shadowmaps.cpp 104 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.h>
  10. #include <bx/timer.h>
  11. #include <bx/readerwriter.h>
  12. #include <bx/fpumath.h>
  13. #include "entry/entry.h"
  14. #include "camera.h"
  15. #include "imgui/imgui.h"
  16. #define RENDERVIEW_SHADOWMAP_0_ID 1
  17. #define RENDERVIEW_SHADOWMAP_1_ID 2
  18. #define RENDERVIEW_SHADOWMAP_2_ID 3
  19. #define RENDERVIEW_SHADOWMAP_3_ID 4
  20. #define RENDERVIEW_SHADOWMAP_4_ID 5
  21. #define RENDERVIEW_VBLUR_0_ID 6
  22. #define RENDERVIEW_HBLUR_0_ID 7
  23. #define RENDERVIEW_VBLUR_1_ID 8
  24. #define RENDERVIEW_HBLUR_1_ID 9
  25. #define RENDERVIEW_VBLUR_2_ID 10
  26. #define RENDERVIEW_HBLUR_2_ID 11
  27. #define RENDERVIEW_VBLUR_3_ID 12
  28. #define RENDERVIEW_HBLUR_3_ID 13
  29. #define RENDERVIEW_DRAWSCENE_0_ID 14
  30. #define RENDERVIEW_DRAWSCENE_1_ID 15
  31. #define RENDERVIEW_DRAWDEPTH_0_ID 16
  32. #define RENDERVIEW_DRAWDEPTH_1_ID 17
  33. #define RENDERVIEW_DRAWDEPTH_2_ID 18
  34. #define RENDERVIEW_DRAWDEPTH_3_ID 19
  35. uint32_t packUint32(uint8_t _x, uint8_t _y, uint8_t _z, uint8_t _w)
  36. {
  37. union
  38. {
  39. uint32_t ui32;
  40. uint8_t arr[4];
  41. } un;
  42. un.arr[0] = _x;
  43. un.arr[1] = _y;
  44. un.arr[2] = _z;
  45. un.arr[3] = _w;
  46. return un.ui32;
  47. }
  48. uint32_t packF4u(float _x, float _y = 0.0f, float _z = 0.0f, float _w = 0.0f)
  49. {
  50. const uint8_t xx = uint8_t(_x*127.0f + 128.0f);
  51. const uint8_t yy = uint8_t(_y*127.0f + 128.0f);
  52. const uint8_t zz = uint8_t(_z*127.0f + 128.0f);
  53. const uint8_t ww = uint8_t(_w*127.0f + 128.0f);
  54. return packUint32(xx, yy, zz, ww);
  55. }
  56. struct LightType
  57. {
  58. enum Enum
  59. {
  60. SpotLight,
  61. PointLight,
  62. DirectionalLight,
  63. Count
  64. };
  65. };
  66. struct DepthImpl
  67. {
  68. enum Enum
  69. {
  70. InvZ,
  71. Linear,
  72. Count
  73. };
  74. };
  75. struct PackDepth
  76. {
  77. enum Enum
  78. {
  79. RGBA,
  80. VSM,
  81. Count
  82. };
  83. };
  84. struct SmImpl
  85. {
  86. enum Enum
  87. {
  88. Hard,
  89. PCF,
  90. VSM,
  91. ESM,
  92. Count
  93. };
  94. };
  95. struct SmType
  96. {
  97. enum Enum
  98. {
  99. Single,
  100. Omni,
  101. Cascade,
  102. Count
  103. };
  104. };
  105. struct TetrahedronFaces
  106. {
  107. enum Enum
  108. {
  109. Green,
  110. Yellow,
  111. Blue,
  112. Red,
  113. Count
  114. };
  115. };
  116. struct ProjType
  117. {
  118. enum Enum
  119. {
  120. Horizontal,
  121. Vertical,
  122. Count
  123. };
  124. };
  125. struct ShadowMapRenderTargets
  126. {
  127. enum Enum
  128. {
  129. First,
  130. Second,
  131. Third,
  132. Fourth,
  133. Count
  134. };
  135. };
  136. void imguiEnum(SmImpl::Enum& _enum)
  137. {
  138. _enum = (SmImpl::Enum)imguiChoose(_enum
  139. , "Hard"
  140. , "PCF"
  141. , "VSM"
  142. , "ESM"
  143. );
  144. }
  145. void imguiEnum(DepthImpl::Enum& _enum)
  146. {
  147. _enum = (DepthImpl::Enum)imguiChoose(_enum
  148. , "InvZ"
  149. , "Linear"
  150. );
  151. }
  152. void imguiEnum(LightType::Enum& _enum)
  153. {
  154. _enum = (LightType::Enum)imguiChoose(_enum
  155. , "Spot light"
  156. , "Point light"
  157. , "Directional light"
  158. );
  159. }
  160. struct PosNormalTexcoordVertex
  161. {
  162. float m_x;
  163. float m_y;
  164. float m_z;
  165. uint32_t m_normal;
  166. float m_u;
  167. float m_v;
  168. };
  169. static const float s_texcoord = 5.0f;
  170. static PosNormalTexcoordVertex s_hplaneVertices[] =
  171. {
  172. { -1.0f, 0.0f, 1.0f, packF4u(0.0f, 1.0f, 0.0f), s_texcoord, s_texcoord },
  173. { 1.0f, 0.0f, 1.0f, packF4u(0.0f, 1.0f, 0.0f), s_texcoord, 0.0f },
  174. { -1.0f, 0.0f, -1.0f, packF4u(0.0f, 1.0f, 0.0f), 0.0f, s_texcoord },
  175. { 1.0f, 0.0f, -1.0f, packF4u(0.0f, 1.0f, 0.0f), 0.0f, 0.0f },
  176. };
  177. static PosNormalTexcoordVertex s_vplaneVertices[] =
  178. {
  179. { -1.0f, 1.0f, 0.0f, packF4u(0.0f, 0.0f, -1.0f), 1.0f, 1.0f },
  180. { 1.0f, 1.0f, 0.0f, packF4u(0.0f, 0.0f, -1.0f), 1.0f, 0.0f },
  181. { -1.0f, -1.0f, 0.0f, packF4u(0.0f, 0.0f, -1.0f), 0.0f, 1.0f },
  182. { 1.0f, -1.0f, 0.0f, packF4u(0.0f, 0.0f, -1.0f), 0.0f, 0.0f },
  183. };
  184. static const uint16_t s_planeIndices[] =
  185. {
  186. 0, 1, 2,
  187. 1, 3, 2,
  188. };
  189. static const char* s_shaderPath = NULL;
  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. static void shaderFilePath(char* _out, const char* _name)
  197. {
  198. strcpy(_out, s_shaderPath);
  199. strcat(_out, _name);
  200. strcat(_out, ".bin");
  201. }
  202. long int fsize(FILE* _file)
  203. {
  204. long int pos = ftell(_file);
  205. fseek(_file, 0L, SEEK_END);
  206. long int size = ftell(_file);
  207. fseek(_file, pos, SEEK_SET);
  208. return size;
  209. }
  210. static const bgfx::Memory* load(const char* _filePath)
  211. {
  212. FILE* file = fopen(_filePath, "rb");
  213. if (NULL != file)
  214. {
  215. uint32_t size = (uint32_t)fsize(file);
  216. const bgfx::Memory* mem = bgfx::alloc(size+1);
  217. size_t ignore = fread(mem->data, 1, size, file);
  218. BX_UNUSED(ignore);
  219. fclose(file);
  220. mem->data[mem->size-1] = '\0';
  221. return mem;
  222. }
  223. return NULL;
  224. }
  225. static const bgfx::Memory* loadShader(const char* _name)
  226. {
  227. char filePath[512];
  228. shaderFilePath(filePath, _name);
  229. return load(filePath);
  230. }
  231. static const bgfx::Memory* loadTexture(const char* _name)
  232. {
  233. char filePath[512];
  234. strcpy(filePath, "textures/");
  235. strcat(filePath, _name);
  236. return load(filePath);
  237. }
  238. static bgfx::ProgramHandle loadProgram(const char* _vsName, const char* _fsName)
  239. {
  240. const bgfx::Memory* mem;
  241. // Load vertex shader.
  242. mem = loadShader(_vsName);
  243. bgfx::ShaderHandle vsh = bgfx::createShader(mem);
  244. // Load fragment shader.
  245. mem = loadShader(_fsName);
  246. bgfx::ShaderHandle fsh = bgfx::createShader(mem);
  247. // Create program from shaders.
  248. return bgfx::createProgram(vsh, fsh, true /* destroy shaders when program is destroyed */);
  249. }
  250. void mtxBillboard(float* __restrict _result
  251. , const float* __restrict _view
  252. , const float* __restrict _pos
  253. , const float* __restrict _scale)
  254. {
  255. _result[ 0] = _view[0] * _scale[0];
  256. _result[ 1] = _view[4] * _scale[0];
  257. _result[ 2] = _view[8] * _scale[0];
  258. _result[ 3] = 0.0f;
  259. _result[ 4] = _view[1] * _scale[1];
  260. _result[ 5] = _view[5] * _scale[1];
  261. _result[ 6] = _view[9] * _scale[1];
  262. _result[ 7] = 0.0f;
  263. _result[ 8] = _view[2] * _scale[2];
  264. _result[ 9] = _view[6] * _scale[2];
  265. _result[10] = _view[10] * _scale[2];
  266. _result[11] = 0.0f;
  267. _result[12] = _pos[0];
  268. _result[13] = _pos[1];
  269. _result[14] = _pos[2];
  270. _result[15] = 1.0f;
  271. }
  272. void mtxYawPitchRoll(float* __restrict _result
  273. , float _yaw
  274. , float _pitch
  275. , float _roll
  276. )
  277. {
  278. float sroll = sinf(_roll);
  279. float croll = cosf(_roll);
  280. float spitch = sinf(_pitch);
  281. float cpitch = cosf(_pitch);
  282. float syaw = sinf(_yaw);
  283. float cyaw = cosf(_yaw);
  284. _result[ 0] = sroll * spitch * syaw + croll * cyaw;
  285. _result[ 1] = sroll * cpitch;
  286. _result[ 2] = sroll * spitch * cyaw - croll * syaw;
  287. _result[ 3] = 0.0f;
  288. _result[ 4] = croll * spitch * syaw - sroll * cyaw;
  289. _result[ 5] = croll * cpitch;
  290. _result[ 6] = croll * spitch * cyaw + sroll * syaw;
  291. _result[ 7] = 0.0f;
  292. _result[ 8] = cpitch * syaw;
  293. _result[ 9] = -spitch;
  294. _result[10] = cpitch * cyaw;
  295. _result[11] = 0.0f;
  296. _result[12] = 0.0f;
  297. _result[13] = 0.0f;
  298. _result[14] = 0.0f;
  299. _result[15] = 1.0f;
  300. }
  301. struct Material
  302. {
  303. union Ambient
  304. {
  305. struct
  306. {
  307. float m_r;
  308. float m_g;
  309. float m_b;
  310. float m_unused;
  311. };
  312. float m_v[4];
  313. };
  314. union Diffuse
  315. {
  316. struct
  317. {
  318. float m_r;
  319. float m_g;
  320. float m_b;
  321. float m_unused;
  322. };
  323. float m_v[4];
  324. };
  325. union Specular
  326. {
  327. struct
  328. {
  329. float m_r;
  330. float m_g;
  331. float m_b;
  332. float m_ns;
  333. };
  334. float m_v[4];
  335. };
  336. Ambient m_ka;
  337. Diffuse m_kd;
  338. Specular m_ks;
  339. };
  340. struct Light
  341. {
  342. union Position
  343. {
  344. struct
  345. {
  346. float m_x;
  347. float m_y;
  348. float m_z;
  349. float m_w;
  350. };
  351. float m_v[4];
  352. };
  353. union LightRgbPower
  354. {
  355. struct
  356. {
  357. float m_r;
  358. float m_g;
  359. float m_b;
  360. float m_power;
  361. };
  362. float m_v[4];
  363. };
  364. union SpotDirectionInner
  365. {
  366. struct
  367. {
  368. float m_x;
  369. float m_y;
  370. float m_z;
  371. float m_inner;
  372. };
  373. float m_v[4];
  374. };
  375. union AttenuationSpotOuter
  376. {
  377. struct
  378. {
  379. float m_attnConst;
  380. float m_attnLinear;
  381. float m_attnQuadrantic;
  382. float m_outer;
  383. };
  384. float m_v[4];
  385. };
  386. void computeViewSpaceComponents(float* _viewMtx)
  387. {
  388. bx::vec4MulMtx(m_position_viewSpace, m_position.m_v, _viewMtx);
  389. float tmp[] =
  390. {
  391. m_spotDirectionInner.m_x
  392. , m_spotDirectionInner.m_y
  393. , m_spotDirectionInner.m_z
  394. , 0.0f
  395. };
  396. bx::vec4MulMtx(m_spotDirectionInner_viewSpace, tmp, _viewMtx);
  397. m_spotDirectionInner_viewSpace[3] = m_spotDirectionInner.m_v[3];
  398. }
  399. Position m_position;
  400. float m_position_viewSpace[4];
  401. LightRgbPower m_ambientPower;
  402. LightRgbPower m_diffusePower;
  403. LightRgbPower m_specularPower;
  404. SpotDirectionInner m_spotDirectionInner;
  405. float m_spotDirectionInner_viewSpace[4];
  406. AttenuationSpotOuter m_attenuationSpotOuter;
  407. };
  408. struct Uniforms
  409. {
  410. void init()
  411. {
  412. m_ambientPass = 1.0f;
  413. m_lightningPass = 1.0f;
  414. m_shadowMapBias = 0.003f;
  415. m_shadowMapOffset = 0.0f;
  416. m_shadowMapParam0 = 0.5;
  417. m_shadowMapParam1 = 1.0;
  418. m_depthValuePow = 1.0f;
  419. m_showSmCoverage = 1.0f;
  420. m_shadowMapTexelSize = 1.0f/512.0f;
  421. m_csmFarDistances[0] = 30.0f;
  422. m_csmFarDistances[1] = 90.0f;
  423. m_csmFarDistances[2] = 180.0f;
  424. m_csmFarDistances[3] = 1000.0f;
  425. m_tetraNormalGreen[0] = 0.0f;
  426. m_tetraNormalGreen[1] = -0.57735026f;
  427. m_tetraNormalGreen[2] = 0.81649661f;
  428. m_tetraNormalYellow[0] = 0.0f;
  429. m_tetraNormalYellow[1] = -0.57735026f;
  430. m_tetraNormalYellow[2] = -0.81649661f;
  431. m_tetraNormalBlue[0] = -0.81649661f;
  432. m_tetraNormalBlue[1] = 0.57735026f;
  433. m_tetraNormalBlue[2] = 0.0f;
  434. m_tetraNormalRed[0] = 0.81649661f;
  435. m_tetraNormalRed[1] = 0.57735026f;
  436. m_tetraNormalRed[2] = 0.0f;
  437. m_XNum = 2.0f;
  438. m_YNum = 2.0f;
  439. m_XOffset = 10.0f/512.0f;
  440. m_YOffset = 10.0f/512.0f;
  441. u_params0 = bgfx::createUniform("u_params0", bgfx::UniformType::Uniform4fv);
  442. u_params1 = bgfx::createUniform("u_params1", bgfx::UniformType::Uniform4fv);
  443. u_params2 = bgfx::createUniform("u_params2", bgfx::UniformType::Uniform4fv);
  444. u_color = bgfx::createUniform("u_color", bgfx::UniformType::Uniform4fv);
  445. u_smSamplingParams = bgfx::createUniform("u_smSamplingParams", bgfx::UniformType::Uniform4fv);
  446. u_csmFarDistances = bgfx::createUniform("u_csmFarDistances", bgfx::UniformType::Uniform4fv);
  447. u_lightMtx = bgfx::createUniform("u_lightMtx", bgfx::UniformType::Uniform4x4fv);
  448. u_tetraNormalGreen = bgfx::createUniform("u_tetraNormalGreen", bgfx::UniformType::Uniform3fv);
  449. u_tetraNormalYellow = bgfx::createUniform("u_tetraNormalYellow", bgfx::UniformType::Uniform3fv);
  450. u_tetraNormalBlue = bgfx::createUniform("u_tetraNormalBlue", bgfx::UniformType::Uniform3fv);
  451. u_tetraNormalRed = bgfx::createUniform("u_tetraNormalRed", bgfx::UniformType::Uniform3fv);
  452. u_shadowMapMtx0 = bgfx::createUniform("u_shadowMapMtx0", bgfx::UniformType::Uniform4x4fv);
  453. u_shadowMapMtx1 = bgfx::createUniform("u_shadowMapMtx1", bgfx::UniformType::Uniform4x4fv);
  454. u_shadowMapMtx2 = bgfx::createUniform("u_shadowMapMtx2", bgfx::UniformType::Uniform4x4fv);
  455. u_shadowMapMtx3 = bgfx::createUniform("u_shadowMapMtx3", bgfx::UniformType::Uniform4x4fv);
  456. u_lightPosition = bgfx::createUniform("u_lightPosition", bgfx::UniformType::Uniform4fv);
  457. u_lightAmbientPower = bgfx::createUniform("u_lightAmbientPower", bgfx::UniformType::Uniform4fv);
  458. u_lightDiffusePower = bgfx::createUniform("u_lightDiffusePower", bgfx::UniformType::Uniform4fv);
  459. u_lightSpecularPower = bgfx::createUniform("u_lightSpecularPower", bgfx::UniformType::Uniform4fv);
  460. u_lightSpotDirectionInner = bgfx::createUniform("u_lightSpotDirectionInner", bgfx::UniformType::Uniform4fv);
  461. u_lightAttenuationSpotOuter = bgfx::createUniform("u_lightAttenuationSpotOuter", bgfx::UniformType::Uniform4fv);
  462. u_materialKa = bgfx::createUniform("u_materialKa", bgfx::UniformType::Uniform4fv);
  463. u_materialKd = bgfx::createUniform("u_materialKd", bgfx::UniformType::Uniform4fv);
  464. u_materialKs = bgfx::createUniform("u_materialKs", bgfx::UniformType::Uniform4fv);
  465. }
  466. void setPtrs(Material* _materialPtr, Light* _lightPtr, float* _colorPtr, float* _lightMtxPtr, float* _shadowMapMtx0, float* _shadowMapMtx1, float* _shadowMapMtx2, float* _shadowMapMtx3)
  467. {
  468. m_lightMtxPtr = _lightMtxPtr;
  469. m_colorPtr = _colorPtr;
  470. m_materialPtr = _materialPtr;
  471. m_lightPtr = _lightPtr;
  472. m_shadowMapMtx0 = _shadowMapMtx0;
  473. m_shadowMapMtx1 = _shadowMapMtx1;
  474. m_shadowMapMtx2 = _shadowMapMtx2;
  475. m_shadowMapMtx3 = _shadowMapMtx3;
  476. }
  477. // Call this once at initialization.
  478. void submitConstUniforms()
  479. {
  480. bgfx::setUniform(u_tetraNormalGreen, m_tetraNormalGreen);
  481. bgfx::setUniform(u_tetraNormalYellow, m_tetraNormalYellow);
  482. bgfx::setUniform(u_tetraNormalBlue, m_tetraNormalBlue);
  483. bgfx::setUniform(u_tetraNormalRed, m_tetraNormalRed);
  484. }
  485. // Call this once per frame.
  486. void submitPerFrameUniforms()
  487. {
  488. bgfx::setUniform(u_params1, m_params1);
  489. bgfx::setUniform(u_params2, m_params2);
  490. bgfx::setUniform(u_smSamplingParams, m_paramsBlur);
  491. bgfx::setUniform(u_csmFarDistances, m_csmFarDistances);
  492. bgfx::setUniform(u_materialKa, &m_materialPtr->m_ka);
  493. bgfx::setUniform(u_materialKd, &m_materialPtr->m_kd);
  494. bgfx::setUniform(u_materialKs, &m_materialPtr->m_ks);
  495. bgfx::setUniform(u_lightPosition, &m_lightPtr->m_position_viewSpace);
  496. bgfx::setUniform(u_lightAmbientPower, &m_lightPtr->m_ambientPower);
  497. bgfx::setUniform(u_lightDiffusePower, &m_lightPtr->m_diffusePower);
  498. bgfx::setUniform(u_lightSpecularPower, &m_lightPtr->m_specularPower);
  499. bgfx::setUniform(u_lightSpotDirectionInner, &m_lightPtr->m_spotDirectionInner_viewSpace);
  500. bgfx::setUniform(u_lightAttenuationSpotOuter, &m_lightPtr->m_attenuationSpotOuter);
  501. }
  502. // Call this before each draw call.
  503. void submitPerDrawUniforms()
  504. {
  505. bgfx::setUniform(u_shadowMapMtx0, m_shadowMapMtx0);
  506. bgfx::setUniform(u_shadowMapMtx1, m_shadowMapMtx1);
  507. bgfx::setUniform(u_shadowMapMtx2, m_shadowMapMtx2);
  508. bgfx::setUniform(u_shadowMapMtx3, m_shadowMapMtx3);
  509. bgfx::setUniform(u_params0, m_params0);
  510. bgfx::setUniform(u_lightMtx, m_lightMtxPtr);
  511. bgfx::setUniform(u_color, m_colorPtr);
  512. }
  513. void destroy()
  514. {
  515. bgfx::destroyUniform(u_params0);
  516. bgfx::destroyUniform(u_params1);
  517. bgfx::destroyUniform(u_params2);
  518. bgfx::destroyUniform(u_color);
  519. bgfx::destroyUniform(u_smSamplingParams);
  520. bgfx::destroyUniform(u_csmFarDistances);
  521. bgfx::destroyUniform(u_materialKa);
  522. bgfx::destroyUniform(u_materialKd);
  523. bgfx::destroyUniform(u_materialKs);
  524. bgfx::destroyUniform(u_tetraNormalGreen);
  525. bgfx::destroyUniform(u_tetraNormalYellow);
  526. bgfx::destroyUniform(u_tetraNormalBlue);
  527. bgfx::destroyUniform(u_tetraNormalRed);
  528. bgfx::destroyUniform(u_shadowMapMtx0);
  529. bgfx::destroyUniform(u_shadowMapMtx1);
  530. bgfx::destroyUniform(u_shadowMapMtx2);
  531. bgfx::destroyUniform(u_shadowMapMtx3);
  532. bgfx::destroyUniform(u_lightMtx);
  533. bgfx::destroyUniform(u_lightPosition);
  534. bgfx::destroyUniform(u_lightAmbientPower);
  535. bgfx::destroyUniform(u_lightDiffusePower);
  536. bgfx::destroyUniform(u_lightSpecularPower);
  537. bgfx::destroyUniform(u_lightSpotDirectionInner);
  538. bgfx::destroyUniform(u_lightAttenuationSpotOuter);
  539. }
  540. union
  541. {
  542. struct
  543. {
  544. float m_ambientPass;
  545. float m_lightningPass;
  546. float m_unused00;
  547. float m_unused01;
  548. };
  549. float m_params0[4];
  550. };
  551. union
  552. {
  553. struct
  554. {
  555. float m_shadowMapBias;
  556. float m_shadowMapOffset;
  557. float m_shadowMapParam0;
  558. float m_shadowMapParam1;
  559. };
  560. float m_params1[4];
  561. };
  562. union
  563. {
  564. struct
  565. {
  566. float m_depthValuePow;
  567. float m_showSmCoverage;
  568. float m_shadowMapTexelSize;
  569. float m_unused23;
  570. };
  571. float m_params2[4];
  572. };
  573. union
  574. {
  575. struct
  576. {
  577. float m_XNum;
  578. float m_YNum;
  579. float m_XOffset;
  580. float m_YOffset;
  581. };
  582. float m_paramsBlur[4];
  583. };
  584. float m_tetraNormalGreen[3];
  585. float m_tetraNormalYellow[3];
  586. float m_tetraNormalBlue[3];
  587. float m_tetraNormalRed[3];
  588. float m_csmFarDistances[4];
  589. float* m_lightMtxPtr;
  590. float* m_colorPtr;
  591. Light* m_lightPtr;
  592. float* m_shadowMapMtx0;
  593. float* m_shadowMapMtx1;
  594. float* m_shadowMapMtx2;
  595. float* m_shadowMapMtx3;
  596. Material* m_materialPtr;
  597. private:
  598. bgfx::UniformHandle u_params0;
  599. bgfx::UniformHandle u_params1;
  600. bgfx::UniformHandle u_params2;
  601. bgfx::UniformHandle u_color;
  602. bgfx::UniformHandle u_smSamplingParams;
  603. bgfx::UniformHandle u_csmFarDistances;
  604. bgfx::UniformHandle u_materialKa;
  605. bgfx::UniformHandle u_materialKd;
  606. bgfx::UniformHandle u_materialKs;
  607. bgfx::UniformHandle u_tetraNormalGreen;
  608. bgfx::UniformHandle u_tetraNormalYellow;
  609. bgfx::UniformHandle u_tetraNormalBlue;
  610. bgfx::UniformHandle u_tetraNormalRed;
  611. bgfx::UniformHandle u_shadowMapMtx0;
  612. bgfx::UniformHandle u_shadowMapMtx1;
  613. bgfx::UniformHandle u_shadowMapMtx2;
  614. bgfx::UniformHandle u_shadowMapMtx3;
  615. bgfx::UniformHandle u_lightMtx;
  616. bgfx::UniformHandle u_lightPosition;
  617. bgfx::UniformHandle u_lightAmbientPower;
  618. bgfx::UniformHandle u_lightDiffusePower;
  619. bgfx::UniformHandle u_lightSpecularPower;
  620. bgfx::UniformHandle u_lightSpotDirectionInner;
  621. bgfx::UniformHandle u_lightAttenuationSpotOuter;
  622. };
  623. static Uniforms s_uniforms;
  624. struct RenderState
  625. {
  626. enum Enum
  627. {
  628. Default = 0,
  629. ShadowMap_PackDepth,
  630. ShadowMap_PackDepthHoriz,
  631. ShadowMap_PackDepthVert,
  632. Custom_BlendLightTexture,
  633. Custom_DrawPlaneBottom,
  634. Count
  635. };
  636. uint64_t m_state;
  637. uint32_t m_blendFactorRgba;
  638. uint32_t m_fstencil;
  639. uint32_t m_bstencil;
  640. };
  641. static RenderState s_renderStates[RenderState::Count] =
  642. {
  643. { // Default
  644. 0
  645. | BGFX_STATE_RGB_WRITE
  646. | BGFX_STATE_ALPHA_WRITE
  647. | BGFX_STATE_DEPTH_TEST_LESS
  648. | BGFX_STATE_DEPTH_WRITE
  649. | BGFX_STATE_CULL_CCW
  650. | BGFX_STATE_MSAA
  651. , UINT32_MAX
  652. , BGFX_STENCIL_NONE
  653. , BGFX_STENCIL_NONE
  654. },
  655. { // ShadowMap_PackDepth
  656. 0
  657. | BGFX_STATE_RGB_WRITE
  658. | BGFX_STATE_ALPHA_WRITE
  659. | BGFX_STATE_DEPTH_WRITE
  660. | BGFX_STATE_DEPTH_TEST_LESS
  661. | BGFX_STATE_CULL_CCW
  662. | BGFX_STATE_MSAA
  663. , UINT32_MAX
  664. , BGFX_STENCIL_NONE
  665. , BGFX_STENCIL_NONE
  666. },
  667. { // ShadowMap_PackDepthHoriz
  668. 0
  669. | BGFX_STATE_RGB_WRITE
  670. | BGFX_STATE_ALPHA_WRITE
  671. | BGFX_STATE_DEPTH_WRITE
  672. | BGFX_STATE_DEPTH_TEST_LESS
  673. | BGFX_STATE_CULL_CCW
  674. | BGFX_STATE_MSAA
  675. , UINT32_MAX
  676. , BGFX_STENCIL_TEST_EQUAL
  677. | BGFX_STENCIL_FUNC_REF(1)
  678. | BGFX_STENCIL_FUNC_RMASK(0xff)
  679. | BGFX_STENCIL_OP_FAIL_S_KEEP
  680. | BGFX_STENCIL_OP_FAIL_Z_KEEP
  681. | BGFX_STENCIL_OP_PASS_Z_KEEP
  682. , BGFX_STENCIL_NONE
  683. },
  684. { // ShadowMap_PackDepthVert
  685. 0
  686. | BGFX_STATE_RGB_WRITE
  687. | BGFX_STATE_ALPHA_WRITE
  688. | BGFX_STATE_DEPTH_WRITE
  689. | BGFX_STATE_DEPTH_TEST_LESS
  690. | BGFX_STATE_CULL_CCW
  691. | BGFX_STATE_MSAA
  692. , UINT32_MAX
  693. , BGFX_STENCIL_TEST_EQUAL
  694. | BGFX_STENCIL_FUNC_REF(0)
  695. | BGFX_STENCIL_FUNC_RMASK(0xff)
  696. | BGFX_STENCIL_OP_FAIL_S_KEEP
  697. | BGFX_STENCIL_OP_FAIL_Z_KEEP
  698. | BGFX_STENCIL_OP_PASS_Z_KEEP
  699. , BGFX_STENCIL_NONE
  700. },
  701. { // Custom_BlendLightTexture
  702. BGFX_STATE_RGB_WRITE
  703. | BGFX_STATE_ALPHA_WRITE
  704. | BGFX_STATE_DEPTH_WRITE
  705. | BGFX_STATE_DEPTH_TEST_LESS
  706. | BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_SRC_COLOR, BGFX_STATE_BLEND_INV_SRC_COLOR)
  707. | BGFX_STATE_CULL_CCW
  708. | BGFX_STATE_MSAA
  709. , UINT32_MAX
  710. , BGFX_STENCIL_NONE
  711. , BGFX_STENCIL_NONE
  712. },
  713. { // Custom_DrawPlaneBottom
  714. BGFX_STATE_RGB_WRITE
  715. | BGFX_STATE_CULL_CW
  716. | BGFX_STATE_MSAA
  717. , UINT32_MAX
  718. , BGFX_STENCIL_NONE
  719. , BGFX_STENCIL_NONE
  720. },
  721. };
  722. struct ViewState
  723. {
  724. ViewState(uint32_t _width = 1280, uint32_t _height = 720)
  725. : m_width(_width)
  726. , m_height(_height)
  727. {
  728. }
  729. uint32_t m_width;
  730. uint32_t m_height;
  731. float m_view[16];
  732. float m_proj[16];
  733. };
  734. struct ClearValues
  735. {
  736. ClearValues(uint32_t _clearRgba = 0x30303000
  737. , float _clearDepth = 1.0f
  738. , uint8_t _clearStencil = 0
  739. )
  740. : m_clearRgba(_clearRgba)
  741. , m_clearDepth(_clearDepth)
  742. , m_clearStencil(_clearStencil)
  743. {
  744. }
  745. uint32_t m_clearRgba;
  746. float m_clearDepth;
  747. uint8_t m_clearStencil;
  748. };
  749. struct Aabb
  750. {
  751. float m_min[3];
  752. float m_max[3];
  753. };
  754. struct Obb
  755. {
  756. float m_mtx[16];
  757. };
  758. struct Sphere
  759. {
  760. float m_center[3];
  761. float m_radius;
  762. };
  763. struct Primitive
  764. {
  765. uint32_t m_startIndex;
  766. uint32_t m_numIndices;
  767. uint32_t m_startVertex;
  768. uint32_t m_numVertices;
  769. Sphere m_sphere;
  770. Aabb m_aabb;
  771. Obb m_obb;
  772. };
  773. typedef std::vector<Primitive> PrimitiveArray;
  774. struct Group
  775. {
  776. Group()
  777. {
  778. reset();
  779. }
  780. void reset()
  781. {
  782. m_vbh.idx = bgfx::invalidHandle;
  783. m_ibh.idx = bgfx::invalidHandle;
  784. m_prims.clear();
  785. }
  786. bgfx::VertexBufferHandle m_vbh;
  787. bgfx::IndexBufferHandle m_ibh;
  788. Sphere m_sphere;
  789. Aabb m_aabb;
  790. Obb m_obb;
  791. PrimitiveArray m_prims;
  792. };
  793. namespace bgfx
  794. {
  795. int32_t read(bx::ReaderI* _reader, bgfx::VertexDecl& _decl);
  796. }
  797. struct Mesh
  798. {
  799. void load(const void* _vertices, uint32_t _numVertices, const bgfx::VertexDecl _decl, const uint16_t* _indices, uint32_t _numIndices)
  800. {
  801. Group group;
  802. const bgfx::Memory* mem;
  803. uint32_t size;
  804. size = _numVertices*_decl.getStride();
  805. mem = bgfx::makeRef(_vertices, size);
  806. group.m_vbh = bgfx::createVertexBuffer(mem, _decl);
  807. size = _numIndices*2;
  808. mem = bgfx::makeRef(_indices, size);
  809. group.m_ibh = bgfx::createIndexBuffer(mem);
  810. //TODO:
  811. // group.m_sphere = ...
  812. // group.m_aabb = ...
  813. // group.m_obb = ...
  814. // group.m_prims = ...
  815. m_groups.push_back(group);
  816. }
  817. void load(const char* _filePath)
  818. {
  819. #define BGFX_CHUNK_MAGIC_VB BX_MAKEFOURCC('V', 'B', ' ', 0x1)
  820. #define BGFX_CHUNK_MAGIC_IB BX_MAKEFOURCC('I', 'B', ' ', 0x0)
  821. #define BGFX_CHUNK_MAGIC_PRI BX_MAKEFOURCC('P', 'R', 'I', 0x0)
  822. bx::CrtFileReader reader;
  823. reader.open(_filePath);
  824. Group group;
  825. uint32_t chunk;
  826. while (4 == bx::read(&reader, chunk) )
  827. {
  828. switch (chunk)
  829. {
  830. case BGFX_CHUNK_MAGIC_VB:
  831. {
  832. bx::read(&reader, group.m_sphere);
  833. bx::read(&reader, group.m_aabb);
  834. bx::read(&reader, group.m_obb);
  835. bgfx::read(&reader, m_decl);
  836. uint16_t stride = m_decl.getStride();
  837. uint16_t numVertices;
  838. bx::read(&reader, numVertices);
  839. const bgfx::Memory* mem = bgfx::alloc(numVertices*stride);
  840. bx::read(&reader, mem->data, mem->size);
  841. group.m_vbh = bgfx::createVertexBuffer(mem, m_decl);
  842. }
  843. break;
  844. case BGFX_CHUNK_MAGIC_IB:
  845. {
  846. uint32_t numIndices;
  847. bx::read(&reader, numIndices);
  848. const bgfx::Memory* mem = bgfx::alloc(numIndices*2);
  849. bx::read(&reader, mem->data, mem->size);
  850. group.m_ibh = bgfx::createIndexBuffer(mem);
  851. }
  852. break;
  853. case BGFX_CHUNK_MAGIC_PRI:
  854. {
  855. uint16_t len;
  856. bx::read(&reader, len);
  857. std::string material;
  858. material.resize(len);
  859. bx::read(&reader, const_cast<char*>(material.c_str() ), len);
  860. uint16_t num;
  861. bx::read(&reader, num);
  862. for (uint32_t ii = 0; ii < num; ++ii)
  863. {
  864. bx::read(&reader, len);
  865. std::string name;
  866. name.resize(len);
  867. bx::read(&reader, const_cast<char*>(name.c_str() ), len);
  868. Primitive prim;
  869. bx::read(&reader, prim.m_startIndex);
  870. bx::read(&reader, prim.m_numIndices);
  871. bx::read(&reader, prim.m_startVertex);
  872. bx::read(&reader, prim.m_numVertices);
  873. bx::read(&reader, prim.m_sphere);
  874. bx::read(&reader, prim.m_aabb);
  875. bx::read(&reader, prim.m_obb);
  876. group.m_prims.push_back(prim);
  877. }
  878. m_groups.push_back(group);
  879. group.reset();
  880. }
  881. break;
  882. default:
  883. DBG("%08x at %d", chunk, reader.seek() );
  884. break;
  885. }
  886. }
  887. reader.close();
  888. }
  889. void unload()
  890. {
  891. for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it)
  892. {
  893. const Group& group = *it;
  894. bgfx::destroyVertexBuffer(group.m_vbh);
  895. if (bgfx::invalidHandle != group.m_ibh.idx)
  896. {
  897. bgfx::destroyIndexBuffer(group.m_ibh);
  898. }
  899. }
  900. m_groups.clear();
  901. }
  902. void submit(uint8_t _viewId, float* _mtx, bgfx::ProgramHandle _program, const RenderState& _renderState)
  903. {
  904. bgfx::TextureHandle texture = BGFX_INVALID_HANDLE;
  905. submit(_viewId, _mtx, _program, _renderState, texture);
  906. }
  907. void submit(uint8_t _viewId, float* _mtx, bgfx::ProgramHandle _program, const RenderState& _renderState, bgfx::TextureHandle _texture)
  908. {
  909. for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it)
  910. {
  911. const Group& group = *it;
  912. // Set uniforms.
  913. s_uniforms.submitPerDrawUniforms();
  914. // Set model matrix for rendering.
  915. bgfx::setTransform(_mtx);
  916. bgfx::setProgram(_program);
  917. bgfx::setIndexBuffer(group.m_ibh);
  918. bgfx::setVertexBuffer(group.m_vbh);
  919. // Set textures.
  920. if (bgfx::invalidHandle != _texture.idx)
  921. {
  922. bgfx::setTexture(0, u_texColor, _texture);
  923. }
  924. for (uint8_t ii = 0; ii < ShadowMapRenderTargets::Count; ++ii)
  925. {
  926. bgfx::setTexture(4 + ii, u_shadowMap[ii], s_rtShadowMap[ii]);
  927. }
  928. // Apply render state.
  929. bgfx::setStencil(_renderState.m_fstencil, _renderState.m_bstencil);
  930. bgfx::setState(_renderState.m_state, _renderState.m_blendFactorRgba);
  931. // Submit.
  932. bgfx::submit(_viewId);
  933. }
  934. }
  935. bgfx::VertexDecl m_decl;
  936. typedef std::vector<Group> GroupArray;
  937. GroupArray m_groups;
  938. };
  939. struct PosColorTexCoord0Vertex
  940. {
  941. float m_x;
  942. float m_y;
  943. float m_z;
  944. uint32_t m_rgba;
  945. float m_u;
  946. float m_v;
  947. static void init()
  948. {
  949. ms_decl
  950. .begin()
  951. .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
  952. .add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
  953. .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
  954. .end();
  955. }
  956. static bgfx::VertexDecl ms_decl;
  957. };
  958. bgfx::VertexDecl PosColorTexCoord0Vertex::ms_decl;
  959. void screenSpaceQuad(float _textureWidth, float _textureHeight, bool _originBottomLeft = true, float _width = 1.0f, float _height = 1.0f)
  960. {
  961. if (bgfx::checkAvailTransientVertexBuffer(3, PosColorTexCoord0Vertex::ms_decl) )
  962. {
  963. bgfx::TransientVertexBuffer vb;
  964. bgfx::allocTransientVertexBuffer(&vb, 3, PosColorTexCoord0Vertex::ms_decl);
  965. PosColorTexCoord0Vertex* vertex = (PosColorTexCoord0Vertex*)vb.data;
  966. const float zz = 0.0f;
  967. const float minx = -_width;
  968. const float maxx = _width;
  969. const float miny = 0.0f;
  970. const float maxy = _height*2.0f;
  971. const float texelHalfW = s_texelHalf/_textureWidth;
  972. const float texelHalfH = s_texelHalf/_textureHeight;
  973. const float minu = -1.0f + texelHalfW;
  974. const float maxu = 1.0f + texelHalfW;
  975. float minv = texelHalfH;
  976. float maxv = 2.0f + texelHalfH;
  977. if (_originBottomLeft)
  978. {
  979. std::swap(minv, maxv);
  980. minv -= 1.0f;
  981. maxv -= 1.0f;
  982. }
  983. vertex[0].m_x = minx;
  984. vertex[0].m_y = miny;
  985. vertex[0].m_z = zz;
  986. vertex[0].m_rgba = 0xffffffff;
  987. vertex[0].m_u = minu;
  988. vertex[0].m_v = minv;
  989. vertex[1].m_x = maxx;
  990. vertex[1].m_y = miny;
  991. vertex[1].m_z = zz;
  992. vertex[1].m_rgba = 0xffffffff;
  993. vertex[1].m_u = maxu;
  994. vertex[1].m_v = minv;
  995. vertex[2].m_x = maxx;
  996. vertex[2].m_y = maxy;
  997. vertex[2].m_z = zz;
  998. vertex[2].m_rgba = 0xffffffff;
  999. vertex[2].m_u = maxu;
  1000. vertex[2].m_v = maxv;
  1001. bgfx::setVertexBuffer(&vb);
  1002. }
  1003. }
  1004. void worldSpaceFrustumCorners(float* _corners24f
  1005. , float _near
  1006. , float _far
  1007. , float _projWidth
  1008. , float _projHeight
  1009. , const float* __restrict _invViewMtx
  1010. )
  1011. {
  1012. // Define frustum corners in view space.
  1013. const float nw = _near * _projWidth;
  1014. const float nh = _near * _projHeight;
  1015. const float fw = _far * _projWidth;
  1016. const float fh = _far * _projHeight;
  1017. const uint8_t numCorners = 8;
  1018. const float corners[numCorners][3] =
  1019. {
  1020. { -nw, nh, _near },
  1021. { nw, nh, _near },
  1022. { nw, -nh, _near },
  1023. { -nw, -nh, _near },
  1024. { -fw, fh, _far },
  1025. { fw, fh, _far },
  1026. { fw, -fh, _far },
  1027. { -fw, -fh, _far },
  1028. };
  1029. // Convert them to world space.
  1030. float (*out)[3] = (float(*)[3])_corners24f;
  1031. for (uint8_t ii = 0; ii < numCorners; ++ii)
  1032. {
  1033. bx::vec3MulMtx( (float*)&out[ii], (float*)&corners[ii], _invViewMtx);
  1034. }
  1035. }
  1036. /**
  1037. * _splits = { near0, far0, near1, far1... nearN, farN }
  1038. * N = _numSplits
  1039. */
  1040. void splitFrustum(float* _splits, uint8_t _numSplits, float _near, float _far, float _splitWeight = 0.75f)
  1041. {
  1042. const float l = _splitWeight;
  1043. const float ratio = _far/_near;
  1044. const int8_t numSlices = _numSplits*2;
  1045. const float numSlicesf = float(numSlices);
  1046. // First slice.
  1047. _splits[0] = _near;
  1048. for (uint8_t nn = 2, ff = 1; nn < numSlices; nn+=2, ff+=2)
  1049. {
  1050. float si = float(int8_t(ff) ) / numSlicesf;
  1051. const float nearp = l*(_near*powf(ratio, si) ) + (1 - l)*(_near + (_far - _near)*si);
  1052. _splits[nn] = nearp; //near
  1053. _splits[ff] = nearp * 1.005f; //far from previous split
  1054. }
  1055. // Last slice.
  1056. _splits[numSlices-1] = _far;
  1057. }
  1058. struct Programs
  1059. {
  1060. void init()
  1061. {
  1062. // Misc.
  1063. m_black = loadProgram("vs_shadowmaps_color", "fs_shadowmaps_color_black");
  1064. m_texture = loadProgram("vs_shadowmaps_texture", "fs_shadowmaps_texture");
  1065. m_colorTexture = loadProgram("vs_shadowmaps_color_texture", "fs_shadowmaps_color_texture");
  1066. // Blur.
  1067. m_vBlur[PackDepth::RGBA] = loadProgram("vs_shadowmaps_vblur", "fs_shadowmaps_vblur");
  1068. m_hBlur[PackDepth::RGBA] = loadProgram("vs_shadowmaps_hblur", "fs_shadowmaps_hblur");
  1069. m_vBlur[PackDepth::VSM] = loadProgram("vs_shadowmaps_vblur", "fs_shadowmaps_vblur_vsm");
  1070. m_hBlur[PackDepth::VSM] = loadProgram("vs_shadowmaps_hblur", "fs_shadowmaps_hblur_vsm");
  1071. // Draw depth.
  1072. m_drawDepth[PackDepth::RGBA] = loadProgram("vs_shadowmaps_unpackdepth", "fs_shadowmaps_unpackdepth");
  1073. m_drawDepth[PackDepth::VSM] = loadProgram("vs_shadowmaps_unpackdepth", "fs_shadowmaps_unpackdepth_vsm");
  1074. // Pack depth.
  1075. m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] = loadProgram("vs_shadowmaps_packdepth", "fs_shadowmaps_packdepth");
  1076. m_packDepth[DepthImpl::InvZ][PackDepth::VSM] = loadProgram("vs_shadowmaps_packdepth", "fs_shadowmaps_packdepth_vsm");
  1077. m_packDepth[DepthImpl::Linear][PackDepth::RGBA] = loadProgram("vs_shadowmaps_packdepth_linear", "fs_shadowmaps_packdepth_linear");
  1078. m_packDepth[DepthImpl::Linear][PackDepth::VSM] = loadProgram("vs_shadowmaps_packdepth_linear", "fs_shadowmaps_packdepth_vsm_linear");
  1079. // Color lightning.
  1080. m_colorLightning[SmType::Single][DepthImpl::InvZ][SmImpl::Hard] = loadProgram("vs_shadowmaps_color_lightning", "fs_shadowmaps_color_lightning_hard");
  1081. m_colorLightning[SmType::Single][DepthImpl::InvZ][SmImpl::PCF] = loadProgram("vs_shadowmaps_color_lightning", "fs_shadowmaps_color_lightning_pcf");
  1082. m_colorLightning[SmType::Single][DepthImpl::InvZ][SmImpl::VSM] = loadProgram("vs_shadowmaps_color_lightning", "fs_shadowmaps_color_lightning_vsm");
  1083. m_colorLightning[SmType::Single][DepthImpl::InvZ][SmImpl::ESM] = loadProgram("vs_shadowmaps_color_lightning", "fs_shadowmaps_color_lightning_esm");
  1084. m_colorLightning[SmType::Single][DepthImpl::Linear][SmImpl::Hard] = loadProgram("vs_shadowmaps_color_lightning_linear", "fs_shadowmaps_color_lightning_hard_linear");
  1085. m_colorLightning[SmType::Single][DepthImpl::Linear][SmImpl::PCF] = loadProgram("vs_shadowmaps_color_lightning_linear", "fs_shadowmaps_color_lightning_pcf_linear");
  1086. m_colorLightning[SmType::Single][DepthImpl::Linear][SmImpl::VSM] = loadProgram("vs_shadowmaps_color_lightning_linear", "fs_shadowmaps_color_lightning_vsm_linear");
  1087. m_colorLightning[SmType::Single][DepthImpl::Linear][SmImpl::ESM] = loadProgram("vs_shadowmaps_color_lightning_linear", "fs_shadowmaps_color_lightning_esm_linear");
  1088. m_colorLightning[SmType::Omni][DepthImpl::InvZ][SmImpl::Hard] = loadProgram("vs_shadowmaps_color_lightning_omni", "fs_shadowmaps_color_lightning_hard_omni");
  1089. m_colorLightning[SmType::Omni][DepthImpl::InvZ][SmImpl::PCF] = loadProgram("vs_shadowmaps_color_lightning_omni", "fs_shadowmaps_color_lightning_pcf_omni");
  1090. m_colorLightning[SmType::Omni][DepthImpl::InvZ][SmImpl::VSM] = loadProgram("vs_shadowmaps_color_lightning_omni", "fs_shadowmaps_color_lightning_vsm_omni");
  1091. m_colorLightning[SmType::Omni][DepthImpl::InvZ][SmImpl::ESM] = loadProgram("vs_shadowmaps_color_lightning_omni", "fs_shadowmaps_color_lightning_esm_omni");
  1092. m_colorLightning[SmType::Omni][DepthImpl::Linear][SmImpl::Hard] = loadProgram("vs_shadowmaps_color_lightning_linear_omni", "fs_shadowmaps_color_lightning_hard_linear_omni");
  1093. m_colorLightning[SmType::Omni][DepthImpl::Linear][SmImpl::PCF] = loadProgram("vs_shadowmaps_color_lightning_linear_omni", "fs_shadowmaps_color_lightning_pcf_linear_omni");
  1094. m_colorLightning[SmType::Omni][DepthImpl::Linear][SmImpl::VSM] = loadProgram("vs_shadowmaps_color_lightning_linear_omni", "fs_shadowmaps_color_lightning_vsm_linear_omni");
  1095. m_colorLightning[SmType::Omni][DepthImpl::Linear][SmImpl::ESM] = loadProgram("vs_shadowmaps_color_lightning_linear_omni", "fs_shadowmaps_color_lightning_esm_linear_omni");
  1096. m_colorLightning[SmType::Cascade][DepthImpl::InvZ][SmImpl::Hard] = loadProgram("vs_shadowmaps_color_lightning_csm", "fs_shadowmaps_color_lightning_hard_csm");
  1097. m_colorLightning[SmType::Cascade][DepthImpl::InvZ][SmImpl::PCF] = loadProgram("vs_shadowmaps_color_lightning_csm", "fs_shadowmaps_color_lightning_pcf_csm");
  1098. m_colorLightning[SmType::Cascade][DepthImpl::InvZ][SmImpl::VSM] = loadProgram("vs_shadowmaps_color_lightning_csm", "fs_shadowmaps_color_lightning_vsm_csm");
  1099. m_colorLightning[SmType::Cascade][DepthImpl::InvZ][SmImpl::ESM] = loadProgram("vs_shadowmaps_color_lightning_csm", "fs_shadowmaps_color_lightning_esm_csm");
  1100. m_colorLightning[SmType::Cascade][DepthImpl::Linear][SmImpl::Hard] = loadProgram("vs_shadowmaps_color_lightning_linear_csm", "fs_shadowmaps_color_lightning_hard_linear_csm");
  1101. m_colorLightning[SmType::Cascade][DepthImpl::Linear][SmImpl::PCF] = loadProgram("vs_shadowmaps_color_lightning_linear_csm", "fs_shadowmaps_color_lightning_pcf_linear_csm");
  1102. m_colorLightning[SmType::Cascade][DepthImpl::Linear][SmImpl::VSM] = loadProgram("vs_shadowmaps_color_lightning_linear_csm", "fs_shadowmaps_color_lightning_vsm_linear_csm");
  1103. m_colorLightning[SmType::Cascade][DepthImpl::Linear][SmImpl::ESM] = loadProgram("vs_shadowmaps_color_lightning_linear_csm", "fs_shadowmaps_color_lightning_esm_linear_csm");
  1104. }
  1105. void destroy()
  1106. {
  1107. // Color lightning.
  1108. for (uint8_t ii = 0; ii < SmType::Count; ++ii)
  1109. {
  1110. for (uint8_t jj = 0; jj < DepthImpl::Count; ++jj)
  1111. {
  1112. for (uint8_t kk = 0; kk < SmImpl::Count; ++kk)
  1113. {
  1114. bgfx::destroyProgram(m_colorLightning[ii][jj][kk]);
  1115. }
  1116. }
  1117. }
  1118. // Pack depth.
  1119. for (uint8_t ii = 0; ii < DepthImpl::Count; ++ii)
  1120. {
  1121. for (uint8_t jj = 0; jj < PackDepth::Count; ++jj)
  1122. {
  1123. bgfx::destroyProgram(m_packDepth[ii][jj]);
  1124. }
  1125. }
  1126. // Draw depth.
  1127. for (uint8_t ii = 0; ii < PackDepth::Count; ++ii)
  1128. {
  1129. bgfx::destroyProgram(m_drawDepth[ii]);
  1130. }
  1131. // Hblur.
  1132. for (uint8_t ii = 0; ii < PackDepth::Count; ++ii)
  1133. {
  1134. bgfx::destroyProgram(m_hBlur[ii]);
  1135. }
  1136. // Vblur.
  1137. for (uint8_t ii = 0; ii < PackDepth::Count; ++ii)
  1138. {
  1139. bgfx::destroyProgram(m_vBlur[ii]);
  1140. }
  1141. // Misc.
  1142. bgfx::destroyProgram(m_colorTexture);
  1143. bgfx::destroyProgram(m_texture);
  1144. bgfx::destroyProgram(m_black);
  1145. }
  1146. bgfx::ProgramHandle m_black;
  1147. bgfx::ProgramHandle m_texture;
  1148. bgfx::ProgramHandle m_colorTexture;
  1149. bgfx::ProgramHandle m_vBlur[PackDepth::Count];
  1150. bgfx::ProgramHandle m_hBlur[PackDepth::Count];
  1151. bgfx::ProgramHandle m_drawDepth[PackDepth::Count];
  1152. bgfx::ProgramHandle m_packDepth[DepthImpl::Count][PackDepth::Count];
  1153. bgfx::ProgramHandle m_colorLightning[SmType::Count][DepthImpl::Count][SmImpl::Count];
  1154. };
  1155. static Programs s_programs;
  1156. struct ShadowMapSettings
  1157. {
  1158. #define IMGUI_FLOAT_PARAM(_name) float _name, _name##Min, _name##Max, _name##Step
  1159. IMGUI_FLOAT_PARAM(m_sizePwrTwo);
  1160. IMGUI_FLOAT_PARAM(m_depthValuePow);
  1161. IMGUI_FLOAT_PARAM(m_near);
  1162. IMGUI_FLOAT_PARAM(m_far);
  1163. IMGUI_FLOAT_PARAM(m_bias);
  1164. IMGUI_FLOAT_PARAM(m_normalOffset);
  1165. IMGUI_FLOAT_PARAM(m_customParam0);
  1166. IMGUI_FLOAT_PARAM(m_customParam1);
  1167. IMGUI_FLOAT_PARAM(m_xNum);
  1168. IMGUI_FLOAT_PARAM(m_yNum);
  1169. IMGUI_FLOAT_PARAM(m_xOffset);
  1170. IMGUI_FLOAT_PARAM(m_yOffset);
  1171. bool m_doBlur;
  1172. bgfx::ProgramHandle* m_progPack;
  1173. bgfx::ProgramHandle* m_progDraw;
  1174. #undef IMGUI_FLOAT_PARAM
  1175. };
  1176. int _main_(int /*_argc*/, char** /*_argv*/)
  1177. {
  1178. uint32_t debug = BGFX_DEBUG_TEXT;
  1179. uint32_t reset = BGFX_RESET_VSYNC;
  1180. ViewState viewState(1280, 720);
  1181. ClearValues clearValues(0x00000000, 1.0f, 0);
  1182. bgfx::init();
  1183. bgfx::reset(viewState.m_width, viewState.m_height, reset);
  1184. // Enable debug text.
  1185. bgfx::setDebug(debug);
  1186. // Setup root path for binary shaders. Shader binaries are different
  1187. // for each renderer.
  1188. switch (bgfx::getRendererType() )
  1189. {
  1190. default:
  1191. case bgfx::RendererType::Direct3D9:
  1192. s_shaderPath = "shaders/dx9/";
  1193. s_texelHalf = 0.5f;
  1194. break;
  1195. case bgfx::RendererType::Direct3D11:
  1196. s_shaderPath = "shaders/dx11/";
  1197. break;
  1198. case bgfx::RendererType::OpenGL:
  1199. s_shaderPath = "shaders/glsl/";
  1200. s_flipV = true;
  1201. break;
  1202. case bgfx::RendererType::OpenGLES:
  1203. s_shaderPath = "shaders/gles/";
  1204. s_flipV = true;
  1205. break;
  1206. }
  1207. // Imgui.
  1208. FILE* file = fopen("font/droidsans.ttf", "rb");
  1209. uint32_t size = (uint32_t)fsize(file);
  1210. void* data = malloc(size);
  1211. size_t ignore = fread(data, 1, size, file);
  1212. BX_UNUSED(ignore);
  1213. fclose(file);
  1214. imguiCreate(data);
  1215. free(data);
  1216. // Uniforms.
  1217. s_uniforms.init();
  1218. u_texColor = bgfx::createUniform("u_texColor", bgfx::UniformType::Uniform1iv);
  1219. u_shadowMap[0] = bgfx::createUniform("u_shadowMap0", bgfx::UniformType::Uniform1iv);
  1220. u_shadowMap[1] = bgfx::createUniform("u_shadowMap1", bgfx::UniformType::Uniform1iv);
  1221. u_shadowMap[2] = bgfx::createUniform("u_shadowMap2", bgfx::UniformType::Uniform1iv);
  1222. u_shadowMap[3] = bgfx::createUniform("u_shadowMap3", bgfx::UniformType::Uniform1iv);
  1223. // Programs.
  1224. s_programs.init();
  1225. // Vertex declarations.
  1226. bgfx::VertexDecl PosNormalTexcoordDecl;
  1227. PosNormalTexcoordDecl.begin()
  1228. .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
  1229. .add(bgfx::Attrib::Normal, 4, bgfx::AttribType::Uint8, true, true)
  1230. .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
  1231. .end();
  1232. bgfx::VertexDecl posDecl;
  1233. posDecl.begin();
  1234. posDecl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float);
  1235. posDecl.end();
  1236. PosColorTexCoord0Vertex::init();
  1237. // Textures.
  1238. const bgfx::Memory* mem;
  1239. mem = loadTexture("figure-rgba.dds");
  1240. bgfx::TextureHandle texFigure = bgfx::createTexture(mem);
  1241. mem = loadTexture("flare.dds");
  1242. bgfx::TextureHandle texFlare = bgfx::createTexture(mem);
  1243. mem = loadTexture("fieldstone-rgba.dds");
  1244. bgfx::TextureHandle texFieldstone = bgfx::createTexture(mem);
  1245. // Meshes.
  1246. Mesh bunnyMesh;
  1247. Mesh treeMesh;
  1248. Mesh cubeMesh;
  1249. Mesh hollowcubeMesh;
  1250. Mesh hplaneMesh;
  1251. Mesh vplaneMesh;
  1252. bunnyMesh.load("meshes/bunny.bin");
  1253. treeMesh.load("meshes/tree.bin");
  1254. cubeMesh.load("meshes/cube.bin");
  1255. hollowcubeMesh.load("meshes/hollowcube.bin");
  1256. hplaneMesh.load(s_hplaneVertices, BX_COUNTOF(s_hplaneVertices), PosNormalTexcoordDecl, s_planeIndices, BX_COUNTOF(s_planeIndices) );
  1257. vplaneMesh.load(s_vplaneVertices, BX_COUNTOF(s_vplaneVertices), PosNormalTexcoordDecl, s_planeIndices, BX_COUNTOF(s_planeIndices) );
  1258. // Materials.
  1259. Material defaultMaterial =
  1260. {
  1261. { { 1.0f, 1.0f, 1.0f, 0.0f } }, //ambient
  1262. { { 1.0f, 1.0f, 1.0f, 0.0f } }, //diffuse
  1263. { { 1.0f, 1.0f, 1.0f, 0.0f } }, //specular, exponent
  1264. };
  1265. // Lights.
  1266. Light pointLight =
  1267. {
  1268. { { 0.0f, 0.0f, 0.0f, 1.0f } }, //position
  1269. { 0.0f, 0.0f, 0.0f, 0.0f }, //-ignore
  1270. { { 1.0f, 1.0f, 1.0f, 0.0f } }, //ambient
  1271. { { 1.0f, 1.0f, 1.0f, 850.0f } }, //diffuse
  1272. { { 1.0f, 1.0f, 1.0f, 0.0f } }, //specular
  1273. { { 0.0f,-0.4f,-0.6f, 0.0f } }, //spotdirection, spotexponent
  1274. { 0.0f, 0.0f, 0.0f, 0.0f }, //-ignore
  1275. { { 1.0f, 0.0f, 1.0f, 91.0f } }, //attenuation, spotcutoff
  1276. };
  1277. Light directionalLight =
  1278. {
  1279. { { 0.5f,-1.0f, 0.1f, 0.0f } }, //position
  1280. { 0.0f, 0.0f, 0.0f, 0.0f }, //-ignore
  1281. { { 1.0f, 1.0f, 1.0f, 0.02f } }, //ambient
  1282. { { 1.0f, 1.0f, 1.0f, 0.4f } }, //diffuse
  1283. { { 1.0f, 1.0f, 1.0f, 0.0f } }, //specular
  1284. { { 0.0f, 0.0f, 0.0f, 1.0f } }, //spotdirection, spotexponent
  1285. { 0.0f, 0.0f, 0.0f, 0.0f }, //-ignore
  1286. { { 0.0f, 0.0f, 0.0f, 1.0f } }, //attenuation, spotcutoff
  1287. };
  1288. // Setup uniforms.
  1289. float color[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
  1290. float lightMtx[16];
  1291. float shadowMapMtx[ShadowMapRenderTargets::Count][16];
  1292. s_uniforms.setPtrs(&defaultMaterial
  1293. , &pointLight
  1294. , color
  1295. , lightMtx
  1296. , &shadowMapMtx[ShadowMapRenderTargets::First][0]
  1297. , &shadowMapMtx[ShadowMapRenderTargets::Second][0]
  1298. , &shadowMapMtx[ShadowMapRenderTargets::Third][0]
  1299. , &shadowMapMtx[ShadowMapRenderTargets::Fourth][0]
  1300. );
  1301. s_uniforms.submitConstUniforms();
  1302. // Settings.
  1303. ShadowMapSettings smSettings[LightType::Count][DepthImpl::Count][SmImpl::Count] =
  1304. {
  1305. { //LightType::Spot
  1306. { //DepthImpl::InvZ
  1307. { //SmImpl::Hard
  1308. 10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1309. , 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1310. , 1.0f, 1.0f, 10.0f, 1.0f // m_near
  1311. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1312. , 0.0035f, 0.0f, 0.01f, 0.00001f // m_bias
  1313. , 0.0012f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1314. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1315. , 500.0f, 1.0f, 1000.0f, 1.0f // m_customParam1
  1316. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1317. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1318. , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
  1319. , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
  1320. , true // m_doBlur
  1321. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
  1322. , &s_programs.m_colorLightning[SmType::Single][DepthImpl::InvZ][SmImpl::Hard] //m_progDraw
  1323. },
  1324. { //SmImpl::PCF
  1325. 10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1326. , 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1327. , 1.0f, 1.0f, 99.0f, 1.0f // m_near
  1328. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1329. , 0.007f, 0.0f, 0.01f, 0.00001f // m_bias
  1330. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1331. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1332. , 500.0f, 1.0f, 1000.0f, 1.0f // m_customParam1
  1333. , 2.0f, 0.0f, 8.0f, 1.0f // m_xNum
  1334. , 2.0f, 0.0f, 8.0f, 1.0f // m_yNum
  1335. , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
  1336. , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
  1337. , true // m_doBlur
  1338. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
  1339. , &s_programs.m_colorLightning[SmType::Single][DepthImpl::InvZ][SmImpl::PCF] //m_progDraw
  1340. },
  1341. { //SmImpl::VSM
  1342. 10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1343. , 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1344. , 8.0f, 1.0f, 10.0f, 1.0f // m_near
  1345. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1346. , 0.045f, 0.0f, 0.1f, 0.00001f // m_bias
  1347. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1348. , 0.02f, 0.0f, 0.04f, 0.00001f // m_customParam0
  1349. , 450.0f, 1.0f, 1000.0f, 1.0f // m_customParam1
  1350. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1351. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1352. , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
  1353. , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
  1354. , true // m_doBlur
  1355. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::VSM] //m_progPack
  1356. , &s_programs.m_colorLightning[SmType::Single][DepthImpl::InvZ][SmImpl::VSM] //m_progDraw
  1357. },
  1358. { //SmImpl::ESM
  1359. 10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1360. , 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1361. , 3.0f, 1.0f, 10.0f, 0.01f // m_near
  1362. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1363. , 0.02f, 0.0f, 0.3f, 0.00001f // m_bias
  1364. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1365. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1366. , 9000.0f, 1.0f, 15000.0f, 1.0f // m_customParam1
  1367. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1368. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1369. , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
  1370. , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
  1371. , true // m_doBlur
  1372. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
  1373. , &s_programs.m_colorLightning[SmType::Single][DepthImpl::InvZ][SmImpl::ESM] //m_progDraw
  1374. }
  1375. },
  1376. { //DepthImpl::Linear
  1377. { //SmImpl::Hard
  1378. 10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1379. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1380. , 1.0f, 1.0f, 10.0f, 1.0f // m_near
  1381. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1382. , 0.0025f, 0.0f, 0.01f, 0.00001f // m_bias
  1383. , 0.0012f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1384. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1385. , 500.0f, 1.0f, 1000.0f, 1.0f // m_customParam1
  1386. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1387. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1388. , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
  1389. , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
  1390. , true // m_doBlur
  1391. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
  1392. , &s_programs.m_colorLightning[SmType::Single][DepthImpl::Linear][SmImpl::Hard] //m_progDraw
  1393. },
  1394. { //SmImpl::PCF
  1395. 10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1396. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1397. , 1.0f, 1.0f, 99.0f, 1.0f // m_near
  1398. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1399. , 0.0025f, 0.0f, 0.01f, 0.00001f // m_bias
  1400. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1401. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1402. , 2000.0f, 1.0f, 2000.0f, 1.0f // m_customParam1
  1403. , 2.0f, 0.0f, 8.0f, 1.0f // m_xNum
  1404. , 2.0f, 0.0f, 8.0f, 1.0f // m_yNum
  1405. , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
  1406. , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
  1407. , true // m_doBlur
  1408. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
  1409. , &s_programs.m_colorLightning[SmType::Single][DepthImpl::Linear][SmImpl::PCF] //m_progDraw
  1410. },
  1411. { //SmImpl::VSM
  1412. 10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1413. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1414. , 1.0f, 1.0f, 10.0f, 1.0f // m_near
  1415. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1416. , 0.006f, 0.0f, 0.01f, 0.00001f // m_bias
  1417. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1418. , 0.02f, 0.0f, 0.1f, 0.00001f // m_customParam0
  1419. , 300.0f, 1.0f, 1500.0f, 1.0f // m_customParam1
  1420. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1421. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1422. , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
  1423. , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
  1424. , true // m_doBlur
  1425. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::VSM] //m_progPack
  1426. , &s_programs.m_colorLightning[SmType::Single][DepthImpl::Linear][SmImpl::VSM] //m_progDraw
  1427. },
  1428. { //SmImpl::ESM
  1429. 10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1430. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1431. , 1.0f, 1.0f, 10.0f, 0.01f // m_near
  1432. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1433. , 0.0055f, 0.0f, 0.01f, 0.00001f // m_bias
  1434. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1435. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1436. , 2500.0f, 1.0f, 5000.0f, 1.0f // m_customParam1
  1437. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1438. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1439. , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
  1440. , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
  1441. , true // m_doBlur
  1442. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
  1443. , &s_programs.m_colorLightning[SmType::Single][DepthImpl::Linear][SmImpl::ESM] //m_progDraw
  1444. }
  1445. }
  1446. },
  1447. { //LightType::Point
  1448. { //DepthImpl::InvZ
  1449. { //SmImpl::Hard
  1450. 12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo
  1451. , 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1452. , 1.0f, 1.0f, 10.0f, 1.0f // m_near
  1453. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1454. , 0.006f, 0.0f, 0.01f, 0.00001f // m_bias
  1455. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1456. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1457. , 50.0f, 1.0f, 300.0f, 1.0f // m_customParam1
  1458. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1459. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1460. , 0.25f, 0.0f, 2.0f, 0.001f // m_xOffset
  1461. , 0.25f, 0.0f, 2.0f, 0.001f // m_yOffset
  1462. , true // m_doBlur
  1463. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
  1464. , &s_programs.m_colorLightning[SmType::Omni][DepthImpl::InvZ][SmImpl::Hard] //m_progDraw
  1465. },
  1466. { //SmImpl::PCF
  1467. 12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo
  1468. , 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1469. , 1.0f, 1.0f, 99.0f, 1.0f // m_near
  1470. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1471. , 0.004f, 0.0f, 0.01f, 0.00001f // m_bias
  1472. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1473. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1474. , 50.0f, 1.0f, 300.0f, 1.0f // m_customParam1
  1475. , 2.0f, 0.0f, 8.0f, 1.0f // m_xNum
  1476. , 2.0f, 0.0f, 8.0f, 1.0f // m_yNum
  1477. , 1.0f, 0.0f, 3.0f, 0.001f // m_xOffset
  1478. , 1.0f, 0.0f, 3.0f, 0.001f // m_yOffset
  1479. , true // m_doBlur
  1480. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
  1481. , &s_programs.m_colorLightning[SmType::Omni][DepthImpl::InvZ][SmImpl::PCF] //m_progDraw
  1482. },
  1483. { //SmImpl::VSM
  1484. 12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo
  1485. , 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1486. , 8.0f, 1.0f, 10.0f, 1.0f // m_near
  1487. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1488. , 0.055f, 0.0f, 0.1f, 0.00001f // m_bias
  1489. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1490. , 0.02f, 0.0f, 0.04f, 0.00001f // m_customParam0
  1491. , 450.0f, 1.0f, 900.0f, 1.0f // m_customParam1
  1492. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1493. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1494. , 0.25f, 0.0f, 2.0f, 0.001f // m_xOffset
  1495. , 0.25f, 0.0f, 2.0f, 0.001f // m_yOffset
  1496. , true // m_doBlur
  1497. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::VSM] //m_progPack
  1498. , &s_programs.m_colorLightning[SmType::Omni][DepthImpl::InvZ][SmImpl::VSM] //m_progDraw
  1499. },
  1500. { //SmImpl::ESM
  1501. 12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo
  1502. , 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1503. , 3.0f, 1.0f, 10.0f, 0.01f // m_near
  1504. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1505. , 0.035f, 0.0f, 0.1f, 0.00001f // m_bias
  1506. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1507. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1508. , 9000.0f, 1.0f, 15000.0f, 1.0f // m_customParam1
  1509. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1510. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1511. , 0.25f, 0.0f, 2.0f, 0.001f // m_xOffset
  1512. , 0.25f, 0.0f, 2.0f, 0.001f // m_yOffset
  1513. , true // m_doBlur
  1514. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
  1515. , &s_programs.m_colorLightning[SmType::Omni][DepthImpl::InvZ][SmImpl::ESM] //m_progDraw
  1516. }
  1517. },
  1518. { //DepthImpl::Linear
  1519. { //SmImpl::Hard
  1520. 12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo
  1521. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1522. , 1.0f, 1.0f, 10.0f, 1.0f // m_near
  1523. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1524. , 0.003f, 0.0f, 0.01f, 0.00001f // m_bias
  1525. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1526. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1527. , 120.0f, 1.0f, 300.0f, 1.0f // m_customParam1
  1528. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1529. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1530. , 0.25f, 0.0f, 2.0f, 0.001f // m_xOffset
  1531. , 0.25f, 0.0f, 2.0f, 0.001f // m_yOffset
  1532. , true // m_doBlur
  1533. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
  1534. , &s_programs.m_colorLightning[SmType::Omni][DepthImpl::Linear][SmImpl::Hard] //m_progDraw
  1535. },
  1536. { //SmImpl::PCF
  1537. 12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo
  1538. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1539. , 1.0f, 1.0f, 99.0f, 1.0f // m_near
  1540. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1541. , 0.0035f, 0.0f, 0.01f, 0.00001f // m_bias
  1542. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1543. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1544. , 120.0f, 1.0f, 300.0f, 1.0f // m_customParam1
  1545. , 2.0f, 0.0f, 8.0f, 1.0f // m_xNum
  1546. , 2.0f, 0.0f, 8.0f, 1.0f // m_yNum
  1547. , 1.0f, 0.0f, 3.0f, 0.001f // m_xOffset
  1548. , 1.0f, 0.0f, 3.0f, 0.001f // m_yOffset
  1549. , true // m_doBlur
  1550. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
  1551. , &s_programs.m_colorLightning[SmType::Omni][DepthImpl::Linear][SmImpl::PCF] //m_progDraw
  1552. },
  1553. { //SmImpl::VSM
  1554. 12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo
  1555. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1556. , 1.0f, 1.0f, 10.0f, 1.0f // m_near
  1557. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1558. , 0.006f, 0.0f, 0.1f, 0.00001f // m_bias
  1559. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1560. , 0.02f, 0.0f, 0.1f, 0.00001f // m_customParam0
  1561. , 400.0f, 1.0f, 900.0f, 1.0f // m_customParam1
  1562. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1563. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1564. , 0.25f, 0.0f, 2.0f, 0.001f // m_xOffset
  1565. , 0.25f, 0.0f, 2.0f, 0.001f // m_yOffset
  1566. , true // m_doBlur
  1567. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::VSM] //m_progPack
  1568. , &s_programs.m_colorLightning[SmType::Omni][DepthImpl::Linear][SmImpl::VSM] //m_progDraw
  1569. },
  1570. { //SmImpl::ESM
  1571. 12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo
  1572. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1573. , 1.0f, 1.0f, 10.0f, 0.01f // m_near
  1574. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1575. , 0.007f, 0.0f, 0.01f, 0.00001f // m_bias
  1576. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1577. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1578. , 8000.0f, 1.0f, 15000.0f, 1.0f // m_customParam1
  1579. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1580. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1581. , 0.25f, 0.0f, 2.0f, 0.001f // m_xOffset
  1582. , 0.25f, 0.0f, 2.0f, 0.001f // m_yOffset
  1583. , true // m_doBlur
  1584. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
  1585. , &s_programs.m_colorLightning[SmType::Omni][DepthImpl::Linear][SmImpl::ESM] //m_progDraw
  1586. }
  1587. }
  1588. },
  1589. { //LightType::Directional
  1590. { //DepthImpl::InvZ
  1591. { //SmImpl::Hard
  1592. 11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1593. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1594. , 1.0f, 1.0f, 10.0f, 1.0f // m_near
  1595. , 550.0f, 100.0f, 2000.0f, 50.0f // m_far
  1596. , 0.0012f, 0.0f, 0.01f, 0.00001f // m_bias
  1597. , 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset
  1598. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1599. , 200.0f, 1.0f, 400.0f, 1.0f // m_customParam1
  1600. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1601. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1602. , 0.2f, 0.0f, 1.0f, 0.01f // m_xOffset
  1603. , 0.2f, 0.0f, 1.0f, 0.01f // m_yOffset
  1604. , true // m_doBlur
  1605. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
  1606. , &s_programs.m_colorLightning[SmType::Cascade][DepthImpl::InvZ][SmImpl::Hard] //m_progDraw
  1607. },
  1608. { //SmImpl::PCF
  1609. 11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1610. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1611. , 1.0f, 1.0f, 99.0f, 1.0f // m_near
  1612. , 550.0f, 100.0f, 2000.0f, 50.0f // m_far
  1613. , 0.0012f, 0.0f, 0.01f, 0.00001f // m_bias
  1614. , 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset
  1615. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1616. , 200.0f, 1.0f, 400.0f, 1.0f // m_customParam1
  1617. , 2.0f, 0.0f, 8.0f, 1.0f // m_xNum
  1618. , 2.0f, 0.0f, 8.0f, 1.0f // m_yNum
  1619. , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
  1620. , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
  1621. , true // m_doBlur
  1622. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
  1623. , &s_programs.m_colorLightning[SmType::Cascade][DepthImpl::InvZ][SmImpl::PCF] //m_progDraw
  1624. },
  1625. { //SmImpl::VSM
  1626. 11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1627. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1628. , 1.0f, 1.0f, 10.0f, 1.0f // m_near
  1629. , 550.0f, 100.0f, 2000.0f, 50.0f // m_far
  1630. , 0.004f, 0.0f, 0.01f, 0.00001f // m_bias
  1631. , 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset
  1632. , 0.02f, 0.0f, 0.04f, 0.00001f // m_customParam0
  1633. , 2500.0f, 1.0f, 5000.0f, 1.0f // m_customParam1
  1634. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1635. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1636. , 0.2f, 0.0f, 1.0f, 0.01f // m_xOffset
  1637. , 0.2f, 0.0f, 1.0f, 0.01f // m_yOffset
  1638. , true // m_doBlur
  1639. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::VSM] //m_progPack
  1640. , &s_programs.m_colorLightning[SmType::Cascade][DepthImpl::InvZ][SmImpl::VSM] //m_progDraw
  1641. },
  1642. { //SmImpl::ESM
  1643. 11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1644. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1645. , 1.0f, 1.0f, 10.0f, 0.01f // m_near
  1646. , 550.0f, 100.0f, 2000.0f, 50.0f // m_far
  1647. , 0.004f, 0.0f, 0.01f, 0.00001f // m_bias
  1648. , 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset
  1649. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1650. , 9500.0f, 1.0f, 15000.0f, 1.0f // m_customParam1
  1651. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1652. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1653. , 0.2f, 0.0f, 1.0f, 0.01f // m_xOffset
  1654. , 0.2f, 0.0f, 1.0f, 0.01f // m_yOffset
  1655. , true // m_doBlur
  1656. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
  1657. , &s_programs.m_colorLightning[SmType::Cascade][DepthImpl::InvZ][SmImpl::ESM] //m_progDraw
  1658. }
  1659. },
  1660. { //DepthImpl::Linear
  1661. { //SmImpl::Hard
  1662. 11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1663. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1664. , 1.0f, 1.0f, 10.0f, 1.0f // m_near
  1665. , 550.0f, 100.0f, 2000.0f, 50.0f // m_far
  1666. , 0.0012f, 0.0f, 0.01f, 0.00001f // m_bias
  1667. , 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset
  1668. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1669. , 500.0f, 1.0f, 1000.0f, 1.0f // m_customParam1
  1670. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1671. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1672. , 0.2f, 0.0f, 1.0f, 0.01f // m_xOffset
  1673. , 0.2f, 0.0f, 1.0f, 0.01f // m_yOffset
  1674. , true // m_doBlur
  1675. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
  1676. , &s_programs.m_colorLightning[SmType::Cascade][DepthImpl::Linear][SmImpl::Hard] //m_progDraw
  1677. },
  1678. { //SmImpl::PCF
  1679. 11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1680. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1681. , 1.0f, 1.0f, 99.0f, 1.0f // m_near
  1682. , 550.0f, 100.0f, 2000.0f, 50.0f // m_far
  1683. , 0.0012f, 0.0f, 0.01f, 0.00001f // m_bias
  1684. , 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset
  1685. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1686. , 200.0f, 1.0f, 400.0f, 1.0f // m_customParam1
  1687. , 2.0f, 0.0f, 8.0f, 1.0f // m_xNum
  1688. , 2.0f, 0.0f, 8.0f, 1.0f // m_yNum
  1689. , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
  1690. , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
  1691. , true // m_doBlur
  1692. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
  1693. , &s_programs.m_colorLightning[SmType::Cascade][DepthImpl::Linear][SmImpl::PCF] //m_progDraw
  1694. },
  1695. { //SmImpl::VSM
  1696. 11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1697. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1698. , 1.0f, 1.0f, 10.0f, 1.0f // m_near
  1699. , 550.0f, 100.0f, 2000.0f, 50.0f // m_far
  1700. , 0.004f, 0.0f, 0.01f, 0.00001f // m_bias
  1701. , 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset
  1702. , 0.02f, 0.0f, 0.04f, 0.00001f // m_customParam0
  1703. , 2500.0f, 1.0f, 5000.0f, 1.0f // m_customParam1
  1704. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1705. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1706. , 0.2f, 0.0f, 1.0f, 0.01f // m_xOffset
  1707. , 0.2f, 0.0f, 1.0f, 0.01f // m_yOffset
  1708. , true // m_doBlur
  1709. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::VSM] //m_progPack
  1710. , &s_programs.m_colorLightning[SmType::Cascade][DepthImpl::Linear][SmImpl::VSM] //m_progDraw
  1711. },
  1712. { //SmImpl::ESM
  1713. 11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1714. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1715. , 1.0f, 1.0f, 10.0f, 0.01f // m_near
  1716. , 550.0f, 100.0f, 2000.0f, 50.0f // m_far
  1717. , 0.004f, 0.0f, 0.01f, 0.00001f // m_bias
  1718. , 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset
  1719. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1720. , 9500.0f, 1.0f, 15000.0f, 1.0f // m_customParam1
  1721. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1722. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1723. , 0.2f, 0.0f, 1.0f, 0.01f // m_xOffset
  1724. , 0.2f, 0.0f, 1.0f, 0.01f // m_yOffset
  1725. , true // m_doBlur
  1726. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
  1727. , &s_programs.m_colorLightning[SmType::Cascade][DepthImpl::Linear][SmImpl::ESM] //m_progDraw
  1728. }
  1729. }
  1730. }
  1731. };
  1732. struct SceneSettings
  1733. {
  1734. LightType::Enum m_lightType;
  1735. DepthImpl::Enum m_depthImpl;
  1736. SmImpl::Enum m_smImpl;
  1737. float m_spotOuterAngle;
  1738. float m_spotInnerAngle;
  1739. float m_fovXAdjust;
  1740. float m_fovYAdjust;
  1741. float m_coverageSpotL;
  1742. float m_numSplitsf;
  1743. float m_splitDistribution;
  1744. uint8_t m_numSplits;
  1745. bool m_updateLights;
  1746. bool m_updateScene;
  1747. bool m_drawDepthBuffer;
  1748. bool m_showSmCoverage;
  1749. bool m_stencilPack;
  1750. bool m_stabilize;
  1751. };
  1752. SceneSettings settings;
  1753. settings.m_lightType = LightType::SpotLight;
  1754. settings.m_depthImpl = DepthImpl::InvZ;
  1755. settings.m_smImpl = SmImpl::Hard;
  1756. settings.m_spotOuterAngle = 45.0f;
  1757. settings.m_spotInnerAngle = 30.0f;
  1758. settings.m_fovXAdjust = 0.0f;
  1759. settings.m_fovYAdjust = 0.0f;
  1760. settings.m_coverageSpotL = 90.0f;
  1761. settings.m_numSplitsf = 4.0f;
  1762. settings.m_splitDistribution = 0.6f;
  1763. settings.m_numSplits = uint8_t(settings.m_numSplitsf);
  1764. settings.m_updateLights = true;
  1765. settings.m_updateScene = true;
  1766. settings.m_drawDepthBuffer = false;
  1767. settings.m_showSmCoverage = false;
  1768. settings.m_stencilPack = true;
  1769. settings.m_stabilize = true;
  1770. ShadowMapSettings* currentSmSettings = &smSettings[settings.m_lightType][settings.m_depthImpl][settings.m_smImpl];
  1771. // Render targets.
  1772. uint16_t shadowMapSize = 1 << uint32_t(currentSmSettings->m_sizePwrTwo);
  1773. uint16_t currentShadowMapSize = shadowMapSize;
  1774. float currentShadowMapSizef = float(int16_t(currentShadowMapSize) );
  1775. s_uniforms.m_shadowMapTexelSize = 1.0f / currentShadowMapSizef;
  1776. for (uint8_t ii = 0; ii < ShadowMapRenderTargets::Count; ++ii)
  1777. {
  1778. bgfx::TextureHandle fbtextures[] =
  1779. {
  1780. bgfx::createTexture2D(currentShadowMapSize, currentShadowMapSize, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT),
  1781. bgfx::createTexture2D(currentShadowMapSize, currentShadowMapSize, 1, bgfx::TextureFormat::D24S8),
  1782. };
  1783. s_rtShadowMap[ii] = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
  1784. }
  1785. s_rtBlur = bgfx::createFrameBuffer(currentShadowMapSize, currentShadowMapSize, bgfx::TextureFormat::BGRA8);
  1786. // Setup camera.
  1787. float initialPos[3] = { 0.0f, 60.0f, -105.0f };
  1788. cameraCreate();
  1789. cameraSetPosition(initialPos);
  1790. cameraSetVerticalAngle(-0.45f);
  1791. // Set view and projection matrices.
  1792. const float camFovy = 60.0f;
  1793. const float camAspect = float(int32_t(viewState.m_width) ) / float(int32_t(viewState.m_height) );
  1794. const float camNear = 0.1f;
  1795. const float camFar = 2000.0f;
  1796. const float projHeight = 1.0f/tanf(bx::toRad(camFovy)*0.5f);
  1797. const float projWidth = projHeight * 1.0f/camAspect;
  1798. bx::mtxProj(viewState.m_proj, camFovy, camAspect, camNear, camFar);
  1799. cameraGetViewMtx(viewState.m_view);
  1800. float timeAccumulatorLight = 0.0f;
  1801. float timeAccumulatorScene = 0.0f;
  1802. entry::MouseState mouseState;
  1803. while (!entry::processEvents(viewState.m_width, viewState.m_height, debug, reset, &mouseState) )
  1804. {
  1805. // Imgui.
  1806. imguiBeginFrame(mouseState.m_mx
  1807. , mouseState.m_my
  1808. , (mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
  1809. | (mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
  1810. , 0
  1811. , viewState.m_width
  1812. , viewState.m_height
  1813. );
  1814. static int32_t rightScrollArea = 0;
  1815. imguiBeginScrollArea("Settings", viewState.m_width - 256 - 10, 10, 256, 660, &rightScrollArea);
  1816. #define IMGUI_FLOAT_SLIDER(_name, _val) \
  1817. imguiSlider(_name \
  1818. , _val \
  1819. , *(((float*)&_val)+1) \
  1820. , *(((float*)&_val)+2) \
  1821. , *(((float*)&_val)+3) \
  1822. )
  1823. imguiBool("Update lights", settings.m_updateLights);
  1824. imguiBool("Update scene", settings.m_updateScene);
  1825. imguiSeparatorLine();
  1826. imguiLabel("Shadow map depth:");
  1827. imguiEnum(settings.m_depthImpl);
  1828. currentSmSettings = &smSettings[settings.m_lightType][settings.m_depthImpl][settings.m_smImpl];
  1829. imguiSeparator();
  1830. imguiBool("Draw depth buffer.", settings.m_drawDepthBuffer);
  1831. if (settings.m_drawDepthBuffer)
  1832. {
  1833. IMGUI_FLOAT_SLIDER("Depth value pow:", currentSmSettings->m_depthValuePow);
  1834. }
  1835. imguiSeparatorLine();
  1836. imguiLabel("Shadow Map implementation:");
  1837. imguiEnum(settings.m_smImpl);
  1838. currentSmSettings = &smSettings[settings.m_lightType][settings.m_depthImpl][settings.m_smImpl];
  1839. imguiSeparator();
  1840. IMGUI_FLOAT_SLIDER("Bias:", currentSmSettings->m_bias);
  1841. IMGUI_FLOAT_SLIDER("Normal offset:", currentSmSettings->m_normalOffset);
  1842. imguiSeparator();
  1843. if (LightType::DirectionalLight != settings.m_lightType)
  1844. {
  1845. IMGUI_FLOAT_SLIDER("Near plane:", currentSmSettings->m_near);
  1846. }
  1847. IMGUI_FLOAT_SLIDER("Far plane:", currentSmSettings->m_far);
  1848. imguiSeparator();
  1849. switch(settings.m_smImpl)
  1850. {
  1851. case SmImpl::Hard:
  1852. //imguiLabel("Hard");
  1853. break;
  1854. case SmImpl::PCF:
  1855. imguiLabel("PCF");
  1856. IMGUI_FLOAT_SLIDER("X Offset:", currentSmSettings->m_xOffset);
  1857. IMGUI_FLOAT_SLIDER("Y Offset:", currentSmSettings->m_yOffset);
  1858. break;
  1859. case SmImpl::VSM:
  1860. imguiLabel("VSM");
  1861. IMGUI_FLOAT_SLIDER("Min variance", currentSmSettings->m_customParam0);
  1862. IMGUI_FLOAT_SLIDER("Depth multiplier", currentSmSettings->m_customParam1);
  1863. imguiBool("Blur shadow map", currentSmSettings->m_doBlur);
  1864. if (currentSmSettings->m_doBlur)
  1865. {
  1866. IMGUI_FLOAT_SLIDER("Blur X Offset:", currentSmSettings->m_xOffset);
  1867. IMGUI_FLOAT_SLIDER("Blur Y Offset:", currentSmSettings->m_yOffset);
  1868. }
  1869. break;
  1870. case SmImpl::ESM:
  1871. imguiLabel("ESM");
  1872. IMGUI_FLOAT_SLIDER("ESM Hardness", currentSmSettings->m_customParam0);
  1873. IMGUI_FLOAT_SLIDER("Depth multiplier", currentSmSettings->m_customParam1);
  1874. imguiBool("Blur shadow map", currentSmSettings->m_doBlur);
  1875. if (currentSmSettings->m_doBlur)
  1876. {
  1877. IMGUI_FLOAT_SLIDER("Blur X Offset:", currentSmSettings->m_xOffset);
  1878. IMGUI_FLOAT_SLIDER("Blur Y Offset:", currentSmSettings->m_yOffset);
  1879. }
  1880. break;
  1881. default:
  1882. break;
  1883. };
  1884. imguiEndScrollArea();
  1885. static int32_t leftScrollArea = 0;
  1886. imguiBeginScrollArea("Light", 10, 70, 256, 334, &leftScrollArea);
  1887. const LightType::Enum ltBefore = settings.m_lightType;
  1888. imguiEnum(settings.m_lightType);
  1889. const LightType::Enum ltAfter = settings.m_lightType;
  1890. const bool bLtChanged = (ltAfter != ltBefore);
  1891. imguiSeparator();
  1892. imguiBool("Show shadow map coverage.", settings.m_showSmCoverage);
  1893. imguiSeparator();
  1894. imguiLabel("Shadow map resolution: %ux%u", currentShadowMapSize, currentShadowMapSize);
  1895. IMGUI_FLOAT_SLIDER(" ", currentSmSettings->m_sizePwrTwo);
  1896. imguiSeparatorLine();
  1897. if (LightType::SpotLight == settings.m_lightType)
  1898. {
  1899. imguiLabel("Spot light");
  1900. imguiSlider("Shadow map area:", settings.m_coverageSpotL, 45.0f, 120.0f, 1.0f);
  1901. imguiSeparator();
  1902. imguiSlider("Spot outer cone:", settings.m_spotOuterAngle, 0.0f, 91.0f, 0.1f);
  1903. imguiSlider("Spot inner cone:", settings.m_spotInnerAngle, 0.0f, 90.0f, 0.1f);
  1904. }
  1905. else if (LightType::PointLight == settings.m_lightType)
  1906. {
  1907. imguiLabel("Point light");
  1908. imguiBool("Stencil pack", settings.m_stencilPack);
  1909. imguiSlider("Fov X adjust:", settings.m_fovXAdjust, -20.0f, 20.0f, 0.0001f);
  1910. imguiSlider("Fov Y adjust:", settings.m_fovYAdjust, -20.0f, 20.0f, 0.0001f);
  1911. }
  1912. else if (LightType::DirectionalLight == settings.m_lightType)
  1913. {
  1914. imguiLabel("Directional light");
  1915. imguiBool("Stabilize cascades", settings.m_stabilize);
  1916. imguiSlider("Cascade splits:", settings.m_numSplitsf, 1.0f, 4.0f, 1.0f);
  1917. imguiSlider("Cascade distribution:", settings.m_splitDistribution, 0.0f, 1.0f, 0.001f);
  1918. settings.m_numSplits = uint8_t(settings.m_numSplitsf);
  1919. }
  1920. #undef IMGUI_FLOAT_SLIDER
  1921. imguiEndScrollArea();
  1922. imguiEndFrame();
  1923. // Update uniforms.
  1924. s_uniforms.m_shadowMapBias = currentSmSettings->m_bias;
  1925. s_uniforms.m_shadowMapOffset = currentSmSettings->m_normalOffset;
  1926. s_uniforms.m_shadowMapParam0 = currentSmSettings->m_customParam0;
  1927. s_uniforms.m_shadowMapParam1 = currentSmSettings->m_customParam1;
  1928. s_uniforms.m_depthValuePow = currentSmSettings->m_depthValuePow;
  1929. s_uniforms.m_XNum = currentSmSettings->m_xNum;
  1930. s_uniforms.m_YNum = currentSmSettings->m_yNum;
  1931. s_uniforms.m_XOffset = currentSmSettings->m_xOffset;
  1932. s_uniforms.m_YOffset = currentSmSettings->m_yOffset;
  1933. s_uniforms.m_showSmCoverage = float(settings.m_showSmCoverage);
  1934. s_uniforms.m_lightPtr = (LightType::DirectionalLight == settings.m_lightType) ? &directionalLight : &pointLight;
  1935. if (LightType::SpotLight == settings.m_lightType)
  1936. {
  1937. pointLight.m_attenuationSpotOuter.m_outer = settings.m_spotOuterAngle;
  1938. pointLight.m_spotDirectionInner.m_inner = settings.m_spotInnerAngle;
  1939. }
  1940. else
  1941. {
  1942. pointLight.m_attenuationSpotOuter.m_outer = 91.0f; //above 90.0f means point light
  1943. }
  1944. s_uniforms.submitPerFrameUniforms();
  1945. // Time.
  1946. int64_t now = bx::getHPCounter();
  1947. static int64_t last = now;
  1948. const int64_t frameTime = now - last;
  1949. last = now;
  1950. const double freq = double(bx::getHPFrequency() );
  1951. const double toMs = 1000.0/freq;
  1952. const float deltaTime = float(frameTime/freq);
  1953. // Use debug font to print information about this example.
  1954. bgfx::dbgTextClear();
  1955. bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/16-shadowmaps");
  1956. bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Shadow maps example.");
  1957. bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
  1958. // Update camera.
  1959. cameraUpdate(deltaTime, mouseState);
  1960. // Update view mtx.
  1961. cameraGetViewMtx(viewState.m_view);
  1962. // Update lights.
  1963. pointLight.computeViewSpaceComponents(viewState.m_view);
  1964. directionalLight.computeViewSpaceComponents(viewState.m_view);
  1965. // Update time accumulators.
  1966. if (settings.m_updateLights) { timeAccumulatorLight += deltaTime; }
  1967. if (settings.m_updateScene) { timeAccumulatorScene += deltaTime; }
  1968. // Setup lights.
  1969. pointLight.m_position.m_x = cos(timeAccumulatorLight) * 20.0f;
  1970. pointLight.m_position.m_y = 26.0f;
  1971. pointLight.m_position.m_z = sin(timeAccumulatorLight) * 20.0f;
  1972. pointLight.m_spotDirectionInner.m_x = -pointLight.m_position.m_x;
  1973. pointLight.m_spotDirectionInner.m_y = -pointLight.m_position.m_y;
  1974. pointLight.m_spotDirectionInner.m_z = -pointLight.m_position.m_z;
  1975. directionalLight.m_position.m_x = -cos(timeAccumulatorLight);
  1976. directionalLight.m_position.m_y = -1.0f;
  1977. directionalLight.m_position.m_z = -sin(timeAccumulatorLight);
  1978. // Setup instance matrices.
  1979. float mtxFloor[16];
  1980. const float floorScale = 550.0f;
  1981. bx::mtxSRT(mtxFloor
  1982. , floorScale //scaleX
  1983. , floorScale //scaleY
  1984. , floorScale //scaleZ
  1985. , 0.0f //rotX
  1986. , 0.0f //rotY
  1987. , 0.0f //rotZ
  1988. , 0.0f //translateX
  1989. , 0.0f //translateY
  1990. , 0.0f //translateZ
  1991. );
  1992. float mtxBunny[16];
  1993. bx::mtxSRT(mtxBunny
  1994. , 5.0f
  1995. , 5.0f
  1996. , 5.0f
  1997. , 0.0f
  1998. , 1.56f - timeAccumulatorScene
  1999. , 0.0f
  2000. , 15.0f
  2001. , 5.0f
  2002. , 0.0f
  2003. );
  2004. float mtxHollowcube[16];
  2005. bx::mtxSRT(mtxHollowcube
  2006. , 2.5f
  2007. , 2.5f
  2008. , 2.5f
  2009. , 0.0f
  2010. , 1.56f - timeAccumulatorScene
  2011. , 0.0f
  2012. , 0.0f
  2013. , 10.0f
  2014. , 0.0f
  2015. );
  2016. float mtxCube[16];
  2017. bx::mtxSRT(mtxCube
  2018. , 2.5f
  2019. , 2.5f
  2020. , 2.5f
  2021. , 0.0f
  2022. , 1.56f - timeAccumulatorScene
  2023. , 0.0f
  2024. , -15.0f
  2025. , 5.0f
  2026. , 0.0f
  2027. );
  2028. const uint8_t numTrees = 10;
  2029. float mtxTrees[numTrees][16];
  2030. for (uint8_t ii = 0; ii < numTrees; ++ii)
  2031. {
  2032. bx::mtxSRT(mtxTrees[ii]
  2033. , 2.0f
  2034. , 2.0f
  2035. , 2.0f
  2036. , 0.0f
  2037. , float(ii)
  2038. , 0.0f
  2039. , sinf(float(ii)*2.0f*bx::pi/float(numTrees) ) * 60.0f
  2040. , 0.0f
  2041. , cosf(float(ii)*2.0f*bx::pi/float(numTrees) ) * 60.0f
  2042. );
  2043. }
  2044. // Compute transform matrices.
  2045. const uint8_t shadowMapPasses = ShadowMapRenderTargets::Count;
  2046. float lightView[shadowMapPasses][16];
  2047. float lightProj[shadowMapPasses][16];
  2048. float mtxYpr[TetrahedronFaces::Count][16];
  2049. float screenProj[16];
  2050. float screenView[16];
  2051. bx::mtxIdentity(screenView);
  2052. bx::mtxOrtho(screenProj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f);
  2053. if (LightType::SpotLight == settings.m_lightType)
  2054. {
  2055. const float fovy = settings.m_coverageSpotL;
  2056. const float aspect = 1.0f;
  2057. bx::mtxProj(lightProj[ProjType::Horizontal], fovy, aspect, currentSmSettings->m_near, currentSmSettings->m_far);
  2058. //For linear depth, prevent depth division by variable w-component in shaders and divide here by far plane
  2059. if (DepthImpl::Linear == settings.m_depthImpl)
  2060. {
  2061. lightProj[ProjType::Horizontal][10] /= currentSmSettings->m_far;
  2062. lightProj[ProjType::Horizontal][14] /= currentSmSettings->m_far;
  2063. }
  2064. float at[3];
  2065. bx::vec3Add(at, pointLight.m_position.m_v, pointLight.m_spotDirectionInner.m_v);
  2066. bx::mtxLookAt(lightView[TetrahedronFaces::Green], pointLight.m_position.m_v, at);
  2067. }
  2068. else if (LightType::PointLight == settings.m_lightType)
  2069. {
  2070. float ypr[TetrahedronFaces::Count][3] =
  2071. {
  2072. { bx::toRad( 0.0f), bx::toRad( 27.36780516f), bx::toRad(0.0f) },
  2073. { bx::toRad(180.0f), bx::toRad( 27.36780516f), bx::toRad(0.0f) },
  2074. { bx::toRad(-90.0f), bx::toRad(-27.36780516f), bx::toRad(0.0f) },
  2075. { bx::toRad( 90.0f), bx::toRad(-27.36780516f), bx::toRad(0.0f) },
  2076. };
  2077. if (settings.m_stencilPack)
  2078. {
  2079. const float fovx = 143.98570868f + 3.51f + settings.m_fovXAdjust;
  2080. const float fovy = 125.26438968f + 9.85f + settings.m_fovYAdjust;
  2081. const float aspect = tanf(bx::toRad(fovx*0.5f) )/tanf(bx::toRad(fovy*0.5f) );
  2082. bx::mtxProj(lightProj[ProjType::Vertical]
  2083. , fovx
  2084. , aspect
  2085. , currentSmSettings->m_near
  2086. , currentSmSettings->m_far
  2087. );
  2088. //For linear depth, prevent depth division by variable w-component in shaders and divide here by far plane
  2089. if (DepthImpl::Linear == settings.m_depthImpl)
  2090. {
  2091. lightProj[ProjType::Vertical][10] /= currentSmSettings->m_far;
  2092. lightProj[ProjType::Vertical][14] /= currentSmSettings->m_far;
  2093. }
  2094. ypr[TetrahedronFaces::Green ][2] = bx::toRad(180.0f);
  2095. ypr[TetrahedronFaces::Yellow][2] = bx::toRad( 0.0f);
  2096. ypr[TetrahedronFaces::Blue ][2] = bx::toRad( 90.0f);
  2097. ypr[TetrahedronFaces::Red ][2] = bx::toRad(-90.0f);
  2098. }
  2099. const float fovx = 143.98570868f + 7.8f + settings.m_fovXAdjust;
  2100. const float fovy = 125.26438968f + 3.0f + settings.m_fovYAdjust;
  2101. const float aspect = tanf(bx::toRad(fovx*0.5f) )/tanf(bx::toRad(fovy*0.5f) );
  2102. bx::mtxProj(lightProj[ProjType::Horizontal], fovy, aspect, currentSmSettings->m_near, currentSmSettings->m_far);
  2103. //For linear depth, prevent depth division by variable w component in shaders and divide here by far plane
  2104. if (DepthImpl::Linear == settings.m_depthImpl)
  2105. {
  2106. lightProj[ProjType::Horizontal][10] /= currentSmSettings->m_far;
  2107. lightProj[ProjType::Horizontal][14] /= currentSmSettings->m_far;
  2108. }
  2109. for (uint8_t ii = 0; ii < TetrahedronFaces::Count; ++ii)
  2110. {
  2111. float mtxTmp[16];
  2112. mtxYawPitchRoll(mtxTmp, ypr[ii][0], ypr[ii][1], ypr[ii][2]);
  2113. float tmp[3] =
  2114. {
  2115. -bx::vec3Dot(pointLight.m_position.m_v, &mtxTmp[0]),
  2116. -bx::vec3Dot(pointLight.m_position.m_v, &mtxTmp[4]),
  2117. -bx::vec3Dot(pointLight.m_position.m_v, &mtxTmp[8]),
  2118. };
  2119. bx::mtxTranspose(mtxYpr[ii], mtxTmp);
  2120. memcpy(lightView[ii], mtxYpr[ii], 12*sizeof(float) );
  2121. lightView[ii][12] = tmp[0];
  2122. lightView[ii][13] = tmp[1];
  2123. lightView[ii][14] = tmp[2];
  2124. lightView[ii][15] = 1.0f;
  2125. }
  2126. }
  2127. else // LightType::DirectionalLight == settings.m_lightType
  2128. {
  2129. // Setup light view mtx.
  2130. float eye[3] =
  2131. {
  2132. -directionalLight.m_position.m_x
  2133. , -directionalLight.m_position.m_y
  2134. , -directionalLight.m_position.m_z
  2135. };
  2136. float at[3] = { 0.0f, 0.0f, 0.0f };
  2137. bx::mtxLookAt(lightView[0], eye, at);
  2138. // Compute camera inverse view mtx.
  2139. float mtxViewInv[16];
  2140. bx::mtxInverse(mtxViewInv, viewState.m_view);
  2141. // Compute split distances.
  2142. const uint8_t maxNumSplits = 4;
  2143. BX_CHECK(maxNumSplits >= settings.m_numSplits, "Error! Max num splits.");
  2144. float splitSlices[maxNumSplits*2];
  2145. splitFrustum(splitSlices, settings.m_numSplits, currentSmSettings->m_near, currentSmSettings->m_far, settings.m_splitDistribution);
  2146. // Update uniforms.
  2147. for (uint8_t ii = 0, ff = 1; ii < settings.m_numSplits; ++ii, ff+=2)
  2148. {
  2149. // This lags for 1 frame, but it's not a problem.
  2150. s_uniforms.m_csmFarDistances[ii] = splitSlices[ff];
  2151. }
  2152. float mtxProj[16];
  2153. bx::mtxOrtho(mtxProj, 1.0f, -1.0f, 1.0f, -1.0f, -currentSmSettings->m_far, currentSmSettings->m_far);
  2154. const uint8_t numCorners = 8;
  2155. float frustumCorners[maxNumSplits][numCorners][3];
  2156. for (uint8_t ii = 0, nn = 0, ff = 1; ii < settings.m_numSplits; ++ii, nn+=2, ff+=2)
  2157. {
  2158. // Compute frustum corners for one split in world space.
  2159. worldSpaceFrustumCorners( (float*)frustumCorners[ii], splitSlices[nn], splitSlices[ff], projWidth, projHeight, mtxViewInv);
  2160. float min[3] = { 9000.0f, 9000.0f, 9000.0f };
  2161. float max[3] = { -9000.0f, -9000.0f, -9000.0f };
  2162. for (uint8_t jj = 0; jj < numCorners; ++jj)
  2163. {
  2164. // Transform to light space.
  2165. float lightSpaceFrustumCorner[3];
  2166. bx::vec3MulMtx(lightSpaceFrustumCorner, frustumCorners[ii][jj], lightView[0]);
  2167. // Update bounding box.
  2168. min[0] = bx::fmin(min[0], lightSpaceFrustumCorner[0]);
  2169. max[0] = bx::fmax(max[0], lightSpaceFrustumCorner[0]);
  2170. min[1] = bx::fmin(min[1], lightSpaceFrustumCorner[1]);
  2171. max[1] = bx::fmax(max[1], lightSpaceFrustumCorner[1]);
  2172. min[2] = bx::fmin(min[2], lightSpaceFrustumCorner[2]);
  2173. max[2] = bx::fmax(max[2], lightSpaceFrustumCorner[2]);
  2174. }
  2175. float minproj[3];
  2176. float maxproj[3];
  2177. bx::vec3MulMtxH(minproj, min, mtxProj);
  2178. bx::vec3MulMtxH(maxproj, max, mtxProj);
  2179. float offsetx, offsety;
  2180. float scalex, scaley;
  2181. scalex = 2.0f / (maxproj[0] - minproj[0]);
  2182. scaley = 2.0f / (maxproj[1] - minproj[1]);
  2183. if (settings.m_stabilize)
  2184. {
  2185. const float quantizer = 64.0f;
  2186. scalex = quantizer / ceilf(quantizer / scalex);
  2187. scaley = quantizer / ceilf(quantizer / scaley);
  2188. }
  2189. offsetx = 0.5f * (maxproj[0] + minproj[0]) * scalex;
  2190. offsety = 0.5f * (maxproj[1] + minproj[1]) * scaley;
  2191. if (settings.m_stabilize)
  2192. {
  2193. const float halfSize = currentShadowMapSizef * 0.5f;
  2194. offsetx = ceilf(offsetx * halfSize) / halfSize;
  2195. offsety = ceilf(offsety * halfSize) / halfSize;
  2196. }
  2197. float mtxCrop[16];
  2198. bx::mtxIdentity(mtxCrop);
  2199. mtxCrop[ 0] = scalex;
  2200. mtxCrop[ 5] = scaley;
  2201. mtxCrop[12] = offsetx;
  2202. mtxCrop[13] = offsety;
  2203. bx::mtxMul(lightProj[ii], mtxCrop, mtxProj);
  2204. }
  2205. }
  2206. // Reset render targets.
  2207. const bgfx::FrameBufferHandle invalidRt = BGFX_INVALID_HANDLE;
  2208. for (uint32_t ii = 0; ii < RENDERVIEW_DRAWDEPTH_3_ID+1; ++ii)
  2209. {
  2210. bgfx::setViewFrameBuffer(ii, invalidRt);
  2211. }
  2212. // Determine on-screen rectangle size where depth buffer will be drawn.
  2213. const uint16_t depthRectHeight = uint16_t(float(viewState.m_height) / 2.5f);
  2214. const uint16_t depthRectWidth = depthRectHeight;
  2215. const uint16_t depthRectX = 0;
  2216. const uint16_t depthRectY = viewState.m_height - depthRectHeight;
  2217. // Setup views and render targets.
  2218. bgfx::setViewRect(0, 0, 0, viewState.m_width, viewState.m_height);
  2219. bgfx::setViewTransform(0, viewState.m_view, viewState.m_proj);
  2220. if (LightType::SpotLight == settings.m_lightType)
  2221. {
  2222. /**
  2223. * RENDERVIEW_SHADOWMAP_0_ID - Clear shadow map. (used as convenience, otherwise render_pass_1 could be cleared)
  2224. * RENDERVIEW_SHADOWMAP_1_ID - Craft shadow map.
  2225. * RENDERVIEW_VBLUR_0_ID - Vertical blur.
  2226. * RENDERVIEW_HBLUR_0_ID - Horizontal blur.
  2227. * RENDERVIEW_DRAWSCENE_0_ID - Draw scene.
  2228. * RENDERVIEW_DRAWSCENE_1_ID - Draw floor bottom.
  2229. * RENDERVIEW_DRAWDEPTH_0_ID - Draw depth buffer.
  2230. */
  2231. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_0_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2232. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_1_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2233. bgfx::setViewRect(RENDERVIEW_VBLUR_0_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2234. bgfx::setViewRect(RENDERVIEW_HBLUR_0_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2235. bgfx::setViewRect(RENDERVIEW_DRAWSCENE_0_ID, 0, 0, viewState.m_width, viewState.m_height);
  2236. bgfx::setViewRect(RENDERVIEW_DRAWSCENE_1_ID, 0, 0, viewState.m_width, viewState.m_height);
  2237. bgfx::setViewRect(RENDERVIEW_DRAWDEPTH_0_ID, depthRectX, depthRectY, depthRectWidth, depthRectHeight);
  2238. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_0_ID, screenView, screenProj);
  2239. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_1_ID, lightView[0], lightProj[ProjType::Horizontal]);
  2240. bgfx::setViewTransform(RENDERVIEW_VBLUR_0_ID, screenView, screenProj);
  2241. bgfx::setViewTransform(RENDERVIEW_HBLUR_0_ID, screenView, screenProj);
  2242. bgfx::setViewTransform(RENDERVIEW_DRAWSCENE_0_ID, viewState.m_view, viewState.m_proj);
  2243. bgfx::setViewTransform(RENDERVIEW_DRAWSCENE_1_ID, viewState.m_view, viewState.m_proj);
  2244. bgfx::setViewTransform(RENDERVIEW_DRAWDEPTH_0_ID, screenView, screenProj);
  2245. bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_0_ID, s_rtShadowMap[0]);
  2246. bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_1_ID, s_rtShadowMap[0]);
  2247. bgfx::setViewFrameBuffer(RENDERVIEW_VBLUR_0_ID, s_rtBlur);
  2248. bgfx::setViewFrameBuffer(RENDERVIEW_HBLUR_0_ID, s_rtShadowMap[0]);
  2249. }
  2250. else if (LightType::PointLight == settings.m_lightType)
  2251. {
  2252. /**
  2253. * RENDERVIEW_SHADOWMAP_0_ID - Clear entire shadow map.
  2254. * RENDERVIEW_SHADOWMAP_1_ID - Craft green tetrahedron shadow face.
  2255. * RENDERVIEW_SHADOWMAP_2_ID - Craft yellow tetrahedron shadow face.
  2256. * RENDERVIEW_SHADOWMAP_3_ID - Craft blue tetrahedron shadow face.
  2257. * RENDERVIEW_SHADOWMAP_4_ID - Craft red tetrahedron shadow face.
  2258. * RENDERVIEW_VBLUR_0_ID - Vertical blur.
  2259. * RENDERVIEW_HBLUR_0_ID - Horizontal blur.
  2260. * RENDERVIEW_DRAWSCENE_0_ID - Draw scene.
  2261. * RENDERVIEW_DRAWSCENE_1_ID - Draw floor bottom.
  2262. * RENDERVIEW_DRAWDEPTH_0_ID - Draw depth buffer.
  2263. */
  2264. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_0_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2265. if (settings.m_stencilPack)
  2266. {
  2267. const uint16_t f = currentShadowMapSize; //full size
  2268. const uint16_t h = currentShadowMapSize/2; //half size
  2269. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_1_ID, 0, 0, f, h);
  2270. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_2_ID, 0, h, f, h);
  2271. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_3_ID, 0, 0, h, f);
  2272. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_4_ID, h, 0, h, f);
  2273. }
  2274. else
  2275. {
  2276. const uint16_t h = currentShadowMapSize/2; //half size
  2277. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_1_ID, 0, 0, h, h);
  2278. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_2_ID, h, 0, h, h);
  2279. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_3_ID, 0, h, h, h);
  2280. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_4_ID, h, h, h, h);
  2281. }
  2282. bgfx::setViewRect(RENDERVIEW_VBLUR_0_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2283. bgfx::setViewRect(RENDERVIEW_HBLUR_0_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2284. bgfx::setViewRect(RENDERVIEW_DRAWSCENE_0_ID, 0, 0, viewState.m_width, viewState.m_height);
  2285. bgfx::setViewRect(RENDERVIEW_DRAWSCENE_1_ID, 0, 0, viewState.m_width, viewState.m_height);
  2286. bgfx::setViewRect(RENDERVIEW_DRAWDEPTH_0_ID, depthRectX, depthRectY, depthRectWidth, depthRectHeight);
  2287. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_0_ID, screenView, screenProj);
  2288. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_1_ID, lightView[TetrahedronFaces::Green], lightProj[ProjType::Horizontal]);
  2289. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_2_ID, lightView[TetrahedronFaces::Yellow], lightProj[ProjType::Horizontal]);
  2290. if(settings.m_stencilPack)
  2291. {
  2292. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_3_ID, lightView[TetrahedronFaces::Blue], lightProj[ProjType::Vertical]);
  2293. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_4_ID, lightView[TetrahedronFaces::Red], lightProj[ProjType::Vertical]);
  2294. }
  2295. else
  2296. {
  2297. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_3_ID, lightView[TetrahedronFaces::Blue], lightProj[ProjType::Horizontal]);
  2298. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_4_ID, lightView[TetrahedronFaces::Red], lightProj[ProjType::Horizontal]);
  2299. }
  2300. bgfx::setViewTransform(RENDERVIEW_VBLUR_0_ID, screenView, screenProj);
  2301. bgfx::setViewTransform(RENDERVIEW_HBLUR_0_ID, screenView, screenProj);
  2302. bgfx::setViewTransform(RENDERVIEW_DRAWSCENE_0_ID, viewState.m_view, viewState.m_proj);
  2303. bgfx::setViewTransform(RENDERVIEW_DRAWSCENE_1_ID, viewState.m_view, viewState.m_proj);
  2304. bgfx::setViewTransform(RENDERVIEW_DRAWDEPTH_0_ID, screenView, screenProj);
  2305. bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_0_ID, s_rtShadowMap[0]);
  2306. bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_1_ID, s_rtShadowMap[0]);
  2307. bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_2_ID, s_rtShadowMap[0]);
  2308. bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_3_ID, s_rtShadowMap[0]);
  2309. bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_4_ID, s_rtShadowMap[0]);
  2310. bgfx::setViewFrameBuffer(RENDERVIEW_VBLUR_0_ID, s_rtBlur);
  2311. bgfx::setViewFrameBuffer(RENDERVIEW_HBLUR_0_ID, s_rtShadowMap[0]);
  2312. }
  2313. else // LightType::DirectionalLight == settings.m_lightType
  2314. {
  2315. /**
  2316. * RENDERVIEW_SHADOWMAP_1_ID - Craft shadow map for first split.
  2317. * RENDERVIEW_SHADOWMAP_2_ID - Craft shadow map for second split.
  2318. * RENDERVIEW_SHADOWMAP_3_ID - Craft shadow map for third split.
  2319. * RENDERVIEW_SHADOWMAP_4_ID - Craft shadow map for fourth split.
  2320. * RENDERVIEW_VBLUR_0_ID - Vertical blur for first split.
  2321. * RENDERVIEW_HBLUR_0_ID - Horizontal blur for first split.
  2322. * RENDERVIEW_VBLUR_1_ID - Vertical blur for second split.
  2323. * RENDERVIEW_HBLUR_1_ID - Horizontal blur for second split.
  2324. * RENDERVIEW_VBLUR_2_ID - Vertical blur for third split.
  2325. * RENDERVIEW_HBLUR_2_ID - Horizontal blur for third split.
  2326. * RENDERVIEW_VBLUR_3_ID - Vertical blur for fourth split.
  2327. * RENDERVIEW_HBLUR_3_ID - Horizontal blur for fourth split.
  2328. * RENDERVIEW_DRAWSCENE_0_ID - Draw scene.
  2329. * RENDERVIEW_DRAWSCENE_1_ID - Draw floor bottom.
  2330. * RENDERVIEW_DRAWDEPTH_0_ID - Draw depth buffer for first split.
  2331. * RENDERVIEW_DRAWDEPTH_1_ID - Draw depth buffer for second split.
  2332. * RENDERVIEW_DRAWDEPTH_2_ID - Draw depth buffer for third split.
  2333. * RENDERVIEW_DRAWDEPTH_3_ID - Draw depth buffer for fourth split.
  2334. */
  2335. const uint16_t depthRectHeight = viewState.m_height / 3;
  2336. const uint16_t depthRectWidth = depthRectHeight;
  2337. const uint16_t depthRectX = 0;
  2338. const uint16_t depthRectY = viewState.m_height - depthRectHeight;
  2339. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_1_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2340. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_2_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2341. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_3_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2342. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_4_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2343. bgfx::setViewRect(RENDERVIEW_VBLUR_0_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2344. bgfx::setViewRect(RENDERVIEW_HBLUR_0_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2345. bgfx::setViewRect(RENDERVIEW_VBLUR_1_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2346. bgfx::setViewRect(RENDERVIEW_HBLUR_1_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2347. bgfx::setViewRect(RENDERVIEW_VBLUR_2_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2348. bgfx::setViewRect(RENDERVIEW_HBLUR_2_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2349. bgfx::setViewRect(RENDERVIEW_VBLUR_3_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2350. bgfx::setViewRect(RENDERVIEW_HBLUR_3_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2351. bgfx::setViewRect(RENDERVIEW_DRAWSCENE_0_ID, 0, 0, viewState.m_width, viewState.m_height);
  2352. bgfx::setViewRect(RENDERVIEW_DRAWSCENE_1_ID, 0, 0, viewState.m_width, viewState.m_height);
  2353. bgfx::setViewRect(RENDERVIEW_DRAWDEPTH_0_ID, depthRectX+(0*depthRectWidth), depthRectY, depthRectWidth, depthRectHeight);
  2354. bgfx::setViewRect(RENDERVIEW_DRAWDEPTH_1_ID, depthRectX+(1*depthRectWidth), depthRectY, depthRectWidth, depthRectHeight);
  2355. bgfx::setViewRect(RENDERVIEW_DRAWDEPTH_2_ID, depthRectX+(2*depthRectWidth), depthRectY, depthRectWidth, depthRectHeight);
  2356. bgfx::setViewRect(RENDERVIEW_DRAWDEPTH_3_ID, depthRectX+(3*depthRectWidth), depthRectY, depthRectWidth, depthRectHeight);
  2357. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_1_ID, lightView[0], lightProj[0]);
  2358. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_2_ID, lightView[0], lightProj[1]);
  2359. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_3_ID, lightView[0], lightProj[2]);
  2360. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_4_ID, lightView[0], lightProj[3]);
  2361. bgfx::setViewTransform(RENDERVIEW_VBLUR_0_ID, screenView, screenProj);
  2362. bgfx::setViewTransform(RENDERVIEW_HBLUR_0_ID, screenView, screenProj);
  2363. bgfx::setViewTransform(RENDERVIEW_VBLUR_1_ID, screenView, screenProj);
  2364. bgfx::setViewTransform(RENDERVIEW_HBLUR_1_ID, screenView, screenProj);
  2365. bgfx::setViewTransform(RENDERVIEW_VBLUR_2_ID, screenView, screenProj);
  2366. bgfx::setViewTransform(RENDERVIEW_HBLUR_2_ID, screenView, screenProj);
  2367. bgfx::setViewTransform(RENDERVIEW_VBLUR_3_ID, screenView, screenProj);
  2368. bgfx::setViewTransform(RENDERVIEW_HBLUR_3_ID, screenView, screenProj);
  2369. bgfx::setViewTransform(RENDERVIEW_DRAWSCENE_0_ID, viewState.m_view, viewState.m_proj);
  2370. bgfx::setViewTransform(RENDERVIEW_DRAWSCENE_1_ID, viewState.m_view, viewState.m_proj);
  2371. bgfx::setViewTransform(RENDERVIEW_DRAWDEPTH_0_ID, screenView, screenProj);
  2372. bgfx::setViewTransform(RENDERVIEW_DRAWDEPTH_1_ID, screenView, screenProj);
  2373. bgfx::setViewTransform(RENDERVIEW_DRAWDEPTH_2_ID, screenView, screenProj);
  2374. bgfx::setViewTransform(RENDERVIEW_DRAWDEPTH_3_ID, screenView, screenProj);
  2375. bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_1_ID, s_rtShadowMap[0]);
  2376. bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_2_ID, s_rtShadowMap[1]);
  2377. bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_3_ID, s_rtShadowMap[2]);
  2378. bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_4_ID, s_rtShadowMap[3]);
  2379. bgfx::setViewFrameBuffer(RENDERVIEW_VBLUR_0_ID, s_rtBlur); //vblur
  2380. bgfx::setViewFrameBuffer(RENDERVIEW_HBLUR_0_ID, s_rtShadowMap[0]); //hblur
  2381. bgfx::setViewFrameBuffer(RENDERVIEW_VBLUR_1_ID, s_rtBlur); //vblur
  2382. bgfx::setViewFrameBuffer(RENDERVIEW_HBLUR_1_ID, s_rtShadowMap[1]); //hblur
  2383. bgfx::setViewFrameBuffer(RENDERVIEW_VBLUR_2_ID, s_rtBlur); //vblur
  2384. bgfx::setViewFrameBuffer(RENDERVIEW_HBLUR_2_ID, s_rtShadowMap[2]); //hblur
  2385. bgfx::setViewFrameBuffer(RENDERVIEW_VBLUR_3_ID, s_rtBlur); //vblur
  2386. bgfx::setViewFrameBuffer(RENDERVIEW_HBLUR_3_ID, s_rtShadowMap[3]); //hblur
  2387. }
  2388. // Clear backbuffer at beginning.
  2389. bgfx::setViewClear(0
  2390. , BGFX_CLEAR_COLOR_BIT
  2391. | BGFX_CLEAR_DEPTH_BIT
  2392. , clearValues.m_clearRgba
  2393. , clearValues.m_clearDepth
  2394. , clearValues.m_clearStencil
  2395. );
  2396. bgfx::submit(0);
  2397. // Clear shadowmap rendertarget at beginning.
  2398. const uint8_t flags0 = (LightType::DirectionalLight == settings.m_lightType)
  2399. ? 0
  2400. : BGFX_CLEAR_COLOR_BIT | BGFX_CLEAR_DEPTH_BIT | BGFX_CLEAR_STENCIL_BIT
  2401. ;
  2402. bgfx::setViewClear(RENDERVIEW_SHADOWMAP_0_ID
  2403. , flags0
  2404. , 0xfefefefe //blur fails on completely white regions
  2405. , clearValues.m_clearDepth
  2406. , clearValues.m_clearStencil
  2407. );
  2408. bgfx::submit(RENDERVIEW_SHADOWMAP_0_ID);
  2409. const uint8_t flags1 = (LightType::DirectionalLight == settings.m_lightType)
  2410. ? BGFX_CLEAR_COLOR_BIT | BGFX_CLEAR_DEPTH_BIT
  2411. : 0
  2412. ;
  2413. for (uint8_t ii = 0; ii < 4; ++ii)
  2414. {
  2415. bgfx::setViewClear(RENDERVIEW_SHADOWMAP_1_ID+ii
  2416. , flags1
  2417. , 0xfefefefe //blur fails on completely white regions
  2418. , clearValues.m_clearDepth
  2419. , clearValues.m_clearStencil
  2420. );
  2421. bgfx::submit(RENDERVIEW_SHADOWMAP_1_ID+ii);
  2422. }
  2423. // Render.
  2424. // Craft shadow map.
  2425. {
  2426. // Craft stencil mask for point light shadow map packing.
  2427. if(LightType::PointLight == settings.m_lightType && settings.m_stencilPack)
  2428. {
  2429. if (bgfx::checkAvailTransientVertexBuffer(6, posDecl) )
  2430. {
  2431. struct Pos
  2432. {
  2433. float m_x, m_y, m_z;
  2434. };
  2435. bgfx::TransientVertexBuffer vb;
  2436. bgfx::allocTransientVertexBuffer(&vb, 6, posDecl);
  2437. Pos* vertex = (Pos*)vb.data;
  2438. const float min = 0.0f;
  2439. const float max = 1.0f;
  2440. const float center = 0.5f;
  2441. const float zz = 0.0f;
  2442. vertex[0].m_x = min;
  2443. vertex[0].m_y = min;
  2444. vertex[0].m_z = zz;
  2445. vertex[1].m_x = max;
  2446. vertex[1].m_y = min;
  2447. vertex[1].m_z = zz;
  2448. vertex[2].m_x = center;
  2449. vertex[2].m_y = center;
  2450. vertex[2].m_z = zz;
  2451. vertex[3].m_x = center;
  2452. vertex[3].m_y = center;
  2453. vertex[3].m_z = zz;
  2454. vertex[4].m_x = max;
  2455. vertex[4].m_y = max;
  2456. vertex[4].m_z = zz;
  2457. vertex[5].m_x = min;
  2458. vertex[5].m_y = max;
  2459. vertex[5].m_z = zz;
  2460. bgfx::setProgram(s_programs.m_black);
  2461. bgfx::setState(0);
  2462. bgfx::setStencil(BGFX_STENCIL_TEST_ALWAYS
  2463. | BGFX_STENCIL_FUNC_REF(1)
  2464. | BGFX_STENCIL_FUNC_RMASK(0xff)
  2465. | BGFX_STENCIL_OP_FAIL_S_REPLACE
  2466. | BGFX_STENCIL_OP_FAIL_Z_REPLACE
  2467. | BGFX_STENCIL_OP_PASS_Z_REPLACE
  2468. );
  2469. bgfx::setVertexBuffer(&vb);
  2470. bgfx::submit(RENDERVIEW_SHADOWMAP_0_ID);
  2471. }
  2472. }
  2473. // Draw scene into shadowmap.
  2474. uint8_t drawNum;
  2475. if (LightType::SpotLight == settings.m_lightType)
  2476. {
  2477. drawNum = 1;
  2478. }
  2479. else if (LightType::PointLight == settings.m_lightType)
  2480. {
  2481. drawNum = 4;
  2482. }
  2483. else //LightType::DirectionalLight == settings.m_lightType)
  2484. {
  2485. drawNum = settings.m_numSplits;
  2486. }
  2487. for (uint8_t ii = 0; ii < drawNum; ++ii)
  2488. {
  2489. const uint8_t viewId = RENDERVIEW_SHADOWMAP_1_ID + ii;
  2490. uint8_t renderStateIndex = RenderState::ShadowMap_PackDepth;
  2491. if(LightType::PointLight == settings.m_lightType && settings.m_stencilPack)
  2492. {
  2493. renderStateIndex = (ii < 2) ? RenderState::ShadowMap_PackDepthHoriz : RenderState::ShadowMap_PackDepthVert;
  2494. }
  2495. // Floor.
  2496. hplaneMesh.submit(viewId
  2497. , mtxFloor
  2498. , *currentSmSettings->m_progPack
  2499. , s_renderStates[renderStateIndex]
  2500. );
  2501. // Bunny.
  2502. bunnyMesh.submit(viewId
  2503. , mtxBunny
  2504. , *currentSmSettings->m_progPack
  2505. , s_renderStates[renderStateIndex]
  2506. );
  2507. // Hollow cube.
  2508. hollowcubeMesh.submit(viewId
  2509. , mtxHollowcube
  2510. , *currentSmSettings->m_progPack
  2511. , s_renderStates[renderStateIndex]
  2512. );
  2513. // Cube.
  2514. cubeMesh.submit(viewId
  2515. , mtxCube
  2516. , *currentSmSettings->m_progPack
  2517. , s_renderStates[renderStateIndex]
  2518. );
  2519. // Trees.
  2520. for (uint8_t ii = 0; ii < numTrees; ++ii)
  2521. {
  2522. treeMesh.submit(viewId
  2523. , mtxTrees[ii]
  2524. , *currentSmSettings->m_progPack
  2525. , s_renderStates[renderStateIndex]
  2526. );
  2527. }
  2528. }
  2529. }
  2530. PackDepth::Enum depthType = (SmImpl::VSM == settings.m_smImpl) ? PackDepth::VSM : PackDepth::RGBA;
  2531. bool bVsmOrEsm = (SmImpl::VSM == settings.m_smImpl) || (SmImpl::ESM == settings.m_smImpl);
  2532. // Blur shadow map.
  2533. if (bVsmOrEsm && currentSmSettings->m_doBlur)
  2534. {
  2535. bgfx::setTexture(4, u_shadowMap[0], s_rtShadowMap[0]);
  2536. bgfx::setProgram(s_programs.m_vBlur[depthType]);
  2537. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  2538. screenSpaceQuad(currentShadowMapSizef, currentShadowMapSizef, s_flipV);
  2539. bgfx::submit(RENDERVIEW_VBLUR_0_ID);
  2540. bgfx::setTexture(4, u_shadowMap[0], s_rtBlur);
  2541. bgfx::setProgram(s_programs.m_hBlur[depthType]);
  2542. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  2543. screenSpaceQuad(currentShadowMapSizef, currentShadowMapSizef, s_flipV);
  2544. bgfx::submit(RENDERVIEW_HBLUR_0_ID);
  2545. if (LightType::DirectionalLight == settings.m_lightType)
  2546. {
  2547. for (uint8_t ii = 1, jj = 2; ii < settings.m_numSplits; ++ii, jj+=2)
  2548. {
  2549. const uint8_t viewId = RENDERVIEW_VBLUR_0_ID + jj;
  2550. bgfx::setTexture(4, u_shadowMap[0], s_rtShadowMap[ii]);
  2551. bgfx::setProgram(s_programs.m_vBlur[depthType]);
  2552. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  2553. screenSpaceQuad(currentShadowMapSizef, currentShadowMapSizef, s_flipV);
  2554. bgfx::submit(viewId);
  2555. bgfx::setTexture(4, u_shadowMap[0], s_rtBlur);
  2556. bgfx::setProgram(s_programs.m_hBlur[depthType]);
  2557. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  2558. screenSpaceQuad(currentShadowMapSizef, currentShadowMapSizef, s_flipV);
  2559. bgfx::submit(viewId+1);
  2560. }
  2561. }
  2562. }
  2563. // Draw scene.
  2564. {
  2565. // Setup shadow mtx.
  2566. float mtxShadow[16];
  2567. const float ymul = (s_flipV) ? 0.5f : -0.5f;
  2568. const float zadd = (DepthImpl::Linear == settings.m_depthImpl) ? 0.0f : 0.5f;
  2569. const float mtxBias[16] =
  2570. {
  2571. 0.5f, 0.0f, 0.0f, 0.0f,
  2572. 0.0f, ymul, 0.0f, 0.0f,
  2573. 0.0f, 0.0f, 0.5f, 0.0f,
  2574. 0.5f, 0.5f, zadd, 1.0f,
  2575. };
  2576. if (LightType::SpotLight == settings.m_lightType)
  2577. {
  2578. float mtxTmp[16];
  2579. bx::mtxMul(mtxTmp, lightProj[ProjType::Horizontal], mtxBias);
  2580. bx::mtxMul(mtxShadow, lightView[0], mtxTmp); //lightViewProjBias
  2581. }
  2582. else if (LightType::PointLight == settings.m_lightType)
  2583. {
  2584. const float s = (s_flipV) ? 1.0f : -1.0f; //sign
  2585. const float zadd = (DepthImpl::Linear == settings.m_depthImpl) ? 0.0f : 0.5f;
  2586. const float mtxCropBias[2][TetrahedronFaces::Count][16] =
  2587. {
  2588. { // settings.m_stencilPack == false
  2589. { // D3D: Green, OGL: Blue
  2590. 0.25f, 0.0f, 0.0f, 0.0f,
  2591. 0.0f, s*0.25f, 0.0f, 0.0f,
  2592. 0.0f, 0.0f, 0.5f, 0.0f,
  2593. 0.25f, 0.25f, zadd, 1.0f,
  2594. },
  2595. { // D3D: Yellow, OGL: Red
  2596. 0.25f, 0.0f, 0.0f, 0.0f,
  2597. 0.0f, s*0.25f, 0.0f, 0.0f,
  2598. 0.0f, 0.0f, 0.5f, 0.0f,
  2599. 0.75f, 0.25f, zadd, 1.0f,
  2600. },
  2601. { // D3D: Blue, OGL: Green
  2602. 0.25f, 0.0f, 0.0f, 0.0f,
  2603. 0.0f, s*0.25f, 0.0f, 0.0f,
  2604. 0.0f, 0.0f, 0.5f, 0.0f,
  2605. 0.25f, 0.75f, zadd, 1.0f,
  2606. },
  2607. { // D3D: Red, OGL: Yellow
  2608. 0.25f, 0.0f, 0.0f, 0.0f,
  2609. 0.0f, s*0.25f, 0.0f, 0.0f,
  2610. 0.0f, 0.0f, 0.5f, 0.0f,
  2611. 0.75f, 0.75f, zadd, 1.0f,
  2612. },
  2613. },
  2614. { // settings.m_stencilPack == true
  2615. { // D3D: Red, OGL: Blue
  2616. 0.25f, 0.0f, 0.0f, 0.0f,
  2617. 0.0f, s*0.5f, 0.0f, 0.0f,
  2618. 0.0f, 0.0f, 0.5f, 0.0f,
  2619. 0.25f, 0.5f, zadd, 1.0f,
  2620. },
  2621. { // D3D: Blue, OGL: Red
  2622. 0.25f, 0.0f, 0.0f, 0.0f,
  2623. 0.0f, s*0.5f, 0.0f, 0.0f,
  2624. 0.0f, 0.0f, 0.5f, 0.0f,
  2625. 0.75f, 0.5f, zadd, 1.0f,
  2626. },
  2627. { // D3D: Green, OGL: Green
  2628. 0.5f, 0.0f, 0.0f, 0.0f,
  2629. 0.0f, s*0.25f, 0.0f, 0.0f,
  2630. 0.0f, 0.0f, 0.5f, 0.0f,
  2631. 0.5f, 0.75f, zadd, 1.0f,
  2632. },
  2633. { // D3D: Yellow, OGL: Yellow
  2634. 0.5f, 0.0f, 0.0f, 0.0f,
  2635. 0.0f, s*0.25f, 0.0f, 0.0f,
  2636. 0.0f, 0.0f, 0.5f, 0.0f,
  2637. 0.5f, 0.25f, zadd, 1.0f,
  2638. },
  2639. }
  2640. };
  2641. //Use as: [stencilPack][flipV][tetrahedronFace]
  2642. static const uint8_t cropBiasIndices[2][2][4] =
  2643. {
  2644. { // settings.m_stencilPack == false
  2645. { 0, 1, 2, 3 }, //flipV == false
  2646. { 2, 3, 0, 1 }, //flipV == true
  2647. },
  2648. { // settings.m_stencilPack == true
  2649. { 3, 2, 0, 1 }, //flipV == false
  2650. { 2, 3, 0, 1 }, //flipV == true
  2651. },
  2652. };
  2653. for (uint8_t ii = 0; ii < TetrahedronFaces::Count; ++ii)
  2654. {
  2655. ProjType::Enum projType = (settings.m_stencilPack) ? ProjType::Enum(ii>1) : ProjType::Horizontal;
  2656. uint8_t biasIndex = cropBiasIndices[settings.m_stencilPack][uint8_t(s_flipV)][ii];
  2657. float mtxTmp[16];
  2658. bx::mtxMul(mtxTmp, mtxYpr[ii], lightProj[projType]);
  2659. bx::mtxMul(shadowMapMtx[ii], mtxTmp, mtxCropBias[settings.m_stencilPack][biasIndex]); //mtxYprProjBias
  2660. }
  2661. bx::mtxTranslate(mtxShadow //lightInvTranslate
  2662. , -pointLight.m_position.m_v[0]
  2663. , -pointLight.m_position.m_v[1]
  2664. , -pointLight.m_position.m_v[2]
  2665. );
  2666. }
  2667. else //LightType::DirectionalLight == settings.m_lightType
  2668. {
  2669. for (uint8_t ii = 0; ii < settings.m_numSplits; ++ii)
  2670. {
  2671. float mtxTmp[16];
  2672. bx::mtxMul(mtxTmp, lightProj[ii], mtxBias);
  2673. bx::mtxMul(shadowMapMtx[ii], lightView[0], mtxTmp); //lViewProjCropBias
  2674. }
  2675. }
  2676. // Floor.
  2677. if (LightType::DirectionalLight != settings.m_lightType)
  2678. {
  2679. bx::mtxMul(lightMtx, mtxFloor, mtxShadow); //not needed for directional light
  2680. }
  2681. hplaneMesh.submit(RENDERVIEW_DRAWSCENE_0_ID
  2682. , mtxFloor
  2683. , *currentSmSettings->m_progDraw
  2684. , s_renderStates[RenderState::Default]
  2685. );
  2686. // Bunny.
  2687. if (LightType::DirectionalLight != settings.m_lightType)
  2688. {
  2689. bx::mtxMul(lightMtx, mtxBunny, mtxShadow);
  2690. }
  2691. bunnyMesh.submit(RENDERVIEW_DRAWSCENE_0_ID
  2692. , mtxBunny
  2693. , *currentSmSettings->m_progDraw
  2694. , s_renderStates[RenderState::Default]
  2695. );
  2696. // Hollow cube.
  2697. if (LightType::DirectionalLight != settings.m_lightType)
  2698. {
  2699. bx::mtxMul(lightMtx, mtxHollowcube, mtxShadow);
  2700. }
  2701. hollowcubeMesh.submit(RENDERVIEW_DRAWSCENE_0_ID
  2702. , mtxHollowcube
  2703. , *currentSmSettings->m_progDraw
  2704. , s_renderStates[RenderState::Default]
  2705. );
  2706. // Cube.
  2707. if (LightType::DirectionalLight != settings.m_lightType)
  2708. {
  2709. bx::mtxMul(lightMtx, mtxCube, mtxShadow);
  2710. }
  2711. cubeMesh.submit(RENDERVIEW_DRAWSCENE_0_ID
  2712. , mtxCube
  2713. , *currentSmSettings->m_progDraw
  2714. , s_renderStates[RenderState::Default]
  2715. );
  2716. // Trees.
  2717. for (uint8_t ii = 0; ii < numTrees; ++ii)
  2718. {
  2719. if (LightType::DirectionalLight != settings.m_lightType)
  2720. {
  2721. bx::mtxMul(lightMtx, mtxTrees[ii], mtxShadow);
  2722. }
  2723. treeMesh.submit(RENDERVIEW_DRAWSCENE_0_ID
  2724. , mtxTrees[ii]
  2725. , *currentSmSettings->m_progDraw
  2726. , s_renderStates[RenderState::Default]
  2727. );
  2728. }
  2729. // Lights.
  2730. if (LightType::SpotLight == settings.m_lightType || LightType::PointLight == settings.m_lightType)
  2731. {
  2732. const float lightScale[3] = { 1.5f, 1.5f, 1.5f };
  2733. float mtx[16];
  2734. mtxBillboard(mtx, viewState.m_view, pointLight.m_position.m_v, lightScale);
  2735. vplaneMesh.submit(RENDERVIEW_DRAWSCENE_0_ID
  2736. , mtx
  2737. , s_programs.m_colorTexture
  2738. , s_renderStates[RenderState::Custom_BlendLightTexture]
  2739. , texFlare
  2740. );
  2741. }
  2742. // Draw floor bottom.
  2743. float floorBottomMtx[16];
  2744. bx::mtxSRT(floorBottomMtx
  2745. , floorScale //scaleX
  2746. , floorScale //scaleY
  2747. , floorScale //scaleZ
  2748. , 0.0f //rotX
  2749. , 0.0f //rotY
  2750. , 0.0f //rotZ
  2751. , 0.0f //translateX
  2752. , -0.1f //translateY
  2753. , 0.0f //translateZ
  2754. );
  2755. hplaneMesh.submit(RENDERVIEW_DRAWSCENE_1_ID
  2756. , floorBottomMtx
  2757. , s_programs.m_texture
  2758. , s_renderStates[RenderState::Custom_DrawPlaneBottom]
  2759. , texFigure
  2760. );
  2761. }
  2762. // Draw depth rect.
  2763. if (settings.m_drawDepthBuffer)
  2764. {
  2765. bgfx::setTexture(4, u_shadowMap[0], s_rtShadowMap[0]);
  2766. bgfx::setProgram(s_programs.m_drawDepth[depthType]);
  2767. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  2768. screenSpaceQuad(currentShadowMapSizef, currentShadowMapSizef, s_flipV);
  2769. bgfx::submit(RENDERVIEW_DRAWDEPTH_0_ID);
  2770. if (LightType::DirectionalLight == settings.m_lightType)
  2771. {
  2772. for (uint8_t ii = 1; ii < settings.m_numSplits; ++ii)
  2773. {
  2774. bgfx::setTexture(4, u_shadowMap[0], s_rtShadowMap[ii]);
  2775. bgfx::setProgram(s_programs.m_drawDepth[depthType]);
  2776. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  2777. screenSpaceQuad(currentShadowMapSizef, currentShadowMapSizef, s_flipV);
  2778. bgfx::submit(RENDERVIEW_DRAWDEPTH_0_ID+ii);
  2779. }
  2780. }
  2781. }
  2782. // Update render target size.
  2783. shadowMapSize = 1 << uint32_t(currentSmSettings->m_sizePwrTwo);
  2784. if (bLtChanged || currentShadowMapSize != shadowMapSize)
  2785. {
  2786. currentShadowMapSize = shadowMapSize;
  2787. currentShadowMapSizef = float(int16_t(currentShadowMapSize) );
  2788. s_uniforms.m_shadowMapTexelSize = 1.0f / currentShadowMapSizef;
  2789. {
  2790. bgfx::destroyFrameBuffer(s_rtShadowMap[0]);
  2791. bgfx::TextureHandle fbtextures[] =
  2792. {
  2793. bgfx::createTexture2D(currentShadowMapSize, currentShadowMapSize, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT),
  2794. bgfx::createTexture2D(currentShadowMapSize, currentShadowMapSize, 1, bgfx::TextureFormat::D24S8),
  2795. };
  2796. s_rtShadowMap[0] = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
  2797. }
  2798. if (LightType::DirectionalLight == settings.m_lightType)
  2799. {
  2800. for (uint8_t ii = 1; ii < ShadowMapRenderTargets::Count; ++ii)
  2801. {
  2802. {
  2803. bgfx::destroyFrameBuffer(s_rtShadowMap[ii]);
  2804. bgfx::TextureHandle fbtextures[] =
  2805. {
  2806. bgfx::createTexture2D(currentShadowMapSize, currentShadowMapSize, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT),
  2807. bgfx::createTexture2D(currentShadowMapSize, currentShadowMapSize, 1, bgfx::TextureFormat::D24S8),
  2808. };
  2809. s_rtShadowMap[ii] = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
  2810. }
  2811. }
  2812. }
  2813. bgfx::destroyFrameBuffer(s_rtBlur);
  2814. s_rtBlur = bgfx::createFrameBuffer(currentShadowMapSize, currentShadowMapSize, bgfx::TextureFormat::BGRA8);
  2815. }
  2816. // Advance to next frame. Rendering thread will be kicked to
  2817. // process submitted rendering primitives.
  2818. bgfx::frame();
  2819. }
  2820. bunnyMesh.unload();
  2821. treeMesh.unload();
  2822. cubeMesh.unload();
  2823. hollowcubeMesh.unload();
  2824. hplaneMesh.unload();
  2825. vplaneMesh.unload();
  2826. bgfx::destroyTexture(texFigure);
  2827. bgfx::destroyTexture(texFieldstone);
  2828. bgfx::destroyTexture(texFlare);
  2829. for (uint8_t ii = 0; ii < ShadowMapRenderTargets::Count; ++ii)
  2830. {
  2831. bgfx::destroyFrameBuffer(s_rtShadowMap[ii]);
  2832. }
  2833. bgfx::destroyFrameBuffer(s_rtBlur);
  2834. s_programs.destroy();
  2835. bgfx::destroyUniform(u_texColor);
  2836. bgfx::destroyUniform(u_shadowMap[3]);
  2837. bgfx::destroyUniform(u_shadowMap[2]);
  2838. bgfx::destroyUniform(u_shadowMap[1]);
  2839. bgfx::destroyUniform(u_shadowMap[0]);
  2840. s_uniforms.destroy();
  2841. cameraDestroy();
  2842. imguiDestroy();
  2843. // Shutdown bgfx.
  2844. bgfx::shutdown();
  2845. return 0;
  2846. }