Added example 09-hdr.
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@ -268,6 +268,15 @@ https://github.com/aras-p/glsl-optimizer
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http://nothings.org/stb_image.c
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Assets
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------
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Bunny
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[Stanford University Computer Graphics Laboratory](http://www-graphics.stanford.edu/data/3Dscanrep/)
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Uffizi
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[Light Probe Image Gallery ](http://www.pauldebevec.com/Probes/)
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Contributors
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------------
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53
examples/09-hdr/common.sh
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53
examples/09-hdr/common.sh
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/*
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* Copyright 2011-2013 Branimir Karadzic. All rights reserved.
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* License: http://www.opensource.org/licenses/BSD-2-Clause
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*/
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#include "../common/common.sh"
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uniform vec4 u_offset[16];
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uniform vec4 u_weight[16];
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uniform vec4 u_tonemap;
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float reinhard(float _x)
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{
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return _x / (_x + 1.0);
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}
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vec3 reinhard(vec3 _x)
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{
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return _x / (_x + 1.0);
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}
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float reinhard2(float _x, float _whiteSqr)
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{
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return (_x * (1.0 + _x/_whiteSqr) ) / (1.0 + _x);
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}
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vec3 reinhard2(vec3 _x, float _whiteSqr)
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{
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return (_x * (1.0 + _x/_whiteSqr) ) / (1.0 + _x);
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}
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vec4 blur9(sampler2D _sampler, vec2 _uv0, vec4 _uv1, vec4 _uv2, vec4 _uv3, vec4 _uv4)
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{
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#define _BLUR9_WEIGHT_0 1.0
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#define _BLUR9_WEIGHT_1 0.9
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#define _BLUR9_WEIGHT_2 0.55
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#define _BLUR9_WEIGHT_3 0.18
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#define _BLUR9_WEIGHT_4 0.1
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#define _BLUR9_NORMALIZE (_BLUR9_WEIGHT_0+2.0*(_BLUR9_WEIGHT_1+_BLUR9_WEIGHT_2+_BLUR9_WEIGHT_3+_BLUR9_WEIGHT_4) )
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#define BLUR9_WEIGHT(_x) (_BLUR9_WEIGHT_##_x/_BLUR9_NORMALIZE)
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vec4 blur;
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blur = texture2D(_sampler, _uv0)*BLUR9_WEIGHT(0);
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blur += texture2D(_sampler, _uv1.xy)*BLUR9_WEIGHT(1);
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blur += texture2D(_sampler, _uv1.zw)*BLUR9_WEIGHT(1);
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blur += texture2D(_sampler, _uv2.xy)*BLUR9_WEIGHT(2);
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blur += texture2D(_sampler, _uv2.zw)*BLUR9_WEIGHT(2);
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blur += texture2D(_sampler, _uv3.xy)*BLUR9_WEIGHT(3);
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blur += texture2D(_sampler, _uv3.zw)*BLUR9_WEIGHT(3);
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blur += texture2D(_sampler, _uv4.xy)*BLUR9_WEIGHT(4);
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blur += texture2D(_sampler, _uv4.zw)*BLUR9_WEIGHT(4);
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return blur;
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}
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15
examples/09-hdr/fs_hdr_blur.sc
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15
examples/09-hdr/fs_hdr_blur.sc
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$input v_texcoord0, v_texcoord1, v_texcoord2, v_texcoord3, v_texcoord4
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/*
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* Copyright 2011-2013 Branimir Karadzic. All rights reserved.
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* License: http://www.opensource.org/licenses/BSD-2-Clause
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*/
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#include "common.sh"
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SAMPLER2D(u_texColor, 0);
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void main()
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{
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gl_FragColor = blur9(u_texColor, v_texcoord0, v_texcoord1, v_texcoord2, v_texcoord3, v_texcoord4);
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}
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39
examples/09-hdr/fs_hdr_bright.sc
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examples/09-hdr/fs_hdr_bright.sc
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$input v_texcoord0
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/*
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* Copyright 2011-2013 Branimir Karadzic. All rights reserved.
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* License: http://www.opensource.org/licenses/BSD-2-Clause
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*/
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#include "common.sh"
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SAMPLER2D(u_texColor, 0);
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SAMPLER2D(u_texLum, 1);
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void main()
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{
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float lum = clamp(decodeRE8(texture2D(u_texLum, v_texcoord0) ), 0.1, 0.7);
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vec3 rgb = vec3(0.0, 0.0, 0.0);
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rgb += decodeRGBE8(texture2D(u_texColor, v_texcoord0+u_offset[0].xy) );
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rgb += decodeRGBE8(texture2D(u_texColor, v_texcoord0+u_offset[1].xy) );
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rgb += decodeRGBE8(texture2D(u_texColor, v_texcoord0+u_offset[2].xy) );
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rgb += decodeRGBE8(texture2D(u_texColor, v_texcoord0+u_offset[3].xy) );
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rgb += decodeRGBE8(texture2D(u_texColor, v_texcoord0+u_offset[4].xy) );
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rgb += decodeRGBE8(texture2D(u_texColor, v_texcoord0+u_offset[5].xy) );
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rgb += decodeRGBE8(texture2D(u_texColor, v_texcoord0+u_offset[6].xy) );
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rgb += decodeRGBE8(texture2D(u_texColor, v_texcoord0+u_offset[7].xy) );
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rgb += decodeRGBE8(texture2D(u_texColor, v_texcoord0+u_offset[8].xy) );
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rgb *= 1.0/9.0;
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float middleGray = u_tonemap.x;
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float whiteSqr = u_tonemap.y;
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float treshold = u_tonemap.z;
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float offset = u_tonemap.w;
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rgb = max(vec3_splat(0.0), rgb - treshold) * middleGray / (lum + 0.0001);
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rgb = reinhard2(rgb, whiteSqr);
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gl_FragColor = toGamma(vec4(rgb, 1.0) );
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}
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38
examples/09-hdr/fs_hdr_lum.sc
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38
examples/09-hdr/fs_hdr_lum.sc
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$input v_texcoord0
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/*
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* Copyright 2011-2013 Branimir Karadzic. All rights reserved.
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* License: http://www.opensource.org/licenses/BSD-2-Clause
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*/
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#include "common.sh"
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SAMPLER2D(u_texColor, 0);
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void main()
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{
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float delta = 0.0001;
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vec3 rgb0 = decodeRGBE8(texture2D(u_texColor, v_texcoord0+u_offset[0].xy) );
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vec3 rgb1 = decodeRGBE8(texture2D(u_texColor, v_texcoord0+u_offset[1].xy) );
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vec3 rgb2 = decodeRGBE8(texture2D(u_texColor, v_texcoord0+u_offset[2].xy) );
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vec3 rgb3 = decodeRGBE8(texture2D(u_texColor, v_texcoord0+u_offset[3].xy) );
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vec3 rgb4 = decodeRGBE8(texture2D(u_texColor, v_texcoord0+u_offset[4].xy) );
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vec3 rgb5 = decodeRGBE8(texture2D(u_texColor, v_texcoord0+u_offset[5].xy) );
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vec3 rgb6 = decodeRGBE8(texture2D(u_texColor, v_texcoord0+u_offset[6].xy) );
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vec3 rgb7 = decodeRGBE8(texture2D(u_texColor, v_texcoord0+u_offset[7].xy) );
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vec3 rgb8 = decodeRGBE8(texture2D(u_texColor, v_texcoord0+u_offset[8].xy) );
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float avg = luma(rgb0).x
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+ luma(rgb1).x
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+ luma(rgb2).x
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+ luma(rgb3).x
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+ luma(rgb4).x
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+ luma(rgb5).x
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+ luma(rgb6).x
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+ luma(rgb7).x
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+ luma(rgb8).x
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;
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avg *= 1.0/9.0;
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gl_FragColor = encodeRE8(avg);
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}
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33
examples/09-hdr/fs_hdr_lumavg.sc
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33
examples/09-hdr/fs_hdr_lumavg.sc
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$input v_texcoord0
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/*
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* Copyright 2011-2013 Branimir Karadzic. All rights reserved.
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* License: http://www.opensource.org/licenses/BSD-2-Clause
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*/
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#include "common.sh"
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SAMPLER2D(u_texColor, 0);
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void main()
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{
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float sum;
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sum = decodeRE8(texture2D(u_texColor, v_texcoord0+u_offset[ 0].xy) );
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sum += decodeRE8(texture2D(u_texColor, v_texcoord0+u_offset[ 1].xy) );
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sum += decodeRE8(texture2D(u_texColor, v_texcoord0+u_offset[ 2].xy) );
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sum += decodeRE8(texture2D(u_texColor, v_texcoord0+u_offset[ 3].xy) );
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sum += decodeRE8(texture2D(u_texColor, v_texcoord0+u_offset[ 4].xy) );
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sum += decodeRE8(texture2D(u_texColor, v_texcoord0+u_offset[ 5].xy) );
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sum += decodeRE8(texture2D(u_texColor, v_texcoord0+u_offset[ 6].xy) );
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sum += decodeRE8(texture2D(u_texColor, v_texcoord0+u_offset[ 7].xy) );
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sum += decodeRE8(texture2D(u_texColor, v_texcoord0+u_offset[ 8].xy) );
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sum += decodeRE8(texture2D(u_texColor, v_texcoord0+u_offset[ 9].xy) );
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sum += decodeRE8(texture2D(u_texColor, v_texcoord0+u_offset[10].xy) );
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sum += decodeRE8(texture2D(u_texColor, v_texcoord0+u_offset[11].xy) );
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sum += decodeRE8(texture2D(u_texColor, v_texcoord0+u_offset[12].xy) );
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sum += decodeRE8(texture2D(u_texColor, v_texcoord0+u_offset[13].xy) );
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sum += decodeRE8(texture2D(u_texColor, v_texcoord0+u_offset[14].xy) );
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sum += decodeRE8(texture2D(u_texColor, v_texcoord0+u_offset[15].xy) );
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float avg = sum/16.0;
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gl_FragColor = encodeRE8(avg);
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}
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56
examples/09-hdr/fs_hdr_mesh.sc
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56
examples/09-hdr/fs_hdr_mesh.sc
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$input v_pos, v_view, v_normal
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/*
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* Copyright 2011-2013 Branimir Karadzic. All rights reserved.
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* License: http://www.opensource.org/licenses/BSD-2-Clause
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*/
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#include "common.sh"
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uniform float u_time;
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SAMPLERCUBE(u_texCube, 0);
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vec2 blinn(vec3 _lightDir, vec3 _normal, vec3 _viewDir)
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{
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float ndotl = dot(_normal, _lightDir);
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vec3 reflected = _lightDir - 2.0*ndotl*_normal; // reflect(_lightDir, _normal);
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float rdotv = dot(reflected, _viewDir);
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return vec2(ndotl, rdotv);
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}
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float fresnel(float _ndotl, float _bias, float _pow)
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{
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float facing = (1.0 - _ndotl);
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return max(_bias + (1.0 - _bias) * pow(facing, _pow), 0.0);
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}
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vec4 lit(float _ndotl, float _rdotv, float _m)
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{
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float diff = max(0.0, _ndotl);
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float spec = step(0.0, _ndotl) * max(0.0, _rdotv * _m);
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return vec4(1.0, diff, spec, 1.0);
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}
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void main()
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{
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vec3 lightDir = vec3(0.0, 0.0, -1.0);
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vec3 normal = normalize(v_normal);
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vec3 view = normalize(v_view);
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vec2 bln = blinn(lightDir, normal, view);
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vec4 lc = lit(bln.x, bln.y, 1.0);
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float fres = fresnel(bln.x, 0.2, 5.0);
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float index = ( (sin(v_pos.x*3.0+u_time)*0.3+0.7)
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+ ( cos(v_pos.y*3.0+u_time)*0.4+0.6)
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+ ( cos(v_pos.z*3.0+u_time)*0.2+0.8)
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)*M_PI;
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vec3 color = vec3(sin(index*8.0)*0.4 + 0.6
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, sin(index*4.0)*0.4 + 0.6
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, sin(index*2.0)*0.4 + 0.6
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);
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color *= textureCube(u_texCube, reflect(view, -normal) ).xyz;
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gl_FragColor = encodeRGBE8(color.xyz*lc.y + fres*pow(lc.z, 128.0) );
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}
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18
examples/09-hdr/fs_hdr_skybox.sc
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18
examples/09-hdr/fs_hdr_skybox.sc
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$input v_texcoord0
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/*
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* Copyright 2011-2013 Branimir Karadzic. All rights reserved.
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* License: http://www.opensource.org/licenses/BSD-2-Clause
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*/
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#include "common.sh"
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SAMPLERCUBE(u_texCube, 0);
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uniform mat4 u_mtx;
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void main()
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{
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vec3 dir = vec3(v_texcoord0*2.0 - 1.0, 1.0);
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dir = normalize(mul(u_mtx, vec4(dir, 0.0) ).xyz);
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gl_FragColor = encodeRGBE8(textureCube(u_texCube, dir).xyz);
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}
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42
examples/09-hdr/fs_hdr_tonemap.sc
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42
examples/09-hdr/fs_hdr_tonemap.sc
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$input v_texcoord0, v_texcoord1, v_texcoord2, v_texcoord3, v_texcoord4
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/*
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* Copyright 2011-2013 Branimir Karadzic. All rights reserved.
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* License: http://www.opensource.org/licenses/BSD-2-Clause
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*/
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#include "common.sh"
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SAMPLER2D(u_texColor, 0);
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SAMPLER2D(u_texLum, 1);
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SAMPLER2D(u_texBlur, 2);
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void main()
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{
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vec3 rgb = decodeRGBE8(texture2D(u_texColor, v_texcoord0) );
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float lum = clamp(decodeRE8(texture2D(u_texLum, v_texcoord0) ), 0.1, 0.7);
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vec3 Yxy = convertRGB2Yxy(rgb);
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float middleGray = u_tonemap.x;
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float whiteSqr = u_tonemap.y;
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float treshold = u_tonemap.z;
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float offset = u_tonemap.w;
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float lp = Yxy.x * middleGray / (lum + 0.0001);
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Yxy.x = reinhard2(lp, whiteSqr);
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rgb = convertYxy2RGB(Yxy);
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vec4 blur = blur9(u_texBlur
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, v_texcoord0
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, v_texcoord1
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, v_texcoord2
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, v_texcoord3
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, v_texcoord4
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);
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rgb += 0.6 * blur.xyz;
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gl_FragColor = toGamma(vec4(rgb, 1.0) );
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}
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725
examples/09-hdr/hdr.cpp
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725
examples/09-hdr/hdr.cpp
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/*
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* Copyright 2011-2013 Branimir Karadzic. All rights reserved.
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* License: http://www.opensource.org/licenses/BSD-2-Clause
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*/
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#include <bgfx.h>
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#include <bx/bx.h>
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#include <bx/countof.h>
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#include <bx/timer.h>
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#include <bx/readerwriter.h>
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#include "../common/entry.h"
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#include "../common/dbg.h"
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#include "../common/math.h"
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#include "../common/processevents.h"
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#include <stdio.h>
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#include <string.h>
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#include <vector>
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static const char* s_shaderPath = NULL;
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static void shaderFilePath(char* _out, const char* _name)
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{
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strcpy(_out, s_shaderPath);
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strcat(_out, _name);
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strcat(_out, ".bin");
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}
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long int fsize(FILE* _file)
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{
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long int pos = ftell(_file);
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fseek(_file, 0L, SEEK_END);
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long int size = ftell(_file);
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fseek(_file, pos, SEEK_SET);
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return size;
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}
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static const bgfx::Memory* load(const char* _filePath)
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{
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FILE* file = fopen(_filePath, "rb");
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if (NULL != file)
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{
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uint32_t size = (uint32_t)fsize(file);
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const bgfx::Memory* mem = bgfx::alloc(size+1);
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size_t ignore = fread(mem->data, 1, size, file);
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BX_UNUSED(ignore);
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fclose(file);
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mem->data[mem->size-1] = '\0';
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return mem;
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}
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return NULL;
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}
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static const bgfx::Memory* loadShader(const char* _name)
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{
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char filePath[512];
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shaderFilePath(filePath, _name);
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return load(filePath);
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}
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static bgfx::ProgramHandle loadProgram(const char* _vshName, const char* _fshName)
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{
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const bgfx::Memory* mem;
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mem = loadShader(_vshName);
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bgfx::VertexShaderHandle vsh = bgfx::createVertexShader(mem);
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mem = loadShader(_fshName);
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bgfx::FragmentShaderHandle fsh = bgfx::createFragmentShader(mem);
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bgfx::ProgramHandle program = bgfx::createProgram(vsh, fsh);
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bgfx::destroyVertexShader(vsh);
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bgfx::destroyFragmentShader(fsh);
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return program;
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}
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static const bgfx::Memory* loadTexture(const char* _name)
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{
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char filePath[512];
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strcpy(filePath, "textures/");
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strcat(filePath, _name);
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return load(filePath);
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}
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struct Aabb
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{
|
||||
float m_min[3];
|
||||
float m_max[3];
|
||||
};
|
||||
|
||||
struct Obb
|
||||
{
|
||||
float m_mtx[16];
|
||||
};
|
||||
|
||||
struct Sphere
|
||||
{
|
||||
float m_center[3];
|
||||
float m_radius;
|
||||
};
|
||||
|
||||
struct Primitive
|
||||
{
|
||||
uint32_t m_startIndex;
|
||||
uint32_t m_numIndices;
|
||||
uint32_t m_startVertex;
|
||||
uint32_t m_numVertices;
|
||||
|
||||
Sphere m_sphere;
|
||||
Aabb m_aabb;
|
||||
Obb m_obb;
|
||||
};
|
||||
|
||||
typedef std::vector<Primitive> PrimitiveArray;
|
||||
|
||||
struct Group
|
||||
{
|
||||
Group()
|
||||
{
|
||||
reset();
|
||||
}
|
||||
|
||||
void reset()
|
||||
{
|
||||
m_vbh.idx = bgfx::invalidHandle;
|
||||
m_ibh.idx = bgfx::invalidHandle;
|
||||
m_prims.clear();
|
||||
}
|
||||
|
||||
bgfx::VertexBufferHandle m_vbh;
|
||||
bgfx::IndexBufferHandle m_ibh;
|
||||
Sphere m_sphere;
|
||||
Aabb m_aabb;
|
||||
Obb m_obb;
|
||||
PrimitiveArray m_prims;
|
||||
};
|
||||
|
||||
struct Mesh
|
||||
{
|
||||
void load(const char* _filePath)
|
||||
{
|
||||
#define BGFX_CHUNK_MAGIC_VB BX_MAKEFOURCC('V', 'B', ' ', 0x0)
|
||||
#define BGFX_CHUNK_MAGIC_IB BX_MAKEFOURCC('I', 'B', ' ', 0x0)
|
||||
#define BGFX_CHUNK_MAGIC_PRI BX_MAKEFOURCC('P', 'R', 'I', 0x0)
|
||||
|
||||
bx::CrtFileReader reader;
|
||||
reader.open(_filePath);
|
||||
|
||||
Group group;
|
||||
|
||||
uint32_t chunk;
|
||||
while (4 == bx::read(&reader, chunk) )
|
||||
{
|
||||
switch (chunk)
|
||||
{
|
||||
case BGFX_CHUNK_MAGIC_VB:
|
||||
{
|
||||
bx::read(&reader, group.m_sphere);
|
||||
bx::read(&reader, group.m_aabb);
|
||||
bx::read(&reader, group.m_obb);
|
||||
|
||||
bx::read(&reader, m_decl);
|
||||
uint16_t stride = m_decl.getStride();
|
||||
|
||||
uint16_t numVertices;
|
||||
bx::read(&reader, numVertices);
|
||||
const bgfx::Memory* mem = bgfx::alloc(numVertices*stride);
|
||||
bx::read(&reader, mem->data, mem->size);
|
||||
|
||||
group.m_vbh = bgfx::createVertexBuffer(mem, m_decl);
|
||||
}
|
||||
break;
|
||||
|
||||
case BGFX_CHUNK_MAGIC_IB:
|
||||
{
|
||||
uint32_t numIndices;
|
||||
bx::read(&reader, numIndices);
|
||||
const bgfx::Memory* mem = bgfx::alloc(numIndices*2);
|
||||
bx::read(&reader, mem->data, mem->size);
|
||||
group.m_ibh = bgfx::createIndexBuffer(mem);
|
||||
}
|
||||
break;
|
||||
|
||||
case BGFX_CHUNK_MAGIC_PRI:
|
||||
{
|
||||
uint16_t len;
|
||||
bx::read(&reader, len);
|
||||
|
||||
std::string material;
|
||||
material.resize(len);
|
||||
bx::read(&reader, const_cast<char*>(material.c_str() ), len);
|
||||
|
||||
uint16_t num;
|
||||
bx::read(&reader, num);
|
||||
|
||||
for (uint32_t ii = 0; ii < num; ++ii)
|
||||
{
|
||||
bx::read(&reader, len);
|
||||
|
||||
std::string name;
|
||||
name.resize(len);
|
||||
bx::read(&reader, const_cast<char*>(name.c_str() ), len);
|
||||
|
||||
Primitive prim;
|
||||
bx::read(&reader, prim.m_startIndex);
|
||||
bx::read(&reader, prim.m_numIndices);
|
||||
bx::read(&reader, prim.m_startVertex);
|
||||
bx::read(&reader, prim.m_numVertices);
|
||||
bx::read(&reader, prim.m_sphere);
|
||||
bx::read(&reader, prim.m_aabb);
|
||||
bx::read(&reader, prim.m_obb);
|
||||
|
||||
group.m_prims.push_back(prim);
|
||||
}
|
||||
|
||||
m_groups.push_back(group);
|
||||
group.reset();
|
||||
}
|
||||
break;
|
||||
|
||||
default:
|
||||
DBG("%08x at %d", chunk, reader.seek() );
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
reader.close();
|
||||
}
|
||||
|
||||
void unload()
|
||||
{
|
||||
for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it)
|
||||
{
|
||||
const Group& group = *it;
|
||||
bgfx::destroyVertexBuffer(group.m_vbh);
|
||||
|
||||
if (bgfx::invalidHandle != group.m_ibh.idx)
|
||||
{
|
||||
bgfx::destroyIndexBuffer(group.m_ibh);
|
||||
}
|
||||
}
|
||||
m_groups.clear();
|
||||
}
|
||||
|
||||
void submit(uint8_t _view, bgfx::ProgramHandle _program, float* _mtx)
|
||||
{
|
||||
for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it)
|
||||
{
|
||||
const Group& group = *it;
|
||||
|
||||
// Set model matrix for rendering.
|
||||
bgfx::setTransform(_mtx);
|
||||
bgfx::setProgram(_program);
|
||||
bgfx::setIndexBuffer(group.m_ibh);
|
||||
bgfx::setVertexBuffer(group.m_vbh);
|
||||
|
||||
// Set render states.
|
||||
bgfx::setState(0
|
||||
|BGFX_STATE_RGB_WRITE
|
||||
|BGFX_STATE_ALPHA_WRITE
|
||||
|BGFX_STATE_DEPTH_WRITE
|
||||
|BGFX_STATE_DEPTH_TEST_LESS
|
||||
|BGFX_STATE_CULL_CCW
|
||||
|BGFX_STATE_MSAA
|
||||
);
|
||||
|
||||
// Submit primitive for rendering to view 0.
|
||||
bgfx::submit(_view);
|
||||
}
|
||||
}
|
||||
|
||||
bgfx::VertexDecl m_decl;
|
||||
typedef std::vector<Group> GroupArray;
|
||||
GroupArray m_groups;
|
||||
};
|
||||
|
||||
static bool s_flipV = false;
|
||||
static float s_texelHalf = 0.0f;
|
||||
|
||||
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();
|
||||
ms_decl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float);
|
||||
ms_decl.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true);
|
||||
ms_decl.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float);
|
||||
ms_decl.end();
|
||||
}
|
||||
|
||||
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)
|
||||
{
|
||||
std::swap(minv, maxv);
|
||||
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;
|
||||
offsets[num][1] = (yy - s_texelHalf) * du;
|
||||
++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;
|
||||
offsets[num][1] = (yy - 1.0f - s_texelHalf) * du;
|
||||
++num;
|
||||
}
|
||||
}
|
||||
|
||||
bgfx::setUniform(_handle, offsets, num);
|
||||
}
|
||||
|
||||
inline float square(float _x)
|
||||
{
|
||||
return _x*_x;
|
||||
}
|
||||
|
||||
int _main_(int _argc, char** _argv)
|
||||
{
|
||||
PosColorTexCoord0Vertex::init();
|
||||
|
||||
uint32_t width = 1280;
|
||||
uint32_t height = 720;
|
||||
uint32_t debug = BGFX_DEBUG_TEXT;
|
||||
uint32_t reset = BGFX_RESET_NONE;
|
||||
|
||||
bgfx::init();
|
||||
bgfx::reset(width, height);
|
||||
|
||||
// Enable debug text.
|
||||
bgfx::setDebug(debug);
|
||||
|
||||
// Set view 0 clear state.
|
||||
bgfx::setViewClear(0
|
||||
, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
|
||||
, 0x303030ff
|
||||
, 1.0f
|
||||
, 0
|
||||
);
|
||||
|
||||
// Setup root path for binary shaders. Shader binaries are different
|
||||
// for each renderer.
|
||||
switch (bgfx::getRendererType() )
|
||||
{
|
||||
default:
|
||||
case bgfx::RendererType::Direct3D9:
|
||||
s_shaderPath = "shaders/dx9/";
|
||||
s_texelHalf = 0.5f;
|
||||
break;
|
||||
|
||||
case bgfx::RendererType::Direct3D11:
|
||||
s_shaderPath = "shaders/dx11/";
|
||||
break;
|
||||
|
||||
case bgfx::RendererType::OpenGL:
|
||||
s_shaderPath = "shaders/glsl/";
|
||||
s_flipV = true;
|
||||
break;
|
||||
|
||||
case bgfx::RendererType::OpenGLES2:
|
||||
case bgfx::RendererType::OpenGLES3:
|
||||
s_shaderPath = "shaders/gles/";
|
||||
s_flipV = true;
|
||||
break;
|
||||
}
|
||||
|
||||
const bgfx::Memory* mem;
|
||||
|
||||
mem = loadTexture("uffizi.dds");
|
||||
bgfx::TextureHandle uffizi = bgfx::createTexture(mem);
|
||||
|
||||
bgfx::UniformHandle u_time = bgfx::createUniform("u_time", bgfx::UniformType::Uniform1f);
|
||||
bgfx::UniformHandle u_texCube = bgfx::createUniform("u_texCube", bgfx::UniformType::Uniform1i);
|
||||
bgfx::UniformHandle u_texColor = bgfx::createUniform("u_texColor", bgfx::UniformType::Uniform1i);
|
||||
bgfx::UniformHandle u_texLum = bgfx::createUniform("u_texLum", bgfx::UniformType::Uniform1i);
|
||||
bgfx::UniformHandle u_texBlur = bgfx::createUniform("u_texBlur", bgfx::UniformType::Uniform1i);
|
||||
bgfx::UniformHandle u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Uniform4x4fv);
|
||||
bgfx::UniformHandle u_tonemap = bgfx::createUniform("u_tonemap", bgfx::UniformType::Uniform4fv);
|
||||
bgfx::UniformHandle u_offset = bgfx::createUniform("u_offset", bgfx::UniformType::Uniform4fv, 16);
|
||||
bgfx::UniformHandle u_weight = bgfx::createUniform("u_weight", bgfx::UniformType::Uniform4fv, 16);
|
||||
|
||||
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");
|
||||
|
||||
Mesh mesh;
|
||||
mesh.load("meshes/bunny.bin");
|
||||
|
||||
bgfx::RenderTargetHandle rt = bgfx::createRenderTarget(width, height, BGFX_RENDER_TARGET_COLOR_RGBA|BGFX_RENDER_TARGET_DEPTH|BGFX_RENDER_TARGET_MSAA_X8);
|
||||
|
||||
bgfx::RenderTargetHandle lum[5];
|
||||
lum[0] = bgfx::createRenderTarget(128, 128, BGFX_RENDER_TARGET_COLOR_RGBA);
|
||||
lum[1] = bgfx::createRenderTarget( 64, 64, BGFX_RENDER_TARGET_COLOR_RGBA);
|
||||
lum[2] = bgfx::createRenderTarget( 16, 16, BGFX_RENDER_TARGET_COLOR_RGBA);
|
||||
lum[3] = bgfx::createRenderTarget( 4, 4, BGFX_RENDER_TARGET_COLOR_RGBA);
|
||||
lum[4] = bgfx::createRenderTarget( 1, 1, BGFX_RENDER_TARGET_COLOR_RGBA);
|
||||
|
||||
bgfx::RenderTargetHandle bright;
|
||||
bright = bgfx::createRenderTarget(width/2, height/2, BGFX_RENDER_TARGET_COLOR_RGBA);
|
||||
|
||||
bgfx::RenderTargetHandle blur;
|
||||
blur = bgfx::createRenderTarget(width/8, height/8, BGFX_RENDER_TARGET_COLOR_RGBA);
|
||||
|
||||
entry::setWindowSize(1600, 900);
|
||||
|
||||
uint32_t oldWidth = 0;
|
||||
uint32_t oldHeight = 0;
|
||||
|
||||
while (!processEvents(width, height, debug, reset) )
|
||||
{
|
||||
if (oldWidth != width
|
||||
|| oldHeight != height)
|
||||
{
|
||||
// Recreate variable size render targets when resolution changes.
|
||||
oldWidth = width;
|
||||
oldHeight = height;
|
||||
bgfx::destroyRenderTarget(rt);
|
||||
bgfx::destroyRenderTarget(bright);
|
||||
bgfx::destroyRenderTarget(blur);
|
||||
|
||||
rt = bgfx::createRenderTarget(width, height, BGFX_RENDER_TARGET_COLOR_RGBA|BGFX_RENDER_TARGET_DEPTH|BGFX_RENDER_TARGET_MSAA_X8);
|
||||
bright = bgfx::createRenderTarget(width/2, height/2, BGFX_RENDER_TARGET_COLOR_RGBA);
|
||||
blur = bgfx::createRenderTarget(width/8, height/8, BGFX_RENDER_TARGET_COLOR_RGBA);
|
||||
}
|
||||
|
||||
// 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::submit(0);
|
||||
|
||||
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;
|
||||
|
||||
float time = (float)(now/freq);
|
||||
|
||||
bgfx::setUniform(u_time, &time);
|
||||
|
||||
// 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 render targets.");
|
||||
bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
|
||||
|
||||
// Set views.
|
||||
bgfx::setViewRectMask(0x1f, 0, 0, width, height);
|
||||
bgfx::setViewRenderTargetMask(0x3, rt);
|
||||
|
||||
bgfx::setViewRect(2, 0, 0, 128, 128);
|
||||
bgfx::setViewRenderTarget(2, lum[0]);
|
||||
|
||||
bgfx::setViewRect(3, 0, 0, 64, 64);
|
||||
bgfx::setViewRenderTarget(3, lum[1]);
|
||||
|
||||
bgfx::setViewRect(4, 0, 0, 16, 16);
|
||||
bgfx::setViewRenderTarget(4, lum[2]);
|
||||
|
||||
bgfx::setViewRect(5, 0, 0, 4, 4);
|
||||
bgfx::setViewRenderTarget(5, lum[3]);
|
||||
|
||||
bgfx::setViewRect(6, 0, 0, 1, 1);
|
||||
bgfx::setViewRenderTarget(6, lum[4]);
|
||||
|
||||
bgfx::setViewRect(7, 0, 0, width/2, height/2);
|
||||
bgfx::setViewRenderTarget(7, bright);
|
||||
|
||||
bgfx::setViewRect(8, 0, 0, width/8, height/8);
|
||||
bgfx::setViewRenderTarget(8, blur);
|
||||
|
||||
bgfx::setViewRect(9, 0, 0, width, height);
|
||||
|
||||
float view[16];
|
||||
float proj[16];
|
||||
|
||||
mtxIdentity(view);
|
||||
mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f);
|
||||
|
||||
// Set view and projection matrix for view 0.
|
||||
bgfx::setViewTransformMask(0
|
||||
|(1<<0)
|
||||
|(1<<2)
|
||||
|(1<<3)
|
||||
|(1<<4)
|
||||
|(1<<5)
|
||||
|(1<<6)
|
||||
|(1<<7)
|
||||
|(1<<8)
|
||||
|(1<<9)
|
||||
, view
|
||||
, proj
|
||||
);
|
||||
|
||||
float at[3] = { 0.0f, 1.0f, 0.0f };
|
||||
float eye[3] = { 0.0f, 1.0f, -2.5f };
|
||||
|
||||
float mtx[16];
|
||||
mtxRotateXY(mtx
|
||||
, 0.0f
|
||||
, time*0.37f
|
||||
);
|
||||
|
||||
float temp[4];
|
||||
vec3MulMtx(temp, eye, mtx);
|
||||
|
||||
mtxLookAt(view, temp, at);
|
||||
mtxProj(proj, 60.0f, 16.0f/9.0f, 0.1f, 100.0f);
|
||||
|
||||
// Set view and projection matrix for view 1.
|
||||
bgfx::setViewTransformMask(1<<1, view, proj);
|
||||
|
||||
bgfx::setUniform(u_mtx, mtx);
|
||||
|
||||
// Render skybox into view 0.
|
||||
bgfx::setTexture(0, u_texCube, uffizi);
|
||||
bgfx::setProgram(skyProgram);
|
||||
bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
|
||||
screenSpaceQuad( (float)width, (float)height, true);
|
||||
bgfx::submit(0);
|
||||
|
||||
// Render mesh into view 1
|
||||
bgfx::setTexture(0, u_texCube, uffizi);
|
||||
mesh.submit(1, meshProgram, NULL);
|
||||
|
||||
// Calculate luminance.
|
||||
setOffsets2x2Lum(u_offset, 128, 128);
|
||||
bgfx::setTexture(0, u_texColor, rt);
|
||||
bgfx::setProgram(lumProgram);
|
||||
bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
|
||||
screenSpaceQuad(128.0f, 128.0f, s_flipV);
|
||||
bgfx::submit(2);
|
||||
|
||||
// Downscale luminance 0.
|
||||
setOffsets4x4Lum(u_offset, 128, 128);
|
||||
bgfx::setTexture(0, u_texColor, lum[0]);
|
||||
bgfx::setProgram(lumAvgProgram);
|
||||
bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
|
||||
screenSpaceQuad(64.0f, 64.0f, s_flipV);
|
||||
bgfx::submit(3);
|
||||
|
||||
// Downscale luminance 1.
|
||||
setOffsets4x4Lum(u_offset, 64, 64);
|
||||
bgfx::setTexture(0, u_texColor, lum[1]);
|
||||
bgfx::setProgram(lumAvgProgram);
|
||||
bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
|
||||
screenSpaceQuad(16.0f, 16.0f, s_flipV);
|
||||
bgfx::submit(4);
|
||||
|
||||
// Downscale luminance 2.
|
||||
setOffsets4x4Lum(u_offset, 16, 16);
|
||||
bgfx::setTexture(0, u_texColor, lum[2]);
|
||||
bgfx::setProgram(lumAvgProgram);
|
||||
bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
|
||||
screenSpaceQuad(4.0f, 4.0f, s_flipV);
|
||||
bgfx::submit(5);
|
||||
|
||||
// Downscale luminance 3.
|
||||
setOffsets4x4Lum(u_offset, 4, 4);
|
||||
bgfx::setTexture(0, u_texColor, lum[3]);
|
||||
bgfx::setProgram(lumAvgProgram);
|
||||
bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
|
||||
screenSpaceQuad(1.0f, 1.0f, s_flipV);
|
||||
bgfx::submit(6);
|
||||
|
||||
float tonemap[4] = { 0.18f, square(1.1f), 1.5f, 0.0f };
|
||||
bgfx::setUniform(u_tonemap, tonemap);
|
||||
|
||||
// Bright pass treshold is tonemap[3].
|
||||
setOffsets4x4Lum(u_offset, width/2, height/2);
|
||||
bgfx::setTexture(0, u_texColor, rt);
|
||||
bgfx::setTexture(1, u_texLum, lum[4]);
|
||||
bgfx::setProgram(brightProgram);
|
||||
bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
|
||||
screenSpaceQuad( (float)width/2.0f, (float)height/2.0f, s_flipV);
|
||||
bgfx::submit(7);
|
||||
|
||||
// Blur bright pass vertically.
|
||||
bgfx::setTexture(0, u_texColor, bright);
|
||||
bgfx::setProgram(blurProgram);
|
||||
bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
|
||||
screenSpaceQuad( (float)width/8.0f, (float)height/8.0f, s_flipV);
|
||||
bgfx::submit(8);
|
||||
|
||||
// Blur bright pass horizontally, do tonemaping and combine.
|
||||
bgfx::setTexture(0, u_texColor, rt);
|
||||
bgfx::setTexture(1, u_texLum, lum[4]);
|
||||
bgfx::setTexture(2, u_texBlur, blur);
|
||||
bgfx::setProgram(tonemapProgram);
|
||||
bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
|
||||
screenSpaceQuad( (float)width, (float)height, s_flipV);
|
||||
bgfx::submit(9);
|
||||
|
||||
// Advance to next frame. Rendering thread will be kicked to
|
||||
// process submitted rendering primitives.
|
||||
bgfx::frame();
|
||||
}
|
||||
|
||||
// Cleanup.
|
||||
mesh.unload();
|
||||
|
||||
bgfx::destroyRenderTarget(lum[0]);
|
||||
bgfx::destroyRenderTarget(lum[1]);
|
||||
bgfx::destroyRenderTarget(lum[2]);
|
||||
bgfx::destroyRenderTarget(lum[3]);
|
||||
bgfx::destroyRenderTarget(lum[4]);
|
||||
bgfx::destroyRenderTarget(bright);
|
||||
bgfx::destroyRenderTarget(blur);
|
||||
bgfx::destroyRenderTarget(rt);
|
||||
|
||||
bgfx::destroyProgram(meshProgram);
|
||||
bgfx::destroyProgram(skyProgram);
|
||||
bgfx::destroyProgram(tonemapProgram);
|
||||
bgfx::destroyProgram(lumProgram);
|
||||
bgfx::destroyProgram(lumAvgProgram);
|
||||
bgfx::destroyProgram(blurProgram);
|
||||
bgfx::destroyProgram(brightProgram);
|
||||
bgfx::destroyTexture(uffizi);
|
||||
|
||||
bgfx::destroyUniform(u_time);
|
||||
bgfx::destroyUniform(u_texCube);
|
||||
bgfx::destroyUniform(u_texColor);
|
||||
bgfx::destroyUniform(u_texLum);
|
||||
bgfx::destroyUniform(u_texBlur);
|
||||
bgfx::destroyUniform(u_mtx);
|
||||
bgfx::destroyUniform(u_tonemap);
|
||||
bgfx::destroyUniform(u_offset);
|
||||
bgfx::destroyUniform(u_weight);
|
||||
|
||||
// Shutdown bgfx.
|
||||
bgfx::shutdown();
|
||||
|
||||
return 0;
|
||||
}
|
17
examples/09-hdr/makefile
Normal file
17
examples/09-hdr/makefile
Normal file
@ -0,0 +1,17 @@
|
||||
#
|
||||
# Copyright 2011-2013 Branimir Karadzic. All rights reserved.
|
||||
# License: http://www.opensource.org/licenses/BSD-2-Clause
|
||||
#
|
||||
|
||||
BGFX_DIR=../..
|
||||
RUNTIME_DIR=$(BGFX_DIR)/examples/runtime
|
||||
BUILD_DIR=../../.build
|
||||
|
||||
include $(BGFX_DIR)/premake/shader.mk
|
||||
|
||||
rebuild:
|
||||
@make -s --no-print-directory TARGET=0 clean all
|
||||
@make -s --no-print-directory TARGET=1 clean all
|
||||
@make -s --no-print-directory TARGET=2 clean all
|
||||
@make -s --no-print-directory TARGET=3 clean all
|
||||
@make -s --no-print-directory TARGET=4 clean all
|
14
examples/09-hdr/varying.def.sc
Normal file
14
examples/09-hdr/varying.def.sc
Normal file
@ -0,0 +1,14 @@
|
||||
vec4 v_color0 : COLOR0 = vec4(1.0, 0.0, 0.0, 1.0);
|
||||
vec3 v_normal : NORMAL = vec3(0.0, 0.0, 1.0);
|
||||
vec2 v_texcoord0 : TEXCOORD0 = vec2(0.0, 0.0);
|
||||
vec4 v_texcoord1 : TEXCOORD1 = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
vec4 v_texcoord2 : TEXCOORD2 = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
vec4 v_texcoord3 : TEXCOORD3 = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
vec4 v_texcoord4 : TEXCOORD4 = vec4(0.0, 0.0, 0.0, 0.0);
|
||||
vec3 v_pos : TEXCOORD5 = vec3(0.0, 0.0, 0.0);
|
||||
vec3 v_view : TEXCOORD6 = vec3(0.0, 0.0, 0.0);
|
||||
|
||||
vec3 a_position : POSITION;
|
||||
vec4 a_color0 : COLOR0;
|
||||
vec2 a_texcoord0 : TEXCOORD0;
|
||||
vec3 a_normal : NORMAL;
|
27
examples/09-hdr/vs_hdr_blur.sc
Normal file
27
examples/09-hdr/vs_hdr_blur.sc
Normal file
@ -0,0 +1,27 @@
|
||||
$input a_position, a_texcoord0
|
||||
$output v_texcoord0, v_texcoord1, v_texcoord2, v_texcoord3, v_texcoord4
|
||||
|
||||
/*
|
||||
* Copyright 2011-2013 Branimir Karadzic. All rights reserved.
|
||||
* License: http://www.opensource.org/licenses/BSD-2-Clause
|
||||
*/
|
||||
|
||||
#include "../common/common.sh"
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = mul(u_modelViewProj, vec4(a_position, 1.0) );
|
||||
v_texcoord0 = a_texcoord0;
|
||||
v_texcoord1 = vec4(a_texcoord0.x, a_texcoord0.y - u_viewTexel.y*1.0,
|
||||
a_texcoord0.x, a_texcoord0.y + u_viewTexel.y*1.0
|
||||
);
|
||||
v_texcoord2 = vec4(a_texcoord0.x, a_texcoord0.y - u_viewTexel.y*2.0,
|
||||
a_texcoord0.x, a_texcoord0.y + u_viewTexel.y*2.0
|
||||
);
|
||||
v_texcoord3 = vec4(a_texcoord0.x, a_texcoord0.y - u_viewTexel.y*3.0,
|
||||
a_texcoord0.x, a_texcoord0.y + u_viewTexel.y*3.0
|
||||
);
|
||||
v_texcoord4 = vec4(a_texcoord0.x, a_texcoord0.y - u_viewTexel.y*4.0,
|
||||
a_texcoord0.x, a_texcoord0.y + u_viewTexel.y*4.0
|
||||
);
|
||||
}
|
15
examples/09-hdr/vs_hdr_bright.sc
Normal file
15
examples/09-hdr/vs_hdr_bright.sc
Normal file
@ -0,0 +1,15 @@
|
||||
$input a_position, a_texcoord0
|
||||
$output v_texcoord0
|
||||
|
||||
/*
|
||||
* Copyright 2011-2013 Branimir Karadzic. All rights reserved.
|
||||
* License: http://www.opensource.org/licenses/BSD-2-Clause
|
||||
*/
|
||||
|
||||
#include "../common/common.sh"
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = mul(u_modelViewProj, vec4(a_position, 1.0) );
|
||||
v_texcoord0 = a_texcoord0;
|
||||
}
|
15
examples/09-hdr/vs_hdr_lum.sc
Normal file
15
examples/09-hdr/vs_hdr_lum.sc
Normal file
@ -0,0 +1,15 @@
|
||||
$input a_position, a_texcoord0
|
||||
$output v_texcoord0
|
||||
|
||||
/*
|
||||
* Copyright 2011-2013 Branimir Karadzic. All rights reserved.
|
||||
* License: http://www.opensource.org/licenses/BSD-2-Clause
|
||||
*/
|
||||
|
||||
#include "../common/common.sh"
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = mul(u_modelViewProj, vec4(a_position, 1.0) );
|
||||
v_texcoord0 = a_texcoord0;
|
||||
}
|
15
examples/09-hdr/vs_hdr_lumavg.sc
Normal file
15
examples/09-hdr/vs_hdr_lumavg.sc
Normal file
@ -0,0 +1,15 @@
|
||||
$input a_position, a_texcoord0
|
||||
$output v_texcoord0
|
||||
|
||||
/*
|
||||
* Copyright 2011-2013 Branimir Karadzic. All rights reserved.
|
||||
* License: http://www.opensource.org/licenses/BSD-2-Clause
|
||||
*/
|
||||
|
||||
#include "../common/common.sh"
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = mul(u_modelViewProj, vec4(a_position, 1.0) );
|
||||
v_texcoord0 = a_texcoord0;
|
||||
}
|
24
examples/09-hdr/vs_hdr_mesh.sc
Normal file
24
examples/09-hdr/vs_hdr_mesh.sc
Normal file
@ -0,0 +1,24 @@
|
||||
$input a_position, a_normal
|
||||
$output v_pos, v_view, v_normal
|
||||
|
||||
/*
|
||||
* Copyright 2011-2013 Branimir Karadzic. All rights reserved.
|
||||
* License: http://www.opensource.org/licenses/BSD-2-Clause
|
||||
*/
|
||||
|
||||
#include "../common/common.sh"
|
||||
|
||||
uniform float u_time;
|
||||
|
||||
void main()
|
||||
{
|
||||
vec3 pos = a_position;
|
||||
|
||||
vec3 normal = a_normal.xyz*2.0 - 1.0;
|
||||
|
||||
gl_Position = mul(u_modelViewProj, vec4(pos, 1.0) );
|
||||
v_pos = gl_Position.xyz;
|
||||
v_view = mul(u_modelView, vec4(pos, 1.0) ).xyz;
|
||||
|
||||
v_normal = mul(u_modelView, vec4(normal, 0.0) ).xyz;
|
||||
}
|
15
examples/09-hdr/vs_hdr_skybox.sc
Normal file
15
examples/09-hdr/vs_hdr_skybox.sc
Normal file
@ -0,0 +1,15 @@
|
||||
$input a_position, a_texcoord0
|
||||
$output v_texcoord0
|
||||
|
||||
/*
|
||||
* Copyright 2011-2013 Branimir Karadzic. All rights reserved.
|
||||
* License: http://www.opensource.org/licenses/BSD-2-Clause
|
||||
*/
|
||||
|
||||
#include "../common/common.sh"
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = mul(u_modelViewProj, vec4(a_position, 1.0) );
|
||||
v_texcoord0 = a_texcoord0;
|
||||
}
|
29
examples/09-hdr/vs_hdr_tonemap.sc
Normal file
29
examples/09-hdr/vs_hdr_tonemap.sc
Normal file
@ -0,0 +1,29 @@
|
||||
$input a_position, a_texcoord0
|
||||
$output v_texcoord0, v_texcoord1, v_texcoord2, v_texcoord3, v_texcoord4
|
||||
|
||||
/*
|
||||
* Copyright 2011-2013 Branimir Karadzic. All rights reserved.
|
||||
* License: http://www.opensource.org/licenses/BSD-2-Clause
|
||||
*/
|
||||
|
||||
#include "../common/common.sh"
|
||||
|
||||
void main()
|
||||
{
|
||||
float offset = u_viewTexel.x*8.0;
|
||||
|
||||
gl_Position = mul(u_modelViewProj, vec4(a_position, 1.0) );
|
||||
v_texcoord0 = a_texcoord0;
|
||||
v_texcoord1 = vec4(a_texcoord0.x - offset*1.0, a_texcoord0.y,
|
||||
a_texcoord0.x + offset*1.0, a_texcoord0.y
|
||||
);
|
||||
v_texcoord2 = vec4(a_texcoord0.x - offset*2.0, a_texcoord0.y,
|
||||
a_texcoord0.x + offset*2.0, a_texcoord0.y
|
||||
);
|
||||
v_texcoord3 = vec4(a_texcoord0.x - offset*3.0, a_texcoord0.y,
|
||||
a_texcoord0.x + offset*3.0, a_texcoord0.y
|
||||
);
|
||||
v_texcoord4 = vec4(a_texcoord0.x - offset*4.0, a_texcoord0.y,
|
||||
a_texcoord0.x + offset*4.0, a_texcoord0.y
|
||||
);
|
||||
}
|
BIN
examples/runtime/shaders/dx11/fs_hdr_blur.bin
Normal file
BIN
examples/runtime/shaders/dx11/fs_hdr_blur.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/dx11/fs_hdr_bright.bin
Normal file
BIN
examples/runtime/shaders/dx11/fs_hdr_bright.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/dx11/fs_hdr_lum.bin
Normal file
BIN
examples/runtime/shaders/dx11/fs_hdr_lum.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/dx11/fs_hdr_lumavg.bin
Normal file
BIN
examples/runtime/shaders/dx11/fs_hdr_lumavg.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/dx11/fs_hdr_mesh.bin
Normal file
BIN
examples/runtime/shaders/dx11/fs_hdr_mesh.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/dx11/fs_hdr_skybox.bin
Normal file
BIN
examples/runtime/shaders/dx11/fs_hdr_skybox.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/dx11/fs_hdr_tonemap.bin
Normal file
BIN
examples/runtime/shaders/dx11/fs_hdr_tonemap.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/dx11/vs_hdr_blur.bin
Normal file
BIN
examples/runtime/shaders/dx11/vs_hdr_blur.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/dx11/vs_hdr_bright.bin
Normal file
BIN
examples/runtime/shaders/dx11/vs_hdr_bright.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/dx11/vs_hdr_lum.bin
Normal file
BIN
examples/runtime/shaders/dx11/vs_hdr_lum.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/dx11/vs_hdr_lumavg.bin
Normal file
BIN
examples/runtime/shaders/dx11/vs_hdr_lumavg.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/dx11/vs_hdr_mesh.bin
Normal file
BIN
examples/runtime/shaders/dx11/vs_hdr_mesh.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/dx11/vs_hdr_skybox.bin
Normal file
BIN
examples/runtime/shaders/dx11/vs_hdr_skybox.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/dx11/vs_hdr_tonemap.bin
Normal file
BIN
examples/runtime/shaders/dx11/vs_hdr_tonemap.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/dx9/fs_hdr_blur.bin
Normal file
BIN
examples/runtime/shaders/dx9/fs_hdr_blur.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/dx9/fs_hdr_bright.bin
Normal file
BIN
examples/runtime/shaders/dx9/fs_hdr_bright.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/dx9/fs_hdr_lum.bin
Normal file
BIN
examples/runtime/shaders/dx9/fs_hdr_lum.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/dx9/fs_hdr_lumavg.bin
Normal file
BIN
examples/runtime/shaders/dx9/fs_hdr_lumavg.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/dx9/fs_hdr_mesh.bin
Normal file
BIN
examples/runtime/shaders/dx9/fs_hdr_mesh.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/dx9/fs_hdr_skybox.bin
Normal file
BIN
examples/runtime/shaders/dx9/fs_hdr_skybox.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/dx9/fs_hdr_tonemap.bin
Normal file
BIN
examples/runtime/shaders/dx9/fs_hdr_tonemap.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/dx9/vs_hdr_blur.bin
Normal file
BIN
examples/runtime/shaders/dx9/vs_hdr_blur.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/dx9/vs_hdr_bright.bin
Normal file
BIN
examples/runtime/shaders/dx9/vs_hdr_bright.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/dx9/vs_hdr_lum.bin
Normal file
BIN
examples/runtime/shaders/dx9/vs_hdr_lum.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/dx9/vs_hdr_lumavg.bin
Normal file
BIN
examples/runtime/shaders/dx9/vs_hdr_lumavg.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/dx9/vs_hdr_mesh.bin
Normal file
BIN
examples/runtime/shaders/dx9/vs_hdr_mesh.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/dx9/vs_hdr_skybox.bin
Normal file
BIN
examples/runtime/shaders/dx9/vs_hdr_skybox.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/dx9/vs_hdr_tonemap.bin
Normal file
BIN
examples/runtime/shaders/dx9/vs_hdr_tonemap.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/gles/fs_hdr_blur.bin
Normal file
BIN
examples/runtime/shaders/gles/fs_hdr_blur.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/gles/fs_hdr_bright.bin
Normal file
BIN
examples/runtime/shaders/gles/fs_hdr_bright.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/gles/fs_hdr_lum.bin
Normal file
BIN
examples/runtime/shaders/gles/fs_hdr_lum.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/gles/fs_hdr_lumavg.bin
Normal file
BIN
examples/runtime/shaders/gles/fs_hdr_lumavg.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/gles/fs_hdr_mesh.bin
Normal file
BIN
examples/runtime/shaders/gles/fs_hdr_mesh.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/gles/fs_hdr_skybox.bin
Normal file
BIN
examples/runtime/shaders/gles/fs_hdr_skybox.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/gles/fs_hdr_tonemap.bin
Normal file
BIN
examples/runtime/shaders/gles/fs_hdr_tonemap.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/gles/vs_hdr_blur.bin
Normal file
BIN
examples/runtime/shaders/gles/vs_hdr_blur.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/gles/vs_hdr_bright.bin
Normal file
BIN
examples/runtime/shaders/gles/vs_hdr_bright.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/gles/vs_hdr_lum.bin
Normal file
BIN
examples/runtime/shaders/gles/vs_hdr_lum.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/gles/vs_hdr_lumavg.bin
Normal file
BIN
examples/runtime/shaders/gles/vs_hdr_lumavg.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/gles/vs_hdr_mesh.bin
Normal file
BIN
examples/runtime/shaders/gles/vs_hdr_mesh.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/gles/vs_hdr_skybox.bin
Normal file
BIN
examples/runtime/shaders/gles/vs_hdr_skybox.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/gles/vs_hdr_tonemap.bin
Normal file
BIN
examples/runtime/shaders/gles/vs_hdr_tonemap.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/glsl/fs_hdr_blur.bin
Normal file
BIN
examples/runtime/shaders/glsl/fs_hdr_blur.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/glsl/fs_hdr_bright.bin
Normal file
BIN
examples/runtime/shaders/glsl/fs_hdr_bright.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/glsl/fs_hdr_lum.bin
Normal file
BIN
examples/runtime/shaders/glsl/fs_hdr_lum.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/glsl/fs_hdr_lumavg.bin
Normal file
BIN
examples/runtime/shaders/glsl/fs_hdr_lumavg.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/glsl/fs_hdr_mesh.bin
Normal file
BIN
examples/runtime/shaders/glsl/fs_hdr_mesh.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/glsl/fs_hdr_skybox.bin
Normal file
BIN
examples/runtime/shaders/glsl/fs_hdr_skybox.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/glsl/fs_hdr_tonemap.bin
Normal file
BIN
examples/runtime/shaders/glsl/fs_hdr_tonemap.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/glsl/vs_hdr_blur.bin
Normal file
BIN
examples/runtime/shaders/glsl/vs_hdr_blur.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/glsl/vs_hdr_bright.bin
Normal file
BIN
examples/runtime/shaders/glsl/vs_hdr_bright.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/glsl/vs_hdr_lum.bin
Normal file
BIN
examples/runtime/shaders/glsl/vs_hdr_lum.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/glsl/vs_hdr_lumavg.bin
Normal file
BIN
examples/runtime/shaders/glsl/vs_hdr_lumavg.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/glsl/vs_hdr_mesh.bin
Normal file
BIN
examples/runtime/shaders/glsl/vs_hdr_mesh.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/glsl/vs_hdr_skybox.bin
Normal file
BIN
examples/runtime/shaders/glsl/vs_hdr_skybox.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/glsl/vs_hdr_tonemap.bin
Normal file
BIN
examples/runtime/shaders/glsl/vs_hdr_tonemap.bin
Normal file
Binary file not shown.
BIN
examples/runtime/textures/uffizi.dds
Normal file
BIN
examples/runtime/textures/uffizi.dds
Normal file
Binary file not shown.
@ -22,10 +22,6 @@ local BGFX_BUILD_DIR = (BGFX_DIR .. ".build/")
|
||||
local BGFX_THIRD_PARTY_DIR = (BGFX_DIR .. "3rdparty/")
|
||||
BX_DIR = (BGFX_DIR .. "../bx/")
|
||||
|
||||
defines {
|
||||
"BX_CONFIG_ENABLE_MSVC_LEVEL4_WARNINGS=1"
|
||||
}
|
||||
|
||||
dofile (BX_DIR .. "premake/toolchain.lua")
|
||||
toolchain(BGFX_BUILD_DIR, BGFX_THIRD_PARTY_DIR)
|
||||
|
||||
@ -101,6 +97,7 @@ exampleProject("05-instancing", "5d3da660-1105-11e2-aece-71e4dd6a022f")
|
||||
exampleProject("06-bump", "ffb23e6c-167b-11e2-81df-94c4dd6a022f")
|
||||
exampleProject("07-callback", "acc53bbc-52f0-11e2-9781-ad8edd4b7d02")
|
||||
exampleProject("08-update", "e011e246-5862-11e2-b202-b7cb257a7926")
|
||||
exampleProject("09-hdr", "969a4626-67ee-11e2-9726-9023267a7926")
|
||||
dofile "makedisttex.lua"
|
||||
dofile "shaderc.lua"
|
||||
dofile "texturec.lua"
|
||||
|
Loading…
Reference in New Issue
Block a user