hdr.cpp 15 KB

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  1. /*
  2. * Copyright 2011-2015 Branimir Karadzic. All rights reserved.
  3. * License: http://www.opensource.org/licenses/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. static bool s_originBottomLeft = false;
  10. struct PosColorTexCoord0Vertex
  11. {
  12. float m_x;
  13. float m_y;
  14. float m_z;
  15. uint32_t m_rgba;
  16. float m_u;
  17. float m_v;
  18. static void init()
  19. {
  20. ms_decl
  21. .begin()
  22. .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
  23. .add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
  24. .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
  25. .end();
  26. }
  27. static bgfx::VertexDecl ms_decl;
  28. };
  29. bgfx::VertexDecl PosColorTexCoord0Vertex::ms_decl;
  30. void screenSpaceQuad(float _textureWidth, float _textureHeight, bool _originBottomLeft = false, float _width = 1.0f, float _height = 1.0f)
  31. {
  32. if (bgfx::checkAvailTransientVertexBuffer(3, PosColorTexCoord0Vertex::ms_decl) )
  33. {
  34. bgfx::TransientVertexBuffer vb;
  35. bgfx::allocTransientVertexBuffer(&vb, 3, PosColorTexCoord0Vertex::ms_decl);
  36. PosColorTexCoord0Vertex* vertex = (PosColorTexCoord0Vertex*)vb.data;
  37. const float zz = 0.0f;
  38. const float minx = -_width;
  39. const float maxx = _width;
  40. const float miny = 0.0f;
  41. const float maxy = _height*2.0f;
  42. const float texelHalfW = s_texelHalf/_textureWidth;
  43. const float texelHalfH = s_texelHalf/_textureHeight;
  44. const float minu = -1.0f + texelHalfW;
  45. const float maxu = 1.0f + texelHalfW;
  46. float minv = texelHalfH;
  47. float maxv = 2.0f + texelHalfH;
  48. if (_originBottomLeft)
  49. {
  50. float temp = minv;
  51. minv = maxv;
  52. maxv = temp;
  53. minv -= 1.0f;
  54. maxv -= 1.0f;
  55. }
  56. vertex[0].m_x = minx;
  57. vertex[0].m_y = miny;
  58. vertex[0].m_z = zz;
  59. vertex[0].m_rgba = 0xffffffff;
  60. vertex[0].m_u = minu;
  61. vertex[0].m_v = minv;
  62. vertex[1].m_x = maxx;
  63. vertex[1].m_y = miny;
  64. vertex[1].m_z = zz;
  65. vertex[1].m_rgba = 0xffffffff;
  66. vertex[1].m_u = maxu;
  67. vertex[1].m_v = minv;
  68. vertex[2].m_x = maxx;
  69. vertex[2].m_y = maxy;
  70. vertex[2].m_z = zz;
  71. vertex[2].m_rgba = 0xffffffff;
  72. vertex[2].m_u = maxu;
  73. vertex[2].m_v = maxv;
  74. bgfx::setVertexBuffer(&vb);
  75. }
  76. }
  77. void setOffsets2x2Lum(bgfx::UniformHandle _handle, uint32_t _width, uint32_t _height)
  78. {
  79. float offsets[16][4];
  80. float du = 1.0f/_width;
  81. float dv = 1.0f/_height;
  82. uint32_t num = 0;
  83. for (uint32_t yy = 0; yy < 3; ++yy)
  84. {
  85. for (uint32_t xx = 0; xx < 3; ++xx)
  86. {
  87. offsets[num][0] = (xx - s_texelHalf) * du;
  88. offsets[num][1] = (yy - s_texelHalf) * dv;
  89. ++num;
  90. }
  91. }
  92. bgfx::setUniform(_handle, offsets, num);
  93. }
  94. void setOffsets4x4Lum(bgfx::UniformHandle _handle, uint32_t _width, uint32_t _height)
  95. {
  96. float offsets[16][4];
  97. float du = 1.0f/_width;
  98. float dv = 1.0f/_height;
  99. uint32_t num = 0;
  100. for (uint32_t yy = 0; yy < 4; ++yy)
  101. {
  102. for (uint32_t xx = 0; xx < 4; ++xx)
  103. {
  104. offsets[num][0] = (xx - 1.0f - s_texelHalf) * du;
  105. offsets[num][1] = (yy - 1.0f - s_texelHalf) * dv;
  106. ++num;
  107. }
  108. }
  109. bgfx::setUniform(_handle, offsets, num);
  110. }
  111. inline float square(float _x)
  112. {
  113. return _x*_x;
  114. }
  115. int _main_(int /*_argc*/, char** /*_argv*/)
  116. {
  117. PosColorTexCoord0Vertex::init();
  118. uint32_t width = 1280;
  119. uint32_t height = 720;
  120. uint32_t debug = BGFX_DEBUG_TEXT;
  121. uint32_t reset = BGFX_RESET_VSYNC;
  122. bgfx::init();
  123. bgfx::reset(width, height, reset);
  124. // Enable debug text.
  125. bgfx::setDebug(debug);
  126. // Set view 0 clear state.
  127. bgfx::setViewClear(0
  128. , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
  129. , 0x303030ff
  130. , 1.0f
  131. , 0
  132. );
  133. // Set view debug names.
  134. bgfx::setViewName(0, "Skybox");
  135. bgfx::setViewName(1, "Mesh");
  136. bgfx::setViewName(2, "Luminance");
  137. bgfx::setViewName(3, "Downscale luminance 0");
  138. bgfx::setViewName(4, "Downscale luminance 1");
  139. bgfx::setViewName(5, "Downscale luminance 2");
  140. bgfx::setViewName(6, "Downscale luminance 3");
  141. bgfx::setViewName(7, "Brightness");
  142. bgfx::setViewName(8, "Blur vertical");
  143. bgfx::setViewName(9, "Blur horizontal + tonemap");
  144. bgfx::TextureHandle uffizi = loadTexture("uffizi.dds", BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP|BGFX_TEXTURE_W_CLAMP);
  145. bgfx::ProgramHandle skyProgram = loadProgram("vs_hdr_skybox", "fs_hdr_skybox");
  146. bgfx::ProgramHandle lumProgram = loadProgram("vs_hdr_lum", "fs_hdr_lum");
  147. bgfx::ProgramHandle lumAvgProgram = loadProgram("vs_hdr_lumavg", "fs_hdr_lumavg");
  148. bgfx::ProgramHandle blurProgram = loadProgram("vs_hdr_blur", "fs_hdr_blur");
  149. bgfx::ProgramHandle brightProgram = loadProgram("vs_hdr_bright", "fs_hdr_bright");
  150. bgfx::ProgramHandle meshProgram = loadProgram("vs_hdr_mesh", "fs_hdr_mesh");
  151. bgfx::ProgramHandle tonemapProgram = loadProgram("vs_hdr_tonemap", "fs_hdr_tonemap");
  152. bgfx::UniformHandle u_time = bgfx::createUniform("u_time", bgfx::UniformType::Uniform1f);
  153. bgfx::UniformHandle u_texCube = bgfx::createUniform("u_texCube", bgfx::UniformType::Uniform1i);
  154. bgfx::UniformHandle u_texColor = bgfx::createUniform("u_texColor", bgfx::UniformType::Uniform1i);
  155. bgfx::UniformHandle u_texLum = bgfx::createUniform("u_texLum", bgfx::UniformType::Uniform1i);
  156. bgfx::UniformHandle u_texBlur = bgfx::createUniform("u_texBlur", bgfx::UniformType::Uniform1i);
  157. bgfx::UniformHandle u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Uniform4x4fv);
  158. bgfx::UniformHandle u_tonemap = bgfx::createUniform("u_tonemap", bgfx::UniformType::Uniform4fv);
  159. bgfx::UniformHandle u_offset = bgfx::createUniform("u_offset", bgfx::UniformType::Uniform4fv, 16);
  160. Mesh* mesh = meshLoad("meshes/bunny.bin");
  161. bgfx::FrameBufferHandle fbh;
  162. bgfx::TextureHandle fbtextures[] =
  163. {
  164. bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT|BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP),
  165. bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT_BUFFER_ONLY),
  166. };
  167. fbh = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
  168. bgfx::FrameBufferHandle lum[5];
  169. lum[0] = bgfx::createFrameBuffer(128, 128, bgfx::TextureFormat::BGRA8);
  170. lum[1] = bgfx::createFrameBuffer( 64, 64, bgfx::TextureFormat::BGRA8);
  171. lum[2] = bgfx::createFrameBuffer( 16, 16, bgfx::TextureFormat::BGRA8);
  172. lum[3] = bgfx::createFrameBuffer( 4, 4, bgfx::TextureFormat::BGRA8);
  173. lum[4] = bgfx::createFrameBuffer( 1, 1, bgfx::TextureFormat::BGRA8);
  174. bgfx::FrameBufferHandle bright;
  175. bright = bgfx::createFrameBuffer(width/2, height/2, bgfx::TextureFormat::BGRA8);
  176. bgfx::FrameBufferHandle blur;
  177. blur = bgfx::createFrameBuffer(width/8, height/8, bgfx::TextureFormat::BGRA8);
  178. // Imgui.
  179. uint32_t size;
  180. void* data = load("font/droidsans.ttf", &size);
  181. imguiCreate(data, size);
  182. free(data);
  183. const bgfx::RendererType::Enum renderer = bgfx::getRendererType();
  184. s_texelHalf = bgfx::RendererType::Direct3D9 == renderer ? 0.5f : 0.0f;
  185. s_originBottomLeft = bgfx::RendererType::OpenGL == renderer || bgfx::RendererType::OpenGLES == renderer;
  186. uint32_t oldWidth = 0;
  187. uint32_t oldHeight = 0;
  188. uint32_t oldReset = reset;
  189. float speed = 0.37f;
  190. float middleGray = 0.18f;
  191. float white = 1.1f;
  192. float threshold = 1.5f;
  193. int32_t scrollArea = 0;
  194. float time = 0.0f;
  195. entry::MouseState mouseState;
  196. while (!entry::processEvents(width, height, debug, reset, &mouseState) )
  197. {
  198. if (oldWidth != width
  199. || oldHeight != height
  200. || oldReset != reset)
  201. {
  202. // Recreate variable size render targets when resolution changes.
  203. oldWidth = width;
  204. oldHeight = height;
  205. oldReset = reset;
  206. uint32_t msaa = (reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  207. bgfx::destroyFrameBuffer(fbh);
  208. bgfx::destroyFrameBuffer(bright);
  209. bgfx::destroyFrameBuffer(blur);
  210. fbtextures[0] = bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::BGRA8, ( (msaa+1)<<BGFX_TEXTURE_RT_MSAA_SHIFT)|BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP);
  211. fbtextures[1] = bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT_BUFFER_ONLY|( (msaa+1)<<BGFX_TEXTURE_RT_MSAA_SHIFT) );
  212. fbh = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
  213. bright = bgfx::createFrameBuffer(width/2, height/2, bgfx::TextureFormat::BGRA8);
  214. blur = bgfx::createFrameBuffer(width/8, height/8, bgfx::TextureFormat::BGRA8);
  215. }
  216. imguiBeginFrame(mouseState.m_mx
  217. , mouseState.m_my
  218. , (mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
  219. | (mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
  220. , 0
  221. , width
  222. , height
  223. );
  224. imguiBeginScrollArea("Settings", width - width / 5 - 10, 10, width / 5, height / 3, &scrollArea);
  225. imguiSeparatorLine();
  226. imguiSlider("Speed", speed, 0.0f, 1.0f, 0.01f);
  227. imguiSeparator();
  228. imguiSlider("Middle gray", middleGray, 0.1f, 1.0f, 0.01f);
  229. imguiSlider("White point", white, 0.1f, 2.0f, 0.01f);
  230. imguiSlider("Threshold", threshold, 0.1f, 2.0f, 0.01f);
  231. imguiEndScrollArea();
  232. imguiEndFrame();
  233. // This dummy draw call is here to make sure that view 0 is cleared
  234. // if no other draw calls are submitted to view 0.
  235. bgfx::submit(0);
  236. int64_t now = bx::getHPCounter();
  237. static int64_t last = now;
  238. const int64_t frameTime = now - last;
  239. last = now;
  240. const double freq = double(bx::getHPFrequency() );
  241. const double toMs = 1000.0/freq;
  242. time += (float)(frameTime*speed/freq);
  243. bgfx::setUniform(u_time, &time);
  244. // Use debug font to print information about this example.
  245. bgfx::dbgTextClear();
  246. bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/09-hdr");
  247. bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Using multiple views and frame buffers.");
  248. bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
  249. // Set views.
  250. for (uint32_t ii = 0; ii < 6; ++ii)
  251. {
  252. bgfx::setViewRect(ii, 0, 0, width, height);
  253. }
  254. bgfx::setViewFrameBuffer(0, fbh);
  255. bgfx::setViewFrameBuffer(1, fbh);
  256. bgfx::setViewClear(1, BGFX_CLEAR_DISCARD_DEPTH|BGFX_CLEAR_DISCARD_STENCIL);
  257. bgfx::setViewRect(2, 0, 0, 128, 128);
  258. bgfx::setViewFrameBuffer(2, lum[0]);
  259. bgfx::setViewRect(3, 0, 0, 64, 64);
  260. bgfx::setViewFrameBuffer(3, lum[1]);
  261. bgfx::setViewRect(4, 0, 0, 16, 16);
  262. bgfx::setViewFrameBuffer(4, lum[2]);
  263. bgfx::setViewRect(5, 0, 0, 4, 4);
  264. bgfx::setViewFrameBuffer(5, lum[3]);
  265. bgfx::setViewRect(6, 0, 0, 1, 1);
  266. bgfx::setViewFrameBuffer(6, lum[4]);
  267. bgfx::setViewRect(7, 0, 0, width/2, height/2);
  268. bgfx::setViewFrameBuffer(7, bright);
  269. bgfx::setViewRect(8, 0, 0, width/8, height/8);
  270. bgfx::setViewFrameBuffer(8, blur);
  271. bgfx::setViewRect(9, 0, 0, width, height);
  272. float view[16];
  273. float proj[16];
  274. bx::mtxIdentity(view);
  275. bx::mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f);
  276. // Set view and projection matrix for view 0.
  277. for (uint32_t ii = 0; ii < 10; ++ii)
  278. {
  279. bgfx::setViewTransform(ii, view, proj);
  280. }
  281. float at[3] = { 0.0f, 1.0f, 0.0f };
  282. float eye[3] = { 0.0f, 1.0f, -2.5f };
  283. float mtx[16];
  284. bx::mtxRotateXY(mtx
  285. , 0.0f
  286. , time
  287. );
  288. float temp[4];
  289. bx::vec3MulMtx(temp, eye, mtx);
  290. bx::mtxLookAt(view, temp, at);
  291. bx::mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f);
  292. // Set view and projection matrix for view 1.
  293. bgfx::setViewTransform(1, view, proj);
  294. bgfx::setUniform(u_mtx, mtx);
  295. // Render skybox into view 0.
  296. bgfx::setTexture(0, u_texCube, uffizi);
  297. bgfx::setProgram(skyProgram);
  298. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  299. screenSpaceQuad( (float)width, (float)height, true);
  300. bgfx::submit(0);
  301. // Render mesh into view 1
  302. bgfx::setTexture(0, u_texCube, uffizi);
  303. meshSubmit(mesh, 1, meshProgram, NULL);
  304. // Calculate luminance.
  305. setOffsets2x2Lum(u_offset, 128, 128);
  306. bgfx::setTexture(0, u_texColor, fbtextures[0]);
  307. bgfx::setProgram(lumProgram);
  308. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  309. screenSpaceQuad(128.0f, 128.0f, s_originBottomLeft);
  310. bgfx::submit(2);
  311. // Downscale luminance 0.
  312. setOffsets4x4Lum(u_offset, 128, 128);
  313. bgfx::setTexture(0, u_texColor, lum[0]);
  314. bgfx::setProgram(lumAvgProgram);
  315. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  316. screenSpaceQuad(64.0f, 64.0f, s_originBottomLeft);
  317. bgfx::submit(3);
  318. // Downscale luminance 1.
  319. setOffsets4x4Lum(u_offset, 64, 64);
  320. bgfx::setTexture(0, u_texColor, lum[1]);
  321. bgfx::setProgram(lumAvgProgram);
  322. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  323. screenSpaceQuad(16.0f, 16.0f, s_originBottomLeft);
  324. bgfx::submit(4);
  325. // Downscale luminance 2.
  326. setOffsets4x4Lum(u_offset, 16, 16);
  327. bgfx::setTexture(0, u_texColor, lum[2]);
  328. bgfx::setProgram(lumAvgProgram);
  329. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  330. screenSpaceQuad(4.0f, 4.0f, s_originBottomLeft);
  331. bgfx::submit(5);
  332. // Downscale luminance 3.
  333. setOffsets4x4Lum(u_offset, 4, 4);
  334. bgfx::setTexture(0, u_texColor, lum[3]);
  335. bgfx::setProgram(lumAvgProgram);
  336. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  337. screenSpaceQuad(1.0f, 1.0f, s_originBottomLeft);
  338. bgfx::submit(6);
  339. float tonemap[4] = { middleGray, square(white), threshold, 0.0f };
  340. bgfx::setUniform(u_tonemap, tonemap);
  341. // Bright pass threshold is tonemap[3].
  342. setOffsets4x4Lum(u_offset, width/2, height/2);
  343. bgfx::setTexture(0, u_texColor, fbtextures[0]);
  344. bgfx::setTexture(1, u_texLum, lum[4]);
  345. bgfx::setProgram(brightProgram);
  346. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  347. screenSpaceQuad( (float)width/2.0f, (float)height/2.0f, s_originBottomLeft);
  348. bgfx::submit(7);
  349. // Blur bright pass vertically.
  350. bgfx::setTexture(0, u_texColor, bright);
  351. bgfx::setProgram(blurProgram);
  352. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  353. screenSpaceQuad( (float)width/8.0f, (float)height/8.0f, s_originBottomLeft);
  354. bgfx::submit(8);
  355. // Blur bright pass horizontally, do tonemaping and combine.
  356. bgfx::setTexture(0, u_texColor, fbtextures[0]);
  357. bgfx::setTexture(1, u_texLum, lum[4]);
  358. bgfx::setTexture(2, u_texBlur, blur);
  359. bgfx::setProgram(tonemapProgram);
  360. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  361. screenSpaceQuad( (float)width, (float)height, s_originBottomLeft);
  362. bgfx::submit(9);
  363. // Advance to next frame. Rendering thread will be kicked to
  364. // process submitted rendering primitives.
  365. bgfx::frame();
  366. }
  367. // Cleanup.
  368. imguiDestroy();
  369. meshUnload(mesh);
  370. for (uint32_t ii = 0; ii < BX_COUNTOF(lum); ++ii)
  371. {
  372. bgfx::destroyFrameBuffer(lum[ii]);
  373. }
  374. bgfx::destroyFrameBuffer(bright);
  375. bgfx::destroyFrameBuffer(blur);
  376. bgfx::destroyFrameBuffer(fbh);
  377. bgfx::destroyProgram(meshProgram);
  378. bgfx::destroyProgram(skyProgram);
  379. bgfx::destroyProgram(tonemapProgram);
  380. bgfx::destroyProgram(lumProgram);
  381. bgfx::destroyProgram(lumAvgProgram);
  382. bgfx::destroyProgram(blurProgram);
  383. bgfx::destroyProgram(brightProgram);
  384. bgfx::destroyTexture(uffizi);
  385. bgfx::destroyUniform(u_time);
  386. bgfx::destroyUniform(u_texCube);
  387. bgfx::destroyUniform(u_texColor);
  388. bgfx::destroyUniform(u_texLum);
  389. bgfx::destroyUniform(u_texBlur);
  390. bgfx::destroyUniform(u_mtx);
  391. bgfx::destroyUniform(u_tonemap);
  392. bgfx::destroyUniform(u_offset);
  393. // Shutdown bgfx.
  394. bgfx::shutdown();
  395. return 0;
  396. }