oit.cpp 13 KB

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  1. /*
  2. * Copyright 2011-2017 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. struct PosColorVertex
  9. {
  10. float m_x;
  11. float m_y;
  12. float m_z;
  13. uint32_t m_abgr;
  14. static void init()
  15. {
  16. ms_decl
  17. .begin()
  18. .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
  19. .add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
  20. .end();
  21. }
  22. static bgfx::VertexDecl ms_decl;
  23. };
  24. bgfx::VertexDecl PosColorVertex::ms_decl;
  25. struct PosColorTexCoord0Vertex
  26. {
  27. float m_x;
  28. float m_y;
  29. float m_z;
  30. uint32_t m_rgba;
  31. float m_u;
  32. float m_v;
  33. static void init()
  34. {
  35. ms_decl
  36. .begin()
  37. .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
  38. .add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
  39. .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
  40. .end();
  41. }
  42. static bgfx::VertexDecl ms_decl;
  43. };
  44. bgfx::VertexDecl PosColorTexCoord0Vertex::ms_decl;
  45. static PosColorVertex s_cubeVertices[8] =
  46. {
  47. {-1.0f, 1.0f, 1.0f, 0xff000000 },
  48. { 1.0f, 1.0f, 1.0f, 0xff0000ff },
  49. {-1.0f, -1.0f, 1.0f, 0xff00ff00 },
  50. { 1.0f, -1.0f, 1.0f, 0xff00ffff },
  51. {-1.0f, 1.0f, -1.0f, 0xffff0000 },
  52. { 1.0f, 1.0f, -1.0f, 0xffff00ff },
  53. {-1.0f, -1.0f, -1.0f, 0xffffff00 },
  54. { 1.0f, -1.0f, -1.0f, 0xffffffff },
  55. };
  56. static const uint16_t s_cubeIndices[36] =
  57. {
  58. 0, 1, 2, // 0
  59. 1, 3, 2,
  60. 4, 6, 5, // 2
  61. 5, 6, 7,
  62. 0, 2, 4, // 4
  63. 4, 2, 6,
  64. 1, 5, 3, // 6
  65. 5, 7, 3,
  66. 0, 4, 1, // 8
  67. 4, 5, 1,
  68. 2, 3, 6, // 10
  69. 6, 3, 7,
  70. };
  71. static float s_texelHalf = 0.0f;
  72. static bool s_flipV = false;
  73. inline void mtxProj(float* _result, float _fovy, float _aspect, float _near, float _far)
  74. {
  75. bx::mtxProj(_result, _fovy, _aspect, _near, _far, s_flipV);
  76. }
  77. void screenSpaceQuad(float _textureWidth, float _textureHeight, bool _originBottomLeft = false, float _width = 1.0f, float _height = 1.0f)
  78. {
  79. if (3 == bgfx::getAvailTransientVertexBuffer(3, PosColorTexCoord0Vertex::ms_decl) )
  80. {
  81. bgfx::TransientVertexBuffer vb;
  82. bgfx::allocTransientVertexBuffer(&vb, 3, PosColorTexCoord0Vertex::ms_decl);
  83. PosColorTexCoord0Vertex* vertex = (PosColorTexCoord0Vertex*)vb.data;
  84. const float zz = 0.0f;
  85. const float minx = -_width;
  86. const float maxx = _width;
  87. const float miny = 0.0f;
  88. const float maxy = _height*2.0f;
  89. const float texelHalfW = s_texelHalf/_textureWidth;
  90. const float texelHalfH = s_texelHalf/_textureHeight;
  91. const float minu = -1.0f + texelHalfW;
  92. const float maxu = 1.0f + texelHalfW;
  93. float minv = texelHalfH;
  94. float maxv = 2.0f + texelHalfH;
  95. if (_originBottomLeft)
  96. {
  97. float tmp = minv;
  98. minv = maxv;
  99. maxv = tmp;
  100. minv -= 1.0f;
  101. maxv -= 1.0f;
  102. }
  103. vertex[0].m_x = minx;
  104. vertex[0].m_y = miny;
  105. vertex[0].m_z = zz;
  106. vertex[0].m_rgba = 0xffffffff;
  107. vertex[0].m_u = minu;
  108. vertex[0].m_v = minv;
  109. vertex[1].m_x = maxx;
  110. vertex[1].m_y = miny;
  111. vertex[1].m_z = zz;
  112. vertex[1].m_rgba = 0xffffffff;
  113. vertex[1].m_u = maxu;
  114. vertex[1].m_v = minv;
  115. vertex[2].m_x = maxx;
  116. vertex[2].m_y = maxy;
  117. vertex[2].m_z = zz;
  118. vertex[2].m_rgba = 0xffffffff;
  119. vertex[2].m_u = maxu;
  120. vertex[2].m_v = maxv;
  121. bgfx::setVertexBuffer(&vb);
  122. }
  123. }
  124. class ExampleOIT : public entry::AppI
  125. {
  126. void init(int _argc, char** _argv) BX_OVERRIDE
  127. {
  128. Args args(_argc, _argv);
  129. m_width = 1280;
  130. m_height = 720;
  131. m_debug = BGFX_DEBUG_TEXT;
  132. m_reset = BGFX_RESET_VSYNC;
  133. bgfx::init(args.m_type, args.m_pciId);
  134. bgfx::reset(m_width, m_height, m_reset);
  135. // Enable debug text.
  136. bgfx::setDebug(m_debug);
  137. // Create vertex stream declaration.
  138. PosColorVertex::init();
  139. PosColorTexCoord0Vertex::init();
  140. // Get renderer capabilities info.
  141. const bgfx::Caps* caps = bgfx::getCaps();
  142. // Setup root path for binary shaders. Shader binaries are different
  143. // for each renderer.
  144. switch (caps->rendererType)
  145. {
  146. default:
  147. break;
  148. case bgfx::RendererType::OpenGL:
  149. case bgfx::RendererType::OpenGLES:
  150. s_flipV = true;
  151. break;
  152. }
  153. // Imgui.
  154. imguiCreate();
  155. // Create static vertex buffer.
  156. m_vbh = bgfx::createVertexBuffer(
  157. bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) )
  158. , PosColorVertex::ms_decl
  159. );
  160. // Create static index buffer.
  161. m_ibh = bgfx::createIndexBuffer(bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) ) );
  162. // Create texture sampler uniforms.
  163. s_texColor0 = bgfx::createUniform("s_texColor0", bgfx::UniformType::Int1);
  164. s_texColor1 = bgfx::createUniform("s_texColor1", bgfx::UniformType::Int1);
  165. u_color = bgfx::createUniform("u_color", bgfx::UniformType::Vec4);
  166. m_blend = loadProgram("vs_oit", "fs_oit" );
  167. m_wbSeparatePass = loadProgram("vs_oit", "fs_oit_wb_separate" );
  168. m_wbSeparateBlit = loadProgram("vs_oit_blit", "fs_oit_wb_separate_blit" );
  169. m_wbPass = loadProgram("vs_oit", "fs_oit_wb" );
  170. m_wbBlit = loadProgram("vs_oit_blit", "fs_oit_wb_blit" );
  171. m_fbtextures[0].idx = bgfx::invalidHandle;
  172. m_fbtextures[1].idx = bgfx::invalidHandle;
  173. m_fbh.idx = bgfx::invalidHandle;
  174. m_mode = 1;
  175. m_scrollArea = 0;
  176. m_frontToBack = true;
  177. m_fadeInOut = false;
  178. m_oldWidth = 0;
  179. m_oldHeight = 0;
  180. m_oldReset = m_reset;
  181. m_timeOffset = bx::getHPCounter();
  182. }
  183. int shutdown() BX_OVERRIDE
  184. {
  185. // Cleanup.
  186. imguiDestroy();
  187. bgfx::destroyFrameBuffer(m_fbh);
  188. bgfx::destroyIndexBuffer(m_ibh);
  189. bgfx::destroyVertexBuffer(m_vbh);
  190. bgfx::destroyProgram(m_blend);
  191. bgfx::destroyProgram(m_wbSeparatePass);
  192. bgfx::destroyProgram(m_wbSeparateBlit);
  193. bgfx::destroyProgram(m_wbPass);
  194. bgfx::destroyProgram(m_wbBlit);
  195. bgfx::destroyUniform(s_texColor0);
  196. bgfx::destroyUniform(s_texColor1);
  197. bgfx::destroyUniform(u_color);
  198. // Shutdown bgfx.
  199. bgfx::shutdown();
  200. return 0;
  201. }
  202. bool update() BX_OVERRIDE
  203. {
  204. if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
  205. {
  206. if (m_oldWidth != m_width
  207. || m_oldHeight != m_height
  208. || m_oldReset != m_reset
  209. || !bgfx::isValid(m_fbh) )
  210. {
  211. // Recreate variable size render targets when resolution changes.
  212. m_oldWidth = m_width;
  213. m_oldHeight = m_height;
  214. m_oldReset = m_reset;
  215. if (bgfx::isValid(m_fbh) )
  216. {
  217. bgfx::destroyFrameBuffer(m_fbh);
  218. }
  219. m_fbtextures[0] = bgfx::createTexture2D(m_width, m_height, false, 1, bgfx::TextureFormat::RGBA16F, BGFX_TEXTURE_RT);
  220. m_fbtextures[1] = bgfx::createTexture2D(m_width, m_height, false, 1, bgfx::TextureFormat::R16F, BGFX_TEXTURE_RT);
  221. m_fbh = bgfx::createFrameBuffer(BX_COUNTOF(m_fbtextures), m_fbtextures, true);
  222. }
  223. imguiBeginFrame(m_mouseState.m_mx
  224. , m_mouseState.m_my
  225. , (m_mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
  226. | (m_mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
  227. | (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
  228. , m_mouseState.m_mz
  229. , m_width
  230. , m_height
  231. );
  232. imguiBeginScrollArea("Settings", m_width - m_width / 4 - 10, 10, m_width / 4, m_height / 3, &m_scrollArea);
  233. imguiSeparatorLine();
  234. imguiLabel("Blend mode:");
  235. m_mode = imguiChoose(m_mode
  236. , "None"
  237. , "Separate"
  238. , "MRT Independent"
  239. );
  240. imguiSeparatorLine();
  241. if (imguiCheck("Front to back", m_frontToBack) )
  242. {
  243. m_frontToBack ^= true;
  244. }
  245. if (imguiCheck("Fade in/out", m_fadeInOut) )
  246. {
  247. m_fadeInOut ^= true;
  248. }
  249. imguiEndScrollArea();
  250. imguiEndFrame();
  251. // Set view 0 default viewport.
  252. bgfx::setViewRect(0, 0, 0, m_width, m_height);
  253. bgfx::setViewRect(1, 0, 0, m_width, m_height);
  254. int64_t now = bx::getHPCounter();
  255. static int64_t last = now;
  256. const int64_t frameTime = now - last;
  257. last = now;
  258. const double freq = double(bx::getHPFrequency() );
  259. const double toMs = 1000.0/freq;
  260. float time = (float)( (now-m_timeOffset)/freq);
  261. // Use debug font to print information about this example.
  262. bgfx::dbgTextClear();
  263. // Reference:
  264. // Weighted, Blended Order-Independent Transparency
  265. // http://jcgt.org/published/0002/02/09/
  266. // http://casual-effects.blogspot.com/2014/03/weighted-blended-order-independent.html
  267. bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/19-oit");
  268. bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Weighted, Blended Order Independent Transparency.");
  269. bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
  270. float at[3] = { 0.0f, 0.0f, 0.0f };
  271. float eye[3] = { 0.0f, 0.0f, -7.0f };
  272. float view[16];
  273. float proj[16];
  274. // Set view and projection matrix for view 0.
  275. bx::mtxLookAt(view, eye, at);
  276. mtxProj(proj, 60.0f, float(m_width)/float(m_height), 0.1f, 100.0f);
  277. bgfx::setViewTransform(0, view, proj);
  278. // Set palette color for index 0
  279. bgfx::setPaletteColor(0, 0.0f, 0.0f, 0.0f, 0.0f);
  280. // Set palette color for index 1
  281. bgfx::setPaletteColor(1, 1.0f, 1.0f, 1.0f, 1.0f);
  282. bgfx::setViewClear(0
  283. , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
  284. , 1.0f // Depth
  285. , 0 // Stencil
  286. , 0 // FB texture 0, color palette 0
  287. , 1 == m_mode ? 1 : 0 // FB texture 1, color palette 1
  288. );
  289. bgfx::setViewClear(1
  290. , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
  291. , 1.0f // Depth
  292. , 0 // Stencil
  293. , 0 // Color palette 0
  294. );
  295. bgfx::FrameBufferHandle invalid = BGFX_INVALID_HANDLE;
  296. bgfx::setViewFrameBuffer(0, 0 == m_mode ? invalid : m_fbh);
  297. // Set view and projection matrix for view 1.
  298. bx::mtxIdentity(view);
  299. bx::mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f);
  300. bgfx::setViewTransform(1, view, proj);
  301. for (uint32_t depth = 0; depth < 3; ++depth)
  302. {
  303. uint32_t zz = m_frontToBack ? 2-depth : depth;
  304. for (uint32_t yy = 0; yy < 3; ++yy)
  305. {
  306. for (uint32_t xx = 0; xx < 3; ++xx)
  307. {
  308. float color[4] = { xx*1.0f/3.0f, zz*1.0f/3.0f, yy*1.0f/3.0f, 0.5f };
  309. if (m_fadeInOut
  310. && zz == 1)
  311. {
  312. color[3] = sinf(time*3.0f)*0.49f+0.5f;
  313. }
  314. bgfx::setUniform(u_color, color);
  315. BX_UNUSED(time);
  316. float mtx[16];
  317. bx::mtxRotateXY(mtx, time*0.023f + xx*0.21f, time*0.03f + yy*0.37f);
  318. //mtxIdentity(mtx);
  319. mtx[12] = -2.5f + float(xx)*2.5f;
  320. mtx[13] = -2.5f + float(yy)*2.5f;
  321. mtx[14] = -2.5f + float(zz)*2.5f;
  322. // Set transform for draw call.
  323. bgfx::setTransform(mtx);
  324. // Set vertex and index buffer.
  325. bgfx::setVertexBuffer(m_vbh);
  326. bgfx::setIndexBuffer(m_ibh);
  327. const uint64_t state = 0
  328. | BGFX_STATE_CULL_CW
  329. | BGFX_STATE_RGB_WRITE
  330. | BGFX_STATE_ALPHA_WRITE
  331. | BGFX_STATE_DEPTH_TEST_LESS
  332. | BGFX_STATE_MSAA
  333. ;
  334. const uint64_t stateNoDepth = 0
  335. | BGFX_STATE_CULL_CW
  336. | BGFX_STATE_RGB_WRITE
  337. | BGFX_STATE_ALPHA_WRITE
  338. | BGFX_STATE_DEPTH_TEST_ALWAYS
  339. | BGFX_STATE_MSAA
  340. ;
  341. bgfx::ProgramHandle program = BGFX_INVALID_HANDLE;
  342. switch (m_mode)
  343. {
  344. case 0:
  345. // Set vertex and fragment shaders.
  346. program = m_blend;
  347. // Set render states.
  348. bgfx::setState(state
  349. | BGFX_STATE_BLEND_ALPHA
  350. );
  351. break;
  352. case 1:
  353. // Set vertex and fragment shaders.
  354. program = m_wbSeparatePass;
  355. // Set render states.
  356. bgfx::setState(stateNoDepth
  357. | BGFX_STATE_BLEND_FUNC_SEPARATE(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ZERO, BGFX_STATE_BLEND_INV_SRC_ALPHA)
  358. );
  359. break;
  360. default:
  361. // Set vertex and fragment shaders.
  362. program = m_wbPass;
  363. // Set render states.
  364. bgfx::setState(stateNoDepth
  365. | BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE)
  366. | BGFX_STATE_BLEND_INDEPENDENT
  367. , 0
  368. | BGFX_STATE_BLEND_FUNC_RT_1(BGFX_STATE_BLEND_ZERO, BGFX_STATE_BLEND_SRC_COLOR)
  369. );
  370. break;
  371. }
  372. // Submit primitive for rendering to view 0.
  373. bgfx::submit(0, program);
  374. }
  375. }
  376. }
  377. if (0 != m_mode)
  378. {
  379. bgfx::setTexture(0, s_texColor0, m_fbtextures[0]);
  380. bgfx::setTexture(1, s_texColor1, m_fbtextures[1]);
  381. bgfx::setState(0
  382. | BGFX_STATE_RGB_WRITE
  383. | BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_INV_SRC_ALPHA, BGFX_STATE_BLEND_SRC_ALPHA)
  384. );
  385. screenSpaceQuad( (float)m_width, (float)m_height, s_flipV);
  386. bgfx::submit(1
  387. , 1 == m_mode ? m_wbSeparateBlit : m_wbBlit
  388. );
  389. }
  390. // Advance to next frame. Rendering thread will be kicked to
  391. // process submitted rendering primitives.
  392. bgfx::frame();
  393. return true;
  394. }
  395. return false;
  396. }
  397. uint32_t m_width;
  398. uint32_t m_height;
  399. uint32_t m_debug;
  400. uint32_t m_reset;
  401. uint32_t m_mode;
  402. int32_t m_scrollArea;
  403. bool m_frontToBack;
  404. bool m_fadeInOut;
  405. uint32_t m_oldWidth;
  406. uint32_t m_oldHeight;
  407. uint32_t m_oldReset;
  408. entry::MouseState m_mouseState;
  409. int64_t m_timeOffset;
  410. bgfx::VertexBufferHandle m_vbh;
  411. bgfx::IndexBufferHandle m_ibh;
  412. bgfx::UniformHandle s_texColor0;
  413. bgfx::UniformHandle s_texColor1;
  414. bgfx::UniformHandle u_color;
  415. bgfx::ProgramHandle m_blend;
  416. bgfx::ProgramHandle m_wbSeparatePass;
  417. bgfx::ProgramHandle m_wbSeparateBlit;
  418. bgfx::ProgramHandle m_wbPass;
  419. bgfx::ProgramHandle m_wbBlit;
  420. bgfx::TextureHandle m_fbtextures[2];
  421. bgfx::FrameBufferHandle m_fbh;
  422. };
  423. ENTRY_IMPLEMENT_MAIN(ExampleOIT);