Пример #1
0
void Sample::handleCommonSettings()
{
	imguiLabel("Rasterization");
	imguiSlider("Cell Size", &m_cellSize, 0.1f, 1.0f, 0.01f);
	imguiSlider("Cell Height", &m_cellHeight, 0.1f, 1.0f, 0.01f);
	
	if (m_geom)
	{
		const float* bmin = m_geom->getMeshBoundsMin();
		const float* bmax = m_geom->getMeshBoundsMax();
		int gw = 0, gh = 0;
		rcCalcGridSize(bmin, bmax, m_cellSize, &gw, &gh);
		char text[64];
		snprintf(text, 64, "Voxels  %d x %d", gw, gh);
		imguiValue(text);
	}
	
	imguiSeparator();
	imguiLabel("Agent");
	imguiSlider("Height", &m_agentHeight, 0.1f, 5.0f, 0.1f);
	imguiSlider("Radius", &m_agentRadius, 0.0f, 5.0f, 0.1f);
	imguiSlider("Max Climb", &m_agentMaxClimb, 0.1f, 5.0f, 0.1f);
	imguiSlider("Max Slope", &m_agentMaxSlope, 0.0f, 90.0f, 1.0f);
	
	imguiSeparator();
	imguiLabel("Region");
	imguiSlider("Min Region Size", &m_regionMinSize, 0.0f, 150.0f, 1.0f);
	imguiSlider("Merged Region Size", &m_regionMergeSize, 0.0f, 150.0f, 1.0f);
	if (imguiCheck("Monotore Partitioning", m_monotonePartitioning))
		m_monotonePartitioning = !m_monotonePartitioning;
	
	imguiSeparator();
	imguiLabel("Polygonization");
	imguiSlider("Max Edge Length", &m_edgeMaxLen, 0.0f, 50.0f, 1.0f);
	imguiSlider("Max Edge Error", &m_edgeMaxError, 0.1f, 3.0f, 0.1f);
	imguiSlider("Verts Per Poly", &m_vertsPerPoly, 3.0f, 12.0f, 1.0f);		

	imguiSeparator();
	imguiLabel("Detail Mesh");
	imguiSlider("Sample Distance", &m_detailSampleDist, 0.0f, 16.0f, 1.0f);
	imguiSlider("Max Sample Error", &m_detailSampleMaxError, 0.0f, 16.0f, 1.0f);
	
	imguiSeparator();
}
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("Prune Navmesh", type == TOOL_NAVMESH_PRUNE))
	{
		setTool(new NavMeshPruneTool);
	}
	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();
}
void Sample_TempObstacles::handleTools()
{
    int type = !m_tool ? TOOL_NONE : m_tool->type();

    if (imguiCheck("Test Navmesh", type == TOOL_NAVMESH_TESTER))
    {
        setTool(new NavMeshTesterTool);
    }
    if (imguiCheck("Highlight Tile Cache", type == TOOL_TILE_HIGHLIGHT))
    {
        setTool(new TempObstacleHilightTool);
    }
    if (imguiCheck("Create Temp Obstacles", type == TOOL_TEMP_OBSTACLE))
    {
        setTool(new TempObstacleCreateTool);
    }
    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();
}
Пример #4
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;
}
Пример #5
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 );
}
Пример #6
0
int _main_(int /*_argc*/, char** /*_argv*/)
{
	// Create vertex stream declaration.
	PosColorVertex::init();
	PosColorTexCoord0Vertex::init();

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

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

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

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

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

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

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

	const bgfx::Memory* mem;

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

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

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

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

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

	int64_t timeOffset = bx::getHPCounter();

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

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

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

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

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

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

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

		imguiLabel("Blend mode:");

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

		imguiSeparatorLine();

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

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

		imguiEndScrollArea();
		imguiEndFrame();

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

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

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

		// Use debug font to print information about this example.
		bgfx::dbgTextClear();
		// Reference:
		// Weighted, Blended Order-Independent Transparency
		// http://jcgt.org/published/0002/02/09/
		// http://casual-effects.blogspot.com/2014/03/weighted-blended-order-independent.html
		bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/19-oit");
		bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Weighted, Blended Order Independent Transparency.");
		bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);

		float at[3] = { 0.0f, 0.0f, 0.0f };
		float eye[3] = { 0.0f, 0.0f, -7.0f };
	
		float view[16];
		float proj[16];

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

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

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

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

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

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

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

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

					bgfx::setUniform(u_color, color);

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

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

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

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

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

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

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

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

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

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

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

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

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

	// Cleanup.
	imguiDestroy();

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

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

	return 0;
}
Пример #7
0
void Sample_Debug::handleDebugMode()
{	// Check which modes are valid.
	bool valid[MAX_DRAWMODE];
	for (int i = 0; i < MAX_DRAWMODE; ++i)
		valid[i] = false;

	bool hasChf = false;
	bool hasSolid = false;
	bool hasCset = false;
	bool hasPmesh = false;
	bool hasDmesh = false;

	if (m_hf) hasSolid = true;
	if (m_chf) hasChf = true;
	if (m_cset) hasCset = true;
	if (m_pmesh) hasPmesh = true;
	if (m_dmesh) hasDmesh = true;
	
	if (m_geom)
	{
		valid[DRAWMODE_NAVMESH] = m_navMesh != 0;
		valid[DRAWMODE_NAVMESH_TRANS] = m_navMesh != 0;
		valid[DRAWMODE_NAVMESH_BVTREE] = m_navMesh != 0;
		valid[DRAWMODE_NAVMESH_INVIS] = m_navMesh != 0;
		valid[DRAWMODE_MESH] = true;
		valid[DRAWMODE_VOXELS] = hasSolid;
		valid[DRAWMODE_VOXELS_WALKABLE] = hasSolid;
		valid[DRAWMODE_COMPACT] = hasChf;
		valid[DRAWMODE_COMPACT_DISTANCE] = hasChf;
		valid[DRAWMODE_COMPACT_REGIONS] = hasChf;
		valid[DRAWMODE_REGION_CONNECTIONS] = hasCset;
		valid[DRAWMODE_RAW_CONTOURS] = hasCset;
		valid[DRAWMODE_BOTH_CONTOURS] = hasCset;
		valid[DRAWMODE_CONTOURS] = hasCset;
		valid[DRAWMODE_POLYMESH] = hasPmesh;
		valid[DRAWMODE_POLYMESH_DETAIL] = hasDmesh;
	}
	
	int unavail = 0;
	for (int i = 0; i < MAX_DRAWMODE; ++i)
		if (!valid[i]) unavail++;
	
	if (unavail == MAX_DRAWMODE)
		return;
	
	imguiLabel("Draw");
	if (imguiCheck("Input Mesh", m_drawMode == DRAWMODE_MESH, valid[DRAWMODE_MESH]))
		m_drawMode = DRAWMODE_MESH;
	if (imguiCheck("Navmesh", m_drawMode == DRAWMODE_NAVMESH, valid[DRAWMODE_NAVMESH]))
		m_drawMode = DRAWMODE_NAVMESH;
	if (imguiCheck("Navmesh Invis", m_drawMode == DRAWMODE_NAVMESH_INVIS, valid[DRAWMODE_NAVMESH_INVIS]))
		m_drawMode = DRAWMODE_NAVMESH_INVIS;
	if (imguiCheck("Navmesh Trans", m_drawMode == DRAWMODE_NAVMESH_TRANS, valid[DRAWMODE_NAVMESH_TRANS]))
		m_drawMode = DRAWMODE_NAVMESH_TRANS;
	if (imguiCheck("Navmesh BVTree", m_drawMode == DRAWMODE_NAVMESH_BVTREE, valid[DRAWMODE_NAVMESH_BVTREE]))
		m_drawMode = DRAWMODE_NAVMESH_BVTREE;
	if (imguiCheck("Voxels", m_drawMode == DRAWMODE_VOXELS, valid[DRAWMODE_VOXELS]))
		m_drawMode = DRAWMODE_VOXELS;
	if (imguiCheck("Walkable Voxels", m_drawMode == DRAWMODE_VOXELS_WALKABLE, valid[DRAWMODE_VOXELS_WALKABLE]))
		m_drawMode = DRAWMODE_VOXELS_WALKABLE;
	if (imguiCheck("Compact", m_drawMode == DRAWMODE_COMPACT, valid[DRAWMODE_COMPACT]))
		m_drawMode = DRAWMODE_COMPACT;
	if (imguiCheck("Compact Distance", m_drawMode == DRAWMODE_COMPACT_DISTANCE, valid[DRAWMODE_COMPACT_DISTANCE]))
		m_drawMode = DRAWMODE_COMPACT_DISTANCE;
	if (imguiCheck("Compact Regions", m_drawMode == DRAWMODE_COMPACT_REGIONS, valid[DRAWMODE_COMPACT_REGIONS]))
		m_drawMode = DRAWMODE_COMPACT_REGIONS;
	if (imguiCheck("Region Connections", m_drawMode == DRAWMODE_REGION_CONNECTIONS, valid[DRAWMODE_REGION_CONNECTIONS]))
		m_drawMode = DRAWMODE_REGION_CONNECTIONS;
	if (imguiCheck("Raw Contours", m_drawMode == DRAWMODE_RAW_CONTOURS, valid[DRAWMODE_RAW_CONTOURS]))
		m_drawMode = DRAWMODE_RAW_CONTOURS;
	if (imguiCheck("Both Contours", m_drawMode == DRAWMODE_BOTH_CONTOURS, valid[DRAWMODE_BOTH_CONTOURS]))
		m_drawMode = DRAWMODE_BOTH_CONTOURS;
	if (imguiCheck("Contours", m_drawMode == DRAWMODE_CONTOURS, valid[DRAWMODE_CONTOURS]))
		m_drawMode = DRAWMODE_CONTOURS;
	if (imguiCheck("Poly Mesh", m_drawMode == DRAWMODE_POLYMESH, valid[DRAWMODE_POLYMESH]))
		m_drawMode = DRAWMODE_POLYMESH;
	if (imguiCheck("Poly Mesh Detail", m_drawMode == DRAWMODE_POLYMESH_DETAIL, valid[DRAWMODE_POLYMESH_DETAIL]))
		m_drawMode = DRAWMODE_POLYMESH_DETAIL;

    float tile = m_tile;
    imguiSlider("Tile", &tile, 0.f, float(m_pmeshCount - 1), 1.f, true);
    m_tile = int(tile);
}
Пример #8
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;
}
Пример #9
0
void CrowdTool::handleMenu()
{

	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;
	
	imguiSeparator();
	
	if (m_mode == TOOLMODE_CREATE)
	{
		imguiValue("Click to add agents.");
		imguiValue("Shift+Click to remove.");
	}
	else if (m_mode == TOOLMODE_MOVE_TARGET)
	{
		imguiValue("Click to set move target.");
		imguiValue("Shift+Click to adjust target.");
		imguiValue("Adjusting uses special pathfinder");
		imguiValue("which is really fast to change the");
		imguiValue("target in small increments.");
	}
	
	imguiSeparator();
	imguiSeparator();
	
	if (imguiCollapse("Options", 0, m_expandOptions))
		m_expandOptions = !m_expandOptions;
	
	if (m_expandOptions)
	{
		imguiIndent();
		if (imguiCheck("Optimize Visibility", m_optimizeVis))
			m_optimizeVis = !m_optimizeVis;
		if (imguiCheck("Optimize Topology", m_optimizeTopo))
			m_optimizeTopo = !m_optimizeTopo;
		if (imguiCheck("Anticipate Turns", m_anticipateTurns))
			m_anticipateTurns = !m_anticipateTurns;
		if (imguiCheck("Use VO", m_useVO))
			m_useVO = !m_useVO;
		if (imguiCheck("Drunk Move", m_drunkMove))
			m_drunkMove = !m_drunkMove;
		imguiUnindent();
	}

	if (imguiCollapse("Debug Draw", 0, m_expandDebugDraw))
		m_expandDebugDraw = !m_expandDebugDraw;
		
	if (m_expandDebugDraw)
	{
		imguiIndent();
		if (imguiCheck("Show Labels", m_showLabels))
			m_showLabels = !m_showLabels;
		if (imguiCheck("Show Corners", m_showCorners))
			m_showCorners = !m_showCorners;
		if (imguiCheck("Show Targets", m_showTargets))
			m_showTargets = !m_showTargets;
		if (imguiCheck("Show Collision Segs", m_showCollisionSegments))
			m_showCollisionSegments = !m_showCollisionSegments;
		if (imguiCheck("Show Path", m_showPath))
			m_showPath = !m_showPath;
		if (imguiCheck("Show VO", m_showVO))
			m_showVO = !m_showVO;
		if (imguiCheck("Show Path Optimization", m_showOpt))
			m_showOpt = !m_showOpt;
		if (imguiCheck("Show Prox Grid", m_showGrid))
			m_showGrid = !m_showGrid;
		if (imguiCheck("Show Nodes", m_showNodes))
			m_showNodes = !m_showNodes;
		if (imguiCheck("Show Perf Graph", m_showPerfGraph))
			m_showPerfGraph = !m_showPerfGraph;
		imguiUnindent();
	}
}
Пример #10
0
int _main_(int _argc, char** _argv)
{
	Args args(_argc, _argv);

	uint32_t width = 1280;
	uint32_t height = 720;
	uint32_t debug = BGFX_DEBUG_TEXT;
	uint32_t reset  = 0
		| BGFX_RESET_VSYNC
		| BGFX_RESET_MSAA_X16
		;

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

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

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

	// Imgui.
	imguiCreate();

	// Uniforms.
	Uniforms uniforms;
	uniforms.init();

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

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

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

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

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

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

	Camera camera;
	Mouse mouse;

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

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

	Settings settings;

	int32_t leftScrollArea = 0;

	entry::MouseState mouseState;
	while (!entry::processEvents(width, height, debug, reset, &mouseState) )
	{
		imguiBeginFrame(mouseState.m_mx
			, mouseState.m_my
			, (mouseState.m_buttons[entry::MouseButton::Left  ] ? IMGUI_MBUT_LEFT   : 0)
			| (mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT  : 0)
			| (mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
			, mouseState.m_mz
			, uint16_t(width)
			, uint16_t(height)
			);

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

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

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

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

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

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

		imguiSeparator();

		imguiEndScrollArea();

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

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

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

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

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

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

		imguiEndScrollArea();

		imguiEndFrame();

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

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

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

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

		// View Transform 0.
		float view[16];
		float proj[16];
		bx::mtxIdentity(view);
		bx::mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f);
		bgfx::setViewTransform(0, view, proj);

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

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

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

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

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

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

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

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

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

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

	meshUnload(meshBunny);
	meshUnload(meshOrb);

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

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

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

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

	uniforms.destroy();

	imguiDestroy();

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

	return 0;
}
Пример #11
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", &params->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", &params->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();
	}
}
Пример #12
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);
}
Пример #13
0
void Sample::handleCommonSettings()
{
    if (imguiCheck("TrinityCore Configs", m_trinityCoreValues))
    {
        m_trinityCoreValues = !m_trinityCoreValues;
        if (m_trinityCoreValues)
        {
            m_cellSize = 0.2666666f;
            m_cellHeight = 0.2666666f;
            m_agentHeight = 6 * m_cellSize;
            m_agentRadius = 2 * m_cellSize;
            m_agentMaxClimb = 8 * m_cellSize;
            m_agentMaxSlope = 70.0f;
            m_regionMinSize = 60;
            m_regionMergeSize = 50;
            m_edgeMaxLen = 81.0f;
            m_edgeMaxError = 1.8f;
            m_vertsPerPoly = 6.0f;
            m_detailSampleDist = 64;
            m_detailSampleMaxError = 2.0f;
            m_partitionType = SAMPLE_PARTITION_WATERSHED;
        }
        else
            resetCommonSettings();
        m_ctx->log(RC_LOG_WARNING, "Reload the mesh to update the Bounding Box");
    }

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

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

	imguiSeparator();
	imguiLabel("Detail Mesh");
	imguiSlider("Sample Distance", &m_detailSampleDist, 0.0f, 16.0f, 1.0f);
	imguiSlider("Max Sample Error", &m_detailSampleMaxError, 0.0f, 16.0f, 1.0f);
	
	imguiSeparator();
}
Пример #14
0
void NavMeshTesterTool::handleMenu()
{
	if (imguiCheck("Pathfind Follow", m_toolMode == TOOLMODE_PATHFIND_FOLLOW))
	{
		m_toolMode = TOOLMODE_PATHFIND_FOLLOW;
		recalc();
	}
	if (imguiCheck("Pathfind Straight", m_toolMode == TOOLMODE_PATHFIND_STRAIGHT))
	{
		m_toolMode = TOOLMODE_PATHFIND_STRAIGHT;
		recalc();
	}
	if (m_toolMode == TOOLMODE_PATHFIND_STRAIGHT)
	{
		imguiIndent();
		imguiLabel("Vertices at crossings");
		if (imguiCheck("None", m_straightPathOptions == 0))
		{
			m_straightPathOptions = 0;
			recalc();
		}
		if (imguiCheck("Area", m_straightPathOptions == DT_STRAIGHTPATH_AREA_CROSSINGS))
		{
			m_straightPathOptions = DT_STRAIGHTPATH_AREA_CROSSINGS;
			recalc();
		}
		if (imguiCheck("All", m_straightPathOptions == DT_STRAIGHTPATH_ALL_CROSSINGS))
		{
			m_straightPathOptions = DT_STRAIGHTPATH_ALL_CROSSINGS;
			recalc();
		}

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

	imguiSeparator();

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

	imguiSeparator();

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

	imguiSeparator();

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

	imguiSeparator();

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

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

	imguiSeparator();

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

	
	imguiSeparator();

	imguiLabel("Include Flags");

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

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

	imguiSeparator();	
}
Пример #15
0
static void renderFrame()
{
	glClearColor(0 / 255.0f, 0x2b / 255.0f, 0x36 / 255.0f, 1.0f);
	glClearDepth(1.0f);
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

	// ---- UI

	imguiBeginFrame(mouseX, height - 1 - mouseY, mouseButtons, 0);

	static const int paramSize = 120;
	static int paramScroll = 0;
	imguiBeginScrollArea("Params", 0, height - paramSize, width, paramSize, &paramScroll);

	static float depth = 8.0f;
	imguiSlider("Depth", &depth, 0.0f, 12.0f, 1.0f);

	static float draw_ratio = 1.0f;
	imguiSlider("Draw ratio", &draw_ratio, 0.0f, 1.0f, 0.001f);

	static bool showWire = false;
	showWire ^= imguiCheck("Wireframe", showWire);

	static bool showPoints = false;
	showPoints ^= imguiCheck("Points", showPoints);

	static bool showPath = true;
	showPath ^= imguiCheck("Path", showPath);

	static bool showPathPoints = true;
	showPathPoints ^= imguiCheck("Path points", showPathPoints);

	imguiEndScrollArea();
	imguiEndFrame();

    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

	glEnable(GL_LINE_SMOOTH);
	glLineWidth(1.2f);

	// prepare to render octahedron
	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	gluPerspective(60.0f, 1.333f, 0.01f, 10.0f);

	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	gluLookAt(0.5f, 0.5f, 2.0f, 0.0f, 0.0f, 0.0f, 0.0f, 1.0f, 0.0f);

	glEnable(GL_DEPTH_TEST);
	glDepthFunc(GL_LEQUAL);

	// model rot
	unsigned int loop_len = 30 * 1000;
	float phase = 1.0f * (timeGetTime() % loop_len) / loop_len;
	glRotatef(phase * 360.0f, 0.0f, 1.0f, 0.0f);

	// gen mesh
	Mesh octa;
	genSubdOctahedron(octa, (int) depth);
	spherize(octa.verts);

	// draw mesh as wireframe
	glEnable(GL_CULL_FACE);

	if (showWire) {
		glColor4ub(0xfd, 0xf6, 0xe3, 255);
		glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
		octa.draw();
	}

	// draw vertices
	if (showPoints) {
		glPolygonMode(GL_FRONT_AND_BACK, GL_POINT);

		glEnable(GL_POINT_SMOOTH);
		glHint(GL_POINT_SMOOTH_HINT, GL_NICEST);

		for (int pass=0; pass < 2; ++pass) {
			if (!pass) {
				glColor3ub(0x00, 0x2b, 0x36);
				glPointSize(4.0f);
			} else {
				glColor3ub(0xcb, 0x4b, 0x16);
				glPointSize(2.0f);
			}
			octa.draw();
		}
		glColor4ub(255, 0, 0, 255);
		glPointSize(2.0f);
		octa.draw();
		glDisable(GL_POINT_SMOOTH);
	}

	glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);

	// draw path
	if (showPath || showPathPoints) {
		std::vector<Vec3f> verts;
		sphereTraverseOcta(verts, (int) depth);

		//triTraverse(verts, Vec3f(1.0f, -1.0f, 0.0f), Vec3f(-1.0f, 1.0f, 0.0f), Vec3f(-1.0f, -1.0f, 0.0f), (int) depth, false);
		//triTraverse(verts, Vec3f(-1.0f, 1.0f, 0.0f), Vec3f(1.0f, -1.0f, 0.0f), Vec3f( 1.0f,  1.0f, 0.0f), (int) depth, false);

		glEnable(GL_POINT_SMOOTH);
		glHint(GL_POINT_SMOOTH_HINT, GL_NICEST);

		static const float bgcol[4] = { 0.0f, 0x2b / 255.0f, 0x36 / 255.0f, 1.0f };

		glEnableClientState(GL_VERTEX_ARRAY);
		glVertexPointer(3, GL_FLOAT, 0, &verts[0]);

		glEnable(GL_FOG);
		glFogi(GL_FOG_MODE, GL_EXP2);
		glFogfv(GL_FOG_COLOR, bgcol);
		glFogf(GL_FOG_DENSITY, 0.4f);

		if (showPath) {
			glLineWidth(1.8f);
			glColor3ub(255, 127, 0);
			glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) (draw_ratio * verts.size()));
		}

		if (showPathPoints) {
			glPointSize(4.0f);
			glColor3ub(255, 0, 0);
			glDrawArrays(GL_POINTS, 0, (GLsizei) (draw_ratio * verts.size()));
		}

		glDisableClientState(GL_VERTEX_ARRAY);
		glDisable(GL_FOG);
		glDisable(GL_POINT_SMOOTH);
	}

	// back to GUI
	glDisable(GL_DEPTH_TEST);

	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();

	glMatrixMode(GL_PROJECTION);
	glLoadIdentity();
	glOrtho(0, width, 0, height, -1.0f, 1.0f);

	imguiRenderGLDraw();

	glDisable(GL_BLEND);

	SwapBuffers(hDC);
}
void Sample_TempObstacles::handleSettings()
{
    Sample::handleCommonSettings();

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

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

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

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

    imguiSeparator();

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

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

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

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

    imguiSeparator();

    imguiIndent();
    imguiIndent();

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

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

    imguiUnindent();
    imguiUnindent();

    imguiSeparator();
}
Пример #17
0
void CMaNGOS_Map::handleSettings()
{
    if (m_MapInfos->IsEmpty())
        return;

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

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

        if (tileFound)
            return;

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

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

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

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

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

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

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

        imguiSeparator();

        char text[64];
        int gw = 0, gh = 0;
        rcCalcGridSize(m_MapInfos->BMin(), m_MapInfos->BMax(), m_cellSize, &gw, &gh);
        const int ts = (int)m_tileSize;
        const int tw = (gw + ts - 1) / ts;
        const int th = (gh + ts - 1) / ts;
        snprintf(text, 64, "Tiles  %d x %d", tw, th);
        imguiValue(text);
        imguiSeparator();
    }
}
Пример #18
0
void CMaNGOS_Map::handleDebugMode()
{
	// Check which modes are valid.
	bool valid[MAX_DRAWMODE];
	for (int i = 0; i < MAX_DRAWMODE; ++i)
		valid[i] = false;
	
	if (!m_MapInfos->IsEmpty())
	{
		valid[DRAWMODE_NAVMESH] = m_navMesh != 0;
		valid[DRAWMODE_NAVMESH_TRANS] = m_navMesh != 0;
		valid[DRAWMODE_NAVMESH_BVTREE] = m_navMesh != 0;
		valid[DRAWMODE_NAVMESH_NODES] = m_navQuery != 0;
		valid[DRAWMODE_NAVMESH_PORTALS] = m_navMesh != 0;
		valid[DRAWMODE_NAVMESH_INVIS] = m_navMesh != 0;
		valid[DRAWMODE_MESH] = true;
	}
	
	int unavail = 0;
	for (int i = 0; i < MAX_DRAWMODE; ++i)
		if (!valid[i]) unavail++;
	
	if (unavail == MAX_DRAWMODE)
		return;
	
	imguiLabel("Draw");
	if (imguiCheck("Input Mesh", m_drawMode == DRAWMODE_MESH, valid[DRAWMODE_MESH]))
		m_drawMode = DRAWMODE_MESH;
	if (imguiCheck("Navmesh", m_drawMode == DRAWMODE_NAVMESH, valid[DRAWMODE_NAVMESH]))
		m_drawMode = DRAWMODE_NAVMESH;
	if (imguiCheck("Navmesh Invis", m_drawMode == DRAWMODE_NAVMESH_INVIS, valid[DRAWMODE_NAVMESH_INVIS]))
		m_drawMode = DRAWMODE_NAVMESH_INVIS;
	if (imguiCheck("Navmesh Trans", m_drawMode == DRAWMODE_NAVMESH_TRANS, valid[DRAWMODE_NAVMESH_TRANS]))
		m_drawMode = DRAWMODE_NAVMESH_TRANS;
	if (imguiCheck("Navmesh BVTree", m_drawMode == DRAWMODE_NAVMESH_BVTREE, valid[DRAWMODE_NAVMESH_BVTREE]))
		m_drawMode = DRAWMODE_NAVMESH_BVTREE;
	if (imguiCheck("Navmesh Nodes", m_drawMode == DRAWMODE_NAVMESH_NODES, valid[DRAWMODE_NAVMESH_NODES]))
		m_drawMode = DRAWMODE_NAVMESH_NODES;
	if (imguiCheck("Navmesh Portals", m_drawMode == DRAWMODE_NAVMESH_PORTALS, valid[DRAWMODE_NAVMESH_PORTALS]))
		m_drawMode = DRAWMODE_NAVMESH_PORTALS;
	/*if (imguiCheck("Voxels", m_drawMode == DRAWMODE_VOXELS, valid[DRAWMODE_VOXELS]))
		m_drawMode = DRAWMODE_VOXELS;
	if (imguiCheck("Walkable Voxels", m_drawMode == DRAWMODE_VOXELS_WALKABLE, valid[DRAWMODE_VOXELS_WALKABLE]))
		m_drawMode = DRAWMODE_VOXELS_WALKABLE;
	if (imguiCheck("Compact", m_drawMode == DRAWMODE_COMPACT, valid[DRAWMODE_COMPACT]))
		m_drawMode = DRAWMODE_COMPACT;
	if (imguiCheck("Compact Distance", m_drawMode == DRAWMODE_COMPACT_DISTANCE, valid[DRAWMODE_COMPACT_DISTANCE]))
		m_drawMode = DRAWMODE_COMPACT_DISTANCE;
	if (imguiCheck("Compact Regions", m_drawMode == DRAWMODE_COMPACT_REGIONS, valid[DRAWMODE_COMPACT_REGIONS]))
		m_drawMode = DRAWMODE_COMPACT_REGIONS;
	if (imguiCheck("Region Connections", m_drawMode == DRAWMODE_REGION_CONNECTIONS, valid[DRAWMODE_REGION_CONNECTIONS]))
		m_drawMode = DRAWMODE_REGION_CONNECTIONS;
	if (imguiCheck("Raw Contours", m_drawMode == DRAWMODE_RAW_CONTOURS, valid[DRAWMODE_RAW_CONTOURS]))
		m_drawMode = DRAWMODE_RAW_CONTOURS;
	if (imguiCheck("Both Contours", m_drawMode == DRAWMODE_BOTH_CONTOURS, valid[DRAWMODE_BOTH_CONTOURS]))
		m_drawMode = DRAWMODE_BOTH_CONTOURS;
	if (imguiCheck("Contours", m_drawMode == DRAWMODE_CONTOURS, valid[DRAWMODE_CONTOURS]))
		m_drawMode = DRAWMODE_CONTOURS;
	if (imguiCheck("Poly Mesh", m_drawMode == DRAWMODE_POLYMESH, valid[DRAWMODE_POLYMESH]))
		m_drawMode = DRAWMODE_POLYMESH;
	if (imguiCheck("Poly Mesh Detail", m_drawMode == DRAWMODE_POLYMESH_DETAIL, valid[DRAWMODE_POLYMESH_DETAIL]))
		m_drawMode = DRAWMODE_POLYMESH_DETAIL;*/
}
void Sample_TileMesh::handleSettings()
{
	Sample::handleCommonSettings();

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

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

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

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

	imguiUnindent();
	imguiUnindent();
	
	char msg[64];
	snprintf(msg, 64, "Build Time: %.1fms", m_totalBuildTimeMs);
	imguiLabel(msg);
	
	imguiSeparator();
	
	imguiSeparator();
	
}
Пример #20
0
void NavMeshTesterTool::handleMenu()
{
	if (imguiCheck("Pathfind Follow", m_toolMode == TOOLMODE_PATHFIND_FOLLOW))
	{
		m_toolMode = TOOLMODE_PATHFIND_FOLLOW;
		recalc();
	}
	if (imguiCheck("Pathfind Straight", m_toolMode == TOOLMODE_PATHFIND_STRAIGHT))
	{
		m_toolMode = TOOLMODE_PATHFIND_STRAIGHT;
		recalc();
	}
	if (imguiCheck("Pathfind Sliced", m_toolMode == TOOLMODE_PATHFIND_SLICED))
	{
		m_toolMode = TOOLMODE_PATHFIND_SLICED;
		recalc();
	}

	imguiSeparator();

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

	imguiSeparator();

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

	imguiSeparator();

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

	imguiSeparator();

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

	imguiLabel("Include Flags");

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

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

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

		imguiSeparatorLine();

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

		imguiSeparatorLine();

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

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

		imguiSeparatorLine();

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

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

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

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

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

		imguiEndScrollArea();
	}

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

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

			++i;
		}

		imguiEndScrollArea();
	}

	imguiEndFrame();

}
Пример #24
0
int _main_(int /*_argc*/, char** /*_argv*/)
{
	uint32_t width  = 1280;
	uint32_t height = 720;
	uint32_t debug  = BGFX_DEBUG_TEXT;
	uint32_t reset  = BGFX_RESET_VSYNC;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

		u_paramsDataStruct u_paramsData;
		InitializeParams(0, &u_paramsData);

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

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

		int32_t scrollArea = 0;

		bool useIndirect = false;

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

	return 0;
}