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diff --git a/3rdparty/bgfx/examples/39-assao/assao.cpp b/3rdparty/bgfx/examples/39-assao/assao.cpp
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+++ b/3rdparty/bgfx/examples/39-assao/assao.cpp
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+/*
+* Copyright 2018 Attila Kocsis. All rights reserved.
+* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
+*/
+
+/*
+ * Reference(s):
+ * - ASSAO is a SSAO implementation tuned for scalability and flexibility.
+ * https://web.archive.org/web/20181214222937/https://software.intel.com/en-us/articles/adaptive-screen-space-ambient-occlusion
+ * https://github.com/GameTechDev/ASSAO
+ */
+
+#include <common.h>
+#include <camera.h>
+#include <bgfx_utils.h>
+#include <imgui/imgui.h>
+#include <bx/rng.h>
+#include <bx/os.h>
+
+#define USE_ASSAO 0
+
+namespace
+{
+
+// Render passes
+#define RENDER_PASS_GBUFFER 0 // GBuffer for normals and albedo
+#define RENDER_PASS_COMBINE 1 // Directional light and final result
+
+// Gbuffer has multiple render targets
+#define GBUFFER_RT_NORMAL 0
+#define GBUFFER_RT_COLOR 1
+#define GBUFFER_RT_DEPTH 2
+
+// Random meshes we draw
+#define MODEL_COUNT 120 // In this demo, a model is a mesh plus a transform
+
+#define SAMPLER_POINT_CLAMP (BGFX_SAMPLER_POINT|BGFX_SAMPLER_UVW_CLAMP)
+#define SAMPLER_POINT_MIRROR (BGFX_SAMPLER_POINT|BGFX_SAMPLER_UVW_MIRROR)
+#define SAMPLER_LINEAR_CLAMP (BGFX_SAMPLER_UVW_CLAMP)
+
+#define SSAO_DEPTH_MIP_LEVELS 4
+
+ static const char * s_meshPaths[] =
+ {
+ "meshes/cube.bin",
+ "meshes/orb.bin",
+ "meshes/column.bin",
+ "meshes/bunny_decimated.bin",
+ "meshes/tree.bin",
+ "meshes/hollowcube.bin"
+ };
+
+ static const float s_meshScale[] =
+ {
+ 0.25f,
+ 0.5f,
+ 0.05f,
+ 0.5f,
+ 0.05f,
+ 0.25f
+ };
+
+ // Vertex layout for our screen space quad (used in deferred rendering)
+ struct PosTexCoord0Vertex
+ {
+ float m_x;
+ float m_y;
+ float m_z;
+ float m_u;
+ float m_v;
+
+ static void init()
+ {
+ ms_layout
+ .begin()
+ .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
+ .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
+ .end();
+ }
+
+ static bgfx::VertexLayout ms_layout;
+ };
+
+ bgfx::VertexLayout PosTexCoord0Vertex::ms_layout;
+
+ // Utility function to draw a screen space quad for deferred rendering
+ void screenSpaceQuad(float _textureWidth, float _textureHeight, float _texelHalf, bool _originBottomLeft, float _width = 1.0f, float _height = 1.0f)
+ {
+ if (3 == bgfx::getAvailTransientVertexBuffer(3, PosTexCoord0Vertex::ms_layout))
+ {
+ bgfx::TransientVertexBuffer vb;
+ bgfx::allocTransientVertexBuffer(&vb, 3, PosTexCoord0Vertex::ms_layout);
+ PosTexCoord0Vertex* vertex = (PosTexCoord0Vertex*)vb.data;
+
+ const float minx = -_width;
+ const float maxx = _width;
+ const float miny = 0.0f;
+ const float maxy = _height * 2.0f;
+
+ const float texelHalfW = _texelHalf / _textureWidth;
+ const float texelHalfH = _texelHalf / _textureHeight;
+ const float minu = -1.0f + texelHalfW;
+ const float maxu = 1.0f + texelHalfH;
+
+ const float zz = 0.0f;
+
+ 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_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_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_u = maxu;
+ vertex[2].m_v = maxv;
+
+ bgfx::setVertexBuffer(0, &vb);
+ }
+ }
+
+ struct Settings
+ {
+ float m_radius; // [0.0, ~ ] World (view) space size of the occlusion sphere.
+ float m_shadowMultiplier; // [0.0, 5.0] Effect strength linear multiplier
+ float m_shadowPower; // [0.5, 5.0] Effect strength pow modifier
+ float m_shadowClamp; // [0.0, 1.0] Effect max limit (applied after multiplier but before blur)
+ float m_horizonAngleThreshold; // [0.0, 0.2] Limits self-shadowing (makes the sampling area less of a hemisphere, more of a spherical cone, to avoid self-shadowing and various artifacts due to low tessellation and depth buffer imprecision, etc.)
+ float m_fadeOutFrom; // [0.0, ~ ] Distance to start start fading out the effect.
+ float m_fadeOutTo; // [0.0, ~ ] Distance at which the effect is faded out.
+ int32_t m_qualityLevel; // [ -1, 3 ] Effect quality; -1 - lowest (low, half res checkerboard), 0 - low, 1 - medium, 2 - high, 3 - very high / adaptive; each quality level is roughly 2x more costly than the previous, except the q3 which is variable but, in general, above q2.
+ float m_adaptiveQualityLimit; // [0.0, 1.0] (only for Quality Level 3)
+ int32_t m_blurPassCount; // [ 0, 6] Number of edge-sensitive smart blur passes to apply. Quality 0 is an exception with only one 'dumb' blur pass used.
+ float m_sharpness; // [0.0, 1.0] (How much to bleed over edges; 1: not at all, 0.5: half-half; 0.0: completely ignore edges)
+ float m_temporalSupersamplingAngleOffset; // [0.0, PI] Used to rotate sampling kernel; If using temporal AA / supersampling, suggested to rotate by ( (frame%3)/3.0*PI ) or similar. Kernel is already symmetrical, which is why we use PI and not 2*PI.
+ float m_temporalSupersamplingRadiusOffset; // [0.0, 2.0] Used to scale sampling kernel; If using temporal AA / supersampling, suggested to scale by ( 1.0f + (((frame%3)-1.0)/3.0)*0.1 ) or similar.
+ float m_detailShadowStrength; // [0.0, 5.0] Used for high-res detail AO using neighboring depth pixels: adds a lot of detail but also reduces temporal stability (adds aliasing).
+ bool m_generateNormals; // [true/false] If true normals will be generated from depth.
+
+ Settings()
+ {
+ m_radius = 1.2f;
+ m_shadowMultiplier = 1.0f;
+ m_shadowPower = 1.50f;
+ m_shadowClamp = 0.98f;
+ m_horizonAngleThreshold = 0.06f;
+ m_fadeOutFrom = 50.0f;
+ m_fadeOutTo = 200.0f;
+ m_adaptiveQualityLimit = 0.45f;
+ m_qualityLevel = 3;
+ m_blurPassCount = 2;
+ m_sharpness = 0.98f;
+ m_temporalSupersamplingAngleOffset = 0.0f;
+ m_temporalSupersamplingRadiusOffset = 1.0f;
+ m_detailShadowStrength = 0.5f;
+ m_generateNormals = true;
+ }
+ };
+
+ struct Uniforms
+ {
+ enum { NumVec4 = 19 };
+
+ void init()
+ {
+ u_params = bgfx::createUniform("u_params", bgfx::UniformType::Vec4, NumVec4);
+ }
+
+ void submit()
+ {
+ bgfx::setUniform(u_params, m_params, NumVec4);
+ }
+
+ void destroy()
+ {
+ bgfx::destroy(u_params);
+ }
+
+ union
+ {
+ struct
+ {
+ /* 0 */ struct { float m_viewportPixelSize[2]; float m_halfViewportPixelSize[2]; };
+ /* 1 */ struct { float m_depthUnpackConsts[2]; float m_unused0[2]; };
+ /* 2 */ struct { float m_ndcToViewMul[2]; float m_ndcToViewAdd[2]; };
+ /* 3 */ struct { float m_perPassFullResCoordOffset[2]; float m_perPassFullResUVOffset[2]; };
+ /* 4 */ struct { float m_viewport2xPixelSize[2]; float m_viewport2xPixelSize_x_025[2]; };
+ /* 5 */ struct { float m_effectRadius; float m_effectShadowStrength; float m_effectShadowPow; float m_effectShadowClamp; };
+ /* 6 */ struct { float m_effectFadeOutMul; float m_effectFadeOutAdd; float m_effectHorizonAngleThreshold; float m_effectSamplingRadiusNearLimitRec; };
+ /* 7 */ struct { float m_depthPrecisionOffsetMod; float m_negRecEffectRadius; float m_loadCounterAvgDiv; float m_adaptiveSampleCountLimit; };
+ /* 8 */ struct { float m_invSharpness; float m_passIndex; float m_quarterResPixelSize[2]; };
+ /* 9-13 */ struct { float m_patternRotScaleMatrices[5][4]; };
+ /* 14 */ struct { float m_normalsUnpackMul; float m_normalsUnpackAdd; float m_detailAOStrength; float m_layer; };
+ /* 15-18 */ struct { float m_normalsWorldToViewspaceMatrix[16]; };
+ };
+
+ float m_params[NumVec4 * 4];
+ };
+
+ bgfx::UniformHandle u_params;
+ };
+
+ void vec2Set(float* _v, float _x, float _y)
+ {
+ _v[0] = _x;
+ _v[1] = _y;
+ }
+
+ void vec4Set(float* _v, float _x, float _y, float _z, float _w)
+ {
+ _v[0] = _x;
+ _v[1] = _y;
+ _v[2] = _z;
+ _v[3] = _w;
+ }
+
+ void vec4iSet(int32_t* _v, int32_t _x, int32_t _y, int32_t _z, int32_t _w)
+ {
+ _v[0] = _x;
+ _v[1] = _y;
+ _v[2] = _z;
+ _v[3] = _w;
+ }
+
+ static const int32_t cMaxBlurPassCount = 6;
+
+ class ExampleASSAO : public entry::AppI
+ {
+ public:
+ ExampleASSAO(const char* _name, const char* _description, const char* _url)
+ : entry::AppI(_name, _description, _url)
+ , m_currFrame(UINT32_MAX)
+ , m_enableSSAO(true)
+ , m_enableTexturing(true)
+ , m_texelHalf(0.0f)
+ , m_framebufferGutter(true)
+ {
+ }
+
+ void init(int32_t _argc, const char* const* _argv, uint32_t _width, uint32_t _height) override
+ {
+ Args args(_argc, _argv);
+
+ m_width = _width;
+ m_height = _height;
+ m_debug = BGFX_DEBUG_NONE;
+ m_reset = BGFX_RESET_VSYNC;
+
+ bgfx::Init init;
+ init.type = args.m_type;
+
+ init.vendorId = args.m_pciId;
+ init.resolution.width = m_width;
+ init.resolution.height = m_height;
+ init.resolution.reset = m_reset;
+ bgfx::init(init);
+
+ // Enable debug text.
+ bgfx::setDebug(m_debug);
+
+ // Labeling for renderdoc captures, etc
+ bgfx::setViewName(RENDER_PASS_GBUFFER, "gbuffer");
+ bgfx::setViewName(RENDER_PASS_COMBINE, "post combine");
+
+ // Set up screen clears
+ bgfx::setViewClear(RENDER_PASS_GBUFFER
+ , BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
+ , 0
+ , 1.0f
+ , 0
+ );
+
+ // Create uniforms
+ u_combineParams = bgfx::createUniform("u_combineParams", bgfx::UniformType::Vec4, 2);
+ u_rect = bgfx::createUniform("u_rect", bgfx::UniformType::Vec4); // viewport/scissor rect for compute
+ m_uniforms.init();
+
+ // Create texture sampler uniforms (used when we bind textures)
+ s_normal = bgfx::createUniform("s_normal", bgfx::UniformType::Sampler); // Normal gbuffer
+ s_depth = bgfx::createUniform("s_depth", bgfx::UniformType::Sampler); // Normal gbuffer
+ s_color = bgfx::createUniform("s_color", bgfx::UniformType::Sampler); // Color (albedo) gbuffer
+ s_albedo = bgfx::createUniform("s_albedo", bgfx::UniformType::Sampler);
+
+ s_ao = bgfx::createUniform("s_ao", bgfx::UniformType::Sampler);
+ s_blurInput = bgfx::createUniform("s_blurInput", bgfx::UniformType::Sampler);
+ s_finalSSAO = bgfx::createUniform("s_finalSSAO", bgfx::UniformType::Sampler);
+ s_depthSource = bgfx::createUniform("s_depthSource", bgfx::UniformType::Sampler);
+ s_viewspaceDepthSource = bgfx::createUniform("s_viewspaceDepthSource", bgfx::UniformType::Sampler);
+ s_viewspaceDepthSourceMirror = bgfx::createUniform("s_viewspaceDepthSourceMirror", bgfx::UniformType::Sampler);
+ s_importanceMap = bgfx::createUniform("s_importanceMap", bgfx::UniformType::Sampler);
+
+ // Create program from shaders.
+ m_gbufferProgram = loadProgram("vs_assao_gbuffer", "fs_assao_gbuffer"); // Gbuffer
+ m_combineProgram = loadProgram("vs_assao", "fs_assao_deferred_combine");
+
+ m_prepareDepthsProgram = loadProgram("cs_assao_prepare_depths", NULL);
+ m_prepareDepthsAndNormalsProgram = loadProgram("cs_assao_prepare_depths_and_normals", NULL);
+ m_prepareDepthsHalfProgram = loadProgram("cs_assao_prepare_depths_half", NULL);
+ m_prepareDepthsAndNormalsHalfProgram = loadProgram("cs_assao_prepare_depths_and_normals_half", NULL);
+ m_prepareDepthMipProgram = loadProgram("cs_assao_prepare_depth_mip", NULL);
+ m_generateQ0Program = loadProgram("cs_assao_generate_q0", NULL);
+ m_generateQ1Program = loadProgram("cs_assao_generate_q1", NULL);
+ m_generateQ2Program = loadProgram("cs_assao_generate_q2", NULL);
+ m_generateQ3Program = loadProgram("cs_assao_generate_q3", NULL);
+ m_generateQ3BaseProgram = loadProgram("cs_assao_generate_q3base", NULL);
+ m_smartBlurProgram = loadProgram("cs_assao_smart_blur", NULL);
+ m_smartBlurWideProgram = loadProgram("cs_assao_smart_blur_wide", NULL);
+ m_nonSmartBlurProgram = loadProgram("cs_assao_non_smart_blur", NULL);
+ m_applyProgram = loadProgram("cs_assao_apply", NULL);
+ m_nonSmartApplyProgram = loadProgram("cs_assao_non_smart_apply", NULL);
+ m_nonSmartHalfApplyProgram = loadProgram("cs_assao_non_smart_half_apply", NULL);
+ m_generateImportanceMapProgram = loadProgram("cs_assao_generate_importance_map", NULL);
+ m_postprocessImportanceMapAProgram = loadProgram("cs_assao_postprocess_importance_map_a", NULL);
+ m_postprocessImportanceMapBProgram = loadProgram("cs_assao_postprocess_importance_map_b", NULL);
+ m_loadCounterClearProgram = loadProgram("cs_assao_load_counter_clear", NULL);
+
+ // Load some meshes
+ for (uint32_t ii = 0; ii < BX_COUNTOF(s_meshPaths); ++ii)
+ {
+ m_meshes[ii] = meshLoad(s_meshPaths[ii]);
+ }
+
+ // Randomly create some models
+ bx::RngMwc mwc; // Random number generator
+ for (uint32_t ii = 0; ii < BX_COUNTOF(m_models); ++ii)
+ {
+ Model& model = m_models[ii];
+
+ model.mesh = 1 + mwc.gen() % (BX_COUNTOF(s_meshPaths) - 1);
+ model.position[0] = (((mwc.gen() % 256)) - 128.0f) / 20.0f;
+ model.position[1] = 0;
+ model.position[2] = (((mwc.gen() % 256)) - 128.0f) / 20.0f;
+ }
+
+ // Load ground. We'll just use the cube since I don't have a ground model right now
+ m_ground = meshLoad("meshes/cube.bin");
+
+ m_groundTexture = loadTexture("textures/fieldstone-rgba.dds");
+ const bgfx::Memory* mem = bgfx::alloc(4);
+ bx::memSet(mem->data, 0xc0, 4);
+ m_modelTexture = bgfx::createTexture2D(1,1, false, 1, bgfx::TextureFormat::RGBA8, 0, mem);
+
+ m_recreateFrameBuffers = false;
+ createFramebuffers();
+
+ m_loadCounter = bgfx::createDynamicIndexBuffer(1, BGFX_BUFFER_COMPUTE_READ_WRITE | BGFX_BUFFER_INDEX32);
+
+ // Vertex layout
+ PosTexCoord0Vertex::init();
+
+ // Init camera
+ cameraCreate();
+ cameraSetPosition({ 0.0f, 1.5f, 0.0f });
+ cameraSetVerticalAngle(-0.3f);
+ m_fovY = 60.0f;
+
+ // Get renderer capabilities info.
+ const bgfx::RendererType::Enum renderer = bgfx::getRendererType();
+ m_texelHalf = bgfx::RendererType::Direct3D9 == renderer ? 0.5f : 0.0f;
+
+ imguiCreate();
+ }
+
+ int32_t shutdown() override
+ {
+ for (uint32_t ii = 0; ii < BX_COUNTOF(s_meshPaths); ++ii)
+ {
+ meshUnload(m_meshes[ii]);
+ }
+
+ meshUnload(m_ground);
+ bgfx::destroy(m_groundTexture);
+ bgfx::destroy(m_modelTexture);
+
+ // Cleanup.
+ bgfx::destroy(m_gbufferProgram);
+ bgfx::destroy(m_combineProgram);
+
+ bgfx::destroy(m_prepareDepthsProgram);
+ bgfx::destroy(m_prepareDepthsAndNormalsProgram);
+ bgfx::destroy(m_prepareDepthsHalfProgram);
+ bgfx::destroy(m_prepareDepthsAndNormalsHalfProgram);
+ bgfx::destroy(m_prepareDepthMipProgram);
+ bgfx::destroy(m_generateQ0Program);
+ bgfx::destroy(m_generateQ1Program);
+ bgfx::destroy(m_generateQ2Program);
+ bgfx::destroy(m_generateQ3Program);
+ bgfx::destroy(m_generateQ3BaseProgram);
+ bgfx::destroy(m_smartBlurProgram);
+ bgfx::destroy(m_smartBlurWideProgram);
+ bgfx::destroy(m_nonSmartBlurProgram);
+ bgfx::destroy(m_applyProgram);
+ bgfx::destroy(m_nonSmartApplyProgram);
+ bgfx::destroy(m_nonSmartHalfApplyProgram);
+ bgfx::destroy(m_generateImportanceMapProgram);
+ bgfx::destroy(m_postprocessImportanceMapAProgram);
+ bgfx::destroy(m_postprocessImportanceMapBProgram);
+ bgfx::destroy(m_loadCounterClearProgram);
+ bgfx::destroy(m_combineProgram);
+
+ m_uniforms.destroy();
+
+ bgfx::destroy(u_combineParams);
+ bgfx::destroy(u_rect);
+
+ bgfx::destroy(s_normal);
+ bgfx::destroy(s_depth);
+ bgfx::destroy(s_color);
+ bgfx::destroy(s_albedo);
+ bgfx::destroy(s_ao);
+ bgfx::destroy(s_blurInput);
+ bgfx::destroy(s_finalSSAO);
+ bgfx::destroy(s_depthSource);
+ bgfx::destroy(s_viewspaceDepthSource);
+ bgfx::destroy(s_viewspaceDepthSourceMirror);
+ bgfx::destroy(s_importanceMap);
+
+ bgfx::destroy(m_loadCounter);
+ destroyFramebuffers();
+
+ cameraDestroy();
+
+ imguiDestroy();
+
+ // Shutdown bgfx.
+ bgfx::shutdown();
+
+ return 0;
+ }
+
+ bool update() override
+ {
+ if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState))
+ {
+ // Update frame timer
+ 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 float deltaTime = float(frameTime / freq);
+ const bgfx::Caps* caps = bgfx::getCaps();
+
+ if (m_size[0] != (int32_t)m_width + 2*m_border
+ || m_size[1] != (int32_t)m_height + 2*m_border
+ || m_recreateFrameBuffers)
+ {
+ destroyFramebuffers();
+ createFramebuffers();
+ m_recreateFrameBuffers = false;
+ }
+
+ // Update camera
+ cameraUpdate(deltaTime*0.15f, m_mouseState);
+
+ // Set up matrices for gbuffer
+ cameraGetViewMtx(m_view);
+
+ bx::mtxProj(m_proj, m_fovY, float(m_size[0]) / float(m_size[1]), 0.1f, 100.0f, bgfx::getCaps()->homogeneousDepth);
+ bx::mtxProj(m_proj2, m_fovY, float(m_size[0]) / float(m_size[1]), 0.1f, 100.0f, false);
+
+ bgfx::setViewRect(RENDER_PASS_GBUFFER, 0, 0, uint16_t(m_size[0]), uint16_t(m_size[1]));
+ bgfx::setViewTransform(RENDER_PASS_GBUFFER, m_view, m_proj);
+ // Make sure when we draw it goes into gbuffer and not backbuffer
+ bgfx::setViewFrameBuffer(RENDER_PASS_GBUFFER, m_gbuffer);
+ // Draw everything into g-buffer
+ drawAllModels(RENDER_PASS_GBUFFER, m_gbufferProgram);
+
+ // Set up transform matrix for fullscreen quad
+#if USE_ASSAO == 1
+ float orthoProj[16];
+ bx::mtxOrtho(orthoProj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, caps->homogeneousDepth);
+ bgfx::setViewTransform(RENDER_PASS_COMBINE, NULL, orthoProj);
+ bgfx::setViewRect(RENDER_PASS_COMBINE, 0, 0, uint16_t(m_width), uint16_t(m_height));
+ // Bind vertex buffer and draw quad
+ screenSpaceQuad((float)m_width, (float)m_height, m_texelHalf, caps->originBottomLeft);
+ //bgfx::submit(RENDER_PASS_COMBINE, m_combineProgram);
+ bgfx::touch(RENDER_PASS_COMBINE);
+
+ BX_UNUSED(orthoProj, caps)
+#endif
+
+ // ASSAO passes
+#if USE_ASSAO == 0
+ updateUniforms(0);
+
+ bgfx::ViewId view = 2;
+ bgfx::setViewName(view, "ASSAO");
+
+ {
+ bgfx::setTexture(0, s_depthSource, bgfx::getTexture(m_gbuffer, GBUFFER_RT_DEPTH), SAMPLER_POINT_CLAMP);
+ m_uniforms.submit();
+
+ if (m_settings.m_generateNormals)
+ {
+ bgfx::setImage(5, m_normals, 0, bgfx::Access::Write, bgfx::TextureFormat::RGBA8);
+ }
+
+ if (m_settings.m_qualityLevel < 0)
+ {
+ for (int32_t j = 0; j < 2; ++j)
+ {
+ bgfx::setImage((uint8_t)(j + 1), m_halfDepths[j == 0 ? 0 : 3], 0, bgfx::Access::Write, bgfx::TextureFormat::R16F);
+ }
+
+ bgfx::dispatch(view, m_settings.m_generateNormals ? m_prepareDepthsAndNormalsHalfProgram : m_prepareDepthsHalfProgram, (m_halfSize[0] + 7) / 8, (m_halfSize[1] + 7) / 8);
+ }
+ else
+ {
+ for(int32_t j = 0; j < 4; ++j)
+ {
+ bgfx::setImage((uint8_t)(j+1), m_halfDepths[j], 0, bgfx::Access::Write, bgfx::TextureFormat::R16F);
+ }
+
+ bgfx::dispatch(view, m_settings.m_generateNormals ? m_prepareDepthsAndNormalsProgram : m_prepareDepthsProgram, (m_halfSize[0] + 7) / 8, (m_halfSize[1] + 7) / 8);
+
+ }
+ }
+
+ // only do mipmaps for higher quality levels (not beneficial on quality level 1, and detrimental on quality level 0)
+ if (m_settings.m_qualityLevel > 1)
+ {
+ uint16_t mipWidth = (uint16_t)m_halfSize[0];
+ uint16_t mipHeight = (uint16_t)m_halfSize[1];
+
+ for (uint8_t i = 1; i < SSAO_DEPTH_MIP_LEVELS; i++)
+ {
+ mipWidth = (uint16_t)bx::max(1, mipWidth >> 1);
+ mipHeight = (uint16_t)bx::max(1, mipHeight >> 1);
+
+ for (uint8_t j = 0; j < 4; ++j)
+ {
+ bgfx::setImage(j, m_halfDepths[j], i-1, bgfx::Access::Read, bgfx::TextureFormat::R16F);
+ bgfx::setImage(j + 4, m_halfDepths[j], i, bgfx::Access::Write, bgfx::TextureFormat::R16F);
+ }
+
+ m_uniforms.submit();
+ float rect[4] = { 0.0f, 0.0f, (float)mipWidth, (float)mipHeight };
+ bgfx::setUniform(u_rect, rect);
+
+ bgfx::dispatch(view, m_prepareDepthMipProgram, (mipWidth + 7) / 8, (mipHeight + 7) / 8);
+ }
+ }
+
+ // for adaptive quality, importance map pass
+ for (int32_t ssaoPass = 0; ssaoPass < 2; ++ssaoPass)
+ {
+ if (ssaoPass == 0
+ && m_settings.m_qualityLevel < 3)
+ {
+ continue;
+ }
+
+ bool adaptiveBasePass = (ssaoPass == 0);
+
+ BX_UNUSED(adaptiveBasePass);
+
+ int32_t passCount = 4;
+
+ int32_t halfResNumX = (m_halfResOutScissorRect[2] - m_halfResOutScissorRect[0] + 7) / 8;
+ int32_t halfResNumY = (m_halfResOutScissorRect[3] - m_halfResOutScissorRect[1] + 7) / 8;
+ float halfResRect[4] = { (float)m_halfResOutScissorRect[0], (float)m_halfResOutScissorRect[1], (float)m_halfResOutScissorRect[2], (float)m_halfResOutScissorRect[3] };
+
+ for (int32_t pass = 0; pass < passCount; pass++)
+ {
+ if (m_settings.m_qualityLevel < 0
+ && (pass == 1 || pass == 2) )
+ {
+ continue;
+ }
+
+ int32_t blurPasses = m_settings.m_blurPassCount;
+ blurPasses = bx::min(blurPasses, cMaxBlurPassCount);
+
+ if (m_settings.m_qualityLevel == 3)
+ {
+ // if adaptive, at least one blur pass needed as the first pass needs to read the final texture results - kind of awkward
+ if (adaptiveBasePass)
+ {
+ blurPasses = 0;
+ }
+ else
+ {
+ blurPasses = bx::max(1, blurPasses);
+ }
+ }
+ else if (m_settings.m_qualityLevel <= 0)
+ {
+ // just one blur pass allowed for minimum quality
+ blurPasses = bx::min(1, m_settings.m_blurPassCount);
+ }
+
+ updateUniforms(pass);
+
+ bgfx::TextureHandle pPingRT = m_pingPongHalfResultA;
+ bgfx::TextureHandle pPongRT = m_pingPongHalfResultB;
+
+ // Generate
+ {
+ bgfx::setImage(6, blurPasses == 0 ? m_finalResults : pPingRT, 0, bgfx::Access::Write, bgfx::TextureFormat::RG8);
+
+ bgfx::setUniform(u_rect, halfResRect);
+
+ bgfx::setTexture(0, s_viewspaceDepthSource, m_halfDepths[pass], SAMPLER_POINT_CLAMP);
+ bgfx::setTexture(1, s_viewspaceDepthSourceMirror, m_halfDepths[pass], SAMPLER_POINT_MIRROR);
+ if (m_settings.m_generateNormals)
+ bgfx::setImage(2, m_normals,0, bgfx::Access::Read, bgfx::TextureFormat::RGBA8);
+ else
+ bgfx::setImage(2, bgfx::getTexture(m_gbuffer, GBUFFER_RT_NORMAL), 0, bgfx::Access::Read, bgfx::TextureFormat::RGBA8);
+
+ if (!adaptiveBasePass && (m_settings.m_qualityLevel == 3))
+ {
+ bgfx::setBuffer(3, m_loadCounter, bgfx::Access::Read);
+ bgfx::setTexture(4, s_importanceMap, m_importanceMap, SAMPLER_LINEAR_CLAMP);
+ bgfx::setImage(5, m_finalResults, 0, bgfx::Access::Read, bgfx::TextureFormat::RG8);
+ }
+
+ bgfx::ProgramHandle programs[5] = { m_generateQ0Program, m_generateQ1Program , m_generateQ2Program , m_generateQ3Program , m_generateQ3BaseProgram };
+ int32_t programIndex = bx::max(0, (!adaptiveBasePass) ? (m_settings.m_qualityLevel) : (4));
+
+ m_uniforms.m_layer = blurPasses == 0 ? (float)pass : 0.0f;
+ m_uniforms.submit();
+ bgfx::dispatch(view, programs[programIndex], halfResNumX, halfResNumY);
+ }
+
+ // Blur
+ if (blurPasses > 0)
+ {
+ int32_t wideBlursRemaining = bx::max(0, blurPasses - 2);
+
+ for (int32_t i = 0; i < blurPasses; i++)
+ {
+ bgfx::setViewFrameBuffer(view, BGFX_INVALID_HANDLE);
+ bgfx::touch(view);
+
+ m_uniforms.m_layer = ((i == (blurPasses - 1)) ? (float)pass : 0.0f);
+ m_uniforms.submit();
+
+ bgfx::setUniform(u_rect, halfResRect);
+
+ bgfx::setImage(0, i == (blurPasses - 1) ? m_finalResults : pPongRT, 0, bgfx::Access::Write, bgfx::TextureFormat::RG8);
+ bgfx::setTexture(1, s_blurInput, pPingRT, m_settings.m_qualityLevel > 0 ? SAMPLER_POINT_MIRROR : SAMPLER_LINEAR_CLAMP);
+
+ if (m_settings.m_qualityLevel > 0)
+ {
+ if (wideBlursRemaining > 0)
+ {
+ bgfx::dispatch(view, m_smartBlurWideProgram, halfResNumX, halfResNumY);
+ wideBlursRemaining--;
+ }
+ else
+ {
+ bgfx::dispatch(view, m_smartBlurProgram, halfResNumX, halfResNumY);
+ }
+ }
+ else
+ {
+ bgfx::dispatch(view, m_nonSmartBlurProgram, halfResNumX, halfResNumY); // just for quality level 0 (and -1)
+ }
+
+ bgfx::TextureHandle temp = pPingRT;
+ pPingRT = pPongRT;
+ pPongRT = temp;
+ }
+ }
+ }
+
+ if (ssaoPass == 0 && m_settings.m_qualityLevel == 3)
+ { // Generate importance map
+ m_uniforms.submit();
+ bgfx::setImage(0, m_importanceMap, 0, bgfx::Access::Write, bgfx::TextureFormat::R8);
+ bgfx::setTexture(1, s_finalSSAO, m_finalResults, SAMPLER_POINT_CLAMP);
+ bgfx::dispatch(view, m_generateImportanceMapProgram, (m_quarterSize[0] + 7) / 8, (m_quarterSize[1] + 7) / 8);
+
+ m_uniforms.submit();
+ bgfx::setImage(0, m_importanceMapPong, 0, bgfx::Access::Write, bgfx::TextureFormat::R8);
+ bgfx::setTexture(1, s_importanceMap, m_importanceMap);
+ bgfx::dispatch(view, m_postprocessImportanceMapAProgram, (m_quarterSize[0] + 7) / 8, (m_quarterSize[1] + 7) / 8);
+
+ bgfx::setBuffer(0, m_loadCounter, bgfx::Access::ReadWrite);
+ bgfx::dispatch(view, m_loadCounterClearProgram, 1,1);
+
+ m_uniforms.submit();
+ bgfx::setImage(0, m_importanceMap, 0, bgfx::Access::Write, bgfx::TextureFormat::R8);
+ bgfx::setTexture(1, s_importanceMap, m_importanceMapPong);
+ bgfx::setBuffer(2, m_loadCounter, bgfx::Access::ReadWrite);
+ bgfx::dispatch(view, m_postprocessImportanceMapBProgram, (m_quarterSize[0]+7) / 8, (m_quarterSize[1]+7) / 8);
+ ++view;
+ }
+ }
+
+ // Apply
+ {
+ // select 4 deinterleaved AO textures (texture array)
+ bgfx::setImage(0, m_aoMap, 0, bgfx::Access::Write, bgfx::TextureFormat::R8);
+ bgfx::setTexture(1, s_finalSSAO, m_finalResults);
+
+ m_uniforms.submit();
+
+ float rect[4] = {(float)m_fullResOutScissorRect[0], (float)m_fullResOutScissorRect[1], (float)m_fullResOutScissorRect[2], (float)m_fullResOutScissorRect[3] };
+ bgfx::setUniform(u_rect, rect);
+
+ bgfx::ProgramHandle program;
+ if (m_settings.m_qualityLevel < 0)
+ program = m_nonSmartHalfApplyProgram;
+ else if (m_settings.m_qualityLevel == 0)
+ program = m_nonSmartApplyProgram;
+ else
+ program = m_applyProgram;
+ bgfx::dispatch(view, program, (m_fullResOutScissorRect[2]- m_fullResOutScissorRect[0] + 7) / 8,
+ (m_fullResOutScissorRect[3] - m_fullResOutScissorRect[1] + 7) / 8);
+
+
+ ++view;
+ }
+
+ { // combine
+ bgfx::setViewFrameBuffer(view, BGFX_INVALID_HANDLE);
+ bgfx::setViewName(view, "Combine");
+ bgfx::setViewRect(view, 0, 0, (uint16_t)m_width, (uint16_t)m_height);
+ float orthoProj[16];
+ bx::mtxOrtho(orthoProj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, caps->homogeneousDepth);
+ bgfx::setViewTransform(view, NULL, orthoProj);
+
+ bgfx::setTexture(0, s_color, bgfx::getTexture(m_gbuffer, GBUFFER_RT_COLOR), SAMPLER_POINT_CLAMP);
+ bgfx::setTexture(1, s_normal, bgfx::getTexture(m_gbuffer, GBUFFER_RT_NORMAL), SAMPLER_POINT_CLAMP);
+
+ bgfx::setTexture(2, s_ao, m_aoMap, SAMPLER_POINT_CLAMP);
+
+ m_uniforms.submit();
+ float combineParams[8] = { m_enableTexturing ? 1.0f : 0.0f, m_enableSSAO ? 1.0f : 0.0f, 0.0f,0.0f,
+ (float)(m_size[0]-2*m_border) / (float)m_size[0], (float)(m_size[1] - 2 * m_border) / (float)m_size[1],
+ (float)m_border / (float)m_size[0], (float)m_border / (float)m_size[1] };
+ bgfx::setUniform(u_combineParams, combineParams, 2);
+ screenSpaceQuad((float)m_width, (float)m_height, m_texelHalf, caps->originBottomLeft);
+ bgfx::setState(BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A | BGFX_STATE_DEPTH_TEST_ALWAYS);
+ bgfx::submit(view, m_combineProgram);
+ ++view;
+ }
+#endif
+
+ // Draw UI
+ 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
+ , uint16_t(m_width)
+ , uint16_t(m_height)
+ );
+
+ showExampleDialog(this);
+
+ ImGui::SetNextWindowPos(
+ ImVec2(m_width - m_width / 4.0f - 10.0f, 10.0f)
+ , ImGuiCond_FirstUseEver
+ );
+ ImGui::SetNextWindowSize(
+ ImVec2(m_width / 4.0f, m_height / 1.3f)
+ , ImGuiCond_FirstUseEver
+ );
+ ImGui::Begin("Settings"
+ , NULL
+ , 0
+ );
+
+ ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.5f);
+ ImGui::Checkbox("Enable SSAO", &m_enableSSAO);
+ ImGui::Checkbox("Enable Texturing & Lighting", &m_enableTexturing);
+ ImGui::Separator();
+
+ int32_t quality = m_settings.m_qualityLevel + 1;
+
+ if (ImGui::Combo("Quality Level", &quality, "Lowest (Half Resolution)\0Low\0Medium\0High\0Adaptive\0\0"))
+ {
+ m_settings.m_qualityLevel = quality - 1;
+ }
+
+ ImGui::Checkbox("Generate Normals", &m_settings.m_generateNormals);
+
+ if (ImGui::Checkbox("Framebuffer Gutter", &m_framebufferGutter))
+ {
+ m_recreateFrameBuffers = true;
+ }
+
+ ImGui::SliderFloat("Effect Radius", &m_settings.m_radius, 0.0f, 4.0f);
+ ImGui::SliderFloat("Effect Strength", &m_settings.m_shadowMultiplier, 0.0f, 5.0f);
+ ImGui::SliderFloat("Effect Power", &m_settings.m_shadowPower, 0.5f, 4.0f);
+ ImGui::SliderFloat("Effect Max Limit", &m_settings.m_shadowClamp, 0.0f, 1.0f);
+ ImGui::SliderFloat("Horizon Angle Threshold", &m_settings.m_horizonAngleThreshold, 0.0f, 0.2f);
+ ImGui::SliderFloat("Fade Out From", &m_settings.m_fadeOutFrom, 0.0f, 100.0f);
+ ImGui::SliderFloat("Fade Out To", &m_settings.m_fadeOutTo, 0.0f, 300.0f);
+
+ if (m_settings.m_qualityLevel == 3)
+ {
+ ImGui::SliderFloat("Adaptive Quality Limit", &m_settings.m_adaptiveQualityLimit, 0.0f, 1.0f);
+ }
+
+ ImGui::SliderInt("Blur Pass Count", &m_settings.m_blurPassCount, 0, 6);
+ ImGui::SliderFloat("Sharpness", &m_settings.m_sharpness, 0.0f, 1.0f);
+ ImGui::SliderFloat("Temporal Supersampling Angle Offset", &m_settings.m_temporalSupersamplingAngleOffset, 0.0f, bx::kPi);
+ ImGui::SliderFloat("Temporal Supersampling Radius Offset", &m_settings.m_temporalSupersamplingRadiusOffset, 0.0f, 2.0f);
+ ImGui::SliderFloat("Detail Shadow Strength", &m_settings.m_detailShadowStrength, 0.0f, 4.0f);
+
+ ImGui::End();
+
+ imguiEndFrame();
+
+ // Advance to next frame. Rendering thread will be kicked to
+ // process submitted rendering primitives.
+ m_currFrame = bgfx::frame();
+
+ return true;
+ }
+
+ return false;
+ }
+
+ void drawAllModels(uint8_t _pass, bgfx::ProgramHandle _program)
+ {
+ for (uint32_t ii = 0; ii < BX_COUNTOF(m_models); ++ii)
+ {
+ const Model& model = m_models[ii];
+
+ // Set up transform matrix for each model
+ float scale = s_meshScale[model.mesh];
+ float mtx[16];
+ bx::mtxSRT(mtx
+ , scale
+ , scale
+ , scale
+ , 0.0f
+ , 0.0f
+ , 0.0f
+ , model.position[0]
+ , model.position[1]
+ , model.position[2]
+ );
+
+ // Submit mesh to gbuffer
+ bgfx::setTexture(0, s_albedo, m_modelTexture);
+ meshSubmit(m_meshes[model.mesh], _pass, _program, mtx);
+ }
+
+ // Draw ground
+ float mtxScale[16];
+ const float scale = 10.0f;
+ bx::mtxScale(mtxScale, scale, scale, scale);
+
+ float mtxTrans[16];
+ bx::mtxTranslate(mtxTrans
+ , 0.0f
+ , -10.0f
+ , 0.0f
+ );
+
+ float mtx[16];
+ bx::mtxMul(mtx, mtxScale, mtxTrans);
+ bgfx::setTexture(0, s_albedo, m_groundTexture);
+ meshSubmit(m_ground, _pass, _program, mtx);
+ }
+
+ void createFramebuffers()
+ {
+ // update resolution and camera FOV if there's border expansion
+ const int32_t drawResolutionBorderExpansionFactor = 12; // will be expanded by Height / expansionFactor
+ const float fovY = 60.0f;
+
+ m_border = 0;
+
+ if (m_framebufferGutter)
+ {
+ m_border = (bx::min(m_width, m_height) / drawResolutionBorderExpansionFactor) / 2 * 2;
+ int32_t expandedSceneResolutionY = m_height + m_border * 2;
+ float yScaleDueToBorder = (expandedSceneResolutionY * 0.5f) / (float)(m_height * 0.5f);
+
+ float nonExpandedTan = bx::tan(bx::toRad(fovY / 2.0f));
+ m_fovY = bx::toDeg(bx::atan(nonExpandedTan * yScaleDueToBorder) * 2.0f);
+ }
+ else
+ {
+ m_fovY = fovY;
+ }
+
+ m_size[0] = m_width + 2 * m_border;
+ m_size[1] = m_height + 2 * m_border;
+ m_halfSize[0] = (m_size[0] + 1) / 2;
+ m_halfSize[1] = (m_size[1] + 1) / 2;
+ m_quarterSize[0] = (m_halfSize[0] + 1) / 2;
+ m_quarterSize[1] = (m_halfSize[1] + 1) / 2;
+
+ vec4iSet(m_fullResOutScissorRect, m_border, m_border, m_width + m_border, m_height + m_border);
+ vec4iSet(m_halfResOutScissorRect, m_fullResOutScissorRect[0] / 2, m_fullResOutScissorRect[1] / 2, (m_fullResOutScissorRect[2] + 1) / 2, (m_fullResOutScissorRect[3] + 1) / 2);
+
+ int32_t blurEnlarge = cMaxBlurPassCount + bx::max(0, cMaxBlurPassCount - 2); // +1 for max normal blurs, +2 for wide blurs
+ vec4iSet(m_halfResOutScissorRect, bx::max(0, m_halfResOutScissorRect[0] - blurEnlarge), bx::max(0, m_halfResOutScissorRect[1] - blurEnlarge),
+ bx::min(m_halfSize[0], m_halfResOutScissorRect[2] + blurEnlarge), bx::min(m_halfSize[1], m_halfResOutScissorRect[3] + blurEnlarge));
+
+ // Make gbuffer and related textures
+ const uint64_t tsFlags = 0
+ | BGFX_TEXTURE_RT
+ | BGFX_SAMPLER_MIN_POINT
+ | BGFX_SAMPLER_MAG_POINT
+ | BGFX_SAMPLER_MIP_POINT
+ | BGFX_SAMPLER_U_CLAMP
+ | BGFX_SAMPLER_V_CLAMP
+ ;
+
+ bgfx::TextureHandle gbufferTex[3];
+ gbufferTex[GBUFFER_RT_NORMAL] = bgfx::createTexture2D(uint16_t(m_size[0]), uint16_t(m_size[1]), false, 1, bgfx::TextureFormat::BGRA8, tsFlags);
+ gbufferTex[GBUFFER_RT_COLOR] = bgfx::createTexture2D(uint16_t(m_size[0]), uint16_t(m_size[1]), false, 1, bgfx::TextureFormat::BGRA8, tsFlags);
+ gbufferTex[GBUFFER_RT_DEPTH] = bgfx::createTexture2D(uint16_t(m_size[0]), uint16_t(m_size[1]), false, 1, bgfx::TextureFormat::D24, tsFlags);
+ m_gbuffer = bgfx::createFrameBuffer(BX_COUNTOF(gbufferTex), gbufferTex, true);
+
+ for (int32_t i = 0; i < 4; i++)
+ {
+ m_halfDepths[i] = bgfx::createTexture2D(uint16_t(m_halfSize[0]), uint16_t(m_halfSize[1]), true, 1, bgfx::TextureFormat::R16F, BGFX_TEXTURE_COMPUTE_WRITE | SAMPLER_POINT_CLAMP);
+ }
+
+ m_pingPongHalfResultA = bgfx::createTexture2D(uint16_t(m_halfSize[0]), uint16_t(m_halfSize[1]), false, 2, bgfx::TextureFormat::RG8, BGFX_TEXTURE_COMPUTE_WRITE);
+ m_pingPongHalfResultB = bgfx::createTexture2D(uint16_t(m_halfSize[0]), uint16_t(m_halfSize[1]), false, 2, bgfx::TextureFormat::RG8, BGFX_TEXTURE_COMPUTE_WRITE);
+
+ m_finalResults = bgfx::createTexture2D(uint16_t(m_halfSize[0]), uint16_t(m_halfSize[1]), false, 4, bgfx::TextureFormat::RG8, BGFX_TEXTURE_COMPUTE_WRITE | SAMPLER_LINEAR_CLAMP);
+
+ m_normals = bgfx::createTexture2D(uint16_t(m_size[0]), uint16_t(m_size[1]), false, 1, bgfx::TextureFormat::RGBA8, BGFX_TEXTURE_COMPUTE_WRITE);
+
+ m_importanceMap = bgfx::createTexture2D(uint16_t(m_quarterSize[0]), uint16_t(m_quarterSize[1]), false, 1, bgfx::TextureFormat::R8, BGFX_TEXTURE_COMPUTE_WRITE | SAMPLER_LINEAR_CLAMP);
+ m_importanceMapPong = bgfx::createTexture2D(uint16_t(m_quarterSize[0]), uint16_t(m_quarterSize[1]), false, 1, bgfx::TextureFormat::R8, BGFX_TEXTURE_COMPUTE_WRITE | SAMPLER_LINEAR_CLAMP);
+
+ m_aoMap = bgfx::createTexture2D(uint16_t(m_size[0]), uint16_t(m_size[1]), false, 1, bgfx::TextureFormat::R8, BGFX_TEXTURE_COMPUTE_WRITE | SAMPLER_POINT_CLAMP);
+ }
+
+ void destroyFramebuffers()
+ {
+ bgfx::destroy(m_gbuffer);
+
+ for (uint32_t ii = 0; ii < BX_COUNTOF(m_halfDepths); ++ii)
+ {
+ bgfx::destroy(m_halfDepths[ii]);
+ }
+
+ bgfx::destroy(m_pingPongHalfResultA);
+ bgfx::destroy(m_pingPongHalfResultB);
+ bgfx::destroy(m_finalResults);
+ bgfx::destroy(m_normals);
+ bgfx::destroy(m_aoMap);
+
+ bgfx::destroy(m_importanceMap);
+ bgfx::destroy(m_importanceMapPong);
+ }
+
+ void updateUniforms(int32_t _pass)
+ {
+ vec2Set(m_uniforms.m_viewportPixelSize, 1.0f / (float)m_size[0], 1.0f / (float)m_size[1]);
+ vec2Set(m_uniforms.m_halfViewportPixelSize, 1.0f / (float)m_halfSize[0], 1.0f / (float)m_halfSize[1]);
+
+ vec2Set(m_uniforms.m_viewport2xPixelSize, m_uniforms.m_viewportPixelSize[0] * 2.0f, m_uniforms.m_viewportPixelSize[1] * 2.0f);
+ vec2Set(m_uniforms.m_viewport2xPixelSize_x_025, m_uniforms.m_viewport2xPixelSize[0] * 0.25f, m_uniforms.m_viewport2xPixelSize[1] * 0.25f);
+
+ float depthLinearizeMul = -m_proj2[3*4+2]; // float depthLinearizeMul = ( clipFar * clipNear ) / ( clipFar - clipNear );
+ float depthLinearizeAdd = m_proj2[2*4+2]; // float depthLinearizeAdd = clipFar / ( clipFar - clipNear );
+ // correct the handedness issue. need to make sure this below is correct, but I think it is.
+
+ if (depthLinearizeMul * depthLinearizeAdd < 0)
+ {
+ depthLinearizeAdd = -depthLinearizeAdd;
+ }
+
+ vec2Set(m_uniforms.m_depthUnpackConsts, depthLinearizeMul, depthLinearizeAdd);
+
+ float tanHalfFOVY = 1.0f / m_proj2[1*4+1]; // = tanf( drawContext.Camera.GetYFOV( ) * 0.5f );
+ float tanHalfFOVX = 1.0F / m_proj2[0]; // = tanHalfFOVY * drawContext.Camera.GetAspect( );
+
+ if (bgfx::getRendererType() == bgfx::RendererType::OpenGL)
+ {
+ vec2Set(m_uniforms.m_ndcToViewMul, tanHalfFOVX * 2.0f, tanHalfFOVY * 2.0f);
+ vec2Set(m_uniforms.m_ndcToViewAdd, tanHalfFOVX * -1.0f, tanHalfFOVY * -1.0f);
+ }
+ else
+ {
+ vec2Set(m_uniforms.m_ndcToViewMul, tanHalfFOVX * 2.0f, tanHalfFOVY * -2.0f);
+ vec2Set(m_uniforms.m_ndcToViewAdd, tanHalfFOVX * -1.0f, tanHalfFOVY * 1.0f);
+ }
+
+ m_uniforms.m_effectRadius = bx::clamp(m_settings.m_radius, 0.0f, 100000.0f);
+ m_uniforms.m_effectShadowStrength = bx::clamp(m_settings.m_shadowMultiplier * 4.3f, 0.0f, 10.0f);
+ m_uniforms.m_effectShadowPow = bx::clamp(m_settings.m_shadowPower, 0.0f, 10.0f);
+ m_uniforms.m_effectShadowClamp = bx::clamp(m_settings.m_shadowClamp, 0.0f, 1.0f);
+ m_uniforms.m_effectFadeOutMul = -1.0f / (m_settings.m_fadeOutTo - m_settings.m_fadeOutFrom);
+ m_uniforms.m_effectFadeOutAdd = m_settings.m_fadeOutFrom / (m_settings.m_fadeOutTo - m_settings.m_fadeOutFrom) + 1.0f;
+ m_uniforms.m_effectHorizonAngleThreshold = bx::clamp(m_settings.m_horizonAngleThreshold, 0.0f, 1.0f);
+
+ // 1.2 seems to be around the best trade off - 1.0 means on-screen radius will stop/slow growing when the camera is at 1.0 distance, so, depending on FOV, basically filling up most of the screen
+ // This setting is viewspace-dependent and not screen size dependent intentionally, so that when you change FOV the effect stays (relatively) similar.
+ float effectSamplingRadiusNearLimit = (m_settings.m_radius * 1.2f);
+
+ // if the depth precision is switched to 32bit float, this can be set to something closer to 1 (0.9999 is fine)
+ m_uniforms.m_depthPrecisionOffsetMod = 0.9992f;
+
+ // used to get average load per pixel; 9.0 is there to compensate for only doing every 9th InterlockedAdd in PSPostprocessImportanceMapB for performance reasons
+ m_uniforms.m_loadCounterAvgDiv = 9.0f / (float)(m_quarterSize[0] * m_quarterSize[1] * 255.0);
+
+ // Special settings for lowest quality level - just nerf the effect a tiny bit
+ if (m_settings.m_qualityLevel <= 0)
+ {
+ effectSamplingRadiusNearLimit *= 1.50f;
+
+ if (m_settings.m_qualityLevel < 0)
+ {
+ m_uniforms.m_effectRadius *= 0.8f;
+ }
+ }
+
+ effectSamplingRadiusNearLimit /= tanHalfFOVY; // to keep the effect same regardless of FOV
+
+ m_uniforms.m_effectSamplingRadiusNearLimitRec = 1.0f / effectSamplingRadiusNearLimit;
+
+ m_uniforms.m_adaptiveSampleCountLimit = m_settings.m_adaptiveQualityLimit;
+
+ m_uniforms.m_negRecEffectRadius = -1.0f / m_uniforms.m_effectRadius;
+
+ if (bgfx::getCaps()->originBottomLeft)
+ {
+ vec2Set(m_uniforms.m_perPassFullResCoordOffset, (float)(_pass % 2), 1.0f-(float)(_pass / 2));
+ vec2Set(m_uniforms.m_perPassFullResUVOffset, ((_pass % 2) - 0.0f) / m_size[0], (1.0f-((_pass / 2) - 0.0f)) / m_size[1]);
+ }
+ else
+ {
+ vec2Set(m_uniforms.m_perPassFullResCoordOffset, (float)(_pass % 2), (float)(_pass / 2));
+ vec2Set(m_uniforms.m_perPassFullResUVOffset, ((_pass % 2) - 0.0f) / m_size[0], ((_pass / 2) - 0.0f) / m_size[1]);
+ }
+
+ m_uniforms.m_invSharpness = bx::clamp(1.0f - m_settings.m_sharpness, 0.0f, 1.0f);
+ m_uniforms.m_passIndex = (float)_pass;
+ vec2Set(m_uniforms.m_quarterResPixelSize, 1.0f / (float)m_quarterSize[0], 1.0f / (float)m_quarterSize[1]);
+
+ float additionalAngleOffset = m_settings.m_temporalSupersamplingAngleOffset; // if using temporal supersampling approach (like "Progressive Rendering Using Multi-frame Sampling" from GPU Pro 7, etc.)
+ float additionalRadiusScale = m_settings.m_temporalSupersamplingRadiusOffset; // if using temporal supersampling approach (like "Progressive Rendering Using Multi-frame Sampling" from GPU Pro 7, etc.)
+ const int32_t subPassCount = 5;
+ for (int32_t subPass = 0; subPass < subPassCount; subPass++)
+ {
+ int32_t a = _pass;
+ int32_t b = subPass;
+
+ int32_t spmap[5]{ 0, 1, 4, 3, 2 };
+ b = spmap[subPass];
+
+ float ca, sa;
+ float angle0 = ((float)a + (float)b / (float)subPassCount) * (3.1415926535897932384626433832795f) * 0.5f;
+ angle0 += additionalAngleOffset;
+
+ ca = bx::cos(angle0);
+ sa = bx::sin(angle0);
+
+ float scale = 1.0f + (a - 1.5f + (b - (subPassCount - 1.0f) * 0.5f) / (float)subPassCount) * 0.07f;
+ scale *= additionalRadiusScale;
+
+ vec4Set(m_uniforms.m_patternRotScaleMatrices[subPass], scale * ca, scale * -sa, -scale * sa, -scale * ca);
+ }
+
+ m_uniforms.m_normalsUnpackMul = 2.0f;
+ m_uniforms.m_normalsUnpackAdd = -1.0f;
+
+ m_uniforms.m_detailAOStrength = m_settings.m_detailShadowStrength;
+
+ if (m_settings.m_generateNormals)
+ {
+ bx::mtxIdentity(m_uniforms.m_normalsWorldToViewspaceMatrix);
+ }
+ else
+ {
+ bx::mtxTranspose(m_uniforms.m_normalsWorldToViewspaceMatrix, m_view);
+ }
+ }
+
+
+ uint32_t m_width;
+ uint32_t m_height;
+ uint32_t m_debug;
+ uint32_t m_reset;
+
+ entry::MouseState m_mouseState;
+
+ Uniforms m_uniforms;
+
+ // Resource handles
+ bgfx::ProgramHandle m_gbufferProgram;
+ bgfx::ProgramHandle m_combineProgram;
+
+ bgfx::ProgramHandle m_prepareDepthsProgram;
+ bgfx::ProgramHandle m_prepareDepthsAndNormalsProgram;
+ bgfx::ProgramHandle m_prepareDepthsHalfProgram;
+ bgfx::ProgramHandle m_prepareDepthsAndNormalsHalfProgram;
+ bgfx::ProgramHandle m_prepareDepthMipProgram;
+ bgfx::ProgramHandle m_generateQ0Program;
+ bgfx::ProgramHandle m_generateQ1Program;
+ bgfx::ProgramHandle m_generateQ2Program;
+ bgfx::ProgramHandle m_generateQ3Program;
+ bgfx::ProgramHandle m_generateQ3BaseProgram;
+ bgfx::ProgramHandle m_smartBlurProgram;
+ bgfx::ProgramHandle m_smartBlurWideProgram;
+ bgfx::ProgramHandle m_nonSmartBlurProgram;
+ bgfx::ProgramHandle m_applyProgram;
+ bgfx::ProgramHandle m_nonSmartApplyProgram;
+ bgfx::ProgramHandle m_nonSmartHalfApplyProgram;
+ bgfx::ProgramHandle m_generateImportanceMapProgram;
+ bgfx::ProgramHandle m_postprocessImportanceMapAProgram;
+ bgfx::ProgramHandle m_postprocessImportanceMapBProgram;
+ bgfx::ProgramHandle m_loadCounterClearProgram;
+
+ bgfx::FrameBufferHandle m_gbuffer;
+
+ // Shader uniforms
+ bgfx::UniformHandle u_rect;
+ bgfx::UniformHandle u_combineParams;
+
+ // Uniforms to identify texture samples
+ bgfx::UniformHandle s_normal;
+ bgfx::UniformHandle s_depth;
+ bgfx::UniformHandle s_color;
+ bgfx::UniformHandle s_albedo;
+ bgfx::UniformHandle s_ao;
+ bgfx::UniformHandle s_blurInput;
+ bgfx::UniformHandle s_finalSSAO;
+ bgfx::UniformHandle s_depthSource;
+ bgfx::UniformHandle s_viewspaceDepthSource;
+ bgfx::UniformHandle s_viewspaceDepthSourceMirror;
+ bgfx::UniformHandle s_importanceMap;
+
+ // Various render targets
+ bgfx::TextureHandle m_halfDepths[4];
+ bgfx::TextureHandle m_pingPongHalfResultA;
+ bgfx::TextureHandle m_pingPongHalfResultB;
+ bgfx::TextureHandle m_finalResults;
+ bgfx::TextureHandle m_aoMap;
+ bgfx::TextureHandle m_normals;
+
+ // Only needed for quality level 3 (adaptive quality)
+ bgfx::TextureHandle m_importanceMap;
+ bgfx::TextureHandle m_importanceMapPong;
+ bgfx::DynamicIndexBufferHandle m_loadCounter;
+
+ struct Model
+ {
+ uint32_t mesh; // Index of mesh in m_meshes
+ float position[3];
+ };
+
+ Model m_models[MODEL_COUNT];
+ Mesh* m_meshes[BX_COUNTOF(s_meshPaths)];
+ Mesh* m_ground;
+
+ bgfx::TextureHandle m_groundTexture;
+ bgfx::TextureHandle m_modelTexture;
+
+ uint32_t m_currFrame;
+
+ // UI
+ Settings m_settings;
+ bool m_enableSSAO;
+ bool m_enableTexturing;
+
+ float m_texelHalf;
+ float m_fovY;
+
+ bool m_framebufferGutter;
+ bool m_recreateFrameBuffers;
+
+ float m_view[16];
+ float m_proj[16];
+ float m_proj2[16];
+ int32_t m_size[2];
+ int32_t m_halfSize[2];
+ int32_t m_quarterSize[2];
+ int32_t m_fullResOutScissorRect[4];
+ int32_t m_halfResOutScissorRect[4];
+ int32_t m_border;
+ };
+
+} // namespace
+
+ENTRY_IMPLEMENT_MAIN(
+ ExampleASSAO
+ , "39-assao"
+ , "Adaptive Screen Space Ambient Occlusion."
+ , "https://bkaradzic.github.io/bgfx/examples.html#assao"
+ );
+
+