bokeh depth of field (#2372)

* Implement bokeh depth of field

Implement bokeh depth of field as described in the blog post here:
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.

* fix typo in shader of denoise example

copy/paste error, applying y offset to x component instead
This commit is contained in:
elvencache 2021-01-31 09:59:55 -08:00 committed by GitHub
parent 7410288405
commit 4d272f4104
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17 changed files with 1581 additions and 1 deletions

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@ -19,7 +19,7 @@ SAMPLER2D(s_depth, 3); // depth buffer
vec3 FindNearestDepth(sampler2D _depthSampler, vec2 _texCoord) {
vec2 du = vec2(u_viewTexel.x, 0.0);
vec2 dv = vec2(u_viewTexel.y, 0.0);
vec2 dv = vec2(0.0, u_viewTexel.y);
vec2 coord = _texCoord - du - dv;
vec3 tcd0 = vec3(coord, texture2D(_depthSampler, coord).x);

976
examples/xx-bokeh/bokeh.cpp Normal file
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@ -0,0 +1,976 @@
/*
* 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://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,
MeshTree,
MeshHollowCube,
MeshBunny
};
static const char * s_meshPaths[] =
{
"meshes/cube.bin",
"meshes/tree.bin",
"meshes/hollowcube.bin",
"meshes/bunny.bin"
};
static const float s_meshScale[] =
{
0.45f,
0.25f,
0.30f,
0.25f
};
// 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_unused0; };
/* 1 */ struct { float m_ndcToViewMul[2]; float m_ndcToViewAdd[2]; };
/* 2 */ struct { float m_blurSteps; float m_samplePattern; float m_unused3[2]; };
/* 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;
}
void vec4Set(float* _v, float _x, float _y, float _z, float _w)
{
_v[0] = _x;
_v[1] = _y;
_v[2] = _z;
_v[3] = _w;
}
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_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;
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_forwardProgram);
bgfx::destroy(m_gridProgram);
bgfx::destroy(m_copyProgram);
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);
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
, 0xbbddffff // 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_copyProgram);
++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 / 1.6f)
, 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();
ImGui::Text("blur controls:");
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("sample pattern controls:");
ImGui::Combo("pattern", &m_samplePattern, "original\0sqrt\0\0");
if (ImGui::IsItemHovered())
{
ImGui::BeginTooltip();
ImGui::Text("original");
ImGui::BulletText("pattern descibed by blogpost");
ImGui::Text("sqrt");
ImGui::BulletText("use sqrt instead of linear steps");
ImGui::EndTooltip();
}
if (0 == m_samplePattern)
{
ImGui::SliderFloat("radiusScale", &m_radiusScale, 0.5f, 4.0f);
if (ImGui::IsItemHovered())
ImGui::SetTooltip("controls number of samples taken");
ImGui::TextWrapped(
"in original blog post, sample code has radius increasing by (radiusScale/currentRadius). "
"which should result in smaller steps farther from center. and fewer steps as radiusScale "
"increases. but it's less clear exactly how many steps that is, can be many."
);
const float maxRadius = m_maxBlurSize;
float radius = m_radiusScale;
int counter = 0;
while (radius < maxRadius)
{
++counter;
radius += m_radiusScale / radius;
}
char buffer[128] = {0};
bx::snprintf(buffer, 128-1, "number of samples taken: %d", counter);
ImGui::Text(buffer);
if (ImGui::IsItemHovered())
ImGui::SetTooltip("number of sample taps as determined by radiusScale");
}
else // 1 == samplePattern
{
ImGui::TextWrapped(
"when using sqrt pattern, take a fixed number of steps. sqrt refers to how the radius "
"is derived. in both cases, the sample pattern is a spiral out from the center."
);
ImGui::SliderFloat("blur steps", &m_blurSteps, 10.f, 100.0f);
}
}
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::BGRA8, bilinearFlags);
m_frameBufferTex[FRAMEBUFFER_RT_DEPTH] = bgfx::createTexture2D(uint16_t(m_size[0]), uint16_t(m_size[1]), false, 1, bgfx::TextureFormat::D24, 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_samplePattern = float(m_samplePattern);
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;
}
}
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_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;
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 = true;
float m_maxBlurSize = 20.0f;
float m_focusPoint = 5.0f;
float m_focusScale = 3.0f;
float m_radiusScale = 3.856f;//0.5f;
float m_blurSteps = 50.0f;
int32_t m_samplePattern = 0;
bool m_showDebugVisualization = false;
};
} // namespace
ENTRY_IMPLEMENT_MAIN(ExampleBokeh, "xx-bokeh", "bokeh depth of field");

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/*
* Copyright 2021 elven cache. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#ifndef BOKEH_DOF_SH
#define BOKEH_DOF_SH
#define TWO_PI (6.28318531)
#define GOLDEN_ANGLE (2.39996323)
#define MAX_BLUR_SIZE (20.0)
#define RADIUS_SCALE (0.5)
float ShadertoyNoise (vec2 uv) {
return fract(sin(dot(uv.xy, vec2(12.9898,78.233))) * 43758.5453123);
}
float GetCircleOfConfusion (float depth, float focusPoint, float focusScale)
{
// if depth is less than focusPoint, result will be negative. want to keep this
// relationship so comparison of (signed) blur size is same as comparing depth.
return clamp((1.0/focusPoint - 1.0/depth) * focusScale, -1.0, 1.0);
}
float GetBlurSize (float depth, float focusPoint, float focusScale)
{
float circleOfConfusion = GetCircleOfConfusion(depth, focusPoint, focusScale);
return circleOfConfusion * u_maxBlurSize;
}
// this is the function at bottom of blog post...
//vec3 OriginalDepthOfField (vec2 texCoord, float focusPoint, float focusScale)
//{
// float depth = texture2D(s_depth, texCoord).x;
// float centerSize = GetBlurSize(depth, focusPoint, focusScale);
// vec3 color = texture2D(s_color, texCoord).xyz;
//
// float total = 1.0;
// float radius = RADIUS_SCALE;
// for (float theta = 0.0; radius < MAX_BLUR_SIZE; theta += GOLDEN_ANGLE)
// {
// vec2 spiralCoord = texCoord + vec2(cos(theta), sin(theta)) * u_viewTexel.xy * radius;
// vec3 sampleColor = texture2D(s_color, spiralCoord).xyz;
// float sampleDepth = texture2D(s_depth, spiralCoord).x;
//
// float sampleSize = GetBlurSize(sampleDepth, focusPoint, focusScale);
// if (sampleDepth > depth)
// {
// sampleSize = clamp(sampleSize, 0.0, centerSize*2.0);
// }
// float m = smoothstep(radius-0.5, radius+0.5, sampleSize);
// color += mix(color/total, sampleColor, m);
// total += 1.0;
// radius += RADIUS_SCALE/radius;
// }
// return color * (1.0/total);
//}
void GetColorAndBlurSize (
sampler2D samplerColor,
sampler2D samplerDepth,
vec2 texCoord,
float focusPoint,
float focusScale,
out vec3 outColor,
out float outBlurSize
) {
#if USE_PACKED_COLOR_AND_BLUR
vec4 colorAndBlurSize = texture2DLod(samplerColor, texCoord, 0);
vec3 color = colorAndBlurSize.xyz;
float blurSize = colorAndBlurSize.w;
outColor = color;
outBlurSize = blurSize;
#else
vec3 color = texture2DLod(samplerColor, texCoord, 0).xyz;
float depth = texture2DLod(samplerDepth, texCoord, 0).x;
float blurSize = GetBlurSize(depth, focusPoint, focusScale);
outColor = color;
outBlurSize = blurSize;
#endif
}
vec4 DepthOfField(
sampler2D samplerColor,
sampler2D samplerDepth,
vec2 texCoord,
float focusPoint,
float focusScale,
float samplePattern
) {
vec3 color;
float centerSize;
GetColorAndBlurSize(
samplerColor,
samplerDepth,
texCoord,
focusPoint,
focusScale,
/*out*/color,
/*out*/centerSize);
float absCenterSize = abs(centerSize);
// as sample count gets lower, visible banding. disrupt with noise.
// use a better random/noise/dither function than this..
vec2 pixelCoord = texCoord.xy * u_viewRect.zw;
float random = ShadertoyNoise(pixelCoord + vec2(314.0, 159.0)*u_frameIdx);
float theta = random * TWO_PI;
float thetaStep = GOLDEN_ANGLE;
float total = 1.0;
float totalSampleSize = 0.0;
// support two options for sample distribution ===========================
float loopValue;
float loopEnd;
if (0.5 < samplePattern)
{
// in sqrt distribution, take fixed number of steps, step count
// is fraction of full radius, with curve adjusted by sqrt function
loopValue = 0.5 / u_blurSteps; // radiusFraction
loopEnd = 1.0;
}
else
{
// in original distribution, looping value is radius directly,
// but radius grows in non-linear way
loopValue = u_radiusScale;
loopEnd = u_maxBlurSize;
}
//========================================================================
while (loopValue < loopEnd)
{
//====================================================================
float radius;
if (0.5 < samplePattern) {
radius = sqrt(loopValue) * u_maxBlurSize;
}
else
{
radius = loopValue;
}
//====================================================================
vec2 spiralCoord = texCoord + vec2(cos(theta), sin(theta)) * u_viewTexel.xy * radius;
vec3 sampleColor;
float sampleSize;
GetColorAndBlurSize(
samplerColor,
samplerDepth,
spiralCoord,
focusPoint,
focusScale,
/*out*/sampleColor,
/*out*/sampleSize);
float absSampleSize = abs(sampleSize);
// using signed sample size as proxy for depth comparison
if (sampleSize > centerSize)
{
absSampleSize = clamp(absSampleSize, 0.0, absCenterSize*2.0);
}
float m = smoothstep(radius-0.5, radius+0.5, absSampleSize);
color += mix(color/total, sampleColor, m);
totalSampleSize += absSampleSize;
total += 1.0;
theta += thetaStep;
//====================================================================
if (0.5 < samplePattern)
{
loopValue += (1.0 / u_blurSteps); // radiusFraction
}
else
{
loopValue += (u_radiusScale/loopValue); // radius
}
//====================================================================
}
color *= 1.0/total;
float averageSampleSize = totalSampleSize / (total-1.0);
return vec4(color, averageSampleSize);
}
#endif

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$input v_texcoord0
/*
* Copyright 2021 elven cache. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#include "../common/common.sh"
#include "parameters.sh"
SAMPLER2D(s_color, 0);
void main()
{
vec2 texCoord = v_texcoord0;
vec4 color = texture2D(s_color, texCoord);
gl_FragColor = color;
}

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$input v_texcoord0
/*
* Copyright 2021 elven cache. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#include "../common/common.sh"
#include "parameters.sh"
SAMPLER2D(s_color, 0);
SAMPLER2D(s_previousColor, 1);
void main()
{
vec2 texCoord = v_texcoord0.xy;
vec4 color = texture2D(s_color, texCoord);
vec4 dofColorSize = texture2D(s_previousColor, texCoord);
vec3 dofColor = dofColorSize.xyz;
float sampleSize = dofColorSize.w;
float m = saturate(sampleSize-1.0);
color.xyz = mix(color.xyz, dofColor, m);
gl_FragColor = color;
}

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$input v_texcoord0
/*
* Copyright 2021 elven cache. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#include "../common/common.sh"
#include "parameters.sh"
#include "bokeh_dof.sh"
SAMPLER2D(s_color, 0);
SAMPLER2D(s_depth, 1);
void main()
{
vec2 texCoord = v_texcoord0.xy;
// desaturate color to make tinted color stand out
vec3 color = texture2D(s_color, texCoord).xyz;
color = vec3_splat(dot(color, vec3(0.33, 0.34, 0.33)));
// get circle of confusion from depth
float depth = texture2D(s_depth, texCoord).x;
float circleOfConfusion = GetCircleOfConfusion(depth, u_focusPoint, u_focusScale);
// apply tint color to debug where blur applied
vec3 tintColor;
if (circleOfConfusion < 0.0)
{
// tint foreground orange
tintColor = vec3(187.0, 61.0, 7.0) / 255.0;
}
else
{
// tint background blue
tintColor = vec3(11.0, 89.0, 138.0) / 255.0;
}
tintColor *= color;
color = mix(color, tintColor, abs(circleOfConfusion));
gl_FragColor = vec4(color, 1.0);
}

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$input v_texcoord0
/*
* Copyright 2021 elven cache. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#include "../common/common.sh"
#include "parameters.sh"
#include "bokeh_dof.sh"
SAMPLER2D(s_color, 0);
SAMPLER2D(s_depth, 1);
void main()
{
vec2 texCoord = v_texcoord0.xy;
vec3 color = texture2D(s_color, texCoord).xyz;
float depth = texture2D(s_depth, texCoord).x;
float blurSize = GetBlurSize(depth, u_focusPoint, u_focusScale);
gl_FragColor = vec4(color, blurSize);
}

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$input v_texcoord0
/*
* Copyright 2021 elven cache. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#include "../common/common.sh"
#include "parameters.sh"
#define USE_PACKED_COLOR_AND_BLUR 1
#include "bokeh_dof.sh"
SAMPLER2D(s_color, 0);
void main()
{
vec2 texCoord = v_texcoord0.xy;
vec4 outColor = DepthOfField(s_color, s_color, texCoord, u_focusPoint, u_focusScale, u_samplePattern);
gl_FragColor = outColor;
}

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$input v_texcoord0
/*
* Copyright 2021 elven cache. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#include "../common/common.sh"
#include "parameters.sh"
#include "bokeh_dof.sh"
SAMPLER2D(s_color, 0);
SAMPLER2D(s_depth, 1);
void main()
{
vec2 texCoord = v_texcoord0.xy;
vec3 outColor = DepthOfField(s_color, s_depth, texCoord, u_focusPoint, u_focusScale, u_samplePattern).xyz;
gl_FragColor = vec4(outColor, 1.0);
}

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$input v_normal, v_texcoord0, v_texcoord1, v_texcoord2
/*
* Copyright 2021 elven cache. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#include "../common/common.sh"
SAMPLER2D(s_albedo, 0);
SAMPLER2D(s_normal, 1);
// struct ModelUniforms
uniform vec4 u_modelParams[2];
#define u_color (u_modelParams[0].xyz)
#define u_lightPosition (u_modelParams[1].xyz)
// http://www.thetenthplanet.de/archives/1180
// "followup: normal mapping without precomputed tangents"
mat3 cotangentFrame(vec3 N, vec3 p, vec2 uv)
{
// get edge vectors of the pixel triangle
vec3 dp1 = dFdx(p);
vec3 dp2 = dFdy(p);
vec2 duv1 = dFdx(uv);
vec2 duv2 = dFdy(uv);
// solve the linear system
vec3 dp2perp = cross(dp2, N);
vec3 dp1perp = cross(N, dp1);
vec3 T = dp2perp * duv1.x + dp1perp * duv2.x;
vec3 B = dp2perp * duv1.y + dp1perp * duv2.y;
// construct a scale-invariant frame
float invMax = inversesqrt(max(dot(T,T), dot(B,B)));
return mat3(T*invMax, B*invMax, N);
}
void main()
{
vec3 albedo = toLinear(texture2D(s_albedo, v_texcoord0).xyz);
// get vertex normal
vec3 normal = normalize(v_normal);
// get normal map normal, unpack, and calculate z
vec3 normalMap;
normalMap.xy = texture2D(s_normal, v_texcoord0).xy;
normalMap.xy = normalMap.xy * 2.0 - 1.0;
normalMap.z = sqrt(1.0 - dot(normalMap.xy, normalMap.xy));
// swap x and y, because the brick texture looks flipped, don't copy this...
normalMap.xy = -normalMap.yx;
// perturb geometry normal by normal map
vec3 pos = v_texcoord1.xyz; // contains world space pos
mat3 TBN = cotangentFrame(normal, pos, v_texcoord0);
vec3 bumpedNormal = normalize(instMul(TBN, normalMap));
vec3 light = (u_lightPosition - pos);
light = normalize(light);
float NdotL = saturate(dot(bumpedNormal, light));
float diffuse = NdotL * 1.0;
vec3 V = v_texcoord2.xyz; // contains view vector
vec3 H = normalize(V+light);
float NdotH = saturate(dot(bumpedNormal, H));
float specular = 5.0 * pow(NdotH, 256);
float ambient = 0.1;
float lightAmount = ambient + diffuse;
vec3 color = u_color * albedo * lightAmount + specular;
color = toGamma(color);
gl_FragColor = vec4(color, 1.0);
}

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$input v_normal, v_texcoord0, v_texcoord1, v_texcoord2
/*
* Copyright 2021 elven cache. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#include "../common/common.sh"
// struct ModelUniforms
uniform vec4 u_modelParams[2];
#define u_color (u_modelParams[0].xyz)
#define u_lightPosition (u_modelParams[1].xyz)
int ModHelper (float a, float b)
{
return int( a - (b*floor(a/b)));
}
vec3 GetGridColor (vec2 position, float width, vec3 color)
{
position = abs(floor( position + vec2(-width, -width) ));
int posXMod = ModHelper(position.x, 2.0);
int posYMod = ModHelper(position.y, 2.0);
float gridColorScale = (posXMod == posYMod) ? 0.75 : 1.25;
return toLinear(color) * gridColorScale;
}
void main()
{
vec3 worldSpacePosition = v_texcoord1.xyz; // contains ws pos
vec2 gridCoord = worldSpacePosition.xz; // assuming y is up
vec3 gridColor = GetGridColor(gridCoord.xy, 0.002, u_color);
// get vertex normal
vec3 normal = normalize(v_normal);
vec3 light = (u_lightPosition - worldSpacePosition);
light = normalize(light);
float NdotL = saturate(dot(normal, light));
float diffuse = NdotL * 1.0;
vec3 V = v_texcoord2.xyz; // contains view vector
vec3 H = normalize(V+light);
float NdotH = saturate(dot(normal, H));
float specular = 5.0 * pow(NdotH, 256);
float ambient = 0.1;
float lightAmount = ambient + diffuse;
vec3 color = gridColor * lightAmount + specular;
color = toGamma(color);
gl_FragColor = vec4(color, 1.0);
}

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$input v_texcoord0
/*
* Copyright 2021 elven cache. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#include "../common/common.sh"
#include "parameters.sh"
SAMPLER2D(s_depth, 0);
// from assao sample, cs_assao_prepare_depths.sc
float ScreenSpaceToViewSpaceDepth( float screenDepth )
{
float depthLinearizeMul = u_depthUnpackConsts.x;
float depthLinearizeAdd = u_depthUnpackConsts.y;
// Optimised version of "-cameraClipNear / (cameraClipFar - projDepth * (cameraClipFar - cameraClipNear)) * cameraClipFar"
// Set your depthLinearizeMul and depthLinearizeAdd to:
// depthLinearizeMul = ( cameraClipFar * cameraClipNear) / ( cameraClipFar - cameraClipNear );
// depthLinearizeAdd = cameraClipFar / ( cameraClipFar - cameraClipNear );
return depthLinearizeMul / ( depthLinearizeAdd - screenDepth );
}
void main()
{
vec2 texCoord = v_texcoord0;
float depth = texture2D(s_depth, texCoord).x;
float linearDepth = ScreenSpaceToViewSpaceDepth(depth);
gl_FragColor = vec4_splat(linearDepth);
}

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#
# Copyright 2011-2019 Branimir Karadzic. All rights reserved.
# License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
#
BGFX_DIR=../..
RUNTIME_DIR=$(BGFX_DIR)/examples/runtime
BUILD_DIR=../../.build
include $(BGFX_DIR)/scripts/shader.mk

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/*
* Copyright 2021 elven cache. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#ifndef PARAMETERS_SH
#define PARAMETERS_SH
// struct PassUniforms
uniform vec4 u_params[13];
#define u_depthUnpackConsts (u_params[0].xy)
#define u_frameIdx (u_params[0].z)
#define u_ndcToViewMul (u_params[1].xy)
#define u_ndcToViewAdd (u_params[1].zw)
#define u_blurSteps (u_params[2].x)
#define u_samplePattern (u_params[2].y)
#define u_maxBlurSize (u_params[3].x)
#define u_focusPoint (u_params[3].y)
#define u_focusScale (u_params[3].z)
#define u_radiusScale (u_params[3].w)
#endif // PARAMETERS_SH

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vec4 a_position : POSITION;
vec2 a_texcoord0 : TEXCOORD0;
vec3 a_normal : NORMAL;
vec2 v_texcoord0 : TEXCOORD0;
vec4 v_texcoord1 : TEXCOORD1;
vec4 v_texcoord2 : TEXCOORD2;
vec4 v_texcoord3 : TEXCOORD3;
vec3 v_normal : NORMAL = vec3(0.0, 0.0, 1.0);

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$input a_position, a_normal, a_texcoord0
$output v_normal, v_texcoord0, v_texcoord1, v_texcoord2
/*
* Copyright 2021 elven cache. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#include "../common/common.sh"
void main()
{
// Calculate vertex position
vec3 pos = a_position.xyz;
gl_Position = mul(u_modelViewProj, vec4(pos, 1.0));
vec3 wsPos = mul(u_model[0], vec4(pos, 1.0)).xyz;
// Calculate normal, unpack
vec3 osNormal = a_normal.xyz * 2.0 - 1.0;
// Transform normal into world space
vec3 wsNormal = mul(u_model[0], vec4(osNormal, 0.0)).xyz;
v_normal.xyz = normalize(wsNormal);
v_texcoord0 = a_texcoord0;
// Store world space view vector in extra texCoord attribute
vec3 wsCamPos = mul(u_invView, vec4(0.0, 0.0, 0.0, 1.0)).xyz;
vec3 view = normalize(wsCamPos - wsPos);
v_texcoord1 = vec4(wsPos, 1.0);
v_texcoord2 = vec4(view, 1.0);
}

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$input a_position, a_texcoord0
$output v_texcoord0
#include "../common/common.sh"
void main()
{
gl_Position = mul(u_modelViewProj, vec4(a_position.xyz, 1.0));
v_texcoord0 = a_texcoord0;
}