ibl.cpp 13 KB

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  1. /*
  2. * Copyright 2014 Dario Manesku. All rights reserved.
  3. * License: http://www.opensource.org/licenses/BSD-2-Clause
  4. */
  5. #include <vector>
  6. #include <string>
  7. #include "common.h"
  8. #include "bgfx_utils.h"
  9. #include "imgui/imgui.h"
  10. #include "nanovg/nanovg.h"
  11. #include <bx/readerwriter.h>
  12. #include <bx/string.h>
  13. static float s_texelHalf = 0.0f;
  14. struct Uniforms
  15. {
  16. void init()
  17. {
  18. m_time = 0.0f;
  19. bx::mtxIdentity(m_mtx);
  20. u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Mat4);
  21. u_params = bgfx::createUniform("u_params", bgfx::UniformType::Vec4);
  22. u_flags = bgfx::createUniform("u_flags", bgfx::UniformType::Vec4);
  23. u_camPos = bgfx::createUniform("u_camPos", bgfx::UniformType::Vec4);
  24. u_rgbDiff = bgfx::createUniform("u_rgbDiff", bgfx::UniformType::Vec4);
  25. u_rgbSpec = bgfx::createUniform("u_rgbSpec", bgfx::UniformType::Vec4);
  26. }
  27. // Call this once per frame.
  28. void submitPerFrameUniforms()
  29. {
  30. bgfx::setUniform(u_mtx, m_mtx);
  31. bgfx::setUniform(u_flags, m_flags);
  32. bgfx::setUniform(u_camPos, m_camPosTime);
  33. bgfx::setUniform(u_rgbDiff, m_rgbDiff);
  34. bgfx::setUniform(u_rgbSpec, m_rgbSpec);
  35. }
  36. // Call this before each draw call.
  37. void submitPerDrawUniforms()
  38. {
  39. bgfx::setUniform(u_params, m_params);
  40. }
  41. void destroy()
  42. {
  43. bgfx::destroyUniform(u_rgbSpec);
  44. bgfx::destroyUniform(u_rgbDiff);
  45. bgfx::destroyUniform(u_camPos);
  46. bgfx::destroyUniform(u_flags);
  47. bgfx::destroyUniform(u_params);
  48. bgfx::destroyUniform(u_mtx);
  49. }
  50. union
  51. {
  52. struct
  53. {
  54. float m_glossiness;
  55. float m_exposure;
  56. float m_diffspec;
  57. float m_time;
  58. };
  59. float m_params[4];
  60. };
  61. union
  62. {
  63. struct
  64. {
  65. float m_diffuse;
  66. float m_specular;
  67. float m_diffuseIbl;
  68. float m_specularIbl;
  69. };
  70. float m_flags[4];
  71. };
  72. float m_mtx[16];
  73. float m_camPosTime[4];
  74. float m_rgbDiff[4];
  75. float m_rgbSpec[4];
  76. bgfx::UniformHandle u_mtx;
  77. bgfx::UniformHandle u_params;
  78. bgfx::UniformHandle u_flags;
  79. bgfx::UniformHandle u_camPos;
  80. bgfx::UniformHandle u_rgbDiff;
  81. bgfx::UniformHandle u_rgbSpec;
  82. };
  83. static Uniforms s_uniforms;
  84. struct PosColorTexCoord0Vertex
  85. {
  86. float m_x;
  87. float m_y;
  88. float m_z;
  89. uint32_t m_rgba;
  90. float m_u;
  91. float m_v;
  92. static void init()
  93. {
  94. ms_decl
  95. .begin()
  96. .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
  97. .add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
  98. .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
  99. .end();
  100. }
  101. static bgfx::VertexDecl ms_decl;
  102. };
  103. bgfx::VertexDecl PosColorTexCoord0Vertex::ms_decl;
  104. void screenSpaceQuad(float _textureWidth, float _textureHeight, bool _originBottomLeft = false, float _width = 1.0f, float _height = 1.0f)
  105. {
  106. if (bgfx::checkAvailTransientVertexBuffer(3, PosColorTexCoord0Vertex::ms_decl) )
  107. {
  108. bgfx::TransientVertexBuffer vb;
  109. bgfx::allocTransientVertexBuffer(&vb, 3, PosColorTexCoord0Vertex::ms_decl);
  110. PosColorTexCoord0Vertex* vertex = (PosColorTexCoord0Vertex*)vb.data;
  111. const float zz = 0.0f;
  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 = s_texelHalf/_textureWidth;
  117. const float texelHalfH = s_texelHalf/_textureHeight;
  118. const float minu = -1.0f + texelHalfW;
  119. const float maxu = 1.0f + texelHalfW;
  120. float minv = texelHalfH;
  121. float maxv = 2.0f + texelHalfH;
  122. if (_originBottomLeft)
  123. {
  124. std::swap(minv, maxv);
  125. minv -= 1.0f;
  126. maxv -= 1.0f;
  127. }
  128. vertex[0].m_x = minx;
  129. vertex[0].m_y = miny;
  130. vertex[0].m_z = zz;
  131. vertex[0].m_rgba = 0xffffffff;
  132. vertex[0].m_u = minu;
  133. vertex[0].m_v = minv;
  134. vertex[1].m_x = maxx;
  135. vertex[1].m_y = miny;
  136. vertex[1].m_z = zz;
  137. vertex[1].m_rgba = 0xffffffff;
  138. vertex[1].m_u = maxu;
  139. vertex[1].m_v = minv;
  140. vertex[2].m_x = maxx;
  141. vertex[2].m_y = maxy;
  142. vertex[2].m_z = zz;
  143. vertex[2].m_rgba = 0xffffffff;
  144. vertex[2].m_u = maxu;
  145. vertex[2].m_v = maxv;
  146. bgfx::setVertexBuffer(&vb);
  147. }
  148. }
  149. struct LightProbe
  150. {
  151. enum Enum
  152. {
  153. Wells,
  154. Uffizi,
  155. Pisa,
  156. Ennis,
  157. Grace,
  158. Count
  159. };
  160. void load(const char* _name)
  161. {
  162. char filePath[512];
  163. strcpy(filePath, _name);
  164. strcat(filePath, "_lod.dds");
  165. m_tex = loadTexture(filePath, BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP|BGFX_TEXTURE_W_CLAMP);
  166. strcpy(filePath, _name);
  167. strcat(filePath, "_irr.dds");
  168. m_texIrr = loadTexture(filePath, BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP|BGFX_TEXTURE_W_CLAMP);
  169. }
  170. void destroy()
  171. {
  172. bgfx::destroyTexture(m_tex);
  173. bgfx::destroyTexture(m_texIrr);
  174. }
  175. bgfx::TextureHandle m_tex;
  176. bgfx::TextureHandle m_texIrr;
  177. };
  178. int _main_(int _argc, char** _argv)
  179. {
  180. Args args(_argc, _argv);
  181. uint32_t width = 1280;
  182. uint32_t height = 720;
  183. uint32_t debug = BGFX_DEBUG_TEXT;
  184. uint32_t reset = BGFX_RESET_VSYNC;
  185. bgfx::init(args.m_type, args.m_pciId);
  186. bgfx::reset(width, height, reset);
  187. // Enable debug text.
  188. bgfx::setDebug(debug);
  189. // Set views clear state.
  190. bgfx::setViewClear(0
  191. , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
  192. , 0x303030ff
  193. , 1.0f
  194. , 0
  195. );
  196. // Imgui.
  197. imguiCreate();
  198. // Uniforms.
  199. s_uniforms.init();
  200. // Vertex declarations.
  201. PosColorTexCoord0Vertex::init();
  202. LightProbe lightProbes[LightProbe::Count];
  203. lightProbes[LightProbe::Wells ].load("wells");
  204. lightProbes[LightProbe::Uffizi].load("uffizi");
  205. lightProbes[LightProbe::Pisa ].load("pisa");
  206. lightProbes[LightProbe::Ennis ].load("ennis");
  207. lightProbes[LightProbe::Grace ].load("grace");
  208. LightProbe::Enum currentLightProbe = LightProbe::Wells;
  209. bgfx::UniformHandle u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Mat4);
  210. bgfx::UniformHandle u_params = bgfx::createUniform("u_params", bgfx::UniformType::Vec4);
  211. bgfx::UniformHandle u_flags = bgfx::createUniform("u_flags", bgfx::UniformType::Vec4);
  212. bgfx::UniformHandle u_camPos = bgfx::createUniform("u_camPos", bgfx::UniformType::Vec4);
  213. bgfx::UniformHandle s_texCube = bgfx::createUniform("s_texCube", bgfx::UniformType::Int1);
  214. bgfx::UniformHandle s_texCubeIrr = bgfx::createUniform("s_texCubeIrr", bgfx::UniformType::Int1);
  215. bgfx::ProgramHandle programMesh = loadProgram("vs_ibl_mesh", "fs_ibl_mesh");
  216. bgfx::ProgramHandle programSky = loadProgram("vs_ibl_skybox", "fs_ibl_skybox");
  217. Mesh* meshBunny;
  218. meshBunny = meshLoad("meshes/bunny.bin");
  219. struct Settings
  220. {
  221. float m_speed;
  222. float m_glossiness;
  223. float m_exposure;
  224. float m_diffspec;
  225. float m_rgbDiff[3];
  226. float m_rgbSpec[3];
  227. bool m_diffuse;
  228. bool m_specular;
  229. bool m_diffuseIbl;
  230. bool m_specularIbl;
  231. bool m_showDiffColorWheel;
  232. bool m_showSpecColorWheel;
  233. ImguiCubemap::Enum m_crossCubemapPreview;
  234. };
  235. Settings settings;
  236. settings.m_speed = 0.37f;
  237. settings.m_glossiness = 1.0f;
  238. settings.m_exposure = 0.0f;
  239. settings.m_diffspec = 0.65f;
  240. settings.m_rgbDiff[0] = 0.2f;
  241. settings.m_rgbDiff[1] = 0.2f;
  242. settings.m_rgbDiff[2] = 0.2f;
  243. settings.m_rgbSpec[0] = 1.0f;
  244. settings.m_rgbSpec[1] = 1.0f;
  245. settings.m_rgbSpec[2] = 1.0f;
  246. settings.m_diffuse = true;
  247. settings.m_specular = true;
  248. settings.m_diffuseIbl = true;
  249. settings.m_specularIbl = true;
  250. settings.m_showDiffColorWheel = true;
  251. settings.m_showSpecColorWheel = false;
  252. settings.m_crossCubemapPreview = ImguiCubemap::Cross;
  253. float time = 0.0f;
  254. int32_t leftScrollArea = 0;
  255. entry::MouseState mouseState;
  256. while (!entry::processEvents(width, height, debug, reset, &mouseState) )
  257. {
  258. imguiBeginFrame(mouseState.m_mx
  259. , mouseState.m_my
  260. , (mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
  261. | (mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
  262. | (mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
  263. , mouseState.m_mz
  264. , width
  265. , height
  266. );
  267. static int32_t rightScrollArea = 0;
  268. imguiBeginScrollArea("Settings", width - 256 - 10, 10, 256, 540, &rightScrollArea);
  269. imguiLabel("Shade:");
  270. imguiSeparator();
  271. imguiBool("Diffuse", settings.m_diffuse);
  272. imguiBool("Specular", settings.m_specular);
  273. imguiBool("IBL Diffuse", settings.m_diffuseIbl);
  274. imguiBool("IBL Specular", settings.m_specularIbl);
  275. imguiSeparatorLine();
  276. imguiSlider("Speed", settings.m_speed, 0.0f, 1.0f, 0.01f);
  277. imguiSeparatorLine();
  278. imguiSeparator();
  279. imguiSlider("Exposure", settings.m_exposure, -8.0f, 8.0f, 0.01f);
  280. imguiSeparator();
  281. imguiLabel("Environment:");
  282. currentLightProbe = LightProbe::Enum(imguiChoose(currentLightProbe
  283. , "Wells"
  284. , "Uffizi"
  285. , "Pisa"
  286. , "Ennis"
  287. , "Grace"
  288. ) );
  289. static float lod = 0.0f;
  290. if (imguiCube(lightProbes[currentLightProbe].m_tex, lod, settings.m_crossCubemapPreview, true) )
  291. {
  292. settings.m_crossCubemapPreview = ImguiCubemap::Enum( (settings.m_crossCubemapPreview+1) % ImguiCubemap::Count);
  293. }
  294. imguiSlider("Texture LOD", lod, 0.0f, 10.1f, 0.1f);
  295. imguiEndScrollArea();
  296. imguiBeginScrollArea("Settings", 10, 70, 256, 576, &leftScrollArea);
  297. imguiLabel("Material properties:");
  298. imguiSeparator();
  299. imguiSlider("Diffuse - Specular", settings.m_diffspec, 0.0f, 1.0f, 0.01f);
  300. imguiSlider("Glossiness" , settings.m_glossiness, 0.0f, 1.0f, 0.01f);
  301. imguiSeparator();
  302. imguiColorWheel("Diffuse color:", &settings.m_rgbDiff[0], settings.m_showDiffColorWheel);
  303. imguiSeparator();
  304. imguiColorWheel("Specular color:", &settings.m_rgbSpec[0], settings.m_showSpecColorWheel);
  305. imguiSeparator();
  306. imguiLabel("Predefined materials:");
  307. imguiSeparator();
  308. if (imguiButton("Gold") )
  309. {
  310. settings.m_glossiness = 0.8f;
  311. settings.m_diffspec = 1.0f;
  312. settings.m_rgbDiff[0] = 0.0f;
  313. settings.m_rgbDiff[1] = 0.0f;
  314. settings.m_rgbDiff[2] = 0.0f;
  315. settings.m_rgbSpec[0] = 1.0f;
  316. settings.m_rgbSpec[1] = 0.86f;
  317. settings.m_rgbSpec[2] = 0.58f;
  318. }
  319. if (imguiButton("Copper") )
  320. {
  321. settings.m_glossiness = 0.67f;
  322. settings.m_diffspec = 1.0f;
  323. settings.m_rgbDiff[0] = 0.0f;
  324. settings.m_rgbDiff[1] = 0.0f;
  325. settings.m_rgbDiff[2] = 0.0f;
  326. settings.m_rgbSpec[0] = 0.98f;
  327. settings.m_rgbSpec[1] = 0.82f;
  328. settings.m_rgbSpec[2] = 0.76f;
  329. }
  330. if (imguiButton("Titanium") )
  331. {
  332. settings.m_glossiness = 0.57f;
  333. settings.m_diffspec = 1.0f;
  334. settings.m_rgbDiff[0] = 0.0f;
  335. settings.m_rgbDiff[1] = 0.0f;
  336. settings.m_rgbDiff[2] = 0.0f;
  337. settings.m_rgbSpec[0] = 0.76f;
  338. settings.m_rgbSpec[1] = 0.73f;
  339. settings.m_rgbSpec[2] = 0.71f;
  340. }
  341. if (imguiButton("Steel") )
  342. {
  343. settings.m_glossiness = 0.82f;
  344. settings.m_diffspec = 1.0f;
  345. settings.m_rgbDiff[0] = 0.0f;
  346. settings.m_rgbDiff[1] = 0.0f;
  347. settings.m_rgbDiff[2] = 0.0f;
  348. settings.m_rgbSpec[0] = 0.77f;
  349. settings.m_rgbSpec[1] = 0.78f;
  350. settings.m_rgbSpec[2] = 0.77f;
  351. }
  352. imguiEndScrollArea();
  353. imguiEndFrame();
  354. s_uniforms.m_glossiness = settings.m_glossiness;
  355. s_uniforms.m_exposure = settings.m_exposure;
  356. s_uniforms.m_diffspec = settings.m_diffspec;
  357. s_uniforms.m_flags[0] = float(settings.m_diffuse);
  358. s_uniforms.m_flags[1] = float(settings.m_specular);
  359. s_uniforms.m_flags[2] = float(settings.m_diffuseIbl);
  360. s_uniforms.m_flags[3] = float(settings.m_specularIbl);
  361. memcpy(s_uniforms.m_rgbDiff, settings.m_rgbDiff, 3*sizeof(float) );
  362. memcpy(s_uniforms.m_rgbSpec, settings.m_rgbSpec, 3*sizeof(float) );
  363. s_uniforms.submitPerFrameUniforms();
  364. int64_t now = bx::getHPCounter();
  365. static int64_t last = now;
  366. const int64_t frameTime = now - last;
  367. last = now;
  368. const double freq = double(bx::getHPFrequency() );
  369. const double toMs = 1000.0/freq;
  370. time += (float)(frameTime*settings.m_speed/freq);
  371. s_uniforms.m_camPosTime[3] = time;
  372. // Use debug font to print information about this example.
  373. bgfx::dbgTextClear();
  374. bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/18-ibl");
  375. bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Image based lightning.");
  376. bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
  377. float at[3] = { 0.0f, 0.0f, 0.0f };
  378. float eye[3] = { 0.0f, 0.0f, -3.0f };
  379. bx::mtxRotateXY(s_uniforms.m_mtx
  380. , 0.0f
  381. , time
  382. );
  383. float view[16];
  384. float proj[16];
  385. bx::mtxIdentity(view);
  386. bx::mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f);
  387. bgfx::setViewTransform(0, view, proj);
  388. bx::mtxLookAt(view, eye, at);
  389. memcpy(s_uniforms.m_camPosTime, eye, 3*sizeof(float) );
  390. bx::mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f);
  391. bgfx::setViewTransform(1, view, proj);
  392. bgfx::setViewRect(0, 0, 0, width, height);
  393. bgfx::setViewRect(1, 0, 0, width, height);
  394. // View 0.
  395. bgfx::setTexture(0, s_texCube, lightProbes[currentLightProbe].m_tex);
  396. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  397. screenSpaceQuad( (float)width, (float)height, true);
  398. s_uniforms.submitPerDrawUniforms();
  399. bgfx::submit(0, programSky);
  400. // View 1.
  401. float mtx[16];
  402. bx::mtxSRT(mtx
  403. , 1.0f
  404. , 1.0f
  405. , 1.0f
  406. , 0.0f
  407. , bx::pi+time
  408. , 0.0f
  409. , 0.0f
  410. , -1.0f
  411. , 0.0f
  412. );
  413. bgfx::setTexture(0, s_texCube, lightProbes[currentLightProbe].m_tex);
  414. bgfx::setTexture(1, s_texCubeIrr, lightProbes[currentLightProbe].m_texIrr);
  415. meshSubmit(meshBunny, 1, programMesh, mtx);
  416. // Advance to next frame. Rendering thread will be kicked to
  417. // process submitted rendering primitives.
  418. bgfx::frame();
  419. }
  420. meshUnload(meshBunny);
  421. // Cleanup.
  422. bgfx::destroyProgram(programMesh);
  423. bgfx::destroyProgram(programSky);
  424. bgfx::destroyUniform(u_camPos);
  425. bgfx::destroyUniform(u_flags);
  426. bgfx::destroyUniform(u_params);
  427. bgfx::destroyUniform(u_mtx);
  428. bgfx::destroyUniform(s_texCube);
  429. bgfx::destroyUniform(s_texCubeIrr);
  430. for (uint8_t ii = 0; ii < LightProbe::Count; ++ii)
  431. {
  432. lightProbes[ii].destroy();
  433. }
  434. s_uniforms.destroy();
  435. imguiDestroy();
  436. // Shutdown bgfx.
  437. bgfx::shutdown();
  438. return 0;
  439. }