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@@ -24,7 +24,7 @@
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// 4. Deferred "combine" pass.
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// Details:
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-// 1. G-Buffer:
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+// 1. G-Buffer:
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// Typical G-Buffer with normals, color, depth.
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// 2. RSM:
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// A typical shadow map, except it also outputs to a "RSM" buffer.
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@@ -66,82 +66,92 @@
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#define SHADOW_MAP_DIM 512
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#define LIGHT_DIST 10.0f
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+static const char * m_meshPaths[MESH_COUNT] =
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+{
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+ "meshes/cube.bin",
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+ "meshes/orb.bin",
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+ "meshes/column.bin",
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+ "meshes/bunny.bin",
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+ "meshes/tree.bin",
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+ "meshes/hollowcube.bin"
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+};
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+
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// Vertex decl for our screen space quad (used in deferred rendering)
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struct PosTexCoord0Vertex
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{
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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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- float m_u;
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- float m_v;
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-
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- static void init()
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- {
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- ms_decl
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- .begin()
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- .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
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- .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
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- .end();
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- }
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-
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- static bgfx::VertexDecl ms_decl;
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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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+ float m_u;
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+ float m_v;
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+
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+ static void init()
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+ {
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+ ms_decl
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+ .begin()
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+ .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
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+ .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
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+ .end();
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+ }
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+
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+ static bgfx::VertexDecl ms_decl;
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};
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bgfx::VertexDecl PosTexCoord0Vertex::ms_decl;
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// Utility function to draw a screen space quad for deferred rendering
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void screenSpaceQuad(float _textureWidth, float _textureHeight, float _texelHalf, bool _originBottomLeft, float _width = 1.0f, float _height = 1.0f)
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{
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- if (bgfx::checkAvailTransientVertexBuffer(3, PosTexCoord0Vertex::ms_decl) )
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- {
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- bgfx::TransientVertexBuffer vb;
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- bgfx::allocTransientVertexBuffer(&vb, 3, PosTexCoord0Vertex::ms_decl);
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- PosTexCoord0Vertex* vertex = (PosTexCoord0Vertex*)vb.data;
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-
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- const float minx = -_width;
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- const float maxx = _width;
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- const float miny = 0.0f;
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- const float maxy = _height*2.0f;
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-
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- const float texelHalfW = _texelHalf/_textureWidth;
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- const float texelHalfH = _texelHalf/_textureHeight;
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- const float minu = -1.0f + texelHalfW;
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- const float maxu = 1.0f + texelHalfH;
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-
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- const float zz = 0.0f;
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-
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- float minv = texelHalfH;
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- float maxv = 2.0f + texelHalfH;
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-
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- if (_originBottomLeft)
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- {
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- float temp = minv;
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- minv = maxv;
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- maxv = temp;
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-
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- minv -= 1.0f;
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- maxv -= 1.0f;
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- }
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-
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- vertex[0].m_x = minx;
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- vertex[0].m_y = miny;
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- vertex[0].m_z = zz;
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- vertex[0].m_u = minu;
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- vertex[0].m_v = minv;
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-
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- vertex[1].m_x = maxx;
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- vertex[1].m_y = miny;
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- vertex[1].m_z = zz;
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- vertex[1].m_u = maxu;
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- vertex[1].m_v = minv;
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-
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- vertex[2].m_x = maxx;
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- vertex[2].m_y = maxy;
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- vertex[2].m_z = zz;
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- vertex[2].m_u = maxu;
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- vertex[2].m_v = maxv;
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-
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- bgfx::setVertexBuffer(&vb);
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- }
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+ if (bgfx::checkAvailTransientVertexBuffer(3, PosTexCoord0Vertex::ms_decl) )
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+ {
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+ bgfx::TransientVertexBuffer vb;
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+ bgfx::allocTransientVertexBuffer(&vb, 3, PosTexCoord0Vertex::ms_decl);
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+ PosTexCoord0Vertex* vertex = (PosTexCoord0Vertex*)vb.data;
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+
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+ const float minx = -_width;
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+ const float maxx = _width;
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+ const float miny = 0.0f;
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+ const float maxy = _height*2.0f;
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+
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+ const float texelHalfW = _texelHalf/_textureWidth;
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+ const float texelHalfH = _texelHalf/_textureHeight;
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+ const float minu = -1.0f + texelHalfW;
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+ const float maxu = 1.0f + texelHalfH;
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+
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+ const float zz = 0.0f;
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+
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+ float minv = texelHalfH;
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+ float maxv = 2.0f + texelHalfH;
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+
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+ if (_originBottomLeft)
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+ {
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+ float temp = minv;
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+ minv = maxv;
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+ maxv = temp;
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+
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+ minv -= 1.0f;
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+ maxv -= 1.0f;
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+ }
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+
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+ vertex[0].m_x = minx;
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+ vertex[0].m_y = miny;
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+ vertex[0].m_z = zz;
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+ vertex[0].m_u = minu;
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+ vertex[0].m_v = minv;
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+
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+ vertex[1].m_x = maxx;
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+ vertex[1].m_y = miny;
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+ vertex[1].m_z = zz;
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+ vertex[1].m_u = maxu;
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+ vertex[1].m_v = minv;
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+
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+ vertex[2].m_x = maxx;
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+ vertex[2].m_y = maxy;
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+ vertex[2].m_z = zz;
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+ vertex[2].m_u = maxu;
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+ vertex[2].m_v = maxv;
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+
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+ bgfx::setVertexBuffer(&vb);
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+ }
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}
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class ExampleReflectiveShadowMap : public entry::AppI
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@@ -162,203 +172,205 @@ class ExampleReflectiveShadowMap : public entry::AppI
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// Enable debug text.
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bgfx::setDebug(m_debug);
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- // Labeling for renderdoc captures, etc
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- bgfx::setViewName(RENDER_PASS_GBUFFER, "gbuffer" );
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- bgfx::setViewName(RENDER_PASS_SHADOW_MAP, "shadow map" );
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- bgfx::setViewName(RENDER_PASS_LIGHT_BUFFER, "light buffer");
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- bgfx::setViewName(RENDER_PASS_COMBINE, "post combine");
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+ // Labeling for renderdoc captures, etc
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+ bgfx::setViewName(RENDER_PASS_GBUFFER, "gbuffer" );
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+ bgfx::setViewName(RENDER_PASS_SHADOW_MAP, "shadow map" );
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+ bgfx::setViewName(RENDER_PASS_LIGHT_BUFFER, "light buffer");
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+ bgfx::setViewName(RENDER_PASS_COMBINE, "post combine");
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// Set up screen clears
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bgfx::setViewClear(RENDER_PASS_GBUFFER
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- , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
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- , 0
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- , 1.0f
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- , 0
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- );
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-
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- bgfx::setViewClear(RENDER_PASS_LIGHT_BUFFER
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- , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
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- , 0
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- , 1.0f
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- , 0
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- );
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-
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- bgfx::setViewClear(RENDER_PASS_SHADOW_MAP
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- , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
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- , 0
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- , 1.0f
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- , 0
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- );
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-
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- // Create uniforms
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- u_tint = bgfx::createUniform("u_tint", bgfx::UniformType::Vec4); // Tint for when you click on items
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- u_lightDir = bgfx::createUniform("u_lightDir", bgfx::UniformType::Vec4); // Single directional light for entire scene
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- u_sphereInfo = bgfx::createUniform("u_sphereInfo", bgfx::UniformType::Vec4); // Info for RSM
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- u_invMvp = bgfx::createUniform("u_invMvp", bgfx::UniformType::Mat4); // Matrix needed in light buffer
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- u_invMvpShadow = bgfx::createUniform("u_invMvpShadow", bgfx::UniformType::Mat4); // Matrix needed in light buffer
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- u_lightMtx = bgfx::createUniform("u_lightMtx", bgfx::UniformType::Mat4); // Matrix needed to use shadow map (world to shadow space)
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- u_shadowDimsInv = bgfx::createUniform("u_shadowDimsInv", bgfx::UniformType::Vec4); // Used in PCF
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- u_rsmAmount = bgfx::createUniform("u_rsmAmount", bgfx::UniformType::Vec4); // How much RSM to use vs directional light
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-
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- // Create texture sampler uniforms (used when we bind textures)
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- s_normal = bgfx::createUniform("s_normal", bgfx::UniformType::Int1); // Normal gbuffer
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- s_depth = bgfx::createUniform("s_depth", bgfx::UniformType::Int1); // Normal gbuffer
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- s_color = bgfx::createUniform("s_color", bgfx::UniformType::Int1); // Color (albedo) gbuffer
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- s_light = bgfx::createUniform("s_light", bgfx::UniformType::Int1); // Light buffer
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- s_shadowMap = bgfx::createUniform("s_shadowMap", bgfx::UniformType::Int1); // Shadow map
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- s_rsm = bgfx::createUniform("s_rsm", bgfx::UniformType::Int1); // Reflective shadow map
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-
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+ , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
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+ , 0
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+ , 1.0f
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+ , 0
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+ );
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+
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+ bgfx::setViewClear(RENDER_PASS_LIGHT_BUFFER
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+ , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
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+ , 0
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+ , 1.0f
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+ , 0
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+ );
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+
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+ bgfx::setViewClear(RENDER_PASS_SHADOW_MAP
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+ , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
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+ , 0
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+ , 1.0f
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+ , 0
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+ );
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+
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+ // Create uniforms
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+ u_tint = bgfx::createUniform("u_tint", bgfx::UniformType::Vec4); // Tint for when you click on items
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+ u_lightDir = bgfx::createUniform("u_lightDir", bgfx::UniformType::Vec4); // Single directional light for entire scene
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+ u_sphereInfo = bgfx::createUniform("u_sphereInfo", bgfx::UniformType::Vec4); // Info for RSM
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+ u_invMvp = bgfx::createUniform("u_invMvp", bgfx::UniformType::Mat4); // Matrix needed in light buffer
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+ u_invMvpShadow = bgfx::createUniform("u_invMvpShadow", bgfx::UniformType::Mat4); // Matrix needed in light buffer
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+ u_lightMtx = bgfx::createUniform("u_lightMtx", bgfx::UniformType::Mat4); // Matrix needed to use shadow map (world to shadow space)
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+ u_shadowDimsInv = bgfx::createUniform("u_shadowDimsInv", bgfx::UniformType::Vec4); // Used in PCF
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+ u_rsmAmount = bgfx::createUniform("u_rsmAmount", bgfx::UniformType::Vec4); // How much RSM to use vs directional light
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+
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+ // Create texture sampler uniforms (used when we bind textures)
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+ s_normal = bgfx::createUniform("s_normal", bgfx::UniformType::Int1); // Normal gbuffer
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+ s_depth = bgfx::createUniform("s_depth", bgfx::UniformType::Int1); // Normal gbuffer
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+ s_color = bgfx::createUniform("s_color", bgfx::UniformType::Int1); // Color (albedo) gbuffer
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+ s_light = bgfx::createUniform("s_light", bgfx::UniformType::Int1); // Light buffer
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+ s_shadowMap = bgfx::createUniform("s_shadowMap", bgfx::UniformType::Int1); // Shadow map
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+ s_rsm = bgfx::createUniform("s_rsm", bgfx::UniformType::Int1); // Reflective shadow map
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+
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// Create program from shaders.
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m_gbufferProgram = loadProgram("vs_rsm_gbuffer", "fs_rsm_gbuffer"); // Gbuffer
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- m_shadowProgram = loadProgram("vs_rsm_shadow", "fs_rsm_shadow" ); // Drawing shadow map
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- m_lightProgram = loadProgram("vs_rsm_lbuffer", "fs_rsm_lbuffer"); // Light buffer
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- m_combineProgram = loadProgram("vs_rsm_combine", "fs_rsm_combine"); // Combiner
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-
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- // Load some meshes
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- for (uint32_t i = 0; i < MESH_COUNT; i++) {
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- m_meshes[i] = meshLoad(m_meshPaths[i]);
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- }
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-
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- // Randomly create some models
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- bx::RngMwc mwc; // Random number generator
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- for (Model & m : m_models) {
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- uint32_t r = mwc.gen() % 256;
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- uint32_t g = mwc.gen() % 256;
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- uint32_t b = mwc.gen() % 256;
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- m.mesh = 1+mwc.gen()%(MESH_COUNT-1);
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- m.color[0] = r/255.0f;
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- m.color[1] = g/255.0f;
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- m.color[2] = b/255.0f;
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- m.color[3] = 1.0f;
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- m.position[0] = (((mwc.gen() % 256)) - 128.0f)/20.0f;
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- m.position[1] = 0;
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- m.position[2] = (((mwc.gen() % 256)) - 128.0f)/20.0f;
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- }
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-
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- // Load ground. We'll just use the cube since I don't have a ground model right now
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- m_ground = meshLoad("meshes/cube.bin");
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-
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- // Light sphere
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- m_lightSphere = meshLoad("meshes/unit_sphere.bin");
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-
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- const uint32_t samplerFlags = 0
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- | BGFX_TEXTURE_RT
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- | BGFX_TEXTURE_MIN_POINT
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- | BGFX_TEXTURE_MAG_POINT
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- | BGFX_TEXTURE_MIP_POINT
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- | BGFX_TEXTURE_U_CLAMP
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- | BGFX_TEXTURE_V_CLAMP
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- ;
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-
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- // Make gbuffer and related textures
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- m_gbufferTex[GBUFFER_RT_NORMAL] = bgfx::createTexture2D(bgfx::BackbufferRatio::Equal, 1, bgfx::TextureFormat::BGRA8, samplerFlags);
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- m_gbufferTex[GBUFFER_RT_COLOR] = bgfx::createTexture2D(bgfx::BackbufferRatio::Equal, 1, bgfx::TextureFormat::BGRA8, samplerFlags);
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- m_gbufferTex[GBUFFER_RT_DEPTH] = bgfx::createTexture2D(bgfx::BackbufferRatio::Equal, 1, bgfx::TextureFormat::D24, samplerFlags);
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- m_gbuffer = bgfx::createFrameBuffer(BX_COUNTOF(m_gbufferTex), m_gbufferTex, true);
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-
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- // Make light buffer
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- m_lightBufferTex = bgfx::createTexture2D(bgfx::BackbufferRatio::Equal, 1, bgfx::TextureFormat::BGRA8, samplerFlags);
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- bgfx::TextureHandle lightBufferRTs[] = {
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- m_lightBufferTex
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- };
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- m_lightBuffer = bgfx::createFrameBuffer(BX_COUNTOF(lightBufferRTs), lightBufferRTs, true);
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-
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- // Make shadow buffer
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- const uint32_t rsmFlags = 0
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- | BGFX_TEXTURE_RT
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- | BGFX_TEXTURE_MIN_POINT
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- | BGFX_TEXTURE_MAG_POINT
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- | BGFX_TEXTURE_MIP_POINT
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- | BGFX_TEXTURE_U_CLAMP
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- | BGFX_TEXTURE_V_CLAMP
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- ;
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-
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- // Reflective shadow map
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- m_shadowBufferTex[SHADOW_RT_RSM] = bgfx::createTexture2D(
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- SHADOW_MAP_DIM
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- , SHADOW_MAP_DIM
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- , 1
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- , bgfx::TextureFormat::BGRA8,
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- rsmFlags
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- );
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-
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- // Typical shadow map
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- m_shadowBufferTex[SHADOW_RT_DEPTH] = bgfx::createTexture2D(
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- SHADOW_MAP_DIM
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- , SHADOW_MAP_DIM
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- , 1
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- , bgfx::TextureFormat::D16,
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- BGFX_TEXTURE_RT/* | BGFX_TEXTURE_COMPARE_LEQUAL*/
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- ); // Note I'm not setting BGFX_TEXTURE_COMPARE_LEQUAL. Why?
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- // Normally a PCF shadow map such as this requires a compare. However, this sample also
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- // reads from this texture in the lighting pass, and only uses the PCF capabilites in the
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- // combine pass, so the flag is disabled by default.
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-
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- m_shadowBuffer = bgfx::createFrameBuffer(BX_COUNTOF(m_shadowBufferTex), m_shadowBufferTex, true);
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-
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- // Vertex decl
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- PosTexCoord0Vertex::init();
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-
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- // Init camera
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- cameraCreate();
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- float camPos[] = {0.0f, 1.5f, 0.0f};
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- cameraSetPosition(camPos);
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- cameraSetVerticalAngle(-0.3f);
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-
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- // Init directional light
|
|
|
- updateLightDir();
|
|
|
-
|
|
|
- // Get renderer capabilities info.
|
|
|
- m_caps = bgfx::getCaps();
|
|
|
- const bgfx::RendererType::Enum renderer = bgfx::getRendererType();
|
|
|
- m_texelHalf = bgfx::RendererType::Direct3D9 == renderer ? 0.5f : 0.0f;
|
|
|
-
|
|
|
- imguiCreate();
|
|
|
- }
|
|
|
+ m_shadowProgram = loadProgram("vs_rsm_shadow", "fs_rsm_shadow" ); // Drawing shadow map
|
|
|
+ m_lightProgram = loadProgram("vs_rsm_lbuffer", "fs_rsm_lbuffer"); // Light buffer
|
|
|
+ m_combineProgram = loadProgram("vs_rsm_combine", "fs_rsm_combine"); // Combiner
|
|
|
+
|
|
|
+ // Load some meshes
|
|
|
+ for (uint32_t i = 0; i < MESH_COUNT; i++) {
|
|
|
+ m_meshes[i] = meshLoad(m_meshPaths[i]);
|
|
|
+ }
|
|
|
+
|
|
|
+ // Randomly create some models
|
|
|
+ bx::RngMwc mwc; // Random number generator
|
|
|
+ for (Model & m : m_models) {
|
|
|
+ uint32_t r = mwc.gen() % 256;
|
|
|
+ uint32_t g = mwc.gen() % 256;
|
|
|
+ uint32_t b = mwc.gen() % 256;
|
|
|
+ m.mesh = 1+mwc.gen()%(MESH_COUNT-1);
|
|
|
+ m.color[0] = r/255.0f;
|
|
|
+ m.color[1] = g/255.0f;
|
|
|
+ m.color[2] = b/255.0f;
|
|
|
+ m.color[3] = 1.0f;
|
|
|
+ m.position[0] = (((mwc.gen() % 256)) - 128.0f)/20.0f;
|
|
|
+ m.position[1] = 0;
|
|
|
+ m.position[2] = (((mwc.gen() % 256)) - 128.0f)/20.0f;
|
|
|
+ }
|
|
|
+
|
|
|
+ // Load ground. We'll just use the cube since I don't have a ground model right now
|
|
|
+ m_ground = meshLoad("meshes/cube.bin");
|
|
|
+
|
|
|
+ // Light sphere
|
|
|
+ m_lightSphere = meshLoad("meshes/unit_sphere.bin");
|
|
|
+
|
|
|
+ const uint32_t samplerFlags = 0
|
|
|
+ | BGFX_TEXTURE_RT
|
|
|
+ | BGFX_TEXTURE_MIN_POINT
|
|
|
+ | BGFX_TEXTURE_MAG_POINT
|
|
|
+ | BGFX_TEXTURE_MIP_POINT
|
|
|
+ | BGFX_TEXTURE_U_CLAMP
|
|
|
+ | BGFX_TEXTURE_V_CLAMP
|
|
|
+ ;
|
|
|
+
|
|
|
+ // Make gbuffer and related textures
|
|
|
+ m_gbufferTex[GBUFFER_RT_NORMAL] = bgfx::createTexture2D(bgfx::BackbufferRatio::Equal, 1, bgfx::TextureFormat::BGRA8, samplerFlags);
|
|
|
+ m_gbufferTex[GBUFFER_RT_COLOR] = bgfx::createTexture2D(bgfx::BackbufferRatio::Equal, 1, bgfx::TextureFormat::BGRA8, samplerFlags);
|
|
|
+ m_gbufferTex[GBUFFER_RT_DEPTH] = bgfx::createTexture2D(bgfx::BackbufferRatio::Equal, 1, bgfx::TextureFormat::D24, samplerFlags);
|
|
|
+ m_gbuffer = bgfx::createFrameBuffer(BX_COUNTOF(m_gbufferTex), m_gbufferTex, true);
|
|
|
+
|
|
|
+ // Make light buffer
|
|
|
+ m_lightBufferTex = bgfx::createTexture2D(bgfx::BackbufferRatio::Equal, 1, bgfx::TextureFormat::BGRA8, samplerFlags);
|
|
|
+ bgfx::TextureHandle lightBufferRTs[] = {
|
|
|
+ m_lightBufferTex
|
|
|
+ };
|
|
|
+ m_lightBuffer = bgfx::createFrameBuffer(BX_COUNTOF(lightBufferRTs), lightBufferRTs, true);
|
|
|
+
|
|
|
+ // Make shadow buffer
|
|
|
+ const uint32_t rsmFlags = 0
|
|
|
+ | BGFX_TEXTURE_RT
|
|
|
+ | BGFX_TEXTURE_MIN_POINT
|
|
|
+ | BGFX_TEXTURE_MAG_POINT
|
|
|
+ | BGFX_TEXTURE_MIP_POINT
|
|
|
+ | BGFX_TEXTURE_U_CLAMP
|
|
|
+ | BGFX_TEXTURE_V_CLAMP
|
|
|
+ ;
|
|
|
+
|
|
|
+ // Reflective shadow map
|
|
|
+ m_shadowBufferTex[SHADOW_RT_RSM] = bgfx::createTexture2D(
|
|
|
+ SHADOW_MAP_DIM
|
|
|
+ , SHADOW_MAP_DIM
|
|
|
+ , 1
|
|
|
+ , bgfx::TextureFormat::BGRA8,
|
|
|
+ rsmFlags
|
|
|
+ );
|
|
|
+
|
|
|
+ // Typical shadow map
|
|
|
+ m_shadowBufferTex[SHADOW_RT_DEPTH] = bgfx::createTexture2D(
|
|
|
+ SHADOW_MAP_DIM
|
|
|
+ , SHADOW_MAP_DIM
|
|
|
+ , 1
|
|
|
+ , bgfx::TextureFormat::D16,
|
|
|
+ BGFX_TEXTURE_RT/* | BGFX_TEXTURE_COMPARE_LEQUAL*/
|
|
|
+ ); // Note I'm not setting BGFX_TEXTURE_COMPARE_LEQUAL. Why?
|
|
|
+ // Normally a PCF shadow map such as this requires a compare. However, this sample also
|
|
|
+ // reads from this texture in the lighting pass, and only uses the PCF capabilites in the
|
|
|
+ // combine pass, so the flag is disabled by default.
|
|
|
+
|
|
|
+ m_shadowBuffer = bgfx::createFrameBuffer(BX_COUNTOF(m_shadowBufferTex), m_shadowBufferTex, true);
|
|
|
+
|
|
|
+ // Vertex decl
|
|
|
+ PosTexCoord0Vertex::init();
|
|
|
+
|
|
|
+ // Init camera
|
|
|
+ cameraCreate();
|
|
|
+ float camPos[] = {0.0f, 1.5f, 0.0f};
|
|
|
+ cameraSetPosition(camPos);
|
|
|
+ cameraSetVerticalAngle(-0.3f);
|
|
|
+
|
|
|
+ // Init directional light
|
|
|
+ updateLightDir();
|
|
|
+
|
|
|
+ // Get renderer capabilities info.
|
|
|
+ m_caps = bgfx::getCaps();
|
|
|
+ const bgfx::RendererType::Enum renderer = bgfx::getRendererType();
|
|
|
+ m_texelHalf = bgfx::RendererType::Direct3D9 == renderer ? 0.5f : 0.0f;
|
|
|
+
|
|
|
+ imguiCreate();
|
|
|
+ }
|
|
|
|
|
|
int shutdown() BX_OVERRIDE
|
|
|
{
|
|
|
- for (uint32_t i = 0; i < MESH_COUNT; i++) {
|
|
|
- meshUnload(m_meshes[i]);
|
|
|
- }
|
|
|
- meshUnload(m_ground);
|
|
|
- meshUnload(m_lightSphere);
|
|
|
+ for (uint32_t i = 0; i < MESH_COUNT; i++)
|
|
|
+ {
|
|
|
+ meshUnload(m_meshes[i]);
|
|
|
+ }
|
|
|
+
|
|
|
+ meshUnload(m_ground);
|
|
|
+ meshUnload(m_lightSphere);
|
|
|
|
|
|
// Cleanup.
|
|
|
bgfx::destroyProgram(m_gbufferProgram);
|
|
|
- bgfx::destroyProgram(m_lightProgram);
|
|
|
- bgfx::destroyProgram(m_combineProgram);
|
|
|
- bgfx::destroyProgram(m_shadowProgram);
|
|
|
+ bgfx::destroyProgram(m_lightProgram);
|
|
|
+ bgfx::destroyProgram(m_combineProgram);
|
|
|
+ bgfx::destroyProgram(m_shadowProgram);
|
|
|
|
|
|
bgfx::destroyUniform(u_tint);
|
|
|
- bgfx::destroyUniform(u_lightDir);
|
|
|
- bgfx::destroyUniform(u_sphereInfo);
|
|
|
- bgfx::destroyUniform(u_invMvp);
|
|
|
- bgfx::destroyUniform(u_invMvpShadow);
|
|
|
- bgfx::destroyUniform(u_lightMtx);
|
|
|
- bgfx::destroyUniform(u_shadowDimsInv);
|
|
|
- bgfx::destroyUniform(u_rsmAmount);
|
|
|
- bgfx::destroyUniform(s_normal);
|
|
|
- bgfx::destroyUniform(s_depth);
|
|
|
- bgfx::destroyUniform(s_light);
|
|
|
- bgfx::destroyUniform(s_color);
|
|
|
- bgfx::destroyUniform(s_shadowMap);
|
|
|
- bgfx::destroyUniform(s_rsm);
|
|
|
-
|
|
|
- bgfx::destroyFrameBuffer(m_gbuffer);
|
|
|
- bgfx::destroyFrameBuffer(m_lightBuffer);
|
|
|
- bgfx::destroyFrameBuffer(m_shadowBuffer);
|
|
|
-
|
|
|
- for (uint32_t i = 0; i < BX_COUNTOF(m_gbufferTex); i++)
|
|
|
- bgfx::destroyTexture(m_gbufferTex[i]);
|
|
|
-
|
|
|
- bgfx::destroyTexture(m_lightBufferTex);
|
|
|
- for (uint32_t i = 0; i < BX_COUNTOF(m_shadowBufferTex); i++)
|
|
|
- bgfx::destroyTexture(m_shadowBufferTex[i]);
|
|
|
-
|
|
|
- cameraDestroy();
|
|
|
-
|
|
|
- imguiDestroy();
|
|
|
+ bgfx::destroyUniform(u_lightDir);
|
|
|
+ bgfx::destroyUniform(u_sphereInfo);
|
|
|
+ bgfx::destroyUniform(u_invMvp);
|
|
|
+ bgfx::destroyUniform(u_invMvpShadow);
|
|
|
+ bgfx::destroyUniform(u_lightMtx);
|
|
|
+ bgfx::destroyUniform(u_shadowDimsInv);
|
|
|
+ bgfx::destroyUniform(u_rsmAmount);
|
|
|
+ bgfx::destroyUniform(s_normal);
|
|
|
+ bgfx::destroyUniform(s_depth);
|
|
|
+ bgfx::destroyUniform(s_light);
|
|
|
+ bgfx::destroyUniform(s_color);
|
|
|
+ bgfx::destroyUniform(s_shadowMap);
|
|
|
+ bgfx::destroyUniform(s_rsm);
|
|
|
+
|
|
|
+ bgfx::destroyFrameBuffer(m_gbuffer);
|
|
|
+ bgfx::destroyFrameBuffer(m_lightBuffer);
|
|
|
+ bgfx::destroyFrameBuffer(m_shadowBuffer);
|
|
|
+
|
|
|
+ for (uint32_t i = 0; i < BX_COUNTOF(m_gbufferTex); i++)
|
|
|
+ bgfx::destroyTexture(m_gbufferTex[i]);
|
|
|
+
|
|
|
+ bgfx::destroyTexture(m_lightBufferTex);
|
|
|
+ for (uint32_t i = 0; i < BX_COUNTOF(m_shadowBufferTex); i++)
|
|
|
+ bgfx::destroyTexture(m_shadowBufferTex[i]);
|
|
|
+
|
|
|
+ cameraDestroy();
|
|
|
+
|
|
|
+ imguiDestroy();
|
|
|
|
|
|
// Shutdown bgfx.
|
|
|
bgfx::shutdown();
|
|
|
@@ -370,14 +382,14 @@ class ExampleReflectiveShadowMap : public entry::AppI
|
|
|
{
|
|
|
if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
|
|
|
{
|
|
|
- // Update frame timer
|
|
|
- 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;
|
|
|
- const float deltaTime = float(frameTime/freq);
|
|
|
+ // Update frame timer
|
|
|
+ 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;
|
|
|
+ const float deltaTime = float(frameTime/freq);
|
|
|
|
|
|
// Use debug font to print information about this example.
|
|
|
bgfx::dbgTextClear();
|
|
|
@@ -385,163 +397,163 @@ class ExampleReflectiveShadowMap : public entry::AppI
|
|
|
bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: GI via reflective shadow map.");
|
|
|
bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
|
|
|
|
|
|
- // Update camera
|
|
|
- cameraUpdate(deltaTime*0.15f, m_mouseState);
|
|
|
+ // Update camera
|
|
|
+ cameraUpdate(deltaTime*0.15f, m_mouseState);
|
|
|
|
|
|
- // Set up matrices for gbuffer
|
|
|
+ // Set up matrices for gbuffer
|
|
|
float view[16];
|
|
|
cameraGetViewMtx(view);
|
|
|
|
|
|
float proj[16];
|
|
|
bx::mtxProj(proj, 60.0f, float(m_width)/float(m_height), 0.1f, 100.0f);
|
|
|
|
|
|
- bgfx::setViewRect(RENDER_PASS_GBUFFER, 0, 0, uint16_t(m_width), uint16_t(m_height));
|
|
|
- bgfx::setViewTransform(RENDER_PASS_GBUFFER, view, proj);
|
|
|
- // Make sure when we draw it goes into gbuffer and not backbuffer
|
|
|
- bgfx::setViewFrameBuffer(RENDER_PASS_GBUFFER, m_gbuffer);
|
|
|
- // Draw everything into g-buffer
|
|
|
- drawAllModels(RENDER_PASS_GBUFFER, m_gbufferProgram);
|
|
|
-
|
|
|
- // Draw shadow map
|
|
|
-
|
|
|
- // Set up transforms for shadow map
|
|
|
- float smView[16], smProj[16], lightEye[3], lightAt[3];
|
|
|
- lightEye[0] = m_lightDir[0]*LIGHT_DIST;
|
|
|
- lightEye[1] = m_lightDir[1]*LIGHT_DIST;
|
|
|
- lightEye[2] = m_lightDir[2]*LIGHT_DIST;
|
|
|
-
|
|
|
- lightAt[0] = 0.0f;
|
|
|
- lightAt[1] = 0.0f;
|
|
|
- lightAt[2] = 0.0f;
|
|
|
-
|
|
|
- bx::mtxLookAt(smView, lightEye, lightAt);
|
|
|
- const float area = 10.0f;
|
|
|
- bgfx::RendererType::Enum renderer = bgfx::getRendererType();
|
|
|
- bool flipV = false
|
|
|
- || renderer == bgfx::RendererType::OpenGL
|
|
|
- || renderer == bgfx::RendererType::OpenGLES
|
|
|
- ;
|
|
|
- bx::mtxOrtho(smProj, -area, area, -area, area, -100.0f, 100.0f, 0.0f, flipV);
|
|
|
- bgfx::setViewTransform(RENDER_PASS_SHADOW_MAP, smView, smProj);
|
|
|
- bgfx::setViewFrameBuffer(RENDER_PASS_SHADOW_MAP, m_shadowBuffer);
|
|
|
- bgfx::setViewRect(RENDER_PASS_SHADOW_MAP, 0, 0, SHADOW_MAP_DIM, SHADOW_MAP_DIM);
|
|
|
-
|
|
|
- drawAllModels(RENDER_PASS_SHADOW_MAP, m_shadowProgram);
|
|
|
-
|
|
|
- // Next draw light buffer
|
|
|
-
|
|
|
- // Set up matrices for light buffer
|
|
|
- bgfx::setViewRect(RENDER_PASS_LIGHT_BUFFER, 0, 0, uint16_t(m_width), uint16_t(m_height));
|
|
|
- bgfx::setViewTransform(RENDER_PASS_LIGHT_BUFFER, view, proj); // Notice, same view and proj as gbuffer
|
|
|
- // Set drawing into light buffer
|
|
|
- bgfx::setViewFrameBuffer(RENDER_PASS_LIGHT_BUFFER, m_lightBuffer);
|
|
|
-
|
|
|
- // Inverse view projection is needed in shader so set that up
|
|
|
- float vp[16], invMvp[16];
|
|
|
- bx::mtxMul(vp, view, proj);
|
|
|
- bx::mtxInverse(invMvp, vp);
|
|
|
-
|
|
|
- // Light matrix used in combine pass and inverse used in light pass
|
|
|
- float lightMtx[16]; // World space to light space (shadow map space)
|
|
|
- bx::mtxMul(lightMtx, smView, smProj);
|
|
|
- float invMvpShadow[16];
|
|
|
- bx::mtxInverse(invMvpShadow, lightMtx);
|
|
|
-
|
|
|
- // Draw some lights (these should really be instanced but for this example they aren't...)
|
|
|
- const unsigned MAX_SPHERE = 32;
|
|
|
- for (uint32_t i = 0; i < MAX_SPHERE; i++) {
|
|
|
- for (uint32_t j = 0; j < MAX_SPHERE; j++) {
|
|
|
- // These are used in the fragment shader
|
|
|
- bgfx::setTexture(0, s_normal, m_gbuffer, GBUFFER_RT_NORMAL); // Normal for lighting calculations
|
|
|
- bgfx::setTexture(1, s_depth, m_gbuffer, GBUFFER_RT_DEPTH); // Depth to reconstruct world position
|
|
|
-
|
|
|
- // Thse are used in the vert shader
|
|
|
- bgfx::setTexture(2, s_shadowMap, m_shadowBuffer, SHADOW_RT_DEPTH); // Used to place sphere
|
|
|
- bgfx::setTexture(3, s_rsm, m_shadowBuffer, SHADOW_RT_RSM); // Used to scale/color sphere
|
|
|
-
|
|
|
- bgfx::setUniform(u_invMvp, invMvp);
|
|
|
- bgfx::setUniform(u_invMvpShadow, invMvpShadow);
|
|
|
- float sphereInfo[4];
|
|
|
- sphereInfo[0] = ((float)i/(MAX_SPHERE-1));
|
|
|
- sphereInfo[1] = ((float)j/(MAX_SPHERE-1));
|
|
|
- sphereInfo[2] = m_vplRadius;
|
|
|
- sphereInfo[3] = 0.0; // Unused
|
|
|
- bgfx::setUniform(u_sphereInfo, sphereInfo);
|
|
|
-
|
|
|
- const uint64_t lightDrawState = 0
|
|
|
- | BGFX_STATE_RGB_WRITE
|
|
|
- | BGFX_STATE_BLEND_ADD // <=== Overlapping lights contribute more
|
|
|
- | BGFX_STATE_ALPHA_WRITE
|
|
|
- | BGFX_STATE_CULL_CW // <=== If we go into the lights, there will be problems, so we draw the far back face.
|
|
|
- ;
|
|
|
-
|
|
|
- meshSubmit(
|
|
|
- m_lightSphere,
|
|
|
- RENDER_PASS_LIGHT_BUFFER,
|
|
|
- m_lightProgram,
|
|
|
- NULL,
|
|
|
- lightDrawState
|
|
|
- );
|
|
|
- }
|
|
|
- }
|
|
|
-
|
|
|
- // Draw combine pass
|
|
|
-
|
|
|
- // Texture inputs for combine pass
|
|
|
- bgfx::setTexture(0, s_normal, m_gbuffer, GBUFFER_RT_NORMAL);
|
|
|
- bgfx::setTexture(1, s_color, m_gbuffer, GBUFFER_RT_COLOR);
|
|
|
- bgfx::setTexture(2, s_light, m_lightBuffer, 0);
|
|
|
- bgfx::setTexture(3, s_depth, m_gbuffer, GBUFFER_RT_DEPTH);
|
|
|
- bgfx::setTexture(4, s_shadowMap, m_shadowBuffer, SHADOW_RT_DEPTH, BGFX_TEXTURE_COMPARE_LEQUAL);
|
|
|
-
|
|
|
- // Uniforms for combine pass
|
|
|
-
|
|
|
- bgfx::setUniform(u_lightDir, m_lightDir);
|
|
|
- bgfx::setUniform(u_invMvp, invMvp);
|
|
|
- bgfx::setUniform(u_lightMtx, lightMtx);
|
|
|
- const float invDim[4] = {1.0f/SHADOW_MAP_DIM, 0.0f, 0.0f, 0.0f};
|
|
|
- bgfx::setUniform(u_shadowDimsInv, invDim);
|
|
|
- float rsmAmount[4] = {m_rsmAmount,m_rsmAmount,m_rsmAmount,m_rsmAmount};
|
|
|
- bgfx::setUniform(u_rsmAmount, rsmAmount);
|
|
|
-
|
|
|
- // Set up state for combine pass
|
|
|
- // point of this is to avoid doing depth test, which is in the default state
|
|
|
- bgfx::setState(0
|
|
|
- | BGFX_STATE_RGB_WRITE
|
|
|
- | BGFX_STATE_ALPHA_WRITE
|
|
|
- );
|
|
|
-
|
|
|
- // Set up transform matrix for fullscreen quad
|
|
|
- float orthoProj[16];
|
|
|
- bx::mtxOrtho(orthoProj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f);
|
|
|
- bgfx::setViewTransform(RENDER_PASS_COMBINE, NULL, orthoProj);
|
|
|
- bgfx::setViewRect(RENDER_PASS_COMBINE, 0, 0, m_width, m_height);
|
|
|
- // Bind vertex buffer and draw quad
|
|
|
- screenSpaceQuad( (float)m_width, (float)m_height, m_texelHalf, m_caps->originBottomLeft);
|
|
|
- bgfx::submit(RENDER_PASS_COMBINE, m_combineProgram);
|
|
|
-
|
|
|
- // Draw UI
|
|
|
- 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
|
|
|
- );
|
|
|
-
|
|
|
- imguiBeginArea("RSM:", 10, 100, 300, 400);
|
|
|
-
|
|
|
- imguiSlider("rsm amount", m_rsmAmount, 0.0f, 0.7f, 0.01f);
|
|
|
- imguiSlider("vpl radius", m_vplRadius, 0.25f, 20.0f, 0.1f);
|
|
|
- imguiSlider("light azimuth", m_lightAzimuth, 0.0f, 360.0f, 0.01f);
|
|
|
- imguiSlider("light elevation", m_lightElevation, 35.0f, 90.0f, 0.01f);
|
|
|
-
|
|
|
- imguiEndArea();
|
|
|
- imguiEndFrame();
|
|
|
-
|
|
|
- updateLightDir();
|
|
|
+ bgfx::setViewRect(RENDER_PASS_GBUFFER, 0, 0, uint16_t(m_width), uint16_t(m_height));
|
|
|
+ bgfx::setViewTransform(RENDER_PASS_GBUFFER, view, proj);
|
|
|
+ // Make sure when we draw it goes into gbuffer and not backbuffer
|
|
|
+ bgfx::setViewFrameBuffer(RENDER_PASS_GBUFFER, m_gbuffer);
|
|
|
+ // Draw everything into g-buffer
|
|
|
+ drawAllModels(RENDER_PASS_GBUFFER, m_gbufferProgram);
|
|
|
+
|
|
|
+ // Draw shadow map
|
|
|
+
|
|
|
+ // Set up transforms for shadow map
|
|
|
+ float smView[16], smProj[16], lightEye[3], lightAt[3];
|
|
|
+ lightEye[0] = m_lightDir[0]*LIGHT_DIST;
|
|
|
+ lightEye[1] = m_lightDir[1]*LIGHT_DIST;
|
|
|
+ lightEye[2] = m_lightDir[2]*LIGHT_DIST;
|
|
|
+
|
|
|
+ lightAt[0] = 0.0f;
|
|
|
+ lightAt[1] = 0.0f;
|
|
|
+ lightAt[2] = 0.0f;
|
|
|
+
|
|
|
+ bx::mtxLookAt(smView, lightEye, lightAt);
|
|
|
+ const float area = 10.0f;
|
|
|
+ bgfx::RendererType::Enum renderer = bgfx::getRendererType();
|
|
|
+ bool flipV = false
|
|
|
+ || renderer == bgfx::RendererType::OpenGL
|
|
|
+ || renderer == bgfx::RendererType::OpenGLES
|
|
|
+ ;
|
|
|
+ bx::mtxOrtho(smProj, -area, area, -area, area, -100.0f, 100.0f, 0.0f, flipV);
|
|
|
+ bgfx::setViewTransform(RENDER_PASS_SHADOW_MAP, smView, smProj);
|
|
|
+ bgfx::setViewFrameBuffer(RENDER_PASS_SHADOW_MAP, m_shadowBuffer);
|
|
|
+ bgfx::setViewRect(RENDER_PASS_SHADOW_MAP, 0, 0, SHADOW_MAP_DIM, SHADOW_MAP_DIM);
|
|
|
+
|
|
|
+ drawAllModels(RENDER_PASS_SHADOW_MAP, m_shadowProgram);
|
|
|
+
|
|
|
+ // Next draw light buffer
|
|
|
+
|
|
|
+ // Set up matrices for light buffer
|
|
|
+ bgfx::setViewRect(RENDER_PASS_LIGHT_BUFFER, 0, 0, uint16_t(m_width), uint16_t(m_height));
|
|
|
+ bgfx::setViewTransform(RENDER_PASS_LIGHT_BUFFER, view, proj); // Notice, same view and proj as gbuffer
|
|
|
+ // Set drawing into light buffer
|
|
|
+ bgfx::setViewFrameBuffer(RENDER_PASS_LIGHT_BUFFER, m_lightBuffer);
|
|
|
+
|
|
|
+ // Inverse view projection is needed in shader so set that up
|
|
|
+ float vp[16], invMvp[16];
|
|
|
+ bx::mtxMul(vp, view, proj);
|
|
|
+ bx::mtxInverse(invMvp, vp);
|
|
|
+
|
|
|
+ // Light matrix used in combine pass and inverse used in light pass
|
|
|
+ float lightMtx[16]; // World space to light space (shadow map space)
|
|
|
+ bx::mtxMul(lightMtx, smView, smProj);
|
|
|
+ float invMvpShadow[16];
|
|
|
+ bx::mtxInverse(invMvpShadow, lightMtx);
|
|
|
+
|
|
|
+ // Draw some lights (these should really be instanced but for this example they aren't...)
|
|
|
+ const unsigned MAX_SPHERE = 32;
|
|
|
+ for (uint32_t i = 0; i < MAX_SPHERE; i++) {
|
|
|
+ for (uint32_t j = 0; j < MAX_SPHERE; j++) {
|
|
|
+ // These are used in the fragment shader
|
|
|
+ bgfx::setTexture(0, s_normal, m_gbuffer, GBUFFER_RT_NORMAL); // Normal for lighting calculations
|
|
|
+ bgfx::setTexture(1, s_depth, m_gbuffer, GBUFFER_RT_DEPTH); // Depth to reconstruct world position
|
|
|
+
|
|
|
+ // Thse are used in the vert shader
|
|
|
+ bgfx::setTexture(2, s_shadowMap, m_shadowBuffer, SHADOW_RT_DEPTH); // Used to place sphere
|
|
|
+ bgfx::setTexture(3, s_rsm, m_shadowBuffer, SHADOW_RT_RSM); // Used to scale/color sphere
|
|
|
+
|
|
|
+ bgfx::setUniform(u_invMvp, invMvp);
|
|
|
+ bgfx::setUniform(u_invMvpShadow, invMvpShadow);
|
|
|
+ float sphereInfo[4];
|
|
|
+ sphereInfo[0] = ((float)i/(MAX_SPHERE-1));
|
|
|
+ sphereInfo[1] = ((float)j/(MAX_SPHERE-1));
|
|
|
+ sphereInfo[2] = m_vplRadius;
|
|
|
+ sphereInfo[3] = 0.0; // Unused
|
|
|
+ bgfx::setUniform(u_sphereInfo, sphereInfo);
|
|
|
+
|
|
|
+ const uint64_t lightDrawState = 0
|
|
|
+ | BGFX_STATE_RGB_WRITE
|
|
|
+ | BGFX_STATE_BLEND_ADD // <=== Overlapping lights contribute more
|
|
|
+ | BGFX_STATE_ALPHA_WRITE
|
|
|
+ | BGFX_STATE_CULL_CW // <=== If we go into the lights, there will be problems, so we draw the far back face.
|
|
|
+ ;
|
|
|
+
|
|
|
+ meshSubmit(
|
|
|
+ m_lightSphere,
|
|
|
+ RENDER_PASS_LIGHT_BUFFER,
|
|
|
+ m_lightProgram,
|
|
|
+ NULL,
|
|
|
+ lightDrawState
|
|
|
+ );
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // Draw combine pass
|
|
|
+
|
|
|
+ // Texture inputs for combine pass
|
|
|
+ bgfx::setTexture(0, s_normal, m_gbuffer, GBUFFER_RT_NORMAL);
|
|
|
+ bgfx::setTexture(1, s_color, m_gbuffer, GBUFFER_RT_COLOR);
|
|
|
+ bgfx::setTexture(2, s_light, m_lightBuffer, 0);
|
|
|
+ bgfx::setTexture(3, s_depth, m_gbuffer, GBUFFER_RT_DEPTH);
|
|
|
+ bgfx::setTexture(4, s_shadowMap, m_shadowBuffer, SHADOW_RT_DEPTH, BGFX_TEXTURE_COMPARE_LEQUAL);
|
|
|
+
|
|
|
+ // Uniforms for combine pass
|
|
|
+
|
|
|
+ bgfx::setUniform(u_lightDir, m_lightDir);
|
|
|
+ bgfx::setUniform(u_invMvp, invMvp);
|
|
|
+ bgfx::setUniform(u_lightMtx, lightMtx);
|
|
|
+ const float invDim[4] = {1.0f/SHADOW_MAP_DIM, 0.0f, 0.0f, 0.0f};
|
|
|
+ bgfx::setUniform(u_shadowDimsInv, invDim);
|
|
|
+ float rsmAmount[4] = {m_rsmAmount,m_rsmAmount,m_rsmAmount,m_rsmAmount};
|
|
|
+ bgfx::setUniform(u_rsmAmount, rsmAmount);
|
|
|
+
|
|
|
+ // Set up state for combine pass
|
|
|
+ // point of this is to avoid doing depth test, which is in the default state
|
|
|
+ bgfx::setState(0
|
|
|
+ | BGFX_STATE_RGB_WRITE
|
|
|
+ | BGFX_STATE_ALPHA_WRITE
|
|
|
+ );
|
|
|
+
|
|
|
+ // Set up transform matrix for fullscreen quad
|
|
|
+ float orthoProj[16];
|
|
|
+ bx::mtxOrtho(orthoProj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f);
|
|
|
+ bgfx::setViewTransform(RENDER_PASS_COMBINE, NULL, orthoProj);
|
|
|
+ bgfx::setViewRect(RENDER_PASS_COMBINE, 0, 0, m_width, m_height);
|
|
|
+ // Bind vertex buffer and draw quad
|
|
|
+ screenSpaceQuad( (float)m_width, (float)m_height, m_texelHalf, m_caps->originBottomLeft);
|
|
|
+ bgfx::submit(RENDER_PASS_COMBINE, m_combineProgram);
|
|
|
+
|
|
|
+ // Draw UI
|
|
|
+ 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
|
|
|
+ );
|
|
|
+
|
|
|
+ imguiBeginArea("RSM:", 10, 100, 300, 400);
|
|
|
+
|
|
|
+ imguiSlider("rsm amount", m_rsmAmount, 0.0f, 0.7f, 0.01f);
|
|
|
+ imguiSlider("vpl radius", m_vplRadius, 0.25f, 20.0f, 0.1f);
|
|
|
+ imguiSlider("light azimuth", m_lightAzimuth, 0.0f, 360.0f, 0.01f);
|
|
|
+ imguiSlider("light elevation", m_lightElevation, 35.0f, 90.0f, 0.01f);
|
|
|
+
|
|
|
+ imguiEndArea();
|
|
|
+ imguiEndFrame();
|
|
|
+
|
|
|
+ updateLightDir();
|
|
|
|
|
|
// Advance to next frame. Rendering thread will be kicked to
|
|
|
// process submitted rendering primitives.
|
|
|
@@ -553,137 +565,132 @@ class ExampleReflectiveShadowMap : public entry::AppI
|
|
|
return false;
|
|
|
}
|
|
|
|
|
|
- void drawAllModels(uint8_t _pass, bgfx::ProgramHandle _program) {
|
|
|
- for (const Model & m : m_models) {
|
|
|
- // Set up transform matrix for each model
|
|
|
- float scale = m_meshScale[m.mesh];
|
|
|
- float mtx[16];
|
|
|
- bx::mtxSRT(mtx
|
|
|
- , scale
|
|
|
- , scale
|
|
|
- , scale
|
|
|
- , 0.0f
|
|
|
- , 0.0f
|
|
|
- , 0.0f
|
|
|
- , m.position[0]
|
|
|
- , m.position[1]
|
|
|
- , m.position[2]
|
|
|
- );
|
|
|
-
|
|
|
- // Submit mesh to gbuffer
|
|
|
- bgfx::setUniform(u_tint, m.color);
|
|
|
- meshSubmit(m_meshes[m.mesh], _pass, _program, mtx);
|
|
|
- }
|
|
|
-
|
|
|
- // Draw ground
|
|
|
- const float white[4] = {1.0f, 1.0f, 1.0f, 1.0f};
|
|
|
- bgfx::setUniform(u_tint, white);
|
|
|
- float mtxScale[16];
|
|
|
- float scale = 10.0;
|
|
|
- bx::mtxScale(mtxScale
|
|
|
- , scale
|
|
|
- , scale
|
|
|
- , scale
|
|
|
- );
|
|
|
- float mtxTrans[16];
|
|
|
- bx::mtxTranslate(mtxTrans
|
|
|
- , 0.0f
|
|
|
- , -10.0f
|
|
|
- , 0.0f
|
|
|
- );
|
|
|
- float mtx[16];
|
|
|
- bx::mtxMul(mtx, mtxScale, mtxTrans);
|
|
|
- meshSubmit(m_ground, _pass, _program, mtx);
|
|
|
- }
|
|
|
-
|
|
|
- void updateLightDir () {
|
|
|
- float el = m_lightElevation * (bx::pi/180.0f);
|
|
|
- float az = m_lightAzimuth * (bx::pi/180.0f);
|
|
|
- m_lightDir[0] = cos(el)*cos(az);
|
|
|
- m_lightDir[2] = cos(el)*sin(az);
|
|
|
- m_lightDir[1] = sin(el);
|
|
|
- m_lightDir[3] = 0.0f;
|
|
|
- }
|
|
|
+ void drawAllModels(uint8_t _pass, bgfx::ProgramHandle _program)
|
|
|
+ {
|
|
|
+ for (const Model & m : m_models)
|
|
|
+ {
|
|
|
+ // Set up transform matrix for each model
|
|
|
+ float scale = m_meshScale[m.mesh];
|
|
|
+ float mtx[16];
|
|
|
+ bx::mtxSRT(mtx
|
|
|
+ , scale
|
|
|
+ , scale
|
|
|
+ , scale
|
|
|
+ , 0.0f
|
|
|
+ , 0.0f
|
|
|
+ , 0.0f
|
|
|
+ , m.position[0]
|
|
|
+ , m.position[1]
|
|
|
+ , m.position[2]
|
|
|
+ );
|
|
|
+
|
|
|
+ // Submit mesh to gbuffer
|
|
|
+ bgfx::setUniform(u_tint, m.color);
|
|
|
+ meshSubmit(m_meshes[m.mesh], _pass, _program, mtx);
|
|
|
+ }
|
|
|
+
|
|
|
+ // Draw ground
|
|
|
+ const float white[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
|
|
|
+ bgfx::setUniform(u_tint, white);
|
|
|
+ float mtxScale[16];
|
|
|
+ float scale = 10.0;
|
|
|
+ bx::mtxScale(mtxScale
|
|
|
+ , scale
|
|
|
+ , scale
|
|
|
+ , scale
|
|
|
+ );
|
|
|
+ float mtxTrans[16];
|
|
|
+ bx::mtxTranslate(mtxTrans
|
|
|
+ , 0.0f
|
|
|
+ , -10.0f
|
|
|
+ , 0.0f
|
|
|
+ );
|
|
|
+ float mtx[16];
|
|
|
+ bx::mtxMul(mtx, mtxScale, mtxTrans);
|
|
|
+ meshSubmit(m_ground, _pass, _program, mtx);
|
|
|
+ }
|
|
|
+
|
|
|
+ void updateLightDir()
|
|
|
+ {
|
|
|
+ float el = m_lightElevation * (bx::pi/180.0f);
|
|
|
+ float az = m_lightAzimuth * (bx::pi/180.0f);
|
|
|
+ m_lightDir[0] = cos(el)*cos(az);
|
|
|
+ m_lightDir[2] = cos(el)*sin(az);
|
|
|
+ m_lightDir[1] = sin(el);
|
|
|
+ m_lightDir[3] = 0.0f;
|
|
|
+ }
|
|
|
|
|
|
uint32_t m_width;
|
|
|
uint32_t m_height;
|
|
|
uint32_t m_debug;
|
|
|
uint32_t m_reset;
|
|
|
|
|
|
- entry::MouseState m_mouseState;
|
|
|
-
|
|
|
- Mesh* m_ground;
|
|
|
- Mesh* m_lightSphere; // Unit sphere
|
|
|
-
|
|
|
- // Resource handles
|
|
|
+ entry::MouseState m_mouseState;
|
|
|
+
|
|
|
+ Mesh* m_ground;
|
|
|
+ Mesh* m_lightSphere; // Unit sphere
|
|
|
+
|
|
|
+ // Resource handles
|
|
|
bgfx::ProgramHandle m_gbufferProgram;
|
|
|
- bgfx::ProgramHandle m_shadowProgram;
|
|
|
- bgfx::ProgramHandle m_lightProgram;
|
|
|
- bgfx::ProgramHandle m_combineProgram;
|
|
|
- bgfx::FrameBufferHandle m_gbuffer;
|
|
|
- bgfx::FrameBufferHandle m_lightBuffer;
|
|
|
- bgfx::FrameBufferHandle m_shadowBuffer;
|
|
|
-
|
|
|
- // Shader uniforms
|
|
|
- bgfx::UniformHandle u_tint;
|
|
|
- bgfx::UniformHandle u_invMvp;
|
|
|
- bgfx::UniformHandle u_invMvpShadow;
|
|
|
- bgfx::UniformHandle u_lightMtx;
|
|
|
- bgfx::UniformHandle u_lightDir;
|
|
|
- bgfx::UniformHandle u_sphereInfo;
|
|
|
- bgfx::UniformHandle u_shadowDimsInv;
|
|
|
- bgfx::UniformHandle u_rsmAmount;
|
|
|
-
|
|
|
- // Uniforms to identify texture samples
|
|
|
- bgfx::UniformHandle s_normal;
|
|
|
- bgfx::UniformHandle s_depth;
|
|
|
- bgfx::UniformHandle s_color;
|
|
|
- bgfx::UniformHandle s_light;
|
|
|
- bgfx::UniformHandle s_shadowMap;
|
|
|
- bgfx::UniformHandle s_rsm;
|
|
|
-
|
|
|
- // Various render targets
|
|
|
- bgfx::TextureHandle m_gbufferTex[3];
|
|
|
- bgfx::TextureHandle m_lightBufferTex;
|
|
|
- bgfx::TextureHandle m_shadowBufferTex[2];
|
|
|
-
|
|
|
- uint32_t m_reading = 0;
|
|
|
- uint32_t m_currFrame = UINT32_MAX;
|
|
|
-
|
|
|
- // UI
|
|
|
- bool m_cameraSpin = false;
|
|
|
-
|
|
|
- struct Model {
|
|
|
- uint32_t mesh; // Index of mesh in m_meshes
|
|
|
- float color[4];
|
|
|
- float position[3];
|
|
|
- };
|
|
|
-
|
|
|
- Model m_models[MODEL_COUNT];
|
|
|
-
|
|
|
- const char * m_meshPaths[MESH_COUNT] = {
|
|
|
- "meshes/cube.bin"
|
|
|
- ,"meshes/orb.bin"
|
|
|
- ,"meshes/column.bin"
|
|
|
- ,"meshes/bunny.bin"
|
|
|
- ,"meshes/tree.bin"
|
|
|
- ,"meshes/hollowcube.bin"
|
|
|
- };
|
|
|
-
|
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- // Light position;
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- float m_lightDir[4];
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- float m_lightElevation = 35.0f;
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- float m_lightAzimuth = 215.0f;
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-
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-
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- float m_rsmAmount = 0.25f; // Amount of rsm
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- float m_vplRadius = 3.0f; // Radius of virtual point light
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-
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- const float m_meshScale[MESH_COUNT] = {0.25f, 0.5f, 0.05f, 0.5f, 0.05f, 0.05f};
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- const bgfx::Caps* m_caps;
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- Mesh * m_meshes[MESH_COUNT];
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-
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- float m_texelHalf = 0.0f; // Texel offset for dx9
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+ bgfx::ProgramHandle m_shadowProgram;
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+ bgfx::ProgramHandle m_lightProgram;
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+ bgfx::ProgramHandle m_combineProgram;
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+ bgfx::FrameBufferHandle m_gbuffer;
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+ bgfx::FrameBufferHandle m_lightBuffer;
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+ bgfx::FrameBufferHandle m_shadowBuffer;
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+
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+ // Shader uniforms
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+ bgfx::UniformHandle u_tint;
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+ bgfx::UniformHandle u_invMvp;
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+ bgfx::UniformHandle u_invMvpShadow;
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+ bgfx::UniformHandle u_lightMtx;
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+ bgfx::UniformHandle u_lightDir;
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+ bgfx::UniformHandle u_sphereInfo;
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+ bgfx::UniformHandle u_shadowDimsInv;
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+ bgfx::UniformHandle u_rsmAmount;
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+
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+ // Uniforms to identify texture samples
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+ bgfx::UniformHandle s_normal;
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+ bgfx::UniformHandle s_depth;
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+ bgfx::UniformHandle s_color;
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+ bgfx::UniformHandle s_light;
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+ bgfx::UniformHandle s_shadowMap;
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+ bgfx::UniformHandle s_rsm;
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+
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+ // Various render targets
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+ bgfx::TextureHandle m_gbufferTex[3];
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+ bgfx::TextureHandle m_lightBufferTex;
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+ bgfx::TextureHandle m_shadowBufferTex[2];
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+
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+ uint32_t m_reading = 0;
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+ uint32_t m_currFrame = UINT32_MAX;
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+
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+ // UI
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+ bool m_cameraSpin = false;
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+
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+ struct Model
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+ {
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+ uint32_t mesh; // Index of mesh in m_meshes
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+ float color[4];
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+ float position[3];
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+ };
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+
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+ Model m_models[MODEL_COUNT];
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+
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+ // Light position;
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+ float m_lightDir[4];
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+ float m_lightElevation = 35.0f;
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+ float m_lightAzimuth = 215.0f;
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+
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+
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+ float m_rsmAmount = 0.25f; // Amount of rsm
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+ float m_vplRadius = 3.0f; // Radius of virtual point light
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+
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+ const float m_meshScale[MESH_COUNT] = {0.25f, 0.5f, 0.05f, 0.5f, 0.05f, 0.05f};
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+ const bgfx::Caps* m_caps;
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+ Mesh * m_meshes[MESH_COUNT];
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+
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+ float m_texelHalf = 0.0f; // Texel offset for dx9
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};
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ENTRY_IMPLEMENT_MAIN(ExampleReflectiveShadowMap);
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