shadowmaps.cpp 102 KB

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  1. /*
  2. * Copyright 2013-2014 Dario Manesku. All rights reserved.
  3. * License: http://www.opensource.org/licenses/BSD-2-Clause
  4. */
  5. #include <string>
  6. #include <vector>
  7. #include <algorithm>
  8. #include "common.h"
  9. #include "bgfx_utils.h"
  10. #include <bgfx.h>
  11. #include <bx/timer.h>
  12. #include <bx/readerwriter.h>
  13. #include <bx/fpumath.h>
  14. #include "entry/entry.h"
  15. #include "camera.h"
  16. #include "imgui/imgui.h"
  17. #define RENDERVIEW_SHADOWMAP_0_ID 1
  18. #define RENDERVIEW_SHADOWMAP_1_ID 2
  19. #define RENDERVIEW_SHADOWMAP_2_ID 3
  20. #define RENDERVIEW_SHADOWMAP_3_ID 4
  21. #define RENDERVIEW_SHADOWMAP_4_ID 5
  22. #define RENDERVIEW_VBLUR_0_ID 6
  23. #define RENDERVIEW_HBLUR_0_ID 7
  24. #define RENDERVIEW_VBLUR_1_ID 8
  25. #define RENDERVIEW_HBLUR_1_ID 9
  26. #define RENDERVIEW_VBLUR_2_ID 10
  27. #define RENDERVIEW_HBLUR_2_ID 11
  28. #define RENDERVIEW_VBLUR_3_ID 12
  29. #define RENDERVIEW_HBLUR_3_ID 13
  30. #define RENDERVIEW_DRAWSCENE_0_ID 14
  31. #define RENDERVIEW_DRAWSCENE_1_ID 15
  32. #define RENDERVIEW_DRAWDEPTH_0_ID 16
  33. #define RENDERVIEW_DRAWDEPTH_1_ID 17
  34. #define RENDERVIEW_DRAWDEPTH_2_ID 18
  35. #define RENDERVIEW_DRAWDEPTH_3_ID 19
  36. uint32_t packUint32(uint8_t _x, uint8_t _y, uint8_t _z, uint8_t _w)
  37. {
  38. union
  39. {
  40. uint32_t ui32;
  41. uint8_t arr[4];
  42. } un;
  43. un.arr[0] = _x;
  44. un.arr[1] = _y;
  45. un.arr[2] = _z;
  46. un.arr[3] = _w;
  47. return un.ui32;
  48. }
  49. uint32_t packF4u(float _x, float _y = 0.0f, float _z = 0.0f, float _w = 0.0f)
  50. {
  51. const uint8_t xx = uint8_t(_x*127.0f + 128.0f);
  52. const uint8_t yy = uint8_t(_y*127.0f + 128.0f);
  53. const uint8_t zz = uint8_t(_z*127.0f + 128.0f);
  54. const uint8_t ww = uint8_t(_w*127.0f + 128.0f);
  55. return packUint32(xx, yy, zz, ww);
  56. }
  57. struct LightType
  58. {
  59. enum Enum
  60. {
  61. SpotLight,
  62. PointLight,
  63. DirectionalLight,
  64. Count
  65. };
  66. };
  67. struct DepthImpl
  68. {
  69. enum Enum
  70. {
  71. InvZ,
  72. Linear,
  73. Count
  74. };
  75. };
  76. struct PackDepth
  77. {
  78. enum Enum
  79. {
  80. RGBA,
  81. VSM,
  82. Count
  83. };
  84. };
  85. struct SmImpl
  86. {
  87. enum Enum
  88. {
  89. Hard,
  90. PCF,
  91. VSM,
  92. ESM,
  93. Count
  94. };
  95. };
  96. struct SmType
  97. {
  98. enum Enum
  99. {
  100. Single,
  101. Omni,
  102. Cascade,
  103. Count
  104. };
  105. };
  106. struct TetrahedronFaces
  107. {
  108. enum Enum
  109. {
  110. Green,
  111. Yellow,
  112. Blue,
  113. Red,
  114. Count
  115. };
  116. };
  117. struct ProjType
  118. {
  119. enum Enum
  120. {
  121. Horizontal,
  122. Vertical,
  123. Count
  124. };
  125. };
  126. struct ShadowMapRenderTargets
  127. {
  128. enum Enum
  129. {
  130. First,
  131. Second,
  132. Third,
  133. Fourth,
  134. Count
  135. };
  136. };
  137. void imguiEnum(SmImpl::Enum& _enum)
  138. {
  139. _enum = (SmImpl::Enum)imguiChoose(_enum
  140. , "Hard"
  141. , "PCF"
  142. , "VSM"
  143. , "ESM"
  144. );
  145. }
  146. void imguiEnum(DepthImpl::Enum& _enum)
  147. {
  148. _enum = (DepthImpl::Enum)imguiChoose(_enum
  149. , "InvZ"
  150. , "Linear"
  151. );
  152. }
  153. void imguiEnum(LightType::Enum& _enum)
  154. {
  155. _enum = (LightType::Enum)imguiChoose(_enum
  156. , "Spot light"
  157. , "Point light"
  158. , "Directional light"
  159. );
  160. }
  161. struct PosNormalTexcoordVertex
  162. {
  163. float m_x;
  164. float m_y;
  165. float m_z;
  166. uint32_t m_normal;
  167. float m_u;
  168. float m_v;
  169. };
  170. static const float s_texcoord = 5.0f;
  171. static PosNormalTexcoordVertex s_hplaneVertices[] =
  172. {
  173. { -1.0f, 0.0f, 1.0f, packF4u(0.0f, 1.0f, 0.0f), s_texcoord, s_texcoord },
  174. { 1.0f, 0.0f, 1.0f, packF4u(0.0f, 1.0f, 0.0f), s_texcoord, 0.0f },
  175. { -1.0f, 0.0f, -1.0f, packF4u(0.0f, 1.0f, 0.0f), 0.0f, s_texcoord },
  176. { 1.0f, 0.0f, -1.0f, packF4u(0.0f, 1.0f, 0.0f), 0.0f, 0.0f },
  177. };
  178. static PosNormalTexcoordVertex s_vplaneVertices[] =
  179. {
  180. { -1.0f, 1.0f, 0.0f, packF4u(0.0f, 0.0f, -1.0f), 1.0f, 1.0f },
  181. { 1.0f, 1.0f, 0.0f, packF4u(0.0f, 0.0f, -1.0f), 1.0f, 0.0f },
  182. { -1.0f, -1.0f, 0.0f, packF4u(0.0f, 0.0f, -1.0f), 0.0f, 1.0f },
  183. { 1.0f, -1.0f, 0.0f, packF4u(0.0f, 0.0f, -1.0f), 0.0f, 0.0f },
  184. };
  185. static const uint16_t s_planeIndices[] =
  186. {
  187. 0, 1, 2,
  188. 1, 3, 2,
  189. };
  190. static bool s_flipV = false;
  191. static float s_texelHalf = 0.0f;
  192. static bgfx::UniformHandle u_texColor;
  193. static bgfx::UniformHandle u_shadowMap[ShadowMapRenderTargets::Count];
  194. static bgfx::FrameBufferHandle s_rtShadowMap[ShadowMapRenderTargets::Count];
  195. static bgfx::FrameBufferHandle s_rtBlur;
  196. void mtxBillboard(float* __restrict _result
  197. , const float* __restrict _view
  198. , const float* __restrict _pos
  199. , const float* __restrict _scale)
  200. {
  201. _result[ 0] = _view[0] * _scale[0];
  202. _result[ 1] = _view[4] * _scale[0];
  203. _result[ 2] = _view[8] * _scale[0];
  204. _result[ 3] = 0.0f;
  205. _result[ 4] = _view[1] * _scale[1];
  206. _result[ 5] = _view[5] * _scale[1];
  207. _result[ 6] = _view[9] * _scale[1];
  208. _result[ 7] = 0.0f;
  209. _result[ 8] = _view[2] * _scale[2];
  210. _result[ 9] = _view[6] * _scale[2];
  211. _result[10] = _view[10] * _scale[2];
  212. _result[11] = 0.0f;
  213. _result[12] = _pos[0];
  214. _result[13] = _pos[1];
  215. _result[14] = _pos[2];
  216. _result[15] = 1.0f;
  217. }
  218. void mtxYawPitchRoll(float* __restrict _result
  219. , float _yaw
  220. , float _pitch
  221. , float _roll
  222. )
  223. {
  224. float sroll = sinf(_roll);
  225. float croll = cosf(_roll);
  226. float spitch = sinf(_pitch);
  227. float cpitch = cosf(_pitch);
  228. float syaw = sinf(_yaw);
  229. float cyaw = cosf(_yaw);
  230. _result[ 0] = sroll * spitch * syaw + croll * cyaw;
  231. _result[ 1] = sroll * cpitch;
  232. _result[ 2] = sroll * spitch * cyaw - croll * syaw;
  233. _result[ 3] = 0.0f;
  234. _result[ 4] = croll * spitch * syaw - sroll * cyaw;
  235. _result[ 5] = croll * cpitch;
  236. _result[ 6] = croll * spitch * cyaw + sroll * syaw;
  237. _result[ 7] = 0.0f;
  238. _result[ 8] = cpitch * syaw;
  239. _result[ 9] = -spitch;
  240. _result[10] = cpitch * cyaw;
  241. _result[11] = 0.0f;
  242. _result[12] = 0.0f;
  243. _result[13] = 0.0f;
  244. _result[14] = 0.0f;
  245. _result[15] = 1.0f;
  246. }
  247. struct Material
  248. {
  249. union Ambient
  250. {
  251. struct
  252. {
  253. float m_r;
  254. float m_g;
  255. float m_b;
  256. float m_unused;
  257. };
  258. float m_v[4];
  259. };
  260. union Diffuse
  261. {
  262. struct
  263. {
  264. float m_r;
  265. float m_g;
  266. float m_b;
  267. float m_unused;
  268. };
  269. float m_v[4];
  270. };
  271. union Specular
  272. {
  273. struct
  274. {
  275. float m_r;
  276. float m_g;
  277. float m_b;
  278. float m_ns;
  279. };
  280. float m_v[4];
  281. };
  282. Ambient m_ka;
  283. Diffuse m_kd;
  284. Specular m_ks;
  285. };
  286. struct Light
  287. {
  288. union Position
  289. {
  290. struct
  291. {
  292. float m_x;
  293. float m_y;
  294. float m_z;
  295. float m_w;
  296. };
  297. float m_v[4];
  298. };
  299. union LightRgbPower
  300. {
  301. struct
  302. {
  303. float m_r;
  304. float m_g;
  305. float m_b;
  306. float m_power;
  307. };
  308. float m_v[4];
  309. };
  310. union SpotDirectionInner
  311. {
  312. struct
  313. {
  314. float m_x;
  315. float m_y;
  316. float m_z;
  317. float m_inner;
  318. };
  319. float m_v[4];
  320. };
  321. union AttenuationSpotOuter
  322. {
  323. struct
  324. {
  325. float m_attnConst;
  326. float m_attnLinear;
  327. float m_attnQuadrantic;
  328. float m_outer;
  329. };
  330. float m_v[4];
  331. };
  332. void computeViewSpaceComponents(float* _viewMtx)
  333. {
  334. bx::vec4MulMtx(m_position_viewSpace, m_position.m_v, _viewMtx);
  335. float tmp[] =
  336. {
  337. m_spotDirectionInner.m_x
  338. , m_spotDirectionInner.m_y
  339. , m_spotDirectionInner.m_z
  340. , 0.0f
  341. };
  342. bx::vec4MulMtx(m_spotDirectionInner_viewSpace, tmp, _viewMtx);
  343. m_spotDirectionInner_viewSpace[3] = m_spotDirectionInner.m_v[3];
  344. }
  345. Position m_position;
  346. float m_position_viewSpace[4];
  347. LightRgbPower m_ambientPower;
  348. LightRgbPower m_diffusePower;
  349. LightRgbPower m_specularPower;
  350. SpotDirectionInner m_spotDirectionInner;
  351. float m_spotDirectionInner_viewSpace[4];
  352. AttenuationSpotOuter m_attenuationSpotOuter;
  353. };
  354. struct Uniforms
  355. {
  356. void init()
  357. {
  358. m_ambientPass = 1.0f;
  359. m_lightningPass = 1.0f;
  360. m_shadowMapBias = 0.003f;
  361. m_shadowMapOffset = 0.0f;
  362. m_shadowMapParam0 = 0.5;
  363. m_shadowMapParam1 = 1.0;
  364. m_depthValuePow = 1.0f;
  365. m_showSmCoverage = 1.0f;
  366. m_shadowMapTexelSize = 1.0f/512.0f;
  367. m_csmFarDistances[0] = 30.0f;
  368. m_csmFarDistances[1] = 90.0f;
  369. m_csmFarDistances[2] = 180.0f;
  370. m_csmFarDistances[3] = 1000.0f;
  371. m_tetraNormalGreen[0] = 0.0f;
  372. m_tetraNormalGreen[1] = -0.57735026f;
  373. m_tetraNormalGreen[2] = 0.81649661f;
  374. m_tetraNormalYellow[0] = 0.0f;
  375. m_tetraNormalYellow[1] = -0.57735026f;
  376. m_tetraNormalYellow[2] = -0.81649661f;
  377. m_tetraNormalBlue[0] = -0.81649661f;
  378. m_tetraNormalBlue[1] = 0.57735026f;
  379. m_tetraNormalBlue[2] = 0.0f;
  380. m_tetraNormalRed[0] = 0.81649661f;
  381. m_tetraNormalRed[1] = 0.57735026f;
  382. m_tetraNormalRed[2] = 0.0f;
  383. m_XNum = 2.0f;
  384. m_YNum = 2.0f;
  385. m_XOffset = 10.0f/512.0f;
  386. m_YOffset = 10.0f/512.0f;
  387. u_params0 = bgfx::createUniform("u_params0", bgfx::UniformType::Vec4);
  388. u_params1 = bgfx::createUniform("u_params1", bgfx::UniformType::Vec4);
  389. u_params2 = bgfx::createUniform("u_params2", bgfx::UniformType::Vec4);
  390. u_color = bgfx::createUniform("u_color", bgfx::UniformType::Vec4);
  391. u_smSamplingParams = bgfx::createUniform("u_smSamplingParams", bgfx::UniformType::Vec4);
  392. u_csmFarDistances = bgfx::createUniform("u_csmFarDistances", bgfx::UniformType::Vec4);
  393. u_lightMtx = bgfx::createUniform("u_lightMtx", bgfx::UniformType::Mat4);
  394. u_tetraNormalGreen = bgfx::createUniform("u_tetraNormalGreen", bgfx::UniformType::Vec4);
  395. u_tetraNormalYellow = bgfx::createUniform("u_tetraNormalYellow", bgfx::UniformType::Vec4);
  396. u_tetraNormalBlue = bgfx::createUniform("u_tetraNormalBlue", bgfx::UniformType::Vec4);
  397. u_tetraNormalRed = bgfx::createUniform("u_tetraNormalRed", bgfx::UniformType::Vec4);
  398. u_shadowMapMtx0 = bgfx::createUniform("u_shadowMapMtx0", bgfx::UniformType::Mat4);
  399. u_shadowMapMtx1 = bgfx::createUniform("u_shadowMapMtx1", bgfx::UniformType::Mat4);
  400. u_shadowMapMtx2 = bgfx::createUniform("u_shadowMapMtx2", bgfx::UniformType::Mat4);
  401. u_shadowMapMtx3 = bgfx::createUniform("u_shadowMapMtx3", bgfx::UniformType::Mat4);
  402. u_lightPosition = bgfx::createUniform("u_lightPosition", bgfx::UniformType::Vec4);
  403. u_lightAmbientPower = bgfx::createUniform("u_lightAmbientPower", bgfx::UniformType::Vec4);
  404. u_lightDiffusePower = bgfx::createUniform("u_lightDiffusePower", bgfx::UniformType::Vec4);
  405. u_lightSpecularPower = bgfx::createUniform("u_lightSpecularPower", bgfx::UniformType::Vec4);
  406. u_lightSpotDirectionInner = bgfx::createUniform("u_lightSpotDirectionInner", bgfx::UniformType::Vec4);
  407. u_lightAttenuationSpotOuter = bgfx::createUniform("u_lightAttenuationSpotOuter", bgfx::UniformType::Vec4);
  408. u_materialKa = bgfx::createUniform("u_materialKa", bgfx::UniformType::Vec4);
  409. u_materialKd = bgfx::createUniform("u_materialKd", bgfx::UniformType::Vec4);
  410. u_materialKs = bgfx::createUniform("u_materialKs", bgfx::UniformType::Vec4);
  411. }
  412. void setPtrs(Material* _materialPtr, Light* _lightPtr, float* _colorPtr, float* _lightMtxPtr, float* _shadowMapMtx0, float* _shadowMapMtx1, float* _shadowMapMtx2, float* _shadowMapMtx3)
  413. {
  414. m_lightMtxPtr = _lightMtxPtr;
  415. m_colorPtr = _colorPtr;
  416. m_materialPtr = _materialPtr;
  417. m_lightPtr = _lightPtr;
  418. m_shadowMapMtx0 = _shadowMapMtx0;
  419. m_shadowMapMtx1 = _shadowMapMtx1;
  420. m_shadowMapMtx2 = _shadowMapMtx2;
  421. m_shadowMapMtx3 = _shadowMapMtx3;
  422. }
  423. // Call this once at initialization.
  424. void submitConstUniforms()
  425. {
  426. bgfx::setUniform(u_tetraNormalGreen, m_tetraNormalGreen);
  427. bgfx::setUniform(u_tetraNormalYellow, m_tetraNormalYellow);
  428. bgfx::setUniform(u_tetraNormalBlue, m_tetraNormalBlue);
  429. bgfx::setUniform(u_tetraNormalRed, m_tetraNormalRed);
  430. }
  431. // Call this once per frame.
  432. void submitPerFrameUniforms()
  433. {
  434. bgfx::setUniform(u_params1, m_params1);
  435. bgfx::setUniform(u_params2, m_params2);
  436. bgfx::setUniform(u_smSamplingParams, m_paramsBlur);
  437. bgfx::setUniform(u_csmFarDistances, m_csmFarDistances);
  438. bgfx::setUniform(u_materialKa, &m_materialPtr->m_ka);
  439. bgfx::setUniform(u_materialKd, &m_materialPtr->m_kd);
  440. bgfx::setUniform(u_materialKs, &m_materialPtr->m_ks);
  441. bgfx::setUniform(u_lightPosition, &m_lightPtr->m_position_viewSpace);
  442. bgfx::setUniform(u_lightAmbientPower, &m_lightPtr->m_ambientPower);
  443. bgfx::setUniform(u_lightDiffusePower, &m_lightPtr->m_diffusePower);
  444. bgfx::setUniform(u_lightSpecularPower, &m_lightPtr->m_specularPower);
  445. bgfx::setUniform(u_lightSpotDirectionInner, &m_lightPtr->m_spotDirectionInner_viewSpace);
  446. bgfx::setUniform(u_lightAttenuationSpotOuter, &m_lightPtr->m_attenuationSpotOuter);
  447. }
  448. // Call this before each draw call.
  449. void submitPerDrawUniforms()
  450. {
  451. bgfx::setUniform(u_shadowMapMtx0, m_shadowMapMtx0);
  452. bgfx::setUniform(u_shadowMapMtx1, m_shadowMapMtx1);
  453. bgfx::setUniform(u_shadowMapMtx2, m_shadowMapMtx2);
  454. bgfx::setUniform(u_shadowMapMtx3, m_shadowMapMtx3);
  455. bgfx::setUniform(u_params0, m_params0);
  456. bgfx::setUniform(u_lightMtx, m_lightMtxPtr);
  457. bgfx::setUniform(u_color, m_colorPtr);
  458. }
  459. void destroy()
  460. {
  461. bgfx::destroyUniform(u_params0);
  462. bgfx::destroyUniform(u_params1);
  463. bgfx::destroyUniform(u_params2);
  464. bgfx::destroyUniform(u_color);
  465. bgfx::destroyUniform(u_smSamplingParams);
  466. bgfx::destroyUniform(u_csmFarDistances);
  467. bgfx::destroyUniform(u_materialKa);
  468. bgfx::destroyUniform(u_materialKd);
  469. bgfx::destroyUniform(u_materialKs);
  470. bgfx::destroyUniform(u_tetraNormalGreen);
  471. bgfx::destroyUniform(u_tetraNormalYellow);
  472. bgfx::destroyUniform(u_tetraNormalBlue);
  473. bgfx::destroyUniform(u_tetraNormalRed);
  474. bgfx::destroyUniform(u_shadowMapMtx0);
  475. bgfx::destroyUniform(u_shadowMapMtx1);
  476. bgfx::destroyUniform(u_shadowMapMtx2);
  477. bgfx::destroyUniform(u_shadowMapMtx3);
  478. bgfx::destroyUniform(u_lightMtx);
  479. bgfx::destroyUniform(u_lightPosition);
  480. bgfx::destroyUniform(u_lightAmbientPower);
  481. bgfx::destroyUniform(u_lightDiffusePower);
  482. bgfx::destroyUniform(u_lightSpecularPower);
  483. bgfx::destroyUniform(u_lightSpotDirectionInner);
  484. bgfx::destroyUniform(u_lightAttenuationSpotOuter);
  485. }
  486. union
  487. {
  488. struct
  489. {
  490. float m_ambientPass;
  491. float m_lightningPass;
  492. float m_unused00;
  493. float m_unused01;
  494. };
  495. float m_params0[4];
  496. };
  497. union
  498. {
  499. struct
  500. {
  501. float m_shadowMapBias;
  502. float m_shadowMapOffset;
  503. float m_shadowMapParam0;
  504. float m_shadowMapParam1;
  505. };
  506. float m_params1[4];
  507. };
  508. union
  509. {
  510. struct
  511. {
  512. float m_depthValuePow;
  513. float m_showSmCoverage;
  514. float m_shadowMapTexelSize;
  515. float m_unused23;
  516. };
  517. float m_params2[4];
  518. };
  519. union
  520. {
  521. struct
  522. {
  523. float m_XNum;
  524. float m_YNum;
  525. float m_XOffset;
  526. float m_YOffset;
  527. };
  528. float m_paramsBlur[4];
  529. };
  530. float m_tetraNormalGreen[3];
  531. float m_tetraNormalYellow[3];
  532. float m_tetraNormalBlue[3];
  533. float m_tetraNormalRed[3];
  534. float m_csmFarDistances[4];
  535. float* m_lightMtxPtr;
  536. float* m_colorPtr;
  537. Light* m_lightPtr;
  538. float* m_shadowMapMtx0;
  539. float* m_shadowMapMtx1;
  540. float* m_shadowMapMtx2;
  541. float* m_shadowMapMtx3;
  542. Material* m_materialPtr;
  543. private:
  544. bgfx::UniformHandle u_params0;
  545. bgfx::UniformHandle u_params1;
  546. bgfx::UniformHandle u_params2;
  547. bgfx::UniformHandle u_color;
  548. bgfx::UniformHandle u_smSamplingParams;
  549. bgfx::UniformHandle u_csmFarDistances;
  550. bgfx::UniformHandle u_materialKa;
  551. bgfx::UniformHandle u_materialKd;
  552. bgfx::UniformHandle u_materialKs;
  553. bgfx::UniformHandle u_tetraNormalGreen;
  554. bgfx::UniformHandle u_tetraNormalYellow;
  555. bgfx::UniformHandle u_tetraNormalBlue;
  556. bgfx::UniformHandle u_tetraNormalRed;
  557. bgfx::UniformHandle u_shadowMapMtx0;
  558. bgfx::UniformHandle u_shadowMapMtx1;
  559. bgfx::UniformHandle u_shadowMapMtx2;
  560. bgfx::UniformHandle u_shadowMapMtx3;
  561. bgfx::UniformHandle u_lightMtx;
  562. bgfx::UniformHandle u_lightPosition;
  563. bgfx::UniformHandle u_lightAmbientPower;
  564. bgfx::UniformHandle u_lightDiffusePower;
  565. bgfx::UniformHandle u_lightSpecularPower;
  566. bgfx::UniformHandle u_lightSpotDirectionInner;
  567. bgfx::UniformHandle u_lightAttenuationSpotOuter;
  568. };
  569. static Uniforms s_uniforms;
  570. struct RenderState
  571. {
  572. enum Enum
  573. {
  574. Default = 0,
  575. ShadowMap_PackDepth,
  576. ShadowMap_PackDepthHoriz,
  577. ShadowMap_PackDepthVert,
  578. Custom_BlendLightTexture,
  579. Custom_DrawPlaneBottom,
  580. Count
  581. };
  582. uint64_t m_state;
  583. uint32_t m_blendFactorRgba;
  584. uint32_t m_fstencil;
  585. uint32_t m_bstencil;
  586. };
  587. static RenderState s_renderStates[RenderState::Count] =
  588. {
  589. { // Default
  590. 0
  591. | BGFX_STATE_RGB_WRITE
  592. | BGFX_STATE_ALPHA_WRITE
  593. | BGFX_STATE_DEPTH_TEST_LESS
  594. | BGFX_STATE_DEPTH_WRITE
  595. | BGFX_STATE_CULL_CCW
  596. | BGFX_STATE_MSAA
  597. , UINT32_MAX
  598. , BGFX_STENCIL_NONE
  599. , BGFX_STENCIL_NONE
  600. },
  601. { // ShadowMap_PackDepth
  602. 0
  603. | BGFX_STATE_RGB_WRITE
  604. | BGFX_STATE_ALPHA_WRITE
  605. | BGFX_STATE_DEPTH_WRITE
  606. | BGFX_STATE_DEPTH_TEST_LESS
  607. | BGFX_STATE_CULL_CCW
  608. | BGFX_STATE_MSAA
  609. , UINT32_MAX
  610. , BGFX_STENCIL_NONE
  611. , BGFX_STENCIL_NONE
  612. },
  613. { // ShadowMap_PackDepthHoriz
  614. 0
  615. | BGFX_STATE_RGB_WRITE
  616. | BGFX_STATE_ALPHA_WRITE
  617. | BGFX_STATE_DEPTH_WRITE
  618. | BGFX_STATE_DEPTH_TEST_LESS
  619. | BGFX_STATE_CULL_CCW
  620. | BGFX_STATE_MSAA
  621. , UINT32_MAX
  622. , BGFX_STENCIL_TEST_EQUAL
  623. | BGFX_STENCIL_FUNC_REF(1)
  624. | BGFX_STENCIL_FUNC_RMASK(0xff)
  625. | BGFX_STENCIL_OP_FAIL_S_KEEP
  626. | BGFX_STENCIL_OP_FAIL_Z_KEEP
  627. | BGFX_STENCIL_OP_PASS_Z_KEEP
  628. , BGFX_STENCIL_NONE
  629. },
  630. { // ShadowMap_PackDepthVert
  631. 0
  632. | BGFX_STATE_RGB_WRITE
  633. | BGFX_STATE_ALPHA_WRITE
  634. | BGFX_STATE_DEPTH_WRITE
  635. | BGFX_STATE_DEPTH_TEST_LESS
  636. | BGFX_STATE_CULL_CCW
  637. | BGFX_STATE_MSAA
  638. , UINT32_MAX
  639. , BGFX_STENCIL_TEST_EQUAL
  640. | BGFX_STENCIL_FUNC_REF(0)
  641. | BGFX_STENCIL_FUNC_RMASK(0xff)
  642. | BGFX_STENCIL_OP_FAIL_S_KEEP
  643. | BGFX_STENCIL_OP_FAIL_Z_KEEP
  644. | BGFX_STENCIL_OP_PASS_Z_KEEP
  645. , BGFX_STENCIL_NONE
  646. },
  647. { // Custom_BlendLightTexture
  648. BGFX_STATE_RGB_WRITE
  649. | BGFX_STATE_ALPHA_WRITE
  650. | BGFX_STATE_DEPTH_WRITE
  651. | BGFX_STATE_DEPTH_TEST_LESS
  652. | BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_SRC_COLOR, BGFX_STATE_BLEND_INV_SRC_COLOR)
  653. | BGFX_STATE_CULL_CCW
  654. | BGFX_STATE_MSAA
  655. , UINT32_MAX
  656. , BGFX_STENCIL_NONE
  657. , BGFX_STENCIL_NONE
  658. },
  659. { // Custom_DrawPlaneBottom
  660. BGFX_STATE_RGB_WRITE
  661. | BGFX_STATE_CULL_CW
  662. | BGFX_STATE_MSAA
  663. , UINT32_MAX
  664. , BGFX_STENCIL_NONE
  665. , BGFX_STENCIL_NONE
  666. },
  667. };
  668. struct ViewState
  669. {
  670. ViewState(uint32_t _width = 1280, uint32_t _height = 720)
  671. : m_width(_width)
  672. , m_height(_height)
  673. {
  674. }
  675. uint32_t m_width;
  676. uint32_t m_height;
  677. float m_view[16];
  678. float m_proj[16];
  679. };
  680. struct ClearValues
  681. {
  682. ClearValues(uint32_t _clearRgba = 0x30303000
  683. , float _clearDepth = 1.0f
  684. , uint8_t _clearStencil = 0
  685. )
  686. : m_clearRgba(_clearRgba)
  687. , m_clearDepth(_clearDepth)
  688. , m_clearStencil(_clearStencil)
  689. {
  690. }
  691. uint32_t m_clearRgba;
  692. float m_clearDepth;
  693. uint8_t m_clearStencil;
  694. };
  695. struct Aabb
  696. {
  697. float m_min[3];
  698. float m_max[3];
  699. };
  700. struct Obb
  701. {
  702. float m_mtx[16];
  703. };
  704. struct Sphere
  705. {
  706. float m_center[3];
  707. float m_radius;
  708. };
  709. struct Primitive
  710. {
  711. uint32_t m_startIndex;
  712. uint32_t m_numIndices;
  713. uint32_t m_startVertex;
  714. uint32_t m_numVertices;
  715. Sphere m_sphere;
  716. Aabb m_aabb;
  717. Obb m_obb;
  718. };
  719. typedef std::vector<Primitive> PrimitiveArray;
  720. struct Group
  721. {
  722. Group()
  723. {
  724. reset();
  725. }
  726. void reset()
  727. {
  728. m_vbh.idx = bgfx::invalidHandle;
  729. m_ibh.idx = bgfx::invalidHandle;
  730. m_prims.clear();
  731. }
  732. bgfx::VertexBufferHandle m_vbh;
  733. bgfx::IndexBufferHandle m_ibh;
  734. Sphere m_sphere;
  735. Aabb m_aabb;
  736. Obb m_obb;
  737. PrimitiveArray m_prims;
  738. };
  739. namespace bgfx
  740. {
  741. int32_t read(bx::ReaderI* _reader, bgfx::VertexDecl& _decl);
  742. }
  743. struct Mesh
  744. {
  745. void load(const void* _vertices, uint32_t _numVertices, const bgfx::VertexDecl _decl, const uint16_t* _indices, uint32_t _numIndices)
  746. {
  747. Group group;
  748. const bgfx::Memory* mem;
  749. uint32_t size;
  750. size = _numVertices*_decl.getStride();
  751. mem = bgfx::makeRef(_vertices, size);
  752. group.m_vbh = bgfx::createVertexBuffer(mem, _decl);
  753. size = _numIndices*2;
  754. mem = bgfx::makeRef(_indices, size);
  755. group.m_ibh = bgfx::createIndexBuffer(mem);
  756. //TODO:
  757. // group.m_sphere = ...
  758. // group.m_aabb = ...
  759. // group.m_obb = ...
  760. // group.m_prims = ...
  761. m_groups.push_back(group);
  762. }
  763. void load(const char* _filePath)
  764. {
  765. #define BGFX_CHUNK_MAGIC_VB BX_MAKEFOURCC('V', 'B', ' ', 0x1)
  766. #define BGFX_CHUNK_MAGIC_IB BX_MAKEFOURCC('I', 'B', ' ', 0x0)
  767. #define BGFX_CHUNK_MAGIC_PRI BX_MAKEFOURCC('P', 'R', 'I', 0x0)
  768. bx::CrtFileReader reader;
  769. reader.open(_filePath);
  770. Group group;
  771. uint32_t chunk;
  772. while (4 == bx::read(&reader, chunk) )
  773. {
  774. switch (chunk)
  775. {
  776. case BGFX_CHUNK_MAGIC_VB:
  777. {
  778. bx::read(&reader, group.m_sphere);
  779. bx::read(&reader, group.m_aabb);
  780. bx::read(&reader, group.m_obb);
  781. bgfx::read(&reader, m_decl);
  782. uint16_t stride = m_decl.getStride();
  783. uint16_t numVertices;
  784. bx::read(&reader, numVertices);
  785. const bgfx::Memory* mem = bgfx::alloc(numVertices*stride);
  786. bx::read(&reader, mem->data, mem->size);
  787. group.m_vbh = bgfx::createVertexBuffer(mem, m_decl);
  788. }
  789. break;
  790. case BGFX_CHUNK_MAGIC_IB:
  791. {
  792. uint32_t numIndices;
  793. bx::read(&reader, numIndices);
  794. const bgfx::Memory* mem = bgfx::alloc(numIndices*2);
  795. bx::read(&reader, mem->data, mem->size);
  796. group.m_ibh = bgfx::createIndexBuffer(mem);
  797. }
  798. break;
  799. case BGFX_CHUNK_MAGIC_PRI:
  800. {
  801. uint16_t len;
  802. bx::read(&reader, len);
  803. std::string material;
  804. material.resize(len);
  805. bx::read(&reader, const_cast<char*>(material.c_str() ), len);
  806. uint16_t num;
  807. bx::read(&reader, num);
  808. for (uint32_t ii = 0; ii < num; ++ii)
  809. {
  810. bx::read(&reader, len);
  811. std::string name;
  812. name.resize(len);
  813. bx::read(&reader, const_cast<char*>(name.c_str() ), len);
  814. Primitive prim;
  815. bx::read(&reader, prim.m_startIndex);
  816. bx::read(&reader, prim.m_numIndices);
  817. bx::read(&reader, prim.m_startVertex);
  818. bx::read(&reader, prim.m_numVertices);
  819. bx::read(&reader, prim.m_sphere);
  820. bx::read(&reader, prim.m_aabb);
  821. bx::read(&reader, prim.m_obb);
  822. group.m_prims.push_back(prim);
  823. }
  824. m_groups.push_back(group);
  825. group.reset();
  826. }
  827. break;
  828. default:
  829. DBG("%08x at %d", chunk, reader.seek() );
  830. break;
  831. }
  832. }
  833. reader.close();
  834. }
  835. void unload()
  836. {
  837. for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it)
  838. {
  839. const Group& group = *it;
  840. bgfx::destroyVertexBuffer(group.m_vbh);
  841. if (bgfx::invalidHandle != group.m_ibh.idx)
  842. {
  843. bgfx::destroyIndexBuffer(group.m_ibh);
  844. }
  845. }
  846. m_groups.clear();
  847. }
  848. void submit(uint8_t _viewId, float* _mtx, bgfx::ProgramHandle _program, const RenderState& _renderState)
  849. {
  850. bgfx::TextureHandle texture = BGFX_INVALID_HANDLE;
  851. submit(_viewId, _mtx, _program, _renderState, texture);
  852. }
  853. void submit(uint8_t _viewId, float* _mtx, bgfx::ProgramHandle _program, const RenderState& _renderState, bgfx::TextureHandle _texture)
  854. {
  855. for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it)
  856. {
  857. const Group& group = *it;
  858. // Set uniforms.
  859. s_uniforms.submitPerDrawUniforms();
  860. // Set model matrix for rendering.
  861. bgfx::setTransform(_mtx);
  862. bgfx::setIndexBuffer(group.m_ibh);
  863. bgfx::setVertexBuffer(group.m_vbh);
  864. // Set textures.
  865. if (bgfx::invalidHandle != _texture.idx)
  866. {
  867. bgfx::setTexture(0, u_texColor, _texture);
  868. }
  869. for (uint8_t ii = 0; ii < ShadowMapRenderTargets::Count; ++ii)
  870. {
  871. bgfx::setTexture(4 + ii, u_shadowMap[ii], s_rtShadowMap[ii]);
  872. }
  873. // Apply render state.
  874. bgfx::setStencil(_renderState.m_fstencil, _renderState.m_bstencil);
  875. bgfx::setState(_renderState.m_state, _renderState.m_blendFactorRgba);
  876. // Submit.
  877. bgfx::submit(_viewId, _program);
  878. }
  879. }
  880. bgfx::VertexDecl m_decl;
  881. typedef std::vector<Group> GroupArray;
  882. GroupArray m_groups;
  883. };
  884. struct PosColorTexCoord0Vertex
  885. {
  886. float m_x;
  887. float m_y;
  888. float m_z;
  889. uint32_t m_rgba;
  890. float m_u;
  891. float m_v;
  892. static void init()
  893. {
  894. ms_decl
  895. .begin()
  896. .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
  897. .add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
  898. .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
  899. .end();
  900. }
  901. static bgfx::VertexDecl ms_decl;
  902. };
  903. bgfx::VertexDecl PosColorTexCoord0Vertex::ms_decl;
  904. void screenSpaceQuad(float _textureWidth, float _textureHeight, bool _originBottomLeft = true, float _width = 1.0f, float _height = 1.0f)
  905. {
  906. if (bgfx::checkAvailTransientVertexBuffer(3, PosColorTexCoord0Vertex::ms_decl) )
  907. {
  908. bgfx::TransientVertexBuffer vb;
  909. bgfx::allocTransientVertexBuffer(&vb, 3, PosColorTexCoord0Vertex::ms_decl);
  910. PosColorTexCoord0Vertex* vertex = (PosColorTexCoord0Vertex*)vb.data;
  911. const float zz = 0.0f;
  912. const float minx = -_width;
  913. const float maxx = _width;
  914. const float miny = 0.0f;
  915. const float maxy = _height*2.0f;
  916. const float texelHalfW = s_texelHalf/_textureWidth;
  917. const float texelHalfH = s_texelHalf/_textureHeight;
  918. const float minu = -1.0f + texelHalfW;
  919. const float maxu = 1.0f + texelHalfW;
  920. float minv = texelHalfH;
  921. float maxv = 2.0f + texelHalfH;
  922. if (_originBottomLeft)
  923. {
  924. std::swap(minv, maxv);
  925. minv -= 1.0f;
  926. maxv -= 1.0f;
  927. }
  928. vertex[0].m_x = minx;
  929. vertex[0].m_y = miny;
  930. vertex[0].m_z = zz;
  931. vertex[0].m_rgba = 0xffffffff;
  932. vertex[0].m_u = minu;
  933. vertex[0].m_v = minv;
  934. vertex[1].m_x = maxx;
  935. vertex[1].m_y = miny;
  936. vertex[1].m_z = zz;
  937. vertex[1].m_rgba = 0xffffffff;
  938. vertex[1].m_u = maxu;
  939. vertex[1].m_v = minv;
  940. vertex[2].m_x = maxx;
  941. vertex[2].m_y = maxy;
  942. vertex[2].m_z = zz;
  943. vertex[2].m_rgba = 0xffffffff;
  944. vertex[2].m_u = maxu;
  945. vertex[2].m_v = maxv;
  946. bgfx::setVertexBuffer(&vb);
  947. }
  948. }
  949. void worldSpaceFrustumCorners(float* _corners24f
  950. , float _near
  951. , float _far
  952. , float _projWidth
  953. , float _projHeight
  954. , const float* __restrict _invViewMtx
  955. )
  956. {
  957. // Define frustum corners in view space.
  958. const float nw = _near * _projWidth;
  959. const float nh = _near * _projHeight;
  960. const float fw = _far * _projWidth;
  961. const float fh = _far * _projHeight;
  962. const uint8_t numCorners = 8;
  963. const float corners[numCorners][3] =
  964. {
  965. { -nw, nh, _near },
  966. { nw, nh, _near },
  967. { nw, -nh, _near },
  968. { -nw, -nh, _near },
  969. { -fw, fh, _far },
  970. { fw, fh, _far },
  971. { fw, -fh, _far },
  972. { -fw, -fh, _far },
  973. };
  974. // Convert them to world space.
  975. float (*out)[3] = (float(*)[3])_corners24f;
  976. for (uint8_t ii = 0; ii < numCorners; ++ii)
  977. {
  978. bx::vec3MulMtx( (float*)&out[ii], (float*)&corners[ii], _invViewMtx);
  979. }
  980. }
  981. /**
  982. * _splits = { near0, far0, near1, far1... nearN, farN }
  983. * N = _numSplits
  984. */
  985. void splitFrustum(float* _splits, uint8_t _numSplits, float _near, float _far, float _splitWeight = 0.75f)
  986. {
  987. const float l = _splitWeight;
  988. const float ratio = _far/_near;
  989. const int8_t numSlices = _numSplits*2;
  990. const float numSlicesf = float(numSlices);
  991. // First slice.
  992. _splits[0] = _near;
  993. for (uint8_t nn = 2, ff = 1; nn < numSlices; nn+=2, ff+=2)
  994. {
  995. float si = float(int8_t(ff) ) / numSlicesf;
  996. const float nearp = l*(_near*powf(ratio, si) ) + (1 - l)*(_near + (_far - _near)*si);
  997. _splits[nn] = nearp; //near
  998. _splits[ff] = nearp * 1.005f; //far from previous split
  999. }
  1000. // Last slice.
  1001. _splits[numSlices-1] = _far;
  1002. }
  1003. struct Programs
  1004. {
  1005. void init()
  1006. {
  1007. // Misc.
  1008. m_black = loadProgram("vs_shadowmaps_color", "fs_shadowmaps_color_black");
  1009. m_texture = loadProgram("vs_shadowmaps_texture", "fs_shadowmaps_texture");
  1010. m_colorTexture = loadProgram("vs_shadowmaps_color_texture", "fs_shadowmaps_color_texture");
  1011. // Blur.
  1012. m_vBlur[PackDepth::RGBA] = loadProgram("vs_shadowmaps_vblur", "fs_shadowmaps_vblur");
  1013. m_hBlur[PackDepth::RGBA] = loadProgram("vs_shadowmaps_hblur", "fs_shadowmaps_hblur");
  1014. m_vBlur[PackDepth::VSM] = loadProgram("vs_shadowmaps_vblur", "fs_shadowmaps_vblur_vsm");
  1015. m_hBlur[PackDepth::VSM] = loadProgram("vs_shadowmaps_hblur", "fs_shadowmaps_hblur_vsm");
  1016. // Draw depth.
  1017. m_drawDepth[PackDepth::RGBA] = loadProgram("vs_shadowmaps_unpackdepth", "fs_shadowmaps_unpackdepth");
  1018. m_drawDepth[PackDepth::VSM] = loadProgram("vs_shadowmaps_unpackdepth", "fs_shadowmaps_unpackdepth_vsm");
  1019. // Pack depth.
  1020. m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] = loadProgram("vs_shadowmaps_packdepth", "fs_shadowmaps_packdepth");
  1021. m_packDepth[DepthImpl::InvZ][PackDepth::VSM] = loadProgram("vs_shadowmaps_packdepth", "fs_shadowmaps_packdepth_vsm");
  1022. m_packDepth[DepthImpl::Linear][PackDepth::RGBA] = loadProgram("vs_shadowmaps_packdepth_linear", "fs_shadowmaps_packdepth_linear");
  1023. m_packDepth[DepthImpl::Linear][PackDepth::VSM] = loadProgram("vs_shadowmaps_packdepth_linear", "fs_shadowmaps_packdepth_vsm_linear");
  1024. // Color lightning.
  1025. m_colorLightning[SmType::Single][DepthImpl::InvZ][SmImpl::Hard] = loadProgram("vs_shadowmaps_color_lightning", "fs_shadowmaps_color_lightning_hard");
  1026. m_colorLightning[SmType::Single][DepthImpl::InvZ][SmImpl::PCF] = loadProgram("vs_shadowmaps_color_lightning", "fs_shadowmaps_color_lightning_pcf");
  1027. m_colorLightning[SmType::Single][DepthImpl::InvZ][SmImpl::VSM] = loadProgram("vs_shadowmaps_color_lightning", "fs_shadowmaps_color_lightning_vsm");
  1028. m_colorLightning[SmType::Single][DepthImpl::InvZ][SmImpl::ESM] = loadProgram("vs_shadowmaps_color_lightning", "fs_shadowmaps_color_lightning_esm");
  1029. m_colorLightning[SmType::Single][DepthImpl::Linear][SmImpl::Hard] = loadProgram("vs_shadowmaps_color_lightning_linear", "fs_shadowmaps_color_lightning_hard_linear");
  1030. m_colorLightning[SmType::Single][DepthImpl::Linear][SmImpl::PCF] = loadProgram("vs_shadowmaps_color_lightning_linear", "fs_shadowmaps_color_lightning_pcf_linear");
  1031. m_colorLightning[SmType::Single][DepthImpl::Linear][SmImpl::VSM] = loadProgram("vs_shadowmaps_color_lightning_linear", "fs_shadowmaps_color_lightning_vsm_linear");
  1032. m_colorLightning[SmType::Single][DepthImpl::Linear][SmImpl::ESM] = loadProgram("vs_shadowmaps_color_lightning_linear", "fs_shadowmaps_color_lightning_esm_linear");
  1033. m_colorLightning[SmType::Omni][DepthImpl::InvZ][SmImpl::Hard] = loadProgram("vs_shadowmaps_color_lightning_omni", "fs_shadowmaps_color_lightning_hard_omni");
  1034. m_colorLightning[SmType::Omni][DepthImpl::InvZ][SmImpl::PCF] = loadProgram("vs_shadowmaps_color_lightning_omni", "fs_shadowmaps_color_lightning_pcf_omni");
  1035. m_colorLightning[SmType::Omni][DepthImpl::InvZ][SmImpl::VSM] = loadProgram("vs_shadowmaps_color_lightning_omni", "fs_shadowmaps_color_lightning_vsm_omni");
  1036. m_colorLightning[SmType::Omni][DepthImpl::InvZ][SmImpl::ESM] = loadProgram("vs_shadowmaps_color_lightning_omni", "fs_shadowmaps_color_lightning_esm_omni");
  1037. m_colorLightning[SmType::Omni][DepthImpl::Linear][SmImpl::Hard] = loadProgram("vs_shadowmaps_color_lightning_linear_omni", "fs_shadowmaps_color_lightning_hard_linear_omni");
  1038. m_colorLightning[SmType::Omni][DepthImpl::Linear][SmImpl::PCF] = loadProgram("vs_shadowmaps_color_lightning_linear_omni", "fs_shadowmaps_color_lightning_pcf_linear_omni");
  1039. m_colorLightning[SmType::Omni][DepthImpl::Linear][SmImpl::VSM] = loadProgram("vs_shadowmaps_color_lightning_linear_omni", "fs_shadowmaps_color_lightning_vsm_linear_omni");
  1040. m_colorLightning[SmType::Omni][DepthImpl::Linear][SmImpl::ESM] = loadProgram("vs_shadowmaps_color_lightning_linear_omni", "fs_shadowmaps_color_lightning_esm_linear_omni");
  1041. m_colorLightning[SmType::Cascade][DepthImpl::InvZ][SmImpl::Hard] = loadProgram("vs_shadowmaps_color_lightning_csm", "fs_shadowmaps_color_lightning_hard_csm");
  1042. m_colorLightning[SmType::Cascade][DepthImpl::InvZ][SmImpl::PCF] = loadProgram("vs_shadowmaps_color_lightning_csm", "fs_shadowmaps_color_lightning_pcf_csm");
  1043. m_colorLightning[SmType::Cascade][DepthImpl::InvZ][SmImpl::VSM] = loadProgram("vs_shadowmaps_color_lightning_csm", "fs_shadowmaps_color_lightning_vsm_csm");
  1044. m_colorLightning[SmType::Cascade][DepthImpl::InvZ][SmImpl::ESM] = loadProgram("vs_shadowmaps_color_lightning_csm", "fs_shadowmaps_color_lightning_esm_csm");
  1045. m_colorLightning[SmType::Cascade][DepthImpl::Linear][SmImpl::Hard] = loadProgram("vs_shadowmaps_color_lightning_linear_csm", "fs_shadowmaps_color_lightning_hard_linear_csm");
  1046. m_colorLightning[SmType::Cascade][DepthImpl::Linear][SmImpl::PCF] = loadProgram("vs_shadowmaps_color_lightning_linear_csm", "fs_shadowmaps_color_lightning_pcf_linear_csm");
  1047. m_colorLightning[SmType::Cascade][DepthImpl::Linear][SmImpl::VSM] = loadProgram("vs_shadowmaps_color_lightning_linear_csm", "fs_shadowmaps_color_lightning_vsm_linear_csm");
  1048. m_colorLightning[SmType::Cascade][DepthImpl::Linear][SmImpl::ESM] = loadProgram("vs_shadowmaps_color_lightning_linear_csm", "fs_shadowmaps_color_lightning_esm_linear_csm");
  1049. }
  1050. void destroy()
  1051. {
  1052. // Color lightning.
  1053. for (uint8_t ii = 0; ii < SmType::Count; ++ii)
  1054. {
  1055. for (uint8_t jj = 0; jj < DepthImpl::Count; ++jj)
  1056. {
  1057. for (uint8_t kk = 0; kk < SmImpl::Count; ++kk)
  1058. {
  1059. bgfx::destroyProgram(m_colorLightning[ii][jj][kk]);
  1060. }
  1061. }
  1062. }
  1063. // Pack depth.
  1064. for (uint8_t ii = 0; ii < DepthImpl::Count; ++ii)
  1065. {
  1066. for (uint8_t jj = 0; jj < PackDepth::Count; ++jj)
  1067. {
  1068. bgfx::destroyProgram(m_packDepth[ii][jj]);
  1069. }
  1070. }
  1071. // Draw depth.
  1072. for (uint8_t ii = 0; ii < PackDepth::Count; ++ii)
  1073. {
  1074. bgfx::destroyProgram(m_drawDepth[ii]);
  1075. }
  1076. // Hblur.
  1077. for (uint8_t ii = 0; ii < PackDepth::Count; ++ii)
  1078. {
  1079. bgfx::destroyProgram(m_hBlur[ii]);
  1080. }
  1081. // Vblur.
  1082. for (uint8_t ii = 0; ii < PackDepth::Count; ++ii)
  1083. {
  1084. bgfx::destroyProgram(m_vBlur[ii]);
  1085. }
  1086. // Misc.
  1087. bgfx::destroyProgram(m_colorTexture);
  1088. bgfx::destroyProgram(m_texture);
  1089. bgfx::destroyProgram(m_black);
  1090. }
  1091. bgfx::ProgramHandle m_black;
  1092. bgfx::ProgramHandle m_texture;
  1093. bgfx::ProgramHandle m_colorTexture;
  1094. bgfx::ProgramHandle m_vBlur[PackDepth::Count];
  1095. bgfx::ProgramHandle m_hBlur[PackDepth::Count];
  1096. bgfx::ProgramHandle m_drawDepth[PackDepth::Count];
  1097. bgfx::ProgramHandle m_packDepth[DepthImpl::Count][PackDepth::Count];
  1098. bgfx::ProgramHandle m_colorLightning[SmType::Count][DepthImpl::Count][SmImpl::Count];
  1099. };
  1100. static Programs s_programs;
  1101. struct ShadowMapSettings
  1102. {
  1103. #define IMGUI_FLOAT_PARAM(_name) float _name, _name##Min, _name##Max, _name##Step
  1104. IMGUI_FLOAT_PARAM(m_sizePwrTwo);
  1105. IMGUI_FLOAT_PARAM(m_depthValuePow);
  1106. IMGUI_FLOAT_PARAM(m_near);
  1107. IMGUI_FLOAT_PARAM(m_far);
  1108. IMGUI_FLOAT_PARAM(m_bias);
  1109. IMGUI_FLOAT_PARAM(m_normalOffset);
  1110. IMGUI_FLOAT_PARAM(m_customParam0);
  1111. IMGUI_FLOAT_PARAM(m_customParam1);
  1112. IMGUI_FLOAT_PARAM(m_xNum);
  1113. IMGUI_FLOAT_PARAM(m_yNum);
  1114. IMGUI_FLOAT_PARAM(m_xOffset);
  1115. IMGUI_FLOAT_PARAM(m_yOffset);
  1116. bool m_doBlur;
  1117. bgfx::ProgramHandle* m_progPack;
  1118. bgfx::ProgramHandle* m_progDraw;
  1119. #undef IMGUI_FLOAT_PARAM
  1120. };
  1121. int _main_(int /*_argc*/, char** /*_argv*/)
  1122. {
  1123. uint32_t debug = BGFX_DEBUG_TEXT;
  1124. uint32_t reset = BGFX_RESET_VSYNC;
  1125. ViewState viewState(1280, 720);
  1126. ClearValues clearValues(0x00000000, 1.0f, 0);
  1127. bgfx::init();
  1128. bgfx::reset(viewState.m_width, viewState.m_height, reset);
  1129. // Enable debug text.
  1130. bgfx::setDebug(debug);
  1131. // Setup root path for binary shaders. Shader binaries are different
  1132. // for each renderer.
  1133. switch (bgfx::getRendererType() )
  1134. {
  1135. case bgfx::RendererType::Direct3D9:
  1136. s_texelHalf = 0.5f;
  1137. break;
  1138. case bgfx::RendererType::OpenGL:
  1139. case bgfx::RendererType::OpenGLES:
  1140. s_flipV = true;
  1141. break;
  1142. default:
  1143. break;
  1144. }
  1145. // Imgui.
  1146. imguiCreate();
  1147. // Uniforms.
  1148. s_uniforms.init();
  1149. u_texColor = bgfx::createUniform("u_texColor", bgfx::UniformType::Int1);
  1150. u_shadowMap[0] = bgfx::createUniform("u_shadowMap0", bgfx::UniformType::Int1);
  1151. u_shadowMap[1] = bgfx::createUniform("u_shadowMap1", bgfx::UniformType::Int1);
  1152. u_shadowMap[2] = bgfx::createUniform("u_shadowMap2", bgfx::UniformType::Int1);
  1153. u_shadowMap[3] = bgfx::createUniform("u_shadowMap3", bgfx::UniformType::Int1);
  1154. // Programs.
  1155. s_programs.init();
  1156. // Vertex declarations.
  1157. bgfx::VertexDecl PosNormalTexcoordDecl;
  1158. PosNormalTexcoordDecl.begin()
  1159. .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
  1160. .add(bgfx::Attrib::Normal, 4, bgfx::AttribType::Uint8, true, true)
  1161. .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
  1162. .end();
  1163. bgfx::VertexDecl posDecl;
  1164. posDecl.begin();
  1165. posDecl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float);
  1166. posDecl.end();
  1167. PosColorTexCoord0Vertex::init();
  1168. // Textures.
  1169. bgfx::TextureHandle texFigure = loadTexture("figure-rgba.dds");
  1170. bgfx::TextureHandle texFlare = loadTexture("flare.dds");
  1171. bgfx::TextureHandle texFieldstone = loadTexture("fieldstone-rgba.dds");
  1172. // Meshes.
  1173. Mesh bunnyMesh;
  1174. Mesh treeMesh;
  1175. Mesh cubeMesh;
  1176. Mesh hollowcubeMesh;
  1177. Mesh hplaneMesh;
  1178. Mesh vplaneMesh;
  1179. bunnyMesh.load("meshes/bunny.bin");
  1180. treeMesh.load("meshes/tree.bin");
  1181. cubeMesh.load("meshes/cube.bin");
  1182. hollowcubeMesh.load("meshes/hollowcube.bin");
  1183. hplaneMesh.load(s_hplaneVertices, BX_COUNTOF(s_hplaneVertices), PosNormalTexcoordDecl, s_planeIndices, BX_COUNTOF(s_planeIndices) );
  1184. vplaneMesh.load(s_vplaneVertices, BX_COUNTOF(s_vplaneVertices), PosNormalTexcoordDecl, s_planeIndices, BX_COUNTOF(s_planeIndices) );
  1185. // Materials.
  1186. Material defaultMaterial =
  1187. {
  1188. { { 1.0f, 1.0f, 1.0f, 0.0f } }, //ambient
  1189. { { 1.0f, 1.0f, 1.0f, 0.0f } }, //diffuse
  1190. { { 1.0f, 1.0f, 1.0f, 0.0f } }, //specular, exponent
  1191. };
  1192. // Lights.
  1193. Light pointLight =
  1194. {
  1195. { { 0.0f, 0.0f, 0.0f, 1.0f } }, //position
  1196. { 0.0f, 0.0f, 0.0f, 0.0f }, //-ignore
  1197. { { 1.0f, 1.0f, 1.0f, 0.0f } }, //ambient
  1198. { { 1.0f, 1.0f, 1.0f, 850.0f } }, //diffuse
  1199. { { 1.0f, 1.0f, 1.0f, 0.0f } }, //specular
  1200. { { 0.0f,-0.4f,-0.6f, 0.0f } }, //spotdirection, spotexponent
  1201. { 0.0f, 0.0f, 0.0f, 0.0f }, //-ignore
  1202. { { 1.0f, 0.0f, 1.0f, 91.0f } }, //attenuation, spotcutoff
  1203. };
  1204. Light directionalLight =
  1205. {
  1206. { { 0.5f,-1.0f, 0.1f, 0.0f } }, //position
  1207. { 0.0f, 0.0f, 0.0f, 0.0f }, //-ignore
  1208. { { 1.0f, 1.0f, 1.0f, 0.02f } }, //ambient
  1209. { { 1.0f, 1.0f, 1.0f, 0.4f } }, //diffuse
  1210. { { 1.0f, 1.0f, 1.0f, 0.0f } }, //specular
  1211. { { 0.0f, 0.0f, 0.0f, 1.0f } }, //spotdirection, spotexponent
  1212. { 0.0f, 0.0f, 0.0f, 0.0f }, //-ignore
  1213. { { 0.0f, 0.0f, 0.0f, 1.0f } }, //attenuation, spotcutoff
  1214. };
  1215. // Setup uniforms.
  1216. float color[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
  1217. float lightMtx[16];
  1218. float shadowMapMtx[ShadowMapRenderTargets::Count][16];
  1219. s_uniforms.setPtrs(&defaultMaterial
  1220. , &pointLight
  1221. , color
  1222. , lightMtx
  1223. , &shadowMapMtx[ShadowMapRenderTargets::First][0]
  1224. , &shadowMapMtx[ShadowMapRenderTargets::Second][0]
  1225. , &shadowMapMtx[ShadowMapRenderTargets::Third][0]
  1226. , &shadowMapMtx[ShadowMapRenderTargets::Fourth][0]
  1227. );
  1228. s_uniforms.submitConstUniforms();
  1229. // Settings.
  1230. ShadowMapSettings smSettings[LightType::Count][DepthImpl::Count][SmImpl::Count] =
  1231. {
  1232. { //LightType::Spot
  1233. { //DepthImpl::InvZ
  1234. { //SmImpl::Hard
  1235. 10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1236. , 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1237. , 1.0f, 1.0f, 10.0f, 1.0f // m_near
  1238. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1239. , 0.0035f, 0.0f, 0.01f, 0.00001f // m_bias
  1240. , 0.0012f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1241. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1242. , 500.0f, 1.0f, 1000.0f, 1.0f // m_customParam1
  1243. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1244. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1245. , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
  1246. , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
  1247. , true // m_doBlur
  1248. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
  1249. , &s_programs.m_colorLightning[SmType::Single][DepthImpl::InvZ][SmImpl::Hard] //m_progDraw
  1250. },
  1251. { //SmImpl::PCF
  1252. 10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1253. , 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1254. , 1.0f, 1.0f, 99.0f, 1.0f // m_near
  1255. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1256. , 0.007f, 0.0f, 0.01f, 0.00001f // m_bias
  1257. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1258. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1259. , 500.0f, 1.0f, 1000.0f, 1.0f // m_customParam1
  1260. , 2.0f, 0.0f, 8.0f, 1.0f // m_xNum
  1261. , 2.0f, 0.0f, 8.0f, 1.0f // m_yNum
  1262. , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
  1263. , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
  1264. , true // m_doBlur
  1265. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
  1266. , &s_programs.m_colorLightning[SmType::Single][DepthImpl::InvZ][SmImpl::PCF] //m_progDraw
  1267. },
  1268. { //SmImpl::VSM
  1269. 10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1270. , 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1271. , 8.0f, 1.0f, 10.0f, 1.0f // m_near
  1272. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1273. , 0.045f, 0.0f, 0.1f, 0.00001f // m_bias
  1274. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1275. , 0.02f, 0.0f, 0.04f, 0.00001f // m_customParam0
  1276. , 450.0f, 1.0f, 1000.0f, 1.0f // m_customParam1
  1277. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1278. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1279. , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
  1280. , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
  1281. , true // m_doBlur
  1282. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::VSM] //m_progPack
  1283. , &s_programs.m_colorLightning[SmType::Single][DepthImpl::InvZ][SmImpl::VSM] //m_progDraw
  1284. },
  1285. { //SmImpl::ESM
  1286. 10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1287. , 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1288. , 3.0f, 1.0f, 10.0f, 0.01f // m_near
  1289. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1290. , 0.02f, 0.0f, 0.3f, 0.00001f // m_bias
  1291. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1292. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1293. , 9000.0f, 1.0f, 15000.0f, 1.0f // m_customParam1
  1294. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1295. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1296. , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
  1297. , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
  1298. , true // m_doBlur
  1299. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
  1300. , &s_programs.m_colorLightning[SmType::Single][DepthImpl::InvZ][SmImpl::ESM] //m_progDraw
  1301. }
  1302. },
  1303. { //DepthImpl::Linear
  1304. { //SmImpl::Hard
  1305. 10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1306. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1307. , 1.0f, 1.0f, 10.0f, 1.0f // m_near
  1308. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1309. , 0.0025f, 0.0f, 0.01f, 0.00001f // m_bias
  1310. , 0.0012f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1311. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1312. , 500.0f, 1.0f, 1000.0f, 1.0f // m_customParam1
  1313. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1314. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1315. , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
  1316. , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
  1317. , true // m_doBlur
  1318. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
  1319. , &s_programs.m_colorLightning[SmType::Single][DepthImpl::Linear][SmImpl::Hard] //m_progDraw
  1320. },
  1321. { //SmImpl::PCF
  1322. 10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1323. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1324. , 1.0f, 1.0f, 99.0f, 1.0f // m_near
  1325. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1326. , 0.0025f, 0.0f, 0.01f, 0.00001f // m_bias
  1327. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1328. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1329. , 2000.0f, 1.0f, 2000.0f, 1.0f // m_customParam1
  1330. , 2.0f, 0.0f, 8.0f, 1.0f // m_xNum
  1331. , 2.0f, 0.0f, 8.0f, 1.0f // m_yNum
  1332. , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
  1333. , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
  1334. , true // m_doBlur
  1335. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
  1336. , &s_programs.m_colorLightning[SmType::Single][DepthImpl::Linear][SmImpl::PCF] //m_progDraw
  1337. },
  1338. { //SmImpl::VSM
  1339. 10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1340. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1341. , 1.0f, 1.0f, 10.0f, 1.0f // m_near
  1342. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1343. , 0.006f, 0.0f, 0.01f, 0.00001f // m_bias
  1344. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1345. , 0.02f, 0.0f, 0.1f, 0.00001f // m_customParam0
  1346. , 300.0f, 1.0f, 1500.0f, 1.0f // m_customParam1
  1347. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1348. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1349. , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
  1350. , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
  1351. , true // m_doBlur
  1352. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::VSM] //m_progPack
  1353. , &s_programs.m_colorLightning[SmType::Single][DepthImpl::Linear][SmImpl::VSM] //m_progDraw
  1354. },
  1355. { //SmImpl::ESM
  1356. 10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1357. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1358. , 1.0f, 1.0f, 10.0f, 0.01f // m_near
  1359. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1360. , 0.0055f, 0.0f, 0.01f, 0.00001f // m_bias
  1361. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1362. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1363. , 2500.0f, 1.0f, 5000.0f, 1.0f // m_customParam1
  1364. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1365. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1366. , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
  1367. , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
  1368. , true // m_doBlur
  1369. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
  1370. , &s_programs.m_colorLightning[SmType::Single][DepthImpl::Linear][SmImpl::ESM] //m_progDraw
  1371. }
  1372. }
  1373. },
  1374. { //LightType::Point
  1375. { //DepthImpl::InvZ
  1376. { //SmImpl::Hard
  1377. 12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo
  1378. , 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1379. , 1.0f, 1.0f, 10.0f, 1.0f // m_near
  1380. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1381. , 0.006f, 0.0f, 0.01f, 0.00001f // m_bias
  1382. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1383. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1384. , 50.0f, 1.0f, 300.0f, 1.0f // m_customParam1
  1385. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1386. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1387. , 0.25f, 0.0f, 2.0f, 0.001f // m_xOffset
  1388. , 0.25f, 0.0f, 2.0f, 0.001f // m_yOffset
  1389. , true // m_doBlur
  1390. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
  1391. , &s_programs.m_colorLightning[SmType::Omni][DepthImpl::InvZ][SmImpl::Hard] //m_progDraw
  1392. },
  1393. { //SmImpl::PCF
  1394. 12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo
  1395. , 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1396. , 1.0f, 1.0f, 99.0f, 1.0f // m_near
  1397. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1398. , 0.004f, 0.0f, 0.01f, 0.00001f // m_bias
  1399. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1400. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1401. , 50.0f, 1.0f, 300.0f, 1.0f // m_customParam1
  1402. , 2.0f, 0.0f, 8.0f, 1.0f // m_xNum
  1403. , 2.0f, 0.0f, 8.0f, 1.0f // m_yNum
  1404. , 1.0f, 0.0f, 3.0f, 0.001f // m_xOffset
  1405. , 1.0f, 0.0f, 3.0f, 0.001f // m_yOffset
  1406. , true // m_doBlur
  1407. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
  1408. , &s_programs.m_colorLightning[SmType::Omni][DepthImpl::InvZ][SmImpl::PCF] //m_progDraw
  1409. },
  1410. { //SmImpl::VSM
  1411. 12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo
  1412. , 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1413. , 8.0f, 1.0f, 10.0f, 1.0f // m_near
  1414. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1415. , 0.055f, 0.0f, 0.1f, 0.00001f // m_bias
  1416. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1417. , 0.02f, 0.0f, 0.04f, 0.00001f // m_customParam0
  1418. , 450.0f, 1.0f, 900.0f, 1.0f // m_customParam1
  1419. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1420. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1421. , 0.25f, 0.0f, 2.0f, 0.001f // m_xOffset
  1422. , 0.25f, 0.0f, 2.0f, 0.001f // m_yOffset
  1423. , true // m_doBlur
  1424. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::VSM] //m_progPack
  1425. , &s_programs.m_colorLightning[SmType::Omni][DepthImpl::InvZ][SmImpl::VSM] //m_progDraw
  1426. },
  1427. { //SmImpl::ESM
  1428. 12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo
  1429. , 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1430. , 3.0f, 1.0f, 10.0f, 0.01f // m_near
  1431. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1432. , 0.035f, 0.0f, 0.1f, 0.00001f // m_bias
  1433. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1434. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1435. , 9000.0f, 1.0f, 15000.0f, 1.0f // m_customParam1
  1436. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1437. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1438. , 0.25f, 0.0f, 2.0f, 0.001f // m_xOffset
  1439. , 0.25f, 0.0f, 2.0f, 0.001f // m_yOffset
  1440. , true // m_doBlur
  1441. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
  1442. , &s_programs.m_colorLightning[SmType::Omni][DepthImpl::InvZ][SmImpl::ESM] //m_progDraw
  1443. }
  1444. },
  1445. { //DepthImpl::Linear
  1446. { //SmImpl::Hard
  1447. 12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo
  1448. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1449. , 1.0f, 1.0f, 10.0f, 1.0f // m_near
  1450. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1451. , 0.003f, 0.0f, 0.01f, 0.00001f // m_bias
  1452. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1453. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1454. , 120.0f, 1.0f, 300.0f, 1.0f // m_customParam1
  1455. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1456. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1457. , 0.25f, 0.0f, 2.0f, 0.001f // m_xOffset
  1458. , 0.25f, 0.0f, 2.0f, 0.001f // m_yOffset
  1459. , true // m_doBlur
  1460. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
  1461. , &s_programs.m_colorLightning[SmType::Omni][DepthImpl::Linear][SmImpl::Hard] //m_progDraw
  1462. },
  1463. { //SmImpl::PCF
  1464. 12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo
  1465. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1466. , 1.0f, 1.0f, 99.0f, 1.0f // m_near
  1467. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1468. , 0.0035f, 0.0f, 0.01f, 0.00001f // m_bias
  1469. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1470. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1471. , 120.0f, 1.0f, 300.0f, 1.0f // m_customParam1
  1472. , 2.0f, 0.0f, 8.0f, 1.0f // m_xNum
  1473. , 2.0f, 0.0f, 8.0f, 1.0f // m_yNum
  1474. , 1.0f, 0.0f, 3.0f, 0.001f // m_xOffset
  1475. , 1.0f, 0.0f, 3.0f, 0.001f // m_yOffset
  1476. , true // m_doBlur
  1477. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
  1478. , &s_programs.m_colorLightning[SmType::Omni][DepthImpl::Linear][SmImpl::PCF] //m_progDraw
  1479. },
  1480. { //SmImpl::VSM
  1481. 12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo
  1482. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1483. , 1.0f, 1.0f, 10.0f, 1.0f // m_near
  1484. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1485. , 0.006f, 0.0f, 0.1f, 0.00001f // m_bias
  1486. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1487. , 0.02f, 0.0f, 0.1f, 0.00001f // m_customParam0
  1488. , 400.0f, 1.0f, 900.0f, 1.0f // m_customParam1
  1489. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1490. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1491. , 0.25f, 0.0f, 2.0f, 0.001f // m_xOffset
  1492. , 0.25f, 0.0f, 2.0f, 0.001f // m_yOffset
  1493. , true // m_doBlur
  1494. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::VSM] //m_progPack
  1495. , &s_programs.m_colorLightning[SmType::Omni][DepthImpl::Linear][SmImpl::VSM] //m_progDraw
  1496. },
  1497. { //SmImpl::ESM
  1498. 12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo
  1499. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1500. , 1.0f, 1.0f, 10.0f, 0.01f // m_near
  1501. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1502. , 0.007f, 0.0f, 0.01f, 0.00001f // m_bias
  1503. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1504. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1505. , 8000.0f, 1.0f, 15000.0f, 1.0f // m_customParam1
  1506. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1507. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1508. , 0.25f, 0.0f, 2.0f, 0.001f // m_xOffset
  1509. , 0.25f, 0.0f, 2.0f, 0.001f // m_yOffset
  1510. , true // m_doBlur
  1511. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
  1512. , &s_programs.m_colorLightning[SmType::Omni][DepthImpl::Linear][SmImpl::ESM] //m_progDraw
  1513. }
  1514. }
  1515. },
  1516. { //LightType::Directional
  1517. { //DepthImpl::InvZ
  1518. { //SmImpl::Hard
  1519. 11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1520. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1521. , 1.0f, 1.0f, 10.0f, 1.0f // m_near
  1522. , 550.0f, 100.0f, 2000.0f, 50.0f // m_far
  1523. , 0.0012f, 0.0f, 0.01f, 0.00001f // m_bias
  1524. , 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset
  1525. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1526. , 200.0f, 1.0f, 400.0f, 1.0f // m_customParam1
  1527. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1528. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1529. , 0.2f, 0.0f, 1.0f, 0.01f // m_xOffset
  1530. , 0.2f, 0.0f, 1.0f, 0.01f // m_yOffset
  1531. , true // m_doBlur
  1532. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
  1533. , &s_programs.m_colorLightning[SmType::Cascade][DepthImpl::InvZ][SmImpl::Hard] //m_progDraw
  1534. },
  1535. { //SmImpl::PCF
  1536. 11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1537. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1538. , 1.0f, 1.0f, 99.0f, 1.0f // m_near
  1539. , 550.0f, 100.0f, 2000.0f, 50.0f // m_far
  1540. , 0.0012f, 0.0f, 0.01f, 0.00001f // m_bias
  1541. , 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset
  1542. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1543. , 200.0f, 1.0f, 400.0f, 1.0f // m_customParam1
  1544. , 2.0f, 0.0f, 8.0f, 1.0f // m_xNum
  1545. , 2.0f, 0.0f, 8.0f, 1.0f // m_yNum
  1546. , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
  1547. , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
  1548. , true // m_doBlur
  1549. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
  1550. , &s_programs.m_colorLightning[SmType::Cascade][DepthImpl::InvZ][SmImpl::PCF] //m_progDraw
  1551. },
  1552. { //SmImpl::VSM
  1553. 11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1554. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1555. , 1.0f, 1.0f, 10.0f, 1.0f // m_near
  1556. , 550.0f, 100.0f, 2000.0f, 50.0f // m_far
  1557. , 0.004f, 0.0f, 0.01f, 0.00001f // m_bias
  1558. , 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset
  1559. , 0.02f, 0.0f, 0.04f, 0.00001f // m_customParam0
  1560. , 2500.0f, 1.0f, 5000.0f, 1.0f // m_customParam1
  1561. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1562. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1563. , 0.2f, 0.0f, 1.0f, 0.01f // m_xOffset
  1564. , 0.2f, 0.0f, 1.0f, 0.01f // m_yOffset
  1565. , true // m_doBlur
  1566. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::VSM] //m_progPack
  1567. , &s_programs.m_colorLightning[SmType::Cascade][DepthImpl::InvZ][SmImpl::VSM] //m_progDraw
  1568. },
  1569. { //SmImpl::ESM
  1570. 11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1571. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1572. , 1.0f, 1.0f, 10.0f, 0.01f // m_near
  1573. , 550.0f, 100.0f, 2000.0f, 50.0f // m_far
  1574. , 0.004f, 0.0f, 0.01f, 0.00001f // m_bias
  1575. , 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset
  1576. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1577. , 9500.0f, 1.0f, 15000.0f, 1.0f // m_customParam1
  1578. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1579. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1580. , 0.2f, 0.0f, 1.0f, 0.01f // m_xOffset
  1581. , 0.2f, 0.0f, 1.0f, 0.01f // m_yOffset
  1582. , true // m_doBlur
  1583. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
  1584. , &s_programs.m_colorLightning[SmType::Cascade][DepthImpl::InvZ][SmImpl::ESM] //m_progDraw
  1585. }
  1586. },
  1587. { //DepthImpl::Linear
  1588. { //SmImpl::Hard
  1589. 11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1590. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1591. , 1.0f, 1.0f, 10.0f, 1.0f // m_near
  1592. , 550.0f, 100.0f, 2000.0f, 50.0f // m_far
  1593. , 0.0012f, 0.0f, 0.01f, 0.00001f // m_bias
  1594. , 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset
  1595. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1596. , 500.0f, 1.0f, 1000.0f, 1.0f // m_customParam1
  1597. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1598. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1599. , 0.2f, 0.0f, 1.0f, 0.01f // m_xOffset
  1600. , 0.2f, 0.0f, 1.0f, 0.01f // m_yOffset
  1601. , true // m_doBlur
  1602. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
  1603. , &s_programs.m_colorLightning[SmType::Cascade][DepthImpl::Linear][SmImpl::Hard] //m_progDraw
  1604. },
  1605. { //SmImpl::PCF
  1606. 11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1607. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1608. , 1.0f, 1.0f, 99.0f, 1.0f // m_near
  1609. , 550.0f, 100.0f, 2000.0f, 50.0f // m_far
  1610. , 0.0012f, 0.0f, 0.01f, 0.00001f // m_bias
  1611. , 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset
  1612. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1613. , 200.0f, 1.0f, 400.0f, 1.0f // m_customParam1
  1614. , 2.0f, 0.0f, 8.0f, 1.0f // m_xNum
  1615. , 2.0f, 0.0f, 8.0f, 1.0f // m_yNum
  1616. , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
  1617. , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
  1618. , true // m_doBlur
  1619. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
  1620. , &s_programs.m_colorLightning[SmType::Cascade][DepthImpl::Linear][SmImpl::PCF] //m_progDraw
  1621. },
  1622. { //SmImpl::VSM
  1623. 11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1624. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1625. , 1.0f, 1.0f, 10.0f, 1.0f // m_near
  1626. , 550.0f, 100.0f, 2000.0f, 50.0f // m_far
  1627. , 0.004f, 0.0f, 0.01f, 0.00001f // m_bias
  1628. , 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset
  1629. , 0.02f, 0.0f, 0.04f, 0.00001f // m_customParam0
  1630. , 2500.0f, 1.0f, 5000.0f, 1.0f // m_customParam1
  1631. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1632. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1633. , 0.2f, 0.0f, 1.0f, 0.01f // m_xOffset
  1634. , 0.2f, 0.0f, 1.0f, 0.01f // m_yOffset
  1635. , true // m_doBlur
  1636. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::VSM] //m_progPack
  1637. , &s_programs.m_colorLightning[SmType::Cascade][DepthImpl::Linear][SmImpl::VSM] //m_progDraw
  1638. },
  1639. { //SmImpl::ESM
  1640. 11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1641. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1642. , 1.0f, 1.0f, 10.0f, 0.01f // m_near
  1643. , 550.0f, 100.0f, 2000.0f, 50.0f // m_far
  1644. , 0.004f, 0.0f, 0.01f, 0.00001f // m_bias
  1645. , 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset
  1646. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1647. , 9500.0f, 1.0f, 15000.0f, 1.0f // m_customParam1
  1648. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1649. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1650. , 0.2f, 0.0f, 1.0f, 0.01f // m_xOffset
  1651. , 0.2f, 0.0f, 1.0f, 0.01f // m_yOffset
  1652. , true // m_doBlur
  1653. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
  1654. , &s_programs.m_colorLightning[SmType::Cascade][DepthImpl::Linear][SmImpl::ESM] //m_progDraw
  1655. }
  1656. }
  1657. }
  1658. };
  1659. struct SceneSettings
  1660. {
  1661. LightType::Enum m_lightType;
  1662. DepthImpl::Enum m_depthImpl;
  1663. SmImpl::Enum m_smImpl;
  1664. float m_spotOuterAngle;
  1665. float m_spotInnerAngle;
  1666. float m_fovXAdjust;
  1667. float m_fovYAdjust;
  1668. float m_coverageSpotL;
  1669. float m_numSplitsf;
  1670. float m_splitDistribution;
  1671. uint8_t m_numSplits;
  1672. bool m_updateLights;
  1673. bool m_updateScene;
  1674. bool m_drawDepthBuffer;
  1675. bool m_showSmCoverage;
  1676. bool m_stencilPack;
  1677. bool m_stabilize;
  1678. };
  1679. SceneSettings settings;
  1680. settings.m_lightType = LightType::SpotLight;
  1681. settings.m_depthImpl = DepthImpl::InvZ;
  1682. settings.m_smImpl = SmImpl::Hard;
  1683. settings.m_spotOuterAngle = 45.0f;
  1684. settings.m_spotInnerAngle = 30.0f;
  1685. settings.m_fovXAdjust = 0.0f;
  1686. settings.m_fovYAdjust = 0.0f;
  1687. settings.m_coverageSpotL = 90.0f;
  1688. settings.m_numSplitsf = 4.0f;
  1689. settings.m_splitDistribution = 0.6f;
  1690. settings.m_numSplits = uint8_t(settings.m_numSplitsf);
  1691. settings.m_updateLights = true;
  1692. settings.m_updateScene = true;
  1693. settings.m_drawDepthBuffer = false;
  1694. settings.m_showSmCoverage = false;
  1695. settings.m_stencilPack = true;
  1696. settings.m_stabilize = true;
  1697. ShadowMapSettings* currentSmSettings = &smSettings[settings.m_lightType][settings.m_depthImpl][settings.m_smImpl];
  1698. // Render targets.
  1699. uint16_t shadowMapSize = 1 << uint32_t(currentSmSettings->m_sizePwrTwo);
  1700. uint16_t currentShadowMapSize = shadowMapSize;
  1701. float currentShadowMapSizef = float(int16_t(currentShadowMapSize) );
  1702. s_uniforms.m_shadowMapTexelSize = 1.0f / currentShadowMapSizef;
  1703. for (uint8_t ii = 0; ii < ShadowMapRenderTargets::Count; ++ii)
  1704. {
  1705. bgfx::TextureHandle fbtextures[] =
  1706. {
  1707. bgfx::createTexture2D(currentShadowMapSize, currentShadowMapSize, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT),
  1708. bgfx::createTexture2D(currentShadowMapSize, currentShadowMapSize, 1, bgfx::TextureFormat::D24S8),
  1709. };
  1710. s_rtShadowMap[ii] = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
  1711. }
  1712. s_rtBlur = bgfx::createFrameBuffer(currentShadowMapSize, currentShadowMapSize, bgfx::TextureFormat::BGRA8);
  1713. // Setup camera.
  1714. float initialPos[3] = { 0.0f, 60.0f, -105.0f };
  1715. cameraCreate();
  1716. cameraSetPosition(initialPos);
  1717. cameraSetVerticalAngle(-0.45f);
  1718. // Set view and projection matrices.
  1719. const float camFovy = 60.0f;
  1720. const float camAspect = float(int32_t(viewState.m_width) ) / float(int32_t(viewState.m_height) );
  1721. const float camNear = 0.1f;
  1722. const float camFar = 2000.0f;
  1723. const float projHeight = 1.0f/tanf(bx::toRad(camFovy)*0.5f);
  1724. const float projWidth = projHeight * 1.0f/camAspect;
  1725. bx::mtxProj(viewState.m_proj, camFovy, camAspect, camNear, camFar);
  1726. cameraGetViewMtx(viewState.m_view);
  1727. float timeAccumulatorLight = 0.0f;
  1728. float timeAccumulatorScene = 0.0f;
  1729. entry::MouseState mouseState;
  1730. while (!entry::processEvents(viewState.m_width, viewState.m_height, debug, reset, &mouseState) )
  1731. {
  1732. // Imgui.
  1733. imguiBeginFrame(mouseState.m_mx
  1734. , mouseState.m_my
  1735. , (mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
  1736. | (mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
  1737. , mouseState.m_mz
  1738. , viewState.m_width
  1739. , viewState.m_height
  1740. );
  1741. static int32_t rightScrollArea = 0;
  1742. imguiBeginScrollArea("Settings", viewState.m_width - 256 - 10, 10, 256, 660, &rightScrollArea);
  1743. #define IMGUI_FLOAT_SLIDER(_name, _val) \
  1744. imguiSlider(_name \
  1745. , _val \
  1746. , *( ((float*)&_val)+1) \
  1747. , *( ((float*)&_val)+2) \
  1748. , *( ((float*)&_val)+3) \
  1749. )
  1750. imguiBool("Update lights", settings.m_updateLights);
  1751. imguiBool("Update scene", settings.m_updateScene);
  1752. imguiSeparatorLine();
  1753. imguiLabel("Shadow map depth:");
  1754. imguiEnum(settings.m_depthImpl);
  1755. currentSmSettings = &smSettings[settings.m_lightType][settings.m_depthImpl][settings.m_smImpl];
  1756. imguiSeparator();
  1757. imguiBool("Draw depth buffer.", settings.m_drawDepthBuffer);
  1758. if (settings.m_drawDepthBuffer)
  1759. {
  1760. IMGUI_FLOAT_SLIDER("Depth value pow:", currentSmSettings->m_depthValuePow);
  1761. }
  1762. imguiSeparatorLine();
  1763. imguiLabel("Shadow Map implementation:");
  1764. imguiEnum(settings.m_smImpl);
  1765. currentSmSettings = &smSettings[settings.m_lightType][settings.m_depthImpl][settings.m_smImpl];
  1766. imguiSeparator();
  1767. IMGUI_FLOAT_SLIDER("Bias:", currentSmSettings->m_bias);
  1768. IMGUI_FLOAT_SLIDER("Normal offset:", currentSmSettings->m_normalOffset);
  1769. imguiSeparator();
  1770. if (LightType::DirectionalLight != settings.m_lightType)
  1771. {
  1772. IMGUI_FLOAT_SLIDER("Near plane:", currentSmSettings->m_near);
  1773. }
  1774. IMGUI_FLOAT_SLIDER("Far plane:", currentSmSettings->m_far);
  1775. imguiSeparator();
  1776. switch(settings.m_smImpl)
  1777. {
  1778. case SmImpl::Hard:
  1779. //imguiLabel("Hard");
  1780. break;
  1781. case SmImpl::PCF:
  1782. imguiLabel("PCF");
  1783. IMGUI_FLOAT_SLIDER("X Offset:", currentSmSettings->m_xOffset);
  1784. IMGUI_FLOAT_SLIDER("Y Offset:", currentSmSettings->m_yOffset);
  1785. break;
  1786. case SmImpl::VSM:
  1787. imguiLabel("VSM");
  1788. IMGUI_FLOAT_SLIDER("Min variance", currentSmSettings->m_customParam0);
  1789. IMGUI_FLOAT_SLIDER("Depth multiplier", currentSmSettings->m_customParam1);
  1790. imguiBool("Blur shadow map", currentSmSettings->m_doBlur);
  1791. if (currentSmSettings->m_doBlur)
  1792. {
  1793. IMGUI_FLOAT_SLIDER("Blur X Offset:", currentSmSettings->m_xOffset);
  1794. IMGUI_FLOAT_SLIDER("Blur Y Offset:", currentSmSettings->m_yOffset);
  1795. }
  1796. break;
  1797. case SmImpl::ESM:
  1798. imguiLabel("ESM");
  1799. IMGUI_FLOAT_SLIDER("ESM Hardness", currentSmSettings->m_customParam0);
  1800. IMGUI_FLOAT_SLIDER("Depth multiplier", currentSmSettings->m_customParam1);
  1801. imguiBool("Blur shadow map", currentSmSettings->m_doBlur);
  1802. if (currentSmSettings->m_doBlur)
  1803. {
  1804. IMGUI_FLOAT_SLIDER("Blur X Offset:", currentSmSettings->m_xOffset);
  1805. IMGUI_FLOAT_SLIDER("Blur Y Offset:", currentSmSettings->m_yOffset);
  1806. }
  1807. break;
  1808. default:
  1809. break;
  1810. };
  1811. imguiEndScrollArea();
  1812. static int32_t leftScrollArea = 0;
  1813. imguiBeginScrollArea("Light", 10, 70, 256, 334, &leftScrollArea);
  1814. const LightType::Enum ltBefore = settings.m_lightType;
  1815. imguiEnum(settings.m_lightType);
  1816. const LightType::Enum ltAfter = settings.m_lightType;
  1817. const bool bLtChanged = (ltAfter != ltBefore);
  1818. imguiSeparator();
  1819. imguiBool("Show shadow map coverage.", settings.m_showSmCoverage);
  1820. imguiSeparator();
  1821. imguiLabel("Shadow map resolution: %ux%u", currentShadowMapSize, currentShadowMapSize);
  1822. IMGUI_FLOAT_SLIDER(" ", currentSmSettings->m_sizePwrTwo);
  1823. imguiSeparatorLine();
  1824. if (LightType::SpotLight == settings.m_lightType)
  1825. {
  1826. imguiLabel("Spot light");
  1827. imguiSlider("Shadow map area:", settings.m_coverageSpotL, 45.0f, 120.0f, 1.0f);
  1828. imguiSeparator();
  1829. imguiSlider("Spot outer cone:", settings.m_spotOuterAngle, 0.0f, 91.0f, 0.1f);
  1830. imguiSlider("Spot inner cone:", settings.m_spotInnerAngle, 0.0f, 90.0f, 0.1f);
  1831. }
  1832. else if (LightType::PointLight == settings.m_lightType)
  1833. {
  1834. imguiLabel("Point light");
  1835. imguiBool("Stencil pack", settings.m_stencilPack);
  1836. imguiSlider("Fov X adjust:", settings.m_fovXAdjust, -20.0f, 20.0f, 0.0001f);
  1837. imguiSlider("Fov Y adjust:", settings.m_fovYAdjust, -20.0f, 20.0f, 0.0001f);
  1838. }
  1839. else if (LightType::DirectionalLight == settings.m_lightType)
  1840. {
  1841. imguiLabel("Directional light");
  1842. imguiBool("Stabilize cascades", settings.m_stabilize);
  1843. imguiSlider("Cascade splits:", settings.m_numSplitsf, 1.0f, 4.0f, 1.0f);
  1844. imguiSlider("Cascade distribution:", settings.m_splitDistribution, 0.0f, 1.0f, 0.001f);
  1845. settings.m_numSplits = uint8_t(settings.m_numSplitsf);
  1846. }
  1847. #undef IMGUI_FLOAT_SLIDER
  1848. imguiEndScrollArea();
  1849. imguiEndFrame();
  1850. // Update uniforms.
  1851. s_uniforms.m_shadowMapBias = currentSmSettings->m_bias;
  1852. s_uniforms.m_shadowMapOffset = currentSmSettings->m_normalOffset;
  1853. s_uniforms.m_shadowMapParam0 = currentSmSettings->m_customParam0;
  1854. s_uniforms.m_shadowMapParam1 = currentSmSettings->m_customParam1;
  1855. s_uniforms.m_depthValuePow = currentSmSettings->m_depthValuePow;
  1856. s_uniforms.m_XNum = currentSmSettings->m_xNum;
  1857. s_uniforms.m_YNum = currentSmSettings->m_yNum;
  1858. s_uniforms.m_XOffset = currentSmSettings->m_xOffset;
  1859. s_uniforms.m_YOffset = currentSmSettings->m_yOffset;
  1860. s_uniforms.m_showSmCoverage = float(settings.m_showSmCoverage);
  1861. s_uniforms.m_lightPtr = (LightType::DirectionalLight == settings.m_lightType) ? &directionalLight : &pointLight;
  1862. if (LightType::SpotLight == settings.m_lightType)
  1863. {
  1864. pointLight.m_attenuationSpotOuter.m_outer = settings.m_spotOuterAngle;
  1865. pointLight.m_spotDirectionInner.m_inner = settings.m_spotInnerAngle;
  1866. }
  1867. else
  1868. {
  1869. pointLight.m_attenuationSpotOuter.m_outer = 91.0f; //above 90.0f means point light
  1870. }
  1871. s_uniforms.submitPerFrameUniforms();
  1872. // Time.
  1873. int64_t now = bx::getHPCounter();
  1874. static int64_t last = now;
  1875. const int64_t frameTime = now - last;
  1876. last = now;
  1877. const double freq = double(bx::getHPFrequency() );
  1878. const double toMs = 1000.0/freq;
  1879. const float deltaTime = float(frameTime/freq);
  1880. // Use debug font to print information about this example.
  1881. bgfx::dbgTextClear();
  1882. bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/16-shadowmaps");
  1883. bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Shadow maps example.");
  1884. bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
  1885. // Update camera.
  1886. cameraUpdate(deltaTime, mouseState);
  1887. // Update view mtx.
  1888. cameraGetViewMtx(viewState.m_view);
  1889. // Update lights.
  1890. pointLight.computeViewSpaceComponents(viewState.m_view);
  1891. directionalLight.computeViewSpaceComponents(viewState.m_view);
  1892. // Update time accumulators.
  1893. if (settings.m_updateLights) { timeAccumulatorLight += deltaTime; }
  1894. if (settings.m_updateScene) { timeAccumulatorScene += deltaTime; }
  1895. // Setup lights.
  1896. pointLight.m_position.m_x = cosf(timeAccumulatorLight) * 20.0f;
  1897. pointLight.m_position.m_y = 26.0f;
  1898. pointLight.m_position.m_z = sinf(timeAccumulatorLight) * 20.0f;
  1899. pointLight.m_spotDirectionInner.m_x = -pointLight.m_position.m_x;
  1900. pointLight.m_spotDirectionInner.m_y = -pointLight.m_position.m_y;
  1901. pointLight.m_spotDirectionInner.m_z = -pointLight.m_position.m_z;
  1902. directionalLight.m_position.m_x = -cosf(timeAccumulatorLight);
  1903. directionalLight.m_position.m_y = -1.0f;
  1904. directionalLight.m_position.m_z = -sinf(timeAccumulatorLight);
  1905. // Setup instance matrices.
  1906. float mtxFloor[16];
  1907. const float floorScale = 550.0f;
  1908. bx::mtxSRT(mtxFloor
  1909. , floorScale //scaleX
  1910. , floorScale //scaleY
  1911. , floorScale //scaleZ
  1912. , 0.0f //rotX
  1913. , 0.0f //rotY
  1914. , 0.0f //rotZ
  1915. , 0.0f //translateX
  1916. , 0.0f //translateY
  1917. , 0.0f //translateZ
  1918. );
  1919. float mtxBunny[16];
  1920. bx::mtxSRT(mtxBunny
  1921. , 5.0f
  1922. , 5.0f
  1923. , 5.0f
  1924. , 0.0f
  1925. , 1.56f - timeAccumulatorScene
  1926. , 0.0f
  1927. , 15.0f
  1928. , 5.0f
  1929. , 0.0f
  1930. );
  1931. float mtxHollowcube[16];
  1932. bx::mtxSRT(mtxHollowcube
  1933. , 2.5f
  1934. , 2.5f
  1935. , 2.5f
  1936. , 0.0f
  1937. , 1.56f - timeAccumulatorScene
  1938. , 0.0f
  1939. , 0.0f
  1940. , 10.0f
  1941. , 0.0f
  1942. );
  1943. float mtxCube[16];
  1944. bx::mtxSRT(mtxCube
  1945. , 2.5f
  1946. , 2.5f
  1947. , 2.5f
  1948. , 0.0f
  1949. , 1.56f - timeAccumulatorScene
  1950. , 0.0f
  1951. , -15.0f
  1952. , 5.0f
  1953. , 0.0f
  1954. );
  1955. const uint8_t numTrees = 10;
  1956. float mtxTrees[numTrees][16];
  1957. for (uint8_t ii = 0; ii < numTrees; ++ii)
  1958. {
  1959. bx::mtxSRT(mtxTrees[ii]
  1960. , 2.0f
  1961. , 2.0f
  1962. , 2.0f
  1963. , 0.0f
  1964. , float(ii)
  1965. , 0.0f
  1966. , sinf(float(ii)*2.0f*bx::pi/float(numTrees) ) * 60.0f
  1967. , 0.0f
  1968. , cosf(float(ii)*2.0f*bx::pi/float(numTrees) ) * 60.0f
  1969. );
  1970. }
  1971. // Compute transform matrices.
  1972. const uint8_t shadowMapPasses = ShadowMapRenderTargets::Count;
  1973. float lightView[shadowMapPasses][16];
  1974. float lightProj[shadowMapPasses][16];
  1975. float mtxYpr[TetrahedronFaces::Count][16];
  1976. float screenProj[16];
  1977. float screenView[16];
  1978. bx::mtxIdentity(screenView);
  1979. bx::mtxOrtho(screenProj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f);
  1980. if (LightType::SpotLight == settings.m_lightType)
  1981. {
  1982. const float fovy = settings.m_coverageSpotL;
  1983. const float aspect = 1.0f;
  1984. bx::mtxProj(lightProj[ProjType::Horizontal], fovy, aspect, currentSmSettings->m_near, currentSmSettings->m_far);
  1985. //For linear depth, prevent depth division by variable w-component in shaders and divide here by far plane
  1986. if (DepthImpl::Linear == settings.m_depthImpl)
  1987. {
  1988. lightProj[ProjType::Horizontal][10] /= currentSmSettings->m_far;
  1989. lightProj[ProjType::Horizontal][14] /= currentSmSettings->m_far;
  1990. }
  1991. float at[3];
  1992. bx::vec3Add(at, pointLight.m_position.m_v, pointLight.m_spotDirectionInner.m_v);
  1993. bx::mtxLookAt(lightView[TetrahedronFaces::Green], pointLight.m_position.m_v, at);
  1994. }
  1995. else if (LightType::PointLight == settings.m_lightType)
  1996. {
  1997. float ypr[TetrahedronFaces::Count][3] =
  1998. {
  1999. { bx::toRad( 0.0f), bx::toRad( 27.36780516f), bx::toRad(0.0f) },
  2000. { bx::toRad(180.0f), bx::toRad( 27.36780516f), bx::toRad(0.0f) },
  2001. { bx::toRad(-90.0f), bx::toRad(-27.36780516f), bx::toRad(0.0f) },
  2002. { bx::toRad( 90.0f), bx::toRad(-27.36780516f), bx::toRad(0.0f) },
  2003. };
  2004. if (settings.m_stencilPack)
  2005. {
  2006. const float fovx = 143.98570868f + 3.51f + settings.m_fovXAdjust;
  2007. const float fovy = 125.26438968f + 9.85f + settings.m_fovYAdjust;
  2008. const float aspect = tanf(bx::toRad(fovx*0.5f) )/tanf(bx::toRad(fovy*0.5f) );
  2009. bx::mtxProj(lightProj[ProjType::Vertical]
  2010. , fovx
  2011. , aspect
  2012. , currentSmSettings->m_near
  2013. , currentSmSettings->m_far
  2014. );
  2015. //For linear depth, prevent depth division by variable w-component in shaders and divide here by far plane
  2016. if (DepthImpl::Linear == settings.m_depthImpl)
  2017. {
  2018. lightProj[ProjType::Vertical][10] /= currentSmSettings->m_far;
  2019. lightProj[ProjType::Vertical][14] /= currentSmSettings->m_far;
  2020. }
  2021. ypr[TetrahedronFaces::Green ][2] = bx::toRad(180.0f);
  2022. ypr[TetrahedronFaces::Yellow][2] = bx::toRad( 0.0f);
  2023. ypr[TetrahedronFaces::Blue ][2] = bx::toRad( 90.0f);
  2024. ypr[TetrahedronFaces::Red ][2] = bx::toRad(-90.0f);
  2025. }
  2026. const float fovx = 143.98570868f + 7.8f + settings.m_fovXAdjust;
  2027. const float fovy = 125.26438968f + 3.0f + settings.m_fovYAdjust;
  2028. const float aspect = tanf(bx::toRad(fovx*0.5f) )/tanf(bx::toRad(fovy*0.5f) );
  2029. bx::mtxProj(lightProj[ProjType::Horizontal], fovy, aspect, currentSmSettings->m_near, currentSmSettings->m_far);
  2030. //For linear depth, prevent depth division by variable w component in shaders and divide here by far plane
  2031. if (DepthImpl::Linear == settings.m_depthImpl)
  2032. {
  2033. lightProj[ProjType::Horizontal][10] /= currentSmSettings->m_far;
  2034. lightProj[ProjType::Horizontal][14] /= currentSmSettings->m_far;
  2035. }
  2036. for (uint8_t ii = 0; ii < TetrahedronFaces::Count; ++ii)
  2037. {
  2038. float mtxTmp[16];
  2039. mtxYawPitchRoll(mtxTmp, ypr[ii][0], ypr[ii][1], ypr[ii][2]);
  2040. float tmp[3] =
  2041. {
  2042. -bx::vec3Dot(pointLight.m_position.m_v, &mtxTmp[0]),
  2043. -bx::vec3Dot(pointLight.m_position.m_v, &mtxTmp[4]),
  2044. -bx::vec3Dot(pointLight.m_position.m_v, &mtxTmp[8]),
  2045. };
  2046. bx::mtxTranspose(mtxYpr[ii], mtxTmp);
  2047. memcpy(lightView[ii], mtxYpr[ii], 12*sizeof(float) );
  2048. lightView[ii][12] = tmp[0];
  2049. lightView[ii][13] = tmp[1];
  2050. lightView[ii][14] = tmp[2];
  2051. lightView[ii][15] = 1.0f;
  2052. }
  2053. }
  2054. else // LightType::DirectionalLight == settings.m_lightType
  2055. {
  2056. // Setup light view mtx.
  2057. float eye[3] =
  2058. {
  2059. -directionalLight.m_position.m_x
  2060. , -directionalLight.m_position.m_y
  2061. , -directionalLight.m_position.m_z
  2062. };
  2063. float at[3] = { 0.0f, 0.0f, 0.0f };
  2064. bx::mtxLookAt(lightView[0], eye, at);
  2065. // Compute camera inverse view mtx.
  2066. float mtxViewInv[16];
  2067. bx::mtxInverse(mtxViewInv, viewState.m_view);
  2068. // Compute split distances.
  2069. const uint8_t maxNumSplits = 4;
  2070. BX_CHECK(maxNumSplits >= settings.m_numSplits, "Error! Max num splits.");
  2071. float splitSlices[maxNumSplits*2];
  2072. splitFrustum(splitSlices, settings.m_numSplits, currentSmSettings->m_near, currentSmSettings->m_far, settings.m_splitDistribution);
  2073. // Update uniforms.
  2074. for (uint8_t ii = 0, ff = 1; ii < settings.m_numSplits; ++ii, ff+=2)
  2075. {
  2076. // This lags for 1 frame, but it's not a problem.
  2077. s_uniforms.m_csmFarDistances[ii] = splitSlices[ff];
  2078. }
  2079. float mtxProj[16];
  2080. bx::mtxOrtho(mtxProj, 1.0f, -1.0f, 1.0f, -1.0f, -currentSmSettings->m_far, currentSmSettings->m_far);
  2081. const uint8_t numCorners = 8;
  2082. float frustumCorners[maxNumSplits][numCorners][3];
  2083. for (uint8_t ii = 0, nn = 0, ff = 1; ii < settings.m_numSplits; ++ii, nn+=2, ff+=2)
  2084. {
  2085. // Compute frustum corners for one split in world space.
  2086. worldSpaceFrustumCorners( (float*)frustumCorners[ii], splitSlices[nn], splitSlices[ff], projWidth, projHeight, mtxViewInv);
  2087. float min[3] = { 9000.0f, 9000.0f, 9000.0f };
  2088. float max[3] = { -9000.0f, -9000.0f, -9000.0f };
  2089. for (uint8_t jj = 0; jj < numCorners; ++jj)
  2090. {
  2091. // Transform to light space.
  2092. float lightSpaceFrustumCorner[3];
  2093. bx::vec3MulMtx(lightSpaceFrustumCorner, frustumCorners[ii][jj], lightView[0]);
  2094. // Update bounding box.
  2095. min[0] = bx::fmin(min[0], lightSpaceFrustumCorner[0]);
  2096. max[0] = bx::fmax(max[0], lightSpaceFrustumCorner[0]);
  2097. min[1] = bx::fmin(min[1], lightSpaceFrustumCorner[1]);
  2098. max[1] = bx::fmax(max[1], lightSpaceFrustumCorner[1]);
  2099. min[2] = bx::fmin(min[2], lightSpaceFrustumCorner[2]);
  2100. max[2] = bx::fmax(max[2], lightSpaceFrustumCorner[2]);
  2101. }
  2102. float minproj[3];
  2103. float maxproj[3];
  2104. bx::vec3MulMtxH(minproj, min, mtxProj);
  2105. bx::vec3MulMtxH(maxproj, max, mtxProj);
  2106. float offsetx, offsety;
  2107. float scalex, scaley;
  2108. scalex = 2.0f / (maxproj[0] - minproj[0]);
  2109. scaley = 2.0f / (maxproj[1] - minproj[1]);
  2110. if (settings.m_stabilize)
  2111. {
  2112. const float quantizer = 64.0f;
  2113. scalex = quantizer / ceilf(quantizer / scalex);
  2114. scaley = quantizer / ceilf(quantizer / scaley);
  2115. }
  2116. offsetx = 0.5f * (maxproj[0] + minproj[0]) * scalex;
  2117. offsety = 0.5f * (maxproj[1] + minproj[1]) * scaley;
  2118. if (settings.m_stabilize)
  2119. {
  2120. const float halfSize = currentShadowMapSizef * 0.5f;
  2121. offsetx = ceilf(offsetx * halfSize) / halfSize;
  2122. offsety = ceilf(offsety * halfSize) / halfSize;
  2123. }
  2124. float mtxCrop[16];
  2125. bx::mtxIdentity(mtxCrop);
  2126. mtxCrop[ 0] = scalex;
  2127. mtxCrop[ 5] = scaley;
  2128. mtxCrop[12] = offsetx;
  2129. mtxCrop[13] = offsety;
  2130. bx::mtxMul(lightProj[ii], mtxCrop, mtxProj);
  2131. }
  2132. }
  2133. // Reset render targets.
  2134. const bgfx::FrameBufferHandle invalidRt = BGFX_INVALID_HANDLE;
  2135. for (uint32_t ii = 0; ii < RENDERVIEW_DRAWDEPTH_3_ID+1; ++ii)
  2136. {
  2137. bgfx::setViewFrameBuffer(ii, invalidRt);
  2138. }
  2139. // Determine on-screen rectangle size where depth buffer will be drawn.
  2140. uint16_t depthRectHeight = uint16_t(float(viewState.m_height) / 2.5f);
  2141. uint16_t depthRectWidth = depthRectHeight;
  2142. uint16_t depthRectX = 0;
  2143. uint16_t depthRectY = viewState.m_height - depthRectHeight;
  2144. // Setup views and render targets.
  2145. bgfx::setViewRect(0, 0, 0, viewState.m_width, viewState.m_height);
  2146. bgfx::setViewTransform(0, viewState.m_view, viewState.m_proj);
  2147. if (LightType::SpotLight == settings.m_lightType)
  2148. {
  2149. /**
  2150. * RENDERVIEW_SHADOWMAP_0_ID - Clear shadow map. (used as convenience, otherwise render_pass_1 could be cleared)
  2151. * RENDERVIEW_SHADOWMAP_1_ID - Craft shadow map.
  2152. * RENDERVIEW_VBLUR_0_ID - Vertical blur.
  2153. * RENDERVIEW_HBLUR_0_ID - Horizontal blur.
  2154. * RENDERVIEW_DRAWSCENE_0_ID - Draw scene.
  2155. * RENDERVIEW_DRAWSCENE_1_ID - Draw floor bottom.
  2156. * RENDERVIEW_DRAWDEPTH_0_ID - Draw depth buffer.
  2157. */
  2158. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_0_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2159. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_1_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2160. bgfx::setViewRect(RENDERVIEW_VBLUR_0_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2161. bgfx::setViewRect(RENDERVIEW_HBLUR_0_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2162. bgfx::setViewRect(RENDERVIEW_DRAWSCENE_0_ID, 0, 0, viewState.m_width, viewState.m_height);
  2163. bgfx::setViewRect(RENDERVIEW_DRAWSCENE_1_ID, 0, 0, viewState.m_width, viewState.m_height);
  2164. bgfx::setViewRect(RENDERVIEW_DRAWDEPTH_0_ID, depthRectX, depthRectY, depthRectWidth, depthRectHeight);
  2165. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_0_ID, screenView, screenProj);
  2166. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_1_ID, lightView[0], lightProj[ProjType::Horizontal]);
  2167. bgfx::setViewTransform(RENDERVIEW_VBLUR_0_ID, screenView, screenProj);
  2168. bgfx::setViewTransform(RENDERVIEW_HBLUR_0_ID, screenView, screenProj);
  2169. bgfx::setViewTransform(RENDERVIEW_DRAWSCENE_0_ID, viewState.m_view, viewState.m_proj);
  2170. bgfx::setViewTransform(RENDERVIEW_DRAWSCENE_1_ID, viewState.m_view, viewState.m_proj);
  2171. bgfx::setViewTransform(RENDERVIEW_DRAWDEPTH_0_ID, screenView, screenProj);
  2172. bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_0_ID, s_rtShadowMap[0]);
  2173. bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_1_ID, s_rtShadowMap[0]);
  2174. bgfx::setViewFrameBuffer(RENDERVIEW_VBLUR_0_ID, s_rtBlur);
  2175. bgfx::setViewFrameBuffer(RENDERVIEW_HBLUR_0_ID, s_rtShadowMap[0]);
  2176. }
  2177. else if (LightType::PointLight == settings.m_lightType)
  2178. {
  2179. /**
  2180. * RENDERVIEW_SHADOWMAP_0_ID - Clear entire shadow map.
  2181. * RENDERVIEW_SHADOWMAP_1_ID - Craft green tetrahedron shadow face.
  2182. * RENDERVIEW_SHADOWMAP_2_ID - Craft yellow tetrahedron shadow face.
  2183. * RENDERVIEW_SHADOWMAP_3_ID - Craft blue tetrahedron shadow face.
  2184. * RENDERVIEW_SHADOWMAP_4_ID - Craft red tetrahedron shadow face.
  2185. * RENDERVIEW_VBLUR_0_ID - Vertical blur.
  2186. * RENDERVIEW_HBLUR_0_ID - Horizontal blur.
  2187. * RENDERVIEW_DRAWSCENE_0_ID - Draw scene.
  2188. * RENDERVIEW_DRAWSCENE_1_ID - Draw floor bottom.
  2189. * RENDERVIEW_DRAWDEPTH_0_ID - Draw depth buffer.
  2190. */
  2191. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_0_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2192. if (settings.m_stencilPack)
  2193. {
  2194. const uint16_t f = currentShadowMapSize; //full size
  2195. const uint16_t h = currentShadowMapSize/2; //half size
  2196. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_1_ID, 0, 0, f, h);
  2197. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_2_ID, 0, h, f, h);
  2198. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_3_ID, 0, 0, h, f);
  2199. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_4_ID, h, 0, h, f);
  2200. }
  2201. else
  2202. {
  2203. const uint16_t h = currentShadowMapSize/2; //half size
  2204. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_1_ID, 0, 0, h, h);
  2205. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_2_ID, h, 0, h, h);
  2206. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_3_ID, 0, h, h, h);
  2207. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_4_ID, h, h, h, h);
  2208. }
  2209. bgfx::setViewRect(RENDERVIEW_VBLUR_0_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2210. bgfx::setViewRect(RENDERVIEW_HBLUR_0_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2211. bgfx::setViewRect(RENDERVIEW_DRAWSCENE_0_ID, 0, 0, viewState.m_width, viewState.m_height);
  2212. bgfx::setViewRect(RENDERVIEW_DRAWSCENE_1_ID, 0, 0, viewState.m_width, viewState.m_height);
  2213. bgfx::setViewRect(RENDERVIEW_DRAWDEPTH_0_ID, depthRectX, depthRectY, depthRectWidth, depthRectHeight);
  2214. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_0_ID, screenView, screenProj);
  2215. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_1_ID, lightView[TetrahedronFaces::Green], lightProj[ProjType::Horizontal]);
  2216. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_2_ID, lightView[TetrahedronFaces::Yellow], lightProj[ProjType::Horizontal]);
  2217. if(settings.m_stencilPack)
  2218. {
  2219. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_3_ID, lightView[TetrahedronFaces::Blue], lightProj[ProjType::Vertical]);
  2220. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_4_ID, lightView[TetrahedronFaces::Red], lightProj[ProjType::Vertical]);
  2221. }
  2222. else
  2223. {
  2224. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_3_ID, lightView[TetrahedronFaces::Blue], lightProj[ProjType::Horizontal]);
  2225. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_4_ID, lightView[TetrahedronFaces::Red], lightProj[ProjType::Horizontal]);
  2226. }
  2227. bgfx::setViewTransform(RENDERVIEW_VBLUR_0_ID, screenView, screenProj);
  2228. bgfx::setViewTransform(RENDERVIEW_HBLUR_0_ID, screenView, screenProj);
  2229. bgfx::setViewTransform(RENDERVIEW_DRAWSCENE_0_ID, viewState.m_view, viewState.m_proj);
  2230. bgfx::setViewTransform(RENDERVIEW_DRAWSCENE_1_ID, viewState.m_view, viewState.m_proj);
  2231. bgfx::setViewTransform(RENDERVIEW_DRAWDEPTH_0_ID, screenView, screenProj);
  2232. bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_0_ID, s_rtShadowMap[0]);
  2233. bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_1_ID, s_rtShadowMap[0]);
  2234. bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_2_ID, s_rtShadowMap[0]);
  2235. bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_3_ID, s_rtShadowMap[0]);
  2236. bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_4_ID, s_rtShadowMap[0]);
  2237. bgfx::setViewFrameBuffer(RENDERVIEW_VBLUR_0_ID, s_rtBlur);
  2238. bgfx::setViewFrameBuffer(RENDERVIEW_HBLUR_0_ID, s_rtShadowMap[0]);
  2239. }
  2240. else // LightType::DirectionalLight == settings.m_lightType
  2241. {
  2242. /**
  2243. * RENDERVIEW_SHADOWMAP_1_ID - Craft shadow map for first split.
  2244. * RENDERVIEW_SHADOWMAP_2_ID - Craft shadow map for second split.
  2245. * RENDERVIEW_SHADOWMAP_3_ID - Craft shadow map for third split.
  2246. * RENDERVIEW_SHADOWMAP_4_ID - Craft shadow map for fourth split.
  2247. * RENDERVIEW_VBLUR_0_ID - Vertical blur for first split.
  2248. * RENDERVIEW_HBLUR_0_ID - Horizontal blur for first split.
  2249. * RENDERVIEW_VBLUR_1_ID - Vertical blur for second split.
  2250. * RENDERVIEW_HBLUR_1_ID - Horizontal blur for second split.
  2251. * RENDERVIEW_VBLUR_2_ID - Vertical blur for third split.
  2252. * RENDERVIEW_HBLUR_2_ID - Horizontal blur for third split.
  2253. * RENDERVIEW_VBLUR_3_ID - Vertical blur for fourth split.
  2254. * RENDERVIEW_HBLUR_3_ID - Horizontal blur for fourth split.
  2255. * RENDERVIEW_DRAWSCENE_0_ID - Draw scene.
  2256. * RENDERVIEW_DRAWSCENE_1_ID - Draw floor bottom.
  2257. * RENDERVIEW_DRAWDEPTH_0_ID - Draw depth buffer for first split.
  2258. * RENDERVIEW_DRAWDEPTH_1_ID - Draw depth buffer for second split.
  2259. * RENDERVIEW_DRAWDEPTH_2_ID - Draw depth buffer for third split.
  2260. * RENDERVIEW_DRAWDEPTH_3_ID - Draw depth buffer for fourth split.
  2261. */
  2262. depthRectHeight = viewState.m_height / 3;
  2263. depthRectWidth = depthRectHeight;
  2264. depthRectX = 0;
  2265. depthRectY = viewState.m_height - depthRectHeight;
  2266. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_1_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2267. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_2_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2268. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_3_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2269. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_4_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2270. bgfx::setViewRect(RENDERVIEW_VBLUR_0_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2271. bgfx::setViewRect(RENDERVIEW_HBLUR_0_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2272. bgfx::setViewRect(RENDERVIEW_VBLUR_1_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2273. bgfx::setViewRect(RENDERVIEW_HBLUR_1_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2274. bgfx::setViewRect(RENDERVIEW_VBLUR_2_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2275. bgfx::setViewRect(RENDERVIEW_HBLUR_2_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2276. bgfx::setViewRect(RENDERVIEW_VBLUR_3_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2277. bgfx::setViewRect(RENDERVIEW_HBLUR_3_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2278. bgfx::setViewRect(RENDERVIEW_DRAWSCENE_0_ID, 0, 0, viewState.m_width, viewState.m_height);
  2279. bgfx::setViewRect(RENDERVIEW_DRAWSCENE_1_ID, 0, 0, viewState.m_width, viewState.m_height);
  2280. bgfx::setViewRect(RENDERVIEW_DRAWDEPTH_0_ID, depthRectX+(0*depthRectWidth), depthRectY, depthRectWidth, depthRectHeight);
  2281. bgfx::setViewRect(RENDERVIEW_DRAWDEPTH_1_ID, depthRectX+(1*depthRectWidth), depthRectY, depthRectWidth, depthRectHeight);
  2282. bgfx::setViewRect(RENDERVIEW_DRAWDEPTH_2_ID, depthRectX+(2*depthRectWidth), depthRectY, depthRectWidth, depthRectHeight);
  2283. bgfx::setViewRect(RENDERVIEW_DRAWDEPTH_3_ID, depthRectX+(3*depthRectWidth), depthRectY, depthRectWidth, depthRectHeight);
  2284. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_1_ID, lightView[0], lightProj[0]);
  2285. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_2_ID, lightView[0], lightProj[1]);
  2286. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_3_ID, lightView[0], lightProj[2]);
  2287. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_4_ID, lightView[0], lightProj[3]);
  2288. bgfx::setViewTransform(RENDERVIEW_VBLUR_0_ID, screenView, screenProj);
  2289. bgfx::setViewTransform(RENDERVIEW_HBLUR_0_ID, screenView, screenProj);
  2290. bgfx::setViewTransform(RENDERVIEW_VBLUR_1_ID, screenView, screenProj);
  2291. bgfx::setViewTransform(RENDERVIEW_HBLUR_1_ID, screenView, screenProj);
  2292. bgfx::setViewTransform(RENDERVIEW_VBLUR_2_ID, screenView, screenProj);
  2293. bgfx::setViewTransform(RENDERVIEW_HBLUR_2_ID, screenView, screenProj);
  2294. bgfx::setViewTransform(RENDERVIEW_VBLUR_3_ID, screenView, screenProj);
  2295. bgfx::setViewTransform(RENDERVIEW_HBLUR_3_ID, screenView, screenProj);
  2296. bgfx::setViewTransform(RENDERVIEW_DRAWSCENE_0_ID, viewState.m_view, viewState.m_proj);
  2297. bgfx::setViewTransform(RENDERVIEW_DRAWSCENE_1_ID, viewState.m_view, viewState.m_proj);
  2298. bgfx::setViewTransform(RENDERVIEW_DRAWDEPTH_0_ID, screenView, screenProj);
  2299. bgfx::setViewTransform(RENDERVIEW_DRAWDEPTH_1_ID, screenView, screenProj);
  2300. bgfx::setViewTransform(RENDERVIEW_DRAWDEPTH_2_ID, screenView, screenProj);
  2301. bgfx::setViewTransform(RENDERVIEW_DRAWDEPTH_3_ID, screenView, screenProj);
  2302. bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_1_ID, s_rtShadowMap[0]);
  2303. bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_2_ID, s_rtShadowMap[1]);
  2304. bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_3_ID, s_rtShadowMap[2]);
  2305. bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_4_ID, s_rtShadowMap[3]);
  2306. bgfx::setViewFrameBuffer(RENDERVIEW_VBLUR_0_ID, s_rtBlur); //vblur
  2307. bgfx::setViewFrameBuffer(RENDERVIEW_HBLUR_0_ID, s_rtShadowMap[0]); //hblur
  2308. bgfx::setViewFrameBuffer(RENDERVIEW_VBLUR_1_ID, s_rtBlur); //vblur
  2309. bgfx::setViewFrameBuffer(RENDERVIEW_HBLUR_1_ID, s_rtShadowMap[1]); //hblur
  2310. bgfx::setViewFrameBuffer(RENDERVIEW_VBLUR_2_ID, s_rtBlur); //vblur
  2311. bgfx::setViewFrameBuffer(RENDERVIEW_HBLUR_2_ID, s_rtShadowMap[2]); //hblur
  2312. bgfx::setViewFrameBuffer(RENDERVIEW_VBLUR_3_ID, s_rtBlur); //vblur
  2313. bgfx::setViewFrameBuffer(RENDERVIEW_HBLUR_3_ID, s_rtShadowMap[3]); //hblur
  2314. }
  2315. // Clear backbuffer at beginning.
  2316. bgfx::setViewClear(0
  2317. , BGFX_CLEAR_COLOR
  2318. | BGFX_CLEAR_DEPTH
  2319. , clearValues.m_clearRgba
  2320. , clearValues.m_clearDepth
  2321. , clearValues.m_clearStencil
  2322. );
  2323. bgfx::touch(0);
  2324. // Clear shadowmap rendertarget at beginning.
  2325. const uint8_t flags0 = (LightType::DirectionalLight == settings.m_lightType)
  2326. ? 0
  2327. : BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH | BGFX_CLEAR_STENCIL
  2328. ;
  2329. bgfx::setViewClear(RENDERVIEW_SHADOWMAP_0_ID
  2330. , flags0
  2331. , 0xfefefefe //blur fails on completely white regions
  2332. , clearValues.m_clearDepth
  2333. , clearValues.m_clearStencil
  2334. );
  2335. bgfx::touch(RENDERVIEW_SHADOWMAP_0_ID);
  2336. const uint8_t flags1 = (LightType::DirectionalLight == settings.m_lightType)
  2337. ? BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
  2338. : 0
  2339. ;
  2340. for (uint8_t ii = 0; ii < 4; ++ii)
  2341. {
  2342. bgfx::setViewClear(RENDERVIEW_SHADOWMAP_1_ID+ii
  2343. , flags1
  2344. , 0xfefefefe //blur fails on completely white regions
  2345. , clearValues.m_clearDepth
  2346. , clearValues.m_clearStencil
  2347. );
  2348. bgfx::touch(RENDERVIEW_SHADOWMAP_1_ID+ii);
  2349. }
  2350. // Render.
  2351. // Craft shadow map.
  2352. {
  2353. // Craft stencil mask for point light shadow map packing.
  2354. if(LightType::PointLight == settings.m_lightType && settings.m_stencilPack)
  2355. {
  2356. if (bgfx::checkAvailTransientVertexBuffer(6, posDecl) )
  2357. {
  2358. struct Pos
  2359. {
  2360. float m_x, m_y, m_z;
  2361. };
  2362. bgfx::TransientVertexBuffer vb;
  2363. bgfx::allocTransientVertexBuffer(&vb, 6, posDecl);
  2364. Pos* vertex = (Pos*)vb.data;
  2365. const float min = 0.0f;
  2366. const float max = 1.0f;
  2367. const float center = 0.5f;
  2368. const float zz = 0.0f;
  2369. vertex[0].m_x = min;
  2370. vertex[0].m_y = min;
  2371. vertex[0].m_z = zz;
  2372. vertex[1].m_x = max;
  2373. vertex[1].m_y = min;
  2374. vertex[1].m_z = zz;
  2375. vertex[2].m_x = center;
  2376. vertex[2].m_y = center;
  2377. vertex[2].m_z = zz;
  2378. vertex[3].m_x = center;
  2379. vertex[3].m_y = center;
  2380. vertex[3].m_z = zz;
  2381. vertex[4].m_x = max;
  2382. vertex[4].m_y = max;
  2383. vertex[4].m_z = zz;
  2384. vertex[5].m_x = min;
  2385. vertex[5].m_y = max;
  2386. vertex[5].m_z = zz;
  2387. bgfx::setState(0);
  2388. bgfx::setStencil(BGFX_STENCIL_TEST_ALWAYS
  2389. | BGFX_STENCIL_FUNC_REF(1)
  2390. | BGFX_STENCIL_FUNC_RMASK(0xff)
  2391. | BGFX_STENCIL_OP_FAIL_S_REPLACE
  2392. | BGFX_STENCIL_OP_FAIL_Z_REPLACE
  2393. | BGFX_STENCIL_OP_PASS_Z_REPLACE
  2394. );
  2395. bgfx::setVertexBuffer(&vb);
  2396. bgfx::submit(RENDERVIEW_SHADOWMAP_0_ID, s_programs.m_black);
  2397. }
  2398. }
  2399. // Draw scene into shadowmap.
  2400. uint8_t drawNum;
  2401. if (LightType::SpotLight == settings.m_lightType)
  2402. {
  2403. drawNum = 1;
  2404. }
  2405. else if (LightType::PointLight == settings.m_lightType)
  2406. {
  2407. drawNum = 4;
  2408. }
  2409. else //LightType::DirectionalLight == settings.m_lightType)
  2410. {
  2411. drawNum = settings.m_numSplits;
  2412. }
  2413. for (uint8_t ii = 0; ii < drawNum; ++ii)
  2414. {
  2415. const uint8_t viewId = RENDERVIEW_SHADOWMAP_1_ID + ii;
  2416. uint8_t renderStateIndex = RenderState::ShadowMap_PackDepth;
  2417. if(LightType::PointLight == settings.m_lightType && settings.m_stencilPack)
  2418. {
  2419. renderStateIndex = (ii < 2) ? RenderState::ShadowMap_PackDepthHoriz : RenderState::ShadowMap_PackDepthVert;
  2420. }
  2421. // Floor.
  2422. hplaneMesh.submit(viewId
  2423. , mtxFloor
  2424. , *currentSmSettings->m_progPack
  2425. , s_renderStates[renderStateIndex]
  2426. );
  2427. // Bunny.
  2428. bunnyMesh.submit(viewId
  2429. , mtxBunny
  2430. , *currentSmSettings->m_progPack
  2431. , s_renderStates[renderStateIndex]
  2432. );
  2433. // Hollow cube.
  2434. hollowcubeMesh.submit(viewId
  2435. , mtxHollowcube
  2436. , *currentSmSettings->m_progPack
  2437. , s_renderStates[renderStateIndex]
  2438. );
  2439. // Cube.
  2440. cubeMesh.submit(viewId
  2441. , mtxCube
  2442. , *currentSmSettings->m_progPack
  2443. , s_renderStates[renderStateIndex]
  2444. );
  2445. // Trees.
  2446. for (uint8_t jj = 0; jj < numTrees; ++jj)
  2447. {
  2448. treeMesh.submit(viewId
  2449. , mtxTrees[jj]
  2450. , *currentSmSettings->m_progPack
  2451. , s_renderStates[renderStateIndex]
  2452. );
  2453. }
  2454. }
  2455. }
  2456. PackDepth::Enum depthType = (SmImpl::VSM == settings.m_smImpl) ? PackDepth::VSM : PackDepth::RGBA;
  2457. bool bVsmOrEsm = (SmImpl::VSM == settings.m_smImpl) || (SmImpl::ESM == settings.m_smImpl);
  2458. // Blur shadow map.
  2459. if (bVsmOrEsm
  2460. && currentSmSettings->m_doBlur)
  2461. {
  2462. bgfx::setTexture(4, u_shadowMap[0], s_rtShadowMap[0]);
  2463. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  2464. screenSpaceQuad(currentShadowMapSizef, currentShadowMapSizef, s_flipV);
  2465. bgfx::submit(RENDERVIEW_VBLUR_0_ID, s_programs.m_vBlur[depthType]);
  2466. bgfx::setTexture(4, u_shadowMap[0], s_rtBlur);
  2467. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  2468. screenSpaceQuad(currentShadowMapSizef, currentShadowMapSizef, s_flipV);
  2469. bgfx::submit(RENDERVIEW_HBLUR_0_ID, s_programs.m_hBlur[depthType]);
  2470. if (LightType::DirectionalLight == settings.m_lightType)
  2471. {
  2472. for (uint8_t ii = 1, jj = 2; ii < settings.m_numSplits; ++ii, jj+=2)
  2473. {
  2474. const uint8_t viewId = RENDERVIEW_VBLUR_0_ID + jj;
  2475. bgfx::setTexture(4, u_shadowMap[0], s_rtShadowMap[ii]);
  2476. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  2477. screenSpaceQuad(currentShadowMapSizef, currentShadowMapSizef, s_flipV);
  2478. bgfx::submit(viewId, s_programs.m_vBlur[depthType]);
  2479. bgfx::setTexture(4, u_shadowMap[0], s_rtBlur);
  2480. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  2481. screenSpaceQuad(currentShadowMapSizef, currentShadowMapSizef, s_flipV);
  2482. bgfx::submit(viewId+1, s_programs.m_hBlur[depthType]);
  2483. }
  2484. }
  2485. }
  2486. // Draw scene.
  2487. {
  2488. // Setup shadow mtx.
  2489. float mtxShadow[16];
  2490. const float ymul = (s_flipV) ? 0.5f : -0.5f;
  2491. float zadd = (DepthImpl::Linear == settings.m_depthImpl) ? 0.0f : 0.5f;
  2492. const float mtxBias[16] =
  2493. {
  2494. 0.5f, 0.0f, 0.0f, 0.0f,
  2495. 0.0f, ymul, 0.0f, 0.0f,
  2496. 0.0f, 0.0f, 0.5f, 0.0f,
  2497. 0.5f, 0.5f, zadd, 1.0f,
  2498. };
  2499. if (LightType::SpotLight == settings.m_lightType)
  2500. {
  2501. float mtxTmp[16];
  2502. bx::mtxMul(mtxTmp, lightProj[ProjType::Horizontal], mtxBias);
  2503. bx::mtxMul(mtxShadow, lightView[0], mtxTmp); //lightViewProjBias
  2504. }
  2505. else if (LightType::PointLight == settings.m_lightType)
  2506. {
  2507. const float s = (s_flipV) ? 1.0f : -1.0f; //sign
  2508. zadd = (DepthImpl::Linear == settings.m_depthImpl) ? 0.0f : 0.5f;
  2509. const float mtxCropBias[2][TetrahedronFaces::Count][16] =
  2510. {
  2511. { // settings.m_stencilPack == false
  2512. { // D3D: Green, OGL: Blue
  2513. 0.25f, 0.0f, 0.0f, 0.0f,
  2514. 0.0f, s*0.25f, 0.0f, 0.0f,
  2515. 0.0f, 0.0f, 0.5f, 0.0f,
  2516. 0.25f, 0.25f, zadd, 1.0f,
  2517. },
  2518. { // D3D: Yellow, OGL: Red
  2519. 0.25f, 0.0f, 0.0f, 0.0f,
  2520. 0.0f, s*0.25f, 0.0f, 0.0f,
  2521. 0.0f, 0.0f, 0.5f, 0.0f,
  2522. 0.75f, 0.25f, zadd, 1.0f,
  2523. },
  2524. { // D3D: Blue, OGL: Green
  2525. 0.25f, 0.0f, 0.0f, 0.0f,
  2526. 0.0f, s*0.25f, 0.0f, 0.0f,
  2527. 0.0f, 0.0f, 0.5f, 0.0f,
  2528. 0.25f, 0.75f, zadd, 1.0f,
  2529. },
  2530. { // D3D: Red, OGL: Yellow
  2531. 0.25f, 0.0f, 0.0f, 0.0f,
  2532. 0.0f, s*0.25f, 0.0f, 0.0f,
  2533. 0.0f, 0.0f, 0.5f, 0.0f,
  2534. 0.75f, 0.75f, zadd, 1.0f,
  2535. },
  2536. },
  2537. { // settings.m_stencilPack == true
  2538. { // D3D: Red, OGL: Blue
  2539. 0.25f, 0.0f, 0.0f, 0.0f,
  2540. 0.0f, s*0.5f, 0.0f, 0.0f,
  2541. 0.0f, 0.0f, 0.5f, 0.0f,
  2542. 0.25f, 0.5f, zadd, 1.0f,
  2543. },
  2544. { // D3D: Blue, OGL: Red
  2545. 0.25f, 0.0f, 0.0f, 0.0f,
  2546. 0.0f, s*0.5f, 0.0f, 0.0f,
  2547. 0.0f, 0.0f, 0.5f, 0.0f,
  2548. 0.75f, 0.5f, zadd, 1.0f,
  2549. },
  2550. { // D3D: Green, OGL: Green
  2551. 0.5f, 0.0f, 0.0f, 0.0f,
  2552. 0.0f, s*0.25f, 0.0f, 0.0f,
  2553. 0.0f, 0.0f, 0.5f, 0.0f,
  2554. 0.5f, 0.75f, zadd, 1.0f,
  2555. },
  2556. { // D3D: Yellow, OGL: Yellow
  2557. 0.5f, 0.0f, 0.0f, 0.0f,
  2558. 0.0f, s*0.25f, 0.0f, 0.0f,
  2559. 0.0f, 0.0f, 0.5f, 0.0f,
  2560. 0.5f, 0.25f, zadd, 1.0f,
  2561. },
  2562. }
  2563. };
  2564. //Use as: [stencilPack][flipV][tetrahedronFace]
  2565. static const uint8_t cropBiasIndices[2][2][4] =
  2566. {
  2567. { // settings.m_stencilPack == false
  2568. { 0, 1, 2, 3 }, //flipV == false
  2569. { 2, 3, 0, 1 }, //flipV == true
  2570. },
  2571. { // settings.m_stencilPack == true
  2572. { 3, 2, 0, 1 }, //flipV == false
  2573. { 2, 3, 0, 1 }, //flipV == true
  2574. },
  2575. };
  2576. for (uint8_t ii = 0; ii < TetrahedronFaces::Count; ++ii)
  2577. {
  2578. ProjType::Enum projType = (settings.m_stencilPack) ? ProjType::Enum(ii>1) : ProjType::Horizontal;
  2579. uint8_t biasIndex = cropBiasIndices[settings.m_stencilPack][uint8_t(s_flipV)][ii];
  2580. float mtxTmp[16];
  2581. bx::mtxMul(mtxTmp, mtxYpr[ii], lightProj[projType]);
  2582. bx::mtxMul(shadowMapMtx[ii], mtxTmp, mtxCropBias[settings.m_stencilPack][biasIndex]); //mtxYprProjBias
  2583. }
  2584. bx::mtxTranslate(mtxShadow //lightInvTranslate
  2585. , -pointLight.m_position.m_v[0]
  2586. , -pointLight.m_position.m_v[1]
  2587. , -pointLight.m_position.m_v[2]
  2588. );
  2589. }
  2590. else //LightType::DirectionalLight == settings.m_lightType
  2591. {
  2592. for (uint8_t ii = 0; ii < settings.m_numSplits; ++ii)
  2593. {
  2594. float mtxTmp[16];
  2595. bx::mtxMul(mtxTmp, lightProj[ii], mtxBias);
  2596. bx::mtxMul(shadowMapMtx[ii], lightView[0], mtxTmp); //lViewProjCropBias
  2597. }
  2598. }
  2599. // Floor.
  2600. if (LightType::DirectionalLight != settings.m_lightType)
  2601. {
  2602. bx::mtxMul(lightMtx, mtxFloor, mtxShadow); //not needed for directional light
  2603. }
  2604. hplaneMesh.submit(RENDERVIEW_DRAWSCENE_0_ID
  2605. , mtxFloor
  2606. , *currentSmSettings->m_progDraw
  2607. , s_renderStates[RenderState::Default]
  2608. );
  2609. // Bunny.
  2610. if (LightType::DirectionalLight != settings.m_lightType)
  2611. {
  2612. bx::mtxMul(lightMtx, mtxBunny, mtxShadow);
  2613. }
  2614. bunnyMesh.submit(RENDERVIEW_DRAWSCENE_0_ID
  2615. , mtxBunny
  2616. , *currentSmSettings->m_progDraw
  2617. , s_renderStates[RenderState::Default]
  2618. );
  2619. // Hollow cube.
  2620. if (LightType::DirectionalLight != settings.m_lightType)
  2621. {
  2622. bx::mtxMul(lightMtx, mtxHollowcube, mtxShadow);
  2623. }
  2624. hollowcubeMesh.submit(RENDERVIEW_DRAWSCENE_0_ID
  2625. , mtxHollowcube
  2626. , *currentSmSettings->m_progDraw
  2627. , s_renderStates[RenderState::Default]
  2628. );
  2629. // Cube.
  2630. if (LightType::DirectionalLight != settings.m_lightType)
  2631. {
  2632. bx::mtxMul(lightMtx, mtxCube, mtxShadow);
  2633. }
  2634. cubeMesh.submit(RENDERVIEW_DRAWSCENE_0_ID
  2635. , mtxCube
  2636. , *currentSmSettings->m_progDraw
  2637. , s_renderStates[RenderState::Default]
  2638. );
  2639. // Trees.
  2640. for (uint8_t ii = 0; ii < numTrees; ++ii)
  2641. {
  2642. if (LightType::DirectionalLight != settings.m_lightType)
  2643. {
  2644. bx::mtxMul(lightMtx, mtxTrees[ii], mtxShadow);
  2645. }
  2646. treeMesh.submit(RENDERVIEW_DRAWSCENE_0_ID
  2647. , mtxTrees[ii]
  2648. , *currentSmSettings->m_progDraw
  2649. , s_renderStates[RenderState::Default]
  2650. );
  2651. }
  2652. // Lights.
  2653. if (LightType::SpotLight == settings.m_lightType || LightType::PointLight == settings.m_lightType)
  2654. {
  2655. const float lightScale[3] = { 1.5f, 1.5f, 1.5f };
  2656. float mtx[16];
  2657. mtxBillboard(mtx, viewState.m_view, pointLight.m_position.m_v, lightScale);
  2658. vplaneMesh.submit(RENDERVIEW_DRAWSCENE_0_ID
  2659. , mtx
  2660. , s_programs.m_colorTexture
  2661. , s_renderStates[RenderState::Custom_BlendLightTexture]
  2662. , texFlare
  2663. );
  2664. }
  2665. // Draw floor bottom.
  2666. float floorBottomMtx[16];
  2667. bx::mtxSRT(floorBottomMtx
  2668. , floorScale //scaleX
  2669. , floorScale //scaleY
  2670. , floorScale //scaleZ
  2671. , 0.0f //rotX
  2672. , 0.0f //rotY
  2673. , 0.0f //rotZ
  2674. , 0.0f //translateX
  2675. , -0.1f //translateY
  2676. , 0.0f //translateZ
  2677. );
  2678. hplaneMesh.submit(RENDERVIEW_DRAWSCENE_1_ID
  2679. , floorBottomMtx
  2680. , s_programs.m_texture
  2681. , s_renderStates[RenderState::Custom_DrawPlaneBottom]
  2682. , texFigure
  2683. );
  2684. }
  2685. // Draw depth rect.
  2686. if (settings.m_drawDepthBuffer)
  2687. {
  2688. bgfx::setTexture(4, u_shadowMap[0], s_rtShadowMap[0]);
  2689. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  2690. screenSpaceQuad(currentShadowMapSizef, currentShadowMapSizef, s_flipV);
  2691. bgfx::submit(RENDERVIEW_DRAWDEPTH_0_ID, s_programs.m_drawDepth[depthType]);
  2692. if (LightType::DirectionalLight == settings.m_lightType)
  2693. {
  2694. for (uint8_t ii = 1; ii < settings.m_numSplits; ++ii)
  2695. {
  2696. bgfx::setTexture(4, u_shadowMap[0], s_rtShadowMap[ii]);
  2697. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  2698. screenSpaceQuad(currentShadowMapSizef, currentShadowMapSizef, s_flipV);
  2699. bgfx::submit(RENDERVIEW_DRAWDEPTH_0_ID+ii, s_programs.m_drawDepth[depthType]);
  2700. }
  2701. }
  2702. }
  2703. // Update render target size.
  2704. shadowMapSize = 1 << uint32_t(currentSmSettings->m_sizePwrTwo);
  2705. if (bLtChanged || currentShadowMapSize != shadowMapSize)
  2706. {
  2707. currentShadowMapSize = shadowMapSize;
  2708. currentShadowMapSizef = float(int16_t(currentShadowMapSize) );
  2709. s_uniforms.m_shadowMapTexelSize = 1.0f / currentShadowMapSizef;
  2710. {
  2711. bgfx::destroyFrameBuffer(s_rtShadowMap[0]);
  2712. bgfx::TextureHandle fbtextures[] =
  2713. {
  2714. bgfx::createTexture2D(currentShadowMapSize, currentShadowMapSize, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT),
  2715. bgfx::createTexture2D(currentShadowMapSize, currentShadowMapSize, 1, bgfx::TextureFormat::D24S8),
  2716. };
  2717. s_rtShadowMap[0] = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
  2718. }
  2719. if (LightType::DirectionalLight == settings.m_lightType)
  2720. {
  2721. for (uint8_t ii = 1; ii < ShadowMapRenderTargets::Count; ++ii)
  2722. {
  2723. {
  2724. bgfx::destroyFrameBuffer(s_rtShadowMap[ii]);
  2725. bgfx::TextureHandle fbtextures[] =
  2726. {
  2727. bgfx::createTexture2D(currentShadowMapSize, currentShadowMapSize, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT),
  2728. bgfx::createTexture2D(currentShadowMapSize, currentShadowMapSize, 1, bgfx::TextureFormat::D24S8),
  2729. };
  2730. s_rtShadowMap[ii] = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
  2731. }
  2732. }
  2733. }
  2734. bgfx::destroyFrameBuffer(s_rtBlur);
  2735. s_rtBlur = bgfx::createFrameBuffer(currentShadowMapSize, currentShadowMapSize, bgfx::TextureFormat::BGRA8);
  2736. }
  2737. // Advance to next frame. Rendering thread will be kicked to
  2738. // process submitted rendering primitives.
  2739. bgfx::frame();
  2740. }
  2741. bunnyMesh.unload();
  2742. treeMesh.unload();
  2743. cubeMesh.unload();
  2744. hollowcubeMesh.unload();
  2745. hplaneMesh.unload();
  2746. vplaneMesh.unload();
  2747. bgfx::destroyTexture(texFigure);
  2748. bgfx::destroyTexture(texFieldstone);
  2749. bgfx::destroyTexture(texFlare);
  2750. for (uint8_t ii = 0; ii < ShadowMapRenderTargets::Count; ++ii)
  2751. {
  2752. bgfx::destroyFrameBuffer(s_rtShadowMap[ii]);
  2753. }
  2754. bgfx::destroyFrameBuffer(s_rtBlur);
  2755. s_programs.destroy();
  2756. bgfx::destroyUniform(u_texColor);
  2757. bgfx::destroyUniform(u_shadowMap[3]);
  2758. bgfx::destroyUniform(u_shadowMap[2]);
  2759. bgfx::destroyUniform(u_shadowMap[1]);
  2760. bgfx::destroyUniform(u_shadowMap[0]);
  2761. s_uniforms.destroy();
  2762. cameraDestroy();
  2763. imguiDestroy();
  2764. // Shutdown bgfx.
  2765. bgfx::shutdown();
  2766. return 0;
  2767. }