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-rw-r--r--3rdparty/bgfx/examples/19-oit/oit.cpp462
1 files changed, 462 insertions, 0 deletions
diff --git a/3rdparty/bgfx/examples/19-oit/oit.cpp b/3rdparty/bgfx/examples/19-oit/oit.cpp
new file mode 100644
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+++ b/3rdparty/bgfx/examples/19-oit/oit.cpp
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+/*
+ * 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 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" );
+
+ 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, 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.
+ 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(u_texColor0);
+ bgfx::destroyUniform(u_texColor1);
+ bgfx::destroyUniform(u_color);
+
+ // Shutdown bgfx.
+ bgfx::shutdown();
+
+ return 0;
+}