bgfx/examples/19-oit/oit.cpp

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/*
* Copyright 2011-2014 Branimir Karadzic. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "common.h"
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#include "bgfx_utils.h"
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#include "imgui/imgui.h"
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();
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}
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();
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}
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;
void screenSpaceQuad(float _textureWidth, float _textureHeight, bool _originBottomLeft = false, float _width = 1.0f, float _height = 1.0f)
{
if (bgfx::checkAvailTransientVertexBuffer(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(&vb);
}
}
int _main_(int /*_argc*/, char** /*_argv*/)
{
uint32_t width = 1280;
uint32_t height = 720;
uint32_t debug = BGFX_DEBUG_TEXT;
uint32_t reset = BGFX_RESET_VSYNC;
bgfx::init();
bgfx::reset(width, height, reset);
// Create vertex stream declaration.
PosColorVertex::init();
PosColorTexCoord0Vertex::init();
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// Enable debug text.
bgfx::setDebug(debug);
// 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:
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s_flipV = true;
break;
}
// Imgui.
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void* data = load("font/droidsans.ttf");
imguiCreate(data);
free(data);
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const bgfx::Memory* mem;
// Create static vertex buffer.
mem = bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) );
bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(mem, PosColorVertex::ms_decl);
// Create static index buffer.
mem = bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) );
bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(mem);
// Create texture sampler uniforms.
bgfx::UniformHandle u_texColor0 = bgfx::createUniform("u_texColor0", bgfx::UniformType::Uniform1iv);
bgfx::UniformHandle u_texColor1 = bgfx::createUniform("u_texColor1", bgfx::UniformType::Uniform1iv);
bgfx::UniformHandle u_color = bgfx::createUniform("u_color", bgfx::UniformType::Uniform4fv);
bgfx::ProgramHandle blend = loadProgram("vs_oit", "fs_oit" );
bgfx::ProgramHandle wbSeparatePass = loadProgram("vs_oit", "fs_oit_wb_separate" );
bgfx::ProgramHandle wbSeparateBlit = loadProgram("vs_oit_blit", "fs_oit_wb_separate_blit" );
bgfx::ProgramHandle wbPass = loadProgram("vs_oit", "fs_oit_wb" );
bgfx::ProgramHandle wbBlit = loadProgram("vs_oit_blit", "fs_oit_wb_blit" );
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bgfx::TextureHandle fbtextures[2] = { BGFX_INVALID_HANDLE, BGFX_INVALID_HANDLE };
bgfx::FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
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int64_t timeOffset = bx::getHPCounter();
uint32_t mode = 1;
int32_t scrollArea = 0;
bool frontToBack = true;
bool fadeInOut = false;
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uint32_t oldWidth = 0;
uint32_t oldHeight = 0;
uint32_t oldReset = reset;
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entry::MouseState mouseState;
while (!entry::processEvents(width, height, debug, reset, &mouseState) )
{
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if (oldWidth != width
|| oldHeight != height
|| oldReset != reset
|| !bgfx::isValid(fbh) )
{
// Recreate variable size render targets when resolution changes.
oldWidth = width;
oldHeight = height;
oldReset = reset;
if (bgfx::isValid(fbh) )
{
bgfx::destroyFrameBuffer(fbh);
}
fbtextures[0] = bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::RGBA16F, BGFX_TEXTURE_RT);
fbtextures[1] = bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::R16F, BGFX_TEXTURE_RT);
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fbh = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
}
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imguiBeginFrame(mouseState.m_mx
, mouseState.m_my
, (mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
| (mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
, 0
, width
, height
);
imguiBeginScrollArea("Settings", width - width / 4 - 10, 10, width / 4, height / 3, &scrollArea);
imguiSeparatorLine();
imguiLabel("Blend mode:");
mode = imguiChoose(mode
, "None"
, "Separate"
, "MRT Independent"
);
imguiSeparatorLine();
if (imguiCheck("Front to back", frontToBack) )
{
frontToBack ^= true;
}
if (imguiCheck("Fade in/out", fadeInOut) )
{
fadeInOut ^= true;
}
imguiEndScrollArea();
imguiEndFrame();
// Set view 0 default viewport.
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bgfx::setViewRect(0, 0, 0, width, height);
bgfx::setViewRect(1, 0, 0, width, height);
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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 double toMs = 1000.0/freq;
float time = (float)( (now-timeOffset)/freq);
// Use debug font to print information about this example.
bgfx::dbgTextClear();
// 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
bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/19-oit");
bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Weighted, Blended Order Independent Transparency.");
bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
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.
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bx::mtxLookAt(view, eye, at);
bx::mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f);
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bgfx::setViewTransform(0, view, proj);
// Set clear color palette for index 0
bgfx::setClearColor(0, 0.0f, 0.0f, 0.0f, 0.0f);
// Set clear color palette for index 1
bgfx::setClearColor(1, 1.0f, 1.0f, 1.0f, 1.0f);
bgfx::setViewClear(0
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, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
, 1.0f // Depth
, 0 // Stencil
, 0 // FB texture 0, color palette 0
, 1 == mode ? 1 : 0 // FB texture 1, color palette 1
);
bgfx::setViewClear(1
, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
, 1.0f // Depth
, 0 // Stencil
, 0 // Color palette 0
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);
bgfx::FrameBufferHandle invalid = BGFX_INVALID_HANDLE;
bgfx::setViewFrameBuffer(0, 0 == mode ? invalid : fbh);
// Set view and projection matrix for view 1.
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bx::mtxIdentity(view);
bx::mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f);
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bgfx::setViewTransform(1, view, proj);
for (uint32_t depth = 0; depth < 3; ++depth)
{
uint32_t zz = 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 (fadeInOut
&& zz == 1)
{
color[3] = sinf(time*3.0f)*0.49f+0.5f;
}
bgfx::setUniform(u_color, color);
BX_UNUSED(time);
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);
mtx[12] = -2.5f + float(xx)*2.5f;
mtx[13] = -2.5f + float(yy)*2.5f;
mtx[14] = -2.5f + float(zz)*2.5f; //0.0f; // sinf(time + ( (xx+1)*(yy+1)/9.0f)*float(M_PI) )*50.0f+50.0f; //90.0f - (xx+1)*(yy+1)*10.0f;
// Set transform for draw call.
bgfx::setTransform(mtx);
// Set vertex and index buffer.
bgfx::setVertexBuffer(vbh);
bgfx::setIndexBuffer(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
;
switch (mode)
{
case 0:
// Set vertex and fragment shaders.
bgfx::setProgram(blend);
// Set render states.
bgfx::setState(state
| BGFX_STATE_BLEND_ALPHA
);
break;
case 1:
// Set vertex and fragment shaders.
bgfx::setProgram(wbSeparatePass);
// Set render states.
bgfx::setState(state
| 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.
bgfx::setProgram(wbPass);
// Set render states.
bgfx::setState(state
| 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);
}
}
}
if (0 != mode)
{
bgfx::setTexture(0, u_texColor0, fbtextures[0]);
bgfx::setTexture(1, u_texColor1, fbtextures[1]);
bgfx::setProgram(1 == mode ? wbSeparateBlit : wbBlit);
bgfx::setState(0
| BGFX_STATE_RGB_WRITE
| BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_INV_SRC_ALPHA, BGFX_STATE_BLEND_SRC_ALPHA)
);
screenSpaceQuad( (float)width, (float)height, s_flipV);
bgfx::submit(1);
}
// Advance to next frame. Rendering thread will be kicked to
// process submitted rendering primitives.
bgfx::frame();
}
// Cleanup.
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imguiDestroy();
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bgfx::destroyFrameBuffer(fbh);
bgfx::destroyIndexBuffer(ibh);
bgfx::destroyVertexBuffer(vbh);
bgfx::destroyProgram(blend);
bgfx::destroyProgram(wbSeparatePass);
bgfx::destroyProgram(wbSeparateBlit);
bgfx::destroyProgram(wbPass);
bgfx::destroyProgram(wbBlit);
bgfx::destroyUniform(u_texColor0);
bgfx::destroyUniform(u_texColor1);
bgfx::destroyUniform(u_color);
// Shutdown bgfx.
bgfx::shutdown();
return 0;
}