oit.cpp 12 KB

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  1. /*
  2. * Copyright 2011-2014 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. void screenSpaceQuad(float _textureWidth, float _textureHeight, bool _originBottomLeft = false, float _width = 1.0f, float _height = 1.0f)
  74. {
  75. if (bgfx::checkAvailTransientVertexBuffer(3, PosColorTexCoord0Vertex::ms_decl) )
  76. {
  77. bgfx::TransientVertexBuffer vb;
  78. bgfx::allocTransientVertexBuffer(&vb, 3, PosColorTexCoord0Vertex::ms_decl);
  79. PosColorTexCoord0Vertex* vertex = (PosColorTexCoord0Vertex*)vb.data;
  80. const float zz = 0.0f;
  81. const float minx = -_width;
  82. const float maxx = _width;
  83. const float miny = 0.0f;
  84. const float maxy = _height*2.0f;
  85. const float texelHalfW = s_texelHalf/_textureWidth;
  86. const float texelHalfH = s_texelHalf/_textureHeight;
  87. const float minu = -1.0f + texelHalfW;
  88. const float maxu = 1.0f + texelHalfW;
  89. float minv = texelHalfH;
  90. float maxv = 2.0f + texelHalfH;
  91. if (_originBottomLeft)
  92. {
  93. float tmp = minv;
  94. minv = maxv;
  95. maxv = tmp;
  96. minv -= 1.0f;
  97. maxv -= 1.0f;
  98. }
  99. vertex[0].m_x = minx;
  100. vertex[0].m_y = miny;
  101. vertex[0].m_z = zz;
  102. vertex[0].m_rgba = 0xffffffff;
  103. vertex[0].m_u = minu;
  104. vertex[0].m_v = minv;
  105. vertex[1].m_x = maxx;
  106. vertex[1].m_y = miny;
  107. vertex[1].m_z = zz;
  108. vertex[1].m_rgba = 0xffffffff;
  109. vertex[1].m_u = maxu;
  110. vertex[1].m_v = minv;
  111. vertex[2].m_x = maxx;
  112. vertex[2].m_y = maxy;
  113. vertex[2].m_z = zz;
  114. vertex[2].m_rgba = 0xffffffff;
  115. vertex[2].m_u = maxu;
  116. vertex[2].m_v = maxv;
  117. bgfx::setVertexBuffer(&vb);
  118. }
  119. }
  120. int _main_(int /*_argc*/, char** /*_argv*/)
  121. {
  122. uint32_t width = 1280;
  123. uint32_t height = 720;
  124. uint32_t debug = BGFX_DEBUG_TEXT;
  125. uint32_t reset = BGFX_RESET_VSYNC;
  126. bgfx::init();
  127. bgfx::reset(width, height, reset);
  128. // Create vertex stream declaration.
  129. PosColorVertex::init();
  130. PosColorTexCoord0Vertex::init();
  131. // Enable debug text.
  132. bgfx::setDebug(debug);
  133. // Get renderer capabilities info.
  134. const bgfx::Caps* caps = bgfx::getCaps();
  135. // Setup root path for binary shaders. Shader binaries are different
  136. // for each renderer.
  137. switch (caps->rendererType)
  138. {
  139. default:
  140. break;
  141. case bgfx::RendererType::OpenGL:
  142. case bgfx::RendererType::OpenGLES:
  143. s_flipV = true;
  144. break;
  145. }
  146. // Imgui.
  147. void* data = load("font/droidsans.ttf");
  148. imguiCreate(data);
  149. free(data);
  150. const bgfx::Memory* mem;
  151. // Create static vertex buffer.
  152. mem = bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) );
  153. bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(mem, PosColorVertex::ms_decl);
  154. // Create static index buffer.
  155. mem = bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) );
  156. bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(mem);
  157. // Create texture sampler uniforms.
  158. bgfx::UniformHandle u_texColor0 = bgfx::createUniform("u_texColor0", bgfx::UniformType::Uniform1iv);
  159. bgfx::UniformHandle u_texColor1 = bgfx::createUniform("u_texColor1", bgfx::UniformType::Uniform1iv);
  160. bgfx::UniformHandle u_color = bgfx::createUniform("u_color", bgfx::UniformType::Uniform4fv);
  161. bgfx::ProgramHandle blend = loadProgram("vs_oit", "fs_oit" );
  162. bgfx::ProgramHandle wbSeparatePass = loadProgram("vs_oit", "fs_oit_wb_separate" );
  163. bgfx::ProgramHandle wbSeparateBlit = loadProgram("vs_oit_blit", "fs_oit_wb_separate_blit" );
  164. bgfx::ProgramHandle wbPass = loadProgram("vs_oit", "fs_oit_wb" );
  165. bgfx::ProgramHandle wbBlit = loadProgram("vs_oit_blit", "fs_oit_wb_blit" );
  166. bgfx::TextureHandle fbtextures[2] = { BGFX_INVALID_HANDLE, BGFX_INVALID_HANDLE };
  167. bgfx::FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
  168. int64_t timeOffset = bx::getHPCounter();
  169. uint32_t mode = 1;
  170. int32_t scrollArea = 0;
  171. bool frontToBack = true;
  172. bool fadeInOut = false;
  173. uint32_t oldWidth = 0;
  174. uint32_t oldHeight = 0;
  175. uint32_t oldReset = reset;
  176. entry::MouseState mouseState;
  177. while (!entry::processEvents(width, height, debug, reset, &mouseState) )
  178. {
  179. if (oldWidth != width
  180. || oldHeight != height
  181. || oldReset != reset
  182. || !bgfx::isValid(fbh) )
  183. {
  184. // Recreate variable size render targets when resolution changes.
  185. oldWidth = width;
  186. oldHeight = height;
  187. oldReset = reset;
  188. if (bgfx::isValid(fbh) )
  189. {
  190. bgfx::destroyFrameBuffer(fbh);
  191. }
  192. fbtextures[0] = bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::RGBA16F, BGFX_TEXTURE_RT);
  193. fbtextures[1] = bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::R16F, BGFX_TEXTURE_RT);
  194. fbh = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
  195. }
  196. imguiBeginFrame(mouseState.m_mx
  197. , mouseState.m_my
  198. , (mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
  199. | (mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
  200. , 0
  201. , width
  202. , height
  203. );
  204. imguiBeginScrollArea("Settings", width - width / 4 - 10, 10, width / 4, height / 3, &scrollArea);
  205. imguiSeparatorLine();
  206. imguiLabel("Blend mode:");
  207. mode = imguiChoose(mode
  208. , "None"
  209. , "Separate"
  210. , "MRT Independent"
  211. );
  212. imguiSeparatorLine();
  213. if (imguiCheck("Front to back", frontToBack) )
  214. {
  215. frontToBack ^= true;
  216. }
  217. if (imguiCheck("Fade in/out", fadeInOut) )
  218. {
  219. fadeInOut ^= true;
  220. }
  221. imguiEndScrollArea();
  222. imguiEndFrame();
  223. // Set view 0 default viewport.
  224. bgfx::setViewRect(0, 0, 0, width, height);
  225. bgfx::setViewRect(1, 0, 0, width, height);
  226. int64_t now = bx::getHPCounter();
  227. static int64_t last = now;
  228. const int64_t frameTime = now - last;
  229. last = now;
  230. const double freq = double(bx::getHPFrequency() );
  231. const double toMs = 1000.0/freq;
  232. float time = (float)( (now-timeOffset)/freq);
  233. // Use debug font to print information about this example.
  234. bgfx::dbgTextClear();
  235. // Reference:
  236. // Weighted, Blended Order-Independent Transparency
  237. // http://jcgt.org/published/0002/02/09/
  238. // http://casual-effects.blogspot.com/2014/03/weighted-blended-order-independent.html
  239. bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/19-oit");
  240. bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Weighted, Blended Order Independent Transparency.");
  241. bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
  242. float at[3] = { 0.0f, 0.0f, 0.0f };
  243. float eye[3] = { 0.0f, 0.0f, -7.0f };
  244. float view[16];
  245. float proj[16];
  246. // Set view and projection matrix for view 0.
  247. bx::mtxLookAt(view, eye, at);
  248. bx::mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f);
  249. bgfx::setViewTransform(0, view, proj);
  250. // Set clear color palette for index 0
  251. bgfx::setClearColor(0, 0.0f, 0.0f, 0.0f, 0.0f);
  252. // Set clear color palette for index 1
  253. bgfx::setClearColor(1, 1.0f, 1.0f, 1.0f, 1.0f);
  254. bgfx::setViewClear(0
  255. , BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
  256. , 1.0f // Depth
  257. , 0 // Stencil
  258. , 0 // FB texture 0, color palette 0
  259. , 1 == mode ? 1 : 0 // FB texture 1, color palette 1
  260. );
  261. bgfx::setViewClear(1
  262. , BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
  263. , 1.0f // Depth
  264. , 0 // Stencil
  265. , 0 // Color palette 0
  266. );
  267. bgfx::FrameBufferHandle invalid = BGFX_INVALID_HANDLE;
  268. bgfx::setViewFrameBuffer(0, 0 == mode ? invalid : fbh);
  269. // Set view and projection matrix for view 1.
  270. bx::mtxIdentity(view);
  271. bx::mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f);
  272. bgfx::setViewTransform(1, view, proj);
  273. for (uint32_t depth = 0; depth < 3; ++depth)
  274. {
  275. uint32_t zz = frontToBack ? 2-depth : depth;
  276. for (uint32_t yy = 0; yy < 3; ++yy)
  277. {
  278. for (uint32_t xx = 0; xx < 3; ++xx)
  279. {
  280. float color[4] = { xx*1.0f/3.0f, zz*1.0f/3.0f, yy*1.0f/3.0f, 0.5f };
  281. if (fadeInOut
  282. && zz == 1)
  283. {
  284. color[3] = sinf(time*3.0f)*0.49f+0.5f;
  285. }
  286. bgfx::setUniform(u_color, color);
  287. BX_UNUSED(time);
  288. float mtx[16];
  289. bx::mtxRotateXY(mtx, time*0.023f + xx*0.21f, time*0.03f + yy*0.37f);
  290. //mtxIdentity(mtx);
  291. mtx[12] = -2.5f + float(xx)*2.5f;
  292. mtx[13] = -2.5f + float(yy)*2.5f;
  293. mtx[14] = -2.5f + float(zz)*2.5f; //0.0f; // sinf(time + ( (xx+1)*(yy+1)/9.0f)*float(M_PI) )*50.0f+50.0f; //90.0f - (xx+1)*(yy+1)*10.0f;
  294. // Set transform for draw call.
  295. bgfx::setTransform(mtx);
  296. // Set vertex and index buffer.
  297. bgfx::setVertexBuffer(vbh);
  298. bgfx::setIndexBuffer(ibh);
  299. const uint64_t state = 0
  300. | BGFX_STATE_CULL_CW
  301. | BGFX_STATE_RGB_WRITE
  302. | BGFX_STATE_ALPHA_WRITE
  303. | BGFX_STATE_DEPTH_TEST_LESS
  304. | BGFX_STATE_MSAA
  305. ;
  306. switch (mode)
  307. {
  308. case 0:
  309. // Set vertex and fragment shaders.
  310. bgfx::setProgram(blend);
  311. // Set render states.
  312. bgfx::setState(state
  313. | BGFX_STATE_BLEND_ALPHA
  314. );
  315. break;
  316. case 1:
  317. // Set vertex and fragment shaders.
  318. bgfx::setProgram(wbSeparatePass);
  319. // Set render states.
  320. bgfx::setState(state
  321. | BGFX_STATE_BLEND_FUNC_SEPARATE(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ZERO, BGFX_STATE_BLEND_INV_SRC_ALPHA)
  322. );
  323. break;
  324. default:
  325. // Set vertex and fragment shaders.
  326. bgfx::setProgram(wbPass);
  327. // Set render states.
  328. bgfx::setState(state
  329. | BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE)
  330. | BGFX_STATE_BLEND_INDEPENDENT
  331. , 0
  332. | BGFX_STATE_BLEND_FUNC_RT_1(BGFX_STATE_BLEND_ZERO, BGFX_STATE_BLEND_SRC_COLOR)
  333. );
  334. break;
  335. }
  336. // Submit primitive for rendering to view 0.
  337. bgfx::submit(0);
  338. }
  339. }
  340. }
  341. if (0 != mode)
  342. {
  343. bgfx::setTexture(0, u_texColor0, fbtextures[0]);
  344. bgfx::setTexture(1, u_texColor1, fbtextures[1]);
  345. bgfx::setProgram(1 == mode ? wbSeparateBlit : wbBlit);
  346. bgfx::setState(0
  347. | BGFX_STATE_RGB_WRITE
  348. | BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_INV_SRC_ALPHA, BGFX_STATE_BLEND_SRC_ALPHA)
  349. );
  350. screenSpaceQuad( (float)width, (float)height, s_flipV);
  351. bgfx::submit(1);
  352. }
  353. // Advance to next frame. Rendering thread will be kicked to
  354. // process submitted rendering primitives.
  355. bgfx::frame();
  356. }
  357. // Cleanup.
  358. imguiDestroy();
  359. bgfx::destroyFrameBuffer(fbh);
  360. bgfx::destroyIndexBuffer(ibh);
  361. bgfx::destroyVertexBuffer(vbh);
  362. bgfx::destroyProgram(blend);
  363. bgfx::destroyProgram(wbSeparatePass);
  364. bgfx::destroyProgram(wbSeparateBlit);
  365. bgfx::destroyProgram(wbPass);
  366. bgfx::destroyProgram(wbBlit);
  367. bgfx::destroyUniform(u_texColor0);
  368. bgfx::destroyUniform(u_texColor1);
  369. bgfx::destroyUniform(u_color);
  370. // Shutdown bgfx.
  371. bgfx::shutdown();
  372. return 0;
  373. }