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diff --git a/3rdparty/bgfx/examples/45-bokeh/bokeh.cpp b/3rdparty/bgfx/examples/45-bokeh/bokeh.cpp
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+++ b/3rdparty/bgfx/examples/45-bokeh/bokeh.cpp
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+/*
+* Copyright 2021 elven cache. All rights reserved.
+* License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
+*/
+
+/*
+* Implement bokeh depth of field as described in the blog post here:
+* https://web.archive.org/web/20201215123940/https://blog.tuxedolabs.com/2018/05/04/bokeh-depth-of-field-in-single-pass.html
+*
+* Additionally, implement the optimizations discussed in the closing paragraph.
+* Apply the effect in multiple passes. Calculate the circle of confusion and store
+* in the alpha channel while downsampling the image. Then compute depth of field
+* at this lower res, storing sample size in alpha. Then composite the blurred image,
+* based on the sample size. Compositing the lower res like this can lead to blocky
+* edges where there's a depth discontinuity and the blur is just enough. May be
+* an area to improve on.
+*
+* Provide an alternate means of determining radius of current sample when blurring.
+* I find the blog post's sample pattern to be difficult to directly reason about. It
+* is not obvious, given the parameters, how many samples will be taken. And it can
+* be very many samples. Though the results are good. The 'sqrt' pattern chosen here
+* looks alright and allows for the number of samples to be set directly. If you are
+* going to use this in a project, may be worth exploring additional sample patterns.
+* And certainly update the shader to remove the pattern choice from inside the
+* sample loop.
+*/
+
+
+#include <common.h>
+#include <camera.h>
+#include <bgfx_utils.h>
+#include <imgui/imgui.h>
+#include <bx/rng.h>
+#include <bx/os.h>
+
+
+namespace {
+
+#define FRAMEBUFFER_RT_COLOR 0
+#define FRAMEBUFFER_RT_DEPTH 1
+#define FRAMEBUFFER_RENDER_TARGETS 2
+
+enum Meshes
+{
+ MeshCube = 0,
+ MeshHollowCube
+};
+
+static const char * s_meshPaths[] =
+{
+ "meshes/cube.bin",
+ "meshes/hollowcube.bin"
+};
+
+static const float s_meshScale[] =
+{
+ 0.45f,
+ 0.30f
+};
+
+// Vertex decl 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;
+
+struct PassUniforms
+{
+ enum { NumVec4 = 4 };
+
+ void init() {
+ u_params = bgfx::createUniform("u_params", bgfx::UniformType::Vec4, NumVec4);
+ };
+
+ void submit() const {
+ bgfx::setUniform(u_params, m_params, NumVec4);
+ }
+
+ void destroy() {
+ bgfx::destroy(u_params);
+ }
+
+ union
+ {
+ struct
+ {
+ /* 0 */ struct { float m_depthUnpackConsts[2]; float m_frameIdx; float m_lobeRotation; };
+ /* 1 */ struct { float m_ndcToViewMul[2]; float m_ndcToViewAdd[2]; };
+ /* 2 */ struct { float m_blurSteps; float m_lobeCount; float m_lobeRadiusMin; float m_lobeRadiusDelta2x; };
+ /* 3 */ struct { float m_maxBlurSize; float m_focusPoint; float m_focusScale; float m_radiusScale; };
+ };
+
+ float m_params[NumVec4 * 4];
+ };
+
+ bgfx::UniformHandle u_params;
+};
+
+struct ModelUniforms
+{
+ enum { NumVec4 = 2 };
+
+ void init() {
+ u_params = bgfx::createUniform("u_modelParams", bgfx::UniformType::Vec4, NumVec4);
+ };
+
+ void submit() const {
+ bgfx::setUniform(u_params, m_params, NumVec4);
+ };
+
+ void destroy() {
+ bgfx::destroy(u_params);
+ }
+
+ union
+ {
+ struct
+ {
+ /* 0 */ struct { float m_color[3]; float m_unused0; };
+ /* 1 */ struct { float m_lightPosition[3]; float m_unused1; };
+ };
+
+ float m_params[NumVec4 * 4];
+ };
+
+ bgfx::UniformHandle u_params;
+};
+
+struct RenderTarget
+{
+ void init(uint32_t _width, uint32_t _height, bgfx::TextureFormat::Enum _format, uint64_t _flags)
+ {
+ m_texture = bgfx::createTexture2D(uint16_t(_width), uint16_t(_height), false, 1, _format, _flags);
+ const bool destroyTextures = true;
+ m_buffer = bgfx::createFrameBuffer(1, &m_texture, destroyTextures);
+ }
+
+ void destroy()
+ {
+ // also responsible for destroying texture
+ bgfx::destroy(m_buffer);
+ }
+
+ bgfx::TextureHandle m_texture;
+ bgfx::FrameBufferHandle m_buffer;
+};
+
+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 + texelHalfW;
+
+ 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);
+ }
+}
+
+void vec2Set(float* _v, float _x, float _y)
+{
+ _v[0] = _x;
+ _v[1] = _y;
+}
+
+class ExampleBokeh : public entry::AppI
+{
+public:
+ ExampleBokeh(const char* _name, const char* _description)
+ : entry::AppI(_name, _description)
+ , m_currFrame(UINT32_MAX)
+ , m_texelHalf(0.0f)
+ {
+ }
+
+ 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.platformData.nwh = entry::getNativeWindowHandle(entry::kDefaultWindowHandle);
+ init.platformData.ndt = entry::getNativeDisplayHandle();
+ init.platformData.type = entry::getNativeWindowHandleType(entry::kDefaultWindowHandle);
+ 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);
+
+ // Create uniforms for screen passes and models
+ m_uniforms.init();
+ m_modelUniforms.init();
+
+ // Create texture sampler uniforms (used when we bind textures)
+ s_albedo = bgfx::createUniform("s_albedo", bgfx::UniformType::Sampler);
+ s_color = bgfx::createUniform("s_color", bgfx::UniformType::Sampler);
+ s_normal = bgfx::createUniform("s_normal", bgfx::UniformType::Sampler);
+ s_depth = bgfx::createUniform("s_depth", bgfx::UniformType::Sampler);
+ s_blurredColor = bgfx::createUniform("s_blurredColor", bgfx::UniformType::Sampler);
+
+ // Create program from shaders.
+ m_forwardProgram = loadProgram("vs_bokeh_forward", "fs_bokeh_forward");
+ m_gridProgram = loadProgram("vs_bokeh_forward", "fs_bokeh_forward_grid");
+ m_copyProgram = loadProgram("vs_bokeh_screenquad", "fs_bokeh_copy");
+ m_copyLinearToGammaProgram = loadProgram("vs_bokeh_screenquad", "fs_bokeh_copy_linear_to_gamma");
+ m_linearDepthProgram = loadProgram("vs_bokeh_screenquad", "fs_bokeh_linear_depth");
+ m_dofSinglePassProgram = loadProgram("vs_bokeh_screenquad", "fs_bokeh_dof_single_pass");
+ m_dofDownsampleProgram = loadProgram("vs_bokeh_screenquad", "fs_bokeh_dof_downsample");
+ m_dofQuarterProgram = loadProgram("vs_bokeh_screenquad", "fs_bokeh_dof_second_pass");
+ m_dofCombineProgram = loadProgram("vs_bokeh_screenquad", "fs_bokeh_dof_combine");
+ m_dofDebugProgram = loadProgram("vs_bokeh_screenquad", "fs_bokeh_dof_debug");
+
+ // Load some meshes
+ for (uint32_t ii = 0; ii < BX_COUNTOF(s_meshPaths); ++ii)
+ {
+ m_meshes[ii] = meshLoad(s_meshPaths[ii]);
+ }
+
+ m_groundTexture = loadTexture("textures/fieldstone-rgba.dds");
+ m_normalTexture = loadTexture("textures/fieldstone-n.dds");
+
+ m_recreateFrameBuffers = false;
+ createFramebuffers();
+
+ // Vertex decl
+ PosTexCoord0Vertex::init();
+
+ // Init camera
+ cameraCreate();
+ cameraSetPosition({ 0.0f, 2.5f, -20.0f });
+ cameraSetVerticalAngle(-0.3f);
+ m_fovY = 60.0f;
+
+ // Init "prev" matrices, will be same for first frame
+ cameraGetViewMtx(m_view);
+ bx::mtxProj(m_proj, m_fovY, float(m_size[0]) / float(m_size[1]), 0.01f, 100.0f, bgfx::getCaps()->homogeneousDepth);
+
+ // Get renderer capabilities info.
+ const bgfx::RendererType::Enum renderer = bgfx::getRendererType();
+ m_texelHalf = bgfx::RendererType::Direct3D9 == renderer ? 0.5f : 0.0f;
+
+ m_bokehTexture.idx = bgfx::kInvalidHandle;
+ updateDisplayBokehTexture(m_radiusScale, m_maxBlurSize, m_lobeCount, (1.0f-m_lobePinch), 1.0f, m_lobeRotation);
+
+ imguiCreate();
+ }
+
+ int32_t shutdown() override
+ {
+ for (uint32_t ii = 0; ii < BX_COUNTOF(s_meshPaths); ++ii)
+ {
+ meshUnload(m_meshes[ii]);
+ }
+
+ bgfx::destroy(m_normalTexture);
+ bgfx::destroy(m_groundTexture);
+ bgfx::destroy(m_bokehTexture);
+
+ bgfx::destroy(m_forwardProgram);
+ bgfx::destroy(m_gridProgram);
+ bgfx::destroy(m_copyProgram);
+ bgfx::destroy(m_copyLinearToGammaProgram);
+ bgfx::destroy(m_linearDepthProgram);
+ bgfx::destroy(m_dofSinglePassProgram);
+ bgfx::destroy(m_dofDownsampleProgram);
+ bgfx::destroy(m_dofQuarterProgram);
+ bgfx::destroy(m_dofCombineProgram);
+ bgfx::destroy(m_dofDebugProgram);
+
+ m_uniforms.destroy();
+ m_modelUniforms.destroy();
+
+ bgfx::destroy(s_albedo);
+ bgfx::destroy(s_color);
+ bgfx::destroy(s_normal);
+ bgfx::destroy(s_depth);
+ bgfx::destroy(s_blurredColor);
+
+ destroyFramebuffers();
+
+ cameraDestroy();
+
+ imguiDestroy();
+
+ bgfx::shutdown();
+
+ return 0;
+ }
+
+ bool update() override
+ {
+ if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState))
+ {
+ // skip processing when minimized, otherwise crashing
+ if (0 == m_width || 0 == m_height)
+ {
+ return true;
+ }
+
+ // 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
+ || m_size[1] != (int32_t)m_height
+ || m_recreateFrameBuffers)
+ {
+ destroyFramebuffers();
+ createFramebuffers();
+ m_recreateFrameBuffers = false;
+ }
+
+ // update animation time
+ const float rotationSpeed = 0.75f;
+ m_animationTime += deltaTime * rotationSpeed;
+ if (bx::kPi2 < m_animationTime)
+ {
+ m_animationTime -= bx::kPi2;
+ }
+
+ // Update camera
+ cameraUpdate(deltaTime*0.15f, m_mouseState, ImGui::MouseOverArea() );
+
+ cameraGetViewMtx(m_view);
+
+ updateUniforms();
+
+ bx::mtxProj(m_proj, m_fovY, float(m_size[0]) / float(m_size[1]), 0.01f, 100.0f, caps->homogeneousDepth);
+ bx::mtxProj(m_proj2, m_fovY, float(m_size[0]) / float(m_size[1]), 0.01f, 100.0f, false);
+
+ bgfx::ViewId view = 0;
+
+ // Draw models into scene
+ {
+ bgfx::setViewName(view, "forward scene");
+ bgfx::setViewClear(view
+ , BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
+ , 0x7fb8ffff // clear to a sky blue
+ , 1.0f
+ , 0
+ );
+
+ bgfx::setViewRect(view, 0, 0, uint16_t(m_size[0]), uint16_t(m_size[1]));
+ bgfx::setViewTransform(view, m_view, m_proj);
+ bgfx::setViewFrameBuffer(view, m_frameBuffer);
+
+ bgfx::setState(0
+ | BGFX_STATE_WRITE_RGB
+ | BGFX_STATE_WRITE_A
+ | BGFX_STATE_WRITE_Z
+ | BGFX_STATE_DEPTH_TEST_LESS
+ );
+
+ drawAllModels(view, m_forwardProgram, m_modelUniforms);
+
+ ++view;
+ }
+
+ float orthoProj[16];
+ bx::mtxOrtho(orthoProj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, caps->homogeneousDepth);
+ {
+ // clear out transform stack
+ float identity[16];
+ bx::mtxIdentity(identity);
+ bgfx::setTransform(identity);
+ }
+
+ // Convert depth to linear depth for shadow depth compare
+ {
+ bgfx::setViewName(view, "linear depth");
+ bgfx::setViewRect(view, 0, 0, uint16_t(m_width), uint16_t(m_height));
+ bgfx::setViewTransform(view, NULL, orthoProj);
+ bgfx::setViewFrameBuffer(view, m_linearDepth.m_buffer);
+ bgfx::setState(0
+ | BGFX_STATE_WRITE_RGB
+ | BGFX_STATE_WRITE_A
+ | BGFX_STATE_DEPTH_TEST_ALWAYS
+ );
+ bgfx::setTexture(0, s_depth, m_frameBufferTex[FRAMEBUFFER_RT_DEPTH]);
+ m_uniforms.submit();
+ screenSpaceQuad(float(m_width), float(m_height), m_texelHalf, caps->originBottomLeft);
+ bgfx::submit(view, m_linearDepthProgram);
+ ++view;
+ }
+
+ // optionally, apply dof
+ const bool useOrDebugDof = m_useBokehDof || m_showDebugVisualization;
+ if (useOrDebugDof)
+ {
+ view = drawDepthOfField(view, m_frameBufferTex[FRAMEBUFFER_RT_COLOR], orthoProj, caps->originBottomLeft);
+ }
+ else
+ {
+ bgfx::setViewName(view, "display");
+ bgfx::setViewClear(view
+ , BGFX_CLEAR_NONE
+ , 0
+ , 1.0f
+ , 0
+ );
+
+ bgfx::setViewRect(view, 0, 0, uint16_t(m_width), uint16_t(m_height));
+ bgfx::setViewTransform(view, NULL, orthoProj);
+ bgfx::setViewFrameBuffer(view, BGFX_INVALID_HANDLE);
+ bgfx::setState(0
+ | BGFX_STATE_WRITE_RGB
+ | BGFX_STATE_WRITE_A
+ );
+ bgfx::setTexture(0, s_color, m_frameBufferTex[FRAMEBUFFER_RT_COLOR]);
+ screenSpaceQuad(float(m_width), float(m_height), m_texelHalf, caps->originBottomLeft);
+ bgfx::submit(view, m_copyLinearToGammaProgram);
+ ++view;
+ }
+
+ // 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 / 1.35f)
+ , ImGuiCond_FirstUseEver
+ );
+ ImGui::Begin("Settings"
+ , NULL
+ , 0
+ );
+
+ ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.5f);
+
+ {
+ ImGui::Checkbox("use bokeh dof", &m_useBokehDof);
+ if (ImGui::IsItemHovered())
+ ImGui::SetTooltip("turn effect on and off");
+
+ ImGui::Checkbox("use single pass at full res", &m_useSinglePassBokehDof);
+ if (ImGui::IsItemHovered())
+ {
+ ImGui::BeginTooltip();
+ ImGui::Text("calculate in a single pass at full resolution or use");
+ ImGui::Text("multiple passes to compute at lower res and composite");
+ ImGui::EndTooltip();
+ }
+
+ ImGui::Checkbox("show debug vis", &m_showDebugVisualization);
+ if (ImGui::IsItemHovered())
+ {
+ ImGui::BeginTooltip();
+ ImGui::Text("apply coloration to screen. fades from grey to orange with");
+ ImGui::Text("increasing foreground blur. from grey to blue in background");
+ ImGui::EndTooltip();
+ }
+ ImGui::Separator();
+
+ bool isChanged = false;
+
+ ImGui::Text("blur controls:");
+ isChanged |= ImGui::SliderFloat("max blur size", &m_maxBlurSize, 10.0f, 50.0f);
+ if (ImGui::IsItemHovered())
+ ImGui::SetTooltip("maximum blur size in screen pixels");
+
+ ImGui::SliderFloat("focusPoint", &m_focusPoint, 1.0f, 20.0f);
+ if (ImGui::IsItemHovered())
+ ImGui::SetTooltip("distance to focus plane");
+
+ ImGui::SliderFloat("focusScale", &m_focusScale, 0.0f, 10.0f);
+ if (ImGui::IsItemHovered())
+ ImGui::SetTooltip("multiply focus calculation, larger=tighter focus");
+ ImGui::Separator();
+
+ ImGui::Text("bokeh shape and sample controls:");
+ isChanged |= ImGui::SliderFloat("radiusScale", &m_radiusScale, 0.5f, 4.0f);
+ if (ImGui::IsItemHovered())
+ ImGui::SetTooltip("controls number of samples taken");
+
+ isChanged |= ImGui::SliderInt("lobe count", &m_lobeCount, 1, 8);
+ if (ImGui::IsItemHovered())
+ ImGui::SetTooltip("using triangle lobes to emulate aperture blades");
+
+ isChanged |= ImGui::SliderFloat("lobe pinch", &m_lobePinch, 0.0f, 1.0f);
+ if (ImGui::IsItemHovered())
+ ImGui::SetTooltip("adjust lobe shape, 0=round, 1=starry");
+
+ isChanged |= ImGui::SliderFloat("lobe rotation", &m_lobeRotation, -1.0f, 1.0f);
+
+ if (isChanged)
+ {
+ updateDisplayBokehTexture(m_radiusScale, m_maxBlurSize, m_lobeCount, (1.0f-m_lobePinch), 1.0f, m_lobeRotation);
+ }
+
+ ImGui::Text("number of samples taken: %d", m_sampleCount);
+ if (ImGui::IsItemHovered())
+ ImGui::SetTooltip("number of sample taps as determined by radiusScale and maxBlurSize");
+
+
+ ImGui::Image(m_bokehTexture, ImVec2(128.0f, 128.0f) );
+ }
+
+ 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(bgfx::ViewId _pass, bgfx::ProgramHandle _program, ModelUniforms & _uniforms)
+ {
+ const int32_t width = 6;
+ const int32_t length = 20;
+
+ float c0[] = { 72.0f/255.0f, 126.0f/255.0f, 149.0f/255.0f }; // blue
+ float c1[] = { 235.0f/255.0f, 146.0f/255.0f, 251.0f/255.0f }; // purple
+ float c2[] = { 199.0f/255.0f, 0.0f/255.0f, 57.0f/255.0f }; // pink
+
+ for (int32_t zz = 0; zz < length; ++zz)
+ {
+ // make a color gradient, nothing special about this for example
+ float * ca = c0;
+ float * cb = c1;
+ float lerpVal = float(zz) / float(length);
+
+ if (0.5f <= lerpVal)
+ {
+ ca = c1;
+ cb = c2;
+ }
+ lerpVal = bx::fract(2.0f*lerpVal);
+
+ float r = bx::lerp(ca[0], cb[0], lerpVal);
+ float g = bx::lerp(ca[1], cb[1], lerpVal);
+ float b = bx::lerp(ca[2], cb[2], lerpVal);
+
+ for (int32_t xx = 0; xx < width; ++xx)
+ {
+ const float angle = m_animationTime + float(zz)*(bx::kPi2/length) + float(xx)*(bx::kPiHalf/width);
+
+ const float posX = 2.0f * xx - width + 1.0f;
+ const float posY = bx::sin(angle);
+ const float posZ = 2.0f * zz - length + 1.0f;
+
+ const float scale = s_meshScale[MeshHollowCube];
+ float mtx[16];
+ bx::mtxSRT(mtx
+ , scale
+ , scale
+ , scale
+ , 0.0f
+ , 0.0f
+ , 0.0f
+ , posX
+ , posY
+ , posZ
+ );
+
+ bgfx::setTexture(0, s_albedo, m_groundTexture);
+ bgfx::setTexture(1, s_normal, m_normalTexture);
+ _uniforms.m_color[0] = r;
+ _uniforms.m_color[1] = g;
+ _uniforms.m_color[2] = b;
+ _uniforms.submit();
+
+ meshSubmit(m_meshes[MeshHollowCube], _pass, _program, mtx);
+ }
+ }
+
+ // draw box as ground plane
+ {
+ const float posY = -2.0f;
+ const float scale = length;
+ float mtx[16];
+ bx::mtxSRT(mtx
+ , scale
+ , scale
+ , scale
+ , 0.0f
+ , 0.0f
+ , 0.0f
+ , 0.0f
+ , -scale + posY
+ , 0.0f
+ );
+
+ _uniforms.m_color[0] = 0.5f;
+ _uniforms.m_color[1] = 0.5f;
+ _uniforms.m_color[2] = 0.5f;
+ _uniforms.submit();
+
+ meshSubmit(m_meshes[MeshCube], _pass, m_gridProgram, mtx);
+ }
+ }
+
+ bgfx::ViewId drawDepthOfField(bgfx::ViewId _pass, bgfx::TextureHandle _colorTexture, float* _orthoProj, bool _originBottomLeft)
+ {
+ bgfx::ViewId view = _pass;
+ bgfx::TextureHandle lastTex = _colorTexture;
+
+ if (m_showDebugVisualization)
+ {
+ bgfx::setViewName(view, "bokeh dof debug pass");
+ bgfx::setViewRect(view, 0, 0, uint16_t(m_width), uint16_t(m_height));
+ bgfx::setViewTransform(view, NULL, _orthoProj);
+ bgfx::setViewFrameBuffer(view, BGFX_INVALID_HANDLE);
+ bgfx::setState(0
+ | BGFX_STATE_WRITE_RGB
+ | BGFX_STATE_WRITE_A
+ | BGFX_STATE_DEPTH_TEST_ALWAYS
+ );
+ bgfx::setTexture(0, s_color, lastTex);
+ bgfx::setTexture(1, s_depth, m_linearDepth.m_texture);
+ m_uniforms.submit();
+ screenSpaceQuad(float(m_width), float(m_height), m_texelHalf, _originBottomLeft);
+ bgfx::submit(view, m_dofDebugProgram);
+ ++view;
+ }
+ else if (m_useSinglePassBokehDof)
+ {
+ bgfx::setViewName(view, "bokeh dof single pass");
+ bgfx::setViewRect(view, 0, 0, uint16_t(m_width), uint16_t(m_height));
+ bgfx::setViewTransform(view, NULL, _orthoProj);
+ bgfx::setViewFrameBuffer(view, BGFX_INVALID_HANDLE);
+ bgfx::setState(0
+ | BGFX_STATE_WRITE_RGB
+ | BGFX_STATE_WRITE_A
+ | BGFX_STATE_DEPTH_TEST_ALWAYS
+ );
+ bgfx::setTexture(0, s_color, lastTex);
+ bgfx::setTexture(1, s_depth, m_linearDepth.m_texture);
+ m_uniforms.submit();
+ screenSpaceQuad(float(m_width), float(m_height), m_texelHalf, _originBottomLeft);
+ bgfx::submit(view, m_dofSinglePassProgram);
+ ++view;
+ }
+ else
+ {
+ unsigned halfWidth = (m_width/2);
+ unsigned halfHeight = (m_height/2);
+
+ bgfx::setViewName(view, "bokeh dof downsample");
+ bgfx::setViewRect(view, 0, 0, uint16_t(halfWidth), uint16_t(halfHeight));
+ bgfx::setViewTransform(view, NULL, _orthoProj);
+ bgfx::setViewFrameBuffer(view, m_dofQuarterInput.m_buffer);
+ bgfx::setState(0
+ | BGFX_STATE_WRITE_RGB
+ | BGFX_STATE_WRITE_A
+ | BGFX_STATE_DEPTH_TEST_ALWAYS
+ );
+ bgfx::setTexture(0, s_color, lastTex);
+ bgfx::setTexture(1, s_depth, m_linearDepth.m_texture);
+ m_uniforms.submit();
+ screenSpaceQuad(float(halfWidth), float(halfHeight), m_texelHalf, _originBottomLeft);
+ bgfx::submit(view, m_dofDownsampleProgram);
+ ++view;
+ lastTex = m_dofQuarterInput.m_texture;
+
+ /*
+ replace the copy with bokeh dof combine
+ able to read circle of confusion and color from downsample pass
+ along with full res color and depth?
+ do we need half res depth? i'm confused about that...
+ */
+
+ bgfx::setViewName(view, "bokeh dof quarter");
+ bgfx::setViewRect(view, 0, 0, uint16_t(halfWidth), uint16_t(halfHeight));
+ bgfx::setViewTransform(view, NULL, _orthoProj);
+ bgfx::setViewFrameBuffer(view, m_dofQuarterOutput.m_buffer);
+ bgfx::setState(0
+ | BGFX_STATE_WRITE_RGB
+ | BGFX_STATE_WRITE_A
+ | BGFX_STATE_DEPTH_TEST_ALWAYS
+ );
+ bgfx::setTexture(0, s_color, lastTex);
+ m_uniforms.submit();
+ screenSpaceQuad(float(halfWidth), float(halfHeight), m_texelHalf, _originBottomLeft);
+ bgfx::submit(view, m_dofQuarterProgram);
+ ++view;
+ lastTex = m_dofQuarterOutput.m_texture;
+
+ bgfx::setViewName(view, "bokeh dof combine");
+ bgfx::setViewRect(view, 0, 0, uint16_t(m_width), uint16_t(m_height));
+ bgfx::setViewTransform(view, NULL, _orthoProj);
+ bgfx::setViewFrameBuffer(view, BGFX_INVALID_HANDLE);
+ bgfx::setState(0
+ | BGFX_STATE_WRITE_RGB
+ | BGFX_STATE_WRITE_A
+ | BGFX_STATE_DEPTH_TEST_ALWAYS
+ );
+ bgfx::setTexture(0, s_color, _colorTexture);
+ bgfx::setTexture(1, s_blurredColor, lastTex);
+ m_uniforms.submit();
+ screenSpaceQuad(float(m_width), float(m_height), m_texelHalf, _originBottomLeft);
+ bgfx::submit(view, m_dofCombineProgram);
+ ++view;
+ }
+
+ return view;
+ }
+
+ void createFramebuffers()
+ {
+ m_size[0] = m_width;
+ m_size[1] = m_height;
+
+ const uint64_t bilinearFlags = 0
+ | BGFX_TEXTURE_RT
+ | BGFX_SAMPLER_U_CLAMP
+ | BGFX_SAMPLER_V_CLAMP
+ ;
+
+ m_frameBufferTex[FRAMEBUFFER_RT_COLOR] = bgfx::createTexture2D(uint16_t(m_size[0]), uint16_t(m_size[1]), false, 1, bgfx::TextureFormat::RGBA16F, bilinearFlags);
+ m_frameBufferTex[FRAMEBUFFER_RT_DEPTH] = bgfx::createTexture2D(uint16_t(m_size[0]), uint16_t(m_size[1]), false, 1, bgfx::TextureFormat::D32F, bilinearFlags);
+ m_frameBuffer = bgfx::createFrameBuffer(BX_COUNTOF(m_frameBufferTex), m_frameBufferTex, true);
+
+ m_linearDepth.init(m_size[0], m_size[1], bgfx::TextureFormat::R16F, bilinearFlags);
+
+ unsigned halfWidth = m_size[0]/2;
+ unsigned halfHeight = m_size[1]/2;
+ m_dofQuarterInput.init(halfWidth, halfHeight, bgfx::TextureFormat::RGBA16F, bilinearFlags);
+ m_dofQuarterOutput.init(halfWidth, halfHeight, bgfx::TextureFormat::RGBA16F, bilinearFlags);
+ }
+
+ // all buffers set to destroy their textures
+ void destroyFramebuffers()
+ {
+ bgfx::destroy(m_frameBuffer);
+
+ m_linearDepth.destroy();
+ m_dofQuarterInput.destroy();
+ m_dofQuarterOutput.destroy();
+ }
+
+ void updateUniforms()
+ {
+ // from assao sample, cs_assao_prepare_depths.sc
+ {
+ // float depthLinearizeMul = ( clipFar * clipNear ) / ( clipFar - clipNear );
+ // float depthLinearizeAdd = clipFar / ( clipFar - clipNear );
+ // correct the handedness issue. need to make sure this below is correct, but I think it is.
+
+ float depthLinearizeMul = -m_proj2[3*4+2];
+ float depthLinearizeAdd = m_proj2[2*4+2];
+
+ 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_frameIdx = float(m_currFrame % 8);
+
+ {
+ float lightPosition[] = { 0.0f, 6.0f, 10.0f };
+ bx::memCopy(m_modelUniforms.m_lightPosition, lightPosition, 3*sizeof(float));
+ }
+
+ // bokeh depth of field
+ {
+ // reduce dimensions by half to go along with smaller render target
+ const float blurScale = (m_useSinglePassBokehDof) ? 1.0f : 0.5f;
+ m_uniforms.m_blurSteps = m_blurSteps;
+ m_uniforms.m_lobeCount = float(m_lobeCount);
+ m_uniforms.m_lobeRadiusMin = (1.0f - m_lobePinch);
+ m_uniforms.m_lobeRadiusDelta2x = 2.0f * m_lobePinch;
+ m_uniforms.m_maxBlurSize = m_maxBlurSize * blurScale;
+ m_uniforms.m_focusPoint = m_focusPoint;
+ m_uniforms.m_focusScale = m_focusScale;
+ m_uniforms.m_radiusScale = m_radiusScale * blurScale;
+ m_uniforms.m_lobeRotation = m_lobeRotation;
+ }
+ }
+
+ static float bokehShapeFromAngle (int _lobeCount, float _radiusMin, float _radiusDelta2x, float _rotation, float _theta)
+ {
+ // don't shape for 0, 1 blades...
+ if (_lobeCount <= 1)
+ {
+ return 1.0f;
+ }
+
+ // divide edge into some number of lobes
+ const float invPeriod = float(_lobeCount) / (bx::kPi2);
+ float periodFraction = bx::fract(_theta * invPeriod + _rotation);
+
+ // apply triangle shape to each lobe to approximate blades of a camera aperture
+ periodFraction = bx::abs(periodFraction - 0.5f);
+ return periodFraction * _radiusDelta2x + _radiusMin;
+ }
+
+ void updateDisplayBokehTexture(
+ float _radiusScale,
+ float _maxBlurSize,
+ int _lobeCount,
+ float _lobeRadiusMin,
+ float _lobeRadiusMax,
+ float _lobeRotation)
+ {
+ if (m_bokehTexture.idx != bgfx::kInvalidHandle)
+ {
+ bgfx::destroy(m_bokehTexture);
+ }
+ BX_ASSERT(0 < _lobeCount, "");
+
+ const int32_t bokehSize = 128;
+
+ const bgfx::Memory* mem = bgfx::alloc(bokehSize*bokehSize*4);
+ bx::memSet(mem->data, 0x00, bokehSize*bokehSize*4);
+
+ const float thetaStep = 2.39996323f; // golden angle
+ float loopValue = _radiusScale;
+ const float loopEnd = _maxBlurSize;
+ float theta = 0.0f;
+
+ // bokeh shape function multiples this by half later
+ const float radiusDelta2x = 2.0f * (_lobeRadiusMax - _lobeRadiusMin);
+ int32_t counter = 0;
+
+ while (loopValue < loopEnd)
+ {
+ float radius = loopValue;
+
+ // apply shape to circular distribution
+ const float shapeScale = bokehShapeFromAngle(_lobeCount, _lobeRadiusMin, radiusDelta2x, _lobeRotation, theta);
+ BX_ASSERT(_lobeRadiusMin <= shapeScale, "");
+
+ float spiralCoordX = bx::cos(theta) * (radius * shapeScale);
+ float spiralCoordY = bx::sin(theta) * (radius * shapeScale);
+ // normalize for texture display
+ spiralCoordX /= _maxBlurSize;
+ spiralCoordY /= _maxBlurSize;
+ // scale from -1,1 into 0,1 normalized texture space
+ spiralCoordX = spiralCoordX * 0.5f + 0.5f;
+ spiralCoordY = spiralCoordY * 0.5f + 0.5f;
+ // convert to pixel coordinates
+ int32_t pixelCoordX = int32_t(bx::floor(spiralCoordX * float(bokehSize-1) + 0.5f));
+ int32_t pixelCoordY = int32_t(bx::floor(spiralCoordY * float(bokehSize-1) + 0.5f));
+
+ BX_ASSERT(0 <= pixelCoordX, "");
+ BX_ASSERT(0 <= pixelCoordY, "");
+ BX_ASSERT(pixelCoordX < bokehSize, "");
+ BX_ASSERT(pixelCoordY < bokehSize, "");
+
+ // plot sample position, track for total samples
+ uint32_t offset = (pixelCoordY * bokehSize + pixelCoordX) * 4;
+ mem->data[offset + 0] = 0xff;
+ mem->data[offset + 1] = 0xff;
+ mem->data[offset + 2] = 0xff;
+ mem->data[offset + 3] = 0xff;
+ ++counter;
+
+ theta += thetaStep;
+ loopValue += (_radiusScale / loopValue);
+ }
+ m_sampleCount = counter;
+
+ // hoping texture deals with mem
+ m_bokehTexture = bgfx::createTexture2D(bokehSize, bokehSize, false, 1
+ , bgfx::TextureFormat::BGRA8
+ , 0
+ | BGFX_SAMPLER_MIN_POINT
+ | BGFX_SAMPLER_MIP_POINT
+ | BGFX_SAMPLER_MAG_POINT
+ , mem
+ );
+ }
+
+
+ uint32_t m_width;
+ uint32_t m_height;
+ uint32_t m_debug;
+ uint32_t m_reset;
+
+ entry::MouseState m_mouseState;
+
+ // Resource handles
+ bgfx::ProgramHandle m_forwardProgram;
+ bgfx::ProgramHandle m_gridProgram;
+ bgfx::ProgramHandle m_copyProgram;
+ bgfx::ProgramHandle m_copyLinearToGammaProgram;
+ bgfx::ProgramHandle m_linearDepthProgram;
+ bgfx::ProgramHandle m_dofSinglePassProgram;
+ bgfx::ProgramHandle m_dofDownsampleProgram;
+ bgfx::ProgramHandle m_dofQuarterProgram;
+ bgfx::ProgramHandle m_dofCombineProgram;
+ bgfx::ProgramHandle m_dofDebugProgram;
+
+ // Shader uniforms
+ PassUniforms m_uniforms;
+ ModelUniforms m_modelUniforms;
+
+ // Uniforms to identify texture samplers
+ bgfx::UniformHandle s_albedo;
+ bgfx::UniformHandle s_color;
+ bgfx::UniformHandle s_normal;
+ bgfx::UniformHandle s_depth;
+ bgfx::UniformHandle s_blurredColor;
+
+ bgfx::FrameBufferHandle m_frameBuffer;
+ bgfx::TextureHandle m_frameBufferTex[FRAMEBUFFER_RENDER_TARGETS];
+
+ RenderTarget m_linearDepth;
+ RenderTarget m_dofQuarterInput;
+ RenderTarget m_dofQuarterOutput;
+
+ struct Model
+ {
+ uint32_t mesh; // Index of mesh in m_meshes
+ float position[3];
+ };
+
+ Mesh* m_meshes[BX_COUNTOF(s_meshPaths)];
+ bgfx::TextureHandle m_groundTexture;
+ bgfx::TextureHandle m_normalTexture;
+ bgfx::TextureHandle m_bokehTexture;
+
+ uint32_t m_currFrame;
+ float m_lightRotation = 0.0f;
+ float m_texelHalf = 0.0f;
+ float m_fovY = 60.0f;
+ bool m_recreateFrameBuffers = false;
+ float m_animationTime = 0.0f;
+
+ float m_view[16];
+ float m_proj[16];
+ float m_proj2[16];
+ int32_t m_size[2];
+
+ // UI parameters
+ bool m_useBokehDof = true;
+ bool m_useSinglePassBokehDof = false;
+ float m_maxBlurSize = 20.0f;
+ float m_focusPoint = 5.0f;
+ float m_focusScale = 3.0f;
+ float m_radiusScale = 0.5f;
+ float m_blurSteps = 50.0f;
+ bool m_showDebugVisualization = false;
+ int32_t m_lobeCount = 6;
+ float m_lobePinch = 0.2f;
+ float m_lobeRotation = 0.0f;
+ int32_t m_sampleCount = 0;
+};
+
+} // namespace
+
+ENTRY_IMPLEMENT_MAIN(ExampleBokeh, "45-bokeh", "Bokeh Depth of Field");