bgfx/examples/09-hdr/hdr.cpp

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/*
* Copyright 2011-2013 Branimir Karadzic. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "common.h"
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#include <bgfx.h>
#include <bx/timer.h>
#include <bx/readerwriter.h>
#include "fpumath.h"
#include "imgui/imgui.h"
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#include <string.h>
#include <vector>
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#include <string>
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static const char* s_shaderPath = NULL;
static void shaderFilePath(char* _out, const char* _name)
{
strcpy(_out, s_shaderPath);
strcat(_out, _name);
strcat(_out, ".bin");
}
long int fsize(FILE* _file)
{
long int pos = ftell(_file);
fseek(_file, 0L, SEEK_END);
long int size = ftell(_file);
fseek(_file, pos, SEEK_SET);
return size;
}
static const bgfx::Memory* load(const char* _filePath)
{
FILE* file = fopen(_filePath, "rb");
if (NULL != file)
{
uint32_t size = (uint32_t)fsize(file);
const bgfx::Memory* mem = bgfx::alloc(size+1);
size_t ignore = fread(mem->data, 1, size, file);
BX_UNUSED(ignore);
fclose(file);
mem->data[mem->size-1] = '\0';
return mem;
}
return NULL;
}
static const bgfx::Memory* loadShader(const char* _name)
{
char filePath[512];
shaderFilePath(filePath, _name);
return load(filePath);
}
static bgfx::ProgramHandle loadProgram(const char* _vshName, const char* _fshName)
{
const bgfx::Memory* mem;
mem = loadShader(_vshName);
bgfx::VertexShaderHandle vsh = bgfx::createVertexShader(mem);
mem = loadShader(_fshName);
bgfx::FragmentShaderHandle fsh = bgfx::createFragmentShader(mem);
bgfx::ProgramHandle program = bgfx::createProgram(vsh, fsh);
bgfx::destroyVertexShader(vsh);
bgfx::destroyFragmentShader(fsh);
return program;
}
static const bgfx::Memory* loadTexture(const char* _name)
{
char filePath[512];
strcpy(filePath, "textures/");
strcat(filePath, _name);
return load(filePath);
}
struct Aabb
{
float m_min[3];
float m_max[3];
};
struct Obb
{
float m_mtx[16];
};
struct Sphere
{
float m_center[3];
float m_radius;
};
struct Primitive
{
uint32_t m_startIndex;
uint32_t m_numIndices;
uint32_t m_startVertex;
uint32_t m_numVertices;
Sphere m_sphere;
Aabb m_aabb;
Obb m_obb;
};
typedef std::vector<Primitive> PrimitiveArray;
struct Group
{
Group()
{
reset();
}
void reset()
{
m_vbh.idx = bgfx::invalidHandle;
m_ibh.idx = bgfx::invalidHandle;
m_prims.clear();
}
bgfx::VertexBufferHandle m_vbh;
bgfx::IndexBufferHandle m_ibh;
Sphere m_sphere;
Aabb m_aabb;
Obb m_obb;
PrimitiveArray m_prims;
};
struct Mesh
{
void load(const char* _filePath)
{
#define BGFX_CHUNK_MAGIC_VB BX_MAKEFOURCC('V', 'B', ' ', 0x0)
#define BGFX_CHUNK_MAGIC_IB BX_MAKEFOURCC('I', 'B', ' ', 0x0)
#define BGFX_CHUNK_MAGIC_PRI BX_MAKEFOURCC('P', 'R', 'I', 0x0)
bx::CrtFileReader reader;
reader.open(_filePath);
Group group;
uint32_t chunk;
while (4 == bx::read(&reader, chunk) )
{
switch (chunk)
{
case BGFX_CHUNK_MAGIC_VB:
{
bx::read(&reader, group.m_sphere);
bx::read(&reader, group.m_aabb);
bx::read(&reader, group.m_obb);
bx::read(&reader, m_decl);
uint16_t stride = m_decl.getStride();
uint16_t numVertices;
bx::read(&reader, numVertices);
const bgfx::Memory* mem = bgfx::alloc(numVertices*stride);
bx::read(&reader, mem->data, mem->size);
group.m_vbh = bgfx::createVertexBuffer(mem, m_decl);
}
break;
case BGFX_CHUNK_MAGIC_IB:
{
uint32_t numIndices;
bx::read(&reader, numIndices);
const bgfx::Memory* mem = bgfx::alloc(numIndices*2);
bx::read(&reader, mem->data, mem->size);
group.m_ibh = bgfx::createIndexBuffer(mem);
}
break;
case BGFX_CHUNK_MAGIC_PRI:
{
uint16_t len;
bx::read(&reader, len);
std::string material;
material.resize(len);
bx::read(&reader, const_cast<char*>(material.c_str() ), len);
uint16_t num;
bx::read(&reader, num);
for (uint32_t ii = 0; ii < num; ++ii)
{
bx::read(&reader, len);
std::string name;
name.resize(len);
bx::read(&reader, const_cast<char*>(name.c_str() ), len);
Primitive prim;
bx::read(&reader, prim.m_startIndex);
bx::read(&reader, prim.m_numIndices);
bx::read(&reader, prim.m_startVertex);
bx::read(&reader, prim.m_numVertices);
bx::read(&reader, prim.m_sphere);
bx::read(&reader, prim.m_aabb);
bx::read(&reader, prim.m_obb);
group.m_prims.push_back(prim);
}
m_groups.push_back(group);
group.reset();
}
break;
default:
DBG("%08x at %d", chunk, reader.seek() );
break;
}
}
reader.close();
}
void unload()
{
for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it)
{
const Group& group = *it;
bgfx::destroyVertexBuffer(group.m_vbh);
if (bgfx::isValid(group.m_ibh) )
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{
bgfx::destroyIndexBuffer(group.m_ibh);
}
}
m_groups.clear();
}
void submit(uint8_t _view, bgfx::ProgramHandle _program, float* _mtx)
{
for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it)
{
const Group& group = *it;
// Set model matrix for rendering.
bgfx::setTransform(_mtx);
bgfx::setProgram(_program);
bgfx::setIndexBuffer(group.m_ibh);
bgfx::setVertexBuffer(group.m_vbh);
// Set render states.
bgfx::setState(0
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| BGFX_STATE_RGB_WRITE
| BGFX_STATE_ALPHA_WRITE
| BGFX_STATE_DEPTH_WRITE
| BGFX_STATE_DEPTH_TEST_LESS
| BGFX_STATE_CULL_CCW
| BGFX_STATE_MSAA
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);
// Submit primitive for rendering to view 0.
bgfx::submit(_view);
}
}
bgfx::VertexDecl m_decl;
typedef std::vector<Group> GroupArray;
GroupArray m_groups;
};
static bool s_flipV = false;
static float s_texelHalf = 0.0f;
struct PosColorTexCoord0Vertex
{
float m_x;
float m_y;
float m_z;
uint32_t m_rgba;
float m_u;
float m_v;
static void init()
{
ms_decl.begin();
ms_decl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float);
ms_decl.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true);
ms_decl.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float);
ms_decl.end();
}
static bgfx::VertexDecl ms_decl;
};
bgfx::VertexDecl PosColorTexCoord0Vertex::ms_decl;
void screenSpaceQuad(float _textureWidth, float _textureHeight, bool _originBottomLeft = false, float _width = 1.0f, float _height = 1.0f)
{
if (bgfx::checkAvailTransientVertexBuffer(3, PosColorTexCoord0Vertex::ms_decl) )
{
bgfx::TransientVertexBuffer vb;
bgfx::allocTransientVertexBuffer(&vb, 3, PosColorTexCoord0Vertex::ms_decl);
PosColorTexCoord0Vertex* vertex = (PosColorTexCoord0Vertex*)vb.data;
const float zz = 0.0f;
const float minx = -_width;
const float maxx = _width;
const float miny = 0.0f;
const float maxy = _height*2.0f;
const float texelHalfW = s_texelHalf/_textureWidth;
const float texelHalfH = s_texelHalf/_textureHeight;
const float minu = -1.0f + texelHalfW;
const float maxu = 1.0f + texelHalfW;
float minv = texelHalfH;
float maxv = 2.0f + texelHalfH;
if (_originBottomLeft)
{
std::swap(minv, maxv);
minv -= 1.0f;
maxv -= 1.0f;
}
vertex[0].m_x = minx;
vertex[0].m_y = miny;
vertex[0].m_z = zz;
vertex[0].m_rgba = 0xffffffff;
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_rgba = 0xffffffff;
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_rgba = 0xffffffff;
vertex[2].m_u = maxu;
vertex[2].m_v = maxv;
bgfx::setVertexBuffer(&vb);
}
}
void setOffsets2x2Lum(bgfx::UniformHandle _handle, uint32_t _width, uint32_t _height)
{
float offsets[16][4];
float du = 1.0f/_width;
float dv = 1.0f/_height;
uint32_t num = 0;
for (uint32_t yy = 0; yy < 3; ++yy)
{
for (uint32_t xx = 0; xx < 3; ++xx)
{
offsets[num][0] = (xx - s_texelHalf) * du;
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offsets[num][1] = (yy - s_texelHalf) * dv;
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++num;
}
}
bgfx::setUniform(_handle, offsets, num);
}
void setOffsets4x4Lum(bgfx::UniformHandle _handle, uint32_t _width, uint32_t _height)
{
float offsets[16][4];
float du = 1.0f/_width;
float dv = 1.0f/_height;
uint32_t num = 0;
for (uint32_t yy = 0; yy < 4; ++yy)
{
for (uint32_t xx = 0; xx < 4; ++xx)
{
offsets[num][0] = (xx - 1.0f - s_texelHalf) * du;
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offsets[num][1] = (yy - 1.0f - s_texelHalf) * dv;
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++num;
}
}
bgfx::setUniform(_handle, offsets, num);
}
inline float square(float _x)
{
return _x*_x;
}
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int _main_(int /*_argc*/, char** /*_argv*/)
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{
PosColorTexCoord0Vertex::init();
uint32_t width = 1280;
uint32_t height = 720;
uint32_t debug = BGFX_DEBUG_TEXT;
uint32_t reset = BGFX_RESET_VSYNC;
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bgfx::init();
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bgfx::reset(width, height, reset);
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// Enable debug text.
bgfx::setDebug(debug);
// Set view 0 clear state.
bgfx::setViewClear(0
, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
, 0x303030ff
, 1.0f
, 0
);
// Setup root path for binary shaders. Shader binaries are different
// for each renderer.
switch (bgfx::getRendererType() )
{
default:
case bgfx::RendererType::Direct3D9:
s_shaderPath = "shaders/dx9/";
s_texelHalf = 0.5f;
break;
case bgfx::RendererType::Direct3D11:
s_shaderPath = "shaders/dx11/";
break;
case bgfx::RendererType::OpenGL:
s_shaderPath = "shaders/glsl/";
s_flipV = true;
break;
case bgfx::RendererType::OpenGLES2:
case bgfx::RendererType::OpenGLES3:
s_shaderPath = "shaders/gles/";
s_flipV = true;
break;
}
const bgfx::Memory* mem;
mem = loadTexture("uffizi.dds");
bgfx::TextureHandle uffizi = bgfx::createTexture(mem, BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP|BGFX_TEXTURE_W_CLAMP);
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bgfx::UniformHandle u_time = bgfx::createUniform("u_time", bgfx::UniformType::Uniform1f);
bgfx::UniformHandle u_texCube = bgfx::createUniform("u_texCube", bgfx::UniformType::Uniform1i);
bgfx::UniformHandle u_texColor = bgfx::createUniform("u_texColor", bgfx::UniformType::Uniform1i);
bgfx::UniformHandle u_texLum = bgfx::createUniform("u_texLum", bgfx::UniformType::Uniform1i);
bgfx::UniformHandle u_texBlur = bgfx::createUniform("u_texBlur", bgfx::UniformType::Uniform1i);
bgfx::UniformHandle u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Uniform4x4fv);
bgfx::UniformHandle u_tonemap = bgfx::createUniform("u_tonemap", bgfx::UniformType::Uniform4fv);
bgfx::UniformHandle u_offset = bgfx::createUniform("u_offset", bgfx::UniformType::Uniform4fv, 16);
bgfx::UniformHandle u_weight = bgfx::createUniform("u_weight", bgfx::UniformType::Uniform4fv, 16);
bgfx::ProgramHandle skyProgram = loadProgram("vs_hdr_skybox", "fs_hdr_skybox");
bgfx::ProgramHandle lumProgram = loadProgram("vs_hdr_lum", "fs_hdr_lum");
bgfx::ProgramHandle lumAvgProgram = loadProgram("vs_hdr_lumavg", "fs_hdr_lumavg");
bgfx::ProgramHandle blurProgram = loadProgram("vs_hdr_blur", "fs_hdr_blur");
bgfx::ProgramHandle brightProgram = loadProgram("vs_hdr_bright", "fs_hdr_bright");
bgfx::ProgramHandle meshProgram = loadProgram("vs_hdr_mesh", "fs_hdr_mesh");
bgfx::ProgramHandle tonemapProgram = loadProgram("vs_hdr_tonemap", "fs_hdr_tonemap");
Mesh mesh;
mesh.load("meshes/bunny.bin");
bgfx::RenderTargetHandle rt = bgfx::createRenderTarget(width, height, BGFX_RENDER_TARGET_COLOR_RGBA8|BGFX_RENDER_TARGET_DEPTH);
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bgfx::RenderTargetHandle lum[5];
lum[0] = bgfx::createRenderTarget(128, 128, BGFX_RENDER_TARGET_COLOR_RGBA8);
lum[1] = bgfx::createRenderTarget( 64, 64, BGFX_RENDER_TARGET_COLOR_RGBA8);
lum[2] = bgfx::createRenderTarget( 16, 16, BGFX_RENDER_TARGET_COLOR_RGBA8);
lum[3] = bgfx::createRenderTarget( 4, 4, BGFX_RENDER_TARGET_COLOR_RGBA8);
lum[4] = bgfx::createRenderTarget( 1, 1, BGFX_RENDER_TARGET_COLOR_RGBA8);
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bgfx::RenderTargetHandle bright;
bright = bgfx::createRenderTarget(width/2, height/2, BGFX_RENDER_TARGET_COLOR_RGBA8);
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bgfx::RenderTargetHandle blur;
blur = bgfx::createRenderTarget(width/8, height/8, BGFX_RENDER_TARGET_COLOR_RGBA8);
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FILE* file = fopen("font/droidsans.ttf", "rb");
uint32_t size = (uint32_t)fsize(file);
void* data = malloc(size);
size_t ignore = fread(data, 1, size, file);
BX_UNUSED(ignore);
fclose(file);
imguiCreate(data, size);
free(data);
float speed = 0.37f;
float middleGray = 0.18f;
float white = 1.1f;
float treshold = 1.5f;
int32_t scrollArea = 0;
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uint32_t oldWidth = 0;
uint32_t oldHeight = 0;
entry::MouseState mouseState;
float time = 0.0f;
while (!entry::processEvents(width, height, debug, reset, &mouseState) )
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{
if (oldWidth != width
|| oldHeight != height)
{
// Recreate variable size render targets when resolution changes.
oldWidth = width;
oldHeight = height;
bgfx::destroyRenderTarget(rt);
bgfx::destroyRenderTarget(bright);
bgfx::destroyRenderTarget(blur);
rt = bgfx::createRenderTarget(width, height, BGFX_RENDER_TARGET_COLOR_RGBA8|BGFX_RENDER_TARGET_DEPTH);
bright = bgfx::createRenderTarget(width/2, height/2, BGFX_RENDER_TARGET_COLOR_RGBA8);
blur = bgfx::createRenderTarget(width/8, height/8, BGFX_RENDER_TARGET_COLOR_RGBA8);
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}
imguiBeginFrame(mouseState.m_mx
, mouseState.m_my
, (mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
| (mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
, 0
, width
, height
);
imguiBeginScrollArea("Settings", width - width / 5 - 10, 10, width / 5, height / 3, &scrollArea);
imguiSeparatorLine();
imguiSlider("Speed", &speed, 0.0f, 1.0f, 0.01f);
imguiSeparator();
imguiSlider("Middle gray", &middleGray, 0.1f, 1.0f, 0.01f);
imguiSlider("White point", &white, 0.1f, 2.0f, 0.01f);
imguiSlider("Treshold", &treshold, 0.1f, 2.0f, 0.01f);
imguiEndScrollArea();
imguiEndFrame();
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// This dummy draw call is here to make sure that view 0 is cleared
// if no other draw calls are submitted to view 0.
bgfx::submit(0);
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 double toMs = 1000.0/freq;
time += (float)(frameTime*speed/freq);
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bgfx::setUniform(u_time, &time);
// Use debug font to print information about this example.
bgfx::dbgTextClear();
bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/09-hdr");
bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Using multiple views and render targets.");
bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
// Set views.
bgfx::setViewRectMask(0x1f, 0, 0, width, height);
bgfx::setViewRenderTargetMask(0x3, rt);
bgfx::setViewRect(2, 0, 0, 128, 128);
bgfx::setViewRenderTarget(2, lum[0]);
bgfx::setViewRect(3, 0, 0, 64, 64);
bgfx::setViewRenderTarget(3, lum[1]);
bgfx::setViewRect(4, 0, 0, 16, 16);
bgfx::setViewRenderTarget(4, lum[2]);
bgfx::setViewRect(5, 0, 0, 4, 4);
bgfx::setViewRenderTarget(5, lum[3]);
bgfx::setViewRect(6, 0, 0, 1, 1);
bgfx::setViewRenderTarget(6, lum[4]);
bgfx::setViewRect(7, 0, 0, width/2, height/2);
bgfx::setViewRenderTarget(7, bright);
bgfx::setViewRect(8, 0, 0, width/8, height/8);
bgfx::setViewRenderTarget(8, blur);
bgfx::setViewRect(9, 0, 0, width, height);
float view[16];
float proj[16];
mtxIdentity(view);
mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f);
// Set view and projection matrix for view 0.
bgfx::setViewTransformMask(0
|(1<<0)
|(1<<2)
|(1<<3)
|(1<<4)
|(1<<5)
|(1<<6)
|(1<<7)
|(1<<8)
|(1<<9)
, view
, proj
);
float at[3] = { 0.0f, 1.0f, 0.0f };
float eye[3] = { 0.0f, 1.0f, -2.5f };
float mtx[16];
mtxRotateXY(mtx
, 0.0f
, time
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);
float temp[4];
vec3MulMtx(temp, eye, mtx);
mtxLookAt(view, temp, at);
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mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f);
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// Set view and projection matrix for view 1.
bgfx::setViewTransformMask(1<<1, view, proj);
bgfx::setUniform(u_mtx, mtx);
// Render skybox into view 0.
bgfx::setTexture(0, u_texCube, uffizi);
bgfx::setProgram(skyProgram);
bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
screenSpaceQuad( (float)width, (float)height, true);
bgfx::submit(0);
// Render mesh into view 1
bgfx::setTexture(0, u_texCube, uffizi);
mesh.submit(1, meshProgram, NULL);
// Calculate luminance.
setOffsets2x2Lum(u_offset, 128, 128);
bgfx::setTexture(0, u_texColor, rt);
bgfx::setProgram(lumProgram);
bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
screenSpaceQuad(128.0f, 128.0f, s_flipV);
bgfx::submit(2);
// Downscale luminance 0.
setOffsets4x4Lum(u_offset, 128, 128);
bgfx::setTexture(0, u_texColor, lum[0]);
bgfx::setProgram(lumAvgProgram);
bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
screenSpaceQuad(64.0f, 64.0f, s_flipV);
bgfx::submit(3);
// Downscale luminance 1.
setOffsets4x4Lum(u_offset, 64, 64);
bgfx::setTexture(0, u_texColor, lum[1]);
bgfx::setProgram(lumAvgProgram);
bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
screenSpaceQuad(16.0f, 16.0f, s_flipV);
bgfx::submit(4);
// Downscale luminance 2.
setOffsets4x4Lum(u_offset, 16, 16);
bgfx::setTexture(0, u_texColor, lum[2]);
bgfx::setProgram(lumAvgProgram);
bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
screenSpaceQuad(4.0f, 4.0f, s_flipV);
bgfx::submit(5);
// Downscale luminance 3.
setOffsets4x4Lum(u_offset, 4, 4);
bgfx::setTexture(0, u_texColor, lum[3]);
bgfx::setProgram(lumAvgProgram);
bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
screenSpaceQuad(1.0f, 1.0f, s_flipV);
bgfx::submit(6);
float tonemap[4] = { middleGray, square(white), treshold, 0.0f };
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bgfx::setUniform(u_tonemap, tonemap);
// Bright pass treshold is tonemap[3].
setOffsets4x4Lum(u_offset, width/2, height/2);
bgfx::setTexture(0, u_texColor, rt);
bgfx::setTexture(1, u_texLum, lum[4]);
bgfx::setProgram(brightProgram);
bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
screenSpaceQuad( (float)width/2.0f, (float)height/2.0f, s_flipV);
bgfx::submit(7);
// Blur bright pass vertically.
bgfx::setTexture(0, u_texColor, bright);
bgfx::setProgram(blurProgram);
bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
screenSpaceQuad( (float)width/8.0f, (float)height/8.0f, s_flipV);
bgfx::submit(8);
// Blur bright pass horizontally, do tonemaping and combine.
bgfx::setTexture(0, u_texColor, rt);
bgfx::setTexture(1, u_texLum, lum[4]);
bgfx::setTexture(2, u_texBlur, blur);
bgfx::setProgram(tonemapProgram);
bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
screenSpaceQuad( (float)width, (float)height, s_flipV);
bgfx::submit(9);
// Advance to next frame. Rendering thread will be kicked to
// process submitted rendering primitives.
bgfx::frame();
}
imguiDestroy();
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// Cleanup.
mesh.unload();
bgfx::destroyRenderTarget(lum[0]);
bgfx::destroyRenderTarget(lum[1]);
bgfx::destroyRenderTarget(lum[2]);
bgfx::destroyRenderTarget(lum[3]);
bgfx::destroyRenderTarget(lum[4]);
bgfx::destroyRenderTarget(bright);
bgfx::destroyRenderTarget(blur);
bgfx::destroyRenderTarget(rt);
bgfx::destroyProgram(meshProgram);
bgfx::destroyProgram(skyProgram);
bgfx::destroyProgram(tonemapProgram);
bgfx::destroyProgram(lumProgram);
bgfx::destroyProgram(lumAvgProgram);
bgfx::destroyProgram(blurProgram);
bgfx::destroyProgram(brightProgram);
bgfx::destroyTexture(uffizi);
bgfx::destroyUniform(u_time);
bgfx::destroyUniform(u_texCube);
bgfx::destroyUniform(u_texColor);
bgfx::destroyUniform(u_texLum);
bgfx::destroyUniform(u_texBlur);
bgfx::destroyUniform(u_mtx);
bgfx::destroyUniform(u_tonemap);
bgfx::destroyUniform(u_offset);
bgfx::destroyUniform(u_weight);
// Shutdown bgfx.
bgfx::shutdown();
return 0;
}