bloom.cpp 17 KB

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  1. /*
  2. * Copyright 2018 Eric Arnebäck. All rights reserved.
  3. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
  4. */
  5. /*
  6. * References:
  7. *
  8. * Next Generation Post Processing in Call of Duty: Advanced Warfare
  9. * https://web.archive.org/web/20180920045230/http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
  10. */
  11. #include "common.h"
  12. #include "bgfx_utils.h"
  13. #include "imgui/imgui.h"
  14. #include "camera.h"
  15. #include "bounds.h"
  16. namespace
  17. {
  18. // pass that render the geometry of the boxes.
  19. #define RENDER_PASS_GEOMETRY_ID 0
  20. // the first downsample pass.
  21. #define RENDER_PASS_DOWNSAMPLE0_ID 1
  22. // the first upsample pass.
  23. #define RENDER_PASS_UPSAMPLE0_ID ( (TEX_CHAIN_LEN-1) + 1)
  24. // the final pass the combines the bloom with the g-buffer.
  25. #define RENDER_PASS_COMBINE_ID ( (TEX_CHAIN_LEN-1) + 1 + (TEX_CHAIN_LEN-1) )
  26. // number of downsampled and then upsampled textures(used for bloom.)
  27. #define TEX_CHAIN_LEN 5
  28. static float s_texelHalf = 0.0f;
  29. struct PosVertex
  30. {
  31. float m_x;
  32. float m_y;
  33. float m_z;
  34. static void init()
  35. {
  36. ms_decl
  37. .begin()
  38. .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
  39. .end();
  40. }
  41. static bgfx::VertexDecl ms_decl;
  42. };
  43. bgfx::VertexDecl PosVertex::ms_decl;
  44. struct PosTexCoord0Vertex
  45. {
  46. float m_x;
  47. float m_y;
  48. float m_z;
  49. float m_u;
  50. float m_v;
  51. static void init()
  52. {
  53. ms_decl
  54. .begin()
  55. .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
  56. .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
  57. .end();
  58. }
  59. static bgfx::VertexDecl ms_decl;
  60. };
  61. bgfx::VertexDecl PosTexCoord0Vertex::ms_decl;
  62. constexpr float cs = 0.29f;
  63. static PosVertex s_cubeVertices[24] =
  64. {
  65. {-cs, cs, cs },
  66. { cs, cs, cs },
  67. {-cs, -cs, cs },
  68. { cs, -cs, cs },
  69. {-cs, cs, -cs },
  70. { cs, cs, -cs },
  71. {-cs, -cs, -cs },
  72. { cs, -cs, -cs },
  73. {-cs, cs, cs },
  74. { cs, cs, cs },
  75. {-cs, cs, -cs },
  76. { cs, cs, -cs },
  77. {-cs, -cs, cs },
  78. { cs, -cs, cs },
  79. {-cs, -cs, -cs },
  80. { cs, -cs, -cs },
  81. { cs, -cs, cs },
  82. { cs, cs, cs },
  83. { cs, -cs, -cs },
  84. { cs, cs, -cs },
  85. {-cs, -cs, cs },
  86. {-cs, cs, cs },
  87. {-cs, -cs, -cs },
  88. {-cs, cs, -cs },
  89. };
  90. static const uint16_t s_cubeIndices[36] =
  91. {
  92. 0, 2, 1,
  93. 1, 2, 3,
  94. 4, 5, 6,
  95. 5, 7, 6,
  96. 8, 10, 9,
  97. 9, 10, 11,
  98. 12, 13, 14,
  99. 13, 15, 14,
  100. 16, 18, 17,
  101. 17, 18, 19,
  102. 20, 21, 22,
  103. 21, 23, 22,
  104. };
  105. void screenSpaceQuad(float _textureWidth, float _textureHeight, float _texelHalf, bool _originBottomLeft, float _width = 1.0f, float _height = 1.0f)
  106. {
  107. if (3 == bgfx::getAvailTransientVertexBuffer(3, PosTexCoord0Vertex::ms_decl) )
  108. {
  109. bgfx::TransientVertexBuffer vb;
  110. bgfx::allocTransientVertexBuffer(&vb, 3, PosTexCoord0Vertex::ms_decl);
  111. PosTexCoord0Vertex* vertex = (PosTexCoord0Vertex*)vb.data;
  112. const float minx = -_width;
  113. const float maxx = _width;
  114. const float miny = 0.0f;
  115. const float maxy = _height*2.0f;
  116. const float texelHalfW = _texelHalf/_textureWidth;
  117. const float texelHalfH = _texelHalf/_textureHeight;
  118. const float minu = -1.0f + texelHalfW;
  119. const float maxu = 1.0f + texelHalfH;
  120. const float zz = 0.0f;
  121. float minv = texelHalfH;
  122. float maxv = 2.0f + texelHalfH;
  123. if (_originBottomLeft)
  124. {
  125. float temp = minv;
  126. minv = maxv;
  127. maxv = temp;
  128. minv -= 1.0f;
  129. maxv -= 1.0f;
  130. }
  131. vertex[0].m_x = minx;
  132. vertex[0].m_y = miny;
  133. vertex[0].m_z = zz;
  134. vertex[0].m_u = minu;
  135. vertex[0].m_v = minv;
  136. vertex[1].m_x = maxx;
  137. vertex[1].m_y = miny;
  138. vertex[1].m_z = zz;
  139. vertex[1].m_u = maxu;
  140. vertex[1].m_v = minv;
  141. vertex[2].m_x = maxx;
  142. vertex[2].m_y = maxy;
  143. vertex[2].m_z = zz;
  144. vertex[2].m_u = maxu;
  145. vertex[2].m_v = maxv;
  146. bgfx::setVertexBuffer(0, &vb);
  147. }
  148. }
  149. class ExampleDeferred : public entry::AppI
  150. {
  151. public:
  152. ExampleDeferred(const char* _name, const char* _description)
  153. : entry::AppI(_name, _description)
  154. {
  155. }
  156. void init(int32_t _argc, const char* const* _argv, uint32_t _width, uint32_t _height) override
  157. {
  158. Args args(_argc, _argv);
  159. m_width = _width;
  160. m_height = _height;
  161. m_debug = BGFX_DEBUG_TEXT;
  162. m_reset = BGFX_RESET_VSYNC;
  163. bgfx::Init init;
  164. init.type = args.m_type;
  165. init.vendorId = args.m_pciId;
  166. init.resolution.width = m_width;
  167. init.resolution.height = m_height;
  168. init.resolution.reset = m_reset;
  169. bgfx::init(init);
  170. // Enable m_debug text.
  171. bgfx::setDebug(m_debug);
  172. // Set palette color for index 0
  173. bgfx::setPaletteColor(0, UINT32_C(0x00000000) );
  174. // Set geometry pass view clear state.
  175. bgfx::setViewClear(RENDER_PASS_GEOMETRY_ID
  176. , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
  177. , 1.0f
  178. , 0
  179. , 0
  180. , 0
  181. );
  182. // we need to clear the textures in the chain, before downsampling into them.
  183. for (uint16_t ii = 0; ii < TEX_CHAIN_LEN-1; ++ii)
  184. {
  185. bgfx::setViewClear(RENDER_PASS_DOWNSAMPLE0_ID + ii
  186. , BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
  187. , 1.0f
  188. , 0
  189. , 0
  190. );
  191. }
  192. // Create vertex stream declaration.
  193. PosVertex::init();
  194. PosTexCoord0Vertex::init();
  195. // Create static vertex buffer.
  196. m_vbh = bgfx::createVertexBuffer(
  197. bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) )
  198. , PosVertex::ms_decl
  199. );
  200. m_ibh = bgfx::createIndexBuffer(bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) ) );
  201. s_albedo = bgfx::createUniform("s_albedo", bgfx::UniformType::Int1);
  202. s_tex = bgfx::createUniform("s_tex", bgfx::UniformType::Int1);
  203. s_depth = bgfx::createUniform("s_depth", bgfx::UniformType::Int1);
  204. s_light = bgfx::createUniform("s_light", bgfx::UniformType::Int1);
  205. u_pixelSize = bgfx::createUniform("u_pixelSize", bgfx::UniformType::Vec4);
  206. u_intensity = bgfx::createUniform("u_intensity", bgfx::UniformType::Vec4);
  207. u_color = bgfx::createUniform("u_color", bgfx::UniformType::Vec4);
  208. u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Mat4);
  209. // Create program from shaders.
  210. m_geomProgram = loadProgram("vs_albedo_output", "fs_albedo_output");
  211. m_downsampleProgram = loadProgram("vs_fullscreen", "fs_downsample");
  212. m_upsampleProgram = loadProgram("vs_fullscreen", "fs_upsample");
  213. m_combineProgram = loadProgram("vs_fullscreen", "fs_bloom_combine");
  214. m_gbuffer = BGFX_INVALID_HANDLE;
  215. for (int ii = 0; ii < TEX_CHAIN_LEN; ++ii)
  216. {
  217. m_texChainFb[ii] = BGFX_INVALID_HANDLE;
  218. }
  219. // Imgui.
  220. imguiCreate();
  221. m_timeOffset = bx::getHPCounter();
  222. const bgfx::RendererType::Enum renderer = bgfx::getRendererType();
  223. s_texelHalf = bgfx::RendererType::Direct3D9 == renderer ? 0.5f : 0.0f;
  224. // Get renderer capabilities info.
  225. m_caps = bgfx::getCaps();
  226. m_oldWidth = 0;
  227. m_oldHeight = 0;
  228. m_oldReset = m_reset;
  229. m_scrollArea = 0;
  230. cameraCreate();
  231. const float initialPos[3] = { 0.0f, 0.0f, -15.0f };
  232. cameraSetPosition(initialPos);
  233. cameraSetVerticalAngle(0.0f);
  234. }
  235. virtual int shutdown() override
  236. {
  237. // Cleanup.
  238. cameraDestroy();
  239. imguiDestroy();
  240. if (bgfx::isValid(m_gbuffer) )
  241. {
  242. bgfx::destroy(m_gbuffer);
  243. }
  244. for (int ii = 0; ii < TEX_CHAIN_LEN; ++ii)
  245. {
  246. bgfx::destroy(m_texChainFb[ii]);
  247. }
  248. bgfx::destroy(m_ibh);
  249. bgfx::destroy(m_vbh);
  250. bgfx::destroy(m_geomProgram);
  251. bgfx::destroy(m_downsampleProgram);
  252. bgfx::destroy(m_upsampleProgram);
  253. bgfx::destroy(m_combineProgram);
  254. bgfx::destroy(s_albedo);
  255. bgfx::destroy(s_tex);
  256. bgfx::destroy(s_depth);
  257. bgfx::destroy(s_light);
  258. bgfx::destroy(u_mtx);
  259. bgfx::destroy(u_pixelSize);
  260. bgfx::destroy(u_intensity);
  261. bgfx::destroy(u_color);
  262. // Shutdown bgfx.
  263. bgfx::shutdown();
  264. return 0;
  265. }
  266. bool update() override
  267. {
  268. if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
  269. {
  270. imguiBeginFrame(
  271. m_mouseState.m_mx
  272. , m_mouseState.m_my
  273. , (m_mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
  274. | (m_mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
  275. | (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
  276. , m_mouseState.m_mz
  277. , uint16_t(m_width)
  278. , uint16_t(m_height)
  279. );
  280. showExampleDialog(this);
  281. int64_t now = bx::getHPCounter();
  282. static int64_t last = now;
  283. const int64_t frameTime = now - last;
  284. last = now;
  285. const double freq = double(bx::getHPFrequency() );
  286. const float deltaTime = float(frameTime/freq);
  287. float time = (float)( (now-m_timeOffset)/freq);
  288. if (2 > m_caps->limits.maxFBAttachments)
  289. {
  290. // When multiple render targets (MRT) is not supported by GPU,
  291. // implement alternative code path that doesn't use MRT.
  292. bool blink = uint32_t(time*3.0f)&1;
  293. bgfx::dbgTextPrintf(0, 0, blink ? 0x4f : 0x04, " MRT not supported by GPU. ");
  294. // Set view 0 default viewport.
  295. bgfx::setViewRect(0, 0, 0, uint16_t(m_width), uint16_t(m_height) );
  296. // This dummy draw call is here to make sure that view 0 is cleared
  297. // if no other draw calls are submitted to view 0.
  298. bgfx::touch(0);
  299. }
  300. else
  301. {
  302. if (m_oldWidth != m_width
  303. || m_oldHeight != m_height
  304. || m_oldReset != m_reset
  305. || !bgfx::isValid(m_gbuffer) )
  306. {
  307. // Recreate variable size render targets when resolution changes.
  308. m_oldWidth = m_width;
  309. m_oldHeight = m_height;
  310. m_oldReset = m_reset;
  311. if (bgfx::isValid(m_gbuffer) )
  312. {
  313. bgfx::destroy(m_gbuffer);
  314. }
  315. const uint64_t tsFlags = 0
  316. | BGFX_TEXTURE_RT
  317. | BGFX_SAMPLER_U_CLAMP
  318. | BGFX_SAMPLER_V_CLAMP
  319. ;
  320. for (int ii = 0; ii < TEX_CHAIN_LEN; ++ii)
  321. {
  322. if (bgfx::isValid(m_texChainFb[ii]) )
  323. {
  324. bgfx::destroy(m_texChainFb[ii]);
  325. }
  326. const float dim = float(1 << ii);
  327. m_texChainFb[ii] = bgfx::createFrameBuffer(
  328. (uint16_t)(m_width / dim)
  329. , (uint16_t)(m_height / dim)
  330. , bgfx::TextureFormat::RGBA32F
  331. , tsFlags
  332. );
  333. }
  334. bgfx::TextureHandle gbufferTex[] =
  335. {
  336. bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::RGBA32F, tsFlags),
  337. bgfx::getTexture(m_texChainFb[0]),
  338. bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::D24S8, tsFlags),
  339. };
  340. m_gbuffer = bgfx::createFrameBuffer(BX_COUNTOF(gbufferTex), gbufferTex, true);
  341. }
  342. ImGui::SetNextWindowPos(
  343. ImVec2(m_width - m_width / 5.0f - 10.0f, 10.0f)
  344. , ImGuiCond_FirstUseEver
  345. );
  346. ImGui::SetNextWindowSize(
  347. ImVec2(m_width / 5.0f, m_height / 6.0f)
  348. , ImGuiCond_FirstUseEver
  349. );
  350. ImGui::Begin("Settings"
  351. , NULL
  352. , 0
  353. );
  354. ImGui::SliderFloat("intensity", &m_intensity, 0.0f, 3.0f);
  355. ImGui::End();
  356. // Update camera.
  357. cameraUpdate(deltaTime, m_mouseState);
  358. float view[16];
  359. cameraGetViewMtx(view);
  360. float proj[16];
  361. // Setup views
  362. {
  363. bgfx::setViewRect(RENDER_PASS_GEOMETRY_ID, 0, 0, uint16_t(m_width), uint16_t(m_height) );
  364. for (uint16_t ii = 0; ii < TEX_CHAIN_LEN-1; ++ii)
  365. {
  366. const float dim = float(1 << (ii + 1) );
  367. bgfx::setViewRect(RENDER_PASS_DOWNSAMPLE0_ID + ii, 0, 0
  368. , uint16_t(m_width / dim)
  369. , uint16_t(m_height / dim)
  370. );
  371. }
  372. for (uint16_t ii = 0; ii < TEX_CHAIN_LEN-1; ++ii)
  373. {
  374. const float dim = float(1 << (TEX_CHAIN_LEN - ii - 2) );
  375. bgfx::setViewRect(RENDER_PASS_UPSAMPLE0_ID + ii, 0, 0
  376. , uint16_t(m_width / dim)
  377. , uint16_t(m_height / dim)
  378. );
  379. }
  380. bx::mtxProj(proj, 60.0f, float(m_width) / float(m_height), 0.1f, 100.0f, m_caps->homogeneousDepth);
  381. bgfx::setViewFrameBuffer(RENDER_PASS_GEOMETRY_ID, m_gbuffer);
  382. bgfx::setViewTransform(RENDER_PASS_GEOMETRY_ID, view, proj);
  383. bgfx::setViewRect(RENDER_PASS_COMBINE_ID, 0, 0, uint16_t(m_width), uint16_t(m_height));
  384. bx::mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f, 0.0f, m_caps->homogeneousDepth);
  385. for (uint16_t ii = 0; ii < TEX_CHAIN_LEN-1; ++ii)
  386. {
  387. bgfx::setViewTransform(RENDER_PASS_DOWNSAMPLE0_ID + ii, NULL, proj);
  388. bgfx::setViewFrameBuffer(RENDER_PASS_DOWNSAMPLE0_ID + ii, m_texChainFb[ii+1]);
  389. }
  390. for (uint16_t ii = 0; ii < TEX_CHAIN_LEN-1; ++ii)
  391. {
  392. bgfx::setViewTransform(RENDER_PASS_UPSAMPLE0_ID + ii, NULL, proj);
  393. bgfx::setViewFrameBuffer(RENDER_PASS_UPSAMPLE0_ID + ii, m_texChainFb[TEX_CHAIN_LEN - ii - 2]);
  394. }
  395. bgfx::setViewTransform(RENDER_PASS_COMBINE_ID, NULL, proj);
  396. }
  397. const uint32_t kNum = 9;
  398. const int kNumColors = 5;
  399. const float color[4*kNumColors] =
  400. { // Palette: http://www.colourlovers.com/palette/3647908/RGB_Ice_Cream
  401. 0.847f*0.2f, 0.365f*0.2f, 0.408f*0.2f, 1.0f,
  402. 0.976f*0.2f, 0.827f*0.2f, 0.533f*0.2f, 1.0f,
  403. 0.533f*0.2f, 0.867f*0.2f, 0.741f*0.2f, 1.0f,
  404. 0.894f*0.2f, 0.620f*0.2f, 0.416f*0.2f, 1.0f,
  405. 0.584f*0.2f, 0.788f*0.2f, 0.882f*0.2f, 1.0f,
  406. };
  407. // Render a whole bunch of colored cubes to the g-buffer.
  408. for (uint32_t xx = 0; xx < kNum; ++xx)
  409. {
  410. bgfx::setUniform(u_color, &color[4 * (xx % kNumColors)]);
  411. float mtx[16];
  412. bx::mtxIdentity(mtx);
  413. const float tt = (float)xx / (float)kNum + 0.07f * time;
  414. const float rr = bx::sin(0.47f * time * bx::kPi2) + 1.4f;
  415. mtx[12] = bx::sin(tt * bx::kPi2)*rr;
  416. mtx[13] = bx::cos(tt * bx::kPi2)*rr;
  417. mtx[14] = 0.2f * (float)xx / (float)kNum;
  418. // Set transform for draw call.
  419. bgfx::setTransform(mtx);
  420. // Set vertex and index buffer.
  421. bgfx::setVertexBuffer(0, m_vbh);
  422. bgfx::setIndexBuffer(m_ibh);
  423. // Set render states.
  424. bgfx::setState(0
  425. | BGFX_STATE_WRITE_RGB
  426. | BGFX_STATE_WRITE_A
  427. | BGFX_STATE_WRITE_Z
  428. | BGFX_STATE_DEPTH_TEST_LESS
  429. | BGFX_STATE_MSAA
  430. );
  431. // Submit primitive for rendering to view 0.
  432. bgfx::submit(RENDER_PASS_GEOMETRY_ID, m_geomProgram);
  433. }
  434. // Now downsample.
  435. for (uint16_t ii = 0; ii < TEX_CHAIN_LEN-1; ++ii)
  436. {
  437. const float dim = float(1 << (ii + 1) );
  438. const float pixelSize[4] =
  439. {
  440. 1.0f / (m_width / dim),
  441. 1.0f / (m_height / dim),
  442. 0.0f,
  443. 0.0f,
  444. };
  445. bgfx::setUniform(u_pixelSize, pixelSize);
  446. bgfx::setTexture(0, s_tex, bgfx::getTexture(m_texChainFb[ii]) );
  447. bgfx::setState(0
  448. | BGFX_STATE_WRITE_RGB
  449. | BGFX_STATE_WRITE_A
  450. );
  451. screenSpaceQuad( (float)m_width, (float)m_height, s_texelHalf, m_caps->originBottomLeft);
  452. bgfx::submit(RENDER_PASS_DOWNSAMPLE0_ID + ii, m_downsampleProgram);
  453. }
  454. // Now upsample.
  455. for (uint16_t ii = 0; ii < TEX_CHAIN_LEN - 1; ++ii)
  456. {
  457. const float dim = float(1 << (TEX_CHAIN_LEN - 2 - ii) );
  458. const float pixelSize[4] =
  459. {
  460. 1.0f / (float)(m_width / dim),
  461. 1.0f / (float)(m_height / dim),
  462. 0.0f,
  463. 0.0f,
  464. };
  465. const float intensity[4] = { m_intensity, 0.0f, 0.0f, 0.0f };
  466. bgfx::setUniform(u_pixelSize, pixelSize);
  467. bgfx::setUniform(u_intensity, intensity);
  468. // Combine color and light buffers.
  469. bgfx::setTexture(0, s_tex, bgfx::getTexture(m_texChainFb[TEX_CHAIN_LEN - 1 - ii]) );
  470. // As we upscale, we also sum with the previous mip level. We do this by alpha blending.
  471. bgfx::setState(0
  472. | BGFX_STATE_WRITE_RGB
  473. | BGFX_STATE_WRITE_A
  474. | BGFX_STATE_BLEND_ADD
  475. );
  476. screenSpaceQuad( (float)m_width, (float)m_height, s_texelHalf, m_caps->originBottomLeft);
  477. bgfx::submit(RENDER_PASS_UPSAMPLE0_ID + ii, m_upsampleProgram);
  478. }
  479. // Do final pass, that combines the bloom with the g-buffer.
  480. bgfx::setTexture(0, s_albedo, bgfx::getTexture(m_gbuffer, 0) );
  481. bgfx::setTexture(1, s_light, bgfx::getTexture(m_texChainFb[0]) );
  482. bgfx::setState(0
  483. | BGFX_STATE_WRITE_RGB
  484. | BGFX_STATE_WRITE_A
  485. );
  486. screenSpaceQuad( (float)m_width, (float)m_height, s_texelHalf, m_caps->originBottomLeft);
  487. bgfx::submit(RENDER_PASS_COMBINE_ID, m_combineProgram);
  488. }
  489. imguiEndFrame();
  490. // Advance to next frame. Rendering thread will be kicked to
  491. // process submitted rendering primitives.
  492. bgfx::frame();
  493. return true;
  494. }
  495. return false;
  496. }
  497. bgfx::VertexBufferHandle m_vbh;
  498. bgfx::IndexBufferHandle m_ibh;
  499. bgfx::UniformHandle s_albedo;
  500. bgfx::UniformHandle s_tex;
  501. bgfx::UniformHandle s_depth;
  502. bgfx::UniformHandle s_light;
  503. bgfx::UniformHandle u_pixelSize;
  504. bgfx::UniformHandle u_intensity;
  505. bgfx::UniformHandle u_color;
  506. bgfx::UniformHandle u_mtx;
  507. bgfx::ProgramHandle m_geomProgram;
  508. bgfx::ProgramHandle m_downsampleProgram;
  509. bgfx::ProgramHandle m_upsampleProgram;
  510. bgfx::ProgramHandle m_combineProgram;
  511. bgfx::FrameBufferHandle m_gbuffer;
  512. bgfx::FrameBufferHandle m_texChainFb[TEX_CHAIN_LEN];
  513. uint32_t m_width;
  514. uint32_t m_height;
  515. uint32_t m_debug;
  516. uint32_t m_reset;
  517. float m_intensity = 1.0f;
  518. uint32_t m_oldWidth;
  519. uint32_t m_oldHeight;
  520. uint32_t m_oldReset;
  521. int32_t m_scrollArea;
  522. entry::MouseState m_mouseState;
  523. const bgfx::Caps* m_caps;
  524. int64_t m_timeOffset;
  525. };
  526. } // namespace
  527. ENTRY_IMPLEMENT_MAIN(ExampleDeferred, "38-bloom", "Bloom.");