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- /*
- * Copyright 2018 Kostas Anagnostou. All rights reserved.
- * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
- */
- /*
- * Reference(s):
- * - Experiments in GPU-based occlusion culling
- * https://web.archive.org/web/20180920045301/https://interplayoflight.wordpress.com/2017/11/15/experiments-in-gpu-based-occlusion-culling/
- * - Experiments in GPU-based occlusion culling part 2: MultiDrawIndirect and mesh lodding
- * https://web.archive.org/web/20180920045332/https://interplayoflight.wordpress.com/2018/01/15/experiments-in-gpu-based-occlusion-culling-part-2-multidrawindirect-and-mesh-lodding/
- */
- #include "common.h"
- #include "bgfx_utils.h"
- #include "imgui/imgui.h"
- namespace
- {
- #define RENDER_PASS_HIZ_ID 0
- #define RENDER_PASS_HIZ_DOWNSCALE_ID 1
- #define RENDER_PASS_OCCLUDE_PROPS_ID 2
- #define RENDER_PASS_COMPACT_STREAM_ID 3
- #define RENDER_PASS_MAIN_ID 4
- struct Camera
- {
- Camera()
- {
- reset();
- }
- void reset()
- {
- m_target.curr = { 0.0f, 0.0f, 0.0f };
- m_target.dest = { 0.0f, 0.0f, 0.0f };
- m_pos.curr = { 55.0f, 20.0f, 65.0f };
- m_pos.dest = { 55.0f, 20.0f, 65.0f };
- m_orbit[0] = 0.0f;
- m_orbit[1] = 0.0f;
- }
- void mtxLookAt(float* _outViewMtx)
- {
- bx::mtxLookAt(_outViewMtx, m_pos.curr, m_target.curr);
- }
- void orbit(float _dx, float _dy)
- {
- m_orbit[0] += _dx;
- m_orbit[1] += _dy;
- }
- void dolly(float _dz)
- {
- const float cnear = 1.0f;
- const float cfar = 100.0f;
- const bx::Vec3 toTarget = bx::sub(m_target.dest, m_pos.dest);
- const float toTargetLen = bx::length(toTarget);
- const float invToTargetLen = 1.0f / (toTargetLen + bx::kFloatSmallest);
- const bx::Vec3 toTargetNorm = bx::mul(toTarget, invToTargetLen);
- float delta = toTargetLen * _dz;
- float newLen = toTargetLen + delta;
- if ( (cnear < newLen || _dz < 0.0f)
- && (newLen < cfar || _dz > 0.0f) )
- {
- m_pos.dest = bx::mad(toTargetNorm, delta, m_pos.dest);
- }
- }
- void consumeOrbit(float _amount)
- {
- float consume[2];
- consume[0] = m_orbit[0] * _amount;
- consume[1] = m_orbit[1] * _amount;
- m_orbit[0] -= consume[0];
- m_orbit[1] -= consume[1];
- const bx::Vec3 toPos = bx::sub(m_pos.curr, m_target.curr);
- const float toPosLen = bx::length(toPos);
- const float invToPosLen = 1.0f / (toPosLen + bx::kFloatSmallest);
- const bx::Vec3 toPosNorm = bx::mul(toPos, invToPosLen);
- float ll[2];
- bx::toLatLong(&ll[0], &ll[1], toPosNorm);
- ll[0] += consume[0];
- ll[1] -= consume[1];
- ll[1] = bx::clamp(ll[1], 0.02f, 0.98f);
- const bx::Vec3 tmp = bx::fromLatLong(ll[0], ll[1]);
- const bx::Vec3 diff = bx::mul(bx::sub(tmp, toPosNorm), toPosLen);
- m_pos.curr = bx::add(m_pos.curr, diff);
- m_pos.dest = bx::add(m_pos.dest, diff);
- }
- void update(float _dt)
- {
- const float amount = bx::min(_dt / 0.12f, 1.0f);
- consumeOrbit(amount);
- m_target.curr = bx::lerp(m_target.curr, m_target.dest, amount);
- m_pos.curr = bx::lerp(m_pos.curr, m_pos.dest, amount);
- }
- void envViewMtx(float* _mtx)
- {
- const bx::Vec3 toTarget = bx::sub(m_target.curr, m_pos.curr);
- const float toTargetLen = bx::length(toTarget);
- const float invToTargetLen = 1.0f / (toTargetLen + bx::kFloatSmallest);
- const bx::Vec3 toTargetNorm = bx::mul(toTarget, invToTargetLen);
- const bx::Vec3 right = bx::normalize(bx::cross({ 0.0f, 1.0f, 0.0f }, toTargetNorm) );
- const bx::Vec3 up = bx::normalize(bx::cross(toTargetNorm, right) );
- _mtx[ 0] = right.x;
- _mtx[ 1] = right.y;
- _mtx[ 2] = right.z;
- _mtx[ 3] = 0.0f;
- _mtx[ 4] = up.x;
- _mtx[ 5] = up.y;
- _mtx[ 6] = up.z;
- _mtx[ 7] = 0.0f;
- _mtx[ 8] = toTargetNorm.x;
- _mtx[ 9] = toTargetNorm.y;
- _mtx[10] = toTargetNorm.z;
- _mtx[11] = 0.0f;
- _mtx[12] = 0.0f;
- _mtx[13] = 0.0f;
- _mtx[14] = 0.0f;
- _mtx[15] = 1.0f;
- }
- struct Interp3f
- {
- bx::Vec3 curr = bx::InitNone;
- bx::Vec3 dest = bx::InitNone;
- };
- Interp3f m_target;
- Interp3f m_pos;
- float m_orbit[2];
- };
- struct Mouse
- {
- Mouse()
- : m_dx(0.0f)
- , m_dy(0.0f)
- , m_prevMx(0.0f)
- , m_prevMy(0.0f)
- , m_scroll(0)
- , m_scrollPrev(0)
- {
- }
- void update(float _mx, float _my, int32_t _mz, uint32_t _width, uint32_t _height)
- {
- const float widthf = float(int32_t(_width));
- const float heightf = float(int32_t(_height));
- // Delta movement.
- m_dx = float(_mx - m_prevMx) / widthf;
- m_dy = float(_my - m_prevMy) / heightf;
- m_prevMx = _mx;
- m_prevMy = _my;
- // Scroll.
- m_scroll = _mz - m_scrollPrev;
- m_scrollPrev = _mz;
- }
- float m_dx; // Screen space.
- float m_dy;
- float m_prevMx;
- float m_prevMy;
- int32_t m_scroll;
- int32_t m_scrollPrev;
- };
- struct PosVertex
- {
- float m_x;
- float m_y;
- float m_z;
- static void init()
- {
- ms_layout
- .begin()
- .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
- .end();
- };
- static bgfx::VertexLayout ms_layout;
- };
- bgfx::VertexLayout PosVertex::ms_layout;
- static PosVertex s_cubeVertices[8] =
- {
- {-0.5f, 0.5f, 0.5f},
- { 0.5f, 0.5f, 0.5f},
- {-0.5f, -0.5f, 0.5f},
- { 0.5f, -0.5f, 0.5f},
- {-0.5f, 0.5f, -0.5f},
- { 0.5f, 0.5f, -0.5f},
- {-0.5f, -0.5f, -0.5f},
- { 0.5f, -0.5f, -0.5f},
- };
- static const uint16_t s_cubeIndices[36] =
- {
- 0, 1, 2, // 0
- 1, 3, 2,
- 4, 6, 5, // 2
- 5, 6, 7,
- 0, 2, 4, // 4
- 4, 2, 6,
- 1, 5, 3, // 6
- 5, 7, 3,
- 0, 4, 1, // 8
- 4, 5, 1,
- 2, 3, 6, // 10
- 6, 3, 7,
- };
- struct RenderPass
- {
- enum Enum
- {
- Occlusion = 1 << 0,
- MainPass = 1 << 1,
- All = Occlusion | MainPass
- };
- };
- // All the per-instance data we store
- struct InstanceData
- {
- float m_world[16];
- float m_bboxMin[4];
- float m_bboxMax[4];
- };
- //A description of each prop
- struct Prop
- {
- PosVertex* m_vertices;
- uint16_t* m_indices;
- InstanceData* m_instances;
- bgfx::VertexBufferHandle m_vertexbufferHandle;
- bgfx::IndexBufferHandle m_indexbufferHandle;
- uint16_t m_noofVertices;
- uint16_t m_noofIndices;
- uint16_t m_noofInstances;
- uint16_t m_materialID;
- RenderPass::Enum m_renderPass;
- };
- //A simplistic material, comprised of a color only
- struct Material
- {
- float m_color[4];
- };
- inline void setVector4(float* dest, float x, float y, float z, float w)
- {
- dest[0] = x;
- dest[1] = y;
- dest[2] = z;
- dest[3] = w;
- }
- //Sets up a prop
- void createCubeMesh(Prop& prop)
- {
- prop.m_noofVertices = 8;
- prop.m_noofIndices = 36;
- prop.m_vertices = new PosVertex[prop.m_noofVertices];
- prop.m_indices = new uint16_t[prop.m_noofIndices];
- bx::memCopy(prop.m_vertices, s_cubeVertices, prop.m_noofVertices * PosVertex::ms_layout.getStride());
- bx::memCopy(prop.m_indices, s_cubeIndices, prop.m_noofIndices * sizeof(uint16_t));
- prop.m_vertexbufferHandle = bgfx::createVertexBuffer(
- bgfx::makeRef(prop.m_vertices, prop.m_noofVertices * PosVertex::ms_layout.getStride()),
- PosVertex::ms_layout);
- prop.m_indexbufferHandle = bgfx::createIndexBuffer(bgfx::makeRef(prop.m_indices, prop.m_noofIndices * sizeof(uint16_t)));
- }
- //returns a random number between 0 and 1
- float rand01()
- {
- return rand() / (float)RAND_MAX;
- }
- class GPUDrivenRendering : public entry::AppI
- {
- public:
- GPUDrivenRendering(const char* _name, const char* _description, const char* _url)
- : entry::AppI(_name, _description, _url)
- {
- }
- void init(int32_t _argc, const char* const* _argv, uint32_t _width, uint32_t _height) override
- {
- Args args(_argc, _argv);
- m_width = _width;
- m_height = _height;
- //find largest pow of two dims less than backbuffer size
- m_hiZwidth = (uint32_t)bx::pow(2.0f, bx::floor(bx::log2(float(m_width ) ) ) );
- m_hiZheight = (uint32_t)bx::pow(2.0f, bx::floor(bx::log2(float(m_height) ) ) );
- m_debug = BGFX_DEBUG_TEXT;
- m_reset = BGFX_RESET_VSYNC;
- bgfx::Init init;
- init.type = args.m_type;
- init.vendorId = args.m_pciId;
- init.platformData.nwh = entry::getNativeWindowHandle(entry::kDefaultWindowHandle);
- init.platformData.ndt = entry::getNativeDisplayHandle();
- init.platformData.type = entry::getNativeWindowHandleType();
- init.resolution.width = m_width;
- init.resolution.height = m_height;
- init.resolution.reset = m_reset;
- bgfx::init(init);
- // Enable debug text.
- bgfx::setDebug(m_debug);
- // Create uniforms and samplers.
- u_inputRTSize = bgfx::createUniform("u_inputRTSize", bgfx::UniformType::Vec4);
- u_cullingConfig = bgfx::createUniform("u_cullingConfig", bgfx::UniformType::Vec4);
- u_color = bgfx::createUniform("u_color", bgfx::UniformType::Vec4, 32);
- s_texOcclusionDepth = bgfx::createUniform("s_texOcclusionDepth", bgfx::UniformType::Sampler);
- //create props
- {
- m_totalInstancesCount = 0;
- // Create vertex stream declaration.
- PosVertex::init();
- m_noofProps = 0;
- m_props = new Prop[s_maxNoofProps];
- //first create space for some materials
- m_materials = new Material[s_maxNoofProps];
- m_noofMaterials = 0;
- //add a ground plane
- {
- Prop& prop = m_props[m_noofProps++];
- prop.m_renderPass = RenderPass::MainPass;
- createCubeMesh(prop);
- prop.m_noofInstances = 1;
- prop.m_instances = new InstanceData[prop.m_noofInstances];
- bx::mtxSRT(prop.m_instances->m_world
- , 100.0f, 0.1f, 100.0f
- , 0.0f, 0.0f, 0.0f
- , 0.0f, 0.0f, 0.0f
- );
- float temp[4];
- setVector4(temp, -0.5f, -0.5f, -0.5f, 1.0f);
- bx::vec4MulMtx(prop.m_instances->m_bboxMin, temp, prop.m_instances->m_world);
- setVector4(temp, 0.5f, 0.5f, 0.5f, 1.0f);
- bx::vec4MulMtx(prop.m_instances->m_bboxMax, temp, prop.m_instances->m_world);
- prop.m_materialID = m_noofMaterials;
- setVector4(m_materials[prop.m_materialID].m_color, 0.0f, 0.6f, 0.0f, 1.0f);
- m_noofMaterials++;
- m_totalInstancesCount += prop.m_noofInstances;
- }
- //add a few instances of the occluding mesh
- {
- Prop& prop = m_props[m_noofProps++];
- prop.m_renderPass = RenderPass::All;
- //create prop
- createCubeMesh(prop);
- //add a few instances of the wall mesh
- prop.m_noofInstances = 25;
- prop.m_instances = new InstanceData[prop.m_noofInstances];
- for (int i = 0; i < prop.m_noofInstances; i++)
- {
- //calculate world position
- bx::mtxSRT(prop.m_instances[i].m_world
- , 40.0f, 10.0f, 0.1f
- , 0.0f, ( rand01() * 120.0f - 60.0f) * 3.1459f / 180.0f, 0.0f
- , rand01() * 100.0f - 50.0f, 5.0f, rand01() * 100.0f - 50.0f
- );
- //calculate bounding box and transform to world space
- float temp[4];
- setVector4(temp, -0.5f, -0.5f, -0.5f, 1.0f);
- bx::vec4MulMtx(prop.m_instances[i].m_bboxMin, temp, prop.m_instances[i].m_world );
- setVector4(temp, 0.5f, 0.5f, 0.5f, 1.0f);
- bx::vec4MulMtx(prop.m_instances[i].m_bboxMax, temp, prop.m_instances[i].m_world );
- }
- //set the material ID. Will be used in the shader to select the material
- prop.m_materialID = m_noofMaterials;
- //add a "material" for this prop
- setVector4(m_materials[prop.m_materialID].m_color, 0.0f, 0.0f, 1.0f, 0.0f);
- m_noofMaterials++;
- m_totalInstancesCount += prop.m_noofInstances;
- }
- //add a few "regular" props
- {
- //add cubes
- {
- Prop& prop = m_props[m_noofProps++];
- prop.m_renderPass = RenderPass::MainPass;
- createCubeMesh(prop);
- prop.m_noofInstances = 200;
- prop.m_instances = new InstanceData[prop.m_noofInstances];
- for (int i = 0; i < prop.m_noofInstances; i++)
- {
- bx::mtxSRT(prop.m_instances[i].m_world
- , 2.0f, 2.0f, 2.0f
- , 0.0f, 0.0f, 0.0f
- , rand01() * 100.0f - 50.0f, 1.0f, rand01() * 100.0f - 50.0f
- );
- float temp[4];
- setVector4(temp, -0.5f, -0.5f, -0.5f, 1.0f);
- bx::vec4MulMtx(prop.m_instances[i].m_bboxMin, temp, prop.m_instances[i].m_world);
- setVector4(temp, 0.5f, 0.5f, 0.5f, 1.0f);
- bx::vec4MulMtx(prop.m_instances[i].m_bboxMax, temp, prop.m_instances[i].m_world);
- }
- prop.m_materialID = m_noofMaterials;
- setVector4(m_materials[prop.m_materialID].m_color, 1.0f, 1.0f, 0.0f, 1.0f);
- m_noofMaterials++;
- m_totalInstancesCount += prop.m_noofInstances;
- }
- //add some more cubes
- {
- Prop& prop = m_props[m_noofProps++];
- prop.m_renderPass = RenderPass::MainPass;
- createCubeMesh(prop);
- prop.m_noofInstances = 300;
- prop.m_instances = new InstanceData[prop.m_noofInstances];
- for (int i = 0; i < prop.m_noofInstances; i++)
- {
- bx::mtxSRT(prop.m_instances[i].m_world
- , 2.0f, 4.0f, 2.0f
- , 0.0f, 0.0f, 0.0f
- , rand01() * 100.0f - 50.0f, 2.0f, rand01() * 100.0f - 50.0f
- );
- float temp[4];
- setVector4(temp, -0.5f, -0.5f, -0.5f, 1.0f);
- bx::vec4MulMtx(prop.m_instances[i].m_bboxMin, temp, prop.m_instances[i].m_world );
- setVector4(temp, 0.5f, 0.5f, 0.5f, 1.0f);
- bx::vec4MulMtx(prop.m_instances[i].m_bboxMax, temp, prop.m_instances[i].m_world);
- }
- prop.m_materialID = m_noofMaterials;
- setVector4(m_materials[prop.m_materialID].m_color, 1.0f, 0.0f, 0.0f, 1.0f);
- m_noofMaterials++;
- m_totalInstancesCount += prop.m_noofInstances;
- }
- }
- }
- //Setup Occlusion pass
- {
- const uint64_t tsFlags = 0
- | BGFX_TEXTURE_RT
- | BGFX_SAMPLER_MIN_POINT
- | BGFX_SAMPLER_MAG_POINT
- | BGFX_SAMPLER_MIP_POINT
- | BGFX_SAMPLER_U_CLAMP
- | BGFX_SAMPLER_V_CLAMP
- ;
- // Create buffers for the HiZ pass
- m_hiZDepthBuffer = bgfx::createFrameBuffer(uint16_t(m_hiZwidth), uint16_t(m_hiZheight), bgfx::TextureFormat::D32F, tsFlags);
- bgfx::TextureHandle buffer = bgfx::createTexture2D(uint16_t(m_hiZwidth), uint16_t(m_hiZheight), true, 1, bgfx::TextureFormat::R32F, BGFX_TEXTURE_COMPUTE_WRITE | tsFlags);
- m_hiZBuffer = bgfx::createFrameBuffer(1, &buffer, true);
- //how many mip will the Hi Z buffer have?
- m_noofHiZMips = (uint8_t)(1 + bx::floor(bx::log2(float(bx::max(m_hiZwidth, m_hiZheight) ) ) ) );
- // Setup compute shader buffers
- //The compute shader will write how many unoccluded instances per drawcall there are here
- m_drawcallInstanceCounts = bgfx::createDynamicIndexBuffer(s_maxNoofProps, BGFX_BUFFER_INDEX32 | BGFX_BUFFER_COMPUTE_READ_WRITE);
- //the compute shader will write the result of the occlusion test for each instance here
- m_instancePredicates = bgfx::createDynamicIndexBuffer(s_maxNoofInstances, BGFX_BUFFER_COMPUTE_READ_WRITE);
- //bounding box for each instance, will be fed to the compute shader to calculate occlusion
- {
- bgfx::VertexLayout computeVertexLayout;
- computeVertexLayout.begin()
- .add(bgfx::Attrib::TexCoord0, 4, bgfx::AttribType::Float)
- .end();
- //initialise the buffer with the bounding boxes of all instances
- const int sizeOfBuffer = 2 * 4 * m_totalInstancesCount;
- float* boundingBoxes = new float[sizeOfBuffer];
- float* data = boundingBoxes;
- for (uint16_t i = 0; i < m_noofProps; i++)
- {
- Prop& prop = m_props[i];
- const uint32_t numInstances = prop.m_noofInstances;
- for (uint32_t j = 0; j < numInstances; j++)
- {
- bx::memCopy(data, prop.m_instances[j].m_bboxMin, 3 * sizeof(float));
- data[3] = (float)i; // store the drawcall ID here to avoid creating a separate buffer
- data += 4;
- bx::memCopy(data, prop.m_instances[j].m_bboxMax, 3 * sizeof(float));
- data += 4;
- }
- }
- const bgfx::Memory* mem = bgfx::makeRef(boundingBoxes, sizeof(float) * sizeOfBuffer);
- m_instanceBoundingBoxes = bgfx::createDynamicVertexBuffer(mem, computeVertexLayout, BGFX_BUFFER_COMPUTE_READ);
- }
- //pre and post occlusion culling instance data buffers
- {
- bgfx::VertexLayout instanceBufferVertexLayout;
- instanceBufferVertexLayout.begin()
- .add(bgfx::Attrib::TexCoord0, 4, bgfx::AttribType::Float)
- .add(bgfx::Attrib::TexCoord1, 4, bgfx::AttribType::Float)
- .add(bgfx::Attrib::TexCoord2, 4, bgfx::AttribType::Float)
- .add(bgfx::Attrib::TexCoord3, 4, bgfx::AttribType::Float)
- .end();
- //initialise the buffer with data for all instances
- //Currently we only store a world matrix (16 floats)
- const int sizeOfBuffer = 16 * m_totalInstancesCount;
- float* instanceData = new float[sizeOfBuffer];
- float* data = instanceData;
- for (uint16_t ii = 0; ii < m_noofProps; ++ii)
- {
- Prop& prop = m_props[ii];
- const uint32_t numInstances = prop.m_noofInstances;
- for (uint32_t jj = 0; jj < numInstances; ++jj)
- {
- bx::memCopy(data, prop.m_instances[jj].m_world, 16 * sizeof(float) );
- data[3] = float(ii); // store the drawcall ID here to avoid creating a separate buffer
- data += 16;
- }
- }
- const bgfx::Memory* mem = bgfx::makeRef(instanceData, sizeof(float) * sizeOfBuffer);
- //pre occlusion buffer
- m_instanceBuffer = bgfx::createVertexBuffer(mem, instanceBufferVertexLayout, BGFX_BUFFER_COMPUTE_READ);
- //post occlusion buffer
- m_culledInstanceBuffer = bgfx::createDynamicVertexBuffer(4 * m_totalInstancesCount, instanceBufferVertexLayout, BGFX_BUFFER_COMPUTE_WRITE);
- }
- //we use one "drawcall" per prop to render all its instances
- m_indirectBuffer = bgfx::createIndirectBuffer(m_noofProps);
- // Create programs from shaders for occlusion pass.
- m_programOcclusionPass = loadProgram("vs_gdr_render_occlusion", NULL);
- m_programCopyZ = loadProgram("cs_gdr_copy_z", NULL);
- m_programDownscaleHiZ = loadProgram("cs_gdr_downscale_hi_z", NULL);
- m_programOccludeProps = loadProgram("cs_gdr_occlude_props", NULL);
- m_programStreamCompaction = loadProgram("cs_gdr_stream_compaction", NULL);
- // Set view RENDER_PASS_HIZ_ID clear state.
- bgfx::setViewClear(RENDER_PASS_HIZ_ID
- , BGFX_CLEAR_DEPTH
- , 0x0
- , 1.0f
- , 0
- );
- }
- // Setup Main pass
- {
- // Set view 0 clear state.
- bgfx::setViewClear(RENDER_PASS_MAIN_ID
- , BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
- , 0x303030ff
- , 1.0f
- , 0
- );
- // Create program from shaders.
- m_programMainPass = loadProgram("vs_gdr_instanced_indirect_rendering", "fs_gdr_instanced_indirect_rendering");
- }
- // Create static vertex buffer for all props.
- // Calculate how many vertices/indices the master buffers will need.
- uint16_t totalNoofVertices = 0;
- uint16_t totalNoofIndices = 0;
- for (uint16_t i = 0; i < m_noofProps; i++)
- {
- Prop& prop = m_props[i];
- totalNoofVertices += prop.m_noofVertices;
- totalNoofIndices += prop.m_noofIndices;
- }
- // CPU data to fill the master buffers
- m_allPropVerticesDataCPU = new PosVertex[totalNoofVertices];
- m_allPropIndicesDataCPU = new uint16_t[totalNoofIndices];
- m_indirectBufferDataCPU = new uint32_t[m_noofProps * 3];
- // Copy data over to the master buffers
- PosVertex* propVerticesData = m_allPropVerticesDataCPU;
- uint16_t* propIndicesData = m_allPropIndicesDataCPU;
- uint16_t vertexBufferOffset = 0;
- uint16_t indexBufferOffset = 0;
- for (uint16_t i = 0; i < m_noofProps; i++)
- {
- Prop& prop = m_props[i];
- bx::memCopy(propVerticesData, prop.m_vertices, prop.m_noofVertices * sizeof(PosVertex));
- bx::memCopy(propIndicesData, prop.m_indices, prop.m_noofIndices * sizeof(uint16_t));
- propVerticesData += prop.m_noofVertices;
- propIndicesData += prop.m_noofIndices;
- m_indirectBufferDataCPU[ i * 3 ] = prop.m_noofIndices;
- m_indirectBufferDataCPU[ i * 3 + 1] = indexBufferOffset;
- m_indirectBufferDataCPU[ i * 3 + 2] = vertexBufferOffset;
- indexBufferOffset += prop.m_noofIndices;
- vertexBufferOffset += prop.m_noofVertices;
- }
- // Create master vertex buffer
- m_allPropsVertexbufferHandle = bgfx::createVertexBuffer(
- bgfx::makeRef(m_allPropVerticesDataCPU, totalNoofVertices * PosVertex::ms_layout.getStride())
- , PosVertex::ms_layout
- );
- // Create master index buffer.
- m_allPropsIndexbufferHandle = bgfx::createIndexBuffer(
- bgfx::makeRef(m_allPropIndicesDataCPU, totalNoofIndices * sizeof(uint16_t) )
- );
- // Create buffer with const drawcall data which will be copied to the indirect buffer later.
- m_indirectBufferData = bgfx::createIndexBuffer(
- bgfx::makeRef(m_indirectBufferDataCPU, m_noofProps * 3 * sizeof(uint32_t)),
- BGFX_BUFFER_COMPUTE_READ | BGFX_BUFFER_INDEX32
- );
- m_timeOffset = bx::getHPCounter();
- m_useIndirect = true;
- m_firstFrame = true;
- imguiCreate();
- }
- int shutdown() override
- {
- imguiDestroy();
- // Cleanup.
- bgfx::destroy(m_programMainPass);
- bgfx::destroy(m_programOcclusionPass);
- bgfx::destroy(m_programCopyZ);
- bgfx::destroy(m_programDownscaleHiZ);
- bgfx::destroy(m_programOccludeProps);
- bgfx::destroy(m_programStreamCompaction);
- for (uint16_t i = 0; i < m_noofProps; i++)
- {
- Prop& prop = m_props[i];
- bgfx::destroy(prop.m_indexbufferHandle);
- bgfx::destroy(prop.m_vertexbufferHandle);
- delete[] prop.m_indices;
- delete[] prop.m_vertices;
- delete[] prop.m_instances;
- }
- delete[] m_props;
- bgfx::destroy(m_hiZDepthBuffer);
- bgfx::destroy(m_hiZBuffer);
- bgfx::destroy(m_indirectBuffer);
- bgfx::destroy(m_indirectBufferData);
- bgfx::destroy(m_instanceBoundingBoxes);
- bgfx::destroy(m_drawcallInstanceCounts);
- bgfx::destroy(m_instancePredicates);
- bgfx::destroy(m_instanceBuffer);
- bgfx::destroy(m_culledInstanceBuffer);
- bgfx::destroy(m_allPropsVertexbufferHandle);
- bgfx::destroy(m_allPropsIndexbufferHandle);
- bgfx::destroy(s_texOcclusionDepth);
- bgfx::destroy(u_inputRTSize);
- bgfx::destroy(u_cullingConfig);
- bgfx::destroy(u_color);
- delete[] m_allPropVerticesDataCPU;
- delete[] m_allPropIndicesDataCPU;
- delete[] m_indirectBufferDataCPU;
- // Shutdown bgfx.
- bgfx::shutdown();
- return 0;
- }
- //renders the occluders to a depth buffer
- void renderOcclusionBufferPass()
- {
- // Setup the occlusion pass projection
- bx::mtxProj(m_occlusionProj, 60.0f, float(m_hiZwidth) / float(m_hiZheight), 0.1f, 500.0f, bgfx::getCaps()->homogeneousDepth);
- bgfx::setViewTransform(RENDER_PASS_HIZ_ID, m_mainView, m_occlusionProj);
- bgfx::setViewFrameBuffer(RENDER_PASS_HIZ_ID, m_hiZDepthBuffer);
- bgfx::setViewRect(RENDER_PASS_HIZ_ID, 0, 0, uint16_t(m_hiZwidth), uint16_t(m_hiZheight));
- const uint16_t instanceStride = sizeof(InstanceData);
- // render all instances of the occluder meshes
- for (uint16_t i = 0; i < m_noofProps; i++)
- {
- Prop& prop = m_props[i];
- if (prop.m_renderPass & RenderPass::Occlusion)
- {
- const uint32_t numInstances = prop.m_noofInstances;
- // render instances to the occlusion buffer
- if (numInstances == bgfx::getAvailInstanceDataBuffer(numInstances, instanceStride))
- {
- bgfx::InstanceDataBuffer instanceBuffer;
- bgfx::allocInstanceDataBuffer(&instanceBuffer, numInstances, instanceStride);
- InstanceData *data = (InstanceData *) instanceBuffer.data;
- for (uint32_t j = 0; j < numInstances; j++)
- {
- //we only need the world matrix for the occlusion pass
- bx::memCopy(data->m_world, prop.m_instances[j].m_world, sizeof(data->m_world));
- data++;
- }
- // Set vertex and index buffer.
- bgfx::setVertexBuffer(0, prop.m_vertexbufferHandle);
- bgfx::setIndexBuffer(prop.m_indexbufferHandle);
- // Set instance data buffer.
- bgfx::setInstanceDataBuffer(&instanceBuffer);
- // Set render states.
- bgfx::setState(BGFX_STATE_DEFAULT);
- // Submit primitive for rendering to view.
- bgfx::submit(RENDER_PASS_HIZ_ID, m_programOcclusionPass);
- }
- }
- }
- }
- // downscale the occluder depth buffer to create a mipmap chain
- void renderDownscalePass()
- {
- uint32_t width = m_hiZwidth;
- uint32_t height = m_hiZheight;
- // copy mip zero over to the hi Z buffer.
- // We can't currently use blit as it requires same format and CopyResource is not exposed.
- {
- float inputRendertargetSize[4] = { (float)width, (float)height, 0.0f, 0.0f };
- bgfx::setUniform(u_inputRTSize, inputRendertargetSize);
- bgfx::setTexture(0, s_texOcclusionDepth, getTexture(m_hiZDepthBuffer, 0));
- bgfx::setImage(1, getTexture(m_hiZBuffer, 0), 0, bgfx::Access::Write);
- bgfx::dispatch(RENDER_PASS_HIZ_DOWNSCALE_ID, m_programCopyZ, width/16, height/16);
- }
- for (uint8_t lod = 1; lod < m_noofHiZMips; ++lod)
- {
- float inputRendertargetSize[4] = { (float)width, (float)height, 2.0f, 2.0f };
- bgfx::setUniform(u_inputRTSize, inputRendertargetSize);
- // down scale mip 1 onwards
- width /= 2;
- height /= 2;
- bgfx::setImage(0, getTexture(m_hiZBuffer, 0), lod - 1, bgfx::Access::Read);
- bgfx::setImage(1, getTexture(m_hiZBuffer, 0), lod, bgfx::Access::Write);
- bgfx::dispatch(RENDER_PASS_HIZ_DOWNSCALE_ID, m_programDownscaleHiZ, width/16, height/16);
- }
- }
- // perform the occlusion using the mip chain
- void renderOccludePropsPass()
- {
- // run the computer shader to determine visibility of each instance
- bgfx::setTexture(0, s_texOcclusionDepth, bgfx::getTexture(m_hiZBuffer, 0) );
- bgfx::setBuffer(1, m_instanceBoundingBoxes, bgfx::Access::Read);
- bgfx::setBuffer(2, m_drawcallInstanceCounts, bgfx::Access::ReadWrite);
- bgfx::setBuffer(3, m_instancePredicates, bgfx::Access::Write);
- float inputRendertargetSize[4] = { (float)m_hiZwidth, (float)m_hiZheight, 1.0f/ m_hiZwidth, 1.0f/ m_hiZheight };
- bgfx::setUniform(u_inputRTSize, inputRendertargetSize);
- // store a rounded-up, power of two instance count for the stream compaction step
- float noofInstancesPowOf2 = bx::pow(2.0f, bx::floor(bx::log(m_totalInstancesCount) / bx::log(2.0f) ) + 1.0f);
- float cullingConfig[4] =
- {
- (float)m_totalInstancesCount,
- noofInstancesPowOf2,
- (float)m_noofHiZMips,
- (float)m_noofProps
- };
- bgfx::setUniform(u_cullingConfig, cullingConfig);
- //set the view/projection transforms so that the compute shader can receive the viewProjection matrix automagically
- bgfx::setViewTransform(RENDER_PASS_OCCLUDE_PROPS_ID, m_mainView, m_occlusionProj);
- uint16_t groupX = bx::max<uint16_t>(m_totalInstancesCount / 64 + 1, 1);
- bgfx::dispatch(RENDER_PASS_OCCLUDE_PROPS_ID, m_programOccludeProps, groupX, 1, 1);
- // perform stream compaction to remove occluded instances
- // the per drawcall data that is constant (noof indices/vertices and offsets to vertex/index buffers)
- bgfx::setBuffer(0, m_indirectBufferData, bgfx::Access::Read);
- // instance data for all instances (pre culling)
- bgfx::setBuffer(1, m_instanceBuffer, bgfx::Access::Read);
- // per instance visibility (output of culling pass)
- bgfx::setBuffer(2, m_instancePredicates, bgfx::Access::Read);
- // how many instances per drawcall
- bgfx::setBuffer(3, m_drawcallInstanceCounts, bgfx::Access::ReadWrite);
- // drawcall data that will drive drawIndirect
- bgfx::setBuffer(4, m_indirectBuffer, bgfx::Access::ReadWrite);
- // culled instance data
- bgfx::setBuffer(5, m_culledInstanceBuffer, bgfx::Access::Write);
- bgfx::setUniform(u_cullingConfig, cullingConfig);
- bgfx::dispatch(RENDER_PASS_COMPACT_STREAM_ID, m_programStreamCompaction, 1, 1, 1);
- }
- // render the unoccluded props to the screen
- void renderMainPass()
- {
- // Set view and projection matrix for view 0.
- {
- bgfx::setViewTransform(RENDER_PASS_MAIN_ID, m_mainView, m_mainProj);
- // Set view 0 default viewport.
- bgfx::setViewRect(RENDER_PASS_MAIN_ID, 0, 0, uint16_t(m_width), uint16_t(m_height));
- }
- // Set render states.
- bgfx::setState(BGFX_STATE_DEFAULT);
- const uint16_t instanceStride = sizeof(InstanceData);
- // Set "material" data (currently a color only)
- bgfx::setUniform(u_color, &m_materials[0].m_color, m_noofMaterials);
- // We can't use indirect drawing for the first frame because the content of m_drawcallInstanceCounts
- // is initially undefined.
- if (m_useIndirect && !m_firstFrame)
- {
- // Set vertex and index buffer.
- bgfx::setVertexBuffer(0, m_allPropsVertexbufferHandle);
- bgfx::setIndexBuffer( m_allPropsIndexbufferHandle);
- // Set instance data buffer.
- bgfx::setInstanceDataBuffer(m_culledInstanceBuffer, 0, m_totalInstancesCount );
- bgfx::submit(RENDER_PASS_MAIN_ID, m_programMainPass, m_indirectBuffer, 0, m_noofProps);
- }
- else
- {
- // render all props using regular instancing
- for (uint16_t ii = 0; ii < m_noofProps; ++ii)
- {
- Prop& prop = m_props[ii];
- if (prop.m_renderPass & RenderPass::MainPass)
- {
- const uint32_t numInstances = prop.m_noofInstances;
- if (numInstances == bgfx::getAvailInstanceDataBuffer(numInstances, instanceStride))
- {
- bgfx::InstanceDataBuffer instanceBuffer;
- bgfx::allocInstanceDataBuffer(&instanceBuffer, numInstances, instanceStride);
- InstanceData *data = (InstanceData *)instanceBuffer.data;
- for (uint32_t jj = 0; jj < numInstances; ++jj)
- {
- //copy world matrix
- bx::memCopy(data->m_world, prop.m_instances[jj].m_world, sizeof(data->m_world) );
- //pack the material ID into the world transform
- data->m_world[3] = float(prop.m_materialID);
- data++;
- }
- // Set vertex and index buffer.
- bgfx::setVertexBuffer(0, prop.m_vertexbufferHandle);
- bgfx::setIndexBuffer(prop.m_indexbufferHandle);
- // Set instance data buffer.
- bgfx::setInstanceDataBuffer(&instanceBuffer);
- bgfx::submit(RENDER_PASS_MAIN_ID, m_programMainPass);
- }
- }
- }
- }
- m_firstFrame = false;
- }
- bool update() override
- {
- if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
- {
- imguiBeginFrame(m_mouseState.m_mx
- , m_mouseState.m_my
- , (m_mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
- | (m_mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
- | (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
- , m_mouseState.m_mz
- , uint16_t(m_width)
- , uint16_t(m_height)
- );
- showExampleDialog(this);
- ImGui::SetNextWindowPos(
- ImVec2(m_width - m_width / 5.0f - 10.0f, 10.0f)
- , ImGuiCond_FirstUseEver
- );
- ImGui::SetNextWindowSize(
- ImVec2(m_width / 5.0f, m_height / 6.0f)
- , ImGuiCond_FirstUseEver
- );
- ImGui::Begin("Settings"
- , NULL
- , 0
- );
- ImGui::Checkbox("Use Draw Indirect", &m_useIndirect);
- ImGui::End();
- imguiEndFrame();
- // This dummy draw call is here to make sure that view 0 is cleared
- // if no other draw calls are submitted to view 0.
- bgfx::touch(0);
- int64_t now = bx::getHPCounter();
- static int64_t last = now;
- const int64_t frameTime = now - last;
- last = now;
- const double freq = double(bx::getHPFrequency());
- const float deltaTimeSec = float(double(frameTime) / freq);
- // Camera.
- const bool mouseOverGui = ImGui::MouseOverArea();
- m_mouse.update(float(m_mouseState.m_mx), float(m_mouseState.m_my), m_mouseState.m_mz, m_width, m_height);
- if (!mouseOverGui)
- {
- if (m_mouseState.m_buttons[entry::MouseButton::Left])
- {
- m_camera.orbit(m_mouse.m_dx, m_mouse.m_dy);
- }
- else if (m_mouseState.m_buttons[entry::MouseButton::Right])
- {
- m_camera.dolly(m_mouse.m_dx + m_mouse.m_dy);
- }
- else if (0 != m_mouse.m_scroll)
- {
- m_camera.dolly(float(m_mouse.m_scroll)*0.05f);
- }
- }
- m_camera.update(deltaTimeSec);
- // Get renderer capabilities info.
- const bgfx::Caps* caps = bgfx::getCaps();
- // Check if instancing is supported.
- if (0 == (BGFX_CAPS_INSTANCING & caps->supported) )
- {
- // When instancing is not supported by GPU, implement alternative
- // code path that doesn't use instancing.
- float time = (float)((bx::getHPCounter() - m_timeOffset) / double(bx::getHPFrequency()));
- bool blink = uint32_t(time*3.0f)&1;
- bgfx::dbgTextPrintf(0, 0, blink ? 0x1f : 0x01, " Instancing is not supported by GPU. ");
- }
- else
- {
- // calculate main view and project matrices as they are typically reused between passes.
- m_camera.mtxLookAt(m_mainView);
- bx::mtxProj(m_mainProj, 60.0f, float(m_width) / float(m_height), 0.1f, 500.0f, bgfx::getCaps()->homogeneousDepth);
- //submit drawcalls for all passes
- renderOcclusionBufferPass();
- renderDownscalePass();
- renderOccludePropsPass();
- renderMainPass();
- }
- // Advance to next frame. Rendering thread will be kicked to
- // process submitted rendering primitives.
- bgfx::frame();
- return true;
- }
- return false;
- }
- entry::MouseState m_mouseState;
- uint32_t m_width;
- uint32_t m_height;
- uint32_t m_hiZwidth;
- uint32_t m_hiZheight;
- uint32_t m_debug;
- uint32_t m_reset;
- float m_mainView[16];
- float m_mainProj[16];
- float m_occlusionProj[16];
- bgfx::ProgramHandle m_programMainPass;
- bgfx::ProgramHandle m_programOcclusionPass;
- bgfx::ProgramHandle m_programCopyZ;
- bgfx::ProgramHandle m_programDownscaleHiZ;
- bgfx::ProgramHandle m_programOccludeProps;
- bgfx::ProgramHandle m_programStreamCompaction;
- bgfx::FrameBufferHandle m_hiZDepthBuffer;
- bgfx::FrameBufferHandle m_hiZBuffer;
- bgfx::IndirectBufferHandle m_indirectBuffer;
- bgfx::VertexBufferHandle m_allPropsVertexbufferHandle;
- bgfx::IndexBufferHandle m_allPropsIndexbufferHandle;
- bgfx::IndexBufferHandle m_indirectBufferData;
- PosVertex* m_allPropVerticesDataCPU;
- uint16_t* m_allPropIndicesDataCPU;
- uint32_t* m_indirectBufferDataCPU;
- bgfx::DynamicVertexBufferHandle m_instanceBoundingBoxes;
- bgfx::DynamicIndexBufferHandle m_drawcallInstanceCounts;
- bgfx::DynamicIndexBufferHandle m_instancePredicates;
- bgfx::VertexBufferHandle m_instanceBuffer;
- bgfx::DynamicVertexBufferHandle m_culledInstanceBuffer;
- bgfx::UniformHandle s_texOcclusionDepth;
- bgfx::UniformHandle u_inputRTSize;
- bgfx::UniformHandle u_cullingConfig;
- bgfx::UniformHandle u_color;
- Prop* m_props;
- Material* m_materials;
- uint16_t m_noofProps;
- uint16_t m_noofMaterials;
- uint16_t m_totalInstancesCount;
- static const uint16_t s_maxNoofProps = 10;
- static const uint16_t s_maxNoofInstances = 2048;
- int64_t m_timeOffset;
- uint8_t m_noofHiZMips;
- bool m_useIndirect;
- bool m_firstFrame;
- Camera m_camera;
- Mouse m_mouse;
- };
- } // namespace
- ENTRY_IMPLEMENT_MAIN(
- GPUDrivenRendering
- , "37-gpudrivenrendering"
- , "GPU-Driven Rendering."
- , "https://bkaradzic.github.io/bgfx/examples.html#gpudrivenrendering"
- );
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