| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841842843844845846847848849850851852853854855856857858859860861862863864865866867868869870871872873874875876877878879880881882883884885886887888889890891892893894895896897898899900901902903904905906907908909910911912913914915916917918919920921922923924925926927928929930931932933934935936937938939940941942943944945946947948949950951952953954955956957958959960961962963964965966967968969970971972973974975976977978979980981982983984985986987988989990991992993994995996997998999100010011002100310041005100610071008100910101011101210131014101510161017101810191020102110221023102410251026102710281029103010311032103310341035103610371038103910401041104210431044 |
- /*
- * Copyright 2021 elven cache. All rights reserved.
- * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
- */
- /*
- * Implement bokeh depth of field as described in the blog post here:
- * https://web.archive.org/web/20201215123940/https://blog.tuxedolabs.com/2018/05/04/bokeh-depth-of-field-in-single-pass.html
- *
- * Additionally, implement the optimizations discussed in the closing paragraph.
- * Apply the effect in multiple passes. Calculate the circle of confusion and store
- * in the alpha channel while downsampling the image. Then compute depth of field
- * at this lower res, storing sample size in alpha. Then composite the blurred image,
- * based on the sample size. Compositing the lower res like this can lead to blocky
- * edges where there's a depth discontinuity and the blur is just enough. May be
- * an area to improve on.
- *
- * Provide an alternate means of determining radius of current sample when blurring.
- * I find the blog post's sample pattern to be difficult to directly reason about. It
- * is not obvious, given the parameters, how many samples will be taken. And it can
- * be very many samples. Though the results are good. The 'sqrt' pattern chosen here
- * looks alright and allows for the number of samples to be set directly. If you are
- * going to use this in a project, may be worth exploring additional sample patterns.
- * And certainly update the shader to remove the pattern choice from inside the
- * sample loop.
- */
- #include <common.h>
- #include <camera.h>
- #include <bgfx_utils.h>
- #include <imgui/imgui.h>
- #include <bx/rng.h>
- #include <bx/os.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;
- struct PassUniforms
- {
- enum { NumVec4 = 4 };
- void init() {
- u_params = bgfx::createUniform("u_params", 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_depthUnpackConsts[2]; float m_frameIdx; float m_lobeRotation; };
- /* 1 */ struct { float m_ndcToViewMul[2]; float m_ndcToViewAdd[2]; };
- /* 2 */ struct { float m_blurSteps; float m_lobeCount; float m_lobeRadiusMin; float m_lobeRadiusDelta2x; };
- /* 3 */ struct { float m_maxBlurSize; float m_focusPoint; float m_focusScale; float m_radiusScale; };
- };
- float m_params[NumVec4 * 4];
- };
- bgfx::UniformHandle u_params;
- };
- 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 RenderTarget
- {
- void init(uint32_t _width, uint32_t _height, bgfx::TextureFormat::Enum _format, uint64_t _flags)
- {
- m_texture = bgfx::createTexture2D(uint16_t(_width), uint16_t(_height), false, 1, _format, _flags);
- const bool destroyTextures = true;
- m_buffer = bgfx::createFrameBuffer(1, &m_texture, destroyTextures);
- }
- void destroy()
- {
- // also responsible for destroying texture
- bgfx::destroy(m_buffer);
- }
- bgfx::TextureHandle m_texture;
- bgfx::FrameBufferHandle m_buffer;
- };
- void screenSpaceQuad(bool _originBottomLeft, float _width = 1.0f, float _height = 1.0f)
- {
- 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;
- const float maxx = _width;
- const float miny = 0.0f;
- const float maxy = _height * 2.0f;
- 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);
- }
- }
- void vec2Set(float* _v, float _x, float _y)
- {
- _v[0] = _x;
- _v[1] = _y;
- }
- class ExampleBokeh : public entry::AppI
- {
- public:
- ExampleBokeh(const char* _name, const char* _description)
- : entry::AppI(_name, _description)
- , m_currFrame(UINT32_MAX)
- {
- }
- void init(int32_t _argc, const char* const* _argv, uint32_t _width, uint32_t _height) override
- {
- Args args(_argc, _argv);
- m_width = _width;
- m_height = _height;
- m_debug = BGFX_DEBUG_NONE;
- m_reset = BGFX_RESET_VSYNC;
- 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.platformData.type = entry::getNativeWindowHandleType();
- init.resolution.width = m_width;
- init.resolution.height = m_height;
- init.resolution.reset = m_reset;
- bgfx::init(init);
- // Enable debug text.
- bgfx::setDebug(m_debug);
- // Create uniforms for screen passes and models
- m_uniforms.init();
- m_modelUniforms.init();
- // Create texture sampler uniforms (used when we bind textures)
- s_albedo = bgfx::createUniform("s_albedo", bgfx::UniformType::Sampler);
- s_color = bgfx::createUniform("s_color", bgfx::UniformType::Sampler);
- s_normal = bgfx::createUniform("s_normal", bgfx::UniformType::Sampler);
- s_depth = bgfx::createUniform("s_depth", bgfx::UniformType::Sampler);
- s_blurredColor = bgfx::createUniform("s_blurredColor", bgfx::UniformType::Sampler);
- // Create program from shaders.
- m_forwardProgram = loadProgram("vs_bokeh_forward", "fs_bokeh_forward");
- m_gridProgram = loadProgram("vs_bokeh_forward", "fs_bokeh_forward_grid");
- m_copyProgram = loadProgram("vs_bokeh_screenquad", "fs_bokeh_copy");
- m_copyLinearToGammaProgram = loadProgram("vs_bokeh_screenquad", "fs_bokeh_copy_linear_to_gamma");
- m_linearDepthProgram = loadProgram("vs_bokeh_screenquad", "fs_bokeh_linear_depth");
- m_dofSinglePassProgram = loadProgram("vs_bokeh_screenquad", "fs_bokeh_dof_single_pass");
- m_dofDownsampleProgram = loadProgram("vs_bokeh_screenquad", "fs_bokeh_dof_downsample");
- m_dofQuarterProgram = loadProgram("vs_bokeh_screenquad", "fs_bokeh_dof_second_pass");
- m_dofCombineProgram = loadProgram("vs_bokeh_screenquad", "fs_bokeh_dof_combine");
- m_dofDebugProgram = loadProgram("vs_bokeh_screenquad", "fs_bokeh_dof_debug");
- // Load some meshes
- for (uint32_t ii = 0; ii < BX_COUNTOF(s_meshPaths); ++ii)
- {
- m_meshes[ii] = meshLoad(s_meshPaths[ii]);
- }
- m_groundTexture = loadTexture("textures/fieldstone-rgba.dds");
- m_normalTexture = loadTexture("textures/fieldstone-n.dds");
- m_recreateFrameBuffers = false;
- createFramebuffers();
- // Vertex decl
- PosTexCoord0Vertex::init();
- // Init camera
- cameraCreate();
- cameraSetPosition({ 0.0f, 2.5f, -20.0f });
- cameraSetVerticalAngle(-0.3f);
- m_fovY = 60.0f;
- // Init "prev" matrices, will be same for first frame
- cameraGetViewMtx(m_view);
- bx::mtxProj(m_proj, m_fovY, float(m_size[0]) / float(m_size[1]), 0.01f, 100.0f, bgfx::getCaps()->homogeneousDepth);
- m_bokehTexture.idx = bgfx::kInvalidHandle;
- updateDisplayBokehTexture(m_radiusScale, m_maxBlurSize, m_lobeCount, (1.0f-m_lobePinch), 1.0f, m_lobeRotation);
- imguiCreate();
- }
- int32_t shutdown() override
- {
- for (uint32_t ii = 0; ii < BX_COUNTOF(s_meshPaths); ++ii)
- {
- meshUnload(m_meshes[ii]);
- }
- bgfx::destroy(m_normalTexture);
- bgfx::destroy(m_groundTexture);
- bgfx::destroy(m_bokehTexture);
- bgfx::destroy(m_forwardProgram);
- bgfx::destroy(m_gridProgram);
- bgfx::destroy(m_copyProgram);
- bgfx::destroy(m_copyLinearToGammaProgram);
- bgfx::destroy(m_linearDepthProgram);
- bgfx::destroy(m_dofSinglePassProgram);
- bgfx::destroy(m_dofDownsampleProgram);
- bgfx::destroy(m_dofQuarterProgram);
- bgfx::destroy(m_dofCombineProgram);
- bgfx::destroy(m_dofDebugProgram);
- m_uniforms.destroy();
- m_modelUniforms.destroy();
- bgfx::destroy(s_albedo);
- bgfx::destroy(s_color);
- bgfx::destroy(s_normal);
- bgfx::destroy(s_depth);
- bgfx::destroy(s_blurredColor);
- destroyFramebuffers();
- cameraDestroy();
- imguiDestroy();
- bgfx::shutdown();
- return 0;
- }
- bool update() override
- {
- if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState))
- {
- // skip processing when minimized, otherwise crashing
- if (0 == m_width || 0 == m_height)
- {
- return true;
- }
- // 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_size[0] != (int32_t)m_width
- || m_size[1] != (int32_t)m_height
- || m_recreateFrameBuffers)
- {
- destroyFramebuffers();
- createFramebuffers();
- m_recreateFrameBuffers = false;
- }
- // update animation time
- const float rotationSpeed = 0.75f;
- m_animationTime += deltaTime * rotationSpeed;
- if (bx::kPi2 < m_animationTime)
- {
- m_animationTime -= bx::kPi2;
- }
- // Update camera
- cameraUpdate(deltaTime*0.15f, m_mouseState, ImGui::MouseOverArea() );
- cameraGetViewMtx(m_view);
- updateUniforms();
- bx::mtxProj(m_proj, m_fovY, float(m_size[0]) / float(m_size[1]), 0.01f, 100.0f, caps->homogeneousDepth);
- bx::mtxProj(m_proj2, m_fovY, float(m_size[0]) / float(m_size[1]), 0.01f, 100.0f, false);
- bgfx::ViewId view = 0;
- // Draw models into scene
- {
- bgfx::setViewName(view, "forward scene");
- bgfx::setViewClear(view
- , BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
- , 0x7fb8ffff // clear to a sky blue
- , 1.0f
- , 0
- );
- bgfx::setViewRect(view, 0, 0, uint16_t(m_size[0]), uint16_t(m_size[1]));
- bgfx::setViewTransform(view, m_view, m_proj);
- bgfx::setViewFrameBuffer(view, 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_forwardProgram, m_modelUniforms);
- ++view;
- }
- 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);
- }
- // Convert depth to linear depth for shadow depth compare
- {
- bgfx::setViewName(view, "linear depth");
- bgfx::setViewRect(view, 0, 0, uint16_t(m_width), uint16_t(m_height));
- bgfx::setViewTransform(view, NULL, orthoProj);
- bgfx::setViewFrameBuffer(view, m_linearDepth.m_buffer);
- bgfx::setState(0
- | BGFX_STATE_WRITE_RGB
- | BGFX_STATE_WRITE_A
- | BGFX_STATE_DEPTH_TEST_ALWAYS
- );
- bgfx::setTexture(0, s_depth, m_frameBufferTex[FRAMEBUFFER_RT_DEPTH]);
- m_uniforms.submit();
- screenSpaceQuad(caps->originBottomLeft);
- bgfx::submit(view, m_linearDepthProgram);
- ++view;
- }
- // optionally, apply dof
- const bool useOrDebugDof = m_useBokehDof || m_showDebugVisualization;
- if (useOrDebugDof)
- {
- view = drawDepthOfField(view, m_frameBufferTex[FRAMEBUFFER_RT_COLOR], orthoProj, caps->originBottomLeft);
- }
- else
- {
- bgfx::setViewName(view, "display");
- bgfx::setViewClear(view
- , BGFX_CLEAR_NONE
- , 0
- , 1.0f
- , 0
- );
- bgfx::setViewRect(view, 0, 0, uint16_t(m_width), uint16_t(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, s_color, m_frameBufferTex[FRAMEBUFFER_RT_COLOR]);
- screenSpaceQuad(caps->originBottomLeft);
- bgfx::submit(view, m_copyLinearToGammaProgram);
- ++view;
- }
- // Draw UI
- imguiBeginFrame(m_mouseState.m_mx
- , m_mouseState.m_my
- , (m_mouseState.m_buttons[entry::MouseButton::Left] ? IMGUI_MBUT_LEFT : 0)
- | (m_mouseState.m_buttons[entry::MouseButton::Right] ? IMGUI_MBUT_RIGHT : 0)
- | (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
- , m_mouseState.m_mz
- , uint16_t(m_width)
- , uint16_t(m_height)
- );
- showExampleDialog(this);
- ImGui::SetNextWindowPos(
- ImVec2(m_width - m_width / 4.0f - 10.0f, 10.0f)
- , ImGuiCond_FirstUseEver
- );
- ImGui::SetNextWindowSize(
- ImVec2(m_width / 4.0f, m_height / 1.35f)
- , ImGuiCond_FirstUseEver
- );
- ImGui::Begin("Settings"
- , NULL
- , 0
- );
- ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.5f);
- {
- ImGui::Checkbox("use bokeh dof", &m_useBokehDof);
- if (ImGui::IsItemHovered())
- ImGui::SetTooltip("turn effect on and off");
- ImGui::Checkbox("use single pass at full res", &m_useSinglePassBokehDof);
- if (ImGui::IsItemHovered())
- {
- ImGui::BeginTooltip();
- ImGui::Text("calculate in a single pass at full resolution or use");
- ImGui::Text("multiple passes to compute at lower res and composite");
- ImGui::EndTooltip();
- }
- ImGui::Checkbox("show debug vis", &m_showDebugVisualization);
- if (ImGui::IsItemHovered())
- {
- ImGui::BeginTooltip();
- ImGui::Text("apply coloration to screen. fades from grey to orange with");
- ImGui::Text("increasing foreground blur. from grey to blue in background");
- ImGui::EndTooltip();
- }
- ImGui::Separator();
- bool isChanged = false;
- ImGui::Text("blur controls:");
- isChanged |= ImGui::SliderFloat("max blur size", &m_maxBlurSize, 10.0f, 50.0f);
- if (ImGui::IsItemHovered())
- ImGui::SetTooltip("maximum blur size in screen pixels");
- ImGui::SliderFloat("focusPoint", &m_focusPoint, 1.0f, 20.0f);
- if (ImGui::IsItemHovered())
- ImGui::SetTooltip("distance to focus plane");
- ImGui::SliderFloat("focusScale", &m_focusScale, 0.0f, 10.0f);
- if (ImGui::IsItemHovered())
- ImGui::SetTooltip("multiply focus calculation, larger=tighter focus");
- ImGui::Separator();
- ImGui::Text("bokeh shape and sample controls:");
- isChanged |= ImGui::SliderFloat("radiusScale", &m_radiusScale, 0.5f, 4.0f);
- if (ImGui::IsItemHovered())
- ImGui::SetTooltip("controls number of samples taken");
- isChanged |= ImGui::SliderInt("lobe count", &m_lobeCount, 1, 8);
- if (ImGui::IsItemHovered())
- ImGui::SetTooltip("using triangle lobes to emulate aperture blades");
- isChanged |= ImGui::SliderFloat("lobe pinch", &m_lobePinch, 0.0f, 1.0f);
- if (ImGui::IsItemHovered())
- ImGui::SetTooltip("adjust lobe shape, 0=round, 1=starry");
- isChanged |= ImGui::SliderFloat("lobe rotation", &m_lobeRotation, -1.0f, 1.0f);
- if (isChanged)
- {
- updateDisplayBokehTexture(m_radiusScale, m_maxBlurSize, m_lobeCount, (1.0f-m_lobePinch), 1.0f, m_lobeRotation);
- }
- ImGui::Text("number of samples taken: %d", m_sampleCount);
- if (ImGui::IsItemHovered())
- ImGui::SetTooltip("number of sample taps as determined by radiusScale and maxBlurSize");
- ImGui::Image(m_bokehTexture, ImVec2(128.0f, 128.0f) );
- }
- ImGui::End();
- imguiEndFrame();
- // Advance to next frame. Rendering thread will be kicked to
- // process submitted rendering primitives.
- 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[] = { 72.0f/255.0f, 126.0f/255.0f, 149.0f/255.0f }; // blue
- 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_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, s_albedo, m_groundTexture);
- bgfx::setTexture(1, s_normal, m_normalTexture);
- _uniforms.m_color[0] = r;
- _uniforms.m_color[1] = g;
- _uniforms.m_color[2] = b;
- _uniforms.submit();
- meshSubmit(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_meshes[MeshCube], _pass, m_gridProgram, mtx);
- }
- }
- bgfx::ViewId drawDepthOfField(bgfx::ViewId _pass, bgfx::TextureHandle _colorTexture, float* _orthoProj, bool _originBottomLeft)
- {
- bgfx::ViewId view = _pass;
- bgfx::TextureHandle lastTex = _colorTexture;
- if (m_showDebugVisualization)
- {
- bgfx::setViewName(view, "bokeh dof debug pass");
- bgfx::setViewRect(view, 0, 0, uint16_t(m_width), uint16_t(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_STATE_DEPTH_TEST_ALWAYS
- );
- bgfx::setTexture(0, s_color, lastTex);
- bgfx::setTexture(1, s_depth, m_linearDepth.m_texture);
- m_uniforms.submit();
- screenSpaceQuad(_originBottomLeft);
- bgfx::submit(view, m_dofDebugProgram);
- ++view;
- }
- else if (m_useSinglePassBokehDof)
- {
- bgfx::setViewName(view, "bokeh dof single pass");
- bgfx::setViewRect(view, 0, 0, uint16_t(m_width), uint16_t(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_STATE_DEPTH_TEST_ALWAYS
- );
- bgfx::setTexture(0, s_color, lastTex);
- bgfx::setTexture(1, s_depth, m_linearDepth.m_texture);
- m_uniforms.submit();
- screenSpaceQuad(_originBottomLeft);
- bgfx::submit(view, m_dofSinglePassProgram);
- ++view;
- }
- else
- {
- unsigned halfWidth = (m_width/2);
- unsigned halfHeight = (m_height/2);
- bgfx::setViewName(view, "bokeh dof downsample");
- bgfx::setViewRect(view, 0, 0, uint16_t(halfWidth), uint16_t(halfHeight));
- bgfx::setViewTransform(view, NULL, _orthoProj);
- bgfx::setViewFrameBuffer(view, m_dofQuarterInput.m_buffer);
- bgfx::setState(0
- | BGFX_STATE_WRITE_RGB
- | BGFX_STATE_WRITE_A
- | BGFX_STATE_DEPTH_TEST_ALWAYS
- );
- bgfx::setTexture(0, s_color, lastTex);
- bgfx::setTexture(1, s_depth, m_linearDepth.m_texture);
- m_uniforms.submit();
- screenSpaceQuad(_originBottomLeft);
- bgfx::submit(view, m_dofDownsampleProgram);
- ++view;
- lastTex = m_dofQuarterInput.m_texture;
- /*
- replace the copy with bokeh dof combine
- able to read circle of confusion and color from downsample pass
- along with full res color and depth?
- do we need half res depth? i'm confused about that...
- */
- bgfx::setViewName(view, "bokeh dof quarter");
- bgfx::setViewRect(view, 0, 0, uint16_t(halfWidth), uint16_t(halfHeight));
- bgfx::setViewTransform(view, NULL, _orthoProj);
- bgfx::setViewFrameBuffer(view, m_dofQuarterOutput.m_buffer);
- bgfx::setState(0
- | BGFX_STATE_WRITE_RGB
- | BGFX_STATE_WRITE_A
- | BGFX_STATE_DEPTH_TEST_ALWAYS
- );
- bgfx::setTexture(0, s_color, lastTex);
- m_uniforms.submit();
- screenSpaceQuad(_originBottomLeft);
- bgfx::submit(view, m_dofQuarterProgram);
- ++view;
- lastTex = m_dofQuarterOutput.m_texture;
- bgfx::setViewName(view, "bokeh dof combine");
- bgfx::setViewRect(view, 0, 0, uint16_t(m_width), uint16_t(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_STATE_DEPTH_TEST_ALWAYS
- );
- bgfx::setTexture(0, s_color, _colorTexture);
- bgfx::setTexture(1, s_blurredColor, lastTex);
- m_uniforms.submit();
- screenSpaceQuad(_originBottomLeft);
- bgfx::submit(view, m_dofCombineProgram);
- ++view;
- }
- return view;
- }
- void createFramebuffers()
- {
- m_size[0] = m_width;
- m_size[1] = m_height;
- const uint64_t bilinearFlags = 0
- | BGFX_TEXTURE_RT
- | BGFX_SAMPLER_U_CLAMP
- | BGFX_SAMPLER_V_CLAMP
- ;
- m_frameBufferTex[FRAMEBUFFER_RT_COLOR] = bgfx::createTexture2D(uint16_t(m_size[0]), uint16_t(m_size[1]), false, 1, bgfx::TextureFormat::RGBA16F, bilinearFlags);
- m_frameBufferTex[FRAMEBUFFER_RT_DEPTH] = bgfx::createTexture2D(uint16_t(m_size[0]), uint16_t(m_size[1]), false, 1, bgfx::TextureFormat::D32F, bilinearFlags);
- m_frameBuffer = bgfx::createFrameBuffer(BX_COUNTOF(m_frameBufferTex), m_frameBufferTex, true);
- m_linearDepth.init(m_size[0], m_size[1], bgfx::TextureFormat::R16F, bilinearFlags);
- unsigned halfWidth = m_size[0]/2;
- unsigned halfHeight = m_size[1]/2;
- m_dofQuarterInput.init(halfWidth, halfHeight, bgfx::TextureFormat::RGBA16F, bilinearFlags);
- m_dofQuarterOutput.init(halfWidth, halfHeight, bgfx::TextureFormat::RGBA16F, bilinearFlags);
- }
- // all buffers set to destroy their textures
- void destroyFramebuffers()
- {
- bgfx::destroy(m_frameBuffer);
- m_linearDepth.destroy();
- m_dofQuarterInput.destroy();
- m_dofQuarterOutput.destroy();
- }
- void updateUniforms()
- {
- // from assao sample, cs_assao_prepare_depths.sc
- {
- // float depthLinearizeMul = ( clipFar * clipNear ) / ( clipFar - clipNear );
- // float depthLinearizeAdd = clipFar / ( clipFar - clipNear );
- // correct the handedness issue. need to make sure this below is correct, but I think it is.
- float depthLinearizeMul = -m_proj2[3*4+2];
- float depthLinearizeAdd = m_proj2[2*4+2];
- if (depthLinearizeMul * depthLinearizeAdd < 0)
- {
- depthLinearizeAdd = -depthLinearizeAdd;
- }
- vec2Set(m_uniforms.m_depthUnpackConsts, depthLinearizeMul, depthLinearizeAdd);
- float tanHalfFOVY = 1.0f / m_proj2[1*4+1]; // = tanf( drawContext.Camera.GetYFOV( ) * 0.5f );
- float tanHalfFOVX = 1.0F / m_proj2[0]; // = tanHalfFOVY * drawContext.Camera.GetAspect( );
- if (bgfx::getRendererType() == bgfx::RendererType::OpenGL)
- {
- vec2Set(m_uniforms.m_ndcToViewMul, tanHalfFOVX * 2.0f, tanHalfFOVY * 2.0f);
- vec2Set(m_uniforms.m_ndcToViewAdd, tanHalfFOVX * -1.0f, tanHalfFOVY * -1.0f);
- }
- else
- {
- vec2Set(m_uniforms.m_ndcToViewMul, tanHalfFOVX * 2.0f, tanHalfFOVY * -2.0f);
- vec2Set(m_uniforms.m_ndcToViewAdd, tanHalfFOVX * -1.0f, tanHalfFOVY * 1.0f);
- }
- }
- m_uniforms.m_frameIdx = float(m_currFrame % 8);
- {
- float lightPosition[] = { 0.0f, 6.0f, 10.0f };
- bx::memCopy(m_modelUniforms.m_lightPosition, lightPosition, 3*sizeof(float));
- }
- // bokeh depth of field
- {
- // reduce dimensions by half to go along with smaller render target
- const float blurScale = (m_useSinglePassBokehDof) ? 1.0f : 0.5f;
- m_uniforms.m_blurSteps = m_blurSteps;
- m_uniforms.m_lobeCount = float(m_lobeCount);
- m_uniforms.m_lobeRadiusMin = (1.0f - m_lobePinch);
- m_uniforms.m_lobeRadiusDelta2x = 2.0f * m_lobePinch;
- m_uniforms.m_maxBlurSize = m_maxBlurSize * blurScale;
- m_uniforms.m_focusPoint = m_focusPoint;
- m_uniforms.m_focusScale = m_focusScale;
- m_uniforms.m_radiusScale = m_radiusScale * blurScale;
- m_uniforms.m_lobeRotation = m_lobeRotation;
- }
- }
- static float bokehShapeFromAngle (int _lobeCount, float _radiusMin, float _radiusDelta2x, float _rotation, float _theta)
- {
- // don't shape for 0, 1 blades...
- if (_lobeCount <= 1)
- {
- return 1.0f;
- }
- // divide edge into some number of lobes
- const float invPeriod = float(_lobeCount) / (bx::kPi2);
- float periodFraction = bx::fract(_theta * invPeriod + _rotation);
- // apply triangle shape to each lobe to approximate blades of a camera aperture
- periodFraction = bx::abs(periodFraction - 0.5f);
- return periodFraction * _radiusDelta2x + _radiusMin;
- }
- void updateDisplayBokehTexture(
- float _radiusScale,
- float _maxBlurSize,
- int _lobeCount,
- float _lobeRadiusMin,
- float _lobeRadiusMax,
- float _lobeRotation)
- {
- if (m_bokehTexture.idx != bgfx::kInvalidHandle)
- {
- bgfx::destroy(m_bokehTexture);
- }
- BX_ASSERT(0 < _lobeCount, "");
- const int32_t bokehSize = 128;
- const bgfx::Memory* mem = bgfx::alloc(bokehSize*bokehSize*4);
- bx::memSet(mem->data, 0x00, bokehSize*bokehSize*4);
- const float thetaStep = 2.39996323f; // golden angle
- float loopValue = _radiusScale;
- const float loopEnd = _maxBlurSize;
- float theta = 0.0f;
- // bokeh shape function multiples this by half later
- const float radiusDelta2x = 2.0f * (_lobeRadiusMax - _lobeRadiusMin);
- int32_t counter = 0;
- while (loopValue < loopEnd)
- {
- float radius = loopValue;
- // apply shape to circular distribution
- const float shapeScale = bokehShapeFromAngle(_lobeCount, _lobeRadiusMin, radiusDelta2x, _lobeRotation, theta);
- BX_ASSERT(_lobeRadiusMin <= shapeScale, "");
- float spiralCoordX = bx::cos(theta) * (radius * shapeScale);
- float spiralCoordY = bx::sin(theta) * (radius * shapeScale);
- // normalize for texture display
- spiralCoordX /= _maxBlurSize;
- spiralCoordY /= _maxBlurSize;
- // scale from -1,1 into 0,1 normalized texture space
- spiralCoordX = spiralCoordX * 0.5f + 0.5f;
- spiralCoordY = spiralCoordY * 0.5f + 0.5f;
- // convert to pixel coordinates
- int32_t pixelCoordX = int32_t(bx::floor(spiralCoordX * float(bokehSize-1) + 0.5f));
- int32_t pixelCoordY = int32_t(bx::floor(spiralCoordY * float(bokehSize-1) + 0.5f));
- BX_ASSERT(0 <= pixelCoordX, "");
- BX_ASSERT(0 <= pixelCoordY, "");
- BX_ASSERT(pixelCoordX < bokehSize, "");
- BX_ASSERT(pixelCoordY < bokehSize, "");
- // plot sample position, track for total samples
- uint32_t offset = (pixelCoordY * bokehSize + pixelCoordX) * 4;
- mem->data[offset + 0] = 0xff;
- mem->data[offset + 1] = 0xff;
- mem->data[offset + 2] = 0xff;
- mem->data[offset + 3] = 0xff;
- ++counter;
- theta += thetaStep;
- loopValue += (_radiusScale / loopValue);
- }
- m_sampleCount = counter;
- // hoping texture deals with mem
- m_bokehTexture = bgfx::createTexture2D(bokehSize, bokehSize, false, 1
- , bgfx::TextureFormat::BGRA8
- , 0
- | BGFX_SAMPLER_MIN_POINT
- | BGFX_SAMPLER_MIP_POINT
- | BGFX_SAMPLER_MAG_POINT
- , mem
- );
- }
- 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_copyProgram;
- bgfx::ProgramHandle m_copyLinearToGammaProgram;
- bgfx::ProgramHandle m_linearDepthProgram;
- bgfx::ProgramHandle m_dofSinglePassProgram;
- bgfx::ProgramHandle m_dofDownsampleProgram;
- bgfx::ProgramHandle m_dofQuarterProgram;
- bgfx::ProgramHandle m_dofCombineProgram;
- bgfx::ProgramHandle m_dofDebugProgram;
- // Shader uniforms
- PassUniforms m_uniforms;
- ModelUniforms m_modelUniforms;
- // Uniforms to identify texture samplers
- bgfx::UniformHandle s_albedo;
- bgfx::UniformHandle s_color;
- bgfx::UniformHandle s_normal;
- bgfx::UniformHandle s_depth;
- bgfx::UniformHandle s_blurredColor;
- bgfx::FrameBufferHandle m_frameBuffer;
- bgfx::TextureHandle m_frameBufferTex[FRAMEBUFFER_RENDER_TARGETS];
- RenderTarget m_linearDepth;
- RenderTarget m_dofQuarterInput;
- RenderTarget m_dofQuarterOutput;
- struct Model
- {
- uint32_t mesh; // Index of mesh in m_meshes
- float position[3];
- };
- Mesh* m_meshes[BX_COUNTOF(s_meshPaths)];
- bgfx::TextureHandle m_groundTexture;
- bgfx::TextureHandle m_normalTexture;
- bgfx::TextureHandle m_bokehTexture;
- uint32_t m_currFrame;
- float m_lightRotation = 0.0f;
- float m_fovY = 60.0f;
- bool m_recreateFrameBuffers = false;
- float m_animationTime = 0.0f;
- float m_view[16];
- float m_proj[16];
- float m_proj2[16];
- int32_t m_size[2];
- // UI parameters
- bool m_useBokehDof = true;
- bool m_useSinglePassBokehDof = false;
- float m_maxBlurSize = 20.0f;
- float m_focusPoint = 5.0f;
- float m_focusScale = 3.0f;
- float m_radiusScale = 0.5f;
- float m_blurSteps = 50.0f;
- bool m_showDebugVisualization = false;
- int32_t m_lobeCount = 6;
- float m_lobePinch = 0.2f;
- float m_lobeRotation = 0.0f;
- int32_t m_sampleCount = 0;
- };
- } // namespace
- ENTRY_IMPLEMENT_MAIN(ExampleBokeh, "45-bokeh", "Bokeh Depth of Field");
|