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+/*
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+ * Copyright 2018 Kostas Anagnostou. All rights reserved.
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+ * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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+ */
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+
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+#include "common.h"
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+#include "bgfx_utils.h"
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+#include "imgui/imgui.h"
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+#include <time.h>
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+
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+namespace
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+{
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+
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+#define RENDER_PASS_HIZ_ID 0
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+#define RENDER_PASS_HIZ_DOWNSCALE_ID 1
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+#define RENDER_PASS_OCCLUDE_PROPS_ID 2
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+#define RENDER_PASS_COMPACT_STREAM_ID 3
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+#define RENDER_PASS_MAIN_ID 4
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+
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+struct Camera
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+{
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+ Camera()
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+ {
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+ reset();
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+ }
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+
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+ void reset()
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+ {
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+ m_target.curr[0] = 0.0f;
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+ m_target.curr[1] = 0.0f;
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+ m_target.curr[2] = 0.0f;
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+ m_target.dest[0] = 0.0f;
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+ m_target.dest[1] = 0.0f;
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+ m_target.dest[2] = 0.0f;
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+
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+ m_pos.curr[0] = 55.0f;
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+ m_pos.curr[1] = 20.0f;
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+ m_pos.curr[2] = 65.0f;
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+ m_pos.dest[0] = 55.0f;
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+ m_pos.dest[1] = 20.0f;
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+ m_pos.dest[2] = 65.0f;
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+
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+ m_orbit[0] = 0.0f;
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+ m_orbit[1] = 0.0f;
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+ }
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+
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+ void mtxLookAt(float* _outViewMtx)
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+ {
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+ bx::mtxLookAt(_outViewMtx, m_pos.curr, m_target.curr);
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+ }
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+
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+ void orbit(float _dx, float _dy)
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+ {
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+ m_orbit[0] += _dx;
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+ m_orbit[1] += _dy;
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+ }
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+
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+ void dolly(float _dz)
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+ {
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+ const float cnear = 1.0f;
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+ const float cfar = 100.0f;
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+
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+ const float toTarget[3] =
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+ {
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+ m_target.dest[0] - m_pos.dest[0],
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+ m_target.dest[1] - m_pos.dest[1],
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+ m_target.dest[2] - m_pos.dest[2],
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+ };
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+ const float toTargetLen = bx::vec3Length(toTarget);
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+ const float invToTargetLen = 1.0f / (toTargetLen + FLT_MIN);
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+ const float toTargetNorm[3] =
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+ {
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+ toTarget[0] * invToTargetLen,
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+ toTarget[1] * invToTargetLen,
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+ toTarget[2] * invToTargetLen,
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+ };
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+
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+ float delta = toTargetLen*_dz;
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+ float newLen = toTargetLen + delta;
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+ if ((cnear < newLen || _dz < 0.0f)
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+ && (newLen < cfar || _dz > 0.0f))
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+ {
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+ m_pos.dest[0] += toTargetNorm[0] * delta;
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+ m_pos.dest[1] += toTargetNorm[1] * delta;
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+ m_pos.dest[2] += toTargetNorm[2] * delta;
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+ }
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+ }
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+
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+ void consumeOrbit(float _amount)
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+ {
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+ float consume[2];
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+ consume[0] = m_orbit[0] * _amount;
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+ consume[1] = m_orbit[1] * _amount;
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+ m_orbit[0] -= consume[0];
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+ m_orbit[1] -= consume[1];
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+
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+ const float toPos[3] =
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+ {
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+ m_pos.curr[0] - m_target.curr[0],
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+ m_pos.curr[1] - m_target.curr[1],
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+ m_pos.curr[2] - m_target.curr[2],
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+ };
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+ const float toPosLen = bx::vec3Length(toPos);
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+ const float invToPosLen = 1.0f / (toPosLen + FLT_MIN);
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+ const float toPosNorm[3] =
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+ {
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+ toPos[0] * invToPosLen,
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+ toPos[1] * invToPosLen,
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+ toPos[2] * invToPosLen,
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+ };
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+
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+ float ll[2];
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+ latLongFromVec(ll[0], ll[1], toPosNorm);
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+ ll[0] += consume[0];
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+ ll[1] -= consume[1];
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+ ll[1] = bx::clamp(ll[1], 0.02f, 0.98f);
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+
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+ float tmp[3];
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+ vecFromLatLong(tmp, ll[0], ll[1]);
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+
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+ float diff[3];
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+ diff[0] = (tmp[0] - toPosNorm[0])*toPosLen;
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+ diff[1] = (tmp[1] - toPosNorm[1])*toPosLen;
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+ diff[2] = (tmp[2] - toPosNorm[2])*toPosLen;
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+
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+ m_pos.curr[0] += diff[0];
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+ m_pos.curr[1] += diff[1];
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+ m_pos.curr[2] += diff[2];
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+ m_pos.dest[0] += diff[0];
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+ m_pos.dest[1] += diff[1];
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+ m_pos.dest[2] += diff[2];
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+ }
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+
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+ void update(float _dt)
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+ {
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+ const float amount = bx::min(_dt / 0.12f, 1.0f);
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+
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+ consumeOrbit(amount);
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+
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+ m_target.curr[0] = bx::lerp(m_target.curr[0], m_target.dest[0], amount);
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+ m_target.curr[1] = bx::lerp(m_target.curr[1], m_target.dest[1], amount);
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+ m_target.curr[2] = bx::lerp(m_target.curr[2], m_target.dest[2], amount);
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+ m_pos.curr[0] = bx::lerp(m_pos.curr[0], m_pos.dest[0], amount);
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+ m_pos.curr[1] = bx::lerp(m_pos.curr[1], m_pos.dest[1], amount);
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+ m_pos.curr[2] = bx::lerp(m_pos.curr[2], m_pos.dest[2], amount);
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+ }
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+
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+ void envViewMtx(float* _mtx)
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+ {
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+ const float toTarget[3] =
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+ {
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+ m_target.curr[0] - m_pos.curr[0],
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+ m_target.curr[1] - m_pos.curr[1],
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+ m_target.curr[2] - m_pos.curr[2],
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+ };
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+
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+ const float toTargetLen = bx::vec3Length(toTarget);
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+ const float invToTargetLen = 1.0f / (toTargetLen + FLT_MIN);
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+ const float toTargetNorm[3] =
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+ {
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+ toTarget[0] * invToTargetLen,
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+ toTarget[1] * invToTargetLen,
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+ toTarget[2] * invToTargetLen,
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+ };
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+
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+ float tmp[3];
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+ const float fakeUp[3] = { 0.0f, 1.0f, 0.0f };
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+
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+ float right[3];
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+ bx::vec3Cross(tmp, fakeUp, toTargetNorm);
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+ bx::vec3Norm(right, tmp);
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+
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+ float up[3];
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+ bx::vec3Cross(tmp, toTargetNorm, right);
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+ bx::vec3Norm(up, tmp);
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+
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+ _mtx[0] = right[0];
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+ _mtx[1] = right[1];
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+ _mtx[2] = right[2];
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+ _mtx[3] = 0.0f;
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+ _mtx[4] = up[0];
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+ _mtx[5] = up[1];
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+ _mtx[6] = up[2];
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+ _mtx[7] = 0.0f;
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+ _mtx[8] = toTargetNorm[0];
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+ _mtx[9] = toTargetNorm[1];
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+ _mtx[10] = toTargetNorm[2];
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+ _mtx[11] = 0.0f;
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+ _mtx[12] = 0.0f;
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+ _mtx[13] = 0.0f;
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+ _mtx[14] = 0.0f;
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+ _mtx[15] = 1.0f;
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+ }
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+
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+ static inline void vecFromLatLong(float _vec[3], float _u, float _v)
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+ {
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+ const float phi = _u * 2.0f*bx::kPi;
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+ const float theta = _v * bx::kPi;
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+
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+ const float st = bx::sin(theta);
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+ const float sp = bx::sin(phi);
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+ const float ct = bx::cos(theta);
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+ const float cp = bx::cos(phi);
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+
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+ _vec[0] = -st*sp;
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+ _vec[1] = ct;
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+ _vec[2] = -st*cp;
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+ }
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+
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+ static inline void latLongFromVec(float& _u, float& _v, const float _vec[3])
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+ {
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+ const float phi = bx::atan2(_vec[0], _vec[2]);
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+ const float theta = bx::acos(_vec[1]);
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+
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+ _u = (bx::kPi + phi)*bx::kInvPi*0.5f;
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+ _v = theta*bx::kInvPi;
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+ }
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+
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+ struct Interp3f
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+ {
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+ float curr[3];
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+ float dest[3];
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+ };
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+
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+ Interp3f m_target;
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+ Interp3f m_pos;
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+ float m_orbit[2];
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+};
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+
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+struct Mouse
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+{
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+ Mouse()
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+ : m_dx(0.0f)
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+ , m_dy(0.0f)
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+ , m_prevMx(0.0f)
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+ , m_prevMy(0.0f)
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+ , m_scroll(0)
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+ , m_scrollPrev(0)
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+ {
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+ }
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+
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+ void update(float _mx, float _my, int32_t _mz, uint32_t _width, uint32_t _height)
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+ {
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+ const float widthf = float(int32_t(_width));
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+ const float heightf = float(int32_t(_height));
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+
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+ // Delta movement.
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+ m_dx = float(_mx - m_prevMx) / widthf;
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+ m_dy = float(_my - m_prevMy) / heightf;
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+
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+ m_prevMx = _mx;
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+ m_prevMy = _my;
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+
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+ // Scroll.
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+ m_scroll = _mz - m_scrollPrev;
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+ m_scrollPrev = _mz;
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+ }
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+
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+ float m_dx; // Screen space.
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+ float m_dy;
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+ float m_prevMx;
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+ float m_prevMy;
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+ int32_t m_scroll;
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+ int32_t m_scrollPrev;
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+};
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+
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+struct PosVertex
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+{
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+ float m_x;
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+ float m_y;
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+ float m_z;
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+
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+ static void init()
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+ {
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+ ms_decl
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+ .begin()
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+ .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
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+ .end();
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+ };
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+
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+ static bgfx::VertexDecl ms_decl;
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+};
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+
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+bgfx::VertexDecl PosVertex::ms_decl;
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+
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+static PosVertex s_cubeVertices[8] =
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+{
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+ {-0.5f, 0.5f, 0.5f},
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+ { 0.5f, 0.5f, 0.5f},
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+ {-0.5f, -0.5f, 0.5f},
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+ { 0.5f, -0.5f, 0.5f},
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+ {-0.5f, 0.5f, -0.5f},
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+ { 0.5f, 0.5f, -0.5f},
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+ {-0.5f, -0.5f, -0.5f},
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+ { 0.5f, -0.5f, -0.5f},
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+};
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+
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+static const uint16_t s_cubeIndices[36] =
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+{
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+ 0, 1, 2, // 0
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+ 1, 3, 2,
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+ 4, 6, 5, // 2
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+ 5, 6, 7,
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+ 0, 2, 4, // 4
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+ 4, 2, 6,
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+ 1, 5, 3, // 6
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+ 5, 7, 3,
|
|
|
|
|
+ 0, 4, 1, // 8
|
|
|
|
|
+ 4, 5, 1,
|
|
|
|
|
+ 2, 3, 6, // 10
|
|
|
|
|
+ 6, 3, 7,
|
|
|
|
|
+};
|
|
|
|
|
+
|
|
|
|
|
+struct RenderPass
|
|
|
|
|
+{
|
|
|
|
|
+ enum Enum
|
|
|
|
|
+ {
|
|
|
|
|
+ Occlusion = 1 << 0,
|
|
|
|
|
+ MainPass = 1 << 1,
|
|
|
|
|
+ All = Occlusion | MainPass
|
|
|
|
|
+ };
|
|
|
|
|
+};
|
|
|
|
|
+
|
|
|
|
|
+// All the per-instance data we store
|
|
|
|
|
+struct InstanceData
|
|
|
|
|
+{
|
|
|
|
|
+ float m_world[16];
|
|
|
|
|
+ float m_bboxMin[4];
|
|
|
|
|
+ float m_bboxMax[4];
|
|
|
|
|
+};
|
|
|
|
|
+
|
|
|
|
|
+//A description of each prop
|
|
|
|
|
+struct Prop
|
|
|
|
|
+{
|
|
|
|
|
+ PosVertex* m_vertices;
|
|
|
|
|
+ uint16_t* m_indices;
|
|
|
|
|
+ InstanceData* m_instances;
|
|
|
|
|
+ bgfx::VertexBufferHandle m_vertexbufferHandle;
|
|
|
|
|
+ bgfx::IndexBufferHandle m_indexbufferHandle;
|
|
|
|
|
+ uint16_t m_noofVertices;
|
|
|
|
|
+ uint16_t m_noofIndices;
|
|
|
|
|
+ uint16_t m_noofInstances;
|
|
|
|
|
+ uint16_t m_materialID;
|
|
|
|
|
+ RenderPass::Enum m_renderPass;
|
|
|
|
|
+};
|
|
|
|
|
+
|
|
|
|
|
+//A simplistic material, comprised of a colour only
|
|
|
|
|
+struct Material
|
|
|
|
|
+{
|
|
|
|
|
+ float m_colour[4];
|
|
|
|
|
+};
|
|
|
|
|
+
|
|
|
|
|
+//helpers to make setting vectors a bit tidier
|
|
|
|
|
+inline void setVector3(float* dest, float x, float y, float z)
|
|
|
|
|
+{
|
|
|
|
|
+ dest[0] = x;
|
|
|
|
|
+ dest[1] = y;
|
|
|
|
|
+ dest[2] = z;
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+inline void setVector4(float* dest, float x, float y, float z, float w)
|
|
|
|
|
+{
|
|
|
|
|
+ dest[0] = x;
|
|
|
|
|
+ dest[1] = y;
|
|
|
|
|
+ dest[2] = z;
|
|
|
|
|
+ dest[3] = w;
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+//Sets up a prop
|
|
|
|
|
+void createCubeMesh(Prop& prop)
|
|
|
|
|
+{
|
|
|
|
|
+ prop.m_noofVertices = 8;
|
|
|
|
|
+ prop.m_noofIndices = 36;
|
|
|
|
|
+ prop.m_vertices = new PosVertex[prop.m_noofVertices];
|
|
|
|
|
+ prop.m_indices = new uint16_t[prop.m_noofIndices];
|
|
|
|
|
+
|
|
|
|
|
+ memcpy(prop.m_vertices, s_cubeVertices, prop.m_noofVertices * PosVertex::ms_decl.getStride());
|
|
|
|
|
+ memcpy(prop.m_indices, s_cubeIndices, prop.m_noofIndices * sizeof(uint16_t));
|
|
|
|
|
+
|
|
|
|
|
+ prop.m_vertexbufferHandle = bgfx::createVertexBuffer(
|
|
|
|
|
+ bgfx::makeRef(prop.m_vertices, prop.m_noofVertices * PosVertex::ms_decl.getStride()),
|
|
|
|
|
+ PosVertex::ms_decl);
|
|
|
|
|
+
|
|
|
|
|
+ prop.m_indexbufferHandle = bgfx::createIndexBuffer(bgfx::makeRef(prop.m_indices, prop.m_noofIndices * sizeof(uint16_t)));
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+//returns a random number between 0 and 1
|
|
|
|
|
+float rand01()
|
|
|
|
|
+{
|
|
|
|
|
+ return rand() / (float)RAND_MAX;
|
|
|
|
|
+}
|
|
|
|
|
+
|
|
|
|
|
+class GPUDrivenRendering : public entry::AppI
|
|
|
|
|
+{
|
|
|
|
|
+public:
|
|
|
|
|
+ GPUDrivenRendering(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;
|
|
|
|
|
+
|
|
|
|
|
+ //find largest pow of two dims less than backbuffer size
|
|
|
|
|
+ m_hiZwidth = (uint32_t)pow(2, floor(log2(m_width)));
|
|
|
|
|
+ m_hiZheight = (uint32_t)pow(2, floor(log2(m_height)));
|
|
|
|
|
+
|
|
|
|
|
+ m_debug = BGFX_DEBUG_TEXT;
|
|
|
|
|
+ m_reset = BGFX_RESET_VSYNC;
|
|
|
|
|
+
|
|
|
|
|
+ bgfx::init(args.m_type, args.m_pciId);
|
|
|
|
|
+ bgfx::reset(m_width, m_height, m_reset);
|
|
|
|
|
+
|
|
|
|
|
+ // Enable debug text.
|
|
|
|
|
+ bgfx::setDebug(m_debug);
|
|
|
|
|
+
|
|
|
|
|
+ //create props
|
|
|
|
|
+ {
|
|
|
|
|
+ m_totalInstancesCount = 0;
|
|
|
|
|
+
|
|
|
|
|
+ // Create vertex stream declaration.
|
|
|
|
|
+ PosVertex::init();
|
|
|
|
|
+
|
|
|
|
|
+ m_noofProps = 0;
|
|
|
|
|
+
|
|
|
|
|
+ m_props = new Prop[s_maxNoofProps];
|
|
|
|
|
+
|
|
|
|
|
+ //first create space for some materials
|
|
|
|
|
+ m_materials = new Material[s_maxNoofProps];
|
|
|
|
|
+ m_noofMaterials = 0;
|
|
|
|
|
+
|
|
|
|
|
+ //add a ground plane
|
|
|
|
|
+ {
|
|
|
|
|
+ Prop& prop = m_props[m_noofProps++];
|
|
|
|
|
+
|
|
|
|
|
+ prop.m_renderPass = RenderPass::MainPass;
|
|
|
|
|
+
|
|
|
|
|
+ createCubeMesh(prop);
|
|
|
|
|
+
|
|
|
|
|
+ prop.m_noofInstances = 1;
|
|
|
|
|
+ prop.m_instances = new InstanceData[prop.m_noofInstances];
|
|
|
|
|
+
|
|
|
|
|
+ bx::mtxSRT(prop.m_instances->m_world
|
|
|
|
|
+ , 100.0f, 0.1f, 100.0f
|
|
|
|
|
+ , 0.0f, 0.0f, 0.0f
|
|
|
|
|
+ , 0.0f, 0.0f, 0.0f
|
|
|
|
|
+ );
|
|
|
|
|
+
|
|
|
|
|
+ float temp[4];
|
|
|
|
|
+ setVector4(temp, -0.5f, -0.5f, -0.5f, 1.0f);
|
|
|
|
|
+ bx::vec4MulMtx(prop.m_instances->m_bboxMin, temp, prop.m_instances->m_world);
|
|
|
|
|
+
|
|
|
|
|
+ setVector4(temp, 0.5f, 0.5f, 0.5f, 1.0f);
|
|
|
|
|
+ bx::vec4MulMtx(prop.m_instances->m_bboxMax, temp, prop.m_instances->m_world);
|
|
|
|
|
+
|
|
|
|
|
+ prop.m_materialID = m_noofMaterials;
|
|
|
|
|
+ setVector4(m_materials[prop.m_materialID].m_colour, 0.0f, 0.6f, 0.0f, 1.0f);
|
|
|
|
|
+ m_noofMaterials++;
|
|
|
|
|
+
|
|
|
|
|
+ m_totalInstancesCount += prop.m_noofInstances;
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ //add a few instances of the occluding mesh
|
|
|
|
|
+ {
|
|
|
|
|
+ Prop& prop = m_props[m_noofProps++];
|
|
|
|
|
+
|
|
|
|
|
+ prop.m_renderPass = RenderPass::All;
|
|
|
|
|
+
|
|
|
|
|
+ //create prop
|
|
|
|
|
+ createCubeMesh(prop);
|
|
|
|
|
+
|
|
|
|
|
+ //add a few instances of the wall mesh
|
|
|
|
|
+ prop.m_noofInstances = 25;
|
|
|
|
|
+ prop.m_instances = new InstanceData[prop.m_noofInstances];
|
|
|
|
|
+ for (int i = 0; i < prop.m_noofInstances; i++)
|
|
|
|
|
+ {
|
|
|
|
|
+ //calculate world position
|
|
|
|
|
+ bx::mtxSRT(prop.m_instances[i].m_world
|
|
|
|
|
+ , 40.0f, 10.0f, 0.1f
|
|
|
|
|
+ , 0.0f, ( rand01() * 120.0f - 60.0f) * 3.1459f / 180.0f, 0.0f
|
|
|
|
|
+ , rand01() * 100.0f - 50.0f, 5.0f, rand01() * 100.0f - 50.0f
|
|
|
|
|
+ );
|
|
|
|
|
+
|
|
|
|
|
+ //calculate bounding box and transform to world space
|
|
|
|
|
+ float temp[4];
|
|
|
|
|
+ setVector4(temp, -0.5f, -0.5f, -0.5f, 1.0f);
|
|
|
|
|
+ bx::vec4MulMtx(prop.m_instances[i].m_bboxMin, temp, prop.m_instances[i].m_world );
|
|
|
|
|
+
|
|
|
|
|
+ setVector4(temp, 0.5f, 0.5f, 0.5f, 1.0f);
|
|
|
|
|
+ bx::vec4MulMtx(prop.m_instances[i].m_bboxMax, temp, prop.m_instances[i].m_world );
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ //set the material ID. Will be used in the shader to select the material
|
|
|
|
|
+ prop.m_materialID = m_noofMaterials;
|
|
|
|
|
+
|
|
|
|
|
+ //add a "material" for this prop
|
|
|
|
|
+ setVector4(m_materials[prop.m_materialID].m_colour, 0.0f, 0.0f, 1.0f, 0.0f);
|
|
|
|
|
+ m_noofMaterials++;
|
|
|
|
|
+
|
|
|
|
|
+ m_totalInstancesCount += prop.m_noofInstances;
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ //add a few "regular" props
|
|
|
|
|
+ {
|
|
|
|
|
+ //add cubes
|
|
|
|
|
+ {
|
|
|
|
|
+ Prop& prop = m_props[m_noofProps++];
|
|
|
|
|
+
|
|
|
|
|
+ prop.m_renderPass = RenderPass::MainPass;
|
|
|
|
|
+
|
|
|
|
|
+ createCubeMesh(prop);
|
|
|
|
|
+
|
|
|
|
|
+ prop.m_noofInstances = 200;
|
|
|
|
|
+ prop.m_instances = new InstanceData[prop.m_noofInstances];
|
|
|
|
|
+ for (int i = 0; i < prop.m_noofInstances; i++)
|
|
|
|
|
+ {
|
|
|
|
|
+ bx::mtxSRT(prop.m_instances[i].m_world
|
|
|
|
|
+ , 2.0f, 2.0f, 2.0f
|
|
|
|
|
+ , 0.0f, 0.0f, 0.0f
|
|
|
|
|
+ , rand01() * 100.0f - 50.0f, 1.0f, rand01() * 100.0f - 50.0f
|
|
|
|
|
+ );
|
|
|
|
|
+
|
|
|
|
|
+ float temp[4];
|
|
|
|
|
+ setVector4(temp, -0.5f, -0.5f, -0.5f, 1.0f);
|
|
|
|
|
+ bx::vec4MulMtx(prop.m_instances[i].m_bboxMin, temp, prop.m_instances[i].m_world);
|
|
|
|
|
+
|
|
|
|
|
+ setVector4(temp, 0.5f, 0.5f, 0.5f, 1.0f);
|
|
|
|
|
+ bx::vec4MulMtx(prop.m_instances[i].m_bboxMax, temp, prop.m_instances[i].m_world);
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ prop.m_materialID = m_noofMaterials;
|
|
|
|
|
+ setVector4(m_materials[prop.m_materialID].m_colour, 1.0f, 1.0f, 0.0f, 1.0f);
|
|
|
|
|
+ m_noofMaterials++;
|
|
|
|
|
+
|
|
|
|
|
+ m_totalInstancesCount += prop.m_noofInstances;
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ //add some more cubes
|
|
|
|
|
+ {
|
|
|
|
|
+ Prop& prop = m_props[m_noofProps++];
|
|
|
|
|
+
|
|
|
|
|
+ prop.m_renderPass = RenderPass::MainPass;
|
|
|
|
|
+
|
|
|
|
|
+ createCubeMesh(prop);
|
|
|
|
|
+
|
|
|
|
|
+ prop.m_noofInstances = 300;
|
|
|
|
|
+ prop.m_instances = new InstanceData[prop.m_noofInstances];
|
|
|
|
|
+ for (int i = 0; i < prop.m_noofInstances; i++)
|
|
|
|
|
+ {
|
|
|
|
|
+ bx::mtxSRT(prop.m_instances[i].m_world
|
|
|
|
|
+ , 2.0f, 4.0f, 2.0f
|
|
|
|
|
+ , 0.0f, 0.0f, 0.0f
|
|
|
|
|
+ , rand01() * 100.0f - 50.0f, 2.0f, rand01() * 100.0f - 50.0f
|
|
|
|
|
+ );
|
|
|
|
|
+
|
|
|
|
|
+ float temp[4];
|
|
|
|
|
+ setVector4(temp, -0.5f, -0.5f, -0.5f, 1.0f);
|
|
|
|
|
+ bx::vec4MulMtx(prop.m_instances[i].m_bboxMin, temp, prop.m_instances[i].m_world );
|
|
|
|
|
+
|
|
|
|
|
+ setVector4(temp, 0.5f, 0.5f, 0.5f, 1.0f);
|
|
|
|
|
+ bx::vec4MulMtx(prop.m_instances[i].m_bboxMax, temp, prop.m_instances[i].m_world);
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ prop.m_materialID = m_noofMaterials;
|
|
|
|
|
+ setVector4(m_materials[prop.m_materialID].m_colour, 1.0f, 0.0f, 0.0f, 1.0f);
|
|
|
|
|
+ m_noofMaterials++;
|
|
|
|
|
+
|
|
|
|
|
+ m_totalInstancesCount += prop.m_noofInstances;
|
|
|
|
|
+ }
|
|
|
|
|
+ }
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ //Setup Occlusion pass
|
|
|
|
|
+ {
|
|
|
|
|
+ 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;
|
|
|
|
|
+
|
|
|
|
|
+ // Create buffers for the HiZ pass
|
|
|
|
|
+ m_hiZDepthBuffer = bgfx::createFrameBuffer(uint16_t(m_hiZwidth), uint16_t(m_hiZheight), bgfx::TextureFormat::D32, samplerFlags);
|
|
|
|
|
+
|
|
|
|
|
+ bgfx::TextureHandle buffer = bgfx::createTexture2D(uint16_t(m_hiZwidth), uint16_t(m_hiZheight), true, 1, bgfx::TextureFormat::R32F, BGFX_TEXTURE_COMPUTE_WRITE | samplerFlags);
|
|
|
|
|
+ m_hiZBuffer = bgfx::createFrameBuffer(1, &buffer, true);
|
|
|
|
|
+
|
|
|
|
|
+ //how many mip will the Hi Z buffer have?
|
|
|
|
|
+ m_noofHiZMips = (uint8_t)(1 + floor(log2(bx::uint32_max(m_hiZwidth, m_hiZheight))));
|
|
|
|
|
+
|
|
|
|
|
+ // Setup compute shader buffers
|
|
|
|
|
+
|
|
|
|
|
+ //The compute shader will write how many unoccluded instances per drawcall there are here
|
|
|
|
|
+ m_drawcallInstanceCounts = bgfx::createDynamicIndexBuffer(s_maxNoofProps, BGFX_BUFFER_INDEX32 | BGFX_BUFFER_COMPUTE_READ_WRITE);
|
|
|
|
|
+
|
|
|
|
|
+ //the compute shader will write the result of the occlusion test for each instance here
|
|
|
|
|
+ m_instancePredicates = bgfx::createDynamicIndexBuffer(s_maxNoofInstances, BGFX_BUFFER_COMPUTE_READ_WRITE);
|
|
|
|
|
+
|
|
|
|
|
+ //bounding box for each instance, will be fed to the compute shader to calculate occlusion
|
|
|
|
|
+ {
|
|
|
|
|
+ bgfx::VertexDecl computeVertexDecl;
|
|
|
|
|
+ computeVertexDecl.begin()
|
|
|
|
|
+ .add(bgfx::Attrib::TexCoord0, 4, bgfx::AttribType::Float)
|
|
|
|
|
+ .end();
|
|
|
|
|
+
|
|
|
|
|
+ //initialise the buffer with the bounding boxes of all instances
|
|
|
|
|
+ const int sizeOfBuffer = 2 * 4 * m_totalInstancesCount;
|
|
|
|
|
+ float* boundingBoxes = new float[sizeOfBuffer];
|
|
|
|
|
+
|
|
|
|
|
+ float* data = boundingBoxes;
|
|
|
|
|
+ for (uint16_t i = 0; i < m_noofProps; i++)
|
|
|
|
|
+ {
|
|
|
|
|
+ Prop& prop = m_props[i];
|
|
|
|
|
+
|
|
|
|
|
+ const uint32_t numInstances = prop.m_noofInstances;
|
|
|
|
|
+
|
|
|
|
|
+ for (uint32_t j = 0; j < numInstances; j++)
|
|
|
|
|
+ {
|
|
|
|
|
+ memcpy(data, prop.m_instances[j].m_bboxMin, 3 * sizeof(float));
|
|
|
|
|
+ data[3] = (float)i; // store the drawcall ID here to avoid creating a separate buffer
|
|
|
|
|
+ data += 4;
|
|
|
|
|
+
|
|
|
|
|
+ memcpy(data, prop.m_instances[j].m_bboxMax, 3 * sizeof(float));
|
|
|
|
|
+ data += 4;
|
|
|
|
|
+ }
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ const bgfx::Memory* mem = bgfx::makeRef(boundingBoxes, sizeof(float) * sizeOfBuffer);
|
|
|
|
|
+
|
|
|
|
|
+ m_instanceBoundingBoxes = bgfx::createDynamicVertexBuffer(mem, computeVertexDecl, BGFX_BUFFER_COMPUTE_READ);
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ //pre and post occlusion culling instance data buffers
|
|
|
|
|
+ {
|
|
|
|
|
+ bgfx::VertexDecl instanceBufferVertexDecl;
|
|
|
|
|
+ instanceBufferVertexDecl.begin()
|
|
|
|
|
+ .add(bgfx::Attrib::TexCoord0, 4, bgfx::AttribType::Float)
|
|
|
|
|
+ .add(bgfx::Attrib::TexCoord1, 4, bgfx::AttribType::Float)
|
|
|
|
|
+ .add(bgfx::Attrib::TexCoord2, 4, bgfx::AttribType::Float)
|
|
|
|
|
+ .add(bgfx::Attrib::TexCoord3, 4, bgfx::AttribType::Float)
|
|
|
|
|
+ .end();
|
|
|
|
|
+
|
|
|
|
|
+ //initialise the buffer with data for all instances
|
|
|
|
|
+ //Currently we only store a world matrix (16 floats)
|
|
|
|
|
+ const int sizeOfBuffer = 16 * m_totalInstancesCount;
|
|
|
|
|
+ float* instanceData = new float[sizeOfBuffer];
|
|
|
|
|
+
|
|
|
|
|
+ float* data = instanceData;
|
|
|
|
|
+ for (uint16_t i = 0; i < m_noofProps; i++)
|
|
|
|
|
+ {
|
|
|
|
|
+ Prop& prop = m_props[i];
|
|
|
|
|
+
|
|
|
|
|
+ const uint32_t numInstances = prop.m_noofInstances;
|
|
|
|
|
+
|
|
|
|
|
+ for (uint32_t j = 0; j < numInstances; j++)
|
|
|
|
|
+ {
|
|
|
|
|
+ memcpy(data, prop.m_instances[j].m_world, 16 * sizeof(float));
|
|
|
|
|
+ data[3] = (float)i; // store the drawcall ID here to avoid creating a separate buffer
|
|
|
|
|
+ data += 16;
|
|
|
|
|
+ }
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ const bgfx::Memory* mem = bgfx::makeRef(instanceData, sizeof(float) * sizeOfBuffer);
|
|
|
|
|
+
|
|
|
|
|
+ //pre occlusion buffer
|
|
|
|
|
+ m_instanceBuffer = bgfx::createVertexBuffer(mem, instanceBufferVertexDecl, BGFX_BUFFER_COMPUTE_READ);
|
|
|
|
|
+
|
|
|
|
|
+ //post occlusion buffer
|
|
|
|
|
+ m_culledInstanceBuffer = bgfx::createDynamicVertexBuffer(4 * m_totalInstancesCount, instanceBufferVertexDecl, BGFX_BUFFER_COMPUTE_WRITE);
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ //we use one "drawcall" per prop to render all its instances
|
|
|
|
|
+ m_indirectBuffer = bgfx::createIndirectBuffer(m_noofProps);
|
|
|
|
|
+
|
|
|
|
|
+ // Create programs from shaders for occlusion pass.
|
|
|
|
|
+ m_programOcclusionPass = loadProgram("vs_renderOcclusion", "fs_renderOcclusion");
|
|
|
|
|
+ m_programDownscaleHiZ = loadProgram("cs_downscaleHiZ", nullptr);
|
|
|
|
|
+ m_programOccludeProps = loadProgram("cs_occludeProps", nullptr);
|
|
|
|
|
+ m_programStreamCompaction = loadProgram("cs_streamCompaction", nullptr);
|
|
|
|
|
+
|
|
|
|
|
+ // Set view RENDER_PASS_HIZ_ID clear state.
|
|
|
|
|
+ bgfx::setViewClear(RENDER_PASS_HIZ_ID
|
|
|
|
|
+ , BGFX_CLEAR_DEPTH
|
|
|
|
|
+ , 0x0
|
|
|
|
|
+ , 1.0f
|
|
|
|
|
+ , 0
|
|
|
|
|
+ );
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ // Setup Main pass
|
|
|
|
|
+ {
|
|
|
|
|
+ // Set view 0 clear state.
|
|
|
|
|
+ bgfx::setViewClear(RENDER_PASS_MAIN_ID
|
|
|
|
|
+ , BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
|
|
|
|
|
+ , 0x303030ff
|
|
|
|
|
+ , 1.0f
|
|
|
|
|
+ , 0
|
|
|
|
|
+ );
|
|
|
|
|
+
|
|
|
|
|
+ // Create program from shaders.
|
|
|
|
|
+ m_programMainPass = loadProgram("vs_instancedIndirectRendering", "fs_instancedIndirectRendering");
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ // Create static vertex buffer for all props.
|
|
|
|
|
+
|
|
|
|
|
+ // Calculate how many vertices/indices the master buffers will need.
|
|
|
|
|
+ uint16_t totalNoofVertices = 0;
|
|
|
|
|
+ uint16_t totalNoofIndices = 0;
|
|
|
|
|
+ for (uint16_t i = 0; i < m_noofProps; i++)
|
|
|
|
|
+ {
|
|
|
|
|
+ Prop& prop = m_props[i];
|
|
|
|
|
+
|
|
|
|
|
+ totalNoofVertices += prop.m_noofVertices;
|
|
|
|
|
+ totalNoofIndices += prop.m_noofIndices;
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ //CPU data to fill the master buffers
|
|
|
|
|
+ m_allPropVerticesDataCPU = new PosVertex[totalNoofVertices];
|
|
|
|
|
+ m_allPropIndicesDataCPU = new uint16_t[totalNoofIndices];
|
|
|
|
|
+ m_indirectBufferDataCPU = new uint32_t[m_noofProps * 3];
|
|
|
|
|
+
|
|
|
|
|
+ // Copy data over to the master buffers
|
|
|
|
|
+ PosVertex* propVerticesData = m_allPropVerticesDataCPU;
|
|
|
|
|
+ uint16_t* propIndicesData = m_allPropIndicesDataCPU;
|
|
|
|
|
+
|
|
|
|
|
+ uint16_t vertexBufferOffset = 0;
|
|
|
|
|
+ uint16_t indexBufferOffset = 0;
|
|
|
|
|
+
|
|
|
|
|
+ for (uint16_t i = 0; i < m_noofProps; i++)
|
|
|
|
|
+ {
|
|
|
|
|
+ Prop& prop = m_props[i];
|
|
|
|
|
+
|
|
|
|
|
+ memcpy(propVerticesData, prop.m_vertices, prop.m_noofVertices * sizeof(PosVertex));
|
|
|
|
|
+ memcpy(propIndicesData, prop.m_indices, prop.m_noofIndices * sizeof(uint16_t));
|
|
|
|
|
+
|
|
|
|
|
+ propVerticesData += prop.m_noofVertices;
|
|
|
|
|
+ propIndicesData += prop.m_noofIndices;
|
|
|
|
|
+
|
|
|
|
|
+ m_indirectBufferDataCPU[ i * 3 ] = prop.m_noofIndices;
|
|
|
|
|
+ m_indirectBufferDataCPU[ i * 3 + 1] = indexBufferOffset;
|
|
|
|
|
+ m_indirectBufferDataCPU[ i * 3 + 2] = vertexBufferOffset;
|
|
|
|
|
+
|
|
|
|
|
+ indexBufferOffset += prop.m_noofIndices;
|
|
|
|
|
+ vertexBufferOffset += prop.m_noofVertices;
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ // Create master vertex buffer
|
|
|
|
|
+ m_allPropsVertexbufferHandle = bgfx::createVertexBuffer(
|
|
|
|
|
+ bgfx::makeRef(m_allPropVerticesDataCPU, totalNoofVertices * PosVertex::ms_decl.getStride())
|
|
|
|
|
+ , PosVertex::ms_decl
|
|
|
|
|
+ );
|
|
|
|
|
+
|
|
|
|
|
+ // Create master index buffer.
|
|
|
|
|
+ m_allPropsIndexbufferHandle = bgfx::createIndexBuffer(
|
|
|
|
|
+ bgfx::makeRef(m_allPropIndicesDataCPU, totalNoofIndices * sizeof(uint16_t) )
|
|
|
|
|
+ );
|
|
|
|
|
+
|
|
|
|
|
+ // Create buffer with const drawcall data which will be copied to the indirect buffer later.
|
|
|
|
|
+ m_indirectBufferData = bgfx::createIndexBuffer(
|
|
|
|
|
+ bgfx::makeRef(m_indirectBufferDataCPU, m_noofProps * 3 * sizeof(uint32_t)),
|
|
|
|
|
+ BGFX_BUFFER_COMPUTE_READ | BGFX_BUFFER_INDEX32
|
|
|
|
|
+ );
|
|
|
|
|
+
|
|
|
|
|
+ //create samplers
|
|
|
|
|
+ s_texOcclusionDepthIn = bgfx::createUniform("s_texOcclusionDepthIn", bgfx::UniformType::Int1);
|
|
|
|
|
+
|
|
|
|
|
+ //create uniforms
|
|
|
|
|
+ u_inputRTSize = bgfx::createUniform("u_inputRTSize", bgfx::UniformType::Vec4);
|
|
|
|
|
+ u_cullingConfig = bgfx::createUniform("u_cullingConfig", bgfx::UniformType::Vec4);
|
|
|
|
|
+ u_colour = bgfx::createUniform("u_colour", bgfx::UniformType::Vec4);
|
|
|
|
|
+
|
|
|
|
|
+ m_timeOffset = bx::getHPCounter();
|
|
|
|
|
+
|
|
|
|
|
+ m_useIndirect = true;
|
|
|
|
|
+
|
|
|
|
|
+ imguiCreate();
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ int shutdown() override
|
|
|
|
|
+ {
|
|
|
|
|
+ imguiDestroy();
|
|
|
|
|
+
|
|
|
|
|
+ // Cleanup.
|
|
|
|
|
+
|
|
|
|
|
+ bgfx::destroy(m_programMainPass);
|
|
|
|
|
+ bgfx::destroy(m_programOcclusionPass);
|
|
|
|
|
+ bgfx::destroy(m_programDownscaleHiZ);
|
|
|
|
|
+ bgfx::destroy(m_programOccludeProps);
|
|
|
|
|
+ bgfx::destroy(m_programStreamCompaction);
|
|
|
|
|
+
|
|
|
|
|
+ for (uint16_t i = 0; i < m_noofProps; i++)
|
|
|
|
|
+ {
|
|
|
|
|
+ Prop& prop = m_props[i];
|
|
|
|
|
+
|
|
|
|
|
+ bgfx::destroy(prop.m_indexbufferHandle);
|
|
|
|
|
+ bgfx::destroy(prop.m_vertexbufferHandle);
|
|
|
|
|
+
|
|
|
|
|
+ delete[] prop.m_indices;
|
|
|
|
|
+ delete[] prop.m_vertices;
|
|
|
|
|
+ delete[] prop.m_instances;
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ delete[] m_props;
|
|
|
|
|
+
|
|
|
|
|
+ bgfx::destroy(m_hiZDepthBuffer);
|
|
|
|
|
+ bgfx::destroy(m_hiZBuffer);
|
|
|
|
|
+ bgfx::destroy(m_indirectBuffer);
|
|
|
|
|
+ bgfx::destroy(m_indirectBufferData);
|
|
|
|
|
+ bgfx::destroy(m_instanceBoundingBoxes);
|
|
|
|
|
+ bgfx::destroy(m_drawcallInstanceCounts);
|
|
|
|
|
+ bgfx::destroy(m_instancePredicates);
|
|
|
|
|
+ bgfx::destroy(m_instanceBuffer);
|
|
|
|
|
+ bgfx::destroy(m_culledInstanceBuffer);
|
|
|
|
|
+
|
|
|
|
|
+ bgfx::destroy(m_allPropsVertexbufferHandle);
|
|
|
|
|
+ bgfx::destroy(m_allPropsIndexbufferHandle);
|
|
|
|
|
+
|
|
|
|
|
+ bgfx::destroy(s_texOcclusionDepthIn);
|
|
|
|
|
+ bgfx::destroy(u_inputRTSize);
|
|
|
|
|
+ bgfx::destroy(u_cullingConfig);
|
|
|
|
|
+ bgfx::destroy(u_colour);
|
|
|
|
|
+
|
|
|
|
|
+ delete[] m_allPropVerticesDataCPU;
|
|
|
|
|
+ delete[] m_allPropIndicesDataCPU;
|
|
|
|
|
+ delete[] m_indirectBufferDataCPU;
|
|
|
|
|
+
|
|
|
|
|
+ // Shutdown bgfx.
|
|
|
|
|
+ bgfx::shutdown();
|
|
|
|
|
+
|
|
|
|
|
+ return 0;
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ //renders the occluders to a depth buffer
|
|
|
|
|
+ void renderOcclusionBufferPass()
|
|
|
|
|
+ {
|
|
|
|
|
+ // Setup the occlusion pass projection
|
|
|
|
|
+ bx::mtxProj(m_occlusionProj, 60.0f, float(m_hiZwidth) / float(m_hiZheight), 0.1f, 500.0f, bgfx::getCaps()->homogeneousDepth);
|
|
|
|
|
+
|
|
|
|
|
+ bgfx::setViewTransform(RENDER_PASS_HIZ_ID, m_mainView, m_occlusionProj);
|
|
|
|
|
+
|
|
|
|
|
+ bgfx::setViewFrameBuffer(RENDER_PASS_HIZ_ID, m_hiZDepthBuffer);
|
|
|
|
|
+ bgfx::setViewRect(RENDER_PASS_HIZ_ID, 0, 0, uint16_t(m_hiZwidth), uint16_t(m_hiZheight));
|
|
|
|
|
+
|
|
|
|
|
+ const uint16_t instanceStride = sizeof(InstanceData);
|
|
|
|
|
+
|
|
|
|
|
+ // render all instances of the occluder meshes
|
|
|
|
|
+ for (uint16_t i = 0; i < m_noofProps; i++)
|
|
|
|
|
+ {
|
|
|
|
|
+ Prop& prop = m_props[i];
|
|
|
|
|
+
|
|
|
|
|
+ if (prop.m_renderPass & RenderPass::Occlusion)
|
|
|
|
|
+ {
|
|
|
|
|
+ const uint32_t numInstances = prop.m_noofInstances;
|
|
|
|
|
+
|
|
|
|
|
+ // render instances to the occlusion buffer
|
|
|
|
|
+ if (numInstances == bgfx::getAvailInstanceDataBuffer(numInstances, instanceStride))
|
|
|
|
|
+ {
|
|
|
|
|
+ bgfx::InstanceDataBuffer instanceBuffer;
|
|
|
|
|
+
|
|
|
|
|
+ bgfx::allocInstanceDataBuffer(&instanceBuffer, numInstances, instanceStride);
|
|
|
|
|
+
|
|
|
|
|
+ InstanceData *data = (InstanceData *) instanceBuffer.data;
|
|
|
|
|
+
|
|
|
|
|
+ for (uint32_t j = 0; j < numInstances; j++)
|
|
|
|
|
+ {
|
|
|
|
|
+ //we only need the world matrix for the occlusion pass
|
|
|
|
|
+ memcpy(data->m_world, prop.m_instances[j].m_world, sizeof(data->m_world));
|
|
|
|
|
+ data++;
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ // Set vertex and index buffer.
|
|
|
|
|
+ bgfx::setVertexBuffer(0, prop.m_vertexbufferHandle);
|
|
|
|
|
+ bgfx::setIndexBuffer(prop.m_indexbufferHandle);
|
|
|
|
|
+
|
|
|
|
|
+ // Set instance data buffer.
|
|
|
|
|
+ bgfx::setInstanceDataBuffer(&instanceBuffer);
|
|
|
|
|
+
|
|
|
|
|
+ // Set render states.
|
|
|
|
|
+ bgfx::setState(BGFX_STATE_DEFAULT);
|
|
|
|
|
+
|
|
|
|
|
+ // Submit primitive for rendering to view.
|
|
|
|
|
+ bgfx::submit(RENDER_PASS_HIZ_ID, m_programOcclusionPass);
|
|
|
|
|
+ }
|
|
|
|
|
+ }
|
|
|
|
|
+ }
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ //downscale the occluder depth buffer to create a mipmap chain
|
|
|
|
|
+ void renderDownscalePass()
|
|
|
|
|
+ {
|
|
|
|
|
+ uint32_t width = m_hiZwidth;
|
|
|
|
|
+ uint32_t height = m_hiZheight;
|
|
|
|
|
+
|
|
|
|
|
+ for (uint8_t i = 0; i < m_noofHiZMips; i++)
|
|
|
|
|
+ {
|
|
|
|
|
+ float coordinateScale = i > 0 ? 2.0f : 1.0f;
|
|
|
|
|
+
|
|
|
|
|
+ float inputRendertargetSize[4] = { (float)width, (float)height, coordinateScale, coordinateScale };
|
|
|
|
|
+ bgfx::setUniform(u_inputRTSize, inputRendertargetSize);
|
|
|
|
|
+
|
|
|
|
|
+ if (i > 0)
|
|
|
|
|
+ {
|
|
|
|
|
+ //down scale mip 1 onwards
|
|
|
|
|
+ width /= 2;
|
|
|
|
|
+ height /= 2;
|
|
|
|
|
+
|
|
|
|
|
+ bgfx::setImage(0, getTexture(m_hiZBuffer, 0), i - 1, bgfx::Access::Read);
|
|
|
|
|
+ bgfx::setImage(1, getTexture(m_hiZBuffer, 0), i, bgfx::Access::Write);
|
|
|
|
|
+ }
|
|
|
|
|
+ else
|
|
|
|
|
+ {
|
|
|
|
|
+ //copy mip zero over to the hi Z buffer.
|
|
|
|
|
+ //We can't currently use blit as it requires same format and CopyResource is not exposed.
|
|
|
|
|
+ bgfx::setImage(0, getTexture(m_hiZDepthBuffer, 0), 0, bgfx::Access::Read);
|
|
|
|
|
+ bgfx::setImage(1, getTexture(m_hiZBuffer, 0), 0, bgfx::Access::Write);
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ bgfx::dispatch(RENDER_PASS_HIZ_DOWNSCALE_ID, m_programDownscaleHiZ, width/16, height/16);
|
|
|
|
|
+ }
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ //perform the occlusion using the mip chain
|
|
|
|
|
+ void renderOccludePropsPass()
|
|
|
|
|
+ {
|
|
|
|
|
+ //run the computer shader to determine visibility of each instance
|
|
|
|
|
+ bgfx::setTexture(0, s_texOcclusionDepthIn, bgfx::getTexture(m_hiZBuffer));
|
|
|
|
|
+
|
|
|
|
|
+ bgfx::setBuffer(1, m_instanceBoundingBoxes, bgfx::Access::Read);
|
|
|
|
|
+ bgfx::setBuffer(2, m_drawcallInstanceCounts, bgfx::Access::ReadWrite);
|
|
|
|
|
+ bgfx::setBuffer(3, m_instancePredicates, bgfx::Access::Write);
|
|
|
|
|
+
|
|
|
|
|
+ float inputRendertargetSize[4] = { (float)m_hiZwidth, (float)m_hiZheight, 1.0f/ m_hiZwidth, 1.0f/ m_hiZheight };
|
|
|
|
|
+ bgfx::setUniform(u_inputRTSize, inputRendertargetSize);
|
|
|
|
|
+
|
|
|
|
|
+ //store a rounded-up, power of two instance count for the stream compaction step
|
|
|
|
|
+ float noofInstancesPowOf2 = (float)pow(2, floor(log(m_totalInstancesCount) / log(2)) + 1);
|
|
|
|
|
+
|
|
|
|
|
+ float cullingConfig[4] = { (float)m_totalInstancesCount, noofInstancesPowOf2 , (float)m_noofHiZMips, (float)m_noofProps };
|
|
|
|
|
+ bgfx::setUniform(u_cullingConfig, cullingConfig);
|
|
|
|
|
+
|
|
|
|
|
+ //set the view/projection transforms so that the compute shader can receive the viewProjection matrix automagically
|
|
|
|
|
+ bgfx::setViewTransform(RENDER_PASS_OCCLUDE_PROPS_ID, m_mainView, m_occlusionProj);
|
|
|
|
|
+
|
|
|
|
|
+ uint16_t groupX = bx::uint16_max(m_totalInstancesCount / 64 + 1, 1);
|
|
|
|
|
+
|
|
|
|
|
+ bgfx::dispatch(RENDER_PASS_OCCLUDE_PROPS_ID, m_programOccludeProps, groupX, 1, 1);
|
|
|
|
|
+
|
|
|
|
|
+ //perform stream compaction to remove occluded instances
|
|
|
|
|
+
|
|
|
|
|
+ //the per drawcall data that is constant (noof indices/vertices and offsets to vertex/index buffers)
|
|
|
|
|
+ bgfx::setBuffer(0, m_indirectBufferData, bgfx::Access::Read);
|
|
|
|
|
+ //instance data for all instances (pre culling)
|
|
|
|
|
+ bgfx::setBuffer(1, m_instanceBuffer, bgfx::Access::Read);
|
|
|
|
|
+ //per instance visibility (output of culling pass)
|
|
|
|
|
+ bgfx::setBuffer(2, m_instancePredicates, bgfx::Access::Read);
|
|
|
|
|
+
|
|
|
|
|
+ //how many instances per drawcall
|
|
|
|
|
+ bgfx::setBuffer(3, m_drawcallInstanceCounts, bgfx::Access::ReadWrite);
|
|
|
|
|
+ //drawcall data that will drive drawIndirect
|
|
|
|
|
+ bgfx::setBuffer(4, m_indirectBuffer, bgfx::Access::ReadWrite);
|
|
|
|
|
+ //culled instance data
|
|
|
|
|
+ bgfx::setBuffer(5, m_culledInstanceBuffer, bgfx::Access::Write);
|
|
|
|
|
+
|
|
|
|
|
+ bgfx::setUniform(u_cullingConfig, cullingConfig);
|
|
|
|
|
+
|
|
|
|
|
+ bgfx::dispatch(RENDER_PASS_COMPACT_STREAM_ID, m_programStreamCompaction, 1, 1, 1);
|
|
|
|
|
+
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ //render the unoccluded props to the screen
|
|
|
|
|
+ void renderMainPass()
|
|
|
|
|
+ {
|
|
|
|
|
+ // Set view and projection matrix for view 0.
|
|
|
|
|
+ const bgfx::HMD* hmd = bgfx::getHMD();
|
|
|
|
|
+ if (NULL != hmd && 0 != (hmd->flags & BGFX_HMD_RENDERING))
|
|
|
|
|
+ {
|
|
|
|
|
+ bgfx::setViewTransform(RENDER_PASS_MAIN_ID, m_mainView, hmd->eye[0].projection, BGFX_VIEW_STEREO, hmd->eye[1].projection);
|
|
|
|
|
+
|
|
|
|
|
+ // 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(RENDER_PASS_MAIN_ID, 0, 0, hmd->width, hmd->height);
|
|
|
|
|
+ }
|
|
|
|
|
+ else
|
|
|
|
|
+ {
|
|
|
|
|
+ bgfx::setViewTransform(RENDER_PASS_MAIN_ID, m_mainView, m_mainProj);
|
|
|
|
|
+
|
|
|
|
|
+ // Set view 0 default viewport.
|
|
|
|
|
+ bgfx::setViewRect(RENDER_PASS_MAIN_ID, 0, 0, uint16_t(m_width), uint16_t(m_height));
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ // Set render states.
|
|
|
|
|
+ bgfx::setState(BGFX_STATE_DEFAULT);
|
|
|
|
|
+
|
|
|
|
|
+ const uint16_t instanceStride = sizeof(InstanceData);
|
|
|
|
|
+
|
|
|
|
|
+ // Set "material" data (currently a colour only)
|
|
|
|
|
+ bgfx::setUniform(u_colour, &m_materials[0].m_colour, m_noofMaterials);
|
|
|
|
|
+
|
|
|
|
|
+ if (m_useIndirect)
|
|
|
|
|
+ {
|
|
|
|
|
+ // Set vertex and index buffer.
|
|
|
|
|
+ bgfx::setVertexBuffer(0, m_allPropsVertexbufferHandle);
|
|
|
|
|
+ bgfx::setIndexBuffer( m_allPropsIndexbufferHandle);
|
|
|
|
|
+
|
|
|
|
|
+ // Set instance data buffer.
|
|
|
|
|
+ bgfx::setInstanceDataBuffer(m_culledInstanceBuffer, 0, m_totalInstancesCount );
|
|
|
|
|
+
|
|
|
|
|
+ bgfx::submit(RENDER_PASS_MAIN_ID, m_programMainPass, m_indirectBuffer, 0, m_noofProps);
|
|
|
|
|
+ }
|
|
|
|
|
+ else
|
|
|
|
|
+ {
|
|
|
|
|
+ // render all props using regular instancing
|
|
|
|
|
+ for (uint16_t i = 0; i < m_noofProps; i++)
|
|
|
|
|
+ {
|
|
|
|
|
+ Prop& prop = m_props[i];
|
|
|
|
|
+
|
|
|
|
|
+ if (prop.m_renderPass & RenderPass::MainPass)
|
|
|
|
|
+ {
|
|
|
|
|
+ const uint32_t numInstances = prop.m_noofInstances;
|
|
|
|
|
+
|
|
|
|
|
+ if (numInstances == bgfx::getAvailInstanceDataBuffer(numInstances, instanceStride))
|
|
|
|
|
+ {
|
|
|
|
|
+ bgfx::InstanceDataBuffer instanceBuffer;
|
|
|
|
|
+
|
|
|
|
|
+ bgfx::allocInstanceDataBuffer(&instanceBuffer, numInstances, instanceStride);
|
|
|
|
|
+
|
|
|
|
|
+ InstanceData *data = (InstanceData *)instanceBuffer.data;
|
|
|
|
|
+
|
|
|
|
|
+ for (uint32_t j = 0; j < numInstances; j++)
|
|
|
|
|
+ {
|
|
|
|
|
+ //copy world matrix
|
|
|
|
|
+ memcpy(data->m_world, prop.m_instances[j].m_world, sizeof(data->m_world));
|
|
|
|
|
+ //pack the material ID into the world transform
|
|
|
|
|
+ data->m_world[3] = prop.m_materialID;
|
|
|
|
|
+ data++;
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ // Set vertex and index buffer.
|
|
|
|
|
+ bgfx::setVertexBuffer(0, prop.m_vertexbufferHandle);
|
|
|
|
|
+ bgfx::setIndexBuffer(prop.m_indexbufferHandle);
|
|
|
|
|
+
|
|
|
|
|
+ // Set instance data buffer.
|
|
|
|
|
+ bgfx::setInstanceDataBuffer(&instanceBuffer);
|
|
|
|
|
+
|
|
|
|
|
+ bgfx::submit(RENDER_PASS_MAIN_ID, m_programMainPass);
|
|
|
|
|
+ }
|
|
|
|
|
+ }
|
|
|
|
|
+ }
|
|
|
|
|
+ }
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ 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);
|
|
|
|
|
+
|
|
|
|
|
+ ImGui::SetNextWindowPos(
|
|
|
|
|
+ ImVec2(m_width - m_width / 5.0f - 10.0f, 10.0f)
|
|
|
|
|
+ , ImGuiCond_FirstUseEver
|
|
|
|
|
+ );
|
|
|
|
|
+ ImGui::SetNextWindowSize(
|
|
|
|
|
+ ImVec2(m_width / 5.0f, m_height / 6.0f)
|
|
|
|
|
+ , ImGuiCond_FirstUseEver
|
|
|
|
|
+ );
|
|
|
|
|
+ ImGui::Begin("Settings"
|
|
|
|
|
+ , NULL
|
|
|
|
|
+ , 0
|
|
|
|
|
+ );
|
|
|
|
|
+ ImGui::Checkbox("Use Draw Indirect", &m_useIndirect);
|
|
|
|
|
+
|
|
|
|
|
+ ImGui::End();
|
|
|
|
|
+
|
|
|
|
|
+ imguiEndFrame();
|
|
|
|
|
+
|
|
|
|
|
+ // This dummy draw call is here to make sure that view 0 is cleared
|
|
|
|
|
+ // if no other draw calls are submitted to view 0.
|
|
|
|
|
+ bgfx::touch(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 float deltaTimeSec = float(double(frameTime) / freq);
|
|
|
|
|
+
|
|
|
|
|
+ // Camera.
|
|
|
|
|
+ const bool mouseOverGui = ImGui::MouseOverArea();
|
|
|
|
|
+ m_mouse.update(float(m_mouseState.m_mx), float(m_mouseState.m_my), m_mouseState.m_mz, m_width, m_height);
|
|
|
|
|
+ if (!mouseOverGui)
|
|
|
|
|
+ {
|
|
|
|
|
+ if (m_mouseState.m_buttons[entry::MouseButton::Left])
|
|
|
|
|
+ {
|
|
|
|
|
+ m_camera.orbit(m_mouse.m_dx, m_mouse.m_dy);
|
|
|
|
|
+ }
|
|
|
|
|
+ else if (m_mouseState.m_buttons[entry::MouseButton::Right])
|
|
|
|
|
+ {
|
|
|
|
|
+ m_camera.dolly(m_mouse.m_dx + m_mouse.m_dy);
|
|
|
|
|
+ }
|
|
|
|
|
+ else if (0 != m_mouse.m_scroll)
|
|
|
|
|
+ {
|
|
|
|
|
+ m_camera.dolly(float(m_mouse.m_scroll)*0.05f);
|
|
|
|
|
+ }
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ m_camera.update(deltaTimeSec);
|
|
|
|
|
+
|
|
|
|
|
+ // Get renderer capabilities info.
|
|
|
|
|
+ const bgfx::Caps* caps = bgfx::getCaps();
|
|
|
|
|
+
|
|
|
|
|
+ // Check if instancing is supported.
|
|
|
|
|
+ if (0 == (BGFX_CAPS_INSTANCING & caps->supported) )
|
|
|
|
|
+ {
|
|
|
|
|
+ // When instancing is not supported by GPU, implement alternative
|
|
|
|
|
+ // code path that doesn't use instancing.
|
|
|
|
|
+ float time = (float)((bx::getHPCounter() - m_timeOffset) / double(bx::getHPFrequency()));
|
|
|
|
|
+ bool blink = uint32_t(time*3.0f)&1;
|
|
|
|
|
+ bgfx::dbgTextPrintf(0, 0, blink ? 0x1f : 0x01, " Instancing is not supported by GPU. ");
|
|
|
|
|
+ }
|
|
|
|
|
+ else
|
|
|
|
|
+ {
|
|
|
|
|
+ // calculate main view and project matrices as they are typically reused between passes.
|
|
|
|
|
+ m_camera.mtxLookAt(m_mainView);
|
|
|
|
|
+ bx::mtxProj(m_mainProj, 60.0f, float(m_width) / float(m_height), 0.1f, 500.0f, bgfx::getCaps()->homogeneousDepth);
|
|
|
|
|
+
|
|
|
|
|
+ //submit drawcalls for all passes
|
|
|
|
|
+ renderOcclusionBufferPass();
|
|
|
|
|
+
|
|
|
|
|
+ renderDownscalePass();
|
|
|
|
|
+
|
|
|
|
|
+ renderOccludePropsPass();
|
|
|
|
|
+
|
|
|
|
|
+ renderMainPass();
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ // 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_hiZwidth;
|
|
|
|
|
+ uint32_t m_hiZheight;
|
|
|
|
|
+ uint32_t m_debug;
|
|
|
|
|
+ uint32_t m_reset;
|
|
|
|
|
+
|
|
|
|
|
+ float m_mainView[16];
|
|
|
|
|
+ float m_mainProj[16];
|
|
|
|
|
+ float m_occlusionProj[16];
|
|
|
|
|
+
|
|
|
|
|
+ bgfx::ProgramHandle m_programMainPass;
|
|
|
|
|
+ bgfx::ProgramHandle m_programOcclusionPass;
|
|
|
|
|
+ bgfx::ProgramHandle m_programDownscaleHiZ;
|
|
|
|
|
+ bgfx::ProgramHandle m_programOccludeProps;
|
|
|
|
|
+ bgfx::ProgramHandle m_programStreamCompaction;
|
|
|
|
|
+
|
|
|
|
|
+ bgfx::FrameBufferHandle m_hiZDepthBuffer;
|
|
|
|
|
+ bgfx::FrameBufferHandle m_hiZBuffer;
|
|
|
|
|
+ bgfx::IndirectBufferHandle m_indirectBuffer;
|
|
|
|
|
+
|
|
|
|
|
+ bgfx::VertexBufferHandle m_allPropsVertexbufferHandle;
|
|
|
|
|
+ bgfx::IndexBufferHandle m_allPropsIndexbufferHandle;
|
|
|
|
|
+ bgfx::IndexBufferHandle m_indirectBufferData;
|
|
|
|
|
+
|
|
|
|
|
+ PosVertex* m_allPropVerticesDataCPU;
|
|
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+ uint16_t* m_allPropIndicesDataCPU;
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+ uint32_t* m_indirectBufferDataCPU;
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+
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+ bgfx::DynamicVertexBufferHandle m_instanceBoundingBoxes;
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+ bgfx::DynamicIndexBufferHandle m_drawcallInstanceCounts;
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+ bgfx::DynamicIndexBufferHandle m_instancePredicates;
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+ bgfx::VertexBufferHandle m_instanceBuffer;
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+ bgfx::DynamicVertexBufferHandle m_culledInstanceBuffer;
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+
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+ bgfx::UniformHandle s_texOcclusionDepthIn;
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+ bgfx::UniformHandle u_inputRTSize;
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+ bgfx::UniformHandle u_cullingConfig;
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+ bgfx::UniformHandle u_colour;
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+
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+ Prop* m_props;
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+ Material* m_materials;
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+ uint16_t m_noofProps;
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+ uint16_t m_noofMaterials;
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+ uint16_t m_totalInstancesCount;
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+
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+ static const uint16_t s_maxNoofProps = 10;
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+ static const uint16_t s_maxNoofPerPropInstances = 200;
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+
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+ static const uint16_t s_maxNoofInstances = 2048;
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+
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+ int64_t m_timeOffset;
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+
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+ uint8_t m_noofHiZMips;
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+
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+ bool m_useIndirect;
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+
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+ Camera m_camera;
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+ Mouse m_mouse;
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+
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+};
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+
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+} // namespace
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+
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+ENTRY_IMPLEMENT_MAIN(GPUDrivenRendering, "37-gpudrivenrendering", "GPU-Driven Rendering.");
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