hdr.cpp 14 KB

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  1. /*
  2. * Copyright 2011-2014 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. struct PosColorTexCoord0Vertex
  10. {
  11. float m_x;
  12. float m_y;
  13. float m_z;
  14. uint32_t m_rgba;
  15. float m_u;
  16. float m_v;
  17. static void init()
  18. {
  19. ms_decl
  20. .begin()
  21. .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
  22. .add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
  23. .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
  24. .end();
  25. }
  26. static bgfx::VertexDecl ms_decl;
  27. };
  28. bgfx::VertexDecl PosColorTexCoord0Vertex::ms_decl;
  29. void screenSpaceQuad(float _textureWidth, float _textureHeight, bool _originBottomLeft = false, float _width = 1.0f, float _height = 1.0f)
  30. {
  31. if (bgfx::checkAvailTransientVertexBuffer(3, PosColorTexCoord0Vertex::ms_decl) )
  32. {
  33. bgfx::TransientVertexBuffer vb;
  34. bgfx::allocTransientVertexBuffer(&vb, 3, PosColorTexCoord0Vertex::ms_decl);
  35. PosColorTexCoord0Vertex* vertex = (PosColorTexCoord0Vertex*)vb.data;
  36. const float zz = 0.0f;
  37. const float minx = -_width;
  38. const float maxx = _width;
  39. const float miny = 0.0f;
  40. const float maxy = _height*2.0f;
  41. const float texelHalfW = s_texelHalf/_textureWidth;
  42. const float texelHalfH = s_texelHalf/_textureHeight;
  43. const float minu = -1.0f + texelHalfW;
  44. const float maxu = 1.0f + texelHalfW;
  45. float minv = texelHalfH;
  46. float maxv = 2.0f + texelHalfH;
  47. if (_originBottomLeft)
  48. {
  49. float temp = minv;
  50. minv = maxv;
  51. maxv = temp;
  52. minv -= 1.0f;
  53. maxv -= 1.0f;
  54. }
  55. vertex[0].m_x = minx;
  56. vertex[0].m_y = miny;
  57. vertex[0].m_z = zz;
  58. vertex[0].m_rgba = 0xffffffff;
  59. vertex[0].m_u = minu;
  60. vertex[0].m_v = minv;
  61. vertex[1].m_x = maxx;
  62. vertex[1].m_y = miny;
  63. vertex[1].m_z = zz;
  64. vertex[1].m_rgba = 0xffffffff;
  65. vertex[1].m_u = maxu;
  66. vertex[1].m_v = minv;
  67. vertex[2].m_x = maxx;
  68. vertex[2].m_y = maxy;
  69. vertex[2].m_z = zz;
  70. vertex[2].m_rgba = 0xffffffff;
  71. vertex[2].m_u = maxu;
  72. vertex[2].m_v = maxv;
  73. bgfx::setVertexBuffer(&vb);
  74. }
  75. }
  76. void setOffsets2x2Lum(bgfx::UniformHandle _handle, uint32_t _width, uint32_t _height)
  77. {
  78. float offsets[16][4];
  79. float du = 1.0f/_width;
  80. float dv = 1.0f/_height;
  81. uint32_t num = 0;
  82. for (uint32_t yy = 0; yy < 3; ++yy)
  83. {
  84. for (uint32_t xx = 0; xx < 3; ++xx)
  85. {
  86. offsets[num][0] = (xx - s_texelHalf) * du;
  87. offsets[num][1] = (yy - s_texelHalf) * dv;
  88. ++num;
  89. }
  90. }
  91. bgfx::setUniform(_handle, offsets, num);
  92. }
  93. void setOffsets4x4Lum(bgfx::UniformHandle _handle, uint32_t _width, uint32_t _height)
  94. {
  95. float offsets[16][4];
  96. float du = 1.0f/_width;
  97. float dv = 1.0f/_height;
  98. uint32_t num = 0;
  99. for (uint32_t yy = 0; yy < 4; ++yy)
  100. {
  101. for (uint32_t xx = 0; xx < 4; ++xx)
  102. {
  103. offsets[num][0] = (xx - 1.0f - s_texelHalf) * du;
  104. offsets[num][1] = (yy - 1.0f - s_texelHalf) * dv;
  105. ++num;
  106. }
  107. }
  108. bgfx::setUniform(_handle, offsets, num);
  109. }
  110. inline float square(float _x)
  111. {
  112. return _x*_x;
  113. }
  114. int _main_(int /*_argc*/, char** /*_argv*/)
  115. {
  116. PosColorTexCoord0Vertex::init();
  117. uint32_t width = 1280;
  118. uint32_t height = 720;
  119. uint32_t debug = BGFX_DEBUG_TEXT;
  120. uint32_t reset = BGFX_RESET_VSYNC;
  121. bgfx::init();
  122. bgfx::reset(width, height, reset);
  123. // Enable debug text.
  124. bgfx::setDebug(debug);
  125. // Set view 0 clear state.
  126. bgfx::setViewClear(0
  127. , BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
  128. , 0x303030ff
  129. , 1.0f
  130. , 0
  131. );
  132. bgfx::TextureHandle uffizi = loadTexture("uffizi.dds", BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP|BGFX_TEXTURE_W_CLAMP);
  133. bgfx::ProgramHandle skyProgram = loadProgram("vs_hdr_skybox", "fs_hdr_skybox");
  134. bgfx::ProgramHandle lumProgram = loadProgram("vs_hdr_lum", "fs_hdr_lum");
  135. bgfx::ProgramHandle lumAvgProgram = loadProgram("vs_hdr_lumavg", "fs_hdr_lumavg");
  136. bgfx::ProgramHandle blurProgram = loadProgram("vs_hdr_blur", "fs_hdr_blur");
  137. bgfx::ProgramHandle brightProgram = loadProgram("vs_hdr_bright", "fs_hdr_bright");
  138. bgfx::ProgramHandle meshProgram = loadProgram("vs_hdr_mesh", "fs_hdr_mesh");
  139. bgfx::ProgramHandle tonemapProgram = loadProgram("vs_hdr_tonemap", "fs_hdr_tonemap");
  140. bgfx::UniformHandle u_time = bgfx::createUniform("u_time", bgfx::UniformType::Uniform1f);
  141. bgfx::UniformHandle u_texCube = bgfx::createUniform("u_texCube", bgfx::UniformType::Uniform1i);
  142. bgfx::UniformHandle u_texColor = bgfx::createUniform("u_texColor", bgfx::UniformType::Uniform1i);
  143. bgfx::UniformHandle u_texLum = bgfx::createUniform("u_texLum", bgfx::UniformType::Uniform1i);
  144. bgfx::UniformHandle u_texBlur = bgfx::createUniform("u_texBlur", bgfx::UniformType::Uniform1i);
  145. bgfx::UniformHandle u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Uniform4x4fv);
  146. bgfx::UniformHandle u_tonemap = bgfx::createUniform("u_tonemap", bgfx::UniformType::Uniform4fv);
  147. bgfx::UniformHandle u_offset = bgfx::createUniform("u_offset", bgfx::UniformType::Uniform4fv, 16);
  148. Mesh* mesh = meshLoad("meshes/bunny.bin");
  149. bgfx::FrameBufferHandle fbh;
  150. bgfx::TextureHandle fbtextures[] =
  151. {
  152. bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT|BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP),
  153. bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT_BUFFER_ONLY),
  154. };
  155. fbh = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
  156. bgfx::FrameBufferHandle lum[5];
  157. lum[0] = bgfx::createFrameBuffer(128, 128, bgfx::TextureFormat::BGRA8);
  158. lum[1] = bgfx::createFrameBuffer( 64, 64, bgfx::TextureFormat::BGRA8);
  159. lum[2] = bgfx::createFrameBuffer( 16, 16, bgfx::TextureFormat::BGRA8);
  160. lum[3] = bgfx::createFrameBuffer( 4, 4, bgfx::TextureFormat::BGRA8);
  161. lum[4] = bgfx::createFrameBuffer( 1, 1, bgfx::TextureFormat::BGRA8);
  162. bgfx::FrameBufferHandle bright;
  163. bright = bgfx::createFrameBuffer(width/2, height/2, bgfx::TextureFormat::BGRA8);
  164. bgfx::FrameBufferHandle blur;
  165. blur = bgfx::createFrameBuffer(width/8, height/8, bgfx::TextureFormat::BGRA8);
  166. void* data = load("font/droidsans.ttf");
  167. imguiCreate(data);
  168. free(data);
  169. const bgfx::RendererType::Enum renderer = bgfx::getRendererType();
  170. s_texelHalf = bgfx::RendererType::Direct3D9 == renderer ? 0.5f : 0.0f;
  171. const bool originBottomLeft = bgfx::RendererType::OpenGL == renderer || bgfx::RendererType::OpenGLES == renderer;
  172. uint32_t oldWidth = 0;
  173. uint32_t oldHeight = 0;
  174. uint32_t oldReset = reset;
  175. float speed = 0.37f;
  176. float middleGray = 0.18f;
  177. float white = 1.1f;
  178. float treshold = 1.5f;
  179. int32_t scrollArea = 0;
  180. float time = 0.0f;
  181. entry::MouseState mouseState;
  182. while (!entry::processEvents(width, height, debug, reset, &mouseState) )
  183. {
  184. if (oldWidth != width
  185. || oldHeight != height
  186. || oldReset != reset)
  187. {
  188. // Recreate variable size render targets when resolution changes.
  189. oldWidth = width;
  190. oldHeight = height;
  191. oldReset = reset;
  192. uint32_t msaa = (reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  193. bgfx::destroyFrameBuffer(fbh);
  194. bgfx::destroyFrameBuffer(bright);
  195. bgfx::destroyFrameBuffer(blur);
  196. 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);
  197. fbtextures[1] = bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT_BUFFER_ONLY|( (msaa+1)<<BGFX_TEXTURE_RT_MSAA_SHIFT) );
  198. fbh = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
  199. bright = bgfx::createFrameBuffer(width/2, height/2, bgfx::TextureFormat::BGRA8);
  200. blur = bgfx::createFrameBuffer(width/8, height/8, bgfx::TextureFormat::BGRA8);
  201. }
  202. imguiBeginFrame(mouseState.m_mx
  203. , mouseState.m_my
  204. , (mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
  205. | (mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
  206. , 0
  207. , width
  208. , height
  209. );
  210. imguiBeginScrollArea("Settings", width - width / 5 - 10, 10, width / 5, height / 3, &scrollArea);
  211. imguiSeparatorLine();
  212. imguiSlider("Speed", speed, 0.0f, 1.0f, 0.01f);
  213. imguiSeparator();
  214. imguiSlider("Middle gray", middleGray, 0.1f, 1.0f, 0.01f);
  215. imguiSlider("White point", white, 0.1f, 2.0f, 0.01f);
  216. imguiSlider("Treshold", treshold, 0.1f, 2.0f, 0.01f);
  217. imguiEndScrollArea();
  218. imguiEndFrame();
  219. // This dummy draw call is here to make sure that view 0 is cleared
  220. // if no other draw calls are submitted to view 0.
  221. bgfx::submit(0);
  222. int64_t now = bx::getHPCounter();
  223. static int64_t last = now;
  224. const int64_t frameTime = now - last;
  225. last = now;
  226. const double freq = double(bx::getHPFrequency() );
  227. const double toMs = 1000.0/freq;
  228. time += (float)(frameTime*speed/freq);
  229. bgfx::setUniform(u_time, &time);
  230. // Use debug font to print information about this example.
  231. bgfx::dbgTextClear();
  232. bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/09-hdr");
  233. bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Using multiple views and render targets.");
  234. bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
  235. // Set views.
  236. for (uint32_t ii = 0; ii < 6; ++ii)
  237. {
  238. bgfx::setViewRect(ii, 0, 0, width, height);
  239. }
  240. bgfx::setViewFrameBuffer(0, fbh);
  241. bgfx::setViewFrameBuffer(1, fbh);
  242. bgfx::setViewRect(2, 0, 0, 128, 128);
  243. bgfx::setViewFrameBuffer(2, lum[0]);
  244. bgfx::setViewRect(3, 0, 0, 64, 64);
  245. bgfx::setViewFrameBuffer(3, lum[1]);
  246. bgfx::setViewRect(4, 0, 0, 16, 16);
  247. bgfx::setViewFrameBuffer(4, lum[2]);
  248. bgfx::setViewRect(5, 0, 0, 4, 4);
  249. bgfx::setViewFrameBuffer(5, lum[3]);
  250. bgfx::setViewRect(6, 0, 0, 1, 1);
  251. bgfx::setViewFrameBuffer(6, lum[4]);
  252. bgfx::setViewRect(7, 0, 0, width/2, height/2);
  253. bgfx::setViewFrameBuffer(7, bright);
  254. bgfx::setViewRect(8, 0, 0, width/8, height/8);
  255. bgfx::setViewFrameBuffer(8, blur);
  256. bgfx::setViewRect(9, 0, 0, width, height);
  257. float view[16];
  258. float proj[16];
  259. bx::mtxIdentity(view);
  260. bx::mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f);
  261. // Set view and projection matrix for view 0.
  262. for (uint32_t ii = 0; ii < 10; ++ii)
  263. {
  264. bgfx::setViewTransform(ii, view, proj);
  265. }
  266. float at[3] = { 0.0f, 1.0f, 0.0f };
  267. float eye[3] = { 0.0f, 1.0f, -2.5f };
  268. float mtx[16];
  269. bx::mtxRotateXY(mtx
  270. , 0.0f
  271. , time
  272. );
  273. float temp[4];
  274. bx::vec3MulMtx(temp, eye, mtx);
  275. bx::mtxLookAt(view, temp, at);
  276. bx::mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f);
  277. // Set view and projection matrix for view 1.
  278. bgfx::setViewTransform(1, view, proj);
  279. bgfx::setUniform(u_mtx, mtx);
  280. // Render skybox into view 0.
  281. bgfx::setTexture(0, u_texCube, uffizi);
  282. bgfx::setProgram(skyProgram);
  283. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  284. screenSpaceQuad( (float)width, (float)height, true);
  285. bgfx::submit(0);
  286. // Render mesh into view 1
  287. bgfx::setTexture(0, u_texCube, uffizi);
  288. meshSubmit(mesh, 1, meshProgram, NULL);
  289. // Calculate luminance.
  290. setOffsets2x2Lum(u_offset, 128, 128);
  291. bgfx::setTexture(0, u_texColor, fbtextures[0]);
  292. bgfx::setProgram(lumProgram);
  293. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  294. screenSpaceQuad(128.0f, 128.0f, originBottomLeft);
  295. bgfx::submit(2);
  296. // Downscale luminance 0.
  297. setOffsets4x4Lum(u_offset, 128, 128);
  298. bgfx::setTexture(0, u_texColor, lum[0]);
  299. bgfx::setProgram(lumAvgProgram);
  300. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  301. screenSpaceQuad(64.0f, 64.0f, originBottomLeft);
  302. bgfx::submit(3);
  303. // Downscale luminance 1.
  304. setOffsets4x4Lum(u_offset, 64, 64);
  305. bgfx::setTexture(0, u_texColor, lum[1]);
  306. bgfx::setProgram(lumAvgProgram);
  307. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  308. screenSpaceQuad(16.0f, 16.0f, originBottomLeft);
  309. bgfx::submit(4);
  310. // Downscale luminance 2.
  311. setOffsets4x4Lum(u_offset, 16, 16);
  312. bgfx::setTexture(0, u_texColor, lum[2]);
  313. bgfx::setProgram(lumAvgProgram);
  314. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  315. screenSpaceQuad(4.0f, 4.0f, originBottomLeft);
  316. bgfx::submit(5);
  317. // Downscale luminance 3.
  318. setOffsets4x4Lum(u_offset, 4, 4);
  319. bgfx::setTexture(0, u_texColor, lum[3]);
  320. bgfx::setProgram(lumAvgProgram);
  321. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  322. screenSpaceQuad(1.0f, 1.0f, originBottomLeft);
  323. bgfx::submit(6);
  324. float tonemap[4] = { middleGray, square(white), treshold, 0.0f };
  325. bgfx::setUniform(u_tonemap, tonemap);
  326. // Bright pass treshold is tonemap[3].
  327. setOffsets4x4Lum(u_offset, width/2, height/2);
  328. bgfx::setTexture(0, u_texColor, fbtextures[0]);
  329. bgfx::setTexture(1, u_texLum, lum[4]);
  330. bgfx::setProgram(brightProgram);
  331. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  332. screenSpaceQuad( (float)width/2.0f, (float)height/2.0f, originBottomLeft);
  333. bgfx::submit(7);
  334. // Blur bright pass vertically.
  335. bgfx::setTexture(0, u_texColor, bright);
  336. bgfx::setProgram(blurProgram);
  337. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  338. screenSpaceQuad( (float)width/8.0f, (float)height/8.0f, originBottomLeft);
  339. bgfx::submit(8);
  340. // Blur bright pass horizontally, do tonemaping and combine.
  341. bgfx::setTexture(0, u_texColor, fbtextures[0]);
  342. bgfx::setTexture(1, u_texLum, lum[4]);
  343. bgfx::setTexture(2, u_texBlur, blur);
  344. bgfx::setProgram(tonemapProgram);
  345. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  346. screenSpaceQuad( (float)width, (float)height, originBottomLeft);
  347. bgfx::submit(9);
  348. // Advance to next frame. Rendering thread will be kicked to
  349. // process submitted rendering primitives.
  350. bgfx::frame();
  351. }
  352. // Cleanup.
  353. imguiDestroy();
  354. meshUnload(mesh);
  355. for (uint32_t ii = 0; ii < BX_COUNTOF(lum); ++ii)
  356. {
  357. bgfx::destroyFrameBuffer(lum[ii]);
  358. }
  359. bgfx::destroyFrameBuffer(bright);
  360. bgfx::destroyFrameBuffer(blur);
  361. bgfx::destroyFrameBuffer(fbh);
  362. bgfx::destroyProgram(meshProgram);
  363. bgfx::destroyProgram(skyProgram);
  364. bgfx::destroyProgram(tonemapProgram);
  365. bgfx::destroyProgram(lumProgram);
  366. bgfx::destroyProgram(lumAvgProgram);
  367. bgfx::destroyProgram(blurProgram);
  368. bgfx::destroyProgram(brightProgram);
  369. bgfx::destroyTexture(uffizi);
  370. bgfx::destroyUniform(u_time);
  371. bgfx::destroyUniform(u_texCube);
  372. bgfx::destroyUniform(u_texColor);
  373. bgfx::destroyUniform(u_texLum);
  374. bgfx::destroyUniform(u_texBlur);
  375. bgfx::destroyUniform(u_mtx);
  376. bgfx::destroyUniform(u_tonemap);
  377. bgfx::destroyUniform(u_offset);
  378. // Shutdown bgfx.
  379. bgfx::shutdown();
  380. return 0;
  381. }