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@@ -22,829 +22,830 @@ namespace
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#define FRAMEBUFFER_RT_DEPTH 1
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#define FRAMEBUFFER_RENDER_TARGETS 2
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- enum Meshes
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- {
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- MeshCube = 0,
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- MeshHollowCube,
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- };
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+enum Meshes
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+{
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+ MeshCube = 0,
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+ MeshHollowCube,
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+};
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- static const char *s_meshPaths[] =
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- {
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- "meshes/cube.bin",
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- "meshes/hollowcube.bin",
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- };
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+static const char *s_meshPaths[] =
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+{
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+ "meshes/cube.bin",
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+ "meshes/hollowcube.bin",
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+};
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- static const float s_meshScale[] =
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- {
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- 0.45f,
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- 0.30f,
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- };
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+static const float s_meshScale[] =
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+{
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+ 0.45f,
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+ 0.30f,
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+};
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+
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+// Vertex decl for our screen space quad (used in deferred rendering)
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+struct PosTexCoord0Vertex
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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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+ float m_u;
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+ float m_v;
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- // Vertex decl for our screen space quad (used in deferred rendering)
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- struct PosTexCoord0Vertex
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+ static void init()
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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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- float m_u;
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- float m_v;
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+ ms_layout
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+ .begin()
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+ .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
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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 void init()
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- {
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- ms_layout
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- .begin()
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- .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
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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::VertexLayout ms_layout;
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+};
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- static bgfx::VertexLayout ms_layout;
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- };
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+bgfx::VertexLayout PosTexCoord0Vertex::ms_layout;
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- bgfx::VertexLayout PosTexCoord0Vertex::ms_layout;
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-
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- void screenSpaceTriangle(float _textureWidth, float _textureHeight, float _texelHalf, bool _originBottomLeft, float _width = 1.0f, float _height = 1.0f, float _offsetX = 0.0f, float _offsetY = 0.0f)
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+void screenSpaceTriangle(float _textureWidth, float _textureHeight, float _texelHalf, bool _originBottomLeft, float _width = 1.0f, float _height = 1.0f, float _offsetX = 0.0f, float _offsetY = 0.0f)
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+{
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+ if (3 == bgfx::getAvailTransientVertexBuffer(3, PosTexCoord0Vertex::ms_layout) )
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{
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- if (3 == bgfx::getAvailTransientVertexBuffer(3, PosTexCoord0Vertex::ms_layout) )
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- {
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- bgfx::TransientVertexBuffer vb;
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- bgfx::allocTransientVertexBuffer(&vb, 3, PosTexCoord0Vertex::ms_layout);
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- PosTexCoord0Vertex *vertex = (PosTexCoord0Vertex *)vb.data;
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+ bgfx::TransientVertexBuffer vb;
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+ bgfx::allocTransientVertexBuffer(&vb, 3, PosTexCoord0Vertex::ms_layout);
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+ PosTexCoord0Vertex *vertex = (PosTexCoord0Vertex *)vb.data;
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- const float minx = -_width - _offsetX;
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- const float maxx = _width - _offsetX;
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- const float miny = 0.0f - _offsetY;
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- const float maxy = _height * 2.0f - _offsetY;
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+ const float minx = -_width - _offsetX;
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+ const float maxx = _width - _offsetX;
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+ const float miny = 0.0f - _offsetY;
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+ const float maxy = _height * 2.0f - _offsetY;
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- const float texelHalfW = _texelHalf / _textureWidth;
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- const float texelHalfH = _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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+ const float texelHalfW = _texelHalf / _textureWidth;
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+ const float texelHalfH = _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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- const float zz = 0.0f;
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+ const float zz = 0.0f;
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- float minv = texelHalfH;
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- float maxv = 2.0f + texelHalfH;
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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 temp = minv;
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- minv = maxv;
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- maxv = temp;
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-
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- minv -= 1.0f;
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- maxv -= 1.0f;
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- }
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+ if (_originBottomLeft)
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+ {
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+ float temp = minv;
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+ minv = maxv;
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+ maxv = temp;
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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_u = minu;
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- vertex[0].m_v = minv;
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-
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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_u = maxu;
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- vertex[1].m_v = minv;
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-
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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_u = maxu;
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- vertex[2].m_v = maxv;
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-
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- bgfx::setVertexBuffer(0, &vb);
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+ minv -= 1.0f;
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+ maxv -= 1.0f;
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}
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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_u = minu;
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+ vertex[0].m_v = minv;
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+
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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_u = maxu;
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+ vertex[1].m_v = minv;
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+
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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_u = maxu;
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+ vertex[2].m_v = maxv;
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+
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+ bgfx::setVertexBuffer(0, &vb);
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}
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+}
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- struct ModelUniforms
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+struct ModelUniforms
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+{
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+ enum
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{
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- enum
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- {
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- NumVec4 = 2
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- };
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+ NumVec4 = 2
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+ };
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- void init()
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- {
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- u_params = bgfx::createUniform("u_modelParams", bgfx::UniformType::Vec4, NumVec4);
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- };
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+ void init()
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+ {
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+ u_params = bgfx::createUniform("u_modelParams", bgfx::UniformType::Vec4, NumVec4);
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+ };
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- void submit() const
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- {
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- bgfx::setUniform(u_params, m_params, NumVec4);
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- };
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+ void submit() const
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+ {
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+ bgfx::setUniform(u_params, m_params, NumVec4);
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+ };
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- void destroy()
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- {
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- bgfx::destroy(u_params);
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- }
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+ void destroy()
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+ {
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+ bgfx::destroy(u_params);
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+ }
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- union
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+ union
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+ {
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+ struct
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{
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- struct
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+ /* 0 */ struct
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{
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- /* 0 */ struct
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- {
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- float m_color[3];
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- float m_unused0;
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- };
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- /* 1 */ struct
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- {
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- float m_lightPosition[3];
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- float m_unused1;
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- };
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+ float m_color[3];
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+ float m_unused0;
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+ };
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+ /* 1 */ struct
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+ {
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+ float m_lightPosition[3];
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+ float m_unused1;
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};
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-
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- float m_params[NumVec4 * 4];
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};
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- bgfx::UniformHandle u_params;
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+ float m_params[NumVec4 * 4];
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};
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- struct AppState
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- {
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- uint32_t m_width;
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- uint32_t m_height;
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- uint32_t m_debug;
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- uint32_t m_reset;
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+ bgfx::UniformHandle u_params;
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+};
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- entry::MouseState m_mouseState;
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+struct AppState
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+{
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+ uint32_t m_width;
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+ uint32_t m_height;
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+ uint32_t m_debug;
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+ uint32_t m_reset;
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- // Resource handles
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- bgfx::ProgramHandle m_forwardProgram;
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- bgfx::ProgramHandle m_gridProgram;
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- bgfx::ProgramHandle m_copyLinearToGammaProgram;
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+ entry::MouseState m_mouseState;
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- // Shader uniforms
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- ModelUniforms m_modelUniforms;
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+ // Resource handles
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+ bgfx::ProgramHandle m_forwardProgram;
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+ bgfx::ProgramHandle m_gridProgram;
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+ bgfx::ProgramHandle m_copyLinearToGammaProgram;
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- // Uniforms to identify texture samplers
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- bgfx::UniformHandle s_albedo;
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- bgfx::UniformHandle s_color;
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- bgfx::UniformHandle s_normal;
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+ // Shader uniforms
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+ ModelUniforms m_modelUniforms;
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- bgfx::FrameBufferHandle m_frameBuffer;
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- bgfx::TextureHandle m_frameBufferTex[FRAMEBUFFER_RENDER_TARGETS];
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+ // Uniforms to identify texture samplers
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+ bgfx::UniformHandle s_albedo;
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+ bgfx::UniformHandle s_color;
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+ bgfx::UniformHandle s_normal;
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- Mesh *m_meshes[BX_COUNTOF(s_meshPaths)];
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- bgfx::TextureHandle m_groundTexture;
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- bgfx::TextureHandle m_normalTexture;
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+ bgfx::FrameBufferHandle m_frameBuffer;
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+ bgfx::TextureHandle m_frameBufferTex[FRAMEBUFFER_RENDER_TARGETS];
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- uint32_t m_currFrame{UINT32_MAX};
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- float m_lightRotation = 0.0f;
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- float m_texelHalf = 0.0f;
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- float m_fovY = 60.0f;
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- float m_animationTime = 0.0f;
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+ Mesh *m_meshes[BX_COUNTOF(s_meshPaths)];
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+ bgfx::TextureHandle m_groundTexture;
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+ bgfx::TextureHandle m_normalTexture;
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- float m_view[16];
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- float m_proj[16];
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- int32_t m_size[2];
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+ uint32_t m_currFrame{UINT32_MAX};
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+ float m_lightRotation = 0.0f;
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+ float m_texelHalf = 0.0f;
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+ float m_fovY = 60.0f;
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+ float m_animationTime = 0.0f;
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- // UI parameters
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- bool m_renderNativeResolution = false;
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- bool m_animateScene = false;
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- int32_t m_antiAliasingSetting = 2;
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+ float m_view[16];
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+ float m_proj[16];
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+ int32_t m_size[2];
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- Fsr m_fsr;
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- };
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+ // UI parameters
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+ bool m_renderNativeResolution = false;
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+ bool m_animateScene = false;
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+ int32_t m_antiAliasingSetting = 2;
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+
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+ Fsr m_fsr;
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+};
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- struct RenderTarget
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+struct RenderTarget
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+{
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+ void init(uint32_t _width, uint32_t _height, bgfx::TextureFormat::Enum _format, uint64_t _flags)
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{
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- void init(uint32_t _width, uint32_t _height, bgfx::TextureFormat::Enum _format, uint64_t _flags)
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- {
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- m_width = _width;
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- m_height = _height;
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- m_texture = bgfx::createTexture2D(uint16_t(_width), uint16_t(_height), false, 1, _format, _flags);
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- m_buffer = bgfx::createFrameBuffer(1, &m_texture, true);
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- }
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+ m_width = _width;
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+ m_height = _height;
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+ m_texture = bgfx::createTexture2D(uint16_t(_width), uint16_t(_height), false, 1, _format, _flags);
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+ m_buffer = bgfx::createFrameBuffer(1, &m_texture, true);
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+ }
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- void destroy()
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- {
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- // also responsible for destroying texture
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- bgfx::destroy(m_buffer);
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- }
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+ void destroy()
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+ {
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+ // also responsible for destroying texture
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+ bgfx::destroy(m_buffer);
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+ }
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- uint32_t m_width;
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- uint32_t m_height;
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- bgfx::TextureHandle m_texture;
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- bgfx::FrameBufferHandle m_buffer;
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- };
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+ uint32_t m_width;
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+ uint32_t m_height;
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+ bgfx::TextureHandle m_texture;
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+ bgfx::FrameBufferHandle m_buffer;
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+};
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- struct MagnifierWidget
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+struct MagnifierWidget
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+{
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+ void init(uint32_t _width, uint32_t _height)
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{
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- void init(uint32_t _width, uint32_t _height)
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- {
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- m_content.init(_width, _height, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT | BGFX_SAMPLER_MIN_POINT | BGFX_SAMPLER_MAG_POINT);
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- createWidgetTexture(_width + 6, _height + 6);
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- }
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+ m_content.init(_width, _height, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT | BGFX_SAMPLER_MIN_POINT | BGFX_SAMPLER_MAG_POINT);
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+ createWidgetTexture(_width + 6, _height + 6);
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+ }
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- void destroy()
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- {
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- bgfx::destroy(m_widgetTexture);
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- m_content.destroy();
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- }
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+ void destroy()
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+ {
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+ bgfx::destroy(m_widgetTexture);
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+ m_content.destroy();
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+ }
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- void setPosition(float x, float y)
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- {
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- m_position.x = x;
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- m_position.y = y;
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- }
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+ void setPosition(float x, float y)
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+ {
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+ m_position.x = x;
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+ m_position.y = y;
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+ }
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- void drawToScreen(bgfx::ViewId &view, AppState const &state)
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- {
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- float invScreenScaleX = 1.0f / float(state.m_width);
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- float invScreenScaleY = 1.0f / float(state.m_height);
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- float scaleX = m_widgetWidth * invScreenScaleX;
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- float scaleY = m_widgetHeight * invScreenScaleY;
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- float offsetX = -bx::min(bx::max(m_position.x - m_widgetWidth * 0.5f, -3.0f), float(state.m_width - m_widgetWidth + 3) ) * invScreenScaleX;
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- float offsetY = -bx::min(bx::max(m_position.y - m_widgetHeight * 0.5f, -3.0f), float(state.m_height - m_widgetHeight + 3) ) * invScreenScaleY;
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|
-
|
|
|
- bgfx::setState(0 | BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A | BGFX_STATE_DEPTH_TEST_ALWAYS | BGFX_STATE_BLEND_ALPHA);
|
|
|
- bgfx::setTexture(0, state.s_color, m_widgetTexture);
|
|
|
- screenSpaceTriangle(float(m_widgetWidth), float(m_widgetHeight), state.m_texelHalf, false, scaleX, scaleY, offsetX, offsetY);
|
|
|
- bgfx::submit(view, state.m_copyLinearToGammaProgram);
|
|
|
- }
|
|
|
+ void drawToScreen(bgfx::ViewId &view, AppState const &state)
|
|
|
+ {
|
|
|
+ float invScreenScaleX = 1.0f / float(state.m_width);
|
|
|
+ float invScreenScaleY = 1.0f / float(state.m_height);
|
|
|
+ float scaleX = m_widgetWidth * invScreenScaleX;
|
|
|
+ float scaleY = m_widgetHeight * invScreenScaleY;
|
|
|
+ float offsetX = -bx::min(bx::max(m_position.x - m_widgetWidth * 0.5f, -3.0f), float(state.m_width - m_widgetWidth + 3) ) * invScreenScaleX;
|
|
|
+ float offsetY = -bx::min(bx::max(m_position.y - m_widgetHeight * 0.5f, -3.0f), float(state.m_height - m_widgetHeight + 3) ) * invScreenScaleY;
|
|
|
+
|
|
|
+ bgfx::setState(0 | BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A | BGFX_STATE_DEPTH_TEST_ALWAYS | BGFX_STATE_BLEND_ALPHA);
|
|
|
+ bgfx::setTexture(0, state.s_color, m_widgetTexture);
|
|
|
+ screenSpaceTriangle(float(m_widgetWidth), float(m_widgetHeight), state.m_texelHalf, false, scaleX, scaleY, offsetX, offsetY);
|
|
|
+ bgfx::submit(view, state.m_copyLinearToGammaProgram);
|
|
|
+ }
|
|
|
|
|
|
- void updateContent(bgfx::ViewId &view, AppState const &state, const bgfx::Caps *caps, bgfx::TextureHandle srcTexture)
|
|
|
+ void updateContent(bgfx::ViewId &view, AppState const &state, const bgfx::Caps *caps, bgfx::TextureHandle srcTexture)
|
|
|
+ {
|
|
|
+ float orthoProj[16];
|
|
|
+ bx::mtxOrtho(orthoProj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, caps->homogeneousDepth);
|
|
|
{
|
|
|
- float orthoProj[16];
|
|
|
- bx::mtxOrtho(orthoProj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, caps->homogeneousDepth);
|
|
|
- {
|
|
|
- // clear out transform stack
|
|
|
- float identity[16];
|
|
|
- bx::mtxIdentity(identity);
|
|
|
- bgfx::setTransform(identity);
|
|
|
- }
|
|
|
-
|
|
|
- const float verticalPos = caps->originBottomLeft ? state.m_height - m_position.y : m_position.y;
|
|
|
- const float invMagScaleX = 1.0f / float(m_content.m_width);
|
|
|
- const float invMagScaleY = 1.0f / float(m_content.m_height);
|
|
|
- const float scaleX = state.m_width * invMagScaleX;
|
|
|
- const float scaleY = state.m_height * invMagScaleY;
|
|
|
- const float offsetX = bx::min(bx::max(m_position.x - m_content.m_width * 0.5f, 0.0f), float(state.m_width - m_content.m_width) ) * scaleX / state.m_width;
|
|
|
- const float offsetY = bx::min(bx::max(verticalPos - m_content.m_height * 0.5f, 0.0f), float(state.m_height - m_content.m_height) ) * scaleY / state.m_height;
|
|
|
-
|
|
|
- bgfx::setViewName(view, "magnifier");
|
|
|
- bgfx::setViewRect(view, 0, 0, uint16_t(m_content.m_width), uint16_t(m_content.m_height) );
|
|
|
- bgfx::setViewTransform(view, NULL, orthoProj);
|
|
|
- bgfx::setViewFrameBuffer(view, m_content.m_buffer);
|
|
|
- bgfx::setState(0 | BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A);
|
|
|
- bgfx::setTexture(0, state.s_color, srcTexture, BGFX_SAMPLER_MIN_POINT | BGFX_SAMPLER_MAG_POINT | BGFX_SAMPLER_U_CLAMP | BGFX_SAMPLER_V_CLAMP);
|
|
|
- screenSpaceTriangle(float(state.m_width), float(state.m_height), state.m_texelHalf, false, scaleX, scaleY, offsetX, offsetY);
|
|
|
- bgfx::submit(view, state.m_copyLinearToGammaProgram);
|
|
|
- ++view;
|
|
|
+ // clear out transform stack
|
|
|
+ float identity[16];
|
|
|
+ bx::mtxIdentity(identity);
|
|
|
+ bgfx::setTransform(identity);
|
|
|
}
|
|
|
|
|
|
- uint32_t m_widgetWidth{0};
|
|
|
- uint32_t m_widgetHeight{0};
|
|
|
- bgfx::TextureHandle m_widgetTexture;
|
|
|
- RenderTarget m_content;
|
|
|
- ImVec2 m_position;
|
|
|
+ const float verticalPos = caps->originBottomLeft ? state.m_height - m_position.y : m_position.y;
|
|
|
+ const float invMagScaleX = 1.0f / float(m_content.m_width);
|
|
|
+ const float invMagScaleY = 1.0f / float(m_content.m_height);
|
|
|
+ const float scaleX = state.m_width * invMagScaleX;
|
|
|
+ const float scaleY = state.m_height * invMagScaleY;
|
|
|
+ const float offsetX = bx::min(bx::max(m_position.x - m_content.m_width * 0.5f, 0.0f), float(state.m_width - m_content.m_width) ) * scaleX / state.m_width;
|
|
|
+ const float offsetY = bx::min(bx::max(verticalPos - m_content.m_height * 0.5f, 0.0f), float(state.m_height - m_content.m_height) ) * scaleY / state.m_height;
|
|
|
+
|
|
|
+ bgfx::setViewName(view, "magnifier");
|
|
|
+ bgfx::setViewRect(view, 0, 0, uint16_t(m_content.m_width), uint16_t(m_content.m_height) );
|
|
|
+ bgfx::setViewTransform(view, NULL, orthoProj);
|
|
|
+ bgfx::setViewFrameBuffer(view, m_content.m_buffer);
|
|
|
+ bgfx::setState(0 | BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A);
|
|
|
+ bgfx::setTexture(0, state.s_color, srcTexture, BGFX_SAMPLER_MIN_POINT | BGFX_SAMPLER_MAG_POINT | BGFX_SAMPLER_U_CLAMP | BGFX_SAMPLER_V_CLAMP);
|
|
|
+ screenSpaceTriangle(float(state.m_width), float(state.m_height), state.m_texelHalf, false, scaleX, scaleY, offsetX, offsetY);
|
|
|
+ bgfx::submit(view, state.m_copyLinearToGammaProgram);
|
|
|
+ ++view;
|
|
|
+ }
|
|
|
|
|
|
- private:
|
|
|
- void createWidgetTexture(uint32_t _width, uint32_t _height)
|
|
|
- {
|
|
|
- const bgfx::Memory *mem = bgfx::alloc(_width * _height * sizeof(uint32_t) );
|
|
|
+ uint32_t m_widgetWidth{0};
|
|
|
+ uint32_t m_widgetHeight{0};
|
|
|
+ bgfx::TextureHandle m_widgetTexture;
|
|
|
+ RenderTarget m_content;
|
|
|
+ ImVec2 m_position;
|
|
|
|
|
|
- uint32_t *pixels = (uint32_t*)mem->data;
|
|
|
- bx::memSet(pixels, 0, mem->size);
|
|
|
+private:
|
|
|
+ void createWidgetTexture(uint32_t _width, uint32_t _height)
|
|
|
+ {
|
|
|
+ const bgfx::Memory *mem = bgfx::alloc(_width * _height * sizeof(uint32_t) );
|
|
|
|
|
|
- const uint32_t white = 0xFFFFFFFF;
|
|
|
- const uint32_t black = 0xFF000000;
|
|
|
+ uint32_t *pixels = (uint32_t*)mem->data;
|
|
|
+ bx::memSet(pixels, 0, mem->size);
|
|
|
|
|
|
- const uint32_t y0 = 1;
|
|
|
- const uint32_t y1 = _height - 3;
|
|
|
+ const uint32_t white = 0xFFFFFFFF;
|
|
|
+ const uint32_t black = 0xFF000000;
|
|
|
|
|
|
- for (uint32_t x = 0; x < _width - 4; x++)
|
|
|
- {
|
|
|
- pixels[(y0 + 0) * _width + x + 1] = white;
|
|
|
- pixels[(y0 + 1) * _width + x + 2] = black;
|
|
|
- pixels[(y1 + 0) * _width + x + 1] = white;
|
|
|
- pixels[(y1 + 1) * _width + x + 2] = black;
|
|
|
- }
|
|
|
+ const uint32_t y0 = 1;
|
|
|
+ const uint32_t y1 = _height - 3;
|
|
|
|
|
|
- const uint32_t x0 = 1;
|
|
|
- const uint32_t x1 = _width - 3;
|
|
|
+ for (uint32_t x = 0; x < _width - 4; x++)
|
|
|
+ {
|
|
|
+ pixels[(y0 + 0) * _width + x + 1] = white;
|
|
|
+ pixels[(y0 + 1) * _width + x + 2] = black;
|
|
|
+ pixels[(y1 + 0) * _width + x + 1] = white;
|
|
|
+ pixels[(y1 + 1) * _width + x + 2] = black;
|
|
|
+ }
|
|
|
|
|
|
- for (uint32_t y = 0; y < _height - 3; y++)
|
|
|
- {
|
|
|
- pixels[(y + 1) * _width + x0 + 0] = white;
|
|
|
- pixels[(y + 2) * _width + x0 + 1] = black;
|
|
|
- pixels[(y + 1) * _width + x1 + 0] = white;
|
|
|
- pixels[(y + 2) * _width + x1 + 1] = black;
|
|
|
- }
|
|
|
+ const uint32_t x0 = 1;
|
|
|
+ const uint32_t x1 = _width - 3;
|
|
|
|
|
|
- pixels[(y1 + 0) * _width + 2] = white;
|
|
|
-
|
|
|
- m_widgetWidth = _width;
|
|
|
- m_widgetHeight = _height;
|
|
|
- m_widgetTexture = bgfx::createTexture2D(
|
|
|
- uint16_t(_width)
|
|
|
- , uint16_t(_height)
|
|
|
- , false
|
|
|
- , 1
|
|
|
- , bgfx::TextureFormat::BGRA8
|
|
|
- , BGFX_SAMPLER_MIN_POINT | BGFX_SAMPLER_MAG_POINT | BGFX_SAMPLER_U_CLAMP | BGFX_SAMPLER_V_CLAMP
|
|
|
- , mem
|
|
|
- );
|
|
|
+ for (uint32_t y = 0; y < _height - 3; y++)
|
|
|
+ {
|
|
|
+ pixels[(y + 1) * _width + x0 + 0] = white;
|
|
|
+ pixels[(y + 2) * _width + x0 + 1] = black;
|
|
|
+ pixels[(y + 1) * _width + x1 + 0] = white;
|
|
|
+ pixels[(y + 2) * _width + x1 + 1] = black;
|
|
|
}
|
|
|
- };
|
|
|
|
|
|
- class ExampleFsr : public entry::AppI
|
|
|
+ pixels[(y1 + 0) * _width + 2] = white;
|
|
|
+
|
|
|
+ m_widgetWidth = _width;
|
|
|
+ m_widgetHeight = _height;
|
|
|
+ m_widgetTexture = bgfx::createTexture2D(
|
|
|
+ uint16_t(_width)
|
|
|
+ , uint16_t(_height)
|
|
|
+ , false
|
|
|
+ , 1
|
|
|
+ , bgfx::TextureFormat::BGRA8
|
|
|
+ , BGFX_SAMPLER_MIN_POINT | BGFX_SAMPLER_MAG_POINT | BGFX_SAMPLER_U_CLAMP | BGFX_SAMPLER_V_CLAMP
|
|
|
+ , mem
|
|
|
+ );
|
|
|
+ }
|
|
|
+};
|
|
|
+
|
|
|
+class ExampleFsr : public entry::AppI
|
|
|
+{
|
|
|
+public:
|
|
|
+ ExampleFsr(const char *_name, const char *_description)
|
|
|
+ : entry::AppI(_name, _description)
|
|
|
+ {
|
|
|
+ }
|
|
|
+
|
|
|
+ void init(int32_t _argc, const char *const *_argv, uint32_t _width, uint32_t _height) override
|
|
|
{
|
|
|
- public:
|
|
|
- ExampleFsr(const char *_name, const char *_description)
|
|
|
- : entry::AppI(_name, _description)
|
|
|
+ Args args(_argc, _argv);
|
|
|
+
|
|
|
+ m_state.m_width = _width;
|
|
|
+ m_state.m_height = _height;
|
|
|
+ m_state.m_debug = BGFX_DEBUG_NONE;
|
|
|
+ m_state.m_reset = 0
|
|
|
+ | BGFX_RESET_VSYNC
|
|
|
+ | BGFX_RESET_MAXANISOTROPY
|
|
|
+ ;
|
|
|
+
|
|
|
+ bgfx::Init init;
|
|
|
+ init.type = args.m_type;
|
|
|
+ init.vendorId = args.m_pciId;
|
|
|
+ init.platformData.nwh = entry::getNativeWindowHandle(entry::kDefaultWindowHandle);
|
|
|
+ init.platformData.ndt = entry::getNativeDisplayHandle();
|
|
|
+ init.resolution.width = m_state.m_width;
|
|
|
+ init.resolution.height = m_state.m_height;
|
|
|
+ init.resolution.reset = m_state.m_reset;
|
|
|
+ bgfx::init(init);
|
|
|
+
|
|
|
+ // Enable debug text.
|
|
|
+ bgfx::setDebug(m_state.m_debug);
|
|
|
+
|
|
|
+ // Create uniforms for screen passes and models
|
|
|
+ m_state.m_modelUniforms.init();
|
|
|
+
|
|
|
+ // Create texture sampler uniforms (used when we bind textures)
|
|
|
+ m_state.s_albedo = bgfx::createUniform("s_albedo", bgfx::UniformType::Sampler);
|
|
|
+ m_state.s_color = bgfx::createUniform("s_color", bgfx::UniformType::Sampler);
|
|
|
+ m_state.s_normal = bgfx::createUniform("s_normal", bgfx::UniformType::Sampler);
|
|
|
+
|
|
|
+ // Create program from shaders.
|
|
|
+ m_state.m_forwardProgram = loadProgram("vs_fsr_forward", "fs_fsr_forward");
|
|
|
+ m_state.m_gridProgram = loadProgram("vs_fsr_forward", "fs_fsr_forward_grid");
|
|
|
+ m_state.m_copyLinearToGammaProgram = loadProgram("vs_fsr_screenquad", "fs_fsr_copy_linear_to_gamma");
|
|
|
+
|
|
|
+ // Load some meshes
|
|
|
+ for (uint32_t ii = 0; ii < BX_COUNTOF(s_meshPaths); ++ii)
|
|
|
{
|
|
|
+ m_state.m_meshes[ii] = meshLoad(s_meshPaths[ii]);
|
|
|
}
|
|
|
|
|
|
- void init(int32_t _argc, const char *const *_argv, uint32_t _width, uint32_t _height) override
|
|
|
- {
|
|
|
- Args args(_argc, _argv);
|
|
|
-
|
|
|
- m_state.m_width = _width;
|
|
|
- m_state.m_height = _height;
|
|
|
- m_state.m_debug = BGFX_DEBUG_NONE;
|
|
|
- m_state.m_reset = 0
|
|
|
- | BGFX_RESET_VSYNC
|
|
|
- | BGFX_RESET_MAXANISOTROPY
|
|
|
- ;
|
|
|
-
|
|
|
- bgfx::Init init;
|
|
|
- init.type = args.m_type;
|
|
|
-
|
|
|
- init.vendorId = args.m_pciId;
|
|
|
- init.resolution.width = m_state.m_width;
|
|
|
- init.resolution.height = m_state.m_height;
|
|
|
- init.resolution.reset = m_state.m_reset;
|
|
|
- bgfx::init(init);
|
|
|
-
|
|
|
- // Enable debug text.
|
|
|
- bgfx::setDebug(m_state.m_debug);
|
|
|
-
|
|
|
- // Create uniforms for screen passes and models
|
|
|
- m_state.m_modelUniforms.init();
|
|
|
-
|
|
|
- // Create texture sampler uniforms (used when we bind textures)
|
|
|
- m_state.s_albedo = bgfx::createUniform("s_albedo", bgfx::UniformType::Sampler);
|
|
|
- m_state.s_color = bgfx::createUniform("s_color", bgfx::UniformType::Sampler);
|
|
|
- m_state.s_normal = bgfx::createUniform("s_normal", bgfx::UniformType::Sampler);
|
|
|
-
|
|
|
- // Create program from shaders.
|
|
|
- m_state.m_forwardProgram = loadProgram("vs_fsr_forward", "fs_fsr_forward");
|
|
|
- m_state.m_gridProgram = loadProgram("vs_fsr_forward", "fs_fsr_forward_grid");
|
|
|
- m_state.m_copyLinearToGammaProgram = loadProgram("vs_fsr_screenquad", "fs_fsr_copy_linear_to_gamma");
|
|
|
-
|
|
|
- // Load some meshes
|
|
|
- for (uint32_t ii = 0; ii < BX_COUNTOF(s_meshPaths); ++ii)
|
|
|
- {
|
|
|
- m_state.m_meshes[ii] = meshLoad(s_meshPaths[ii]);
|
|
|
- }
|
|
|
+ m_state.m_groundTexture = loadTexture("textures/fieldstone-rgba.dds");
|
|
|
+ m_state.m_normalTexture = loadTexture("textures/fieldstone-n.dds");
|
|
|
|
|
|
- m_state.m_groundTexture = loadTexture("textures/fieldstone-rgba.dds");
|
|
|
- m_state.m_normalTexture = loadTexture("textures/fieldstone-n.dds");
|
|
|
+ createFramebuffers();
|
|
|
|
|
|
- createFramebuffers();
|
|
|
+ // Vertex decl
|
|
|
+ PosTexCoord0Vertex::init();
|
|
|
|
|
|
- // Vertex decl
|
|
|
- PosTexCoord0Vertex::init();
|
|
|
+ // Init camera
|
|
|
+ cameraCreate();
|
|
|
+ cameraSetPosition({-10.0f, 2.5f, -0.0f});
|
|
|
+ cameraSetVerticalAngle(-0.2f);
|
|
|
+ cameraSetHorizontalAngle(0.8f);
|
|
|
|
|
|
- // Init camera
|
|
|
- cameraCreate();
|
|
|
- cameraSetPosition({-10.0f, 2.5f, -0.0f});
|
|
|
- cameraSetVerticalAngle(-0.2f);
|
|
|
- cameraSetHorizontalAngle(0.8f);
|
|
|
+ // Init "prev" matrices, will be same for first frame
|
|
|
+ cameraGetViewMtx(m_state.m_view);
|
|
|
+ bx::mtxProj(m_state.m_proj, m_state.m_fovY, float(m_state.m_size[0]) / float(m_state.m_size[1]), 0.01f, 100.0f, bgfx::getCaps()->homogeneousDepth);
|
|
|
|
|
|
- // Init "prev" matrices, will be same for first frame
|
|
|
- cameraGetViewMtx(m_state.m_view);
|
|
|
- bx::mtxProj(m_state.m_proj, m_state.m_fovY, float(m_state.m_size[0]) / float(m_state.m_size[1]), 0.01f, 100.0f, bgfx::getCaps()->homogeneousDepth);
|
|
|
+ // Get renderer capabilities info.
|
|
|
+ const bgfx::RendererType::Enum renderer = bgfx::getRendererType();
|
|
|
+ m_state.m_texelHalf = bgfx::RendererType::Direct3D9 == renderer ? 0.5f : 0.0f;
|
|
|
|
|
|
- // Get renderer capabilities info.
|
|
|
- const bgfx::RendererType::Enum renderer = bgfx::getRendererType();
|
|
|
- m_state.m_texelHalf = bgfx::RendererType::Direct3D9 == renderer ? 0.5f : 0.0f;
|
|
|
+ const uint32_t magnifierSize = 32;
|
|
|
+ m_magnifierWidget.init(magnifierSize, magnifierSize);
|
|
|
+ m_magnifierWidget.setPosition(m_state.m_width * 0.5f, m_state.m_height * 0.5f);
|
|
|
|
|
|
- const uint32_t magnifierSize = 32;
|
|
|
- m_magnifierWidget.init(magnifierSize, magnifierSize);
|
|
|
- m_magnifierWidget.setPosition(m_state.m_width * 0.5f, m_state.m_height * 0.5f);
|
|
|
+ imguiCreate();
|
|
|
|
|
|
- imguiCreate();
|
|
|
+ m_state.m_fsr.init(_width, _height);
|
|
|
+ }
|
|
|
|
|
|
- m_state.m_fsr.init(_width, _height);
|
|
|
- }
|
|
|
+ int32_t shutdown() override
|
|
|
+ {
|
|
|
+ m_state.m_fsr.destroy();
|
|
|
|
|
|
- int32_t shutdown() override
|
|
|
+ for (uint32_t ii = 0; ii < BX_COUNTOF(s_meshPaths); ++ii)
|
|
|
{
|
|
|
- m_state.m_fsr.destroy();
|
|
|
-
|
|
|
- for (uint32_t ii = 0; ii < BX_COUNTOF(s_meshPaths); ++ii)
|
|
|
- {
|
|
|
- meshUnload(m_state.m_meshes[ii]);
|
|
|
- }
|
|
|
+ meshUnload(m_state.m_meshes[ii]);
|
|
|
+ }
|
|
|
|
|
|
- bgfx::destroy(m_state.m_normalTexture);
|
|
|
- bgfx::destroy(m_state.m_groundTexture);
|
|
|
+ bgfx::destroy(m_state.m_normalTexture);
|
|
|
+ bgfx::destroy(m_state.m_groundTexture);
|
|
|
|
|
|
- bgfx::destroy(m_state.m_forwardProgram);
|
|
|
- bgfx::destroy(m_state.m_gridProgram);
|
|
|
- bgfx::destroy(m_state.m_copyLinearToGammaProgram);
|
|
|
+ bgfx::destroy(m_state.m_forwardProgram);
|
|
|
+ bgfx::destroy(m_state.m_gridProgram);
|
|
|
+ bgfx::destroy(m_state.m_copyLinearToGammaProgram);
|
|
|
|
|
|
- m_state.m_modelUniforms.destroy();
|
|
|
+ m_state.m_modelUniforms.destroy();
|
|
|
|
|
|
- m_magnifierWidget.destroy();
|
|
|
+ m_magnifierWidget.destroy();
|
|
|
|
|
|
- bgfx::destroy(m_state.s_albedo);
|
|
|
- bgfx::destroy(m_state.s_color);
|
|
|
- bgfx::destroy(m_state.s_normal);
|
|
|
+ bgfx::destroy(m_state.s_albedo);
|
|
|
+ bgfx::destroy(m_state.s_color);
|
|
|
+ bgfx::destroy(m_state.s_normal);
|
|
|
|
|
|
- destroyFramebuffers();
|
|
|
+ destroyFramebuffers();
|
|
|
|
|
|
- cameraDestroy();
|
|
|
+ cameraDestroy();
|
|
|
|
|
|
- imguiDestroy();
|
|
|
+ imguiDestroy();
|
|
|
|
|
|
- bgfx::shutdown();
|
|
|
+ bgfx::shutdown();
|
|
|
|
|
|
- return 0;
|
|
|
- }
|
|
|
+ return 0;
|
|
|
+ }
|
|
|
|
|
|
- bool update() override
|
|
|
+ bool update() override
|
|
|
+ {
|
|
|
+ if (!entry::processEvents(m_state.m_width, m_state.m_height, m_state.m_debug, m_state.m_reset, &m_state.m_mouseState) )
|
|
|
{
|
|
|
- if (!entry::processEvents(m_state.m_width, m_state.m_height, m_state.m_debug, m_state.m_reset, &m_state.m_mouseState) )
|
|
|
+ // skip processing when minimized, otherwise crashing
|
|
|
+ if (0 == m_state.m_width
|
|
|
+ || 0 == m_state.m_height)
|
|
|
{
|
|
|
- // skip processing when minimized, otherwise crashing
|
|
|
- if (0 == m_state.m_width
|
|
|
- || 0 == m_state.m_height)
|
|
|
- {
|
|
|
- return true;
|
|
|
- }
|
|
|
+ return true;
|
|
|
+ }
|
|
|
|
|
|
- if (m_state.m_mouseState.m_buttons[entry::MouseButton::Left]
|
|
|
- && !ImGui::MouseOverArea() )
|
|
|
- {
|
|
|
- m_magnifierWidget.setPosition(
|
|
|
- float(m_state.m_mouseState.m_mx)
|
|
|
- , float(m_state.m_mouseState.m_my)
|
|
|
- );
|
|
|
- }
|
|
|
+ if (m_state.m_mouseState.m_buttons[entry::MouseButton::Left]
|
|
|
+ && !ImGui::MouseOverArea() )
|
|
|
+ {
|
|
|
+ m_magnifierWidget.setPosition(
|
|
|
+ float(m_state.m_mouseState.m_mx)
|
|
|
+ , float(m_state.m_mouseState.m_my)
|
|
|
+ );
|
|
|
+ }
|
|
|
|
|
|
- // Update frame timer
|
|
|
- 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 float deltaTime = float(frameTime / freq);
|
|
|
- const bgfx::Caps* caps = bgfx::getCaps();
|
|
|
+ // Update frame timer
|
|
|
+ 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 float deltaTime = float(frameTime / freq);
|
|
|
+ const bgfx::Caps* caps = bgfx::getCaps();
|
|
|
|
|
|
- if (m_state.m_size[0] != (int32_t)m_state.m_width || m_state.m_size[1] != (int32_t)m_state.m_height)
|
|
|
- {
|
|
|
- resize();
|
|
|
- }
|
|
|
+ if (m_state.m_size[0] != (int32_t)m_state.m_width || m_state.m_size[1] != (int32_t)m_state.m_height)
|
|
|
+ {
|
|
|
+ resize();
|
|
|
+ }
|
|
|
|
|
|
- // update animation time
|
|
|
- const float rotationSpeed = 0.25f;
|
|
|
- if (m_state.m_animateScene)
|
|
|
+ // update animation time
|
|
|
+ const float rotationSpeed = 0.25f;
|
|
|
+ if (m_state.m_animateScene)
|
|
|
+ {
|
|
|
+ m_state.m_animationTime += deltaTime * rotationSpeed;
|
|
|
+ if (bx::kPi2 < m_state.m_animationTime)
|
|
|
{
|
|
|
- m_state.m_animationTime += deltaTime * rotationSpeed;
|
|
|
- if (bx::kPi2 < m_state.m_animationTime)
|
|
|
- {
|
|
|
- m_state.m_animationTime -= bx::kPi2;
|
|
|
- }
|
|
|
+ m_state.m_animationTime -= bx::kPi2;
|
|
|
}
|
|
|
+ }
|
|
|
|
|
|
- // Update camera
|
|
|
- cameraUpdate(deltaTime * 0.15f, m_state.m_mouseState, ImGui::MouseOverArea() );
|
|
|
+ // Update camera
|
|
|
+ cameraUpdate(deltaTime * 0.15f, m_state.m_mouseState, ImGui::MouseOverArea() );
|
|
|
|
|
|
- cameraGetViewMtx(m_state.m_view);
|
|
|
+ cameraGetViewMtx(m_state.m_view);
|
|
|
+
|
|
|
+ updateUniforms();
|
|
|
+
|
|
|
+ bx::mtxProj(
|
|
|
+ m_state.m_proj
|
|
|
+ , m_state.m_fovY
|
|
|
+ , float(m_state.m_size[0]) / float(m_state.m_size[1])
|
|
|
+ , 0.01f
|
|
|
+ , 100.0f
|
|
|
+ , caps->homogeneousDepth
|
|
|
+ );
|
|
|
+
|
|
|
+ bgfx::ViewId view = 0;
|
|
|
+
|
|
|
+ // Clear full frame buffer to avoid sampling into garbage during FSR pass
|
|
|
+ if (!m_state.m_renderNativeResolution)
|
|
|
+ {
|
|
|
+ bgfx::setViewRect(view, 0, 0, (uint16_t)m_state.m_width, (uint16_t)m_state.m_height);
|
|
|
+ bgfx::setViewClear(view, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH, 0x00000000, 1.0f, 0);
|
|
|
+ bgfx::setViewFrameBuffer(view, m_state.m_frameBuffer);
|
|
|
+ bgfx::touch(view);
|
|
|
|
|
|
- updateUniforms();
|
|
|
+ ++view;
|
|
|
+ }
|
|
|
|
|
|
- bx::mtxProj(
|
|
|
- m_state.m_proj
|
|
|
- , m_state.m_fovY
|
|
|
- , float(m_state.m_size[0]) / float(m_state.m_size[1])
|
|
|
- , 0.01f
|
|
|
- , 100.0f
|
|
|
- , caps->homogeneousDepth
|
|
|
+ // Draw models into scene
|
|
|
+ {
|
|
|
+ bgfx::setViewName(view, "forward scene");
|
|
|
+ bgfx::setViewClear(view, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH, 0x7fb8ffff, 1.0f, 0);
|
|
|
+
|
|
|
+ const float viewScale = m_state.m_renderNativeResolution
|
|
|
+ ? 1.0f
|
|
|
+ : 1.0f / m_state.m_fsr.m_config.m_superSamplingFactor
|
|
|
+ ;
|
|
|
+ const uint16_t viewRectWidth = uint16_t(bx::ceil(m_state.m_size[0] * viewScale) );
|
|
|
+ const uint16_t viewRectHeight = uint16_t(bx::ceil(m_state.m_size[1] * viewScale) );
|
|
|
+ const uint16_t viewRectY = uint16_t(caps->originBottomLeft ? m_state.m_size[1] - viewRectHeight : 0);
|
|
|
+
|
|
|
+ bgfx::setViewRect(view, 0, viewRectY, viewRectWidth, viewRectHeight);
|
|
|
+ bgfx::setViewTransform(view, m_state.m_view, m_state.m_proj);
|
|
|
+ bgfx::setViewFrameBuffer(view, m_state.m_frameBuffer);
|
|
|
+
|
|
|
+ bgfx::setState(0
|
|
|
+ | BGFX_STATE_WRITE_RGB
|
|
|
+ | BGFX_STATE_WRITE_A
|
|
|
+ | BGFX_STATE_WRITE_Z
|
|
|
+ | BGFX_STATE_DEPTH_TEST_LESS
|
|
|
);
|
|
|
|
|
|
- bgfx::ViewId view = 0;
|
|
|
+ drawAllModels(view, m_state.m_forwardProgram, m_state.m_modelUniforms);
|
|
|
|
|
|
- // Clear full frame buffer to avoid sampling into garbage during FSR pass
|
|
|
- if (!m_state.m_renderNativeResolution)
|
|
|
- {
|
|
|
- bgfx::setViewRect(view, 0, 0, (uint16_t)m_state.m_width, (uint16_t)m_state.m_height);
|
|
|
- bgfx::setViewClear(view, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH, 0x00000000, 1.0f, 0);
|
|
|
- bgfx::setViewFrameBuffer(view, m_state.m_frameBuffer);
|
|
|
- bgfx::touch(view);
|
|
|
+ ++view;
|
|
|
+ }
|
|
|
|
|
|
- ++view;
|
|
|
- }
|
|
|
+ // optionally run FSR
|
|
|
+ if (!m_state.m_renderNativeResolution)
|
|
|
+ {
|
|
|
+ view = m_state.m_fsr.computeFsr(view, m_state.m_frameBufferTex[FRAMEBUFFER_RT_COLOR]);
|
|
|
+ }
|
|
|
|
|
|
- // Draw models into scene
|
|
|
- {
|
|
|
- bgfx::setViewName(view, "forward scene");
|
|
|
- bgfx::setViewClear(view, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH, 0x7fb8ffff, 1.0f, 0);
|
|
|
-
|
|
|
- const float viewScale = m_state.m_renderNativeResolution
|
|
|
- ? 1.0f
|
|
|
- : 1.0f / m_state.m_fsr.m_config.m_superSamplingFactor
|
|
|
- ;
|
|
|
- const uint16_t viewRectWidth = uint16_t(bx::ceil(m_state.m_size[0] * viewScale) );
|
|
|
- const uint16_t viewRectHeight = uint16_t(bx::ceil(m_state.m_size[1] * viewScale) );
|
|
|
- const uint16_t viewRectY = uint16_t(caps->originBottomLeft ? m_state.m_size[1] - viewRectHeight : 0);
|
|
|
-
|
|
|
- bgfx::setViewRect(view, 0, viewRectY, viewRectWidth, viewRectHeight);
|
|
|
- bgfx::setViewTransform(view, m_state.m_view, m_state.m_proj);
|
|
|
- bgfx::setViewFrameBuffer(view, m_state.m_frameBuffer);
|
|
|
-
|
|
|
- bgfx::setState(0
|
|
|
- | BGFX_STATE_WRITE_RGB
|
|
|
- | BGFX_STATE_WRITE_A
|
|
|
- | BGFX_STATE_WRITE_Z
|
|
|
- | BGFX_STATE_DEPTH_TEST_LESS
|
|
|
- );
|
|
|
-
|
|
|
- drawAllModels(view, m_state.m_forwardProgram, m_state.m_modelUniforms);
|
|
|
-
|
|
|
- ++view;
|
|
|
- }
|
|
|
+ // render result to screen
|
|
|
+ {
|
|
|
+ bgfx::TextureHandle srcTexture = m_state.m_frameBufferTex[FRAMEBUFFER_RT_COLOR];
|
|
|
|
|
|
- // optionally run FSR
|
|
|
if (!m_state.m_renderNativeResolution)
|
|
|
{
|
|
|
- view = m_state.m_fsr.computeFsr(view, m_state.m_frameBufferTex[FRAMEBUFFER_RT_COLOR]);
|
|
|
+ srcTexture = m_state.m_fsr.getResultTexture();
|
|
|
}
|
|
|
|
|
|
- // render result to screen
|
|
|
- {
|
|
|
- bgfx::TextureHandle srcTexture = m_state.m_frameBufferTex[FRAMEBUFFER_RT_COLOR];
|
|
|
+ m_magnifierWidget.updateContent(view, m_state, caps, srcTexture);
|
|
|
|
|
|
- if (!m_state.m_renderNativeResolution)
|
|
|
- {
|
|
|
- srcTexture = m_state.m_fsr.getResultTexture();
|
|
|
- }
|
|
|
+ float orthoProj[16];
|
|
|
+ bx::mtxOrtho(orthoProj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, caps->homogeneousDepth);
|
|
|
|
|
|
- m_magnifierWidget.updateContent(view, m_state, caps, srcTexture);
|
|
|
+ bgfx::setViewName(view, "display");
|
|
|
+ bgfx::setViewClear(view, BGFX_CLEAR_NONE, 0, 1.0f, 0);
|
|
|
|
|
|
- float orthoProj[16];
|
|
|
- bx::mtxOrtho(orthoProj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, caps->homogeneousDepth);
|
|
|
+ bgfx::setViewRect(view, 0, 0, uint16_t(m_state.m_width), uint16_t(m_state.m_height) );
|
|
|
+ bgfx::setViewTransform(view, NULL, orthoProj);
|
|
|
+ bgfx::setViewFrameBuffer(view, BGFX_INVALID_HANDLE);
|
|
|
+ bgfx::setState(0 | BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A);
|
|
|
+ bgfx::setTexture(0, m_state.s_color, srcTexture, BGFX_SAMPLER_MIN_POINT | BGFX_SAMPLER_MAG_POINT | BGFX_SAMPLER_U_CLAMP | BGFX_SAMPLER_V_CLAMP);
|
|
|
+ screenSpaceTriangle(float(m_state.m_width), float(m_state.m_height), m_state.m_texelHalf, caps->originBottomLeft);
|
|
|
+ bgfx::submit(view, m_state.m_copyLinearToGammaProgram);
|
|
|
+ }
|
|
|
|
|
|
- bgfx::setViewName(view, "display");
|
|
|
- bgfx::setViewClear(view, BGFX_CLEAR_NONE, 0, 1.0f, 0);
|
|
|
+ m_magnifierWidget.drawToScreen(view, m_state);
|
|
|
|
|
|
- bgfx::setViewRect(view, 0, 0, uint16_t(m_state.m_width), uint16_t(m_state.m_height) );
|
|
|
- bgfx::setViewTransform(view, NULL, orthoProj);
|
|
|
- bgfx::setViewFrameBuffer(view, BGFX_INVALID_HANDLE);
|
|
|
- bgfx::setState(0 | BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A);
|
|
|
- bgfx::setTexture(0, m_state.s_color, srcTexture, BGFX_SAMPLER_MIN_POINT | BGFX_SAMPLER_MAG_POINT | BGFX_SAMPLER_U_CLAMP | BGFX_SAMPLER_V_CLAMP);
|
|
|
- screenSpaceTriangle(float(m_state.m_width), float(m_state.m_height), m_state.m_texelHalf, caps->originBottomLeft);
|
|
|
- bgfx::submit(view, m_state.m_copyLinearToGammaProgram);
|
|
|
- }
|
|
|
+ ++view;
|
|
|
|
|
|
- m_magnifierWidget.drawToScreen(view, m_state);
|
|
|
+ // Draw UI
|
|
|
+ imguiBeginFrame(m_state.m_mouseState.m_mx, m_state.m_mouseState.m_my, (m_state.m_mouseState.m_buttons[entry::MouseButton::Left] ? IMGUI_MBUT_LEFT : 0) | (m_state.m_mouseState.m_buttons[entry::MouseButton::Right] ? IMGUI_MBUT_RIGHT : 0) | (m_state.m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0), m_state.m_mouseState.m_mz, uint16_t(m_state.m_width), uint16_t(m_state.m_height) );
|
|
|
|
|
|
- ++view;
|
|
|
+ showExampleDialog(this);
|
|
|
+
|
|
|
+ ImGui::SetNextWindowPos(ImVec2(m_state.m_width - m_state.m_width / 4.0f - 10.0f, 10.0f), ImGuiCond_FirstUseEver);
|
|
|
+ ImGui::SetNextWindowSize(ImVec2(m_state.m_width / 4.0f, m_state.m_height / 1.2f), ImGuiCond_FirstUseEver);
|
|
|
+ ImGui::Begin("Settings", NULL, 0);
|
|
|
+ ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.5f);
|
|
|
|
|
|
- // Draw UI
|
|
|
- imguiBeginFrame(m_state.m_mouseState.m_mx, m_state.m_mouseState.m_my, (m_state.m_mouseState.m_buttons[entry::MouseButton::Left] ? IMGUI_MBUT_LEFT : 0) | (m_state.m_mouseState.m_buttons[entry::MouseButton::Right] ? IMGUI_MBUT_RIGHT : 0) | (m_state.m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0), m_state.m_mouseState.m_mz, uint16_t(m_state.m_width), uint16_t(m_state.m_height) );
|
|
|
+ const ImVec2 itemSize = ImGui::GetItemRectSize();
|
|
|
|
|
|
- showExampleDialog(this);
|
|
|
+ {
|
|
|
+ ImGui::Checkbox("Animate scene", &m_state.m_animateScene);
|
|
|
|
|
|
- ImGui::SetNextWindowPos(ImVec2(m_state.m_width - m_state.m_width / 4.0f - 10.0f, 10.0f), ImGuiCond_FirstUseEver);
|
|
|
- ImGui::SetNextWindowSize(ImVec2(m_state.m_width / 4.0f, m_state.m_height / 1.2f), ImGuiCond_FirstUseEver);
|
|
|
- ImGui::Begin("Settings", NULL, 0);
|
|
|
- ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.5f);
|
|
|
+ if (ImGui::Combo("Antialiasing", &m_state.m_antiAliasingSetting, "none\0""4x\0""16x\0""\0") )
|
|
|
+ {
|
|
|
+ resize();
|
|
|
+ }
|
|
|
|
|
|
- const ImVec2 itemSize = ImGui::GetItemRectSize();
|
|
|
+ ImGui::Checkbox("Render native resolution", &m_state.m_renderNativeResolution);
|
|
|
|
|
|
+ if (ImGui::IsItemHovered() )
|
|
|
{
|
|
|
- ImGui::Checkbox("Animate scene", &m_state.m_animateScene);
|
|
|
+ ImGui::SetTooltip("Disable super sampling and FSR.");
|
|
|
+ }
|
|
|
|
|
|
- if (ImGui::Combo("Antialiasing", &m_state.m_antiAliasingSetting, "none\0""4x\0""16x\0""\0") )
|
|
|
- {
|
|
|
- resize();
|
|
|
- }
|
|
|
+ ImGui::Image(m_magnifierWidget.m_content.m_texture, ImVec2(itemSize.x * 0.94f, itemSize.x * 0.94f) );
|
|
|
|
|
|
- ImGui::Checkbox("Render native resolution", &m_state.m_renderNativeResolution);
|
|
|
+ if (!m_state.m_renderNativeResolution)
|
|
|
+ {
|
|
|
+ ImGui::SliderFloat("Super sampling", &m_state.m_fsr.m_config.m_superSamplingFactor, 1.0f, 2.0f);
|
|
|
|
|
|
if (ImGui::IsItemHovered() )
|
|
|
{
|
|
|
- ImGui::SetTooltip("Disable super sampling and FSR.");
|
|
|
+ ImGui::BeginTooltip();
|
|
|
+ ImGui::Text("2.0 means the scene is rendered at half window resolution.");
|
|
|
+ ImGui::Text("1.0 means the scene is rendered at native window resolution.");
|
|
|
+ ImGui::EndTooltip();
|
|
|
}
|
|
|
|
|
|
- ImGui::Image(m_magnifierWidget.m_content.m_texture, ImVec2(itemSize.x * 0.94f, itemSize.x * 0.94f) );
|
|
|
+ ImGui::Separator();
|
|
|
|
|
|
- if (!m_state.m_renderNativeResolution)
|
|
|
+ if (m_state.m_fsr.supports16BitPrecision() )
|
|
|
{
|
|
|
- ImGui::SliderFloat("Super sampling", &m_state.m_fsr.m_config.m_superSamplingFactor, 1.0f, 2.0f);
|
|
|
+ ImGui::Checkbox("Use 16 Bit", &m_state.m_fsr.m_config.m_fsr16Bit);
|
|
|
|
|
|
if (ImGui::IsItemHovered() )
|
|
|
{
|
|
|
ImGui::BeginTooltip();
|
|
|
- ImGui::Text("2.0 means the scene is rendered at half window resolution.");
|
|
|
- ImGui::Text("1.0 means the scene is rendered at native window resolution.");
|
|
|
+ ImGui::Text("For better performance and less memory consumption use 16 Bit precision.");
|
|
|
+ ImGui::Text("If disabled use 32 Bit per channel precision for FSR which works better on older hardware.");
|
|
|
+ ImGui::Text("FSR in 16 Bit precision is also prone to be broken in Direct3D11, Direct3D12 works though.");
|
|
|
ImGui::EndTooltip();
|
|
|
}
|
|
|
+ }
|
|
|
|
|
|
- ImGui::Separator();
|
|
|
+ ImGui::Checkbox("Apply FSR", &m_state.m_fsr.m_config.m_applyFsr);
|
|
|
|
|
|
- if (m_state.m_fsr.supports16BitPrecision() )
|
|
|
- {
|
|
|
- ImGui::Checkbox("Use 16 Bit", &m_state.m_fsr.m_config.m_fsr16Bit);
|
|
|
-
|
|
|
- if (ImGui::IsItemHovered() )
|
|
|
- {
|
|
|
- ImGui::BeginTooltip();
|
|
|
- ImGui::Text("For better performance and less memory consumption use 16 Bit precision.");
|
|
|
- ImGui::Text("If disabled use 32 Bit per channel precision for FSR which works better on older hardware.");
|
|
|
- ImGui::Text("FSR in 16 Bit precision is also prone to be broken in Direct3D11, Direct3D12 works though.");
|
|
|
- ImGui::EndTooltip();
|
|
|
- }
|
|
|
- }
|
|
|
+ if (ImGui::IsItemHovered() )
|
|
|
+ {
|
|
|
+ ImGui::SetTooltip("Compare between FSR and bilinear interpolation of source image.");
|
|
|
+ }
|
|
|
|
|
|
- ImGui::Checkbox("Apply FSR", &m_state.m_fsr.m_config.m_applyFsr);
|
|
|
+ if (m_state.m_fsr.m_config.m_applyFsr)
|
|
|
+ {
|
|
|
+ ImGui::Checkbox("Apply FSR sharpening", &m_state.m_fsr.m_config.m_applyFsrRcas);
|
|
|
|
|
|
if (ImGui::IsItemHovered() )
|
|
|
{
|
|
|
- ImGui::SetTooltip("Compare between FSR and bilinear interpolation of source image.");
|
|
|
+ ImGui::SetTooltip("Apply the FSR RCAS sharpening pass.");
|
|
|
}
|
|
|
|
|
|
- if (m_state.m_fsr.m_config.m_applyFsr)
|
|
|
+ if (m_state.m_fsr.m_config.m_applyFsrRcas)
|
|
|
{
|
|
|
- ImGui::Checkbox("Apply FSR sharpening", &m_state.m_fsr.m_config.m_applyFsrRcas);
|
|
|
+ ImGui::SliderFloat("Sharpening attenuation", &m_state.m_fsr.m_config.m_rcasAttenuation, 0.01f, 2.0f);
|
|
|
|
|
|
if (ImGui::IsItemHovered() )
|
|
|
{
|
|
|
- ImGui::SetTooltip("Apply the FSR RCAS sharpening pass.");
|
|
|
- }
|
|
|
-
|
|
|
- if (m_state.m_fsr.m_config.m_applyFsrRcas)
|
|
|
- {
|
|
|
- ImGui::SliderFloat("Sharpening attenuation", &m_state.m_fsr.m_config.m_rcasAttenuation, 0.01f, 2.0f);
|
|
|
-
|
|
|
- if (ImGui::IsItemHovered() )
|
|
|
- {
|
|
|
- ImGui::SetTooltip("Lower value means sharper.");
|
|
|
- }
|
|
|
+ ImGui::SetTooltip("Lower value means sharper.");
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
+ }
|
|
|
|
|
|
- ImGui::End();
|
|
|
-
|
|
|
- imguiEndFrame();
|
|
|
+ ImGui::End();
|
|
|
|
|
|
- // Advance to next frame. Rendering thread will be kicked to
|
|
|
- // process submitted rendering primitives.
|
|
|
- m_state.m_currFrame = bgfx::frame();
|
|
|
+ imguiEndFrame();
|
|
|
|
|
|
- return true;
|
|
|
- }
|
|
|
+ // Advance to next frame. Rendering thread will be kicked to
|
|
|
+ // process submitted rendering primitives.
|
|
|
+ m_state.m_currFrame = bgfx::frame();
|
|
|
|
|
|
- return false;
|
|
|
+ return true;
|
|
|
}
|
|
|
|
|
|
- void drawAllModels(bgfx::ViewId _pass, bgfx::ProgramHandle _program, ModelUniforms &_uniforms)
|
|
|
- {
|
|
|
- const int32_t width = 6;
|
|
|
- const int32_t length = 20;
|
|
|
-
|
|
|
- float c0[] = { 235.0f / 255.0f, 126.0f / 255.0f, 30.0f / 255.0f}; // orange
|
|
|
- float c1[] = { 235.0f / 255.0f, 146.0f / 255.0f, 251.0f / 255.0f}; // purple
|
|
|
- float c2[] = { 199.0f / 255.0f, 0.0f / 255.0f, 57.0f / 255.0f}; // pink
|
|
|
-
|
|
|
- for (int32_t zz = 0; zz < length; ++zz)
|
|
|
- {
|
|
|
- // make a color gradient, nothing special about this for example
|
|
|
- float *ca = c0;
|
|
|
- float *cb = c1;
|
|
|
- float lerpVal = float(zz) / float(length);
|
|
|
+ return false;
|
|
|
+ }
|
|
|
|
|
|
- if (0.5f <= lerpVal)
|
|
|
- {
|
|
|
- ca = c1;
|
|
|
- cb = c2;
|
|
|
- }
|
|
|
- lerpVal = bx::fract(2.0f * lerpVal);
|
|
|
+ void drawAllModels(bgfx::ViewId _pass, bgfx::ProgramHandle _program, ModelUniforms &_uniforms)
|
|
|
+ {
|
|
|
+ const int32_t width = 6;
|
|
|
+ const int32_t length = 20;
|
|
|
|
|
|
- float r = bx::lerp(ca[0], cb[0], lerpVal);
|
|
|
- float g = bx::lerp(ca[1], cb[1], lerpVal);
|
|
|
- float b = bx::lerp(ca[2], cb[2], lerpVal);
|
|
|
+ float c0[] = { 235.0f / 255.0f, 126.0f / 255.0f, 30.0f / 255.0f}; // orange
|
|
|
+ float c1[] = { 235.0f / 255.0f, 146.0f / 255.0f, 251.0f / 255.0f}; // purple
|
|
|
+ float c2[] = { 199.0f / 255.0f, 0.0f / 255.0f, 57.0f / 255.0f}; // pink
|
|
|
|
|
|
- for (int32_t xx = 0; xx < width; ++xx)
|
|
|
- {
|
|
|
- const float angle = m_state.m_animationTime + float(zz) * (bx::kPi2 / length) + float(xx) * (bx::kPiHalf / width);
|
|
|
+ for (int32_t zz = 0; zz < length; ++zz)
|
|
|
+ {
|
|
|
+ // make a color gradient, nothing special about this for example
|
|
|
+ float *ca = c0;
|
|
|
+ float *cb = c1;
|
|
|
+ float lerpVal = float(zz) / float(length);
|
|
|
|
|
|
- const float posX = 2.0f * xx - width + 1.0f;
|
|
|
- const float posY = bx::sin(angle);
|
|
|
- const float posZ = 2.0f * zz - length + 1.0f;
|
|
|
+ if (0.5f <= lerpVal)
|
|
|
+ {
|
|
|
+ ca = c1;
|
|
|
+ cb = c2;
|
|
|
+ }
|
|
|
+ lerpVal = bx::fract(2.0f * lerpVal);
|
|
|
|
|
|
- const float scale = s_meshScale[MeshHollowCube];
|
|
|
- float mtx[16];
|
|
|
- bx::mtxSRT(mtx, scale, scale, scale, 0.0f, 0.0f, 0.0f, posX, posY, posZ);
|
|
|
+ float r = bx::lerp(ca[0], cb[0], lerpVal);
|
|
|
+ float g = bx::lerp(ca[1], cb[1], lerpVal);
|
|
|
+ float b = bx::lerp(ca[2], cb[2], lerpVal);
|
|
|
|
|
|
- bgfx::setTexture(0, m_state.s_albedo, m_state.m_groundTexture);
|
|
|
- bgfx::setTexture(1, m_state.s_normal, m_state.m_normalTexture);
|
|
|
- _uniforms.m_color[0] = r;
|
|
|
- _uniforms.m_color[1] = g;
|
|
|
- _uniforms.m_color[2] = b;
|
|
|
- _uniforms.submit();
|
|
|
+ for (int32_t xx = 0; xx < width; ++xx)
|
|
|
+ {
|
|
|
+ const float angle = m_state.m_animationTime + float(zz) * (bx::kPi2 / length) + float(xx) * (bx::kPiHalf / width);
|
|
|
|
|
|
- meshSubmit(m_state.m_meshes[MeshHollowCube], _pass, _program, mtx);
|
|
|
- }
|
|
|
- }
|
|
|
+ const float posX = 2.0f * xx - width + 1.0f;
|
|
|
+ const float posY = bx::sin(angle);
|
|
|
+ const float posZ = 2.0f * zz - length + 1.0f;
|
|
|
|
|
|
- // draw box as ground plane
|
|
|
- {
|
|
|
- const float posY = -2.0f;
|
|
|
- const float scale = length;
|
|
|
+ const float scale = s_meshScale[MeshHollowCube];
|
|
|
float mtx[16];
|
|
|
- bx::mtxSRT(mtx, scale, scale, scale, 0.0f, 0.0f, 0.0f, 0.0f, -scale + posY, 0.0f);
|
|
|
+ bx::mtxSRT(mtx, scale, scale, scale, 0.0f, 0.0f, 0.0f, posX, posY, posZ);
|
|
|
|
|
|
- _uniforms.m_color[0] = 0.5f;
|
|
|
- _uniforms.m_color[1] = 0.5f;
|
|
|
- _uniforms.m_color[2] = 0.5f;
|
|
|
+ bgfx::setTexture(0, m_state.s_albedo, m_state.m_groundTexture);
|
|
|
+ bgfx::setTexture(1, m_state.s_normal, m_state.m_normalTexture);
|
|
|
+ _uniforms.m_color[0] = r;
|
|
|
+ _uniforms.m_color[1] = g;
|
|
|
+ _uniforms.m_color[2] = b;
|
|
|
_uniforms.submit();
|
|
|
|
|
|
- meshSubmit(m_state.m_meshes[MeshCube], _pass, m_state.m_gridProgram, mtx);
|
|
|
+ meshSubmit(m_state.m_meshes[MeshHollowCube], _pass, _program, mtx);
|
|
|
}
|
|
|
}
|
|
|
|
|
|
- void resize()
|
|
|
+ // draw box as ground plane
|
|
|
{
|
|
|
- destroyFramebuffers();
|
|
|
- createFramebuffers();
|
|
|
- m_state.m_fsr.resize(m_state.m_width, m_state.m_height);
|
|
|
- }
|
|
|
+ const float posY = -2.0f;
|
|
|
+ const float scale = length;
|
|
|
+ float mtx[16];
|
|
|
+ bx::mtxSRT(mtx, scale, scale, scale, 0.0f, 0.0f, 0.0f, 0.0f, -scale + posY, 0.0f);
|
|
|
|
|
|
- void createFramebuffers()
|
|
|
- {
|
|
|
- m_state.m_size[0] = m_state.m_width;
|
|
|
- m_state.m_size[1] = m_state.m_height;
|
|
|
-
|
|
|
- constexpr uint64_t msaaFlags[] =
|
|
|
- {
|
|
|
- BGFX_TEXTURE_NONE,
|
|
|
- BGFX_TEXTURE_RT_MSAA_X4,
|
|
|
- BGFX_TEXTURE_RT_MSAA_X16,
|
|
|
- };
|
|
|
+ _uniforms.m_color[0] = 0.5f;
|
|
|
+ _uniforms.m_color[1] = 0.5f;
|
|
|
+ _uniforms.m_color[2] = 0.5f;
|
|
|
+ _uniforms.submit();
|
|
|
|
|
|
- const uint64_t msaa = msaaFlags[m_state.m_antiAliasingSetting];
|
|
|
- const uint64_t colorFlags = 0
|
|
|
- | BGFX_TEXTURE_RT
|
|
|
- | BGFX_SAMPLER_U_CLAMP
|
|
|
- | BGFX_SAMPLER_V_CLAMP
|
|
|
- | msaa
|
|
|
- ;
|
|
|
- const uint64_t depthFlags = 0
|
|
|
- | BGFX_TEXTURE_RT_WRITE_ONLY
|
|
|
- | msaa
|
|
|
- ;
|
|
|
-
|
|
|
- m_state.m_frameBufferTex[FRAMEBUFFER_RT_COLOR] = bgfx::createTexture2D(
|
|
|
- uint16_t(m_state.m_size[0])
|
|
|
- , uint16_t(m_state.m_size[1])
|
|
|
- , false
|
|
|
- , 1
|
|
|
- , bgfx::TextureFormat::RGBA16F
|
|
|
- , colorFlags
|
|
|
- );
|
|
|
+ meshSubmit(m_state.m_meshes[MeshCube], _pass, m_state.m_gridProgram, mtx);
|
|
|
+ }
|
|
|
+ }
|
|
|
|
|
|
- m_state.m_frameBufferTex[FRAMEBUFFER_RT_DEPTH] = bgfx::createTexture2D(
|
|
|
- uint16_t(m_state.m_size[0])
|
|
|
- , uint16_t(m_state.m_size[1])
|
|
|
- , false
|
|
|
- , 1
|
|
|
- , bgfx::TextureFormat::D32F
|
|
|
- , depthFlags
|
|
|
- );
|
|
|
+ void resize()
|
|
|
+ {
|
|
|
+ destroyFramebuffers();
|
|
|
+ createFramebuffers();
|
|
|
+ m_state.m_fsr.resize(m_state.m_width, m_state.m_height);
|
|
|
+ }
|
|
|
|
|
|
- m_state.m_frameBuffer = bgfx::createFrameBuffer(
|
|
|
- BX_COUNTOF(m_state.m_frameBufferTex)
|
|
|
- , m_state.m_frameBufferTex
|
|
|
- , true
|
|
|
- );
|
|
|
- }
|
|
|
+ void createFramebuffers()
|
|
|
+ {
|
|
|
+ m_state.m_size[0] = m_state.m_width;
|
|
|
+ m_state.m_size[1] = m_state.m_height;
|
|
|
|
|
|
- // all buffers set to destroy their textures
|
|
|
- void destroyFramebuffers()
|
|
|
+ constexpr uint64_t msaaFlags[] =
|
|
|
{
|
|
|
- bgfx::destroy(m_state.m_frameBuffer);
|
|
|
- }
|
|
|
+ BGFX_TEXTURE_NONE,
|
|
|
+ BGFX_TEXTURE_RT_MSAA_X4,
|
|
|
+ BGFX_TEXTURE_RT_MSAA_X16,
|
|
|
+ };
|
|
|
|
|
|
- void updateUniforms()
|
|
|
- {
|
|
|
- m_state.m_modelUniforms.m_lightPosition[0] = 0.0f;
|
|
|
- m_state.m_modelUniforms.m_lightPosition[1] = 6.0f;
|
|
|
- m_state.m_modelUniforms.m_lightPosition[2] = 10.0f;
|
|
|
- }
|
|
|
+ const uint64_t msaa = msaaFlags[m_state.m_antiAliasingSetting];
|
|
|
+ const uint64_t colorFlags = 0
|
|
|
+ | BGFX_TEXTURE_RT
|
|
|
+ | BGFX_SAMPLER_U_CLAMP
|
|
|
+ | BGFX_SAMPLER_V_CLAMP
|
|
|
+ | msaa
|
|
|
+ ;
|
|
|
+ const uint64_t depthFlags = 0
|
|
|
+ | BGFX_TEXTURE_RT_WRITE_ONLY
|
|
|
+ | msaa
|
|
|
+ ;
|
|
|
+
|
|
|
+ m_state.m_frameBufferTex[FRAMEBUFFER_RT_COLOR] = bgfx::createTexture2D(
|
|
|
+ uint16_t(m_state.m_size[0])
|
|
|
+ , uint16_t(m_state.m_size[1])
|
|
|
+ , false
|
|
|
+ , 1
|
|
|
+ , bgfx::TextureFormat::RGBA16F
|
|
|
+ , colorFlags
|
|
|
+ );
|
|
|
+
|
|
|
+ m_state.m_frameBufferTex[FRAMEBUFFER_RT_DEPTH] = bgfx::createTexture2D(
|
|
|
+ uint16_t(m_state.m_size[0])
|
|
|
+ , uint16_t(m_state.m_size[1])
|
|
|
+ , false
|
|
|
+ , 1
|
|
|
+ , bgfx::TextureFormat::D32F
|
|
|
+ , depthFlags
|
|
|
+ );
|
|
|
+
|
|
|
+ m_state.m_frameBuffer = bgfx::createFrameBuffer(
|
|
|
+ BX_COUNTOF(m_state.m_frameBufferTex)
|
|
|
+ , m_state.m_frameBufferTex
|
|
|
+ , true
|
|
|
+ );
|
|
|
+ }
|
|
|
|
|
|
- AppState m_state;
|
|
|
- MagnifierWidget m_magnifierWidget;
|
|
|
- };
|
|
|
+ // all buffers set to destroy their textures
|
|
|
+ void destroyFramebuffers()
|
|
|
+ {
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+ bgfx::destroy(m_state.m_frameBuffer);
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+ }
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+
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+ void updateUniforms()
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+ {
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+ m_state.m_modelUniforms.m_lightPosition[0] = 0.0f;
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+ m_state.m_modelUniforms.m_lightPosition[1] = 6.0f;
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+ m_state.m_modelUniforms.m_lightPosition[2] = 10.0f;
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+ }
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+
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+ AppState m_state;
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+ MagnifierWidget m_magnifierWidget;
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+};
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} // namespace
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