++i)
		size_t i = 0;
		for(auto const& s : b2d_scripts)
		{
			if (imguiItem(s.name.c_str(), true))
			{
				script_index = i;
				delete test;
				//entry = g_testEntries + i;
				test = entry->createFcn(b2d_scripts[script_index].filepath);
				ui.chooseTest = false;
			}

			++i;
		}

		imguiEndScrollArea();
	}

	imguiEndFrame();

}
Ejemplo n.º 24
0
int main( int argc, char **argv )
{
    int width = 1024, height=768;
    float widthf = (float) width, heightf = (float) height;
    double t;
    float fps = 0.f;

    // Initialise GLFW
    if( !glfwInit() )
    {
        fprintf( stderr, "Failed to initialize GLFW\n" );
        exit( EXIT_FAILURE );
    }

    // Force core profile on Mac OSX
#ifdef __APPLE__
    glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3);
    glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 2);
    glfwOpenWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
    glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#endif
    // Open a window and create its OpenGL context
    if( !glfwOpenWindow( width, height, 0,0,0,0, 24, 0, GLFW_WINDOW ) )
    {
        fprintf( stderr, "Failed to open GLFW window\n" );

        glfwTerminate();
        exit( EXIT_FAILURE );
    }

    glfwSetWindowTitle( "002_forward_a" );


    // Core profile is flagged as experimental in glew
#ifdef __APPLE__
    glewExperimental = GL_TRUE;
#endif
    GLenum err = glewInit();
    if (GLEW_OK != err)
    {
          /* Problem: glewInit failed, something is seriously wrong. */
          fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
          exit( EXIT_FAILURE );
    }

    // Ensure we can capture the escape key being pressed below
    glfwEnable( GLFW_STICKY_KEYS );

    // Enable vertical sync (on cards that support it)
    glfwSwapInterval( 1 );
    GLenum glerr = GL_NO_ERROR;
    glerr = glGetError();

    if (!imguiRenderGLInit(DroidSans_ttf, DroidSans_ttf_len))
    {
        fprintf(stderr, "Could not init GUI renderer.\n");
        exit(EXIT_FAILURE);
    }

    // Init viewer structures
    Camera camera;
    camera_defaults(camera);
    GUIStates guiStates;
    init_gui_states(guiStates);

    // GUI
    float numLights = 10.f;

    // Load images and upload textures
    GLuint textures[3];
    glGenTextures(3, textures);
    int x;
    int y;
    int comp; 
    unsigned char * diffuse = stbi_load("textures/spnza_bricks_a_diff.tga", &x, &y, &comp, 3);
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, textures[0]);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, x, y, 0, GL_RGB, GL_UNSIGNED_BYTE, diffuse);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    fprintf(stderr, "Diffuse %dx%d:%d\n", x, y, comp);
    unsigned char * spec = stbi_load("textures/spnza_bricks_a_spec.tga", &x, &y, &comp, 1);
    glActiveTexture(GL_TEXTURE1);
    glBindTexture(GL_TEXTURE_2D, textures[1]);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, x, y, 0, GL_RED, GL_UNSIGNED_BYTE, spec);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    fprintf(stderr, "Spec %dx%d:%d\n", x, y, comp);

    // Try to load and compile shader
    int status;
    ShaderGLSL gbuffer_shader;
    const char * shaderFileGBuffer = "002/2_gbuffera.glsl";
    //int status = load_shader_from_file(gbuffer_shader, shaderFileGBuffer, ShaderGLSL::VERTEX_SHADER | ShaderGLSL::FRAGMENT_SHADER | ShaderGLSL::GEOMETRY_SHADER);
    status = load_shader_from_file(gbuffer_shader, shaderFileGBuffer, ShaderGLSL::VERTEX_SHADER | ShaderGLSL::FRAGMENT_SHADER);
    if ( status == -1 )
    {
        fprintf(stderr, "Error on loading  %s\n", shaderFileGBuffer);
        exit( EXIT_FAILURE );
    }    

    // Compute locations for gbuffer_shader
    GLuint gbuffer_projectionLocation = glGetUniformLocation(gbuffer_shader.program, "Projection");
    GLuint gbuffer_viewLocation = glGetUniformLocation(gbuffer_shader.program, "View");
    GLuint gbuffer_objectLocation = glGetUniformLocation(gbuffer_shader.program, "Object");
    GLuint gbuffer_timeLocation = glGetUniformLocation(gbuffer_shader.program, "Time");
    GLuint gbuffer_diffuseLocation = glGetUniformLocation(gbuffer_shader.program, "Diffuse");
    GLuint gbuffer_specLocation = glGetUniformLocation(gbuffer_shader.program, "Spec");

    // Load Blit shader
    ShaderGLSL blit_shader;
    const char * shaderFileBlit = "002/2_blita.glsl";
    //int status = load_shader_from_file(blit_shader, shaderFileBlit, ShaderGLSL::VERTEX_SHADER | ShaderGLSL::FRAGMENT_SHADER | ShaderGLSL::GEOMETRY_SHADER);
    status = load_shader_from_file(blit_shader, shaderFileBlit, ShaderGLSL::VERTEX_SHADER | ShaderGLSL::FRAGMENT_SHADER);
    if ( status == -1 )
    {
        fprintf(stderr, "Error on loading  %s\n", shaderFileBlit);
        exit( EXIT_FAILURE );
    }    

    // Compute locations for blit_shader
    GLuint blit_tex1Location = glGetUniformLocation(blit_shader.program, "Texture1");

    // Load light accumulation shader
    ShaderGLSL lighting_shader;
    const char * shaderFileLighting = "002/2_lighta.glsl";
    //int status = load_shader_from_file(lighting_shader, shaderFileLighting, ShaderGLSL::VERTEX_SHADER | ShaderGLSL::FRAGMENT_SHADER | ShaderGLSL::GEOMETRY_SHADER);
    status = load_shader_from_file(lighting_shader, shaderFileLighting, ShaderGLSL::VERTEX_SHADER | ShaderGLSL::FRAGMENT_SHADER);
    if ( status == -1 )
    {
        fprintf(stderr, "Error on loading  %s\n", shaderFileLighting);
        exit( EXIT_FAILURE );
    }    
    // Compute locations for lighting_shader
    GLuint lighting_materialLocation = glGetUniformLocation(lighting_shader.program, "Material");
    GLuint lighting_normalLocation = glGetUniformLocation(lighting_shader.program, "Normal");
    GLuint lighting_depthLocation = glGetUniformLocation(lighting_shader.program, "Depth");
    GLuint lighting_inverseViewProjectionLocation = glGetUniformLocation(lighting_shader.program, "InverseViewProjection");
    GLuint lighting_cameraPositionLocation = glGetUniformLocation(lighting_shader.program, "CameraPosition");
    GLuint lighting_lightPositionLocation = glGetUniformLocation(lighting_shader.program, "LightPosition");
    GLuint lighting_lightColorLocation = glGetUniformLocation(lighting_shader.program, "LightColor");
    GLuint lighting_lightIntensityLocation = glGetUniformLocation(lighting_shader.program, "LightIntensity");

    // Load geometry
    int   cube_triangleCount = 12;
    int   cube_triangleList[] = {0, 1, 2, 2, 1, 3, 4, 5, 6, 6, 5, 7, 8, 9, 10, 10, 9, 11, 12, 13, 14, 14, 13, 15, 16, 17, 18, 19, 17, 20, 21, 22, 23, 24, 25, 26, };
    float cube_uvs[] = {0.f, 0.f, 0.f, 1.f, 1.f, 0.f, 1.f, 1.f, 0.f, 0.f, 0.f, 1.f, 1.f, 0.f, 1.f, 1.f, 0.f, 0.f, 0.f, 1.f, 1.f, 0.f, 1.f, 1.f, 0.f, 0.f, 0.f, 1.f, 1.f, 0.f, 1.f, 1.f, 0.f, 0.f, 0.f, 1.f, 1.f, 0.f,  1.f, 0.f,  1.f, 1.f,  0.f, 1.f,  1.f, 1.f,  0.f, 0.f, 0.f, 0.f, 1.f, 1.f,  1.f, 0.f,  };
    float cube_vertices[] = {-0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5, 0.5, 0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5, 0.5, 0.5, -0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, -0.5, -0.5, 0.5, -0.5, -0.5, -0.5, -0.5, -0.5, 0.5, -0.5, -0.5, -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, -0.5, -0.5, -0.5, -0.5, -0.5, -0.5, 0.5, -0.5, 0.5, -0.5, -0.5, 0.5, -0.5, -0.5, -0.5, 0.5, -0.5, 0.5, 0.5 };
    float cube_normals[] = {0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, };
    int   plane_triangleCount = 2;
    int   plane_triangleList[] = {0, 1, 2, 2, 1, 3}; 
    float plane_uvs[] = {0.f, 0.f, 0.f, 10.f, 10.f, 0.f, 10.f, 10.f};
    float plane_vertices[] = {-50.0, -1.0, 50.0, 50.0, -1.0, 50.0, -50.0, -1.0, -50.0, 50.0, -1.0, -50.0};
    float plane_normals[] = {0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0};
    int   quad_triangleCount = 2;
    int   quad_triangleList[] = {0, 1, 2, 2, 1, 3}; 
    float quad_vertices[] =  {-1.0, -1.0, 1.0, -1.0, -1.0, 1.0, 1.0, 1.0};

    // Vertex Array Object
    GLuint vao[3];
    glGenVertexArrays(3, vao);

    // Vertex Buffer Objects
    GLuint vbo[12];
    glGenBuffers(12, vbo);

    // Cube
    glBindVertexArray(vao[0]);
    // Bind indices and upload data
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo[0]);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(cube_triangleList), cube_triangleList, GL_STATIC_DRAW);
    // Bind vertices and upload data
    glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT)*3, (void*)0);
    glBufferData(GL_ARRAY_BUFFER, sizeof(cube_vertices), cube_vertices, GL_STATIC_DRAW);
    // Bind normals and upload data
    glBindBuffer(GL_ARRAY_BUFFER, vbo[2]);
    glEnableVertexAttribArray(1);
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT)*3, (void*)0);
    glBufferData(GL_ARRAY_BUFFER, sizeof(cube_normals), cube_normals, GL_STATIC_DRAW);
    // Bind uv coords and upload data
    glBindBuffer(GL_ARRAY_BUFFER, vbo[3]);
    glEnableVertexAttribArray(2);
    glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT)*2, (void*)0);
    glBufferData(GL_ARRAY_BUFFER, sizeof(cube_uvs), cube_uvs, GL_STATIC_DRAW);

    // Plane
    glBindVertexArray(vao[1]);
    // Bind indices and upload data
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo[4]);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(plane_triangleList), plane_triangleList, GL_STATIC_DRAW);
    // Bind vertices and upload data
    glBindBuffer(GL_ARRAY_BUFFER, vbo[5]);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT)*3, (void*)0);
    glBufferData(GL_ARRAY_BUFFER, sizeof(plane_vertices), plane_vertices, GL_STATIC_DRAW);
    // Bind normals and upload data
    glBindBuffer(GL_ARRAY_BUFFER, vbo[6]);
    glEnableVertexAttribArray(1);
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT)*3, (void*)0);
    glBufferData(GL_ARRAY_BUFFER, sizeof(plane_normals), plane_normals, GL_STATIC_DRAW);
    // Bind uv coords and upload data
    glBindBuffer(GL_ARRAY_BUFFER, vbo[7]);
    glEnableVertexAttribArray(2);
    glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT)*2, (void*)0);
    glBufferData(GL_ARRAY_BUFFER, sizeof(plane_uvs), plane_uvs, GL_STATIC_DRAW);

    // Quad
    glBindVertexArray(vao[2]);
    // Bind indices and upload data
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo[8]);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(quad_triangleList), quad_triangleList, GL_STATIC_DRAW);
    // Bind vertices and upload data
    glBindBuffer(GL_ARRAY_BUFFER, vbo[9]);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT)*2, (void*)0);
    glBufferData(GL_ARRAY_BUFFER, sizeof(quad_vertices), quad_vertices, GL_STATIC_DRAW);

    // Unbind everything. Potentially illegal on some implementations
    glBindVertexArray(0);
    glBindBuffer(GL_ARRAY_BUFFER, 0);

    // Init frame buffers
    GLuint gbufferFbo;
    GLuint gbufferTextures[3];
    GLuint gbufferDrawBuffers[2];
    glGenTextures(3, gbufferTextures);

    // Create color texture
    glBindTexture(GL_TEXTURE_2D, gbufferTextures[0]);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, width, height, 0, GL_RGBA, GL_FLOAT, 0);
    //glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

    // Create normal texture
    glBindTexture(GL_TEXTURE_2D, gbufferTextures[1]);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA32F, width, height, 0, GL_RGBA, GL_FLOAT, 0);
    //glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

    // Create depth texture
    glBindTexture(GL_TEXTURE_2D, gbufferTextures[2]);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT24, width, height, 0, GL_DEPTH_COMPONENT, GL_FLOAT, 0);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);

    // Create Framebuffer Object
    glGenFramebuffers(1, &gbufferFbo);
    glBindFramebuffer(GL_FRAMEBUFFER, gbufferFbo);

    // Attach textures to framebuffer
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0 , GL_TEXTURE_2D, gbufferTextures[0], 0);
    gbufferDrawBuffers[0] = GL_COLOR_ATTACHMENT0;
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 , GL_TEXTURE_2D, gbufferTextures[1], 0);
    gbufferDrawBuffers[1] = GL_COLOR_ATTACHMENT1;
    glFramebufferTexture2D(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_TEXTURE_2D, gbufferTextures[2], 0);

    if(glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
    {
        fprintf(stderr, "Error on building framebuffer\n");
        exit( EXIT_FAILURE );
    }
    glBindFramebuffer(GL_FRAMEBUFFER, 0);

    do
    {
        t = glfwGetTime();

        // Mouse states
        int leftButton = glfwGetMouseButton( GLFW_MOUSE_BUTTON_LEFT );
        int rightButton = glfwGetMouseButton( GLFW_MOUSE_BUTTON_RIGHT );
        int middleButton = glfwGetMouseButton( GLFW_MOUSE_BUTTON_MIDDLE );

        if( leftButton == GLFW_PRESS )
            guiStates.turnLock = true;
        else
            guiStates.turnLock = false;

        if( rightButton == GLFW_PRESS )
            guiStates.zoomLock = true;
        else
            guiStates.zoomLock = false;

        if( middleButton == GLFW_PRESS )
            guiStates.panLock = true;
        else
            guiStates.panLock = false;

        // Camera movements
        int altPressed = glfwGetKey(GLFW_KEY_LSHIFT);
        if (!altPressed && (leftButton == GLFW_PRESS || rightButton == GLFW_PRESS || middleButton == GLFW_PRESS))
        {
            int x; int y;
            glfwGetMousePos(&x, &y);
            guiStates.lockPositionX = x;
            guiStates.lockPositionY = y;
        }
        if (altPressed == GLFW_PRESS)
        {
            int mousex; int mousey;
            glfwGetMousePos(&mousex, &mousey);
            int diffLockPositionX = mousex - guiStates.lockPositionX;
            int diffLockPositionY = mousey - guiStates.lockPositionY;
            if (guiStates.zoomLock)
            {
                float zoomDir = 0.0;
                if (diffLockPositionX > 0)
                    zoomDir = -1.f;
                else if (diffLockPositionX < 0 )
                    zoomDir = 1.f;
                camera_zoom(camera, zoomDir * GUIStates::MOUSE_ZOOM_SPEED);
            }
            else if (guiStates.turnLock)
            {
                camera_turn(camera, diffLockPositionY * GUIStates::MOUSE_TURN_SPEED,
                            diffLockPositionX * GUIStates::MOUSE_TURN_SPEED);

            }
            else if (guiStates.panLock)
            {
                camera_pan(camera, diffLockPositionX * GUIStates::MOUSE_PAN_SPEED,
                            diffLockPositionY * GUIStates::MOUSE_PAN_SPEED);
            }
            guiStates.lockPositionX = mousex;
            guiStates.lockPositionY = mousey;
        }
  
        // Get camera matrices
        glm::mat4 projection = glm::perspective(45.0f, widthf / heightf, 0.1f, 100.f); 
        glm::mat4 worldToView = glm::lookAt(camera.eye, camera.o, camera.up);
        glm::mat4 objectToWorld;
        glm::mat4 worldToScreen = projection * worldToView;
        glm::mat4 screenToWorld = glm::transpose(glm::inverse(worldToScreen));

        glBindFramebuffer(GL_FRAMEBUFFER, gbufferFbo);
        glDrawBuffers(2, gbufferDrawBuffers);

        // Viewport 
        glViewport( 0, 0, width, height  );

        // Default states
        glEnable(GL_DEPTH_TEST);

        // Clear the front buffer
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        // Bind gbuffer shader
        glUseProgram(gbuffer_shader.program);
        // Upload uniforms
        glUniformMatrix4fv(gbuffer_projectionLocation, 1, 0, glm::value_ptr(projection));
        glUniformMatrix4fv(gbuffer_viewLocation, 1, 0, glm::value_ptr(worldToView));
        glUniformMatrix4fv(gbuffer_objectLocation, 1, 0, glm::value_ptr(objectToWorld));
        glUniform1f(gbuffer_timeLocation, t);
        glUniform1i(gbuffer_diffuseLocation, 0);
        glUniform1i(gbuffer_specLocation, 1);

        // Bind textures
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, textures[0]);
        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_2D, textures[1]);

        // Render vaos
        glBindVertexArray(vao[0]);
        glDrawElementsInstanced(GL_TRIANGLES, cube_triangleCount * 3, GL_UNSIGNED_INT, (void*)0, 4);
        glBindVertexArray(vao[1]);
        glDrawElements(GL_TRIANGLES, plane_triangleCount * 3, GL_UNSIGNED_INT, (void*)0);

        // Unbind framebuffer
        glBindFramebuffer(GL_FRAMEBUFFER, 0);

        // Viewport 
        glViewport( 0, 0, width, height );

        // Clear the front buffer
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        // Bind lighting shader
        glUseProgram(lighting_shader.program);
        // Upload uniforms
        glUniform1i(lighting_materialLocation, 0);
        glUniform1i(lighting_normalLocation, 1);
        glUniform1i(lighting_depthLocation, 2);
        glUniform3fv(lighting_cameraPositionLocation, 1, glm::value_ptr(camera.eye));
        glUniformMatrix4fv(lighting_inverseViewProjectionLocation, 1, 0, glm::value_ptr(screenToWorld));

        // Bind color to unit 0
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, gbufferTextures[0]);        
        // Bind normal to unit 1
        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_2D, gbufferTextures[1]);    
        // Bind depth to unit 2
        glActiveTexture(GL_TEXTURE2);
        glBindTexture(GL_TEXTURE_2D, gbufferTextures[2]);        

        // Blit above the rest
        glDisable(GL_DEPTH_TEST);

        glEnable(GL_BLEND);
        glBlendFunc(GL_ONE, GL_ONE);

        for (int i = 0; i < (int) numLights; ++i)
        {
            float tl = t * i;

            //Update light uniforms
            float lightPosition[3] = { sinf(tl) * 10.f, -0.5f, cosf(tl) * 10.f};
            float lightColor[3] = {sinf(tl) *  1.f, 1.f - cosf(tl), -sinf(tl)};
            float lightIntensity = 10.0;

            glUniform3fv(lighting_lightPositionLocation, 1, lightPosition);
            glUniform3fv(lighting_lightColorLocation, 1, lightColor);
            glUniform1f(lighting_lightIntensityLocation, lightIntensity);

            // Draw quad
            glBindVertexArray(vao[2]);
            glDrawElements(GL_TRIANGLES, quad_triangleCount * 3, GL_UNSIGNED_INT, (void*)0);
        }

        glDisable(GL_BLEND);

        // Bind blit shader
        glUseProgram(blit_shader.program);
        // Upload uniforms
        glUniform1i(blit_tex1Location, 0);
        // use only unit 0
        glActiveTexture(GL_TEXTURE0);

        // Viewport 
        glViewport( 0, 0, width/3, height/4  );
        // Bind texture
        glBindTexture(GL_TEXTURE_2D, gbufferTextures[0]);        
        // Draw quad
        glBindVertexArray(vao[2]);
        glDrawElements(GL_TRIANGLES, quad_triangleCount * 3, GL_UNSIGNED_INT, (void*)0);
        // Viewport 
        glViewport( width/3, 0, width/3, height/4  );
        // Bind texture
        glBindTexture(GL_TEXTURE_2D, gbufferTextures[1]);        
        // Draw quad
        glBindVertexArray(vao[2]);
        glDrawElements(GL_TRIANGLES, quad_triangleCount * 3, GL_UNSIGNED_INT, (void*)0);
        // Viewport 
        glViewport( width/3 * 2, 0, width/3, height/4  );
        // Bind texture
        glBindTexture(GL_TEXTURE_2D, gbufferTextures[2]);        
        // Draw quad
        glBindVertexArray(vao[2]);
        glDrawElements(GL_TRIANGLES, quad_triangleCount * 3, GL_UNSIGNED_INT, (void*)0);
        
#if 1
        // Draw UI
        glDisable(GL_DEPTH_TEST);
        glEnable(GL_BLEND);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        glViewport(0, 0, width, height);

        unsigned char mbut = 0;
        int mscroll = 0;
        int mousex; int mousey;
        glfwGetMousePos(&mousex, &mousey);
        mousey = height - mousey;

        if( leftButton == GLFW_PRESS )
            mbut |= IMGUI_MBUT_LEFT;

        imguiBeginFrame(mousex, mousey, mbut, mscroll);
        int logScroll = 0;
        char lineBuffer[512];
        imguiBeginScrollArea("001", width - 210, height - 310, 200, 300, &logScroll);
        sprintf(lineBuffer, "FPS %f", fps);
        imguiLabel(lineBuffer);
        imguiSlider("Lights", &numLights, 0.0, 100.0, 1.0);
        imguiEndScrollArea();
        imguiEndFrame();
        imguiRenderGLDraw(width, height); 

        glDisable(GL_BLEND);
#endif
        
        // Check for errors
        GLenum err = glGetError();
        if(err != GL_NO_ERROR)
        {
            fprintf(stderr, "OpenGL Error : %s\n", gluErrorString(err));
            
        }

        // Swap buffers
        glfwSwapBuffers();

    } // Check if the ESC key was pressed or the window was closed
    while( glfwGetKey( GLFW_KEY_ESC ) != GLFW_PRESS &&
           glfwGetWindowParam( GLFW_OPENED ) );

    // Clean UI
    imguiRenderGLDestroy();

    // Close OpenGL window and terminate GLFW
    glfwTerminate();

    exit( EXIT_SUCCESS );
}
Ejemplo n.º 25
0
void Sample_TileMesh::handleSettings()
{
	Sample::handleCommonSettings();

	if (imguiCheck("Keep Itermediate Results", m_keepInterResults))
		m_keepInterResults = !m_keepInterResults;

	if (imguiCheck("Build All Tiles", m_buildAll))
		m_buildAll = !m_buildAll;
	
	imguiLabel("Tiling");
	imguiSlider("TileSize", &m_tileSize, 16.0f, 1024.0f, 16.0f);
	
	if (m_geom)
	{
		char text[64];
		int gw = 0, gh = 0;
		const float* bmin = m_geom->getNavMeshBoundsMin();
		const float* bmax = m_geom->getNavMeshBoundsMax();
		rcCalcGridSize(bmin, bmax, m_cellSize, &gw, &gh);
		const int ts = (int)m_tileSize;
		const int tw = (gw + ts-1) / ts;
		const int th = (gh + ts-1) / ts;
		snprintf(text, 64, "Tiles  %d x %d", tw, th);
		imguiValue(text);

		// Max tiles and max polys affect how the tile IDs are caculated.
		// There are 22 bits available for identifying a tile and a polygon.
		int tileBits = rcMin((int)ilog2(nextPow2(tw*th)), 14);
		if (tileBits > 14) tileBits = 14;
		int polyBits = 22 - tileBits;
		m_maxTiles = 1 << tileBits;
		m_maxPolysPerTile = 1 << polyBits;
		snprintf(text, 64, "Max Tiles  %d", m_maxTiles);
		imguiValue(text);
		snprintf(text, 64, "Max Polys  %d", m_maxPolysPerTile);
		imguiValue(text);
	}
	else
	{
		m_maxTiles = 0;
		m_maxPolysPerTile = 0;
	}
	
	imguiSeparator();
	
	imguiIndent();
	imguiIndent();
	
	if (imguiButton("Save"))
	{
		Sample::saveAll("all_tiles_navmesh.bin", m_navMesh);
	}

	if (imguiButton("Load"))
	{
		dtFreeNavMesh(m_navMesh);
		m_navMesh = Sample::loadAll("all_tiles_navmesh.bin");
		m_navQuery->init(m_navMesh, 2048);
	}

	imguiUnindent();
	imguiUnindent();
	
	char msg[64];
	snprintf(msg, 64, "Build Time: %.1fms", m_totalBuildTimeMs);
	imguiLabel(msg);
	
	imguiSeparator();
	
	imguiSeparator();
	
}
Ejemplo n.º 26
0
BX_NO_INLINE bool mainloop()
{
	if (!entry::processEvents(width, height, debug, reset, &mouseState) )
	{
		int64_t now = bx::getHPCounter();
		static int64_t last = now;
		const int64_t hpFreq = bx::getHPFrequency();
		const int64_t frameTime = now - last;
		last = now;
		const double freq = double(hpFreq);
		const double toMs = 1000.0/freq;

		deltaTimeNs += frameTime*1000000/hpFreq;

		if (deltaTimeNs > 1000000)
		{
			deltaTimeAvgNs = deltaTimeNs / bx::int64_max(1, numFrames);

			if (autoAdjust)
			{
				if (deltaTimeAvgNs < highwm)
				{
					dim = bx::uint32_min(dim + 2, 40);
				}
				else if (deltaTimeAvgNs > lowwm)
				{
					dim = bx::uint32_max(dim - 1, 2);
				}
			}

			deltaTimeNs = 0;
			numFrames = 0;
		}
		else
		{
			++numFrames;
		}

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

		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 / 4 - 10, 10, width / 4, height / 3, &scrollArea);
		imguiSeparatorLine();

		transform = imguiChoose(transform
				, "Rotate"
				, "No fragments"
				);
		imguiSeparatorLine();

		if (imguiCheck("Auto adjust", autoAdjust) )
		{
			autoAdjust ^= true;
		}

		imguiSlider("Dim", dim, 5, 40);
		imguiLabel("Draw calls: %d", dim*dim*dim);
		imguiLabel("Avg Delta Time (1 second) [ms]: %0.4f", deltaTimeAvgNs/1000.0f);

		imguiEndScrollArea();
		imguiEndFrame();

		float at[3] = { 0.0f, 0.0f, 0.0f };
		float eye[3] = { 0.0f, 0.0f, -35.0f };

		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);

		// 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);

		// Use debug font to print information about this example.
		bgfx::dbgTextClear();
		bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/17-drawstress");
		bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Draw stress, maximizing number of draw calls.");
		bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: %7.3f[ms]", double(frameTime)*toMs);

		float mtxS[16];
		const float scale = 0 == transform ? 0.25f : 0.0f;
		bx::mtxScale(mtxS, scale, scale, scale);

		const float step = 0.6f;
		float pos[3];
		pos[0] = -step*dim / 2.0f;
		pos[1] = -step*dim / 2.0f;
		pos[2] = -15.0;

		for (uint32_t zz = 0; zz < uint32_t(dim); ++zz)
		{
			for (uint32_t yy = 0; yy < uint32_t(dim); ++yy)
			{
				for (uint32_t xx = 0; xx < uint32_t(dim); ++xx)
				{
					float mtxR[16];
					bx::mtxRotateXYZ(mtxR, time + xx*0.21f, time + yy*0.37f, time + yy*0.13f);

					float mtx[16];
					bx::mtxMul(mtx, mtxS, mtxR);

					mtx[12] = pos[0] + float(xx)*step;
					mtx[13] = pos[1] + float(yy)*step;
					mtx[14] = pos[2] + float(zz)*step;

					// 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);

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

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

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

		return false;
	}

	return true;
}
Ejemplo n.º 27
0
int main(int /*argc*/, char** /*argv*/)
{
	// Init SDL
	if (SDL_Init(SDL_INIT_EVERYTHING) != 0)
	{
		printf("Could not initialise SDL\n");
		return -1;
	}
	
	// Center window
	char env[] = "SDL_VIDEO_CENTERED=1";
	putenv(env);

	// Init OpenGL
	SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
	SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
	SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
	SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
	SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
	SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 8);
//#ifndef WIN32
	SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 1);
	SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 4);
//#endif

	const SDL_VideoInfo* vi = SDL_GetVideoInfo();

	bool presentationMode = false;

	int width, height;
	SDL_Surface* screen = 0;
	
	if (presentationMode)
	{
        width = 1700;
        height = 1000;
		screen = SDL_SetVideoMode(width, height, 0, SDL_OPENGL|SDL_FULLSCREEN);
	}
	else
	{	
        width = 1700;
        height = 1000;
		screen = SDL_SetVideoMode(width, height, 0, SDL_OPENGL);
	}
	
	if (!screen)
	{
		printf("Could not initialise SDL opengl\n");
		return -1;
	}

	glEnable(GL_MULTISAMPLE);

	SDL_WM_SetCaption("Recast Demo", 0);
	
	if (!imguiRenderGLInit("DroidSans.ttf"))
	{
		printf("Could not init GUI renderer.\n");
		SDL_Quit();
		return -1;
	}
	
	float t = 0.0f;
	float timeAcc = 0.0f;
	Uint32 lastTime = SDL_GetTicks();
	int mx = 0, my = 0;
	float rx = 45;
	float ry = -45;
	float moveW = 0, moveS = 0, moveA = 0, moveD = 0;
	float camx = 0, camy = 0, camz = 0, camr = 1000;
	float origrx = 0, origry = 0;
	int origx = 0, origy = 0;
	float scrollZoom = 0;
	bool rotate = false;
	bool movedDuringRotate = false;
	float rays[3], raye[3]; 
	bool mouseOverMenu = false;
	bool showMenu = !presentationMode;
	bool showLog = false;
	bool showTools = true;
	bool showLevels = false;
	bool showSample = false;
	bool showTestCases = false;

	int propScroll = 0;
	int logScroll = 0;
	int toolsScroll = 0;
	
	char sampleName[64] = "Choose Sample..."; 
	
	FileList files;
	char meshName[128] = "Choose Mesh...";
	
	float mpos[3] = {0,0,0};
	bool mposSet = false;
	
	SlideShow slideShow;
	slideShow.init("slides/");
	
	InputGeom* geom = 0;
	Sample* sample = 0;
	TestCase* test = 0;

	BuildContext ctx;
	
	glEnable(GL_CULL_FACE);
	
	float fogCol[4] = { 0.32f, 0.31f, 0.30f, 1.0f };
	glEnable(GL_FOG);
	glFogi(GL_FOG_MODE, GL_LINEAR);
	glFogf(GL_FOG_START, camr*0.1f);
	glFogf(GL_FOG_END, camr*1.25f);
	glFogfv(GL_FOG_COLOR, fogCol);
	
	glDepthFunc(GL_LEQUAL);
	
	bool done = false;
	while(!done)
	{
		// Handle input events.
		int mscroll = 0;
		bool processHitTest = false;
		bool processHitTestShift = false;
		SDL_Event event;
		
		while (SDL_PollEvent(&event))
		{
			switch (event.type)
			{
				case SDL_KEYDOWN:
					// Handle any key presses here.
					if (event.key.keysym.sym == SDLK_ESCAPE)
					{
						done = true;
					}
					else if (event.key.keysym.sym == SDLK_t)
					{
						showLevels = false;
						showSample = false;
						showTestCases = true;
						scanDirectory("Tests", ".txt", files);
					}
					else if (event.key.keysym.sym == SDLK_TAB)
					{
						showMenu = !showMenu;
					}
					else if (event.key.keysym.sym == SDLK_SPACE)
					{
						if (sample)
							sample->handleToggle();
					}
					else if (event.key.keysym.sym == SDLK_1)
					{
						if (sample)
							sample->handleStep();
					}
					else if (event.key.keysym.sym == SDLK_9)
					{
						if (geom)
							geom->save("geomset.txt");
					}
					else if (event.key.keysym.sym == SDLK_0)
					{
						delete geom;
						geom = new InputGeom;
						if (!geom || !geom->load(&ctx, "geomset.txt"))
						{
							delete geom;
							geom = 0;
							
							showLog = true;
							logScroll = 0;
							ctx.dumpLog("Geom load log %s:", meshName);
						}
						if (sample && geom)
						{
							sample->handleMeshChanged(geom);
						}
							
						if (geom || sample)
						{
							const float* bmin = 0;
							const float* bmax = 0;
							if (sample)
							{
								bmin = sample->getBoundsMin();
								bmax = sample->getBoundsMax();
							}
							else if (geom)
							{
								bmin = geom->getMeshBoundsMin();
								bmax = geom->getMeshBoundsMax();
							}
							// Reset camera and fog to match the mesh bounds.
							if (bmin && bmax)
							{
								camr = sqrtf(rcSqr(bmax[0]-bmin[0]) +
											 rcSqr(bmax[1]-bmin[1]) +
											 rcSqr(bmax[2]-bmin[2])) / 2;
								camx = (bmax[0] + bmin[0]) / 2 + camr;
								camy = (bmax[1] + bmin[1]) / 2 + camr;
								camz = (bmax[2] + bmin[2]) / 2 + camr;
								camr *= 3;
							}
							rx = 45;
							ry = -45;
							glFogf(GL_FOG_START, camr*0.2f);
							glFogf(GL_FOG_END, camr*1.25f);
						}
					}
					else if (event.key.keysym.sym == SDLK_RIGHT)
					{
						slideShow.nextSlide();
					}
					else if (event.key.keysym.sym == SDLK_LEFT)
					{
						slideShow.prevSlide();
					}
					break;
					
				case SDL_MOUSEBUTTONDOWN:
					if (event.button.button == SDL_BUTTON_RIGHT)
					{
						if (!mouseOverMenu)
						{
							// Rotate view
							rotate = true;
							movedDuringRotate = false;
							origx = mx;
							origy = my;
							origrx = rx;
							origry = ry;
						}
					}	
					else if (event.button.button == SDL_BUTTON_WHEELUP)
					{
						if (mouseOverMenu)
							mscroll--;
						else
							scrollZoom -= 1.0f;
					}
					else if (event.button.button == SDL_BUTTON_WHEELDOWN)
					{
						if (mouseOverMenu)
							mscroll++;
						else
							scrollZoom += 1.0f;
					}
					break;
					
				case SDL_MOUSEBUTTONUP:
					// Handle mouse clicks here.
					if (event.button.button == SDL_BUTTON_RIGHT)
					{
						rotate = false;
						if (!mouseOverMenu)
						{
							if (!movedDuringRotate)
							{
								processHitTest = true;
								processHitTestShift = true;
							}
						}
					}
					else if (event.button.button == SDL_BUTTON_LEFT)
					{
						if (!mouseOverMenu)
						{
							processHitTest = true;
							processHitTestShift = (SDL_GetModState() & KMOD_SHIFT) ? true : false;
						}
					}
					
					break;
					
				case SDL_MOUSEMOTION:
					mx = event.motion.x;
					my = height-1 - event.motion.y;
					if (rotate)
					{
						int dx = mx - origx;
						int dy = my - origy;
						rx = origrx - dy*0.25f;
						ry = origry + dx*0.25f;
						if (dx*dx+dy*dy > 3*3)
							movedDuringRotate = true;
					}
					break;
					
				case SDL_QUIT:
					done = true;
					break;
					
				default:
					break;
			}
		}

		unsigned char mbut = 0;
		if (SDL_GetMouseState(0,0) & SDL_BUTTON_LMASK)
			mbut |= IMGUI_MBUT_LEFT;
		if (SDL_GetMouseState(0,0) & SDL_BUTTON_RMASK)
			mbut |= IMGUI_MBUT_RIGHT;
		
		Uint32	time = SDL_GetTicks();
		float	dt = (time - lastTime) / 1000.0f;
		lastTime = time;
		
		t += dt;


		// Hit test mesh.
		if (processHitTest && geom && sample)
		{
			float hitt;
			bool hit = geom->raycastMesh(rays, raye, hitt);
			
			if (hit)
			{
				if (SDL_GetModState() & KMOD_CTRL)
				{
					// Marker
					mposSet = true;
					mpos[0] = rays[0] + (raye[0] - rays[0])*hitt;
					mpos[1] = rays[1] + (raye[1] - rays[1])*hitt;
					mpos[2] = rays[2] + (raye[2] - rays[2])*hitt;
				}
				else
				{
					float pos[3];
					pos[0] = rays[0] + (raye[0] - rays[0])*hitt;
					pos[1] = rays[1] + (raye[1] - rays[1])*hitt;
					pos[2] = rays[2] + (raye[2] - rays[2])*hitt;
					sample->handleClick(rays, pos, processHitTestShift);
				}
			}
			else
			{
				if (SDL_GetModState() & KMOD_CTRL)
				{
					// Marker
					mposSet = false;
				}
			}
		}
		
		// Update sample simulation.
		const float SIM_RATE = 20;
		const float DELTA_TIME = 1.0f/SIM_RATE;
		timeAcc = rcClamp(timeAcc+dt, -1.0f, 1.0f);
		int simIter = 0;
		while (timeAcc > DELTA_TIME)
		{
			timeAcc -= DELTA_TIME;
			if (simIter < 5)
			{
				if (sample)
					sample->handleUpdate(DELTA_TIME);
			}
			simIter++;
		}

		// Clamp the framerate so that we do not hog all the CPU.
		const float MIN_FRAME_TIME = 1.0f/40.0f;
		if (dt < MIN_FRAME_TIME)
		{
			int ms = (int)((MIN_FRAME_TIME - dt)*1000.0f);
			if (ms > 10) ms = 10;
			if (ms >= 0)
				SDL_Delay(ms);
		}
		
		
		// Update and render
		glViewport(0, 0, width, height);
		glClearColor(0.3f, 0.3f, 0.32f, 1.0f);
		glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
		glEnable(GL_BLEND);
		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
		glDisable(GL_TEXTURE_2D);
		
		// Render 3d
		glEnable(GL_DEPTH_TEST);
		glMatrixMode(GL_PROJECTION);
		glLoadIdentity();
		gluPerspective(50.0f, (float)width/(float)height, 1.0f, camr);
		glMatrixMode(GL_MODELVIEW);
		glLoadIdentity();
		glRotatef(rx,1,0,0);
		glRotatef(ry,0,1,0);
		glTranslatef(-camx, -camy, -camz);
		
		// Get hit ray position and direction.
		GLdouble proj[16];
		GLdouble model[16];
		GLint view[4];
		glGetDoublev(GL_PROJECTION_MATRIX, proj);
		glGetDoublev(GL_MODELVIEW_MATRIX, model);
		glGetIntegerv(GL_VIEWPORT, view);
		GLdouble x, y, z;
		gluUnProject(mx, my, 0.0f, model, proj, view, &x, &y, &z);
		rays[0] = (float)x; rays[1] = (float)y; rays[2] = (float)z;
		gluUnProject(mx, my, 1.0f, model, proj, view, &x, &y, &z);
		raye[0] = (float)x; raye[1] = (float)y; raye[2] = (float)z;
		
		// Handle keyboard movement.
		Uint8* keystate = SDL_GetKeyState(NULL);
		moveW = rcClamp(moveW + dt * 4 * (keystate[SDLK_w] ? 1 : -1), 0.0f, 1.0f);
		moveS = rcClamp(moveS + dt * 4 * (keystate[SDLK_s] ? 1 : -1), 0.0f, 1.0f);
		moveA = rcClamp(moveA + dt * 4 * (keystate[SDLK_a] ? 1 : -1), 0.0f, 1.0f);
		moveD = rcClamp(moveD + dt * 4 * (keystate[SDLK_d] ? 1 : -1), 0.0f, 1.0f);
		
		float keybSpeed = 22.0f;
		if (SDL_GetModState() & KMOD_SHIFT)
			keybSpeed *= 4.0f;
		
		float movex = (moveD - moveA) * keybSpeed * dt;
		float movey = (moveS - moveW) * keybSpeed * dt;
		
		movey += scrollZoom * 2.0f;
		scrollZoom = 0;
		
		camx += movex * (float)model[0];
		camy += movex * (float)model[4];
		camz += movex * (float)model[8];
		
		camx += movey * (float)model[2];
		camy += movey * (float)model[6];
		camz += movey * (float)model[10];

		glEnable(GL_FOG);

		if (sample)
			sample->handleRender();
		if (test)
			test->handleRender();
		
		glDisable(GL_FOG);
		
		// Render GUI
		glDisable(GL_DEPTH_TEST);
		glMatrixMode(GL_PROJECTION);
		glLoadIdentity();
		gluOrtho2D(0, width, 0, height);
		glMatrixMode(GL_MODELVIEW);
		glLoadIdentity();
		
		mouseOverMenu = false;
		
		imguiBeginFrame(mx,my,mbut,mscroll);
		
		if (sample)
		{
			sample->handleRenderOverlay((double*)proj, (double*)model, (int*)view);
		}
		if (test)
		{
			if (test->handleRenderOverlay((double*)proj, (double*)model, (int*)view))
				mouseOverMenu = true;
		}

		// Help text.
		if (showMenu)
		{
			const char msg[] = "W/S/A/D: Move  RMB: Rotate";
			imguiDrawText(280, height-20, IMGUI_ALIGN_LEFT, msg, imguiRGBA(255,255,255,128));
		}
		
		if (showMenu)
		{
			if (imguiBeginScrollArea("Properties", width-250-10, 10, 250, height-20, &propScroll))
				mouseOverMenu = true;

			if (imguiCheck("Show Log", showLog))
				showLog = !showLog;
			if (imguiCheck("Show Tools", showTools))
				showTools = !showTools;

			imguiSeparator();
			imguiLabel("Sample");
			if (imguiButton(sampleName))
			{
				if (showSample)
				{
					showSample = false;
				}
				else
				{
					showSample = true;
					showLevels = false;
					showTestCases = false;
				}
			}
			
			imguiSeparator();
			imguiLabel("Input Mesh");
			if (imguiButton(meshName))
			{
				if (showLevels)
				{
					showLevels = false;
				}
				else
				{
					showSample = false;
					showTestCases = false;
					showLevels = true;
					scanDirectory("Meshes", ".obj", files);
				}
			}
			if (geom)
			{
				char text[64];
				snprintf(text, 64, "Verts: %.1fk  Tris: %.1fk",
						 geom->getMesh()->getVertCount()/1000.0f,
						 geom->getMesh()->getTriCount()/1000.0f);
				imguiValue(text);
			}
			imguiSeparator();

			if (geom && sample)
			{
				imguiSeparatorLine();
				
				sample->handleSettings();

				if (imguiButton("Build"))
				{
					ctx.resetLog();
					if (!sample->handleBuild())
					{
						showLog = true;
						logScroll = 0;
					}
					ctx.dumpLog("Build log %s:", meshName);
					
					// Clear test.
					delete test;
					test = 0;
				}

				imguiSeparator();
			}
			
			if (sample)
			{
				imguiSeparatorLine();
				sample->handleDebugMode();
			}

			imguiEndScrollArea();
		}
		
		// Sample selection dialog.
		if (showSample)
		{
			static int levelScroll = 0;
			if (imguiBeginScrollArea("Choose Sample", width-10-250-10-200, height-10-250, 200, 250, &levelScroll))
				mouseOverMenu = true;

			Sample* newSample = 0;
			for (int i = 0; i < g_nsamples; ++i)
			{
				if (imguiItem(g_samples[i].name))
				{
					newSample = g_samples[i].create();
					if (newSample)
						strcpy(sampleName, g_samples[i].name);
				}
			}
			if (newSample)
			{
				delete sample;
				sample = newSample;
				sample->setContext(&ctx);
				if (geom && sample)
				{
					sample->handleMeshChanged(geom);
				}
				showSample = false;
			}

			if (geom || sample)
			{
				const float* bmin = 0;
				const float* bmax = 0;
				if (sample)
				{
					bmin = sample->getBoundsMin();
					bmax = sample->getBoundsMax();
				}
				else if (geom)
				{
					bmin = geom->getMeshBoundsMin();
					bmax = geom->getMeshBoundsMax();
				}
				// Reset camera and fog to match the mesh bounds.
				if (bmin && bmax)
				{
					camr = sqrtf(rcSqr(bmax[0]-bmin[0]) +
								 rcSqr(bmax[1]-bmin[1]) +
								 rcSqr(bmax[2]-bmin[2])) / 2;
					camx = (bmax[0] + bmin[0]) / 2 + camr;
					camy = (bmax[1] + bmin[1]) / 2 + camr;
					camz = (bmax[2] + bmin[2]) / 2 + camr;
					camr *= 3;
				}
				rx = 45;
				ry = -45;
				glFogf(GL_FOG_START, camr*0.1f);
				glFogf(GL_FOG_END, camr*1.25f);
			}
			
			imguiEndScrollArea();
		}
		
		// Level selection dialog.
		if (showLevels)
		{
			static int levelScroll = 0;
			if (imguiBeginScrollArea("Choose Level", width-10-250-10-200, height-10-450, 200, 450, &levelScroll))
				mouseOverMenu = true;
			
			int levelToLoad = -1;
			for (int i = 0; i < files.size; ++i)
			{
				if (imguiItem(files.files[i]))
					levelToLoad = i;
			}
			
			if (levelToLoad != -1)
			{
				strncpy(meshName, files.files[levelToLoad], sizeof(meshName));
				meshName[sizeof(meshName)-1] = '\0';
				showLevels = false;
				
				delete geom;
				geom = 0;
				
				char path[256];
				strcpy(path, "Meshes/");
				strcat(path, meshName);
				
				geom = new InputGeom;
				if (!geom || !geom->loadMesh(&ctx, path))
				{
					delete geom;
					geom = 0;
					
					showLog = true;
					logScroll = 0;
					ctx.dumpLog("Geom load log %s:", meshName);
				}
				if (sample && geom)
				{
					sample->handleMeshChanged(geom);
				}

				if (geom || sample)
				{
					const float* bmin = 0;
					const float* bmax = 0;
					if (sample)
					{
						bmin = sample->getBoundsMin();
						bmax = sample->getBoundsMax();
					}
					else if (geom)
					{
						bmin = geom->getMeshBoundsMin();
						bmax = geom->getMeshBoundsMax();
					}
					// Reset camera and fog to match the mesh bounds.
					if (bmin && bmax)
					{
						camr = sqrtf(rcSqr(bmax[0]-bmin[0]) +
									 rcSqr(bmax[1]-bmin[1]) +
									 rcSqr(bmax[2]-bmin[2])) / 2;
						camx = (bmax[0] + bmin[0]) / 2 + camr;
						camy = (bmax[1] + bmin[1]) / 2 + camr;
						camz = (bmax[2] + bmin[2]) / 2 + camr;
						camr *= 3;
					}
					rx = 45;
					ry = -45;
					glFogf(GL_FOG_START, camr*0.1f);
					glFogf(GL_FOG_END, camr*1.25f);
				}
			}
			
			imguiEndScrollArea();
			
		}
		
		// Test cases
		if (showTestCases)
		{
			static int testScroll = 0;
			if (imguiBeginScrollArea("Choose Test To Run", width-10-250-10-200, height-10-450, 200, 450, &testScroll))
				mouseOverMenu = true;

			int testToLoad = -1;
			for (int i = 0; i < files.size; ++i)
			{
				if (imguiItem(files.files[i]))
					testToLoad = i;
			}
			
			if (testToLoad != -1)
			{
				char path[256];
				strcpy(path, "Tests/");
				strcat(path, files.files[testToLoad]);
				test = new TestCase;
				if (test)
				{
					// Load the test.
					if (!test->load(path))
					{
						delete test;
						test = 0;
					}

					// Create sample
					Sample* newSample = 0;
					for (int i = 0; i < g_nsamples; ++i)
					{
						if (strcmp(g_samples[i].name, test->getSampleName()) == 0)
						{
							newSample = g_samples[i].create();
							if (newSample) strcpy(sampleName, g_samples[i].name);
						}
					}
					if (newSample)
					{
						delete sample;
						sample = newSample;
						sample->setContext(&ctx);
						showSample = false;
					}

					// Load geom.
					strcpy(meshName, test->getGeomFileName());
					meshName[sizeof(meshName)-1] = '\0';
					
					delete geom;
					geom = 0;
					
					strcpy(path, "Meshes/");
					strcat(path, meshName);
					
					geom = new InputGeom;
					if (!geom || !geom->loadMesh(&ctx, path))
					{
						delete geom;
						geom = 0;
						showLog = true;
						logScroll = 0;
						ctx.dumpLog("Geom load log %s:", meshName);
					}
					if (sample && geom)
					{
						sample->handleMeshChanged(geom);
					}

					// This will ensure that tile & poly bits are updated in tiled sample.
					if (sample)
						sample->handleSettings();

					ctx.resetLog();
					if (sample && !sample->handleBuild())
					{
						ctx.dumpLog("Build log %s:", meshName);
					}
					
					if (geom || sample)
					{
						const float* bmin = 0;
						const float* bmax = 0;
						if (sample)
						{
							bmin = sample->getBoundsMin();
							bmax = sample->getBoundsMax();
						}
						else if (geom)
						{
							bmin = geom->getMeshBoundsMin();
							bmax = geom->getMeshBoundsMax();
						}
						// Reset camera and fog to match the mesh bounds.
						if (bmin && bmax)
						{
							camr = sqrtf(rcSqr(bmax[0]-bmin[0]) +
										 rcSqr(bmax[1]-bmin[1]) +
										 rcSqr(bmax[2]-bmin[2])) / 2;
							camx = (bmax[0] + bmin[0]) / 2 + camr;
							camy = (bmax[1] + bmin[1]) / 2 + camr;
							camz = (bmax[2] + bmin[2]) / 2 + camr;
							camr *= 3;
						}
						rx = 45;
						ry = -45;
						glFogf(GL_FOG_START, camr*0.2f);
						glFogf(GL_FOG_END, camr*1.25f);
					}
					
					// Do the tests.
					if (sample)
						test->doTests(sample->getNavMesh(), sample->getNavMeshQuery());
				}
			}				
				
			imguiEndScrollArea();
		}

		
		// Log
		if (showLog && showMenu)
		{
			if (imguiBeginScrollArea("Log", 250+20, 10, width - 300 - 250, 200, &logScroll))
				mouseOverMenu = true;
			for (int i = 0; i < ctx.getLogCount(); ++i)
				imguiLabel(ctx.getLogText(i));
			imguiEndScrollArea();
		}
		
		// Tools
		if (!showTestCases && showTools && showMenu) // && geom && sample)
		{
			if (imguiBeginScrollArea("Tools", 10, 10, 250, height-20, &toolsScroll))
				mouseOverMenu = true;

			if (sample)
				sample->handleTools();
			
			imguiEndScrollArea();
		}
		
		slideShow.updateAndDraw(dt, (float)width, (float)height);
		
		// Marker
		if (mposSet && gluProject((GLdouble)mpos[0], (GLdouble)mpos[1], (GLdouble)mpos[2],
								  model, proj, view, &x, &y, &z))
		{
			// Draw marker circle
			glLineWidth(5.0f);
			glColor4ub(240,220,0,196);
			glBegin(GL_LINE_LOOP);
			const float r = 25.0f;
			for (int i = 0; i < 20; ++i)
			{
				const float a = (float)i / 20.0f * RC_PI*2;
				const float fx = (float)x + cosf(a)*r;
				const float fy = (float)y + sinf(a)*r;
				glVertex2f(fx,fy);
			}
			glEnd();
			glLineWidth(1.0f);
		}
		
		imguiEndFrame();
		imguiRenderGLDraw();		
		
		glEnable(GL_DEPTH_TEST);
		SDL_GL_SwapBuffers();
	}
	
	imguiRenderGLDestroy();
	
	SDL_Quit();
	
	delete sample;
	delete geom;
	
	return 0;
}
Ejemplo n.º 28
0
int main( int argc, char **argv )
{
    int width = 800, height= 600;
    float widthf = (float) width, heightf = (float) height;
    double t;
    float fps = 0.f;

    // Initialise GLFW
    if( !glfwInit() )
    {
        fprintf( stderr, "Failed to initialize GLFW\n" );
        exit( EXIT_FAILURE );
    }

    // Force core profile on Mac OSX
#ifdef __APPLE__
    glfwOpenWindowHint(GLFW_OPENGL_VERSION_MAJOR, 3);
    glfwOpenWindowHint(GLFW_OPENGL_VERSION_MINOR, 2);
    glfwOpenWindowHint(GLFW_OPENGL_FORWARD_COMPAT, GL_TRUE);
    glfwOpenWindowHint(GLFW_OPENGL_PROFILE, GLFW_OPENGL_CORE_PROFILE);
#endif
    // Open a window and create its OpenGL context
    if( !glfwOpenWindow( width, height, 0,0,0,0, 24, 0, GLFW_WINDOW ) )
    {
        fprintf( stderr, "Failed to open GLFW window\n" );

        glfwTerminate();
        exit( EXIT_FAILURE );
    }

    glfwSetWindowTitle( "001_a" );

    // Core profile is flagged as experimental in glew
#ifdef __APPLE__
    glewExperimental = GL_TRUE;
#endif
    GLenum err = glewInit();
    if (GLEW_OK != err)
    {
          /* Problem: glewInit failed, something is seriously wrong. */
          fprintf(stderr, "Error: %s\n", glewGetErrorString(err));
          exit( EXIT_FAILURE );
    }

    // Ensure we can capture the escape key being pressed below
    glfwEnable( GLFW_STICKY_KEYS );

    // Enable vertical sync (on cards that support it)
    glfwSwapInterval( 1 );
    GLenum glerr = GL_NO_ERROR;
    glerr = glGetError();

    if (!imguiRenderGLInit(DroidSans_ttf, DroidSans_ttf_len))
    {
        fprintf(stderr, "Could not init GUI renderer.\n");
        exit(EXIT_FAILURE);
    }

    // Init viewer structures
    Camera camera;
    camera_defaults(camera);
    GUIStates guiStates;
    init_gui_states(guiStates);
    float dummySlider = 0.f;

    // Load images and upload textures
    GLuint textures[2];
    glGenTextures(2, textures);
    int x;
    int y;
    int comp;

    unsigned char * diffuse = stbi_load("textures/spnza_bricks_a_diff.tga", &x, &y, &comp, 3);
    glActiveTexture(GL_TEXTURE0);
    glBindTexture(GL_TEXTURE_2D, textures[0]);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, x, y, 0, GL_RGB, GL_UNSIGNED_BYTE, diffuse);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    fprintf(stderr, "Diffuse %dx%d:%d\n", x, y, comp);

    unsigned char * spec = stbi_load("textures/spnza_bricks_a_spec.tga", &x, &y, &comp, 1);
    glActiveTexture(GL_TEXTURE1);
    glBindTexture(GL_TEXTURE_2D, textures[1]);
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RED, x, y, 0, GL_RED, GL_UNSIGNED_BYTE, spec);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
    fprintf(stderr, "Spec %dx%d:%d\n", x, y, comp);
    glerr = glGetError();
    if(glerr != GL_NO_ERROR)
        fprintf(stderr, "2nd OpenGL Error : %s\n", gluErrorString(glerr));

    // Try to load and compile shader
    ShaderGLSL shader;
    const char * shaderFile = "001/3a.glsl";
    //const char * shaderFile = "001/4a.glsl";
    //const char * shaderFile = "001/5a.glsl";
    //const char * shaderFile = "001/5ba.glsl";
    //const char * shaderFile = "001/6a.glsl";
    //const char * shaderFile = "001/7a.glsl";
    //const char * shaderFile = "001/8a.glsl";
    //int status = load_shader_from_file(shader, shaderFile, ShaderGLSL::VERTEX_SHADER | ShaderGLSL::FRAGMENT_SHADER | ShaderGLSL::GEOMETRY_SHADER);
    int status = load_shader_from_file(shader, shaderFile, ShaderGLSL::VERTEX_SHADER | ShaderGLSL::FRAGMENT_SHADER);
    if ( status == -1 )
    {
        fprintf(stderr, "Error on loading  %s\n", shaderFile);
        exit( EXIT_FAILURE );
    }

    // Apply shader
    GLuint program = shader.program;
    glUseProgram(program);
    GLuint projectionLocation = glGetUniformLocation(program, "Projection");
    GLuint viewLocation = glGetUniformLocation(program, "View");
    GLuint objectLocation = glGetUniformLocation(program, "Object");
    GLuint timeLocation = glGetUniformLocation(program, "Time");
    GLuint diffuseLocation = glGetUniformLocation(program, "Diffuse");
    GLuint specLocation = glGetUniformLocation(program, "Spec");
    GLuint cameraPositionLocation = glGetUniformLocation(program, "CameraPosition");
    glUniform1i(diffuseLocation, 0);
    glUniform1i(specLocation, 1);


    // Load geometry
    int cube_triangleCount = 12;
    int cube_triangleList[] = {0, 1, 2, 2, 1, 3, 4, 5, 6, 6, 5, 7, 8, 9, 10, 10, 9, 11, 12, 13, 14, 14, 13, 15, 16, 17, 18, 19, 17, 20, 21, 22, 23, 24, 25, 26, };
    float cube_uvs[] = {0.f, 0.f, 0.f, 1.f, 1.f, 0.f, 1.f, 1.f, 0.f, 0.f, 0.f, 1.f, 1.f, 0.f, 1.f, 1.f, 0.f, 0.f, 0.f, 1.f, 1.f, 0.f, 1.f, 1.f, 0.f, 0.f, 0.f, 1.f, 1.f, 0.f, 1.f, 1.f, 0.f, 0.f, 0.f, 1.f, 1.f, 0.f,  1.f, 0.f,  1.f, 1.f,  0.f, 1.f,  1.f, 1.f,  0.f, 0.f, 0.f, 0.f, 1.f, 1.f,  1.f, 0.f,  };
    float cube_vertices[] = {-0.5, -0.5, 0.5, 0.5, -0.5, 0.5, -0.5, 0.5, 0.5, 0.5, 0.5, 0.5, -0.5, 0.5, 0.5, 0.5, 0.5, 0.5, -0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, -0.5, -0.5, 0.5, -0.5, -0.5, -0.5, -0.5, -0.5, 0.5, -0.5, -0.5, -0.5, -0.5, 0.5, 0.5, -0.5, 0.5, 0.5, -0.5, 0.5, 0.5, -0.5, -0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, 0.5, -0.5, -0.5, -0.5, -0.5, -0.5, -0.5, 0.5, -0.5, 0.5, -0.5, -0.5, 0.5, -0.5, -0.5, -0.5, 0.5, -0.5, 0.5, 0.5 };
    float cube_normals[] = {0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, -1, 0, 0, };
    int plane_triangleCount = 2;
    int plane_triangleList[] = {0, 1, 2, 2, 1, 3}; 
    float plane_uvs[] = {0.f, 0.f, 0.f, 1.f, 1.f, 0.f, 1.f, 1.f};
    float plane_vertices[] = {-5.0, -1.0, 5.0, 5.0, -1.0, 5.0, -5.0, -1.0, -5.0, 5.0, -1.0, -5.0};
    float plane_normals[] = {0, 1, 0, 0, 1, 0, 0, 1, 0, 0, 1, 0};

    // Vertex Array Object
    GLuint vao[2];
    glGenVertexArrays(2, vao);

    // Vertex Buffer Objects
    GLuint vbo[8];
    glGenBuffers(8, vbo);

    // Cube
    glBindVertexArray(vao[0]);
    // Bind indices and upload data
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo[0]);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(cube_triangleList), cube_triangleList, GL_STATIC_DRAW);
    // Bind vertices and upload data
    glBindBuffer(GL_ARRAY_BUFFER, vbo[1]);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT)*3, (void*)0);
    glBufferData(GL_ARRAY_BUFFER, sizeof(cube_vertices), cube_vertices, GL_STATIC_DRAW);
    // Bind normals and upload data
    glBindBuffer(GL_ARRAY_BUFFER, vbo[2]);
    glEnableVertexAttribArray(1);
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT)*3, (void*)0);
    glBufferData(GL_ARRAY_BUFFER, sizeof(cube_normals), cube_normals, GL_STATIC_DRAW);
    // Bind uv coords and upload data
    glBindBuffer(GL_ARRAY_BUFFER, vbo[3]);
    glEnableVertexAttribArray(2);
    glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT)*2, (void*)0);
    glBufferData(GL_ARRAY_BUFFER, sizeof(cube_uvs), cube_uvs, GL_STATIC_DRAW);

    // Plane
    glBindVertexArray(vao[1]);
    // Bind indices and upload data
    glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, vbo[4]);
    glBufferData(GL_ELEMENT_ARRAY_BUFFER, sizeof(plane_triangleList), plane_triangleList, GL_STATIC_DRAW);
    // Bind vertices and upload data
    glBindBuffer(GL_ARRAY_BUFFER, vbo[5]);
    glEnableVertexAttribArray(0);
    glVertexAttribPointer(0, 3, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT)*3, (void*)0);
    glBufferData(GL_ARRAY_BUFFER, sizeof(plane_vertices), plane_vertices, GL_STATIC_DRAW);
    // Bind normals and upload data
    glBindBuffer(GL_ARRAY_BUFFER, vbo[6]);
    glEnableVertexAttribArray(1);
    glVertexAttribPointer(1, 3, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT)*3, (void*)0);
    glBufferData(GL_ARRAY_BUFFER, sizeof(plane_normals), plane_normals, GL_STATIC_DRAW);
    // Bind uv coords and upload data
    glBindBuffer(GL_ARRAY_BUFFER, vbo[7]);
    glEnableVertexAttribArray(2);
    glVertexAttribPointer(2, 2, GL_FLOAT, GL_FALSE, sizeof(GL_FLOAT)*2, (void*)0);
    glBufferData(GL_ARRAY_BUFFER, sizeof(plane_uvs), plane_uvs, GL_STATIC_DRAW);

    // Unbind everything. Potentially illegal on some implementations
    glBindVertexArray(0);
    glBindBuffer(GL_ARRAY_BUFFER, 0);

    // Viewport 
    glViewport( 0, 0, width, height  );

    do
    {
        t = glfwGetTime();

        // Mouse states
        int leftButton = glfwGetMouseButton( GLFW_MOUSE_BUTTON_LEFT );
        int rightButton = glfwGetMouseButton( GLFW_MOUSE_BUTTON_RIGHT );
        int middleButton = glfwGetMouseButton( GLFW_MOUSE_BUTTON_MIDDLE );

        if( leftButton == GLFW_PRESS )
            guiStates.turnLock = true;
        else
            guiStates.turnLock = false;

        if( rightButton == GLFW_PRESS )
            guiStates.zoomLock = true;
        else
            guiStates.zoomLock = false;

        if( middleButton == GLFW_PRESS )
            guiStates.panLock = true;
        else
            guiStates.panLock = false;

        // Camera movements
        int altPressed = glfwGetKey(GLFW_KEY_LSHIFT);
        if (!altPressed && (leftButton == GLFW_PRESS || rightButton == GLFW_PRESS || middleButton == GLFW_PRESS))
        {
            int x; int y;
            glfwGetMousePos(&x, &y);
            guiStates.lockPositionX = x;
            guiStates.lockPositionY = y;
        }
        if (altPressed == GLFW_PRESS)
        {
            int mousex; int mousey;
            glfwGetMousePos(&mousex, &mousey);
            int diffLockPositionX = mousex - guiStates.lockPositionX;
            int diffLockPositionY = mousey - guiStates.lockPositionY;
            if (guiStates.zoomLock)
            {
                float zoomDir = 0.0;
                if (diffLockPositionX > 0)
                    zoomDir = -1.f;
                else if (diffLockPositionX < 0 )
                    zoomDir = 1.f;
                camera_zoom(camera, zoomDir * GUIStates::MOUSE_ZOOM_SPEED);
            }
            else if (guiStates.turnLock)
            {
                camera_turn(camera, diffLockPositionY * GUIStates::MOUSE_TURN_SPEED,
                            diffLockPositionX * GUIStates::MOUSE_TURN_SPEED);

            }
            else if (guiStates.panLock)
            {
                camera_pan(camera, diffLockPositionX * GUIStates::MOUSE_PAN_SPEED,
                            diffLockPositionY * GUIStates::MOUSE_PAN_SPEED);
            }
            guiStates.lockPositionX = mousex;
            guiStates.lockPositionY = mousey;
        }

        // Default states
        glEnable(GL_DEPTH_TEST);

        // Clear the front buffer
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

        // Get camera matrices
        glm::mat4 projection = glm::perspective(45.0f, widthf / heightf, 0.1f, 100.f); 
        glm::mat4 worldToView = glm::lookAt(camera.eye, camera.o, camera.up);
        glm::mat4 objectToWorld;

        // Select textures
        glActiveTexture(GL_TEXTURE0);
        glBindTexture(GL_TEXTURE_2D, textures[0]);
        glActiveTexture(GL_TEXTURE1);
        glBindTexture(GL_TEXTURE_2D, textures[1]);

        // Select shader
        glUseProgram(program);

        // Upload uniforms
        glUniformMatrix4fv(projectionLocation, 1, 0, glm::value_ptr(projection));
        glUniformMatrix4fv(viewLocation, 1, 0, glm::value_ptr(worldToView));
        glUniformMatrix4fv(objectLocation, 1, 0, glm::value_ptr(objectToWorld));
        glUniform1f(timeLocation, t);
        glUniform3fv(cameraPositionLocation, 1, glm::value_ptr(camera.eye));

        // Render vaos
        glBindVertexArray(vao[0]);
        glDrawElementsInstanced(GL_TRIANGLES, cube_triangleCount * 3, GL_UNSIGNED_INT, (void*)0, 4);
        //glDrawElements(GL_TRIANGLES, cube_triangleCount * 3, GL_UNSIGNED_INT, (void*)0);
        glBindVertexArray(vao[1]);
        glDrawElements(GL_TRIANGLES, plane_triangleCount * 3, GL_UNSIGNED_INT, (void*)0);

#if 1
        // Draw UI
        glDisable(GL_DEPTH_TEST);
        glEnable(GL_BLEND);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
        glViewport(0, 0, width, height);

        unsigned char mbut = 0;
        int mscroll = 0;
        int mousex; int mousey;
        glfwGetMousePos(&mousex, &mousey);
        mousey = height - mousey;

        if( leftButton == GLFW_PRESS )
            mbut |= IMGUI_MBUT_LEFT;

        imguiBeginFrame(mousex, mousey, mbut, mscroll);
        int logScroll = 0;
        char lineBuffer[512];
        imguiBeginScrollArea("001", width - 210, height - 310, 200, 300, &logScroll);
        sprintf(lineBuffer, "FPS %f", fps);
        imguiLabel(lineBuffer);
        imguiSlider("Dummy", &dummySlider, 0.0, 3.0, 0.1);

        imguiEndScrollArea();
        imguiEndFrame();
        imguiRenderGLDraw(width, height);

        glDisable(GL_BLEND);
#endif
        // Check for errors
        GLenum err = glGetError();
        if(err != GL_NO_ERROR)
        {
            fprintf(stderr, "OpenGL Error : %s\n", gluErrorString(err));
        }

        // Swap buffers
        glfwSwapBuffers();

        double newTime = glfwGetTime();
        fps = 1.f/ (newTime - t);
    } // Check if the ESC key was pressed or the window was closed
    while( glfwGetKey( GLFW_KEY_ESC ) != GLFW_PRESS &&
           glfwGetWindowParam( GLFW_OPENED ) );

    // Close OpenGL window and terminate GLFW
    glfwTerminate();

    exit( EXIT_SUCCESS );
}
Ejemplo n.º 29
0
int _main_(int /*_argc*/, char** /*_argv*/)
{
	// Create vertex stream declaration.
	PosColorVertex::init();
	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);

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

	// Setup root path for binary shaders. Shader binaries are different 
	// for each renderer.
	switch (caps->rendererType)
	{
	default:
		break;

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

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

	const bgfx::Memory* mem;

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

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

	// Create texture sampler uniforms.
	bgfx::UniformHandle u_texColor0 = bgfx::createUniform("u_texColor0", bgfx::UniformType::Uniform1iv);
	bgfx::UniformHandle u_texColor1 = bgfx::createUniform("u_texColor1", bgfx::UniformType::Uniform1iv);
	bgfx::UniformHandle u_color     = bgfx::createUniform("u_color",     bgfx::UniformType::Uniform4fv);

	bgfx::ProgramHandle blend          = loadProgram("vs_oit",      "fs_oit"                  );
	bgfx::ProgramHandle wbSeparatePass = loadProgram("vs_oit",      "fs_oit_wb_separate"      );
	bgfx::ProgramHandle wbSeparateBlit = loadProgram("vs_oit_blit", "fs_oit_wb_separate_blit" );
	bgfx::ProgramHandle wbPass         = loadProgram("vs_oit",      "fs_oit_wb"               );
	bgfx::ProgramHandle wbBlit         = loadProgram("vs_oit_blit", "fs_oit_wb_blit"          );

	bgfx::TextureHandle fbtextures[2] = { BGFX_INVALID_HANDLE, BGFX_INVALID_HANDLE };
	bgfx::FrameBufferHandle fbh = BGFX_INVALID_HANDLE; 

	int64_t timeOffset = bx::getHPCounter();

	uint32_t mode = 1;
	int32_t scrollArea = 0;
	bool frontToBack = true;
	bool fadeInOut = false;

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

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

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

			fbtextures[0] = bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::RGBA16F, BGFX_TEXTURE_RT);
			fbtextures[1] = bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::R16F,    BGFX_TEXTURE_RT);
			fbh = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
		}

		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 / 4 - 10, 10, width / 4, height / 3, &scrollArea);
		imguiSeparatorLine();

		imguiLabel("Blend mode:");

		mode = imguiChoose(mode
			, "None"
			, "Separate"
			, "MRT Independent"
			);

		imguiSeparatorLine();

		if (imguiCheck("Front to back", frontToBack) )
		{
			frontToBack ^= true;
		}

		if (imguiCheck("Fade in/out", fadeInOut) )
		{
			fadeInOut ^= true;
		}

		imguiEndScrollArea();
		imguiEndFrame();

		// Set view 0 default viewport.
		bgfx::setViewRectMask(0x3, 0, 0, width, height);

		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)( (now-timeOffset)/freq);

		// Use debug font to print information about this example.
		bgfx::dbgTextClear();
		// Reference:
		// Weighted, Blended Order-Independent Transparency
		// http://jcgt.org/published/0002/02/09/
		// http://casual-effects.blogspot.com/2014/03/weighted-blended-order-independent.html
		bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/19-oit");
		bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Weighted, Blended Order Independent Transparency.");
		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, -7.0f };
	
		float view[16];
		float proj[16];

		// Set view and projection matrix for view 0.
		bx::mtxLookAt(view, eye, at);
		bx::mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f);

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

		bgfx::setViewClearMask(0x3
			, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
			, 0x00000000
			, 1.0f
			, 0
			);

		bgfx::FrameBufferHandle invalid = BGFX_INVALID_HANDLE;
		bgfx::setViewFrameBuffer(0, 0 == mode ? invalid : fbh);

		// Set view and projection matrix for view 1.
		bx::mtxIdentity(view);
		bx::mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f);
		bgfx::setViewTransform(1, view, proj);

		for (uint32_t depth = 0; depth < 3; ++depth)
		{
			uint32_t zz = frontToBack ? 2-depth : depth;

			for (uint32_t yy = 0; yy < 3; ++yy)
			{
				for (uint32_t xx = 0; xx < 3; ++xx)
				{
					float color[4] = { xx*1.0f/3.0f, zz*1.0f/3.0f, yy*1.0f/3.0f, 0.5f };

					if (fadeInOut
					&&  zz == 1)
					{
						color[3] = sinf(time*3.0f)*0.49f+0.5f;
					}

					bgfx::setUniform(u_color, color);

					BX_UNUSED(time);
					float mtx[16];
					bx::mtxRotateXY(mtx, time*0.023f + xx*0.21f, time*0.03f + yy*0.37f);
					//mtxIdentity(mtx);
					mtx[12] = -2.5f + float(xx)*2.5f;
					mtx[13] = -2.5f + float(yy)*2.5f;
					mtx[14] = -2.5f + float(zz)*2.5f; //0.0f; // sinf(time + ( (xx+1)*(yy+1)/9.0f)*float(M_PI) )*50.0f+50.0f; //90.0f - (xx+1)*(yy+1)*10.0f;

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

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

					const uint64_t state = 0
						| BGFX_STATE_CULL_CW
						| BGFX_STATE_RGB_WRITE
						| BGFX_STATE_ALPHA_WRITE
						| BGFX_STATE_DEPTH_TEST_LESS
						| BGFX_STATE_MSAA
						;

					switch (mode)
					{
						case 0:
							// Set vertex and fragment shaders.
							bgfx::setProgram(blend);

							// Set render states.
							bgfx::setState(state
								| BGFX_STATE_BLEND_ALPHA
								);
							break;

						case 1:
							// Set vertex and fragment shaders.
							bgfx::setProgram(wbSeparatePass);

							// Set render states.
							bgfx::setState(state
								| BGFX_STATE_BLEND_FUNC_SEPARATE(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ZERO, BGFX_STATE_BLEND_INV_SRC_ALPHA)
								);
							break;

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

							// Set render states.
							bgfx::setState(state
								| BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE)
								| BGFX_STATE_BLEND_INDEPENDENT
								, 0
								| BGFX_STATE_BLEND_FUNC_RT_1(BGFX_STATE_BLEND_ZERO, BGFX_STATE_BLEND_SRC_COLOR)
								);
							break;
					}

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

		if (0 != mode)
		{
			bgfx::setTexture(0, u_texColor0, fbtextures[0]);
			bgfx::setTexture(1, u_texColor1, fbtextures[1]);
			bgfx::setProgram(1 == mode ? wbSeparateBlit : wbBlit);
			bgfx::setState(0
				| BGFX_STATE_RGB_WRITE
				| BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_INV_SRC_ALPHA, BGFX_STATE_BLEND_SRC_ALPHA)
				);
			screenSpaceQuad( (float)width, (float)height, s_flipV);
			bgfx::submit(1);
		}

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

	// Cleanup.
	imguiDestroy();

	bgfx::destroyFrameBuffer(fbh);
	bgfx::destroyIndexBuffer(ibh);
	bgfx::destroyVertexBuffer(vbh);
	bgfx::destroyProgram(blend);
	bgfx::destroyProgram(wbSeparatePass);
	bgfx::destroyProgram(wbSeparateBlit);
	bgfx::destroyProgram(wbPass);
	bgfx::destroyProgram(wbBlit);
	bgfx::destroyUniform(u_texColor0);
	bgfx::destroyUniform(u_texColor1);
	bgfx::destroyUniform(u_color);

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

	return 0;
}
Ejemplo n.º 30
0
void NavMeshTesterTool::handleMenu()
{
	if (imguiCheck("Pathfind Follow", m_toolMode == TOOLMODE_PATHFIND_FOLLOW))
	{
		m_toolMode = TOOLMODE_PATHFIND_FOLLOW;
		recalc();
	}
	if (imguiCheck("Pathfind Straight", m_toolMode == TOOLMODE_PATHFIND_STRAIGHT))
	{
		m_toolMode = TOOLMODE_PATHFIND_STRAIGHT;
		recalc();
	}
	if (m_toolMode == TOOLMODE_PATHFIND_STRAIGHT)
	{
		imguiIndent();
		imguiLabel("Vertices at crossings");
		if (imguiCheck("None", m_straightPathOptions == 0))
		{
			m_straightPathOptions = 0;
			recalc();
		}
		if (imguiCheck("Area", m_straightPathOptions == DT_STRAIGHTPATH_AREA_CROSSINGS))
		{
			m_straightPathOptions = DT_STRAIGHTPATH_AREA_CROSSINGS;
			recalc();
		}
		if (imguiCheck("All", m_straightPathOptions == DT_STRAIGHTPATH_ALL_CROSSINGS))
		{
			m_straightPathOptions = DT_STRAIGHTPATH_ALL_CROSSINGS;
			recalc();
		}

		imguiUnindent();
	}
	if (imguiCheck("Pathfind Sliced", m_toolMode == TOOLMODE_PATHFIND_SLICED))
	{
		m_toolMode = TOOLMODE_PATHFIND_SLICED;
		recalc();
	}

	imguiSeparator();

	if (imguiCheck("Distance to Wall", m_toolMode == TOOLMODE_DISTANCE_TO_WALL))
	{
		m_toolMode = TOOLMODE_DISTANCE_TO_WALL;
		recalc();
	}

	imguiSeparator();

	if (imguiCheck("Raycast", m_toolMode == TOOLMODE_RAYCAST))
	{
		m_toolMode = TOOLMODE_RAYCAST;
		recalc();
	}

	imguiSeparator();

	if (imguiCheck("Find Polys in Circle", m_toolMode == TOOLMODE_FIND_POLYS_IN_CIRCLE))
	{
		m_toolMode = TOOLMODE_FIND_POLYS_IN_CIRCLE;
		recalc();
	}
	if (imguiCheck("Find Polys in Shape", m_toolMode == TOOLMODE_FIND_POLYS_IN_SHAPE))
	{
		m_toolMode = TOOLMODE_FIND_POLYS_IN_SHAPE;
		recalc();
	}

	imguiSeparator();

	if (imguiCheck("Find Local Neighbourhood", m_toolMode == TOOLMODE_FIND_LOCAL_NEIGHBOURHOOD))
	{
		m_toolMode = TOOLMODE_FIND_LOCAL_NEIGHBOURHOOD;
		recalc();
	}

	imguiSeparator();
	
	if (imguiButton("Set Random Start"))
	{
		dtStatus status = m_navQuery->findRandomPoint(&m_filter, frand, &m_startRef, m_spos);
		if (dtStatusSucceed(status))
		{
			m_sposSet = true;
			recalc();
		}
	}
	if (imguiButton("Set Random End", m_sposSet))
	{
		if (m_sposSet)
		{
			dtStatus status = m_navQuery->findRandomPointAroundCircle(m_startRef, m_spos, m_randomRadius, &m_filter, frand, &m_endRef, m_epos);
			if (dtStatusSucceed(status))
			{
				m_eposSet = true;
				recalc();
			}
		}
	}

	imguiSeparator();

	if (imguiButton("Make Random Points"))
	{
		m_randPointsInCircle = false;
		m_nrandPoints = 0;
		for (int i = 0; i < MAX_RAND_POINTS; i++)
		{
			float pt[3];
			dtPolyRef ref;
			dtStatus status = m_navQuery->findRandomPoint(&m_filter, frand, &ref, pt);
			if (dtStatusSucceed(status))
			{
				dtVcopy(&m_randPoints[m_nrandPoints*3], pt);
				m_nrandPoints++;
			}
		}
	}
	if (imguiButton("Make Random Points Around", m_sposSet))
	{
		if (m_sposSet)
		{
			m_nrandPoints = 0;
			m_randPointsInCircle = true;
			for (int i = 0; i < MAX_RAND_POINTS; i++)
			{
				float pt[3];
				dtPolyRef ref;
				dtStatus status = m_navQuery->findRandomPointAroundCircle(m_startRef, m_spos, m_randomRadius, &m_filter, frand, &ref, pt);
				if (dtStatusSucceed(status))
				{
					dtVcopy(&m_randPoints[m_nrandPoints*3], pt);
					m_nrandPoints++;
				}
			}
		}
	}

	
	imguiSeparator();

	imguiLabel("Include Flags");

	imguiIndent();
	if (imguiCheck("Walk", (m_filter.getIncludeFlags() & SAMPLE_POLYFLAGS_WALK) != 0))
	{
		m_filter.setIncludeFlags(m_filter.getIncludeFlags() ^ SAMPLE_POLYFLAGS_WALK);
		recalc();
	}
	if (imguiCheck("Swim", (m_filter.getIncludeFlags() & SAMPLE_POLYFLAGS_SWIM) != 0))
	{
		m_filter.setIncludeFlags(m_filter.getIncludeFlags() ^ SAMPLE_POLYFLAGS_SWIM);
		recalc();
	}
	if (imguiCheck("Door", (m_filter.getIncludeFlags() & SAMPLE_POLYFLAGS_DOOR) != 0))
	{
		m_filter.setIncludeFlags(m_filter.getIncludeFlags() ^ SAMPLE_POLYFLAGS_DOOR);
		recalc();
	}
	if (imguiCheck("Jump", (m_filter.getIncludeFlags() & SAMPLE_POLYFLAGS_JUMP) != 0))
	{
		m_filter.setIncludeFlags(m_filter.getIncludeFlags() ^ SAMPLE_POLYFLAGS_JUMP);
		recalc();
	}
	imguiUnindent();

	imguiSeparator();
	imguiLabel("Exclude Flags");
	
	imguiIndent();
	if (imguiCheck("Walk", (m_filter.getExcludeFlags() & SAMPLE_POLYFLAGS_WALK) != 0))
	{
		m_filter.setExcludeFlags(m_filter.getExcludeFlags() ^ SAMPLE_POLYFLAGS_WALK);
		recalc();
	}
	if (imguiCheck("Swim", (m_filter.getExcludeFlags() & SAMPLE_POLYFLAGS_SWIM) != 0))
	{
		m_filter.setExcludeFlags(m_filter.getExcludeFlags() ^ SAMPLE_POLYFLAGS_SWIM);
		recalc();
	}
	if (imguiCheck("Door", (m_filter.getExcludeFlags() & SAMPLE_POLYFLAGS_DOOR) != 0))
	{
		m_filter.setExcludeFlags(m_filter.getExcludeFlags() ^ SAMPLE_POLYFLAGS_DOOR);
		recalc();
	}
	if (imguiCheck("Jump", (m_filter.getExcludeFlags() & SAMPLE_POLYFLAGS_JUMP) != 0))
	{
		m_filter.setExcludeFlags(m_filter.getExcludeFlags() ^ SAMPLE_POLYFLAGS_JUMP);
		recalc();
	}
	imguiUnindent();

	imguiSeparator();	
}