Add new Example - AMD FidelityFX-FSR (#2612)
* Add new sample * Add FSR shaders * Add example template * Add Antialiasing * Add multi resolution rendering * Implement magnifier * Implement FSR EASU pass * Implement FSR RCAS pass * Improve wording of comments and UI * Remove use of ffx_a.h in cpp * Remove example external files * Perform bilinear upsampling by compute shader * Add FSR 16 Bit support * Improve magnifier picking * Fix magnifier picking * Render magnifier widget * Renaming of stuff * Separate magnifier functionality * Move FSR into separate class * Reduce scope of FSR resources * Fix FSR for Vulkan * Fix OpenGL support * Update sample screenshot
This commit is contained in:
parent
f99a6b4246
commit
fc513e163b
768
examples/46-fsr/app.cpp
Normal file
768
examples/46-fsr/app.cpp
Normal file
@ -0,0 +1,768 @@
|
||||
/*
|
||||
* Copyright 2021 Richard Schubert. All rights reserved.
|
||||
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
|
||||
*
|
||||
* AMD FidelityFX Super Resolution 1.0 (FSR)
|
||||
* Based on https://github.com/GPUOpen-Effects/FidelityFX-FSR/blob/master/sample/
|
||||
*/
|
||||
|
||||
#include <common.h>
|
||||
#include <camera.h>
|
||||
#include <bgfx_utils.h>
|
||||
#include <imgui/imgui.h>
|
||||
#include <bx/rng.h>
|
||||
#include <bx/os.h>
|
||||
|
||||
#include <cmath>
|
||||
#include <algorithm>
|
||||
|
||||
#include "fsr.h"
|
||||
|
||||
namespace
|
||||
{
|
||||
|
||||
#define FRAMEBUFFER_RT_COLOR 0
|
||||
#define FRAMEBUFFER_RT_DEPTH 1
|
||||
#define FRAMEBUFFER_RENDER_TARGETS 2
|
||||
|
||||
enum Meshes
|
||||
{
|
||||
MeshCube = 0,
|
||||
MeshHollowCube
|
||||
};
|
||||
|
||||
static const char *s_meshPaths[] =
|
||||
{
|
||||
"meshes/cube.bin",
|
||||
"meshes/hollowcube.bin"};
|
||||
|
||||
static const float s_meshScale[] =
|
||||
{
|
||||
0.45f,
|
||||
0.30f};
|
||||
|
||||
// Vertex decl for our screen space quad (used in deferred rendering)
|
||||
struct PosTexCoord0Vertex
|
||||
{
|
||||
float m_x;
|
||||
float m_y;
|
||||
float m_z;
|
||||
float m_u;
|
||||
float m_v;
|
||||
|
||||
static void init()
|
||||
{
|
||||
ms_layout
|
||||
.begin()
|
||||
.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
|
||||
.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
|
||||
.end();
|
||||
}
|
||||
|
||||
static bgfx::VertexLayout ms_layout;
|
||||
};
|
||||
|
||||
bgfx::VertexLayout PosTexCoord0Vertex::ms_layout;
|
||||
|
||||
void screenSpaceTriangle(float _textureWidth, float _textureHeight, float _texelHalf, bool _originBottomLeft, float _width = 1.0f, float _height = 1.0f, float _offsetX = 0.0f, float _offsetY = 0.0f)
|
||||
{
|
||||
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 - _offsetX;
|
||||
const float maxx = _width - _offsetX;
|
||||
const float miny = 0.0f - _offsetY;
|
||||
const float maxy = _height * 2.0f - _offsetY;
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
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 AppState
|
||||
{
|
||||
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_copyLinearToGammaProgram;
|
||||
|
||||
// Shader uniforms
|
||||
ModelUniforms m_modelUniforms;
|
||||
|
||||
// Uniforms to indentify texture samplers
|
||||
bgfx::UniformHandle s_albedo;
|
||||
bgfx::UniformHandle s_color;
|
||||
bgfx::UniformHandle s_normal;
|
||||
|
||||
bgfx::FrameBufferHandle m_frameBuffer;
|
||||
bgfx::TextureHandle m_frameBufferTex[FRAMEBUFFER_RENDER_TARGETS];
|
||||
|
||||
Mesh *m_meshes[BX_COUNTOF(s_meshPaths)];
|
||||
bgfx::TextureHandle m_groundTexture;
|
||||
bgfx::TextureHandle m_normalTexture;
|
||||
|
||||
uint32_t m_currFrame{UINT32_MAX};
|
||||
float m_lightRotation = 0.0f;
|
||||
float m_texelHalf = 0.0f;
|
||||
float m_fovY = 60.0f;
|
||||
float m_animationTime = 0.0f;
|
||||
|
||||
float m_view[16];
|
||||
float m_proj[16];
|
||||
int32_t m_size[2];
|
||||
|
||||
// UI parameters
|
||||
bool m_renderNativeResolution = false;
|
||||
bool m_animateScene = false;
|
||||
int32_t m_antiAliasingSetting = 2;
|
||||
|
||||
Fsr m_fsr;
|
||||
};
|
||||
|
||||
struct RenderTarget
|
||||
{
|
||||
void init(uint32_t _width, uint32_t _height, bgfx::TextureFormat::Enum _format, uint64_t _flags)
|
||||
{
|
||||
m_width = _width;
|
||||
m_height = _height;
|
||||
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);
|
||||
}
|
||||
|
||||
uint32_t m_width;
|
||||
uint32_t m_height;
|
||||
bgfx::TextureHandle m_texture;
|
||||
bgfx::FrameBufferHandle m_buffer;
|
||||
};
|
||||
|
||||
struct MagnifierWidget
|
||||
{
|
||||
void init(uint32_t _width, uint32_t _height)
|
||||
{
|
||||
m_content.init(_width, _height, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT | BGFX_SAMPLER_MIN_POINT | BGFX_SAMPLER_MAG_POINT);
|
||||
createWidgetTexture(_width + 6, _height + 6);
|
||||
}
|
||||
|
||||
void destroy()
|
||||
{
|
||||
bgfx::destroy(m_widgetTexture);
|
||||
m_content.destroy();
|
||||
}
|
||||
|
||||
void setPosition(float x, float y)
|
||||
{
|
||||
m_position.x = x;
|
||||
m_position.y = y;
|
||||
}
|
||||
|
||||
void drawToScreen(bgfx::ViewId &view, AppState const &state, const bgfx::Caps *caps)
|
||||
{
|
||||
float invScreenScaleX = 1.0f / static_cast<float>(state.m_width);
|
||||
float invScreenScaleY = 1.0f / static_cast<float>(state.m_height);
|
||||
float scaleX = m_widgetWidth * invScreenScaleX;
|
||||
float scaleY = m_widgetHeight * invScreenScaleY;
|
||||
float offsetX = -std::min(std::max(m_position.x - m_widgetWidth * 0.5f, -3.0f), static_cast<float>(state.m_width - m_widgetWidth + 3)) * invScreenScaleX;
|
||||
float offsetY = -std::min(std::max(m_position.y - m_widgetHeight * 0.5f, -3.0f), static_cast<float>(state.m_height - m_widgetHeight + 3)) * invScreenScaleY;
|
||||
|
||||
bgfx::setState(0 | BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A | BGFX_STATE_DEPTH_TEST_ALWAYS | BGFX_STATE_BLEND_ALPHA);
|
||||
bgfx::setTexture(0, state.s_color, m_widgetTexture);
|
||||
screenSpaceTriangle(float(m_widgetWidth), float(m_widgetHeight), state.m_texelHalf, false, scaleX, scaleY, offsetX, offsetY);
|
||||
bgfx::submit(view, state.m_copyLinearToGammaProgram);
|
||||
}
|
||||
|
||||
void updateContent(bgfx::ViewId &view, AppState const &state, const bgfx::Caps *caps, bgfx::TextureHandle srcTexture)
|
||||
{
|
||||
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);
|
||||
}
|
||||
|
||||
float const verticalPos = caps->originBottomLeft ? state.m_height - m_position.y : m_position.y;
|
||||
float const invMagScaleX = 1.0f / static_cast<float>(m_content.m_width);
|
||||
float const invMagScaleY = 1.0f / static_cast<float>(m_content.m_height);
|
||||
float const scaleX = state.m_width * invMagScaleX;
|
||||
float const scaleY = state.m_height * invMagScaleY;
|
||||
float const offsetX = std::min(std::max(m_position.x - m_content.m_width * 0.5f, 0.0f), static_cast<float>(state.m_width - m_content.m_width)) * scaleX / state.m_width;
|
||||
float const offsetY = std::min(std::max(verticalPos - m_content.m_height * 0.5f, 0.0f), static_cast<float>(state.m_height - m_content.m_height)) * scaleY / state.m_height;
|
||||
|
||||
bgfx::setViewName(view, "magnifier");
|
||||
bgfx::setViewRect(view, 0, 0, uint16_t(m_content.m_width), uint16_t(m_content.m_height));
|
||||
bgfx::setViewTransform(view, NULL, orthoProj);
|
||||
bgfx::setViewFrameBuffer(view, m_content.m_buffer);
|
||||
bgfx::setState(0 | BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A);
|
||||
bgfx::setTexture(0, state.s_color, srcTexture, BGFX_SAMPLER_MIN_POINT | BGFX_SAMPLER_MAG_POINT | BGFX_SAMPLER_U_CLAMP | BGFX_SAMPLER_V_CLAMP);
|
||||
screenSpaceTriangle(float(state.m_width), float(state.m_height), state.m_texelHalf, false, scaleX, scaleY, offsetX, offsetY);
|
||||
bgfx::submit(view, state.m_copyLinearToGammaProgram);
|
||||
++view;
|
||||
}
|
||||
|
||||
uint32_t m_widgetWidth{0};
|
||||
uint32_t m_widgetHeight{0};
|
||||
bgfx::TextureHandle m_widgetTexture;
|
||||
RenderTarget m_content;
|
||||
ImVec2 m_position;
|
||||
|
||||
private:
|
||||
void createWidgetTexture(uint32_t _width, uint32_t _height)
|
||||
{
|
||||
const bgfx::Memory *mem = bgfx::alloc(_width * _height * sizeof(uint32_t));
|
||||
|
||||
uint32_t *pixels = const_cast<uint32_t *>((uint32_t *const)(mem->data));
|
||||
memset(pixels, 0, mem->size);
|
||||
|
||||
uint32_t const white = 0xFFFFFFFF;
|
||||
uint32_t const black = 0xFF000000;
|
||||
|
||||
uint32_t const y0 = 1;
|
||||
uint32_t const y1 = _height - 3;
|
||||
for (uint32_t x = 0; x < _width - 4; x++)
|
||||
{
|
||||
pixels[(y0 + 0) * _width + x + 1] = white;
|
||||
pixels[(y0 + 1) * _width + x + 2] = black;
|
||||
pixels[(y1 + 0) * _width + x + 1] = white;
|
||||
pixels[(y1 + 1) * _width + x + 2] = black;
|
||||
}
|
||||
uint32_t const x0 = 1;
|
||||
uint32_t const x1 = _width - 3;
|
||||
for (uint32_t y = 0; y < _height - 3; y++)
|
||||
{
|
||||
pixels[(y + 1) * _width + x0 + 0] = white;
|
||||
pixels[(y + 2) * _width + x0 + 1] = black;
|
||||
pixels[(y + 1) * _width + x1 + 0] = white;
|
||||
pixels[(y + 2) * _width + x1 + 1] = black;
|
||||
}
|
||||
pixels[(y1 + 0) * _width + 2] = white;
|
||||
|
||||
m_widgetWidth = _width;
|
||||
m_widgetHeight = _height;
|
||||
m_widgetTexture = bgfx::createTexture2D(uint16_t(_width), uint16_t(_height), false, 1, bgfx::TextureFormat::BGRA8, BGFX_SAMPLER_MIN_POINT | BGFX_SAMPLER_MAG_POINT | BGFX_SAMPLER_U_CLAMP | BGFX_SAMPLER_V_CLAMP, mem);
|
||||
}
|
||||
};
|
||||
|
||||
class ExampleFsr : public entry::AppI
|
||||
{
|
||||
public:
|
||||
ExampleFsr(const char *_name, const char *_description)
|
||||
: entry::AppI(_name, _description)
|
||||
{
|
||||
}
|
||||
|
||||
void init(int32_t _argc, const char *const *_argv, uint32_t _width, uint32_t _height) override
|
||||
{
|
||||
Args args(_argc, _argv);
|
||||
|
||||
m_state.m_width = _width;
|
||||
m_state.m_height = _height;
|
||||
m_state.m_debug = BGFX_DEBUG_NONE;
|
||||
m_state.m_reset = BGFX_RESET_MAXANISOTROPY;
|
||||
|
||||
bgfx::Init init;
|
||||
init.type = args.m_type;
|
||||
|
||||
init.vendorId = args.m_pciId;
|
||||
init.resolution.width = m_state.m_width;
|
||||
init.resolution.height = m_state.m_height;
|
||||
init.resolution.reset = m_state.m_reset;
|
||||
bgfx::init(init);
|
||||
|
||||
// Enable debug text.
|
||||
bgfx::setDebug(m_state.m_debug);
|
||||
|
||||
// Create uniforms for screen passes and models
|
||||
m_state.m_modelUniforms.init();
|
||||
|
||||
// Create texture sampler uniforms (used when we bind textures)
|
||||
m_state.s_albedo = bgfx::createUniform("s_albedo", bgfx::UniformType::Sampler);
|
||||
m_state.s_color = bgfx::createUniform("s_color", bgfx::UniformType::Sampler);
|
||||
m_state.s_normal = bgfx::createUniform("s_normal", bgfx::UniformType::Sampler);
|
||||
|
||||
// Create program from shaders.
|
||||
m_state.m_forwardProgram = loadProgram("vs_fsr_forward", "fs_fsr_forward");
|
||||
m_state.m_gridProgram = loadProgram("vs_fsr_forward", "fs_fsr_forward_grid");
|
||||
m_state.m_copyLinearToGammaProgram = loadProgram("vs_fsr_screenquad", "fs_fsr_copy_linear_to_gamma");
|
||||
|
||||
// Load some meshes
|
||||
for (uint32_t ii = 0; ii < BX_COUNTOF(s_meshPaths); ++ii)
|
||||
{
|
||||
m_state.m_meshes[ii] = meshLoad(s_meshPaths[ii]);
|
||||
}
|
||||
|
||||
m_state.m_groundTexture = loadTexture("textures/fieldstone-rgba.dds");
|
||||
m_state.m_normalTexture = loadTexture("textures/fieldstone-n.dds");
|
||||
|
||||
createFramebuffers();
|
||||
|
||||
// Vertex decl
|
||||
PosTexCoord0Vertex::init();
|
||||
|
||||
// Init camera
|
||||
cameraCreate();
|
||||
cameraSetPosition({-10.0f, 2.5f, -0.0f});
|
||||
cameraSetVerticalAngle(-0.2f);
|
||||
cameraSetHorizontalAngle(0.8f);
|
||||
|
||||
// Init "prev" matrices, will be same for first frame
|
||||
cameraGetViewMtx(m_state.m_view);
|
||||
bx::mtxProj(m_state.m_proj, m_state.m_fovY, float(m_state.m_size[0]) / float(m_state.m_size[1]), 0.01f, 100.0f, bgfx::getCaps()->homogeneousDepth);
|
||||
|
||||
// Get renderer capabilities info.
|
||||
const bgfx::RendererType::Enum renderer = bgfx::getRendererType();
|
||||
m_state.m_texelHalf = bgfx::RendererType::Direct3D9 == renderer ? 0.5f : 0.0f;
|
||||
|
||||
const uint32_t magnifierSize = 32;
|
||||
m_magnifierWidget.init(magnifierSize, magnifierSize);
|
||||
m_magnifierWidget.setPosition(m_state.m_width * 0.5f, m_state.m_height * 0.5f);
|
||||
|
||||
imguiCreate();
|
||||
|
||||
m_state.m_fsr.init(_width, _height);
|
||||
}
|
||||
|
||||
int32_t shutdown() override
|
||||
{
|
||||
m_state.m_fsr.destroy();
|
||||
|
||||
for (uint32_t ii = 0; ii < BX_COUNTOF(s_meshPaths); ++ii)
|
||||
{
|
||||
meshUnload(m_state.m_meshes[ii]);
|
||||
}
|
||||
|
||||
bgfx::destroy(m_state.m_normalTexture);
|
||||
bgfx::destroy(m_state.m_groundTexture);
|
||||
|
||||
bgfx::destroy(m_state.m_forwardProgram);
|
||||
bgfx::destroy(m_state.m_gridProgram);
|
||||
bgfx::destroy(m_state.m_copyLinearToGammaProgram);
|
||||
|
||||
m_state.m_modelUniforms.destroy();
|
||||
|
||||
m_magnifierWidget.destroy();
|
||||
|
||||
bgfx::destroy(m_state.s_albedo);
|
||||
bgfx::destroy(m_state.s_color);
|
||||
bgfx::destroy(m_state.s_normal);
|
||||
|
||||
destroyFramebuffers();
|
||||
|
||||
cameraDestroy();
|
||||
|
||||
imguiDestroy();
|
||||
|
||||
bgfx::shutdown();
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
bool update() override
|
||||
{
|
||||
if (!entry::processEvents(m_state.m_width, m_state.m_height, m_state.m_debug, m_state.m_reset, &m_state.m_mouseState))
|
||||
{
|
||||
// skip processing when minimized, otherwise crashing
|
||||
if (0 == m_state.m_width || 0 == m_state.m_height)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
if (m_state.m_mouseState.m_buttons[entry::MouseButton::Left] && !ImGui::MouseOverArea())
|
||||
{
|
||||
m_magnifierWidget.setPosition(static_cast<float>(m_state.m_mouseState.m_mx),
|
||||
static_cast<float>(m_state.m_mouseState.m_my));
|
||||
}
|
||||
|
||||
// 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_state.m_size[0] != (int32_t)m_state.m_width || m_state.m_size[1] != (int32_t)m_state.m_height)
|
||||
{
|
||||
resize();
|
||||
}
|
||||
|
||||
// update animation time
|
||||
const float rotationSpeed = 0.25f;
|
||||
if (m_state.m_animateScene)
|
||||
{
|
||||
m_state.m_animationTime += deltaTime * rotationSpeed;
|
||||
if (bx::kPi2 < m_state.m_animationTime)
|
||||
{
|
||||
m_state.m_animationTime -= bx::kPi2;
|
||||
}
|
||||
}
|
||||
|
||||
// Update camera
|
||||
cameraUpdate(deltaTime * 0.15f, m_state.m_mouseState, ImGui::MouseOverArea());
|
||||
|
||||
cameraGetViewMtx(m_state.m_view);
|
||||
|
||||
updateUniforms();
|
||||
|
||||
bx::mtxProj(m_state.m_proj, m_state.m_fovY, float(m_state.m_size[0]) / float(m_state.m_size[1]), 0.01f, 100.0f, caps->homogeneousDepth);
|
||||
|
||||
bgfx::ViewId view = 0;
|
||||
|
||||
// Draw models into scene
|
||||
{
|
||||
bgfx::setViewName(view, "forward scene");
|
||||
bgfx::setViewClear(view, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH, 0x7fb8ffff, 1.0f, 0);
|
||||
|
||||
float const viewScale = m_state.m_renderNativeResolution ? 1.0f : 1.0f / m_state.m_fsr.m_config.m_superSamplingFactor;
|
||||
uint16_t const viewRectWidth = uint16_t(ceilf(m_state.m_size[0] * viewScale));
|
||||
uint16_t const viewRectHeight = uint16_t(ceilf(m_state.m_size[1] * viewScale));
|
||||
uint16_t const viewRectY = caps->originBottomLeft ? m_state.m_size[1] - viewRectHeight : 0;
|
||||
bgfx::setViewRect(view, 0, viewRectY, viewRectWidth, viewRectHeight);
|
||||
bgfx::setViewTransform(view, m_state.m_view, m_state.m_proj);
|
||||
bgfx::setViewFrameBuffer(view, m_state.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_state.m_forwardProgram, m_state.m_modelUniforms);
|
||||
|
||||
++view;
|
||||
}
|
||||
|
||||
// optionally run FSR
|
||||
if (!m_state.m_renderNativeResolution)
|
||||
{
|
||||
view = m_state.m_fsr.computeFsr(view, m_state.m_frameBufferTex[FRAMEBUFFER_RT_COLOR]);
|
||||
}
|
||||
|
||||
// render result to screen
|
||||
{
|
||||
bgfx::TextureHandle srcTexture = m_state.m_frameBufferTex[FRAMEBUFFER_RT_COLOR];
|
||||
if (!m_state.m_renderNativeResolution)
|
||||
{
|
||||
srcTexture = m_state.m_fsr.getResultTexture();
|
||||
}
|
||||
|
||||
m_magnifierWidget.updateContent(view, m_state, caps, srcTexture);
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
bgfx::setViewName(view, "display");
|
||||
bgfx::setViewClear(view, BGFX_CLEAR_NONE, 0, 1.0f, 0);
|
||||
|
||||
bgfx::setViewRect(view, 0, 0, uint16_t(m_state.m_width), uint16_t(m_state.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, m_state.s_color, srcTexture, BGFX_SAMPLER_MIN_POINT | BGFX_SAMPLER_MAG_POINT | BGFX_SAMPLER_U_CLAMP | BGFX_SAMPLER_V_CLAMP);
|
||||
screenSpaceTriangle(float(m_state.m_width), float(m_state.m_height), m_state.m_texelHalf, caps->originBottomLeft);
|
||||
bgfx::submit(view, m_state.m_copyLinearToGammaProgram);
|
||||
}
|
||||
|
||||
m_magnifierWidget.drawToScreen(view, m_state, caps);
|
||||
|
||||
++view;
|
||||
|
||||
// Draw UI
|
||||
imguiBeginFrame(m_state.m_mouseState.m_mx, m_state.m_mouseState.m_my, (m_state.m_mouseState.m_buttons[entry::MouseButton::Left] ? IMGUI_MBUT_LEFT : 0) | (m_state.m_mouseState.m_buttons[entry::MouseButton::Right] ? IMGUI_MBUT_RIGHT : 0) | (m_state.m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0), m_state.m_mouseState.m_mz, uint16_t(m_state.m_width), uint16_t(m_state.m_height));
|
||||
|
||||
showExampleDialog(this);
|
||||
|
||||
ImGui::SetNextWindowPos(ImVec2(m_state.m_width - m_state.m_width / 4.0f - 10.0f, 10.0f), ImGuiCond_FirstUseEver);
|
||||
ImGui::SetNextWindowSize(ImVec2(m_state.m_width / 4.0f, m_state.m_height / 1.2f), ImGuiCond_FirstUseEver);
|
||||
ImGui::Begin("Settings", NULL, 0);
|
||||
ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.5f);
|
||||
|
||||
ImVec2 const itemSize = ImGui::GetItemRectSize();
|
||||
|
||||
{
|
||||
ImGui::Checkbox("Animate scene", &m_state.m_animateScene);
|
||||
|
||||
if (ImGui::Combo("Antialiasing", &m_state.m_antiAliasingSetting, "none\0"
|
||||
"4x\0"
|
||||
"16x\0"
|
||||
"\0"))
|
||||
{
|
||||
resize();
|
||||
}
|
||||
|
||||
ImGui::Checkbox("Render native resolution", &m_state.m_renderNativeResolution);
|
||||
if (ImGui::IsItemHovered())
|
||||
ImGui::SetTooltip("Disable super sampling and FSR.");
|
||||
|
||||
ImGui::Image(m_magnifierWidget.m_content.m_texture, ImVec2(itemSize.x * 0.94f, itemSize.x * 0.94f));
|
||||
|
||||
if (!m_state.m_renderNativeResolution)
|
||||
{
|
||||
ImGui::SliderFloat("Super sampling", &m_state.m_fsr.m_config.m_superSamplingFactor, 1.0f, 2.0f);
|
||||
if (ImGui::IsItemHovered())
|
||||
{
|
||||
ImGui::BeginTooltip();
|
||||
ImGui::Text("2.0 means the scene is rendered at half window resolution.");
|
||||
ImGui::Text("1.0 means the scene is rendered at native window resolution.");
|
||||
ImGui::EndTooltip();
|
||||
}
|
||||
|
||||
ImGui::Separator();
|
||||
|
||||
if (m_state.m_fsr.supports16BitPrecision())
|
||||
{
|
||||
ImGui::Checkbox("Use 16 Bit", &m_state.m_fsr.m_config.m_fsr16Bit);
|
||||
if (ImGui::IsItemHovered())
|
||||
{
|
||||
ImGui::BeginTooltip();
|
||||
ImGui::Text("For better performance and less memory consumption use 16 Bit precision.");
|
||||
ImGui::Text("If disabled use 32 Bit per channel precision for FSR which works better on older hardware.");
|
||||
ImGui::Text("FSR in 16 Bit precision is also prone to be broken in Direct3D11, Direct3D12 works though.");
|
||||
ImGui::EndTooltip();
|
||||
}
|
||||
}
|
||||
|
||||
ImGui::Checkbox("Apply FSR", &m_state.m_fsr.m_config.m_applyFsr);
|
||||
if (ImGui::IsItemHovered())
|
||||
ImGui::SetTooltip("Compare between FSR and bilinear interpolation of source image.");
|
||||
|
||||
if (m_state.m_fsr.m_config.m_applyFsr)
|
||||
{
|
||||
ImGui::Checkbox("Apply FSR sharpening", &m_state.m_fsr.m_config.m_applyFsrRcas);
|
||||
if (ImGui::IsItemHovered())
|
||||
ImGui::SetTooltip("Apply the FSR RCAS sharpening pass.");
|
||||
|
||||
if (m_state.m_fsr.m_config.m_applyFsrRcas)
|
||||
{
|
||||
ImGui::SliderFloat("Sharpening attenuation", &m_state.m_fsr.m_config.m_rcasAttenuation, 0.01f, 2.0f);
|
||||
if (ImGui::IsItemHovered())
|
||||
ImGui::SetTooltip("Lower value means sharper.");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ImGui::End();
|
||||
|
||||
imguiEndFrame();
|
||||
|
||||
// Advance to next frame. Rendering thread will be kicked to
|
||||
// process submitted rendering primitives.
|
||||
m_state.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[] = {235.0f / 255.0f, 126.0f / 255.0f, 30.0f / 255.0f}; // orange
|
||||
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_state.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, m_state.s_albedo, m_state.m_groundTexture);
|
||||
bgfx::setTexture(1, m_state.s_normal, m_state.m_normalTexture);
|
||||
_uniforms.m_color[0] = r;
|
||||
_uniforms.m_color[1] = g;
|
||||
_uniforms.m_color[2] = b;
|
||||
_uniforms.submit();
|
||||
|
||||
meshSubmit(m_state.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_state.m_meshes[MeshCube], _pass, m_state.m_gridProgram, mtx);
|
||||
}
|
||||
}
|
||||
|
||||
void resize()
|
||||
{
|
||||
destroyFramebuffers();
|
||||
createFramebuffers();
|
||||
m_state.m_fsr.resize(m_state.m_width, m_state.m_height);
|
||||
}
|
||||
|
||||
void createFramebuffers()
|
||||
{
|
||||
m_state.m_size[0] = m_state.m_width;
|
||||
m_state.m_size[1] = m_state.m_height;
|
||||
|
||||
uint64_t constexpr msaaFlags[] = {BGFX_TEXTURE_NONE, BGFX_TEXTURE_RT_MSAA_X4, BGFX_TEXTURE_RT_MSAA_X16};
|
||||
|
||||
const uint64_t msaa = msaaFlags[m_state.m_antiAliasingSetting];
|
||||
const uint64_t colorFlags = 0 | BGFX_TEXTURE_RT | BGFX_SAMPLER_U_CLAMP | BGFX_SAMPLER_V_CLAMP | msaa;
|
||||
const uint64_t depthFlags = 0 | BGFX_TEXTURE_RT_WRITE_ONLY | msaa;
|
||||
|
||||
m_state.m_frameBufferTex[FRAMEBUFFER_RT_COLOR] = bgfx::createTexture2D(uint16_t(m_state.m_size[0]), uint16_t(m_state.m_size[1]), false, 1, bgfx::TextureFormat::RGBA16F, colorFlags);
|
||||
m_state.m_frameBufferTex[FRAMEBUFFER_RT_DEPTH] = bgfx::createTexture2D(uint16_t(m_state.m_size[0]), uint16_t(m_state.m_size[1]), false, 1, bgfx::TextureFormat::D24S8, depthFlags);
|
||||
m_state.m_frameBuffer = bgfx::createFrameBuffer(BX_COUNTOF(m_state.m_frameBufferTex), m_state.m_frameBufferTex, true);
|
||||
}
|
||||
|
||||
// all buffers set to destroy their textures
|
||||
void destroyFramebuffers()
|
||||
{
|
||||
bgfx::destroy(m_state.m_frameBuffer);
|
||||
}
|
||||
|
||||
void updateUniforms()
|
||||
{
|
||||
m_state.m_modelUniforms.m_lightPosition[0] = 0.0f;
|
||||
m_state.m_modelUniforms.m_lightPosition[1] = 6.0f;
|
||||
m_state.m_modelUniforms.m_lightPosition[2] = 10.0f;
|
||||
}
|
||||
|
||||
AppState m_state;
|
||||
MagnifierWidget m_magnifierWidget;
|
||||
};
|
||||
|
||||
} // namespace
|
||||
|
||||
ENTRY_IMPLEMENT_MAIN(ExampleFsr, "46-fsr", "AMD FidelityFX Super Resolution (FSR)\n\nFor an optimal FSR result high quality antialiasing for the low resolution source image and negative texture LOD bias is recommended.");
|
129
examples/46-fsr/cs_fsr.h
Normal file
129
examples/46-fsr/cs_fsr.h
Normal file
@ -0,0 +1,129 @@
|
||||
/*
|
||||
* Copyright 2021 Richard Schubert. All rights reserved.
|
||||
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
|
||||
*
|
||||
* AMD FidelityFX Super Resolution 1.0 (FSR)
|
||||
* Port from https://github.com/GPUOpen-Effects/FidelityFX-FSR/blob/master/sample/src/VK/FSR_Pass.glsl
|
||||
*/
|
||||
|
||||
#include "bgfx_compute.sh"
|
||||
|
||||
uniform vec4 u_params[3];
|
||||
|
||||
#define ViewportSizeRcasAttenuation (u_params[0])
|
||||
#define SrcSize (u_params[1])
|
||||
#define DstSize (u_params[2])
|
||||
|
||||
#define A_GPU 1
|
||||
|
||||
#if BGFX_SHADER_LANGUAGE_GLSL > 0
|
||||
#define A_GLSL 1
|
||||
#define A_SKIP_EXT 1
|
||||
#elif BGFX_SHADER_LANGUAGE_SPIRV > 0
|
||||
#define A_HLSL 1
|
||||
#elif BGFX_SHADER_LANGUAGE_HLSL > 0
|
||||
#define A_HLSL 1
|
||||
#endif
|
||||
|
||||
#if SAMPLE_SLOW_FALLBACK
|
||||
#include "ffx_a.h"
|
||||
SAMPLER2D(InputTexture, 0);
|
||||
IMAGE2D_WR(OutputTexture, rgba32f, 1);
|
||||
#if SAMPLE_EASU
|
||||
#define FSR_EASU_F 1
|
||||
AF4 FsrEasuRF(AF2 p) { AF4 res = textureGather(InputTexture, p, 0); return res; }
|
||||
AF4 FsrEasuGF(AF2 p) { AF4 res = textureGather(InputTexture, p, 1); return res; }
|
||||
AF4 FsrEasuBF(AF2 p) { AF4 res = textureGather(InputTexture, p, 2); return res; }
|
||||
#endif
|
||||
#if SAMPLE_RCAS
|
||||
#define FSR_RCAS_F
|
||||
AF4 FsrRcasLoadF(ASU2 p) { return texelFetch(InputTexture, ASU2(p), 0); }
|
||||
void FsrRcasInputF(inout AF1 r, inout AF1 g, inout AF1 b) {}
|
||||
#endif
|
||||
#else
|
||||
#define A_HALF
|
||||
#include "ffx_a.h"
|
||||
SAMPLER2D(InputTexture, 0);
|
||||
IMAGE2D_WR(OutputTexture, rgba16f, 1);
|
||||
#if SAMPLE_EASU
|
||||
#define FSR_EASU_H 1
|
||||
AH4 FsrEasuRH(AF2 p) { AH4 res = AH4(textureGather(InputTexture, p, 0)); return res; }
|
||||
AH4 FsrEasuGH(AF2 p) { AH4 res = AH4(textureGather(InputTexture, p, 1)); return res; }
|
||||
AH4 FsrEasuBH(AF2 p) { AH4 res = AH4(textureGather(InputTexture, p, 2)); return res; }
|
||||
#endif
|
||||
#if SAMPLE_RCAS
|
||||
#define FSR_RCAS_H
|
||||
AH4 FsrRcasLoadH(ASW2 p) { return AH4(texelFetch(InputTexture, ASU2(p), 0)); }
|
||||
void FsrRcasInputH(inout AH1 r,inout AH1 g,inout AH1 b){}
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#include "ffx_fsr1.h"
|
||||
|
||||
void CurrFilter(AU2 pos, AU4 Const0, AU4 Const1, AU4 Const2, AU4 Const3, AU4 Sample)
|
||||
{
|
||||
#if SAMPLE_BILINEAR
|
||||
AF2 pp = (AF2(pos) * AF2_AU2(Const0.xy) + AF2_AU2(Const0.zw)) * AF2_AU2(Const1.xy) + AF2(0.5, -0.5) * AF2_AU2(Const1.zw);
|
||||
imageStore(OutputTexture, ASU2(pos), texture2DLod(InputTexture, pp, 0.0));
|
||||
#endif
|
||||
#if SAMPLE_EASU
|
||||
#if SAMPLE_SLOW_FALLBACK
|
||||
AF3 c;
|
||||
FsrEasuF(c, pos, Const0, Const1, Const2, Const3);
|
||||
if( Sample.x == 1 )
|
||||
c *= c;
|
||||
imageStore(OutputTexture, ASU2(pos), AF4(c, 1));
|
||||
#else
|
||||
AH3 c;
|
||||
FsrEasuH(c, pos, Const0, Const1, Const2, Const3);
|
||||
if( Sample.x == 1 )
|
||||
c *= c;
|
||||
imageStore(OutputTexture, ASU2(pos), AH4(c, 1));
|
||||
#endif
|
||||
#endif
|
||||
#if SAMPLE_RCAS
|
||||
#if SAMPLE_SLOW_FALLBACK
|
||||
AF3 c;
|
||||
FsrRcasF(c.r, c.g, c.b, pos, Const0);
|
||||
if( Sample.x == 1 )
|
||||
c *= c;
|
||||
imageStore(OutputTexture, ASU2(pos), AF4(c, 1));
|
||||
#else
|
||||
AH3 c;
|
||||
FsrRcasH(c.r, c.g, c.b, pos, Const0);
|
||||
if( Sample.x == 1 )
|
||||
c *= c;
|
||||
imageStore(OutputTexture, ASU2(pos), AH4(c, 1));
|
||||
#endif
|
||||
#endif
|
||||
}
|
||||
|
||||
NUM_THREADS(64, 1, 1)
|
||||
void main()
|
||||
{
|
||||
AU4 Const0, Const1, Const2, Const3, Sample;
|
||||
|
||||
// We compute these constants on GPU because bgfx does not support uniform type uint.
|
||||
#if SAMPLE_EASU || SAMPLE_BILINEAR
|
||||
FsrEasuCon(Const0, Const1, Const2, Const3,
|
||||
ViewportSizeRcasAttenuation.x, ViewportSizeRcasAttenuation.y, // Viewport size (top left aligned) in the input image which is to be scaled.
|
||||
SrcSize.x, SrcSize.y, // The size of the input image.
|
||||
DstSize.x, DstSize.y); // The output resolution.
|
||||
Sample.x = 0; // no HDR output
|
||||
#endif
|
||||
#if SAMPLE_RCAS
|
||||
FsrRcasCon(Const0, ViewportSizeRcasAttenuation.z);
|
||||
Sample.x = 0; // no HDR output
|
||||
#endif
|
||||
|
||||
// Do remapping of local xy in workgroup for a more PS-like swizzle pattern.
|
||||
AU2 gxy = ARmp8x8(gl_LocalInvocationID.x) + AU2(gl_WorkGroupID.x << 4u, gl_WorkGroupID.y << 4u);
|
||||
CurrFilter(gxy, Const0, Const1, Const2, Const3, Sample);
|
||||
gxy.x += 8u;
|
||||
CurrFilter(gxy, Const0, Const1, Const2, Const3, Sample);
|
||||
gxy.y += 8u;
|
||||
CurrFilter(gxy, Const0, Const1, Const2, Const3, Sample);
|
||||
gxy.x -= 8u;
|
||||
CurrFilter(gxy, Const0, Const1, Const2, Const3, Sample);
|
||||
}
|
||||
|
3
examples/46-fsr/cs_fsr_bilinear_16.sc
Normal file
3
examples/46-fsr/cs_fsr_bilinear_16.sc
Normal file
@ -0,0 +1,3 @@
|
||||
#define SAMPLE_BILINEAR 1
|
||||
|
||||
#include "cs_fsr.h"
|
4
examples/46-fsr/cs_fsr_bilinear_32.sc
Normal file
4
examples/46-fsr/cs_fsr_bilinear_32.sc
Normal file
@ -0,0 +1,4 @@
|
||||
#define SAMPLE_BILINEAR 1
|
||||
#define SAMPLE_SLOW_FALLBACK 1
|
||||
|
||||
#include "cs_fsr.h"
|
3
examples/46-fsr/cs_fsr_easu_16.sc
Normal file
3
examples/46-fsr/cs_fsr_easu_16.sc
Normal file
@ -0,0 +1,3 @@
|
||||
#define SAMPLE_EASU 1
|
||||
|
||||
#include "cs_fsr.h"
|
4
examples/46-fsr/cs_fsr_easu_32.sc
Normal file
4
examples/46-fsr/cs_fsr_easu_32.sc
Normal file
@ -0,0 +1,4 @@
|
||||
#define SAMPLE_SLOW_FALLBACK 1
|
||||
#define SAMPLE_EASU 1
|
||||
|
||||
#include "cs_fsr.h"
|
3
examples/46-fsr/cs_fsr_rcas_16.sc
Normal file
3
examples/46-fsr/cs_fsr_rcas_16.sc
Normal file
@ -0,0 +1,3 @@
|
||||
#define SAMPLE_RCAS 1
|
||||
|
||||
#include "cs_fsr.h"
|
4
examples/46-fsr/cs_fsr_rcas_32.sc
Normal file
4
examples/46-fsr/cs_fsr_rcas_32.sc
Normal file
@ -0,0 +1,4 @@
|
||||
#define SAMPLE_SLOW_FALLBACK 1
|
||||
#define SAMPLE_RCAS 1
|
||||
|
||||
#include "cs_fsr.h"
|
2637
examples/46-fsr/ffx_a.h
Normal file
2637
examples/46-fsr/ffx_a.h
Normal file
File diff suppressed because it is too large
Load Diff
1199
examples/46-fsr/ffx_fsr1.h
Normal file
1199
examples/46-fsr/ffx_fsr1.h
Normal file
File diff suppressed because it is too large
Load Diff
21
examples/46-fsr/fs_fsr_copy_linear_to_gamma.sc
Normal file
21
examples/46-fsr/fs_fsr_copy_linear_to_gamma.sc
Normal file
@ -0,0 +1,21 @@
|
||||
$input v_texcoord0
|
||||
|
||||
/*
|
||||
* Copyright 2021 elven cache. All rights reserved.
|
||||
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
|
||||
*/
|
||||
|
||||
#include "../common/common.sh"
|
||||
|
||||
SAMPLER2D(s_color, 0);
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 texCoord = v_texcoord0;
|
||||
vec4 linearColor = texture2D(s_color, texCoord);
|
||||
|
||||
// this pass is writing directly out to backbuffer, convert from linear to gamma
|
||||
vec4 color = vec4(toGamma(linearColor.xyz), linearColor.w);
|
||||
|
||||
gl_FragColor = color;
|
||||
}
|
79
examples/46-fsr/fs_fsr_forward.sc
Normal file
79
examples/46-fsr/fs_fsr_forward.sc
Normal file
@ -0,0 +1,79 @@
|
||||
$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;
|
||||
|
||||
// leave color in linear space for better dof filter result
|
||||
|
||||
gl_FragColor = vec4(color, 1.0);
|
||||
}
|
58
examples/46-fsr/fs_fsr_forward_grid.sc
Normal file
58
examples/46-fsr/fs_fsr_forward_grid.sc
Normal file
@ -0,0 +1,58 @@
|
||||
$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;
|
||||
|
||||
// leave color in linear space for better dof filter result
|
||||
|
||||
gl_FragColor = vec4(color, 1.0);
|
||||
}
|
248
examples/46-fsr/fsr.cpp
Normal file
248
examples/46-fsr/fsr.cpp
Normal file
@ -0,0 +1,248 @@
|
||||
/*
|
||||
* Copyright 2021 Richard Schubert. All rights reserved.
|
||||
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
|
||||
*
|
||||
* AMD FidelityFX Super Resolution 1.0 (FSR)
|
||||
* Based on https://github.com/GPUOpen-Effects/FidelityFX-FSR/blob/master/sample/
|
||||
*/
|
||||
|
||||
#include "fsr.h"
|
||||
|
||||
#include <bgfx_utils.h>
|
||||
#include <assert.h>
|
||||
|
||||
struct FsrResources
|
||||
{
|
||||
struct Uniforms
|
||||
{
|
||||
struct Vec4
|
||||
{
|
||||
float x;
|
||||
float y;
|
||||
float z;
|
||||
float w;
|
||||
};
|
||||
|
||||
enum
|
||||
{
|
||||
NumVec4 = 3
|
||||
};
|
||||
|
||||
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
|
||||
{
|
||||
Vec4 ViewportSizeRcasAttenuation;
|
||||
Vec4 SrcSize;
|
||||
Vec4 DstSize;
|
||||
};
|
||||
|
||||
uint32_t m_params[NumVec4 * 4];
|
||||
};
|
||||
|
||||
bgfx::UniformHandle u_params{ BGFX_INVALID_HANDLE };
|
||||
};
|
||||
|
||||
uint32_t m_width{ 0 };
|
||||
uint32_t m_height{ 0 };
|
||||
|
||||
// Resource handles
|
||||
bgfx::ProgramHandle m_bilinear16Program{ BGFX_INVALID_HANDLE };
|
||||
bgfx::ProgramHandle m_bilinear32Program{ BGFX_INVALID_HANDLE };
|
||||
bgfx::ProgramHandle m_easu16Program{ BGFX_INVALID_HANDLE };
|
||||
bgfx::ProgramHandle m_easu32Program{ BGFX_INVALID_HANDLE };
|
||||
bgfx::ProgramHandle m_rcas16Program{ BGFX_INVALID_HANDLE };
|
||||
bgfx::ProgramHandle m_rcas32Program{ BGFX_INVALID_HANDLE };
|
||||
|
||||
// Shader uniforms
|
||||
Uniforms m_uniforms;
|
||||
|
||||
// Uniforms to indentify texture samplers
|
||||
bgfx::UniformHandle s_inputTexture{ BGFX_INVALID_HANDLE };
|
||||
|
||||
bgfx::TextureHandle m_easuTexture16F{ BGFX_INVALID_HANDLE };
|
||||
bgfx::TextureHandle m_rcasTexture16F{ BGFX_INVALID_HANDLE };
|
||||
bgfx::TextureHandle m_easuTexture32F{ BGFX_INVALID_HANDLE };
|
||||
bgfx::TextureHandle m_rcasTexture32F{ BGFX_INVALID_HANDLE };
|
||||
};
|
||||
|
||||
|
||||
Fsr::Fsr()
|
||||
{
|
||||
m_resources = new FsrResources();
|
||||
}
|
||||
|
||||
Fsr::~Fsr()
|
||||
{
|
||||
delete m_resources;
|
||||
}
|
||||
|
||||
void Fsr::init(uint32_t _width, uint32_t _height)
|
||||
{
|
||||
resize(_width, _height);
|
||||
|
||||
// Create uniforms for screen passes and models
|
||||
m_resources->m_uniforms.init();
|
||||
|
||||
// Create texture sampler uniforms (used when we bind textures)
|
||||
m_resources->s_inputTexture = bgfx::createUniform("InputTexture", bgfx::UniformType::Sampler);
|
||||
|
||||
// Create program from shaders.
|
||||
m_resources->m_bilinear32Program = bgfx::createProgram(loadShader("cs_fsr_bilinear_32"), true);
|
||||
m_resources->m_easu32Program = bgfx::createProgram(loadShader("cs_fsr_easu_32"), true);
|
||||
m_resources->m_rcas32Program = bgfx::createProgram(loadShader("cs_fsr_rcas_32"), true);
|
||||
|
||||
m_support16BitPrecision = (bgfx::getRendererType() != bgfx::RendererType::OpenGL);
|
||||
if (m_support16BitPrecision)
|
||||
{
|
||||
m_resources->m_bilinear16Program = bgfx::createProgram(loadShader("cs_fsr_bilinear_16"), true);
|
||||
m_resources->m_easu16Program = bgfx::createProgram(loadShader("cs_fsr_easu_16"), true);
|
||||
m_resources->m_rcas16Program = bgfx::createProgram(loadShader("cs_fsr_rcas_16"), true);
|
||||
}
|
||||
}
|
||||
|
||||
void Fsr::destroy()
|
||||
{
|
||||
if(m_support16BitPrecision)
|
||||
{
|
||||
bgfx::destroy(m_resources->m_bilinear16Program);
|
||||
bgfx::destroy(m_resources->m_easu16Program);
|
||||
bgfx::destroy(m_resources->m_rcas16Program);
|
||||
}
|
||||
|
||||
bgfx::destroy(m_resources->m_bilinear32Program);
|
||||
bgfx::destroy(m_resources->m_easu32Program);
|
||||
bgfx::destroy(m_resources->m_rcas32Program);
|
||||
|
||||
m_resources->m_uniforms.destroy();
|
||||
|
||||
bgfx::destroy(m_resources->s_inputTexture);
|
||||
|
||||
if (m_support16BitPrecision)
|
||||
{
|
||||
bgfx::destroy(m_resources->m_easuTexture16F);
|
||||
bgfx::destroy(m_resources->m_rcasTexture16F);
|
||||
}
|
||||
|
||||
bgfx::destroy(m_resources->m_easuTexture32F);
|
||||
bgfx::destroy(m_resources->m_rcasTexture32F);
|
||||
}
|
||||
|
||||
void Fsr::resize(uint32_t _width, uint32_t _height)
|
||||
{
|
||||
m_resources->m_width = _width;
|
||||
m_resources->m_height = _height;
|
||||
|
||||
if(m_resources->m_easuTexture16F.idx != bgfx::kInvalidHandle)
|
||||
{
|
||||
if (m_support16BitPrecision)
|
||||
{
|
||||
bgfx::destroy(m_resources->m_easuTexture16F);
|
||||
bgfx::destroy(m_resources->m_rcasTexture16F);
|
||||
}
|
||||
bgfx::destroy(m_resources->m_easuTexture32F);
|
||||
bgfx::destroy(m_resources->m_rcasTexture32F);
|
||||
}
|
||||
|
||||
if (m_support16BitPrecision)
|
||||
{
|
||||
m_resources->m_easuTexture16F = bgfx::createTexture2D(uint16_t(m_resources->m_width), uint16_t(m_resources->m_height), false, 1, bgfx::TextureFormat::RGBA16F, BGFX_TEXTURE_COMPUTE_WRITE | BGFX_SAMPLER_MIN_POINT | BGFX_SAMPLER_MAG_POINT | BGFX_SAMPLER_U_CLAMP | BGFX_SAMPLER_V_CLAMP);
|
||||
m_resources->m_rcasTexture16F = bgfx::createTexture2D(uint16_t(m_resources->m_width), uint16_t(m_resources->m_height), false, 1, bgfx::TextureFormat::RGBA16F, BGFX_TEXTURE_COMPUTE_WRITE | BGFX_SAMPLER_MIN_POINT | BGFX_SAMPLER_MAG_POINT | BGFX_SAMPLER_U_CLAMP | BGFX_SAMPLER_V_CLAMP);
|
||||
}
|
||||
m_resources->m_easuTexture32F = bgfx::createTexture2D(uint16_t(m_resources->m_width), uint16_t(m_resources->m_height), false, 1, bgfx::TextureFormat::RGBA32F, BGFX_TEXTURE_COMPUTE_WRITE | BGFX_SAMPLER_MIN_POINT | BGFX_SAMPLER_MAG_POINT | BGFX_SAMPLER_U_CLAMP | BGFX_SAMPLER_V_CLAMP);
|
||||
m_resources->m_rcasTexture32F = bgfx::createTexture2D(uint16_t(m_resources->m_width), uint16_t(m_resources->m_height), false, 1, bgfx::TextureFormat::RGBA32F, BGFX_TEXTURE_COMPUTE_WRITE | BGFX_SAMPLER_MIN_POINT | BGFX_SAMPLER_MAG_POINT | BGFX_SAMPLER_U_CLAMP | BGFX_SAMPLER_V_CLAMP);
|
||||
}
|
||||
|
||||
bgfx::ViewId Fsr::computeFsr(bgfx::ViewId _pass, bgfx::TextureHandle _colorTexture)
|
||||
{
|
||||
assert(!m_config.m_fsr16Bit || m_support16BitPrecision);
|
||||
|
||||
updateUniforms();
|
||||
|
||||
bgfx::ViewId view = _pass;
|
||||
|
||||
// This value is the image region dimension that each thread group of the FSR shader operates on
|
||||
static constexpr int threadGroupWorkRegionDim = 16;
|
||||
int const dispatchX = (m_resources->m_width + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim;
|
||||
int const dispatchY = (m_resources->m_height + (threadGroupWorkRegionDim - 1)) / threadGroupWorkRegionDim;
|
||||
bgfx::TextureFormat::Enum const format = m_config.m_fsr16Bit ? bgfx::TextureFormat::RGBA16F : bgfx::TextureFormat::RGBA32F;
|
||||
bgfx::TextureHandle fsrEasuTexture = m_config.m_fsr16Bit ? m_resources->m_easuTexture16F : m_resources->m_easuTexture32F;
|
||||
|
||||
// EASU pass (upscale)
|
||||
{
|
||||
bgfx::ProgramHandle program = m_config.m_fsr16Bit ? m_resources->m_easu16Program : m_resources->m_easu32Program;
|
||||
|
||||
if (!m_config.m_applyFsr)
|
||||
{
|
||||
program = m_resources->m_bilinear32Program;
|
||||
}
|
||||
|
||||
bgfx::setViewName(view, "fsr easu");
|
||||
m_resources->m_uniforms.submit();
|
||||
bgfx::setTexture(0, m_resources->s_inputTexture, _colorTexture);
|
||||
bgfx::setImage(1, fsrEasuTexture, 0, bgfx::Access::Write, format);
|
||||
bgfx::dispatch(view, program, dispatchX, dispatchY, 1);
|
||||
++view;
|
||||
}
|
||||
|
||||
// RCAS pass (sharpening)
|
||||
if (m_config.m_applyFsrRcas)
|
||||
{
|
||||
bgfx::ProgramHandle program = m_config.m_fsr16Bit ? m_resources->m_rcas16Program : m_resources->m_rcas32Program;
|
||||
|
||||
bgfx::setViewName(view, "fsr rcas");
|
||||
m_resources->m_uniforms.submit();
|
||||
bgfx::setTexture(0, m_resources->s_inputTexture, fsrEasuTexture);
|
||||
bgfx::setImage(1, m_config.m_fsr16Bit ? m_resources->m_rcasTexture16F : m_resources->m_rcasTexture32F, 0, bgfx::Access::Write, format);
|
||||
bgfx::dispatch(view, program, dispatchX, dispatchY, 1);
|
||||
++view;
|
||||
}
|
||||
|
||||
return view;
|
||||
}
|
||||
|
||||
bgfx::TextureHandle Fsr::getResultTexture() const
|
||||
{
|
||||
if (m_config.m_applyFsr && m_config.m_applyFsrRcas)
|
||||
{
|
||||
return m_config.m_fsr16Bit ? m_resources->m_rcasTexture16F : m_resources->m_rcasTexture32F;
|
||||
}
|
||||
else
|
||||
{
|
||||
return m_config.m_fsr16Bit ? m_resources->m_easuTexture16F : m_resources->m_easuTexture32F;
|
||||
}
|
||||
}
|
||||
|
||||
bool Fsr::supports16BitPrecision() const
|
||||
{
|
||||
return m_support16BitPrecision;
|
||||
}
|
||||
|
||||
void Fsr::updateUniforms()
|
||||
{
|
||||
float const srcWidth = static_cast<float>(m_resources->m_width) / m_config.m_superSamplingFactor;
|
||||
float const srcHeight = static_cast<float>(m_resources->m_height) / m_config.m_superSamplingFactor;
|
||||
|
||||
m_resources->m_uniforms.ViewportSizeRcasAttenuation.x = srcWidth;
|
||||
m_resources->m_uniforms.ViewportSizeRcasAttenuation.y = srcHeight;
|
||||
m_resources->m_uniforms.ViewportSizeRcasAttenuation.z = m_config.m_rcasAttenuation;
|
||||
m_resources->m_uniforms.SrcSize.x = static_cast<float>(m_resources->m_width);
|
||||
m_resources->m_uniforms.SrcSize.y = static_cast<float>(m_resources->m_height);
|
||||
m_resources->m_uniforms.DstSize.x = static_cast<float>(m_resources->m_width);
|
||||
m_resources->m_uniforms.DstSize.y = static_cast<float>(m_resources->m_height);
|
||||
}
|
47
examples/46-fsr/fsr.h
Normal file
47
examples/46-fsr/fsr.h
Normal file
@ -0,0 +1,47 @@
|
||||
/*
|
||||
* Copyright 2021 Richard Schubert. All rights reserved.
|
||||
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
|
||||
*
|
||||
* AMD FidelityFX Super Resolution 1.0 (FSR)
|
||||
* Based on https://github.com/GPUOpen-Effects/FidelityFX-FSR/blob/master/sample/
|
||||
*/
|
||||
|
||||
#ifndef __FSR_H__
|
||||
#define __FSR_H__
|
||||
|
||||
#include <bgfx/bgfx.h>
|
||||
|
||||
class Fsr
|
||||
{
|
||||
public:
|
||||
|
||||
struct Config
|
||||
{
|
||||
bool m_applyFsr{ true };
|
||||
bool m_applyFsrRcas{ true };
|
||||
float m_superSamplingFactor{ 2.0f };
|
||||
float m_rcasAttenuation{ 0.2f };
|
||||
bool m_fsr16Bit{ false };
|
||||
};
|
||||
|
||||
Config m_config;
|
||||
|
||||
Fsr();
|
||||
~Fsr();
|
||||
|
||||
void init(uint32_t _width, uint32_t _height);
|
||||
void destroy();
|
||||
void resize(uint32_t _width, uint32_t _height);
|
||||
|
||||
bgfx::ViewId computeFsr(bgfx::ViewId _pass, bgfx::TextureHandle _colorTexture);
|
||||
bgfx::TextureHandle getResultTexture() const;
|
||||
bool supports16BitPrecision() const;
|
||||
|
||||
private:
|
||||
void updateUniforms();
|
||||
|
||||
struct FsrResources *m_resources;
|
||||
bool m_support16BitPrecision{ false };
|
||||
};
|
||||
|
||||
#endif // __FSR_H__
|
10
examples/46-fsr/makefile
Normal file
10
examples/46-fsr/makefile
Normal file
@ -0,0 +1,10 @@
|
||||
#
|
||||
# Copyright 2011-2021 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
|
BIN
examples/46-fsr/screenshot.png
Normal file
BIN
examples/46-fsr/screenshot.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 176 KiB |
9
examples/46-fsr/varying.def.sc
Normal file
9
examples/46-fsr/varying.def.sc
Normal file
@ -0,0 +1,9 @@
|
||||
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);
|
34
examples/46-fsr/vs_fsr_forward.sc
Normal file
34
examples/46-fsr/vs_fsr_forward.sc
Normal file
@ -0,0 +1,34 @@
|
||||
$input a_position, a_normal
|
||||
$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_position.xy * vec2_splat(0.5); // the used mesh does not provide texture coordinates
|
||||
|
||||
// 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);
|
||||
}
|
10
examples/46-fsr/vs_fsr_screenquad.sc
Normal file
10
examples/46-fsr/vs_fsr_screenquad.sc
Normal file
@ -0,0 +1,10 @@
|
||||
$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;
|
||||
}
|
Loading…
Reference in New Issue
Block a user