mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-25 00:58:30 -05:00
465 lines
12 KiB
C++
465 lines
12 KiB
C++
/*
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* Copyright 2011-2015 Branimir Karadzic. All rights reserved.
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* License: http://www.opensource.org/licenses/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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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 (bgfx::checkAvailTransientVertexBuffer(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(&vb);
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}
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}
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int _main_(int /*_argc*/, char** /*_argv*/)
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{
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uint32_t width = 1280;
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uint32_t height = 720;
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uint32_t debug = BGFX_DEBUG_TEXT;
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uint32_t reset = BGFX_RESET_VSYNC;
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bgfx::init();
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bgfx::reset(width, height, reset);
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// Create vertex stream declaration.
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PosColorVertex::init();
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PosColorTexCoord0Vertex::init();
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// Enable debug text.
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bgfx::setDebug(debug);
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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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const bgfx::Memory* mem;
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// Create static vertex buffer.
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mem = bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) );
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bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(mem, PosColorVertex::ms_decl);
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// Create static index buffer.
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mem = bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) );
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bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(mem);
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// Create texture sampler uniforms.
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bgfx::UniformHandle s_texColor0 = bgfx::createUniform("s_texColor0", bgfx::UniformType::Int1);
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bgfx::UniformHandle s_texColor1 = bgfx::createUniform("s_texColor1", bgfx::UniformType::Int1);
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bgfx::UniformHandle u_color = bgfx::createUniform("u_color", bgfx::UniformType::Vec4);
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bgfx::ProgramHandle blend = loadProgram("vs_oit", "fs_oit" );
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bgfx::ProgramHandle wbSeparatePass = loadProgram("vs_oit", "fs_oit_wb_separate" );
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bgfx::ProgramHandle wbSeparateBlit = loadProgram("vs_oit_blit", "fs_oit_wb_separate_blit" );
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bgfx::ProgramHandle wbPass = loadProgram("vs_oit", "fs_oit_wb" );
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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 };
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bgfx::FrameBufferHandle fbh = BGFX_INVALID_HANDLE;
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int64_t timeOffset = bx::getHPCounter();
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uint32_t mode = 1;
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int32_t scrollArea = 0;
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bool frontToBack = true;
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bool fadeInOut = false;
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uint32_t oldWidth = 0;
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uint32_t oldHeight = 0;
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uint32_t oldReset = reset;
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entry::MouseState mouseState;
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while (!entry::processEvents(width, height, debug, reset, &mouseState) )
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{
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if (oldWidth != width
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|| oldHeight != height
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|| oldReset != reset
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|| !bgfx::isValid(fbh) )
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{
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// Recreate variable size render targets when resolution changes.
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oldWidth = width;
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oldHeight = height;
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oldReset = reset;
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if (bgfx::isValid(fbh) )
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{
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bgfx::destroyFrameBuffer(fbh);
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}
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fbtextures[0] = bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::RGBA16F, BGFX_TEXTURE_RT);
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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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}
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imguiBeginFrame(mouseState.m_mx
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, mouseState.m_my
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, (mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
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| (mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
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| (mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
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, mouseState.m_mz
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, width
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, height
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);
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imguiBeginScrollArea("Settings", width - width / 4 - 10, 10, width / 4, height / 3, &scrollArea);
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imguiSeparatorLine();
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imguiLabel("Blend mode:");
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mode = imguiChoose(mode
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, "None"
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, "Separate"
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, "MRT Independent"
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);
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imguiSeparatorLine();
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if (imguiCheck("Front to back", frontToBack) )
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{
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frontToBack ^= true;
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}
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if (imguiCheck("Fade in/out", fadeInOut) )
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{
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fadeInOut ^= true;
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}
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imguiEndScrollArea();
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imguiEndFrame();
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// Set view 0 default viewport.
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bgfx::setViewRect(0, 0, 0, width, height);
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bgfx::setViewRect(1, 0, 0, width, height);
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int64_t now = bx::getHPCounter();
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static int64_t last = now;
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const int64_t frameTime = now - last;
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last = now;
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const double freq = double(bx::getHPFrequency() );
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const double toMs = 1000.0/freq;
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float time = (float)( (now-timeOffset)/freq);
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// Use debug font to print information about this example.
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bgfx::dbgTextClear();
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// Reference:
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// Weighted, Blended Order-Independent Transparency
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// http://jcgt.org/published/0002/02/09/
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// http://casual-effects.blogspot.com/2014/03/weighted-blended-order-independent.html
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bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/19-oit");
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bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Weighted, Blended Order Independent Transparency.");
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bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
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float at[3] = { 0.0f, 0.0f, 0.0f };
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float eye[3] = { 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(width)/float(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 == 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 == mode ? invalid : fbh);
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// Set view and projection matrix for view 1.
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bx::mtxIdentity(view);
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bx::mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f);
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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 = 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 (fadeInOut
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&& zz == 1)
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{
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color[3] = sinf(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(vbh);
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bgfx::setIndexBuffer(ibh);
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const uint64_t state = 0
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| BGFX_STATE_CULL_CW
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| BGFX_STATE_RGB_WRITE
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| BGFX_STATE_ALPHA_WRITE
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| BGFX_STATE_DEPTH_TEST_LESS
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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 (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 = 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 = wbSeparatePass;
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// Set render states.
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bgfx::setState(state
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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 = wbPass;
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// Set render states.
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bgfx::setState(state
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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 != mode)
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{
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bgfx::setTexture(0, s_texColor0, fbtextures[0]);
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bgfx::setTexture(1, s_texColor1, fbtextures[1]);
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bgfx::setState(0
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| BGFX_STATE_RGB_WRITE
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| BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_INV_SRC_ALPHA, BGFX_STATE_BLEND_SRC_ALPHA)
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);
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screenSpaceQuad( (float)width, (float)height, s_flipV);
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bgfx::submit(1
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, 1 == mode ? wbSeparateBlit : wbBlit
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);
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}
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// Advance to next frame. Rendering thread will be kicked to
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// process submitted rendering primitives.
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bgfx::frame();
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}
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// Cleanup.
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imguiDestroy();
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bgfx::destroyFrameBuffer(fbh);
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bgfx::destroyIndexBuffer(ibh);
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bgfx::destroyVertexBuffer(vbh);
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bgfx::destroyProgram(blend);
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bgfx::destroyProgram(wbSeparatePass);
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bgfx::destroyProgram(wbSeparateBlit);
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bgfx::destroyProgram(wbPass);
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bgfx::destroyProgram(wbBlit);
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bgfx::destroyUniform(s_texColor0);
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bgfx::destroyUniform(s_texColor1);
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bgfx::destroyUniform(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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