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- /*
- * Copyright 2011-2013 Branimir Karadzic. All rights reserved.
- * License: http://www.opensource.org/licenses/BSD-2-Clause
- */
- #include <bgfx.h>
- #include <bx/bx.h>
- #include <bx/countof.h>
- #include <bx/timer.h>
- #include <bx/readerwriter.h>
- #include "../common/entry.h"
- #include "../common/dbg.h"
- #include "../common/math.h"
- #include "../common/processevents.h"
- #include <stdio.h>
- #include <string.h>
- #include <vector>
- static const char* s_shaderPath = NULL;
- static void shaderFilePath(char* _out, const char* _name)
- {
- strcpy(_out, s_shaderPath);
- strcat(_out, _name);
- strcat(_out, ".bin");
- }
- long int fsize(FILE* _file)
- {
- long int pos = ftell(_file);
- fseek(_file, 0L, SEEK_END);
- long int size = ftell(_file);
- fseek(_file, pos, SEEK_SET);
- return size;
- }
- static const bgfx::Memory* load(const char* _filePath)
- {
- FILE* file = fopen(_filePath, "rb");
- if (NULL != file)
- {
- uint32_t size = (uint32_t)fsize(file);
- const bgfx::Memory* mem = bgfx::alloc(size+1);
- size_t ignore = fread(mem->data, 1, size, file);
- BX_UNUSED(ignore);
- fclose(file);
- mem->data[mem->size-1] = '\0';
- return mem;
- }
- return NULL;
- }
- static const bgfx::Memory* loadShader(const char* _name)
- {
- char filePath[512];
- shaderFilePath(filePath, _name);
- return load(filePath);
- }
- static bgfx::ProgramHandle loadProgram(const char* _vshName, const char* _fshName)
- {
- const bgfx::Memory* mem;
- mem = loadShader(_vshName);
- bgfx::VertexShaderHandle vsh = bgfx::createVertexShader(mem);
- mem = loadShader(_fshName);
- bgfx::FragmentShaderHandle fsh = bgfx::createFragmentShader(mem);
- bgfx::ProgramHandle program = bgfx::createProgram(vsh, fsh);
- bgfx::destroyVertexShader(vsh);
- bgfx::destroyFragmentShader(fsh);
- return program;
- }
- static const bgfx::Memory* loadTexture(const char* _name)
- {
- char filePath[512];
- strcpy(filePath, "textures/");
- strcat(filePath, _name);
- return load(filePath);
- }
- struct Aabb
- {
- float m_min[3];
- float m_max[3];
- };
- struct Obb
- {
- float m_mtx[16];
- };
- struct Sphere
- {
- float m_center[3];
- float m_radius;
- };
- struct Primitive
- {
- uint32_t m_startIndex;
- uint32_t m_numIndices;
- uint32_t m_startVertex;
- uint32_t m_numVertices;
- Sphere m_sphere;
- Aabb m_aabb;
- Obb m_obb;
- };
- typedef std::vector<Primitive> PrimitiveArray;
- struct Group
- {
- Group()
- {
- reset();
- }
- void reset()
- {
- m_vbh.idx = bgfx::invalidHandle;
- m_ibh.idx = bgfx::invalidHandle;
- m_prims.clear();
- }
- bgfx::VertexBufferHandle m_vbh;
- bgfx::IndexBufferHandle m_ibh;
- Sphere m_sphere;
- Aabb m_aabb;
- Obb m_obb;
- PrimitiveArray m_prims;
- };
- struct Mesh
- {
- void load(const char* _filePath)
- {
- #define BGFX_CHUNK_MAGIC_VB BX_MAKEFOURCC('V', 'B', ' ', 0x0)
- #define BGFX_CHUNK_MAGIC_IB BX_MAKEFOURCC('I', 'B', ' ', 0x0)
- #define BGFX_CHUNK_MAGIC_PRI BX_MAKEFOURCC('P', 'R', 'I', 0x0)
- bx::CrtFileReader reader;
- reader.open(_filePath);
- Group group;
- uint32_t chunk;
- while (4 == bx::read(&reader, chunk) )
- {
- switch (chunk)
- {
- case BGFX_CHUNK_MAGIC_VB:
- {
- bx::read(&reader, group.m_sphere);
- bx::read(&reader, group.m_aabb);
- bx::read(&reader, group.m_obb);
- bx::read(&reader, m_decl);
- uint16_t stride = m_decl.getStride();
- uint16_t numVertices;
- bx::read(&reader, numVertices);
- const bgfx::Memory* mem = bgfx::alloc(numVertices*stride);
- bx::read(&reader, mem->data, mem->size);
- group.m_vbh = bgfx::createVertexBuffer(mem, m_decl);
- }
- break;
- case BGFX_CHUNK_MAGIC_IB:
- {
- uint32_t numIndices;
- bx::read(&reader, numIndices);
- const bgfx::Memory* mem = bgfx::alloc(numIndices*2);
- bx::read(&reader, mem->data, mem->size);
- group.m_ibh = bgfx::createIndexBuffer(mem);
- }
- break;
- case BGFX_CHUNK_MAGIC_PRI:
- {
- uint16_t len;
- bx::read(&reader, len);
- std::string material;
- material.resize(len);
- bx::read(&reader, const_cast<char*>(material.c_str() ), len);
- uint16_t num;
- bx::read(&reader, num);
- for (uint32_t ii = 0; ii < num; ++ii)
- {
- bx::read(&reader, len);
- std::string name;
- name.resize(len);
- bx::read(&reader, const_cast<char*>(name.c_str() ), len);
- Primitive prim;
- bx::read(&reader, prim.m_startIndex);
- bx::read(&reader, prim.m_numIndices);
- bx::read(&reader, prim.m_startVertex);
- bx::read(&reader, prim.m_numVertices);
- bx::read(&reader, prim.m_sphere);
- bx::read(&reader, prim.m_aabb);
- bx::read(&reader, prim.m_obb);
- group.m_prims.push_back(prim);
- }
- m_groups.push_back(group);
- group.reset();
- }
- break;
- default:
- DBG("%08x at %d", chunk, reader.seek() );
- break;
- }
- }
- reader.close();
- }
- void unload()
- {
- for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it)
- {
- const Group& group = *it;
- bgfx::destroyVertexBuffer(group.m_vbh);
- if (bgfx::invalidHandle != group.m_ibh.idx)
- {
- bgfx::destroyIndexBuffer(group.m_ibh);
- }
- }
- m_groups.clear();
- }
- void submit(uint8_t _view, bgfx::ProgramHandle _program, float* _mtx)
- {
- for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it)
- {
- const Group& group = *it;
- // Set model matrix for rendering.
- bgfx::setTransform(_mtx);
- bgfx::setProgram(_program);
- bgfx::setIndexBuffer(group.m_ibh);
- bgfx::setVertexBuffer(group.m_vbh);
- // Set render states.
- bgfx::setState(0
- |BGFX_STATE_RGB_WRITE
- |BGFX_STATE_ALPHA_WRITE
- |BGFX_STATE_DEPTH_WRITE
- |BGFX_STATE_DEPTH_TEST_LESS
- |BGFX_STATE_CULL_CCW
- |BGFX_STATE_MSAA
- );
- // Submit primitive for rendering to view 0.
- bgfx::submit(_view);
- }
- }
- bgfx::VertexDecl m_decl;
- typedef std::vector<Group> GroupArray;
- GroupArray m_groups;
- };
- static bool s_flipV = false;
- static float s_texelHalf = 0.0f;
- struct PosColorTexCoord0Vertex
- {
- float m_x;
- float m_y;
- float m_z;
- uint32_t m_rgba;
- float m_u;
- float m_v;
- static void init()
- {
- ms_decl.begin();
- ms_decl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float);
- ms_decl.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true);
- ms_decl.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float);
- ms_decl.end();
- }
- static bgfx::VertexDecl ms_decl;
- };
- bgfx::VertexDecl PosColorTexCoord0Vertex::ms_decl;
- void screenSpaceQuad(float _textureWidth, float _textureHeight, bool _originBottomLeft = false, float _width = 1.0f, float _height = 1.0f)
- {
- if (bgfx::checkAvailTransientVertexBuffer(3, PosColorTexCoord0Vertex::ms_decl) )
- {
- bgfx::TransientVertexBuffer vb;
- bgfx::allocTransientVertexBuffer(&vb, 3, PosColorTexCoord0Vertex::ms_decl);
- PosColorTexCoord0Vertex* vertex = (PosColorTexCoord0Vertex*)vb.data;
- const float zz = 0.0f;
- const float minx = -_width;
- const float maxx = _width;
- const float miny = 0.0f;
- const float maxy = _height*2.0f;
- const float texelHalfW = s_texelHalf/_textureWidth;
- const float texelHalfH = s_texelHalf/_textureHeight;
- const float minu = -1.0f + texelHalfW;
- const float maxu = 1.0f + texelHalfW;
- float minv = texelHalfH;
- float maxv = 2.0f + texelHalfH;
- if (_originBottomLeft)
- {
- std::swap(minv, maxv);
- minv -= 1.0f;
- maxv -= 1.0f;
- }
- vertex[0].m_x = minx;
- vertex[0].m_y = miny;
- vertex[0].m_z = zz;
- vertex[0].m_rgba = 0xffffffff;
- vertex[0].m_u = minu;
- vertex[0].m_v = minv;
- vertex[1].m_x = maxx;
- vertex[1].m_y = miny;
- vertex[1].m_z = zz;
- vertex[1].m_rgba = 0xffffffff;
- vertex[1].m_u = maxu;
- vertex[1].m_v = minv;
- vertex[2].m_x = maxx;
- vertex[2].m_y = maxy;
- vertex[2].m_z = zz;
- vertex[2].m_rgba = 0xffffffff;
- vertex[2].m_u = maxu;
- vertex[2].m_v = maxv;
- bgfx::setVertexBuffer(&vb);
- }
- }
- void setOffsets2x2Lum(bgfx::UniformHandle _handle, uint32_t _width, uint32_t _height)
- {
- float offsets[16][4];
- float du = 1.0f/_width;
- float dv = 1.0f/_height;
- uint32_t num = 0;
- for (uint32_t yy = 0; yy < 3; ++yy)
- {
- for (uint32_t xx = 0; xx < 3; ++xx)
- {
- offsets[num][0] = (xx - s_texelHalf) * du;
- offsets[num][1] = (yy - s_texelHalf) * du;
- ++num;
- }
- }
- bgfx::setUniform(_handle, offsets, num);
- }
- void setOffsets4x4Lum(bgfx::UniformHandle _handle, uint32_t _width, uint32_t _height)
- {
- float offsets[16][4];
- float du = 1.0f/_width;
- float dv = 1.0f/_height;
- uint32_t num = 0;
- for (uint32_t yy = 0; yy < 4; ++yy)
- {
- for (uint32_t xx = 0; xx < 4; ++xx)
- {
- offsets[num][0] = (xx - 1.0f - s_texelHalf) * du;
- offsets[num][1] = (yy - 1.0f - s_texelHalf) * du;
- ++num;
- }
- }
- bgfx::setUniform(_handle, offsets, num);
- }
- inline float square(float _x)
- {
- return _x*_x;
- }
- int _main_(int _argc, char** _argv)
- {
- PosColorTexCoord0Vertex::init();
- uint32_t width = 1280;
- uint32_t height = 720;
- uint32_t debug = BGFX_DEBUG_TEXT;
- uint32_t reset = BGFX_RESET_NONE;
- bgfx::init();
- bgfx::reset(width, height);
- // Enable debug text.
- bgfx::setDebug(debug);
- // Set view 0 clear state.
- bgfx::setViewClear(0
- , BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
- , 0x303030ff
- , 1.0f
- , 0
- );
- // Setup root path for binary shaders. Shader binaries are different
- // for each renderer.
- switch (bgfx::getRendererType() )
- {
- default:
- case bgfx::RendererType::Direct3D9:
- s_shaderPath = "shaders/dx9/";
- s_texelHalf = 0.5f;
- break;
- case bgfx::RendererType::Direct3D11:
- s_shaderPath = "shaders/dx11/";
- break;
- case bgfx::RendererType::OpenGL:
- s_shaderPath = "shaders/glsl/";
- s_flipV = true;
- break;
- case bgfx::RendererType::OpenGLES2:
- case bgfx::RendererType::OpenGLES3:
- s_shaderPath = "shaders/gles/";
- s_flipV = true;
- break;
- }
- const bgfx::Memory* mem;
- mem = loadTexture("uffizi.dds");
- bgfx::TextureHandle uffizi = bgfx::createTexture(mem);
- bgfx::UniformHandle u_time = bgfx::createUniform("u_time", bgfx::UniformType::Uniform1f);
- bgfx::UniformHandle u_texCube = bgfx::createUniform("u_texCube", bgfx::UniformType::Uniform1i);
- bgfx::UniformHandle u_texColor = bgfx::createUniform("u_texColor", bgfx::UniformType::Uniform1i);
- bgfx::UniformHandle u_texLum = bgfx::createUniform("u_texLum", bgfx::UniformType::Uniform1i);
- bgfx::UniformHandle u_texBlur = bgfx::createUniform("u_texBlur", bgfx::UniformType::Uniform1i);
- bgfx::UniformHandle u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Uniform4x4fv);
- bgfx::UniformHandle u_tonemap = bgfx::createUniform("u_tonemap", bgfx::UniformType::Uniform4fv);
- bgfx::UniformHandle u_offset = bgfx::createUniform("u_offset", bgfx::UniformType::Uniform4fv, 16);
- bgfx::UniformHandle u_weight = bgfx::createUniform("u_weight", bgfx::UniformType::Uniform4fv, 16);
- bgfx::ProgramHandle skyProgram = loadProgram("vs_hdr_skybox", "fs_hdr_skybox");
- bgfx::ProgramHandle lumProgram = loadProgram("vs_hdr_lum", "fs_hdr_lum");
- bgfx::ProgramHandle lumAvgProgram = loadProgram("vs_hdr_lumavg", "fs_hdr_lumavg");
- bgfx::ProgramHandle blurProgram = loadProgram("vs_hdr_blur", "fs_hdr_blur");
- bgfx::ProgramHandle brightProgram = loadProgram("vs_hdr_bright", "fs_hdr_bright");
- bgfx::ProgramHandle meshProgram = loadProgram("vs_hdr_mesh", "fs_hdr_mesh");
- bgfx::ProgramHandle tonemapProgram = loadProgram("vs_hdr_tonemap", "fs_hdr_tonemap");
- Mesh mesh;
- mesh.load("meshes/bunny.bin");
- bgfx::RenderTargetHandle rt = bgfx::createRenderTarget(width, height, BGFX_RENDER_TARGET_COLOR_RGBA|BGFX_RENDER_TARGET_DEPTH|BGFX_RENDER_TARGET_MSAA_X8);
- bgfx::RenderTargetHandle lum[5];
- lum[0] = bgfx::createRenderTarget(128, 128, BGFX_RENDER_TARGET_COLOR_RGBA);
- lum[1] = bgfx::createRenderTarget( 64, 64, BGFX_RENDER_TARGET_COLOR_RGBA);
- lum[2] = bgfx::createRenderTarget( 16, 16, BGFX_RENDER_TARGET_COLOR_RGBA);
- lum[3] = bgfx::createRenderTarget( 4, 4, BGFX_RENDER_TARGET_COLOR_RGBA);
- lum[4] = bgfx::createRenderTarget( 1, 1, BGFX_RENDER_TARGET_COLOR_RGBA);
- bgfx::RenderTargetHandle bright;
- bright = bgfx::createRenderTarget(width/2, height/2, BGFX_RENDER_TARGET_COLOR_RGBA);
- bgfx::RenderTargetHandle blur;
- blur = bgfx::createRenderTarget(width/8, height/8, BGFX_RENDER_TARGET_COLOR_RGBA);
- entry::setWindowSize(1600, 900);
- uint32_t oldWidth = 0;
- uint32_t oldHeight = 0;
- while (!processEvents(width, height, debug, reset) )
- {
- if (oldWidth != width
- || oldHeight != height)
- {
- // Recreate variable size render targets when resolution changes.
- oldWidth = width;
- oldHeight = height;
- bgfx::destroyRenderTarget(rt);
- bgfx::destroyRenderTarget(bright);
- bgfx::destroyRenderTarget(blur);
- rt = bgfx::createRenderTarget(width, height, BGFX_RENDER_TARGET_COLOR_RGBA|BGFX_RENDER_TARGET_DEPTH|BGFX_RENDER_TARGET_MSAA_X8);
- bright = bgfx::createRenderTarget(width/2, height/2, BGFX_RENDER_TARGET_COLOR_RGBA);
- blur = bgfx::createRenderTarget(width/8, height/8, BGFX_RENDER_TARGET_COLOR_RGBA);
- }
- // This dummy draw call is here to make sure that view 0 is cleared
- // if no other draw calls are submitted to view 0.
- bgfx::submit(0);
- 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 double toMs = 1000.0/freq;
- float time = (float)(now/freq);
- bgfx::setUniform(u_time, &time);
- // Use debug font to print information about this example.
- bgfx::dbgTextClear();
- bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/09-hdr");
- bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Using multiple views and render targets.");
- bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
- // Set views.
- bgfx::setViewRectMask(0x1f, 0, 0, width, height);
- bgfx::setViewRenderTargetMask(0x3, rt);
- bgfx::setViewRect(2, 0, 0, 128, 128);
- bgfx::setViewRenderTarget(2, lum[0]);
- bgfx::setViewRect(3, 0, 0, 64, 64);
- bgfx::setViewRenderTarget(3, lum[1]);
- bgfx::setViewRect(4, 0, 0, 16, 16);
- bgfx::setViewRenderTarget(4, lum[2]);
- bgfx::setViewRect(5, 0, 0, 4, 4);
- bgfx::setViewRenderTarget(5, lum[3]);
- bgfx::setViewRect(6, 0, 0, 1, 1);
- bgfx::setViewRenderTarget(6, lum[4]);
- bgfx::setViewRect(7, 0, 0, width/2, height/2);
- bgfx::setViewRenderTarget(7, bright);
- bgfx::setViewRect(8, 0, 0, width/8, height/8);
- bgfx::setViewRenderTarget(8, blur);
- bgfx::setViewRect(9, 0, 0, width, height);
- float view[16];
- float proj[16];
- mtxIdentity(view);
- mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f);
- // Set view and projection matrix for view 0.
- bgfx::setViewTransformMask(0
- |(1<<0)
- |(1<<2)
- |(1<<3)
- |(1<<4)
- |(1<<5)
- |(1<<6)
- |(1<<7)
- |(1<<8)
- |(1<<9)
- , view
- , proj
- );
- float at[3] = { 0.0f, 1.0f, 0.0f };
- float eye[3] = { 0.0f, 1.0f, -2.5f };
- float mtx[16];
- mtxRotateXY(mtx
- , 0.0f
- , time*0.37f
- );
- float temp[4];
- vec3MulMtx(temp, eye, mtx);
- mtxLookAt(view, temp, at);
- mtxProj(proj, 60.0f, 16.0f/9.0f, 0.1f, 100.0f);
- // Set view and projection matrix for view 1.
- bgfx::setViewTransformMask(1<<1, view, proj);
- bgfx::setUniform(u_mtx, mtx);
- // Render skybox into view 0.
- bgfx::setTexture(0, u_texCube, uffizi);
- bgfx::setProgram(skyProgram);
- bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
- screenSpaceQuad( (float)width, (float)height, true);
- bgfx::submit(0);
- // Render mesh into view 1
- bgfx::setTexture(0, u_texCube, uffizi);
- mesh.submit(1, meshProgram, NULL);
- // Calculate luminance.
- setOffsets2x2Lum(u_offset, 128, 128);
- bgfx::setTexture(0, u_texColor, rt);
- bgfx::setProgram(lumProgram);
- bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
- screenSpaceQuad(128.0f, 128.0f, s_flipV);
- bgfx::submit(2);
- // Downscale luminance 0.
- setOffsets4x4Lum(u_offset, 128, 128);
- bgfx::setTexture(0, u_texColor, lum[0]);
- bgfx::setProgram(lumAvgProgram);
- bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
- screenSpaceQuad(64.0f, 64.0f, s_flipV);
- bgfx::submit(3);
- // Downscale luminance 1.
- setOffsets4x4Lum(u_offset, 64, 64);
- bgfx::setTexture(0, u_texColor, lum[1]);
- bgfx::setProgram(lumAvgProgram);
- bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
- screenSpaceQuad(16.0f, 16.0f, s_flipV);
- bgfx::submit(4);
- // Downscale luminance 2.
- setOffsets4x4Lum(u_offset, 16, 16);
- bgfx::setTexture(0, u_texColor, lum[2]);
- bgfx::setProgram(lumAvgProgram);
- bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
- screenSpaceQuad(4.0f, 4.0f, s_flipV);
- bgfx::submit(5);
- // Downscale luminance 3.
- setOffsets4x4Lum(u_offset, 4, 4);
- bgfx::setTexture(0, u_texColor, lum[3]);
- bgfx::setProgram(lumAvgProgram);
- bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
- screenSpaceQuad(1.0f, 1.0f, s_flipV);
- bgfx::submit(6);
- float tonemap[4] = { 0.18f, square(1.1f), 1.5f, 0.0f };
- bgfx::setUniform(u_tonemap, tonemap);
- // Bright pass treshold is tonemap[3].
- setOffsets4x4Lum(u_offset, width/2, height/2);
- bgfx::setTexture(0, u_texColor, rt);
- bgfx::setTexture(1, u_texLum, lum[4]);
- bgfx::setProgram(brightProgram);
- bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
- screenSpaceQuad( (float)width/2.0f, (float)height/2.0f, s_flipV);
- bgfx::submit(7);
- // Blur bright pass vertically.
- bgfx::setTexture(0, u_texColor, bright);
- bgfx::setProgram(blurProgram);
- bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
- screenSpaceQuad( (float)width/8.0f, (float)height/8.0f, s_flipV);
- bgfx::submit(8);
- // Blur bright pass horizontally, do tonemaping and combine.
- bgfx::setTexture(0, u_texColor, rt);
- bgfx::setTexture(1, u_texLum, lum[4]);
- bgfx::setTexture(2, u_texBlur, blur);
- bgfx::setProgram(tonemapProgram);
- bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
- screenSpaceQuad( (float)width, (float)height, s_flipV);
- bgfx::submit(9);
- // Advance to next frame. Rendering thread will be kicked to
- // process submitted rendering primitives.
- bgfx::frame();
- }
- // Cleanup.
- mesh.unload();
- bgfx::destroyRenderTarget(lum[0]);
- bgfx::destroyRenderTarget(lum[1]);
- bgfx::destroyRenderTarget(lum[2]);
- bgfx::destroyRenderTarget(lum[3]);
- bgfx::destroyRenderTarget(lum[4]);
- bgfx::destroyRenderTarget(bright);
- bgfx::destroyRenderTarget(blur);
- bgfx::destroyRenderTarget(rt);
- bgfx::destroyProgram(meshProgram);
- bgfx::destroyProgram(skyProgram);
- bgfx::destroyProgram(tonemapProgram);
- bgfx::destroyProgram(lumProgram);
- bgfx::destroyProgram(lumAvgProgram);
- bgfx::destroyProgram(blurProgram);
- bgfx::destroyProgram(brightProgram);
- bgfx::destroyTexture(uffizi);
- bgfx::destroyUniform(u_time);
- bgfx::destroyUniform(u_texCube);
- bgfx::destroyUniform(u_texColor);
- bgfx::destroyUniform(u_texLum);
- bgfx::destroyUniform(u_texBlur);
- bgfx::destroyUniform(u_mtx);
- bgfx::destroyUniform(u_tonemap);
- bgfx::destroyUniform(u_offset);
- bgfx::destroyUniform(u_weight);
- // Shutdown bgfx.
- bgfx::shutdown();
- return 0;
- }
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