bgfx/examples/12-lod/lod.cpp
2014-05-26 19:31:37 -07:00

273 lines
6.7 KiB
C++

/*
* Copyright 2013 Milos Tosic. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include <string>
#include <vector>
#include "common.h"
#include "bgfx_utils.h"
#include "imgui/imgui.h"
#include <bx/readerwriter.h>
struct KnightPos
{
int32_t m_x;
int32_t m_y;
};
KnightPos knightTour[8*4] =
{
{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}
};
int _main_(int /*_argc*/, char** /*_argv*/)
{
uint32_t width = 1280;
uint32_t height = 720;
uint32_t debug = BGFX_DEBUG_TEXT;
uint32_t reset = BGFX_RESET_VSYNC;
bgfx::init();
bgfx::reset(width, height, reset);
// Enable debug text.
bgfx::setDebug(debug);
// Set view 0 clear state.
bgfx::setViewClear(0
, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
, 0x303030ff
, 1.0f
, 0
);
bgfx::UniformHandle u_texColor = bgfx::createUniform("u_texColor", bgfx::UniformType::Uniform1iv);
bgfx::UniformHandle u_stipple = bgfx::createUniform("u_stipple", bgfx::UniformType::Uniform3fv);
bgfx::UniformHandle u_texStipple = bgfx::createUniform("u_texStipple", bgfx::UniformType::Uniform1iv);
bgfx::ProgramHandle program = loadProgram("vs_tree", "fs_tree");
bgfx::TextureHandle textureLeafs = loadTexture("leafs1.dds");
bgfx::TextureHandle textureBark = loadTexture("bark1.dds");
bgfx::TextureHandle textureStipple;
const bgfx::Memory* stipple = bgfx::alloc(8*4);
memset(stipple->data, 0, stipple->size);
for (uint32_t ii = 0; ii < 32; ++ii)
{
stipple->data[knightTour[ii].m_y * 8 + knightTour[ii].m_x] = ii*4;
}
textureStipple = bgfx::createTexture2D(8, 4, 1, bgfx::TextureFormat::R8, BGFX_TEXTURE_MAG_POINT|BGFX_TEXTURE_MIN_POINT, stipple);
Mesh* meshTop[3] =
{
meshLoad("meshes/tree1b_lod0_1.bin"),
meshLoad("meshes/tree1b_lod1_1.bin"),
meshLoad("meshes/tree1b_lod2_1.bin"),
};
Mesh* meshTrunk[3] =
{
meshLoad("meshes/tree1b_lod0_2.bin"),
meshLoad("meshes/tree1b_lod1_2.bin"),
meshLoad("meshes/tree1b_lod2_2.bin"),
};
// Imgui.
void* data = load("font/droidsans.ttf");
imguiCreate(data);
free(data);
const uint64_t stateCommon = 0
| BGFX_STATE_RGB_WRITE
| BGFX_STATE_ALPHA_WRITE
| BGFX_STATE_DEPTH_TEST_LESS
| BGFX_STATE_CULL_CCW
| BGFX_STATE_MSAA
;
const uint64_t stateTransparent = stateCommon
| BGFX_STATE_BLEND_ALPHA
;
const uint64_t stateOpaque = stateCommon
| BGFX_STATE_DEPTH_WRITE
;
int32_t scrollArea = 0;
bool transitions = true;
int transitionFrame = 0;
int currLOD = 0;
int targetLOD = 0;
float at[3] = { 0.0f, 1.0f, 0.0f };
float eye[3] = { 0.0f, 1.0f, -2.0f };
entry::MouseState mouseState;
while (!entry::processEvents(width, height, debug, reset, &mouseState) )
{
imguiBeginFrame(mouseState.m_mx
, mouseState.m_my
, (mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
| (mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
, 0
, width
, height
);
imguiBeginScrollArea("Toggle transitions", width - width / 5 - 10, 10, width / 5, height / 6, &scrollArea);
imguiSeparatorLine();
if (imguiButton(transitions ? "ON" : "OFF") )
{
transitions = !transitions;
}
static float distance = 2.0f;
imguiSlider("Distance", &distance, 2.0f, 6.0f, .01f);
imguiEndScrollArea();
imguiEndFrame();
// Set view 0 default viewport.
bgfx::setViewRect(0, 0, 0, width, height);
// This dummy draw call is here to make sure that view 0 is cleared
// if no other draw calls are submitted to view 0.
bgfx::submit(0);
int64_t now = bx::getHPCounter();
static int64_t last = now;
const int64_t frameTime = now - last;
last = now;
const double freq = double(bx::getHPFrequency() );
const double toMs = 1000.0/freq;
// Use debug font to print information about this example.
bgfx::dbgTextClear();
bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/12-lod");
bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Mesh LOD transitions.");
bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
bgfx::dbgTextPrintf(0, 4, transitions ? 0x2f : 0x1f, transitions ? "Transitions on" : "Transitions off");
eye[2] = -distance;
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);
float mtx[16];
bx::mtxIdentity(mtx);
float stipple[3];
float stippleInv[3];
const int currentLODframe = transitions ? 32-transitionFrame : 32;
const int mainLOD = transitions ? currLOD : targetLOD;
stipple[0] = 0.0f;
stipple[1] = -1.0f;
stipple[2] = (float(currentLODframe)*4.0f/255.0f) - (1.0f/255.0f);
stippleInv[0] = (float(31)*4.0f/255.0f);
stippleInv[1] = 1.0f;
stippleInv[2] = (float(transitionFrame)*4.0f/255.0f) - (1.0f/255.0f);
bgfx::setTexture(0, u_texColor, textureBark);
bgfx::setTexture(1, u_texStipple, textureStipple);
bgfx::setUniform(u_stipple, stipple);
meshSubmit(meshTrunk[mainLOD], 0, program, mtx, stateOpaque);
bgfx::setTexture(0, u_texColor, textureLeafs);
bgfx::setTexture(1, u_texStipple, textureStipple);
bgfx::setUniform(u_stipple, stipple);
meshSubmit(meshTop[mainLOD], 0, program, mtx, stateTransparent);
if (transitions
&& (transitionFrame != 0) )
{
bgfx::setTexture(0, u_texColor, textureBark);
bgfx::setTexture(1, u_texStipple, textureStipple);
bgfx::setUniform(u_stipple, stippleInv);
meshSubmit(meshTrunk[targetLOD], 0, program, mtx, stateOpaque);
bgfx::setTexture(0, u_texColor, textureLeafs);
bgfx::setTexture(1, u_texStipple, textureStipple);
bgfx::setUniform(u_stipple, stippleInv);
meshSubmit(meshTop[targetLOD], 0, program, mtx, stateTransparent);
}
int lod = 0;
if (eye[2] < -2.5f)
{
lod = 1;
}
if (eye[2] < -5.0f)
{
lod = 2;
}
if (targetLOD!=lod)
{
if (targetLOD==currLOD)
{
targetLOD = lod;
}
}
if (currLOD != targetLOD)
{
transitionFrame++;
}
if (transitionFrame>32)
{
currLOD = targetLOD;
transitionFrame = 0;
}
// Advance to next frame. Rendering thread will be kicked to
// process submitted rendering primitives.
bgfx::frame();
}
imguiDestroy();
for (uint32_t ii = 0; ii < 3; ++ii)
{
meshUnload(meshTop[ii]);
meshUnload(meshTrunk[ii]);
}
// Cleanup.
bgfx::destroyProgram(program);
bgfx::destroyUniform(u_texColor);
bgfx::destroyUniform(u_stipple);
bgfx::destroyUniform(u_texStipple);
bgfx::destroyTexture(textureStipple);
bgfx::destroyTexture(textureLeafs);
bgfx::destroyTexture(textureBark);
// Shutdown bgfx.
bgfx::shutdown();
return 0;
}