deferred.cpp 26 KB

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  1. /*
  2. * Copyright 2011-2019 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::Sampler);
  221. s_texNormal = bgfx::createUniform("s_texNormal", bgfx::UniformType::Sampler);
  222. s_albedo = bgfx::createUniform("s_albedo", bgfx::UniformType::Sampler);
  223. s_normal = bgfx::createUniform("s_normal", bgfx::UniformType::Sampler);
  224. s_depth = bgfx::createUniform("s_depth", bgfx::UniformType::Sampler);
  225. s_light = bgfx::createUniform("s_light", bgfx::UniformType::Sampler);
  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. m_useTArray = false;
  236. m_useUav = false;
  237. if (0 != (BGFX_CAPS_TEXTURE_2D_ARRAY & bgfx::getCaps()->supported) )
  238. {
  239. m_lightTaProgram = loadProgram("vs_deferred_light", "fs_deferred_light_ta");
  240. }
  241. else
  242. {
  243. m_lightTaProgram = BGFX_INVALID_HANDLE;
  244. }
  245. if(0 != (BGFX_CAPS_READ_WRITE_ATTACH & bgfx::getCaps()->supported))
  246. {
  247. m_lightUavProgram = loadProgram("vs_deferred_light", "fs_deferred_light_uav");
  248. m_clearUavProgram = loadProgram("vs_deferred_light", "fs_deferred_clear_uav");
  249. }
  250. else
  251. {
  252. m_lightUavProgram = BGFX_INVALID_HANDLE;
  253. m_clearUavProgram = BGFX_INVALID_HANDLE;
  254. }
  255. // Load diffuse texture.
  256. m_textureColor = loadTexture("textures/fieldstone-rgba.dds");
  257. // Load normal texture.
  258. m_textureNormal = loadTexture("textures/fieldstone-n.dds");
  259. m_gbufferTex[0].idx = bgfx::kInvalidHandle;
  260. m_gbufferTex[1].idx = bgfx::kInvalidHandle;
  261. m_gbufferTex[2].idx = bgfx::kInvalidHandle;
  262. m_gbuffer.idx = bgfx::kInvalidHandle;
  263. m_lightBuffer.idx = bgfx::kInvalidHandle;
  264. // Imgui.
  265. imguiCreate();
  266. m_timeOffset = bx::getHPCounter();
  267. const bgfx::RendererType::Enum renderer = bgfx::getRendererType();
  268. s_texelHalf = bgfx::RendererType::Direct3D9 == renderer ? 0.5f : 0.0f;
  269. // Get renderer capabilities info.
  270. m_caps = bgfx::getCaps();
  271. m_oldWidth = 0;
  272. m_oldHeight = 0;
  273. m_oldReset = m_reset;
  274. m_scrollArea = 0;
  275. m_numLights = 512;
  276. m_lightAnimationSpeed = 0.3f;
  277. m_animateMesh = true;
  278. m_showScissorRects = false;
  279. m_showGBuffer = true;
  280. cameraCreate();
  281. cameraSetPosition({ 0.0f, 0.0f, -15.0f });
  282. cameraSetVerticalAngle(0.0f);
  283. }
  284. virtual int shutdown() override
  285. {
  286. // Cleanup.
  287. cameraDestroy();
  288. imguiDestroy();
  289. if (bgfx::isValid(m_gbuffer) )
  290. {
  291. bgfx::destroy(m_gbuffer);
  292. bgfx::destroy(m_lightBuffer);
  293. }
  294. bgfx::destroy(m_ibh);
  295. bgfx::destroy(m_vbh);
  296. bgfx::destroy(m_geomProgram);
  297. bgfx::destroy(m_lightProgram);
  298. if (bgfx::isValid(m_lightTaProgram) )
  299. {
  300. bgfx::destroy(m_lightTaProgram);
  301. }
  302. bgfx::destroy(m_combineProgram);
  303. bgfx::destroy(m_debugProgram);
  304. bgfx::destroy(m_lineProgram);
  305. bgfx::destroy(m_textureColor);
  306. bgfx::destroy(m_textureNormal);
  307. bgfx::destroy(s_texColor);
  308. bgfx::destroy(s_texNormal);
  309. bgfx::destroy(s_albedo);
  310. bgfx::destroy(s_normal);
  311. bgfx::destroy(s_depth);
  312. bgfx::destroy(s_light);
  313. bgfx::destroy(u_lightPosRadius);
  314. bgfx::destroy(u_lightRgbInnerR);
  315. bgfx::destroy(u_mtx);
  316. // Shutdown bgfx.
  317. bgfx::shutdown();
  318. return 0;
  319. }
  320. bool update() override
  321. {
  322. if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
  323. {
  324. imguiBeginFrame(m_mouseState.m_mx
  325. , m_mouseState.m_my
  326. , (m_mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
  327. | (m_mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
  328. | (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
  329. , m_mouseState.m_mz
  330. , uint16_t(m_width)
  331. , uint16_t(m_height)
  332. );
  333. showExampleDialog(this);
  334. int64_t now = bx::getHPCounter();
  335. static int64_t last = now;
  336. const int64_t frameTime = now - last;
  337. last = now;
  338. const double freq = double(bx::getHPFrequency() );
  339. const float deltaTime = float(frameTime/freq);
  340. float time = (float)( (now-m_timeOffset)/freq);
  341. if (2 > m_caps->limits.maxFBAttachments)
  342. {
  343. // When multiple render targets (MRT) is not supported by GPU,
  344. // implement alternative code path that doesn't use MRT.
  345. bool blink = uint32_t(time*3.0f)&1;
  346. bgfx::dbgTextPrintf(0, 0, blink ? 0x4f : 0x04, " MRT not supported by GPU. ");
  347. // Set view 0 default viewport.
  348. bgfx::setViewRect(0, 0, 0, uint16_t(m_width), uint16_t(m_height) );
  349. // This dummy draw call is here to make sure that view 0 is cleared
  350. // if no other draw calls are submitted to view 0.
  351. bgfx::touch(0);
  352. }
  353. else
  354. {
  355. if (m_oldWidth != m_width
  356. || m_oldHeight != m_height
  357. || m_oldReset != m_reset
  358. || m_oldUseTArray != m_useTArray
  359. || m_oldUseUav != m_useUav
  360. || !bgfx::isValid(m_gbuffer) )
  361. {
  362. // Recreate variable size render targets when resolution changes.
  363. m_oldWidth = m_width;
  364. m_oldHeight = m_height;
  365. m_oldReset = m_reset;
  366. m_oldUseTArray = m_useTArray;
  367. m_oldUseUav = m_useUav;
  368. if (bgfx::isValid(m_gbuffer) )
  369. {
  370. bgfx::destroy(m_gbuffer);
  371. m_gbufferTex[0].idx = bgfx::kInvalidHandle;
  372. m_gbufferTex[1].idx = bgfx::kInvalidHandle;
  373. m_gbufferTex[2].idx = bgfx::kInvalidHandle;
  374. }
  375. const uint64_t tsFlags = 0
  376. | BGFX_SAMPLER_MIN_POINT
  377. | BGFX_SAMPLER_MAG_POINT
  378. | BGFX_SAMPLER_MIP_POINT
  379. | BGFX_SAMPLER_U_CLAMP
  380. | BGFX_SAMPLER_V_CLAMP
  381. ;
  382. bgfx::Attachment gbufferAt[3];
  383. if(m_useTArray)
  384. {
  385. m_gbufferTex[0] = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 2, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT | tsFlags);
  386. gbufferAt[0].init(m_gbufferTex[0], bgfx::Access::Write, 0);
  387. gbufferAt[1].init(m_gbufferTex[0], bgfx::Access::Write, 1);
  388. }
  389. else
  390. {
  391. m_gbufferTex[0] = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT | tsFlags);
  392. m_gbufferTex[1] = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT | tsFlags);
  393. gbufferAt[0].init(m_gbufferTex[0]);
  394. gbufferAt[1].init(m_gbufferTex[1]);
  395. }
  396. m_gbufferTex[2] = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::D24S8, BGFX_TEXTURE_RT | tsFlags);
  397. gbufferAt[2].init(m_gbufferTex[2]);
  398. m_gbuffer = bgfx::createFrameBuffer(BX_COUNTOF(gbufferAt), gbufferAt, true);
  399. if(bgfx::isValid(m_lightBuffer))
  400. {
  401. bgfx::destroy(m_lightBuffer);
  402. }
  403. if(m_useUav)
  404. {
  405. bgfx::Attachment lightAt[2];
  406. bgfx::TextureHandle target = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT | tsFlags);
  407. m_lightBufferTex = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_COMPUTE_WRITE | tsFlags);
  408. lightAt[0].init(target);
  409. lightAt[1].init(m_lightBufferTex, bgfx::Access::ReadWrite);
  410. m_lightBuffer = bgfx::createFrameBuffer(BX_COUNTOF(lightAt), lightAt, true);
  411. }
  412. else
  413. {
  414. m_lightBufferTex = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT | tsFlags);
  415. m_lightBuffer = bgfx::createFrameBuffer(1, &m_lightBufferTex, true);
  416. }
  417. }
  418. ImGui::SetNextWindowPos(
  419. ImVec2(m_width - m_width / 5.0f - 10.0f, 10.0f)
  420. , ImGuiCond_FirstUseEver
  421. );
  422. ImGui::SetNextWindowSize(
  423. ImVec2(m_width / 5.0f, m_height / 3.0f)
  424. , ImGuiCond_FirstUseEver
  425. );
  426. ImGui::Begin("Settings"
  427. , NULL
  428. , 0
  429. );
  430. ImGui::SliderInt("Num lights", &m_numLights, 1, 2048);
  431. ImGui::Checkbox("Show G-Buffer.", &m_showGBuffer);
  432. ImGui::Checkbox("Show light scissor.", &m_showScissorRects);
  433. if (bgfx::isValid(m_lightTaProgram) )
  434. {
  435. ImGui::Checkbox("Use texture array frame buffer.", &m_useTArray);
  436. }
  437. else
  438. {
  439. ImGui::Text("Texture array frame buffer is not supported.");
  440. }
  441. if(bgfx::isValid(m_lightUavProgram))
  442. {
  443. ImGui::Checkbox("Use UAV frame buffer attachment.", &m_useUav);
  444. }
  445. else
  446. {
  447. ImGui::Text("UAV frame buffer attachment is not supported.");
  448. }
  449. ImGui::Checkbox("Animate mesh.", &m_animateMesh);
  450. ImGui::SliderFloat("Anim.speed", &m_lightAnimationSpeed, 0.0f, 0.4f);
  451. ImGui::End();
  452. // Update camera.
  453. cameraUpdate(deltaTime, m_mouseState);
  454. float view[16];
  455. cameraGetViewMtx(view);
  456. // Setup views
  457. float vp[16];
  458. float invMvp[16];
  459. {
  460. bgfx::setViewRect(RENDER_PASS_GEOMETRY_ID, 0, 0, uint16_t(m_width), uint16_t(m_height) );
  461. bgfx::setViewRect(RENDER_PASS_LIGHT_ID, 0, 0, uint16_t(m_width), uint16_t(m_height) );
  462. bgfx::setViewRect(RENDER_PASS_COMBINE_ID, 0, 0, uint16_t(m_width), uint16_t(m_height) );
  463. bgfx::setViewRect(RENDER_PASS_DEBUG_LIGHTS_ID, 0, 0, uint16_t(m_width), uint16_t(m_height) );
  464. bgfx::setViewRect(RENDER_PASS_DEBUG_GBUFFER_ID, 0, 0, uint16_t(m_width), uint16_t(m_height) );
  465. bgfx::setViewFrameBuffer(RENDER_PASS_LIGHT_ID, m_lightBuffer);
  466. float proj[16];
  467. bx::mtxProj(proj, 60.0f, float(m_width)/float(m_height), 0.1f, 100.0f, m_caps->homogeneousDepth);
  468. bgfx::setViewFrameBuffer(RENDER_PASS_GEOMETRY_ID, m_gbuffer);
  469. bgfx::setViewTransform(RENDER_PASS_GEOMETRY_ID, view, proj);
  470. bx::mtxMul(vp, view, proj);
  471. bx::mtxInverse(invMvp, vp);
  472. const bgfx::Caps* caps = bgfx::getCaps();
  473. bx::mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f, 0.0f, caps->homogeneousDepth);
  474. bgfx::setViewTransform(RENDER_PASS_LIGHT_ID, NULL, proj);
  475. bgfx::setViewTransform(RENDER_PASS_COMBINE_ID, NULL, proj);
  476. const float aspectRatio = float(m_height)/float(m_width);
  477. const float size = 10.0f;
  478. bx::mtxOrtho(proj, -size, size, size*aspectRatio, -size*aspectRatio, 0.0f, 1000.0f, 0.0f, caps->homogeneousDepth);
  479. bgfx::setViewTransform(RENDER_PASS_DEBUG_GBUFFER_ID, NULL, proj);
  480. bx::mtxOrtho(proj, 0.0f, (float)m_width, 0.0f, (float)m_height, 0.0f, 1000.0f, 0.0f, caps->homogeneousDepth);
  481. bgfx::setViewTransform(RENDER_PASS_DEBUG_LIGHTS_ID, NULL, proj);
  482. }
  483. const uint32_t dim = 11;
  484. const float offset = (float(dim-1) * 3.0f) * 0.5f;
  485. // Draw into geometry pass.
  486. for (uint32_t yy = 0; yy < dim; ++yy)
  487. {
  488. for (uint32_t xx = 0; xx < dim; ++xx)
  489. {
  490. float mtx[16];
  491. if (m_animateMesh)
  492. {
  493. bx::mtxRotateXY(mtx, time*1.023f + xx*0.21f, time*0.03f + yy*0.37f);
  494. }
  495. else
  496. {
  497. bx::mtxIdentity(mtx);
  498. }
  499. mtx[12] = -offset + float(xx)*3.0f;
  500. mtx[13] = -offset + float(yy)*3.0f;
  501. mtx[14] = 0.0f;
  502. // Set transform for draw call.
  503. bgfx::setTransform(mtx);
  504. // Set vertex and index buffer.
  505. bgfx::setVertexBuffer(0, m_vbh);
  506. bgfx::setIndexBuffer(m_ibh);
  507. // Bind textures.
  508. bgfx::setTexture(0, s_texColor, m_textureColor);
  509. bgfx::setTexture(1, s_texNormal, m_textureNormal);
  510. // Set render states.
  511. bgfx::setState(0
  512. | BGFX_STATE_WRITE_RGB
  513. | BGFX_STATE_WRITE_A
  514. | BGFX_STATE_WRITE_Z
  515. | BGFX_STATE_DEPTH_TEST_LESS
  516. | BGFX_STATE_MSAA
  517. );
  518. // Submit primitive for rendering to view 0.
  519. bgfx::submit(RENDER_PASS_GEOMETRY_ID, m_geomProgram);
  520. }
  521. }
  522. // Clear UAV texture
  523. if(m_useUav)
  524. {
  525. screenSpaceQuad((float)m_width, (float)m_height, s_texelHalf, m_caps->originBottomLeft);
  526. bgfx::setState(0
  527. | BGFX_STATE_WRITE_RGB
  528. | BGFX_STATE_WRITE_A
  529. );
  530. bgfx::submit(RENDER_PASS_LIGHT_ID, m_clearUavProgram);
  531. }
  532. // Draw lights into light buffer.
  533. for (int32_t light = 0; light < m_numLights; ++light)
  534. {
  535. Sphere lightPosRadius;
  536. float lightTime = time * m_lightAnimationSpeed * (bx::sin(light/float(m_numLights) * bx::kPiHalf ) * 0.5f + 0.5f);
  537. lightPosRadius.center.x = bx::sin( ( (lightTime + light*0.47f) + bx::kPiHalf*1.37f ) )*offset;
  538. lightPosRadius.center.y = bx::cos( ( (lightTime + light*0.69f) + bx::kPiHalf*1.49f ) )*offset;
  539. lightPosRadius.center.z = bx::sin( ( (lightTime + light*0.37f) + bx::kPiHalf*1.57f ) )*2.0f;
  540. lightPosRadius.radius = 2.0f;
  541. Aabb aabb;
  542. toAabb(aabb, lightPosRadius);
  543. const bx::Vec3 box[8] =
  544. {
  545. { aabb.min.x, aabb.min.y, aabb.min.z },
  546. { aabb.min.x, aabb.min.y, aabb.max.z },
  547. { aabb.min.x, aabb.max.y, aabb.min.z },
  548. { aabb.min.x, aabb.max.y, aabb.max.z },
  549. { aabb.max.x, aabb.min.y, aabb.min.z },
  550. { aabb.max.x, aabb.min.y, aabb.max.z },
  551. { aabb.max.x, aabb.max.y, aabb.min.z },
  552. { aabb.max.x, aabb.max.y, aabb.max.z },
  553. };
  554. bx::Vec3 xyz = bx::mulH(box[0], vp);
  555. bx::Vec3 min = xyz;
  556. bx::Vec3 max = xyz;
  557. for (uint32_t ii = 1; ii < 8; ++ii)
  558. {
  559. xyz = bx::mulH(box[ii], vp);
  560. min = bx::min(min, xyz);
  561. max = bx::max(max, xyz);
  562. }
  563. // Cull light if it's fully behind camera.
  564. if (max.z >= 0.0f)
  565. {
  566. const float x0 = bx::clamp( (min.x * 0.5f + 0.5f) * m_width, 0.0f, (float)m_width);
  567. const float y0 = bx::clamp( (min.y * 0.5f + 0.5f) * m_height, 0.0f, (float)m_height);
  568. const float x1 = bx::clamp( (max.x * 0.5f + 0.5f) * m_width, 0.0f, (float)m_width);
  569. const float y1 = bx::clamp( (max.y * 0.5f + 0.5f) * m_height, 0.0f, (float)m_height);
  570. if (m_showScissorRects)
  571. {
  572. bgfx::TransientVertexBuffer tvb;
  573. bgfx::TransientIndexBuffer tib;
  574. if (bgfx::allocTransientBuffers(&tvb, DebugVertex::ms_decl, 4, &tib, 8) )
  575. {
  576. uint32_t abgr = 0x8000ff00;
  577. DebugVertex* vertex = (DebugVertex*)tvb.data;
  578. vertex->m_x = x0;
  579. vertex->m_y = y0;
  580. vertex->m_z = 0.0f;
  581. vertex->m_abgr = abgr;
  582. ++vertex;
  583. vertex->m_x = x1;
  584. vertex->m_y = y0;
  585. vertex->m_z = 0.0f;
  586. vertex->m_abgr = abgr;
  587. ++vertex;
  588. vertex->m_x = x1;
  589. vertex->m_y = y1;
  590. vertex->m_z = 0.0f;
  591. vertex->m_abgr = abgr;
  592. ++vertex;
  593. vertex->m_x = x0;
  594. vertex->m_y = y1;
  595. vertex->m_z = 0.0f;
  596. vertex->m_abgr = abgr;
  597. uint16_t* indices = (uint16_t*)tib.data;
  598. *indices++ = 0;
  599. *indices++ = 1;
  600. *indices++ = 1;
  601. *indices++ = 2;
  602. *indices++ = 2;
  603. *indices++ = 3;
  604. *indices++ = 3;
  605. *indices++ = 0;
  606. bgfx::setVertexBuffer(0, &tvb);
  607. bgfx::setIndexBuffer(&tib);
  608. bgfx::setState(0
  609. | BGFX_STATE_WRITE_RGB
  610. | BGFX_STATE_PT_LINES
  611. | BGFX_STATE_BLEND_ALPHA
  612. );
  613. bgfx::submit(RENDER_PASS_DEBUG_LIGHTS_ID, m_lineProgram);
  614. }
  615. }
  616. uint8_t val = light&7;
  617. float lightRgbInnerR[4] =
  618. {
  619. val & 0x1 ? 1.0f : 0.25f,
  620. val & 0x2 ? 1.0f : 0.25f,
  621. val & 0x4 ? 1.0f : 0.25f,
  622. 0.8f,
  623. };
  624. // Draw light.
  625. bgfx::setUniform(u_lightPosRadius, &lightPosRadius);
  626. bgfx::setUniform(u_lightRgbInnerR, lightRgbInnerR);
  627. bgfx::setUniform(u_mtx, invMvp);
  628. const uint16_t scissorHeight = uint16_t(y1-y0);
  629. bgfx::setScissor(uint16_t(x0), uint16_t(m_height-scissorHeight-y0), uint16_t(x1-x0), uint16_t(scissorHeight) );
  630. bgfx::setTexture(0, s_normal, bgfx::getTexture(m_gbuffer, 1) );
  631. bgfx::setTexture(1, s_depth, bgfx::getTexture(m_gbuffer, 2) );
  632. bgfx::setState(0
  633. | BGFX_STATE_WRITE_RGB
  634. | BGFX_STATE_WRITE_A
  635. | BGFX_STATE_BLEND_ADD
  636. );
  637. screenSpaceQuad( (float)m_width, (float)m_height, s_texelHalf, m_caps->originBottomLeft);
  638. if(bgfx::isValid(m_lightTaProgram) && m_useTArray)
  639. bgfx::submit(RENDER_PASS_LIGHT_ID, m_lightTaProgram);
  640. else if(bgfx::isValid(m_lightUavProgram) && m_useUav)
  641. bgfx::submit(RENDER_PASS_LIGHT_ID, m_lightUavProgram);
  642. else
  643. bgfx::submit(RENDER_PASS_LIGHT_ID, m_lightProgram);
  644. }
  645. }
  646. // Combine color and light buffers.
  647. bgfx::setTexture(0, s_albedo, m_gbufferTex[0]);
  648. bgfx::setTexture(1, s_light, m_lightBufferTex);
  649. bgfx::setState(0
  650. | BGFX_STATE_WRITE_RGB
  651. | BGFX_STATE_WRITE_A
  652. );
  653. screenSpaceQuad( (float)m_width, (float)m_height, s_texelHalf, m_caps->originBottomLeft);
  654. bgfx::submit(RENDER_PASS_COMBINE_ID, m_combineProgram);
  655. if (m_showGBuffer)
  656. {
  657. const float aspectRatio = float(m_width)/float(m_height);
  658. // Draw m_debug m_gbuffer.
  659. for (uint32_t ii = 0; ii < BX_COUNTOF(m_gbufferTex); ++ii)
  660. {
  661. float mtx[16];
  662. bx::mtxSRT(mtx
  663. , aspectRatio, 1.0f, 1.0f
  664. , 0.0f, 0.0f, 0.0f
  665. , -7.9f - BX_COUNTOF(m_gbufferTex)*0.1f*0.5f + ii*2.1f*aspectRatio, 4.0f, 0.0f
  666. );
  667. bgfx::setTransform(mtx);
  668. bgfx::setVertexBuffer(0, m_vbh);
  669. bgfx::setIndexBuffer(m_ibh, 0, 6);
  670. bgfx::setTexture(0, s_texColor, m_gbufferTex[ii]);
  671. bgfx::setState(BGFX_STATE_WRITE_RGB);
  672. bgfx::submit(RENDER_PASS_DEBUG_GBUFFER_ID, m_debugProgram);
  673. }
  674. }
  675. }
  676. imguiEndFrame();
  677. // Advance to next frame. Rendering thread will be kicked to
  678. // process submitted rendering primitives.
  679. bgfx::frame();
  680. return true;
  681. }
  682. return false;
  683. }
  684. bgfx::VertexBufferHandle m_vbh;
  685. bgfx::IndexBufferHandle m_ibh;
  686. bgfx::UniformHandle s_texColor;
  687. bgfx::UniformHandle s_texNormal;
  688. bgfx::UniformHandle s_albedo;
  689. bgfx::UniformHandle s_normal;
  690. bgfx::UniformHandle s_depth;
  691. bgfx::UniformHandle s_light;
  692. bgfx::UniformHandle u_mtx;
  693. bgfx::UniformHandle u_lightPosRadius;
  694. bgfx::UniformHandle u_lightRgbInnerR;
  695. bgfx::ProgramHandle m_geomProgram;
  696. bgfx::ProgramHandle m_lightProgram;
  697. bgfx::ProgramHandle m_lightTaProgram;
  698. bgfx::ProgramHandle m_lightUavProgram;
  699. bgfx::ProgramHandle m_clearUavProgram;
  700. bgfx::ProgramHandle m_combineProgram;
  701. bgfx::ProgramHandle m_debugProgram;
  702. bgfx::ProgramHandle m_lineProgram;
  703. bgfx::TextureHandle m_textureColor;
  704. bgfx::TextureHandle m_textureNormal;
  705. bgfx::TextureHandle m_gbufferTex[3];
  706. bgfx::TextureHandle m_lightBufferTex;
  707. bgfx::FrameBufferHandle m_gbuffer;
  708. bgfx::FrameBufferHandle m_lightBuffer;
  709. uint32_t m_width;
  710. uint32_t m_height;
  711. uint32_t m_debug;
  712. uint32_t m_reset;
  713. uint32_t m_oldWidth;
  714. uint32_t m_oldHeight;
  715. uint32_t m_oldReset;
  716. bool m_useTArray;
  717. bool m_oldUseTArray;
  718. bool m_useUav;
  719. bool m_oldUseUav;
  720. int32_t m_scrollArea;
  721. int32_t m_numLights;
  722. float m_lightAnimationSpeed;
  723. bool m_animateMesh;
  724. bool m_showScissorRects;
  725. bool m_showGBuffer;
  726. entry::MouseState m_mouseState;
  727. const bgfx::Caps* m_caps;
  728. int64_t m_timeOffset;
  729. };
  730. } // namespace
  731. ENTRY_IMPLEMENT_MAIN(ExampleDeferred, "21-deferred", "MRT rendering and deferred shading.");