picking.cpp 12 KB

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  1. /*
  2. * Copyright 2016 Joseph Cherlin. 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. #include <bx/rng.h>
  9. #include <map>
  10. namespace
  11. {
  12. #define RENDER_PASS_SHADING 0 // Default forward rendered geo with simple shading
  13. #define RENDER_PASS_ID 1 // ID buffer for picking
  14. #define RENDER_PASS_BLIT 2 // Blit GPU render target to CPU texture
  15. #define ID_DIM 8 // Size of the ID buffer
  16. class ExamplePicking : public entry::AppI
  17. {
  18. public:
  19. ExamplePicking(const char* _name, const char* _description)
  20. : entry::AppI(_name, _description)
  21. {
  22. }
  23. void init(int32_t _argc, const char* const* _argv, uint32_t _width, uint32_t _height) override
  24. {
  25. Args args(_argc, _argv);
  26. m_width = _width;
  27. m_height = _height;
  28. m_debug = BGFX_DEBUG_NONE;
  29. m_reset = BGFX_RESET_VSYNC;
  30. bgfx::init(args.m_type, args.m_pciId);
  31. bgfx::reset(m_width, m_height, m_reset);
  32. // Enable debug text.
  33. bgfx::setDebug(m_debug);
  34. // Set up screen clears
  35. bgfx::setViewClear(RENDER_PASS_SHADING
  36. , BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
  37. , 0x303030ff
  38. , 1.0f
  39. , 0
  40. );
  41. // ID buffer clears to black, which represnts clicking on nothing (background)
  42. bgfx::setViewClear(RENDER_PASS_ID
  43. , BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
  44. , 0x000000ff
  45. , 1.0f
  46. , 0
  47. );
  48. // Create uniforms
  49. u_tint = bgfx::createUniform("u_tint", bgfx::UniformType::Vec4); // Tint for when you click on items
  50. u_id = bgfx::createUniform("u_id", bgfx::UniformType::Vec4); // ID for drawing into ID buffer
  51. // Create program from shaders.
  52. m_shadingProgram = loadProgram("vs_picking_shaded", "fs_picking_shaded"); // Blinn shading
  53. m_idProgram = loadProgram("vs_picking_shaded", "fs_picking_id"); // Shader for drawing into ID buffer
  54. static const char* meshPaths[] =
  55. {
  56. "meshes/orb.bin",
  57. "meshes/column.bin",
  58. "meshes/bunny.bin",
  59. "meshes/cube.bin",
  60. "meshes/tree.bin",
  61. "meshes/hollowcube.bin",
  62. };
  63. static const float meshScale[] =
  64. {
  65. 0.5f,
  66. 0.05f,
  67. 0.5f,
  68. 0.25f,
  69. 0.05f,
  70. 0.05f,
  71. };
  72. m_highlighted = UINT32_MAX;
  73. m_reading = 0;
  74. m_currFrame = UINT32_MAX;
  75. m_fov = 3.0f;
  76. m_cameraSpin = false;
  77. bx::RngMwc mwc; // Random number generator
  78. for (uint32_t ii = 0; ii < 12; ++ii)
  79. {
  80. m_meshes[ii] = meshLoad(meshPaths[ii % BX_COUNTOF(meshPaths)]);
  81. m_meshScale[ii] = meshScale[ii % BX_COUNTOF(meshPaths)];
  82. // For the sake of this example, we'll give each mesh a random color, so the debug output looks colorful.
  83. // In an actual app, you'd probably just want to count starting from 1
  84. uint32_t rr = mwc.gen() % 256;
  85. uint32_t gg = mwc.gen() % 256;
  86. uint32_t bb = mwc.gen() % 256;
  87. m_idsF[ii][0] = rr / 255.0f;
  88. m_idsF[ii][1] = gg / 255.0f;
  89. m_idsF[ii][2] = bb / 255.0f;
  90. m_idsF[ii][3] = 1.0f;
  91. m_idsU[ii] = rr + (gg << 8) + (bb << 16) + (255u << 24);
  92. }
  93. m_timeOffset = bx::getHPCounter();
  94. // Set up ID buffer, which has a color target and depth buffer
  95. m_pickingRT = bgfx::createTexture2D(ID_DIM, ID_DIM, false, 1, bgfx::TextureFormat::RGBA8, 0
  96. | BGFX_TEXTURE_RT
  97. | BGFX_TEXTURE_MIN_POINT
  98. | BGFX_TEXTURE_MAG_POINT
  99. | BGFX_TEXTURE_MIP_POINT
  100. | BGFX_TEXTURE_U_CLAMP
  101. | BGFX_TEXTURE_V_CLAMP
  102. );
  103. m_pickingRTDepth = bgfx::createTexture2D(ID_DIM, ID_DIM, false, 1, bgfx::TextureFormat::D24S8, 0
  104. | BGFX_TEXTURE_RT
  105. | BGFX_TEXTURE_MIN_POINT
  106. | BGFX_TEXTURE_MAG_POINT
  107. | BGFX_TEXTURE_MIP_POINT
  108. | BGFX_TEXTURE_U_CLAMP
  109. | BGFX_TEXTURE_V_CLAMP
  110. );
  111. // CPU texture for blitting to and reading ID buffer so we can see what was clicked on.
  112. // Impossible to read directly from a render target, you *must* blit to a CPU texture
  113. // first. Algorithm Overview: Render on GPU -> Blit to CPU texture -> Read from CPU
  114. // texture.
  115. m_blitTex = bgfx::createTexture2D(ID_DIM, ID_DIM, false, 1, bgfx::TextureFormat::RGBA8, 0
  116. | BGFX_TEXTURE_BLIT_DST
  117. | BGFX_TEXTURE_READ_BACK
  118. | BGFX_TEXTURE_MIN_POINT
  119. | BGFX_TEXTURE_MAG_POINT
  120. | BGFX_TEXTURE_MIP_POINT
  121. | BGFX_TEXTURE_U_CLAMP
  122. | BGFX_TEXTURE_V_CLAMP
  123. );
  124. bgfx::TextureHandle rt[2] =
  125. {
  126. m_pickingRT,
  127. m_pickingRTDepth
  128. };
  129. m_pickingFB = bgfx::createFrameBuffer(BX_COUNTOF(rt), rt, true);
  130. imguiCreate();
  131. }
  132. int shutdown() override
  133. {
  134. for (uint32_t ii = 0; ii < 12; ++ii)
  135. {
  136. meshUnload(m_meshes[ii]);
  137. }
  138. // Cleanup.
  139. bgfx::destroy(m_shadingProgram);
  140. bgfx::destroy(m_idProgram);
  141. bgfx::destroy(u_tint);
  142. bgfx::destroy(u_id);
  143. bgfx::destroy(m_pickingFB);
  144. bgfx::destroy(m_pickingRT);
  145. bgfx::destroy(m_pickingRTDepth);
  146. bgfx::destroy(m_blitTex);
  147. imguiDestroy();
  148. // Shutdown bgfx.
  149. bgfx::shutdown();
  150. return 0;
  151. }
  152. bool update() override
  153. {
  154. if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
  155. {
  156. // Draw UI
  157. imguiBeginFrame(
  158. m_mouseState.m_mx
  159. , m_mouseState.m_my
  160. , (m_mouseState.m_buttons[entry::MouseButton::Left] ? IMGUI_MBUT_LEFT : 0)
  161. | (m_mouseState.m_buttons[entry::MouseButton::Right] ? IMGUI_MBUT_RIGHT : 0)
  162. | (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
  163. , m_mouseState.m_mz
  164. , uint16_t(m_width)
  165. , uint16_t(m_height)
  166. );
  167. const bgfx::Caps* caps = bgfx::getCaps();
  168. bool blitSupport = 0 != (caps->supported & BGFX_CAPS_TEXTURE_BLIT);
  169. showExampleDialog(this
  170. , !blitSupport
  171. ? "BGFX_CAPS_TEXTURE_BLIT is not supported."
  172. : NULL
  173. );
  174. if (blitSupport)
  175. {
  176. ImGui::SetNextWindowPos(
  177. ImVec2(m_width - m_width / 5.0f - 10.0f, 10.0f)
  178. , ImGuiSetCond_FirstUseEver
  179. );
  180. ImGui::Begin("Settings"
  181. , NULL
  182. , ImVec2(m_width / 5.0f, m_height / 2.0f)
  183. , ImGuiWindowFlags_AlwaysAutoResize
  184. );
  185. ImGui::Image(m_pickingRT, ImVec2(m_width / 5.0f - 16.0f, m_width / 5.0f - 16.0f) );
  186. ImGui::SliderFloat("Field of view", &m_fov, 1.0f, 60.0f);
  187. ImGui::Checkbox("Spin Camera", &m_cameraSpin);
  188. ImGui::End();
  189. bgfx::setViewFrameBuffer(RENDER_PASS_ID, m_pickingFB);
  190. float time = (float)( (bx::getHPCounter() - m_timeOffset) / double(bx::getHPFrequency() ) );
  191. // Set up matrices for basic forward renderer
  192. const float camSpeed = 0.25;
  193. float cameraSpin = (float)m_cameraSpin;
  194. float eyeDist = 2.5f;
  195. float eye[3] =
  196. {
  197. -eyeDist * bx::fsin(time*cameraSpin*camSpeed),
  198. 0.0f,
  199. -eyeDist * bx::fcos(time*cameraSpin*camSpeed),
  200. };
  201. float at[3] = { 0.0f, 0.0f, 0.0f };
  202. float view[16];
  203. bx::mtxLookAt(view, eye, at);
  204. float proj[16];
  205. bx::mtxProj(proj, 60.0f, float(m_width) / float(m_height), 0.1f, 100.0f, caps->homogeneousDepth);
  206. // Set up view rect and transform for the shaded pass
  207. bgfx::setViewRect(RENDER_PASS_SHADING, 0, 0, uint16_t(m_width), uint16_t(m_height) );
  208. bgfx::setViewTransform(RENDER_PASS_SHADING, view, proj);
  209. // Set up picking pass
  210. float viewProj[16];
  211. bx::mtxMul(viewProj, view, proj);
  212. float invViewProj[16];
  213. bx::mtxInverse(invViewProj, viewProj);
  214. // Mouse coord in NDC
  215. float mouseXNDC = ( m_mouseState.m_mx / (float)m_width ) * 2.0f - 1.0f;
  216. float mouseYNDC = ((m_height - m_mouseState.m_my) / (float)m_height) * 2.0f - 1.0f;
  217. float pickEye[3];
  218. float mousePosNDC[3] = { mouseXNDC, mouseYNDC, 0.0f };
  219. bx::vec3MulMtxH(pickEye, mousePosNDC, invViewProj);
  220. float pickAt[3];
  221. float mousePosNDCEnd[3] = { mouseXNDC, mouseYNDC, 1.0f };
  222. bx::vec3MulMtxH(pickAt, mousePosNDCEnd, invViewProj);
  223. // Look at our unprojected point
  224. float pickView[16];
  225. bx::mtxLookAt(pickView, pickEye, pickAt);
  226. // Tight FOV is best for picking
  227. float pickProj[16];
  228. bx::mtxProj(pickProj, m_fov, 1, 0.1f, 100.0f, caps->homogeneousDepth);
  229. // View rect and transforms for picking pass
  230. bgfx::setViewRect(RENDER_PASS_ID, 0, 0, ID_DIM, ID_DIM);
  231. bgfx::setViewTransform(RENDER_PASS_ID, pickView, pickProj);
  232. // Now that our passes are set up, we can finally draw each mesh
  233. // Picking highlights a mesh so we'll set up this tint color
  234. const float tintBasic[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
  235. const float tintHighlighted[4] = { 0.3f, 0.3f, 2.0f, 1.0f };
  236. for (uint32_t mesh = 0; mesh < 12; ++mesh)
  237. {
  238. const float scale = m_meshScale[mesh];
  239. // Set up transform matrix for each mesh
  240. float mtx[16];
  241. bx::mtxSRT(mtx
  242. , scale, scale, scale
  243. , 0.0f
  244. , time*0.37f*(mesh % 2 ? 1.0f : -1.0f)
  245. , 0.0f
  246. , (mesh % 4) - 1.5f
  247. , (mesh / 4) - 1.25f
  248. , 0.0f
  249. );
  250. // Submit mesh to both of our render passes
  251. // Set uniform based on if this is the highlighted mesh
  252. bgfx::setUniform(u_tint
  253. , mesh == m_highlighted
  254. ? tintHighlighted
  255. : tintBasic
  256. );
  257. meshSubmit(m_meshes[mesh], RENDER_PASS_SHADING, m_shadingProgram, mtx);
  258. // Submit ID pass based on mesh ID
  259. bgfx::setUniform(u_id, m_idsF[mesh]);
  260. meshSubmit(m_meshes[mesh], RENDER_PASS_ID, m_idProgram, mtx);
  261. }
  262. // If the user previously clicked, and we're done reading data from GPU, look at ID buffer on CPU
  263. // Whatever mesh has the most pixels in the ID buffer is the one the user clicked on.
  264. if (m_reading == m_currFrame)
  265. {
  266. m_reading = 0;
  267. std::map<uint32_t, uint32_t> ids; // This contains all the IDs found in the buffer
  268. uint32_t maxAmount = 0;
  269. for (uint8_t *x = m_blitData; x < m_blitData + ID_DIM * ID_DIM * 4;)
  270. {
  271. uint8_t rr = *x++;
  272. uint8_t gg = *x++;
  273. uint8_t bb = *x++;
  274. uint8_t aa = *x++;
  275. if (bgfx::RendererType::Direct3D9 == caps->rendererType)
  276. {
  277. // Comes back as BGRA
  278. uint8_t temp = rr;
  279. rr = bb;
  280. bb = temp;
  281. }
  282. if (0 == (rr|gg|bb) ) // Skip background
  283. {
  284. continue;
  285. }
  286. uint32_t hashKey = rr + (gg << 8) + (bb << 16) + (aa << 24);
  287. std::map<uint32_t, uint32_t>::iterator mapIter = ids.find(hashKey);
  288. uint32_t amount = 1;
  289. if (mapIter != ids.end() )
  290. {
  291. amount = mapIter->second + 1;
  292. }
  293. ids[hashKey] = amount; // Amount of times this ID (color) has been clicked on in buffer
  294. maxAmount = maxAmount > amount
  295. ? maxAmount
  296. : amount
  297. ;
  298. }
  299. uint32_t idKey = 0;
  300. m_highlighted = UINT32_MAX;
  301. if (maxAmount)
  302. {
  303. for (std::map<uint32_t, uint32_t>::iterator mapIter = ids.begin(); mapIter != ids.end(); mapIter++)
  304. {
  305. if (mapIter->second == maxAmount)
  306. {
  307. idKey = mapIter->first;
  308. break;
  309. }
  310. }
  311. for (uint32_t ii = 0; ii < 12; ++ii)
  312. {
  313. if (m_idsU[ii] == idKey)
  314. {
  315. m_highlighted = ii;
  316. break;
  317. }
  318. }
  319. }
  320. }
  321. // Start a new readback?
  322. if (!m_reading
  323. && m_mouseState.m_buttons[entry::MouseButton::Left])
  324. {
  325. // Blit and read
  326. bgfx::blit(RENDER_PASS_BLIT, m_blitTex, 0, 0, m_pickingRT);
  327. m_reading = bgfx::readTexture(m_blitTex, m_blitData);
  328. }
  329. }
  330. imguiEndFrame();
  331. // Advance to next frame. Rendering thread will be kicked to
  332. // process submitted rendering primitives.
  333. m_currFrame = bgfx::frame();
  334. return true;
  335. }
  336. return false;
  337. }
  338. entry::MouseState m_mouseState;
  339. uint32_t m_width;
  340. uint32_t m_height;
  341. uint32_t m_debug;
  342. uint32_t m_reset;
  343. int64_t m_timeOffset;
  344. Mesh* m_meshes[12];
  345. float m_meshScale[12];
  346. float m_idsF[12][4];
  347. uint32_t m_idsU[12];
  348. uint32_t m_highlighted;
  349. // Resource handles
  350. bgfx::ProgramHandle m_shadingProgram;
  351. bgfx::ProgramHandle m_idProgram;
  352. bgfx::UniformHandle u_tint;
  353. bgfx::UniformHandle u_id;
  354. bgfx::TextureHandle m_pickingRT;
  355. bgfx::TextureHandle m_pickingRTDepth;
  356. bgfx::TextureHandle m_blitTex;
  357. bgfx::FrameBufferHandle m_pickingFB;
  358. uint8_t m_blitData[ID_DIM*ID_DIM * 4]; // Read blit into this
  359. uint32_t m_reading;
  360. uint32_t m_currFrame;
  361. float m_fov;
  362. bool m_cameraSpin;
  363. };
  364. } // namespace
  365. ENTRY_IMPLEMENT_MAIN(ExamplePicking, "30-picking", "Mouse picking via GPU texture readback.");