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+/*
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+ * Copyright 2011-2016 Branimir Karadzic. 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 <bx/rng.h>
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+#include <map>
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+
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+
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+#define RENDER_PASS_SHADING 0 // Default forward rendered geo with simple shading
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+#define RENDER_PASS_ID 1 // ID buffer for picking
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+#define RENDER_PASS_BLIT 2 // Blit GPU render target to CPU texture
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+
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+#define ID_DIM 8 // Size of the ID buffer
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+
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+class ExamplePicking : public entry::AppI
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+{
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+ void init(int _argc, char** _argv) BX_OVERRIDE
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+ {
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+ Args args(_argc, _argv);
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+
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+ m_width = 1280;
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+ m_height = 720;
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+ m_debug = BGFX_DEBUG_TEXT;
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+ m_reset = BGFX_RESET_VSYNC;
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+
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+ bgfx::init(args.m_type, args.m_pciId);
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+
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+ bgfx::reset(m_width, m_height, m_reset);
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+
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+ // Enable debug text.
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+ bgfx::setDebug(m_debug);
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+
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+ // Set up screen clears
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+ bgfx::setViewClear(RENDER_PASS_SHADING
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+ , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
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+ , 0x303030ff
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+ , 1.0f
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+ , 0
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+ );
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+
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+ // ID buffer clears to black, which represnts clicking on nothing (background)
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+ bgfx::setViewClear(RENDER_PASS_ID
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+ , BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
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+ , 0x000000ff
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+ , 1.0f
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+ , 0
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+ );
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+
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+ // Create uniforms
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+ u_tint = bgfx::createUniform("u_tint", bgfx::UniformType::Vec4); // Tint for when you click on items
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+ u_id = bgfx::createUniform("u_id", bgfx::UniformType::Vec4); // ID for drawing into ID buffer
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+
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+ // Create program from shaders.
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+ m_shadingProgram = loadProgram("vs_picking_shaded", "fs_picking_shaded"); // Blinn shading
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+ m_idProgram = loadProgram("vs_picking_shaded", "fs_picking_id"); // Shader for drawing into ID buffer
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+
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+ const char * meshPaths[] = {"meshes/orb.bin", "meshes/column.bin", "meshes/bunny.bin", "meshes/cube.bin", "meshes/tree.bin", "meshes/hollowcube.bin"};
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+ const float meshScale[] = {0.5f, 0.05f, 0.5f, 0.25f, 0.05f, 0.05f};
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+
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+ bx::RngMwc mwc; // Random number generator
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+ for (int32_t i = 0; i < 12; i++) {
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+ m_meshes[i] = meshLoad(meshPaths[i%6]);
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+ m_meshScale[i] = meshScale[i%6];
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+ // For the sake of this example, we'll give each mesh a random color, so the debug output looks colorful.
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+ // In an actual app, you'd probably just want to count starting from 1
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+ uint32_t r = mwc.gen() % 256;
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+ uint32_t g = mwc.gen() % 256;
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+ uint32_t b = mwc.gen() % 256;
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+ m_idsF[i][0] = r/255.0f;
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+ m_idsF[i][1] = g/255.0f;
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+ m_idsF[i][2] = b/255.0f;
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+ m_idsF[i][3] = 1.0f;
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+ m_idsU[i] = (r)+(g << 8) + (b << 16) + (255u << 24);
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+ }
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+
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+ m_timeOffset = bx::getHPCounter();
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+
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+ // Set up ID buffer, which has a color target and depth buffer
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+ m_pickingRT = bgfx::createTexture2D(ID_DIM, ID_DIM, 1, bgfx::TextureFormat::RGBA8, // Probably would be better to use unsigned format
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+ // but currently doesn't display in imgui
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+ 0
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+ | BGFX_TEXTURE_RT
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+ | BGFX_TEXTURE_MIN_POINT
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+ | BGFX_TEXTURE_MAG_POINT
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+ | BGFX_TEXTURE_MIP_POINT
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+ | BGFX_TEXTURE_U_CLAMP
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+ | BGFX_TEXTURE_V_CLAMP
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+ );
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+ m_pickingRTDepth = bgfx::createTexture2D(ID_DIM, ID_DIM, 1, bgfx::TextureFormat::D24S8,
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+ 0
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+ | BGFX_TEXTURE_RT
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+ | BGFX_TEXTURE_MIN_POINT
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+ | BGFX_TEXTURE_MAG_POINT
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+ | BGFX_TEXTURE_MIP_POINT
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+ | BGFX_TEXTURE_U_CLAMP
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+ | BGFX_TEXTURE_V_CLAMP
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+ );
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+
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+ // CPU texture for blitting to and reading ID buffer so we can see what was clicked on
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+ // Impossible to read directly from a render target, you *must* blit to a CPU texture first.
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+ // Algorithm Overview:
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+ // Render on GPU -> Blit to CPU texture -> Read from CPU texture
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+ m_blitTex = bgfx::createTexture2D(ID_DIM, ID_DIM, 1, bgfx::TextureFormat::RGBA8,
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+ 0
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+ | BGFX_TEXTURE_BLIT_DST // <==
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+ | BGFX_TEXTURE_READ_BACK // <==
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+ | BGFX_TEXTURE_MIN_POINT
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+ | BGFX_TEXTURE_MAG_POINT
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+ | BGFX_TEXTURE_MIP_POINT
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+ | BGFX_TEXTURE_U_CLAMP
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+ | BGFX_TEXTURE_V_CLAMP
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+ );
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+
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+ bgfx::TextureHandle rt[2] = { m_pickingRT, m_pickingRTDepth };
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+ m_pickingFB = bgfx::createFrameBuffer(BX_COUNTOF(rt), rt, true);
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+
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+ imguiCreate();
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+ }
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+
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+ int shutdown() BX_OVERRIDE
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+ {
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+ for (int32_t i = 0; i < 12; i++) {
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+ meshUnload(m_meshes[i]);
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+ }
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+
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+ // Cleanup.
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+ bgfx::destroyProgram(m_shadingProgram);
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+ bgfx::destroyProgram(m_idProgram);
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+
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+ bgfx::destroyUniform(u_tint);
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+ bgfx::destroyUniform(u_id);
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+
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+ bgfx::destroyFrameBuffer(m_pickingFB);
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+ bgfx::destroyTexture(m_pickingRT);
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+ bgfx::destroyTexture(m_pickingRTDepth);
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+ bgfx::destroyTexture(m_blitTex);
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+
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+ imguiDestroy();
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+
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+ // Shutdown bgfx.
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+ bgfx::shutdown();
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+
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+ return 0;
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+ }
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+
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+ bool update() BX_OVERRIDE
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+ {
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+ if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
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+ {
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+ bgfx::setViewFrameBuffer(RENDER_PASS_ID, m_pickingFB);
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+
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+ int64_t now = bx::getHPCounter();
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+ static int64_t last = now;
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+ const int64_t frameTime = now - last;
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+ last = now;
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+ const double freq = double(bx::getHPFrequency());
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+ const double toMs = 1000.0 / freq;
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+ float time = (float)((bx::getHPCounter() - m_timeOffset) / double(bx::getHPFrequency()));
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+
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+ // Use debug font to print information about this example.
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+ bgfx::dbgTextClear();
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+ bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/30-picking");
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+ bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Mouse picking.");
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+ bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
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+
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+ // Set up matrices for basic forward renderer
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+ const float camSpeed = 0.25;
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+ float cameraSpin = (float)m_cameraSpin;
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+ float eyeDist = 2.5f;
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+ float eye[3] = { -eyeDist * bx::fsin(time*cameraSpin*camSpeed), 0.0f, -eyeDist * bx::fcos(time*cameraSpin*camSpeed) };
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+ float at[3] = { 0.0f, 0.0f, 0.0f };
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+
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+ float view[16];
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+ bx::mtxLookAt(view, eye, at);
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+
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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);
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+
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+ // Set up view rect and transform for the shaded pass
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+ bgfx::setViewRect(RENDER_PASS_SHADING, 0, 0, uint16_t(m_width), uint16_t(m_height));
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+ bgfx::setViewTransform(RENDER_PASS_SHADING, view, proj);
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+
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+ // Set up picking pass
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+ float pickView[16];
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+ float pickAt[4]; // Need to inversly project the mouse pointer to determin what we're looking at
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+ float pickEye[3] = { eye[0], eye[1], eye[2] }; // Eye is same location as before
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+ float viewProj[16];
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+ bx::mtxMul(viewProj, view, proj);
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+ float invViewProj[16];
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+ bx::mtxInverse(invViewProj, viewProj);
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+ // Mouse coord in NDC
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+ float mouseXNDC = (m_mouseState.m_mx / (float)m_width) * 2.0f - 1.0f;
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+ float mouseYNDC = ((m_height-m_mouseState.m_my) / (float)m_height) * 2.0f - 1.0f;
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+ float mousePosNDC[4] = { mouseXNDC, mouseYNDC, 0, 1.0f };
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+ // Unproject and perspective divide
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+ bx::vec4MulMtx(pickAt, mousePosNDC, invViewProj);
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+ pickAt[3] = 1.0f/pickAt[3];
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+ pickAt[0] *= pickAt[3];
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+ pickAt[1] *= pickAt[3];
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+ pickAt[2] *= pickAt[3];
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+
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+ // Look at our unprojected point
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+ bx::mtxLookAt(pickView, pickEye, pickAt);
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+ float pickProj[16];
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+
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+ // Tight FOV is best for picking
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+ bx::mtxProj(pickProj, m_fov, 1, 0.1f, 100.0f);
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+ // View rect and transforms for picking pass
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+ bgfx::setViewRect(RENDER_PASS_ID, 0, 0, ID_DIM, ID_DIM);
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+ bgfx::setViewTransform(RENDER_PASS_ID, pickView, pickProj);
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+
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+ // Now that our passes are set up, we can finally draw each mesh
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+
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+ // Picking highlights a mesh so we'll set up this tint color
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+ const float tintBasic[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
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+ const float tintHighlighted[4] = { 0.3f, 0.3f, 2.0f, 1.0f };
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+
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+ for (uint32_t m = 0; m < 12; m++) {
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+ // Set up transform matrix for each mesh
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+ float mtxRot[16];
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+ bx::mtxRotateXY(mtxRot
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+ , 0.0f
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+ , time*0.37f*(m % 2 ? 1.0f : -1.0f)
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+ );
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+ float mtxScale[16];
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+ float scale = m_meshScale[m];
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+ bx::mtxScale(mtxScale
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+ , scale
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+ , scale
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+ , scale
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+ );
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+ float mtxTrans[16];
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+ bx::mtxTranslate(mtxTrans
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+ , (m%4)-1.5f
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+ , (m/4)-1.25f
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+ , 0.0f
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+ );
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+
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+ float mtx[16];
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+ float mtxTransScale[16];
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+ bx::mtxMul(mtxTransScale, mtxScale, mtxTrans);
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+ bx::mtxMul(mtx, mtxRot, mtxTransScale);
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+
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+ // Submit mesh to both of our render passes
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+
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+ // Set uniform based on if this is the highlighted mesh
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+ bgfx::setUniform(u_tint, m == m_highlighted ? tintHighlighted : tintBasic);
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+ meshSubmit(m_meshes[m], RENDER_PASS_SHADING, m_shadingProgram, mtx);
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+
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+ // Submit ID pass based on mesh ID
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+ bgfx::setUniform(u_id, m_idsF[m]);
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+ meshSubmit(m_meshes[m], RENDER_PASS_ID, m_idProgram, mtx);
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+ }
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+
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+ // If the user previously clicked, and we're done reading data from GPU, look at ID buffer on CPU
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+ // Whatever mesh has the most pixels in the ID buffer is the one the user clicked on.
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+ if (m_reading == m_currFrame) {
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+ m_reading = 0;
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+ std::map<uint32_t, uint32_t> ids; // This contains all the IDs found in the buffer
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+ uint32_t maxAmount = 0;
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+ for (uint8_t *x = m_blitData; x < m_blitData + ID_DIM * ID_DIM * 4;) {
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+ uint8_t r = *x++;
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+ uint8_t g = *x++;
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+ uint8_t b = *x++;
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+ uint8_t a = *x++;
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+
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+ const bgfx::Caps* caps = bgfx::getCaps();
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+ if (bgfx::RendererType::Direct3D9 == caps->rendererType) {
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+ // Comes back as BGRA
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+ uint8_t temp = r;
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+ r = b;
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+ b = temp;
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+ }
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+
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+ if (r == 0 && g == 0 && b == 0) // Skip background
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+ continue;
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+
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+ uint32_t hashKey = (r)+(g<<8)+(b<<16)+(a<<24);
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+ std::map<uint32_t, uint32_t>::iterator mapIter = ids.find(hashKey);
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+ uint32_t amount = 1;
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+ if (mapIter != ids.end()) {
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+ amount = mapIter->second + 1;
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+ }
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+ ids[hashKey] = amount; // Amount of times this ID (color) has been clicked on in buffer
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+ maxAmount = maxAmount > amount ? maxAmount : amount;
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+ }
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+ uint32_t idKey = 0;
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+ m_highlighted = UINT32_MAX;
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+ if (maxAmount) {
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+ for (std::map<uint32_t, uint32_t>::iterator mapIter = ids.begin(); mapIter != ids.end(); mapIter++) {
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+ if (mapIter->second == maxAmount) {
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+ idKey = mapIter->first;
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+ break;
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+ }
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+ }
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+ for (uint32_t i = 0; i < 12; i++) {
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+ if (m_idsU[i] == idKey) {
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+ m_highlighted = i;
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+ break;
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+ }
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+ }
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+ }
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+ }
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+
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+ // Start a new readback?
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+ if (!m_reading && m_mouseState.m_buttons[entry::MouseButton::Left]) {
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+ // Blit and read
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+ bgfx::blit(RENDER_PASS_BLIT, m_blitTex, 0, 0, m_pickingRT);
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+ m_reading = bgfx::readTexture(m_blitTex, m_blitData);
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+ }
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+
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+ // Draw UI
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+ imguiBeginFrame(m_mouseState.m_mx
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+ , m_mouseState.m_my
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+ , (m_mouseState.m_buttons[entry::MouseButton::Left] ? IMGUI_MBUT_LEFT : 0)
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+ | (m_mouseState.m_buttons[entry::MouseButton::Right] ? IMGUI_MBUT_RIGHT : 0)
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+ | (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
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+ , m_mouseState.m_mz
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+ , m_width
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+ , m_height
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+ );
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+
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+ imguiBeginArea("Picking Render Target:", 10, 100, 300, 400);
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+ imguiImage(m_pickingRT, 1.0f, 1.0f, 1.0f);
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+ imguiSlider("FOV", m_fov, 1.0f, 60.0f, 1.0f);
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+
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+ if (imguiCheck("Spin Camera", m_cameraSpin)) {
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+ m_cameraSpin = !m_cameraSpin;
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+ }
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+
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+ imguiEndArea();
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+ imguiEndFrame();
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+
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+ // Advance to next frame. Rendering thread will be kicked to
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+ // process submitted rendering primitives.
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+ m_currFrame = bgfx::frame();
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+
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+ return true;
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+ }
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+
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+ return false;
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+ }
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+
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+ uint32_t m_width;
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+ uint32_t m_height;
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+ uint32_t m_debug;
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+ uint32_t m_reset;
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+ int64_t m_timeOffset;
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+
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+ entry::MouseState m_mouseState;
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+
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+ Mesh* m_meshes[12];
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+ float m_meshScale[12];
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+ float m_idsF[12][4];
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+ uint32_t m_idsU[12];
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+ uint32_t m_highlighted = UINT32_MAX;
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+
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+ // Resource handles
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+ bgfx::ProgramHandle m_shadingProgram;
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+ bgfx::ProgramHandle m_idProgram;
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+ bgfx::UniformHandle u_tint;
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+ bgfx::UniformHandle u_id;
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+ bgfx::TextureHandle m_pickingRT;
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+ bgfx::TextureHandle m_pickingRTDepth;
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+ bgfx::TextureHandle m_blitTex;
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+ bgfx::FrameBufferHandle m_pickingFB;
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+
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+ uint8_t m_blitData[ID_DIM*ID_DIM*4]; // Read blit into this
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+
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+ uint32_t m_reading = 0;
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+ uint32_t m_currFrame = UINT32_MAX;
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+
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+ // UI
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+ float m_fov = 3.0f;
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+ bool m_cameraSpin = false;
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+};
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+
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+ENTRY_IMPLEMENT_MAIN(ExamplePicking);
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