/* * Copyright 2011-2015 Branimir Karadzic. All rights reserved. * License: http://www.opensource.org/licenses/BSD-2-Clause */ #include "common.h" #include "bgfx_utils.h" #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(); } 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 (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(); // 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: s_flipV = true; break; } // Imgui. imguiCreate(); 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 s_texColor0 = bgfx::createUniform("s_texColor0", bgfx::UniformType::Int1); bgfx::UniformHandle s_texColor1 = bgfx::createUniform("s_texColor1", bgfx::UniformType::Int1); bgfx::UniformHandle u_color = bgfx::createUniform("u_color", bgfx::UniformType::Vec4); 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" ); bgfx::TextureHandle fbtextures[2] = { BGFX_INVALID_HANDLE, BGFX_INVALID_HANDLE }; bgfx::FrameBufferHandle fbh = BGFX_INVALID_HANDLE; int64_t timeOffset = bx::getHPCounter(); uint32_t mode = 1; int32_t scrollArea = 0; bool frontToBack = true; bool fadeInOut = false; uint32_t oldWidth = 0; uint32_t oldHeight = 0; uint32_t oldReset = reset; entry::MouseState mouseState; while (!entry::processEvents(width, height, debug, reset, &mouseState) ) { 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); fbh = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true); } 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. bgfx::setViewRect(0, 0, 0, width, height); bgfx::setViewRect(1, 0, 0, width, height); 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. bx::mtxLookAt(view, eye, at); mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f); 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 , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH , 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|BGFX_CLEAR_DEPTH , 1.0f // Depth , 0 // Stencil , 0 // Color palette 0 ); bgfx::FrameBufferHandle invalid = BGFX_INVALID_HANDLE; bgfx::setViewFrameBuffer(0, 0 == mode ? invalid : fbh); // Set view and projection matrix for view 1. bx::mtxIdentity(view); bx::mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f); 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]; 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(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, s_texColor0, fbtextures[0]); bgfx::setTexture(1, s_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. imguiDestroy(); 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(s_texColor0); bgfx::destroyUniform(s_texColor1); bgfx::destroyUniform(u_color); // Shutdown bgfx. bgfx::shutdown(); return 0; }