Cleanup.
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80ac71011c
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@ -264,7 +264,6 @@ public:
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for (int ii = 0; ii < TEX_CHAIN_LEN; ++ii)
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{
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m_texChainFb[ii] = BGFX_INVALID_HANDLE;
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m_texChainTex[ii] = BGFX_INVALID_HANDLE;
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}
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// Imgui.
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@ -402,21 +401,18 @@ public:
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const float dim = float(1 << ii);
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m_texChainTex[ii] = bgfx::createTexture2D(
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m_texChainFb[ii] = bgfx::createFrameBuffer(
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(uint16_t)(m_width / dim)
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, (uint16_t)(m_height / dim)
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, false
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, 1
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, bgfx::TextureFormat::RGBA32F
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, tsFlags
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);
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m_texChainFb[ii] = bgfx::createFrameBuffer(1, &m_texChainTex[ii], true);
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}
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bgfx::TextureHandle gbufferTex[] =
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{
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bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::RGBA32F, tsFlags),
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m_texChainTex[0],
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bgfx::getTexture(m_texChainFb[0]),
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bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::D24S8, tsFlags),
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};
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@ -424,17 +420,17 @@ public:
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}
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ImGui::SetNextWindowPos(
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ImVec2(m_width - m_width / 5.0f - 10.0f, 10.0f)
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ImVec2(m_width - m_width / 5.0f - 10.0f, 10.0f)
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, ImGuiCond_FirstUseEver
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);
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);
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ImGui::SetNextWindowSize(
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ImVec2(m_width / 5.0f, m_height / 6.0f)
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ImVec2(m_width / 5.0f, m_height / 6.0f)
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, ImGuiCond_FirstUseEver
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);
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);
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ImGui::Begin("Settings"
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, NULL
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, 0
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);
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);
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ImGui::SliderFloat("intensity", &m_intensity, 0.0f, 3.0f);
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@ -497,12 +493,12 @@ public:
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const uint32_t kNum = 9;
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const int kNumColors = 5;
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const float color[4*kNumColors] =
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{
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0.0f, 1.0f, 0.0f, 1.0f,
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1.0f, 0.0f, 0.0f, 1.0f,
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0.0f, 0.0f, 1.0f, 1.0f,
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1.0f, 0.0f, 1.0f, 1.0f,
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0.0f, 1.0f, 1.0f, 1.0f,
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{ // Palette: http://www.colourlovers.com/palette/3647908/RGB_Ice_Cream
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0.847f*0.2f, 0.365f*0.2f, 0.408f*0.2f, 1.0f,
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0.976f*0.2f, 0.827f*0.2f, 0.533f*0.2f, 1.0f,
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0.533f*0.2f, 0.867f*0.2f, 0.741f*0.2f, 1.0f,
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0.894f*0.2f, 0.620f*0.2f, 0.416f*0.2f, 1.0f,
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0.584f*0.2f, 0.788f*0.2f, 0.882f*0.2f, 1.0f,
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};
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// Render a whole bunch of colored cubes to the g-buffer.
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@ -554,7 +550,7 @@ public:
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};
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bgfx::setUniform(u_pixelSize, pixelSize);
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bgfx::setTexture(0, s_tex, m_texChainTex[ii]);
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bgfx::setTexture(0, s_tex, bgfx::getTexture(m_texChainFb[ii]) );
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bgfx::setState(0
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| BGFX_STATE_WRITE_RGB
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@ -583,7 +579,7 @@ public:
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bgfx::setUniform(u_intensity, intensity);
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// Combine color and light buffers.
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bgfx::setTexture(0, s_tex, m_texChainTex[TEX_CHAIN_LEN - 1 - ii]);
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bgfx::setTexture(0, s_tex, bgfx::getTexture(m_texChainFb[TEX_CHAIN_LEN - 1 - ii]) );
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// As we upscale, we also sum with the previous mip level. We do this by alpha blending.
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bgfx::setState(0
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@ -598,7 +594,7 @@ public:
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// Do final pass, that combines the bloom with the g-buffer.
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bgfx::setTexture(0, s_albedo, bgfx::getTexture(m_gbuffer, 0) );
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bgfx::setTexture(1, s_light, m_texChainTex[0]);
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bgfx::setTexture(1, s_light, bgfx::getTexture(m_texChainFb[0]) );
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bgfx::setState(0
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| BGFX_STATE_WRITE_RGB
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| BGFX_STATE_WRITE_A
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@ -639,9 +635,7 @@ public:
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bgfx::ProgramHandle m_combineProgram;
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bgfx::FrameBufferHandle m_gbuffer;
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bgfx::FrameBufferHandle m_texChainFb[TEX_CHAIN_LEN];
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bgfx::TextureHandle m_texChainTex[TEX_CHAIN_LEN];
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uint32_t m_width;
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uint32_t m_height;
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@ -14,22 +14,22 @@ uniform vec4 u_intensity;
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void main()
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{
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vec2 halfpixel = 1.0 * vec2(u_pixelSize.x, u_pixelSize.y);
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vec2 uv = v_texcoord0.xy;
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vec2 halfpixel = u_pixelSize.xy;
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vec2 uv = v_texcoord0.xy;
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vec4 sum = vec4(0.0, 0.0, 0.0, 0.0);
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vec4 sum = vec4_splat(0.0);
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sum += (2.0 / 16.0) * texture2D(s_tex, uv + vec2(-halfpixel.x , 0.0));
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sum += (2.0 / 16.0) * texture2D(s_tex, uv + vec2(0.0, halfpixel.y));
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sum += (2.0 / 16.0) * texture2D(s_tex, uv + vec2(halfpixel.x , 0.0));
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sum += (2.0 / 16.0) * texture2D(s_tex, uv + vec2(0.0, -halfpixel.y));
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sum += (2.0 / 16.0) * texture2D(s_tex, uv + vec2(-halfpixel.x, 0.0) );
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sum += (2.0 / 16.0) * texture2D(s_tex, uv + vec2( 0.0, halfpixel.y) );
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sum += (2.0 / 16.0) * texture2D(s_tex, uv + vec2( halfpixel.x, 0.0) );
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sum += (2.0 / 16.0) * texture2D(s_tex, uv + vec2( 0.0, -halfpixel.y) );
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sum += (1.0 / 16.0) * texture2D(s_tex, uv + vec2(-halfpixel.x, -halfpixel.y));
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sum += (1.0 / 16.0) * texture2D(s_tex, uv + vec2(-halfpixel.x, halfpixel.y));
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sum += (1.0 / 16.0) * texture2D(s_tex, uv + vec2(halfpixel.x, -halfpixel.y));
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sum += (1.0 / 16.0) * texture2D(s_tex, uv + vec2(halfpixel.x, halfpixel.y));
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sum += (1.0 / 16.0) * texture2D(s_tex, uv + vec2(-halfpixel.x, -halfpixel.y) );
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sum += (1.0 / 16.0) * texture2D(s_tex, uv + vec2(-halfpixel.x, halfpixel.y) );
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sum += (1.0 / 16.0) * texture2D(s_tex, uv + vec2( halfpixel.x, -halfpixel.y) );
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sum += (1.0 / 16.0) * texture2D(s_tex, uv + vec2( halfpixel.x, halfpixel.y) );
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sum += (4.0 / 16.0) * texture2D(s_tex, uv);
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sum += (4.0 / 16.0) * texture2D(s_tex, uv);
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gl_FragColor.xyzw = u_intensity.x * sum;
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gl_FragColor = u_intensity.x * sum;
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}
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