oit.cpp 12 KB

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  1. /*
  2. * Copyright 2011-2015 Branimir Karadzic. All rights reserved.
  3. * License: http://www.opensource.org/licenses/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 (bgfx::checkAvailTransientVertexBuffer(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. int _main_(int /*_argc*/, char** /*_argv*/)
  125. {
  126. uint32_t width = 1280;
  127. uint32_t height = 720;
  128. uint32_t debug = BGFX_DEBUG_TEXT;
  129. uint32_t reset = BGFX_RESET_VSYNC;
  130. bgfx::init();
  131. bgfx::reset(width, height, reset);
  132. // Create vertex stream declaration.
  133. PosColorVertex::init();
  134. PosColorTexCoord0Vertex::init();
  135. // Enable debug text.
  136. bgfx::setDebug(debug);
  137. // Get renderer capabilities info.
  138. const bgfx::Caps* caps = bgfx::getCaps();
  139. // Setup root path for binary shaders. Shader binaries are different
  140. // for each renderer.
  141. switch (caps->rendererType)
  142. {
  143. default:
  144. break;
  145. case bgfx::RendererType::OpenGL:
  146. case bgfx::RendererType::OpenGLES:
  147. s_flipV = true;
  148. break;
  149. }
  150. // Imgui.
  151. imguiCreate();
  152. const bgfx::Memory* mem;
  153. // Create static vertex buffer.
  154. mem = bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) );
  155. bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(mem, PosColorVertex::ms_decl);
  156. // Create static index buffer.
  157. mem = bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) );
  158. bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(mem);
  159. // Create texture sampler uniforms.
  160. bgfx::UniformHandle u_texColor0 = bgfx::createUniform("u_texColor0", bgfx::UniformType::Uniform1iv);
  161. bgfx::UniformHandle u_texColor1 = bgfx::createUniform("u_texColor1", bgfx::UniformType::Uniform1iv);
  162. bgfx::UniformHandle u_color = bgfx::createUniform("u_color", bgfx::UniformType::Uniform4fv);
  163. bgfx::ProgramHandle blend = loadProgram("vs_oit", "fs_oit" );
  164. bgfx::ProgramHandle wbSeparatePass = loadProgram("vs_oit", "fs_oit_wb_separate" );
  165. bgfx::ProgramHandle wbSeparateBlit = loadProgram("vs_oit_blit", "fs_oit_wb_separate_blit" );
  166. bgfx::ProgramHandle wbPass = loadProgram("vs_oit", "fs_oit_wb" );
  167. bgfx::ProgramHandle wbBlit = loadProgram("vs_oit_blit", "fs_oit_wb_blit" );
  168. bgfx::TextureHandle fbtextures[2] = { BGFX_INVALID_HANDLE, BGFX_INVALID_HANDLE };
  169. bgfx::FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  170. int64_t timeOffset = bx::getHPCounter();
  171. uint32_t mode = 1;
  172. int32_t scrollArea = 0;
  173. bool frontToBack = true;
  174. bool fadeInOut = false;
  175. uint32_t oldWidth = 0;
  176. uint32_t oldHeight = 0;
  177. uint32_t oldReset = reset;
  178. entry::MouseState mouseState;
  179. while (!entry::processEvents(width, height, debug, reset, &mouseState) )
  180. {
  181. if (oldWidth != width
  182. || oldHeight != height
  183. || oldReset != reset
  184. || !bgfx::isValid(fbh) )
  185. {
  186. // Recreate variable size render targets when resolution changes.
  187. oldWidth = width;
  188. oldHeight = height;
  189. oldReset = reset;
  190. if (bgfx::isValid(fbh) )
  191. {
  192. bgfx::destroyFrameBuffer(fbh);
  193. }
  194. fbtextures[0] = bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::RGBA16F, BGFX_TEXTURE_RT);
  195. fbtextures[1] = bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::R16F, BGFX_TEXTURE_RT);
  196. fbh = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
  197. }
  198. imguiBeginFrame(mouseState.m_mx
  199. , mouseState.m_my
  200. , (mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
  201. | (mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
  202. , 0
  203. , width
  204. , height
  205. );
  206. imguiBeginScrollArea("Settings", width - width / 4 - 10, 10, width / 4, height / 3, &scrollArea);
  207. imguiSeparatorLine();
  208. imguiLabel("Blend mode:");
  209. mode = imguiChoose(mode
  210. , "None"
  211. , "Separate"
  212. , "MRT Independent"
  213. );
  214. imguiSeparatorLine();
  215. if (imguiCheck("Front to back", frontToBack) )
  216. {
  217. frontToBack ^= true;
  218. }
  219. if (imguiCheck("Fade in/out", fadeInOut) )
  220. {
  221. fadeInOut ^= true;
  222. }
  223. imguiEndScrollArea();
  224. imguiEndFrame();
  225. // Set view 0 default viewport.
  226. bgfx::setViewRect(0, 0, 0, width, height);
  227. bgfx::setViewRect(1, 0, 0, width, height);
  228. int64_t now = bx::getHPCounter();
  229. static int64_t last = now;
  230. const int64_t frameTime = now - last;
  231. last = now;
  232. const double freq = double(bx::getHPFrequency() );
  233. const double toMs = 1000.0/freq;
  234. float time = (float)( (now-timeOffset)/freq);
  235. // Use debug font to print information about this example.
  236. bgfx::dbgTextClear();
  237. // Reference:
  238. // Weighted, Blended Order-Independent Transparency
  239. // http://jcgt.org/published/0002/02/09/
  240. // http://casual-effects.blogspot.com/2014/03/weighted-blended-order-independent.html
  241. bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/19-oit");
  242. bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Weighted, Blended Order Independent Transparency.");
  243. bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
  244. float at[3] = { 0.0f, 0.0f, 0.0f };
  245. float eye[3] = { 0.0f, 0.0f, -7.0f };
  246. float view[16];
  247. float proj[16];
  248. // Set view and projection matrix for view 0.
  249. bx::mtxLookAt(view, eye, at);
  250. mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f);
  251. bgfx::setViewTransform(0, view, proj);
  252. // Set clear color palette for index 0
  253. bgfx::setClearColor(0, 0.0f, 0.0f, 0.0f, 0.0f);
  254. // Set clear color palette for index 1
  255. bgfx::setClearColor(1, 1.0f, 1.0f, 1.0f, 1.0f);
  256. bgfx::setViewClear(0
  257. , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
  258. , 1.0f // Depth
  259. , 0 // Stencil
  260. , 0 // FB texture 0, color palette 0
  261. , 1 == mode ? 1 : 0 // FB texture 1, color palette 1
  262. );
  263. bgfx::setViewClear(1
  264. , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
  265. , 1.0f // Depth
  266. , 0 // Stencil
  267. , 0 // Color palette 0
  268. );
  269. bgfx::FrameBufferHandle invalid = BGFX_INVALID_HANDLE;
  270. bgfx::setViewFrameBuffer(0, 0 == mode ? invalid : fbh);
  271. // Set view and projection matrix for view 1.
  272. bx::mtxIdentity(view);
  273. bx::mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f);
  274. bgfx::setViewTransform(1, view, proj);
  275. for (uint32_t depth = 0; depth < 3; ++depth)
  276. {
  277. uint32_t zz = frontToBack ? 2-depth : depth;
  278. for (uint32_t yy = 0; yy < 3; ++yy)
  279. {
  280. for (uint32_t xx = 0; xx < 3; ++xx)
  281. {
  282. float color[4] = { xx*1.0f/3.0f, zz*1.0f/3.0f, yy*1.0f/3.0f, 0.5f };
  283. if (fadeInOut
  284. && zz == 1)
  285. {
  286. color[3] = sinf(time*3.0f)*0.49f+0.5f;
  287. }
  288. bgfx::setUniform(u_color, color);
  289. BX_UNUSED(time);
  290. float mtx[16];
  291. bx::mtxRotateXY(mtx, time*0.023f + xx*0.21f, time*0.03f + yy*0.37f);
  292. //mtxIdentity(mtx);
  293. mtx[12] = -2.5f + float(xx)*2.5f;
  294. mtx[13] = -2.5f + float(yy)*2.5f;
  295. mtx[14] = -2.5f + float(zz)*2.5f;
  296. // Set transform for draw call.
  297. bgfx::setTransform(mtx);
  298. // Set vertex and index buffer.
  299. bgfx::setVertexBuffer(vbh);
  300. bgfx::setIndexBuffer(ibh);
  301. const uint64_t state = 0
  302. | BGFX_STATE_CULL_CW
  303. | BGFX_STATE_RGB_WRITE
  304. | BGFX_STATE_ALPHA_WRITE
  305. | BGFX_STATE_DEPTH_TEST_LESS
  306. | BGFX_STATE_MSAA
  307. ;
  308. switch (mode)
  309. {
  310. case 0:
  311. // Set vertex and fragment shaders.
  312. bgfx::setProgram(blend);
  313. // Set render states.
  314. bgfx::setState(state
  315. | BGFX_STATE_BLEND_ALPHA
  316. );
  317. break;
  318. case 1:
  319. // Set vertex and fragment shaders.
  320. bgfx::setProgram(wbSeparatePass);
  321. // Set render states.
  322. bgfx::setState(state
  323. | BGFX_STATE_BLEND_FUNC_SEPARATE(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ZERO, BGFX_STATE_BLEND_INV_SRC_ALPHA)
  324. );
  325. break;
  326. default:
  327. // Set vertex and fragment shaders.
  328. bgfx::setProgram(wbPass);
  329. // Set render states.
  330. bgfx::setState(state
  331. | BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE)
  332. | BGFX_STATE_BLEND_INDEPENDENT
  333. , 0
  334. | BGFX_STATE_BLEND_FUNC_RT_1(BGFX_STATE_BLEND_ZERO, BGFX_STATE_BLEND_SRC_COLOR)
  335. );
  336. break;
  337. }
  338. // Submit primitive for rendering to view 0.
  339. bgfx::submit(0);
  340. }
  341. }
  342. }
  343. if (0 != mode)
  344. {
  345. bgfx::setTexture(0, u_texColor0, fbtextures[0]);
  346. bgfx::setTexture(1, u_texColor1, fbtextures[1]);
  347. bgfx::setProgram(1 == mode ? wbSeparateBlit : wbBlit);
  348. bgfx::setState(0
  349. | BGFX_STATE_RGB_WRITE
  350. | BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_INV_SRC_ALPHA, BGFX_STATE_BLEND_SRC_ALPHA)
  351. );
  352. screenSpaceQuad( (float)width, (float)height, s_flipV);
  353. bgfx::submit(1);
  354. }
  355. // Advance to next frame. Rendering thread will be kicked to
  356. // process submitted rendering primitives.
  357. bgfx::frame();
  358. }
  359. // Cleanup.
  360. imguiDestroy();
  361. bgfx::destroyFrameBuffer(fbh);
  362. bgfx::destroyIndexBuffer(ibh);
  363. bgfx::destroyVertexBuffer(vbh);
  364. bgfx::destroyProgram(blend);
  365. bgfx::destroyProgram(wbSeparatePass);
  366. bgfx::destroyProgram(wbSeparateBlit);
  367. bgfx::destroyProgram(wbPass);
  368. bgfx::destroyProgram(wbBlit);
  369. bgfx::destroyUniform(u_texColor0);
  370. bgfx::destroyUniform(u_texColor1);
  371. bgfx::destroyUniform(u_color);
  372. // Shutdown bgfx.
  373. bgfx::shutdown();
  374. return 0;
  375. }