void CMaNGOS_Map::handleTools() { int type = !m_tool ? TOOL_NONE : m_tool->type(); if (imguiCheck("Draw Map Mesh", m_DrawMapMesh)) { m_DrawMapMesh = !m_DrawMapMesh; } if (imguiCheck("Draw VMap Mesh", m_DrawVMapMesh)) { m_DrawVMapMesh = !m_DrawVMapMesh; } if (!m_navMesh) return; imguiSeparatorLine(); if (imguiCheck("Test Navmesh", type == TOOL_NAVMESH_TESTER)) { setTool(new NavMeshTesterTool); } /*if (imguiCheck("Prune Navmesh", type == TOOL_NAVMESH_PRUNE)) { //setTool(new NavMeshPruneTool); } if (imguiCheck("Create Off-Mesh Links", type == TOOL_OFFMESH_CONNECTION)) { //setTool(new OffMeshConnectionTool); } if (imguiCheck("Create Convex Volumes", type == TOOL_CONVEX_VOLUME)) { //setTool(new ConvexVolumeTool); } if (imguiCheck("Create Crowds", type == TOOL_CROWD)) { //setTool(new CrowdTool); }*/ imguiSeparatorLine(); imguiIndent(); if (m_tool) m_tool->handleMenu(); imguiUnindent(); }
void Sample_TileMesh::handleTools() { int type = !m_tool ? TOOL_NONE : m_tool->type(); if (imguiCheck("Test Navmesh", type == TOOL_NAVMESH_TESTER)) { setTool(new NavMeshTesterTool); } if (imguiCheck("Create Tiles", type == TOOL_TILE_EDIT)) { setTool(new NavMeshTileTool); } if (imguiCheck("Create Off-Mesh Links", type == TOOL_OFFMESH_CONNECTION)) { setTool(new OffMeshConnectionTool); } if (imguiCheck("Create Convex Volumes", type == TOOL_CONVEX_VOLUME)) { setTool(new ConvexVolumeTool); } if (imguiCheck("Create Crowds", type == TOOL_CROWD)) { setTool(new CrowdTool); } imguiSeparatorLine(); imguiIndent(); if (m_tool) m_tool->handleMenu(); imguiUnindent(); }
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; }
int _main_(int /*_argc*/, char** /*_argv*/) { uint32_t width = 1280; uint32_t height = 720; uint32_t debug = BGFX_DEBUG_TEXT; uint32_t reset = BGFX_RESET_VSYNC; bgfx::init(); bgfx::reset(width, height, reset); // Enable debug text. bgfx::setDebug(debug); // Set clear color palette for index 0 bgfx::setClearColor(0, UINT32_C(0x00000000) ); // Set clear color palette for index 1 bgfx::setClearColor(1, UINT32_C(0x303030ff) ); // Set geometry pass view clear state. bgfx::setViewClear(RENDER_PASS_GEOMETRY_ID , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH , 1.0f , 0 , 1 ); // Set light pass view clear state. bgfx::setViewClear(RENDER_PASS_LIGHT_ID , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH , 1.0f , 0 , 0 ); // Create vertex stream declaration. PosNormalTangentTexcoordVertex::init(); PosTexCoord0Vertex::init(); DebugVertex::init(); calcTangents(s_cubeVertices , BX_COUNTOF(s_cubeVertices) , PosNormalTangentTexcoordVertex::ms_decl , s_cubeIndices , BX_COUNTOF(s_cubeIndices) ); // Create static vertex buffer. bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer( bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) ) , PosNormalTangentTexcoordVertex::ms_decl ); // Create static index buffer. bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) ) ); // Create texture sampler uniforms. bgfx::UniformHandle s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Uniform1iv); bgfx::UniformHandle s_texNormal = bgfx::createUniform("s_texNormal", bgfx::UniformType::Uniform1iv); bgfx::UniformHandle s_albedo = bgfx::createUniform("s_albedo", bgfx::UniformType::Uniform1iv); bgfx::UniformHandle s_normal = bgfx::createUniform("s_normal", bgfx::UniformType::Uniform1iv); bgfx::UniformHandle s_depth = bgfx::createUniform("s_depth", bgfx::UniformType::Uniform1iv); bgfx::UniformHandle s_light = bgfx::createUniform("s_light", bgfx::UniformType::Uniform1iv); bgfx::UniformHandle u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Uniform4x4fv); bgfx::UniformHandle u_lightPosRadius = bgfx::createUniform("u_lightPosRadius", bgfx::UniformType::Uniform4fv); bgfx::UniformHandle u_lightRgbInnerR = bgfx::createUniform("u_lightRgbInnerR", bgfx::UniformType::Uniform4fv); // Create program from shaders. bgfx::ProgramHandle geomProgram = loadProgram("vs_deferred_geom", "fs_deferred_geom"); bgfx::ProgramHandle lightProgram = loadProgram("vs_deferred_light", "fs_deferred_light"); bgfx::ProgramHandle combineProgram = loadProgram("vs_deferred_combine", "fs_deferred_combine"); bgfx::ProgramHandle debugProgram = loadProgram("vs_deferred_debug", "fs_deferred_debug"); bgfx::ProgramHandle lineProgram = loadProgram("vs_deferred_debug_line", "fs_deferred_debug_line"); // Load diffuse texture. bgfx::TextureHandle textureColor = loadTexture("fieldstone-rgba.dds"); // Load normal texture. bgfx::TextureHandle textureNormal = loadTexture("fieldstone-n.dds"); bgfx::TextureHandle gbufferTex[3] = { BGFX_INVALID_HANDLE, BGFX_INVALID_HANDLE, BGFX_INVALID_HANDLE }; bgfx::FrameBufferHandle gbuffer = BGFX_INVALID_HANDLE; bgfx::FrameBufferHandle lightBuffer = BGFX_INVALID_HANDLE; // Imgui. imguiCreate(); const int64_t timeOffset = bx::getHPCounter(); const bgfx::RendererType::Enum renderer = bgfx::getRendererType(); const float texelHalf = bgfx::RendererType::Direct3D9 == renderer ? 0.5f : 0.0f; s_originBottomLeft = bgfx::RendererType::OpenGL == renderer || bgfx::RendererType::OpenGLES == renderer; // Get renderer capabilities info. const bgfx::Caps* caps = bgfx::getCaps(); uint32_t oldWidth = 0; uint32_t oldHeight = 0; uint32_t oldReset = reset; int32_t scrollArea = 0; int32_t numLights = 512; float lightAnimationSpeed = 0.3f; bool animateMesh = true; bool showScissorRects = false; bool showGBuffer = true; float view[16]; float initialPos[3] = { 0.0f, 0.0f, -15.0f }; cameraCreate(); cameraSetPosition(initialPos); cameraSetVerticalAngle(0.0f); cameraGetViewMtx(view); entry::MouseState mouseState; while (!entry::processEvents(width, height, debug, reset, &mouseState) ) { int64_t now = bx::getHPCounter(); static int64_t last = now; const int64_t frameTime = now - last; last = now; const double freq = double(bx::getHPFrequency() ); const double toMs = 1000.0/freq; const float deltaTime = float(frameTime/freq); float time = (float)( (now-timeOffset)/freq); // Use debug font to print information about this example. bgfx::dbgTextClear(); bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/21-deferred"); bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: MRT rendering and deferred shading."); bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs); if (2 > caps->maxFBAttachments) { // When multiple render targets (MRT) is not supported by GPU, // implement alternative code path that doesn't use MRT. bool blink = uint32_t(time*3.0f)&1; bgfx::dbgTextPrintf(0, 5, blink ? 0x1f : 0x01, " MRT not supported by GPU. "); // Set view 0 default viewport. bgfx::setViewRect(0, 0, 0, width, height); // This dummy draw call is here to make sure that view 0 is cleared // if no other draw calls are submitted to view 0. bgfx::submit(0); } else { if (oldWidth != width || oldHeight != height || oldReset != reset || !bgfx::isValid(gbuffer) ) { // Recreate variable size render targets when resolution changes. oldWidth = width; oldHeight = height; oldReset = reset; if (bgfx::isValid(gbuffer) ) { bgfx::destroyFrameBuffer(gbuffer); } const uint32_t samplerFlags = 0 | BGFX_TEXTURE_RT | BGFX_TEXTURE_MIN_POINT | BGFX_TEXTURE_MAG_POINT | BGFX_TEXTURE_MIP_POINT | BGFX_TEXTURE_U_CLAMP | BGFX_TEXTURE_V_CLAMP ; gbufferTex[0] = bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::BGRA8, samplerFlags); gbufferTex[1] = bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::BGRA8, samplerFlags); gbufferTex[2] = bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::D24, samplerFlags); gbuffer = bgfx::createFrameBuffer(BX_COUNTOF(gbufferTex), gbufferTex, true); if (bgfx::isValid(lightBuffer) ) { bgfx::destroyFrameBuffer(lightBuffer); } lightBuffer = bgfx::createFrameBuffer(width, height, bgfx::TextureFormat::BGRA8, samplerFlags); } imguiBeginFrame(mouseState.m_mx , mouseState.m_my , (mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0) | (mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0) , 0 , width , height ); imguiBeginScrollArea("Settings", width - width / 5 - 10, 10, width / 5, height / 3, &scrollArea); imguiSeparatorLine(); imguiSlider("Num lights", numLights, 1, 2048); if (imguiCheck("Show G-Buffer.", showGBuffer) ) { showGBuffer = !showGBuffer; } if (imguiCheck("Show light scissor.", showScissorRects) ) { showScissorRects = !showScissorRects; } if (imguiCheck("Animate mesh.", animateMesh) ) { animateMesh = !animateMesh; } imguiSlider("Lights animation speed", lightAnimationSpeed, 0.0f, 0.4f, 0.01f); imguiEndScrollArea(); imguiEndFrame(); // Update camera. cameraUpdate(deltaTime, mouseState); cameraGetViewMtx(view); // Setup views float vp[16]; float invMvp[16]; { bgfx::setViewRect(RENDER_PASS_GEOMETRY_ID, 0, 0, width, height); bgfx::setViewRect(RENDER_PASS_LIGHT_ID, 0, 0, width, height); bgfx::setViewRect(RENDER_PASS_COMBINE_ID, 0, 0, width, height); bgfx::setViewRect(RENDER_PASS_DEBUG_LIGHTS_ID, 0, 0, width, height); bgfx::setViewRect(RENDER_PASS_DEBUG_GBUFFER_ID, 0, 0, width, height); bgfx::setViewFrameBuffer(RENDER_PASS_LIGHT_ID, lightBuffer); float proj[16]; mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f); bgfx::setViewFrameBuffer(RENDER_PASS_GEOMETRY_ID, gbuffer); bgfx::setViewTransform(RENDER_PASS_GEOMETRY_ID, view, proj); bx::mtxMul(vp, view, proj); bx::mtxInverse(invMvp, vp); bx::mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f); bgfx::setViewTransform(RENDER_PASS_LIGHT_ID, NULL, proj); bgfx::setViewTransform(RENDER_PASS_COMBINE_ID, NULL, proj); const float aspectRatio = float(height)/float(width); const float size = 10.0f; bx::mtxOrtho(proj, -size, size, size*aspectRatio, -size*aspectRatio, 0.0f, 1000.0f); bgfx::setViewTransform(RENDER_PASS_DEBUG_GBUFFER_ID, NULL, proj); bx::mtxOrtho(proj, 0.0f, (float)width, 0.0f, (float)height, 0.0f, 1000.0f); bgfx::setViewTransform(RENDER_PASS_DEBUG_LIGHTS_ID, NULL, proj); } const uint32_t dim = 11; const float offset = (float(dim-1) * 3.0f) * 0.5f; // Draw into geometry pass. for (uint32_t yy = 0; yy < dim; ++yy) { for (uint32_t xx = 0; xx < dim; ++xx) { float mtx[16]; if (animateMesh) { bx::mtxRotateXY(mtx, time*1.023f + xx*0.21f, time*0.03f + yy*0.37f); } else { bx::mtxIdentity(mtx); } mtx[12] = -offset + float(xx)*3.0f; mtx[13] = -offset + float(yy)*3.0f; mtx[14] = 0.0f; // Set transform for draw call. bgfx::setTransform(mtx); // Set vertex and fragment shaders. bgfx::setProgram(geomProgram); // Set vertex and index buffer. bgfx::setVertexBuffer(vbh); bgfx::setIndexBuffer(ibh); // Bind textures. bgfx::setTexture(0, s_texColor, textureColor); bgfx::setTexture(1, s_texNormal, textureNormal); // Set render states. bgfx::setState(0 | BGFX_STATE_RGB_WRITE | BGFX_STATE_ALPHA_WRITE | BGFX_STATE_DEPTH_WRITE | BGFX_STATE_DEPTH_TEST_LESS | BGFX_STATE_MSAA ); // Submit primitive for rendering to view 0. bgfx::submit(RENDER_PASS_GEOMETRY_ID); } } // Draw lights into light buffer. for (int32_t light = 0; light < numLights; ++light) { Sphere lightPosRadius; float lightTime = time * lightAnimationSpeed * (sinf(light/float(numLights) * bx::piHalf ) * 0.5f + 0.5f); lightPosRadius.m_center[0] = sinf( ( (lightTime + light*0.47f) + bx::piHalf*1.37f ) )*offset; lightPosRadius.m_center[1] = cosf( ( (lightTime + light*0.69f) + bx::piHalf*1.49f ) )*offset; lightPosRadius.m_center[2] = sinf( ( (lightTime + light*0.37f) + bx::piHalf*1.57f ) )*2.0f; lightPosRadius.m_radius = 2.0f; Aabb aabb; sphereToAabb(aabb, lightPosRadius); float box[8][3] = { { aabb.m_min[0], aabb.m_min[1], aabb.m_min[2] }, { aabb.m_min[0], aabb.m_min[1], aabb.m_max[2] }, { aabb.m_min[0], aabb.m_max[1], aabb.m_min[2] }, { aabb.m_min[0], aabb.m_max[1], aabb.m_max[2] }, { aabb.m_max[0], aabb.m_min[1], aabb.m_min[2] }, { aabb.m_max[0], aabb.m_min[1], aabb.m_max[2] }, { aabb.m_max[0], aabb.m_max[1], aabb.m_min[2] }, { aabb.m_max[0], aabb.m_max[1], aabb.m_max[2] }, }; float xyz[3]; bx::vec3MulMtxH(xyz, box[0], vp); float minx = xyz[0]; float miny = xyz[1]; float maxx = xyz[0]; float maxy = xyz[1]; float maxz = xyz[2]; for (uint32_t ii = 1; ii < 8; ++ii) { bx::vec3MulMtxH(xyz, box[ii], vp); minx = bx::fmin(minx, xyz[0]); miny = bx::fmin(miny, xyz[1]); maxx = bx::fmax(maxx, xyz[0]); maxy = bx::fmax(maxy, xyz[1]); maxz = bx::fmax(maxz, xyz[2]); } // Cull light if it's fully behind camera. if (maxz >= 0.0f) { float x0 = bx::fclamp( (minx * 0.5f + 0.5f) * width, 0.0f, (float)width); float y0 = bx::fclamp( (miny * 0.5f + 0.5f) * height, 0.0f, (float)height); float x1 = bx::fclamp( (maxx * 0.5f + 0.5f) * width, 0.0f, (float)width); float y1 = bx::fclamp( (maxy * 0.5f + 0.5f) * height, 0.0f, (float)height); if (showScissorRects) { bgfx::TransientVertexBuffer tvb; bgfx::TransientIndexBuffer tib; if (bgfx::allocTransientBuffers(&tvb, DebugVertex::ms_decl, 4, &tib, 8) ) { uint32_t abgr = 0x8000ff00; DebugVertex* vertex = (DebugVertex*)tvb.data; vertex->m_x = x0; vertex->m_y = y0; vertex->m_z = 0.0f; vertex->m_abgr = abgr; ++vertex; vertex->m_x = x1; vertex->m_y = y0; vertex->m_z = 0.0f; vertex->m_abgr = abgr; ++vertex; vertex->m_x = x1; vertex->m_y = y1; vertex->m_z = 0.0f; vertex->m_abgr = abgr; ++vertex; vertex->m_x = x0; vertex->m_y = y1; vertex->m_z = 0.0f; vertex->m_abgr = abgr; uint16_t* indices = (uint16_t*)tib.data; *indices++ = 0; *indices++ = 1; *indices++ = 1; *indices++ = 2; *indices++ = 2; *indices++ = 3; *indices++ = 3; *indices++ = 0; bgfx::setProgram(lineProgram); bgfx::setVertexBuffer(&tvb); bgfx::setIndexBuffer(&tib); bgfx::setState(0 | BGFX_STATE_RGB_WRITE | BGFX_STATE_PT_LINES | BGFX_STATE_BLEND_ALPHA ); bgfx::submit(RENDER_PASS_DEBUG_LIGHTS_ID); } } uint8_t val = light&7; float lightRgbInnerR[4] = { val & 0x1 ? 1.0f : 0.25f, val & 0x2 ? 1.0f : 0.25f, val & 0x4 ? 1.0f : 0.25f, 0.8f, }; // Draw light. bgfx::setUniform(u_lightPosRadius, &lightPosRadius); bgfx::setUniform(u_lightRgbInnerR, lightRgbInnerR); bgfx::setUniform(u_mtx, invMvp); const uint16_t scissorHeight = uint16_t(y1-y0); bgfx::setScissor(uint16_t(x0), height-scissorHeight-uint16_t(y0), uint16_t(x1-x0), scissorHeight); bgfx::setTexture(0, s_normal, gbuffer, 1); bgfx::setTexture(1, s_depth, gbuffer, 2); bgfx::setProgram(lightProgram); bgfx::setState(0 | BGFX_STATE_RGB_WRITE | BGFX_STATE_ALPHA_WRITE | BGFX_STATE_BLEND_ADD ); screenSpaceQuad( (float)width, (float)height, texelHalf, s_originBottomLeft); bgfx::submit(RENDER_PASS_LIGHT_ID); } } // Combine color and light buffers. bgfx::setTexture(0, s_albedo, gbuffer, 0); bgfx::setTexture(1, s_light, lightBuffer, 0); bgfx::setProgram(combineProgram); bgfx::setState(0 | BGFX_STATE_RGB_WRITE | BGFX_STATE_ALPHA_WRITE ); screenSpaceQuad( (float)width, (float)height, texelHalf, s_originBottomLeft); bgfx::submit(RENDER_PASS_COMBINE_ID); if (showGBuffer) { const float aspectRatio = float(width)/float(height); // Draw debug GBuffer. for (uint32_t ii = 0; ii < BX_COUNTOF(gbufferTex); ++ii) { float mtx[16]; bx::mtxSRT(mtx , aspectRatio, 1.0f, 1.0f , 0.0f, 0.0f, 0.0f , -7.9f - BX_COUNTOF(gbufferTex)*0.1f*0.5f + ii*2.1f*aspectRatio, 4.0f, 0.0f ); bgfx::setTransform(mtx); bgfx::setProgram(debugProgram); bgfx::setVertexBuffer(vbh); bgfx::setIndexBuffer(ibh, 0, 6); bgfx::setTexture(0, s_texColor, gbufferTex[ii]); bgfx::setState(BGFX_STATE_RGB_WRITE); bgfx::submit(RENDER_PASS_DEBUG_GBUFFER_ID); } } } // Advance to next frame. Rendering thread will be kicked to // process submitted rendering primitives. bgfx::frame(); } // Cleanup. cameraDestroy(); imguiDestroy(); if (bgfx::isValid(gbuffer) ) { bgfx::destroyFrameBuffer(gbuffer); bgfx::destroyFrameBuffer(lightBuffer); } bgfx::destroyIndexBuffer(ibh); bgfx::destroyVertexBuffer(vbh); bgfx::destroyProgram(geomProgram); bgfx::destroyProgram(lightProgram); bgfx::destroyProgram(combineProgram); bgfx::destroyProgram(debugProgram); bgfx::destroyProgram(lineProgram); bgfx::destroyTexture(textureColor); bgfx::destroyTexture(textureNormal); bgfx::destroyUniform(s_texColor); bgfx::destroyUniform(s_texNormal); bgfx::destroyUniform(s_albedo); bgfx::destroyUniform(s_normal); bgfx::destroyUniform(s_depth); bgfx::destroyUniform(s_light); bgfx::destroyUniform(u_lightPosRadius); bgfx::destroyUniform(u_lightRgbInnerR); bgfx::destroyUniform(u_mtx); // Shutdown bgfx. bgfx::shutdown(); return 0; }
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 ); }
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; }
// 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); }
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(); }
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; } } }
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; }
int _main_(int /*_argc*/, char** /*_argv*/) { uint32_t width = 1280; uint32_t height = 720; uint32_t debug = BGFX_DEBUG_TEXT; uint32_t reset = BGFX_RESET_VSYNC; bgfx::init(); bgfx::reset(width, height, reset); // Enable debug text. bgfx::setDebug(debug); // Set view 0 clear state. bgfx::setViewClear(0 , BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH , 0x303030ff , 1.0f , 0 ); // Imgui. imguiCreate(); char* bigText = loadText( "text/sherlock_holmes_a_scandal_in_bohemia_arthur_conan_doyle.txt"); // Init the text rendering system. FontManager* fontManager = new FontManager(512); TextBufferManager* textBufferManager = new TextBufferManager(fontManager); TrueTypeHandle font = loadTtf(fontManager, "font/special_elite.ttf"); // Create a distance field font. FontHandle fontSdf = fontManager->createFontByPixelSize(font, 0, 48, FONT_TYPE_DISTANCE); // Create a scaled down version of the same font (without adding anything to the atlas). FontHandle fontScaled = fontManager->createScaledFontToPixelSize(fontSdf, 14); TextLineMetrics metrics(fontManager->getFontInfo(fontScaled) ); uint32_t lineCount = metrics.getLineCount(bigText); float visibleLineCount = 20.0f; const char* textBegin = 0; const char* textEnd = 0; metrics.getSubText(bigText, 0, (uint32_t)visibleLineCount, textBegin, textEnd); TextBufferHandle scrollableBuffer = textBufferManager->createTextBuffer(FONT_TYPE_DISTANCE, BufferType::Transient); textBufferManager->setTextColor(scrollableBuffer, 0xFFFFFFFF); textBufferManager->appendText(scrollableBuffer, fontScaled, textBegin, textEnd); entry::MouseState mouseState; int32_t scrollArea = 0; const int32_t guiPanelWidth = 250; const int32_t guiPanelHeight = 200; float textScroll = 0.0f; float textRotation = 0.0f; float textScale = 1.0f; float textSize = 14.0f; while (!entry::processEvents(width, height, debug, reset, &mouseState) ) { imguiBeginFrame(mouseState.m_mx , mouseState.m_my , (mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0) | (mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0) , mouseState.m_mz , width , height ); imguiBeginScrollArea("Text Area" , width - guiPanelWidth - 10 , 10 , guiPanelWidth , guiPanelHeight , &scrollArea ); imguiSeparatorLine(); bool recomputeVisibleText = false; recomputeVisibleText |= imguiSlider("Number of lines", visibleLineCount, 1.0f, 177.0f , 1.0f); if (imguiSlider("Font size", textSize, 6.0f, 64.0f , 1.0f) ) { fontManager->destroyFont(fontScaled); fontScaled = fontManager->createScaledFontToPixelSize(fontSdf, (uint32_t) textSize); metrics = TextLineMetrics(fontManager->getFontInfo(fontScaled) ); recomputeVisibleText = true; } recomputeVisibleText |= imguiSlider("Scroll", textScroll, 0.0f, (lineCount-visibleLineCount) , 1.0f); imguiSlider("Rotate", textRotation, 0.0f, bx::pi*2.0f , 0.1f); recomputeVisibleText |= imguiSlider("Scale", textScale, 0.1f, 10.0f , 0.1f); if (recomputeVisibleText) { textBufferManager->clearTextBuffer(scrollableBuffer); metrics.getSubText(bigText,(uint32_t)textScroll, (uint32_t)(textScroll+visibleLineCount), textBegin, textEnd); textBufferManager->appendText(scrollableBuffer, fontScaled, textBegin, textEnd); } imguiEndScrollArea(); imguiEndFrame(); // Set view 0 default viewport. bgfx::setViewRect(0, 0, 0, width, height); // This dummy draw call is here to make sure that view 0 is cleared // if no other draw calls are submitted to view 0. bgfx::submit(0); int64_t now = bx::getHPCounter(); static int64_t last = now; const int64_t frameTime = now - last; last = now; const double freq = double(bx::getHPFrequency() ); const double toMs = 1000.0 / freq; // Use debug font to print32_t information about this example. bgfx::dbgTextClear(); bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/11-fontsdf"); bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Use a single distance field font to render text of various size."); bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime) * toMs); float at[3] = { 0, 0, 0.0f }; float eye[3] = {0, 0, -1.0f }; float view[16]; bx::mtxLookAt(view, eye, at); const float centering = 0.5f; // Setup a top-left ortho matrix for screen space drawing. const bgfx::HMD* hmd = bgfx::getHMD(); if (NULL != hmd && 0 != (hmd->flags & BGFX_HMD_RENDERING) ) { float proj[16]; bx::mtxProj(proj, hmd->eye[0].fov, 0.1f, 100.0f); static float time = 0.0f; time += 0.05f; const float dist = 10.0f; const float offset0 = -proj[8] + (hmd->eye[0].viewOffset[0] / dist * proj[0]); const float offset1 = -proj[8] + (hmd->eye[1].viewOffset[0] / dist * proj[0]); float ortho[2][16]; const float viewOffset = width/4.0f; const float viewWidth = width/2.0f; bx::mtxOrtho(ortho[0], centering + viewOffset, centering + viewOffset + viewWidth, height + centering, centering, -1.0f, 1.0f, offset0); bx::mtxOrtho(ortho[1], centering + viewOffset, centering + viewOffset + viewWidth, height + centering, centering, -1.0f, 1.0f, offset1); bgfx::setViewTransform(0, view, ortho[0], BGFX_VIEW_STEREO, ortho[1]); bgfx::setViewRect(0, 0, 0, hmd->width, hmd->height); } else { float ortho[16]; bx::mtxOrtho(ortho, centering, width + centering, height + centering, centering, -1.0f, 1.0f); bgfx::setViewTransform(0, view, ortho); bgfx::setViewRect(0, 0, 0, width, height); } //very crude approximation :( float textAreaWidth = 0.5f * 66.0f * fontManager->getFontInfo(fontScaled).maxAdvanceWidth; float textRotMat[16]; float textCenterMat[16]; float textScaleMat[16]; float screenCenterMat[16]; bx::mtxRotateZ(textRotMat, textRotation); bx::mtxTranslate(textCenterMat, -(textAreaWidth * 0.5f), (-visibleLineCount)*metrics.getLineHeight()*0.5f, 0); bx::mtxScale(textScaleMat, textScale, textScale, 1.0f); bx::mtxTranslate(screenCenterMat, ( (width) * 0.5f), ( (height) * 0.5f), 0); //first translate to text center, then scale, then rotate float tmpMat[16]; bx::mtxMul(tmpMat, textCenterMat, textRotMat); float tmpMat2[16]; bx::mtxMul(tmpMat2, tmpMat, textScaleMat); float tmpMat3[16]; bx::mtxMul(tmpMat3, tmpMat2, screenCenterMat); // Set model matrix for rendering. bgfx::setTransform(tmpMat3); // Draw your text. textBufferManager->submitTextBuffer(scrollableBuffer, 0); // Advance to next frame. Rendering thread will be kicked to // process submitted rendering primitives. bgfx::frame(); } imguiDestroy(); free(bigText); fontManager->destroyTtf(font); // Destroy the fonts. fontManager->destroyFont(fontSdf); fontManager->destroyFont(fontScaled); textBufferManager->destroyTextBuffer(scrollableBuffer); delete textBufferManager; delete fontManager; // Shutdown bgfx. bgfx::shutdown(); return 0; }
void CrowdTool::handleMenu() { if (!m_state) return; CrowdToolParams* params = m_state->getToolParams(); if (imguiCheck("Create Agents", m_mode == TOOLMODE_CREATE)) m_mode = TOOLMODE_CREATE; if (imguiCheck("Move Target", m_mode == TOOLMODE_MOVE_TARGET)) m_mode = TOOLMODE_MOVE_TARGET; if (imguiCheck("Select Agent", m_mode == TOOLMODE_SELECT)) m_mode = TOOLMODE_SELECT; if (imguiCheck("Toggle Polys", m_mode == TOOLMODE_TOGGLE_POLYS)) m_mode = TOOLMODE_TOGGLE_POLYS; imguiSeparatorLine(); if (imguiCollapse("Options", 0, params->m_expandOptions)) params->m_expandOptions = !params->m_expandOptions; if (params->m_expandOptions) { imguiIndent(); if (imguiCheck("Optimize Visibility", params->m_optimizeVis)) { params->m_optimizeVis = !params->m_optimizeVis; m_state->updateAgentParams(); } if (imguiCheck("Optimize Topology", params->m_optimizeTopo)) { params->m_optimizeTopo = !params->m_optimizeTopo; m_state->updateAgentParams(); } if (imguiCheck("Anticipate Turns", params->m_anticipateTurns)) { params->m_anticipateTurns = !params->m_anticipateTurns; m_state->updateAgentParams(); } if (imguiCheck("Obstacle Avoidance", params->m_obstacleAvoidance)) { params->m_obstacleAvoidance = !params->m_obstacleAvoidance; m_state->updateAgentParams(); } if (imguiSlider("Avoidance Quality", ¶ms->m_obstacleAvoidanceType, 0.0f, 3.0f, 1.0f)) { m_state->updateAgentParams(); } if (imguiCheck("Separation", params->m_separation)) { params->m_separation = !params->m_separation; m_state->updateAgentParams(); } if (imguiSlider("Separation Weight", ¶ms->m_separationWeight, 0.0f, 20.0f, 0.01f)) { m_state->updateAgentParams(); } imguiUnindent(); } if (imguiCollapse("Selected Debug Draw", 0, params->m_expandSelectedDebugDraw)) params->m_expandSelectedDebugDraw = !params->m_expandSelectedDebugDraw; if (params->m_expandSelectedDebugDraw) { imguiIndent(); if (imguiCheck("Show Corners", params->m_showCorners)) params->m_showCorners = !params->m_showCorners; if (imguiCheck("Show Collision Segs", params->m_showCollisionSegments)) params->m_showCollisionSegments = !params->m_showCollisionSegments; if (imguiCheck("Show Path", params->m_showPath)) params->m_showPath = !params->m_showPath; if (imguiCheck("Show VO", params->m_showVO)) params->m_showVO = !params->m_showVO; if (imguiCheck("Show Path Optimization", params->m_showOpt)) params->m_showOpt = !params->m_showOpt; if (imguiCheck("Show Neighbours", params->m_showNeis)) params->m_showNeis = !params->m_showNeis; imguiUnindent(); } if (imguiCollapse("Debug Draw", 0, params->m_expandDebugDraw)) params->m_expandDebugDraw = !params->m_expandDebugDraw; if (params->m_expandDebugDraw) { imguiIndent(); if (imguiCheck("Show Labels", params->m_showLabels)) params->m_showLabels = !params->m_showLabels; if (imguiCheck("Show Prox Grid", params->m_showGrid)) params->m_showGrid = !params->m_showGrid; if (imguiCheck("Show Nodes", params->m_showNodes)) params->m_showNodes = !params->m_showNodes; if (imguiCheck("Show Perf Graph", params->m_showPerfGraph)) params->m_showPerfGraph = !params->m_showPerfGraph; if (imguiCheck("Show Detail All", params->m_showDetailAll)) params->m_showDetailAll = !params->m_showDetailAll; imguiUnindent(); } }
int _main_(int /*_argc*/, char** /*_argv*/) { PosColorTexCoord0Vertex::init(); uint32_t width = 1280; uint32_t height = 720; uint32_t debug = BGFX_DEBUG_TEXT; uint32_t reset = BGFX_RESET_VSYNC; bgfx::init(); bgfx::reset(width, height, reset); // Enable debug text. bgfx::setDebug(debug); // Set view 0 clear state. bgfx::setViewClear(0 , BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT , 0x303030ff , 1.0f , 0 ); // Setup root path for binary shaders. Shader binaries are different // for each renderer. switch (bgfx::getRendererType() ) { default: case bgfx::RendererType::Direct3D9: s_shaderPath = "shaders/dx9/"; s_texelHalf = 0.5f; break; case bgfx::RendererType::Direct3D11: s_shaderPath = "shaders/dx11/"; break; case bgfx::RendererType::OpenGL: s_shaderPath = "shaders/glsl/"; s_flipV = true; break; case bgfx::RendererType::OpenGLES2: case bgfx::RendererType::OpenGLES3: s_shaderPath = "shaders/gles/"; s_flipV = true; break; } const bgfx::Memory* mem; mem = loadTexture("uffizi.dds"); bgfx::TextureHandle uffizi = bgfx::createTexture(mem, BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP|BGFX_TEXTURE_W_CLAMP); bgfx::UniformHandle u_time = bgfx::createUniform("u_time", bgfx::UniformType::Uniform1f); bgfx::UniformHandle u_texCube = bgfx::createUniform("u_texCube", bgfx::UniformType::Uniform1i); bgfx::UniformHandle u_texColor = bgfx::createUniform("u_texColor", bgfx::UniformType::Uniform1i); bgfx::UniformHandle u_texLum = bgfx::createUniform("u_texLum", bgfx::UniformType::Uniform1i); bgfx::UniformHandle u_texBlur = bgfx::createUniform("u_texBlur", bgfx::UniformType::Uniform1i); bgfx::UniformHandle u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Uniform4x4fv); bgfx::UniformHandle u_tonemap = bgfx::createUniform("u_tonemap", bgfx::UniformType::Uniform4fv); bgfx::UniformHandle u_offset = bgfx::createUniform("u_offset", bgfx::UniformType::Uniform4fv, 16); bgfx::UniformHandle u_weight = bgfx::createUniform("u_weight", bgfx::UniformType::Uniform4fv, 16); bgfx::ProgramHandle skyProgram = loadProgram("vs_hdr_skybox", "fs_hdr_skybox"); bgfx::ProgramHandle lumProgram = loadProgram("vs_hdr_lum", "fs_hdr_lum"); bgfx::ProgramHandle lumAvgProgram = loadProgram("vs_hdr_lumavg", "fs_hdr_lumavg"); bgfx::ProgramHandle blurProgram = loadProgram("vs_hdr_blur", "fs_hdr_blur"); bgfx::ProgramHandle brightProgram = loadProgram("vs_hdr_bright", "fs_hdr_bright"); bgfx::ProgramHandle meshProgram = loadProgram("vs_hdr_mesh", "fs_hdr_mesh"); bgfx::ProgramHandle tonemapProgram = loadProgram("vs_hdr_tonemap", "fs_hdr_tonemap"); Mesh mesh; mesh.load("meshes/bunny.bin"); bgfx::RenderTargetHandle rt = bgfx::createRenderTarget(width, height, BGFX_RENDER_TARGET_COLOR_RGBA8|BGFX_RENDER_TARGET_DEPTH); bgfx::RenderTargetHandle lum[5]; lum[0] = bgfx::createRenderTarget(128, 128, BGFX_RENDER_TARGET_COLOR_RGBA8); lum[1] = bgfx::createRenderTarget( 64, 64, BGFX_RENDER_TARGET_COLOR_RGBA8); lum[2] = bgfx::createRenderTarget( 16, 16, BGFX_RENDER_TARGET_COLOR_RGBA8); lum[3] = bgfx::createRenderTarget( 4, 4, BGFX_RENDER_TARGET_COLOR_RGBA8); lum[4] = bgfx::createRenderTarget( 1, 1, BGFX_RENDER_TARGET_COLOR_RGBA8); bgfx::RenderTargetHandle bright; bright = bgfx::createRenderTarget(width/2, height/2, BGFX_RENDER_TARGET_COLOR_RGBA8); bgfx::RenderTargetHandle blur; blur = bgfx::createRenderTarget(width/8, height/8, BGFX_RENDER_TARGET_COLOR_RGBA8); FILE* file = fopen("font/droidsans.ttf", "rb"); uint32_t size = (uint32_t)fsize(file); void* data = malloc(size); size_t ignore = fread(data, 1, size, file); BX_UNUSED(ignore); fclose(file); imguiCreate(data, size); free(data); float speed = 0.37f; float middleGray = 0.18f; float white = 1.1f; float treshold = 1.5f; int32_t scrollArea = 0; uint32_t oldWidth = 0; uint32_t oldHeight = 0; entry::MouseState mouseState; float time = 0.0f; while (!entry::processEvents(width, height, debug, reset, &mouseState) ) { if (oldWidth != width || oldHeight != height) { // Recreate variable size render targets when resolution changes. oldWidth = width; oldHeight = height; bgfx::destroyRenderTarget(rt); bgfx::destroyRenderTarget(bright); bgfx::destroyRenderTarget(blur); rt = bgfx::createRenderTarget(width, height, BGFX_RENDER_TARGET_COLOR_RGBA8|BGFX_RENDER_TARGET_DEPTH); bright = bgfx::createRenderTarget(width/2, height/2, BGFX_RENDER_TARGET_COLOR_RGBA8); blur = bgfx::createRenderTarget(width/8, height/8, BGFX_RENDER_TARGET_COLOR_RGBA8); } imguiBeginFrame(mouseState.m_mx , mouseState.m_my , (mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0) | (mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0) , 0 , width , height ); imguiBeginScrollArea("Settings", width - width / 5 - 10, 10, width / 5, height / 3, &scrollArea); imguiSeparatorLine(); imguiSlider("Speed", &speed, 0.0f, 1.0f, 0.01f); imguiSeparator(); imguiSlider("Middle gray", &middleGray, 0.1f, 1.0f, 0.01f); imguiSlider("White point", &white, 0.1f, 2.0f, 0.01f); imguiSlider("Treshold", &treshold, 0.1f, 2.0f, 0.01f); imguiEndScrollArea(); imguiEndFrame(); // This dummy draw call is here to make sure that view 0 is cleared // if no other draw calls are submitted to view 0. bgfx::submit(0); int64_t now = bx::getHPCounter(); static int64_t last = now; const int64_t frameTime = now - last; last = now; const double freq = double(bx::getHPFrequency() ); const double toMs = 1000.0/freq; time += (float)(frameTime*speed/freq); bgfx::setUniform(u_time, &time); // Use debug font to print information about this example. bgfx::dbgTextClear(); bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/09-hdr"); bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Using multiple views and render targets."); bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs); // Set views. bgfx::setViewRectMask(0x1f, 0, 0, width, height); bgfx::setViewRenderTargetMask(0x3, rt); bgfx::setViewRect(2, 0, 0, 128, 128); bgfx::setViewRenderTarget(2, lum[0]); bgfx::setViewRect(3, 0, 0, 64, 64); bgfx::setViewRenderTarget(3, lum[1]); bgfx::setViewRect(4, 0, 0, 16, 16); bgfx::setViewRenderTarget(4, lum[2]); bgfx::setViewRect(5, 0, 0, 4, 4); bgfx::setViewRenderTarget(5, lum[3]); bgfx::setViewRect(6, 0, 0, 1, 1); bgfx::setViewRenderTarget(6, lum[4]); bgfx::setViewRect(7, 0, 0, width/2, height/2); bgfx::setViewRenderTarget(7, bright); bgfx::setViewRect(8, 0, 0, width/8, height/8); bgfx::setViewRenderTarget(8, blur); bgfx::setViewRect(9, 0, 0, width, height); float view[16]; float proj[16]; mtxIdentity(view); mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f); // Set view and projection matrix for view 0. bgfx::setViewTransformMask(0 |(1<<0) |(1<<2) |(1<<3) |(1<<4) |(1<<5) |(1<<6) |(1<<7) |(1<<8) |(1<<9) , view , proj ); float at[3] = { 0.0f, 1.0f, 0.0f }; float eye[3] = { 0.0f, 1.0f, -2.5f }; float mtx[16]; mtxRotateXY(mtx , 0.0f , time ); float temp[4]; vec3MulMtx(temp, eye, mtx); mtxLookAt(view, temp, at); mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f); // Set view and projection matrix for view 1. bgfx::setViewTransformMask(1<<1, view, proj); bgfx::setUniform(u_mtx, mtx); // Render skybox into view 0. bgfx::setTexture(0, u_texCube, uffizi); bgfx::setProgram(skyProgram); bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE); screenSpaceQuad( (float)width, (float)height, true); bgfx::submit(0); // Render mesh into view 1 bgfx::setTexture(0, u_texCube, uffizi); mesh.submit(1, meshProgram, NULL); // Calculate luminance. setOffsets2x2Lum(u_offset, 128, 128); bgfx::setTexture(0, u_texColor, rt); bgfx::setProgram(lumProgram); bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE); screenSpaceQuad(128.0f, 128.0f, s_flipV); bgfx::submit(2); // Downscale luminance 0. setOffsets4x4Lum(u_offset, 128, 128); bgfx::setTexture(0, u_texColor, lum[0]); bgfx::setProgram(lumAvgProgram); bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE); screenSpaceQuad(64.0f, 64.0f, s_flipV); bgfx::submit(3); // Downscale luminance 1. setOffsets4x4Lum(u_offset, 64, 64); bgfx::setTexture(0, u_texColor, lum[1]); bgfx::setProgram(lumAvgProgram); bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE); screenSpaceQuad(16.0f, 16.0f, s_flipV); bgfx::submit(4); // Downscale luminance 2. setOffsets4x4Lum(u_offset, 16, 16); bgfx::setTexture(0, u_texColor, lum[2]); bgfx::setProgram(lumAvgProgram); bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE); screenSpaceQuad(4.0f, 4.0f, s_flipV); bgfx::submit(5); // Downscale luminance 3. setOffsets4x4Lum(u_offset, 4, 4); bgfx::setTexture(0, u_texColor, lum[3]); bgfx::setProgram(lumAvgProgram); bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE); screenSpaceQuad(1.0f, 1.0f, s_flipV); bgfx::submit(6); float tonemap[4] = { middleGray, square(white), treshold, 0.0f }; bgfx::setUniform(u_tonemap, tonemap); // Bright pass treshold is tonemap[3]. setOffsets4x4Lum(u_offset, width/2, height/2); bgfx::setTexture(0, u_texColor, rt); bgfx::setTexture(1, u_texLum, lum[4]); bgfx::setProgram(brightProgram); bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE); screenSpaceQuad( (float)width/2.0f, (float)height/2.0f, s_flipV); bgfx::submit(7); // Blur bright pass vertically. bgfx::setTexture(0, u_texColor, bright); bgfx::setProgram(blurProgram); bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE); screenSpaceQuad( (float)width/8.0f, (float)height/8.0f, s_flipV); bgfx::submit(8); // Blur bright pass horizontally, do tonemaping and combine. bgfx::setTexture(0, u_texColor, rt); bgfx::setTexture(1, u_texLum, lum[4]); bgfx::setTexture(2, u_texBlur, blur); bgfx::setProgram(tonemapProgram); bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE); screenSpaceQuad( (float)width, (float)height, s_flipV); bgfx::submit(9); // Advance to next frame. Rendering thread will be kicked to // process submitted rendering primitives. bgfx::frame(); } imguiDestroy(); // Cleanup. mesh.unload(); bgfx::destroyRenderTarget(lum[0]); bgfx::destroyRenderTarget(lum[1]); bgfx::destroyRenderTarget(lum[2]); bgfx::destroyRenderTarget(lum[3]); bgfx::destroyRenderTarget(lum[4]); bgfx::destroyRenderTarget(bright); bgfx::destroyRenderTarget(blur); bgfx::destroyRenderTarget(rt); bgfx::destroyProgram(meshProgram); bgfx::destroyProgram(skyProgram); bgfx::destroyProgram(tonemapProgram); bgfx::destroyProgram(lumProgram); bgfx::destroyProgram(lumAvgProgram); bgfx::destroyProgram(blurProgram); bgfx::destroyProgram(brightProgram); bgfx::destroyTexture(uffizi); bgfx::destroyUniform(u_time); bgfx::destroyUniform(u_texCube); bgfx::destroyUniform(u_texColor); bgfx::destroyUniform(u_texLum); bgfx::destroyUniform(u_texBlur); bgfx::destroyUniform(u_mtx); bgfx::destroyUniform(u_tonemap); bgfx::destroyUniform(u_offset); bgfx::destroyUniform(u_weight); // Shutdown bgfx. bgfx::shutdown(); return 0; }
int _main_(int /*_argc*/, char** /*_argv*/) { uint32_t width = 1280; uint32_t height = 720; uint32_t debug = BGFX_DEBUG_TEXT; uint32_t reset = BGFX_RESET_VSYNC; bgfx::init(); bgfx::reset(width, height, reset); // Enable debug text. bgfx::setDebug(debug); // Set view 0 clear state. bgfx::setViewClear(0 , BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT , 0x303030ff , 1.0f , 0 ); // Setup root path for binary shaders. Shader binaries are different // for each renderer. switch (bgfx::getRendererType() ) { default: case bgfx::RendererType::Direct3D9: s_shaderPath = "shaders/dx9/"; break; case bgfx::RendererType::Direct3D11: s_shaderPath = "shaders/dx11/"; break; case bgfx::RendererType::OpenGL: s_shaderPath = "shaders/glsl/"; s_flipV = true; break; case bgfx::RendererType::OpenGLES2: case bgfx::RendererType::OpenGLES3: s_shaderPath = "shaders/gles/"; s_flipV = true; break; } bgfx::UniformHandle u_texColor = bgfx::createUniform("u_texColor", bgfx::UniformType::Uniform1iv); bgfx::UniformHandle u_stipple = bgfx::createUniform("u_stipple", bgfx::UniformType::Uniform3fv); bgfx::UniformHandle u_texStipple = bgfx::createUniform("u_texStipple", bgfx::UniformType::Uniform1iv); bgfx::ProgramHandle program = loadProgram("vs_tree", "fs_tree"); const bgfx::Memory* mem; mem = loadTexture("leafs1.dds"); bgfx::TextureHandle textureLeafs = bgfx::createTexture(mem); mem = loadTexture("bark1.dds"); bgfx::TextureHandle textureBark = bgfx::createTexture(mem); bgfx::TextureHandle textureStipple; const bgfx::Memory* stipple = bgfx::alloc(8*4); memset(stipple->data, 0, stipple->size); for (uint32_t ii = 0; ii < 32; ++ii) { stipple->data[knightTour[ii].m_y * 8 + knightTour[ii].m_x] = ii*4; } textureStipple = bgfx::createTexture2D(8, 4, 1, bgfx::TextureFormat::L8, BGFX_TEXTURE_MAG_POINT|BGFX_TEXTURE_MIN_POINT, stipple); Mesh mesh_top[3]; mesh_top[0].load("meshes/tree1b_lod0_1.bin"); mesh_top[1].load("meshes/tree1b_lod1_1.bin"); mesh_top[2].load("meshes/tree1b_lod2_1.bin"); Mesh mesh_trunk[3]; mesh_trunk[0].load("meshes/tree1b_lod0_2.bin"); mesh_trunk[1].load("meshes/tree1b_lod1_2.bin"); mesh_trunk[2].load("meshes/tree1b_lod2_2.bin"); FILE* file = fopen("font/droidsans.ttf", "rb"); uint32_t size = (uint32_t)fsize(file); void* data = malloc(size); size_t ignore = fread(data, 1, size, file); BX_UNUSED(ignore); fclose(file); imguiCreate(data, size); free(data); int32_t scrollArea = 0; bool transitions = true; int transitionFrame = 0; int currLOD = 0; int targetLOD = 0; float at[3] = { 0.0f, 1.0f, 0.0f }; float eye[3] = { 0.0f, 1.0f, -2.0f }; entry::MouseState mouseState; while (!entry::processEvents(width, height, debug, reset, &mouseState) ) { imguiBeginFrame(mouseState.m_mx , mouseState.m_my , (mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0) | (mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0) , 0 , width , height ); imguiBeginScrollArea("Toggle transitions", width - width / 5 - 10, 10, width / 5, height / 6, &scrollArea); imguiSeparatorLine(); if (imguiButton(transitions ? "ON" : "OFF") ) { transitions = !transitions; } static float distance = 2.0f; imguiSlider("Distance", &distance, 2.0f, 6.0f, .01f); imguiEndScrollArea(); imguiEndFrame(); // Set view 0 default viewport. bgfx::setViewRect(0, 0, 0, width, height); // This dummy draw call is here to make sure that view 0 is cleared // if no other draw calls are submitted to view 0. bgfx::submit(0); int64_t now = bx::getHPCounter(); static int64_t last = now; const int64_t frameTime = now - last; last = now; const double freq = double(bx::getHPFrequency() ); const double toMs = 1000.0/freq; // Use debug font to print information about this example. bgfx::dbgTextClear(); bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/12-lod"); bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Mesh LOD transitions."); bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs); bgfx::dbgTextPrintf(0, 4, transitions ? 0x2f : 0x1f, transitions ? "Transitions on" : "Transitions off"); eye[2] = -distance; float view[16]; float proj[16]; mtxLookAt(view, eye, at); mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f); // Set view and projection matrix for view 0. bgfx::setViewTransform(0, view, proj); float mtx[16]; mtxIdentity(mtx); float stipple[3]; float stippleInv[3]; const int currentLODframe = transitions ? 32-transitionFrame : 32; const int mainLOD = transitions ? currLOD : targetLOD; stipple[0] = 0.0f; stipple[1] = -1.0f; stipple[2] = (float(currentLODframe)*4.0f/255.0f) - (1.0f/255.0f); stippleInv[0] = (float(31)*4.0f/255.0f); stippleInv[1] = 1.0f; stippleInv[2] = (float(transitionFrame)*4.0f/255.0f) - (1.0f/255.0f); bgfx::setTexture(0, u_texColor, textureBark); bgfx::setTexture(1, u_texStipple, textureStipple); bgfx::setUniform(u_stipple, stipple); mesh_trunk[mainLOD].submit(program, mtx, false); bgfx::setTexture(0, u_texColor, textureLeafs); bgfx::setTexture(1, u_texStipple, textureStipple); bgfx::setUniform(u_stipple, stipple); mesh_top[mainLOD].submit(program, mtx, true); if (transitions && (transitionFrame != 0) ) { bgfx::setTexture(0, u_texColor, textureBark); bgfx::setTexture(1, u_texStipple, textureStipple); bgfx::setUniform(u_stipple, stippleInv); mesh_trunk[targetLOD].submit(program, mtx, false); bgfx::setTexture(0, u_texColor, textureLeafs); bgfx::setTexture(1, u_texStipple, textureStipple); bgfx::setUniform(u_stipple, stippleInv); mesh_top[targetLOD].submit(program, mtx, true); } int lod = 0; if (eye[2] < -2.5f) { lod = 1; } if (eye[2] < -5.0f) { lod = 2; } if (targetLOD!=lod) { if (targetLOD==currLOD) { targetLOD = lod; } } if (currLOD != targetLOD) { transitionFrame++; } if (transitionFrame>32) { currLOD = targetLOD; transitionFrame = 0; } // Advance to next frame. Rendering thread will be kicked to // process submitted rendering primitives. bgfx::frame(); } for (uint32_t ii = 0; ii < 3; ++ii) { mesh_top[ii].unload(); mesh_trunk[ii].unload(); } // Cleanup. bgfx::destroyProgram(program); bgfx::destroyUniform(u_texColor); bgfx::destroyUniform(u_stipple); bgfx::destroyUniform(u_texStipple); bgfx::destroyTexture(textureStipple); bgfx::destroyTexture(textureLeafs); bgfx::destroyTexture(textureBark); // Shutdown bgfx. bgfx::shutdown(); return 0; }
int _main_(int /*_argc*/, char** /*_argv*/) { uint32_t width = 1280; uint32_t height = 720; uint32_t debug = BGFX_DEBUG_TEXT; uint32_t reset = BGFX_RESET_VSYNC; bgfx::init(); bgfx::reset(width, height, reset); // Enable debug text. bgfx::setDebug(debug); // Set view 0 clear state. bgfx::setViewClear(0 , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH , 0x303030ff , 1.0f , 0 ); bgfx::UniformHandle s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1); bgfx::UniformHandle s_texStipple = bgfx::createUniform("s_texStipple", bgfx::UniformType::Int1); bgfx::UniformHandle u_stipple = bgfx::createUniform("u_stipple", bgfx::UniformType::Vec4); bgfx::ProgramHandle program = loadProgram("vs_tree", "fs_tree"); bgfx::TextureHandle textureLeafs = loadTexture("leafs1.dds"); bgfx::TextureHandle textureBark = loadTexture("bark1.dds"); bgfx::TextureHandle textureStipple; const bgfx::Memory* stippleTex = bgfx::alloc(8*4); memset(stippleTex->data, 0, stippleTex->size); for (uint32_t ii = 0; ii < 32; ++ii) { stippleTex->data[knightTour[ii].m_y * 8 + knightTour[ii].m_x] = ii*4; } textureStipple = bgfx::createTexture2D(8, 4, 1 , bgfx::TextureFormat::R8 , BGFX_TEXTURE_MAG_POINT|BGFX_TEXTURE_MIN_POINT , stippleTex ); Mesh* meshTop[3] = { meshLoad("meshes/tree1b_lod0_1.bin"), meshLoad("meshes/tree1b_lod1_1.bin"), meshLoad("meshes/tree1b_lod2_1.bin"), }; Mesh* meshTrunk[3] = { meshLoad("meshes/tree1b_lod0_2.bin"), meshLoad("meshes/tree1b_lod1_2.bin"), meshLoad("meshes/tree1b_lod2_2.bin"), }; // Imgui. imguiCreate(); const uint64_t stateCommon = 0 | BGFX_STATE_RGB_WRITE | BGFX_STATE_ALPHA_WRITE | BGFX_STATE_DEPTH_TEST_LESS | BGFX_STATE_CULL_CCW | BGFX_STATE_MSAA ; const uint64_t stateTransparent = stateCommon | BGFX_STATE_BLEND_ALPHA ; const uint64_t stateOpaque = stateCommon | BGFX_STATE_DEPTH_WRITE ; int32_t scrollArea = 0; bool transitions = true; int transitionFrame = 0; int currLOD = 0; int targetLOD = 0; float at[3] = { 0.0f, 1.0f, 0.0f }; float eye[3] = { 0.0f, 1.0f, -2.0f }; entry::MouseState mouseState; while (!entry::processEvents(width, height, debug, reset, &mouseState) ) { imguiBeginFrame(mouseState.m_mx , mouseState.m_my , (mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0) | (mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0) , 0 , width , height ); imguiBeginScrollArea("Toggle transitions", width - width / 5 - 10, 10, width / 5, height / 6, &scrollArea); imguiSeparatorLine(); if (imguiButton(transitions ? "ON" : "OFF") ) { transitions = !transitions; } static float distance = 2.0f; imguiSlider("Distance", distance, 2.0f, 6.0f, .01f); imguiEndScrollArea(); imguiEndFrame(); // Set view 0 default viewport. bgfx::setViewRect(0, 0, 0, width, height); // This dummy draw call is here to make sure that view 0 is cleared // if no other draw calls are submitted to view 0. bgfx::submit(0); int64_t now = bx::getHPCounter(); static int64_t last = now; const int64_t frameTime = now - last; last = now; const double freq = double(bx::getHPFrequency() ); const double toMs = 1000.0/freq; // Use debug font to print information about this example. bgfx::dbgTextClear(); bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/12-lod"); bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Mesh LOD transitions."); bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs); bgfx::dbgTextPrintf(0, 4, transitions ? 0x2f : 0x1f, transitions ? "Transitions on" : "Transitions off"); eye[2] = -distance; // Set view and projection matrix for view 0. const bgfx::HMD* hmd = bgfx::getHMD(); if (NULL != hmd && 0 != (hmd->flags & BGFX_HMD_RENDERING)) { float view[16]; bx::mtxQuatTranslationHMD(view, hmd->eye[0].rotation, eye); float proj[16]; bx::mtxProj(proj, hmd->eye[0].fov, 0.1f, 100.0f); bgfx::setViewTransform(0, view, proj); // Set view 0 default viewport. // // Use HMD's width/height since HMD's internal frame buffer size // might be much larger than window size. bgfx::setViewRect(0, 0, 0, hmd->width, hmd->height); } else { float view[16]; bx::mtxLookAt(view, eye, at); float proj[16]; bx::mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f); bgfx::setViewTransform(0, view, proj); // Set view 0 default viewport. bgfx::setViewRect(0, 0, 0, width, height); } float mtx[16]; bx::mtxScale(mtx, 0.1f, 0.1f, 0.1f); float stipple[3]; float stippleInv[3]; const int currentLODframe = transitions ? 32-transitionFrame : 32; const int mainLOD = transitions ? currLOD : targetLOD; stipple[0] = 0.0f; stipple[1] = -1.0f; stipple[2] = (float(currentLODframe)*4.0f/255.0f) - (1.0f/255.0f); stippleInv[0] = (float(31)*4.0f/255.0f); stippleInv[1] = 1.0f; stippleInv[2] = (float(transitionFrame)*4.0f/255.0f) - (1.0f/255.0f); bgfx::setTexture(0, s_texColor, textureBark); bgfx::setTexture(1, s_texStipple, textureStipple); bgfx::setUniform(u_stipple, stipple); meshSubmit(meshTrunk[mainLOD], 0, program, mtx, stateOpaque); bgfx::setTexture(0, s_texColor, textureLeafs); bgfx::setTexture(1, s_texStipple, textureStipple); bgfx::setUniform(u_stipple, stipple); meshSubmit(meshTop[mainLOD], 0, program, mtx, stateTransparent); if (transitions && (transitionFrame != 0) ) { bgfx::setTexture(0, s_texColor, textureBark); bgfx::setTexture(1, s_texStipple, textureStipple); bgfx::setUniform(u_stipple, stippleInv); meshSubmit(meshTrunk[targetLOD], 0, program, mtx, stateOpaque); bgfx::setTexture(0, s_texColor, textureLeafs); bgfx::setTexture(1, s_texStipple, textureStipple); bgfx::setUniform(u_stipple, stippleInv); meshSubmit(meshTop[targetLOD], 0, program, mtx, stateTransparent); } int lod = 0; if (eye[2] < -2.5f) { lod = 1; } if (eye[2] < -5.0f) { lod = 2; } if (targetLOD!=lod) { if (targetLOD==currLOD) { targetLOD = lod; } } if (currLOD != targetLOD) { transitionFrame++; } if (transitionFrame>32) { currLOD = targetLOD; transitionFrame = 0; } // Advance to next frame. Rendering thread will be kicked to // process submitted rendering primitives. bgfx::frame(); } imguiDestroy(); for (uint32_t ii = 0; ii < 3; ++ii) { meshUnload(meshTop[ii]); meshUnload(meshTrunk[ii]); } // Cleanup. bgfx::destroyProgram(program); bgfx::destroyUniform(s_texColor); bgfx::destroyUniform(s_texStipple); bgfx::destroyUniform(u_stipple); bgfx::destroyTexture(textureStipple); bgfx::destroyTexture(textureLeafs); bgfx::destroyTexture(textureBark); // Shutdown bgfx. bgfx::shutdown(); return 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; }
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; }
int _main_(int /*_argc*/, char** /*_argv*/) { PosColorTexCoord0Vertex::init(); uint32_t width = 1280; uint32_t height = 720; uint32_t debug = BGFX_DEBUG_TEXT; uint32_t reset = BGFX_RESET_VSYNC; bgfx::init(); bgfx::reset(width, height, reset); // Enable debug text. bgfx::setDebug(debug); // Set view 0 clear state. bgfx::setViewClear(0 , BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT , 0x303030ff , 1.0f , 0 ); bgfx::TextureHandle uffizi = loadTexture("uffizi.dds", BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP|BGFX_TEXTURE_W_CLAMP); bgfx::ProgramHandle skyProgram = loadProgram("vs_hdr_skybox", "fs_hdr_skybox"); bgfx::ProgramHandle lumProgram = loadProgram("vs_hdr_lum", "fs_hdr_lum"); bgfx::ProgramHandle lumAvgProgram = loadProgram("vs_hdr_lumavg", "fs_hdr_lumavg"); bgfx::ProgramHandle blurProgram = loadProgram("vs_hdr_blur", "fs_hdr_blur"); bgfx::ProgramHandle brightProgram = loadProgram("vs_hdr_bright", "fs_hdr_bright"); bgfx::ProgramHandle meshProgram = loadProgram("vs_hdr_mesh", "fs_hdr_mesh"); bgfx::ProgramHandle tonemapProgram = loadProgram("vs_hdr_tonemap", "fs_hdr_tonemap"); bgfx::UniformHandle u_time = bgfx::createUniform("u_time", bgfx::UniformType::Uniform1f); bgfx::UniformHandle u_texCube = bgfx::createUniform("u_texCube", bgfx::UniformType::Uniform1i); bgfx::UniformHandle u_texColor = bgfx::createUniform("u_texColor", bgfx::UniformType::Uniform1i); bgfx::UniformHandle u_texLum = bgfx::createUniform("u_texLum", bgfx::UniformType::Uniform1i); bgfx::UniformHandle u_texBlur = bgfx::createUniform("u_texBlur", bgfx::UniformType::Uniform1i); bgfx::UniformHandle u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Uniform4x4fv); bgfx::UniformHandle u_tonemap = bgfx::createUniform("u_tonemap", bgfx::UniformType::Uniform4fv); bgfx::UniformHandle u_offset = bgfx::createUniform("u_offset", bgfx::UniformType::Uniform4fv, 16); Mesh* mesh = meshLoad("meshes/bunny.bin"); bgfx::FrameBufferHandle fbh; bgfx::TextureHandle fbtextures[] = { bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT|BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP), bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT_BUFFER_ONLY), }; fbh = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true); bgfx::FrameBufferHandle lum[5]; lum[0] = bgfx::createFrameBuffer(128, 128, bgfx::TextureFormat::BGRA8); lum[1] = bgfx::createFrameBuffer( 64, 64, bgfx::TextureFormat::BGRA8); lum[2] = bgfx::createFrameBuffer( 16, 16, bgfx::TextureFormat::BGRA8); lum[3] = bgfx::createFrameBuffer( 4, 4, bgfx::TextureFormat::BGRA8); lum[4] = bgfx::createFrameBuffer( 1, 1, bgfx::TextureFormat::BGRA8); bgfx::FrameBufferHandle bright; bright = bgfx::createFrameBuffer(width/2, height/2, bgfx::TextureFormat::BGRA8); bgfx::FrameBufferHandle blur; blur = bgfx::createFrameBuffer(width/8, height/8, bgfx::TextureFormat::BGRA8); void* data = load("font/droidsans.ttf"); imguiCreate(data); free(data); const bgfx::RendererType::Enum renderer = bgfx::getRendererType(); s_texelHalf = bgfx::RendererType::Direct3D9 == renderer ? 0.5f : 0.0f; s_originBottomLeft = bgfx::RendererType::OpenGL == renderer || bgfx::RendererType::OpenGLES == renderer; uint32_t oldWidth = 0; uint32_t oldHeight = 0; uint32_t oldReset = reset; float speed = 0.37f; float middleGray = 0.18f; float white = 1.1f; float treshold = 1.5f; int32_t scrollArea = 0; float time = 0.0f; entry::MouseState mouseState; while (!entry::processEvents(width, height, debug, reset, &mouseState) ) { if (oldWidth != width || oldHeight != height || oldReset != reset) { // Recreate variable size render targets when resolution changes. oldWidth = width; oldHeight = height; oldReset = reset; uint32_t msaa = (reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT; bgfx::destroyFrameBuffer(fbh); bgfx::destroyFrameBuffer(bright); bgfx::destroyFrameBuffer(blur); fbtextures[0] = bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::BGRA8, ( (msaa+1)<<BGFX_TEXTURE_RT_MSAA_SHIFT)|BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP); fbtextures[1] = bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT_BUFFER_ONLY|( (msaa+1)<<BGFX_TEXTURE_RT_MSAA_SHIFT) ); fbh = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true); bright = bgfx::createFrameBuffer(width/2, height/2, bgfx::TextureFormat::BGRA8); blur = bgfx::createFrameBuffer(width/8, height/8, bgfx::TextureFormat::BGRA8); } imguiBeginFrame(mouseState.m_mx , mouseState.m_my , (mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0) | (mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0) , 0 , width , height ); imguiBeginScrollArea("Settings", width - width / 5 - 10, 10, width / 5, height / 3, &scrollArea); imguiSeparatorLine(); imguiSlider("Speed", speed, 0.0f, 1.0f, 0.01f); imguiSeparator(); imguiSlider("Middle gray", middleGray, 0.1f, 1.0f, 0.01f); imguiSlider("White point", white, 0.1f, 2.0f, 0.01f); imguiSlider("Treshold", treshold, 0.1f, 2.0f, 0.01f); imguiEndScrollArea(); imguiEndFrame(); // This dummy draw call is here to make sure that view 0 is cleared // if no other draw calls are submitted to view 0. bgfx::submit(0); int64_t now = bx::getHPCounter(); static int64_t last = now; const int64_t frameTime = now - last; last = now; const double freq = double(bx::getHPFrequency() ); const double toMs = 1000.0/freq; time += (float)(frameTime*speed/freq); bgfx::setUniform(u_time, &time); // Use debug font to print information about this example. bgfx::dbgTextClear(); bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/09-hdr"); bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Using multiple views and render targets."); bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs); // Set views. for (uint32_t ii = 0; ii < 6; ++ii) { bgfx::setViewRect(ii, 0, 0, width, height); } bgfx::setViewFrameBuffer(0, fbh); bgfx::setViewFrameBuffer(1, fbh); bgfx::setViewRect(2, 0, 0, 128, 128); bgfx::setViewFrameBuffer(2, lum[0]); bgfx::setViewRect(3, 0, 0, 64, 64); bgfx::setViewFrameBuffer(3, lum[1]); bgfx::setViewRect(4, 0, 0, 16, 16); bgfx::setViewFrameBuffer(4, lum[2]); bgfx::setViewRect(5, 0, 0, 4, 4); bgfx::setViewFrameBuffer(5, lum[3]); bgfx::setViewRect(6, 0, 0, 1, 1); bgfx::setViewFrameBuffer(6, lum[4]); bgfx::setViewRect(7, 0, 0, width/2, height/2); bgfx::setViewFrameBuffer(7, bright); bgfx::setViewRect(8, 0, 0, width/8, height/8); bgfx::setViewFrameBuffer(8, blur); bgfx::setViewRect(9, 0, 0, width, height); float view[16]; float proj[16]; bx::mtxIdentity(view); bx::mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f); // Set view and projection matrix for view 0. for (uint32_t ii = 0; ii < 10; ++ii) { bgfx::setViewTransform(ii, view, proj); } float at[3] = { 0.0f, 1.0f, 0.0f }; float eye[3] = { 0.0f, 1.0f, -2.5f }; float mtx[16]; bx::mtxRotateXY(mtx , 0.0f , time ); float temp[4]; bx::vec3MulMtx(temp, eye, mtx); bx::mtxLookAt(view, temp, at); bx::mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f); // Set view and projection matrix for view 1. bgfx::setViewTransform(1, view, proj); bgfx::setUniform(u_mtx, mtx); // Render skybox into view 0. bgfx::setTexture(0, u_texCube, uffizi); bgfx::setProgram(skyProgram); bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE); screenSpaceQuad( (float)width, (float)height, true); bgfx::submit(0); // Render mesh into view 1 bgfx::setTexture(0, u_texCube, uffizi); meshSubmit(mesh, 1, meshProgram, NULL); // Calculate luminance. setOffsets2x2Lum(u_offset, 128, 128); bgfx::setTexture(0, u_texColor, fbtextures[0]); bgfx::setProgram(lumProgram); bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE); screenSpaceQuad(128.0f, 128.0f, s_originBottomLeft); bgfx::submit(2); // Downscale luminance 0. setOffsets4x4Lum(u_offset, 128, 128); bgfx::setTexture(0, u_texColor, lum[0]); bgfx::setProgram(lumAvgProgram); bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE); screenSpaceQuad(64.0f, 64.0f, s_originBottomLeft); bgfx::submit(3); // Downscale luminance 1. setOffsets4x4Lum(u_offset, 64, 64); bgfx::setTexture(0, u_texColor, lum[1]); bgfx::setProgram(lumAvgProgram); bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE); screenSpaceQuad(16.0f, 16.0f, s_originBottomLeft); bgfx::submit(4); // Downscale luminance 2. setOffsets4x4Lum(u_offset, 16, 16); bgfx::setTexture(0, u_texColor, lum[2]); bgfx::setProgram(lumAvgProgram); bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE); screenSpaceQuad(4.0f, 4.0f, s_originBottomLeft); bgfx::submit(5); // Downscale luminance 3. setOffsets4x4Lum(u_offset, 4, 4); bgfx::setTexture(0, u_texColor, lum[3]); bgfx::setProgram(lumAvgProgram); bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE); screenSpaceQuad(1.0f, 1.0f, s_originBottomLeft); bgfx::submit(6); float tonemap[4] = { middleGray, square(white), treshold, 0.0f }; bgfx::setUniform(u_tonemap, tonemap); // Bright pass treshold is tonemap[3]. setOffsets4x4Lum(u_offset, width/2, height/2); bgfx::setTexture(0, u_texColor, fbtextures[0]); bgfx::setTexture(1, u_texLum, lum[4]); bgfx::setProgram(brightProgram); bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE); screenSpaceQuad( (float)width/2.0f, (float)height/2.0f, s_originBottomLeft); bgfx::submit(7); // Blur bright pass vertically. bgfx::setTexture(0, u_texColor, bright); bgfx::setProgram(blurProgram); bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE); screenSpaceQuad( (float)width/8.0f, (float)height/8.0f, s_originBottomLeft); bgfx::submit(8); // Blur bright pass horizontally, do tonemaping and combine. bgfx::setTexture(0, u_texColor, fbtextures[0]); bgfx::setTexture(1, u_texLum, lum[4]); bgfx::setTexture(2, u_texBlur, blur); bgfx::setProgram(tonemapProgram); bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE); screenSpaceQuad( (float)width, (float)height, s_originBottomLeft); bgfx::submit(9); // Advance to next frame. Rendering thread will be kicked to // process submitted rendering primitives. bgfx::frame(); }
int _main_(int /*_argc*/, char** /*_argv*/) { uint32_t width = 1280; uint32_t height = 720; uint32_t debug = BGFX_DEBUG_TEXT; uint32_t reset = BGFX_RESET_VSYNC; bgfx::init(); bgfx::reset(width, height, reset); // Enable debug text. bgfx::setDebug(debug); // Set view 0 clear state. bgfx::setViewClear(0 , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH , 0x303030ff , 1.0f , 0 ); const bgfx::Caps* caps = bgfx::getCaps(); const bool computeSupported = !!(caps->supported & BGFX_CAPS_COMPUTE); const bool indirectSupported = !!(caps->supported & BGFX_CAPS_DRAW_INDIRECT); if (computeSupported) { // Imgui. imguiCreate(); bgfx::VertexDecl quadVertexDecl; quadVertexDecl.begin() .add(bgfx::Attrib::Position, 2, bgfx::AttribType::Float) .end(); // Create static vertex buffer. bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer( // Static data can be passed with bgfx::makeRef bgfx::makeRef(s_quadVertices, sizeof(s_quadVertices) ) , quadVertexDecl ); // Create static index buffer. bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer( // Static data can be passed with bgfx::makeRef bgfx::makeRef(s_quadIndices, sizeof(s_quadIndices) ) ); // Create particle program from shaders. bgfx::ProgramHandle particleProgram = loadProgram("vs_particle", "fs_particle"); // Setup compute buffers bgfx::VertexDecl computeVertexDecl; computeVertexDecl.begin() .add(bgfx::Attrib::TexCoord0, 4, bgfx::AttribType::Float) .end(); const uint32_t threadGroupUpdateSize = 512; const uint32_t maxParticleCount = 32 * 1024; bgfx::DynamicVertexBufferHandle currPositionBuffer0 = bgfx::createDynamicVertexBuffer(1 << 15, computeVertexDecl, BGFX_BUFFER_COMPUTE_READ_WRITE); bgfx::DynamicVertexBufferHandle currPositionBuffer1 = bgfx::createDynamicVertexBuffer(1 << 15, computeVertexDecl, BGFX_BUFFER_COMPUTE_READ_WRITE); bgfx::DynamicVertexBufferHandle prevPositionBuffer0 = bgfx::createDynamicVertexBuffer(1 << 15, computeVertexDecl, BGFX_BUFFER_COMPUTE_READ_WRITE); bgfx::DynamicVertexBufferHandle prevPositionBuffer1 = bgfx::createDynamicVertexBuffer(1 << 15, computeVertexDecl, BGFX_BUFFER_COMPUTE_READ_WRITE); bgfx::UniformHandle u_params = bgfx::createUniform("u_params", bgfx::UniformType::Vec4, 3); bgfx::ProgramHandle initInstancesProgram = bgfx::createProgram(loadShader("cs_init_instances"), true); bgfx::ProgramHandle updateInstancesProgram = bgfx::createProgram(loadShader("cs_update_instances"), true); bgfx::ProgramHandle indirectProgram = BGFX_INVALID_HANDLE; bgfx::IndirectBufferHandle indirectBuffer = BGFX_INVALID_HANDLE; if (indirectSupported) { indirectProgram = bgfx::createProgram(loadShader("cs_indirect"), true); indirectBuffer = bgfx::createIndirectBuffer(2); } u_paramsDataStruct u_paramsData; InitializeParams(0, &u_paramsData); bgfx::setUniform(u_params, &u_paramsData, 3); bgfx::setBuffer(0, prevPositionBuffer0, bgfx::Access::Write); bgfx::setBuffer(1, currPositionBuffer0, bgfx::Access::Write); bgfx::dispatch(0, initInstancesProgram, maxParticleCount / threadGroupUpdateSize, 1, 1); float view[16]; float initialPos[3] = { 0.0f, 0.0f, -45.0f }; cameraCreate(); cameraSetPosition(initialPos); cameraSetVerticalAngle(0.0f); cameraGetViewMtx(view); int32_t scrollArea = 0; bool useIndirect = false; entry::MouseState mouseState; while (!entry::processEvents(width, height, debug, reset, &mouseState) ) { int64_t now = bx::getHPCounter(); static int64_t last = now; const int64_t frameTime = now - last; last = now; const double freq = double(bx::getHPFrequency() ); const float deltaTime = float(frameTime/freq); if (deltaTime > 1000.0) { abort(); } // Set view 0 default viewport. bgfx::setViewRect(0, 0, 0, width, height); // Use debug font to print information about this example. bgfx::dbgTextClear(); bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/24-nbody"); bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: N-body simulation with compute shaders using buffers."); imguiBeginFrame(mouseState.m_mx , mouseState.m_my , (mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0) | (mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0) , mouseState.m_mz , width , height ); imguiBeginScrollArea("Settings", width - width / 4 - 10, 10, width / 4, 500, &scrollArea); imguiSlider("Random seed", u_paramsData.baseSeed, 0, 100); int32_t shape = imguiChoose(u_paramsData.initialShape, "Point", "Sphere", "Box", "Donut"); imguiSlider("Initial speed", u_paramsData.initialSpeed, 0.0f, 300.0f, 0.1f); bool defaults = imguiButton("Reset"); imguiSeparatorLine(); imguiSlider("Particle count (x512)", u_paramsData.dispatchSize, 1, 64); imguiSlider("Gravity", u_paramsData.gravity, 0.0f, 0.3f, 0.001f); imguiSlider("Damping", u_paramsData.damping, 0.0f, 1.0f, 0.01f); imguiSlider("Max acceleration", u_paramsData.maxAccel, 0.0f, 100.0f, 0.01f); imguiSlider("Time step", u_paramsData.timeStep, 0.0f, 0.02f, 0.0001f); imguiSeparatorLine(); imguiSlider("Particle intensity", u_paramsData.particleIntensity, 0.0f, 1.0f, 0.001f); imguiSlider("Particle size", u_paramsData.particleSize, 0.0f, 1.0f, 0.001f); imguiSlider("Particle power", u_paramsData.particlePower, 0.001f, 16.0f, 0.01f); imguiSeparatorLine(); if (imguiCheck("Use draw/dispatch indirect", useIndirect, indirectSupported) ) { useIndirect = !useIndirect; } imguiEndScrollArea(); imguiEndFrame(); // Modify parameters and reset if shape is changed if (shape != u_paramsData.initialShape) { defaults = true; InitializeParams(shape, &u_paramsData); } if (defaults) { bgfx::setBuffer(0, prevPositionBuffer0, bgfx::Access::Write); bgfx::setBuffer(1, currPositionBuffer0, bgfx::Access::Write); bgfx::setUniform(u_params, &u_paramsData, 3); bgfx::dispatch(0, initInstancesProgram, maxParticleCount / threadGroupUpdateSize, 1, 1); } if (useIndirect) { bgfx::setUniform(u_params, &u_paramsData, 3); bgfx::setBuffer(0, indirectBuffer, bgfx::Access::Write); bgfx::dispatch(0, indirectProgram); } bgfx::setBuffer(0, prevPositionBuffer0, bgfx::Access::Read); bgfx::setBuffer(1, currPositionBuffer0, bgfx::Access::Read); bgfx::setBuffer(2, prevPositionBuffer1, bgfx::Access::Write); bgfx::setBuffer(3, currPositionBuffer1, bgfx::Access::Write); bgfx::setUniform(u_params, &u_paramsData, 3); if (useIndirect) { bgfx::dispatch(0, updateInstancesProgram, indirectBuffer, 1); } else { bgfx::dispatch(0, updateInstancesProgram, u_paramsData.dispatchSize, 1, 1); } bx::xchg(currPositionBuffer0, currPositionBuffer1); bx::xchg(prevPositionBuffer0, prevPositionBuffer1); // Update camera. cameraUpdate(deltaTime, mouseState); cameraGetViewMtx(view); // Set view and projection matrix for view 0. const bgfx::HMD* hmd = bgfx::getHMD(); if (NULL != hmd && 0 != (hmd->flags & BGFX_HMD_RENDERING) ) { float viewHead[16]; float eye[3] = {}; bx::mtxQuatTranslationHMD(viewHead, hmd->eye[0].rotation, eye); float tmp[16]; bx::mtxMul(tmp, view, viewHead); float proj[16]; bx::mtxProj(proj, hmd->eye[0].fov, 0.1f, 10000.0f); bgfx::setViewTransform(0, tmp, proj); // Set view 0 default viewport. // // Use HMD's width/height since HMD's internal frame buffer size // might be much larger than window size. bgfx::setViewRect(0, 0, 0, hmd->width, hmd->height); } else { float proj[16]; bx::mtxProj(proj, 90.0f, float(width)/float(height), 0.1f, 10000.0f); bgfx::setViewTransform(0, view, proj); // Set view 0 default viewport. bgfx::setViewRect(0, 0, 0, width, height); } // Set vertex and index buffer. bgfx::setVertexBuffer(vbh); bgfx::setIndexBuffer(ibh); bgfx::setInstanceDataBuffer(currPositionBuffer0, 0, u_paramsData.dispatchSize * threadGroupUpdateSize); // Set render states. bgfx::setState(0 | BGFX_STATE_RGB_WRITE | BGFX_STATE_BLEND_ADD | BGFX_STATE_DEPTH_TEST_ALWAYS ); // Submit primitive for rendering to view 0. if (useIndirect) { bgfx::submit(0, particleProgram, indirectBuffer, 0); } else { bgfx::submit(0, particleProgram); } // Advance to next frame. Rendering thread will be kicked to // process submitted rendering primitives. bgfx::frame(); } // Cleanup. cameraDestroy(); imguiDestroy(); if (indirectSupported) { bgfx::destroyProgram(indirectProgram); bgfx::destroyIndirectBuffer(indirectBuffer); } bgfx::destroyUniform(u_params); bgfx::destroyDynamicVertexBuffer(currPositionBuffer0); bgfx::destroyDynamicVertexBuffer(currPositionBuffer1); bgfx::destroyDynamicVertexBuffer(prevPositionBuffer0); bgfx::destroyDynamicVertexBuffer(prevPositionBuffer1); bgfx::destroyProgram(updateInstancesProgram); bgfx::destroyProgram(initInstancesProgram); bgfx::destroyIndexBuffer(ibh); bgfx::destroyVertexBuffer(vbh); bgfx::destroyProgram(particleProgram); } else { int64_t timeOffset = bx::getHPCounter(); entry::MouseState mouseState; while (!entry::processEvents(width, height, debug, reset, &mouseState) ) { int64_t now = bx::getHPCounter(); float time = (float)( (now - timeOffset)/double(bx::getHPFrequency() ) ); bgfx::setViewRect(0, 0, 0, width, height); bgfx::dbgTextClear(); bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/24-nbody"); bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: N-body simulation with compute shaders using buffers."); bool blink = uint32_t(time*3.0f)&1; bgfx::dbgTextPrintf(0, 5, blink ? 0x1f : 0x01, " Compute is not supported by GPU. "); bgfx::touch(0); bgfx::frame(); } } // Shutdown bgfx. bgfx::shutdown(); return 0; }