/* * Copyright 2014 Stanlo Slasinski. All rights reserved. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause */ #include "common.h" #include "bgfx_utils.h" #include "imgui/imgui.h" #include "camera.h" #include namespace { static const char* s_shapeNames[] = { "Point", "Sphere", "Box", "Donut" }; struct ParamsData { float timeStep; int32_t dispatchSize; float gravity; float damping; float particleIntensity; float particleSize; int32_t baseSeed; float particlePower; float initialSpeed; int32_t initialShape; float maxAccel; }; void initializeParams(int32_t _mode, ParamsData* _params) { switch(_mode) { case 0: _params->timeStep = 0.0067f; _params->dispatchSize = 32; _params->gravity = 0.069f; _params->damping = 0.0f; _params->particleIntensity = 0.35f; _params->particleSize = 0.925f; _params->baseSeed = 0; _params->particlePower = 5.0f; _params->initialSpeed = 122.6f; _params->initialShape = 0; _params->maxAccel = 30.0; break; case 1: _params->timeStep = 0.0157f; _params->dispatchSize = 32; _params->gravity = 0.109f; _params->damping = 0.25f; _params->particleIntensity = 0.64f; _params->particleSize = 0.279f; _params->baseSeed = 57; _params->particlePower = 3.5f; _params->initialSpeed = 3.2f; _params->initialShape = 1; _params->maxAccel = 100.0; break; case 2: _params->timeStep = 0.02f; _params->dispatchSize = 32; _params->gravity = 0.24f; _params->damping = 0.12f; _params->particleIntensity = 1.0f; _params->particleSize = 1.0f; _params->baseSeed = 23; _params->particlePower = 4.0f; _params->initialSpeed = 31.1f; _params->initialShape = 2; _params->maxAccel = 39.29f; break; case 3: _params->timeStep = 0.0118f; _params->dispatchSize = 32; _params->gravity = 0.141f; _params->damping = 1.0f; _params->particleIntensity = 0.64f; _params->particleSize = 0.28f; _params->baseSeed = 60; _params->particlePower = 1.97f; _params->initialSpeed = 69.7f; _params->initialShape = 3; _params->maxAccel = 3.21f; break; } } static const float s_quadVertices[] = { 1.0f, 1.0f, -1.0f, 1.0f, -1.0f, -1.0f, 1.0f, -1.0f, }; static const uint16_t s_quadIndices[] = { 0, 1, 2, 2, 3, 0, }; const uint32_t kThreadGroupUpdateSize = 512; const uint32_t kMaxParticleCount = 32 * 1024; class ExampleNbody : public entry::AppI { public: ExampleNbody(const char* _name, const char* _description) : entry::AppI(_name, _description) { } void init(int32_t _argc, const char* const* _argv, uint32_t _width, uint32_t _height) override { Args args(_argc, _argv); m_width = _width; m_height = _height; m_debug = BGFX_DEBUG_NONE; m_reset = BGFX_RESET_VSYNC; bgfx::Init init; init.type = args.m_type; init.vendorId = args.m_pciId; init.resolution.width = m_width; init.resolution.height = m_height; init.resolution.reset = m_reset; bgfx::init(init); // Enable debug text. bgfx::setDebug(m_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(); m_computeSupported = !!(caps->supported & BGFX_CAPS_COMPUTE); m_indirectSupported = !!(caps->supported & BGFX_CAPS_DRAW_INDIRECT); imguiCreate(); if (m_computeSupported) { bgfx::VertexDecl quadVertexDecl; quadVertexDecl.begin() .add(bgfx::Attrib::Position, 2, bgfx::AttribType::Float) .end(); // Create static vertex buffer. m_vbh = bgfx::createVertexBuffer( // Static data can be passed with bgfx::makeRef bgfx::makeRef(s_quadVertices, sizeof(s_quadVertices) ) , quadVertexDecl ); // Create static index buffer. m_ibh = bgfx::createIndexBuffer( // Static data can be passed with bgfx::makeRef bgfx::makeRef(s_quadIndices, sizeof(s_quadIndices) ) ); // Create particle program from shaders. m_particleProgram = loadProgram("vs_particle", "fs_particle"); // Setup compute buffers bgfx::VertexDecl computeVertexDecl; computeVertexDecl.begin() .add(bgfx::Attrib::TexCoord0, 4, bgfx::AttribType::Float) .end(); m_currPositionBuffer0 = bgfx::createDynamicVertexBuffer(1 << 15, computeVertexDecl, BGFX_BUFFER_COMPUTE_READ_WRITE); m_currPositionBuffer1 = bgfx::createDynamicVertexBuffer(1 << 15, computeVertexDecl, BGFX_BUFFER_COMPUTE_READ_WRITE); m_prevPositionBuffer0 = bgfx::createDynamicVertexBuffer(1 << 15, computeVertexDecl, BGFX_BUFFER_COMPUTE_READ_WRITE); m_prevPositionBuffer1 = bgfx::createDynamicVertexBuffer(1 << 15, computeVertexDecl, BGFX_BUFFER_COMPUTE_READ_WRITE); u_params = bgfx::createUniform("u_params", bgfx::UniformType::Vec4, 3); m_initInstancesProgram = bgfx::createProgram(loadShader("cs_init_instances"), true); m_updateInstancesProgram = bgfx::createProgram(loadShader("cs_update_instances"), true); m_indirectProgram = BGFX_INVALID_HANDLE; m_indirectBuffer = BGFX_INVALID_HANDLE; if (m_indirectSupported) { m_indirectProgram = bgfx::createProgram(loadShader("cs_indirect"), true); m_indirectBuffer = bgfx::createIndirectBuffer(2); } initializeParams(0, &m_paramsData); bgfx::setUniform(u_params, &m_paramsData, 3); bgfx::setBuffer(0, m_prevPositionBuffer0, bgfx::Access::Write); bgfx::setBuffer(1, m_currPositionBuffer0, bgfx::Access::Write); bgfx::dispatch(0, m_initInstancesProgram, kMaxParticleCount / kThreadGroupUpdateSize, 1, 1); float initialPos[3] = { 0.0f, 0.0f, -45.0f }; cameraCreate(); cameraSetPosition(initialPos); cameraSetVerticalAngle(0.0f); m_useIndirect = false; m_timeOffset = bx::getHPCounter(); } } virtual int shutdown() override { // Cleanup. cameraDestroy(); imguiDestroy(); if (m_computeSupported) { if (m_indirectSupported) { bgfx::destroy(m_indirectProgram); bgfx::destroy(m_indirectBuffer); } bgfx::destroy(u_params); bgfx::destroy(m_currPositionBuffer0); bgfx::destroy(m_currPositionBuffer1); bgfx::destroy(m_prevPositionBuffer0); bgfx::destroy(m_prevPositionBuffer1); bgfx::destroy(m_updateInstancesProgram); bgfx::destroy(m_initInstancesProgram); bgfx::destroy(m_ibh); bgfx::destroy(m_vbh); bgfx::destroy(m_particleProgram); } // Shutdown bgfx. bgfx::shutdown(); return 0; } bool update() override { if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) ) { 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 , uint16_t(m_width) , uint16_t(m_height) ); showExampleDialog(this , !m_computeSupported ? "Compute is not supported." : NULL ); 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); // Set view 0 default viewport. bgfx::setViewRect(0, 0, 0, uint16_t(m_width), uint16_t(m_height) ); if (m_computeSupported) { ImGui::SetNextWindowPos( ImVec2(m_width - m_width / 5.0f - 10.0f, 10.0f) , ImGuiCond_FirstUseEver ); ImGui::SetNextWindowSize( ImVec2(m_width / 5.0f, m_height / 1.5f) , ImGuiCond_FirstUseEver ); ImGui::Begin("Settings" , NULL , 0 ); bool reset = false; int32_t shape = m_paramsData.initialShape; if (ImGui::Combo("Initial shape", &shape, s_shapeNames, BX_COUNTOF(s_shapeNames) ) ) { // Modify parameters and reset if shape is changed initializeParams(shape, &m_paramsData); reset = true; } ImGui::SliderInt("Random seed", &m_paramsData.baseSeed, 0, 100); if (ImGui::Button("Reset") ) { reset = true; } ImGui::Separator(); ImGui::SliderInt("Particle count (x512)", &m_paramsData.dispatchSize, 1, 64); ImGui::SliderFloat("Gravity", &m_paramsData.gravity, 0.0f, 0.3f); ImGui::SliderFloat("Damping", &m_paramsData.damping, 0.0f, 1.0f); ImGui::SliderFloat("Max acceleration", &m_paramsData.maxAccel, 0.0f, 100.0f); ImGui::SliderFloat("Time step", &m_paramsData.timeStep, 0.0f, 0.02f); ImGui::Separator(); ImGui::SliderFloat("Particle intensity", &m_paramsData.particleIntensity, 0.0f, 1.0f); ImGui::SliderFloat("Particle size", &m_paramsData.particleSize, 0.0f, 1.0f); ImGui::SliderFloat("Particle power", &m_paramsData.particlePower, 0.001f, 16.0f); ImGui::Separator(); if (m_indirectSupported) { ImGui::Checkbox("Use draw/dispatch indirect", &m_useIndirect); } ImGui::End(); if (reset) { bgfx::setBuffer(0, m_prevPositionBuffer0, bgfx::Access::Write); bgfx::setBuffer(1, m_currPositionBuffer0, bgfx::Access::Write); bgfx::setUniform(u_params, &m_paramsData, 3); bgfx::dispatch(0, m_initInstancesProgram, kMaxParticleCount / kThreadGroupUpdateSize, 1, 1); } if (m_useIndirect) { bgfx::setUniform(u_params, &m_paramsData, 3); bgfx::setBuffer(0, m_indirectBuffer, bgfx::Access::Write); bgfx::dispatch(0, m_indirectProgram); } bgfx::setBuffer(0, m_prevPositionBuffer0, bgfx::Access::Read); bgfx::setBuffer(1, m_currPositionBuffer0, bgfx::Access::Read); bgfx::setBuffer(2, m_prevPositionBuffer1, bgfx::Access::Write); bgfx::setBuffer(3, m_currPositionBuffer1, bgfx::Access::Write); bgfx::setUniform(u_params, &m_paramsData, 3); if (m_useIndirect) { bgfx::dispatch(0, m_updateInstancesProgram, m_indirectBuffer, 1); } else { bgfx::dispatch(0, m_updateInstancesProgram, uint16_t(m_paramsData.dispatchSize), 1, 1); } bx::swap(m_currPositionBuffer0, m_currPositionBuffer1); bx::swap(m_prevPositionBuffer0, m_prevPositionBuffer1); // Update camera. cameraUpdate(deltaTime, m_mouseState); float view[16]; cameraGetViewMtx(view); // Set view and projection matrix for view 0. { float proj[16]; bx::mtxProj( proj , 90.0f , float(m_width)/float(m_height) , 0.1f , 10000.0f , bgfx::getCaps()->homogeneousDepth ); bgfx::setViewTransform(0, view, proj); // Set view 0 default viewport. bgfx::setViewRect(0, 0, 0, uint16_t(m_width), uint16_t(m_height) ); } // Set vertex and index buffer. bgfx::setVertexBuffer(0, m_vbh); bgfx::setIndexBuffer(m_ibh); bgfx::setInstanceDataBuffer(m_currPositionBuffer0 , 0 , m_paramsData.dispatchSize * kThreadGroupUpdateSize ); // Set render states. bgfx::setState(0 | BGFX_STATE_WRITE_RGB | BGFX_STATE_BLEND_ADD | BGFX_STATE_DEPTH_TEST_ALWAYS ); // Submit primitive for rendering to view 0. if (m_useIndirect) { bgfx::submit(0, m_particleProgram, m_indirectBuffer, 0); } else { bgfx::submit(0, m_particleProgram); } } imguiEndFrame(); // Advance to next frame. Rendering thread will be kicked to // process submitted rendering primitives. bgfx::frame(); return true; } return false; } entry::MouseState m_mouseState; uint32_t m_width; uint32_t m_height; uint32_t m_debug; uint32_t m_reset; bool m_useIndirect; bool m_computeSupported; bool m_indirectSupported; ParamsData m_paramsData; bgfx::VertexBufferHandle m_vbh; bgfx::IndexBufferHandle m_ibh; bgfx::ProgramHandle m_particleProgram; bgfx::ProgramHandle m_indirectProgram; bgfx::ProgramHandle m_initInstancesProgram; bgfx::ProgramHandle m_updateInstancesProgram; bgfx::IndirectBufferHandle m_indirectBuffer; bgfx::DynamicVertexBufferHandle m_currPositionBuffer0; bgfx::DynamicVertexBufferHandle m_currPositionBuffer1; bgfx::DynamicVertexBufferHandle m_prevPositionBuffer0; bgfx::DynamicVertexBufferHandle m_prevPositionBuffer1; bgfx::UniformHandle u_params; int64_t m_timeOffset; }; } // namespace ENTRY_IMPLEMENT_MAIN(ExampleNbody, "24-nbody", "N-body simulation with compute shaders using buffers.");