bgfx/examples/09-hdr/hdr.cpp

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/*
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* Copyright 2011-2015 Branimir Karadzic. All rights reserved.
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* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "common.h"
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#include "bgfx_utils.h"
#include "imgui/imgui.h"
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static float s_texelHalf = 0.0f;
static bool s_originBottomLeft = false;
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struct PosColorTexCoord0Vertex
{
float m_x;
float m_y;
float m_z;
uint32_t m_rgba;
float m_u;
float m_v;
static void init()
{
ms_decl
.begin()
.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
.end();
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}
static bgfx::VertexDecl ms_decl;
};
bgfx::VertexDecl PosColorTexCoord0Vertex::ms_decl;
void screenSpaceQuad(float _textureWidth, float _textureHeight, bool _originBottomLeft = false, float _width = 1.0f, float _height = 1.0f)
{
if (bgfx::checkAvailTransientVertexBuffer(3, PosColorTexCoord0Vertex::ms_decl) )
{
bgfx::TransientVertexBuffer vb;
bgfx::allocTransientVertexBuffer(&vb, 3, PosColorTexCoord0Vertex::ms_decl);
PosColorTexCoord0Vertex* vertex = (PosColorTexCoord0Vertex*)vb.data;
const float zz = 0.0f;
const float minx = -_width;
const float maxx = _width;
const float miny = 0.0f;
const float maxy = _height*2.0f;
const float texelHalfW = s_texelHalf/_textureWidth;
const float texelHalfH = s_texelHalf/_textureHeight;
const float minu = -1.0f + texelHalfW;
const float maxu = 1.0f + texelHalfW;
float minv = texelHalfH;
float maxv = 2.0f + texelHalfH;
if (_originBottomLeft)
{
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float temp = minv;
minv = maxv;
maxv = temp;
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minv -= 1.0f;
maxv -= 1.0f;
}
vertex[0].m_x = minx;
vertex[0].m_y = miny;
vertex[0].m_z = zz;
vertex[0].m_rgba = 0xffffffff;
vertex[0].m_u = minu;
vertex[0].m_v = minv;
vertex[1].m_x = maxx;
vertex[1].m_y = miny;
vertex[1].m_z = zz;
vertex[1].m_rgba = 0xffffffff;
vertex[1].m_u = maxu;
vertex[1].m_v = minv;
vertex[2].m_x = maxx;
vertex[2].m_y = maxy;
vertex[2].m_z = zz;
vertex[2].m_rgba = 0xffffffff;
vertex[2].m_u = maxu;
vertex[2].m_v = maxv;
bgfx::setVertexBuffer(&vb);
}
}
void setOffsets2x2Lum(bgfx::UniformHandle _handle, uint32_t _width, uint32_t _height)
{
float offsets[16][4];
float du = 1.0f/_width;
float dv = 1.0f/_height;
uint32_t num = 0;
for (uint32_t yy = 0; yy < 3; ++yy)
{
for (uint32_t xx = 0; xx < 3; ++xx)
{
offsets[num][0] = (xx - s_texelHalf) * du;
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offsets[num][1] = (yy - s_texelHalf) * dv;
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++num;
}
}
bgfx::setUniform(_handle, offsets, num);
}
void setOffsets4x4Lum(bgfx::UniformHandle _handle, uint32_t _width, uint32_t _height)
{
float offsets[16][4];
float du = 1.0f/_width;
float dv = 1.0f/_height;
uint32_t num = 0;
for (uint32_t yy = 0; yy < 4; ++yy)
{
for (uint32_t xx = 0; xx < 4; ++xx)
{
offsets[num][0] = (xx - 1.0f - s_texelHalf) * du;
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offsets[num][1] = (yy - 1.0f - s_texelHalf) * dv;
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++num;
}
}
bgfx::setUniform(_handle, offsets, num);
}
inline float square(float _x)
{
return _x*_x;
}
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int _main_(int /*_argc*/, char** /*_argv*/)
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{
PosColorTexCoord0Vertex::init();
uint32_t width = 1280;
uint32_t height = 720;
uint32_t debug = BGFX_DEBUG_TEXT;
uint32_t reset = BGFX_RESET_VSYNC;
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bgfx::init();
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bgfx::reset(width, height, reset);
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// Enable debug text.
bgfx::setDebug(debug);
// Set view 0 clear state.
bgfx::setViewClear(0
, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
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, 0x303030ff
, 1.0f
, 0
);
// Set view debug names.
bgfx::setViewName(0, "Skybox");
bgfx::setViewName(1, "Mesh");
bgfx::setViewName(2, "Luminance");
bgfx::setViewName(3, "Downscale luminance 0");
bgfx::setViewName(4, "Downscale luminance 1");
bgfx::setViewName(5, "Downscale luminance 2");
bgfx::setViewName(6, "Downscale luminance 3");
bgfx::setViewName(7, "Brightness");
bgfx::setViewName(8, "Blur vertical");
bgfx::setViewName(9, "Blur horizontal + tonemap");
bgfx::TextureHandle uffizi = loadTexture("uffizi.dds"
, 0
| BGFX_TEXTURE_U_CLAMP
| BGFX_TEXTURE_V_CLAMP
| BGFX_TEXTURE_W_CLAMP
);
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bgfx::ProgramHandle skyProgram = loadProgram("vs_hdr_skybox", "fs_hdr_skybox");
bgfx::ProgramHandle lumProgram = loadProgram("vs_hdr_lum", "fs_hdr_lum");
bgfx::ProgramHandle lumAvgProgram = loadProgram("vs_hdr_lumavg", "fs_hdr_lumavg");
bgfx::ProgramHandle blurProgram = loadProgram("vs_hdr_blur", "fs_hdr_blur");
bgfx::ProgramHandle brightProgram = loadProgram("vs_hdr_bright", "fs_hdr_bright");
bgfx::ProgramHandle meshProgram = loadProgram("vs_hdr_mesh", "fs_hdr_mesh");
bgfx::ProgramHandle tonemapProgram = loadProgram("vs_hdr_tonemap", "fs_hdr_tonemap");
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bgfx::UniformHandle s_texCube = bgfx::createUniform("s_texCube", bgfx::UniformType::Int1);
bgfx::UniformHandle s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
bgfx::UniformHandle s_texLum = bgfx::createUniform("s_texLum", bgfx::UniformType::Int1);
bgfx::UniformHandle s_texBlur = bgfx::createUniform("s_texBlur", bgfx::UniformType::Int1);
bgfx::UniformHandle u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Mat4);
bgfx::UniformHandle u_tonemap = bgfx::createUniform("u_tonemap", bgfx::UniformType::Vec4);
bgfx::UniformHandle u_offset = bgfx::createUniform("u_offset", bgfx::UniformType::Vec4, 16);
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Mesh* mesh = meshLoad("meshes/bunny.bin");
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bgfx::FrameBufferHandle fbh;
bgfx::TextureHandle fbtextures[] =
{
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bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT|BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP),
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bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT_BUFFER_ONLY),
};
fbh = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
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bgfx::FrameBufferHandle lum[5];
lum[0] = bgfx::createFrameBuffer(128, 128, bgfx::TextureFormat::BGRA8);
lum[1] = bgfx::createFrameBuffer( 64, 64, bgfx::TextureFormat::BGRA8);
lum[2] = bgfx::createFrameBuffer( 16, 16, bgfx::TextureFormat::BGRA8);
lum[3] = bgfx::createFrameBuffer( 4, 4, bgfx::TextureFormat::BGRA8);
lum[4] = bgfx::createFrameBuffer( 1, 1, bgfx::TextureFormat::BGRA8);
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bgfx::FrameBufferHandle bright;
bright = bgfx::createFrameBuffer(bgfx::BackbufferRatio::Half, bgfx::TextureFormat::BGRA8);
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bgfx::FrameBufferHandle blur;
blur = bgfx::createFrameBuffer(bgfx::BackbufferRatio::Eighth, bgfx::TextureFormat::BGRA8);
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// Imgui.
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imguiCreate();
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const bgfx::RendererType::Enum renderer = bgfx::getRendererType();
s_texelHalf = bgfx::RendererType::Direct3D9 == renderer ? 0.5f : 0.0f;
s_originBottomLeft = bgfx::RendererType::OpenGL == renderer || bgfx::RendererType::OpenGLES == renderer;
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uint32_t oldWidth = 0;
uint32_t oldHeight = 0;
uint32_t oldReset = reset;
float speed = 0.37f;
float middleGray = 0.18f;
float white = 1.1f;
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float threshold = 1.5f;
int32_t scrollArea = 0;
float time = 0.0f;
entry::MouseState mouseState;
while (!entry::processEvents(width, height, debug, reset, &mouseState) )
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{
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if (oldWidth != width
|| oldHeight != height
|| oldReset != reset)
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{
// Recreate variable size render targets when resolution changes.
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oldWidth = width;
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oldHeight = height;
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oldReset = reset;
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uint32_t msaa = (reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
bgfx::destroyFrameBuffer(fbh);
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fbtextures[0] = bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::BGRA8, ( (msaa+1)<<BGFX_TEXTURE_RT_MSAA_SHIFT)|BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP);
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fbtextures[1] = bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT_BUFFER_ONLY|( (msaa+1)<<BGFX_TEXTURE_RT_MSAA_SHIFT) );
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fbh = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
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}
imguiBeginFrame(mouseState.m_mx
, mouseState.m_my
, (mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
| (mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
, mouseState.m_mz
, width
, height
);
imguiBeginScrollArea("Settings", width - width / 5 - 10, 10, width / 5, height / 3, &scrollArea);
imguiSeparatorLine();
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imguiSlider("Speed", speed, 0.0f, 1.0f, 0.01f);
imguiSeparator();
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imguiSlider("Middle gray", middleGray, 0.1f, 1.0f, 0.01f);
imguiSlider("White point", white, 0.1f, 2.0f, 0.01f);
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imguiSlider("Threshold", threshold, 0.1f, 2.0f, 0.01f);
imguiEndScrollArea();
imguiEndFrame();
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// This dummy draw call is here to make sure that view 0 is cleared
// if no other draw calls are submitted to view 0.
bgfx::touch(0);
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int64_t now = bx::getHPCounter();
static int64_t last = now;
const int64_t frameTime = now - last;
last = now;
const double freq = double(bx::getHPFrequency() );
const double toMs = 1000.0/freq;
time += (float)(frameTime*speed/freq);
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// Use debug font to print information about this example.
bgfx::dbgTextClear();
bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/09-hdr");
bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Using multiple views and frame buffers.");
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bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
// Set views.
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for (uint32_t ii = 0; ii < 6; ++ii)
{
bgfx::setViewRect(ii, 0, 0, width, height);
}
bgfx::setViewFrameBuffer(0, fbh);
bgfx::setViewFrameBuffer(1, fbh);
bgfx::setViewClear(1, BGFX_CLEAR_DISCARD_DEPTH|BGFX_CLEAR_DISCARD_STENCIL);
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bgfx::setViewRect(2, 0, 0, 128, 128);
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bgfx::setViewFrameBuffer(2, lum[0]);
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bgfx::setViewRect(3, 0, 0, 64, 64);
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bgfx::setViewFrameBuffer(3, lum[1]);
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bgfx::setViewRect(4, 0, 0, 16, 16);
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bgfx::setViewFrameBuffer(4, lum[2]);
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bgfx::setViewRect(5, 0, 0, 4, 4);
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bgfx::setViewFrameBuffer(5, lum[3]);
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bgfx::setViewRect(6, 0, 0, 1, 1);
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bgfx::setViewFrameBuffer(6, lum[4]);
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bgfx::setViewRect(7, 0, 0, width/2, height/2);
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bgfx::setViewFrameBuffer(7, bright);
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bgfx::setViewRect(8, 0, 0, width/8, height/8);
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bgfx::setViewFrameBuffer(8, blur);
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bgfx::setViewRect(9, 0, 0, width, height);
float view[16];
float proj[16];
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bx::mtxIdentity(view);
bx::mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f);
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// Set view and projection matrix for view 0.
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for (uint32_t ii = 0; ii < 10; ++ii)
{
bgfx::setViewTransform(ii, view, proj);
}
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float at[3] = { 0.0f, 1.0f, 0.0f };
float eye[3] = { 0.0f, 1.0f, -2.5f };
float mtx[16];
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bx::mtxRotateXY(mtx
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, 0.0f
, time
);
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float temp[4];
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bx::vec3MulMtx(temp, eye, mtx);
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bx::mtxLookAt(view, temp, at);
bx::mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f);
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// Set view and projection matrix for view 1.
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bgfx::setViewTransform(1, view, proj);
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bgfx::setUniform(u_mtx, mtx);
// Render skybox into view 0.
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bgfx::setTexture(0, s_texCube, uffizi);
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bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
screenSpaceQuad( (float)width, (float)height, true);
bgfx::submit(0, skyProgram);
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// Render mesh into view 1
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bgfx::setTexture(0, s_texCube, uffizi);
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meshSubmit(mesh, 1, meshProgram, NULL);
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// Calculate luminance.
setOffsets2x2Lum(u_offset, 128, 128);
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bgfx::setTexture(0, s_texColor, fbtextures[0]);
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bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
screenSpaceQuad(128.0f, 128.0f, s_originBottomLeft);
bgfx::submit(2, lumProgram);
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// Downscale luminance 0.
setOffsets4x4Lum(u_offset, 128, 128);
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bgfx::setTexture(0, s_texColor, lum[0]);
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bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
screenSpaceQuad(64.0f, 64.0f, s_originBottomLeft);
bgfx::submit(3, lumAvgProgram);
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// Downscale luminance 1.
setOffsets4x4Lum(u_offset, 64, 64);
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bgfx::setTexture(0, s_texColor, lum[1]);
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bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
screenSpaceQuad(16.0f, 16.0f, s_originBottomLeft);
bgfx::submit(4, lumAvgProgram);
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// Downscale luminance 2.
setOffsets4x4Lum(u_offset, 16, 16);
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bgfx::setTexture(0, s_texColor, lum[2]);
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bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
screenSpaceQuad(4.0f, 4.0f, s_originBottomLeft);
bgfx::submit(5, lumAvgProgram);
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// Downscale luminance 3.
setOffsets4x4Lum(u_offset, 4, 4);
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bgfx::setTexture(0, s_texColor, lum[3]);
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bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
screenSpaceQuad(1.0f, 1.0f, s_originBottomLeft);
bgfx::submit(6, lumAvgProgram);
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float tonemap[4] = { middleGray, square(white), threshold, time };
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bgfx::setUniform(u_tonemap, tonemap);
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// Bright pass threshold is tonemap[3].
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setOffsets4x4Lum(u_offset, width/2, height/2);
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bgfx::setTexture(0, s_texColor, fbtextures[0]);
bgfx::setTexture(1, s_texLum, lum[4]);
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bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
screenSpaceQuad( (float)width/2.0f, (float)height/2.0f, s_originBottomLeft);
bgfx::submit(7, brightProgram);
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// Blur bright pass vertically.
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bgfx::setTexture(0, s_texColor, bright);
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bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
screenSpaceQuad( (float)width/8.0f, (float)height/8.0f, s_originBottomLeft);
bgfx::submit(8, blurProgram);
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// Blur bright pass horizontally, do tonemaping and combine.
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bgfx::setTexture(0, s_texColor, fbtextures[0]);
bgfx::setTexture(1, s_texLum, lum[4]);
bgfx::setTexture(2, s_texBlur, blur);
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bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
screenSpaceQuad( (float)width, (float)height, s_originBottomLeft);
bgfx::submit(9, tonemapProgram);
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// Advance to next frame. Rendering thread will be kicked to
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// process submitted rendering primitives.
bgfx::frame();
}
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// Cleanup.
imguiDestroy();
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meshUnload(mesh);
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for (uint32_t ii = 0; ii < BX_COUNTOF(lum); ++ii)
{
bgfx::destroyFrameBuffer(lum[ii]);
}
bgfx::destroyFrameBuffer(bright);
bgfx::destroyFrameBuffer(blur);
bgfx::destroyFrameBuffer(fbh);
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bgfx::destroyProgram(meshProgram);
bgfx::destroyProgram(skyProgram);
bgfx::destroyProgram(tonemapProgram);
bgfx::destroyProgram(lumProgram);
bgfx::destroyProgram(lumAvgProgram);
bgfx::destroyProgram(blurProgram);
bgfx::destroyProgram(brightProgram);
bgfx::destroyTexture(uffizi);
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bgfx::destroyUniform(s_texCube);
bgfx::destroyUniform(s_texColor);
bgfx::destroyUniform(s_texLum);
bgfx::destroyUniform(s_texBlur);
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bgfx::destroyUniform(u_mtx);
bgfx::destroyUniform(u_tonemap);
bgfx::destroyUniform(u_offset);
// Shutdown bgfx.
bgfx::shutdown();
return 0;
}