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@@ -229,14 +229,6 @@ void vec2Set(float* _v, float _x, float _y)
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_v[1] = _y;
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}
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-void vec4Set(float* _v, float _x, float _y, float _z, float _w)
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-{
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- _v[0] = _x;
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- _v[1] = _y;
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- _v[2] = _z;
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- _v[3] = _w;
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-}
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-
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class ExampleBokeh : public entry::AppI
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{
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public:
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@@ -282,7 +274,7 @@ public:
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// Create program from shaders.
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m_forwardProgram = loadProgram("vs_bokeh_forward", "fs_bokeh_forward");
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m_gridProgram = loadProgram("vs_bokeh_forward", "fs_bokeh_forward_grid");
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- m_copyProgram = loadProgram("vs_bokeh_screenquad", "fs_bokeh_copy");
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+ m_copyProgram = loadProgram("vs_bokeh_screenquad", "fs_bokeh_copy");
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m_linearDepthProgram = loadProgram("vs_bokeh_screenquad", "fs_bokeh_linear_depth");
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m_dofSinglePassProgram = loadProgram("vs_bokeh_screenquad", "fs_bokeh_dof_single_pass");
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m_dofDownsampleProgram = loadProgram("vs_bokeh_screenquad", "fs_bokeh_dof_downsample");
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@@ -301,7 +293,7 @@ public:
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m_recreateFrameBuffers = false;
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createFramebuffers();
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-
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+
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// Vertex decl
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PosTexCoord0Vertex::init();
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@@ -559,7 +551,7 @@ public:
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ImGui::SetTooltip("multiply focus calculation, larger=tighter focus");
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ImGui::Separator();
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-
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+
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ImGui::Text("sample pattern controls:");
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ImGui::Combo("pattern", &m_samplePattern, "original\0sqrt\0\0");
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if (ImGui::IsItemHovered())
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@@ -826,7 +818,7 @@ public:
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;
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m_frameBufferTex[FRAMEBUFFER_RT_COLOR] = bgfx::createTexture2D(uint16_t(m_size[0]), uint16_t(m_size[1]), false, 1, bgfx::TextureFormat::BGRA8, bilinearFlags);
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- m_frameBufferTex[FRAMEBUFFER_RT_DEPTH] = bgfx::createTexture2D(uint16_t(m_size[0]), uint16_t(m_size[1]), false, 1, bgfx::TextureFormat::D24, bilinearFlags);
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+ m_frameBufferTex[FRAMEBUFFER_RT_DEPTH] = bgfx::createTexture2D(uint16_t(m_size[0]), uint16_t(m_size[1]), false, 1, bgfx::TextureFormat::D32F, bilinearFlags);
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m_frameBuffer = bgfx::createFrameBuffer(BX_COUNTOF(m_frameBufferTex), m_frameBufferTex, true);
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m_linearDepth.init(m_size[0], m_size[1], bgfx::TextureFormat::R16F, bilinearFlags);
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