mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-12-01 11:56:58 -05:00
782 lines
20 KiB
C++
782 lines
20 KiB
C++
/*
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* Copyright 2011-2014 Branimir Karadzic. All rights reserved.
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* License: http://www.opensource.org/licenses/BSD-2-Clause
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*/
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#include <vector>
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#include <string>
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#include "common.h"
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#include <bgfx.h>
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#include <bx/timer.h>
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#include <bx/readerwriter.h>
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#include "fpumath.h"
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#include "imgui/imgui.h"
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#include <string.h>
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static const char* s_shaderPath = NULL;
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static void shaderFilePath(char* _out, const char* _name)
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{
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strcpy(_out, s_shaderPath);
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strcat(_out, _name);
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strcat(_out, ".bin");
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}
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long int fsize(FILE* _file)
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{
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long int pos = ftell(_file);
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fseek(_file, 0L, SEEK_END);
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long int size = ftell(_file);
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fseek(_file, pos, SEEK_SET);
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return size;
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}
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static const bgfx::Memory* load(const char* _filePath)
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{
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FILE* file = fopen(_filePath, "rb");
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if (NULL != file)
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{
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uint32_t size = (uint32_t)fsize(file);
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const bgfx::Memory* mem = bgfx::alloc(size+1);
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size_t ignore = fread(mem->data, 1, size, file);
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BX_UNUSED(ignore);
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fclose(file);
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mem->data[mem->size-1] = '\0';
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return mem;
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}
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return NULL;
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}
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static const bgfx::Memory* loadShader(const char* _name)
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{
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char filePath[512];
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shaderFilePath(filePath, _name);
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return load(filePath);
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}
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static bgfx::ProgramHandle loadProgram(const char* _vshName, const char* _fshName)
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{
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const bgfx::Memory* mem;
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mem = loadShader(_vshName);
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bgfx::VertexShaderHandle vsh = bgfx::createVertexShader(mem);
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mem = loadShader(_fshName);
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bgfx::FragmentShaderHandle fsh = bgfx::createFragmentShader(mem);
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bgfx::ProgramHandle program = bgfx::createProgram(vsh, fsh);
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bgfx::destroyVertexShader(vsh);
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bgfx::destroyFragmentShader(fsh);
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return program;
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}
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static const bgfx::Memory* loadTexture(const char* _name)
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{
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char filePath[512];
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strcpy(filePath, "textures/");
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strcat(filePath, _name);
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return load(filePath);
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}
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struct Aabb
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{
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float m_min[3];
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float m_max[3];
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};
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struct Obb
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{
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float m_mtx[16];
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};
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struct Sphere
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{
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float m_center[3];
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float m_radius;
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};
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struct Primitive
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{
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uint32_t m_startIndex;
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uint32_t m_numIndices;
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uint32_t m_startVertex;
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uint32_t m_numVertices;
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Sphere m_sphere;
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Aabb m_aabb;
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Obb m_obb;
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};
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typedef std::vector<Primitive> PrimitiveArray;
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struct Group
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{
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Group()
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{
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reset();
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}
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void reset()
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{
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m_vbh.idx = bgfx::invalidHandle;
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m_ibh.idx = bgfx::invalidHandle;
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m_prims.clear();
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}
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bgfx::VertexBufferHandle m_vbh;
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bgfx::IndexBufferHandle m_ibh;
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Sphere m_sphere;
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Aabb m_aabb;
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Obb m_obb;
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PrimitiveArray m_prims;
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};
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struct Mesh
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{
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void load(const char* _filePath)
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{
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#define BGFX_CHUNK_MAGIC_VB BX_MAKEFOURCC('V', 'B', ' ', 0x0)
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#define BGFX_CHUNK_MAGIC_IB BX_MAKEFOURCC('I', 'B', ' ', 0x0)
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#define BGFX_CHUNK_MAGIC_PRI BX_MAKEFOURCC('P', 'R', 'I', 0x0)
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bx::CrtFileReader reader;
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reader.open(_filePath);
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Group group;
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uint32_t chunk;
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while (4 == bx::read(&reader, chunk) )
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{
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switch (chunk)
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{
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case BGFX_CHUNK_MAGIC_VB:
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{
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bx::read(&reader, group.m_sphere);
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bx::read(&reader, group.m_aabb);
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bx::read(&reader, group.m_obb);
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bx::read(&reader, m_decl);
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uint16_t stride = m_decl.getStride();
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uint16_t numVertices;
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bx::read(&reader, numVertices);
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const bgfx::Memory* mem = bgfx::alloc(numVertices*stride);
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bx::read(&reader, mem->data, mem->size);
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group.m_vbh = bgfx::createVertexBuffer(mem, m_decl);
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}
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break;
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case BGFX_CHUNK_MAGIC_IB:
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{
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uint32_t numIndices;
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bx::read(&reader, numIndices);
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const bgfx::Memory* mem = bgfx::alloc(numIndices*2);
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bx::read(&reader, mem->data, mem->size);
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group.m_ibh = bgfx::createIndexBuffer(mem);
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}
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break;
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case BGFX_CHUNK_MAGIC_PRI:
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{
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uint16_t len;
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bx::read(&reader, len);
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std::string material;
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material.resize(len);
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bx::read(&reader, const_cast<char*>(material.c_str() ), len);
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uint16_t num;
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bx::read(&reader, num);
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for (uint32_t ii = 0; ii < num; ++ii)
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{
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bx::read(&reader, len);
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std::string name;
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name.resize(len);
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bx::read(&reader, const_cast<char*>(name.c_str() ), len);
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Primitive prim;
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bx::read(&reader, prim.m_startIndex);
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bx::read(&reader, prim.m_numIndices);
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bx::read(&reader, prim.m_startVertex);
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bx::read(&reader, prim.m_numVertices);
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bx::read(&reader, prim.m_sphere);
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bx::read(&reader, prim.m_aabb);
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bx::read(&reader, prim.m_obb);
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group.m_prims.push_back(prim);
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}
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m_groups.push_back(group);
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group.reset();
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}
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break;
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default:
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DBG("%08x at %d", chunk, reader.seek() );
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break;
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}
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}
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reader.close();
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}
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void unload()
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{
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for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it)
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{
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const Group& group = *it;
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bgfx::destroyVertexBuffer(group.m_vbh);
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if (bgfx::isValid(group.m_ibh) )
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{
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bgfx::destroyIndexBuffer(group.m_ibh);
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}
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}
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m_groups.clear();
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}
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void submit(uint8_t _view, bgfx::ProgramHandle _program, float* _mtx)
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{
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for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it)
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{
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const Group& group = *it;
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// Set model matrix for rendering.
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bgfx::setTransform(_mtx);
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bgfx::setProgram(_program);
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bgfx::setIndexBuffer(group.m_ibh);
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bgfx::setVertexBuffer(group.m_vbh);
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// Set render states.
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bgfx::setState(0
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| BGFX_STATE_RGB_WRITE
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| BGFX_STATE_ALPHA_WRITE
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| BGFX_STATE_DEPTH_WRITE
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| BGFX_STATE_DEPTH_TEST_LESS
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| BGFX_STATE_CULL_CCW
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| BGFX_STATE_MSAA
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);
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// Submit primitive for rendering to view 0.
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bgfx::submit(_view);
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}
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}
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bgfx::VertexDecl m_decl;
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typedef std::vector<Group> GroupArray;
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GroupArray m_groups;
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};
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static bool s_flipV = false;
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static float s_texelHalf = 0.0f;
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struct PosColorTexCoord0Vertex
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{
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float m_x;
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float m_y;
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float m_z;
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uint32_t m_rgba;
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float m_u;
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float m_v;
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static void init()
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{
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ms_decl.begin();
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ms_decl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float);
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ms_decl.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true);
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ms_decl.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float);
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ms_decl.end();
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}
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static bgfx::VertexDecl ms_decl;
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};
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bgfx::VertexDecl PosColorTexCoord0Vertex::ms_decl;
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void screenSpaceQuad(float _textureWidth, float _textureHeight, bool _originBottomLeft = false, float _width = 1.0f, float _height = 1.0f)
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{
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if (bgfx::checkAvailTransientVertexBuffer(3, PosColorTexCoord0Vertex::ms_decl) )
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{
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bgfx::TransientVertexBuffer vb;
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bgfx::allocTransientVertexBuffer(&vb, 3, PosColorTexCoord0Vertex::ms_decl);
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PosColorTexCoord0Vertex* vertex = (PosColorTexCoord0Vertex*)vb.data;
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const float zz = 0.0f;
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const float minx = -_width;
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const float maxx = _width;
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const float miny = 0.0f;
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const float maxy = _height*2.0f;
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const float texelHalfW = s_texelHalf/_textureWidth;
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const float texelHalfH = s_texelHalf/_textureHeight;
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const float minu = -1.0f + texelHalfW;
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const float maxu = 1.0f + texelHalfW;
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float minv = texelHalfH;
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float maxv = 2.0f + texelHalfH;
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if (_originBottomLeft)
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{
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std::swap(minv, maxv);
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minv -= 1.0f;
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maxv -= 1.0f;
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}
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vertex[0].m_x = minx;
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vertex[0].m_y = miny;
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vertex[0].m_z = zz;
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vertex[0].m_rgba = 0xffffffff;
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vertex[0].m_u = minu;
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vertex[0].m_v = minv;
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vertex[1].m_x = maxx;
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vertex[1].m_y = miny;
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vertex[1].m_z = zz;
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vertex[1].m_rgba = 0xffffffff;
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vertex[1].m_u = maxu;
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vertex[1].m_v = minv;
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vertex[2].m_x = maxx;
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vertex[2].m_y = maxy;
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vertex[2].m_z = zz;
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vertex[2].m_rgba = 0xffffffff;
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vertex[2].m_u = maxu;
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vertex[2].m_v = maxv;
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bgfx::setVertexBuffer(&vb);
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}
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}
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void setOffsets2x2Lum(bgfx::UniformHandle _handle, uint32_t _width, uint32_t _height)
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{
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float offsets[16][4];
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float du = 1.0f/_width;
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float dv = 1.0f/_height;
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uint32_t num = 0;
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for (uint32_t yy = 0; yy < 3; ++yy)
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{
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for (uint32_t xx = 0; xx < 3; ++xx)
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{
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offsets[num][0] = (xx - s_texelHalf) * du;
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offsets[num][1] = (yy - s_texelHalf) * dv;
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++num;
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}
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}
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bgfx::setUniform(_handle, offsets, num);
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}
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void setOffsets4x4Lum(bgfx::UniformHandle _handle, uint32_t _width, uint32_t _height)
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{
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float offsets[16][4];
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float du = 1.0f/_width;
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float dv = 1.0f/_height;
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uint32_t num = 0;
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for (uint32_t yy = 0; yy < 4; ++yy)
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{
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for (uint32_t xx = 0; xx < 4; ++xx)
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{
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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;
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}
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}
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bgfx::setUniform(_handle, offsets, num);
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}
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inline float square(float _x)
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{
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return _x*_x;
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}
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int _main_(int /*_argc*/, char** /*_argv*/)
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{
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PosColorTexCoord0Vertex::init();
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uint32_t width = 1280;
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uint32_t height = 720;
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uint32_t debug = BGFX_DEBUG_TEXT;
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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.
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bgfx::setDebug(debug);
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// Set view 0 clear state.
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bgfx::setViewClear(0
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, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
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, 0x303030ff
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, 1.0f
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, 0
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);
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// Setup root path for binary shaders. Shader binaries are different
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// for each renderer.
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switch (bgfx::getRendererType() )
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{
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default:
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case bgfx::RendererType::Direct3D9:
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s_shaderPath = "shaders/dx9/";
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s_texelHalf = 0.5f;
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break;
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case bgfx::RendererType::Direct3D11:
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s_shaderPath = "shaders/dx11/";
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break;
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case bgfx::RendererType::OpenGL:
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s_shaderPath = "shaders/glsl/";
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s_flipV = true;
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break;
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case bgfx::RendererType::OpenGLES2:
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case bgfx::RendererType::OpenGLES3:
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s_shaderPath = "shaders/gles/";
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s_flipV = true;
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break;
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}
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const bgfx::Memory* mem;
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mem = loadTexture("uffizi.dds");
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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);
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bgfx::UniformHandle u_texCube = bgfx::createUniform("u_texCube", bgfx::UniformType::Uniform1i);
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bgfx::UniformHandle u_texColor = bgfx::createUniform("u_texColor", bgfx::UniformType::Uniform1i);
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bgfx::UniformHandle u_texLum = bgfx::createUniform("u_texLum", bgfx::UniformType::Uniform1i);
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bgfx::UniformHandle u_texBlur = bgfx::createUniform("u_texBlur", bgfx::UniformType::Uniform1i);
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bgfx::UniformHandle u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Uniform4x4fv);
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bgfx::UniformHandle u_tonemap = bgfx::createUniform("u_tonemap", bgfx::UniformType::Uniform4fv);
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bgfx::UniformHandle u_offset = bgfx::createUniform("u_offset", bgfx::UniformType::Uniform4fv, 16);
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bgfx::UniformHandle u_weight = bgfx::createUniform("u_weight", bgfx::UniformType::Uniform4fv, 16);
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bgfx::ProgramHandle skyProgram = loadProgram("vs_hdr_skybox", "fs_hdr_skybox");
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bgfx::ProgramHandle lumProgram = loadProgram("vs_hdr_lum", "fs_hdr_lum");
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bgfx::ProgramHandle lumAvgProgram = loadProgram("vs_hdr_lumavg", "fs_hdr_lumavg");
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bgfx::ProgramHandle blurProgram = loadProgram("vs_hdr_blur", "fs_hdr_blur");
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bgfx::ProgramHandle brightProgram = loadProgram("vs_hdr_bright", "fs_hdr_bright");
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bgfx::ProgramHandle meshProgram = loadProgram("vs_hdr_mesh", "fs_hdr_mesh");
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bgfx::ProgramHandle tonemapProgram = loadProgram("vs_hdr_tonemap", "fs_hdr_tonemap");
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Mesh mesh;
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mesh.load("meshes/bunny.bin");
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bgfx::FrameBufferHandle fbh;
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bgfx::TextureHandle fbtextures[] =
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{
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bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT),
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bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT_BUFFER_ONLY),
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};
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fbh = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
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bgfx::FrameBufferHandle lum[5];
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lum[0] = bgfx::createFrameBuffer(128, 128, bgfx::TextureFormat::BGRA8);
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lum[1] = bgfx::createFrameBuffer( 64, 64, bgfx::TextureFormat::BGRA8);
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lum[2] = bgfx::createFrameBuffer( 16, 16, bgfx::TextureFormat::BGRA8);
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lum[3] = bgfx::createFrameBuffer( 4, 4, bgfx::TextureFormat::BGRA8);
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lum[4] = bgfx::createFrameBuffer( 1, 1, bgfx::TextureFormat::BGRA8);
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bgfx::FrameBufferHandle bright;
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bright = bgfx::createFrameBuffer(width/2, height/2, bgfx::TextureFormat::BGRA8);
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bgfx::FrameBufferHandle blur;
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blur = bgfx::createFrameBuffer(width/8, height/8, bgfx::TextureFormat::BGRA8);
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FILE* file = fopen("font/droidsans.ttf", "rb");
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uint32_t size = (uint32_t)fsize(file);
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void* data = malloc(size);
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size_t ignore = fread(data, 1, size, file);
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BX_UNUSED(ignore);
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fclose(file);
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imguiCreate(data, size);
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free(data);
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float speed = 0.37f;
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float middleGray = 0.18f;
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float white = 1.1f;
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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)<<BGFX_TEXTURE_RT_MSAA_SHIFT) );
|
|
fbtextures[1] = bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT_BUFFER_ONLY|( (msaa+1)<<BGFX_TEXTURE_RT_MSAA_SHIFT) );
|
|
fbh = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
|
|
|
|
bright = bgfx::createFrameBuffer(width/2, height/2, bgfx::TextureFormat::BGRA8);
|
|
blur = bgfx::createFrameBuffer(width/8, height/8, bgfx::TextureFormat::BGRA8);
|
|
}
|
|
|
|
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();
|
|
|
|
// 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);
|
|
|
|
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::setViewFrameBufferMask(0x3, fbh);
|
|
|
|
bgfx::setViewRect(2, 0, 0, 128, 128);
|
|
bgfx::setViewFrameBuffer(2, lum[0]);
|
|
|
|
bgfx::setViewRect(3, 0, 0, 64, 64);
|
|
bgfx::setViewFrameBuffer(3, lum[1]);
|
|
|
|
bgfx::setViewRect(4, 0, 0, 16, 16);
|
|
bgfx::setViewFrameBuffer(4, lum[2]);
|
|
|
|
bgfx::setViewRect(5, 0, 0, 4, 4);
|
|
bgfx::setViewFrameBuffer(5, lum[3]);
|
|
|
|
bgfx::setViewRect(6, 0, 0, 1, 1);
|
|
bgfx::setViewFrameBuffer(6, lum[4]);
|
|
|
|
bgfx::setViewRect(7, 0, 0, width/2, height/2);
|
|
bgfx::setViewFrameBuffer(7, bright);
|
|
|
|
bgfx::setViewRect(8, 0, 0, width/8, height/8);
|
|
bgfx::setViewFrameBuffer(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
|
|
);
|
|
|
|
float temp[4];
|
|
vec3MulMtx(temp, eye, mtx);
|
|
|
|
mtxLookAt(view, temp, at);
|
|
mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f);
|
|
|
|
// 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, fbtextures[0]);
|
|
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 };
|
|
bgfx::setUniform(u_tonemap, tonemap);
|
|
|
|
// Bright pass treshold is tonemap[3].
|
|
setOffsets4x4Lum(u_offset, width/2, height/2);
|
|
bgfx::setTexture(0, u_texColor, fbtextures[0]);
|
|
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, fbtextures[0]);
|
|
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();
|
|
|
|
// Cleanup.
|
|
mesh.unload();
|
|
|
|
for (uint32_t ii = 0; ii < BX_COUNTOF(lum); ++ii)
|
|
{
|
|
bgfx::destroyFrameBuffer(lum[ii]);
|
|
}
|
|
bgfx::destroyFrameBuffer(bright);
|
|
bgfx::destroyFrameBuffer(blur);
|
|
bgfx::destroyFrameBuffer(fbh);
|
|
|
|
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;
|
|
}
|