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https://github.com/harfang3d/harfang3d.git
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96 lines
3.8 KiB
C++
96 lines
3.8 KiB
C++
// HARFANG(R) Copyright (C) 2021 Emmanuel Julien, NWNC HARFANG. Released under GPL/LGPL/Commercial Licence, see licence.txt for details.
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#include "engine/downsample.h"
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#include "foundation/file_rw_interface.h"
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#include "foundation/format.h"
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#include "foundation/projection.h"
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#include "engine/assets_rw_interface.h"
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namespace hg {
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bool IsValid(const Downsample &downsample) {
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return bgfx::isValid(downsample.compute) && bgfx::isValid(downsample.u_color) && bgfx::isValid(downsample.u_attr0) && bgfx::isValid(downsample.u_depth) &&
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bgfx::isValid(downsample.fb) && bgfx::isValid(downsample.color.handle) && bgfx::isValid(downsample.attr0.handle) &&
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bgfx::isValid(downsample.depth.handle);
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}
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static Downsample _CreateDownsample(const Reader &ir, const ReadProvider &ip, const char *path) {
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Downsample down;
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down.compute = hg::LoadProgram(ir, ip, hg::format("%1/shader/aaa_downsample").arg(path));
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down.u_color = bgfx::createUniform("u_color", bgfx::UniformType::Sampler);
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down.u_attr0 = bgfx::createUniform("u_attr0", bgfx::UniformType::Sampler);
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down.u_depth = bgfx::createUniform("u_depth", bgfx::UniformType::Sampler);
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static const uint64_t flags =
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0 | BGFX_TEXTURE_RT | BGFX_SAMPLER_MIN_POINT | BGFX_SAMPLER_MAG_POINT | BGFX_SAMPLER_MIP_POINT | BGFX_SAMPLER_U_CLAMP | BGFX_SAMPLER_V_CLAMP;
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down.color = {flags, bgfx::createTexture2D(bgfx::BackbufferRatio::Half, false, 1, bgfx::TextureFormat::RGBA32F, flags)};
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down.attr0 = {flags, bgfx::createTexture2D(bgfx::BackbufferRatio::Half, false, 1, bgfx::TextureFormat::RGBA16F, flags)};
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down.depth = {flags, bgfx::createTexture2D(bgfx::BackbufferRatio::Half, false, 1, bgfx::TextureFormat::R32F, flags)};
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bgfx::TextureHandle texs[] = {down.color.handle, down.attr0.handle, down.depth.handle};
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down.fb = bgfx::createFrameBuffer(3, texs, true);
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if (!IsValid(down)) {
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DestroyDownsample(down);
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return down;
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}
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bgfx::setName(down.depth.handle, "depth.downsampled");
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bgfx::setName(down.color.handle, "color.downsampled");
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bgfx::setName(down.attr0.handle, "attr0.downsampled");
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bgfx::setName(down.fb, "Downsample FB");
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return down;
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}
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Downsample CreateDownsampleFromFile(const char *path) { return _CreateDownsample(g_file_reader, g_file_read_provider, path); }
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Downsample CreateDownsampleFromAssets(const char *path) { return _CreateDownsample(g_assets_reader, g_assets_read_provider, path); }
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void DestroyDownsample(Downsample &down) {
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bgfx_Destroy(down.compute);
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bgfx_Destroy(down.u_color);
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bgfx_Destroy(down.u_attr0);
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bgfx_Destroy(down.u_depth);
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bgfx_Destroy(down.fb);
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down.depth = BGFX_INVALID_HANDLE;
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down.color = BGFX_INVALID_HANDLE;
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down.attr0 = BGFX_INVALID_HANDLE;
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}
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// [todo] use a pyramid
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void ComputeDownsample(bgfx::ViewId &view_id, const iRect &rect, const Texture &color, const Texture &attr0, const Texture &depth, const Downsample &down) {
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__ASSERT__(IsValid(down));
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const bgfx::Caps *caps = bgfx::getCaps();
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bgfx::TransientIndexBuffer idx;
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bgfx::TransientVertexBuffer vtx;
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CreateFullscreenQuad(idx, vtx);
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float ortho[16];
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memcpy(ortho, hg::to_bgfx(hg::Compute2DProjectionMatrix(0.f, 100.f, 1.f, 1.f, false)).data(), sizeof(float[16]));
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bgfx::setViewName(view_id, "Downsample");
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bgfx::setViewRect(view_id, rect.sx, rect.sy, GetWidth(rect), GetHeight(rect));
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bgfx::setViewFrameBuffer(view_id, down.fb);
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bgfx::setViewTransform(view_id, NULL, ortho);
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bgfx::setViewClear(view_id, BGFX_CLEAR_NONE, 0, 1.f, UINT8_MAX);
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bgfx::setTexture(0, down.u_color, color.handle, uint32_t(color.flags));
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bgfx::setTexture(1, down.u_attr0, attr0.handle, uint32_t(attr0.flags));
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bgfx::setTexture(2, down.u_depth, depth.handle, uint32_t(depth.flags));
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bgfx::setState(BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A | BGFX_STATE_DEPTH_TEST_ALWAYS);
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bgfx::setIndexBuffer(&idx);
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bgfx::setVertexBuffer(0, &vtx);
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bgfx::submit(view_id, down.compute);
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view_id++;
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}
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} // namespace hg
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