bgfx/examples/19-oit/oit.cpp

527 lines
13 KiB
C++

/*
* Copyright 2011-2017 Branimir Karadzic. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#include "common.h"
#include "bgfx_utils.h"
#include "imgui/imgui.h"
namespace
{
struct PosColorVertex
{
float m_x;
float m_y;
float m_z;
uint32_t m_abgr;
static void init()
{
ms_decl
.begin()
.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
.end();
}
static bgfx::VertexDecl ms_decl;
};
bgfx::VertexDecl PosColorVertex::ms_decl;
struct PosColorTexCoord0Vertex
{
float m_x;
float m_y;
float m_z;
uint32_t m_rgba;
float m_u;
float m_v;
static void init()
{
ms_decl
.begin()
.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
.end();
}
static bgfx::VertexDecl ms_decl;
};
bgfx::VertexDecl PosColorTexCoord0Vertex::ms_decl;
static PosColorVertex s_cubeVertices[8] =
{
{-1.0f, 1.0f, 1.0f, 0xff000000 },
{ 1.0f, 1.0f, 1.0f, 0xff0000ff },
{-1.0f, -1.0f, 1.0f, 0xff00ff00 },
{ 1.0f, -1.0f, 1.0f, 0xff00ffff },
{-1.0f, 1.0f, -1.0f, 0xffff0000 },
{ 1.0f, 1.0f, -1.0f, 0xffff00ff },
{-1.0f, -1.0f, -1.0f, 0xffffff00 },
{ 1.0f, -1.0f, -1.0f, 0xffffffff },
};
static const uint16_t s_cubeIndices[36] =
{
0, 1, 2, // 0
1, 3, 2,
4, 6, 5, // 2
5, 6, 7,
0, 2, 4, // 4
4, 2, 6,
1, 5, 3, // 6
5, 7, 3,
0, 4, 1, // 8
4, 5, 1,
2, 3, 6, // 10
6, 3, 7,
};
static float s_texelHalf = 0.0f;
static bool s_flipV = false;
inline void mtxProj(float* _result, float _fovy, float _aspect, float _near, float _far)
{
bx::mtxProj(_result, _fovy, _aspect, _near, _far, s_flipV);
}
void screenSpaceQuad(float _textureWidth, float _textureHeight, bool _originBottomLeft = false, float _width = 1.0f, float _height = 1.0f)
{
if (3 == bgfx::getAvailTransientVertexBuffer(3, PosColorTexCoord0Vertex::ms_decl) )
{
bgfx::TransientVertexBuffer vb;
bgfx::allocTransientVertexBuffer(&vb, 3, PosColorTexCoord0Vertex::ms_decl);
PosColorTexCoord0Vertex* vertex = (PosColorTexCoord0Vertex*)vb.data;
const float zz = 0.0f;
const float minx = -_width;
const float maxx = _width;
const float miny = 0.0f;
const float maxy = _height*2.0f;
const float texelHalfW = s_texelHalf/_textureWidth;
const float texelHalfH = s_texelHalf/_textureHeight;
const float minu = -1.0f + texelHalfW;
const float maxu = 1.0f + texelHalfW;
float minv = texelHalfH;
float maxv = 2.0f + texelHalfH;
if (_originBottomLeft)
{
float tmp = minv;
minv = maxv;
maxv = tmp;
minv -= 1.0f;
maxv -= 1.0f;
}
vertex[0].m_x = minx;
vertex[0].m_y = miny;
vertex[0].m_z = zz;
vertex[0].m_rgba = 0xffffffff;
vertex[0].m_u = minu;
vertex[0].m_v = minv;
vertex[1].m_x = maxx;
vertex[1].m_y = miny;
vertex[1].m_z = zz;
vertex[1].m_rgba = 0xffffffff;
vertex[1].m_u = maxu;
vertex[1].m_v = minv;
vertex[2].m_x = maxx;
vertex[2].m_y = maxy;
vertex[2].m_z = zz;
vertex[2].m_rgba = 0xffffffff;
vertex[2].m_u = maxu;
vertex[2].m_v = maxv;
bgfx::setVertexBuffer(0, &vb);
}
}
class ExampleOIT : public entry::AppI
{
public:
ExampleOIT(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) BX_OVERRIDE
{
Args args(_argc, _argv);
m_width = _width;
m_height = _height;
m_debug = BGFX_DEBUG_NONE;
m_reset = BGFX_RESET_VSYNC;
bgfx::init(args.m_type, args.m_pciId);
bgfx::reset(m_width, m_height, m_reset);
// Enable debug text.
bgfx::setDebug(m_debug);
// Create vertex stream declaration.
PosColorVertex::init();
PosColorTexCoord0Vertex::init();
// Get renderer capabilities info.
const bgfx::Caps* caps = bgfx::getCaps();
// Setup root path for binary shaders. Shader binaries are different
// for each renderer.
switch (caps->rendererType)
{
default:
break;
case bgfx::RendererType::OpenGL:
case bgfx::RendererType::OpenGLES:
s_flipV = true;
break;
}
// Imgui.
imguiCreate();
// Create static vertex buffer.
m_vbh = bgfx::createVertexBuffer(
bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) )
, PosColorVertex::ms_decl
);
// Create static index buffer.
m_ibh = bgfx::createIndexBuffer(bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) ) );
// Create texture sampler uniforms.
s_texColor0 = bgfx::createUniform("s_texColor0", bgfx::UniformType::Int1);
s_texColor1 = bgfx::createUniform("s_texColor1", bgfx::UniformType::Int1);
u_color = bgfx::createUniform("u_color", bgfx::UniformType::Vec4);
m_blend = loadProgram("vs_oit", "fs_oit" );
m_wbSeparatePass = loadProgram("vs_oit", "fs_oit_wb_separate" );
m_wbSeparateBlit = loadProgram("vs_oit_blit", "fs_oit_wb_separate_blit" );
m_wbPass = loadProgram("vs_oit", "fs_oit_wb" );
m_wbBlit = loadProgram("vs_oit_blit", "fs_oit_wb_blit" );
m_fbtextures[0].idx = bgfx::kInvalidHandle;
m_fbtextures[1].idx = bgfx::kInvalidHandle;
m_fbh.idx = bgfx::kInvalidHandle;
m_mode = 1;
m_frontToBack = true;
m_fadeInOut = false;
m_oldWidth = 0;
m_oldHeight = 0;
m_oldReset = m_reset;
m_timeOffset = bx::getHPCounter();
}
int shutdown() BX_OVERRIDE
{
// Cleanup.
imguiDestroy();
bgfx::destroyFrameBuffer(m_fbh);
bgfx::destroyIndexBuffer(m_ibh);
bgfx::destroyVertexBuffer(m_vbh);
bgfx::destroyProgram(m_blend);
bgfx::destroyProgram(m_wbSeparatePass);
bgfx::destroyProgram(m_wbSeparateBlit);
bgfx::destroyProgram(m_wbPass);
bgfx::destroyProgram(m_wbBlit);
bgfx::destroyUniform(s_texColor0);
bgfx::destroyUniform(s_texColor1);
bgfx::destroyUniform(u_color);
// Shutdown bgfx.
bgfx::shutdown();
return 0;
}
bool update() BX_OVERRIDE
{
if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
{
if (m_oldWidth != m_width
|| m_oldHeight != m_height
|| m_oldReset != m_reset
|| !bgfx::isValid(m_fbh) )
{
// Recreate variable size render targets when resolution changes.
m_oldWidth = m_width;
m_oldHeight = m_height;
m_oldReset = m_reset;
if (bgfx::isValid(m_fbh) )
{
bgfx::destroyFrameBuffer(m_fbh);
}
m_fbtextures[0] = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::RGBA16F, BGFX_TEXTURE_RT);
m_fbtextures[1] = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::R16F, BGFX_TEXTURE_RT);
m_fbh = bgfx::createFrameBuffer(BX_COUNTOF(m_fbtextures), m_fbtextures, true);
}
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)
, ImGuiSetCond_FirstUseEver
);
ImGui::Begin("Settings"
, NULL
, ImVec2(m_width / 5.0f, m_height / 3.0f)
, ImGuiWindowFlags_AlwaysAutoResize
);
ImGui::Separator();
ImGui::Text("Blend mode:");
ImGui::RadioButton("None", &m_mode, 0);
ImGui::RadioButton("Separate", &m_mode, 1);
ImGui::RadioButton("MRT Independent", &m_mode, 2);
ImGui::Separator();
ImGui::Checkbox("Front to back", &m_frontToBack);
ImGui::Checkbox("Fade in/out", &m_fadeInOut);
ImGui::End();
imguiEndFrame();
// Set view 0 default viewport.
bgfx::setViewRect(0, 0, 0, uint16_t(m_width), uint16_t(m_height) );
bgfx::setViewRect(1, 0, 0, uint16_t(m_width), uint16_t(m_height) );
int64_t now = bx::getHPCounter();
const double freq = double(bx::getHPFrequency() );
float time = (float)( (now-m_timeOffset)/freq);
// Reference:
// Weighted, Blended Order-Independent Transparency
// http://jcgt.org/published/0002/02/09/
// http://casual-effects.blogspot.com/2014/03/weighted-blended-order-independent.html
float at[3] = { 0.0f, 0.0f, 0.0f };
float eye[3] = { 0.0f, 0.0f, -7.0f };
float view[16];
float proj[16];
// Set view and projection matrix for view 0.
bx::mtxLookAt(view, eye, at);
mtxProj(proj, 60.0f, float(m_width)/float(m_height), 0.1f, 100.0f);
bgfx::setViewTransform(0, view, proj);
// Set palette color for index 0
bgfx::setPaletteColor(0, 0.0f, 0.0f, 0.0f, 0.0f);
// Set palette color for index 1
bgfx::setPaletteColor(1, 1.0f, 1.0f, 1.0f, 1.0f);
bgfx::setViewClear(0
, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
, 1.0f // Depth
, 0 // Stencil
, 0 // FB texture 0, color palette 0
, 1 == m_mode ? 1 : 0 // FB texture 1, color palette 1
);
bgfx::setViewClear(1
, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
, 1.0f // Depth
, 0 // Stencil
, 0 // Color palette 0
);
bgfx::FrameBufferHandle invalid = BGFX_INVALID_HANDLE;
bgfx::setViewFrameBuffer(0, 0 == m_mode ? invalid : m_fbh);
// Set view and projection matrix for view 1.
bx::mtxIdentity(view);
const bgfx::Caps* caps = bgfx::getCaps();
bx::mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f, 0.0f, caps->homogeneousDepth);
bgfx::setViewTransform(1, view, proj);
for (uint32_t depth = 0; depth < 3; ++depth)
{
uint32_t zz = m_frontToBack ? 2-depth : depth;
for (uint32_t yy = 0; yy < 3; ++yy)
{
for (uint32_t xx = 0; xx < 3; ++xx)
{
float color[4] = { xx*1.0f/3.0f, zz*1.0f/3.0f, yy*1.0f/3.0f, 0.5f };
if (m_fadeInOut
&& zz == 1)
{
color[3] = bx::fsin(time*3.0f)*0.49f+0.5f;
}
bgfx::setUniform(u_color, color);
BX_UNUSED(time);
float mtx[16];
bx::mtxRotateXY(mtx, time*0.023f + xx*0.21f, time*0.03f + yy*0.37f);
//mtxIdentity(mtx);
mtx[12] = -2.5f + float(xx)*2.5f;
mtx[13] = -2.5f + float(yy)*2.5f;
mtx[14] = -2.5f + float(zz)*2.5f;
// Set transform for draw call.
bgfx::setTransform(mtx);
// Set vertex and index buffer.
bgfx::setVertexBuffer(0, m_vbh);
bgfx::setIndexBuffer(m_ibh);
const uint64_t state = 0
| BGFX_STATE_CULL_CW
| BGFX_STATE_RGB_WRITE
| BGFX_STATE_ALPHA_WRITE
| BGFX_STATE_DEPTH_TEST_LESS
| BGFX_STATE_MSAA
;
const uint64_t stateNoDepth = 0
| BGFX_STATE_CULL_CW
| BGFX_STATE_RGB_WRITE
| BGFX_STATE_ALPHA_WRITE
| BGFX_STATE_DEPTH_TEST_ALWAYS
| BGFX_STATE_MSAA
;
bgfx::ProgramHandle program = BGFX_INVALID_HANDLE;
switch (m_mode)
{
case 0:
// Set vertex and fragment shaders.
program = m_blend;
// Set render states.
bgfx::setState(state
| BGFX_STATE_BLEND_ALPHA
);
break;
case 1:
// Set vertex and fragment shaders.
program = m_wbSeparatePass;
// Set render states.
bgfx::setState(stateNoDepth
| BGFX_STATE_BLEND_FUNC_SEPARATE(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ZERO, BGFX_STATE_BLEND_INV_SRC_ALPHA)
);
break;
default:
// Set vertex and fragment shaders.
program = m_wbPass;
// Set render states.
bgfx::setState(stateNoDepth
| BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE)
| BGFX_STATE_BLEND_INDEPENDENT
, 0
| BGFX_STATE_BLEND_FUNC_RT_1(BGFX_STATE_BLEND_ZERO, BGFX_STATE_BLEND_SRC_COLOR)
);
break;
}
// Submit primitive for rendering to view 0.
bgfx::submit(0, program);
}
}
}
if (0 != m_mode)
{
bgfx::setTexture(0, s_texColor0, m_fbtextures[0]);
bgfx::setTexture(1, s_texColor1, m_fbtextures[1]);
bgfx::setState(0
| BGFX_STATE_RGB_WRITE
| 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
);
}
// 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;
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.");