shadowmaps.cpp 104 KB

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  1. /*
  2. * Copyright 2013-2014 Dario Manesku. All rights reserved.
  3. * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
  4. */
  5. #include <string>
  6. #include <vector>
  7. #include <algorithm>
  8. #include "common.h"
  9. #include "bgfx_utils.h"
  10. #include <bgfx/bgfx.h>
  11. #include <bx/timer.h>
  12. #include <bx/math.h>
  13. #include <bx/file.h>
  14. #include "entry/entry.h"
  15. #include "camera.h"
  16. #include "bgfx_utils.h"
  17. #include "imgui/imgui.h"
  18. namespace bgfx
  19. {
  20. int32_t read(bx::ReaderI* _reader, bgfx::VertexLayout& _layout, bx::Error* _err = NULL);
  21. }
  22. namespace
  23. {
  24. #define RENDERVIEW_SHADOWMAP_0_ID 1
  25. #define RENDERVIEW_SHADOWMAP_1_ID 2
  26. #define RENDERVIEW_SHADOWMAP_2_ID 3
  27. #define RENDERVIEW_SHADOWMAP_3_ID 4
  28. #define RENDERVIEW_SHADOWMAP_4_ID 5
  29. #define RENDERVIEW_VBLUR_0_ID 6
  30. #define RENDERVIEW_HBLUR_0_ID 7
  31. #define RENDERVIEW_VBLUR_1_ID 8
  32. #define RENDERVIEW_HBLUR_1_ID 9
  33. #define RENDERVIEW_VBLUR_2_ID 10
  34. #define RENDERVIEW_HBLUR_2_ID 11
  35. #define RENDERVIEW_VBLUR_3_ID 12
  36. #define RENDERVIEW_HBLUR_3_ID 13
  37. #define RENDERVIEW_DRAWSCENE_0_ID 14
  38. #define RENDERVIEW_DRAWSCENE_1_ID 15
  39. #define RENDERVIEW_DRAWDEPTH_0_ID 16
  40. #define RENDERVIEW_DRAWDEPTH_1_ID 17
  41. #define RENDERVIEW_DRAWDEPTH_2_ID 18
  42. #define RENDERVIEW_DRAWDEPTH_3_ID 19
  43. struct LightType
  44. {
  45. enum Enum
  46. {
  47. SpotLight,
  48. PointLight,
  49. DirectionalLight,
  50. Count
  51. };
  52. };
  53. struct DepthImpl
  54. {
  55. enum Enum
  56. {
  57. InvZ,
  58. Linear,
  59. Count
  60. };
  61. };
  62. struct PackDepth
  63. {
  64. enum Enum
  65. {
  66. RGBA,
  67. VSM,
  68. Count
  69. };
  70. };
  71. struct SmImpl
  72. {
  73. enum Enum
  74. {
  75. Hard,
  76. PCF,
  77. VSM,
  78. ESM,
  79. Count
  80. };
  81. };
  82. struct SmType
  83. {
  84. enum Enum
  85. {
  86. Single,
  87. Omni,
  88. Cascade,
  89. Count
  90. };
  91. };
  92. struct TetrahedronFaces
  93. {
  94. enum Enum
  95. {
  96. Green,
  97. Yellow,
  98. Blue,
  99. Red,
  100. Count
  101. };
  102. };
  103. struct ProjType
  104. {
  105. enum Enum
  106. {
  107. Horizontal,
  108. Vertical,
  109. Count
  110. };
  111. };
  112. struct ShadowMapRenderTargets
  113. {
  114. enum Enum
  115. {
  116. First,
  117. Second,
  118. Third,
  119. Fourth,
  120. Count
  121. };
  122. };
  123. struct PosNormalTexcoordVertex
  124. {
  125. float m_x;
  126. float m_y;
  127. float m_z;
  128. uint32_t m_normal;
  129. float m_u;
  130. float m_v;
  131. };
  132. static const float s_texcoord = 5.0f;
  133. static PosNormalTexcoordVertex s_hplaneVertices[] =
  134. {
  135. { -1.0f, 0.0f, 1.0f, encodeNormalRgba8(0.0f, 1.0f, 0.0f), s_texcoord, s_texcoord },
  136. { 1.0f, 0.0f, 1.0f, encodeNormalRgba8(0.0f, 1.0f, 0.0f), s_texcoord, 0.0f },
  137. { -1.0f, 0.0f, -1.0f, encodeNormalRgba8(0.0f, 1.0f, 0.0f), 0.0f, s_texcoord },
  138. { 1.0f, 0.0f, -1.0f, encodeNormalRgba8(0.0f, 1.0f, 0.0f), 0.0f, 0.0f },
  139. };
  140. static PosNormalTexcoordVertex s_vplaneVertices[] =
  141. {
  142. { -1.0f, 1.0f, 0.0f, encodeNormalRgba8(0.0f, 0.0f, -1.0f), 1.0f, 1.0f },
  143. { 1.0f, 1.0f, 0.0f, encodeNormalRgba8(0.0f, 0.0f, -1.0f), 1.0f, 0.0f },
  144. { -1.0f, -1.0f, 0.0f, encodeNormalRgba8(0.0f, 0.0f, -1.0f), 0.0f, 1.0f },
  145. { 1.0f, -1.0f, 0.0f, encodeNormalRgba8(0.0f, 0.0f, -1.0f), 0.0f, 0.0f },
  146. };
  147. static const uint16_t s_planeIndices[] =
  148. {
  149. 0, 1, 2,
  150. 1, 3, 2,
  151. };
  152. static bool s_originBottomLeft = false;
  153. static bgfx::UniformHandle s_texColor;
  154. static bgfx::UniformHandle s_shadowMap[ShadowMapRenderTargets::Count];
  155. static bgfx::FrameBufferHandle s_rtShadowMap[ShadowMapRenderTargets::Count];
  156. static bgfx::FrameBufferHandle s_rtBlur;
  157. void mtxBillboard(
  158. float* _result
  159. , const float* _view
  160. , const float* _pos
  161. , const float* _scale
  162. )
  163. {
  164. _result[ 0] = _view[0] * _scale[0];
  165. _result[ 1] = _view[4] * _scale[0];
  166. _result[ 2] = _view[8] * _scale[0];
  167. _result[ 3] = 0.0f;
  168. _result[ 4] = _view[1] * _scale[1];
  169. _result[ 5] = _view[5] * _scale[1];
  170. _result[ 6] = _view[9] * _scale[1];
  171. _result[ 7] = 0.0f;
  172. _result[ 8] = _view[2] * _scale[2];
  173. _result[ 9] = _view[6] * _scale[2];
  174. _result[10] = _view[10] * _scale[2];
  175. _result[11] = 0.0f;
  176. _result[12] = _pos[0];
  177. _result[13] = _pos[1];
  178. _result[14] = _pos[2];
  179. _result[15] = 1.0f;
  180. }
  181. void mtxYawPitchRoll(float* _result
  182. , float _yaw
  183. , float _pitch
  184. , float _roll
  185. )
  186. {
  187. float sroll = bx::sin(_roll);
  188. float croll = bx::cos(_roll);
  189. float spitch = bx::sin(_pitch);
  190. float cpitch = bx::cos(_pitch);
  191. float syaw = bx::sin(_yaw);
  192. float cyaw = bx::cos(_yaw);
  193. _result[ 0] = sroll * spitch * syaw + croll * cyaw;
  194. _result[ 1] = sroll * cpitch;
  195. _result[ 2] = sroll * spitch * cyaw - croll * syaw;
  196. _result[ 3] = 0.0f;
  197. _result[ 4] = croll * spitch * syaw - sroll * cyaw;
  198. _result[ 5] = croll * cpitch;
  199. _result[ 6] = croll * spitch * cyaw + sroll * syaw;
  200. _result[ 7] = 0.0f;
  201. _result[ 8] = cpitch * syaw;
  202. _result[ 9] = -spitch;
  203. _result[10] = cpitch * cyaw;
  204. _result[11] = 0.0f;
  205. _result[12] = 0.0f;
  206. _result[13] = 0.0f;
  207. _result[14] = 0.0f;
  208. _result[15] = 1.0f;
  209. }
  210. struct Material
  211. {
  212. union Ambient
  213. {
  214. struct
  215. {
  216. float m_r;
  217. float m_g;
  218. float m_b;
  219. float m_unused;
  220. };
  221. float m_v[4];
  222. };
  223. union Diffuse
  224. {
  225. struct
  226. {
  227. float m_r;
  228. float m_g;
  229. float m_b;
  230. float m_unused;
  231. };
  232. float m_v[4];
  233. };
  234. union Specular
  235. {
  236. struct
  237. {
  238. float m_r;
  239. float m_g;
  240. float m_b;
  241. float m_ns;
  242. };
  243. float m_v[4];
  244. };
  245. Ambient m_ka;
  246. Diffuse m_kd;
  247. Specular m_ks;
  248. };
  249. struct Light
  250. {
  251. union Position
  252. {
  253. struct
  254. {
  255. float m_x;
  256. float m_y;
  257. float m_z;
  258. float m_w;
  259. };
  260. float m_v[4];
  261. };
  262. union LightRgbPower
  263. {
  264. struct
  265. {
  266. float m_r;
  267. float m_g;
  268. float m_b;
  269. float m_power;
  270. };
  271. float m_v[4];
  272. };
  273. union SpotDirectionInner
  274. {
  275. struct
  276. {
  277. float m_x;
  278. float m_y;
  279. float m_z;
  280. float m_inner;
  281. };
  282. float m_v[4];
  283. };
  284. union AttenuationSpotOuter
  285. {
  286. struct
  287. {
  288. float m_attnConst;
  289. float m_attnLinear;
  290. float m_attnQuadrantic;
  291. float m_outer;
  292. };
  293. float m_v[4];
  294. };
  295. void computeViewSpaceComponents(float* _viewMtx)
  296. {
  297. bx::vec4MulMtx(m_position_viewSpace, m_position.m_v, _viewMtx);
  298. float tmp[] =
  299. {
  300. m_spotDirectionInner.m_x
  301. , m_spotDirectionInner.m_y
  302. , m_spotDirectionInner.m_z
  303. , 0.0f
  304. };
  305. bx::vec4MulMtx(m_spotDirectionInner_viewSpace, tmp, _viewMtx);
  306. m_spotDirectionInner_viewSpace[3] = m_spotDirectionInner.m_v[3];
  307. }
  308. Position m_position;
  309. float m_position_viewSpace[4];
  310. LightRgbPower m_ambientPower;
  311. LightRgbPower m_diffusePower;
  312. LightRgbPower m_specularPower;
  313. SpotDirectionInner m_spotDirectionInner;
  314. float m_spotDirectionInner_viewSpace[4];
  315. AttenuationSpotOuter m_attenuationSpotOuter;
  316. };
  317. struct Uniforms
  318. {
  319. void init()
  320. {
  321. m_ambientPass = 1.0f;
  322. m_lightingPass = 1.0f;
  323. m_shadowMapBias = 0.003f;
  324. m_shadowMapOffset = 0.0f;
  325. m_shadowMapParam0 = 0.5;
  326. m_shadowMapParam1 = 1.0;
  327. m_depthValuePow = 1.0f;
  328. m_showSmCoverage = 1.0f;
  329. m_shadowMapTexelSize = 1.0f/512.0f;
  330. m_csmFarDistances[0] = 30.0f;
  331. m_csmFarDistances[1] = 90.0f;
  332. m_csmFarDistances[2] = 180.0f;
  333. m_csmFarDistances[3] = 1000.0f;
  334. m_XNum = 2.0f;
  335. m_YNum = 2.0f;
  336. m_XOffset = 10.0f/512.0f;
  337. m_YOffset = 10.0f/512.0f;
  338. u_params0 = bgfx::createUniform("u_params0", bgfx::UniformType::Vec4);
  339. u_params1 = bgfx::createUniform("u_params1", bgfx::UniformFreq::Frame, bgfx::UniformType::Vec4);
  340. u_params2 = bgfx::createUniform("u_params2", bgfx::UniformFreq::Frame, bgfx::UniformType::Vec4);
  341. u_color = bgfx::createUniform("u_color", bgfx::UniformType::Vec4);
  342. u_smSamplingParams = bgfx::createUniform("u_smSamplingParams", bgfx::UniformFreq::Frame, bgfx::UniformType::Vec4);
  343. u_csmFarDistances = bgfx::createUniform("u_csmFarDistances", bgfx::UniformFreq::Frame, bgfx::UniformType::Vec4);
  344. u_lightMtx = bgfx::createUniform("u_lightMtx", bgfx::UniformType::Mat4);
  345. u_tetraNormalGreen = bgfx::createUniform("u_tetraNormalGreen", bgfx::UniformFreq::Frame, bgfx::UniformType::Vec4);
  346. u_tetraNormalYellow = bgfx::createUniform("u_tetraNormalYellow", bgfx::UniformFreq::Frame, bgfx::UniformType::Vec4);
  347. u_tetraNormalBlue = bgfx::createUniform("u_tetraNormalBlue", bgfx::UniformFreq::Frame, bgfx::UniformType::Vec4);
  348. u_tetraNormalRed = bgfx::createUniform("u_tetraNormalRed", bgfx::UniformFreq::Frame, bgfx::UniformType::Vec4);
  349. const float tetraNormalGreen[] = { 0.0f, -0.57735026f, 0.81649661f };
  350. const float tetraNormalYellow[] = { 0.0f, -0.57735026f, -0.81649661f };
  351. const float tetraNormalBlue[] = { -0.81649661f, 0.57735026f, 0.0f };
  352. const float tetraNormalRed[] = { 0.81649661f, 0.57735026f, 0.0f };
  353. bgfx::setFrameUniform(u_tetraNormalGreen, tetraNormalGreen);
  354. bgfx::setFrameUniform(u_tetraNormalYellow, tetraNormalYellow);
  355. bgfx::setFrameUniform(u_tetraNormalBlue, tetraNormalBlue);
  356. bgfx::setFrameUniform(u_tetraNormalRed, tetraNormalRed);
  357. u_shadowMapMtx0 = bgfx::createUniform("u_shadowMapMtx0", bgfx::UniformType::Mat4);
  358. u_shadowMapMtx1 = bgfx::createUniform("u_shadowMapMtx1", bgfx::UniformType::Mat4);
  359. u_shadowMapMtx2 = bgfx::createUniform("u_shadowMapMtx2", bgfx::UniformType::Mat4);
  360. u_shadowMapMtx3 = bgfx::createUniform("u_shadowMapMtx3", bgfx::UniformType::Mat4);
  361. u_lightPosition = bgfx::createUniform("u_lightPosition", bgfx::UniformFreq::Frame, bgfx::UniformType::Vec4);
  362. u_lightAmbientPower = bgfx::createUniform("u_lightAmbientPower", bgfx::UniformFreq::Frame, bgfx::UniformType::Vec4);
  363. u_lightDiffusePower = bgfx::createUniform("u_lightDiffusePower", bgfx::UniformFreq::Frame, bgfx::UniformType::Vec4);
  364. u_lightSpecularPower = bgfx::createUniform("u_lightSpecularPower", bgfx::UniformFreq::Frame, bgfx::UniformType::Vec4);
  365. u_lightSpotDirectionInner = bgfx::createUniform("u_lightSpotDirectionInner", bgfx::UniformFreq::Frame, bgfx::UniformType::Vec4);
  366. u_lightAttenuationSpotOuter = bgfx::createUniform("u_lightAttenuationSpotOuter", bgfx::UniformFreq::Frame, bgfx::UniformType::Vec4);
  367. u_materialKa = bgfx::createUniform("u_materialKa", bgfx::UniformFreq::Frame, bgfx::UniformType::Vec4);
  368. u_materialKd = bgfx::createUniform("u_materialKd", bgfx::UniformFreq::Frame, bgfx::UniformType::Vec4);
  369. u_materialKs = bgfx::createUniform("u_materialKs", bgfx::UniformFreq::Frame, bgfx::UniformType::Vec4);
  370. }
  371. void setPtrs(Material* _materialPtr, Light* _lightPtr, float* _colorPtr, float* _lightMtxPtr, float* _shadowMapMtx0, float* _shadowMapMtx1, float* _shadowMapMtx2, float* _shadowMapMtx3)
  372. {
  373. m_lightMtxPtr = _lightMtxPtr;
  374. m_colorPtr = _colorPtr;
  375. m_materialPtr = _materialPtr;
  376. m_lightPtr = _lightPtr;
  377. m_shadowMapMtx0 = _shadowMapMtx0;
  378. m_shadowMapMtx1 = _shadowMapMtx1;
  379. m_shadowMapMtx2 = _shadowMapMtx2;
  380. m_shadowMapMtx3 = _shadowMapMtx3;
  381. }
  382. // Call this once per frame.
  383. void submitPerFrameUniforms()
  384. {
  385. bgfx::setFrameUniform(u_params1, m_params1);
  386. bgfx::setFrameUniform(u_params2, m_params2);
  387. bgfx::setFrameUniform(u_smSamplingParams, m_paramsBlur);
  388. bgfx::setFrameUniform(u_csmFarDistances, m_csmFarDistances);
  389. bgfx::setFrameUniform(u_materialKa, &m_materialPtr->m_ka);
  390. bgfx::setFrameUniform(u_materialKd, &m_materialPtr->m_kd);
  391. bgfx::setFrameUniform(u_materialKs, &m_materialPtr->m_ks);
  392. bgfx::setFrameUniform(u_lightPosition, &m_lightPtr->m_position_viewSpace);
  393. bgfx::setFrameUniform(u_lightAmbientPower, &m_lightPtr->m_ambientPower);
  394. bgfx::setFrameUniform(u_lightDiffusePower, &m_lightPtr->m_diffusePower);
  395. bgfx::setFrameUniform(u_lightSpecularPower, &m_lightPtr->m_specularPower);
  396. bgfx::setFrameUniform(u_lightSpotDirectionInner, &m_lightPtr->m_spotDirectionInner_viewSpace);
  397. bgfx::setFrameUniform(u_lightAttenuationSpotOuter, &m_lightPtr->m_attenuationSpotOuter);
  398. }
  399. // Call this before each draw call.
  400. void submitPerDrawUniforms()
  401. {
  402. bgfx::setUniform(u_shadowMapMtx0, m_shadowMapMtx0);
  403. bgfx::setUniform(u_shadowMapMtx1, m_shadowMapMtx1);
  404. bgfx::setUniform(u_shadowMapMtx2, m_shadowMapMtx2);
  405. bgfx::setUniform(u_shadowMapMtx3, m_shadowMapMtx3);
  406. bgfx::setUniform(u_params0, m_params0);
  407. bgfx::setUniform(u_lightMtx, m_lightMtxPtr);
  408. bgfx::setUniform(u_color, m_colorPtr);
  409. }
  410. void destroy()
  411. {
  412. bgfx::destroy(u_params0);
  413. bgfx::destroy(u_params1);
  414. bgfx::destroy(u_params2);
  415. bgfx::destroy(u_color);
  416. bgfx::destroy(u_smSamplingParams);
  417. bgfx::destroy(u_csmFarDistances);
  418. bgfx::destroy(u_materialKa);
  419. bgfx::destroy(u_materialKd);
  420. bgfx::destroy(u_materialKs);
  421. bgfx::destroy(u_tetraNormalGreen);
  422. bgfx::destroy(u_tetraNormalYellow);
  423. bgfx::destroy(u_tetraNormalBlue);
  424. bgfx::destroy(u_tetraNormalRed);
  425. bgfx::destroy(u_shadowMapMtx0);
  426. bgfx::destroy(u_shadowMapMtx1);
  427. bgfx::destroy(u_shadowMapMtx2);
  428. bgfx::destroy(u_shadowMapMtx3);
  429. bgfx::destroy(u_lightMtx);
  430. bgfx::destroy(u_lightPosition);
  431. bgfx::destroy(u_lightAmbientPower);
  432. bgfx::destroy(u_lightDiffusePower);
  433. bgfx::destroy(u_lightSpecularPower);
  434. bgfx::destroy(u_lightSpotDirectionInner);
  435. bgfx::destroy(u_lightAttenuationSpotOuter);
  436. }
  437. union
  438. {
  439. struct
  440. {
  441. float m_ambientPass;
  442. float m_lightingPass;
  443. float m_unused00;
  444. float m_unused01;
  445. };
  446. float m_params0[4];
  447. };
  448. union
  449. {
  450. struct
  451. {
  452. float m_shadowMapBias;
  453. float m_shadowMapOffset;
  454. float m_shadowMapParam0;
  455. float m_shadowMapParam1;
  456. };
  457. float m_params1[4];
  458. };
  459. union
  460. {
  461. struct
  462. {
  463. float m_depthValuePow;
  464. float m_showSmCoverage;
  465. float m_shadowMapTexelSize;
  466. float m_unused23;
  467. };
  468. float m_params2[4];
  469. };
  470. union
  471. {
  472. struct
  473. {
  474. float m_XNum;
  475. float m_YNum;
  476. float m_XOffset;
  477. float m_YOffset;
  478. };
  479. float m_paramsBlur[4];
  480. };
  481. float m_csmFarDistances[4];
  482. float* m_lightMtxPtr;
  483. float* m_colorPtr;
  484. Light* m_lightPtr;
  485. float* m_shadowMapMtx0;
  486. float* m_shadowMapMtx1;
  487. float* m_shadowMapMtx2;
  488. float* m_shadowMapMtx3;
  489. Material* m_materialPtr;
  490. private:
  491. bgfx::UniformHandle u_params0;
  492. bgfx::UniformHandle u_params1;
  493. bgfx::UniformHandle u_params2;
  494. bgfx::UniformHandle u_color;
  495. bgfx::UniformHandle u_smSamplingParams;
  496. bgfx::UniformHandle u_csmFarDistances;
  497. bgfx::UniformHandle u_materialKa;
  498. bgfx::UniformHandle u_materialKd;
  499. bgfx::UniformHandle u_materialKs;
  500. bgfx::UniformHandle u_tetraNormalGreen;
  501. bgfx::UniformHandle u_tetraNormalYellow;
  502. bgfx::UniformHandle u_tetraNormalBlue;
  503. bgfx::UniformHandle u_tetraNormalRed;
  504. bgfx::UniformHandle u_shadowMapMtx0;
  505. bgfx::UniformHandle u_shadowMapMtx1;
  506. bgfx::UniformHandle u_shadowMapMtx2;
  507. bgfx::UniformHandle u_shadowMapMtx3;
  508. bgfx::UniformHandle u_lightMtx;
  509. bgfx::UniformHandle u_lightPosition;
  510. bgfx::UniformHandle u_lightAmbientPower;
  511. bgfx::UniformHandle u_lightDiffusePower;
  512. bgfx::UniformHandle u_lightSpecularPower;
  513. bgfx::UniformHandle u_lightSpotDirectionInner;
  514. bgfx::UniformHandle u_lightAttenuationSpotOuter;
  515. };
  516. static Uniforms s_uniforms;
  517. struct RenderState
  518. {
  519. enum Enum
  520. {
  521. Default = 0,
  522. ShadowMap_PackDepth,
  523. ShadowMap_PackDepthHoriz,
  524. ShadowMap_PackDepthVert,
  525. Custom_BlendLightTexture,
  526. Custom_DrawPlaneBottom,
  527. Count
  528. };
  529. uint64_t m_state;
  530. uint32_t m_blendFactorRgba;
  531. uint32_t m_fstencil;
  532. uint32_t m_bstencil;
  533. };
  534. static RenderState s_renderStates[RenderState::Count] =
  535. {
  536. { // Default
  537. 0
  538. | BGFX_STATE_WRITE_RGB
  539. | BGFX_STATE_WRITE_A
  540. | BGFX_STATE_DEPTH_TEST_LESS
  541. | BGFX_STATE_WRITE_Z
  542. | BGFX_STATE_CULL_CCW
  543. | BGFX_STATE_MSAA
  544. , UINT32_MAX
  545. , BGFX_STENCIL_NONE
  546. , BGFX_STENCIL_NONE
  547. },
  548. { // ShadowMap_PackDepth
  549. 0
  550. | BGFX_STATE_WRITE_RGB
  551. | BGFX_STATE_WRITE_A
  552. | BGFX_STATE_WRITE_Z
  553. | BGFX_STATE_DEPTH_TEST_LESS
  554. | BGFX_STATE_CULL_CCW
  555. | BGFX_STATE_MSAA
  556. , UINT32_MAX
  557. , BGFX_STENCIL_NONE
  558. , BGFX_STENCIL_NONE
  559. },
  560. { // ShadowMap_PackDepthHoriz
  561. 0
  562. | BGFX_STATE_WRITE_RGB
  563. | BGFX_STATE_WRITE_A
  564. | BGFX_STATE_WRITE_Z
  565. | BGFX_STATE_DEPTH_TEST_LESS
  566. | BGFX_STATE_CULL_CCW
  567. | BGFX_STATE_MSAA
  568. , UINT32_MAX
  569. , BGFX_STENCIL_TEST_EQUAL
  570. | BGFX_STENCIL_FUNC_REF(1)
  571. | BGFX_STENCIL_FUNC_RMASK(0xff)
  572. | BGFX_STENCIL_OP_FAIL_S_KEEP
  573. | BGFX_STENCIL_OP_FAIL_Z_KEEP
  574. | BGFX_STENCIL_OP_PASS_Z_KEEP
  575. , BGFX_STENCIL_NONE
  576. },
  577. { // ShadowMap_PackDepthVert
  578. 0
  579. | BGFX_STATE_WRITE_RGB
  580. | BGFX_STATE_WRITE_A
  581. | BGFX_STATE_WRITE_Z
  582. | BGFX_STATE_DEPTH_TEST_LESS
  583. | BGFX_STATE_CULL_CCW
  584. | BGFX_STATE_MSAA
  585. , UINT32_MAX
  586. , BGFX_STENCIL_TEST_EQUAL
  587. | BGFX_STENCIL_FUNC_REF(0)
  588. | BGFX_STENCIL_FUNC_RMASK(0xff)
  589. | BGFX_STENCIL_OP_FAIL_S_KEEP
  590. | BGFX_STENCIL_OP_FAIL_Z_KEEP
  591. | BGFX_STENCIL_OP_PASS_Z_KEEP
  592. , BGFX_STENCIL_NONE
  593. },
  594. { // Custom_BlendLightTexture
  595. BGFX_STATE_WRITE_RGB
  596. | BGFX_STATE_WRITE_A
  597. | BGFX_STATE_WRITE_Z
  598. | BGFX_STATE_DEPTH_TEST_LESS
  599. | BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_SRC_COLOR, BGFX_STATE_BLEND_INV_SRC_COLOR)
  600. | BGFX_STATE_CULL_CCW
  601. | BGFX_STATE_MSAA
  602. , UINT32_MAX
  603. , BGFX_STENCIL_NONE
  604. , BGFX_STENCIL_NONE
  605. },
  606. { // Custom_DrawPlaneBottom
  607. BGFX_STATE_WRITE_RGB
  608. | BGFX_STATE_CULL_CW
  609. | BGFX_STATE_MSAA
  610. , UINT32_MAX
  611. , BGFX_STENCIL_NONE
  612. , BGFX_STENCIL_NONE
  613. },
  614. };
  615. struct ViewState
  616. {
  617. ViewState(uint16_t _width = 1280, uint16_t _height = 720)
  618. : m_width(_width)
  619. , m_height(_height)
  620. {
  621. }
  622. uint16_t m_width;
  623. uint16_t m_height;
  624. float m_view[16];
  625. float m_proj[16];
  626. };
  627. struct ClearValues
  628. {
  629. ClearValues(uint32_t _clearRgba = 0x30303000
  630. , float _clearDepth = 1.0f
  631. , uint8_t _clearStencil = 0
  632. )
  633. : m_clearRgba(_clearRgba)
  634. , m_clearDepth(_clearDepth)
  635. , m_clearStencil(_clearStencil)
  636. {
  637. }
  638. uint32_t m_clearRgba;
  639. float m_clearDepth;
  640. uint8_t m_clearStencil;
  641. };
  642. struct Mesh : public ::Mesh
  643. {
  644. void load(const char* _filePath, bool _ramcopy = false)
  645. {
  646. bx::FileReaderI* reader = entry::getFileReader();
  647. if (bx::open(reader, _filePath))
  648. {
  649. ::Mesh::load(reader, _ramcopy);
  650. bx::close(reader);
  651. }
  652. }
  653. void load(const void* _vertices, uint32_t _numVertices, const bgfx::VertexLayout _layout, const uint16_t* _indices, uint32_t _numIndices)
  654. {
  655. Group group;
  656. const bgfx::Memory* mem;
  657. uint32_t size;
  658. size = _numVertices * _layout.getStride();
  659. mem = bgfx::makeRef(_vertices, size);
  660. group.m_vbh = bgfx::createVertexBuffer(mem, _layout);
  661. size = _numIndices * 2;
  662. mem = bgfx::makeRef(_indices, size);
  663. group.m_ibh = bgfx::createIndexBuffer(mem);
  664. m_groups.push_back(group);
  665. }
  666. void submit(uint8_t _viewId, float* _mtx, bgfx::ProgramHandle _program, const RenderState& _renderState, bool _submitShadowMaps = false)
  667. {
  668. bgfx::TextureHandle texture = BGFX_INVALID_HANDLE;
  669. submit(_viewId, _mtx, _program, _renderState, texture, _submitShadowMaps);
  670. }
  671. void submit(uint8_t _viewId, float* _mtx, bgfx::ProgramHandle _program, const RenderState& _renderState, bgfx::TextureHandle _texture, bool _submitShadowMaps = false)
  672. {
  673. for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it)
  674. {
  675. const Group& group = *it;
  676. // Set uniforms.
  677. s_uniforms.submitPerDrawUniforms();
  678. // Set model matrix for rendering.
  679. bgfx::setTransform(_mtx);
  680. bgfx::setIndexBuffer(group.m_ibh);
  681. bgfx::setVertexBuffer(0, group.m_vbh);
  682. // Set textures.
  683. if (bgfx::kInvalidHandle != _texture.idx)
  684. {
  685. bgfx::setTexture(0, s_texColor, _texture);
  686. }
  687. if (_submitShadowMaps)
  688. {
  689. for (uint8_t ii = 0; ii < ShadowMapRenderTargets::Count; ++ii)
  690. {
  691. bgfx::setTexture(4 + ii, s_shadowMap[ii], bgfx::getTexture(s_rtShadowMap[ii]));
  692. }
  693. }
  694. // Apply render state.
  695. bgfx::setStencil(_renderState.m_fstencil, _renderState.m_bstencil);
  696. bgfx::setState(_renderState.m_state, _renderState.m_blendFactorRgba);
  697. // Submit.
  698. bgfx::submit(_viewId, _program);
  699. }
  700. }
  701. };
  702. struct PosColorTexCoord0Vertex
  703. {
  704. float m_x;
  705. float m_y;
  706. float m_z;
  707. uint32_t m_rgba;
  708. float m_u;
  709. float m_v;
  710. static void init()
  711. {
  712. ms_layout
  713. .begin()
  714. .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
  715. .add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
  716. .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
  717. .end();
  718. }
  719. static bgfx::VertexLayout ms_layout;
  720. };
  721. bgfx::VertexLayout PosColorTexCoord0Vertex::ms_layout;
  722. void screenSpaceQuad(bool _originBottomLeft = true, float _width = 1.0f, float _height = 1.0f)
  723. {
  724. if (3 == bgfx::getAvailTransientVertexBuffer(3, PosColorTexCoord0Vertex::ms_layout) )
  725. {
  726. bgfx::TransientVertexBuffer vb;
  727. bgfx::allocTransientVertexBuffer(&vb, 3, PosColorTexCoord0Vertex::ms_layout);
  728. PosColorTexCoord0Vertex* vertex = (PosColorTexCoord0Vertex*)vb.data;
  729. const float zz = 0.0f;
  730. const float minx = -_width;
  731. const float maxx = _width;
  732. const float miny = 0.0f;
  733. const float maxy = _height*2.0f;
  734. const float minu = -1.0f;
  735. const float maxu = 1.0f;
  736. float minv = 0.0f;
  737. float maxv = 2.0f;
  738. if (_originBottomLeft)
  739. {
  740. std::swap(minv, maxv);
  741. minv -= 1.0f;
  742. maxv -= 1.0f;
  743. }
  744. vertex[0].m_x = minx;
  745. vertex[0].m_y = miny;
  746. vertex[0].m_z = zz;
  747. vertex[0].m_rgba = 0xffffffff;
  748. vertex[0].m_u = minu;
  749. vertex[0].m_v = minv;
  750. vertex[1].m_x = maxx;
  751. vertex[1].m_y = miny;
  752. vertex[1].m_z = zz;
  753. vertex[1].m_rgba = 0xffffffff;
  754. vertex[1].m_u = maxu;
  755. vertex[1].m_v = minv;
  756. vertex[2].m_x = maxx;
  757. vertex[2].m_y = maxy;
  758. vertex[2].m_z = zz;
  759. vertex[2].m_rgba = 0xffffffff;
  760. vertex[2].m_u = maxu;
  761. vertex[2].m_v = maxv;
  762. bgfx::setVertexBuffer(0, &vb);
  763. }
  764. }
  765. void worldSpaceFrustumCorners(
  766. float* _corners24f
  767. , float _near
  768. , float _far
  769. , float _projWidth
  770. , float _projHeight
  771. , const float* _invViewMtx
  772. )
  773. {
  774. // Define frustum corners in view space.
  775. const float nw = _near * _projWidth;
  776. const float nh = _near * _projHeight;
  777. const float fw = _far * _projWidth;
  778. const float fh = _far * _projHeight;
  779. const uint8_t numCorners = 8;
  780. const bx::Vec3 corners[numCorners] =
  781. {
  782. { -nw, nh, _near },
  783. { nw, nh, _near },
  784. { nw, -nh, _near },
  785. { -nw, -nh, _near },
  786. { -fw, fh, _far },
  787. { fw, fh, _far },
  788. { fw, -fh, _far },
  789. { -fw, -fh, _far },
  790. };
  791. // Convert them to world space.
  792. float (*out)[3] = (float(*)[3])_corners24f;
  793. for (uint8_t ii = 0; ii < numCorners; ++ii)
  794. {
  795. bx::store(&out[ii], bx::mul(corners[ii], _invViewMtx) );
  796. }
  797. }
  798. /**
  799. * _splits = { near0, far0, near1, far1... nearN, farN }
  800. * N = _numSplits
  801. */
  802. void splitFrustum(float* _splits, uint8_t _numSplits, float _near, float _far, float _splitWeight = 0.75f)
  803. {
  804. const float l = _splitWeight;
  805. const float ratio = _far/_near;
  806. const int8_t numSlices = _numSplits*2;
  807. const float numSlicesf = float(numSlices);
  808. // First slice.
  809. _splits[0] = _near;
  810. for (uint8_t nn = 2, ff = 1; nn < numSlices; nn+=2, ff+=2)
  811. {
  812. float si = float(int8_t(ff) ) / numSlicesf;
  813. const float nearp = l*(_near*bx::pow(ratio, si) ) + (1 - l)*(_near + (_far - _near)*si);
  814. _splits[nn] = nearp; //near
  815. _splits[ff] = nearp * 1.005f; //far from previous split
  816. }
  817. // Last slice.
  818. _splits[numSlices-1] = _far;
  819. }
  820. struct Programs
  821. {
  822. void init()
  823. {
  824. // Misc.
  825. m_black = loadProgram("vs_shadowmaps_color", "fs_shadowmaps_color_black");
  826. m_texture = loadProgram("vs_shadowmaps_texture", "fs_shadowmaps_texture");
  827. m_colorTexture = loadProgram("vs_shadowmaps_color_texture", "fs_shadowmaps_color_texture");
  828. // Blur.
  829. m_vBlur[PackDepth::RGBA] = loadProgram("vs_shadowmaps_vblur", "fs_shadowmaps_vblur");
  830. m_hBlur[PackDepth::RGBA] = loadProgram("vs_shadowmaps_hblur", "fs_shadowmaps_hblur");
  831. m_vBlur[PackDepth::VSM] = loadProgram("vs_shadowmaps_vblur", "fs_shadowmaps_vblur_vsm");
  832. m_hBlur[PackDepth::VSM] = loadProgram("vs_shadowmaps_hblur", "fs_shadowmaps_hblur_vsm");
  833. // Draw depth.
  834. m_drawDepth[PackDepth::RGBA] = loadProgram("vs_shadowmaps_unpackdepth", "fs_shadowmaps_unpackdepth");
  835. m_drawDepth[PackDepth::VSM] = loadProgram("vs_shadowmaps_unpackdepth", "fs_shadowmaps_unpackdepth_vsm");
  836. // Pack depth.
  837. m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] = loadProgram("vs_shadowmaps_packdepth", "fs_shadowmaps_packdepth");
  838. m_packDepth[DepthImpl::InvZ][PackDepth::VSM] = loadProgram("vs_shadowmaps_packdepth", "fs_shadowmaps_packdepth_vsm");
  839. m_packDepth[DepthImpl::Linear][PackDepth::RGBA] = loadProgram("vs_shadowmaps_packdepth_linear", "fs_shadowmaps_packdepth_linear");
  840. m_packDepth[DepthImpl::Linear][PackDepth::VSM] = loadProgram("vs_shadowmaps_packdepth_linear", "fs_shadowmaps_packdepth_vsm_linear");
  841. // Color lighting.
  842. m_colorLighting[SmType::Single][DepthImpl::InvZ][SmImpl::Hard] = loadProgram("vs_shadowmaps_color_lighting", "fs_shadowmaps_color_lighting_hard");
  843. m_colorLighting[SmType::Single][DepthImpl::InvZ][SmImpl::PCF] = loadProgram("vs_shadowmaps_color_lighting", "fs_shadowmaps_color_lighting_pcf");
  844. m_colorLighting[SmType::Single][DepthImpl::InvZ][SmImpl::VSM] = loadProgram("vs_shadowmaps_color_lighting", "fs_shadowmaps_color_lighting_vsm");
  845. m_colorLighting[SmType::Single][DepthImpl::InvZ][SmImpl::ESM] = loadProgram("vs_shadowmaps_color_lighting", "fs_shadowmaps_color_lighting_esm");
  846. m_colorLighting[SmType::Single][DepthImpl::Linear][SmImpl::Hard] = loadProgram("vs_shadowmaps_color_lighting_linear", "fs_shadowmaps_color_lighting_hard_linear");
  847. m_colorLighting[SmType::Single][DepthImpl::Linear][SmImpl::PCF] = loadProgram("vs_shadowmaps_color_lighting_linear", "fs_shadowmaps_color_lighting_pcf_linear");
  848. m_colorLighting[SmType::Single][DepthImpl::Linear][SmImpl::VSM] = loadProgram("vs_shadowmaps_color_lighting_linear", "fs_shadowmaps_color_lighting_vsm_linear");
  849. m_colorLighting[SmType::Single][DepthImpl::Linear][SmImpl::ESM] = loadProgram("vs_shadowmaps_color_lighting_linear", "fs_shadowmaps_color_lighting_esm_linear");
  850. m_colorLighting[SmType::Omni][DepthImpl::InvZ][SmImpl::Hard] = loadProgram("vs_shadowmaps_color_lighting_omni", "fs_shadowmaps_color_lighting_hard_omni");
  851. m_colorLighting[SmType::Omni][DepthImpl::InvZ][SmImpl::PCF] = loadProgram("vs_shadowmaps_color_lighting_omni", "fs_shadowmaps_color_lighting_pcf_omni");
  852. m_colorLighting[SmType::Omni][DepthImpl::InvZ][SmImpl::VSM] = loadProgram("vs_shadowmaps_color_lighting_omni", "fs_shadowmaps_color_lighting_vsm_omni");
  853. m_colorLighting[SmType::Omni][DepthImpl::InvZ][SmImpl::ESM] = loadProgram("vs_shadowmaps_color_lighting_omni", "fs_shadowmaps_color_lighting_esm_omni");
  854. m_colorLighting[SmType::Omni][DepthImpl::Linear][SmImpl::Hard] = loadProgram("vs_shadowmaps_color_lighting_linear_omni", "fs_shadowmaps_color_lighting_hard_linear_omni");
  855. m_colorLighting[SmType::Omni][DepthImpl::Linear][SmImpl::PCF] = loadProgram("vs_shadowmaps_color_lighting_linear_omni", "fs_shadowmaps_color_lighting_pcf_linear_omni");
  856. m_colorLighting[SmType::Omni][DepthImpl::Linear][SmImpl::VSM] = loadProgram("vs_shadowmaps_color_lighting_linear_omni", "fs_shadowmaps_color_lighting_vsm_linear_omni");
  857. m_colorLighting[SmType::Omni][DepthImpl::Linear][SmImpl::ESM] = loadProgram("vs_shadowmaps_color_lighting_linear_omni", "fs_shadowmaps_color_lighting_esm_linear_omni");
  858. m_colorLighting[SmType::Cascade][DepthImpl::InvZ][SmImpl::Hard] = loadProgram("vs_shadowmaps_color_lighting_csm", "fs_shadowmaps_color_lighting_hard_csm");
  859. m_colorLighting[SmType::Cascade][DepthImpl::InvZ][SmImpl::PCF] = loadProgram("vs_shadowmaps_color_lighting_csm", "fs_shadowmaps_color_lighting_pcf_csm");
  860. m_colorLighting[SmType::Cascade][DepthImpl::InvZ][SmImpl::VSM] = loadProgram("vs_shadowmaps_color_lighting_csm", "fs_shadowmaps_color_lighting_vsm_csm");
  861. m_colorLighting[SmType::Cascade][DepthImpl::InvZ][SmImpl::ESM] = loadProgram("vs_shadowmaps_color_lighting_csm", "fs_shadowmaps_color_lighting_esm_csm");
  862. m_colorLighting[SmType::Cascade][DepthImpl::Linear][SmImpl::Hard] = loadProgram("vs_shadowmaps_color_lighting_linear_csm", "fs_shadowmaps_color_lighting_hard_linear_csm");
  863. m_colorLighting[SmType::Cascade][DepthImpl::Linear][SmImpl::PCF] = loadProgram("vs_shadowmaps_color_lighting_linear_csm", "fs_shadowmaps_color_lighting_pcf_linear_csm");
  864. m_colorLighting[SmType::Cascade][DepthImpl::Linear][SmImpl::VSM] = loadProgram("vs_shadowmaps_color_lighting_linear_csm", "fs_shadowmaps_color_lighting_vsm_linear_csm");
  865. m_colorLighting[SmType::Cascade][DepthImpl::Linear][SmImpl::ESM] = loadProgram("vs_shadowmaps_color_lighting_linear_csm", "fs_shadowmaps_color_lighting_esm_linear_csm");
  866. }
  867. void destroy()
  868. {
  869. // Color lighting.
  870. for (uint8_t ii = 0; ii < SmType::Count; ++ii)
  871. {
  872. for (uint8_t jj = 0; jj < DepthImpl::Count; ++jj)
  873. {
  874. for (uint8_t kk = 0; kk < SmImpl::Count; ++kk)
  875. {
  876. bgfx::destroy(m_colorLighting[ii][jj][kk]);
  877. }
  878. }
  879. }
  880. // Pack depth.
  881. for (uint8_t ii = 0; ii < DepthImpl::Count; ++ii)
  882. {
  883. for (uint8_t jj = 0; jj < PackDepth::Count; ++jj)
  884. {
  885. bgfx::destroy(m_packDepth[ii][jj]);
  886. }
  887. }
  888. // Draw depth.
  889. for (uint8_t ii = 0; ii < PackDepth::Count; ++ii)
  890. {
  891. bgfx::destroy(m_drawDepth[ii]);
  892. }
  893. // Hblur.
  894. for (uint8_t ii = 0; ii < PackDepth::Count; ++ii)
  895. {
  896. bgfx::destroy(m_hBlur[ii]);
  897. }
  898. // Vblur.
  899. for (uint8_t ii = 0; ii < PackDepth::Count; ++ii)
  900. {
  901. bgfx::destroy(m_vBlur[ii]);
  902. }
  903. // Misc.
  904. bgfx::destroy(m_colorTexture);
  905. bgfx::destroy(m_texture);
  906. bgfx::destroy(m_black);
  907. }
  908. bgfx::ProgramHandle m_black;
  909. bgfx::ProgramHandle m_texture;
  910. bgfx::ProgramHandle m_colorTexture;
  911. bgfx::ProgramHandle m_vBlur[PackDepth::Count];
  912. bgfx::ProgramHandle m_hBlur[PackDepth::Count];
  913. bgfx::ProgramHandle m_drawDepth[PackDepth::Count];
  914. bgfx::ProgramHandle m_packDepth[DepthImpl::Count][PackDepth::Count];
  915. bgfx::ProgramHandle m_colorLighting[SmType::Count][DepthImpl::Count][SmImpl::Count];
  916. };
  917. static Programs s_programs;
  918. struct ShadowMapSettings
  919. {
  920. #define IMGUI_FLOAT_PARAM(_name) float _name, _name##Min, _name##Max, _name##Step
  921. IMGUI_FLOAT_PARAM(m_sizePwrTwo);
  922. IMGUI_FLOAT_PARAM(m_depthValuePow);
  923. IMGUI_FLOAT_PARAM(m_near);
  924. IMGUI_FLOAT_PARAM(m_far);
  925. IMGUI_FLOAT_PARAM(m_bias);
  926. IMGUI_FLOAT_PARAM(m_normalOffset);
  927. IMGUI_FLOAT_PARAM(m_customParam0);
  928. IMGUI_FLOAT_PARAM(m_customParam1);
  929. IMGUI_FLOAT_PARAM(m_xNum);
  930. IMGUI_FLOAT_PARAM(m_yNum);
  931. IMGUI_FLOAT_PARAM(m_xOffset);
  932. IMGUI_FLOAT_PARAM(m_yOffset);
  933. bool m_doBlur;
  934. bgfx::ProgramHandle* m_progPack;
  935. bgfx::ProgramHandle* m_progDraw;
  936. #undef IMGUI_FLOAT_PARAM
  937. };
  938. struct SceneSettings
  939. {
  940. LightType::Enum m_lightType;
  941. DepthImpl::Enum m_depthImpl;
  942. SmImpl::Enum m_smImpl;
  943. float m_spotOuterAngle;
  944. float m_spotInnerAngle;
  945. float m_fovXAdjust;
  946. float m_fovYAdjust;
  947. float m_coverageSpotL;
  948. float m_splitDistribution;
  949. int m_numSplits;
  950. bool m_updateLights;
  951. bool m_updateScene;
  952. bool m_drawDepthBuffer;
  953. bool m_showSmCoverage;
  954. bool m_stencilPack;
  955. bool m_stabilize;
  956. };
  957. class ExampleShadowmaps : public entry::AppI
  958. {
  959. public:
  960. ExampleShadowmaps(const char* _name, const char* _description, const char* _url)
  961. : entry::AppI(_name, _description, _url)
  962. {
  963. }
  964. void init(int32_t _argc, const char* const* _argv, uint32_t _width, uint32_t _height) override
  965. {
  966. Args args(_argc, _argv);
  967. m_debug = BGFX_DEBUG_NONE;
  968. m_reset = BGFX_RESET_VSYNC;
  969. m_width = _width;
  970. m_height = _height;
  971. m_viewState = ViewState(uint16_t(m_width), uint16_t(m_height));
  972. m_clearValues = ClearValues(0x00000000, 1.0f, 0);
  973. bgfx::Init init;
  974. init.type = args.m_type;
  975. init.vendorId = args.m_pciId;
  976. init.platformData.nwh = entry::getNativeWindowHandle(entry::kDefaultWindowHandle);
  977. init.platformData.ndt = entry::getNativeDisplayHandle();
  978. init.platformData.type = entry::getNativeWindowHandleType();
  979. init.resolution.width = m_viewState.m_width;
  980. init.resolution.height = m_viewState.m_height;
  981. init.resolution.reset = m_reset;
  982. bgfx::init(init);
  983. // Enable debug text.
  984. bgfx::setDebug(m_debug);
  985. s_originBottomLeft = bgfx::getCaps()->originBottomLeft;
  986. // Imgui.
  987. imguiCreate();
  988. // Uniforms.
  989. s_uniforms.init();
  990. s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Sampler);
  991. s_shadowMap[0] = bgfx::createUniform("s_shadowMap0", bgfx::UniformType::Sampler);
  992. s_shadowMap[1] = bgfx::createUniform("s_shadowMap1", bgfx::UniformType::Sampler);
  993. s_shadowMap[2] = bgfx::createUniform("s_shadowMap2", bgfx::UniformType::Sampler);
  994. s_shadowMap[3] = bgfx::createUniform("s_shadowMap3", bgfx::UniformType::Sampler);
  995. // Programs.
  996. s_programs.init();
  997. // Vertex declarations.
  998. bgfx::VertexLayout PosNormalTexcoordLayout;
  999. PosNormalTexcoordLayout.begin()
  1000. .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
  1001. .add(bgfx::Attrib::Normal, 4, bgfx::AttribType::Uint8, true, true)
  1002. .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
  1003. .end();
  1004. m_posLayout.begin();
  1005. m_posLayout.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float);
  1006. m_posLayout.end();
  1007. PosColorTexCoord0Vertex::init();
  1008. // Textures.
  1009. m_texFigure = loadTexture("textures/figure-rgba.dds");
  1010. m_texFlare = loadTexture("textures/flare.dds");
  1011. m_texFieldstone = loadTexture("textures/fieldstone-rgba.dds");
  1012. // Meshes.
  1013. m_bunnyMesh.load("meshes/bunny.bin");
  1014. m_treeMesh.load("meshes/tree.bin");
  1015. m_cubeMesh.load("meshes/cube.bin");
  1016. m_hollowcubeMesh.load("meshes/hollowcube.bin");
  1017. m_hplaneMesh.load(s_hplaneVertices, BX_COUNTOF(s_hplaneVertices), PosNormalTexcoordLayout, s_planeIndices, BX_COUNTOF(s_planeIndices) );
  1018. m_vplaneMesh.load(s_vplaneVertices, BX_COUNTOF(s_vplaneVertices), PosNormalTexcoordLayout, s_planeIndices, BX_COUNTOF(s_planeIndices) );
  1019. // Materials.
  1020. m_defaultMaterial =
  1021. {
  1022. { { 1.0f, 1.0f, 1.0f, 0.0f } }, //ambient
  1023. { { 1.0f, 1.0f, 1.0f, 0.0f } }, //diffuse
  1024. { { 1.0f, 1.0f, 1.0f, 0.0f } }, //specular, exponent
  1025. };
  1026. // Lights.
  1027. m_pointLight =
  1028. {
  1029. { { 0.0f, 0.0f, 0.0f, 1.0f } }, //position
  1030. { 0.0f, 0.0f, 0.0f, 0.0f }, //-ignore
  1031. { { 1.0f, 1.0f, 1.0f, 0.0f } }, //ambient
  1032. { { 1.0f, 1.0f, 1.0f, 850.0f } }, //diffuse
  1033. { { 1.0f, 1.0f, 1.0f, 0.0f } }, //specular
  1034. { { 0.0f,-0.4f,-0.6f, 0.0f } }, //spotdirection, spotexponent
  1035. { 0.0f, 0.0f, 0.0f, 0.0f }, //-ignore
  1036. { { 1.0f, 0.0f, 1.0f, 91.0f } }, //attenuation, spotcutoff
  1037. };
  1038. m_directionalLight =
  1039. {
  1040. { { 0.5f,-1.0f, 0.1f, 0.0f } }, //position
  1041. { 0.0f, 0.0f, 0.0f, 0.0f }, //-ignore
  1042. { { 1.0f, 1.0f, 1.0f, 0.02f } }, //ambient
  1043. { { 1.0f, 1.0f, 1.0f, 0.4f } }, //diffuse
  1044. { { 1.0f, 1.0f, 1.0f, 0.0f } }, //specular
  1045. { { 0.0f, 0.0f, 0.0f, 1.0f } }, //spotdirection, spotexponent
  1046. { 0.0f, 0.0f, 0.0f, 0.0f }, //-ignore
  1047. { { 0.0f, 0.0f, 0.0f, 1.0f } }, //attenuation, spotcutoff
  1048. };
  1049. // Setup uniforms.
  1050. m_color[0] = m_color[1] = m_color[2] = m_color[3] = 1.0f;
  1051. s_uniforms.setPtrs(&m_defaultMaterial
  1052. , &m_pointLight
  1053. , m_color
  1054. , m_lightMtx
  1055. , &m_shadowMapMtx[ShadowMapRenderTargets::First][0]
  1056. , &m_shadowMapMtx[ShadowMapRenderTargets::Second][0]
  1057. , &m_shadowMapMtx[ShadowMapRenderTargets::Third][0]
  1058. , &m_shadowMapMtx[ShadowMapRenderTargets::Fourth][0]
  1059. );
  1060. // Settings.
  1061. ShadowMapSettings smSettings[LightType::Count][DepthImpl::Count][SmImpl::Count] =
  1062. {
  1063. { //LightType::Spot
  1064. { //DepthImpl::InvZ
  1065. { //SmImpl::Hard
  1066. 10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1067. , 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1068. , 1.0f, 1.0f, 10.0f, 1.0f // m_near
  1069. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1070. , 0.0035f, 0.0f, 0.01f, 0.00001f // m_bias
  1071. , 0.0012f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1072. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1073. , 500.0f, 1.0f, 1000.0f, 1.0f // m_customParam1
  1074. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1075. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1076. , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
  1077. , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
  1078. , true // m_doBlur
  1079. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
  1080. , &s_programs.m_colorLighting[SmType::Single][DepthImpl::InvZ][SmImpl::Hard] //m_progDraw
  1081. },
  1082. { //SmImpl::PCF
  1083. 10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1084. , 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1085. , 1.0f, 1.0f, 99.0f, 1.0f // m_near
  1086. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1087. , 0.007f, 0.0f, 0.01f, 0.00001f // m_bias
  1088. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1089. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1090. , 500.0f, 1.0f, 1000.0f, 1.0f // m_customParam1
  1091. , 2.0f, 0.0f, 8.0f, 1.0f // m_xNum
  1092. , 2.0f, 0.0f, 8.0f, 1.0f // m_yNum
  1093. , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
  1094. , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
  1095. , true // m_doBlur
  1096. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
  1097. , &s_programs.m_colorLighting[SmType::Single][DepthImpl::InvZ][SmImpl::PCF] //m_progDraw
  1098. },
  1099. { //SmImpl::VSM
  1100. 10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1101. , 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1102. , 8.0f, 1.0f, 10.0f, 1.0f // m_near
  1103. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1104. , 0.045f, 0.0f, 0.1f, 0.00001f // m_bias
  1105. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1106. , 0.02f, 0.0f, 0.04f, 0.00001f // m_customParam0
  1107. , 450.0f, 1.0f, 1000.0f, 1.0f // m_customParam1
  1108. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1109. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1110. , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
  1111. , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
  1112. , true // m_doBlur
  1113. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::VSM] //m_progPack
  1114. , &s_programs.m_colorLighting[SmType::Single][DepthImpl::InvZ][SmImpl::VSM] //m_progDraw
  1115. },
  1116. { //SmImpl::ESM
  1117. 10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1118. , 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1119. , 3.0f, 1.0f, 10.0f, 0.01f // m_near
  1120. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1121. , 0.02f, 0.0f, 0.3f, 0.00001f // m_bias
  1122. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1123. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1124. , 9000.0f, 1.0f, 15000.0f, 1.0f // m_customParam1
  1125. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1126. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1127. , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
  1128. , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
  1129. , true // m_doBlur
  1130. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
  1131. , &s_programs.m_colorLighting[SmType::Single][DepthImpl::InvZ][SmImpl::ESM] //m_progDraw
  1132. }
  1133. },
  1134. { //DepthImpl::Linear
  1135. { //SmImpl::Hard
  1136. 10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1137. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1138. , 1.0f, 1.0f, 10.0f, 1.0f // m_near
  1139. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1140. , 0.0025f, 0.0f, 0.01f, 0.00001f // m_bias
  1141. , 0.0012f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1142. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1143. , 500.0f, 1.0f, 1000.0f, 1.0f // m_customParam1
  1144. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1145. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1146. , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
  1147. , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
  1148. , true // m_doBlur
  1149. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
  1150. , &s_programs.m_colorLighting[SmType::Single][DepthImpl::Linear][SmImpl::Hard] //m_progDraw
  1151. },
  1152. { //SmImpl::PCF
  1153. 10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1154. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1155. , 1.0f, 1.0f, 99.0f, 1.0f // m_near
  1156. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1157. , 0.0025f, 0.0f, 0.01f, 0.00001f // m_bias
  1158. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1159. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1160. , 2000.0f, 1.0f, 2000.0f, 1.0f // m_customParam1
  1161. , 2.0f, 0.0f, 8.0f, 1.0f // m_xNum
  1162. , 2.0f, 0.0f, 8.0f, 1.0f // m_yNum
  1163. , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
  1164. , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
  1165. , true // m_doBlur
  1166. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
  1167. , &s_programs.m_colorLighting[SmType::Single][DepthImpl::Linear][SmImpl::PCF] //m_progDraw
  1168. },
  1169. { //SmImpl::VSM
  1170. 10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1171. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1172. , 1.0f, 1.0f, 10.0f, 1.0f // m_near
  1173. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1174. , 0.006f, 0.0f, 0.01f, 0.00001f // m_bias
  1175. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1176. , 0.02f, 0.0f, 0.1f, 0.00001f // m_customParam0
  1177. , 300.0f, 1.0f, 1500.0f, 1.0f // m_customParam1
  1178. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1179. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1180. , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
  1181. , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
  1182. , true // m_doBlur
  1183. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::VSM] //m_progPack
  1184. , &s_programs.m_colorLighting[SmType::Single][DepthImpl::Linear][SmImpl::VSM] //m_progDraw
  1185. },
  1186. { //SmImpl::ESM
  1187. 10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1188. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1189. , 1.0f, 1.0f, 10.0f, 0.01f // m_near
  1190. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1191. , 0.0055f, 0.0f, 0.01f, 0.00001f // m_bias
  1192. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1193. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1194. , 2500.0f, 1.0f, 5000.0f, 1.0f // m_customParam1
  1195. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1196. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1197. , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
  1198. , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
  1199. , true // m_doBlur
  1200. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
  1201. , &s_programs.m_colorLighting[SmType::Single][DepthImpl::Linear][SmImpl::ESM] //m_progDraw
  1202. }
  1203. }
  1204. },
  1205. { //LightType::Point
  1206. { //DepthImpl::InvZ
  1207. { //SmImpl::Hard
  1208. 12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo
  1209. , 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1210. , 1.0f, 1.0f, 10.0f, 1.0f // m_near
  1211. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1212. , 0.006f, 0.0f, 0.01f, 0.00001f // m_bias
  1213. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1214. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1215. , 50.0f, 1.0f, 300.0f, 1.0f // m_customParam1
  1216. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1217. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1218. , 0.25f, 0.0f, 2.0f, 0.001f // m_xOffset
  1219. , 0.25f, 0.0f, 2.0f, 0.001f // m_yOffset
  1220. , true // m_doBlur
  1221. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
  1222. , &s_programs.m_colorLighting[SmType::Omni][DepthImpl::InvZ][SmImpl::Hard] //m_progDraw
  1223. },
  1224. { //SmImpl::PCF
  1225. 12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo
  1226. , 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1227. , 1.0f, 1.0f, 99.0f, 1.0f // m_near
  1228. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1229. , 0.004f, 0.0f, 0.01f, 0.00001f // m_bias
  1230. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1231. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1232. , 50.0f, 1.0f, 300.0f, 1.0f // m_customParam1
  1233. , 2.0f, 0.0f, 8.0f, 1.0f // m_xNum
  1234. , 2.0f, 0.0f, 8.0f, 1.0f // m_yNum
  1235. , 1.0f, 0.0f, 3.0f, 0.001f // m_xOffset
  1236. , 1.0f, 0.0f, 3.0f, 0.001f // m_yOffset
  1237. , true // m_doBlur
  1238. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
  1239. , &s_programs.m_colorLighting[SmType::Omni][DepthImpl::InvZ][SmImpl::PCF] //m_progDraw
  1240. },
  1241. { //SmImpl::VSM
  1242. 12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo
  1243. , 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1244. , 8.0f, 1.0f, 10.0f, 1.0f // m_near
  1245. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1246. , 0.055f, 0.0f, 0.1f, 0.00001f // m_bias
  1247. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1248. , 0.02f, 0.0f, 0.04f, 0.00001f // m_customParam0
  1249. , 450.0f, 1.0f, 900.0f, 1.0f // m_customParam1
  1250. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1251. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1252. , 0.25f, 0.0f, 2.0f, 0.001f // m_xOffset
  1253. , 0.25f, 0.0f, 2.0f, 0.001f // m_yOffset
  1254. , true // m_doBlur
  1255. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::VSM] //m_progPack
  1256. , &s_programs.m_colorLighting[SmType::Omni][DepthImpl::InvZ][SmImpl::VSM] //m_progDraw
  1257. },
  1258. { //SmImpl::ESM
  1259. 12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo
  1260. , 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1261. , 3.0f, 1.0f, 10.0f, 0.01f // m_near
  1262. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1263. , 0.035f, 0.0f, 0.1f, 0.00001f // m_bias
  1264. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1265. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1266. , 9000.0f, 1.0f, 15000.0f, 1.0f // m_customParam1
  1267. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1268. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1269. , 0.25f, 0.0f, 2.0f, 0.001f // m_xOffset
  1270. , 0.25f, 0.0f, 2.0f, 0.001f // m_yOffset
  1271. , true // m_doBlur
  1272. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
  1273. , &s_programs.m_colorLighting[SmType::Omni][DepthImpl::InvZ][SmImpl::ESM] //m_progDraw
  1274. }
  1275. },
  1276. { //DepthImpl::Linear
  1277. { //SmImpl::Hard
  1278. 12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo
  1279. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1280. , 1.0f, 1.0f, 10.0f, 1.0f // m_near
  1281. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1282. , 0.003f, 0.0f, 0.01f, 0.00001f // m_bias
  1283. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1284. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1285. , 120.0f, 1.0f, 300.0f, 1.0f // m_customParam1
  1286. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1287. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1288. , 0.25f, 0.0f, 2.0f, 0.001f // m_xOffset
  1289. , 0.25f, 0.0f, 2.0f, 0.001f // m_yOffset
  1290. , true // m_doBlur
  1291. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
  1292. , &s_programs.m_colorLighting[SmType::Omni][DepthImpl::Linear][SmImpl::Hard] //m_progDraw
  1293. },
  1294. { //SmImpl::PCF
  1295. 12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo
  1296. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1297. , 1.0f, 1.0f, 99.0f, 1.0f // m_near
  1298. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1299. , 0.0035f, 0.0f, 0.01f, 0.00001f // m_bias
  1300. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1301. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1302. , 120.0f, 1.0f, 300.0f, 1.0f // m_customParam1
  1303. , 2.0f, 0.0f, 8.0f, 1.0f // m_xNum
  1304. , 2.0f, 0.0f, 8.0f, 1.0f // m_yNum
  1305. , 1.0f, 0.0f, 3.0f, 0.001f // m_xOffset
  1306. , 1.0f, 0.0f, 3.0f, 0.001f // m_yOffset
  1307. , true // m_doBlur
  1308. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
  1309. , &s_programs.m_colorLighting[SmType::Omni][DepthImpl::Linear][SmImpl::PCF] //m_progDraw
  1310. },
  1311. { //SmImpl::VSM
  1312. 12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo
  1313. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1314. , 1.0f, 1.0f, 10.0f, 1.0f // m_near
  1315. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1316. , 0.006f, 0.0f, 0.1f, 0.00001f // m_bias
  1317. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1318. , 0.02f, 0.0f, 0.1f, 0.00001f // m_customParam0
  1319. , 400.0f, 1.0f, 900.0f, 1.0f // m_customParam1
  1320. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1321. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1322. , 0.25f, 0.0f, 2.0f, 0.001f // m_xOffset
  1323. , 0.25f, 0.0f, 2.0f, 0.001f // m_yOffset
  1324. , true // m_doBlur
  1325. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::VSM] //m_progPack
  1326. , &s_programs.m_colorLighting[SmType::Omni][DepthImpl::Linear][SmImpl::VSM] //m_progDraw
  1327. },
  1328. { //SmImpl::ESM
  1329. 12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo
  1330. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1331. , 1.0f, 1.0f, 10.0f, 0.01f // m_near
  1332. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1333. , 0.007f, 0.0f, 0.01f, 0.00001f // m_bias
  1334. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1335. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1336. , 8000.0f, 1.0f, 15000.0f, 1.0f // m_customParam1
  1337. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1338. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1339. , 0.25f, 0.0f, 2.0f, 0.001f // m_xOffset
  1340. , 0.25f, 0.0f, 2.0f, 0.001f // m_yOffset
  1341. , true // m_doBlur
  1342. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
  1343. , &s_programs.m_colorLighting[SmType::Omni][DepthImpl::Linear][SmImpl::ESM] //m_progDraw
  1344. }
  1345. }
  1346. },
  1347. { //LightType::Directional
  1348. { //DepthImpl::InvZ
  1349. { //SmImpl::Hard
  1350. 11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1351. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1352. , 1.0f, 1.0f, 10.0f, 1.0f // m_near
  1353. , 550.0f, 100.0f, 2000.0f, 50.0f // m_far
  1354. , 0.0012f, 0.0f, 0.01f, 0.00001f // m_bias
  1355. , 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset
  1356. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1357. , 200.0f, 1.0f, 400.0f, 1.0f // m_customParam1
  1358. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1359. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1360. , 0.2f, 0.0f, 1.0f, 0.01f // m_xOffset
  1361. , 0.2f, 0.0f, 1.0f, 0.01f // m_yOffset
  1362. , true // m_doBlur
  1363. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
  1364. , &s_programs.m_colorLighting[SmType::Cascade][DepthImpl::InvZ][SmImpl::Hard] //m_progDraw
  1365. },
  1366. { //SmImpl::PCF
  1367. 11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1368. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1369. , 1.0f, 1.0f, 99.0f, 1.0f // m_near
  1370. , 550.0f, 100.0f, 2000.0f, 50.0f // m_far
  1371. , 0.0012f, 0.0f, 0.01f, 0.00001f // m_bias
  1372. , 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset
  1373. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1374. , 200.0f, 1.0f, 400.0f, 1.0f // m_customParam1
  1375. , 2.0f, 0.0f, 8.0f, 1.0f // m_xNum
  1376. , 2.0f, 0.0f, 8.0f, 1.0f // m_yNum
  1377. , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
  1378. , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
  1379. , true // m_doBlur
  1380. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
  1381. , &s_programs.m_colorLighting[SmType::Cascade][DepthImpl::InvZ][SmImpl::PCF] //m_progDraw
  1382. },
  1383. { //SmImpl::VSM
  1384. 11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1385. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1386. , 1.0f, 1.0f, 10.0f, 1.0f // m_near
  1387. , 550.0f, 100.0f, 2000.0f, 50.0f // m_far
  1388. , 0.004f, 0.0f, 0.01f, 0.00001f // m_bias
  1389. , 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset
  1390. , 0.02f, 0.0f, 0.04f, 0.00001f // m_customParam0
  1391. , 2500.0f, 1.0f, 5000.0f, 1.0f // m_customParam1
  1392. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1393. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1394. , 0.2f, 0.0f, 1.0f, 0.01f // m_xOffset
  1395. , 0.2f, 0.0f, 1.0f, 0.01f // m_yOffset
  1396. , true // m_doBlur
  1397. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::VSM] //m_progPack
  1398. , &s_programs.m_colorLighting[SmType::Cascade][DepthImpl::InvZ][SmImpl::VSM] //m_progDraw
  1399. },
  1400. { //SmImpl::ESM
  1401. 11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1402. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1403. , 1.0f, 1.0f, 10.0f, 0.01f // m_near
  1404. , 550.0f, 100.0f, 2000.0f, 50.0f // m_far
  1405. , 0.004f, 0.0f, 0.01f, 0.00001f // m_bias
  1406. , 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset
  1407. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1408. , 9500.0f, 1.0f, 15000.0f, 1.0f // m_customParam1
  1409. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1410. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1411. , 0.2f, 0.0f, 1.0f, 0.01f // m_xOffset
  1412. , 0.2f, 0.0f, 1.0f, 0.01f // m_yOffset
  1413. , true // m_doBlur
  1414. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
  1415. , &s_programs.m_colorLighting[SmType::Cascade][DepthImpl::InvZ][SmImpl::ESM] //m_progDraw
  1416. }
  1417. },
  1418. { //DepthImpl::Linear
  1419. { //SmImpl::Hard
  1420. 11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1421. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1422. , 1.0f, 1.0f, 10.0f, 1.0f // m_near
  1423. , 550.0f, 100.0f, 2000.0f, 50.0f // m_far
  1424. , 0.0012f, 0.0f, 0.01f, 0.00001f // m_bias
  1425. , 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset
  1426. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1427. , 500.0f, 1.0f, 1000.0f, 1.0f // m_customParam1
  1428. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1429. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1430. , 0.2f, 0.0f, 1.0f, 0.01f // m_xOffset
  1431. , 0.2f, 0.0f, 1.0f, 0.01f // m_yOffset
  1432. , true // m_doBlur
  1433. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
  1434. , &s_programs.m_colorLighting[SmType::Cascade][DepthImpl::Linear][SmImpl::Hard] //m_progDraw
  1435. },
  1436. { //SmImpl::PCF
  1437. 11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1438. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1439. , 1.0f, 1.0f, 99.0f, 1.0f // m_near
  1440. , 550.0f, 100.0f, 2000.0f, 50.0f // m_far
  1441. , 0.0012f, 0.0f, 0.01f, 0.00001f // m_bias
  1442. , 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset
  1443. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1444. , 200.0f, 1.0f, 400.0f, 1.0f // m_customParam1
  1445. , 2.0f, 0.0f, 8.0f, 1.0f // m_xNum
  1446. , 2.0f, 0.0f, 8.0f, 1.0f // m_yNum
  1447. , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
  1448. , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
  1449. , true // m_doBlur
  1450. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
  1451. , &s_programs.m_colorLighting[SmType::Cascade][DepthImpl::Linear][SmImpl::PCF] //m_progDraw
  1452. },
  1453. { //SmImpl::VSM
  1454. 11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1455. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1456. , 1.0f, 1.0f, 10.0f, 1.0f // m_near
  1457. , 550.0f, 100.0f, 2000.0f, 50.0f // m_far
  1458. , 0.004f, 0.0f, 0.01f, 0.00001f // m_bias
  1459. , 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset
  1460. , 0.02f, 0.0f, 0.04f, 0.00001f // m_customParam0
  1461. , 2500.0f, 1.0f, 5000.0f, 1.0f // m_customParam1
  1462. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1463. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1464. , 0.2f, 0.0f, 1.0f, 0.01f // m_xOffset
  1465. , 0.2f, 0.0f, 1.0f, 0.01f // m_yOffset
  1466. , true // m_doBlur
  1467. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::VSM] //m_progPack
  1468. , &s_programs.m_colorLighting[SmType::Cascade][DepthImpl::Linear][SmImpl::VSM] //m_progDraw
  1469. },
  1470. { //SmImpl::ESM
  1471. 11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1472. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1473. , 1.0f, 1.0f, 10.0f, 0.01f // m_near
  1474. , 550.0f, 100.0f, 2000.0f, 50.0f // m_far
  1475. , 0.004f, 0.0f, 0.01f, 0.00001f // m_bias
  1476. , 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset
  1477. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1478. , 9500.0f, 1.0f, 15000.0f, 1.0f // m_customParam1
  1479. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1480. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1481. , 0.2f, 0.0f, 1.0f, 0.01f // m_xOffset
  1482. , 0.2f, 0.0f, 1.0f, 0.01f // m_yOffset
  1483. , true // m_doBlur
  1484. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
  1485. , &s_programs.m_colorLighting[SmType::Cascade][DepthImpl::Linear][SmImpl::ESM] //m_progDraw
  1486. }
  1487. }
  1488. }
  1489. };
  1490. bx::memCopy(m_smSettings, smSettings, sizeof(smSettings));
  1491. m_settings.m_lightType = LightType::SpotLight;
  1492. m_settings.m_depthImpl = DepthImpl::InvZ;
  1493. m_settings.m_smImpl = SmImpl::Hard;
  1494. m_settings.m_spotOuterAngle = 45.0f;
  1495. m_settings.m_spotInnerAngle = 30.0f;
  1496. m_settings.m_fovXAdjust = 0.0f;
  1497. m_settings.m_fovYAdjust = 0.0f;
  1498. m_settings.m_coverageSpotL = 90.0f;
  1499. m_settings.m_splitDistribution = 0.6f;
  1500. m_settings.m_numSplits = 4;
  1501. m_settings.m_updateLights = true;
  1502. m_settings.m_updateScene = true;
  1503. m_settings.m_drawDepthBuffer = false;
  1504. m_settings.m_showSmCoverage = false;
  1505. m_settings.m_stencilPack = true;
  1506. m_settings.m_stabilize = true;
  1507. ShadowMapSettings* currentSmSettings = &m_smSettings[m_settings.m_lightType][m_settings.m_depthImpl][m_settings.m_smImpl];
  1508. // Render targets.
  1509. uint16_t shadowMapSize = 1 << uint32_t(currentSmSettings->m_sizePwrTwo);
  1510. m_currentShadowMapSize = shadowMapSize;
  1511. float currentShadowMapSizef = float(int16_t(m_currentShadowMapSize) );
  1512. s_uniforms.m_shadowMapTexelSize = 1.0f / currentShadowMapSizef;
  1513. for (uint8_t ii = 0; ii < ShadowMapRenderTargets::Count; ++ii)
  1514. {
  1515. bgfx::TextureHandle fbtextures[] =
  1516. {
  1517. bgfx::createTexture2D(m_currentShadowMapSize, m_currentShadowMapSize, false, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT),
  1518. bgfx::createTexture2D(m_currentShadowMapSize, m_currentShadowMapSize, false, 1, bgfx::TextureFormat::D32F, BGFX_TEXTURE_RT),
  1519. };
  1520. s_rtShadowMap[ii] = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
  1521. }
  1522. s_rtBlur = bgfx::createFrameBuffer(m_currentShadowMapSize, m_currentShadowMapSize, bgfx::TextureFormat::BGRA8);
  1523. // Setup camera.
  1524. cameraCreate();
  1525. cameraSetPosition({ 0.0f, 60.0f, -105.0f });
  1526. cameraSetVerticalAngle(-0.45f);
  1527. m_timeAccumulatorLight = 0.0f;
  1528. m_timeAccumulatorScene = 0.0f;
  1529. m_frameTime.reset();
  1530. }
  1531. virtual int shutdown() override
  1532. {
  1533. m_bunnyMesh.unload();
  1534. m_treeMesh.unload();
  1535. m_cubeMesh.unload();
  1536. m_hollowcubeMesh.unload();
  1537. m_hplaneMesh.unload();
  1538. m_vplaneMesh.unload();
  1539. bgfx::destroy(m_texFigure);
  1540. bgfx::destroy(m_texFieldstone);
  1541. bgfx::destroy(m_texFlare);
  1542. for (uint8_t ii = 0; ii < ShadowMapRenderTargets::Count; ++ii)
  1543. {
  1544. bgfx::destroy(s_rtShadowMap[ii]);
  1545. }
  1546. bgfx::destroy(s_rtBlur);
  1547. s_programs.destroy();
  1548. bgfx::destroy(s_texColor);
  1549. bgfx::destroy(s_shadowMap[3]);
  1550. bgfx::destroy(s_shadowMap[2]);
  1551. bgfx::destroy(s_shadowMap[1]);
  1552. bgfx::destroy(s_shadowMap[0]);
  1553. s_uniforms.destroy();
  1554. cameraDestroy();
  1555. imguiDestroy();
  1556. // Shutdown bgfx.
  1557. bgfx::shutdown();
  1558. return 0;
  1559. }
  1560. bool update() override
  1561. {
  1562. if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
  1563. {
  1564. m_frameTime.frame();
  1565. const float deltaTime = bx::toSeconds<float>(m_frameTime.getDeltaTime() );
  1566. m_viewState.m_width = uint16_t(m_width);
  1567. m_viewState.m_height = uint16_t(m_height);
  1568. const bgfx::Caps* caps = bgfx::getCaps();
  1569. // Set view and projection matrices.
  1570. const float camFovy = 60.0f;
  1571. const float camAspect = float(int32_t(m_viewState.m_width) ) / float(int32_t(m_viewState.m_height) );
  1572. const float camNear = 0.1f;
  1573. const float camFar = 2000.0f;
  1574. const float projHeight = bx::tan(bx::toRad(camFovy)*0.5f);
  1575. const float projWidth = projHeight * camAspect;
  1576. bx::mtxProj(m_viewState.m_proj, camFovy, camAspect, camNear, camFar, caps->homogeneousDepth);
  1577. cameraGetViewMtx(m_viewState.m_view);
  1578. float currentShadowMapSizef = float(int16_t(m_currentShadowMapSize) );
  1579. s_uniforms.m_shadowMapTexelSize = 1.0f / currentShadowMapSizef;
  1580. // Imgui.
  1581. imguiBeginFrame(m_mouseState.m_mx
  1582. , m_mouseState.m_my
  1583. , (m_mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
  1584. | (m_mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
  1585. | (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
  1586. , m_mouseState.m_mz
  1587. , m_viewState.m_width
  1588. , m_viewState.m_height
  1589. );
  1590. showExampleDialog(this);
  1591. ImGui::SetNextWindowPos(
  1592. ImVec2(m_viewState.m_width - m_viewState.m_width / 5.0f - 10.0f, 10.0f)
  1593. , ImGuiCond_FirstUseEver
  1594. );
  1595. ImGui::SetNextWindowSize(
  1596. ImVec2(m_viewState.m_width / 5.0f, m_viewState.m_height - 20.0f)
  1597. , ImGuiCond_FirstUseEver
  1598. );
  1599. ImGui::Begin("Settings"
  1600. , NULL
  1601. , 0
  1602. );
  1603. #define IMGUI_FLOAT_SLIDER(_name, _val) \
  1604. ImGui::SliderFloat(_name \
  1605. , &_val \
  1606. , *( ((float*)&_val)+1) \
  1607. , *( ((float*)&_val)+2) \
  1608. )
  1609. #define IMGUI_RADIO_BUTTON(_name, _var, _val) \
  1610. if (ImGui::RadioButton(_name, _var == _val) ) \
  1611. { \
  1612. _var = _val; \
  1613. }
  1614. ImGui::Checkbox("Update lights", &m_settings.m_updateLights);
  1615. ImGui::Checkbox("Update scene", &m_settings.m_updateScene);
  1616. ImGui::Separator();
  1617. ImGui::Text("Shadow map depth:");
  1618. IMGUI_RADIO_BUTTON("InvZ", m_settings.m_depthImpl, DepthImpl::InvZ);
  1619. IMGUI_RADIO_BUTTON("Linear", m_settings.m_depthImpl, DepthImpl::Linear);
  1620. ShadowMapSettings* currentSmSettings = &m_smSettings[m_settings.m_lightType][m_settings.m_depthImpl][m_settings.m_smImpl];
  1621. ImGui::Separator();
  1622. ImGui::Checkbox("Draw depth buffer", &m_settings.m_drawDepthBuffer);
  1623. if (m_settings.m_drawDepthBuffer)
  1624. {
  1625. IMGUI_FLOAT_SLIDER("Depth value pow", currentSmSettings->m_depthValuePow);
  1626. }
  1627. ImGui::Separator();
  1628. ImGui::Text("Shadow Map implementation");
  1629. IMGUI_RADIO_BUTTON("Hard", m_settings.m_smImpl, SmImpl::Hard);
  1630. IMGUI_RADIO_BUTTON("PCF", m_settings.m_smImpl, SmImpl::PCF);
  1631. IMGUI_RADIO_BUTTON("VSM", m_settings.m_smImpl, SmImpl::VSM);
  1632. IMGUI_RADIO_BUTTON("ESM", m_settings.m_smImpl, SmImpl::ESM);
  1633. currentSmSettings = &m_smSettings[m_settings.m_lightType][m_settings.m_depthImpl][m_settings.m_smImpl];
  1634. ImGui::Separator();
  1635. IMGUI_FLOAT_SLIDER("Bias", currentSmSettings->m_bias);
  1636. IMGUI_FLOAT_SLIDER("Normal offset", currentSmSettings->m_normalOffset);
  1637. ImGui::Separator();
  1638. if (LightType::DirectionalLight != m_settings.m_lightType)
  1639. {
  1640. IMGUI_FLOAT_SLIDER("Near plane", currentSmSettings->m_near);
  1641. }
  1642. IMGUI_FLOAT_SLIDER("Far plane", currentSmSettings->m_far);
  1643. ImGui::Separator();
  1644. switch(m_settings.m_smImpl)
  1645. {
  1646. case SmImpl::Hard:
  1647. //ImGui::Text("Hard");
  1648. break;
  1649. case SmImpl::PCF:
  1650. ImGui::Text("PCF");
  1651. IMGUI_FLOAT_SLIDER("X Offset", currentSmSettings->m_xOffset);
  1652. IMGUI_FLOAT_SLIDER("Y Offset", currentSmSettings->m_yOffset);
  1653. break;
  1654. case SmImpl::VSM:
  1655. ImGui::Text("VSM");
  1656. IMGUI_FLOAT_SLIDER("Min variance", currentSmSettings->m_customParam0);
  1657. IMGUI_FLOAT_SLIDER("Depth multiplier", currentSmSettings->m_customParam1);
  1658. ImGui::Checkbox("Blur shadow map", &currentSmSettings->m_doBlur);
  1659. if (currentSmSettings->m_doBlur)
  1660. {
  1661. IMGUI_FLOAT_SLIDER("Blur X Offset", currentSmSettings->m_xOffset);
  1662. IMGUI_FLOAT_SLIDER("Blur Y Offset", currentSmSettings->m_yOffset);
  1663. }
  1664. break;
  1665. case SmImpl::ESM:
  1666. ImGui::Text("ESM");
  1667. IMGUI_FLOAT_SLIDER("ESM Hardness", currentSmSettings->m_customParam0);
  1668. IMGUI_FLOAT_SLIDER("Depth multiplier", currentSmSettings->m_customParam1);
  1669. ImGui::Checkbox("Blur shadow map", &currentSmSettings->m_doBlur);
  1670. if (currentSmSettings->m_doBlur)
  1671. {
  1672. IMGUI_FLOAT_SLIDER("Blur X Offset", currentSmSettings->m_xOffset);
  1673. IMGUI_FLOAT_SLIDER("Blur Y Offset", currentSmSettings->m_yOffset);
  1674. }
  1675. break;
  1676. default:
  1677. break;
  1678. };
  1679. ImGui::End();
  1680. #undef IMGUI_RADIO_BUTTON
  1681. ImGui::SetNextWindowPos(
  1682. ImVec2(10.0f, 260.0f)
  1683. , ImGuiCond_FirstUseEver
  1684. );
  1685. ImGui::SetNextWindowSize(
  1686. ImVec2(m_viewState.m_width / 5.0f, 350.0f)
  1687. , ImGuiCond_FirstUseEver
  1688. );
  1689. ImGui::Begin("Light"
  1690. , NULL
  1691. , 0
  1692. );
  1693. ImGui::PushItemWidth(185.0f);
  1694. bool bLtChanged = false;
  1695. if ( ImGui::RadioButton("Spot light", m_settings.m_lightType == LightType::SpotLight ))
  1696. {
  1697. m_settings.m_lightType = LightType::SpotLight; bLtChanged = true;
  1698. }
  1699. if ( ImGui::RadioButton("Point light", m_settings.m_lightType == LightType::PointLight ))
  1700. {
  1701. m_settings.m_lightType = LightType::PointLight; bLtChanged = true;
  1702. }
  1703. if ( ImGui::RadioButton("Directional light", m_settings.m_lightType == LightType::DirectionalLight ))
  1704. {
  1705. m_settings.m_lightType = LightType::DirectionalLight; bLtChanged = true;
  1706. }
  1707. ImGui::Separator();
  1708. ImGui::Checkbox("Show shadow map coverage.", &m_settings.m_showSmCoverage);
  1709. ImGui::Separator();
  1710. ImGui::Text("Shadow map resolution: %ux%u", m_currentShadowMapSize, m_currentShadowMapSize);
  1711. ImGui::SliderFloat("##SizePwrTwo", &currentSmSettings->m_sizePwrTwo,
  1712. currentSmSettings->m_sizePwrTwoMin,
  1713. currentSmSettings->m_sizePwrTwoMax, "%.0f");
  1714. ImGui::Separator();
  1715. if (LightType::SpotLight == m_settings.m_lightType)
  1716. {
  1717. ImGui::Text("Spot light");
  1718. ImGui::SliderFloat("Shadow map area", &m_settings.m_coverageSpotL, 45.0f, 120.0f);
  1719. ImGui::Separator();
  1720. ImGui::SliderFloat("Spot outer cone", &m_settings.m_spotOuterAngle, 0.0f, 91.0f);
  1721. ImGui::SliderFloat("Spot inner cone", &m_settings.m_spotInnerAngle, 0.0f, 90.0f);
  1722. }
  1723. else if (LightType::PointLight == m_settings.m_lightType)
  1724. {
  1725. ImGui::Text("Point light");
  1726. ImGui::Checkbox("Stencil pack", &m_settings.m_stencilPack);
  1727. ImGui::SliderFloat("Fov X adjust", &m_settings.m_fovXAdjust, -20.0f, 20.0f);
  1728. ImGui::SliderFloat("Fov Y adjust", &m_settings.m_fovYAdjust, -20.0f, 20.0f);
  1729. }
  1730. else if (LightType::DirectionalLight == m_settings.m_lightType)
  1731. {
  1732. ImGui::Text("Directional light");
  1733. ImGui::Checkbox("Stabilize cascades", &m_settings.m_stabilize);
  1734. ImGui::SliderInt("Cascade splits", &m_settings.m_numSplits, 1, 4);
  1735. ImGui::SliderFloat("Cascade distribution", &m_settings.m_splitDistribution, 0.0f, 1.0f);
  1736. }
  1737. #undef IMGUI_FLOAT_SLIDER
  1738. ImGui::End();
  1739. imguiEndFrame();
  1740. // Update uniforms.
  1741. s_uniforms.m_shadowMapBias = currentSmSettings->m_bias;
  1742. s_uniforms.m_shadowMapOffset = currentSmSettings->m_normalOffset;
  1743. s_uniforms.m_shadowMapParam0 = currentSmSettings->m_customParam0;
  1744. s_uniforms.m_shadowMapParam1 = currentSmSettings->m_customParam1;
  1745. s_uniforms.m_depthValuePow = currentSmSettings->m_depthValuePow;
  1746. s_uniforms.m_XNum = currentSmSettings->m_xNum;
  1747. s_uniforms.m_YNum = currentSmSettings->m_yNum;
  1748. s_uniforms.m_XOffset = currentSmSettings->m_xOffset;
  1749. s_uniforms.m_YOffset = currentSmSettings->m_yOffset;
  1750. s_uniforms.m_showSmCoverage = float(m_settings.m_showSmCoverage);
  1751. s_uniforms.m_lightPtr = (LightType::DirectionalLight == m_settings.m_lightType) ? &m_directionalLight : &m_pointLight;
  1752. if (LightType::SpotLight == m_settings.m_lightType)
  1753. {
  1754. m_pointLight.m_attenuationSpotOuter.m_outer = m_settings.m_spotOuterAngle;
  1755. m_pointLight.m_spotDirectionInner.m_inner = m_settings.m_spotInnerAngle;
  1756. }
  1757. else
  1758. {
  1759. m_pointLight.m_attenuationSpotOuter.m_outer = 91.0f; //above 90.0f means point light
  1760. }
  1761. s_uniforms.submitPerFrameUniforms();
  1762. // Update camera.
  1763. cameraUpdate(deltaTime, m_mouseState, ImGui::MouseOverArea() );
  1764. // Update view mtx.
  1765. cameraGetViewMtx(m_viewState.m_view);
  1766. // Update lights.
  1767. m_pointLight.computeViewSpaceComponents(m_viewState.m_view);
  1768. m_directionalLight.computeViewSpaceComponents(m_viewState.m_view);
  1769. // Update time accumulators.
  1770. if (m_settings.m_updateLights) { m_timeAccumulatorLight += deltaTime; }
  1771. if (m_settings.m_updateScene) { m_timeAccumulatorScene += deltaTime; }
  1772. // Setup lights.
  1773. m_pointLight.m_position.m_x = bx::cos(m_timeAccumulatorLight) * 20.0f;
  1774. m_pointLight.m_position.m_y = 26.0f;
  1775. m_pointLight.m_position.m_z = bx::sin(m_timeAccumulatorLight) * 20.0f;
  1776. m_pointLight.m_spotDirectionInner.m_x = -m_pointLight.m_position.m_x;
  1777. m_pointLight.m_spotDirectionInner.m_y = -m_pointLight.m_position.m_y;
  1778. m_pointLight.m_spotDirectionInner.m_z = -m_pointLight.m_position.m_z;
  1779. m_directionalLight.m_position.m_x = -bx::cos(m_timeAccumulatorLight);
  1780. m_directionalLight.m_position.m_y = -1.0f;
  1781. m_directionalLight.m_position.m_z = -bx::sin(m_timeAccumulatorLight);
  1782. // Setup instance matrices.
  1783. float mtxFloor[16];
  1784. const float floorScale = 550.0f;
  1785. bx::mtxSRT(mtxFloor
  1786. , floorScale //scaleX
  1787. , floorScale //scaleY
  1788. , floorScale //scaleZ
  1789. , 0.0f //rotX
  1790. , 0.0f //rotY
  1791. , 0.0f //rotZ
  1792. , 0.0f //translateX
  1793. , 0.0f //translateY
  1794. , 0.0f //translateZ
  1795. );
  1796. float mtxBunny[16];
  1797. bx::mtxSRT(mtxBunny
  1798. , 5.0f
  1799. , 5.0f
  1800. , 5.0f
  1801. , 0.0f
  1802. , 1.56f - m_timeAccumulatorScene
  1803. , 0.0f
  1804. , 15.0f
  1805. , 5.0f
  1806. , 0.0f
  1807. );
  1808. float mtxHollowcube[16];
  1809. bx::mtxSRT(mtxHollowcube
  1810. , 2.5f
  1811. , 2.5f
  1812. , 2.5f
  1813. , 0.0f
  1814. , 1.56f - m_timeAccumulatorScene
  1815. , 0.0f
  1816. , 0.0f
  1817. , 10.0f
  1818. , 0.0f
  1819. );
  1820. float mtxCube[16];
  1821. bx::mtxSRT(mtxCube
  1822. , 2.5f
  1823. , 2.5f
  1824. , 2.5f
  1825. , 0.0f
  1826. , 1.56f - m_timeAccumulatorScene
  1827. , 0.0f
  1828. , -15.0f
  1829. , 5.0f
  1830. , 0.0f
  1831. );
  1832. const uint8_t numTrees = 10;
  1833. float mtxTrees[numTrees][16];
  1834. for (uint8_t ii = 0; ii < numTrees; ++ii)
  1835. {
  1836. bx::mtxSRT(mtxTrees[ii]
  1837. , 2.0f
  1838. , 2.0f
  1839. , 2.0f
  1840. , 0.0f
  1841. , float(ii)
  1842. , 0.0f
  1843. , bx::sin(float(ii) * 2.0f * bx::kPi / float(numTrees)) * 60.0f
  1844. , 0.0f
  1845. , bx::cos(float(ii) * 2.0f * bx::kPi / float(numTrees)) * 60.0f
  1846. );
  1847. }
  1848. // Compute transform matrices.
  1849. const uint8_t shadowMapPasses = ShadowMapRenderTargets::Count;
  1850. float lightView[shadowMapPasses][16];
  1851. float lightProj[shadowMapPasses][16];
  1852. float mtxYpr[TetrahedronFaces::Count][16];
  1853. float screenProj[16];
  1854. float screenView[16];
  1855. bx::mtxIdentity(screenView);
  1856. bx::mtxOrtho(screenProj
  1857. , 0.0f
  1858. , 1.0f
  1859. , 1.0f
  1860. , 0.0f
  1861. , 0.0f
  1862. , 100.0f
  1863. , 0.0f
  1864. , caps->homogeneousDepth
  1865. );
  1866. // Update render target size.
  1867. uint16_t shadowMapSize = 1 << uint32_t(currentSmSettings->m_sizePwrTwo);
  1868. if (bLtChanged || m_currentShadowMapSize != shadowMapSize)
  1869. {
  1870. m_currentShadowMapSize = shadowMapSize;
  1871. s_uniforms.m_shadowMapTexelSize = 1.0f / currentShadowMapSizef;
  1872. {
  1873. bgfx::destroy(s_rtShadowMap[0]);
  1874. bgfx::TextureHandle fbtextures[] =
  1875. {
  1876. bgfx::createTexture2D(m_currentShadowMapSize, m_currentShadowMapSize, false, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT),
  1877. bgfx::createTexture2D(m_currentShadowMapSize, m_currentShadowMapSize, false, 1, bgfx::TextureFormat::D24S8, BGFX_TEXTURE_RT),
  1878. };
  1879. s_rtShadowMap[0] = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
  1880. }
  1881. if (LightType::DirectionalLight == m_settings.m_lightType)
  1882. {
  1883. for (uint8_t ii = 1; ii < ShadowMapRenderTargets::Count; ++ii)
  1884. {
  1885. {
  1886. bgfx::destroy(s_rtShadowMap[ii]);
  1887. bgfx::TextureHandle fbtextures[] =
  1888. {
  1889. bgfx::createTexture2D(m_currentShadowMapSize, m_currentShadowMapSize, false, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT),
  1890. bgfx::createTexture2D(m_currentShadowMapSize, m_currentShadowMapSize, false, 1, bgfx::TextureFormat::D24S8, BGFX_TEXTURE_RT),
  1891. };
  1892. s_rtShadowMap[ii] = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
  1893. }
  1894. }
  1895. }
  1896. bgfx::destroy(s_rtBlur);
  1897. s_rtBlur = bgfx::createFrameBuffer(m_currentShadowMapSize, m_currentShadowMapSize, bgfx::TextureFormat::BGRA8);
  1898. }
  1899. if (LightType::SpotLight == m_settings.m_lightType)
  1900. {
  1901. const float fovy = m_settings.m_coverageSpotL;
  1902. const float aspect = 1.0f;
  1903. bx::mtxProj(
  1904. lightProj[ProjType::Horizontal]
  1905. , fovy
  1906. , aspect
  1907. , currentSmSettings->m_near
  1908. , currentSmSettings->m_far
  1909. , false
  1910. );
  1911. //For linear depth, prevent depth division by variable w-component in shaders and divide here by far plane
  1912. if (DepthImpl::Linear == m_settings.m_depthImpl)
  1913. {
  1914. lightProj[ProjType::Horizontal][10] /= currentSmSettings->m_far;
  1915. lightProj[ProjType::Horizontal][14] /= currentSmSettings->m_far;
  1916. }
  1917. const bx::Vec3 at = bx::add(bx::load<bx::Vec3>(m_pointLight.m_position.m_v), bx::load<bx::Vec3>(m_pointLight.m_spotDirectionInner.m_v) );
  1918. bx::mtxLookAt(lightView[TetrahedronFaces::Green], bx::load<bx::Vec3>(m_pointLight.m_position.m_v), at);
  1919. }
  1920. else if (LightType::PointLight == m_settings.m_lightType)
  1921. {
  1922. float ypr[TetrahedronFaces::Count][3] =
  1923. {
  1924. { bx::toRad( 0.0f), bx::toRad( 27.36780516f), bx::toRad(0.0f) },
  1925. { bx::toRad(180.0f), bx::toRad( 27.36780516f), bx::toRad(0.0f) },
  1926. { bx::toRad(-90.0f), bx::toRad(-27.36780516f), bx::toRad(0.0f) },
  1927. { bx::toRad( 90.0f), bx::toRad(-27.36780516f), bx::toRad(0.0f) },
  1928. };
  1929. if (m_settings.m_stencilPack)
  1930. {
  1931. const float fovx = 143.98570868f + 3.51f + m_settings.m_fovXAdjust;
  1932. const float fovy = 125.26438968f + 9.85f + m_settings.m_fovYAdjust;
  1933. const float aspect = bx::tan(bx::toRad(fovx*0.5f) )/bx::tan(bx::toRad(fovy*0.5f) );
  1934. bx::mtxProj(
  1935. lightProj[ProjType::Vertical]
  1936. , fovx
  1937. , aspect
  1938. , currentSmSettings->m_near
  1939. , currentSmSettings->m_far
  1940. , false
  1941. );
  1942. //For linear depth, prevent depth division by variable w-component in shaders and divide here by far plane
  1943. if (DepthImpl::Linear == m_settings.m_depthImpl)
  1944. {
  1945. lightProj[ProjType::Vertical][10] /= currentSmSettings->m_far;
  1946. lightProj[ProjType::Vertical][14] /= currentSmSettings->m_far;
  1947. }
  1948. ypr[TetrahedronFaces::Green ][2] = bx::toRad(180.0f);
  1949. ypr[TetrahedronFaces::Yellow][2] = bx::toRad( 0.0f);
  1950. ypr[TetrahedronFaces::Blue ][2] = bx::toRad( 90.0f);
  1951. ypr[TetrahedronFaces::Red ][2] = bx::toRad(-90.0f);
  1952. }
  1953. const float fovx = 143.98570868f + 7.8f + m_settings.m_fovXAdjust;
  1954. const float fovy = 125.26438968f + 3.0f + m_settings.m_fovYAdjust;
  1955. const float aspect = bx::tan(bx::toRad(fovx*0.5f) )/bx::tan(bx::toRad(fovy*0.5f) );
  1956. bx::mtxProj(
  1957. lightProj[ProjType::Horizontal]
  1958. , fovy
  1959. , aspect
  1960. , currentSmSettings->m_near
  1961. , currentSmSettings->m_far
  1962. , caps->homogeneousDepth
  1963. );
  1964. //For linear depth, prevent depth division by variable w component in shaders and divide here by far plane
  1965. if (DepthImpl::Linear == m_settings.m_depthImpl)
  1966. {
  1967. lightProj[ProjType::Horizontal][10] /= currentSmSettings->m_far;
  1968. lightProj[ProjType::Horizontal][14] /= currentSmSettings->m_far;
  1969. }
  1970. for (uint8_t ii = 0; ii < TetrahedronFaces::Count; ++ii)
  1971. {
  1972. float mtxTmp[16];
  1973. mtxYawPitchRoll(mtxTmp, ypr[ii][0], ypr[ii][1], ypr[ii][2]);
  1974. float tmp[3] =
  1975. {
  1976. -bx::dot(bx::load<bx::Vec3>(m_pointLight.m_position.m_v), bx::load<bx::Vec3>(&mtxTmp[0]) ),
  1977. -bx::dot(bx::load<bx::Vec3>(m_pointLight.m_position.m_v), bx::load<bx::Vec3>(&mtxTmp[4]) ),
  1978. -bx::dot(bx::load<bx::Vec3>(m_pointLight.m_position.m_v), bx::load<bx::Vec3>(&mtxTmp[8]) ),
  1979. };
  1980. bx::mtxTranspose(mtxYpr[ii], mtxTmp);
  1981. bx::memCopy(lightView[ii], mtxYpr[ii], 12*sizeof(float) );
  1982. lightView[ii][12] = tmp[0];
  1983. lightView[ii][13] = tmp[1];
  1984. lightView[ii][14] = tmp[2];
  1985. lightView[ii][15] = 1.0f;
  1986. }
  1987. }
  1988. else // LightType::DirectionalLight == settings.m_lightType
  1989. {
  1990. // Setup light view mtx.
  1991. const bx::Vec3 at = { 0.0f, 0.0f, 0.0f };
  1992. const bx::Vec3 eye =
  1993. {
  1994. -m_directionalLight.m_position.m_x,
  1995. -m_directionalLight.m_position.m_y,
  1996. -m_directionalLight.m_position.m_z,
  1997. };
  1998. bx::mtxLookAt(lightView[0], eye, at);
  1999. // Compute camera inverse view mtx.
  2000. float mtxViewInv[16];
  2001. bx::mtxInverse(mtxViewInv, m_viewState.m_view);
  2002. // Compute split distances.
  2003. const uint8_t maxNumSplits = 4;
  2004. BX_ASSERT(maxNumSplits >= m_settings.m_numSplits, "Error! Max num splits.");
  2005. float splitSlices[maxNumSplits*2];
  2006. splitFrustum(splitSlices
  2007. , uint8_t(m_settings.m_numSplits)
  2008. , currentSmSettings->m_near
  2009. , currentSmSettings->m_far
  2010. , m_settings.m_splitDistribution
  2011. );
  2012. // Update uniforms.
  2013. for (uint8_t ii = 0, ff = 1; ii < m_settings.m_numSplits; ++ii, ff+=2)
  2014. {
  2015. // This lags for 1 frame, but it's not a problem.
  2016. s_uniforms.m_csmFarDistances[ii] = splitSlices[ff];
  2017. }
  2018. float mtxProj[16];
  2019. bx::mtxOrtho(
  2020. mtxProj
  2021. , 1.0f
  2022. , -1.0f
  2023. , 1.0f
  2024. , -1.0f
  2025. , -currentSmSettings->m_far
  2026. , currentSmSettings->m_far
  2027. , 0.0f
  2028. , caps->homogeneousDepth
  2029. );
  2030. const uint8_t numCorners = 8;
  2031. float frustumCorners[maxNumSplits][numCorners][3];
  2032. for (uint8_t ii = 0, nn = 0, ff = 1; ii < m_settings.m_numSplits; ++ii, nn+=2, ff+=2)
  2033. {
  2034. // Compute frustum corners for one split in world space.
  2035. worldSpaceFrustumCorners( (float*)frustumCorners[ii], splitSlices[nn], splitSlices[ff], projWidth, projHeight, mtxViewInv);
  2036. bx::Vec3 min = { 9000.0f, 9000.0f, 9000.0f };
  2037. bx::Vec3 max = { -9000.0f, -9000.0f, -9000.0f };
  2038. for (uint8_t jj = 0; jj < numCorners; ++jj)
  2039. {
  2040. // Transform to light space.
  2041. const bx::Vec3 xyz = bx::mul(bx::load<bx::Vec3>(frustumCorners[ii][jj]), lightView[0]);
  2042. // Update bounding box.
  2043. min = bx::min(min, xyz);
  2044. max = bx::max(max, xyz);
  2045. }
  2046. const bx::Vec3 minproj = bx::mulH(min, mtxProj);
  2047. const bx::Vec3 maxproj = bx::mulH(max, mtxProj);
  2048. float scalex = 2.0f / (maxproj.x - minproj.x);
  2049. float scaley = 2.0f / (maxproj.y - minproj.y);
  2050. if (m_settings.m_stabilize)
  2051. {
  2052. const float quantizer = 64.0f;
  2053. scalex = quantizer / bx::ceil(quantizer / scalex);
  2054. scaley = quantizer / bx::ceil(quantizer / scaley);
  2055. }
  2056. float offsetx = 0.5f * (maxproj.x + minproj.x) * scalex;
  2057. float offsety = 0.5f * (maxproj.y + minproj.y) * scaley;
  2058. if (m_settings.m_stabilize)
  2059. {
  2060. const float halfSize = currentShadowMapSizef * 0.5f;
  2061. offsetx = bx::ceil(offsetx * halfSize) / halfSize;
  2062. offsety = bx::ceil(offsety * halfSize) / halfSize;
  2063. }
  2064. float mtxCrop[16];
  2065. bx::mtxIdentity(mtxCrop);
  2066. mtxCrop[ 0] = scalex;
  2067. mtxCrop[ 5] = scaley;
  2068. mtxCrop[12] = offsetx;
  2069. mtxCrop[13] = offsety;
  2070. bx::mtxMul(lightProj[ii], mtxCrop, mtxProj);
  2071. }
  2072. }
  2073. // Reset render targets.
  2074. const bgfx::FrameBufferHandle invalidRt = BGFX_INVALID_HANDLE;
  2075. for (uint8_t ii = 0; ii < RENDERVIEW_DRAWDEPTH_3_ID+1; ++ii)
  2076. {
  2077. bgfx::setViewFrameBuffer(ii, invalidRt);
  2078. bgfx::setViewRect(ii, 0, 0, m_viewState.m_width, m_viewState.m_height);
  2079. }
  2080. // Determine on-screen rectangle size where depth buffer will be drawn.
  2081. uint16_t depthRectHeight = uint16_t(float(m_viewState.m_height) / 2.5f);
  2082. uint16_t depthRectWidth = depthRectHeight;
  2083. uint16_t depthRectX = 0;
  2084. uint16_t depthRectY = m_viewState.m_height - depthRectHeight;
  2085. // Setup views and render targets.
  2086. bgfx::setViewRect(0, 0, 0, m_viewState.m_width, m_viewState.m_height);
  2087. bgfx::setViewTransform(0, m_viewState.m_view, m_viewState.m_proj);
  2088. if (LightType::SpotLight == m_settings.m_lightType)
  2089. {
  2090. /**
  2091. * RENDERVIEW_SHADOWMAP_0_ID - Clear shadow map. (used as convenience, otherwise render_pass_1 could be cleared)
  2092. * RENDERVIEW_SHADOWMAP_1_ID - Craft shadow map.
  2093. * RENDERVIEW_VBLUR_0_ID - Vertical blur.
  2094. * RENDERVIEW_HBLUR_0_ID - Horizontal blur.
  2095. * RENDERVIEW_DRAWSCENE_0_ID - Draw scene.
  2096. * RENDERVIEW_DRAWSCENE_1_ID - Draw floor bottom.
  2097. * RENDERVIEW_DRAWDEPTH_0_ID - Draw depth buffer.
  2098. */
  2099. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_0_ID, 0, 0, m_currentShadowMapSize, m_currentShadowMapSize);
  2100. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_1_ID, 0, 0, m_currentShadowMapSize, m_currentShadowMapSize);
  2101. bgfx::setViewRect(RENDERVIEW_VBLUR_0_ID, 0, 0, m_currentShadowMapSize, m_currentShadowMapSize);
  2102. bgfx::setViewRect(RENDERVIEW_HBLUR_0_ID, 0, 0, m_currentShadowMapSize, m_currentShadowMapSize);
  2103. bgfx::setViewRect(RENDERVIEW_DRAWSCENE_0_ID, 0, 0, m_viewState.m_width, m_viewState.m_height);
  2104. bgfx::setViewRect(RENDERVIEW_DRAWSCENE_1_ID, 0, 0, m_viewState.m_width, m_viewState.m_height);
  2105. bgfx::setViewRect(RENDERVIEW_DRAWDEPTH_0_ID, depthRectX, depthRectY, depthRectWidth, depthRectHeight);
  2106. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_0_ID, screenView, screenProj);
  2107. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_1_ID, lightView[0], lightProj[ProjType::Horizontal]);
  2108. bgfx::setViewTransform(RENDERVIEW_VBLUR_0_ID, screenView, screenProj);
  2109. bgfx::setViewTransform(RENDERVIEW_HBLUR_0_ID, screenView, screenProj);
  2110. bgfx::setViewTransform(RENDERVIEW_DRAWSCENE_0_ID, m_viewState.m_view, m_viewState.m_proj);
  2111. bgfx::setViewTransform(RENDERVIEW_DRAWSCENE_1_ID, m_viewState.m_view, m_viewState.m_proj);
  2112. bgfx::setViewTransform(RENDERVIEW_DRAWDEPTH_0_ID, screenView, screenProj);
  2113. bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_0_ID, s_rtShadowMap[0]);
  2114. bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_1_ID, s_rtShadowMap[0]);
  2115. bgfx::setViewFrameBuffer(RENDERVIEW_VBLUR_0_ID, s_rtBlur);
  2116. bgfx::setViewFrameBuffer(RENDERVIEW_HBLUR_0_ID, s_rtShadowMap[0]);
  2117. }
  2118. else if (LightType::PointLight == m_settings.m_lightType)
  2119. {
  2120. /**
  2121. * RENDERVIEW_SHADOWMAP_0_ID - Clear entire shadow map.
  2122. * RENDERVIEW_SHADOWMAP_1_ID - Craft green tetrahedron shadow face.
  2123. * RENDERVIEW_SHADOWMAP_2_ID - Craft yellow tetrahedron shadow face.
  2124. * RENDERVIEW_SHADOWMAP_3_ID - Craft blue tetrahedron shadow face.
  2125. * RENDERVIEW_SHADOWMAP_4_ID - Craft red tetrahedron shadow face.
  2126. * RENDERVIEW_VBLUR_0_ID - Vertical blur.
  2127. * RENDERVIEW_HBLUR_0_ID - Horizontal blur.
  2128. * RENDERVIEW_DRAWSCENE_0_ID - Draw scene.
  2129. * RENDERVIEW_DRAWSCENE_1_ID - Draw floor bottom.
  2130. * RENDERVIEW_DRAWDEPTH_0_ID - Draw depth buffer.
  2131. */
  2132. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_0_ID, 0, 0, m_currentShadowMapSize, m_currentShadowMapSize);
  2133. if (m_settings.m_stencilPack)
  2134. {
  2135. const uint16_t f = m_currentShadowMapSize; //full size
  2136. const uint16_t h = m_currentShadowMapSize/2; //half size
  2137. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_1_ID, 0, 0, f, h);
  2138. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_2_ID, 0, h, f, h);
  2139. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_3_ID, 0, 0, h, f);
  2140. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_4_ID, h, 0, h, f);
  2141. }
  2142. else
  2143. {
  2144. const uint16_t h = m_currentShadowMapSize/2; //half size
  2145. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_1_ID, 0, 0, h, h);
  2146. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_2_ID, h, 0, h, h);
  2147. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_3_ID, 0, h, h, h);
  2148. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_4_ID, h, h, h, h);
  2149. }
  2150. bgfx::setViewRect(RENDERVIEW_VBLUR_0_ID, 0, 0, m_currentShadowMapSize, m_currentShadowMapSize);
  2151. bgfx::setViewRect(RENDERVIEW_HBLUR_0_ID, 0, 0, m_currentShadowMapSize, m_currentShadowMapSize);
  2152. bgfx::setViewRect(RENDERVIEW_DRAWSCENE_0_ID, 0, 0, m_viewState.m_width, m_viewState.m_height);
  2153. bgfx::setViewRect(RENDERVIEW_DRAWSCENE_1_ID, 0, 0, m_viewState.m_width, m_viewState.m_height);
  2154. bgfx::setViewRect(RENDERVIEW_DRAWDEPTH_0_ID, depthRectX, depthRectY, depthRectWidth, depthRectHeight);
  2155. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_0_ID, screenView, screenProj);
  2156. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_1_ID, lightView[TetrahedronFaces::Green], lightProj[ProjType::Horizontal]);
  2157. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_2_ID, lightView[TetrahedronFaces::Yellow], lightProj[ProjType::Horizontal]);
  2158. if(m_settings.m_stencilPack)
  2159. {
  2160. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_3_ID, lightView[TetrahedronFaces::Blue], lightProj[ProjType::Vertical]);
  2161. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_4_ID, lightView[TetrahedronFaces::Red], lightProj[ProjType::Vertical]);
  2162. }
  2163. else
  2164. {
  2165. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_3_ID, lightView[TetrahedronFaces::Blue], lightProj[ProjType::Horizontal]);
  2166. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_4_ID, lightView[TetrahedronFaces::Red], lightProj[ProjType::Horizontal]);
  2167. }
  2168. bgfx::setViewTransform(RENDERVIEW_VBLUR_0_ID, screenView, screenProj);
  2169. bgfx::setViewTransform(RENDERVIEW_HBLUR_0_ID, screenView, screenProj);
  2170. bgfx::setViewTransform(RENDERVIEW_DRAWSCENE_0_ID, m_viewState.m_view, m_viewState.m_proj);
  2171. bgfx::setViewTransform(RENDERVIEW_DRAWSCENE_1_ID, m_viewState.m_view, m_viewState.m_proj);
  2172. bgfx::setViewTransform(RENDERVIEW_DRAWDEPTH_0_ID, screenView, screenProj);
  2173. bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_0_ID, s_rtShadowMap[0]);
  2174. bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_1_ID, s_rtShadowMap[0]);
  2175. bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_2_ID, s_rtShadowMap[0]);
  2176. bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_3_ID, s_rtShadowMap[0]);
  2177. bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_4_ID, s_rtShadowMap[0]);
  2178. bgfx::setViewFrameBuffer(RENDERVIEW_VBLUR_0_ID, s_rtBlur);
  2179. bgfx::setViewFrameBuffer(RENDERVIEW_HBLUR_0_ID, s_rtShadowMap[0]);
  2180. }
  2181. else // LightType::DirectionalLight == settings.m_lightType
  2182. {
  2183. /**
  2184. * RENDERVIEW_SHADOWMAP_1_ID - Craft shadow map for first split.
  2185. * RENDERVIEW_SHADOWMAP_2_ID - Craft shadow map for second split.
  2186. * RENDERVIEW_SHADOWMAP_3_ID - Craft shadow map for third split.
  2187. * RENDERVIEW_SHADOWMAP_4_ID - Craft shadow map for fourth split.
  2188. * RENDERVIEW_VBLUR_0_ID - Vertical blur for first split.
  2189. * RENDERVIEW_HBLUR_0_ID - Horizontal blur for first split.
  2190. * RENDERVIEW_VBLUR_1_ID - Vertical blur for second split.
  2191. * RENDERVIEW_HBLUR_1_ID - Horizontal blur for second split.
  2192. * RENDERVIEW_VBLUR_2_ID - Vertical blur for third split.
  2193. * RENDERVIEW_HBLUR_2_ID - Horizontal blur for third split.
  2194. * RENDERVIEW_VBLUR_3_ID - Vertical blur for fourth split.
  2195. * RENDERVIEW_HBLUR_3_ID - Horizontal blur for fourth split.
  2196. * RENDERVIEW_DRAWSCENE_0_ID - Draw scene.
  2197. * RENDERVIEW_DRAWSCENE_1_ID - Draw floor bottom.
  2198. * RENDERVIEW_DRAWDEPTH_0_ID - Draw depth buffer for first split.
  2199. * RENDERVIEW_DRAWDEPTH_1_ID - Draw depth buffer for second split.
  2200. * RENDERVIEW_DRAWDEPTH_2_ID - Draw depth buffer for third split.
  2201. * RENDERVIEW_DRAWDEPTH_3_ID - Draw depth buffer for fourth split.
  2202. */
  2203. depthRectHeight = m_viewState.m_height / 3;
  2204. depthRectWidth = depthRectHeight;
  2205. depthRectX = 0;
  2206. depthRectY = m_viewState.m_height - depthRectHeight;
  2207. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_1_ID, 0, 0, m_currentShadowMapSize, m_currentShadowMapSize);
  2208. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_2_ID, 0, 0, m_currentShadowMapSize, m_currentShadowMapSize);
  2209. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_3_ID, 0, 0, m_currentShadowMapSize, m_currentShadowMapSize);
  2210. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_4_ID, 0, 0, m_currentShadowMapSize, m_currentShadowMapSize);
  2211. bgfx::setViewRect(RENDERVIEW_VBLUR_0_ID, 0, 0, m_currentShadowMapSize, m_currentShadowMapSize);
  2212. bgfx::setViewRect(RENDERVIEW_HBLUR_0_ID, 0, 0, m_currentShadowMapSize, m_currentShadowMapSize);
  2213. bgfx::setViewRect(RENDERVIEW_VBLUR_1_ID, 0, 0, m_currentShadowMapSize, m_currentShadowMapSize);
  2214. bgfx::setViewRect(RENDERVIEW_HBLUR_1_ID, 0, 0, m_currentShadowMapSize, m_currentShadowMapSize);
  2215. bgfx::setViewRect(RENDERVIEW_VBLUR_2_ID, 0, 0, m_currentShadowMapSize, m_currentShadowMapSize);
  2216. bgfx::setViewRect(RENDERVIEW_HBLUR_2_ID, 0, 0, m_currentShadowMapSize, m_currentShadowMapSize);
  2217. bgfx::setViewRect(RENDERVIEW_VBLUR_3_ID, 0, 0, m_currentShadowMapSize, m_currentShadowMapSize);
  2218. bgfx::setViewRect(RENDERVIEW_HBLUR_3_ID, 0, 0, m_currentShadowMapSize, m_currentShadowMapSize);
  2219. bgfx::setViewRect(RENDERVIEW_DRAWSCENE_0_ID, 0, 0, m_viewState.m_width, m_viewState.m_height);
  2220. bgfx::setViewRect(RENDERVIEW_DRAWSCENE_1_ID, 0, 0, m_viewState.m_width, m_viewState.m_height);
  2221. bgfx::setViewRect(RENDERVIEW_DRAWDEPTH_0_ID, depthRectX+(0*depthRectWidth), depthRectY, depthRectWidth, depthRectHeight);
  2222. bgfx::setViewRect(RENDERVIEW_DRAWDEPTH_1_ID, depthRectX+(1*depthRectWidth), depthRectY, depthRectWidth, depthRectHeight);
  2223. bgfx::setViewRect(RENDERVIEW_DRAWDEPTH_2_ID, depthRectX+(2*depthRectWidth), depthRectY, depthRectWidth, depthRectHeight);
  2224. bgfx::setViewRect(RENDERVIEW_DRAWDEPTH_3_ID, depthRectX+(3*depthRectWidth), depthRectY, depthRectWidth, depthRectHeight);
  2225. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_1_ID, lightView[0], lightProj[0]);
  2226. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_2_ID, lightView[0], lightProj[1]);
  2227. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_3_ID, lightView[0], lightProj[2]);
  2228. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_4_ID, lightView[0], lightProj[3]);
  2229. bgfx::setViewTransform(RENDERVIEW_VBLUR_0_ID, screenView, screenProj);
  2230. bgfx::setViewTransform(RENDERVIEW_HBLUR_0_ID, screenView, screenProj);
  2231. bgfx::setViewTransform(RENDERVIEW_VBLUR_1_ID, screenView, screenProj);
  2232. bgfx::setViewTransform(RENDERVIEW_HBLUR_1_ID, screenView, screenProj);
  2233. bgfx::setViewTransform(RENDERVIEW_VBLUR_2_ID, screenView, screenProj);
  2234. bgfx::setViewTransform(RENDERVIEW_HBLUR_2_ID, screenView, screenProj);
  2235. bgfx::setViewTransform(RENDERVIEW_VBLUR_3_ID, screenView, screenProj);
  2236. bgfx::setViewTransform(RENDERVIEW_HBLUR_3_ID, screenView, screenProj);
  2237. bgfx::setViewTransform(RENDERVIEW_DRAWSCENE_0_ID, m_viewState.m_view, m_viewState.m_proj);
  2238. bgfx::setViewTransform(RENDERVIEW_DRAWSCENE_1_ID, m_viewState.m_view, m_viewState.m_proj);
  2239. bgfx::setViewTransform(RENDERVIEW_DRAWDEPTH_0_ID, screenView, screenProj);
  2240. bgfx::setViewTransform(RENDERVIEW_DRAWDEPTH_1_ID, screenView, screenProj);
  2241. bgfx::setViewTransform(RENDERVIEW_DRAWDEPTH_2_ID, screenView, screenProj);
  2242. bgfx::setViewTransform(RENDERVIEW_DRAWDEPTH_3_ID, screenView, screenProj);
  2243. bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_1_ID, s_rtShadowMap[0]);
  2244. bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_2_ID, s_rtShadowMap[1]);
  2245. bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_3_ID, s_rtShadowMap[2]);
  2246. bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_4_ID, s_rtShadowMap[3]);
  2247. bgfx::setViewFrameBuffer(RENDERVIEW_VBLUR_0_ID, s_rtBlur); //vblur
  2248. bgfx::setViewFrameBuffer(RENDERVIEW_HBLUR_0_ID, s_rtShadowMap[0]); //hblur
  2249. bgfx::setViewFrameBuffer(RENDERVIEW_VBLUR_1_ID, s_rtBlur); //vblur
  2250. bgfx::setViewFrameBuffer(RENDERVIEW_HBLUR_1_ID, s_rtShadowMap[1]); //hblur
  2251. bgfx::setViewFrameBuffer(RENDERVIEW_VBLUR_2_ID, s_rtBlur); //vblur
  2252. bgfx::setViewFrameBuffer(RENDERVIEW_HBLUR_2_ID, s_rtShadowMap[2]); //hblur
  2253. bgfx::setViewFrameBuffer(RENDERVIEW_VBLUR_3_ID, s_rtBlur); //vblur
  2254. bgfx::setViewFrameBuffer(RENDERVIEW_HBLUR_3_ID, s_rtShadowMap[3]); //hblur
  2255. }
  2256. // Clear backbuffer at beginning.
  2257. bgfx::setViewClear(0
  2258. , BGFX_CLEAR_COLOR
  2259. | BGFX_CLEAR_DEPTH
  2260. , m_clearValues.m_clearRgba
  2261. , m_clearValues.m_clearDepth
  2262. , m_clearValues.m_clearStencil
  2263. );
  2264. bgfx::touch(0);
  2265. // Clear shadowmap rendertarget at beginning.
  2266. const uint8_t flags0 = (LightType::DirectionalLight == m_settings.m_lightType)
  2267. ? 0
  2268. : BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH | BGFX_CLEAR_STENCIL
  2269. ;
  2270. bgfx::setViewClear(RENDERVIEW_SHADOWMAP_0_ID
  2271. , flags0
  2272. , 0xfefefefe //blur fails on completely white regions
  2273. , m_clearValues.m_clearDepth
  2274. , m_clearValues.m_clearStencil
  2275. );
  2276. bgfx::touch(RENDERVIEW_SHADOWMAP_0_ID);
  2277. const uint8_t flags1 = (LightType::DirectionalLight == m_settings.m_lightType)
  2278. ? BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
  2279. : 0
  2280. ;
  2281. for (uint8_t ii = 0; ii < 4; ++ii)
  2282. {
  2283. bgfx::setViewClear(RENDERVIEW_SHADOWMAP_1_ID+ii
  2284. , flags1
  2285. , 0xfefefefe //blur fails on completely white regions
  2286. , m_clearValues.m_clearDepth
  2287. , m_clearValues.m_clearStencil
  2288. );
  2289. bgfx::touch(RENDERVIEW_SHADOWMAP_1_ID+ii);
  2290. }
  2291. // Render.
  2292. // Craft shadow map.
  2293. {
  2294. // Craft stencil mask for point light shadow map packing.
  2295. if(LightType::PointLight == m_settings.m_lightType && m_settings.m_stencilPack)
  2296. {
  2297. if (6 == bgfx::getAvailTransientVertexBuffer(6, m_posLayout) )
  2298. {
  2299. struct Pos
  2300. {
  2301. float m_x, m_y, m_z;
  2302. };
  2303. bgfx::TransientVertexBuffer vb;
  2304. bgfx::allocTransientVertexBuffer(&vb, 6, m_posLayout);
  2305. Pos* vertex = (Pos*)vb.data;
  2306. const float min = 0.0f;
  2307. const float max = 1.0f;
  2308. const float center = 0.5f;
  2309. const float zz = 0.0f;
  2310. vertex[0].m_x = min;
  2311. vertex[0].m_y = min;
  2312. vertex[0].m_z = zz;
  2313. vertex[1].m_x = max;
  2314. vertex[1].m_y = min;
  2315. vertex[1].m_z = zz;
  2316. vertex[2].m_x = center;
  2317. vertex[2].m_y = center;
  2318. vertex[2].m_z = zz;
  2319. vertex[3].m_x = center;
  2320. vertex[3].m_y = center;
  2321. vertex[3].m_z = zz;
  2322. vertex[4].m_x = max;
  2323. vertex[4].m_y = max;
  2324. vertex[4].m_z = zz;
  2325. vertex[5].m_x = min;
  2326. vertex[5].m_y = max;
  2327. vertex[5].m_z = zz;
  2328. bgfx::setState(0);
  2329. bgfx::setStencil(BGFX_STENCIL_TEST_ALWAYS
  2330. | BGFX_STENCIL_FUNC_REF(1)
  2331. | BGFX_STENCIL_FUNC_RMASK(0xff)
  2332. | BGFX_STENCIL_OP_FAIL_S_REPLACE
  2333. | BGFX_STENCIL_OP_FAIL_Z_REPLACE
  2334. | BGFX_STENCIL_OP_PASS_Z_REPLACE
  2335. );
  2336. bgfx::setVertexBuffer(0, &vb);
  2337. bgfx::submit(RENDERVIEW_SHADOWMAP_0_ID, s_programs.m_black);
  2338. }
  2339. }
  2340. // Draw scene into shadowmap.
  2341. uint8_t drawNum;
  2342. if (LightType::SpotLight == m_settings.m_lightType)
  2343. {
  2344. drawNum = 1;
  2345. }
  2346. else if (LightType::PointLight == m_settings.m_lightType)
  2347. {
  2348. drawNum = 4;
  2349. }
  2350. else //LightType::DirectionalLight == settings.m_lightType)
  2351. {
  2352. drawNum = uint8_t(m_settings.m_numSplits);
  2353. }
  2354. for (uint8_t ii = 0; ii < drawNum; ++ii)
  2355. {
  2356. const uint8_t viewId = RENDERVIEW_SHADOWMAP_1_ID + ii;
  2357. uint8_t renderStateIndex = RenderState::ShadowMap_PackDepth;
  2358. if(LightType::PointLight == m_settings.m_lightType && m_settings.m_stencilPack)
  2359. {
  2360. renderStateIndex = uint8_t( (ii < 2) ? RenderState::ShadowMap_PackDepthHoriz : RenderState::ShadowMap_PackDepthVert);
  2361. }
  2362. // Floor.
  2363. m_hplaneMesh.submit(viewId
  2364. , mtxFloor
  2365. , *currentSmSettings->m_progPack
  2366. , s_renderStates[renderStateIndex]
  2367. );
  2368. // Bunny.
  2369. m_bunnyMesh.submit(viewId
  2370. , mtxBunny
  2371. , *currentSmSettings->m_progPack
  2372. , s_renderStates[renderStateIndex]
  2373. );
  2374. // Hollow cube.
  2375. m_hollowcubeMesh.submit(viewId
  2376. , mtxHollowcube
  2377. , *currentSmSettings->m_progPack
  2378. , s_renderStates[renderStateIndex]
  2379. );
  2380. // Cube.
  2381. m_cubeMesh.submit(viewId
  2382. , mtxCube
  2383. , *currentSmSettings->m_progPack
  2384. , s_renderStates[renderStateIndex]
  2385. );
  2386. // Trees.
  2387. for (uint8_t jj = 0; jj < numTrees; ++jj)
  2388. {
  2389. m_treeMesh.submit(viewId
  2390. , mtxTrees[jj]
  2391. , *currentSmSettings->m_progPack
  2392. , s_renderStates[renderStateIndex]
  2393. );
  2394. }
  2395. }
  2396. }
  2397. PackDepth::Enum depthType = (SmImpl::VSM == m_settings.m_smImpl) ? PackDepth::VSM : PackDepth::RGBA;
  2398. bool bVsmOrEsm = (SmImpl::VSM == m_settings.m_smImpl) || (SmImpl::ESM == m_settings.m_smImpl);
  2399. // Blur shadow map.
  2400. if (bVsmOrEsm
  2401. && currentSmSettings->m_doBlur)
  2402. {
  2403. bgfx::setTexture(4, s_shadowMap[0], bgfx::getTexture(s_rtShadowMap[0]) );
  2404. bgfx::setState(BGFX_STATE_WRITE_RGB|BGFX_STATE_WRITE_A);
  2405. screenSpaceQuad(s_originBottomLeft);
  2406. bgfx::submit(RENDERVIEW_VBLUR_0_ID, s_programs.m_vBlur[depthType]);
  2407. bgfx::setTexture(4, s_shadowMap[0], bgfx::getTexture(s_rtBlur) );
  2408. bgfx::setState(BGFX_STATE_WRITE_RGB|BGFX_STATE_WRITE_A);
  2409. screenSpaceQuad(s_originBottomLeft);
  2410. bgfx::submit(RENDERVIEW_HBLUR_0_ID, s_programs.m_hBlur[depthType]);
  2411. if (LightType::DirectionalLight == m_settings.m_lightType)
  2412. {
  2413. for (uint8_t ii = 1, jj = 2; ii < m_settings.m_numSplits; ++ii, jj+=2)
  2414. {
  2415. const uint8_t viewId = RENDERVIEW_VBLUR_0_ID + jj;
  2416. bgfx::setTexture(4, s_shadowMap[0], bgfx::getTexture(s_rtShadowMap[ii]) );
  2417. bgfx::setState(BGFX_STATE_WRITE_RGB|BGFX_STATE_WRITE_A);
  2418. screenSpaceQuad(s_originBottomLeft);
  2419. bgfx::submit(viewId, s_programs.m_vBlur[depthType]);
  2420. bgfx::setTexture(4, s_shadowMap[0], bgfx::getTexture(s_rtBlur) );
  2421. bgfx::setState(BGFX_STATE_WRITE_RGB|BGFX_STATE_WRITE_A);
  2422. screenSpaceQuad(s_originBottomLeft);
  2423. bgfx::submit(viewId+1, s_programs.m_hBlur[depthType]);
  2424. }
  2425. }
  2426. }
  2427. // Draw scene.
  2428. {
  2429. // Setup shadow mtx.
  2430. float mtxShadow[16];
  2431. const float ymul = (s_originBottomLeft) ? 0.5f : -0.5f;
  2432. float zadd = (DepthImpl::Linear == m_settings.m_depthImpl) ? 0.0f : 0.5f;
  2433. const float mtxBias[16] =
  2434. {
  2435. 0.5f, 0.0f, 0.0f, 0.0f,
  2436. 0.0f, ymul, 0.0f, 0.0f,
  2437. 0.0f, 0.0f, 0.5f, 0.0f,
  2438. 0.5f, 0.5f, zadd, 1.0f,
  2439. };
  2440. if (LightType::SpotLight == m_settings.m_lightType)
  2441. {
  2442. float mtxTmp[16];
  2443. bx::mtxMul(mtxTmp, lightProj[ProjType::Horizontal], mtxBias);
  2444. bx::mtxMul(mtxShadow, lightView[0], mtxTmp); //lightViewProjBias
  2445. }
  2446. else if (LightType::PointLight == m_settings.m_lightType)
  2447. {
  2448. const float s = (s_originBottomLeft) ? 1.0f : -1.0f; //sign
  2449. zadd = (DepthImpl::Linear == m_settings.m_depthImpl) ? 0.0f : 0.5f;
  2450. const float mtxCropBias[2][TetrahedronFaces::Count][16] =
  2451. {
  2452. { // settings.m_stencilPack == false
  2453. { // D3D: Green, OGL: Blue
  2454. 0.25f, 0.0f, 0.0f, 0.0f,
  2455. 0.0f, s*0.25f, 0.0f, 0.0f,
  2456. 0.0f, 0.0f, 0.5f, 0.0f,
  2457. 0.25f, 0.25f, zadd, 1.0f,
  2458. },
  2459. { // D3D: Yellow, OGL: Red
  2460. 0.25f, 0.0f, 0.0f, 0.0f,
  2461. 0.0f, s*0.25f, 0.0f, 0.0f,
  2462. 0.0f, 0.0f, 0.5f, 0.0f,
  2463. 0.75f, 0.25f, zadd, 1.0f,
  2464. },
  2465. { // D3D: Blue, OGL: Green
  2466. 0.25f, 0.0f, 0.0f, 0.0f,
  2467. 0.0f, s*0.25f, 0.0f, 0.0f,
  2468. 0.0f, 0.0f, 0.5f, 0.0f,
  2469. 0.25f, 0.75f, zadd, 1.0f,
  2470. },
  2471. { // D3D: Red, OGL: Yellow
  2472. 0.25f, 0.0f, 0.0f, 0.0f,
  2473. 0.0f, s*0.25f, 0.0f, 0.0f,
  2474. 0.0f, 0.0f, 0.5f, 0.0f,
  2475. 0.75f, 0.75f, zadd, 1.0f,
  2476. },
  2477. },
  2478. { // settings.m_stencilPack == true
  2479. { // D3D: Red, OGL: Blue
  2480. 0.25f, 0.0f, 0.0f, 0.0f,
  2481. 0.0f, s*0.5f, 0.0f, 0.0f,
  2482. 0.0f, 0.0f, 0.5f, 0.0f,
  2483. 0.25f, 0.5f, zadd, 1.0f,
  2484. },
  2485. { // D3D: Blue, OGL: Red
  2486. 0.25f, 0.0f, 0.0f, 0.0f,
  2487. 0.0f, s*0.5f, 0.0f, 0.0f,
  2488. 0.0f, 0.0f, 0.5f, 0.0f,
  2489. 0.75f, 0.5f, zadd, 1.0f,
  2490. },
  2491. { // D3D: Green, OGL: Green
  2492. 0.5f, 0.0f, 0.0f, 0.0f,
  2493. 0.0f, s*0.25f, 0.0f, 0.0f,
  2494. 0.0f, 0.0f, 0.5f, 0.0f,
  2495. 0.5f, 0.75f, zadd, 1.0f,
  2496. },
  2497. { // D3D: Yellow, OGL: Yellow
  2498. 0.5f, 0.0f, 0.0f, 0.0f,
  2499. 0.0f, s*0.25f, 0.0f, 0.0f,
  2500. 0.0f, 0.0f, 0.5f, 0.0f,
  2501. 0.5f, 0.25f, zadd, 1.0f,
  2502. },
  2503. }
  2504. };
  2505. //Use as: [stencilPack][flipV][tetrahedronFace]
  2506. static const uint8_t cropBiasIndices[2][2][4] =
  2507. {
  2508. { // settings.m_stencilPack == false
  2509. { 0, 1, 2, 3 }, //flipV == false
  2510. { 2, 3, 0, 1 }, //flipV == true
  2511. },
  2512. { // settings.m_stencilPack == true
  2513. { 3, 2, 0, 1 }, //flipV == false
  2514. { 2, 3, 0, 1 }, //flipV == true
  2515. },
  2516. };
  2517. for (uint8_t ii = 0; ii < TetrahedronFaces::Count; ++ii)
  2518. {
  2519. ProjType::Enum projType = (m_settings.m_stencilPack) ? ProjType::Enum(ii>1) : ProjType::Horizontal;
  2520. uint8_t biasIndex = cropBiasIndices[m_settings.m_stencilPack][uint8_t(s_originBottomLeft)][ii];
  2521. float mtxTmp[16];
  2522. bx::mtxMul(mtxTmp, mtxYpr[ii], lightProj[projType]);
  2523. bx::mtxMul(m_shadowMapMtx[ii], mtxTmp, mtxCropBias[m_settings.m_stencilPack][biasIndex]); //mtxYprProjBias
  2524. }
  2525. bx::mtxTranslate(mtxShadow //lightInvTranslate
  2526. , -m_pointLight.m_position.m_v[0]
  2527. , -m_pointLight.m_position.m_v[1]
  2528. , -m_pointLight.m_position.m_v[2]
  2529. );
  2530. }
  2531. else //LightType::DirectionalLight == settings.m_lightType
  2532. {
  2533. for (uint8_t ii = 0; ii < m_settings.m_numSplits; ++ii)
  2534. {
  2535. float mtxTmp[16];
  2536. bx::mtxMul(mtxTmp, lightProj[ii], mtxBias);
  2537. bx::mtxMul(m_shadowMapMtx[ii], lightView[0], mtxTmp); //lViewProjCropBias
  2538. }
  2539. }
  2540. // Floor.
  2541. if (LightType::DirectionalLight != m_settings.m_lightType)
  2542. {
  2543. bx::mtxMul(m_lightMtx, mtxFloor, mtxShadow); //not needed for directional light
  2544. }
  2545. m_hplaneMesh.submit(RENDERVIEW_DRAWSCENE_0_ID
  2546. , mtxFloor
  2547. , *currentSmSettings->m_progDraw
  2548. , s_renderStates[RenderState::Default]
  2549. , true
  2550. );
  2551. // Bunny.
  2552. if (LightType::DirectionalLight != m_settings.m_lightType)
  2553. {
  2554. bx::mtxMul(m_lightMtx, mtxBunny, mtxShadow);
  2555. }
  2556. m_bunnyMesh.submit(RENDERVIEW_DRAWSCENE_0_ID
  2557. , mtxBunny
  2558. , *currentSmSettings->m_progDraw
  2559. , s_renderStates[RenderState::Default]
  2560. , true
  2561. );
  2562. // Hollow cube.
  2563. if (LightType::DirectionalLight != m_settings.m_lightType)
  2564. {
  2565. bx::mtxMul(m_lightMtx, mtxHollowcube, mtxShadow);
  2566. }
  2567. m_hollowcubeMesh.submit(RENDERVIEW_DRAWSCENE_0_ID
  2568. , mtxHollowcube
  2569. , *currentSmSettings->m_progDraw
  2570. , s_renderStates[RenderState::Default]
  2571. , true
  2572. );
  2573. // Cube.
  2574. if (LightType::DirectionalLight != m_settings.m_lightType)
  2575. {
  2576. bx::mtxMul(m_lightMtx, mtxCube, mtxShadow);
  2577. }
  2578. m_cubeMesh.submit(RENDERVIEW_DRAWSCENE_0_ID
  2579. , mtxCube
  2580. , *currentSmSettings->m_progDraw
  2581. , s_renderStates[RenderState::Default]
  2582. , true
  2583. );
  2584. // Trees.
  2585. for (uint8_t ii = 0; ii < numTrees; ++ii)
  2586. {
  2587. if (LightType::DirectionalLight != m_settings.m_lightType)
  2588. {
  2589. bx::mtxMul(m_lightMtx, mtxTrees[ii], mtxShadow);
  2590. }
  2591. m_treeMesh.submit(RENDERVIEW_DRAWSCENE_0_ID
  2592. , mtxTrees[ii]
  2593. , *currentSmSettings->m_progDraw
  2594. , s_renderStates[RenderState::Default]
  2595. , true
  2596. );
  2597. }
  2598. // Lights.
  2599. if (LightType::SpotLight == m_settings.m_lightType || LightType::PointLight == m_settings.m_lightType)
  2600. {
  2601. const float lightScale[3] = { 1.5f, 1.5f, 1.5f };
  2602. float mtx[16];
  2603. mtxBillboard(mtx, m_viewState.m_view, m_pointLight.m_position.m_v, lightScale);
  2604. m_vplaneMesh.submit(RENDERVIEW_DRAWSCENE_0_ID
  2605. , mtx
  2606. , s_programs.m_colorTexture
  2607. , s_renderStates[RenderState::Custom_BlendLightTexture]
  2608. , m_texFlare
  2609. );
  2610. }
  2611. // Draw floor bottom.
  2612. float floorBottomMtx[16];
  2613. bx::mtxSRT(floorBottomMtx
  2614. , floorScale //scaleX
  2615. , floorScale //scaleY
  2616. , floorScale //scaleZ
  2617. , 0.0f //rotX
  2618. , 0.0f //rotY
  2619. , 0.0f //rotZ
  2620. , 0.0f //translateX
  2621. , -0.1f //translateY
  2622. , 0.0f //translateZ
  2623. );
  2624. m_hplaneMesh.submit(RENDERVIEW_DRAWSCENE_1_ID
  2625. , floorBottomMtx
  2626. , s_programs.m_texture
  2627. , s_renderStates[RenderState::Custom_DrawPlaneBottom]
  2628. , m_texFigure
  2629. );
  2630. }
  2631. // Draw depth rect.
  2632. if (m_settings.m_drawDepthBuffer)
  2633. {
  2634. bgfx::setTexture(4, s_shadowMap[0], bgfx::getTexture(s_rtShadowMap[0]) );
  2635. bgfx::setState(BGFX_STATE_WRITE_RGB|BGFX_STATE_WRITE_A);
  2636. screenSpaceQuad(s_originBottomLeft);
  2637. bgfx::submit(RENDERVIEW_DRAWDEPTH_0_ID, s_programs.m_drawDepth[depthType]);
  2638. if (LightType::DirectionalLight == m_settings.m_lightType)
  2639. {
  2640. for (uint8_t ii = 1; ii < m_settings.m_numSplits; ++ii)
  2641. {
  2642. bgfx::setTexture(4, s_shadowMap[0], bgfx::getTexture(s_rtShadowMap[ii]) );
  2643. bgfx::setState(BGFX_STATE_WRITE_RGB|BGFX_STATE_WRITE_A);
  2644. screenSpaceQuad(s_originBottomLeft);
  2645. bgfx::submit(RENDERVIEW_DRAWDEPTH_0_ID+ii, s_programs.m_drawDepth[depthType]);
  2646. }
  2647. }
  2648. }
  2649. // Advance to next frame. Rendering thread will be kicked to
  2650. // process submitted rendering primitives.
  2651. bgfx::frame();
  2652. return true;
  2653. }
  2654. return false;
  2655. }
  2656. entry::MouseState m_mouseState;
  2657. uint32_t m_width;
  2658. uint32_t m_height;
  2659. uint32_t m_debug;
  2660. uint32_t m_reset;
  2661. ViewState m_viewState;
  2662. ClearValues m_clearValues;
  2663. bgfx::VertexLayout m_posLayout;
  2664. bgfx::TextureHandle m_texFigure;
  2665. bgfx::TextureHandle m_texFlare;
  2666. bgfx::TextureHandle m_texFieldstone;
  2667. Mesh m_bunnyMesh;
  2668. Mesh m_treeMesh;
  2669. Mesh m_cubeMesh;
  2670. Mesh m_hollowcubeMesh;
  2671. Mesh m_hplaneMesh;
  2672. Mesh m_vplaneMesh;
  2673. float m_color[4];
  2674. Material m_defaultMaterial;
  2675. Light m_pointLight;
  2676. Light m_directionalLight;
  2677. float m_lightMtx[16];
  2678. float m_shadowMapMtx[ShadowMapRenderTargets::Count][16];
  2679. ShadowMapSettings m_smSettings[LightType::Count][DepthImpl::Count][SmImpl::Count];
  2680. SceneSettings m_settings;
  2681. uint16_t m_currentShadowMapSize;
  2682. float m_timeAccumulatorLight;
  2683. float m_timeAccumulatorScene;
  2684. FrameTime m_frameTime;
  2685. };
  2686. } // namespace
  2687. ENTRY_IMPLEMENT_MAIN(
  2688. ExampleShadowmaps
  2689. , "16-shadowmaps"
  2690. , "Shadow maps example."
  2691. , "https://bkaradzic.github.io/bgfx/examples.html#shadowmaps"
  2692. );