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. 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_decl
  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::VertexDecl ms_decl;
  25. };
  26. bgfx::VertexDecl PosColorVertex::ms_decl;
  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_decl
  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::VertexDecl ms_decl;
  45. };
  46. bgfx::VertexDecl PosColorTexCoord0Vertex::ms_decl;
  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_decl) )
  82. {
  83. bgfx::TransientVertexBuffer vb;
  84. bgfx::allocTransientVertexBuffer(&vb, 3, PosColorTexCoord0Vertex::ms_decl);
  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) BX_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(args.m_type, args.m_pciId);
  141. bgfx::reset(m_width, m_height, m_reset);
  142. // Enable debug text.
  143. bgfx::setDebug(m_debug);
  144. // Create vertex stream declaration.
  145. PosColorVertex::init();
  146. PosColorTexCoord0Vertex::init();
  147. // Get renderer capabilities info.
  148. const bgfx::Caps* caps = bgfx::getCaps();
  149. // Setup root path for binary shaders. Shader binaries are different
  150. // for each renderer.
  151. switch (caps->rendererType)
  152. {
  153. default:
  154. break;
  155. case bgfx::RendererType::OpenGL:
  156. case bgfx::RendererType::OpenGLES:
  157. s_flipV = true;
  158. break;
  159. }
  160. // Imgui.
  161. imguiCreate();
  162. // Create static vertex buffer.
  163. m_vbh = bgfx::createVertexBuffer(
  164. bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) )
  165. , PosColorVertex::ms_decl
  166. );
  167. // Create static index buffer.
  168. m_ibh = bgfx::createIndexBuffer(bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) ) );
  169. // Create texture sampler uniforms.
  170. s_texColor0 = bgfx::createUniform("s_texColor0", bgfx::UniformType::Int1);
  171. s_texColor1 = bgfx::createUniform("s_texColor1", bgfx::UniformType::Int1);
  172. u_color = bgfx::createUniform("u_color", bgfx::UniformType::Vec4);
  173. m_blend = loadProgram("vs_oit", "fs_oit" );
  174. m_wbSeparatePass = loadProgram("vs_oit", "fs_oit_wb_separate" );
  175. m_wbSeparateBlit = loadProgram("vs_oit_blit", "fs_oit_wb_separate_blit" );
  176. m_wbPass = loadProgram("vs_oit", "fs_oit_wb" );
  177. m_wbBlit = loadProgram("vs_oit_blit", "fs_oit_wb_blit" );
  178. m_fbtextures[0].idx = bgfx::kInvalidHandle;
  179. m_fbtextures[1].idx = bgfx::kInvalidHandle;
  180. m_fbh.idx = bgfx::kInvalidHandle;
  181. m_mode = 1;
  182. m_frontToBack = true;
  183. m_fadeInOut = false;
  184. m_oldWidth = 0;
  185. m_oldHeight = 0;
  186. m_oldReset = m_reset;
  187. m_timeOffset = bx::getHPCounter();
  188. }
  189. int shutdown() BX_OVERRIDE
  190. {
  191. // Cleanup.
  192. imguiDestroy();
  193. bgfx::destroyFrameBuffer(m_fbh);
  194. bgfx::destroyIndexBuffer(m_ibh);
  195. bgfx::destroyVertexBuffer(m_vbh);
  196. bgfx::destroyProgram(m_blend);
  197. bgfx::destroyProgram(m_wbSeparatePass);
  198. bgfx::destroyProgram(m_wbSeparateBlit);
  199. bgfx::destroyProgram(m_wbPass);
  200. bgfx::destroyProgram(m_wbBlit);
  201. bgfx::destroyUniform(s_texColor0);
  202. bgfx::destroyUniform(s_texColor1);
  203. bgfx::destroyUniform(u_color);
  204. // Shutdown bgfx.
  205. bgfx::shutdown();
  206. return 0;
  207. }
  208. bool update() BX_OVERRIDE
  209. {
  210. if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
  211. {
  212. if (m_oldWidth != m_width
  213. || m_oldHeight != m_height
  214. || m_oldReset != m_reset
  215. || !bgfx::isValid(m_fbh) )
  216. {
  217. // Recreate variable size render targets when resolution changes.
  218. m_oldWidth = m_width;
  219. m_oldHeight = m_height;
  220. m_oldReset = m_reset;
  221. if (bgfx::isValid(m_fbh) )
  222. {
  223. bgfx::destroyFrameBuffer(m_fbh);
  224. }
  225. m_fbtextures[0] = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::RGBA16F, BGFX_TEXTURE_RT);
  226. m_fbtextures[1] = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::R16F, BGFX_TEXTURE_RT);
  227. m_fbh = bgfx::createFrameBuffer(BX_COUNTOF(m_fbtextures), m_fbtextures, true);
  228. }
  229. imguiBeginFrame(m_mouseState.m_mx
  230. , m_mouseState.m_my
  231. , (m_mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
  232. | (m_mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
  233. | (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
  234. , m_mouseState.m_mz
  235. , uint16_t(m_width)
  236. , uint16_t(m_height)
  237. );
  238. bool restart = showExampleDialog(this);
  239. ImGui::SetNextWindowPos(
  240. ImVec2(m_width - m_width / 5.0f - 10.0f, 10.0f)
  241. , ImGuiSetCond_FirstUseEver
  242. );
  243. ImGui::Begin("Settings"
  244. , NULL
  245. , ImVec2(m_width / 5.0f, m_height / 3.0f)
  246. , ImGuiWindowFlags_AlwaysAutoResize
  247. );
  248. ImGui::Separator();
  249. ImGui::Text("Blend mode:");
  250. ImGui::RadioButton("None", &m_mode, 0);
  251. ImGui::RadioButton("Separate", &m_mode, 1);
  252. ImGui::RadioButton("MRT Independent", &m_mode, 2);
  253. ImGui::Separator();
  254. ImGui::Checkbox("Front to back", &m_frontToBack);
  255. ImGui::Checkbox("Fade in/out", &m_fadeInOut);
  256. ImGui::End();
  257. imguiEndFrame();
  258. // Set view 0 default viewport.
  259. bgfx::setViewRect(0, 0, 0, uint16_t(m_width), uint16_t(m_height) );
  260. bgfx::setViewRect(1, 0, 0, uint16_t(m_width), uint16_t(m_height) );
  261. int64_t now = bx::getHPCounter();
  262. const double freq = double(bx::getHPFrequency() );
  263. float time = (float)( (now-m_timeOffset)/freq);
  264. // Reference:
  265. // Weighted, Blended Order-Independent Transparency
  266. // http://jcgt.org/published/0002/02/09/
  267. // http://casual-effects.blogspot.com/2014/03/weighted-blended-order-independent.html
  268. float at[3] = { 0.0f, 0.0f, 0.0f };
  269. float eye[3] = { 0.0f, 0.0f, -7.0f };
  270. float view[16];
  271. float proj[16];
  272. // Set view and projection matrix for view 0.
  273. bx::mtxLookAt(view, eye, at);
  274. mtxProj(proj, 60.0f, float(m_width)/float(m_height), 0.1f, 100.0f);
  275. bgfx::setViewTransform(0, view, proj);
  276. // Set palette color for index 0
  277. bgfx::setPaletteColor(0, 0.0f, 0.0f, 0.0f, 0.0f);
  278. // Set palette color for index 1
  279. bgfx::setPaletteColor(1, 1.0f, 1.0f, 1.0f, 1.0f);
  280. bgfx::setViewClear(0
  281. , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
  282. , 1.0f // Depth
  283. , 0 // Stencil
  284. , 0 // FB texture 0, color palette 0
  285. , 1 == m_mode ? 1 : 0 // FB texture 1, color palette 1
  286. );
  287. bgfx::setViewClear(1
  288. , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
  289. , 1.0f // Depth
  290. , 0 // Stencil
  291. , 0 // Color palette 0
  292. );
  293. bgfx::FrameBufferHandle invalid = BGFX_INVALID_HANDLE;
  294. bgfx::setViewFrameBuffer(0, 0 == m_mode ? invalid : m_fbh);
  295. // Set view and projection matrix for view 1.
  296. bx::mtxIdentity(view);
  297. const bgfx::Caps* caps = bgfx::getCaps();
  298. bx::mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f, 0.0f, caps->homogeneousDepth);
  299. bgfx::setViewTransform(1, view, proj);
  300. for (uint32_t depth = 0; depth < 3; ++depth)
  301. {
  302. uint32_t zz = m_frontToBack ? 2-depth : depth;
  303. for (uint32_t yy = 0; yy < 3; ++yy)
  304. {
  305. for (uint32_t xx = 0; xx < 3; ++xx)
  306. {
  307. float color[4] = { xx*1.0f/3.0f, zz*1.0f/3.0f, yy*1.0f/3.0f, 0.5f };
  308. if (m_fadeInOut
  309. && zz == 1)
  310. {
  311. color[3] = bx::fsin(time*3.0f)*0.49f+0.5f;
  312. }
  313. bgfx::setUniform(u_color, color);
  314. BX_UNUSED(time);
  315. float mtx[16];
  316. bx::mtxRotateXY(mtx, time*0.023f + xx*0.21f, time*0.03f + yy*0.37f);
  317. //mtxIdentity(mtx);
  318. mtx[12] = -2.5f + float(xx)*2.5f;
  319. mtx[13] = -2.5f + float(yy)*2.5f;
  320. mtx[14] = -2.5f + float(zz)*2.5f;
  321. // Set transform for draw call.
  322. bgfx::setTransform(mtx);
  323. // Set vertex and index buffer.
  324. bgfx::setVertexBuffer(0, m_vbh);
  325. bgfx::setIndexBuffer(m_ibh);
  326. const uint64_t state = 0
  327. | BGFX_STATE_CULL_CW
  328. | BGFX_STATE_RGB_WRITE
  329. | BGFX_STATE_ALPHA_WRITE
  330. | BGFX_STATE_DEPTH_TEST_LESS
  331. | BGFX_STATE_MSAA
  332. ;
  333. const uint64_t stateNoDepth = 0
  334. | BGFX_STATE_CULL_CW
  335. | BGFX_STATE_RGB_WRITE
  336. | BGFX_STATE_ALPHA_WRITE
  337. | BGFX_STATE_DEPTH_TEST_ALWAYS
  338. | BGFX_STATE_MSAA
  339. ;
  340. bgfx::ProgramHandle program = BGFX_INVALID_HANDLE;
  341. switch (m_mode)
  342. {
  343. case 0:
  344. // Set vertex and fragment shaders.
  345. program = m_blend;
  346. // Set render states.
  347. bgfx::setState(state
  348. | BGFX_STATE_BLEND_ALPHA
  349. );
  350. break;
  351. case 1:
  352. // Set vertex and fragment shaders.
  353. program = m_wbSeparatePass;
  354. // Set render states.
  355. bgfx::setState(stateNoDepth
  356. | BGFX_STATE_BLEND_FUNC_SEPARATE(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ZERO, BGFX_STATE_BLEND_INV_SRC_ALPHA)
  357. );
  358. break;
  359. default:
  360. // Set vertex and fragment shaders.
  361. program = m_wbPass;
  362. // Set render states.
  363. bgfx::setState(stateNoDepth
  364. | BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE)
  365. | BGFX_STATE_BLEND_INDEPENDENT
  366. , 0
  367. | BGFX_STATE_BLEND_FUNC_RT_1(BGFX_STATE_BLEND_ZERO, BGFX_STATE_BLEND_SRC_COLOR)
  368. );
  369. break;
  370. }
  371. // Submit primitive for rendering to view 0.
  372. bgfx::submit(0, program);
  373. }
  374. }
  375. }
  376. if (0 != m_mode)
  377. {
  378. bgfx::setTexture(0, s_texColor0, m_fbtextures[0]);
  379. bgfx::setTexture(1, s_texColor1, m_fbtextures[1]);
  380. bgfx::setState(0
  381. | BGFX_STATE_RGB_WRITE
  382. | BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_INV_SRC_ALPHA, BGFX_STATE_BLEND_SRC_ALPHA)
  383. );
  384. screenSpaceQuad( (float)m_width, (float)m_height, s_flipV);
  385. bgfx::submit(1
  386. , 1 == m_mode ? m_wbSeparateBlit : m_wbBlit
  387. );
  388. }
  389. // Advance to next frame. Rendering thread will be kicked to
  390. // process submitted rendering primitives.
  391. bgfx::frame();
  392. return !restart;
  393. }
  394. return false;
  395. }
  396. uint32_t m_width;
  397. uint32_t m_height;
  398. uint32_t m_debug;
  399. uint32_t m_reset;
  400. int32_t m_mode;
  401. bool m_frontToBack;
  402. bool m_fadeInOut;
  403. uint32_t m_oldWidth;
  404. uint32_t m_oldHeight;
  405. uint32_t m_oldReset;
  406. entry::MouseState m_mouseState;
  407. int64_t m_timeOffset;
  408. bgfx::VertexBufferHandle m_vbh;
  409. bgfx::IndexBufferHandle m_ibh;
  410. bgfx::UniformHandle s_texColor0;
  411. bgfx::UniformHandle s_texColor1;
  412. bgfx::UniformHandle u_color;
  413. bgfx::ProgramHandle m_blend;
  414. bgfx::ProgramHandle m_wbSeparatePass;
  415. bgfx::ProgramHandle m_wbSeparateBlit;
  416. bgfx::ProgramHandle m_wbPass;
  417. bgfx::ProgramHandle m_wbBlit;
  418. bgfx::TextureHandle m_fbtextures[2];
  419. bgfx::FrameBufferHandle m_fbh;
  420. };
  421. } // namespace
  422. ENTRY_IMPLEMENT_MAIN(ExampleOIT, "19-oit", "Weighted, Blended Order Independent Transparency.");