mirror of
https://github.com/bkaradzic/bgfx.git
synced 2026-02-17 20:52:36 +01:00
Cleanup.
This commit is contained in:
@@ -1,8 +1,7 @@
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/*
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* Copyright 2011-2018 Branimir Karadzic. All rights reserved.
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* Copyright 2018 Eric Arnebäck. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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* The bloom effect was based on the following presentation:
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* http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
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*/
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@@ -12,7 +11,6 @@
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#include "imgui/imgui.h"
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#include "camera.h"
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#include "bounds.h"
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#include <math.h>
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namespace
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{
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@@ -39,7 +37,7 @@ struct PosVertex
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float m_x;
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float m_y;
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float m_z;
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static void init()
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{
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ms_decl
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@@ -75,7 +73,7 @@ struct PosTexCoord0Vertex
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bgfx::VertexDecl PosTexCoord0Vertex::ms_decl;
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float cs = 0.29f;
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constexpr float cs = 0.29f;
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static PosVertex s_cubeVertices[24] =
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{
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@@ -212,60 +210,62 @@ public:
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// Set geometry pass view clear state.
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bgfx::setViewClear(RENDER_PASS_GEOMETRY_ID
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, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
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, 1.0f
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, 0
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, 0
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, 0
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);
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, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
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, 1.0f
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, 0
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, 0
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, 0
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);
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// we need to clear the textures in the chain, before downsampling into them.
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for (uint16_t ii = 0; ii < TEX_CHAIN_LEN-1; ++ii) {
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for (uint16_t ii = 0; ii < TEX_CHAIN_LEN-1; ++ii)
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{
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bgfx::setViewClear(RENDER_PASS_DOWNSAMPLE0_ID + ii
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, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
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, 1.0f
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, 0
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, 0
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);
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);
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}
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// Create vertex stream declaration.
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PosVertex::init();
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PosTexCoord0Vertex::init();
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// Create static vertex buffer.
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m_vbh = bgfx::createVertexBuffer(
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bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) )
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, PosVertex::ms_decl
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);
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bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) )
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, PosVertex::ms_decl
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);
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m_ibh = bgfx::createIndexBuffer(bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) ) );
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s_albedo = bgfx::createUniform("s_albedo", bgfx::UniformType::Int1);
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s_tex = bgfx::createUniform("s_tex", bgfx::UniformType::Int1);
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s_depth = bgfx::createUniform("s_depth", bgfx::UniformType::Int1);
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s_light = bgfx::createUniform("s_light", bgfx::UniformType::Int1);
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s_albedo = bgfx::createUniform("s_albedo", bgfx::UniformType::Int1);
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s_tex = bgfx::createUniform("s_tex", bgfx::UniformType::Int1);
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s_depth = bgfx::createUniform("s_depth", bgfx::UniformType::Int1);
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s_light = bgfx::createUniform("s_light", bgfx::UniformType::Int1);
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u_pixelSize = bgfx::createUniform("u_pixelSize", bgfx::UniformType::Vec4);
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u_intensity = bgfx::createUniform("u_intensity", bgfx::UniformType::Vec4);
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u_color = bgfx::createUniform("u_color", bgfx::UniformType::Vec4);
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u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Mat4);
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u_color = bgfx::createUniform("u_color", bgfx::UniformType::Vec4);
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u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Mat4);
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// Create program from shaders.
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m_geomProgram = loadProgram("vs_albedo_output", "fs_albedo_output");
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m_downsampleProgram = loadProgram("vs_fullscreen", "fs_downsample");
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m_upsampleProgram = loadProgram("vs_fullscreen", "fs_upsample");
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m_combineProgram = loadProgram("vs_fullscreen", "fs_bloom_combine");
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m_geomProgram = loadProgram("vs_albedo_output", "fs_albedo_output");
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m_downsampleProgram = loadProgram("vs_fullscreen", "fs_downsample");
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m_upsampleProgram = loadProgram("vs_fullscreen", "fs_upsample");
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m_combineProgram = loadProgram("vs_fullscreen", "fs_bloom_combine");
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m_gbufferTex[0].idx = bgfx::kInvalidHandle;
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m_gbufferTex[1].idx = bgfx::kInvalidHandle;
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m_gbufferTex[2].idx = bgfx::kInvalidHandle;
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m_gbuffer.idx = bgfx::kInvalidHandle;
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m_gbuffer.idx = bgfx::kInvalidHandle;
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for (int ii = 0; ii < TEX_CHAIN_LEN; ++ii) {
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m_texChainFb[ii].idx = bgfx::kInvalidHandle;
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for (int ii = 0; ii < TEX_CHAIN_LEN; ++ii)
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{
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m_texChainFb[ii].idx = bgfx::kInvalidHandle;
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m_texChainTex[ii].idx = bgfx::kInvalidHandle;
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}
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// Imgui.
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imguiCreate();
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@@ -281,7 +281,7 @@ public:
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m_oldReset = m_reset;
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m_scrollArea = 0;
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cameraCreate();
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const float initialPos[3] = { 0.0f, 0.0f, -15.0f };
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@@ -313,7 +313,7 @@ public:
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bgfx::destroy(m_downsampleProgram);
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bgfx::destroy(m_upsampleProgram);
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bgfx::destroy(m_combineProgram);
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bgfx::destroy(s_albedo);
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bgfx::destroy(s_tex);
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bgfx::destroy(s_depth);
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@@ -334,15 +334,16 @@ public:
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{
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if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
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{
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imguiBeginFrame(m_mouseState.m_mx
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, m_mouseState.m_my
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, (m_mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
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| (m_mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
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| (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
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, m_mouseState.m_mz
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, uint16_t(m_width)
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, uint16_t(m_height)
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);
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imguiBeginFrame(
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m_mouseState.m_mx
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, m_mouseState.m_my
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, (m_mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
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| (m_mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
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| (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
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, m_mouseState.m_mz
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, uint16_t(m_width)
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, uint16_t(m_height)
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);
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showExampleDialog(this);
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@@ -385,7 +386,7 @@ public:
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{
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bgfx::destroy(m_gbuffer);
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}
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const uint64_t tsFlags = 0
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| BGFX_TEXTURE_RT
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| BGFX_SAMPLER_U_CLAMP
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@@ -399,32 +400,38 @@ public:
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bgfx::destroy(m_texChainFb[ii]);
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}
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m_texChainTex[ii] = bgfx::createTexture2D((uint16_t)m_width / (uint16_t)pow(2, ii), (uint16_t)m_height / (uint16_t)pow(2, ii), false, 1, bgfx::TextureFormat::RGBA32F, tsFlags);
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m_texChainFb[ii] = bgfx::createFrameBuffer(1, &m_texChainTex[ii], true);
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m_texChainTex[ii] = bgfx::createTexture2D(
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(uint16_t)m_width / (uint16_t)bx::pow(2.0f, ii)
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, (uint16_t)m_height / (uint16_t)bx::pow(2.0f, ii)
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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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m_gbufferTex[0] = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::RGBA32F, tsFlags);
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m_gbufferTex[1] = m_texChainTex[0];
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m_gbufferTex[2] = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::D24S8, tsFlags);
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m_gbuffer = bgfx::createFrameBuffer(BX_COUNTOF(m_gbufferTex), m_gbufferTex, true);
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}
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ImGui::SetNextWindowPos(
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ImVec2(m_width/7.0f, m_height - m_height / 2.0f - 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 / 3.0f)
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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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ImGui::End();
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// Update camera.
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@@ -438,20 +445,23 @@ public:
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{
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bgfx::setViewRect(RENDER_PASS_GEOMETRY_ID, 0, 0, uint16_t(m_width), uint16_t(m_height) );
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for (uint16_t ii = 0; ii < TEX_CHAIN_LEN-1; ++ii) {
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bgfx::setViewRect(RENDER_PASS_DOWNSAMPLE0_ID + ii, 0, 0,
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uint16_t(m_width / (uint16_t)pow(2, ii+1)),
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uint16_t(m_height / (uint16_t)pow(2, ii+1)));
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for (uint16_t ii = 0; ii < TEX_CHAIN_LEN-1; ++ii)
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{
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bgfx::setViewRect(RENDER_PASS_DOWNSAMPLE0_ID + ii, 0, 0
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, uint16_t(m_width / (uint16_t)bx::pow(2.0f, ii+1) )
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, uint16_t(m_height / (uint16_t)bx::pow(2.0f, ii+1) )
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);
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}
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for (uint16_t ii = 0; ii < TEX_CHAIN_LEN-1; ++ii) {
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bgfx::setViewRect(RENDER_PASS_UPSAMPLE0_ID + ii, 0, 0,
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uint16_t(m_width / (uint16_t)pow(2, TEX_CHAIN_LEN-ii - 2)),
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uint16_t(m_height / (uint16_t)pow(2, TEX_CHAIN_LEN - ii - 2)));
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for (uint16_t ii = 0; ii < TEX_CHAIN_LEN-1; ++ii)
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{
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bgfx::setViewRect(RENDER_PASS_UPSAMPLE0_ID + ii, 0, 0
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, uint16_t(m_width / (uint16_t)bx::pow(2.0f, TEX_CHAIN_LEN - ii - 2) )
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, uint16_t(m_height / (uint16_t)bx::pow(2.0f, TEX_CHAIN_LEN - ii - 2) )
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);
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}
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bx::mtxProj(proj, 60.0f, float(m_width) / float(m_height), 0.1f, 100.0f, m_caps->homogeneousDepth);
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bx::mtxProj(proj, 60.0f, float(m_width) / float(m_height), 0.1f, 100.0f, m_caps->homogeneousDepth);
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bgfx::setViewFrameBuffer(RENDER_PASS_GEOMETRY_ID, m_gbuffer);
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bgfx::setViewTransform(RENDER_PASS_GEOMETRY_ID, view, proj);
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@@ -459,13 +469,15 @@ public:
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bx::mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f, 0.0f, m_caps->homogeneousDepth);
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for (uint16_t ii = 0; ii < TEX_CHAIN_LEN-1; ++ii) {
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for (uint16_t ii = 0; ii < TEX_CHAIN_LEN-1; ++ii)
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{
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bgfx::setViewTransform(RENDER_PASS_DOWNSAMPLE0_ID + ii, NULL, proj);
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bgfx::setViewFrameBuffer(RENDER_PASS_DOWNSAMPLE0_ID + ii, m_texChainFb[ii+1]);
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}
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for (uint16_t ii = 0; ii < TEX_CHAIN_LEN-1; ++ii) {
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bgfx::setViewTransform(RENDER_PASS_UPSAMPLE0_ID + ii, NULL, proj);
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for (uint16_t ii = 0; ii < TEX_CHAIN_LEN-1; ++ii)
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{
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bgfx::setViewTransform(RENDER_PASS_UPSAMPLE0_ID + ii, NULL, proj);
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bgfx::setViewFrameBuffer(RENDER_PASS_UPSAMPLE0_ID + ii, m_texChainFb[TEX_CHAIN_LEN - ii - 2]);
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}
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@@ -474,7 +486,8 @@ public:
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const uint32_t dim = 7;
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const int COLS = 5;
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float color[4*COLS] = {
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float color[4*COLS] =
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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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@@ -495,14 +508,11 @@ public:
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t += 0.07f * time;
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// float r = (float)sin(0.47f * time * 2.0f * 3.14f) * 1.0f + 1.9f;
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float r = (float)sin(0.47f * time * 2.0f * 3.14f) * 1.0f + 1.4f;
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float r = bx::sin(0.47f * time * 2.0f * 3.14f) * 1.0f + 1.4f;
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//r = 1.9f;
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mtx[12] = (float)sin(t * 2.0f * 3.14f)*r;
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mtx[13] = (float)cos(t * 2.0f * 3.14f)*r;
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mtx[14] = 0.2f * ((float)xx / (float)dim);
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mtx[12] = bx::sin(t * 2.0f * 3.14f)*r;
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mtx[13] = bx::cos(t * 2.0f * 3.14f)*r;
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mtx[14] = 0.2f * (float)xx / (float)dim;
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// Set transform for draw call.
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bgfx::setTransform(mtx);
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@@ -525,12 +535,14 @@ public:
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}
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// now downsample.
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for(uint16_t ii = 0; ii < TEX_CHAIN_LEN-1; ++ii)
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for (uint16_t ii = 0; ii < TEX_CHAIN_LEN-1; ++ii)
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{
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float pixelSize[4] = {
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1.0f / (float)(m_width / (uint16_t)pow(2, ii + 1)),
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1.0f / (float)(m_height / (uint16_t)pow(2, ii + 1)), 0.0f, 0.0f };
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float pixelSize[4] =
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{
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1.0f / (float)(m_width / (uint16_t)bx::pow(2.0f, ii + 1)),
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1.0f / (float)(m_height / (uint16_t)bx::pow(2.0f, ii + 1)), 0.0f, 0.0f
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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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@@ -538,26 +550,30 @@ public:
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| BGFX_STATE_WRITE_RGB
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| BGFX_STATE_WRITE_A
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);
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screenSpaceQuad((float)m_width, (float)m_height, s_texelHalf, m_caps->originBottomLeft);
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bgfx::submit(RENDER_PASS_DOWNSAMPLE0_ID + ii, m_downsampleProgram);
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bgfx::submit(RENDER_PASS_DOWNSAMPLE0_ID + ii, m_downsampleProgram);
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}
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// now upsample.
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for (uint16_t ii = 0; ii < TEX_CHAIN_LEN - 1; ++ii)
|
||||
{
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||||
float pixelSize[4] = {
|
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1.0f / (float)(m_width / (uint16_t)pow(2, TEX_CHAIN_LEN - 2 - ii)),
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1.0f / (float)(m_height / (uint16_t)pow(2, TEX_CHAIN_LEN - 2 - ii)), 0.0f, 0.0f };
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float intensity[4] = { m_intensity, 0.0f, 0.0f, 0.0f };
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const float pixelSize[4] =
|
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{
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1.0f / (float)(m_width / (uint16_t)bx::pow(2.0f, TEX_CHAIN_LEN - 2 - ii) ),
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1.0f / (float)(m_height / (uint16_t)bx::pow(2.0f, TEX_CHAIN_LEN - 2 - ii) ),
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0.0f,
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0.0f
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};
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const float intensity[4] = { m_intensity, 0.0f, 0.0f, 0.0f };
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bgfx::setUniform(u_pixelSize, pixelSize);
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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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// as we upscale, we also sum with the previous mip level. We do this by alpha blending.
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||||
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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
|
||||
| BGFX_STATE_WRITE_RGB
|
||||
@@ -577,7 +593,7 @@ public:
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||||
| BGFX_STATE_WRITE_A
|
||||
);
|
||||
screenSpaceQuad( (float)m_width, (float)m_height, s_texelHalf, m_caps->originBottomLeft);
|
||||
bgfx::submit(RENDER_PASS_COMBINE_ID, m_combineProgram);
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||||
bgfx::submit(RENDER_PASS_COMBINE_ID, m_combineProgram);
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||||
}
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||||
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||||
imguiEndFrame();
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||||
@@ -594,7 +610,7 @@ public:
|
||||
|
||||
bgfx::VertexBufferHandle m_vbh;
|
||||
bgfx::IndexBufferHandle m_ibh;
|
||||
|
||||
|
||||
bgfx::UniformHandle s_albedo;
|
||||
bgfx::UniformHandle s_tex;
|
||||
bgfx::UniformHandle s_depth;
|
||||
@@ -605,16 +621,16 @@ public:
|
||||
|
||||
|
||||
bgfx::UniformHandle u_mtx;
|
||||
|
||||
|
||||
bgfx::ProgramHandle m_geomProgram;
|
||||
bgfx::ProgramHandle m_downsampleProgram;
|
||||
bgfx::ProgramHandle m_upsampleProgram;
|
||||
bgfx::ProgramHandle m_combineProgram;
|
||||
|
||||
bgfx::TextureHandle m_gbufferTex[3];
|
||||
|
||||
|
||||
bgfx::FrameBufferHandle m_gbuffer;
|
||||
|
||||
|
||||
bgfx::FrameBufferHandle m_texChainFb[TEX_CHAIN_LEN];
|
||||
bgfx::TextureHandle m_texChainTex[TEX_CHAIN_LEN];
|
||||
|
||||
|
||||
Reference in New Issue
Block a user