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- /*
- * Copyright 2011-2015 Branimir Karadzic. All rights reserved.
- * License: http://www.opensource.org/licenses/BSD-2-Clause
- */
- #include "common.h"
- #include "bgfx_utils.h"
- #include "imgui/imgui.h"
- static float s_texelHalf = 0.0f;
- static bool s_originBottomLeft = false;
- inline void mtxProj(float* _result, float _fovy, float _aspect, float _near, float _far)
- {
- bx::mtxProj(_result, _fovy, _aspect, _near, _far, s_originBottomLeft);
- }
- 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()
- .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
- .add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
- .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
- .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)
- {
- float temp = minv;
- minv = maxv;
- maxv = temp;
- 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) * dv;
- ++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) * dv;
- ++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_VSYNC;
- bgfx::init();
- bgfx::reset(width, height, reset);
- // 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
- );
- // Set view debug names.
- bgfx::setViewName(0, "Skybox");
- bgfx::setViewName(1, "Mesh");
- bgfx::setViewName(2, "Luminance");
- bgfx::setViewName(3, "Downscale luminance 0");
- bgfx::setViewName(4, "Downscale luminance 1");
- bgfx::setViewName(5, "Downscale luminance 2");
- bgfx::setViewName(6, "Downscale luminance 3");
- bgfx::setViewName(7, "Brightness");
- bgfx::setViewName(8, "Blur vertical");
- bgfx::setViewName(9, "Blur horizontal + tonemap");
- bgfx::TextureHandle uffizi = loadTexture("uffizi.dds", BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP|BGFX_TEXTURE_W_CLAMP);
- 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");
- 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);
- Mesh* mesh = meshLoad("meshes/bunny.bin");
- bgfx::FrameBufferHandle fbh;
- bgfx::TextureHandle fbtextures[] =
- {
- bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT|BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP),
- bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT_BUFFER_ONLY),
- };
- fbh = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
- bgfx::FrameBufferHandle lum[5];
- lum[0] = bgfx::createFrameBuffer(128, 128, bgfx::TextureFormat::BGRA8);
- lum[1] = bgfx::createFrameBuffer( 64, 64, bgfx::TextureFormat::BGRA8);
- lum[2] = bgfx::createFrameBuffer( 16, 16, bgfx::TextureFormat::BGRA8);
- lum[3] = bgfx::createFrameBuffer( 4, 4, bgfx::TextureFormat::BGRA8);
- lum[4] = bgfx::createFrameBuffer( 1, 1, bgfx::TextureFormat::BGRA8);
- bgfx::FrameBufferHandle bright;
- bright = bgfx::createFrameBuffer(width/2, height/2, bgfx::TextureFormat::BGRA8);
- bgfx::FrameBufferHandle blur;
- blur = bgfx::createFrameBuffer(width/8, height/8, bgfx::TextureFormat::BGRA8);
- void* data = load("font/droidsans.ttf");
- imguiCreate(data);
- free(data);
- const bgfx::RendererType::Enum renderer = bgfx::getRendererType();
- s_texelHalf = bgfx::RendererType::Direct3D9 == renderer ? 0.5f : 0.0f;
- s_originBottomLeft = bgfx::RendererType::OpenGL == renderer || bgfx::RendererType::OpenGLES == renderer;
- uint32_t oldWidth = 0;
- uint32_t oldHeight = 0;
- uint32_t oldReset = reset;
-
- float speed = 0.37f;
- float middleGray = 0.18f;
- float white = 1.1f;
- float threshold = 1.5f;
- int32_t scrollArea = 0;
- float time = 0.0f;
- entry::MouseState mouseState;
- while (!entry::processEvents(width, height, debug, reset, &mouseState) )
- {
- if (oldWidth != width
- || oldHeight != height
- || oldReset != reset)
- {
- // Recreate variable size render targets when resolution changes.
- oldWidth = width;
- oldHeight = height;
- oldReset = reset;
- uint32_t msaa = (reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
- bgfx::destroyFrameBuffer(fbh);
- bgfx::destroyFrameBuffer(bright);
- bgfx::destroyFrameBuffer(blur);
- 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);
- fbtextures[1] = bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT_BUFFER_ONLY|( (msaa+1)<<BGFX_TEXTURE_RT_MSAA_SHIFT) );
- fbh = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
- bright = bgfx::createFrameBuffer(width/2, height/2, bgfx::TextureFormat::BGRA8);
- blur = bgfx::createFrameBuffer(width/8, height/8, bgfx::TextureFormat::BGRA8);
- }
- imguiBeginFrame(mouseState.m_mx
- , mouseState.m_my
- , (mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
- | (mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
- , 0
- , width
- , height
- );
- imguiBeginScrollArea("Settings", width - width / 5 - 10, 10, width / 5, height / 3, &scrollArea);
- imguiSeparatorLine();
- imguiSlider("Speed", speed, 0.0f, 1.0f, 0.01f);
- imguiSeparator();
- imguiSlider("Middle gray", middleGray, 0.1f, 1.0f, 0.01f);
- imguiSlider("White point", white, 0.1f, 2.0f, 0.01f);
- imguiSlider("Threshold", threshold, 0.1f, 2.0f, 0.01f);
- imguiEndScrollArea();
- imguiEndFrame();
- // 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;
- time += (float)(frameTime*speed/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 frame buffers.");
- bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
- // Set views.
- for (uint32_t ii = 0; ii < 6; ++ii)
- {
- bgfx::setViewRect(ii, 0, 0, width, height);
- }
- bgfx::setViewFrameBuffer(0, fbh);
- bgfx::setViewFrameBuffer(1, fbh);
- bgfx::setViewRect(2, 0, 0, 128, 128);
- bgfx::setViewFrameBuffer(2, lum[0]);
- bgfx::setViewRect(3, 0, 0, 64, 64);
- bgfx::setViewFrameBuffer(3, lum[1]);
- bgfx::setViewRect(4, 0, 0, 16, 16);
- bgfx::setViewFrameBuffer(4, lum[2]);
- bgfx::setViewRect(5, 0, 0, 4, 4);
- bgfx::setViewFrameBuffer(5, lum[3]);
- bgfx::setViewRect(6, 0, 0, 1, 1);
- bgfx::setViewFrameBuffer(6, lum[4]);
- bgfx::setViewRect(7, 0, 0, width/2, height/2);
- bgfx::setViewFrameBuffer(7, bright);
- bgfx::setViewRect(8, 0, 0, width/8, height/8);
- bgfx::setViewFrameBuffer(8, blur);
- bgfx::setViewRect(9, 0, 0, width, height);
- float view[16];
- float proj[16];
- bx::mtxIdentity(view);
- bx::mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f);
- // Set view and projection matrix for view 0.
- for (uint32_t ii = 0; ii < 10; ++ii)
- {
- bgfx::setViewTransform(ii, view, proj);
- }
- float at[3] = { 0.0f, 1.0f, 0.0f };
- float eye[3] = { 0.0f, 1.0f, -2.5f };
- float mtx[16];
- bx::mtxRotateXY(mtx
- , 0.0f
- , time
- );
- float temp[4];
- bx::vec3MulMtx(temp, eye, mtx);
- bx::mtxLookAt(view, temp, at);
- bx::mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f);
- // Set view and projection matrix for view 1.
- bgfx::setViewTransform(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);
- meshSubmit(mesh, 1, meshProgram, NULL);
- // Calculate luminance.
- setOffsets2x2Lum(u_offset, 128, 128);
- bgfx::setTexture(0, u_texColor, fbtextures[0]);
- bgfx::setProgram(lumProgram);
- bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
- screenSpaceQuad(128.0f, 128.0f, s_originBottomLeft);
- 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_originBottomLeft);
- 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_originBottomLeft);
- 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_originBottomLeft);
- 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_originBottomLeft);
- bgfx::submit(6);
- float tonemap[4] = { middleGray, square(white), threshold, 0.0f };
- bgfx::setUniform(u_tonemap, tonemap);
- // Bright pass threshold is tonemap[3].
- setOffsets4x4Lum(u_offset, width/2, height/2);
- bgfx::setTexture(0, u_texColor, fbtextures[0]);
- 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_originBottomLeft);
- 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_originBottomLeft);
- bgfx::submit(8);
- // Blur bright pass horizontally, do tonemaping and combine.
- bgfx::setTexture(0, u_texColor, fbtextures[0]);
- 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_originBottomLeft);
- bgfx::submit(9);
- // Advance to next frame. Rendering thread will be kicked to
- // process submitted rendering primitives.
- bgfx::frame();
- }
- // Cleanup.
- imguiDestroy();
- meshUnload(mesh);
- for (uint32_t ii = 0; ii < BX_COUNTOF(lum); ++ii)
- {
- bgfx::destroyFrameBuffer(lum[ii]);
- }
- bgfx::destroyFrameBuffer(bright);
- bgfx::destroyFrameBuffer(blur);
- bgfx::destroyFrameBuffer(fbh);
- 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);
- // Shutdown bgfx.
- bgfx::shutdown();
- return 0;
- }
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