picking.cpp 11 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. #define RENDER_PASS_SHADING 0 // Default forward rendered geo with simple shading
  11. #define RENDER_PASS_ID 1 // ID buffer for picking
  12. #define RENDER_PASS_BLIT 2 // Blit GPU render target to CPU texture
  13. #define ID_DIM 8 // Size of the ID buffer
  14. class ExamplePicking : public entry::AppI
  15. {
  16. void init(int _argc, char** _argv) BX_OVERRIDE
  17. {
  18. Args args(_argc, _argv);
  19. m_width = 1280;
  20. m_height = 720;
  21. m_debug = BGFX_DEBUG_TEXT;
  22. m_reset = BGFX_RESET_VSYNC;
  23. bgfx::init(args.m_type, args.m_pciId);
  24. bgfx::reset(m_width, m_height, m_reset);
  25. // Enable debug text.
  26. bgfx::setDebug(m_debug);
  27. // Set up screen clears
  28. bgfx::setViewClear(RENDER_PASS_SHADING
  29. , BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
  30. , 0x303030ff
  31. , 1.0f
  32. , 0
  33. );
  34. // ID buffer clears to black, which represnts clicking on nothing (background)
  35. bgfx::setViewClear(RENDER_PASS_ID
  36. , BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
  37. , 0x000000ff
  38. , 1.0f
  39. , 0
  40. );
  41. // Create uniforms
  42. u_tint = bgfx::createUniform("u_tint", bgfx::UniformType::Vec4); // Tint for when you click on items
  43. u_id = bgfx::createUniform("u_id", bgfx::UniformType::Vec4); // ID for drawing into ID buffer
  44. // Create program from shaders.
  45. m_shadingProgram = loadProgram("vs_picking_shaded", "fs_picking_shaded"); // Blinn shading
  46. m_idProgram = loadProgram("vs_picking_shaded", "fs_picking_id"); // Shader for drawing into ID buffer
  47. static const char* meshPaths[] =
  48. {
  49. "meshes/orb.bin",
  50. "meshes/column.bin",
  51. "meshes/bunny.bin",
  52. "meshes/cube.bin",
  53. "meshes/tree.bin",
  54. "meshes/hollowcube.bin",
  55. };
  56. static const float meshScale[] =
  57. {
  58. 0.5f,
  59. 0.05f,
  60. 0.5f,
  61. 0.25f,
  62. 0.05f,
  63. 0.05f,
  64. };
  65. m_highlighted = UINT32_MAX;
  66. m_reading = 0;
  67. m_currFrame = UINT32_MAX;
  68. m_fov = 3.0f;
  69. m_cameraSpin = false;
  70. bx::RngMwc mwc; // Random number generator
  71. for (uint32_t ii = 0; ii < 12; ++ii)
  72. {
  73. m_meshes[ii] = meshLoad(meshPaths[ii % BX_COUNTOF(meshPaths)]);
  74. m_meshScale[ii] = meshScale[ii % BX_COUNTOF(meshPaths)];
  75. // For the sake of this example, we'll give each mesh a random color, so the debug output looks colorful.
  76. // In an actual app, you'd probably just want to count starting from 1
  77. uint32_t rr = mwc.gen() % 256;
  78. uint32_t gg = mwc.gen() % 256;
  79. uint32_t bb = mwc.gen() % 256;
  80. m_idsF[ii][0] = rr / 255.0f;
  81. m_idsF[ii][1] = gg / 255.0f;
  82. m_idsF[ii][2] = bb / 255.0f;
  83. m_idsF[ii][3] = 1.0f;
  84. m_idsU[ii] = rr + (gg << 8) + (bb << 16) + (255u << 24);
  85. }
  86. m_timeOffset = bx::getHPCounter();
  87. // Set up ID buffer, which has a color target and depth buffer
  88. m_pickingRT = bgfx::createTexture2D(ID_DIM, ID_DIM, false, 1, bgfx::TextureFormat::RGBA8, 0
  89. | BGFX_TEXTURE_RT
  90. | BGFX_TEXTURE_MIN_POINT
  91. | BGFX_TEXTURE_MAG_POINT
  92. | BGFX_TEXTURE_MIP_POINT
  93. | BGFX_TEXTURE_U_CLAMP
  94. | BGFX_TEXTURE_V_CLAMP
  95. );
  96. m_pickingRTDepth = bgfx::createTexture2D(ID_DIM, ID_DIM, false, 1, bgfx::TextureFormat::D24S8, 0
  97. | BGFX_TEXTURE_RT
  98. | BGFX_TEXTURE_MIN_POINT
  99. | BGFX_TEXTURE_MAG_POINT
  100. | BGFX_TEXTURE_MIP_POINT
  101. | BGFX_TEXTURE_U_CLAMP
  102. | BGFX_TEXTURE_V_CLAMP
  103. );
  104. // CPU texture for blitting to and reading ID buffer so we can see what was clicked on.
  105. // Impossible to read directly from a render target, you *must* blit to a CPU texture
  106. // first. Algorithm Overview: Render on GPU -> Blit to CPU texture -> Read from CPU
  107. // texture.
  108. m_blitTex = bgfx::createTexture2D(ID_DIM, ID_DIM, false, 1, bgfx::TextureFormat::RGBA8, 0
  109. | BGFX_TEXTURE_BLIT_DST
  110. | BGFX_TEXTURE_READ_BACK
  111. | BGFX_TEXTURE_MIN_POINT
  112. | BGFX_TEXTURE_MAG_POINT
  113. | BGFX_TEXTURE_MIP_POINT
  114. | BGFX_TEXTURE_U_CLAMP
  115. | BGFX_TEXTURE_V_CLAMP
  116. );
  117. bgfx::TextureHandle rt[2] =
  118. {
  119. m_pickingRT,
  120. m_pickingRTDepth
  121. };
  122. m_pickingFB = bgfx::createFrameBuffer(BX_COUNTOF(rt), rt, true);
  123. imguiCreate();
  124. }
  125. int shutdown() BX_OVERRIDE
  126. {
  127. for (uint32_t ii = 0; ii < 12; ++ii)
  128. {
  129. meshUnload(m_meshes[ii]);
  130. }
  131. // Cleanup.
  132. bgfx::destroyProgram(m_shadingProgram);
  133. bgfx::destroyProgram(m_idProgram);
  134. bgfx::destroyUniform(u_tint);
  135. bgfx::destroyUniform(u_id);
  136. bgfx::destroyFrameBuffer(m_pickingFB);
  137. bgfx::destroyTexture(m_pickingRT);
  138. bgfx::destroyTexture(m_pickingRTDepth);
  139. bgfx::destroyTexture(m_blitTex);
  140. imguiDestroy();
  141. // Shutdown bgfx.
  142. bgfx::shutdown();
  143. return 0;
  144. }
  145. bool update() BX_OVERRIDE
  146. {
  147. if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
  148. {
  149. bgfx::setViewFrameBuffer(RENDER_PASS_ID, m_pickingFB);
  150. int64_t now = bx::getHPCounter();
  151. static int64_t last = now;
  152. const int64_t frameTime = now - last;
  153. last = now;
  154. const double freq = double(bx::getHPFrequency());
  155. const double toMs = 1000.0 / freq;
  156. float time = (float)( (bx::getHPCounter() - m_timeOffset) / double(bx::getHPFrequency() ) );
  157. // Use debug font to print information about this example.
  158. bgfx::dbgTextClear();
  159. bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/30-picking");
  160. bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Mouse picking via GPU texture readback.");
  161. bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
  162. // Set up matrices for basic forward renderer
  163. const float camSpeed = 0.25;
  164. float cameraSpin = (float)m_cameraSpin;
  165. float eyeDist = 2.5f;
  166. float eye[3] =
  167. {
  168. -eyeDist * bx::fsin(time*cameraSpin*camSpeed),
  169. 0.0f,
  170. -eyeDist * bx::fcos(time*cameraSpin*camSpeed),
  171. };
  172. float at[3] = { 0.0f, 0.0f, 0.0f };
  173. float view[16];
  174. bx::mtxLookAt(view, eye, at);
  175. float proj[16];
  176. bx::mtxProj(proj, 60.0f, float(m_width) / float(m_height), 0.1f, 100.0f);
  177. // Set up view rect and transform for the shaded pass
  178. bgfx::setViewRect(RENDER_PASS_SHADING, 0, 0, uint16_t(m_width), uint16_t(m_height) );
  179. bgfx::setViewTransform(RENDER_PASS_SHADING, view, proj);
  180. // Set up picking pass
  181. float viewProj[16];
  182. bx::mtxMul(viewProj, view, proj);
  183. float invViewProj[16];
  184. bx::mtxInverse(invViewProj, viewProj);
  185. // Mouse coord in NDC
  186. float mouseXNDC = ( m_mouseState.m_mx / (float)m_width ) * 2.0f - 1.0f;
  187. float mouseYNDC = ((m_height - m_mouseState.m_my) / (float)m_height) * 2.0f - 1.0f;
  188. float pickEye[3];
  189. float mousePosNDC[3] = { mouseXNDC, mouseYNDC, 0.0f };
  190. bx::vec3MulMtxH(pickEye, mousePosNDC, invViewProj);
  191. float pickAt[3];
  192. float mousePosNDCEnd[3] = { mouseXNDC, mouseYNDC, 1.0f };
  193. bx::vec3MulMtxH(pickAt, mousePosNDCEnd, invViewProj);
  194. // Look at our unprojected point
  195. float pickView[16];
  196. bx::mtxLookAt(pickView, pickEye, pickAt);
  197. // Tight FOV is best for picking
  198. float pickProj[16];
  199. bx::mtxProj(pickProj, m_fov, 1, 0.1f, 100.0f);
  200. // View rect and transforms for picking pass
  201. bgfx::setViewRect(RENDER_PASS_ID, 0, 0, ID_DIM, ID_DIM);
  202. bgfx::setViewTransform(RENDER_PASS_ID, pickView, pickProj);
  203. // Now that our passes are set up, we can finally draw each mesh
  204. // Picking highlights a mesh so we'll set up this tint color
  205. const float tintBasic[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
  206. const float tintHighlighted[4] = { 0.3f, 0.3f, 2.0f, 1.0f };
  207. for (uint32_t mesh = 0; mesh < 12; ++mesh)
  208. {
  209. const float scale = m_meshScale[mesh];
  210. // Set up transform matrix for each mesh
  211. float mtx[16];
  212. bx::mtxSRT(mtx
  213. , scale, scale, scale
  214. , 0.0f
  215. , time*0.37f*(mesh % 2 ? 1.0f : -1.0f)
  216. , 0.0f
  217. , (mesh % 4) - 1.5f
  218. , (mesh / 4) - 1.25f
  219. , 0.0f
  220. );
  221. // Submit mesh to both of our render passes
  222. // Set uniform based on if this is the highlighted mesh
  223. bgfx::setUniform(u_tint
  224. , mesh == m_highlighted
  225. ? tintHighlighted
  226. : tintBasic
  227. );
  228. meshSubmit(m_meshes[mesh], RENDER_PASS_SHADING, m_shadingProgram, mtx);
  229. // Submit ID pass based on mesh ID
  230. bgfx::setUniform(u_id, m_idsF[mesh]);
  231. meshSubmit(m_meshes[mesh], RENDER_PASS_ID, m_idProgram, mtx);
  232. }
  233. // If the user previously clicked, and we're done reading data from GPU, look at ID buffer on CPU
  234. // Whatever mesh has the most pixels in the ID buffer is the one the user clicked on.
  235. if (m_reading == m_currFrame)
  236. {
  237. m_reading = 0;
  238. std::map<uint32_t, uint32_t> ids; // This contains all the IDs found in the buffer
  239. uint32_t maxAmount = 0;
  240. for (uint8_t *x = m_blitData; x < m_blitData + ID_DIM * ID_DIM * 4;)
  241. {
  242. uint8_t rr = *x++;
  243. uint8_t gg = *x++;
  244. uint8_t bb = *x++;
  245. uint8_t aa = *x++;
  246. const bgfx::Caps* caps = bgfx::getCaps();
  247. if (bgfx::RendererType::Direct3D9 == caps->rendererType)
  248. {
  249. // Comes back as BGRA
  250. uint8_t temp = rr;
  251. rr = bb;
  252. bb = temp;
  253. }
  254. if (0 == (rr|gg|bb) ) // Skip background
  255. {
  256. continue;
  257. }
  258. uint32_t hashKey = rr + (gg << 8) + (bb << 16) + (aa << 24);
  259. std::map<uint32_t, uint32_t>::iterator mapIter = ids.find(hashKey);
  260. uint32_t amount = 1;
  261. if (mapIter != ids.end() )
  262. {
  263. amount = mapIter->second + 1;
  264. }
  265. ids[hashKey] = amount; // Amount of times this ID (color) has been clicked on in buffer
  266. maxAmount = maxAmount > amount
  267. ? maxAmount
  268. : amount
  269. ;
  270. }
  271. uint32_t idKey = 0;
  272. m_highlighted = UINT32_MAX;
  273. if (maxAmount)
  274. {
  275. for (std::map<uint32_t, uint32_t>::iterator mapIter = ids.begin(); mapIter != ids.end(); mapIter++)
  276. {
  277. if (mapIter->second == maxAmount)
  278. {
  279. idKey = mapIter->first;
  280. break;
  281. }
  282. }
  283. for (uint32_t ii = 0; ii < 12; ++ii)
  284. {
  285. if (m_idsU[ii] == idKey)
  286. {
  287. m_highlighted = ii;
  288. break;
  289. }
  290. }
  291. }
  292. }
  293. // Start a new readback?
  294. if (!m_reading
  295. && m_mouseState.m_buttons[entry::MouseButton::Left])
  296. {
  297. // Blit and read
  298. bgfx::blit(RENDER_PASS_BLIT, m_blitTex, 0, 0, m_pickingRT);
  299. m_reading = bgfx::readTexture(m_blitTex, m_blitData);
  300. }
  301. // Draw UI
  302. imguiBeginFrame(m_mouseState.m_mx
  303. , m_mouseState.m_my
  304. , (m_mouseState.m_buttons[entry::MouseButton::Left] ? IMGUI_MBUT_LEFT : 0)
  305. | (m_mouseState.m_buttons[entry::MouseButton::Right] ? IMGUI_MBUT_RIGHT : 0)
  306. | (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
  307. , m_mouseState.m_mz
  308. , m_width
  309. , m_height
  310. );
  311. imguiBeginArea("Picking Render Target:", 10, 100, 300, 400);
  312. imguiImage(m_pickingRT, 1.0f, 1.0f, 1.0f);
  313. imguiSlider("FOV", m_fov, 1.0f, 60.0f, 1.0f);
  314. if (imguiCheck("Spin Camera", m_cameraSpin))
  315. {
  316. m_cameraSpin = !m_cameraSpin;
  317. }
  318. imguiEndArea();
  319. imguiEndFrame();
  320. // Advance to next frame. Rendering thread will be kicked to
  321. // process submitted rendering primitives.
  322. m_currFrame = bgfx::frame();
  323. return true;
  324. }
  325. return false;
  326. }
  327. uint32_t m_width;
  328. uint32_t m_height;
  329. uint32_t m_debug;
  330. uint32_t m_reset;
  331. int64_t m_timeOffset;
  332. entry::MouseState m_mouseState;
  333. Mesh* m_meshes[12];
  334. float m_meshScale[12];
  335. float m_idsF[12][4];
  336. uint32_t m_idsU[12];
  337. uint32_t m_highlighted;
  338. // Resource handles
  339. bgfx::ProgramHandle m_shadingProgram;
  340. bgfx::ProgramHandle m_idProgram;
  341. bgfx::UniformHandle u_tint;
  342. bgfx::UniformHandle u_id;
  343. bgfx::TextureHandle m_pickingRT;
  344. bgfx::TextureHandle m_pickingRTDepth;
  345. bgfx::TextureHandle m_blitTex;
  346. bgfx::FrameBufferHandle m_pickingFB;
  347. uint8_t m_blitData[ID_DIM*ID_DIM * 4]; // Read blit into this
  348. uint32_t m_reading;
  349. uint32_t m_currFrame;
  350. float m_fov;
  351. bool m_cameraSpin;
  352. };
  353. ENTRY_IMPLEMENT_MAIN(ExamplePicking);