bgfx/examples/09-hdr/hdr.cpp
Branimir Karadžić 6ffdb3e247 Added args.
2015-10-23 20:57:04 -07:00

565 lines
16 KiB
C++

/*
* Copyright 2011-2015 Branimir Karadzic. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "common.h"
#include "bgfx_utils.h"
#include "imgui/imgui.h"
static float s_texelHalf = 0.0f;
static bool s_originBottomLeft = false;
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()
.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
.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)
{
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_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) * dv;
++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) * dv;
++num;
}
}
bgfx::setUniform(_handle, offsets, num);
}
inline float square(float _x)
{
return _x*_x;
}
class HDR : public entry::AppI
{
void init(int _argc, char** _argv) BX_OVERRIDE
{
Args args(_argc, _argv);
m_width = 1280;
m_height = 720;
m_debug = BGFX_DEBUG_TEXT;
m_reset = BGFX_RESET_VSYNC;
bgfx::init(args.m_type, args.m_pciId);
bgfx::reset(m_width, m_height, m_reset);
// Enable m_debug text.
bgfx::setDebug(m_debug);
// Set view 0 clear state.
bgfx::setViewClear(0
, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
, 0x303030ff
, 1.0f
, 0
);
// Create vertex stream declaration.
PosColorTexCoord0Vertex::init();
// Set view m_debug names.
bgfx::setViewName(0, "Skybox");
bgfx::setViewName(1, "Mesh");
bgfx::setViewName(2, "Luminance");
bgfx::setViewName(3, "Downscale luminance 0");
bgfx::setViewName(4, "Downscale luminance 1");
bgfx::setViewName(5, "Downscale luminance 2");
bgfx::setViewName(6, "Downscale luminance 3");
bgfx::setViewName(7, "Brightness");
bgfx::setViewName(8, "Blur vertical");
bgfx::setViewName(9, "Blur horizontal + tonemap");
m_uffizi = loadTexture("uffizi.dds"
, 0
| BGFX_TEXTURE_U_CLAMP
| BGFX_TEXTURE_V_CLAMP
| BGFX_TEXTURE_W_CLAMP
);
m_skyProgram = loadProgram("vs_hdr_skybox", "fs_hdr_skybox");
m_lumProgram = loadProgram("vs_hdr_lum", "fs_hdr_lum");
m_lumAvgProgram = loadProgram("vs_hdr_lumavg", "fs_hdr_lumavg");
m_blurProgram = loadProgram("vs_hdr_blur", "fs_hdr_blur");
m_brightProgram = loadProgram("vs_hdr_bright", "fs_hdr_bright");
m_meshProgram = loadProgram("vs_hdr_mesh", "fs_hdr_mesh");
m_tonemapProgram = loadProgram("vs_hdr_tonemap", "fs_hdr_tonemap");
s_texCube = bgfx::createUniform("s_texCube", bgfx::UniformType::Int1);
s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
s_texLum = bgfx::createUniform("s_texLum", bgfx::UniformType::Int1);
s_texBlur = bgfx::createUniform("s_texBlur", bgfx::UniformType::Int1);
u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Mat4);
u_tonemap = bgfx::createUniform("u_tonemap", bgfx::UniformType::Vec4);
u_offset = bgfx::createUniform("u_offset", bgfx::UniformType::Vec4, 16);
m_mesh = meshLoad("meshes/bunny.bin");
m_fbtextures[0] = bgfx::createTexture2D(m_width, m_height, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT|BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP);
m_fbtextures[1] = bgfx::createTexture2D(m_width, m_height, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT_BUFFER_ONLY);
m_fbh = bgfx::createFrameBuffer(BX_COUNTOF(m_fbtextures), m_fbtextures, true);
m_lum[0] = bgfx::createFrameBuffer(128, 128, bgfx::TextureFormat::BGRA8);
m_lum[1] = bgfx::createFrameBuffer( 64, 64, bgfx::TextureFormat::BGRA8);
m_lum[2] = bgfx::createFrameBuffer( 16, 16, bgfx::TextureFormat::BGRA8);
m_lum[3] = bgfx::createFrameBuffer( 4, 4, bgfx::TextureFormat::BGRA8);
m_lum[4] = bgfx::createFrameBuffer( 1, 1, bgfx::TextureFormat::BGRA8);
m_bright = bgfx::createFrameBuffer(bgfx::BackbufferRatio::Half, bgfx::TextureFormat::BGRA8);
m_blur = bgfx::createFrameBuffer(bgfx::BackbufferRatio::Eighth, bgfx::TextureFormat::BGRA8);
m_lumBgra8 = 0;
if ( (BGFX_CAPS_TEXTURE_BLIT|BGFX_CAPS_TEXTURE_READ_BACK) == (bgfx::getCaps()->supported & (BGFX_CAPS_TEXTURE_BLIT|BGFX_CAPS_TEXTURE_READ_BACK) ) )
{
m_rb = bgfx::createTexture2D(1, 1, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_READ_BACK);
}
else
{
m_rb.idx = bgfx::invalidHandle;
}
// Imgui.
imguiCreate();
const bgfx::RendererType::Enum renderer = bgfx::getRendererType();
s_texelHalf = bgfx::RendererType::Direct3D9 == renderer ? 0.5f : 0.0f;
s_originBottomLeft = bgfx::RendererType::OpenGL == renderer || bgfx::RendererType::OpenGLES == renderer;
m_oldWidth = 0;
m_oldHeight = 0;
m_oldReset = m_reset;
m_speed = 0.37f;
m_middleGray = 0.18f;
m_white = 1.1f;
m_threshold = 1.5f;
m_scrollArea = 0;
m_time = 0.0f;
}
virtual int shutdown() BX_OVERRIDE
{
// Cleanup.
imguiDestroy();
meshUnload(m_mesh);
for (uint32_t ii = 0; ii < BX_COUNTOF(m_lum); ++ii)
{
bgfx::destroyFrameBuffer(m_lum[ii]);
}
bgfx::destroyFrameBuffer(m_bright);
bgfx::destroyFrameBuffer(m_blur);
bgfx::destroyFrameBuffer(m_fbh);
bgfx::destroyProgram(m_meshProgram);
bgfx::destroyProgram(m_skyProgram);
bgfx::destroyProgram(m_tonemapProgram);
bgfx::destroyProgram(m_lumProgram);
bgfx::destroyProgram(m_lumAvgProgram);
bgfx::destroyProgram(m_blurProgram);
bgfx::destroyProgram(m_brightProgram);
bgfx::destroyTexture(m_uffizi);
if (bgfx::isValid(m_rb) )
{
bgfx::destroyTexture(m_rb);
}
bgfx::destroyUniform(s_texCube);
bgfx::destroyUniform(s_texColor);
bgfx::destroyUniform(s_texLum);
bgfx::destroyUniform(s_texBlur);
bgfx::destroyUniform(u_mtx);
bgfx::destroyUniform(u_tonemap);
bgfx::destroyUniform(u_offset);
// Shutdown bgfx.
bgfx::shutdown();
return 0;
}
bool update() BX_OVERRIDE
{
if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
{
if (m_oldWidth != m_width
|| m_oldHeight != m_height
|| m_oldReset != m_reset)
{
// Recreate variable size render targets when resolution changes.
m_oldWidth = m_width;
m_oldHeight = m_height;
m_oldReset = m_reset;
uint32_t msaa = (m_reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT;
bgfx::destroyFrameBuffer(m_fbh);
m_fbtextures[0] = bgfx::createTexture2D(m_width, m_height, 1, bgfx::TextureFormat::BGRA8, ( (msaa+1)<<BGFX_TEXTURE_RT_MSAA_SHIFT)|BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP);
m_fbtextures[1] = bgfx::createTexture2D(m_width, m_height, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT_BUFFER_ONLY|( (msaa+1)<<BGFX_TEXTURE_RT_MSAA_SHIFT) );
m_fbh = bgfx::createFrameBuffer(BX_COUNTOF(m_fbtextures), m_fbtextures, true);
}
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
, m_width
, m_height
);
imguiBeginScrollArea("Settings", m_width - m_width / 5 - 10, 10, m_width / 5, m_height / 2, &m_scrollArea);
imguiSeparatorLine();
imguiSlider("Speed", m_speed, 0.0f, 1.0f, 0.01f);
imguiSeparator();
imguiSlider("Middle gray", m_middleGray, 0.1f, 1.0f, 0.01f);
imguiSlider("White point", m_white, 0.1f, 2.0f, 0.01f);
imguiSlider("Threshold", m_threshold, 0.1f, 2.0f, 0.01f);
if (bgfx::isValid(m_rb) )
{
union { uint32_t color; uint8_t bgra[4]; } cast = { m_lumBgra8 };
float exponent = cast.bgra[3]/255.0f * 255.0f - 128.0f;
float lumAvg = cast.bgra[2]/255.0f * exp2(exponent);
imguiSlider("Lum Avg", lumAvg, 0.0f, 1.0f, 0.01f, false);
}
imguiEndScrollArea();
imguiEndFrame();
// 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);
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;
m_time += (float)(frameTime*m_speed/freq);
// Use m_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 frame buffers.");
bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
// Set views.
for (uint32_t ii = 0; ii < 6; ++ii)
{
bgfx::setViewRect(ii, 0, 0, bgfx::BackbufferRatio::Equal);
}
bgfx::setViewFrameBuffer(0, m_fbh);
bgfx::setViewFrameBuffer(1, m_fbh);
bgfx::setViewClear(1, BGFX_CLEAR_DISCARD_DEPTH|BGFX_CLEAR_DISCARD_STENCIL);
bgfx::setViewRect(2, 0, 0, 128, 128);
bgfx::setViewFrameBuffer(2, m_lum[0]);
bgfx::setViewRect(3, 0, 0, 64, 64);
bgfx::setViewFrameBuffer(3, m_lum[1]);
bgfx::setViewRect(4, 0, 0, 16, 16);
bgfx::setViewFrameBuffer(4, m_lum[2]);
bgfx::setViewRect(5, 0, 0, 4, 4);
bgfx::setViewFrameBuffer(5, m_lum[3]);
bgfx::setViewRect(6, 0, 0, 1, 1);
bgfx::setViewFrameBuffer(6, m_lum[4]);
bgfx::setViewRect(7, 0, 0, bgfx::BackbufferRatio::Half);
bgfx::setViewFrameBuffer(7, m_bright);
bgfx::setViewRect(8, 0, 0, bgfx::BackbufferRatio::Eighth);
bgfx::setViewFrameBuffer(8, m_blur);
bgfx::setViewRect(9, 0, 0, bgfx::BackbufferRatio::Equal);
float view[16];
float proj[16];
bx::mtxIdentity(view);
bx::mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f);
// Set view and projection matrix for view 0.
for (uint32_t ii = 0; ii < 10; ++ii)
{
bgfx::setViewTransform(ii, view, proj);
}
float at[3] = { 0.0f, 1.0f, 0.0f };
float eye[3] = { 0.0f, 1.0f, -2.5f };
float mtx[16];
bx::mtxRotateXY(mtx
, 0.0f
, m_time
);
float temp[4];
bx::vec3MulMtx(temp, eye, mtx);
bx::mtxLookAt(view, temp, at);
bx::mtxProj(proj, 60.0f, float(m_width)/float(m_height), 0.1f, 100.0f);
// Set view and projection matrix for view 1.
bgfx::setViewTransform(1, view, proj);
bgfx::setUniform(u_mtx, mtx);
// Render skybox into view 0.
bgfx::setTexture(0, s_texCube, m_uffizi);
bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
screenSpaceQuad( (float)m_width, (float)m_height, true);
bgfx::submit(0, m_skyProgram);
// Render m_mesh into view 1
bgfx::setTexture(0, s_texCube, m_uffizi);
meshSubmit(m_mesh, 1, m_meshProgram, NULL);
// Calculate luminance.
setOffsets2x2Lum(u_offset, 128, 128);
bgfx::setTexture(0, s_texColor, m_fbtextures[0]);
bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
screenSpaceQuad(128.0f, 128.0f, s_originBottomLeft);
bgfx::submit(2, m_lumProgram);
// Downscale luminance 0.
setOffsets4x4Lum(u_offset, 128, 128);
bgfx::setTexture(0, s_texColor, m_lum[0]);
bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
screenSpaceQuad(64.0f, 64.0f, s_originBottomLeft);
bgfx::submit(3, m_lumAvgProgram);
// Downscale luminance 1.
setOffsets4x4Lum(u_offset, 64, 64);
bgfx::setTexture(0, s_texColor, m_lum[1]);
bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
screenSpaceQuad(16.0f, 16.0f, s_originBottomLeft);
bgfx::submit(4, m_lumAvgProgram);
// Downscale luminance 2.
setOffsets4x4Lum(u_offset, 16, 16);
bgfx::setTexture(0, s_texColor, m_lum[2]);
bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
screenSpaceQuad(4.0f, 4.0f, s_originBottomLeft);
bgfx::submit(5, m_lumAvgProgram);
// Downscale luminance 3.
setOffsets4x4Lum(u_offset, 4, 4);
bgfx::setTexture(0, s_texColor, m_lum[3]);
bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
screenSpaceQuad(1.0f, 1.0f, s_originBottomLeft);
bgfx::submit(6, m_lumAvgProgram);
float tonemap[4] = { m_middleGray, square(m_white), m_threshold, m_time };
bgfx::setUniform(u_tonemap, tonemap);
// m_bright pass m_threshold is tonemap[3].
setOffsets4x4Lum(u_offset, m_width/2, m_height/2);
bgfx::setTexture(0, s_texColor, m_fbtextures[0]);
bgfx::setTexture(1, s_texLum, m_lum[4]);
bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
screenSpaceQuad( (float)m_width/2.0f, (float)m_height/2.0f, s_originBottomLeft);
bgfx::submit(7, m_brightProgram);
// m_blur m_bright pass vertically.
bgfx::setTexture(0, s_texColor, m_bright);
bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
screenSpaceQuad( (float)m_width/8.0f, (float)m_height/8.0f, s_originBottomLeft);
bgfx::submit(8, m_blurProgram);
// m_blur m_bright pass horizontally, do tonemaping and combine.
bgfx::setTexture(0, s_texColor, m_fbtextures[0]);
bgfx::setTexture(1, s_texLum, m_lum[4]);
bgfx::setTexture(2, s_texBlur, m_blur);
bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
screenSpaceQuad( (float)m_width, (float)m_height, s_originBottomLeft);
bgfx::submit(9, m_tonemapProgram);
if (bgfx::isValid(m_rb) )
{
bgfx::blit(9, m_rb, 0, 0, m_lum[4]);
bgfx::readTexture(m_rb, &m_lumBgra8);
}
// Advance to next frame. Rendering thread will be kicked to
// process submitted rendering primitives.
bgfx::frame();
return true;
}
return false;
}
entry::MouseState m_mouseState;
bgfx::ProgramHandle m_skyProgram;
bgfx::ProgramHandle m_lumProgram;
bgfx::ProgramHandle m_lumAvgProgram;
bgfx::ProgramHandle m_blurProgram;
bgfx::ProgramHandle m_brightProgram;
bgfx::ProgramHandle m_meshProgram;
bgfx::ProgramHandle m_tonemapProgram;
bgfx::TextureHandle m_uffizi;
bgfx::UniformHandle s_texCube;
bgfx::UniformHandle s_texColor;
bgfx::UniformHandle s_texLum;
bgfx::UniformHandle s_texBlur;
bgfx::UniformHandle u_mtx;
bgfx::UniformHandle u_tonemap;
bgfx::UniformHandle u_offset;
Mesh* m_mesh;
bgfx::TextureHandle m_fbtextures[2];
bgfx::TextureHandle m_rb;
bgfx::FrameBufferHandle m_fbh;
bgfx::FrameBufferHandle m_lum[5];
bgfx::FrameBufferHandle m_bright;
bgfx::FrameBufferHandle m_blur;
uint32_t m_width;
uint32_t m_height;
uint32_t m_debug;
uint32_t m_reset;
uint32_t m_lumBgra8;
uint32_t m_oldWidth;
uint32_t m_oldHeight;
uint32_t m_oldReset;
float m_speed;
float m_middleGray;
float m_white;
float m_threshold;
int32_t m_scrollArea;
float m_time;
};
ENTRY_IMPLEMENT_MAIN(HDR);