/* * Copyright 2018 Eric Arnebäck. All rights reserved. * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE */ /* * Reference(s): * - Next Generation Post Processing in Call of Duty: Advanced Warfare * https://web.archive.org/web/20180920045230/http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare */ #include "common.h" #include "bgfx_utils.h" #include "imgui/imgui.h" #include "camera.h" namespace { // pass that render the geometry of the boxes. #define RENDER_PASS_GEOMETRY_ID 0 // the first downsample pass. #define RENDER_PASS_DOWNSAMPLE0_ID 1 // the first upsample pass. #define RENDER_PASS_UPSAMPLE0_ID ( (TEX_CHAIN_LEN-1) + 1) // the final pass the combines the bloom with the g-buffer. #define RENDER_PASS_COMBINE_ID ( (TEX_CHAIN_LEN-1) + 1 + (TEX_CHAIN_LEN-1) ) // number of downsampled and then upsampled textures(used for bloom.) #define TEX_CHAIN_LEN 5 static float s_texelHalf = 0.0f; struct PosVertex { float m_x; float m_y; float m_z; static void init() { ms_layout .begin() .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float) .end(); } static bgfx::VertexLayout ms_layout; }; bgfx::VertexLayout PosVertex::ms_layout; 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; constexpr float cs = 0.29f; static PosVertex s_cubeVertices[24] = { {-cs, cs, cs }, { cs, cs, cs }, {-cs, -cs, cs }, { cs, -cs, cs }, {-cs, cs, -cs }, { cs, cs, -cs }, {-cs, -cs, -cs }, { cs, -cs, -cs }, {-cs, cs, cs }, { cs, cs, cs }, {-cs, cs, -cs }, { cs, cs, -cs }, {-cs, -cs, cs }, { cs, -cs, cs }, {-cs, -cs, -cs }, { cs, -cs, -cs }, { cs, -cs, cs }, { cs, cs, cs }, { cs, -cs, -cs }, { cs, cs, -cs }, {-cs, -cs, cs }, {-cs, cs, cs }, {-cs, -cs, -cs }, {-cs, cs, -cs }, }; static const uint16_t s_cubeIndices[36] = { 0, 2, 1, 1, 2, 3, 4, 5, 6, 5, 7, 6, 8, 10, 9, 9, 10, 11, 12, 13, 14, 13, 15, 14, 16, 18, 17, 17, 18, 19, 20, 21, 22, 21, 23, 22, }; void screenSpaceQuad(float _textureWidth, float _textureHeight, float _texelHalf, bool _originBottomLeft, float _width = 1.0f, float _height = 1.0f) { if (3 == bgfx::getAvailTransientVertexBuffer(3, PosTexCoord0Vertex::ms_layout) ) { bgfx::TransientVertexBuffer vb; bgfx::allocTransientVertexBuffer(&vb, 3, PosTexCoord0Vertex::ms_layout); PosTexCoord0Vertex* vertex = (PosTexCoord0Vertex*)vb.data; const float minx = -_width; const float maxx = _width; const float miny = 0.0f; const float maxy = _height*2.0f; const float texelHalfW = _texelHalf/_textureWidth; const float texelHalfH = _texelHalf/_textureHeight; const float minu = -1.0f + texelHalfW; const float maxu = 1.0f + texelHalfH; 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); } } class ExampleBloom : public entry::AppI { public: ExampleBloom(const char* _name, const char* _description, const char* _url) : entry::AppI(_name, _description, _url) { } void init(int32_t _argc, const char* const* _argv, uint32_t _width, uint32_t _height) override { Args args(_argc, _argv); m_width = _width; m_height = _height; m_debug = BGFX_DEBUG_TEXT; m_reset = BGFX_RESET_VSYNC; bgfx::Init init; init.type = args.m_type; init.vendorId = args.m_pciId; init.platformData.nwh = entry::getNativeWindowHandle(entry::kDefaultWindowHandle); init.platformData.ndt = entry::getNativeDisplayHandle(); init.resolution.width = m_width; init.resolution.height = m_height; init.resolution.reset = m_reset; bgfx::init(init); // Enable m_debug text. bgfx::setDebug(m_debug); // Set palette color for index 0 bgfx::setPaletteColor(0, UINT32_C(0x00000000) ); // Set geometry pass view clear state. bgfx::setViewClear(RENDER_PASS_GEOMETRY_ID , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH , 1.0f , 0 , 0 , 0 ); // we need to clear the textures in the chain, before downsampling into them. for (uint16_t ii = 0; ii < TEX_CHAIN_LEN-1; ++ii) { bgfx::setViewClear(RENDER_PASS_DOWNSAMPLE0_ID + ii , BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH , 1.0f , 0 , 0 ); } // Create vertex stream declaration. PosVertex::init(); PosTexCoord0Vertex::init(); // Create static vertex buffer. m_vbh = bgfx::createVertexBuffer( bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) ) , PosVertex::ms_layout ); m_ibh = bgfx::createIndexBuffer(bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) ) ); s_albedo = bgfx::createUniform("s_albedo", bgfx::UniformType::Sampler); s_tex = bgfx::createUniform("s_tex", bgfx::UniformType::Sampler); s_depth = bgfx::createUniform("s_depth", bgfx::UniformType::Sampler); s_light = bgfx::createUniform("s_light", bgfx::UniformType::Sampler); u_pixelSize = bgfx::createUniform("u_pixelSize", bgfx::UniformType::Vec4); u_intensity = bgfx::createUniform("u_intensity", bgfx::UniformType::Vec4); u_color = bgfx::createUniform("u_color", bgfx::UniformType::Vec4); u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Mat4); // Create program from shaders. m_geomProgram = loadProgram("vs_albedo_output", "fs_albedo_output"); m_downsampleProgram = loadProgram("vs_fullscreen", "fs_downsample"); m_upsampleProgram = loadProgram("vs_fullscreen", "fs_upsample"); m_combineProgram = loadProgram("vs_fullscreen", "fs_bloom_combine"); m_gbuffer = BGFX_INVALID_HANDLE; for (int ii = 0; ii < TEX_CHAIN_LEN; ++ii) { m_texChainFb[ii] = BGFX_INVALID_HANDLE; } // Imgui. imguiCreate(); m_timeOffset = bx::getHPCounter(); const bgfx::RendererType::Enum renderer = bgfx::getRendererType(); s_texelHalf = bgfx::RendererType::Direct3D9 == renderer ? 0.5f : 0.0f; // Get renderer capabilities info. m_caps = bgfx::getCaps(); m_oldWidth = 0; m_oldHeight = 0; m_oldReset = m_reset; m_scrollArea = 0; cameraCreate(); cameraSetPosition({ 0.0f, 0.0f, -15.0f }); cameraSetVerticalAngle(0.0f); } virtual int shutdown() override { // Cleanup. cameraDestroy(); imguiDestroy(); if (bgfx::isValid(m_gbuffer) ) { bgfx::destroy(m_gbuffer); } for (int ii = 0; ii < TEX_CHAIN_LEN; ++ii) { bgfx::destroy(m_texChainFb[ii]); } bgfx::destroy(m_ibh); bgfx::destroy(m_vbh); bgfx::destroy(m_geomProgram); bgfx::destroy(m_downsampleProgram); bgfx::destroy(m_upsampleProgram); bgfx::destroy(m_combineProgram); bgfx::destroy(s_albedo); bgfx::destroy(s_tex); bgfx::destroy(s_depth); bgfx::destroy(s_light); bgfx::destroy(u_mtx); bgfx::destroy(u_pixelSize); bgfx::destroy(u_intensity); bgfx::destroy(u_color); // Shutdown bgfx. bgfx::shutdown(); return 0; } bool update() override { if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) ) { imguiBeginFrame( m_mouseState.m_mx , m_mouseState.m_my , (m_mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0) | (m_mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0) | (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0) , m_mouseState.m_mz , uint16_t(m_width) , uint16_t(m_height) ); showExampleDialog(this); 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); float time = (float)( (now-m_timeOffset)/freq); if (2 > m_caps->limits.maxFBAttachments) { // When multiple render targets (MRT) is not supported by GPU, // implement alternative code path that doesn't use MRT. bool blink = uint32_t(time*3.0f)&1; bgfx::dbgTextPrintf(0, 0, blink ? 0x4f : 0x04, " MRT not supported by GPU. "); // Set view 0 default viewport. bgfx::setViewRect(0, 0, 0, uint16_t(m_width), uint16_t(m_height) ); // This dummy draw call is here to make sure that view 0 is cleared // if no other draw calls are submitted to view 0. bgfx::touch(0); } else { if (m_oldWidth != m_width || m_oldHeight != m_height || m_oldReset != m_reset || !bgfx::isValid(m_gbuffer) ) { // Recreate variable size render targets when resolution changes. m_oldWidth = m_width; m_oldHeight = m_height; m_oldReset = m_reset; if (bgfx::isValid(m_gbuffer) ) { bgfx::destroy(m_gbuffer); } const uint64_t tsFlags = 0 | BGFX_TEXTURE_RT | BGFX_SAMPLER_U_CLAMP | BGFX_SAMPLER_V_CLAMP ; for (int ii = 0; ii < TEX_CHAIN_LEN; ++ii) { if (bgfx::isValid(m_texChainFb[ii]) ) { bgfx::destroy(m_texChainFb[ii]); } m_texChainFb[ii] = bgfx::createFrameBuffer( (uint16_t)(m_width >> ii) , (uint16_t)(m_height >> ii) , bgfx::TextureFormat::RGBA32F , tsFlags ); } bgfx::TextureHandle gbufferTex[] = { bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::RGBA32F, tsFlags), bgfx::getTexture(m_texChainFb[0]), bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::D32F, tsFlags), }; m_gbuffer = bgfx::createFrameBuffer(BX_COUNTOF(gbufferTex), gbufferTex, true); } ImGui::SetNextWindowPos( ImVec2(m_width - m_width / 5.0f - 10.0f, 10.0f) , ImGuiCond_FirstUseEver ); ImGui::SetNextWindowSize( ImVec2(m_width / 5.0f, m_height / 6.0f) , ImGuiCond_FirstUseEver ); ImGui::Begin("Settings" , NULL , 0 ); ImGui::SliderFloat("intensity", &m_intensity, 0.0f, 3.0f); ImGui::End(); // Update camera. cameraUpdate(deltaTime, m_mouseState, ImGui::MouseOverArea() ); float view[16]; cameraGetViewMtx(view); float proj[16]; // Setup views { bgfx::setViewRect(RENDER_PASS_GEOMETRY_ID, 0, 0, uint16_t(m_width), uint16_t(m_height) ); for (uint16_t ii = 0; ii < TEX_CHAIN_LEN-1; ++ii) { const uint16_t shift = ii + 1; bgfx::setViewRect(RENDER_PASS_DOWNSAMPLE0_ID + ii, 0, 0 , uint16_t(m_width >> shift) , uint16_t(m_height >> shift) ); } for (uint16_t ii = 0; ii < TEX_CHAIN_LEN-1; ++ii) { const uint16_t shift = TEX_CHAIN_LEN - ii - 2; bgfx::setViewRect(RENDER_PASS_UPSAMPLE0_ID + ii, 0, 0 , uint16_t(m_width >> shift) , uint16_t(m_height >> shift) ); } bx::mtxProj(proj, 60.0f, float(m_width) / float(m_height), 0.1f, 100.0f, m_caps->homogeneousDepth); bgfx::setViewFrameBuffer(RENDER_PASS_GEOMETRY_ID, m_gbuffer); bgfx::setViewTransform(RENDER_PASS_GEOMETRY_ID, view, proj); bgfx::setViewRect(RENDER_PASS_COMBINE_ID, 0, 0, uint16_t(m_width), uint16_t(m_height)); bx::mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f, 0.0f, m_caps->homogeneousDepth); for (uint16_t ii = 0; ii < TEX_CHAIN_LEN-1; ++ii) { bgfx::setViewTransform(RENDER_PASS_DOWNSAMPLE0_ID + ii, NULL, proj); bgfx::setViewFrameBuffer(RENDER_PASS_DOWNSAMPLE0_ID + ii, m_texChainFb[ii+1]); } for (uint16_t ii = 0; ii < TEX_CHAIN_LEN-1; ++ii) { bgfx::setViewTransform(RENDER_PASS_UPSAMPLE0_ID + ii, NULL, proj); bgfx::setViewFrameBuffer(RENDER_PASS_UPSAMPLE0_ID + ii, m_texChainFb[TEX_CHAIN_LEN - ii - 2]); } bgfx::setViewTransform(RENDER_PASS_COMBINE_ID, NULL, proj); } const uint32_t kNum = 9; const int kNumColors = 5; const float color[4*kNumColors] = { // Reference(s): // - Palette // https://web.archive.org/web/20180219034657/http://www.colourlovers.com/palette/3647908/RGB_Ice_Cream 0.847f*0.2f, 0.365f*0.2f, 0.408f*0.2f, 1.0f, 0.976f*0.2f, 0.827f*0.2f, 0.533f*0.2f, 1.0f, 0.533f*0.2f, 0.867f*0.2f, 0.741f*0.2f, 1.0f, 0.894f*0.2f, 0.620f*0.2f, 0.416f*0.2f, 1.0f, 0.584f*0.2f, 0.788f*0.2f, 0.882f*0.2f, 1.0f, }; // Render a whole bunch of colored cubes to the g-buffer. for (uint32_t xx = 0; xx < kNum; ++xx) { bgfx::setUniform(u_color, &color[4 * (xx % kNumColors)]); float mtx[16]; bx::mtxIdentity(mtx); const float tt = (float)xx / (float)kNum + 0.07f * time; const float rr = bx::sin(0.47f * time * bx::kPi2) + 1.4f; mtx[12] = bx::sin(tt * bx::kPi2)*rr; mtx[13] = bx::cos(tt * bx::kPi2)*rr; mtx[14] = 0.2f * (float)xx / (float)kNum; // Set transform for draw call. bgfx::setTransform(mtx); // Set vertex and index buffer. bgfx::setVertexBuffer(0, m_vbh); bgfx::setIndexBuffer(m_ibh); // Set render states. bgfx::setState(0 | BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A | BGFX_STATE_WRITE_Z | BGFX_STATE_DEPTH_TEST_LESS | BGFX_STATE_MSAA ); // Submit primitive for rendering to view 0. bgfx::submit(RENDER_PASS_GEOMETRY_ID, m_geomProgram); } // Now downsample. for (uint16_t ii = 0; ii < TEX_CHAIN_LEN-1; ++ii) { const uint16_t shift = ii + 1; const float pixelSize[4] = { 1.0f / (float)(m_width >> shift), 1.0f / (float)(m_height >> shift), 0.0f, 0.0f, }; bgfx::setUniform(u_pixelSize, pixelSize); bgfx::setTexture(0, s_tex, bgfx::getTexture(m_texChainFb[ii]) ); bgfx::setState(0 | BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A ); screenSpaceQuad( (float)m_width, (float)m_height, s_texelHalf, m_caps->originBottomLeft); bgfx::submit(RENDER_PASS_DOWNSAMPLE0_ID + ii, m_downsampleProgram); } // Now upsample. for (uint16_t ii = 0; ii < TEX_CHAIN_LEN - 1; ++ii) { const uint16_t shift = TEX_CHAIN_LEN - 2 - ii; const float pixelSize[4] = { 1.0f / (float)(m_width >> shift), 1.0f / (float)(m_height >> shift), 0.0f, 0.0f, }; const float intensity[4] = { m_intensity, 0.0f, 0.0f, 0.0f }; bgfx::setUniform(u_pixelSize, pixelSize); bgfx::setUniform(u_intensity, intensity); // Combine color and light buffers. bgfx::setTexture(0, s_tex, bgfx::getTexture(m_texChainFb[TEX_CHAIN_LEN - 1 - ii]) ); // As we upscale, we also sum with the previous mip level. We do this by alpha blending. bgfx::setState(0 | BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A | BGFX_STATE_BLEND_ADD ); screenSpaceQuad( (float)m_width, (float)m_height, s_texelHalf, m_caps->originBottomLeft); bgfx::submit(RENDER_PASS_UPSAMPLE0_ID + ii, m_upsampleProgram); } // Do final pass, that combines the bloom with the g-buffer. bgfx::setTexture(0, s_albedo, bgfx::getTexture(m_gbuffer, 0) ); bgfx::setTexture(1, s_light, bgfx::getTexture(m_texChainFb[0]) ); bgfx::setState(0 | BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A ); screenSpaceQuad( (float)m_width, (float)m_height, s_texelHalf, m_caps->originBottomLeft); bgfx::submit(RENDER_PASS_COMBINE_ID, m_combineProgram); } imguiEndFrame(); // Advance to next frame. Rendering thread will be kicked to // process submitted rendering primitives. bgfx::frame(); return true; } return false; } bgfx::VertexBufferHandle m_vbh; bgfx::IndexBufferHandle m_ibh; bgfx::UniformHandle s_albedo; bgfx::UniformHandle s_tex; bgfx::UniformHandle s_depth; bgfx::UniformHandle s_light; bgfx::UniformHandle u_pixelSize; bgfx::UniformHandle u_intensity; bgfx::UniformHandle u_color; bgfx::UniformHandle u_mtx; bgfx::ProgramHandle m_geomProgram; bgfx::ProgramHandle m_downsampleProgram; bgfx::ProgramHandle m_upsampleProgram; bgfx::ProgramHandle m_combineProgram; bgfx::FrameBufferHandle m_gbuffer; bgfx::FrameBufferHandle m_texChainFb[TEX_CHAIN_LEN]; uint32_t m_width; uint32_t m_height; uint32_t m_debug; uint32_t m_reset; float m_intensity = 1.0f; uint32_t m_oldWidth; uint32_t m_oldHeight; uint32_t m_oldReset; int32_t m_scrollArea; entry::MouseState m_mouseState; const bgfx::Caps* m_caps; int64_t m_timeOffset; }; } // namespace ENTRY_IMPLEMENT_MAIN( ExampleBloom , "38-bloom" , "Bloom." , "https://bkaradzic.github.io/bgfx/examples.html#bloom" );