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-rw-r--r--3rdparty/bgfx/examples/09-hdr/hdr.cpp706
1 files changed, 373 insertions, 333 deletions
diff --git a/3rdparty/bgfx/examples/09-hdr/hdr.cpp b/3rdparty/bgfx/examples/09-hdr/hdr.cpp
index f8ccb29aa19..9ad7eb5aeca 100644
--- a/3rdparty/bgfx/examples/09-hdr/hdr.cpp
+++ b/3rdparty/bgfx/examples/09-hdr/hdr.cpp
@@ -139,354 +139,394 @@ inline float square(float _x)
return _x*_x;
}
-int _main_(int /*_argc*/, char** /*_argv*/)
+class HDR : public entry::AppI
{
- 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"
- , 0
- | 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[] =
+ void init(int /*_argc*/, char** /*_argv*/) BX_OVERRIDE
{
- 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(bgfx::BackbufferRatio::Half, bgfx::TextureFormat::BGRA8);
-
- bgfx::FrameBufferHandle blur;
- blur = bgfx::createFrameBuffer(bgfx::BackbufferRatio::Eighth, 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;
+ m_width = 1280;
+ m_height = 720;
+ m_debug = BGFX_DEBUG_TEXT;
+ m_reset = BGFX_RESET_VSYNC;
+
+ bgfx::init();
+ bgfx::reset(m_width, m_height, m_reset);
+
+ // Enable m_debug text.
+ bgfx::setDebug(m_debug);
+
+ // Set view 0 clear state.
+ bgfx::setViewClear(0
+ , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
+ , 0x303030ff
+ , 1.0f
+ , 0
+ );
+
+ // Create vertex stream declaration.
+ PosColorTexCoord0Vertex::init();
+
+ // Set view m_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");
+
+ m_uffizi = loadTexture("uffizi.dds"
+ , 0
+ | BGFX_TEXTURE_U_CLAMP
+ | BGFX_TEXTURE_V_CLAMP
+ | BGFX_TEXTURE_W_CLAMP
+ );
+
+ m_skyProgram = loadProgram("vs_hdr_skybox", "fs_hdr_skybox");
+ m_lumProgram = loadProgram("vs_hdr_lum", "fs_hdr_lum");
+ m_lumAvgProgram = loadProgram("vs_hdr_lumavg", "fs_hdr_lumavg");
+ m_blurProgram = loadProgram("vs_hdr_blur", "fs_hdr_blur");
+ m_brightProgram = loadProgram("vs_hdr_bright", "fs_hdr_bright");
+ m_meshProgram = loadProgram("vs_hdr_mesh", "fs_hdr_mesh");
+ m_tonemapProgram = loadProgram("vs_hdr_tonemap", "fs_hdr_tonemap");
+
+ s_texCube = bgfx::createUniform("s_texCube", bgfx::UniformType::Int1);
+ s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
+ s_texLum = bgfx::createUniform("s_texLum", bgfx::UniformType::Int1);
+ s_texBlur = bgfx::createUniform("s_texBlur", bgfx::UniformType::Int1);
+ u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Mat4);
+ u_tonemap = bgfx::createUniform("u_tonemap", bgfx::UniformType::Vec4);
+ u_offset = bgfx::createUniform("u_offset", bgfx::UniformType::Vec4, 16);
+
+ m_mesh = meshLoad("meshes/bunny.bin");
+
+ m_fbtextures[0] = bgfx::createTexture2D(m_width, m_height, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT|BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP);
+ m_fbtextures[1] = bgfx::createTexture2D(m_width, m_height, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT_BUFFER_ONLY);
+ m_fbh = bgfx::createFrameBuffer(BX_COUNTOF(m_fbtextures), m_fbtextures, true);
+
+ m_lum[0] = bgfx::createFrameBuffer(128, 128, bgfx::TextureFormat::BGRA8);
+ m_lum[1] = bgfx::createFrameBuffer( 64, 64, bgfx::TextureFormat::BGRA8);
+ m_lum[2] = bgfx::createFrameBuffer( 16, 16, bgfx::TextureFormat::BGRA8);
+ m_lum[3] = bgfx::createFrameBuffer( 4, 4, bgfx::TextureFormat::BGRA8);
+ m_lum[4] = bgfx::createFrameBuffer( 1, 1, bgfx::TextureFormat::BGRA8);
+
+ m_bright = bgfx::createFrameBuffer(bgfx::BackbufferRatio::Half, bgfx::TextureFormat::BGRA8);
+ m_blur = bgfx::createFrameBuffer(bgfx::BackbufferRatio::Eighth, 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;
+
+ m_oldWidth = 0;
+ m_oldHeight = 0;
+ m_oldReset = m_reset;
+
+ m_speed = 0.37f;
+ m_middleGray = 0.18f;
+ m_white = 1.1f;
+ m_threshold = 1.5f;
+
+ m_scrollArea = 0;
+
+ m_time = 0.0f;
+ }
- entry::MouseState mouseState;
- while (!entry::processEvents(width, height, debug, reset, &mouseState) )
+ virtual int shutdown() BX_OVERRIDE
{
- 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);
-
- 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);
- }
-
- 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();
+ // Cleanup.
+ imguiDestroy();
- // 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);
+ meshUnload(m_mesh);
- 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)
+ for (uint32_t ii = 0; ii < BX_COUNTOF(m_lum); ++ii)
{
- bgfx::setViewRect(ii, 0, 0, width, height);
+ bgfx::destroyFrameBuffer(m_lum[ii]);
}
- 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::destroyFrameBuffer(m_bright);
+ bgfx::destroyFrameBuffer(m_blur);
+ bgfx::destroyFrameBuffer(m_fbh);
+
+ bgfx::destroyProgram(m_meshProgram);
+ bgfx::destroyProgram(m_skyProgram);
+ bgfx::destroyProgram(m_tonemapProgram);
+ bgfx::destroyProgram(m_lumProgram);
+ bgfx::destroyProgram(m_lumAvgProgram);
+ bgfx::destroyProgram(m_blurProgram);
+ bgfx::destroyProgram(m_brightProgram);
+ bgfx::destroyTexture(m_uffizi);
+
+ bgfx::destroyUniform(s_texCube);
+ bgfx::destroyUniform(s_texColor);
+ bgfx::destroyUniform(s_texLum);
+ bgfx::destroyUniform(s_texBlur);
+ bgfx::destroyUniform(u_mtx);
+ bgfx::destroyUniform(u_tonemap);
+ bgfx::destroyUniform(u_offset);
+
+ // Shutdown bgfx.
+ bgfx::shutdown();
+
+ return 0;
+ }
- bgfx::setViewRect(8, 0, 0, width/8, height/8);
- bgfx::setViewFrameBuffer(8, blur);
+ bool update() BX_OVERRIDE
+ {
+ if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
+ {
+ if (m_oldWidth != m_width
+ || m_oldHeight != m_height
+ || m_oldReset != m_reset)
+ {
+ // Recreate variable size render targets when resolution changes.
+ m_oldWidth = m_width;
+ m_oldHeight = m_height;
+ m_oldReset = m_reset;
+
+ uint32_t msaa = (m_reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
+
+ bgfx::destroyFrameBuffer(m_fbh);
+
+ m_fbtextures[0] = bgfx::createTexture2D(m_width, m_height, 1, bgfx::TextureFormat::BGRA8, ( (msaa+1)<<BGFX_TEXTURE_RT_MSAA_SHIFT)|BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP);
+ m_fbtextures[1] = bgfx::createTexture2D(m_width, m_height, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT_BUFFER_ONLY|( (msaa+1)<<BGFX_TEXTURE_RT_MSAA_SHIFT) );
+ m_fbh = bgfx::createFrameBuffer(BX_COUNTOF(m_fbtextures), m_fbtextures, true);
+ }
+
+ 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
+ , m_width
+ , m_height
+ );
- bgfx::setViewRect(9, 0, 0, width, height);
+ imguiBeginScrollArea("Settings", m_width - m_width / 5 - 10, 10, m_width / 5, m_height / 3, &m_scrollArea);
+ imguiSeparatorLine();
- float view[16];
- float proj[16];
+ imguiSlider("Speed", m_speed, 0.0f, 1.0f, 0.01f);
+ imguiSeparator();
- bx::mtxIdentity(view);
- bx::mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f);
+ imguiSlider("Middle gray", m_middleGray, 0.1f, 1.0f, 0.01f);
+ imguiSlider("White point", m_white, 0.1f, 2.0f, 0.01f);
+ imguiSlider("Threshold", m_threshold, 0.1f, 2.0f, 0.01f);
- // Set view and projection matrix for view 0.
- for (uint32_t ii = 0; ii < 10; ++ii)
- {
- bgfx::setViewTransform(ii, view, proj);
+ 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::touch(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;
+
+ m_time += (float)(frameTime*m_speed/freq);
+
+ // Use m_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, m_width, m_height);
+ }
+ bgfx::setViewFrameBuffer(0, m_fbh);
+ bgfx::setViewFrameBuffer(1, m_fbh);
+ bgfx::setViewClear(1, BGFX_CLEAR_DISCARD_DEPTH|BGFX_CLEAR_DISCARD_STENCIL);
+
+ bgfx::setViewRect(2, 0, 0, 128, 128);
+ bgfx::setViewFrameBuffer(2, m_lum[0]);
+
+ bgfx::setViewRect(3, 0, 0, 64, 64);
+ bgfx::setViewFrameBuffer(3, m_lum[1]);
+
+ bgfx::setViewRect(4, 0, 0, 16, 16);
+ bgfx::setViewFrameBuffer(4, m_lum[2]);
+
+ bgfx::setViewRect(5, 0, 0, 4, 4);
+ bgfx::setViewFrameBuffer(5, m_lum[3]);
+
+ bgfx::setViewRect(6, 0, 0, 1, 1);
+ bgfx::setViewFrameBuffer(6, m_lum[4]);
+
+ bgfx::setViewRect(7, 0, 0, m_width/2, m_height/2);
+ bgfx::setViewFrameBuffer(7, m_bright);
+
+ bgfx::setViewRect(8, 0, 0, m_width/8, m_height/8);
+ bgfx::setViewFrameBuffer(8, m_blur);
+
+ bgfx::setViewRect(9, 0, 0, m_width, m_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
+ , m_time
+ );
+
+ float temp[4];
+ bx::vec3MulMtx(temp, eye, mtx);
+
+ bx::mtxLookAt(view, temp, at);
+ bx::mtxProj(proj, 60.0f, float(m_width)/float(m_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, s_texCube, m_uffizi);
+
+ bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
+ screenSpaceQuad( (float)m_width, (float)m_height, true);
+ bgfx::submit(0, m_skyProgram);
+
+ // Render m_mesh into view 1
+ bgfx::setTexture(0, s_texCube, m_uffizi);
+ meshSubmit(m_mesh, 1, m_meshProgram, NULL);
+
+ // Calculate luminance.
+ setOffsets2x2Lum(u_offset, 128, 128);
+ bgfx::setTexture(0, s_texColor, m_fbtextures[0]);
+ bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
+ screenSpaceQuad(128.0f, 128.0f, s_originBottomLeft);
+ bgfx::submit(2, m_lumProgram);
+
+ // Downscale luminance 0.
+ setOffsets4x4Lum(u_offset, 128, 128);
+ bgfx::setTexture(0, s_texColor, m_lum[0]);
+ bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
+ screenSpaceQuad(64.0f, 64.0f, s_originBottomLeft);
+ bgfx::submit(3, m_lumAvgProgram);
+
+ // Downscale luminance 1.
+ setOffsets4x4Lum(u_offset, 64, 64);
+ bgfx::setTexture(0, s_texColor, m_lum[1]);
+ bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
+ screenSpaceQuad(16.0f, 16.0f, s_originBottomLeft);
+ bgfx::submit(4, m_lumAvgProgram);
+
+ // Downscale luminance 2.
+ setOffsets4x4Lum(u_offset, 16, 16);
+ bgfx::setTexture(0, s_texColor, m_lum[2]);
+ bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
+ screenSpaceQuad(4.0f, 4.0f, s_originBottomLeft);
+ bgfx::submit(5, m_lumAvgProgram);
+
+ // Downscale luminance 3.
+ setOffsets4x4Lum(u_offset, 4, 4);
+ bgfx::setTexture(0, s_texColor, m_lum[3]);
+ bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
+ screenSpaceQuad(1.0f, 1.0f, s_originBottomLeft);
+ bgfx::submit(6, m_lumAvgProgram);
+
+ float tonemap[4] = { m_middleGray, square(m_white), m_threshold, m_time };
+ bgfx::setUniform(u_tonemap, tonemap);
+
+ // m_bright pass m_threshold is tonemap[3].
+ setOffsets4x4Lum(u_offset, m_width/2, m_height/2);
+ bgfx::setTexture(0, s_texColor, m_fbtextures[0]);
+ bgfx::setTexture(1, s_texLum, m_lum[4]);
+ bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
+ screenSpaceQuad( (float)m_width/2.0f, (float)m_height/2.0f, s_originBottomLeft);
+ bgfx::submit(7, m_brightProgram);
+
+ // m_blur m_bright pass vertically.
+ bgfx::setTexture(0, s_texColor, m_bright);
+ bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
+ screenSpaceQuad( (float)m_width/8.0f, (float)m_height/8.0f, s_originBottomLeft);
+ bgfx::submit(8, m_blurProgram);
+
+ // m_blur m_bright pass horizontally, do tonemaping and combine.
+ bgfx::setTexture(0, s_texColor, m_fbtextures[0]);
+ bgfx::setTexture(1, s_texLum, m_lum[4]);
+ bgfx::setTexture(2, s_texBlur, m_blur);
+ bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
+ screenSpaceQuad( (float)m_width, (float)m_height, s_originBottomLeft);
+ bgfx::submit(9, m_tonemapProgram);
+
+ // Advance to next frame. Rendering thread will be kicked to
+ // process submitted rendering primitives.
+ bgfx::frame();
+
+ return true;
}
- 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();
+ return false;
}
- // Cleanup.
- imguiDestroy();
-
- meshUnload(mesh);
+ entry::MouseState m_mouseState;
+
+ bgfx::ProgramHandle m_skyProgram;
+ bgfx::ProgramHandle m_lumProgram;
+ bgfx::ProgramHandle m_lumAvgProgram;
+ bgfx::ProgramHandle m_blurProgram;
+ bgfx::ProgramHandle m_brightProgram;
+ bgfx::ProgramHandle m_meshProgram;
+ bgfx::ProgramHandle m_tonemapProgram;
+
+ bgfx::TextureHandle m_uffizi;
+ bgfx::UniformHandle s_texCube;
+ bgfx::UniformHandle s_texColor;
+ bgfx::UniformHandle s_texLum;
+ bgfx::UniformHandle s_texBlur;
+ bgfx::UniformHandle u_mtx;
+ bgfx::UniformHandle u_tonemap;
+ bgfx::UniformHandle u_offset;
+
+ Mesh* m_mesh;
+
+ bgfx::TextureHandle m_fbtextures[2];
+ bgfx::FrameBufferHandle m_fbh;
+ bgfx::FrameBufferHandle m_lum[5];
+ bgfx::FrameBufferHandle m_bright;
+ bgfx::FrameBufferHandle m_blur;
+
+ uint32_t m_width;
+ uint32_t m_height;
+ uint32_t m_debug;
+ uint32_t m_reset;
+
+ uint32_t m_oldWidth;
+ uint32_t m_oldHeight;
+ uint32_t m_oldReset;
+
+ float m_speed;
+ float m_middleGray;
+ float m_white;
+ float m_threshold;
+
+ int32_t m_scrollArea;
+
+ float m_time;
+};
- 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;
-}
+ENTRY_IMPLEMENT_MAIN(HDR);