hdr.cpp 18 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595
  1. /*
  2. * Copyright 2011-2017 Branimir Karadzic. All rights reserved.
  3. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
  4. */
  5. #include "common.h"
  6. #include "bgfx_utils.h"
  7. #include "imgui/imgui.h"
  8. #include <bx/rng.h>
  9. namespace
  10. {
  11. static float s_texelHalf = 0.0f;
  12. struct PosColorTexCoord0Vertex
  13. {
  14. float m_x;
  15. float m_y;
  16. float m_z;
  17. uint32_t m_rgba;
  18. float m_u;
  19. float m_v;
  20. static void init()
  21. {
  22. ms_decl
  23. .begin()
  24. .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
  25. .add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
  26. .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
  27. .end();
  28. }
  29. static bgfx::VertexDecl ms_decl;
  30. };
  31. bgfx::VertexDecl PosColorTexCoord0Vertex::ms_decl;
  32. void screenSpaceQuad(float _textureWidth, float _textureHeight, bool _originBottomLeft = false, float _width = 1.0f, float _height = 1.0f)
  33. {
  34. if (3 == bgfx::getAvailTransientVertexBuffer(3, PosColorTexCoord0Vertex::ms_decl) )
  35. {
  36. bgfx::TransientVertexBuffer vb;
  37. bgfx::allocTransientVertexBuffer(&vb, 3, PosColorTexCoord0Vertex::ms_decl);
  38. PosColorTexCoord0Vertex* vertex = (PosColorTexCoord0Vertex*)vb.data;
  39. const float zz = 0.0f;
  40. const float minx = -_width;
  41. const float maxx = _width;
  42. const float miny = 0.0f;
  43. const float maxy = _height*2.0f;
  44. const float texelHalfW = s_texelHalf/_textureWidth;
  45. const float texelHalfH = s_texelHalf/_textureHeight;
  46. const float minu = -1.0f + texelHalfW;
  47. const float maxu = 1.0f + texelHalfW;
  48. float minv = texelHalfH;
  49. float maxv = 2.0f + texelHalfH;
  50. if (_originBottomLeft)
  51. {
  52. float temp = minv;
  53. minv = maxv;
  54. maxv = temp;
  55. minv -= 1.0f;
  56. maxv -= 1.0f;
  57. }
  58. vertex[0].m_x = minx;
  59. vertex[0].m_y = miny;
  60. vertex[0].m_z = zz;
  61. vertex[0].m_rgba = 0xffffffff;
  62. vertex[0].m_u = minu;
  63. vertex[0].m_v = minv;
  64. vertex[1].m_x = maxx;
  65. vertex[1].m_y = miny;
  66. vertex[1].m_z = zz;
  67. vertex[1].m_rgba = 0xffffffff;
  68. vertex[1].m_u = maxu;
  69. vertex[1].m_v = minv;
  70. vertex[2].m_x = maxx;
  71. vertex[2].m_y = maxy;
  72. vertex[2].m_z = zz;
  73. vertex[2].m_rgba = 0xffffffff;
  74. vertex[2].m_u = maxu;
  75. vertex[2].m_v = maxv;
  76. bgfx::setVertexBuffer(0, &vb);
  77. }
  78. }
  79. void setOffsets2x2Lum(bgfx::UniformHandle _handle, uint32_t _width, uint32_t _height)
  80. {
  81. float offsets[16][4];
  82. float du = 1.0f/_width;
  83. float dv = 1.0f/_height;
  84. uint16_t num = 0;
  85. for (uint32_t yy = 0; yy < 3; ++yy)
  86. {
  87. for (uint32_t xx = 0; xx < 3; ++xx)
  88. {
  89. offsets[num][0] = (xx - s_texelHalf) * du;
  90. offsets[num][1] = (yy - s_texelHalf) * dv;
  91. ++num;
  92. }
  93. }
  94. bgfx::setUniform(_handle, offsets, num);
  95. }
  96. void setOffsets4x4Lum(bgfx::UniformHandle _handle, uint32_t _width, uint32_t _height)
  97. {
  98. float offsets[16][4];
  99. float du = 1.0f/_width;
  100. float dv = 1.0f/_height;
  101. uint16_t num = 0;
  102. for (uint32_t yy = 0; yy < 4; ++yy)
  103. {
  104. for (uint32_t xx = 0; xx < 4; ++xx)
  105. {
  106. offsets[num][0] = (xx - 1.0f - s_texelHalf) * du;
  107. offsets[num][1] = (yy - 1.0f - s_texelHalf) * dv;
  108. ++num;
  109. }
  110. }
  111. bgfx::setUniform(_handle, offsets, num);
  112. }
  113. class ExampleHDR : public entry::AppI
  114. {
  115. public:
  116. ExampleHDR(const char* _name, const char* _description)
  117. : entry::AppI(_name, _description)
  118. {
  119. }
  120. void init(int32_t _argc, const char* const* _argv, uint32_t _width, uint32_t _height) BX_OVERRIDE
  121. {
  122. Args args(_argc, _argv);
  123. m_width = _width;
  124. m_height = _height;
  125. m_debug = BGFX_DEBUG_NONE;
  126. m_reset = BGFX_RESET_VSYNC;
  127. bgfx::init(args.m_type, args.m_pciId);
  128. bgfx::reset(m_width, m_height, m_reset);
  129. // Enable m_debug text.
  130. bgfx::setDebug(m_debug);
  131. // Create vertex stream declaration.
  132. PosColorTexCoord0Vertex::init();
  133. m_uffizi = loadTexture("textures/uffizi.dds"
  134. , 0
  135. | BGFX_TEXTURE_U_CLAMP
  136. | BGFX_TEXTURE_V_CLAMP
  137. | BGFX_TEXTURE_W_CLAMP
  138. );
  139. m_skyProgram = loadProgram("vs_hdr_skybox", "fs_hdr_skybox");
  140. m_lumProgram = loadProgram("vs_hdr_lum", "fs_hdr_lum");
  141. m_lumAvgProgram = loadProgram("vs_hdr_lumavg", "fs_hdr_lumavg");
  142. m_blurProgram = loadProgram("vs_hdr_blur", "fs_hdr_blur");
  143. m_brightProgram = loadProgram("vs_hdr_bright", "fs_hdr_bright");
  144. m_meshProgram = loadProgram("vs_hdr_mesh", "fs_hdr_mesh");
  145. m_tonemapProgram = loadProgram("vs_hdr_tonemap", "fs_hdr_tonemap");
  146. s_texCube = bgfx::createUniform("s_texCube", bgfx::UniformType::Int1);
  147. s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
  148. s_texLum = bgfx::createUniform("s_texLum", bgfx::UniformType::Int1);
  149. s_texBlur = bgfx::createUniform("s_texBlur", bgfx::UniformType::Int1);
  150. u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Mat4);
  151. u_tonemap = bgfx::createUniform("u_tonemap", bgfx::UniformType::Vec4);
  152. u_offset = bgfx::createUniform("u_offset", bgfx::UniformType::Vec4, 16);
  153. m_mesh = meshLoad("meshes/bunny.bin");
  154. m_fbtextures[0] = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT | BGFX_TEXTURE_U_CLAMP | BGFX_TEXTURE_V_CLAMP);
  155. m_fbtextures[1] = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT_WRITE_ONLY);
  156. m_fbh = bgfx::createFrameBuffer(BX_COUNTOF(m_fbtextures), m_fbtextures, true);
  157. m_lum[0] = bgfx::createFrameBuffer(128, 128, bgfx::TextureFormat::BGRA8);
  158. m_lum[1] = bgfx::createFrameBuffer( 64, 64, bgfx::TextureFormat::BGRA8);
  159. m_lum[2] = bgfx::createFrameBuffer( 16, 16, bgfx::TextureFormat::BGRA8);
  160. m_lum[3] = bgfx::createFrameBuffer( 4, 4, bgfx::TextureFormat::BGRA8);
  161. m_lum[4] = bgfx::createFrameBuffer( 1, 1, bgfx::TextureFormat::BGRA8);
  162. m_bright = bgfx::createFrameBuffer(bgfx::BackbufferRatio::Half, bgfx::TextureFormat::BGRA8);
  163. m_blur = bgfx::createFrameBuffer(bgfx::BackbufferRatio::Eighth, bgfx::TextureFormat::BGRA8);
  164. m_lumBgra8 = 0;
  165. if ( (BGFX_CAPS_TEXTURE_BLIT|BGFX_CAPS_TEXTURE_READ_BACK) == (bgfx::getCaps()->supported & (BGFX_CAPS_TEXTURE_BLIT|BGFX_CAPS_TEXTURE_READ_BACK) ) )
  166. {
  167. m_rb = bgfx::createTexture2D(1, 1, false, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_READ_BACK);
  168. }
  169. else
  170. {
  171. m_rb.idx = bgfx::kInvalidHandle;
  172. }
  173. // Imgui.
  174. imguiCreate();
  175. m_caps = bgfx::getCaps();
  176. s_texelHalf = bgfx::RendererType::Direct3D9 == m_caps->rendererType ? 0.5f : 0.0f;
  177. m_oldWidth = 0;
  178. m_oldHeight = 0;
  179. m_oldReset = m_reset;
  180. m_speed = 0.37f;
  181. m_middleGray = 0.18f;
  182. m_white = 1.1f;
  183. m_threshold = 1.5f;
  184. m_scrollArea = 0;
  185. m_time = 0.0f;
  186. }
  187. virtual int shutdown() BX_OVERRIDE
  188. {
  189. // Cleanup.
  190. imguiDestroy();
  191. meshUnload(m_mesh);
  192. for (uint32_t ii = 0; ii < BX_COUNTOF(m_lum); ++ii)
  193. {
  194. bgfx::destroyFrameBuffer(m_lum[ii]);
  195. }
  196. bgfx::destroyFrameBuffer(m_bright);
  197. bgfx::destroyFrameBuffer(m_blur);
  198. bgfx::destroyFrameBuffer(m_fbh);
  199. bgfx::destroyProgram(m_meshProgram);
  200. bgfx::destroyProgram(m_skyProgram);
  201. bgfx::destroyProgram(m_tonemapProgram);
  202. bgfx::destroyProgram(m_lumProgram);
  203. bgfx::destroyProgram(m_lumAvgProgram);
  204. bgfx::destroyProgram(m_blurProgram);
  205. bgfx::destroyProgram(m_brightProgram);
  206. bgfx::destroyTexture(m_uffizi);
  207. if (bgfx::isValid(m_rb) )
  208. {
  209. bgfx::destroyTexture(m_rb);
  210. }
  211. bgfx::destroyUniform(s_texCube);
  212. bgfx::destroyUniform(s_texColor);
  213. bgfx::destroyUniform(s_texLum);
  214. bgfx::destroyUniform(s_texBlur);
  215. bgfx::destroyUniform(u_mtx);
  216. bgfx::destroyUniform(u_tonemap);
  217. bgfx::destroyUniform(u_offset);
  218. // Shutdown bgfx.
  219. bgfx::shutdown();
  220. return 0;
  221. }
  222. bool update() BX_OVERRIDE
  223. {
  224. if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
  225. {
  226. if (m_oldWidth != m_width
  227. || m_oldHeight != m_height
  228. || m_oldReset != m_reset)
  229. {
  230. // Recreate variable size render targets when resolution changes.
  231. m_oldWidth = m_width;
  232. m_oldHeight = m_height;
  233. m_oldReset = m_reset;
  234. uint32_t msaa = (m_reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  235. bgfx::destroyFrameBuffer(m_fbh);
  236. m_fbtextures[0] = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::BGRA8, ((msaa + 1) << BGFX_TEXTURE_RT_MSAA_SHIFT) | BGFX_TEXTURE_U_CLAMP | BGFX_TEXTURE_V_CLAMP);
  237. m_fbtextures[1] = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT_WRITE_ONLY|( (msaa+1)<<BGFX_TEXTURE_RT_MSAA_SHIFT) );
  238. m_fbh = bgfx::createFrameBuffer(BX_COUNTOF(m_fbtextures), m_fbtextures, true);
  239. }
  240. imguiBeginFrame(m_mouseState.m_mx
  241. , m_mouseState.m_my
  242. , (m_mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
  243. | (m_mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
  244. | (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
  245. , m_mouseState.m_mz
  246. , uint16_t(m_width)
  247. , uint16_t(m_height)
  248. );
  249. showExampleDialog(this);
  250. ImGui::SetNextWindowPos(
  251. ImVec2(m_width - m_width / 5.0f - 10.0f, 10.0f)
  252. , ImGuiSetCond_FirstUseEver
  253. );
  254. ImGui::Begin("Settings"
  255. , NULL
  256. , ImVec2(m_width / 5.0f, m_height / 2.0f)
  257. , ImGuiWindowFlags_AlwaysAutoResize
  258. );
  259. ImGui::SliderFloat("Speed", &m_speed, 0.0f, 1.0f);
  260. ImGui::Separator();
  261. ImGui::SliderFloat("Middle gray", &m_middleGray, 0.1f, 1.0f);
  262. ImGui::SliderFloat("White point", &m_white, 0.1f, 2.0f);
  263. ImGui::SliderFloat("Threshold", &m_threshold, 0.1f, 2.0f);
  264. if (bgfx::isValid(m_rb) )
  265. {
  266. union { uint32_t color; uint8_t bgra[4]; } cast = { m_lumBgra8 };
  267. float exponent = cast.bgra[3]/255.0f * 255.0f - 128.0f;
  268. float lumAvg = cast.bgra[2]/255.0f * bx::fexp2(exponent);
  269. ImGui::SliderFloat("Lum Avg", &lumAvg, 0.0f, 1.0f);
  270. }
  271. ImGui::End();
  272. imguiEndFrame();
  273. // This dummy draw call is here to make sure that view 0 is cleared
  274. // if no other draw calls are submitted to view 0.
  275. bgfx::touch(0);
  276. int64_t now = bx::getHPCounter();
  277. static int64_t last = now;
  278. const int64_t frameTime = now - last;
  279. last = now;
  280. const double freq = double(bx::getHPFrequency() );
  281. m_time += (float)(frameTime*m_speed/freq);
  282. uint8_t shuffle[10] = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 };
  283. bx::shuffle(&m_rng, shuffle, BX_COUNTOF(shuffle) );
  284. uint8_t hdrSkybox = shuffle[0];
  285. uint8_t hdrMesh = shuffle[1];
  286. uint8_t hdrLuminance = shuffle[2];
  287. uint8_t hdrLumScale0 = shuffle[3];
  288. uint8_t hdrLumScale1 = shuffle[4];
  289. uint8_t hdrLumScale2 = shuffle[5];
  290. uint8_t hdrLumScale3 = shuffle[6];
  291. uint8_t hdrBrightness = shuffle[7];
  292. uint8_t hdrVBlur = shuffle[8];
  293. uint8_t hdrHBlurTonemap = shuffle[9];
  294. // Set views.
  295. bgfx::setViewName(hdrSkybox, "Skybox");
  296. bgfx::setViewClear(hdrSkybox, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH, 0x303030ff, 1.0f, 0);
  297. bgfx::setViewRect(hdrSkybox, 0, 0, bgfx::BackbufferRatio::Equal);
  298. bgfx::setViewFrameBuffer(hdrSkybox, m_fbh);
  299. bgfx::setViewName(hdrMesh, "Mesh");
  300. bgfx::setViewClear(hdrMesh, BGFX_CLEAR_DISCARD_DEPTH | BGFX_CLEAR_DISCARD_STENCIL);
  301. bgfx::setViewRect(hdrMesh, 0, 0, bgfx::BackbufferRatio::Equal);
  302. bgfx::setViewFrameBuffer(hdrMesh, m_fbh);
  303. bgfx::setViewName(hdrLuminance, "Luminance");
  304. bgfx::setViewRect(hdrLuminance, 0, 0, 128, 128);
  305. bgfx::setViewFrameBuffer(hdrLuminance, m_lum[0]);
  306. bgfx::setViewName(hdrLumScale0, "Downscale luminance 0");
  307. bgfx::setViewRect(hdrLumScale0, 0, 0, 64, 64);
  308. bgfx::setViewFrameBuffer(hdrLumScale0, m_lum[1]);
  309. bgfx::setViewName(hdrLumScale1, "Downscale luminance 1");
  310. bgfx::setViewRect(hdrLumScale1, 0, 0, 16, 16);
  311. bgfx::setViewFrameBuffer(hdrLumScale1, m_lum[2]);
  312. bgfx::setViewName(hdrLumScale2, "Downscale luminance 2");
  313. bgfx::setViewRect(hdrLumScale2, 0, 0, 4, 4);
  314. bgfx::setViewFrameBuffer(hdrLumScale2, m_lum[3]);
  315. bgfx::setViewName(hdrLumScale3, "Downscale luminance 3");
  316. bgfx::setViewRect(hdrLumScale3, 0, 0, 1, 1);
  317. bgfx::setViewFrameBuffer(hdrLumScale3, m_lum[4]);
  318. bgfx::setViewName(hdrBrightness, "Brightness");
  319. bgfx::setViewRect(hdrBrightness, 0, 0, bgfx::BackbufferRatio::Half);
  320. bgfx::setViewFrameBuffer(hdrBrightness, m_bright);
  321. bgfx::setViewName(hdrVBlur, "Blur vertical");
  322. bgfx::setViewRect(hdrVBlur, 0, 0, bgfx::BackbufferRatio::Eighth);
  323. bgfx::setViewFrameBuffer(hdrVBlur, m_blur);
  324. bgfx::setViewName(hdrHBlurTonemap, "Blur horizontal + tonemap");
  325. bgfx::setViewRect(hdrHBlurTonemap, 0, 0, bgfx::BackbufferRatio::Equal);
  326. bgfx::FrameBufferHandle invalid = BGFX_INVALID_HANDLE;
  327. bgfx::setViewFrameBuffer(hdrHBlurTonemap, invalid);
  328. const bgfx::Caps* caps = bgfx::getCaps();
  329. float proj[16];
  330. bx::mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f, 0.0f, caps->homogeneousDepth);
  331. uint8_t order[] =
  332. {
  333. hdrSkybox,
  334. hdrMesh,
  335. hdrLuminance,
  336. hdrLumScale0,
  337. hdrLumScale1,
  338. hdrLumScale2,
  339. hdrLumScale3,
  340. hdrBrightness,
  341. hdrVBlur,
  342. hdrHBlurTonemap
  343. };
  344. bgfx::setViewOrder(0, BX_COUNTOF(order), order);
  345. // Set view and projection matrix for view 0.
  346. for (uint8_t ii = 0; ii < BX_COUNTOF(order); ++ii)
  347. {
  348. bgfx::setViewTransform(ii, NULL, proj);
  349. }
  350. float at[3] = { 0.0f, 1.0f, 0.0f };
  351. float eye[3] = { 0.0f, 1.0f, -2.5f };
  352. float mtx[16];
  353. bx::mtxRotateXY(mtx
  354. , 0.0f
  355. , m_time
  356. );
  357. float temp[4];
  358. bx::vec3MulMtx(temp, eye, mtx);
  359. float view[16];
  360. bx::mtxLookAt(view, temp, at);
  361. bx::mtxProj(proj, 60.0f, float(m_width)/float(m_height), 0.1f, 100.0f, caps->homogeneousDepth);
  362. // Set view and projection matrix for view hdrMesh.
  363. bgfx::setViewTransform(hdrMesh, view, proj);
  364. float tonemap[4] = { m_middleGray, bx::fsq(m_white), m_threshold, m_time };
  365. // Render skybox into view hdrSkybox.
  366. bgfx::setTexture(0, s_texCube, m_uffizi);
  367. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  368. bgfx::setUniform(u_mtx, mtx);
  369. screenSpaceQuad( (float)m_width, (float)m_height, true);
  370. bgfx::submit(hdrSkybox, m_skyProgram);
  371. // Render m_mesh into view hdrMesh.
  372. bgfx::setTexture(0, s_texCube, m_uffizi);
  373. bgfx::setUniform(u_tonemap, tonemap);
  374. meshSubmit(m_mesh, hdrMesh, m_meshProgram, NULL);
  375. // Calculate luminance.
  376. setOffsets2x2Lum(u_offset, 128, 128);
  377. bgfx::setTexture(0, s_texColor, m_fbtextures[0]);
  378. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  379. screenSpaceQuad(128.0f, 128.0f, m_caps->originBottomLeft);
  380. bgfx::submit(hdrLuminance, m_lumProgram);
  381. // Downscale luminance 0.
  382. setOffsets4x4Lum(u_offset, 128, 128);
  383. bgfx::setTexture(0, s_texColor, bgfx::getTexture(m_lum[0]) );
  384. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  385. screenSpaceQuad(64.0f, 64.0f, m_caps->originBottomLeft);
  386. bgfx::submit(hdrLumScale0, m_lumAvgProgram);
  387. // Downscale luminance 1.
  388. setOffsets4x4Lum(u_offset, 64, 64);
  389. bgfx::setTexture(0, s_texColor, bgfx::getTexture(m_lum[1]) );
  390. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  391. screenSpaceQuad(16.0f, 16.0f, m_caps->originBottomLeft);
  392. bgfx::submit(hdrLumScale1, m_lumAvgProgram);
  393. // Downscale luminance 2.
  394. setOffsets4x4Lum(u_offset, 16, 16);
  395. bgfx::setTexture(0, s_texColor, bgfx::getTexture(m_lum[2]) );
  396. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  397. screenSpaceQuad(4.0f, 4.0f, m_caps->originBottomLeft);
  398. bgfx::submit(hdrLumScale2, m_lumAvgProgram);
  399. // Downscale luminance 3.
  400. setOffsets4x4Lum(u_offset, 4, 4);
  401. bgfx::setTexture(0, s_texColor, bgfx::getTexture(m_lum[3]) );
  402. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  403. screenSpaceQuad(1.0f, 1.0f, m_caps->originBottomLeft);
  404. bgfx::submit(hdrLumScale3, m_lumAvgProgram);
  405. // m_bright pass m_threshold is tonemap[3].
  406. setOffsets4x4Lum(u_offset, m_width/2, m_height/2);
  407. bgfx::setTexture(0, s_texColor, m_fbtextures[0]);
  408. bgfx::setTexture(1, s_texLum, bgfx::getTexture(m_lum[4]) );
  409. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  410. bgfx::setUniform(u_tonemap, tonemap);
  411. screenSpaceQuad( (float)m_width/2.0f, (float)m_height/2.0f, m_caps->originBottomLeft);
  412. bgfx::submit(hdrBrightness, m_brightProgram);
  413. // m_blur m_bright pass vertically.
  414. bgfx::setTexture(0, s_texColor, bgfx::getTexture(m_bright) );
  415. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  416. bgfx::setUniform(u_tonemap, tonemap);
  417. screenSpaceQuad( (float)m_width/8.0f, (float)m_height/8.0f, m_caps->originBottomLeft);
  418. bgfx::submit(hdrVBlur, m_blurProgram);
  419. // m_blur m_bright pass horizontally, do tonemaping and combine.
  420. bgfx::setTexture(0, s_texColor, m_fbtextures[0]);
  421. bgfx::setTexture(1, s_texLum, bgfx::getTexture(m_lum[4]) );
  422. bgfx::setTexture(2, s_texBlur, bgfx::getTexture(m_blur) );
  423. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  424. screenSpaceQuad( (float)m_width, (float)m_height, m_caps->originBottomLeft);
  425. bgfx::submit(hdrHBlurTonemap, m_tonemapProgram);
  426. if (bgfx::isValid(m_rb) )
  427. {
  428. bgfx::blit(hdrHBlurTonemap, m_rb, 0, 0, bgfx::getTexture(m_lum[4]) );
  429. bgfx::readTexture(m_rb, &m_lumBgra8);
  430. }
  431. // Advance to next frame. Rendering thread will be kicked to
  432. // process submitted rendering primitives.
  433. bgfx::frame();
  434. return true;
  435. }
  436. return false;
  437. }
  438. entry::MouseState m_mouseState;
  439. bgfx::ProgramHandle m_skyProgram;
  440. bgfx::ProgramHandle m_lumProgram;
  441. bgfx::ProgramHandle m_lumAvgProgram;
  442. bgfx::ProgramHandle m_blurProgram;
  443. bgfx::ProgramHandle m_brightProgram;
  444. bgfx::ProgramHandle m_meshProgram;
  445. bgfx::ProgramHandle m_tonemapProgram;
  446. bgfx::TextureHandle m_uffizi;
  447. bgfx::UniformHandle s_texCube;
  448. bgfx::UniformHandle s_texColor;
  449. bgfx::UniformHandle s_texLum;
  450. bgfx::UniformHandle s_texBlur;
  451. bgfx::UniformHandle u_mtx;
  452. bgfx::UniformHandle u_tonemap;
  453. bgfx::UniformHandle u_offset;
  454. Mesh* m_mesh;
  455. bgfx::TextureHandle m_fbtextures[2];
  456. bgfx::TextureHandle m_rb;
  457. bgfx::FrameBufferHandle m_fbh;
  458. bgfx::FrameBufferHandle m_lum[5];
  459. bgfx::FrameBufferHandle m_bright;
  460. bgfx::FrameBufferHandle m_blur;
  461. bx::RngMwc m_rng;
  462. uint32_t m_width;
  463. uint32_t m_height;
  464. uint32_t m_debug;
  465. uint32_t m_reset;
  466. uint32_t m_lumBgra8;
  467. uint32_t m_oldWidth;
  468. uint32_t m_oldHeight;
  469. uint32_t m_oldReset;
  470. float m_speed;
  471. float m_middleGray;
  472. float m_white;
  473. float m_threshold;
  474. int32_t m_scrollArea;
  475. const bgfx::Caps* m_caps;
  476. float m_time;
  477. };
  478. } // namespace
  479. ENTRY_IMPLEMENT_MAIN(ExampleHDR, "09-hdr", "Description: Using multiple views with frame buffers, and view order remapping.");