shadowmaps.cpp 103 KB

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