hdr.cpp 14 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"
  145. , 0
  146. | BGFX_TEXTURE_U_CLAMP
  147. | BGFX_TEXTURE_V_CLAMP
  148. | BGFX_TEXTURE_W_CLAMP
  149. );
  150. bgfx::ProgramHandle skyProgram = loadProgram("vs_hdr_skybox", "fs_hdr_skybox");
  151. bgfx::ProgramHandle lumProgram = loadProgram("vs_hdr_lum", "fs_hdr_lum");
  152. bgfx::ProgramHandle lumAvgProgram = loadProgram("vs_hdr_lumavg", "fs_hdr_lumavg");
  153. bgfx::ProgramHandle blurProgram = loadProgram("vs_hdr_blur", "fs_hdr_blur");
  154. bgfx::ProgramHandle brightProgram = loadProgram("vs_hdr_bright", "fs_hdr_bright");
  155. bgfx::ProgramHandle meshProgram = loadProgram("vs_hdr_mesh", "fs_hdr_mesh");
  156. bgfx::ProgramHandle tonemapProgram = loadProgram("vs_hdr_tonemap", "fs_hdr_tonemap");
  157. bgfx::UniformHandle u_time = bgfx::createUniform("u_time", bgfx::UniformType::Uniform1f);
  158. bgfx::UniformHandle u_texCube = bgfx::createUniform("u_texCube", bgfx::UniformType::Uniform1i);
  159. bgfx::UniformHandle u_texColor = bgfx::createUniform("u_texColor", bgfx::UniformType::Uniform1i);
  160. bgfx::UniformHandle u_texLum = bgfx::createUniform("u_texLum", bgfx::UniformType::Uniform1i);
  161. bgfx::UniformHandle u_texBlur = bgfx::createUniform("u_texBlur", bgfx::UniformType::Uniform1i);
  162. bgfx::UniformHandle u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Uniform4x4fv);
  163. bgfx::UniformHandle u_tonemap = bgfx::createUniform("u_tonemap", bgfx::UniformType::Uniform4fv);
  164. bgfx::UniformHandle u_offset = bgfx::createUniform("u_offset", bgfx::UniformType::Uniform4fv, 16);
  165. Mesh* mesh = meshLoad("meshes/bunny.bin");
  166. bgfx::FrameBufferHandle fbh;
  167. bgfx::TextureHandle fbtextures[] =
  168. {
  169. bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT|BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP),
  170. bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT_BUFFER_ONLY),
  171. };
  172. fbh = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
  173. bgfx::FrameBufferHandle lum[5];
  174. lum[0] = bgfx::createFrameBuffer(128, 128, bgfx::TextureFormat::BGRA8);
  175. lum[1] = bgfx::createFrameBuffer( 64, 64, bgfx::TextureFormat::BGRA8);
  176. lum[2] = bgfx::createFrameBuffer( 16, 16, bgfx::TextureFormat::BGRA8);
  177. lum[3] = bgfx::createFrameBuffer( 4, 4, bgfx::TextureFormat::BGRA8);
  178. lum[4] = bgfx::createFrameBuffer( 1, 1, bgfx::TextureFormat::BGRA8);
  179. bgfx::FrameBufferHandle bright;
  180. bright = bgfx::createFrameBuffer(bgfx::BackbufferRatio::Half, bgfx::TextureFormat::BGRA8);
  181. bgfx::FrameBufferHandle blur;
  182. blur = bgfx::createFrameBuffer(bgfx::BackbufferRatio::Eighth, bgfx::TextureFormat::BGRA8);
  183. // Imgui.
  184. imguiCreate();
  185. const bgfx::RendererType::Enum renderer = bgfx::getRendererType();
  186. s_texelHalf = bgfx::RendererType::Direct3D9 == renderer ? 0.5f : 0.0f;
  187. s_originBottomLeft = bgfx::RendererType::OpenGL == renderer || bgfx::RendererType::OpenGLES == renderer;
  188. uint32_t oldWidth = 0;
  189. uint32_t oldHeight = 0;
  190. uint32_t oldReset = reset;
  191. float speed = 0.37f;
  192. float middleGray = 0.18f;
  193. float white = 1.1f;
  194. float threshold = 1.5f;
  195. int32_t scrollArea = 0;
  196. float time = 0.0f;
  197. entry::MouseState mouseState;
  198. while (!entry::processEvents(width, height, debug, reset, &mouseState) )
  199. {
  200. if (oldWidth != width
  201. || oldHeight != height
  202. || oldReset != reset)
  203. {
  204. // Recreate variable size render targets when resolution changes.
  205. oldWidth = width;
  206. oldHeight = height;
  207. oldReset = reset;
  208. uint32_t msaa = (reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  209. bgfx::destroyFrameBuffer(fbh);
  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. }
  214. imguiBeginFrame(mouseState.m_mx
  215. , mouseState.m_my
  216. , (mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
  217. | (mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
  218. , 0
  219. , width
  220. , height
  221. );
  222. imguiBeginScrollArea("Settings", width - width / 5 - 10, 10, width / 5, height / 3, &scrollArea);
  223. imguiSeparatorLine();
  224. imguiSlider("Speed", speed, 0.0f, 1.0f, 0.01f);
  225. imguiSeparator();
  226. imguiSlider("Middle gray", middleGray, 0.1f, 1.0f, 0.01f);
  227. imguiSlider("White point", white, 0.1f, 2.0f, 0.01f);
  228. imguiSlider("Threshold", threshold, 0.1f, 2.0f, 0.01f);
  229. imguiEndScrollArea();
  230. imguiEndFrame();
  231. // This dummy draw call is here to make sure that view 0 is cleared
  232. // if no other draw calls are submitted to view 0.
  233. bgfx::submit(0);
  234. int64_t now = bx::getHPCounter();
  235. static int64_t last = now;
  236. const int64_t frameTime = now - last;
  237. last = now;
  238. const double freq = double(bx::getHPFrequency() );
  239. const double toMs = 1000.0/freq;
  240. time += (float)(frameTime*speed/freq);
  241. bgfx::setUniform(u_time, &time);
  242. // Use debug font to print information about this example.
  243. bgfx::dbgTextClear();
  244. bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/09-hdr");
  245. bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Using multiple views and frame buffers.");
  246. bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
  247. // Set views.
  248. for (uint32_t ii = 0; ii < 6; ++ii)
  249. {
  250. bgfx::setViewRect(ii, 0, 0, width, height);
  251. }
  252. bgfx::setViewFrameBuffer(0, fbh);
  253. bgfx::setViewFrameBuffer(1, fbh);
  254. bgfx::setViewClear(1, BGFX_CLEAR_DISCARD_DEPTH|BGFX_CLEAR_DISCARD_STENCIL);
  255. bgfx::setViewRect(2, 0, 0, 128, 128);
  256. bgfx::setViewFrameBuffer(2, lum[0]);
  257. bgfx::setViewRect(3, 0, 0, 64, 64);
  258. bgfx::setViewFrameBuffer(3, lum[1]);
  259. bgfx::setViewRect(4, 0, 0, 16, 16);
  260. bgfx::setViewFrameBuffer(4, lum[2]);
  261. bgfx::setViewRect(5, 0, 0, 4, 4);
  262. bgfx::setViewFrameBuffer(5, lum[3]);
  263. bgfx::setViewRect(6, 0, 0, 1, 1);
  264. bgfx::setViewFrameBuffer(6, lum[4]);
  265. bgfx::setViewRect(7, 0, 0, width/2, height/2);
  266. bgfx::setViewFrameBuffer(7, bright);
  267. bgfx::setViewRect(8, 0, 0, width/8, height/8);
  268. bgfx::setViewFrameBuffer(8, blur);
  269. bgfx::setViewRect(9, 0, 0, width, height);
  270. float view[16];
  271. float proj[16];
  272. bx::mtxIdentity(view);
  273. bx::mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f);
  274. // Set view and projection matrix for view 0.
  275. for (uint32_t ii = 0; ii < 10; ++ii)
  276. {
  277. bgfx::setViewTransform(ii, view, proj);
  278. }
  279. float at[3] = { 0.0f, 1.0f, 0.0f };
  280. float eye[3] = { 0.0f, 1.0f, -2.5f };
  281. float mtx[16];
  282. bx::mtxRotateXY(mtx
  283. , 0.0f
  284. , time
  285. );
  286. float temp[4];
  287. bx::vec3MulMtx(temp, eye, mtx);
  288. bx::mtxLookAt(view, temp, at);
  289. bx::mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f);
  290. // Set view and projection matrix for view 1.
  291. bgfx::setViewTransform(1, view, proj);
  292. bgfx::setUniform(u_mtx, mtx);
  293. // Render skybox into view 0.
  294. bgfx::setTexture(0, u_texCube, uffizi);
  295. bgfx::setProgram(skyProgram);
  296. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  297. screenSpaceQuad( (float)width, (float)height, true);
  298. bgfx::submit(0);
  299. // Render mesh into view 1
  300. bgfx::setTexture(0, u_texCube, uffizi);
  301. meshSubmit(mesh, 1, meshProgram, NULL);
  302. // Calculate luminance.
  303. setOffsets2x2Lum(u_offset, 128, 128);
  304. bgfx::setTexture(0, u_texColor, fbtextures[0]);
  305. bgfx::setProgram(lumProgram);
  306. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  307. screenSpaceQuad(128.0f, 128.0f, s_originBottomLeft);
  308. bgfx::submit(2);
  309. // Downscale luminance 0.
  310. setOffsets4x4Lum(u_offset, 128, 128);
  311. bgfx::setTexture(0, u_texColor, lum[0]);
  312. bgfx::setProgram(lumAvgProgram);
  313. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  314. screenSpaceQuad(64.0f, 64.0f, s_originBottomLeft);
  315. bgfx::submit(3);
  316. // Downscale luminance 1.
  317. setOffsets4x4Lum(u_offset, 64, 64);
  318. bgfx::setTexture(0, u_texColor, lum[1]);
  319. bgfx::setProgram(lumAvgProgram);
  320. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  321. screenSpaceQuad(16.0f, 16.0f, s_originBottomLeft);
  322. bgfx::submit(4);
  323. // Downscale luminance 2.
  324. setOffsets4x4Lum(u_offset, 16, 16);
  325. bgfx::setTexture(0, u_texColor, lum[2]);
  326. bgfx::setProgram(lumAvgProgram);
  327. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  328. screenSpaceQuad(4.0f, 4.0f, s_originBottomLeft);
  329. bgfx::submit(5);
  330. // Downscale luminance 3.
  331. setOffsets4x4Lum(u_offset, 4, 4);
  332. bgfx::setTexture(0, u_texColor, lum[3]);
  333. bgfx::setProgram(lumAvgProgram);
  334. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  335. screenSpaceQuad(1.0f, 1.0f, s_originBottomLeft);
  336. bgfx::submit(6);
  337. float tonemap[4] = { middleGray, square(white), threshold, 0.0f };
  338. bgfx::setUniform(u_tonemap, tonemap);
  339. // Bright pass threshold is tonemap[3].
  340. setOffsets4x4Lum(u_offset, width/2, height/2);
  341. bgfx::setTexture(0, u_texColor, fbtextures[0]);
  342. bgfx::setTexture(1, u_texLum, lum[4]);
  343. bgfx::setProgram(brightProgram);
  344. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  345. screenSpaceQuad( (float)width/2.0f, (float)height/2.0f, s_originBottomLeft);
  346. bgfx::submit(7);
  347. // Blur bright pass vertically.
  348. bgfx::setTexture(0, u_texColor, bright);
  349. bgfx::setProgram(blurProgram);
  350. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  351. screenSpaceQuad( (float)width/8.0f, (float)height/8.0f, s_originBottomLeft);
  352. bgfx::submit(8);
  353. // Blur bright pass horizontally, do tonemaping and combine.
  354. bgfx::setTexture(0, u_texColor, fbtextures[0]);
  355. bgfx::setTexture(1, u_texLum, lum[4]);
  356. bgfx::setTexture(2, u_texBlur, blur);
  357. bgfx::setProgram(tonemapProgram);
  358. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  359. screenSpaceQuad( (float)width, (float)height, s_originBottomLeft);
  360. bgfx::submit(9);
  361. // Advance to next frame. Rendering thread will be kicked to
  362. // process submitted rendering primitives.
  363. bgfx::frame();
  364. }
  365. // Cleanup.
  366. imguiDestroy();
  367. meshUnload(mesh);
  368. for (uint32_t ii = 0; ii < BX_COUNTOF(lum); ++ii)
  369. {
  370. bgfx::destroyFrameBuffer(lum[ii]);
  371. }
  372. bgfx::destroyFrameBuffer(bright);
  373. bgfx::destroyFrameBuffer(blur);
  374. bgfx::destroyFrameBuffer(fbh);
  375. bgfx::destroyProgram(meshProgram);
  376. bgfx::destroyProgram(skyProgram);
  377. bgfx::destroyProgram(tonemapProgram);
  378. bgfx::destroyProgram(lumProgram);
  379. bgfx::destroyProgram(lumAvgProgram);
  380. bgfx::destroyProgram(blurProgram);
  381. bgfx::destroyProgram(brightProgram);
  382. bgfx::destroyTexture(uffizi);
  383. bgfx::destroyUniform(u_time);
  384. bgfx::destroyUniform(u_texCube);
  385. bgfx::destroyUniform(u_texColor);
  386. bgfx::destroyUniform(u_texLum);
  387. bgfx::destroyUniform(u_texBlur);
  388. bgfx::destroyUniform(u_mtx);
  389. bgfx::destroyUniform(u_tonemap);
  390. bgfx::destroyUniform(u_offset);
  391. // Shutdown bgfx.
  392. bgfx::shutdown();
  393. return 0;
  394. }