bgfx/examples/12-lod/lod.cpp

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/*
* Copyright 2013 Milos Tosic. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
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*/
#include "common.h"
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#include "bgfx_utils.h"
#include "imgui/imgui.h"
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#include <bx/readerwriter.h>
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namespace
{
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struct KnightPos
{
int32_t m_x;
int32_t m_y;
};
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static const KnightPos knightTour[8*4] =
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{
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{0,0}, {1,2}, {3,3}, {4,1}, {5,3}, {7,2}, {6,0}, {5,2},
{7,3}, {6,1}, {4,0}, {3,2}, {2,0}, {0,1}, {1,3}, {2,1},
{0,2}, {1,0}, {2,2}, {0,3}, {1,1}, {3,0}, {4,2}, {5,0},
{7,1}, {6,3}, {5,1}, {7,0}, {6,2}, {4,3}, {3,1}, {2,3},
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};
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class ExampleLod : public entry::AppI
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{
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public:
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ExampleLod(const char* _name, const char* _description, const char* _url)
: entry::AppI(_name, _description, _url)
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{
}
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void init(int32_t _argc, const char* const* _argv, uint32_t _width, uint32_t _height) override
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{
Args args(_argc, _argv);
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m_width = _width;
m_height = _height;
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m_debug = BGFX_DEBUG_NONE;
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m_reset = BGFX_RESET_VSYNC;
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bgfx::Init init;
init.type = args.m_type;
init.vendorId = args.m_pciId;
init.platformData.nwh = entry::getNativeWindowHandle(entry::kDefaultWindowHandle);
init.platformData.ndt = entry::getNativeDisplayHandle();
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init.platformData.type = entry::getNativeWindowHandleType();
init.resolution.width = m_width;
init.resolution.height = m_height;
init.resolution.reset = m_reset;
bgfx::init(init);
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// Enable debug text.
bgfx::setDebug(m_debug);
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// Set view 0 clear state.
bgfx::setViewClear(0
, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
, 0x303030ff
, 1.0f
, 0
);
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s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Sampler);
s_texStipple = bgfx::createUniform("s_texStipple", bgfx::UniformType::Sampler);
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u_stipple = bgfx::createUniform("u_stipple", bgfx::UniformType::Vec4);
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m_program = loadProgram("vs_tree", "fs_tree");
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m_textureLeafs = loadTexture("textures/leafs1.dds");
m_textureBark = loadTexture("textures/bark1.dds");
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const bgfx::Memory* stippleTex = bgfx::alloc(8*4);
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bx::memSet(stippleTex->data, 0, stippleTex->size);
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for (uint8_t ii = 0; ii < 32; ++ii)
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{
stippleTex->data[knightTour[ii].m_y * 8 + knightTour[ii].m_x] = ii*4;
}
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m_textureStipple = bgfx::createTexture2D(8, 4, false, 1
, bgfx::TextureFormat::R8
, BGFX_SAMPLER_MAG_POINT|BGFX_SAMPLER_MIN_POINT
, stippleTex
);
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m_meshTop[0] = meshLoad("meshes/tree1b_lod0_1.bin");
m_meshTop[1] = meshLoad("meshes/tree1b_lod1_1.bin");
m_meshTop[2] = meshLoad("meshes/tree1b_lod2_1.bin");
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m_meshTrunk[0] = meshLoad("meshes/tree1b_lod0_2.bin");
m_meshTrunk[1] = meshLoad("meshes/tree1b_lod1_2.bin");
m_meshTrunk[2] = meshLoad("meshes/tree1b_lod2_2.bin");
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// Imgui.
imguiCreate();
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m_scrollArea = 0;
m_transitions = true;
m_transitionFrame = 0;
m_currLod = 0;
m_targetLod = 0;
}
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virtual int shutdown() override
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{
imguiDestroy();
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for (uint32_t ii = 0; ii < BX_COUNTOF(m_meshTop); ++ii)
{
meshUnload(m_meshTop[ii]);
meshUnload(m_meshTrunk[ii]);
}
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// Cleanup.
bgfx::destroy(m_program);
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bgfx::destroy(s_texColor);
bgfx::destroy(s_texStipple);
bgfx::destroy(u_stipple);
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bgfx::destroy(m_textureStipple);
bgfx::destroy(m_textureLeafs);
bgfx::destroy(m_textureBark);
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// Shutdown bgfx.
bgfx::shutdown();
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return 0;
}
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bool update() override
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{
if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
{
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imguiBeginFrame(m_mouseState.m_mx
, m_mouseState.m_my
, (m_mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
| (m_mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
| (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
, m_mouseState.m_mz
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, uint16_t(m_width)
, uint16_t(m_height)
);
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showExampleDialog(this);
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ImGui::SetNextWindowPos(
ImVec2(m_width - m_width / 5.0f - 10.0f, 10.0f)
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, ImGuiCond_FirstUseEver
);
ImGui::SetNextWindowSize(
ImVec2(m_width / 5.0f, m_height / 2.0f)
, ImGuiCond_FirstUseEver
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);
ImGui::Begin("Settings"
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, NULL
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, 0
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);
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ImGui::Checkbox("Transition", &m_transitions);
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static float distance = 2.0f;
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ImGui::SliderFloat("Distance", &distance, 2.0f, 6.0f);
ImGui::End();
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imguiEndFrame();
// Set view 0 default viewport.
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bgfx::setViewRect(0, 0, 0, uint16_t(m_width), uint16_t(m_height) );
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// This dummy draw call is here to make sure that view 0 is cleared
// if no other draw calls are submitted to view 0.
bgfx::touch(0);
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const bx::Vec3 at = { 0.0f, 1.0f, 0.0f };
const bx::Vec3 eye = { 0.0f, 2.0f, -distance };
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// Set view and projection matrix for view 0.
{
float view[16];
bx::mtxLookAt(view, eye, at);
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float proj[16];
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bx::mtxProj(proj, 60.0f, float(m_width)/float(m_height), 0.1f, 100.0f, bgfx::getCaps()->homogeneousDepth);
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bgfx::setViewTransform(0, view, proj);
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// Set view 0 default viewport.
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bgfx::setViewRect(0, 0, 0, uint16_t(m_width), uint16_t(m_height) );
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}
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float mtx[16];
bx::mtxScale(mtx, 0.1f, 0.1f, 0.1f);
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float stipple[3];
float stippleInv[3];
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const int currentLODframe = m_transitions ? 32-m_transitionFrame : 32;
const int mainLOD = m_transitions ? m_currLod : m_targetLod;
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stipple[0] = 0.0f;
stipple[1] = -1.0f;
stipple[2] = (float(currentLODframe)*4.0f/255.0f) - (1.0f/255.0f);
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stippleInv[0] = (float(31)*4.0f/255.0f);
stippleInv[1] = 1.0f;
stippleInv[2] = (float(m_transitionFrame)*4.0f/255.0f) - (1.0f/255.0f);
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const uint64_t stateTransparent = 0
| BGFX_STATE_WRITE_RGB
| BGFX_STATE_WRITE_A
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| BGFX_STATE_DEPTH_TEST_LESS
| BGFX_STATE_CULL_CCW
| BGFX_STATE_MSAA
| BGFX_STATE_BLEND_ALPHA
;
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const uint64_t stateOpaque = BGFX_STATE_DEFAULT;
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bgfx::setTexture(0, s_texColor, m_textureBark);
bgfx::setTexture(1, s_texStipple, m_textureStipple);
bgfx::setUniform(u_stipple, stipple);
meshSubmit(m_meshTrunk[mainLOD], 0, m_program, mtx, stateOpaque);
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bgfx::setTexture(0, s_texColor, m_textureLeafs);
bgfx::setTexture(1, s_texStipple, m_textureStipple);
bgfx::setUniform(u_stipple, stipple);
meshSubmit(m_meshTop[mainLOD], 0, m_program, mtx, stateTransparent);
if (m_transitions
&& (m_transitionFrame != 0) )
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{
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bgfx::setTexture(0, s_texColor, m_textureBark);
bgfx::setTexture(1, s_texStipple, m_textureStipple);
bgfx::setUniform(u_stipple, stippleInv);
meshSubmit(m_meshTrunk[m_targetLod], 0, m_program, mtx, stateOpaque);
bgfx::setTexture(0, s_texColor, m_textureLeafs);
bgfx::setTexture(1, s_texStipple, m_textureStipple);
bgfx::setUniform(u_stipple, stippleInv);
meshSubmit(m_meshTop[m_targetLod], 0, m_program, mtx, stateTransparent);
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}
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int lod = 0;
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if (eye.z < -2.5f)
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{
lod = 1;
}
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if (eye.z < -5.0f)
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{
lod = 2;
}
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if (m_targetLod != lod)
{
if (m_targetLod == m_currLod)
{
m_targetLod = lod;
}
}
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if (m_currLod != m_targetLod)
{
m_transitionFrame++;
}
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if (m_transitionFrame > 32)
{
m_currLod = m_targetLod;
m_transitionFrame = 0;
}
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// Advance to next frame. Rendering thread will be kicked to
// process submitted rendering primitives.
bgfx::frame();
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return true;
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}
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return false;
}
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entry::MouseState m_mouseState;
uint32_t m_width;
uint32_t m_height;
uint32_t m_debug;
uint32_t m_reset;
Mesh* m_meshTop[3];
Mesh* m_meshTrunk[3];
bgfx::ProgramHandle m_program;
bgfx::UniformHandle s_texColor;
bgfx::UniformHandle s_texStipple;
bgfx::UniformHandle u_stipple;
bgfx::TextureHandle m_textureStipple;
bgfx::TextureHandle m_textureLeafs;
bgfx::TextureHandle m_textureBark;
int32_t m_scrollArea;
int32_t m_transitionFrame;
int32_t m_currLod;
int32_t m_targetLod;
bool m_transitions;
};
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} // namespace
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ENTRY_IMPLEMENT_MAIN(
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ExampleLod
, "12-lod"
, "Mesh LOD transitions."
, "https://bkaradzic.github.io/bgfx/examples.html#lod"
);