554 lines
14 KiB
C++
554 lines
14 KiB
C++
/*
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* Copyright 2011-2019 Branimir Karadzic. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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*/
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#include "common.h"
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#include "bgfx_utils.h"
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#include "imgui/imgui.h"
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namespace
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{
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struct PosColorVertex
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{
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float m_x;
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float m_y;
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float m_z;
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uint32_t m_abgr;
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static void init()
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{
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ms_decl
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.begin()
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.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
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.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
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.end();
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}
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static bgfx::VertexDecl ms_decl;
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};
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bgfx::VertexDecl PosColorVertex::ms_decl;
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struct PosColorTexCoord0Vertex
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{
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float m_x;
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float m_y;
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float m_z;
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uint32_t m_rgba;
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float m_u;
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float m_v;
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static void init()
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{
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ms_decl
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.begin()
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.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
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.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
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.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
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.end();
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}
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static bgfx::VertexDecl ms_decl;
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};
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bgfx::VertexDecl PosColorTexCoord0Vertex::ms_decl;
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static PosColorVertex s_cubeVertices[8] =
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{
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{-1.0f, 1.0f, 1.0f, 0xff000000 },
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{ 1.0f, 1.0f, 1.0f, 0xff0000ff },
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{-1.0f, -1.0f, 1.0f, 0xff00ff00 },
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{ 1.0f, -1.0f, 1.0f, 0xff00ffff },
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{-1.0f, 1.0f, -1.0f, 0xffff0000 },
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{ 1.0f, 1.0f, -1.0f, 0xffff00ff },
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{-1.0f, -1.0f, -1.0f, 0xffffff00 },
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{ 1.0f, -1.0f, -1.0f, 0xffffffff },
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};
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static const uint16_t s_cubeIndices[36] =
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{
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0, 1, 2, // 0
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1, 3, 2,
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4, 6, 5, // 2
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5, 6, 7,
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0, 2, 4, // 4
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4, 2, 6,
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1, 5, 3, // 6
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5, 7, 3,
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0, 4, 1, // 8
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4, 5, 1,
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2, 3, 6, // 10
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6, 3, 7,
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};
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static float s_texelHalf = 0.0f;
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static bool s_flipV = false;
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inline void mtxProj(float* _result, float _fovy, float _aspect, float _near, float _far)
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{
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bx::mtxProj(_result, _fovy, _aspect, _near, _far, s_flipV);
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}
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void screenSpaceQuad(float _textureWidth, float _textureHeight, bool _originBottomLeft = false, float _width = 1.0f, float _height = 1.0f)
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{
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if (3 == bgfx::getAvailTransientVertexBuffer(3, PosColorTexCoord0Vertex::ms_decl) )
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{
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bgfx::TransientVertexBuffer vb;
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bgfx::allocTransientVertexBuffer(&vb, 3, PosColorTexCoord0Vertex::ms_decl);
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PosColorTexCoord0Vertex* vertex = (PosColorTexCoord0Vertex*)vb.data;
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const float zz = 0.0f;
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const float minx = -_width;
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const float maxx = _width;
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const float miny = 0.0f;
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const float maxy = _height*2.0f;
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const float texelHalfW = s_texelHalf/_textureWidth;
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const float texelHalfH = s_texelHalf/_textureHeight;
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const float minu = -1.0f + texelHalfW;
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const float maxu = 1.0f + texelHalfW;
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float minv = texelHalfH;
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float maxv = 2.0f + texelHalfH;
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if (_originBottomLeft)
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{
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float tmp = minv;
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minv = maxv;
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maxv = tmp;
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minv -= 1.0f;
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maxv -= 1.0f;
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}
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vertex[0].m_x = minx;
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vertex[0].m_y = miny;
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vertex[0].m_z = zz;
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vertex[0].m_rgba = 0xffffffff;
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vertex[0].m_u = minu;
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vertex[0].m_v = minv;
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vertex[1].m_x = maxx;
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vertex[1].m_y = miny;
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vertex[1].m_z = zz;
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vertex[1].m_rgba = 0xffffffff;
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vertex[1].m_u = maxu;
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vertex[1].m_v = minv;
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vertex[2].m_x = maxx;
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vertex[2].m_y = maxy;
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vertex[2].m_z = zz;
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vertex[2].m_rgba = 0xffffffff;
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vertex[2].m_u = maxu;
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vertex[2].m_v = maxv;
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bgfx::setVertexBuffer(0, &vb);
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}
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}
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class ExampleOIT : public entry::AppI
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{
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public:
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ExampleOIT(const char* _name, const char* _description)
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: entry::AppI(_name, _description)
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{
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}
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void init(int32_t _argc, const char* const* _argv, uint32_t _width, uint32_t _height) override
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{
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Args args(_argc, _argv);
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m_width = _width;
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m_height = _height;
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m_debug = BGFX_DEBUG_NONE;
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m_reset = BGFX_RESET_VSYNC;
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bgfx::Init init;
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init.type = args.m_type;
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init.vendorId = args.m_pciId;
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init.resolution.width = m_width;
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init.resolution.height = m_height;
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init.resolution.reset = m_reset;
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bgfx::init(init);
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// Enable debug text.
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bgfx::setDebug(m_debug);
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// Create vertex stream declaration.
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PosColorVertex::init();
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PosColorTexCoord0Vertex::init();
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// Get renderer capabilities info.
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const bgfx::Caps* caps = bgfx::getCaps();
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// Setup root path for binary shaders. Shader binaries are different
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// for each renderer.
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switch (caps->rendererType)
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{
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default:
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break;
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case bgfx::RendererType::OpenGL:
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case bgfx::RendererType::OpenGLES:
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s_flipV = true;
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break;
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}
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// Imgui.
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imguiCreate();
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// Create static vertex buffer.
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m_vbh = bgfx::createVertexBuffer(
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bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) )
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, PosColorVertex::ms_decl
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);
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// Create static index buffer.
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m_ibh = bgfx::createIndexBuffer(bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) ) );
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// Create texture sampler uniforms.
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s_texColor0 = bgfx::createUniform("s_texColor0", bgfx::UniformType::Sampler);
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s_texColor1 = bgfx::createUniform("s_texColor1", bgfx::UniformType::Sampler);
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u_color = bgfx::createUniform("u_color", bgfx::UniformType::Vec4);
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m_blend = loadProgram("vs_oit", "fs_oit" );
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m_wbSeparatePass = loadProgram("vs_oit", "fs_oit_wb_separate" );
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m_wbSeparateBlit = loadProgram("vs_oit_blit", "fs_oit_wb_separate_blit" );
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m_wbPass = loadProgram("vs_oit", "fs_oit_wb" );
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m_wbBlit = loadProgram("vs_oit_blit", "fs_oit_wb_blit" );
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m_fbtextures[0].idx = bgfx::kInvalidHandle;
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m_fbtextures[1].idx = bgfx::kInvalidHandle;
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m_fbh.idx = bgfx::kInvalidHandle;
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m_mode = 1;
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m_frontToBack = true;
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m_fadeInOut = false;
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m_oldWidth = 0;
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m_oldHeight = 0;
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m_oldReset = m_reset;
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m_mrtSupported = true
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&& 2 <= caps->limits.maxFBAttachments
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&& bgfx::isTextureValid(0, false, 1, bgfx::TextureFormat::RGBA16F, BGFX_TEXTURE_RT)
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&& bgfx::isTextureValid(0, false, 1, bgfx::TextureFormat::R16F, BGFX_TEXTURE_RT)
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;
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m_timeOffset = bx::getHPCounter();
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}
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int shutdown() override
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{
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// Cleanup.
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imguiDestroy();
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if (bgfx::isValid(m_fbh) )
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{
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bgfx::destroy(m_fbh);
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}
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bgfx::destroy(m_ibh);
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bgfx::destroy(m_vbh);
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bgfx::destroy(m_blend);
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bgfx::destroy(m_wbSeparatePass);
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bgfx::destroy(m_wbSeparateBlit);
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bgfx::destroy(m_wbPass);
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bgfx::destroy(m_wbBlit);
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bgfx::destroy(s_texColor0);
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bgfx::destroy(s_texColor1);
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bgfx::destroy(u_color);
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// Shutdown bgfx.
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bgfx::shutdown();
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return 0;
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}
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bool update() override
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{
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if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
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{
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imguiBeginFrame(m_mouseState.m_mx
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, m_mouseState.m_my
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, (m_mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
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| (m_mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
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| (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
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, m_mouseState.m_mz
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, uint16_t(m_width)
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, uint16_t(m_height)
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);
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showExampleDialog(this
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, !m_mrtSupported
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? "MRT or frame buffer texture format are not supported."
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: NULL
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);
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if (m_mrtSupported)
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{
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if (m_oldWidth != m_width
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|| m_oldHeight != m_height
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|| m_oldReset != m_reset
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|| !bgfx::isValid(m_fbh) )
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{
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// Recreate variable size render targets when resolution changes.
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m_oldWidth = m_width;
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m_oldHeight = m_height;
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m_oldReset = m_reset;
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if (bgfx::isValid(m_fbh) )
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{
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bgfx::destroy(m_fbh);
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}
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m_fbtextures[0] = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::RGBA16F, BGFX_TEXTURE_RT);
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m_fbtextures[1] = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::R16F, BGFX_TEXTURE_RT);
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m_fbh = bgfx::createFrameBuffer(BX_COUNTOF(m_fbtextures), m_fbtextures, true);
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}
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ImGui::SetNextWindowPos(
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ImVec2(m_width - m_width / 5.0f - 10.0f, 10.0f)
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, ImGuiCond_FirstUseEver
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);
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ImGui::SetNextWindowSize(
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ImVec2(m_width / 5.0f, m_height / 3.0f)
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, ImGuiCond_FirstUseEver
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);
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ImGui::Begin("Settings"
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, NULL
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, 0
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);
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ImGui::Separator();
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ImGui::Text("Blend mode:");
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ImGui::RadioButton("None", &m_mode, 0);
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ImGui::RadioButton("Separate", &m_mode, 1);
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ImGui::RadioButton("MRT Independent", &m_mode, 2);
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ImGui::Separator();
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ImGui::Checkbox("Front to back", &m_frontToBack);
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ImGui::Checkbox("Fade in/out", &m_fadeInOut);
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ImGui::End();
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// Set view 0 default viewport.
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bgfx::setViewRect(0, 0, 0, uint16_t(m_width), uint16_t(m_height) );
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bgfx::setViewRect(1, 0, 0, uint16_t(m_width), uint16_t(m_height) );
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int64_t now = bx::getHPCounter();
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const double freq = double(bx::getHPFrequency() );
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float time = (float)( (now-m_timeOffset)/freq);
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// Reference(s):
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// - Weighted, Blended Order-Independent Transparency
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// https://web.archive.org/save/http://jcgt.org/published/0002/02/09/
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// https://web.archive.org/web/20181126040455/http://casual-effects.blogspot.com/2014/03/weighted-blended-order-independent.html
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//
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const bx::Vec3 at = { 0.0f, 0.0f, 0.0f };
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const bx::Vec3 eye = { 0.0f, 0.0f, -7.0f };
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float view[16];
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float proj[16];
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// Set view and projection matrix for view 0.
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bx::mtxLookAt(view, eye, at);
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mtxProj(proj, 60.0f, float(m_width)/float(m_height), 0.1f, 100.0f);
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bgfx::setViewTransform(0, view, proj);
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// Set palette color for index 0
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bgfx::setPaletteColor(0, 0.0f, 0.0f, 0.0f, 0.0f);
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// Set palette color for index 1
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bgfx::setPaletteColor(1, 1.0f, 1.0f, 1.0f, 1.0f);
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bgfx::setViewClear(0
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, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
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, 1.0f // Depth
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, 0 // Stencil
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, 0 // FB texture 0, color palette 0
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, 1 == m_mode ? 1 : 0 // FB texture 1, color palette 1
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);
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bgfx::setViewClear(1
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, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
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, 1.0f // Depth
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, 0 // Stencil
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, 0 // Color palette 0
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);
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bgfx::FrameBufferHandle invalid = BGFX_INVALID_HANDLE;
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bgfx::setViewFrameBuffer(0, 0 == m_mode ? invalid : m_fbh);
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// Set view and projection matrix for view 1.
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bx::mtxIdentity(view);
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const bgfx::Caps* caps = bgfx::getCaps();
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bx::mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f, 0.0f, caps->homogeneousDepth);
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bgfx::setViewTransform(1, view, proj);
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for (uint32_t depth = 0; depth < 3; ++depth)
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{
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uint32_t zz = m_frontToBack ? 2-depth : depth;
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for (uint32_t yy = 0; yy < 3; ++yy)
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{
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for (uint32_t xx = 0; xx < 3; ++xx)
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{
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float color[4] = { xx*1.0f/3.0f, zz*1.0f/3.0f, yy*1.0f/3.0f, 0.5f };
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if (m_fadeInOut
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&& zz == 1)
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{
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color[3] = bx::sin(time*3.0f)*0.49f+0.5f;
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}
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bgfx::setUniform(u_color, color);
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BX_UNUSED(time);
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float mtx[16];
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bx::mtxRotateXY(mtx, time*0.023f + xx*0.21f, time*0.03f + yy*0.37f);
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//mtxIdentity(mtx);
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mtx[12] = -2.5f + float(xx)*2.5f;
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mtx[13] = -2.5f + float(yy)*2.5f;
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mtx[14] = -2.5f + float(zz)*2.5f;
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// Set transform for draw call.
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bgfx::setTransform(mtx);
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// Set vertex and index buffer.
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bgfx::setVertexBuffer(0, m_vbh);
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bgfx::setIndexBuffer(m_ibh);
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const uint64_t state = 0
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| BGFX_STATE_CULL_CW
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| BGFX_STATE_WRITE_RGB
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| BGFX_STATE_WRITE_A
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| BGFX_STATE_DEPTH_TEST_LESS
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| BGFX_STATE_MSAA
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;
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const uint64_t stateNoDepth = 0
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| BGFX_STATE_CULL_CW
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| BGFX_STATE_WRITE_RGB
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| BGFX_STATE_WRITE_A
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| BGFX_STATE_DEPTH_TEST_ALWAYS
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| BGFX_STATE_MSAA
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;
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bgfx::ProgramHandle program = BGFX_INVALID_HANDLE;
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switch (m_mode)
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{
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case 0:
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// Set vertex and fragment shaders.
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program = m_blend;
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// Set render states.
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bgfx::setState(state
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| BGFX_STATE_BLEND_ALPHA
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);
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break;
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case 1:
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// Set vertex and fragment shaders.
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program = m_wbSeparatePass;
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// Set render states.
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bgfx::setState(stateNoDepth
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| BGFX_STATE_BLEND_FUNC_SEPARATE(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ZERO, BGFX_STATE_BLEND_INV_SRC_ALPHA)
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);
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break;
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default:
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// Set vertex and fragment shaders.
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program = m_wbPass;
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// Set render states.
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bgfx::setState(stateNoDepth
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| BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE)
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| BGFX_STATE_BLEND_INDEPENDENT
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, 0
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| BGFX_STATE_BLEND_FUNC_RT_1(BGFX_STATE_BLEND_ZERO, BGFX_STATE_BLEND_SRC_COLOR)
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);
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break;
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}
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// Submit primitive for rendering to view 0.
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bgfx::submit(0, program);
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}
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}
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}
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if (0 != m_mode)
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{
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bgfx::setTexture(0, s_texColor0, m_fbtextures[0]);
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bgfx::setTexture(1, s_texColor1, m_fbtextures[1]);
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bgfx::setState(0
|
|
| BGFX_STATE_WRITE_RGB
|
|
| BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_INV_SRC_ALPHA, BGFX_STATE_BLEND_SRC_ALPHA)
|
|
);
|
|
screenSpaceQuad( (float)m_width, (float)m_height, s_flipV);
|
|
bgfx::submit(1
|
|
, 1 == m_mode ? m_wbSeparateBlit : m_wbBlit
|
|
);
|
|
}
|
|
}
|
|
|
|
imguiEndFrame();
|
|
|
|
// Advance to next frame. Rendering thread will be kicked to
|
|
// process submitted rendering primitives.
|
|
bgfx::frame();
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
uint32_t m_width;
|
|
uint32_t m_height;
|
|
uint32_t m_debug;
|
|
uint32_t m_reset;
|
|
|
|
int32_t m_mode;
|
|
bool m_frontToBack;
|
|
bool m_fadeInOut;
|
|
bool m_mrtSupported;
|
|
|
|
uint32_t m_oldWidth;
|
|
uint32_t m_oldHeight;
|
|
uint32_t m_oldReset;
|
|
|
|
entry::MouseState m_mouseState;
|
|
|
|
int64_t m_timeOffset;
|
|
|
|
bgfx::VertexBufferHandle m_vbh;
|
|
bgfx::IndexBufferHandle m_ibh;
|
|
|
|
bgfx::UniformHandle s_texColor0;
|
|
bgfx::UniformHandle s_texColor1;
|
|
bgfx::UniformHandle u_color;
|
|
|
|
bgfx::ProgramHandle m_blend;
|
|
bgfx::ProgramHandle m_wbSeparatePass;
|
|
bgfx::ProgramHandle m_wbSeparateBlit;
|
|
bgfx::ProgramHandle m_wbPass;
|
|
bgfx::ProgramHandle m_wbBlit;
|
|
|
|
bgfx::TextureHandle m_fbtextures[2];
|
|
bgfx::FrameBufferHandle m_fbh;
|
|
};
|
|
|
|
} // namespace
|
|
|
|
ENTRY_IMPLEMENT_MAIN(ExampleOIT, "19-oit", "Weighted, Blended Order Independent Transparency.");
|