bgfx/examples/30-picking/picking.cpp
Branimir Karadžić 63e298795d Cleanup.
2018-12-21 18:02:39 -08:00

451 lines
12 KiB
C++

/*
* Copyright 2016 Joseph Cherlin. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#include "common.h"
#include "bgfx_utils.h"
#include "imgui/imgui.h"
#include <bx/rng.h>
#include <map>
namespace
{
#define RENDER_PASS_SHADING 0 // Default forward rendered geo with simple shading
#define RENDER_PASS_ID 1 // ID buffer for picking
#define RENDER_PASS_BLIT 2 // Blit GPU render target to CPU texture
#define ID_DIM 8 // Size of the ID buffer
class ExamplePicking : public entry::AppI
{
public:
ExamplePicking(const char* _name, const char* _description)
: entry::AppI(_name, _description)
{
}
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;
m_debug = BGFX_DEBUG_NONE;
m_reset = BGFX_RESET_VSYNC;
bgfx::Init init;
init.type = args.m_type;
init.vendorId = args.m_pciId;
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);
// Set up screen clears
bgfx::setViewClear(RENDER_PASS_SHADING
, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
, 0x303030ff
, 1.0f
, 0
);
// ID buffer clears to black, which represnts clicking on nothing (background)
bgfx::setViewClear(RENDER_PASS_ID
, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
, 0x000000ff
, 1.0f
, 0
);
// Create uniforms
u_tint = bgfx::createUniform("u_tint", bgfx::UniformType::Vec4); // Tint for when you click on items
u_id = bgfx::createUniform("u_id", bgfx::UniformType::Vec4); // ID for drawing into ID buffer
// Create program from shaders.
m_shadingProgram = loadProgram("vs_picking_shaded", "fs_picking_shaded"); // Blinn shading
m_idProgram = loadProgram("vs_picking_shaded", "fs_picking_id"); // Shader for drawing into ID buffer
static const char* meshPaths[] =
{
"meshes/orb.bin",
"meshes/column.bin",
"meshes/bunny.bin",
"meshes/cube.bin",
"meshes/tree.bin",
"meshes/hollowcube.bin",
};
static const float meshScale[] =
{
0.5f,
0.05f,
0.5f,
0.25f,
0.05f,
0.05f,
};
m_highlighted = UINT32_MAX;
m_reading = 0;
m_currFrame = UINT32_MAX;
m_fov = 3.0f;
m_cameraSpin = false;
bx::RngMwc mwc; // Random number generator
for (uint32_t ii = 0; ii < 12; ++ii)
{
m_meshes[ii] = meshLoad(meshPaths[ii % BX_COUNTOF(meshPaths)]);
m_meshScale[ii] = meshScale[ii % BX_COUNTOF(meshPaths)];
// For the sake of this example, we'll give each mesh a random color, so the debug output looks colorful.
// In an actual app, you'd probably just want to count starting from 1
uint32_t rr = mwc.gen() % 256;
uint32_t gg = mwc.gen() % 256;
uint32_t bb = mwc.gen() % 256;
m_idsF[ii][0] = rr / 255.0f;
m_idsF[ii][1] = gg / 255.0f;
m_idsF[ii][2] = bb / 255.0f;
m_idsF[ii][3] = 1.0f;
m_idsU[ii] = rr + (gg << 8) + (bb << 16) + (255u << 24);
}
m_timeOffset = bx::getHPCounter();
// Set up ID buffer, which has a color target and depth buffer
m_pickingRT = bgfx::createTexture2D(ID_DIM, ID_DIM, false, 1, bgfx::TextureFormat::RGBA8, 0
| BGFX_TEXTURE_RT
| BGFX_SAMPLER_MIN_POINT
| BGFX_SAMPLER_MAG_POINT
| BGFX_SAMPLER_MIP_POINT
| BGFX_SAMPLER_U_CLAMP
| BGFX_SAMPLER_V_CLAMP
);
m_pickingRTDepth = bgfx::createTexture2D(ID_DIM, ID_DIM, false, 1, bgfx::TextureFormat::D24S8, 0
| BGFX_TEXTURE_RT
| BGFX_SAMPLER_MIN_POINT
| BGFX_SAMPLER_MAG_POINT
| BGFX_SAMPLER_MIP_POINT
| BGFX_SAMPLER_U_CLAMP
| BGFX_SAMPLER_V_CLAMP
);
// CPU texture for blitting to and reading ID buffer so we can see what was clicked on.
// Impossible to read directly from a render target, you *must* blit to a CPU texture
// first. Algorithm Overview: Render on GPU -> Blit to CPU texture -> Read from CPU
// texture.
m_blitTex = bgfx::createTexture2D(ID_DIM, ID_DIM, false, 1, bgfx::TextureFormat::RGBA8, 0
| BGFX_TEXTURE_BLIT_DST
| BGFX_TEXTURE_READ_BACK
| BGFX_SAMPLER_MIN_POINT
| BGFX_SAMPLER_MAG_POINT
| BGFX_SAMPLER_MIP_POINT
| BGFX_SAMPLER_U_CLAMP
| BGFX_SAMPLER_V_CLAMP
);
bgfx::TextureHandle rt[2] =
{
m_pickingRT,
m_pickingRTDepth
};
m_pickingFB = bgfx::createFrameBuffer(BX_COUNTOF(rt), rt, true);
imguiCreate();
}
int shutdown() override
{
for (uint32_t ii = 0; ii < 12; ++ii)
{
meshUnload(m_meshes[ii]);
}
// Cleanup.
bgfx::destroy(m_shadingProgram);
bgfx::destroy(m_idProgram);
bgfx::destroy(u_tint);
bgfx::destroy(u_id);
bgfx::destroy(m_pickingFB);
bgfx::destroy(m_pickingRT);
bgfx::destroy(m_pickingRTDepth);
bgfx::destroy(m_blitTex);
imguiDestroy();
// Shutdown bgfx.
bgfx::shutdown();
return 0;
}
bool update() override
{
if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
{
// Draw UI
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)
);
const bgfx::Caps* caps = bgfx::getCaps();
bool blitSupport = 0 != (caps->supported & BGFX_CAPS_TEXTURE_BLIT);
showExampleDialog(this
, !blitSupport
? "BGFX_CAPS_TEXTURE_BLIT is not supported."
: NULL
);
if (blitSupport)
{
ImGui::SetNextWindowPos(
ImVec2(m_width - m_width / 5.0f - 10.0f, 10.0f)
, ImGuiCond_FirstUseEver
);
ImGui::SetNextWindowSize(
ImVec2(m_width / 5.0f, m_height / 2.0f)
, ImGuiCond_FirstUseEver
);
ImGui::Begin("Settings"
, NULL
, 0
);
ImGui::Image(m_pickingRT, ImVec2(m_width / 5.0f - 16.0f, m_width / 5.0f - 16.0f) );
ImGui::SliderFloat("Field of view", &m_fov, 1.0f, 60.0f);
ImGui::Checkbox("Spin Camera", &m_cameraSpin);
ImGui::End();
bgfx::setViewFrameBuffer(RENDER_PASS_ID, m_pickingFB);
float time = (float)( (bx::getHPCounter() - m_timeOffset) / double(bx::getHPFrequency() ) );
// Set up matrices for basic forward renderer
const float camSpeed = 0.25;
float cameraSpin = (float)m_cameraSpin;
float eyeDist = 2.5f;
const bx::Vec3 at = { 0.0f, 0.0f, 0.0f };
const bx::Vec3 eye =
{
-eyeDist * bx::sin(time*cameraSpin*camSpeed),
0.0f,
-eyeDist * bx::cos(time*cameraSpin*camSpeed),
};
float view[16];
bx::mtxLookAt(view, eye, at);
float proj[16];
bx::mtxProj(proj, 60.0f, float(m_width) / float(m_height), 0.1f, 100.0f, caps->homogeneousDepth);
// Set up view rect and transform for the shaded pass
bgfx::setViewRect(RENDER_PASS_SHADING, 0, 0, uint16_t(m_width), uint16_t(m_height) );
bgfx::setViewTransform(RENDER_PASS_SHADING, view, proj);
// Set up picking pass
float viewProj[16];
bx::mtxMul(viewProj, view, proj);
float invViewProj[16];
bx::mtxInverse(invViewProj, viewProj);
// Mouse coord in NDC
float mouseXNDC = ( m_mouseState.m_mx / (float)m_width ) * 2.0f - 1.0f;
float mouseYNDC = ((m_height - m_mouseState.m_my) / (float)m_height) * 2.0f - 1.0f;
float pickEye[3];
float mousePosNDC[3] = { mouseXNDC, mouseYNDC, 0.0f };
bx::vec3MulMtxH(pickEye, mousePosNDC, invViewProj);
float pickAt[3];
float mousePosNDCEnd[3] = { mouseXNDC, mouseYNDC, 1.0f };
bx::vec3MulMtxH(pickAt, mousePosNDCEnd, invViewProj);
// Look at our unprojected point
float pickView[16];
bx::mtxLookAt(pickView, bx::load<bx::Vec3>(pickEye), bx::load<bx::Vec3>(pickAt) );
// Tight FOV is best for picking
float pickProj[16];
bx::mtxProj(pickProj, m_fov, 1, 0.1f, 100.0f, caps->homogeneousDepth);
// View rect and transforms for picking pass
bgfx::setViewRect(RENDER_PASS_ID, 0, 0, ID_DIM, ID_DIM);
bgfx::setViewTransform(RENDER_PASS_ID, pickView, pickProj);
// Now that our passes are set up, we can finally draw each mesh
// Picking highlights a mesh so we'll set up this tint color
const float tintBasic[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
const float tintHighlighted[4] = { 0.3f, 0.3f, 2.0f, 1.0f };
for (uint32_t mesh = 0; mesh < 12; ++mesh)
{
const float scale = m_meshScale[mesh];
// Set up transform matrix for each mesh
float mtx[16];
bx::mtxSRT(mtx
, scale, scale, scale
, 0.0f
, time*0.37f*(mesh % 2 ? 1.0f : -1.0f)
, 0.0f
, (mesh % 4) - 1.5f
, (mesh / 4) - 1.25f
, 0.0f
);
// Submit mesh to both of our render passes
// Set uniform based on if this is the highlighted mesh
bgfx::setUniform(u_tint
, mesh == m_highlighted
? tintHighlighted
: tintBasic
);
meshSubmit(m_meshes[mesh], RENDER_PASS_SHADING, m_shadingProgram, mtx);
// Submit ID pass based on mesh ID
bgfx::setUniform(u_id, m_idsF[mesh]);
meshSubmit(m_meshes[mesh], RENDER_PASS_ID, m_idProgram, mtx);
}
// If the user previously clicked, and we're done reading data from GPU, look at ID buffer on CPU
// Whatever mesh has the most pixels in the ID buffer is the one the user clicked on.
if (m_reading == m_currFrame)
{
m_reading = 0;
std::map<uint32_t, uint32_t> ids; // This contains all the IDs found in the buffer
uint32_t maxAmount = 0;
for (uint8_t *x = m_blitData; x < m_blitData + ID_DIM * ID_DIM * 4;)
{
uint8_t rr = *x++;
uint8_t gg = *x++;
uint8_t bb = *x++;
uint8_t aa = *x++;
if (bgfx::RendererType::Direct3D9 == caps->rendererType)
{
// Comes back as BGRA
uint8_t temp = rr;
rr = bb;
bb = temp;
}
if (0 == (rr|gg|bb) ) // Skip background
{
continue;
}
uint32_t hashKey = rr + (gg << 8) + (bb << 16) + (aa << 24);
std::map<uint32_t, uint32_t>::iterator mapIter = ids.find(hashKey);
uint32_t amount = 1;
if (mapIter != ids.end() )
{
amount = mapIter->second + 1;
}
ids[hashKey] = amount; // Amount of times this ID (color) has been clicked on in buffer
maxAmount = maxAmount > amount
? maxAmount
: amount
;
}
uint32_t idKey = 0;
m_highlighted = UINT32_MAX;
if (maxAmount)
{
for (std::map<uint32_t, uint32_t>::iterator mapIter = ids.begin(); mapIter != ids.end(); mapIter++)
{
if (mapIter->second == maxAmount)
{
idKey = mapIter->first;
break;
}
}
for (uint32_t ii = 0; ii < 12; ++ii)
{
if (m_idsU[ii] == idKey)
{
m_highlighted = ii;
break;
}
}
}
}
// Start a new readback?
if (!m_reading
&& m_mouseState.m_buttons[entry::MouseButton::Left])
{
// Blit and read
bgfx::blit(RENDER_PASS_BLIT, m_blitTex, 0, 0, m_pickingRT);
m_reading = bgfx::readTexture(m_blitTex, m_blitData);
}
}
imguiEndFrame();
// Advance to next frame. Rendering thread will be kicked to
// process submitted rendering primitives.
m_currFrame = bgfx::frame();
return true;
}
return false;
}
entry::MouseState m_mouseState;
uint32_t m_width;
uint32_t m_height;
uint32_t m_debug;
uint32_t m_reset;
int64_t m_timeOffset;
Mesh* m_meshes[12];
float m_meshScale[12];
float m_idsF[12][4];
uint32_t m_idsU[12];
uint32_t m_highlighted;
// Resource handles
bgfx::ProgramHandle m_shadingProgram;
bgfx::ProgramHandle m_idProgram;
bgfx::UniformHandle u_tint;
bgfx::UniformHandle u_id;
bgfx::TextureHandle m_pickingRT;
bgfx::TextureHandle m_pickingRTDepth;
bgfx::TextureHandle m_blitTex;
bgfx::FrameBufferHandle m_pickingFB;
uint8_t m_blitData[ID_DIM*ID_DIM * 4]; // Read blit into this
uint32_t m_reading;
uint32_t m_currFrame;
float m_fov;
bool m_cameraSpin;
};
} // namespace
ENTRY_IMPLEMENT_MAIN(ExamplePicking, "30-picking", "Mouse picking via GPU texture readback.");