/* * Copyright 2011-2014 Branimir Karadzic. All rights reserved. * License: http://www.opensource.org/licenses/BSD-2-Clause */ #include #include #include "common.h" #include #include #include #include "fpumath.h" #include "imgui/imgui.h" #include 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 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(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(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) ) { 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 | BGFX_STATE_RGB_WRITE | BGFX_STATE_ALPHA_WRITE | BGFX_STATE_DEPTH_WRITE | BGFX_STATE_DEPTH_TEST_LESS | BGFX_STATE_CULL_CCW | BGFX_STATE_MSAA ); // Submit primitive for rendering to view 0. bgfx::submit(_view); } } bgfx::VertexDecl m_decl; typedef std::vector 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; offsets[num][1] = (yy - s_texelHalf) * dv; ++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; offsets[num][1] = (yy - 1.0f - s_texelHalf) * dv; ++num; } } bgfx::setUniform(_handle, offsets, num); } inline float square(float _x) { return _x*_x; } int _main_(int /*_argc*/, char** /*_argv*/) { PosColorTexCoord0Vertex::init(); uint32_t width = 1280; uint32_t height = 720; uint32_t debug = BGFX_DEBUG_TEXT; uint32_t reset = BGFX_RESET_VSYNC; bgfx::init(); bgfx::reset(width, height, reset); // 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); 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::FrameBufferHandle fbh; bgfx::TextureHandle fbtextures[] = { bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT), bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT_BUFFER_ONLY), }; fbh = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true); bgfx::FrameBufferHandle lum[5]; lum[0] = bgfx::createFrameBuffer(128, 128, bgfx::TextureFormat::BGRA8); lum[1] = bgfx::createFrameBuffer( 64, 64, bgfx::TextureFormat::BGRA8); lum[2] = bgfx::createFrameBuffer( 16, 16, bgfx::TextureFormat::BGRA8); lum[3] = bgfx::createFrameBuffer( 4, 4, bgfx::TextureFormat::BGRA8); lum[4] = bgfx::createFrameBuffer( 1, 1, bgfx::TextureFormat::BGRA8); bgfx::FrameBufferHandle bright; bright = bgfx::createFrameBuffer(width/2, height/2, bgfx::TextureFormat::BGRA8); bgfx::FrameBufferHandle blur; blur = bgfx::createFrameBuffer(width/8, height/8, bgfx::TextureFormat::BGRA8); 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; uint32_t oldWidth = 0; uint32_t oldHeight = 0; uint32_t oldReset = reset; entry::MouseState mouseState; float time = 0.0f; while (!entry::processEvents(width, height, debug, reset, &mouseState) ) { if (oldWidth != width || oldHeight != height || oldReset != reset) { // Recreate variable size render targets when resolution changes. oldWidth = width; oldHeight = height; oldReset = reset; uint32_t msaa = (reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT; bgfx::destroyFrameBuffer(fbh); bgfx::destroyFrameBuffer(bright); bgfx::destroyFrameBuffer(blur); fbtextures[0] = bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::BGRA8, ( (msaa+1)<