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- /*
- * Copyright 2021 Richard Schubert. All rights reserved.
- * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
- *
- * AMD FidelityFX Super Resolution 1.0 (FSR)
- * Based on https://github.com/GPUOpen-Effects/FidelityFX-FSR/blob/master/sample/
- */
- #include <common.h>
- #include <camera.h>
- #include <bgfx_utils.h>
- #include <imgui/imgui.h>
- #include <bx/rng.h>
- #include <bx/os.h>
- #include "fsr.h"
- namespace
- {
- #define FRAMEBUFFER_RT_COLOR 0
- #define FRAMEBUFFER_RT_DEPTH 1
- #define FRAMEBUFFER_RENDER_TARGETS 2
- enum Meshes
- {
- MeshCube = 0,
- MeshHollowCube,
- };
- static const char *s_meshPaths[] =
- {
- "meshes/cube.bin",
- "meshes/hollowcube.bin",
- };
- static const float s_meshScale[] =
- {
- 0.45f,
- 0.30f,
- };
- // Vertex decl for our screen space quad (used in deferred rendering)
- struct PosTexCoord0Vertex
- {
- float m_x;
- float m_y;
- float m_z;
- float m_u;
- float m_v;
- static void init()
- {
- ms_layout
- .begin()
- .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
- .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
- .end();
- }
- static bgfx::VertexLayout ms_layout;
- };
- bgfx::VertexLayout PosTexCoord0Vertex::ms_layout;
- void screenSpaceQuad(bool _originBottomLeft, float _width = 1.0f, float _height = 1.0f, float _offsetX = 0.0f, float _offsetY = 0.0f)
- {
- if (3 == bgfx::getAvailTransientVertexBuffer(3, PosTexCoord0Vertex::ms_layout) )
- {
- bgfx::TransientVertexBuffer vb;
- bgfx::allocTransientVertexBuffer(&vb, 3, PosTexCoord0Vertex::ms_layout);
- PosTexCoord0Vertex *vertex = (PosTexCoord0Vertex *)vb.data;
- const float minx = -_width - _offsetX;
- const float maxx = _width - _offsetX;
- const float miny = 0.0f - _offsetY;
- const float maxy = _height * 2.0f - _offsetY;
- const float minu = -1.0f;
- const float maxu = 1.0f;
- const float zz = 0.0f;
- float minv = 0.0f;
- float maxv = 2.0f;
- 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_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_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_u = maxu;
- vertex[2].m_v = maxv;
- bgfx::setVertexBuffer(0, &vb);
- }
- }
- struct ModelUniforms
- {
- enum
- {
- NumVec4 = 2
- };
- void init()
- {
- u_params = bgfx::createUniform("u_modelParams", bgfx::UniformType::Vec4, NumVec4);
- };
- void submit() const
- {
- bgfx::setUniform(u_params, m_params, NumVec4);
- };
- void destroy()
- {
- bgfx::destroy(u_params);
- }
- union
- {
- struct
- {
- /* 0 */ struct
- {
- float m_color[3];
- float m_unused0;
- };
- /* 1 */ struct
- {
- float m_lightPosition[3];
- float m_unused1;
- };
- };
- float m_params[NumVec4 * 4];
- };
- bgfx::UniformHandle u_params;
- };
- struct AppState
- {
- uint32_t m_width;
- uint32_t m_height;
- uint32_t m_debug;
- uint32_t m_reset;
- entry::MouseState m_mouseState;
- // Resource handles
- bgfx::ProgramHandle m_forwardProgram;
- bgfx::ProgramHandle m_gridProgram;
- bgfx::ProgramHandle m_copyLinearToGammaProgram;
- // Shader uniforms
- ModelUniforms m_modelUniforms;
- // Uniforms to identify texture samplers
- bgfx::UniformHandle s_albedo;
- bgfx::UniformHandle s_color;
- bgfx::UniformHandle s_normal;
- bgfx::FrameBufferHandle m_frameBuffer;
- bgfx::TextureHandle m_frameBufferTex[FRAMEBUFFER_RENDER_TARGETS];
- Mesh *m_meshes[BX_COUNTOF(s_meshPaths)];
- bgfx::TextureHandle m_groundTexture;
- bgfx::TextureHandle m_normalTexture;
- uint32_t m_currFrame{UINT32_MAX};
- float m_lightRotation = 0.0f;
- float m_fovY = 60.0f;
- float m_animationTime = 0.0f;
- float m_view[16];
- float m_proj[16];
- int32_t m_size[2];
- // UI parameters
- bool m_renderNativeResolution = false;
- bool m_animateScene = false;
- int32_t m_antiAliasingSetting = 2;
- Fsr m_fsr;
- };
- struct RenderTarget
- {
- void init(uint32_t _width, uint32_t _height, bgfx::TextureFormat::Enum _format, uint64_t _flags)
- {
- m_width = _width;
- m_height = _height;
- m_texture = bgfx::createTexture2D(uint16_t(_width), uint16_t(_height), false, 1, _format, _flags);
- m_buffer = bgfx::createFrameBuffer(1, &m_texture, true);
- }
- void destroy()
- {
- // also responsible for destroying texture
- bgfx::destroy(m_buffer);
- }
- uint32_t m_width;
- uint32_t m_height;
- bgfx::TextureHandle m_texture;
- bgfx::FrameBufferHandle m_buffer;
- };
- struct MagnifierWidget
- {
- void init(uint32_t _width, uint32_t _height)
- {
- m_content.init(_width, _height, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT | BGFX_SAMPLER_MIN_POINT | BGFX_SAMPLER_MAG_POINT);
- createWidgetTexture(_width + 6, _height + 6);
- }
- void destroy()
- {
- bgfx::destroy(m_widgetTexture);
- m_content.destroy();
- }
- void setPosition(float x, float y)
- {
- m_position.x = x;
- m_position.y = y;
- }
- void drawToScreen(bgfx::ViewId &view, AppState const &state)
- {
- float invScreenScaleX = 1.0f / float(state.m_width);
- float invScreenScaleY = 1.0f / float(state.m_height);
- float scaleX = m_widgetWidth * invScreenScaleX;
- float scaleY = m_widgetHeight * invScreenScaleY;
- float offsetX = -bx::min(bx::max(m_position.x - m_widgetWidth * 0.5f, -3.0f), float(state.m_width - m_widgetWidth + 3) ) * invScreenScaleX;
- float offsetY = -bx::min(bx::max(m_position.y - m_widgetHeight * 0.5f, -3.0f), float(state.m_height - m_widgetHeight + 3) ) * invScreenScaleY;
- bgfx::setState(0 | BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A | BGFX_STATE_DEPTH_TEST_ALWAYS | BGFX_STATE_BLEND_ALPHA);
- bgfx::setTexture(0, state.s_color, m_widgetTexture);
- screenSpaceQuad(false, scaleX, scaleY, offsetX, offsetY);
- bgfx::submit(view, state.m_copyLinearToGammaProgram);
- }
- void updateContent(bgfx::ViewId &view, AppState const &state, const bgfx::Caps *caps, bgfx::TextureHandle srcTexture)
- {
- float orthoProj[16];
- bx::mtxOrtho(orthoProj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, caps->homogeneousDepth);
- {
- // clear out transform stack
- float identity[16];
- bx::mtxIdentity(identity);
- bgfx::setTransform(identity);
- }
- const float verticalPos = caps->originBottomLeft ? state.m_height - m_position.y : m_position.y;
- const float invMagScaleX = 1.0f / float(m_content.m_width);
- const float invMagScaleY = 1.0f / float(m_content.m_height);
- const float scaleX = state.m_width * invMagScaleX;
- const float scaleY = state.m_height * invMagScaleY;
- const float offsetX = bx::min(bx::max(m_position.x - m_content.m_width * 0.5f, 0.0f), float(state.m_width - m_content.m_width) ) * scaleX / state.m_width;
- const float offsetY = bx::min(bx::max(verticalPos - m_content.m_height * 0.5f, 0.0f), float(state.m_height - m_content.m_height) ) * scaleY / state.m_height;
- bgfx::setViewName(view, "magnifier");
- bgfx::setViewRect(view, 0, 0, uint16_t(m_content.m_width), uint16_t(m_content.m_height) );
- bgfx::setViewTransform(view, NULL, orthoProj);
- bgfx::setViewFrameBuffer(view, m_content.m_buffer);
- bgfx::setState(0 | BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A);
- bgfx::setTexture(0, state.s_color, srcTexture, BGFX_SAMPLER_MIN_POINT | BGFX_SAMPLER_MAG_POINT | BGFX_SAMPLER_U_CLAMP | BGFX_SAMPLER_V_CLAMP);
- screenSpaceQuad(false, scaleX, scaleY, offsetX, offsetY);
- bgfx::submit(view, state.m_copyLinearToGammaProgram);
- ++view;
- }
- uint32_t m_widgetWidth{0};
- uint32_t m_widgetHeight{0};
- bgfx::TextureHandle m_widgetTexture;
- RenderTarget m_content;
- ImVec2 m_position;
- private:
- void createWidgetTexture(uint32_t _width, uint32_t _height)
- {
- const bgfx::Memory *mem = bgfx::alloc(_width * _height * sizeof(uint32_t) );
- uint32_t *pixels = (uint32_t*)mem->data;
- bx::memSet(pixels, 0, mem->size);
- const uint32_t white = 0xFFFFFFFF;
- const uint32_t black = 0xFF000000;
- const uint32_t y0 = 1;
- const uint32_t y1 = _height - 3;
- for (uint32_t x = 0; x < _width - 4; x++)
- {
- pixels[(y0 + 0) * _width + x + 1] = white;
- pixels[(y0 + 1) * _width + x + 2] = black;
- pixels[(y1 + 0) * _width + x + 1] = white;
- pixels[(y1 + 1) * _width + x + 2] = black;
- }
- const uint32_t x0 = 1;
- const uint32_t x1 = _width - 3;
- for (uint32_t y = 0; y < _height - 3; y++)
- {
- pixels[(y + 1) * _width + x0 + 0] = white;
- pixels[(y + 2) * _width + x0 + 1] = black;
- pixels[(y + 1) * _width + x1 + 0] = white;
- pixels[(y + 2) * _width + x1 + 1] = black;
- }
- pixels[(y1 + 0) * _width + 2] = white;
- m_widgetWidth = _width;
- m_widgetHeight = _height;
- m_widgetTexture = bgfx::createTexture2D(
- uint16_t(_width)
- , uint16_t(_height)
- , false
- , 1
- , bgfx::TextureFormat::BGRA8
- , BGFX_SAMPLER_MIN_POINT | BGFX_SAMPLER_MAG_POINT | BGFX_SAMPLER_U_CLAMP | BGFX_SAMPLER_V_CLAMP
- , mem
- );
- }
- };
- class ExampleFsr : public entry::AppI
- {
- public:
- ExampleFsr(const char *_name, const char *_description)
- : entry::AppI(_name, _description)
- {
- }
- void init(int32_t _argc, const char *const *_argv, uint32_t _width, uint32_t _height) override
- {
- Args args(_argc, _argv);
- m_state.m_width = _width;
- m_state.m_height = _height;
- m_state.m_debug = BGFX_DEBUG_NONE;
- m_state.m_reset = 0
- | BGFX_RESET_VSYNC
- | BGFX_RESET_MAXANISOTROPY
- ;
- bgfx::Init init;
- init.type = args.m_type;
- init.vendorId = args.m_pciId;
- init.platformData.nwh = entry::getNativeWindowHandle(entry::kDefaultWindowHandle);
- init.platformData.ndt = entry::getNativeDisplayHandle();
- init.resolution.width = m_state.m_width;
- init.resolution.height = m_state.m_height;
- init.resolution.reset = m_state.m_reset;
- bgfx::init(init);
- // Enable debug text.
- bgfx::setDebug(m_state.m_debug);
- // Create uniforms for screen passes and models
- m_state.m_modelUniforms.init();
- // Create texture sampler uniforms (used when we bind textures)
- m_state.s_albedo = bgfx::createUniform("s_albedo", bgfx::UniformType::Sampler);
- m_state.s_color = bgfx::createUniform("s_color", bgfx::UniformType::Sampler);
- m_state.s_normal = bgfx::createUniform("s_normal", bgfx::UniformType::Sampler);
- // Create program from shaders.
- m_state.m_forwardProgram = loadProgram("vs_fsr_forward", "fs_fsr_forward");
- m_state.m_gridProgram = loadProgram("vs_fsr_forward", "fs_fsr_forward_grid");
- m_state.m_copyLinearToGammaProgram = loadProgram("vs_fsr_screenquad", "fs_fsr_copy_linear_to_gamma");
- // Load some meshes
- for (uint32_t ii = 0; ii < BX_COUNTOF(s_meshPaths); ++ii)
- {
- m_state.m_meshes[ii] = meshLoad(s_meshPaths[ii]);
- }
- m_state.m_groundTexture = loadTexture("textures/fieldstone-rgba.dds");
- m_state.m_normalTexture = loadTexture("textures/fieldstone-n.dds");
- createFramebuffers();
- // Vertex decl
- PosTexCoord0Vertex::init();
- // Init camera
- cameraCreate();
- cameraSetPosition({-10.0f, 2.5f, -0.0f});
- cameraSetVerticalAngle(-0.2f);
- cameraSetHorizontalAngle(0.8f);
- // Init "prev" matrices, will be same for first frame
- cameraGetViewMtx(m_state.m_view);
- bx::mtxProj(m_state.m_proj, m_state.m_fovY, float(m_state.m_size[0]) / float(m_state.m_size[1]), 0.01f, 100.0f, bgfx::getCaps()->homogeneousDepth);
- const uint32_t magnifierSize = 32;
- m_magnifierWidget.init(magnifierSize, magnifierSize);
- m_magnifierWidget.setPosition(m_state.m_width * 0.5f, m_state.m_height * 0.5f);
- imguiCreate();
- m_state.m_fsr.init(_width, _height);
- }
- int32_t shutdown() override
- {
- m_state.m_fsr.destroy();
- for (uint32_t ii = 0; ii < BX_COUNTOF(s_meshPaths); ++ii)
- {
- meshUnload(m_state.m_meshes[ii]);
- }
- bgfx::destroy(m_state.m_normalTexture);
- bgfx::destroy(m_state.m_groundTexture);
- bgfx::destroy(m_state.m_forwardProgram);
- bgfx::destroy(m_state.m_gridProgram);
- bgfx::destroy(m_state.m_copyLinearToGammaProgram);
- m_state.m_modelUniforms.destroy();
- m_magnifierWidget.destroy();
- bgfx::destroy(m_state.s_albedo);
- bgfx::destroy(m_state.s_color);
- bgfx::destroy(m_state.s_normal);
- destroyFramebuffers();
- cameraDestroy();
- imguiDestroy();
- bgfx::shutdown();
- return 0;
- }
- bool update() override
- {
- if (!entry::processEvents(m_state.m_width, m_state.m_height, m_state.m_debug, m_state.m_reset, &m_state.m_mouseState) )
- {
- // skip processing when minimized, otherwise crashing
- if (0 == m_state.m_width
- || 0 == m_state.m_height)
- {
- return true;
- }
- if (m_state.m_mouseState.m_buttons[entry::MouseButton::Left]
- && !ImGui::MouseOverArea() )
- {
- m_magnifierWidget.setPosition(
- float(m_state.m_mouseState.m_mx)
- , float(m_state.m_mouseState.m_my)
- );
- }
- // Update frame timer
- 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 float deltaTime = float(frameTime / freq);
- const bgfx::Caps* caps = bgfx::getCaps();
- if (m_state.m_size[0] != (int32_t)m_state.m_width || m_state.m_size[1] != (int32_t)m_state.m_height)
- {
- resize();
- }
- // update animation time
- const float rotationSpeed = 0.25f;
- if (m_state.m_animateScene)
- {
- m_state.m_animationTime += deltaTime * rotationSpeed;
- if (bx::kPi2 < m_state.m_animationTime)
- {
- m_state.m_animationTime -= bx::kPi2;
- }
- }
- // Update camera
- cameraUpdate(deltaTime * 0.15f, m_state.m_mouseState, ImGui::MouseOverArea() );
- cameraGetViewMtx(m_state.m_view);
- updateUniforms();
- bx::mtxProj(
- m_state.m_proj
- , m_state.m_fovY
- , float(m_state.m_size[0]) / float(m_state.m_size[1])
- , 0.01f
- , 100.0f
- , caps->homogeneousDepth
- );
- bgfx::ViewId view = 0;
- // Clear full frame buffer to avoid sampling into garbage during FSR pass
- if (!m_state.m_renderNativeResolution)
- {
- bgfx::setViewRect(view, 0, 0, (uint16_t)m_state.m_width, (uint16_t)m_state.m_height);
- bgfx::setViewClear(view, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH, 0x00000000, 1.0f, 0);
- bgfx::setViewFrameBuffer(view, m_state.m_frameBuffer);
- bgfx::touch(view);
- ++view;
- }
- // Draw models into scene
- {
- bgfx::setViewName(view, "forward scene");
- bgfx::setViewClear(view, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH, 0x7fb8ffff, 1.0f, 0);
- const float viewScale = m_state.m_renderNativeResolution
- ? 1.0f
- : 1.0f / m_state.m_fsr.m_config.m_superSamplingFactor
- ;
- const uint16_t viewRectWidth = uint16_t(bx::ceil(m_state.m_size[0] * viewScale) );
- const uint16_t viewRectHeight = uint16_t(bx::ceil(m_state.m_size[1] * viewScale) );
- const uint16_t viewRectY = uint16_t(caps->originBottomLeft ? m_state.m_size[1] - viewRectHeight : 0);
- bgfx::setViewRect(view, 0, viewRectY, viewRectWidth, viewRectHeight);
- bgfx::setViewTransform(view, m_state.m_view, m_state.m_proj);
- bgfx::setViewFrameBuffer(view, m_state.m_frameBuffer);
- bgfx::setState(0
- | BGFX_STATE_WRITE_RGB
- | BGFX_STATE_WRITE_A
- | BGFX_STATE_WRITE_Z
- | BGFX_STATE_DEPTH_TEST_LESS
- );
- drawAllModels(view, m_state.m_forwardProgram, m_state.m_modelUniforms);
- ++view;
- }
- // optionally run FSR
- if (!m_state.m_renderNativeResolution)
- {
- view = m_state.m_fsr.computeFsr(view, m_state.m_frameBufferTex[FRAMEBUFFER_RT_COLOR]);
- }
- // render result to screen
- {
- bgfx::TextureHandle srcTexture = m_state.m_frameBufferTex[FRAMEBUFFER_RT_COLOR];
- if (!m_state.m_renderNativeResolution)
- {
- srcTexture = m_state.m_fsr.getResultTexture();
- }
- m_magnifierWidget.updateContent(view, m_state, caps, srcTexture);
- float orthoProj[16];
- bx::mtxOrtho(orthoProj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, caps->homogeneousDepth);
- bgfx::setViewName(view, "display");
- bgfx::setViewClear(view, BGFX_CLEAR_NONE, 0, 1.0f, 0);
- bgfx::setViewRect(view, 0, 0, uint16_t(m_state.m_width), uint16_t(m_state.m_height) );
- bgfx::setViewTransform(view, NULL, orthoProj);
- bgfx::setViewFrameBuffer(view, BGFX_INVALID_HANDLE);
- bgfx::setState(0 | BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A);
- bgfx::setTexture(0, m_state.s_color, srcTexture, BGFX_SAMPLER_MIN_POINT | BGFX_SAMPLER_MAG_POINT | BGFX_SAMPLER_U_CLAMP | BGFX_SAMPLER_V_CLAMP);
- screenSpaceQuad(caps->originBottomLeft);
- bgfx::submit(view, m_state.m_copyLinearToGammaProgram);
- }
- m_magnifierWidget.drawToScreen(view, m_state);
- ++view;
- // Draw UI
- imguiBeginFrame(m_state.m_mouseState.m_mx, m_state.m_mouseState.m_my, (m_state.m_mouseState.m_buttons[entry::MouseButton::Left] ? IMGUI_MBUT_LEFT : 0) | (m_state.m_mouseState.m_buttons[entry::MouseButton::Right] ? IMGUI_MBUT_RIGHT : 0) | (m_state.m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0), m_state.m_mouseState.m_mz, uint16_t(m_state.m_width), uint16_t(m_state.m_height) );
- showExampleDialog(this);
- ImGui::SetNextWindowPos(ImVec2(m_state.m_width - m_state.m_width / 4.0f - 10.0f, 10.0f), ImGuiCond_FirstUseEver);
- ImGui::SetNextWindowSize(ImVec2(m_state.m_width / 4.0f, m_state.m_height / 1.2f), ImGuiCond_FirstUseEver);
- ImGui::Begin("Settings", NULL, 0);
- ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.5f);
- const ImVec2 itemSize = ImGui::GetItemRectSize();
- {
- ImGui::Checkbox("Animate scene", &m_state.m_animateScene);
- if (ImGui::Combo("Antialiasing", &m_state.m_antiAliasingSetting, "none\0""4x\0""16x\0""\0") )
- {
- resize();
- }
- ImGui::Checkbox("Render native resolution", &m_state.m_renderNativeResolution);
- if (ImGui::IsItemHovered() )
- {
- ImGui::SetTooltip("Disable super sampling and FSR.");
- }
- ImGui::Image(m_magnifierWidget.m_content.m_texture, ImVec2(itemSize.x * 0.94f, itemSize.x * 0.94f) );
- if (!m_state.m_renderNativeResolution)
- {
- ImGui::SliderFloat("Super sampling", &m_state.m_fsr.m_config.m_superSamplingFactor, 1.0f, 2.0f);
- if (ImGui::IsItemHovered() )
- {
- ImGui::BeginTooltip();
- ImGui::Text("2.0 means the scene is rendered at half window resolution.");
- ImGui::Text("1.0 means the scene is rendered at native window resolution.");
- ImGui::EndTooltip();
- }
- ImGui::Separator();
- if (m_state.m_fsr.supports16BitPrecision() )
- {
- ImGui::Checkbox("Use 16 Bit", &m_state.m_fsr.m_config.m_fsr16Bit);
- if (ImGui::IsItemHovered() )
- {
- ImGui::BeginTooltip();
- ImGui::Text("For better performance and less memory consumption use 16 Bit precision.");
- ImGui::Text("If disabled use 32 Bit per channel precision for FSR which works better on older hardware.");
- ImGui::Text("FSR in 16 Bit precision is also prone to be broken in Direct3D11, Direct3D12 works though.");
- ImGui::EndTooltip();
- }
- }
- ImGui::Checkbox("Apply FSR", &m_state.m_fsr.m_config.m_applyFsr);
- if (ImGui::IsItemHovered() )
- {
- ImGui::SetTooltip("Compare between FSR and bilinear interpolation of source image.");
- }
- if (m_state.m_fsr.m_config.m_applyFsr)
- {
- ImGui::Checkbox("Apply FSR sharpening", &m_state.m_fsr.m_config.m_applyFsrRcas);
- if (ImGui::IsItemHovered() )
- {
- ImGui::SetTooltip("Apply the FSR RCAS sharpening pass.");
- }
- if (m_state.m_fsr.m_config.m_applyFsrRcas)
- {
- ImGui::SliderFloat("Sharpening attenuation", &m_state.m_fsr.m_config.m_rcasAttenuation, 0.01f, 2.0f);
- if (ImGui::IsItemHovered() )
- {
- ImGui::SetTooltip("Lower value means sharper.");
- }
- }
- }
- }
- }
- ImGui::End();
- imguiEndFrame();
- // Advance to next frame. Rendering thread will be kicked to
- // process submitted rendering primitives.
- m_state.m_currFrame = bgfx::frame();
- return true;
- }
- return false;
- }
- void drawAllModels(bgfx::ViewId _pass, bgfx::ProgramHandle _program, ModelUniforms &_uniforms)
- {
- const int32_t width = 6;
- const int32_t length = 20;
- float c0[] = { 235.0f / 255.0f, 126.0f / 255.0f, 30.0f / 255.0f}; // orange
- float c1[] = { 235.0f / 255.0f, 146.0f / 255.0f, 251.0f / 255.0f}; // purple
- float c2[] = { 199.0f / 255.0f, 0.0f / 255.0f, 57.0f / 255.0f}; // pink
- for (int32_t zz = 0; zz < length; ++zz)
- {
- // make a color gradient, nothing special about this for example
- float *ca = c0;
- float *cb = c1;
- float lerpVal = float(zz) / float(length);
- if (0.5f <= lerpVal)
- {
- ca = c1;
- cb = c2;
- }
- lerpVal = bx::fract(2.0f * lerpVal);
- float r = bx::lerp(ca[0], cb[0], lerpVal);
- float g = bx::lerp(ca[1], cb[1], lerpVal);
- float b = bx::lerp(ca[2], cb[2], lerpVal);
- for (int32_t xx = 0; xx < width; ++xx)
- {
- const float angle = m_state.m_animationTime + float(zz) * (bx::kPi2 / length) + float(xx) * (bx::kPiHalf / width);
- const float posX = 2.0f * xx - width + 1.0f;
- const float posY = bx::sin(angle);
- const float posZ = 2.0f * zz - length + 1.0f;
- const float scale = s_meshScale[MeshHollowCube];
- float mtx[16];
- bx::mtxSRT(mtx, scale, scale, scale, 0.0f, 0.0f, 0.0f, posX, posY, posZ);
- bgfx::setTexture(0, m_state.s_albedo, m_state.m_groundTexture);
- bgfx::setTexture(1, m_state.s_normal, m_state.m_normalTexture);
- _uniforms.m_color[0] = r;
- _uniforms.m_color[1] = g;
- _uniforms.m_color[2] = b;
- _uniforms.submit();
- meshSubmit(m_state.m_meshes[MeshHollowCube], _pass, _program, mtx);
- }
- }
- // draw box as ground plane
- {
- const float posY = -2.0f;
- const float scale = length;
- float mtx[16];
- bx::mtxSRT(mtx, scale, scale, scale, 0.0f, 0.0f, 0.0f, 0.0f, -scale + posY, 0.0f);
- _uniforms.m_color[0] = 0.5f;
- _uniforms.m_color[1] = 0.5f;
- _uniforms.m_color[2] = 0.5f;
- _uniforms.submit();
- meshSubmit(m_state.m_meshes[MeshCube], _pass, m_state.m_gridProgram, mtx);
- }
- }
- void resize()
- {
- destroyFramebuffers();
- createFramebuffers();
- m_state.m_fsr.resize(m_state.m_width, m_state.m_height);
- }
- void createFramebuffers()
- {
- m_state.m_size[0] = m_state.m_width;
- m_state.m_size[1] = m_state.m_height;
- constexpr uint64_t msaaFlags[] =
- {
- BGFX_TEXTURE_NONE,
- BGFX_TEXTURE_RT_MSAA_X4,
- BGFX_TEXTURE_RT_MSAA_X16,
- };
- const uint64_t msaa = msaaFlags[m_state.m_antiAliasingSetting];
- const uint64_t colorFlags = 0
- | BGFX_TEXTURE_RT
- | BGFX_SAMPLER_U_CLAMP
- | BGFX_SAMPLER_V_CLAMP
- | msaa
- ;
- const uint64_t depthFlags = 0
- | BGFX_TEXTURE_RT_WRITE_ONLY
- | msaa
- ;
- m_state.m_frameBufferTex[FRAMEBUFFER_RT_COLOR] = bgfx::createTexture2D(
- uint16_t(m_state.m_size[0])
- , uint16_t(m_state.m_size[1])
- , false
- , 1
- , bgfx::TextureFormat::RGBA16F
- , colorFlags
- );
- m_state.m_frameBufferTex[FRAMEBUFFER_RT_DEPTH] = bgfx::createTexture2D(
- uint16_t(m_state.m_size[0])
- , uint16_t(m_state.m_size[1])
- , false
- , 1
- , bgfx::TextureFormat::D32F
- , depthFlags
- );
- m_state.m_frameBuffer = bgfx::createFrameBuffer(
- BX_COUNTOF(m_state.m_frameBufferTex)
- , m_state.m_frameBufferTex
- , true
- );
- }
- // all buffers set to destroy their textures
- void destroyFramebuffers()
- {
- bgfx::destroy(m_state.m_frameBuffer);
- }
- void updateUniforms()
- {
- m_state.m_modelUniforms.m_lightPosition[0] = 0.0f;
- m_state.m_modelUniforms.m_lightPosition[1] = 6.0f;
- m_state.m_modelUniforms.m_lightPosition[2] = 10.0f;
- }
- AppState m_state;
- MagnifierWidget m_magnifierWidget;
- };
- } // namespace
- ENTRY_IMPLEMENT_MAIN(
- ExampleFsr
- , "46-fsr"
- , "AMD FidelityFX Super Resolution (FSR)\n"
- "\n"
- "For an optimal FSR result high quality antialiasing for the low resolution source image and negative texture LOD bias is recommended."
- );
|