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09-hdr.lua
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09-hdr.lua
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package.cpath = "bin/?.dll"
local iup = require "iuplua"
local bgfx = require "bgfx"
local util = require "util"
local math3d = require "math3d"
local settings = {
speed = 0.37,
middleGray = 0.18,
white = 1.1,
threshold = 1.5,
}
local function slider(name, title, min, max)
local value = assert(settings[name])
local label = iup.label { title = tostring(value) }
local function update_value(self)
local v = tonumber(self.value)
settings[name] = v
label.title = string.format("%.2f",v)
end
local s = iup.frame {
iup.hbox {
iup.val {
"HORIZONTAL";
min = min,
max = max,
value = value,
valuechanged_cb = update_value,
},
label
},
title = title,
}
return s
end
local ctx = {
canvas = iup.canvas {},
}
local lumAvgLabel = iup.label { SIZE = "100x" } -- { expand="HORIZONTAL" }
local function update_lumarg()
local v0,v1,v2,v3 = string.unpack("BBBB", settings.lumAvg)
local exponent = v3 - 128
local lumAvg = v2/255 * 2 ^ exponent
lumAvgLabel.title = string.format("lum Avg : %.2f", lumAvg)
end
local ctrl = iup.frame {
iup.vbox {
slider("speed", "Speed", 0, 1),
slider("middleGray", "Middle gray", 0.1, 1),
slider("white", "White point", 0.1, 2),
slider("threshold", "Threshold", 0.1, 2),
lumAvgLabel,
},
title = "Settings",
-- margin = "10x10",
size = "60",
}
local dlg = iup.dialog {
iup.hbox {
iup.vbox {
ctrl,
margin = "10x10",
},
ctx.canvas,
},
title = "09-hdr",
size = "HALFxHALF",
}
local view_order = { 0,1,2,3,4,5,6,7,8,9 }
local function shuffle()
for i=1,9 do
local a = math.random(i, 10)
local b = math.random(i, 10)
view_order[a] , view_order[b] = view_order[b], view_order[a]
end
end
local function screenSpaceQuad(textureWidth, textureHeight, originBottomLeft)
local width = 1
local height = 1
ctx.tvb:alloc(3, ctx.vdecl)
local zz = 0
local minx = -width
local maxx = width
local miny = 0
local maxy = height*2
local texelHalfW = ctx.s_texelHalf/textureWidth
local texelHalfH = ctx.s_texelHalf/textureHeight
local minu = -1 + texelHalfW
local maxu = 1 + texelHalfW
local minv = texelHalfH
local maxv = 2 + texelHalfH
if originBottomLeft then
minv,maxv = maxv, minv
minv = minv - 1
maxv = maxv - 1
end
ctx.tvb(0, minx, miny, zz, 0xffffffff, minu, minv)
ctx.tvb(1, maxx, miny, zz, 0xffffffff, maxu, minv)
ctx.tvb(2, maxx, maxy, zz, 0xffffffff, maxu, maxv)
ctx.tvb:set()
end
local offsets = {}
local function setOffsets2x2Lum(handle, width, height)
local du = 1/width
local dv = 1/height
local num = 0
local h = ctx.s_texelHalf
for yy = 0, 2 do
for xx = 0, 2 do
num = num + 1
offsets[num] = { (xx - h) * du,(yy - h) * dv , 0, 0 }
end
end
bgfx.set_uniform(handle, table.unpack(offsets))
end
local function setOffsets4x4Lum(handle, width, height)
local du = 1/width
local dv = 1/height
local num = 0
local h = ctx.s_texelHalf
for yy = 0, 3 do
for xx = 0, 3 do
num = num + 1
offsets[num] = { (xx - 1 - h) * du,(yy - 1 - h) * dv, 0, 0 }
end
end
bgfx.set_uniform(handle, table.unpack(offsets))
end
local time = 0
local function mainloop()
math3d.reset()
bgfx.touch(0)
time = time + 0.02 * settings.speed
shuffle()
local hdrSkybox, hdrMesh, hdrLuminance, hdrLumScale0, hdrLumScale1,
hdrLumScale2, hdrLumScale3, hdrBrightness, hdrVBlur, hdrHBlurTonemap = table.unpack(view_order)
bgfx.set_view_name(hdrSkybox, "Skybox")
bgfx.set_view_clear(hdrSkybox, "CD", 0x303030ff, 1.0, 0)
bgfx.set_view_rect(hdrSkybox, 0, 0)
bgfx.set_view_frame_buffer(hdrSkybox, ctx.m_fbh)
bgfx.set_view_name(hdrMesh, "Mesh")
bgfx.set_view_clear(hdrMesh, "ds")
bgfx.set_view_rect(hdrMesh, 0, 0)
bgfx.set_view_frame_buffer(hdrMesh, ctx.m_fbh)
bgfx.set_view_name(hdrLuminance, "Luminance")
bgfx.set_view_rect(hdrLuminance, 0, 0, 128, 128)
bgfx.set_view_frame_buffer(hdrLuminance, ctx.m_lum[1])
bgfx.set_view_name(hdrLumScale0, "Downscale luminance 0")
bgfx.set_view_rect(hdrLumScale0, 0, 0, 64, 64)
bgfx.set_view_frame_buffer(hdrLumScale0, ctx.m_lum[2])
bgfx.set_view_name(hdrLumScale1, "Downscale luminance 1")
bgfx.set_view_rect(hdrLumScale1, 0, 0, 16, 16)
bgfx.set_view_frame_buffer(hdrLumScale1, ctx.m_lum[3])
bgfx.set_view_name(hdrLumScale2, "Downscale luminance 2")
bgfx.set_view_rect(hdrLumScale2, 0, 0, 4, 4)
bgfx.set_view_frame_buffer(hdrLumScale2, ctx.m_lum[4])
bgfx.set_view_name(hdrLumScale3, "Downscale luminance 3")
bgfx.set_view_rect(hdrLumScale3, 0, 0, 1, 1)
bgfx.set_view_frame_buffer(hdrLumScale3, ctx.m_lum[5])
bgfx.set_view_name(hdrBrightness, "Brightness")
bgfx.set_view_rect(hdrBrightness, 0, 0, "1/2")
bgfx.set_view_frame_buffer(hdrBrightness, ctx.m_bright)
bgfx.set_view_name(hdrVBlur, "Blur vertical")
bgfx.set_view_rect(hdrVBlur, 0, 0, "1/8")
bgfx.set_view_frame_buffer(hdrVBlur, ctx.m_blur)
bgfx.set_view_name(hdrHBlurTonemap, "Blur horizontal + tonemap")
bgfx.set_view_rect(hdrHBlurTonemap, 0, 0)
bgfx.set_view_frame_buffer(hdrHBlurTonemap) -- bgfx::setViewFrameBuffer(hdrHBlurTonemap, BGFX_INVALID_HANDLE)
bgfx.set_view_order(view_order)
for i=0,#view_order-1 do
bgfx.set_view_transform(i, nil, ctx.ortho)
end
local mtx = math3d.matrix { r = { 0, time, 0 } }
local view = math3d.lookat( math3d.transform(mtx, math3d.vector( 0,1,-2.5) , 1) , { 0,1,0 })
bgfx.set_view_transform(hdrMesh, view, ctx.proj)
-- Render skybox into view hdrSkybox.
bgfx.set_texture(0, ctx.s_texCube, ctx.m_uffizi)
bgfx.set_state(ctx.state)
bgfx.set_uniform(ctx.u_mtx, mtx)
screenSpaceQuad( ctx.width, ctx.height, true)
bgfx.submit(hdrSkybox, ctx.m_skyProgram)
local tonemap = math3d.vector ( settings.middleGray, settings.white ^ 2, settings.threshold, time )
local originBottomLeft = util.caps.originBottomLeft
-- Render m_mesh into view hdrMesh.
bgfx.set_texture(0, ctx.s_texCube, ctx.m_uffizi)
bgfx.set_uniform(ctx.u_tonemap, tonemap)
bgfx.set_state(ctx.mesh_state)
util.meshSubmit(ctx.m_mesh, hdrMesh, ctx.m_meshProgram)
-- Calculate luminance.
setOffsets2x2Lum(ctx.u_offset, 128, 128)
bgfx.set_texture(0, ctx.s_texColor, ctx.m_fbtextures[1])
bgfx.set_state(ctx.state)
screenSpaceQuad(128.0, 128.0, originBottomLeft)
bgfx.submit(hdrLuminance, ctx.m_lumProgram)
-- Downscale luminance 0.
setOffsets4x4Lum(ctx.u_offset, 128, 128)
bgfx.set_texture(0, ctx.s_texColor, bgfx.get_texture(ctx.m_lum[1]))
bgfx.set_state(ctx.state)
screenSpaceQuad(64.0, 64.0, originBottomLeft)
bgfx.submit(hdrLumScale0, ctx.m_lumAvgProgram)
-- Downscale luminance 1.
setOffsets4x4Lum(ctx.u_offset, 64, 64)
bgfx.set_texture(0, ctx.s_texColor, bgfx.get_texture(ctx.m_lum[2]))
bgfx.set_state(ctx.state)
screenSpaceQuad(16, 16, originBottomLeft)
bgfx.submit(hdrLumScale1, ctx.m_lumAvgProgram)
-- Downscale luminance 2.
setOffsets4x4Lum(ctx.u_offset, 16, 16)
bgfx.set_texture(0, ctx.s_texColor, bgfx.get_texture(ctx.m_lum[3]))
bgfx.set_state(ctx.state)
screenSpaceQuad(4, 4, originBottomLeft)
bgfx.submit(hdrLumScale2, ctx.m_lumAvgProgram)
-- Downscale luminance 3.
setOffsets4x4Lum(ctx.u_offset, 4, 4)
bgfx.set_texture(0, ctx.s_texColor, bgfx.get_texture(ctx.m_lum[4]))
bgfx.set_state(ctx.state)
screenSpaceQuad(1, 1, originBottomLeft)
bgfx.submit(hdrLumScale3, ctx.m_lumAvgProgram)
-- m_bright pass m_threshold is tonemap[3].
setOffsets4x4Lum(ctx.u_offset, ctx.width/2, ctx.height/2)
bgfx.set_texture(0, ctx.s_texColor, ctx.m_fbtextures[1])
bgfx.set_texture(1, ctx.s_texLum, bgfx.get_texture(ctx.m_lum[5]))
bgfx.set_state(ctx.state)
bgfx.set_uniform(ctx.u_tonemap, tonemap)
screenSpaceQuad( ctx.width/2, ctx.height/2, originBottomLeft)
bgfx.submit(hdrBrightness, ctx.m_brightProgram)
-- m_blur m_bright pass vertically.
bgfx.set_texture(0, ctx.s_texColor, bgfx.get_texture(ctx.m_bright))
bgfx.set_state(ctx.state)
bgfx.set_uniform(ctx.u_tonemap, tonemap)
screenSpaceQuad(ctx.width/8, ctx.height/8, originBottomLeft)
bgfx.submit(hdrVBlur, ctx.m_blurProgram)
-- m_blur m_bright pass horizontally, do tonemaping and combine.
bgfx.set_texture(0, ctx.s_texColor, ctx.m_fbtextures[1])
bgfx.set_texture(1, ctx.s_texLum, bgfx.get_texture(ctx.m_lum[5]) )
bgfx.set_texture(2, ctx.s_texBlur, bgfx.get_texture(ctx.m_blur) )
bgfx.set_state(ctx.state)
screenSpaceQuad( ctx.width, ctx.height, originBottomLeft)
bgfx.submit(hdrHBlurTonemap, ctx.m_tonemapProgram)
if ctx.m_rb then
bgfx.blit(hdrHBlurTonemap, ctx.m_rb, 0, 0, bgfx.get_texture(ctx.m_lum[5]) )
bgfx.read_texture(ctx.m_rb, ctx.lumAvg_data)
settings.lumAvg = tostring(ctx.lumAvg_data)
update_lumarg()
end
bgfx.frame()
end
function ctx.init()
ctx.vdecl = bgfx.vertex_layout {
{ "POSITION", 3, "FLOAT" },
{ "COLOR0", 4, "UINT8", true },
{ "TEXCOORD0", 2, "FLOAT" },
}
ctx.tvb = bgfx.transient_buffer "fffdff"
ctx.state = bgfx.make_state {
WRITE_MASK = "RGBA",
MSAA = false,
}
ctx.mesh_state = bgfx.make_state {
WRITE_MASK = "RGBAZ",
DEPTH_TEST = "LESS",
CULL = "CCW",
MSAA = true,
}
ctx.m_uffizi = util.textureLoad("textures/uffizi.dds", 0, "ucvcwc") -- BGFX_TEXTURE_U_CLAMP | BGFX_TEXTURE_V_CLAMP | BGFX_TEXTURE_W_CLAMP
ctx.m_skyProgram = util.programLoad("vs_hdr_skybox", "fs_hdr_skybox")
ctx.m_lumProgram = util.programLoad("vs_hdr_lum", "fs_hdr_lum")
ctx.m_lumAvgProgram = util.programLoad("vs_hdr_lumavg", "fs_hdr_lumavg")
ctx.m_blurProgram = util.programLoad("vs_hdr_blur", "fs_hdr_blur")
ctx.m_brightProgram = util.programLoad("vs_hdr_bright", "fs_hdr_bright")
ctx.m_meshProgram = util.programLoad("vs_hdr_mesh", "fs_hdr_mesh")
ctx.m_tonemapProgram = util.programLoad("vs_hdr_tonemap", "fs_hdr_tonemap")
ctx.s_texCube = bgfx.create_uniform("s_texCube", "s")
ctx.s_texColor = bgfx.create_uniform("s_texColor", "s")
ctx.s_texLum = bgfx.create_uniform("s_texLum", "s")
ctx.s_texBlur = bgfx.create_uniform("s_texBlur", "s")
ctx.u_mtx = bgfx.create_uniform("u_mtx", "m4")
ctx.u_tonemap = bgfx.create_uniform("u_tonemap", "v4")
ctx.u_offset = bgfx.create_uniform("u_offset", "v4", 16)
ctx.m_mesh = util.meshLoad "meshes/bunny.bin"
ctx.m_fbh = nil -- frame buffer
ctx.s_texelHalf = util.caps.rendererType == "DIRECT3D9" and 0.5 or 0
ctx.m_lum = {
bgfx.create_frame_buffer(128, 128, "BGRA8"),
bgfx.create_frame_buffer(64, 64, "BGRA8"),
bgfx.create_frame_buffer(16, 16, "BGRA8"),
bgfx.create_frame_buffer(4, 4, "BGRA8"),
bgfx.create_frame_buffer(1, 1, "BGRA8"),
}
ctx.m_bright = bgfx.create_frame_buffer("1/2", "BGRA8")
ctx.m_blur = bgfx.create_frame_buffer("1/8", "BGRA8")
if util.caps.supported.TEXTURE_BLIT and util.caps.supported.TEXTURE_READ_BACK then
ctx.m_rb = bgfx.create_texture2d(1, 1, false, 1, "BGRA8", "br") -- BGFX_TEXTURE_READ_BACK
end
ctx.ortho = math3d.ref(math3d.projmat { ortho = true, l = 0, r= 1, b = 1, t = 0, n = 100, f = 0 } )
ctx.m_fbtextures = {}
ctx.lumAvg_data = bgfx.memory_texture(4)
end
function ctx.resize(w,h)
ctx.width = w
ctx.height = h
bgfx.reset(w,h, "v")
bgfx.destroy(ctx.m_fbh)
local fbtextures = ctx.m_fbtextures
fbtextures[1] = bgfx.create_texture2d(ctx.width, ctx.height,false, 1, "BGRA8", "rtucvc") -- BGFX_TEXTURE_RT | BGFX_TEXTURE_U_CLAMP | BGFX_TEXTURE_V_CLAMP
local textureFlags = "rwrt"
local depthFormat = bgfx.is_texture_valid(0, false, 1, "D16", textureFlags) and "D16" or
(bgfx.is_texture_valid(0, false, 1, "D24S8", textureFlags) and "D24S8" or "D32")
fbtextures[2] = bgfx.create_texture2d(ctx.width, ctx.height, false, 1, depthFormat, textureFlags)
ctx.m_fbh = bgfx.create_frame_buffer(fbtextures, true)
ctx.proj = math3d.ref (math3d.projmat { fov = 60, aspect = w/h , n = 0.1, f = 100 })
end
util.init(ctx)
dlg:showxy(iup.CENTER,iup.CENTER)
dlg.usersize = nil
util.run(mainloop)