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author Miodrag Milanovic <mmicko@gmail.com>2015-02-01 10:14:17 +0100
committer Miodrag Milanovic <mmicko@gmail.com>2015-02-01 10:14:17 +0100
commitb3303c3a32b94b61f82e739d8d494752047f11c1 (patch)
tree1383c753eaebdfa039f1768f55c96fe800ce020f /3rdparty/bgfx/examples/09-hdr/hdr.cpp
parent09b6ec9869349cf9befd8c3589f1dccb32bacd1a (diff)
Added BGFX latest code to 3rdparty (nw)
Diffstat (limited to '3rdparty/bgfx/examples/09-hdr/hdr.cpp')
-rw-r--r--3rdparty/bgfx/examples/09-hdr/hdr.cpp491
1 files changed, 491 insertions, 0 deletions
diff --git a/3rdparty/bgfx/examples/09-hdr/hdr.cpp b/3rdparty/bgfx/examples/09-hdr/hdr.cpp
new file mode 100644
index 00000000000..1e925f378ef
--- /dev/null
+++ b/3rdparty/bgfx/examples/09-hdr/hdr.cpp
@@ -0,0 +1,491 @@
+/*
+ * Copyright 2011-2015 Branimir Karadzic. All rights reserved.
+ * License: http://www.opensource.org/licenses/BSD-2-Clause
+ */
+
+#include "common.h"
+#include "bgfx_utils.h"
+#include "imgui/imgui.h"
+
+static float s_texelHalf = 0.0f;
+static bool s_originBottomLeft = false;
+
+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()
+ .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
+ .add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
+ .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
+ .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)
+ {
+ 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_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|BGFX_CLEAR_DEPTH
+ , 0x303030ff
+ , 1.0f
+ , 0
+ );
+
+ // Set view debug names.
+ bgfx::setViewName(0, "Skybox");
+ bgfx::setViewName(1, "Mesh");
+ bgfx::setViewName(2, "Luminance");
+ bgfx::setViewName(3, "Downscale luminance 0");
+ bgfx::setViewName(4, "Downscale luminance 1");
+ bgfx::setViewName(5, "Downscale luminance 2");
+ bgfx::setViewName(6, "Downscale luminance 3");
+ bgfx::setViewName(7, "Brightness");
+ bgfx::setViewName(8, "Blur vertical");
+ bgfx::setViewName(9, "Blur horizontal + tonemap");
+
+ bgfx::TextureHandle uffizi = loadTexture("uffizi.dds", BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP|BGFX_TEXTURE_W_CLAMP);
+
+ 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");
+
+ 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);
+
+ Mesh* mesh = meshLoad("meshes/bunny.bin");
+
+ bgfx::FrameBufferHandle fbh;
+ bgfx::TextureHandle fbtextures[] =
+ {
+ bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT|BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP),
+ 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);
+
+ // Imgui.
+ imguiCreate();
+
+ const bgfx::RendererType::Enum renderer = bgfx::getRendererType();
+ s_texelHalf = bgfx::RendererType::Direct3D9 == renderer ? 0.5f : 0.0f;
+ s_originBottomLeft = bgfx::RendererType::OpenGL == renderer || bgfx::RendererType::OpenGLES == renderer;
+
+ uint32_t oldWidth = 0;
+ uint32_t oldHeight = 0;
+ uint32_t oldReset = reset;
+
+ float speed = 0.37f;
+ float middleGray = 0.18f;
+ float white = 1.1f;
+ float threshold = 1.5f;
+
+ int32_t scrollArea = 0;
+
+ float time = 0.0f;
+
+ entry::MouseState mouseState;
+ 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)|BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP);
+ 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("Threshold", threshold, 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 frame buffers.");
+ bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
+
+ // Set views.
+ for (uint32_t ii = 0; ii < 6; ++ii)
+ {
+ bgfx::setViewRect(ii, 0, 0, width, height);
+ }
+ bgfx::setViewFrameBuffer(0, fbh);
+ bgfx::setViewFrameBuffer(1, fbh);
+ bgfx::setViewClear(1, BGFX_CLEAR_DISCARD_DEPTH|BGFX_CLEAR_DISCARD_STENCIL);
+
+ 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];
+
+ bx::mtxIdentity(view);
+ bx::mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f);
+
+ // Set view and projection matrix for view 0.
+ for (uint32_t ii = 0; ii < 10; ++ii)
+ {
+ bgfx::setViewTransform(ii, view, proj);
+ }
+
+ float at[3] = { 0.0f, 1.0f, 0.0f };
+ float eye[3] = { 0.0f, 1.0f, -2.5f };
+
+ float mtx[16];
+ bx::mtxRotateXY(mtx
+ , 0.0f
+ , time
+ );
+
+ float temp[4];
+ bx::vec3MulMtx(temp, eye, mtx);
+
+ bx::mtxLookAt(view, temp, at);
+ bx::mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f);
+
+ // Set view and projection matrix for view 1.
+ bgfx::setViewTransform(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);
+ meshSubmit(mesh, 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_originBottomLeft);
+ 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_originBottomLeft);
+ 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_originBottomLeft);
+ 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_originBottomLeft);
+ 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_originBottomLeft);
+ bgfx::submit(6);
+
+ float tonemap[4] = { middleGray, square(white), threshold, 0.0f };
+ bgfx::setUniform(u_tonemap, tonemap);
+
+ // Bright pass threshold 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_originBottomLeft);
+ 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_originBottomLeft);
+ 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_originBottomLeft);
+ bgfx::submit(9);
+
+ // Advance to next frame. Rendering thread will be kicked to
+ // process submitted rendering primitives.
+ bgfx::frame();
+ }
+
+ // Cleanup.
+ imguiDestroy();
+
+ meshUnload(mesh);
+
+ 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);
+
+ // Shutdown bgfx.
+ bgfx::shutdown();
+
+ return 0;
+}