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Diffstat (limited to '3rdparty/bgfx/examples/45-bokeh/bokeh.cpp')
-rw-r--r-- | 3rdparty/bgfx/examples/45-bokeh/bokeh.cpp | 1051 |
1 files changed, 1051 insertions, 0 deletions
diff --git a/3rdparty/bgfx/examples/45-bokeh/bokeh.cpp b/3rdparty/bgfx/examples/45-bokeh/bokeh.cpp new file mode 100644 index 00000000000..7a53d359b25 --- /dev/null +++ b/3rdparty/bgfx/examples/45-bokeh/bokeh.cpp @@ -0,0 +1,1051 @@ +/* +* Copyright 2021 elven cache. All rights reserved. +* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause +*/ + +/* +* 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.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 uint32_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); + BX_ASSERT(shapeScale <= _maxRadius); + + 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 indentify 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"); 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