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+/*
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+ * Copyright 2016 Joseph Cherlin. All rights reserved.
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+ * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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+ */
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+
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+#include "common.h"
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+#include "camera.h"
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+#include "bgfx_utils.h"
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+#include "imgui/imgui.h"
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+#include <bx/rng.h>
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+
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+// Intro:
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+// RSM (reflective shadow map) is a technique for global illumination.
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+// It is similar to shadow map. It piggybacks on the shadow map, in fact.
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+
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+// RSM is compatible with any type of lighting which can handle handle
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+// a lot of point lights. This sample happens to use a deferred renderer,
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+// but other types would work.
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+
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+// Overview:
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+// 1. Draw into G-Buffer
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+// 2. Draw Shadow Map (with RSM piggybacked on)
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+// 3. Populate light buffer
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+// 4. Deferred "combine" pass.
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+
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+// Details:
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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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+// The RSM contains the color of the item drawn, as well as a scalar value which represents
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+// how much light would bounce off of the surface if it were hit with light from the origin
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+// of the shadow map.
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+// 3. Light Buffer
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+// We draw a lot of spheres into the light buffer. These spheres are called VPL (virtual
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+// point lights). VPLs represent bounced light, and let us eliminate the classic "ambient"
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+// term. Instead of us supplying their world space position in a transform matrix,
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+// VPLs gain their position from the shadow map from step 2, using an unprojection. They gain
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+// their color from the RSM. You could also store their position in a buffer while drawing shadows,
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+// I'm just using depth to keep the sample smaller.
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+// 4. Deferred combine:
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+// Typical combine used in almost any sort of deferred renderer.
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+
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+// References
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+// http://www.bpeers.com/blog/?itemid=517
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+
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+// Render passes
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+#define RENDER_PASS_GBUFFER 0 // GBuffer for normals and albedo
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+#define RENDER_PASS_SHADOW_MAP 1 // Draw into the shadow map (RSM and regular shadow map at same time)
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+#define RENDER_PASS_LIGHT_BUFFER 2 // Light buffer for point lights
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+#define RENDER_PASS_COMBINE 3 // Directional light and final result
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+
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+// Gbuffer has multiple render targets
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+#define GBUFFER_RT_NORMAL 0
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+#define GBUFFER_RT_COLOR 1
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+#define GBUFFER_RT_DEPTH 2
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+
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+// Shadow map has multiple render targets
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+#define SHADOW_RT_RSM 0 // In this algorithm, shadows write lighting info as well.
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+#define SHADOW_RT_DEPTH 1 // Shadow maps always write a depth
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+
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+// Random meshes we draw
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+#define MESH_COUNT 6 // Mesh (which is a vert/index buffer)
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+#define MODEL_COUNT 222 // In this demo, a model is a mesh plus a transform and a color
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+
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+#define SHADOW_MAP_DIM 512
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+#define LIGHT_DIST 10.0f
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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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+};
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+bgfx::VertexDecl PosTexCoord0Vertex::ms_decl;
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+
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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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+}
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+
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+class ExampleReflectiveShadowMap : public entry::AppI
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+{
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+ void init(int _argc, char** _argv) BX_OVERRIDE
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+ {
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+ Args args(_argc, _argv);
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+
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+ m_width = 1280;
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+ m_height = 720;
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+ m_debug = BGFX_DEBUG_TEXT;
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+ m_reset = BGFX_RESET_VSYNC;
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+
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+ bgfx::init(args.m_type, args.m_pciId);
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+
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+ bgfx::reset(m_width, m_height, m_reset);
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+
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+ // Enable debug text.
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+ bgfx::setDebug(m_debug);
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+
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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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+
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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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+ // 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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+ );
|
|
|
|
|
+
|
|
|
|
|
+ // 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);
|
|
|
|
|
+
|
|
|
|
|
+ // Cleanup.
|
|
|
|
|
+ bgfx::destroyProgram(m_gbufferProgram);
|
|
|
|
|
+ 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();
|
|
|
|
|
+
|
|
|
|
|
+ // Shutdown bgfx.
|
|
|
|
|
+ bgfx::shutdown();
|
|
|
|
|
+
|
|
|
|
|
+ return 0;
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ bool update() BX_OVERRIDE
|
|
|
|
|
+ {
|
|
|
|
|
+ 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);
|
|
|
|
|
+
|
|
|
|
|
+ // Use debug font to print information about this example.
|
|
|
|
|
+ bgfx::dbgTextClear();
|
|
|
|
|
+ bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/31-reflectiveshadowmap");
|
|
|
|
|
+ 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);
|
|
|
|
|
+
|
|
|
|
|
+ // 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();
|
|
|
|
|
+
|
|
|
|
|
+ // Advance to next frame. Rendering thread will be kicked to
|
|
|
|
|
+ // process submitted rendering primitives.
|
|
|
|
|
+ m_currFrame = bgfx::frame();
|
|
|
|
|
+
|
|
|
|
|
+ return true;
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ 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
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+ , scale
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+ , 0.0f
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+ , 0.0f
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+ , 0.0f
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+ , m.position[0]
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+ , m.position[1]
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+ , m.position[2]
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+ );
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+
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+ // Submit mesh to gbuffer
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+ bgfx::setUniform(u_tint, m.color);
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+ meshSubmit(m_meshes[m.mesh], _pass, _program, mtx);
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+ }
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+
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+ // Draw ground
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+ const float white[4] = {1.0f, 1.0f, 1.0f, 1.0f};
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+ bgfx::setUniform(u_tint, white);
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+ float mtxScale[16];
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+ float scale = 10.0;
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+ bx::mtxScale(mtxScale
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+ , scale
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+ , scale
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+ , scale
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+ );
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+ float mtxTrans[16];
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+ bx::mtxTranslate(mtxTrans
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+ , 0.0f
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+ , -10.0f
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+ , 0.0f
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+ );
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+ float mtx[16];
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+ bx::mtxMul(mtx, mtxScale, mtxTrans);
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+ meshSubmit(m_ground, _pass, _program, mtx);
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+ }
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+
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+ void updateLightDir () {
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+ float el = m_lightElevation * (bx::pi/180.0f);
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+ float az = m_lightAzimuth * (bx::pi/180.0f);
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+ m_lightDir[0] = cos(el)*cos(az);
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+ m_lightDir[2] = cos(el)*sin(az);
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+ m_lightDir[1] = sin(el);
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+ m_lightDir[3] = 0.0f;
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|
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+ }
|
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+
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|
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+ uint32_t m_width;
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|
+ uint32_t m_height;
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|
|
+ uint32_t m_debug;
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|
|
+ uint32_t m_reset;
|
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+
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|
|
+ entry::MouseState m_mouseState;
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+
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+ Mesh* m_ground;
|
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|
|
|
+ Mesh* m_lightSphere; // Unit sphere
|
|
|
|
|
+
|
|
|
|
|
+ // Resource handles
|
|
|
|
|
+ bgfx::ProgramHandle m_gbufferProgram;
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|
|
+ bgfx::ProgramHandle m_shadowProgram;
|
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|
|
+ bgfx::ProgramHandle m_lightProgram;
|
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|
|
+ 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"
|
|
|
|
|
+ };
|
|
|
|
|
+
|
|
|
|
|
+ // Light position;
|
|
|
|
|
+ float m_lightDir[4];
|
|
|
|
|
+ float m_lightElevation = 35.0f;
|
|
|
|
|
+ float m_lightAzimuth = 215.0f;
|
|
|
|
|
+
|
|
|
|
|
+
|
|
|
|
|
+ float m_rsmAmount = 0.25f; // Amount of rsm
|
|
|
|
|
+ float m_vplRadius = 3.0f; // Radius of virtual point light
|
|
|
|
|
+
|
|
|
|
|
+ const float m_meshScale[MESH_COUNT] = {0.25f, 0.5f, 0.05f, 0.5f, 0.05f, 0.05f};
|
|
|
|
|
+ const bgfx::Caps* m_caps;
|
|
|
|
|
+ Mesh * m_meshes[MESH_COUNT];
|
|
|
|
|
+
|
|
|
|
|
+ float m_texelHalf = 0.0f; // Texel offset for dx9
|
|
|
|
|
+};
|
|
|
|
|
+
|
|
|
|
|
+ENTRY_IMPLEMENT_MAIN(ExampleReflectiveShadowMap);
|