shadowmaps_simple.cpp 13 KB

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  1. /*
  2. * Copyright 2013-2014 Dario Manesku. All rights reserved.
  3. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
  4. */
  5. #include <string>
  6. #include <vector>
  7. #include <algorithm>
  8. #include "common.h"
  9. #include <bgfx/bgfx.h>
  10. #include <bx/timer.h>
  11. #include <bx/readerwriter.h>
  12. #include <bx/math.h>
  13. #include "entry/entry.h"
  14. #include "bgfx_utils.h"
  15. #include "imgui/imgui.h"
  16. namespace
  17. {
  18. #define RENDER_SHADOW_PASS_ID 0
  19. #define RENDER_SCENE_PASS_ID 1
  20. struct PosNormalVertex
  21. {
  22. float m_x;
  23. float m_y;
  24. float m_z;
  25. uint32_t m_normal;
  26. static void init()
  27. {
  28. ms_layout
  29. .begin()
  30. .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
  31. .add(bgfx::Attrib::Normal, 4, bgfx::AttribType::Uint8, true, true)
  32. .end();
  33. };
  34. static bgfx::VertexLayout ms_layout;
  35. };
  36. bgfx::VertexLayout PosNormalVertex::ms_layout;
  37. static PosNormalVertex s_hplaneVertices[] =
  38. {
  39. { -1.0f, 0.0f, 1.0f, encodeNormalRgba8(0.0f, 1.0f, 0.0f) },
  40. { 1.0f, 0.0f, 1.0f, encodeNormalRgba8(0.0f, 1.0f, 0.0f) },
  41. { -1.0f, 0.0f, -1.0f, encodeNormalRgba8(0.0f, 1.0f, 0.0f) },
  42. { 1.0f, 0.0f, -1.0f, encodeNormalRgba8(0.0f, 1.0f, 0.0f) },
  43. };
  44. static const uint16_t s_planeIndices[] =
  45. {
  46. 0, 1, 2,
  47. 1, 3, 2,
  48. };
  49. class ExampleShadowmapsSimple : public entry::AppI
  50. {
  51. public:
  52. ExampleShadowmapsSimple(const char* _name, const char* _description, const char* _url)
  53. : entry::AppI(_name, _description, _url)
  54. {
  55. }
  56. void init(int32_t _argc, const char* const* _argv, uint32_t _width, uint32_t _height) override
  57. {
  58. Args args(_argc, _argv);
  59. m_width = _width;
  60. m_height = _height;
  61. m_debug = BGFX_DEBUG_NONE;
  62. m_reset = BGFX_RESET_VSYNC;
  63. bgfx::Init init;
  64. init.type = args.m_type;
  65. init.vendorId = args.m_pciId;
  66. init.resolution.width = m_width;
  67. init.resolution.height = m_height;
  68. init.resolution.reset = m_reset;
  69. bgfx::init(init);
  70. // Enable debug text.
  71. bgfx::setDebug(m_debug);
  72. // Uniforms.
  73. s_shadowMap = bgfx::createUniform("s_shadowMap", bgfx::UniformType::Sampler);
  74. u_lightPos = bgfx::createUniform("u_lightPos", bgfx::UniformType::Vec4);
  75. u_lightMtx = bgfx::createUniform("u_lightMtx", bgfx::UniformType::Mat4);
  76. // When using GL clip space depth range [-1, 1] and packing depth into color buffer, we need to
  77. // adjust the depth range to be [0, 1] for writing to the color buffer
  78. u_depthScaleOffset = bgfx::createUniform("u_depthScaleOffset", bgfx::UniformType::Vec4);
  79. // Get renderer capabilities info.
  80. const bgfx::Caps* caps = bgfx::getCaps();
  81. float depthScaleOffset[4] = { 1.0f, 0.0f, 0.0f, 0.0f };
  82. if (caps->homogeneousDepth)
  83. {
  84. depthScaleOffset[0] = 0.5f;
  85. depthScaleOffset[1] = 0.5f;
  86. }
  87. bgfx::setUniform(u_depthScaleOffset, depthScaleOffset);
  88. bgfx::touch(0);
  89. // Create vertex stream declaration.
  90. PosNormalVertex::init();
  91. // Meshes.
  92. m_bunny = meshLoad("meshes/bunny.bin");
  93. m_cube = meshLoad("meshes/cube.bin");
  94. m_hollowcube = meshLoad("meshes/hollowcube.bin");
  95. m_vbh = bgfx::createVertexBuffer(
  96. bgfx::makeRef(s_hplaneVertices, sizeof(s_hplaneVertices) )
  97. , PosNormalVertex::ms_layout
  98. );
  99. m_ibh = bgfx::createIndexBuffer(
  100. bgfx::makeRef(s_planeIndices, sizeof(s_planeIndices) )
  101. );
  102. // Render targets.
  103. m_shadowMapSize = 512;
  104. // Shadow samplers are supported at least partially supported if texture
  105. // compare less equal feature is supported.
  106. m_shadowSamplerSupported = 0 != (caps->supported & BGFX_CAPS_TEXTURE_COMPARE_LEQUAL);
  107. m_useShadowSampler = m_shadowSamplerSupported;
  108. m_shadowMapFB = BGFX_INVALID_HANDLE;
  109. m_progShadow = BGFX_INVALID_HANDLE;
  110. m_progMesh = BGFX_INVALID_HANDLE;
  111. m_state[0] = meshStateCreate();
  112. m_state[0]->m_state = 0;
  113. m_state[0]->m_program = m_progShadow;
  114. m_state[0]->m_viewId = RENDER_SHADOW_PASS_ID;
  115. m_state[0]->m_numTextures = 0;
  116. m_state[1] = meshStateCreate();
  117. m_state[1]->m_state = 0
  118. | BGFX_STATE_WRITE_RGB
  119. | BGFX_STATE_WRITE_A
  120. | BGFX_STATE_WRITE_Z
  121. | BGFX_STATE_DEPTH_TEST_LESS
  122. | BGFX_STATE_CULL_CCW
  123. | BGFX_STATE_MSAA
  124. ;
  125. m_state[1]->m_program = m_progMesh;
  126. m_state[1]->m_viewId = RENDER_SCENE_PASS_ID;
  127. m_state[1]->m_numTextures = 1;
  128. m_state[1]->m_textures[0].m_flags = UINT32_MAX;
  129. m_state[1]->m_textures[0].m_stage = 0;
  130. m_state[1]->m_textures[0].m_sampler = s_shadowMap;
  131. m_state[1]->m_textures[0].m_texture = BGFX_INVALID_HANDLE;
  132. // Set view and projection matrices.
  133. const bx::Vec3 at = { 0.0f, 5.0f, 0.0f };
  134. const bx::Vec3 eye = { 0.0f, 30.0f, -60.0f };
  135. bx::mtxLookAt(m_view, eye, at);
  136. const float aspect = float(int32_t(m_width) ) / float(int32_t(m_height) );
  137. bx::mtxProj(m_proj, 60.0f, aspect, 0.1f, 1000.0f, bgfx::getCaps()->homogeneousDepth);
  138. m_timeOffset = bx::getHPCounter();
  139. imguiCreate();
  140. }
  141. virtual int shutdown() override
  142. {
  143. imguiDestroy();
  144. meshUnload(m_bunny);
  145. meshUnload(m_cube);
  146. meshUnload(m_hollowcube);
  147. meshStateDestroy(m_state[0]);
  148. meshStateDestroy(m_state[1]);
  149. bgfx::destroy(m_vbh);
  150. bgfx::destroy(m_ibh);
  151. bgfx::destroy(m_progShadow);
  152. bgfx::destroy(m_progMesh);
  153. bgfx::destroy(m_shadowMapFB);
  154. bgfx::destroy(s_shadowMap);
  155. bgfx::destroy(u_lightPos);
  156. bgfx::destroy(u_lightMtx);
  157. bgfx::destroy(u_depthScaleOffset);
  158. // Shutdown bgfx.
  159. bgfx::shutdown();
  160. return 0;
  161. }
  162. bool update() override
  163. {
  164. if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
  165. {
  166. imguiBeginFrame(m_mouseState.m_mx
  167. , m_mouseState.m_my
  168. , (m_mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
  169. | (m_mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
  170. | (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
  171. , m_mouseState.m_mz
  172. , uint16_t(m_width)
  173. , uint16_t(m_height)
  174. );
  175. showExampleDialog(this);
  176. ImGui::SetNextWindowPos(
  177. ImVec2(m_width - m_width / 5.0f - 10.0f, 10.0f)
  178. , ImGuiCond_FirstUseEver
  179. );
  180. ImGui::SetNextWindowSize(
  181. ImVec2(m_width / 5.0f, m_height / 2.0f)
  182. , ImGuiCond_FirstUseEver
  183. );
  184. ImGui::Begin("Settings"
  185. , NULL
  186. , 0
  187. );
  188. bool shadowSamplerModeChanged = false;
  189. if (m_shadowSamplerSupported)
  190. {
  191. shadowSamplerModeChanged = ImGui::Checkbox("Use Shadow Sampler", &m_useShadowSampler);
  192. }
  193. else
  194. {
  195. ImGui::Text("Shadow sampler is not supported");
  196. }
  197. ImGui::End();
  198. imguiEndFrame();
  199. int64_t now = bx::getHPCounter();
  200. const double freq = double(bx::getHPFrequency() );
  201. float time = float( (now-m_timeOffset)/freq);
  202. if (!bgfx::isValid(m_shadowMapFB) || shadowSamplerModeChanged)
  203. {
  204. bgfx::TextureHandle shadowMapTexture;
  205. if (bgfx::isValid(m_progShadow))
  206. bgfx::destroy(m_progShadow);
  207. if (bgfx::isValid(m_progMesh))
  208. bgfx::destroy(m_progMesh);
  209. if (bgfx::isValid(m_shadowMapFB))
  210. bgfx::destroy(m_shadowMapFB);
  211. if (m_useShadowSampler)
  212. {
  213. // Depth textures and shadow samplers are supported.
  214. m_progShadow = loadProgram("vs_sms_shadow", "fs_sms_shadow");
  215. m_progMesh = loadProgram("vs_sms_mesh", "fs_sms_mesh");
  216. bgfx::TextureHandle fbtextures[] =
  217. {
  218. bgfx::createTexture2D(
  219. m_shadowMapSize
  220. , m_shadowMapSize
  221. , false
  222. , 1
  223. , bgfx::TextureFormat::D16
  224. , BGFX_TEXTURE_RT | BGFX_SAMPLER_COMPARE_LEQUAL
  225. ),
  226. };
  227. shadowMapTexture = fbtextures[0];
  228. m_shadowMapFB = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
  229. }
  230. else
  231. {
  232. // Depth textures and shadow samplers are not supported. Use float
  233. // depth packing into color buffer instead.
  234. m_progShadow = loadProgram("vs_sms_shadow_pd", "fs_sms_shadow_pd");
  235. m_progMesh = loadProgram("vs_sms_mesh", "fs_sms_mesh_pd");
  236. bgfx::TextureHandle fbtextures[] =
  237. {
  238. bgfx::createTexture2D(
  239. m_shadowMapSize
  240. , m_shadowMapSize
  241. , false
  242. , 1
  243. , bgfx::TextureFormat::BGRA8
  244. , BGFX_TEXTURE_RT
  245. ),
  246. bgfx::createTexture2D(
  247. m_shadowMapSize
  248. , m_shadowMapSize
  249. , false
  250. , 1
  251. , bgfx::TextureFormat::D16
  252. , BGFX_TEXTURE_RT_WRITE_ONLY
  253. ),
  254. };
  255. shadowMapTexture = fbtextures[0];
  256. m_shadowMapFB = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
  257. }
  258. m_state[0]->m_program = m_progShadow;
  259. m_state[0]->m_state = 0
  260. | (m_useShadowSampler ? 0 : BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A)
  261. | BGFX_STATE_WRITE_Z
  262. | BGFX_STATE_DEPTH_TEST_LESS
  263. | BGFX_STATE_CULL_CCW
  264. | BGFX_STATE_MSAA
  265. ;
  266. m_state[1]->m_program = m_progMesh;
  267. m_state[1]->m_textures[0].m_texture = shadowMapTexture;
  268. }
  269. // Setup lights.
  270. float lightPos[4];
  271. lightPos[0] = -bx::cos(time);
  272. lightPos[1] = -1.0f;
  273. lightPos[2] = -bx::sin(time);
  274. lightPos[3] = 0.0f;
  275. bgfx::setUniform(u_lightPos, lightPos);
  276. // Setup instance matrices.
  277. float mtxFloor[16];
  278. bx::mtxSRT(mtxFloor
  279. , 30.0f, 30.0f, 30.0f
  280. , 0.0f, 0.0f, 0.0f
  281. , 0.0f, 0.0f, 0.0f
  282. );
  283. float mtxBunny[16];
  284. bx::mtxSRT(mtxBunny
  285. , 5.0f, 5.0f, 5.0f
  286. , 0.0f, bx::kPi - time, 0.0f
  287. , 15.0f, 5.0f, 0.0f
  288. );
  289. float mtxHollowcube[16];
  290. bx::mtxSRT(mtxHollowcube
  291. , 2.5f, 2.5f, 2.5f
  292. , 0.0f, 1.56f - time, 0.0f
  293. , 0.0f, 10.0f, 0.0f
  294. );
  295. float mtxCube[16];
  296. bx::mtxSRT(mtxCube
  297. , 2.5f, 2.5f, 2.5f
  298. , 0.0f, 1.56f - time, 0.0f
  299. , -15.0f, 5.0f, 0.0f
  300. );
  301. // Define matrices.
  302. float lightView[16];
  303. float lightProj[16];
  304. const bx::Vec3 at = { 0.0f, 0.0f, 0.0f };
  305. const bx::Vec3 eye = { -lightPos[0], -lightPos[1], -lightPos[2] };
  306. bx::mtxLookAt(lightView, eye, at);
  307. const bgfx::Caps* caps = bgfx::getCaps();
  308. const float area = 30.0f;
  309. bx::mtxOrtho(lightProj, -area, area, -area, area, -100.0f, 100.0f, 0.0f, caps->homogeneousDepth);
  310. bgfx::setViewRect(RENDER_SHADOW_PASS_ID, 0, 0, m_shadowMapSize, m_shadowMapSize);
  311. bgfx::setViewFrameBuffer(RENDER_SHADOW_PASS_ID, m_shadowMapFB);
  312. bgfx::setViewTransform(RENDER_SHADOW_PASS_ID, lightView, lightProj);
  313. bgfx::setViewRect(RENDER_SCENE_PASS_ID, 0, 0, uint16_t(m_width), uint16_t(m_height) );
  314. bgfx::setViewTransform(RENDER_SCENE_PASS_ID, m_view, m_proj);
  315. // Clear backbuffer and shadowmap framebuffer at beginning.
  316. bgfx::setViewClear(RENDER_SHADOW_PASS_ID
  317. , BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
  318. , 0x303030ff, 1.0f, 0
  319. );
  320. bgfx::setViewClear(RENDER_SCENE_PASS_ID
  321. , BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
  322. , 0x303030ff, 1.0f, 0
  323. );
  324. // Render.
  325. float mtxShadow[16];
  326. float lightMtx[16];
  327. const float sy = caps->originBottomLeft ? 0.5f : -0.5f;
  328. const float sz = caps->homogeneousDepth ? 0.5f : 1.0f;
  329. const float tz = caps->homogeneousDepth ? 0.5f : 0.0f;
  330. const float mtxCrop[16] =
  331. {
  332. 0.5f, 0.0f, 0.0f, 0.0f,
  333. 0.0f, sy, 0.0f, 0.0f,
  334. 0.0f, 0.0f, sz, 0.0f,
  335. 0.5f, 0.5f, tz, 1.0f,
  336. };
  337. float mtxTmp[16];
  338. bx::mtxMul(mtxTmp, lightProj, mtxCrop);
  339. bx::mtxMul(mtxShadow, lightView, mtxTmp);
  340. // Floor.
  341. bx::mtxMul(lightMtx, mtxFloor, mtxShadow);
  342. uint32_t cached = bgfx::setTransform(mtxFloor);
  343. for (uint32_t pass = 0; pass < 2; ++pass)
  344. {
  345. const MeshState& st = *m_state[pass];
  346. bgfx::setTransform(cached);
  347. for (uint8_t tex = 0; tex < st.m_numTextures; ++tex)
  348. {
  349. const MeshState::Texture& texture = st.m_textures[tex];
  350. bgfx::setTexture(texture.m_stage
  351. , texture.m_sampler
  352. , texture.m_texture
  353. , texture.m_flags
  354. );
  355. }
  356. bgfx::setUniform(u_lightMtx, lightMtx);
  357. bgfx::setIndexBuffer(m_ibh);
  358. bgfx::setVertexBuffer(0, m_vbh);
  359. bgfx::setState(st.m_state);
  360. bgfx::submit(st.m_viewId, st.m_program);
  361. }
  362. // Bunny.
  363. bx::mtxMul(lightMtx, mtxBunny, mtxShadow);
  364. bgfx::setUniform(u_lightMtx, lightMtx);
  365. meshSubmit(m_bunny, &m_state[0], 1, mtxBunny);
  366. bgfx::setUniform(u_lightMtx, lightMtx);
  367. meshSubmit(m_bunny, &m_state[1], 1, mtxBunny);
  368. // Hollow cube.
  369. bx::mtxMul(lightMtx, mtxHollowcube, mtxShadow);
  370. bgfx::setUniform(u_lightMtx, lightMtx);
  371. meshSubmit(m_hollowcube, &m_state[0], 1, mtxHollowcube);
  372. bgfx::setUniform(u_lightMtx, lightMtx);
  373. meshSubmit(m_hollowcube, &m_state[1], 1, mtxHollowcube);
  374. // Cube.
  375. bx::mtxMul(lightMtx, mtxCube, mtxShadow);
  376. bgfx::setUniform(u_lightMtx, lightMtx);
  377. meshSubmit(m_cube, &m_state[0], 1, mtxCube);
  378. bgfx::setUniform(u_lightMtx, lightMtx);
  379. meshSubmit(m_cube, &m_state[1], 1, mtxCube);
  380. // Advance to next frame. Rendering thread will be kicked to
  381. // process submitted rendering primitives.
  382. bgfx::frame();
  383. return true;
  384. }
  385. return false;
  386. }
  387. entry::MouseState m_mouseState;
  388. uint32_t m_width;
  389. uint32_t m_height;
  390. uint32_t m_debug;
  391. uint32_t m_reset;
  392. bgfx::UniformHandle s_shadowMap;
  393. bgfx::UniformHandle u_lightPos;
  394. bgfx::UniformHandle u_lightMtx;
  395. bgfx::UniformHandle u_depthScaleOffset;
  396. Mesh* m_bunny;
  397. Mesh* m_cube;
  398. Mesh* m_hollowcube;
  399. bgfx::VertexBufferHandle m_vbh;
  400. bgfx::IndexBufferHandle m_ibh;
  401. uint16_t m_shadowMapSize;
  402. bgfx::ProgramHandle m_progShadow;
  403. bgfx::ProgramHandle m_progMesh;
  404. bgfx::FrameBufferHandle m_shadowMapFB;
  405. bool m_shadowSamplerSupported;
  406. bool m_useShadowSampler;
  407. MeshState* m_state[2];
  408. float m_view[16];
  409. float m_proj[16];
  410. int64_t m_timeOffset;
  411. };
  412. } // namespace
  413. ENTRY_IMPLEMENT_MAIN(
  414. ExampleShadowmapsSimple
  415. , "15-shadowmaps-simple"
  416. , "Shadow maps example"
  417. , "https://bkaradzic.github.io/bgfx/examples.html#shadowmaps-simple"
  418. );