oit.cpp 14 KB

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  1. /*
  2. * Copyright 2011-2019 Branimir Karadzic. All rights reserved.
  3. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
  4. */
  5. #include "common.h"
  6. #include "bgfx_utils.h"
  7. #include "imgui/imgui.h"
  8. namespace
  9. {
  10. struct PosColorVertex
  11. {
  12. float m_x;
  13. float m_y;
  14. float m_z;
  15. uint32_t m_abgr;
  16. static void init()
  17. {
  18. ms_layout
  19. .begin()
  20. .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
  21. .add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
  22. .end();
  23. }
  24. static bgfx::VertexLayout ms_layout;
  25. };
  26. bgfx::VertexLayout PosColorVertex::ms_layout;
  27. struct PosColorTexCoord0Vertex
  28. {
  29. float m_x;
  30. float m_y;
  31. float m_z;
  32. uint32_t m_rgba;
  33. float m_u;
  34. float m_v;
  35. static void init()
  36. {
  37. ms_layout
  38. .begin()
  39. .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
  40. .add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
  41. .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
  42. .end();
  43. }
  44. static bgfx::VertexLayout ms_layout;
  45. };
  46. bgfx::VertexLayout PosColorTexCoord0Vertex::ms_layout;
  47. static PosColorVertex s_cubeVertices[8] =
  48. {
  49. {-1.0f, 1.0f, 1.0f, 0xff000000 },
  50. { 1.0f, 1.0f, 1.0f, 0xff0000ff },
  51. {-1.0f, -1.0f, 1.0f, 0xff00ff00 },
  52. { 1.0f, -1.0f, 1.0f, 0xff00ffff },
  53. {-1.0f, 1.0f, -1.0f, 0xffff0000 },
  54. { 1.0f, 1.0f, -1.0f, 0xffff00ff },
  55. {-1.0f, -1.0f, -1.0f, 0xffffff00 },
  56. { 1.0f, -1.0f, -1.0f, 0xffffffff },
  57. };
  58. static const uint16_t s_cubeIndices[36] =
  59. {
  60. 0, 1, 2, // 0
  61. 1, 3, 2,
  62. 4, 6, 5, // 2
  63. 5, 6, 7,
  64. 0, 2, 4, // 4
  65. 4, 2, 6,
  66. 1, 5, 3, // 6
  67. 5, 7, 3,
  68. 0, 4, 1, // 8
  69. 4, 5, 1,
  70. 2, 3, 6, // 10
  71. 6, 3, 7,
  72. };
  73. static float s_texelHalf = 0.0f;
  74. static bool s_flipV = false;
  75. inline void mtxProj(float* _result, float _fovy, float _aspect, float _near, float _far)
  76. {
  77. bx::mtxProj(_result, _fovy, _aspect, _near, _far, s_flipV);
  78. }
  79. void screenSpaceQuad(float _textureWidth, float _textureHeight, bool _originBottomLeft = false, float _width = 1.0f, float _height = 1.0f)
  80. {
  81. if (3 == bgfx::getAvailTransientVertexBuffer(3, PosColorTexCoord0Vertex::ms_layout) )
  82. {
  83. bgfx::TransientVertexBuffer vb;
  84. bgfx::allocTransientVertexBuffer(&vb, 3, PosColorTexCoord0Vertex::ms_layout);
  85. PosColorTexCoord0Vertex* vertex = (PosColorTexCoord0Vertex*)vb.data;
  86. const float zz = 0.0f;
  87. const float minx = -_width;
  88. const float maxx = _width;
  89. const float miny = 0.0f;
  90. const float maxy = _height*2.0f;
  91. const float texelHalfW = s_texelHalf/_textureWidth;
  92. const float texelHalfH = s_texelHalf/_textureHeight;
  93. const float minu = -1.0f + texelHalfW;
  94. const float maxu = 1.0f + texelHalfW;
  95. float minv = texelHalfH;
  96. float maxv = 2.0f + texelHalfH;
  97. if (_originBottomLeft)
  98. {
  99. float tmp = minv;
  100. minv = maxv;
  101. maxv = tmp;
  102. minv -= 1.0f;
  103. maxv -= 1.0f;
  104. }
  105. vertex[0].m_x = minx;
  106. vertex[0].m_y = miny;
  107. vertex[0].m_z = zz;
  108. vertex[0].m_rgba = 0xffffffff;
  109. vertex[0].m_u = minu;
  110. vertex[0].m_v = minv;
  111. vertex[1].m_x = maxx;
  112. vertex[1].m_y = miny;
  113. vertex[1].m_z = zz;
  114. vertex[1].m_rgba = 0xffffffff;
  115. vertex[1].m_u = maxu;
  116. vertex[1].m_v = minv;
  117. vertex[2].m_x = maxx;
  118. vertex[2].m_y = maxy;
  119. vertex[2].m_z = zz;
  120. vertex[2].m_rgba = 0xffffffff;
  121. vertex[2].m_u = maxu;
  122. vertex[2].m_v = maxv;
  123. bgfx::setVertexBuffer(0, &vb);
  124. }
  125. }
  126. class ExampleOIT : public entry::AppI
  127. {
  128. public:
  129. ExampleOIT(const char* _name, const char* _description)
  130. : entry::AppI(_name, _description)
  131. {
  132. }
  133. void init(int32_t _argc, const char* const* _argv, uint32_t _width, uint32_t _height) override
  134. {
  135. Args args(_argc, _argv);
  136. m_width = _width;
  137. m_height = _height;
  138. m_debug = BGFX_DEBUG_NONE;
  139. m_reset = BGFX_RESET_VSYNC;
  140. bgfx::Init init;
  141. init.type = args.m_type;
  142. init.vendorId = args.m_pciId;
  143. init.resolution.width = m_width;
  144. init.resolution.height = m_height;
  145. init.resolution.reset = m_reset;
  146. bgfx::init(init);
  147. // Enable debug text.
  148. bgfx::setDebug(m_debug);
  149. // Create vertex stream declaration.
  150. PosColorVertex::init();
  151. PosColorTexCoord0Vertex::init();
  152. // Get renderer capabilities info.
  153. const bgfx::Caps* caps = bgfx::getCaps();
  154. // Setup root path for binary shaders. Shader binaries are different
  155. // for each renderer.
  156. switch (caps->rendererType)
  157. {
  158. default:
  159. break;
  160. case bgfx::RendererType::OpenGL:
  161. case bgfx::RendererType::OpenGLES:
  162. s_flipV = true;
  163. break;
  164. }
  165. // Imgui.
  166. imguiCreate();
  167. // Create static vertex buffer.
  168. m_vbh = bgfx::createVertexBuffer(
  169. bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) )
  170. , PosColorVertex::ms_layout
  171. );
  172. // Create static index buffer.
  173. m_ibh = bgfx::createIndexBuffer(bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) ) );
  174. // Create texture sampler uniforms.
  175. s_texColor0 = bgfx::createUniform("s_texColor0", bgfx::UniformType::Sampler);
  176. s_texColor1 = bgfx::createUniform("s_texColor1", bgfx::UniformType::Sampler);
  177. u_color = bgfx::createUniform("u_color", bgfx::UniformType::Vec4);
  178. m_blend = loadProgram("vs_oit", "fs_oit" );
  179. m_wbSeparatePass = loadProgram("vs_oit", "fs_oit_wb_separate" );
  180. m_wbSeparateBlit = loadProgram("vs_oit_blit", "fs_oit_wb_separate_blit" );
  181. m_wbPass = loadProgram("vs_oit", "fs_oit_wb" );
  182. m_wbBlit = loadProgram("vs_oit_blit", "fs_oit_wb_blit" );
  183. m_fbtextures[0].idx = bgfx::kInvalidHandle;
  184. m_fbtextures[1].idx = bgfx::kInvalidHandle;
  185. m_fbh.idx = bgfx::kInvalidHandle;
  186. m_mode = 1;
  187. m_frontToBack = true;
  188. m_fadeInOut = false;
  189. m_oldWidth = 0;
  190. m_oldHeight = 0;
  191. m_oldReset = m_reset;
  192. m_mrtSupported = true
  193. && 2 <= caps->limits.maxFBAttachments
  194. && bgfx::isTextureValid(0, false, 1, bgfx::TextureFormat::RGBA16F, BGFX_TEXTURE_RT)
  195. && bgfx::isTextureValid(0, false, 1, bgfx::TextureFormat::R16F, BGFX_TEXTURE_RT)
  196. ;
  197. m_timeOffset = bx::getHPCounter();
  198. }
  199. int shutdown() override
  200. {
  201. // Cleanup.
  202. imguiDestroy();
  203. if (bgfx::isValid(m_fbh) )
  204. {
  205. bgfx::destroy(m_fbh);
  206. }
  207. bgfx::destroy(m_ibh);
  208. bgfx::destroy(m_vbh);
  209. bgfx::destroy(m_blend);
  210. bgfx::destroy(m_wbSeparatePass);
  211. bgfx::destroy(m_wbSeparateBlit);
  212. bgfx::destroy(m_wbPass);
  213. bgfx::destroy(m_wbBlit);
  214. bgfx::destroy(s_texColor0);
  215. bgfx::destroy(s_texColor1);
  216. bgfx::destroy(u_color);
  217. // Shutdown bgfx.
  218. bgfx::shutdown();
  219. return 0;
  220. }
  221. bool update() override
  222. {
  223. if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
  224. {
  225. imguiBeginFrame(m_mouseState.m_mx
  226. , m_mouseState.m_my
  227. , (m_mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
  228. | (m_mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
  229. | (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
  230. , m_mouseState.m_mz
  231. , uint16_t(m_width)
  232. , uint16_t(m_height)
  233. );
  234. showExampleDialog(this
  235. , !m_mrtSupported
  236. ? "MRT or frame buffer texture format are not supported."
  237. : NULL
  238. );
  239. if (m_mrtSupported)
  240. {
  241. if (m_oldWidth != m_width
  242. || m_oldHeight != m_height
  243. || m_oldReset != m_reset
  244. || !bgfx::isValid(m_fbh) )
  245. {
  246. // Recreate variable size render targets when resolution changes.
  247. m_oldWidth = m_width;
  248. m_oldHeight = m_height;
  249. m_oldReset = m_reset;
  250. if (bgfx::isValid(m_fbh) )
  251. {
  252. bgfx::destroy(m_fbh);
  253. }
  254. m_fbtextures[0] = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::RGBA16F, BGFX_TEXTURE_RT);
  255. m_fbtextures[1] = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::R16F, BGFX_TEXTURE_RT);
  256. m_fbh = bgfx::createFrameBuffer(BX_COUNTOF(m_fbtextures), m_fbtextures, true);
  257. }
  258. ImGui::SetNextWindowPos(
  259. ImVec2(m_width - m_width / 5.0f - 10.0f, 10.0f)
  260. , ImGuiCond_FirstUseEver
  261. );
  262. ImGui::SetNextWindowSize(
  263. ImVec2(m_width / 5.0f, m_height / 3.0f)
  264. , ImGuiCond_FirstUseEver
  265. );
  266. ImGui::Begin("Settings"
  267. , NULL
  268. , 0
  269. );
  270. ImGui::Separator();
  271. ImGui::Text("Blend mode:");
  272. ImGui::RadioButton("None", &m_mode, 0);
  273. ImGui::RadioButton("Separate", &m_mode, 1);
  274. ImGui::RadioButton("MRT Independent", &m_mode, 2);
  275. ImGui::Separator();
  276. ImGui::Checkbox("Front to back", &m_frontToBack);
  277. ImGui::Checkbox("Fade in/out", &m_fadeInOut);
  278. ImGui::End();
  279. // Set view 0 default viewport.
  280. bgfx::setViewRect(0, 0, 0, uint16_t(m_width), uint16_t(m_height) );
  281. bgfx::setViewRect(1, 0, 0, uint16_t(m_width), uint16_t(m_height) );
  282. int64_t now = bx::getHPCounter();
  283. const double freq = double(bx::getHPFrequency() );
  284. float time = (float)( (now-m_timeOffset)/freq);
  285. // Reference(s):
  286. // - Weighted, Blended Order-Independent Transparency
  287. // https://web.archive.org/save/http://jcgt.org/published/0002/02/09/
  288. // https://web.archive.org/web/20181126040455/http://casual-effects.blogspot.com/2014/03/weighted-blended-order-independent.html
  289. //
  290. const bx::Vec3 at = { 0.0f, 0.0f, 0.0f };
  291. const bx::Vec3 eye = { 0.0f, 0.0f, -7.0f };
  292. float view[16];
  293. float proj[16];
  294. // Set view and projection matrix for view 0.
  295. bx::mtxLookAt(view, eye, at);
  296. mtxProj(proj, 60.0f, float(m_width)/float(m_height), 0.1f, 100.0f);
  297. bgfx::setViewTransform(0, view, proj);
  298. // Set palette color for index 0
  299. bgfx::setPaletteColor(0, 0.0f, 0.0f, 0.0f, 0.0f);
  300. // Set palette color for index 1
  301. bgfx::setPaletteColor(1, 1.0f, 1.0f, 1.0f, 1.0f);
  302. bgfx::setViewClear(0
  303. , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
  304. , 1.0f // Depth
  305. , 0 // Stencil
  306. , 0 // FB texture 0, color palette 0
  307. , 1 == m_mode ? 1 : 0 // FB texture 1, color palette 1
  308. );
  309. bgfx::setViewClear(1
  310. , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
  311. , 1.0f // Depth
  312. , 0 // Stencil
  313. , 0 // Color palette 0
  314. );
  315. bgfx::FrameBufferHandle invalid = BGFX_INVALID_HANDLE;
  316. bgfx::setViewFrameBuffer(0, 0 == m_mode ? invalid : m_fbh);
  317. // Set view and projection matrix for view 1.
  318. bx::mtxIdentity(view);
  319. const bgfx::Caps* caps = bgfx::getCaps();
  320. bx::mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f, 0.0f, caps->homogeneousDepth);
  321. bgfx::setViewTransform(1, view, proj);
  322. for (uint32_t depth = 0; depth < 3; ++depth)
  323. {
  324. uint32_t zz = m_frontToBack ? 2-depth : depth;
  325. for (uint32_t yy = 0; yy < 3; ++yy)
  326. {
  327. for (uint32_t xx = 0; xx < 3; ++xx)
  328. {
  329. float color[4] = { xx*1.0f/3.0f, zz*1.0f/3.0f, yy*1.0f/3.0f, 0.5f };
  330. if (m_fadeInOut
  331. && zz == 1)
  332. {
  333. color[3] = bx::sin(time*3.0f)*0.49f+0.5f;
  334. }
  335. bgfx::setUniform(u_color, color);
  336. BX_UNUSED(time);
  337. float mtx[16];
  338. bx::mtxRotateXY(mtx, time*0.023f + xx*0.21f, time*0.03f + yy*0.37f);
  339. //mtxIdentity(mtx);
  340. mtx[12] = -2.5f + float(xx)*2.5f;
  341. mtx[13] = -2.5f + float(yy)*2.5f;
  342. mtx[14] = -2.5f + float(zz)*2.5f;
  343. // Set transform for draw call.
  344. bgfx::setTransform(mtx);
  345. // Set vertex and index buffer.
  346. bgfx::setVertexBuffer(0, m_vbh);
  347. bgfx::setIndexBuffer(m_ibh);
  348. const uint64_t state = 0
  349. | BGFX_STATE_CULL_CW
  350. | BGFX_STATE_WRITE_RGB
  351. | BGFX_STATE_WRITE_A
  352. | BGFX_STATE_DEPTH_TEST_LESS
  353. | BGFX_STATE_MSAA
  354. ;
  355. const uint64_t stateNoDepth = 0
  356. | BGFX_STATE_CULL_CW
  357. | BGFX_STATE_WRITE_RGB
  358. | BGFX_STATE_WRITE_A
  359. | BGFX_STATE_DEPTH_TEST_ALWAYS
  360. | BGFX_STATE_MSAA
  361. ;
  362. bgfx::ProgramHandle program = BGFX_INVALID_HANDLE;
  363. switch (m_mode)
  364. {
  365. case 0:
  366. // Set vertex and fragment shaders.
  367. program = m_blend;
  368. // Set render states.
  369. bgfx::setState(state
  370. | BGFX_STATE_BLEND_ALPHA
  371. );
  372. break;
  373. case 1:
  374. // Set vertex and fragment shaders.
  375. program = m_wbSeparatePass;
  376. // Set render states.
  377. bgfx::setState(stateNoDepth
  378. | BGFX_STATE_BLEND_FUNC_SEPARATE(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ZERO, BGFX_STATE_BLEND_INV_SRC_ALPHA)
  379. );
  380. break;
  381. default:
  382. // Set vertex and fragment shaders.
  383. program = m_wbPass;
  384. // Set render states.
  385. bgfx::setState(stateNoDepth
  386. | BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE)
  387. | BGFX_STATE_BLEND_INDEPENDENT
  388. , 0
  389. | BGFX_STATE_BLEND_FUNC_RT_1(BGFX_STATE_BLEND_ZERO, BGFX_STATE_BLEND_SRC_COLOR)
  390. );
  391. break;
  392. }
  393. // Submit primitive for rendering to view 0.
  394. bgfx::submit(0, program);
  395. }
  396. }
  397. }
  398. if (0 != m_mode)
  399. {
  400. bgfx::setTexture(0, s_texColor0, m_fbtextures[0]);
  401. bgfx::setTexture(1, s_texColor1, m_fbtextures[1]);
  402. bgfx::setState(0
  403. | BGFX_STATE_WRITE_RGB
  404. | BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_INV_SRC_ALPHA, BGFX_STATE_BLEND_SRC_ALPHA)
  405. );
  406. screenSpaceQuad( (float)m_width, (float)m_height, s_flipV);
  407. bgfx::submit(1
  408. , 1 == m_mode ? m_wbSeparateBlit : m_wbBlit
  409. );
  410. }
  411. }
  412. imguiEndFrame();
  413. // Advance to next frame. Rendering thread will be kicked to
  414. // process submitted rendering primitives.
  415. bgfx::frame();
  416. return true;
  417. }
  418. return false;
  419. }
  420. uint32_t m_width;
  421. uint32_t m_height;
  422. uint32_t m_debug;
  423. uint32_t m_reset;
  424. int32_t m_mode;
  425. bool m_frontToBack;
  426. bool m_fadeInOut;
  427. bool m_mrtSupported;
  428. uint32_t m_oldWidth;
  429. uint32_t m_oldHeight;
  430. uint32_t m_oldReset;
  431. entry::MouseState m_mouseState;
  432. int64_t m_timeOffset;
  433. bgfx::VertexBufferHandle m_vbh;
  434. bgfx::IndexBufferHandle m_ibh;
  435. bgfx::UniformHandle s_texColor0;
  436. bgfx::UniformHandle s_texColor1;
  437. bgfx::UniformHandle u_color;
  438. bgfx::ProgramHandle m_blend;
  439. bgfx::ProgramHandle m_wbSeparatePass;
  440. bgfx::ProgramHandle m_wbSeparateBlit;
  441. bgfx::ProgramHandle m_wbPass;
  442. bgfx::ProgramHandle m_wbBlit;
  443. bgfx::TextureHandle m_fbtextures[2];
  444. bgfx::FrameBufferHandle m_fbh;
  445. };
  446. } // namespace
  447. ENTRY_IMPLEMENT_MAIN(ExampleOIT, "19-oit", "Weighted, Blended Order Independent Transparency.");