deferred.cpp 23 KB

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  1. /*
  2. * Copyright 2011-2018 Branimir Karadzic. All rights reserved.
  3. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
  4. */
  5. #include "common.h"
  6. #include "bgfx_utils.h"
  7. #include "imgui/imgui.h"
  8. #include "camera.h"
  9. #include "bounds.h"
  10. namespace
  11. {
  12. #define RENDER_PASS_GEOMETRY_ID 0
  13. #define RENDER_PASS_LIGHT_ID 1
  14. #define RENDER_PASS_COMBINE_ID 2
  15. #define RENDER_PASS_DEBUG_LIGHTS_ID 3
  16. #define RENDER_PASS_DEBUG_GBUFFER_ID 4
  17. static float s_texelHalf = 0.0f;
  18. struct PosNormalTangentTexcoordVertex
  19. {
  20. float m_x;
  21. float m_y;
  22. float m_z;
  23. uint32_t m_normal;
  24. uint32_t m_tangent;
  25. int16_t m_u;
  26. int16_t m_v;
  27. static void init()
  28. {
  29. ms_decl
  30. .begin()
  31. .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
  32. .add(bgfx::Attrib::Normal, 4, bgfx::AttribType::Uint8, true, true)
  33. .add(bgfx::Attrib::Tangent, 4, bgfx::AttribType::Uint8, true, true)
  34. .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Int16, true, true)
  35. .end();
  36. }
  37. static bgfx::VertexDecl ms_decl;
  38. };
  39. bgfx::VertexDecl PosNormalTangentTexcoordVertex::ms_decl;
  40. struct PosTexCoord0Vertex
  41. {
  42. float m_x;
  43. float m_y;
  44. float m_z;
  45. float m_u;
  46. float m_v;
  47. static void init()
  48. {
  49. ms_decl
  50. .begin()
  51. .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
  52. .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
  53. .end();
  54. }
  55. static bgfx::VertexDecl ms_decl;
  56. };
  57. bgfx::VertexDecl PosTexCoord0Vertex::ms_decl;
  58. struct DebugVertex
  59. {
  60. float m_x;
  61. float m_y;
  62. float m_z;
  63. uint32_t m_abgr;
  64. static void init()
  65. {
  66. ms_decl
  67. .begin()
  68. .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
  69. .add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
  70. .end();
  71. }
  72. static bgfx::VertexDecl ms_decl;
  73. };
  74. bgfx::VertexDecl DebugVertex::ms_decl;
  75. static PosNormalTangentTexcoordVertex s_cubeVertices[24] =
  76. {
  77. {-1.0f, 1.0f, 1.0f, encodeNormalRgba8( 0.0f, 0.0f, 1.0f), 0, 0, 0 },
  78. { 1.0f, 1.0f, 1.0f, encodeNormalRgba8( 0.0f, 0.0f, 1.0f), 0, 0x7fff, 0 },
  79. {-1.0f, -1.0f, 1.0f, encodeNormalRgba8( 0.0f, 0.0f, 1.0f), 0, 0, 0x7fff },
  80. { 1.0f, -1.0f, 1.0f, encodeNormalRgba8( 0.0f, 0.0f, 1.0f), 0, 0x7fff, 0x7fff },
  81. {-1.0f, 1.0f, -1.0f, encodeNormalRgba8( 0.0f, 0.0f, -1.0f), 0, 0, 0 },
  82. { 1.0f, 1.0f, -1.0f, encodeNormalRgba8( 0.0f, 0.0f, -1.0f), 0, 0x7fff, 0 },
  83. {-1.0f, -1.0f, -1.0f, encodeNormalRgba8( 0.0f, 0.0f, -1.0f), 0, 0, 0x7fff },
  84. { 1.0f, -1.0f, -1.0f, encodeNormalRgba8( 0.0f, 0.0f, -1.0f), 0, 0x7fff, 0x7fff },
  85. {-1.0f, 1.0f, 1.0f, encodeNormalRgba8( 0.0f, 1.0f, 0.0f), 0, 0, 0 },
  86. { 1.0f, 1.0f, 1.0f, encodeNormalRgba8( 0.0f, 1.0f, 0.0f), 0, 0x7fff, 0 },
  87. {-1.0f, 1.0f, -1.0f, encodeNormalRgba8( 0.0f, 1.0f, 0.0f), 0, 0, 0x7fff },
  88. { 1.0f, 1.0f, -1.0f, encodeNormalRgba8( 0.0f, 1.0f, 0.0f), 0, 0x7fff, 0x7fff },
  89. {-1.0f, -1.0f, 1.0f, encodeNormalRgba8( 0.0f, -1.0f, 0.0f), 0, 0, 0 },
  90. { 1.0f, -1.0f, 1.0f, encodeNormalRgba8( 0.0f, -1.0f, 0.0f), 0, 0x7fff, 0 },
  91. {-1.0f, -1.0f, -1.0f, encodeNormalRgba8( 0.0f, -1.0f, 0.0f), 0, 0, 0x7fff },
  92. { 1.0f, -1.0f, -1.0f, encodeNormalRgba8( 0.0f, -1.0f, 0.0f), 0, 0x7fff, 0x7fff },
  93. { 1.0f, -1.0f, 1.0f, encodeNormalRgba8( 1.0f, 0.0f, 0.0f), 0, 0, 0 },
  94. { 1.0f, 1.0f, 1.0f, encodeNormalRgba8( 1.0f, 0.0f, 0.0f), 0, 0x7fff, 0 },
  95. { 1.0f, -1.0f, -1.0f, encodeNormalRgba8( 1.0f, 0.0f, 0.0f), 0, 0, 0x7fff },
  96. { 1.0f, 1.0f, -1.0f, encodeNormalRgba8( 1.0f, 0.0f, 0.0f), 0, 0x7fff, 0x7fff },
  97. {-1.0f, -1.0f, 1.0f, encodeNormalRgba8(-1.0f, 0.0f, 0.0f), 0, 0, 0 },
  98. {-1.0f, 1.0f, 1.0f, encodeNormalRgba8(-1.0f, 0.0f, 0.0f), 0, 0x7fff, 0 },
  99. {-1.0f, -1.0f, -1.0f, encodeNormalRgba8(-1.0f, 0.0f, 0.0f), 0, 0, 0x7fff },
  100. {-1.0f, 1.0f, -1.0f, encodeNormalRgba8(-1.0f, 0.0f, 0.0f), 0, 0x7fff, 0x7fff },
  101. };
  102. static const uint16_t s_cubeIndices[36] =
  103. {
  104. 0, 2, 1,
  105. 1, 2, 3,
  106. 4, 5, 6,
  107. 5, 7, 6,
  108. 8, 10, 9,
  109. 9, 10, 11,
  110. 12, 13, 14,
  111. 13, 15, 14,
  112. 16, 18, 17,
  113. 17, 18, 19,
  114. 20, 21, 22,
  115. 21, 23, 22,
  116. };
  117. void screenSpaceQuad(float _textureWidth, float _textureHeight, float _texelHalf, bool _originBottomLeft, float _width = 1.0f, float _height = 1.0f)
  118. {
  119. if (3 == bgfx::getAvailTransientVertexBuffer(3, PosTexCoord0Vertex::ms_decl) )
  120. {
  121. bgfx::TransientVertexBuffer vb;
  122. bgfx::allocTransientVertexBuffer(&vb, 3, PosTexCoord0Vertex::ms_decl);
  123. PosTexCoord0Vertex* vertex = (PosTexCoord0Vertex*)vb.data;
  124. const float minx = -_width;
  125. const float maxx = _width;
  126. const float miny = 0.0f;
  127. const float maxy = _height*2.0f;
  128. const float texelHalfW = _texelHalf/_textureWidth;
  129. const float texelHalfH = _texelHalf/_textureHeight;
  130. const float minu = -1.0f + texelHalfW;
  131. const float maxu = 1.0f + texelHalfH;
  132. const float zz = 0.0f;
  133. float minv = texelHalfH;
  134. float maxv = 2.0f + texelHalfH;
  135. if (_originBottomLeft)
  136. {
  137. float temp = minv;
  138. minv = maxv;
  139. maxv = temp;
  140. minv -= 1.0f;
  141. maxv -= 1.0f;
  142. }
  143. vertex[0].m_x = minx;
  144. vertex[0].m_y = miny;
  145. vertex[0].m_z = zz;
  146. vertex[0].m_u = minu;
  147. vertex[0].m_v = minv;
  148. vertex[1].m_x = maxx;
  149. vertex[1].m_y = miny;
  150. vertex[1].m_z = zz;
  151. vertex[1].m_u = maxu;
  152. vertex[1].m_v = minv;
  153. vertex[2].m_x = maxx;
  154. vertex[2].m_y = maxy;
  155. vertex[2].m_z = zz;
  156. vertex[2].m_u = maxu;
  157. vertex[2].m_v = maxv;
  158. bgfx::setVertexBuffer(0, &vb);
  159. }
  160. }
  161. class ExampleDeferred : public entry::AppI
  162. {
  163. public:
  164. ExampleDeferred(const char* _name, const char* _description)
  165. : entry::AppI(_name, _description)
  166. {
  167. }
  168. void init(int32_t _argc, const char* const* _argv, uint32_t _width, uint32_t _height) override
  169. {
  170. Args args(_argc, _argv);
  171. m_width = _width;
  172. m_height = _height;
  173. m_debug = BGFX_DEBUG_TEXT;
  174. m_reset = BGFX_RESET_VSYNC;
  175. bgfx::Init init;
  176. init.type = args.m_type;
  177. init.vendorId = args.m_pciId;
  178. init.resolution.width = m_width;
  179. init.resolution.height = m_height;
  180. init.resolution.reset = m_reset;
  181. bgfx::init(init);
  182. // Enable m_debug text.
  183. bgfx::setDebug(m_debug);
  184. // Set palette color for index 0
  185. bgfx::setPaletteColor(0, UINT32_C(0x00000000) );
  186. // Set palette color for index 1
  187. bgfx::setPaletteColor(1, UINT32_C(0x303030ff) );
  188. // Set geometry pass view clear state.
  189. bgfx::setViewClear(RENDER_PASS_GEOMETRY_ID
  190. , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
  191. , 1.0f
  192. , 0
  193. , 1
  194. );
  195. // Set light pass view clear state.
  196. bgfx::setViewClear(RENDER_PASS_LIGHT_ID
  197. , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
  198. , 1.0f
  199. , 0
  200. , 0
  201. );
  202. // Create vertex stream declaration.
  203. PosNormalTangentTexcoordVertex::init();
  204. PosTexCoord0Vertex::init();
  205. DebugVertex::init();
  206. calcTangents(s_cubeVertices
  207. , BX_COUNTOF(s_cubeVertices)
  208. , PosNormalTangentTexcoordVertex::ms_decl
  209. , s_cubeIndices
  210. , BX_COUNTOF(s_cubeIndices)
  211. );
  212. // Create static vertex buffer.
  213. m_vbh = bgfx::createVertexBuffer(
  214. bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) )
  215. , PosNormalTangentTexcoordVertex::ms_decl
  216. );
  217. // Create static index buffer.
  218. m_ibh = bgfx::createIndexBuffer(bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) ) );
  219. // Create texture sampler uniforms.
  220. s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
  221. s_texNormal = bgfx::createUniform("s_texNormal", bgfx::UniformType::Int1);
  222. s_albedo = bgfx::createUniform("s_albedo", bgfx::UniformType::Int1);
  223. s_normal = bgfx::createUniform("s_normal", bgfx::UniformType::Int1);
  224. s_depth = bgfx::createUniform("s_depth", bgfx::UniformType::Int1);
  225. s_light = bgfx::createUniform("s_light", bgfx::UniformType::Int1);
  226. u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Mat4);
  227. u_lightPosRadius = bgfx::createUniform("u_lightPosRadius", bgfx::UniformType::Vec4);
  228. u_lightRgbInnerR = bgfx::createUniform("u_lightRgbInnerR", bgfx::UniformType::Vec4);
  229. // Create program from shaders.
  230. m_geomProgram = loadProgram("vs_deferred_geom", "fs_deferred_geom");
  231. m_lightProgram = loadProgram("vs_deferred_light", "fs_deferred_light");
  232. m_combineProgram = loadProgram("vs_deferred_combine", "fs_deferred_combine");
  233. m_debugProgram = loadProgram("vs_deferred_debug", "fs_deferred_debug");
  234. m_lineProgram = loadProgram("vs_deferred_debug_line", "fs_deferred_debug_line");
  235. // Load diffuse texture.
  236. m_textureColor = loadTexture("textures/fieldstone-rgba.dds");
  237. // Load normal texture.
  238. m_textureNormal = loadTexture("textures/fieldstone-n.dds");
  239. m_gbufferTex[0].idx = bgfx::kInvalidHandle;
  240. m_gbufferTex[1].idx = bgfx::kInvalidHandle;
  241. m_gbufferTex[2].idx = bgfx::kInvalidHandle;
  242. m_gbuffer.idx = bgfx::kInvalidHandle;
  243. m_lightBuffer.idx = bgfx::kInvalidHandle;
  244. // Imgui.
  245. imguiCreate();
  246. m_timeOffset = bx::getHPCounter();
  247. const bgfx::RendererType::Enum renderer = bgfx::getRendererType();
  248. s_texelHalf = bgfx::RendererType::Direct3D9 == renderer ? 0.5f : 0.0f;
  249. // Get renderer capabilities info.
  250. m_caps = bgfx::getCaps();
  251. m_oldWidth = 0;
  252. m_oldHeight = 0;
  253. m_oldReset = m_reset;
  254. m_scrollArea = 0;
  255. m_numLights = 512;
  256. m_lightAnimationSpeed = 0.3f;
  257. m_animateMesh = true;
  258. m_showScissorRects = false;
  259. m_showGBuffer = true;
  260. cameraCreate();
  261. cameraSetPosition({ 0.0f, 0.0f, -15.0f });
  262. cameraSetVerticalAngle(0.0f);
  263. }
  264. virtual int shutdown() override
  265. {
  266. // Cleanup.
  267. cameraDestroy();
  268. imguiDestroy();
  269. if (bgfx::isValid(m_gbuffer) )
  270. {
  271. bgfx::destroy(m_gbuffer);
  272. bgfx::destroy(m_lightBuffer);
  273. }
  274. bgfx::destroy(m_ibh);
  275. bgfx::destroy(m_vbh);
  276. bgfx::destroy(m_geomProgram);
  277. bgfx::destroy(m_lightProgram);
  278. bgfx::destroy(m_combineProgram);
  279. bgfx::destroy(m_debugProgram);
  280. bgfx::destroy(m_lineProgram);
  281. bgfx::destroy(m_textureColor);
  282. bgfx::destroy(m_textureNormal);
  283. bgfx::destroy(s_texColor);
  284. bgfx::destroy(s_texNormal);
  285. bgfx::destroy(s_albedo);
  286. bgfx::destroy(s_normal);
  287. bgfx::destroy(s_depth);
  288. bgfx::destroy(s_light);
  289. bgfx::destroy(u_lightPosRadius);
  290. bgfx::destroy(u_lightRgbInnerR);
  291. bgfx::destroy(u_mtx);
  292. // Shutdown bgfx.
  293. bgfx::shutdown();
  294. return 0;
  295. }
  296. bool update() override
  297. {
  298. if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
  299. {
  300. imguiBeginFrame(m_mouseState.m_mx
  301. , m_mouseState.m_my
  302. , (m_mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
  303. | (m_mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
  304. | (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
  305. , m_mouseState.m_mz
  306. , uint16_t(m_width)
  307. , uint16_t(m_height)
  308. );
  309. showExampleDialog(this);
  310. int64_t now = bx::getHPCounter();
  311. static int64_t last = now;
  312. const int64_t frameTime = now - last;
  313. last = now;
  314. const double freq = double(bx::getHPFrequency() );
  315. const float deltaTime = float(frameTime/freq);
  316. float time = (float)( (now-m_timeOffset)/freq);
  317. if (2 > m_caps->limits.maxFBAttachments)
  318. {
  319. // When multiple render targets (MRT) is not supported by GPU,
  320. // implement alternative code path that doesn't use MRT.
  321. bool blink = uint32_t(time*3.0f)&1;
  322. bgfx::dbgTextPrintf(0, 0, blink ? 0x4f : 0x04, " MRT not supported by GPU. ");
  323. // Set view 0 default viewport.
  324. bgfx::setViewRect(0, 0, 0, uint16_t(m_width), uint16_t(m_height) );
  325. // This dummy draw call is here to make sure that view 0 is cleared
  326. // if no other draw calls are submitted to view 0.
  327. bgfx::touch(0);
  328. }
  329. else
  330. {
  331. if (m_oldWidth != m_width
  332. || m_oldHeight != m_height
  333. || m_oldReset != m_reset
  334. || !bgfx::isValid(m_gbuffer) )
  335. {
  336. // Recreate variable size render targets when resolution changes.
  337. m_oldWidth = m_width;
  338. m_oldHeight = m_height;
  339. m_oldReset = m_reset;
  340. if (bgfx::isValid(m_gbuffer) )
  341. {
  342. bgfx::destroy(m_gbuffer);
  343. }
  344. const uint64_t tsFlags = 0
  345. | BGFX_TEXTURE_RT
  346. | BGFX_SAMPLER_MIN_POINT
  347. | BGFX_SAMPLER_MAG_POINT
  348. | BGFX_SAMPLER_MIP_POINT
  349. | BGFX_SAMPLER_U_CLAMP
  350. | BGFX_SAMPLER_V_CLAMP
  351. ;
  352. m_gbufferTex[0] = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::BGRA8, tsFlags);
  353. m_gbufferTex[1] = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::BGRA8, tsFlags);
  354. m_gbufferTex[2] = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::D24S8, tsFlags);
  355. m_gbuffer = bgfx::createFrameBuffer(BX_COUNTOF(m_gbufferTex), m_gbufferTex, true);
  356. if (bgfx::isValid(m_lightBuffer) )
  357. {
  358. bgfx::destroy(m_lightBuffer);
  359. }
  360. m_lightBuffer = bgfx::createFrameBuffer(uint16_t(m_width), uint16_t(m_height), bgfx::TextureFormat::BGRA8, tsFlags);
  361. }
  362. ImGui::SetNextWindowPos(
  363. ImVec2(m_width - m_width / 5.0f - 10.0f, 10.0f)
  364. , ImGuiCond_FirstUseEver
  365. );
  366. ImGui::SetNextWindowSize(
  367. ImVec2(m_width / 5.0f, m_height / 3.0f)
  368. , ImGuiCond_FirstUseEver
  369. );
  370. ImGui::Begin("Settings"
  371. , NULL
  372. , 0
  373. );
  374. ImGui::SliderInt("Num lights", &m_numLights, 1, 2048);
  375. ImGui::Checkbox("Show G-Buffer.", &m_showGBuffer);
  376. ImGui::Checkbox("Show light scissor.", &m_showScissorRects);
  377. ImGui::Checkbox("Animate mesh.", &m_animateMesh);
  378. ImGui::SliderFloat("Anim.speed", &m_lightAnimationSpeed, 0.0f, 0.4f);
  379. ImGui::End();
  380. // Update camera.
  381. cameraUpdate(deltaTime, m_mouseState);
  382. float view[16];
  383. cameraGetViewMtx(view);
  384. // Setup views
  385. float vp[16];
  386. float invMvp[16];
  387. {
  388. bgfx::setViewRect(RENDER_PASS_GEOMETRY_ID, 0, 0, uint16_t(m_width), uint16_t(m_height) );
  389. bgfx::setViewRect(RENDER_PASS_LIGHT_ID, 0, 0, uint16_t(m_width), uint16_t(m_height) );
  390. bgfx::setViewRect(RENDER_PASS_COMBINE_ID, 0, 0, uint16_t(m_width), uint16_t(m_height) );
  391. bgfx::setViewRect(RENDER_PASS_DEBUG_LIGHTS_ID, 0, 0, uint16_t(m_width), uint16_t(m_height) );
  392. bgfx::setViewRect(RENDER_PASS_DEBUG_GBUFFER_ID, 0, 0, uint16_t(m_width), uint16_t(m_height) );
  393. bgfx::setViewFrameBuffer(RENDER_PASS_LIGHT_ID, m_lightBuffer);
  394. float proj[16];
  395. bx::mtxProj(proj, 60.0f, float(m_width)/float(m_height), 0.1f, 100.0f, m_caps->homogeneousDepth);
  396. bgfx::setViewFrameBuffer(RENDER_PASS_GEOMETRY_ID, m_gbuffer);
  397. bgfx::setViewTransform(RENDER_PASS_GEOMETRY_ID, view, proj);
  398. bx::mtxMul(vp, view, proj);
  399. bx::mtxInverse(invMvp, vp);
  400. const bgfx::Caps* caps = bgfx::getCaps();
  401. bx::mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f, 0.0f, caps->homogeneousDepth);
  402. bgfx::setViewTransform(RENDER_PASS_LIGHT_ID, NULL, proj);
  403. bgfx::setViewTransform(RENDER_PASS_COMBINE_ID, NULL, proj);
  404. const float aspectRatio = float(m_height)/float(m_width);
  405. const float size = 10.0f;
  406. bx::mtxOrtho(proj, -size, size, size*aspectRatio, -size*aspectRatio, 0.0f, 1000.0f, 0.0f, caps->homogeneousDepth);
  407. bgfx::setViewTransform(RENDER_PASS_DEBUG_GBUFFER_ID, NULL, proj);
  408. bx::mtxOrtho(proj, 0.0f, (float)m_width, 0.0f, (float)m_height, 0.0f, 1000.0f, 0.0f, caps->homogeneousDepth);
  409. bgfx::setViewTransform(RENDER_PASS_DEBUG_LIGHTS_ID, NULL, proj);
  410. }
  411. const uint32_t dim = 11;
  412. const float offset = (float(dim-1) * 3.0f) * 0.5f;
  413. // Draw into geometry pass.
  414. for (uint32_t yy = 0; yy < dim; ++yy)
  415. {
  416. for (uint32_t xx = 0; xx < dim; ++xx)
  417. {
  418. float mtx[16];
  419. if (m_animateMesh)
  420. {
  421. bx::mtxRotateXY(mtx, time*1.023f + xx*0.21f, time*0.03f + yy*0.37f);
  422. }
  423. else
  424. {
  425. bx::mtxIdentity(mtx);
  426. }
  427. mtx[12] = -offset + float(xx)*3.0f;
  428. mtx[13] = -offset + float(yy)*3.0f;
  429. mtx[14] = 0.0f;
  430. // Set transform for draw call.
  431. bgfx::setTransform(mtx);
  432. // Set vertex and index buffer.
  433. bgfx::setVertexBuffer(0, m_vbh);
  434. bgfx::setIndexBuffer(m_ibh);
  435. // Bind textures.
  436. bgfx::setTexture(0, s_texColor, m_textureColor);
  437. bgfx::setTexture(1, s_texNormal, m_textureNormal);
  438. // Set render states.
  439. bgfx::setState(0
  440. | BGFX_STATE_WRITE_RGB
  441. | BGFX_STATE_WRITE_A
  442. | BGFX_STATE_WRITE_Z
  443. | BGFX_STATE_DEPTH_TEST_LESS
  444. | BGFX_STATE_MSAA
  445. );
  446. // Submit primitive for rendering to view 0.
  447. bgfx::submit(RENDER_PASS_GEOMETRY_ID, m_geomProgram);
  448. }
  449. }
  450. // Draw lights into light buffer.
  451. for (int32_t light = 0; light < m_numLights; ++light)
  452. {
  453. Sphere lightPosRadius;
  454. float lightTime = time * m_lightAnimationSpeed * (bx::sin(light/float(m_numLights) * bx::kPiHalf ) * 0.5f + 0.5f);
  455. lightPosRadius.m_center.x = bx::sin( ( (lightTime + light*0.47f) + bx::kPiHalf*1.37f ) )*offset;
  456. lightPosRadius.m_center.y = bx::cos( ( (lightTime + light*0.69f) + bx::kPiHalf*1.49f ) )*offset;
  457. lightPosRadius.m_center.z = bx::sin( ( (lightTime + light*0.37f) + bx::kPiHalf*1.57f ) )*2.0f;
  458. lightPosRadius.m_radius = 2.0f;
  459. Aabb aabb;
  460. toAabb(aabb, lightPosRadius);
  461. float box[8][3] =
  462. {
  463. { aabb.m_min.x, aabb.m_min.y, aabb.m_min.z },
  464. { aabb.m_min.x, aabb.m_min.y, aabb.m_max.z },
  465. { aabb.m_min.x, aabb.m_max.y, aabb.m_min.z },
  466. { aabb.m_min.x, aabb.m_max.y, aabb.m_max.z },
  467. { aabb.m_max.x, aabb.m_min.y, aabb.m_min.z },
  468. { aabb.m_max.x, aabb.m_min.y, aabb.m_max.z },
  469. { aabb.m_max.x, aabb.m_max.y, aabb.m_min.z },
  470. { aabb.m_max.x, aabb.m_max.y, aabb.m_max.z },
  471. };
  472. float xyz[3];
  473. bx::vec3MulMtxH(xyz, box[0], vp);
  474. float minx = xyz[0];
  475. float miny = xyz[1];
  476. float maxx = xyz[0];
  477. float maxy = xyz[1];
  478. float maxz = xyz[2];
  479. for (uint32_t ii = 1; ii < 8; ++ii)
  480. {
  481. bx::vec3MulMtxH(xyz, box[ii], vp);
  482. minx = bx::min(minx, xyz[0]);
  483. miny = bx::min(miny, xyz[1]);
  484. maxx = bx::max(maxx, xyz[0]);
  485. maxy = bx::max(maxy, xyz[1]);
  486. maxz = bx::max(maxz, xyz[2]);
  487. }
  488. // Cull light if it's fully behind camera.
  489. if (maxz >= 0.0f)
  490. {
  491. float x0 = bx::clamp( (minx * 0.5f + 0.5f) * m_width, 0.0f, (float)m_width);
  492. float y0 = bx::clamp( (miny * 0.5f + 0.5f) * m_height, 0.0f, (float)m_height);
  493. float x1 = bx::clamp( (maxx * 0.5f + 0.5f) * m_width, 0.0f, (float)m_width);
  494. float y1 = bx::clamp( (maxy * 0.5f + 0.5f) * m_height, 0.0f, (float)m_height);
  495. if (m_showScissorRects)
  496. {
  497. bgfx::TransientVertexBuffer tvb;
  498. bgfx::TransientIndexBuffer tib;
  499. if (bgfx::allocTransientBuffers(&tvb, DebugVertex::ms_decl, 4, &tib, 8) )
  500. {
  501. uint32_t abgr = 0x8000ff00;
  502. DebugVertex* vertex = (DebugVertex*)tvb.data;
  503. vertex->m_x = x0;
  504. vertex->m_y = y0;
  505. vertex->m_z = 0.0f;
  506. vertex->m_abgr = abgr;
  507. ++vertex;
  508. vertex->m_x = x1;
  509. vertex->m_y = y0;
  510. vertex->m_z = 0.0f;
  511. vertex->m_abgr = abgr;
  512. ++vertex;
  513. vertex->m_x = x1;
  514. vertex->m_y = y1;
  515. vertex->m_z = 0.0f;
  516. vertex->m_abgr = abgr;
  517. ++vertex;
  518. vertex->m_x = x0;
  519. vertex->m_y = y1;
  520. vertex->m_z = 0.0f;
  521. vertex->m_abgr = abgr;
  522. uint16_t* indices = (uint16_t*)tib.data;
  523. *indices++ = 0;
  524. *indices++ = 1;
  525. *indices++ = 1;
  526. *indices++ = 2;
  527. *indices++ = 2;
  528. *indices++ = 3;
  529. *indices++ = 3;
  530. *indices++ = 0;
  531. bgfx::setVertexBuffer(0, &tvb);
  532. bgfx::setIndexBuffer(&tib);
  533. bgfx::setState(0
  534. | BGFX_STATE_WRITE_RGB
  535. | BGFX_STATE_PT_LINES
  536. | BGFX_STATE_BLEND_ALPHA
  537. );
  538. bgfx::submit(RENDER_PASS_DEBUG_LIGHTS_ID, m_lineProgram);
  539. }
  540. }
  541. uint8_t val = light&7;
  542. float lightRgbInnerR[4] =
  543. {
  544. val & 0x1 ? 1.0f : 0.25f,
  545. val & 0x2 ? 1.0f : 0.25f,
  546. val & 0x4 ? 1.0f : 0.25f,
  547. 0.8f,
  548. };
  549. // Draw light.
  550. bgfx::setUniform(u_lightPosRadius, &lightPosRadius);
  551. bgfx::setUniform(u_lightRgbInnerR, lightRgbInnerR);
  552. bgfx::setUniform(u_mtx, invMvp);
  553. const uint16_t scissorHeight = uint16_t(y1-y0);
  554. bgfx::setScissor(uint16_t(x0), uint16_t(m_height-scissorHeight-y0), uint16_t(x1-x0), uint16_t(scissorHeight) );
  555. bgfx::setTexture(0, s_normal, bgfx::getTexture(m_gbuffer, 1) );
  556. bgfx::setTexture(1, s_depth, bgfx::getTexture(m_gbuffer, 2) );
  557. bgfx::setState(0
  558. | BGFX_STATE_WRITE_RGB
  559. | BGFX_STATE_WRITE_A
  560. | BGFX_STATE_BLEND_ADD
  561. );
  562. screenSpaceQuad( (float)m_width, (float)m_height, s_texelHalf, m_caps->originBottomLeft);
  563. bgfx::submit(RENDER_PASS_LIGHT_ID, m_lightProgram);
  564. }
  565. }
  566. // Combine color and light buffers.
  567. bgfx::setTexture(0, s_albedo, bgfx::getTexture(m_gbuffer, 0) );
  568. bgfx::setTexture(1, s_light, bgfx::getTexture(m_lightBuffer, 0) );
  569. bgfx::setState(0
  570. | BGFX_STATE_WRITE_RGB
  571. | BGFX_STATE_WRITE_A
  572. );
  573. screenSpaceQuad( (float)m_width, (float)m_height, s_texelHalf, m_caps->originBottomLeft);
  574. bgfx::submit(RENDER_PASS_COMBINE_ID, m_combineProgram);
  575. if (m_showGBuffer)
  576. {
  577. const float aspectRatio = float(m_width)/float(m_height);
  578. // Draw m_debug m_gbuffer.
  579. for (uint32_t ii = 0; ii < BX_COUNTOF(m_gbufferTex); ++ii)
  580. {
  581. float mtx[16];
  582. bx::mtxSRT(mtx
  583. , aspectRatio, 1.0f, 1.0f
  584. , 0.0f, 0.0f, 0.0f
  585. , -7.9f - BX_COUNTOF(m_gbufferTex)*0.1f*0.5f + ii*2.1f*aspectRatio, 4.0f, 0.0f
  586. );
  587. bgfx::setTransform(mtx);
  588. bgfx::setVertexBuffer(0, m_vbh);
  589. bgfx::setIndexBuffer(m_ibh, 0, 6);
  590. bgfx::setTexture(0, s_texColor, m_gbufferTex[ii]);
  591. bgfx::setState(BGFX_STATE_WRITE_RGB);
  592. bgfx::submit(RENDER_PASS_DEBUG_GBUFFER_ID, m_debugProgram);
  593. }
  594. }
  595. }
  596. imguiEndFrame();
  597. // Advance to next frame. Rendering thread will be kicked to
  598. // process submitted rendering primitives.
  599. bgfx::frame();
  600. return true;
  601. }
  602. return false;
  603. }
  604. bgfx::VertexBufferHandle m_vbh;
  605. bgfx::IndexBufferHandle m_ibh;
  606. bgfx::UniformHandle s_texColor;
  607. bgfx::UniformHandle s_texNormal;
  608. bgfx::UniformHandle s_albedo;
  609. bgfx::UniformHandle s_normal;
  610. bgfx::UniformHandle s_depth;
  611. bgfx::UniformHandle s_light;
  612. bgfx::UniformHandle u_mtx;
  613. bgfx::UniformHandle u_lightPosRadius;
  614. bgfx::UniformHandle u_lightRgbInnerR;
  615. bgfx::ProgramHandle m_geomProgram;
  616. bgfx::ProgramHandle m_lightProgram;
  617. bgfx::ProgramHandle m_combineProgram;
  618. bgfx::ProgramHandle m_debugProgram;
  619. bgfx::ProgramHandle m_lineProgram;
  620. bgfx::TextureHandle m_textureColor;
  621. bgfx::TextureHandle m_textureNormal;
  622. bgfx::TextureHandle m_gbufferTex[3];
  623. bgfx::FrameBufferHandle m_gbuffer;
  624. bgfx::FrameBufferHandle m_lightBuffer;
  625. uint32_t m_width;
  626. uint32_t m_height;
  627. uint32_t m_debug;
  628. uint32_t m_reset;
  629. uint32_t m_oldWidth;
  630. uint32_t m_oldHeight;
  631. uint32_t m_oldReset;
  632. int32_t m_scrollArea;
  633. int32_t m_numLights;
  634. float m_lightAnimationSpeed;
  635. bool m_animateMesh;
  636. bool m_showScissorRects;
  637. bool m_showGBuffer;
  638. entry::MouseState m_mouseState;
  639. const bgfx::Caps* m_caps;
  640. int64_t m_timeOffset;
  641. };
  642. } // namespace
  643. ENTRY_IMPLEMENT_MAIN(ExampleDeferred, "21-deferred", "MRT rendering and deferred shading.");