1155 lines
33 KiB
C++
1155 lines
33 KiB
C++
/*
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* Copyright 2018 Kostas Anagnostou. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
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*/
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/*
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* Reference(s):
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* - Experiments in GPU-based occlusion culling
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* https://web.archive.org/web/20180920045301/https://interplayoflight.wordpress.com/2017/11/15/experiments-in-gpu-based-occlusion-culling/
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* - Experiments in GPU-based occlusion culling part 2: MultiDrawIndirect and mesh lodding
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* 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/
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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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#define RENDER_PASS_HIZ_ID 0
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#define RENDER_PASS_HIZ_DOWNSCALE_ID 1
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#define RENDER_PASS_OCCLUDE_PROPS_ID 2
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#define RENDER_PASS_COMPACT_STREAM_ID 3
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#define RENDER_PASS_MAIN_ID 4
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struct Camera
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{
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Camera()
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{
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reset();
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}
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void reset()
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{
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m_target.curr = { 0.0f, 0.0f, 0.0f };
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m_target.dest = { 0.0f, 0.0f, 0.0f };
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m_pos.curr = { 55.0f, 20.0f, 65.0f };
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m_pos.dest = { 55.0f, 20.0f, 65.0f };
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m_orbit[0] = 0.0f;
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m_orbit[1] = 0.0f;
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}
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void mtxLookAt(float* _outViewMtx)
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{
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bx::mtxLookAt(_outViewMtx, m_pos.curr, m_target.curr);
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}
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void orbit(float _dx, float _dy)
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{
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m_orbit[0] += _dx;
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m_orbit[1] += _dy;
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}
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void dolly(float _dz)
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{
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const float cnear = 1.0f;
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const float cfar = 100.0f;
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const bx::Vec3 toTarget = bx::sub(m_target.dest, m_pos.dest);
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const float toTargetLen = bx::length(toTarget);
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const float invToTargetLen = 1.0f / (toTargetLen + bx::kFloatSmallest);
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const bx::Vec3 toTargetNorm = bx::mul(toTarget, invToTargetLen);
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float delta = toTargetLen * _dz;
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float newLen = toTargetLen + delta;
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if ( (cnear < newLen || _dz < 0.0f)
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&& (newLen < cfar || _dz > 0.0f) )
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{
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m_pos.dest = bx::mad(toTargetNorm, delta, m_pos.dest);
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}
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}
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void consumeOrbit(float _amount)
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{
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float consume[2];
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consume[0] = m_orbit[0] * _amount;
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consume[1] = m_orbit[1] * _amount;
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m_orbit[0] -= consume[0];
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m_orbit[1] -= consume[1];
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const bx::Vec3 toPos = bx::sub(m_pos.curr, m_target.curr);
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const float toPosLen = bx::length(toPos);
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const float invToPosLen = 1.0f / (toPosLen + bx::kFloatSmallest);
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const bx::Vec3 toPosNorm = bx::mul(toPos, invToPosLen);
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float ll[2];
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bx::toLatLong(&ll[0], &ll[1], toPosNorm);
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ll[0] += consume[0];
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ll[1] -= consume[1];
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ll[1] = bx::clamp(ll[1], 0.02f, 0.98f);
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const bx::Vec3 tmp = bx::fromLatLong(ll[0], ll[1]);
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const bx::Vec3 diff = bx::mul(bx::sub(tmp, toPosNorm), toPosLen);
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m_pos.curr = bx::add(m_pos.curr, diff);
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m_pos.dest = bx::add(m_pos.dest, diff);
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}
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void update(float _dt)
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{
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const float amount = bx::min(_dt / 0.12f, 1.0f);
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consumeOrbit(amount);
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m_target.curr = bx::lerp(m_target.curr, m_target.dest, amount);
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m_pos.curr = bx::lerp(m_pos.curr, m_pos.dest, amount);
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}
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void envViewMtx(float* _mtx)
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{
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const bx::Vec3 toTarget = bx::sub(m_target.curr, m_pos.curr);
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const float toTargetLen = bx::length(toTarget);
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const float invToTargetLen = 1.0f / (toTargetLen + bx::kFloatSmallest);
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const bx::Vec3 toTargetNorm = bx::mul(toTarget, invToTargetLen);
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const bx::Vec3 right = bx::normalize(bx::cross({ 0.0f, 1.0f, 0.0f }, toTargetNorm) );
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const bx::Vec3 up = bx::normalize(bx::cross(toTargetNorm, right) );
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_mtx[ 0] = right.x;
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_mtx[ 1] = right.y;
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_mtx[ 2] = right.z;
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_mtx[ 3] = 0.0f;
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_mtx[ 4] = up.x;
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_mtx[ 5] = up.y;
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_mtx[ 6] = up.z;
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_mtx[ 7] = 0.0f;
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_mtx[ 8] = toTargetNorm.x;
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_mtx[ 9] = toTargetNorm.y;
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_mtx[10] = toTargetNorm.z;
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_mtx[11] = 0.0f;
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_mtx[12] = 0.0f;
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_mtx[13] = 0.0f;
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_mtx[14] = 0.0f;
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_mtx[15] = 1.0f;
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}
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struct Interp3f
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{
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bx::Vec3 curr = bx::InitNone;
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bx::Vec3 dest = bx::InitNone;
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};
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Interp3f m_target;
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Interp3f m_pos;
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float m_orbit[2];
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};
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struct Mouse
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{
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Mouse()
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: m_dx(0.0f)
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, m_dy(0.0f)
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, m_prevMx(0.0f)
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, m_prevMy(0.0f)
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, m_scroll(0)
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, m_scrollPrev(0)
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{
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}
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void update(float _mx, float _my, int32_t _mz, uint32_t _width, uint32_t _height)
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{
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const float widthf = float(int32_t(_width));
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const float heightf = float(int32_t(_height));
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// Delta movement.
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m_dx = float(_mx - m_prevMx) / widthf;
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m_dy = float(_my - m_prevMy) / heightf;
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m_prevMx = _mx;
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m_prevMy = _my;
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// Scroll.
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m_scroll = _mz - m_scrollPrev;
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m_scrollPrev = _mz;
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}
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float m_dx; // Screen space.
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float m_dy;
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float m_prevMx;
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float m_prevMy;
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int32_t m_scroll;
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int32_t m_scrollPrev;
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};
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struct PosVertex
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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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static void init()
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{
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ms_layout
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.begin()
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.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
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.end();
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};
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static bgfx::VertexLayout ms_layout;
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};
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bgfx::VertexLayout PosVertex::ms_layout;
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static PosVertex s_cubeVertices[8] =
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{
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{-0.5f, 0.5f, 0.5f},
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{ 0.5f, 0.5f, 0.5f},
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{-0.5f, -0.5f, 0.5f},
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{ 0.5f, -0.5f, 0.5f},
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{-0.5f, 0.5f, -0.5f},
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{ 0.5f, 0.5f, -0.5f},
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{-0.5f, -0.5f, -0.5f},
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{ 0.5f, -0.5f, -0.5f},
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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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struct RenderPass
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{
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enum Enum
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{
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Occlusion = 1 << 0,
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MainPass = 1 << 1,
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All = Occlusion | MainPass
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};
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};
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// All the per-instance data we store
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struct InstanceData
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{
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float m_world[16];
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float m_bboxMin[4];
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float m_bboxMax[4];
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};
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//A description of each prop
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struct Prop
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{
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PosVertex* m_vertices;
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uint16_t* m_indices;
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InstanceData* m_instances;
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bgfx::VertexBufferHandle m_vertexbufferHandle;
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bgfx::IndexBufferHandle m_indexbufferHandle;
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uint16_t m_noofVertices;
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uint16_t m_noofIndices;
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uint16_t m_noofInstances;
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uint16_t m_materialID;
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RenderPass::Enum m_renderPass;
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};
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//A simplistic material, comprised of a color only
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struct Material
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{
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float m_color[4];
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};
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inline void setVector4(float* dest, float x, float y, float z, float w)
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{
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dest[0] = x;
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dest[1] = y;
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dest[2] = z;
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dest[3] = w;
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}
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//Sets up a prop
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void createCubeMesh(Prop& prop)
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{
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prop.m_noofVertices = 8;
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prop.m_noofIndices = 36;
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prop.m_vertices = new PosVertex[prop.m_noofVertices];
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prop.m_indices = new uint16_t[prop.m_noofIndices];
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bx::memCopy(prop.m_vertices, s_cubeVertices, prop.m_noofVertices * PosVertex::ms_layout.getStride());
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bx::memCopy(prop.m_indices, s_cubeIndices, prop.m_noofIndices * sizeof(uint16_t));
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prop.m_vertexbufferHandle = bgfx::createVertexBuffer(
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bgfx::makeRef(prop.m_vertices, prop.m_noofVertices * PosVertex::ms_layout.getStride()),
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PosVertex::ms_layout);
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prop.m_indexbufferHandle = bgfx::createIndexBuffer(bgfx::makeRef(prop.m_indices, prop.m_noofIndices * sizeof(uint16_t)));
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}
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//returns a random number between 0 and 1
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float rand01()
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{
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return rand() / (float)RAND_MAX;
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}
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class GPUDrivenRendering : public entry::AppI
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{
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public:
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GPUDrivenRendering(const char* _name, const char* _description, const char* _url)
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: entry::AppI(_name, _description, _url)
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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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//find largest pow of two dims less than backbuffer size
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m_hiZwidth = (uint32_t)bx::pow(2.0f, bx::floor(bx::log2(float(m_width ) ) ) );
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m_hiZheight = (uint32_t)bx::pow(2.0f, bx::floor(bx::log2(float(m_height) ) ) );
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m_debug = BGFX_DEBUG_TEXT;
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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.platformData.nwh = entry::getNativeWindowHandle(entry::kDefaultWindowHandle);
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init.platformData.ndt = entry::getNativeDisplayHandle();
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init.platformData.type = entry::getNativeWindowHandleType();
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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 uniforms and samplers.
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u_inputRTSize = bgfx::createUniform("u_inputRTSize", bgfx::UniformType::Vec4);
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u_cullingConfig = bgfx::createUniform("u_cullingConfig", bgfx::UniformType::Vec4);
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u_color = bgfx::createUniform("u_color", bgfx::UniformType::Vec4, 32);
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s_texOcclusionDepth = bgfx::createUniform("s_texOcclusionDepth", bgfx::UniformType::Sampler);
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//create props
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{
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m_totalInstancesCount = 0;
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// Create vertex stream declaration.
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PosVertex::init();
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m_noofProps = 0;
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m_props = new Prop[s_maxNoofProps];
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//first create space for some materials
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m_materials = new Material[s_maxNoofProps];
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m_noofMaterials = 0;
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//add a ground plane
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{
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Prop& prop = m_props[m_noofProps++];
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prop.m_renderPass = RenderPass::MainPass;
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createCubeMesh(prop);
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prop.m_noofInstances = 1;
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prop.m_instances = new InstanceData[prop.m_noofInstances];
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bx::mtxSRT(prop.m_instances->m_world
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, 100.0f, 0.1f, 100.0f
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, 0.0f, 0.0f, 0.0f
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, 0.0f, 0.0f, 0.0f
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);
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float temp[4];
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setVector4(temp, -0.5f, -0.5f, -0.5f, 1.0f);
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bx::vec4MulMtx(prop.m_instances->m_bboxMin, temp, prop.m_instances->m_world);
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setVector4(temp, 0.5f, 0.5f, 0.5f, 1.0f);
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bx::vec4MulMtx(prop.m_instances->m_bboxMax, temp, prop.m_instances->m_world);
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prop.m_materialID = m_noofMaterials;
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setVector4(m_materials[prop.m_materialID].m_color, 0.0f, 0.6f, 0.0f, 1.0f);
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m_noofMaterials++;
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m_totalInstancesCount += prop.m_noofInstances;
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}
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//add a few instances of the occluding mesh
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{
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Prop& prop = m_props[m_noofProps++];
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prop.m_renderPass = RenderPass::All;
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//create prop
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createCubeMesh(prop);
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//add a few instances of the wall mesh
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prop.m_noofInstances = 25;
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prop.m_instances = new InstanceData[prop.m_noofInstances];
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for (int i = 0; i < prop.m_noofInstances; i++)
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{
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//calculate world position
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bx::mtxSRT(prop.m_instances[i].m_world
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, 40.0f, 10.0f, 0.1f
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, 0.0f, ( rand01() * 120.0f - 60.0f) * 3.1459f / 180.0f, 0.0f
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, rand01() * 100.0f - 50.0f, 5.0f, rand01() * 100.0f - 50.0f
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);
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//calculate bounding box and transform to world space
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float temp[4];
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setVector4(temp, -0.5f, -0.5f, -0.5f, 1.0f);
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bx::vec4MulMtx(prop.m_instances[i].m_bboxMin, temp, prop.m_instances[i].m_world );
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setVector4(temp, 0.5f, 0.5f, 0.5f, 1.0f);
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bx::vec4MulMtx(prop.m_instances[i].m_bboxMax, temp, prop.m_instances[i].m_world );
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}
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//set the material ID. Will be used in the shader to select the material
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prop.m_materialID = m_noofMaterials;
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//add a "material" for this prop
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setVector4(m_materials[prop.m_materialID].m_color, 0.0f, 0.0f, 1.0f, 0.0f);
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m_noofMaterials++;
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m_totalInstancesCount += prop.m_noofInstances;
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}
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//add a few "regular" props
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{
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//add cubes
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{
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Prop& prop = m_props[m_noofProps++];
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prop.m_renderPass = RenderPass::MainPass;
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createCubeMesh(prop);
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prop.m_noofInstances = 200;
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prop.m_instances = new InstanceData[prop.m_noofInstances];
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for (int i = 0; i < prop.m_noofInstances; i++)
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{
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bx::mtxSRT(prop.m_instances[i].m_world
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, 2.0f, 2.0f, 2.0f
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, 0.0f, 0.0f, 0.0f
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, rand01() * 100.0f - 50.0f, 1.0f, rand01() * 100.0f - 50.0f
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);
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float temp[4];
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setVector4(temp, -0.5f, -0.5f, -0.5f, 1.0f);
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bx::vec4MulMtx(prop.m_instances[i].m_bboxMin, temp, prop.m_instances[i].m_world);
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setVector4(temp, 0.5f, 0.5f, 0.5f, 1.0f);
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bx::vec4MulMtx(prop.m_instances[i].m_bboxMax, temp, prop.m_instances[i].m_world);
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}
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prop.m_materialID = m_noofMaterials;
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setVector4(m_materials[prop.m_materialID].m_color, 1.0f, 1.0f, 0.0f, 1.0f);
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m_noofMaterials++;
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m_totalInstancesCount += prop.m_noofInstances;
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}
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//add some more cubes
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{
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Prop& prop = m_props[m_noofProps++];
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prop.m_renderPass = RenderPass::MainPass;
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createCubeMesh(prop);
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prop.m_noofInstances = 300;
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prop.m_instances = new InstanceData[prop.m_noofInstances];
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for (int i = 0; i < prop.m_noofInstances; i++)
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{
|
|
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"
|
|
);
|