hdr.cpp 18 KB

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  1. /*
  2. * Copyright 2011-2016 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. static float s_texelHalf = 0.0f;
  9. struct PosColorTexCoord0Vertex
  10. {
  11. float m_x;
  12. float m_y;
  13. float m_z;
  14. uint32_t m_rgba;
  15. float m_u;
  16. float m_v;
  17. static void init()
  18. {
  19. ms_decl
  20. .begin()
  21. .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
  22. .add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
  23. .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
  24. .end();
  25. }
  26. static bgfx::VertexDecl ms_decl;
  27. };
  28. bgfx::VertexDecl PosColorTexCoord0Vertex::ms_decl;
  29. void screenSpaceQuad(float _textureWidth, float _textureHeight, bool _originBottomLeft = false, float _width = 1.0f, float _height = 1.0f)
  30. {
  31. if (bgfx::checkAvailTransientVertexBuffer(3, PosColorTexCoord0Vertex::ms_decl) )
  32. {
  33. bgfx::TransientVertexBuffer vb;
  34. bgfx::allocTransientVertexBuffer(&vb, 3, PosColorTexCoord0Vertex::ms_decl);
  35. PosColorTexCoord0Vertex* vertex = (PosColorTexCoord0Vertex*)vb.data;
  36. const float zz = 0.0f;
  37. const float minx = -_width;
  38. const float maxx = _width;
  39. const float miny = 0.0f;
  40. const float maxy = _height*2.0f;
  41. const float texelHalfW = s_texelHalf/_textureWidth;
  42. const float texelHalfH = s_texelHalf/_textureHeight;
  43. const float minu = -1.0f + texelHalfW;
  44. const float maxu = 1.0f + texelHalfW;
  45. float minv = texelHalfH;
  46. float maxv = 2.0f + texelHalfH;
  47. if (_originBottomLeft)
  48. {
  49. float temp = minv;
  50. minv = maxv;
  51. maxv = temp;
  52. minv -= 1.0f;
  53. maxv -= 1.0f;
  54. }
  55. vertex[0].m_x = minx;
  56. vertex[0].m_y = miny;
  57. vertex[0].m_z = zz;
  58. vertex[0].m_rgba = 0xffffffff;
  59. vertex[0].m_u = minu;
  60. vertex[0].m_v = minv;
  61. vertex[1].m_x = maxx;
  62. vertex[1].m_y = miny;
  63. vertex[1].m_z = zz;
  64. vertex[1].m_rgba = 0xffffffff;
  65. vertex[1].m_u = maxu;
  66. vertex[1].m_v = minv;
  67. vertex[2].m_x = maxx;
  68. vertex[2].m_y = maxy;
  69. vertex[2].m_z = zz;
  70. vertex[2].m_rgba = 0xffffffff;
  71. vertex[2].m_u = maxu;
  72. vertex[2].m_v = maxv;
  73. bgfx::setVertexBuffer(&vb);
  74. }
  75. }
  76. void setOffsets2x2Lum(bgfx::UniformHandle _handle, uint32_t _width, uint32_t _height)
  77. {
  78. float offsets[16][4];
  79. float du = 1.0f/_width;
  80. float dv = 1.0f/_height;
  81. uint32_t num = 0;
  82. for (uint32_t yy = 0; yy < 3; ++yy)
  83. {
  84. for (uint32_t xx = 0; xx < 3; ++xx)
  85. {
  86. offsets[num][0] = (xx - s_texelHalf) * du;
  87. offsets[num][1] = (yy - s_texelHalf) * dv;
  88. ++num;
  89. }
  90. }
  91. bgfx::setUniform(_handle, offsets, num);
  92. }
  93. void setOffsets4x4Lum(bgfx::UniformHandle _handle, uint32_t _width, uint32_t _height)
  94. {
  95. float offsets[16][4];
  96. float du = 1.0f/_width;
  97. float dv = 1.0f/_height;
  98. uint32_t num = 0;
  99. for (uint32_t yy = 0; yy < 4; ++yy)
  100. {
  101. for (uint32_t xx = 0; xx < 4; ++xx)
  102. {
  103. offsets[num][0] = (xx - 1.0f - s_texelHalf) * du;
  104. offsets[num][1] = (yy - 1.0f - s_texelHalf) * dv;
  105. ++num;
  106. }
  107. }
  108. bgfx::setUniform(_handle, offsets, num);
  109. }
  110. inline float square(float _x)
  111. {
  112. return _x*_x;
  113. }
  114. class ExampleHDR : public entry::AppI
  115. {
  116. void init(int _argc, char** _argv) BX_OVERRIDE
  117. {
  118. Args args(_argc, _argv);
  119. m_width = 1280;
  120. m_height = 720;
  121. m_debug = BGFX_DEBUG_TEXT;
  122. m_reset = BGFX_RESET_VSYNC;
  123. bgfx::init(args.m_type, args.m_pciId);
  124. bgfx::reset(m_width, m_height, m_reset);
  125. // Enable m_debug text.
  126. bgfx::setDebug(m_debug);
  127. // Create vertex stream declaration.
  128. PosColorTexCoord0Vertex::init();
  129. m_uffizi = loadTexture("textures/uffizi.dds"
  130. , 0
  131. | BGFX_TEXTURE_U_CLAMP
  132. | BGFX_TEXTURE_V_CLAMP
  133. | BGFX_TEXTURE_W_CLAMP
  134. );
  135. m_skyProgram = loadProgram("vs_hdr_skybox", "fs_hdr_skybox");
  136. m_lumProgram = loadProgram("vs_hdr_lum", "fs_hdr_lum");
  137. m_lumAvgProgram = loadProgram("vs_hdr_lumavg", "fs_hdr_lumavg");
  138. m_blurProgram = loadProgram("vs_hdr_blur", "fs_hdr_blur");
  139. m_brightProgram = loadProgram("vs_hdr_bright", "fs_hdr_bright");
  140. m_meshProgram = loadProgram("vs_hdr_mesh", "fs_hdr_mesh");
  141. m_tonemapProgram = loadProgram("vs_hdr_tonemap", "fs_hdr_tonemap");
  142. s_texCube = bgfx::createUniform("s_texCube", bgfx::UniformType::Int1);
  143. s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
  144. s_texLum = bgfx::createUniform("s_texLum", bgfx::UniformType::Int1);
  145. s_texBlur = bgfx::createUniform("s_texBlur", bgfx::UniformType::Int1);
  146. u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Mat4);
  147. u_tonemap = bgfx::createUniform("u_tonemap", bgfx::UniformType::Vec4);
  148. u_offset = bgfx::createUniform("u_offset", bgfx::UniformType::Vec4, 16);
  149. m_mesh = meshLoad("meshes/bunny.bin");
  150. m_fbtextures[0] = bgfx::createTexture2D(m_width, m_height, false, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT|BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP);
  151. m_fbtextures[1] = bgfx::createTexture2D(m_width, m_height, false, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT_WRITE_ONLY);
  152. m_fbh = bgfx::createFrameBuffer(BX_COUNTOF(m_fbtextures), m_fbtextures, true);
  153. m_lum[0] = bgfx::createFrameBuffer(128, 128, bgfx::TextureFormat::BGRA8);
  154. m_lum[1] = bgfx::createFrameBuffer( 64, 64, bgfx::TextureFormat::BGRA8);
  155. m_lum[2] = bgfx::createFrameBuffer( 16, 16, bgfx::TextureFormat::BGRA8);
  156. m_lum[3] = bgfx::createFrameBuffer( 4, 4, bgfx::TextureFormat::BGRA8);
  157. m_lum[4] = bgfx::createFrameBuffer( 1, 1, bgfx::TextureFormat::BGRA8);
  158. m_bright = bgfx::createFrameBuffer(bgfx::BackbufferRatio::Half, bgfx::TextureFormat::BGRA8);
  159. m_blur = bgfx::createFrameBuffer(bgfx::BackbufferRatio::Eighth, bgfx::TextureFormat::BGRA8);
  160. m_lumBgra8 = 0;
  161. if ( (BGFX_CAPS_TEXTURE_BLIT|BGFX_CAPS_TEXTURE_READ_BACK) == (bgfx::getCaps()->supported & (BGFX_CAPS_TEXTURE_BLIT|BGFX_CAPS_TEXTURE_READ_BACK) ) )
  162. {
  163. m_rb = bgfx::createTexture2D(1, 1, false, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_READ_BACK);
  164. }
  165. else
  166. {
  167. m_rb.idx = bgfx::invalidHandle;
  168. }
  169. // Imgui.
  170. imguiCreate();
  171. m_caps = bgfx::getCaps();
  172. s_texelHalf = bgfx::RendererType::Direct3D9 == m_caps->rendererType ? 0.5f : 0.0f;
  173. m_oldWidth = 0;
  174. m_oldHeight = 0;
  175. m_oldReset = m_reset;
  176. m_speed = 0.37f;
  177. m_middleGray = 0.18f;
  178. m_white = 1.1f;
  179. m_threshold = 1.5f;
  180. m_scrollArea = 0;
  181. m_time = 0.0f;
  182. }
  183. virtual int shutdown() BX_OVERRIDE
  184. {
  185. // Cleanup.
  186. imguiDestroy();
  187. meshUnload(m_mesh);
  188. for (uint32_t ii = 0; ii < BX_COUNTOF(m_lum); ++ii)
  189. {
  190. bgfx::destroyFrameBuffer(m_lum[ii]);
  191. }
  192. bgfx::destroyFrameBuffer(m_bright);
  193. bgfx::destroyFrameBuffer(m_blur);
  194. bgfx::destroyFrameBuffer(m_fbh);
  195. bgfx::destroyProgram(m_meshProgram);
  196. bgfx::destroyProgram(m_skyProgram);
  197. bgfx::destroyProgram(m_tonemapProgram);
  198. bgfx::destroyProgram(m_lumProgram);
  199. bgfx::destroyProgram(m_lumAvgProgram);
  200. bgfx::destroyProgram(m_blurProgram);
  201. bgfx::destroyProgram(m_brightProgram);
  202. bgfx::destroyTexture(m_uffizi);
  203. if (bgfx::isValid(m_rb) )
  204. {
  205. bgfx::destroyTexture(m_rb);
  206. }
  207. bgfx::destroyUniform(s_texCube);
  208. bgfx::destroyUniform(s_texColor);
  209. bgfx::destroyUniform(s_texLum);
  210. bgfx::destroyUniform(s_texBlur);
  211. bgfx::destroyUniform(u_mtx);
  212. bgfx::destroyUniform(u_tonemap);
  213. bgfx::destroyUniform(u_offset);
  214. // Shutdown bgfx.
  215. bgfx::shutdown();
  216. return 0;
  217. }
  218. bool update() BX_OVERRIDE
  219. {
  220. if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
  221. {
  222. if (m_oldWidth != m_width
  223. || m_oldHeight != m_height
  224. || m_oldReset != m_reset)
  225. {
  226. // Recreate variable size render targets when resolution changes.
  227. m_oldWidth = m_width;
  228. m_oldHeight = m_height;
  229. m_oldReset = m_reset;
  230. uint32_t msaa = (m_reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  231. bgfx::destroyFrameBuffer(m_fbh);
  232. m_fbtextures[0] = bgfx::createTexture2D(m_width, m_height, false, 1, bgfx::TextureFormat::BGRA8, ( (msaa+1)<<BGFX_TEXTURE_RT_MSAA_SHIFT)|BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP);
  233. m_fbtextures[1] = bgfx::createTexture2D(m_width, m_height, false, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT_WRITE_ONLY|( (msaa+1)<<BGFX_TEXTURE_RT_MSAA_SHIFT) );
  234. m_fbh = bgfx::createFrameBuffer(BX_COUNTOF(m_fbtextures), m_fbtextures, true);
  235. }
  236. imguiBeginFrame(m_mouseState.m_mx
  237. , m_mouseState.m_my
  238. , (m_mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
  239. | (m_mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
  240. | (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
  241. , m_mouseState.m_mz
  242. , m_width
  243. , m_height
  244. );
  245. imguiBeginScrollArea("Settings", m_width - m_width / 5 - 10, 10, m_width / 5, m_height / 2, &m_scrollArea);
  246. imguiSeparatorLine();
  247. imguiSlider("Speed", m_speed, 0.0f, 1.0f, 0.01f);
  248. imguiSeparator();
  249. imguiSlider("Middle gray", m_middleGray, 0.1f, 1.0f, 0.01f);
  250. imguiSlider("White point", m_white, 0.1f, 2.0f, 0.01f);
  251. imguiSlider("Threshold", m_threshold, 0.1f, 2.0f, 0.01f);
  252. if (bgfx::isValid(m_rb) )
  253. {
  254. union { uint32_t color; uint8_t bgra[4]; } cast = { m_lumBgra8 };
  255. float exponent = cast.bgra[3]/255.0f * 255.0f - 128.0f;
  256. float lumAvg = cast.bgra[2]/255.0f * bx::fexp2(exponent);
  257. imguiSlider("Lum Avg", lumAvg, 0.0f, 1.0f, 0.01f, false);
  258. }
  259. imguiEndScrollArea();
  260. imguiEndFrame();
  261. // This dummy draw call is here to make sure that view 0 is cleared
  262. // if no other draw calls are submitted to view 0.
  263. bgfx::touch(0);
  264. int64_t now = bx::getHPCounter();
  265. static int64_t last = now;
  266. const int64_t frameTime = now - last;
  267. last = now;
  268. const double freq = double(bx::getHPFrequency() );
  269. const double toMs = 1000.0/freq;
  270. m_time += (float)(frameTime*m_speed/freq);
  271. // Use m_debug font to print information about this example.
  272. bgfx::dbgTextClear();
  273. bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/09-hdr");
  274. bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Using multiple views with frame buffers, and view order remapping.");
  275. bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
  276. uint8_t shuffle[10] = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 };
  277. for (uint8_t ii = 0; ii < BX_COUNTOF(shuffle)-1; ++ii)
  278. {
  279. bx::xchg(shuffle[ii], shuffle[rand()%BX_COUNTOF(shuffle)]);
  280. }
  281. uint8_t hdrSkybox = shuffle[0];
  282. uint8_t hdrMesh = shuffle[1];
  283. uint8_t hdrLuminance = shuffle[2];
  284. uint8_t hdrLumScale0 = shuffle[3];
  285. uint8_t hdrLumScale1 = shuffle[4];
  286. uint8_t hdrLumScale2 = shuffle[5];
  287. uint8_t hdrLumScale3 = shuffle[6];
  288. uint8_t hdrBrightness = shuffle[7];
  289. uint8_t hdrVBlur = shuffle[8];
  290. uint8_t hdrHBlurTonemap = shuffle[9];
  291. // Set views.
  292. bgfx::setViewName(hdrSkybox, "Skybox");
  293. bgfx::setViewClear(hdrSkybox, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH, 0x303030ff, 1.0f, 0);
  294. bgfx::setViewRect(hdrSkybox, 0, 0, bgfx::BackbufferRatio::Equal);
  295. bgfx::setViewFrameBuffer(hdrSkybox, m_fbh);
  296. bgfx::setViewName(hdrMesh, "Mesh");
  297. bgfx::setViewClear(hdrMesh, BGFX_CLEAR_DISCARD_DEPTH | BGFX_CLEAR_DISCARD_STENCIL);
  298. bgfx::setViewRect(hdrMesh, 0, 0, bgfx::BackbufferRatio::Equal);
  299. bgfx::setViewFrameBuffer(hdrMesh, m_fbh);
  300. bgfx::setViewName(hdrLuminance, "Luminance");
  301. bgfx::setViewRect(hdrLuminance, 0, 0, 128, 128);
  302. bgfx::setViewFrameBuffer(hdrLuminance, m_lum[0]);
  303. bgfx::setViewName(hdrLumScale0, "Downscale luminance 0");
  304. bgfx::setViewRect(hdrLumScale0, 0, 0, 64, 64);
  305. bgfx::setViewFrameBuffer(hdrLumScale0, m_lum[1]);
  306. bgfx::setViewName(hdrLumScale1, "Downscale luminance 1");
  307. bgfx::setViewRect(hdrLumScale1, 0, 0, 16, 16);
  308. bgfx::setViewFrameBuffer(hdrLumScale1, m_lum[2]);
  309. bgfx::setViewName(hdrLumScale2, "Downscale luminance 2");
  310. bgfx::setViewRect(hdrLumScale2, 0, 0, 4, 4);
  311. bgfx::setViewFrameBuffer(hdrLumScale2, m_lum[3]);
  312. bgfx::setViewName(hdrLumScale3, "Downscale luminance 3");
  313. bgfx::setViewRect(hdrLumScale3, 0, 0, 1, 1);
  314. bgfx::setViewFrameBuffer(hdrLumScale3, m_lum[4]);
  315. bgfx::setViewName(hdrBrightness, "Brightness");
  316. bgfx::setViewRect(hdrBrightness, 0, 0, bgfx::BackbufferRatio::Half);
  317. bgfx::setViewFrameBuffer(hdrBrightness, m_bright);
  318. bgfx::setViewName(hdrVBlur, "Blur vertical");
  319. bgfx::setViewRect(hdrVBlur, 0, 0, bgfx::BackbufferRatio::Eighth);
  320. bgfx::setViewFrameBuffer(hdrVBlur, m_blur);
  321. bgfx::setViewName(hdrHBlurTonemap, "Blur horizontal + tonemap");
  322. bgfx::setViewRect(hdrHBlurTonemap, 0, 0, bgfx::BackbufferRatio::Equal);
  323. bgfx::setViewFrameBuffer(hdrHBlurTonemap, BGFX_INVALID_HANDLE);
  324. float proj[16];
  325. bx::mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f);
  326. uint8_t order[] =
  327. {
  328. hdrSkybox,
  329. hdrMesh,
  330. hdrLuminance,
  331. hdrLumScale0,
  332. hdrLumScale1,
  333. hdrLumScale2,
  334. hdrLumScale3,
  335. hdrBrightness,
  336. hdrVBlur,
  337. hdrHBlurTonemap
  338. };
  339. bgfx::setViewOrder(0, BX_COUNTOF(order), order);
  340. // Set view and projection matrix for view 0.
  341. for (uint32_t ii = 0; ii < BX_COUNTOF(order); ++ii)
  342. {
  343. bgfx::setViewTransform(ii, NULL, proj);
  344. }
  345. float at[3] = { 0.0f, 1.0f, 0.0f };
  346. float eye[3] = { 0.0f, 1.0f, -2.5f };
  347. float mtx[16];
  348. bx::mtxRotateXY(mtx
  349. , 0.0f
  350. , m_time
  351. );
  352. float temp[4];
  353. bx::vec3MulMtx(temp, eye, mtx);
  354. float view[16];
  355. bx::mtxLookAt(view, temp, at);
  356. bx::mtxProj(proj, 60.0f, float(m_width)/float(m_height), 0.1f, 100.0f);
  357. // Set view and projection matrix for view hdrMesh.
  358. bgfx::setViewTransform(hdrMesh, view, proj);
  359. float tonemap[4] = { m_middleGray, square(m_white), m_threshold, m_time };
  360. // Render skybox into view hdrSkybox.
  361. bgfx::setTexture(0, s_texCube, m_uffizi);
  362. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  363. bgfx::setUniform(u_mtx, mtx);
  364. screenSpaceQuad( (float)m_width, (float)m_height, true);
  365. bgfx::submit(hdrSkybox, m_skyProgram);
  366. // Render m_mesh into view hdrMesh.
  367. bgfx::setTexture(0, s_texCube, m_uffizi);
  368. bgfx::setUniform(u_tonemap, tonemap);
  369. meshSubmit(m_mesh, hdrMesh, m_meshProgram, NULL);
  370. // Calculate luminance.
  371. setOffsets2x2Lum(u_offset, 128, 128);
  372. bgfx::setTexture(0, s_texColor, m_fbtextures[0]);
  373. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  374. screenSpaceQuad(128.0f, 128.0f, m_caps->originBottomLeft);
  375. bgfx::submit(hdrLuminance, m_lumProgram);
  376. // Downscale luminance 0.
  377. setOffsets4x4Lum(u_offset, 128, 128);
  378. bgfx::setTexture(0, s_texColor, bgfx::getTexture(m_lum[0]) );
  379. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  380. screenSpaceQuad(64.0f, 64.0f, m_caps->originBottomLeft);
  381. bgfx::submit(hdrLumScale0, m_lumAvgProgram);
  382. // Downscale luminance 1.
  383. setOffsets4x4Lum(u_offset, 64, 64);
  384. bgfx::setTexture(0, s_texColor, bgfx::getTexture(m_lum[1]) );
  385. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  386. screenSpaceQuad(16.0f, 16.0f, m_caps->originBottomLeft);
  387. bgfx::submit(hdrLumScale1, m_lumAvgProgram);
  388. // Downscale luminance 2.
  389. setOffsets4x4Lum(u_offset, 16, 16);
  390. bgfx::setTexture(0, s_texColor, bgfx::getTexture(m_lum[2]) );
  391. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  392. screenSpaceQuad(4.0f, 4.0f, m_caps->originBottomLeft);
  393. bgfx::submit(hdrLumScale2, m_lumAvgProgram);
  394. // Downscale luminance 3.
  395. setOffsets4x4Lum(u_offset, 4, 4);
  396. bgfx::setTexture(0, s_texColor, bgfx::getTexture(m_lum[3]) );
  397. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  398. screenSpaceQuad(1.0f, 1.0f, m_caps->originBottomLeft);
  399. bgfx::submit(hdrLumScale3, m_lumAvgProgram);
  400. // m_bright pass m_threshold is tonemap[3].
  401. setOffsets4x4Lum(u_offset, m_width/2, m_height/2);
  402. bgfx::setTexture(0, s_texColor, m_fbtextures[0]);
  403. bgfx::setTexture(1, s_texLum, bgfx::getTexture(m_lum[4]) );
  404. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  405. bgfx::setUniform(u_tonemap, tonemap);
  406. screenSpaceQuad( (float)m_width/2.0f, (float)m_height/2.0f, m_caps->originBottomLeft);
  407. bgfx::submit(hdrBrightness, m_brightProgram);
  408. // m_blur m_bright pass vertically.
  409. bgfx::setTexture(0, s_texColor, bgfx::getTexture(m_bright) );
  410. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  411. bgfx::setUniform(u_tonemap, tonemap);
  412. screenSpaceQuad( (float)m_width/8.0f, (float)m_height/8.0f, m_caps->originBottomLeft);
  413. bgfx::submit(hdrVBlur, m_blurProgram);
  414. // m_blur m_bright pass horizontally, do tonemaping and combine.
  415. bgfx::setTexture(0, s_texColor, m_fbtextures[0]);
  416. bgfx::setTexture(1, s_texLum, bgfx::getTexture(m_lum[4]) );
  417. bgfx::setTexture(2, s_texBlur, bgfx::getTexture(m_blur) );
  418. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  419. screenSpaceQuad( (float)m_width, (float)m_height, m_caps->originBottomLeft);
  420. bgfx::submit(hdrHBlurTonemap, m_tonemapProgram);
  421. if (bgfx::isValid(m_rb) )
  422. {
  423. bgfx::blit(hdrHBlurTonemap, m_rb, 0, 0, bgfx::getTexture(m_lum[4]) );
  424. bgfx::readTexture(m_rb, &m_lumBgra8);
  425. }
  426. // Advance to next frame. Rendering thread will be kicked to
  427. // process submitted rendering primitives.
  428. bgfx::frame();
  429. return true;
  430. }
  431. return false;
  432. }
  433. entry::MouseState m_mouseState;
  434. bgfx::ProgramHandle m_skyProgram;
  435. bgfx::ProgramHandle m_lumProgram;
  436. bgfx::ProgramHandle m_lumAvgProgram;
  437. bgfx::ProgramHandle m_blurProgram;
  438. bgfx::ProgramHandle m_brightProgram;
  439. bgfx::ProgramHandle m_meshProgram;
  440. bgfx::ProgramHandle m_tonemapProgram;
  441. bgfx::TextureHandle m_uffizi;
  442. bgfx::UniformHandle s_texCube;
  443. bgfx::UniformHandle s_texColor;
  444. bgfx::UniformHandle s_texLum;
  445. bgfx::UniformHandle s_texBlur;
  446. bgfx::UniformHandle u_mtx;
  447. bgfx::UniformHandle u_tonemap;
  448. bgfx::UniformHandle u_offset;
  449. Mesh* m_mesh;
  450. bgfx::TextureHandle m_fbtextures[2];
  451. bgfx::TextureHandle m_rb;
  452. bgfx::FrameBufferHandle m_fbh;
  453. bgfx::FrameBufferHandle m_lum[5];
  454. bgfx::FrameBufferHandle m_bright;
  455. bgfx::FrameBufferHandle m_blur;
  456. uint32_t m_width;
  457. uint32_t m_height;
  458. uint32_t m_debug;
  459. uint32_t m_reset;
  460. uint32_t m_lumBgra8;
  461. uint32_t m_oldWidth;
  462. uint32_t m_oldHeight;
  463. uint32_t m_oldReset;
  464. float m_speed;
  465. float m_middleGray;
  466. float m_white;
  467. float m_threshold;
  468. int32_t m_scrollArea;
  469. const bgfx::Caps* m_caps;
  470. float m_time;
  471. };
  472. ENTRY_IMPLEMENT_MAIN(ExampleHDR);