hdr.cpp 19 KB

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  1. /*
  2. * Copyright 2011-2025 Branimir Karadzic. All rights reserved.
  3. * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
  4. */
  5. #include "common.h"
  6. #include "bgfx_utils.h"
  7. #include "imgui/imgui.h"
  8. #include <bx/rng.h>
  9. namespace
  10. {
  11. struct PosColorTexCoord0Vertex
  12. {
  13. float m_x;
  14. float m_y;
  15. float m_z;
  16. uint32_t m_rgba;
  17. float m_u;
  18. float m_v;
  19. static void init()
  20. {
  21. ms_layout
  22. .begin()
  23. .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
  24. .add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
  25. .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
  26. .end();
  27. }
  28. static bgfx::VertexLayout ms_layout;
  29. };
  30. bgfx::VertexLayout PosColorTexCoord0Vertex::ms_layout;
  31. void screenSpaceQuad(bool _originBottomLeft = false, float _width = 1.0f, float _height = 1.0f)
  32. {
  33. if (3 == bgfx::getAvailTransientVertexBuffer(3, PosColorTexCoord0Vertex::ms_layout) )
  34. {
  35. bgfx::TransientVertexBuffer vb;
  36. bgfx::allocTransientVertexBuffer(&vb, 3, PosColorTexCoord0Vertex::ms_layout);
  37. PosColorTexCoord0Vertex* vertex = (PosColorTexCoord0Vertex*)vb.data;
  38. const float zz = 0.0f;
  39. const float minx = -_width;
  40. const float maxx = _width;
  41. const float miny = 0.0f;
  42. const float maxy = _height*2.0f;
  43. const float minu = -1.0f;
  44. const float maxu = 1.0f;
  45. float minv = 0.0f;
  46. float maxv = 2.0f;
  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(0, &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. uint16_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 * du;
  87. offsets[num][1] = yy * 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. uint16_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) * du;
  104. offsets[num][1] = (yy - 1.0f) * dv;
  105. ++num;
  106. }
  107. }
  108. bgfx::setUniform(_handle, offsets, num);
  109. }
  110. class ExampleHDR : public entry::AppI
  111. {
  112. public:
  113. ExampleHDR(const char* _name, const char* _description, const char* _url)
  114. : entry::AppI(_name, _description, _url)
  115. {
  116. }
  117. void init(int32_t _argc, const char* const* _argv, uint32_t _width, uint32_t _height) override
  118. {
  119. Args args(_argc, _argv);
  120. m_width = _width;
  121. m_height = _height;
  122. m_debug = BGFX_DEBUG_NONE;
  123. m_reset = BGFX_RESET_VSYNC;
  124. bgfx::Init init;
  125. init.type = args.m_type;
  126. init.vendorId = args.m_pciId;
  127. init.platformData.nwh = entry::getNativeWindowHandle(entry::kDefaultWindowHandle);
  128. init.platformData.ndt = entry::getNativeDisplayHandle();
  129. init.platformData.type = entry::getNativeWindowHandleType();
  130. init.resolution.width = m_width;
  131. init.resolution.height = m_height;
  132. init.resolution.reset = m_reset;
  133. bgfx::init(init);
  134. // Enable m_debug text.
  135. bgfx::setDebug(m_debug);
  136. // Create vertex stream declaration.
  137. PosColorTexCoord0Vertex::init();
  138. m_uffizi = loadTexture("textures/uffizi.ktx"
  139. , 0
  140. | BGFX_SAMPLER_U_CLAMP
  141. | BGFX_SAMPLER_V_CLAMP
  142. | BGFX_SAMPLER_W_CLAMP
  143. );
  144. m_skyProgram = loadProgram("vs_hdr_skybox", "fs_hdr_skybox");
  145. m_lumProgram = loadProgram("vs_hdr_lum", "fs_hdr_lum");
  146. m_lumAvgProgram = loadProgram("vs_hdr_lumavg", "fs_hdr_lumavg");
  147. m_blurProgram = loadProgram("vs_hdr_blur", "fs_hdr_blur");
  148. m_brightProgram = loadProgram("vs_hdr_bright", "fs_hdr_bright");
  149. m_meshProgram = loadProgram("vs_hdr_mesh", "fs_hdr_mesh");
  150. m_tonemapProgram = loadProgram("vs_hdr_tonemap", "fs_hdr_tonemap");
  151. s_texCube = bgfx::createUniform("s_texCube", bgfx::UniformType::Sampler);
  152. s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Sampler);
  153. s_texLum = bgfx::createUniform("s_texLum", bgfx::UniformType::Sampler);
  154. s_texBlur = bgfx::createUniform("s_texBlur", bgfx::UniformType::Sampler);
  155. u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Mat4);
  156. u_offset = bgfx::createUniform("u_offset", bgfx::UniformType::Vec4, 16);
  157. // Tonemap value will be updated once per frame.
  158. u_tonemap = bgfx::createUniform("u_tonemap", bgfx::UniformFreq::Frame, bgfx::UniformType::Vec4);
  159. m_mesh = meshLoad("meshes/bunny.bin");
  160. m_fbh.idx = bgfx::kInvalidHandle;
  161. m_lum[0] = bgfx::createFrameBuffer(128, 128, bgfx::TextureFormat::BGRA8);
  162. m_lum[1] = bgfx::createFrameBuffer( 64, 64, bgfx::TextureFormat::BGRA8);
  163. m_lum[2] = bgfx::createFrameBuffer( 16, 16, bgfx::TextureFormat::BGRA8);
  164. m_lum[3] = bgfx::createFrameBuffer( 4, 4, bgfx::TextureFormat::BGRA8);
  165. m_lum[4] = bgfx::createFrameBuffer( 1, 1, bgfx::TextureFormat::BGRA8);
  166. m_bright = bgfx::createFrameBuffer(bgfx::BackbufferRatio::Half, bgfx::TextureFormat::BGRA8);
  167. m_blur = bgfx::createFrameBuffer(bgfx::BackbufferRatio::Eighth, bgfx::TextureFormat::BGRA8);
  168. m_lumBgra8 = 0;
  169. if ( (BGFX_CAPS_TEXTURE_BLIT|BGFX_CAPS_TEXTURE_READ_BACK) == (bgfx::getCaps()->supported & (BGFX_CAPS_TEXTURE_BLIT|BGFX_CAPS_TEXTURE_READ_BACK) ) )
  170. {
  171. m_rb = bgfx::createTexture2D(1, 1, false, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_BLIT_DST|BGFX_TEXTURE_READ_BACK);
  172. }
  173. else
  174. {
  175. m_rb.idx = bgfx::kInvalidHandle;
  176. }
  177. // Imgui.
  178. imguiCreate();
  179. m_caps = bgfx::getCaps();
  180. m_oldWidth = 0;
  181. m_oldHeight = 0;
  182. m_oldReset = m_reset;
  183. m_speed = 0.37f;
  184. m_middleGray = 0.18f;
  185. m_white = 1.1f;
  186. m_threshold = 1.5f;
  187. m_scrollArea = 0;
  188. m_time = 0.0f;
  189. }
  190. virtual int shutdown() override
  191. {
  192. // Cleanup.
  193. imguiDestroy();
  194. meshUnload(m_mesh);
  195. for (uint32_t ii = 0; ii < BX_COUNTOF(m_lum); ++ii)
  196. {
  197. bgfx::destroy(m_lum[ii]);
  198. }
  199. bgfx::destroy(m_bright);
  200. bgfx::destroy(m_blur);
  201. if (bgfx::isValid(m_fbh) )
  202. {
  203. bgfx::destroy(m_fbh);
  204. }
  205. bgfx::destroy(m_meshProgram);
  206. bgfx::destroy(m_skyProgram);
  207. bgfx::destroy(m_tonemapProgram);
  208. bgfx::destroy(m_lumProgram);
  209. bgfx::destroy(m_lumAvgProgram);
  210. bgfx::destroy(m_blurProgram);
  211. bgfx::destroy(m_brightProgram);
  212. bgfx::destroy(m_uffizi);
  213. if (bgfx::isValid(m_rb) )
  214. {
  215. bgfx::destroy(m_rb);
  216. }
  217. bgfx::destroy(s_texCube);
  218. bgfx::destroy(s_texColor);
  219. bgfx::destroy(s_texLum);
  220. bgfx::destroy(s_texBlur);
  221. bgfx::destroy(u_mtx);
  222. bgfx::destroy(u_tonemap);
  223. bgfx::destroy(u_offset);
  224. // Shutdown bgfx.
  225. bgfx::shutdown();
  226. return 0;
  227. }
  228. bool update() override
  229. {
  230. if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
  231. {
  232. if (!bgfx::isValid(m_fbh)
  233. || m_oldWidth != m_width
  234. || m_oldHeight != m_height
  235. || m_oldReset != m_reset)
  236. {
  237. // Recreate variable size render targets when resolution changes.
  238. m_oldWidth = m_width;
  239. m_oldHeight = m_height;
  240. m_oldReset = m_reset;
  241. uint32_t msaa = (m_reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
  242. if (bgfx::isValid(m_fbh) )
  243. {
  244. bgfx::destroy(m_fbh);
  245. }
  246. m_fbtextures[0] = bgfx::createTexture2D(
  247. uint16_t(m_width)
  248. , uint16_t(m_height)
  249. , false
  250. , 1
  251. , bgfx::TextureFormat::BGRA8
  252. , (uint64_t(msaa + 1) << BGFX_TEXTURE_RT_MSAA_SHIFT) | BGFX_SAMPLER_U_CLAMP | BGFX_SAMPLER_V_CLAMP
  253. );
  254. const uint64_t textureFlags = BGFX_TEXTURE_RT_WRITE_ONLY|(uint64_t(msaa+1)<<BGFX_TEXTURE_RT_MSAA_SHIFT);
  255. bgfx::TextureFormat::Enum depthFormat =
  256. bgfx::isTextureValid(0, false, 1, bgfx::TextureFormat::D16, textureFlags) ? bgfx::TextureFormat::D16
  257. : bgfx::isTextureValid(0, false, 1, bgfx::TextureFormat::D24S8, textureFlags) ? bgfx::TextureFormat::D24S8
  258. : bgfx::TextureFormat::D32
  259. ;
  260. m_fbtextures[1] = bgfx::createTexture2D(
  261. uint16_t(m_width)
  262. , uint16_t(m_height)
  263. , false
  264. , 1
  265. , depthFormat
  266. , textureFlags
  267. );
  268. m_fbh = bgfx::createFrameBuffer(BX_COUNTOF(m_fbtextures), m_fbtextures, true);
  269. }
  270. imguiBeginFrame(m_mouseState.m_mx
  271. , m_mouseState.m_my
  272. , (m_mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
  273. | (m_mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
  274. | (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
  275. , m_mouseState.m_mz
  276. , uint16_t(m_width)
  277. , uint16_t(m_height)
  278. );
  279. showExampleDialog(this);
  280. ImGui::SetNextWindowPos(
  281. ImVec2(m_width - m_width / 5.0f - 40.0f, 10.0f)
  282. , ImGuiCond_FirstUseEver
  283. );
  284. ImGui::SetNextWindowSize(
  285. ImVec2(m_width / 5.0f + 30.0f, m_height / 2.0f)
  286. , ImGuiCond_FirstUseEver
  287. );
  288. ImGui::Begin("Settings"
  289. , NULL
  290. , 0
  291. );
  292. ImGui::SliderFloat("Speed", &m_speed, 0.0f, 1.0f);
  293. ImGui::Separator();
  294. ImGui::SliderFloat("Middle gray", &m_middleGray, 0.1f, 1.0f);
  295. ImGui::SliderFloat("White point", &m_white, 0.1f, 2.0f);
  296. ImGui::SliderFloat("Threshold", &m_threshold, 0.1f, 2.0f);
  297. if (bgfx::isValid(m_rb) )
  298. {
  299. struct Packed { uint8_t bgra[4]; } arr = bx::bitCast<Packed>(m_lumBgra8);
  300. float exponent = arr.bgra[3] / 255.0f * 255.0f - 128.0f;
  301. float lumAvg = arr.bgra[2] / 255.0f * bx::exp2(exponent);
  302. ImGui::SliderFloat("Lum Avg", &lumAvg, 0.0f, 1.0f);
  303. }
  304. const bgfx::Caps* caps = bgfx::getCaps();
  305. static const char* s_shadingRateName[] =
  306. {
  307. "1x1",
  308. "1x2",
  309. "2x1",
  310. "2x2",
  311. "2x4",
  312. "4x2",
  313. "4x4",
  314. };
  315. static_assert(bgfx::ShadingRate::Count == BX_COUNTOF(s_shadingRateName) );
  316. static bgfx::ShadingRate::Enum shadingRate = bgfx::ShadingRate::Rate1x1;
  317. ImGui::BeginDisabled(0 == (caps->supported & BGFX_CAPS_VARIABLE_RATE_SHADING) );
  318. ImGui::Combo("Shading Rate", (int*)&shadingRate, s_shadingRateName, BX_COUNTOF(s_shadingRateName) );
  319. ImGui::EndDisabled();
  320. ImGui::End();
  321. imguiEndFrame();
  322. // This dummy draw call is here to make sure that view 0 is cleared
  323. // if no other draw calls are submitted to view 0.
  324. bgfx::touch(0);
  325. int64_t now = bx::getHPCounter();
  326. static int64_t last = now;
  327. const int64_t frameTime = now - last;
  328. last = now;
  329. const double freq = double(bx::getHPFrequency() );
  330. m_time += (float)(frameTime*m_speed/freq);
  331. bgfx::ViewId shuffle[10] = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 };
  332. bx::shuffle(&m_rng, shuffle, BX_COUNTOF(shuffle) );
  333. bgfx::ViewId hdrSkybox = shuffle[0];
  334. bgfx::ViewId hdrMesh = shuffle[1];
  335. bgfx::ViewId hdrLuminance = shuffle[2];
  336. bgfx::ViewId hdrLumScale0 = shuffle[3];
  337. bgfx::ViewId hdrLumScale1 = shuffle[4];
  338. bgfx::ViewId hdrLumScale2 = shuffle[5];
  339. bgfx::ViewId hdrLumScale3 = shuffle[6];
  340. bgfx::ViewId hdrBrightness = shuffle[7];
  341. bgfx::ViewId hdrVBlur = shuffle[8];
  342. bgfx::ViewId hdrHBlurTonemap = shuffle[9];
  343. // Set views.
  344. bgfx::setViewName(hdrSkybox, "Skybox");
  345. bgfx::setViewClear(hdrSkybox, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH, 0x303030ff, 1.0f, 0);
  346. bgfx::setViewRect(hdrSkybox, 0, 0, bgfx::BackbufferRatio::Equal);
  347. bgfx::setViewFrameBuffer(hdrSkybox, m_fbh);
  348. bgfx::setViewShadingRate(hdrSkybox, shadingRate);
  349. bgfx::setViewName(hdrMesh, "Mesh");
  350. bgfx::setViewClear(hdrMesh, BGFX_CLEAR_DISCARD_DEPTH | BGFX_CLEAR_DISCARD_STENCIL);
  351. bgfx::setViewRect(hdrMesh, 0, 0, bgfx::BackbufferRatio::Equal);
  352. bgfx::setViewFrameBuffer(hdrMesh, m_fbh);
  353. bgfx::setViewShadingRate(hdrMesh, shadingRate);
  354. bgfx::setViewName(hdrLuminance, "Luminance");
  355. bgfx::setViewRect(hdrLuminance, 0, 0, 128, 128);
  356. bgfx::setViewFrameBuffer(hdrLuminance, m_lum[0]);
  357. bgfx::setViewShadingRate(hdrLuminance, bgfx::ShadingRate::Rate1x1);
  358. bgfx::setViewName(hdrLumScale0, "Downscale luminance 0");
  359. bgfx::setViewRect(hdrLumScale0, 0, 0, 64, 64);
  360. bgfx::setViewFrameBuffer(hdrLumScale0, m_lum[1]);
  361. bgfx::setViewShadingRate(hdrLumScale0, bgfx::ShadingRate::Rate1x1);
  362. bgfx::setViewName(hdrLumScale1, "Downscale luminance 1");
  363. bgfx::setViewRect(hdrLumScale1, 0, 0, 16, 16);
  364. bgfx::setViewFrameBuffer(hdrLumScale1, m_lum[2]);
  365. bgfx::setViewShadingRate(hdrLumScale1, bgfx::ShadingRate::Rate1x1);
  366. bgfx::setViewName(hdrLumScale2, "Downscale luminance 2");
  367. bgfx::setViewRect(hdrLumScale2, 0, 0, 4, 4);
  368. bgfx::setViewFrameBuffer(hdrLumScale2, m_lum[3]);
  369. bgfx::setViewShadingRate(hdrLumScale2, bgfx::ShadingRate::Rate1x1);
  370. bgfx::setViewName(hdrLumScale3, "Downscale luminance 3");
  371. bgfx::setViewRect(hdrLumScale3, 0, 0, 1, 1);
  372. bgfx::setViewFrameBuffer(hdrLumScale3, m_lum[4]);
  373. bgfx::setViewShadingRate(hdrLumScale3, bgfx::ShadingRate::Rate1x1);
  374. bgfx::setViewName(hdrBrightness, "Brightness");
  375. bgfx::setViewRect(hdrBrightness, 0, 0, bgfx::BackbufferRatio::Half);
  376. bgfx::setViewFrameBuffer(hdrBrightness, m_bright);
  377. bgfx::setViewShadingRate(hdrBrightness, bgfx::ShadingRate::Rate1x1);
  378. bgfx::setViewName(hdrVBlur, "Blur vertical");
  379. bgfx::setViewRect(hdrVBlur, 0, 0, bgfx::BackbufferRatio::Eighth);
  380. bgfx::setViewFrameBuffer(hdrVBlur, m_blur);
  381. bgfx::setViewShadingRate(hdrVBlur, bgfx::ShadingRate::Rate1x1);
  382. bgfx::setViewName(hdrHBlurTonemap, "Blur horizontal + tonemap");
  383. bgfx::setViewRect(hdrHBlurTonemap, 0, 0, bgfx::BackbufferRatio::Equal);
  384. bgfx::FrameBufferHandle invalid = BGFX_INVALID_HANDLE;
  385. bgfx::setViewFrameBuffer(hdrHBlurTonemap, invalid);
  386. bgfx::setViewShadingRate(hdrHBlurTonemap, bgfx::ShadingRate::Rate1x1);
  387. float proj[16];
  388. bx::mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f, 0.0f, caps->homogeneousDepth);
  389. bgfx::ViewId order[] =
  390. {
  391. hdrSkybox,
  392. hdrMesh,
  393. hdrLuminance,
  394. hdrLumScale0,
  395. hdrLumScale1,
  396. hdrLumScale2,
  397. hdrLumScale3,
  398. hdrBrightness,
  399. hdrVBlur,
  400. hdrHBlurTonemap
  401. };
  402. bgfx::setViewOrder(0, BX_COUNTOF(order), order);
  403. // Set view and projection matrix for view 0.
  404. for (uint8_t ii = 0; ii < BX_COUNTOF(order); ++ii)
  405. {
  406. bgfx::setViewTransform(ii, NULL, proj);
  407. }
  408. const bx::Vec3 at = { 0.0f, 1.0f, 0.0f };
  409. const bx::Vec3 eye = { 0.0f, 1.0f, -2.5f };
  410. float mtx[16];
  411. bx::mtxRotateXY(mtx
  412. , 0.0f
  413. , m_time
  414. );
  415. const bx::Vec3 tmp = bx::mul(eye, mtx);
  416. float view[16];
  417. bx::mtxLookAt(view, tmp, at);
  418. bx::mtxProj(proj, 60.0f, float(m_width)/float(m_height), 0.1f, 100.0f, caps->homogeneousDepth);
  419. // Set view and projection matrix for view hdrMesh.
  420. bgfx::setViewTransform(hdrMesh, view, proj);
  421. const float tonemap[4] = { m_middleGray, bx::square(m_white), m_threshold, m_time };
  422. bgfx::setFrameUniform(u_tonemap, tonemap);
  423. // Render skybox into view hdrSkybox.
  424. bgfx::setTexture(0, s_texCube, m_uffizi);
  425. bgfx::setState(BGFX_STATE_WRITE_RGB|BGFX_STATE_WRITE_A);
  426. bgfx::setUniform(u_mtx, mtx);
  427. screenSpaceQuad(true);
  428. bgfx::submit(hdrSkybox, m_skyProgram);
  429. // Render m_mesh into view hdrMesh.
  430. bgfx::setTexture(0, s_texCube, m_uffizi);
  431. meshSubmit(m_mesh, hdrMesh, m_meshProgram, NULL);
  432. // Calculate luminance.
  433. setOffsets2x2Lum(u_offset, 128, 128);
  434. bgfx::setTexture(0, s_texColor, m_fbtextures[0]);
  435. bgfx::setState(BGFX_STATE_WRITE_RGB|BGFX_STATE_WRITE_A);
  436. screenSpaceQuad(m_caps->originBottomLeft);
  437. bgfx::submit(hdrLuminance, m_lumProgram);
  438. // Downscale luminance 0.
  439. setOffsets4x4Lum(u_offset, 128, 128);
  440. bgfx::setTexture(0, s_texColor, bgfx::getTexture(m_lum[0]) );
  441. bgfx::setState(BGFX_STATE_WRITE_RGB|BGFX_STATE_WRITE_A);
  442. screenSpaceQuad(m_caps->originBottomLeft);
  443. bgfx::submit(hdrLumScale0, m_lumAvgProgram);
  444. // Downscale luminance 1.
  445. setOffsets4x4Lum(u_offset, 64, 64);
  446. bgfx::setTexture(0, s_texColor, bgfx::getTexture(m_lum[1]) );
  447. bgfx::setState(BGFX_STATE_WRITE_RGB|BGFX_STATE_WRITE_A);
  448. screenSpaceQuad(m_caps->originBottomLeft);
  449. bgfx::submit(hdrLumScale1, m_lumAvgProgram);
  450. // Downscale luminance 2.
  451. setOffsets4x4Lum(u_offset, 16, 16);
  452. bgfx::setTexture(0, s_texColor, bgfx::getTexture(m_lum[2]) );
  453. bgfx::setState(BGFX_STATE_WRITE_RGB|BGFX_STATE_WRITE_A);
  454. screenSpaceQuad(m_caps->originBottomLeft);
  455. bgfx::submit(hdrLumScale2, m_lumAvgProgram);
  456. // Downscale luminance 3.
  457. setOffsets4x4Lum(u_offset, 4, 4);
  458. bgfx::setTexture(0, s_texColor, bgfx::getTexture(m_lum[3]) );
  459. bgfx::setState(BGFX_STATE_WRITE_RGB|BGFX_STATE_WRITE_A);
  460. screenSpaceQuad(m_caps->originBottomLeft);
  461. bgfx::submit(hdrLumScale3, m_lumAvgProgram);
  462. // m_bright pass m_threshold is tonemap[3].
  463. setOffsets4x4Lum(u_offset, m_width/2, m_height/2);
  464. bgfx::setTexture(0, s_texColor, m_fbtextures[0]);
  465. bgfx::setTexture(1, s_texLum, bgfx::getTexture(m_lum[4]) );
  466. bgfx::setState(BGFX_STATE_WRITE_RGB|BGFX_STATE_WRITE_A);
  467. screenSpaceQuad(m_caps->originBottomLeft);
  468. bgfx::submit(hdrBrightness, m_brightProgram);
  469. // m_blur m_bright pass vertically.
  470. bgfx::setTexture(0, s_texColor, bgfx::getTexture(m_bright) );
  471. bgfx::setState(BGFX_STATE_WRITE_RGB|BGFX_STATE_WRITE_A);
  472. screenSpaceQuad(m_caps->originBottomLeft);
  473. bgfx::submit(hdrVBlur, m_blurProgram);
  474. // m_blur m_bright pass horizontally, do tonemaping and combine.
  475. bgfx::setTexture(0, s_texColor, m_fbtextures[0]);
  476. bgfx::setTexture(1, s_texLum, bgfx::getTexture(m_lum[4]) );
  477. bgfx::setTexture(2, s_texBlur, bgfx::getTexture(m_blur) );
  478. bgfx::setState(BGFX_STATE_WRITE_RGB|BGFX_STATE_WRITE_A);
  479. screenSpaceQuad(m_caps->originBottomLeft);
  480. bgfx::submit(hdrHBlurTonemap, m_tonemapProgram);
  481. if (bgfx::isValid(m_rb) )
  482. {
  483. bgfx::blit(hdrHBlurTonemap, m_rb, 0, 0, bgfx::getTexture(m_lum[4]) );
  484. bgfx::readTexture(m_rb, &m_lumBgra8);
  485. }
  486. // Advance to next frame. Rendering thread will be kicked to
  487. // process submitted rendering primitives.
  488. bgfx::frame();
  489. return true;
  490. }
  491. return false;
  492. }
  493. entry::MouseState m_mouseState;
  494. bgfx::ProgramHandle m_skyProgram;
  495. bgfx::ProgramHandle m_lumProgram;
  496. bgfx::ProgramHandle m_lumAvgProgram;
  497. bgfx::ProgramHandle m_blurProgram;
  498. bgfx::ProgramHandle m_brightProgram;
  499. bgfx::ProgramHandle m_meshProgram;
  500. bgfx::ProgramHandle m_tonemapProgram;
  501. bgfx::TextureHandle m_uffizi;
  502. bgfx::UniformHandle s_texCube;
  503. bgfx::UniformHandle s_texColor;
  504. bgfx::UniformHandle s_texLum;
  505. bgfx::UniformHandle s_texBlur;
  506. bgfx::UniformHandle u_mtx;
  507. bgfx::UniformHandle u_tonemap;
  508. bgfx::UniformHandle u_offset;
  509. Mesh* m_mesh;
  510. bgfx::TextureHandle m_fbtextures[2];
  511. bgfx::TextureHandle m_rb;
  512. bgfx::FrameBufferHandle m_fbh;
  513. bgfx::FrameBufferHandle m_lum[5];
  514. bgfx::FrameBufferHandle m_bright;
  515. bgfx::FrameBufferHandle m_blur;
  516. bx::RngMwc m_rng;
  517. uint32_t m_width;
  518. uint32_t m_height;
  519. uint32_t m_debug;
  520. uint32_t m_reset;
  521. uint32_t m_lumBgra8;
  522. uint32_t m_oldWidth;
  523. uint32_t m_oldHeight;
  524. uint32_t m_oldReset;
  525. float m_speed;
  526. float m_middleGray;
  527. float m_white;
  528. float m_threshold;
  529. int32_t m_scrollArea;
  530. const bgfx::Caps* m_caps;
  531. float m_time;
  532. };
  533. } // namespace
  534. ENTRY_IMPLEMENT_MAIN(
  535. ExampleHDR
  536. , "09-hdr"
  537. , "Using multiple views with frame buffers, and view order remapping."
  538. , "https://bkaradzic.github.io/bgfx/examples.html#hdr"
  539. );