shadowmaps.cpp 102 KB

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  1. /*
  2. * Copyright 2013-2014 Dario Manesku. All rights reserved.
  3. * License: https://github.com/bkaradzic/bgfx#license-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/bgfx.h>
  11. #include <bx/timer.h>
  12. #include <bx/fpumath.h>
  13. #include <bx/crtimpl.h>
  14. #include "entry/entry.h"
  15. #include "camera.h"
  16. #include "imgui/imgui.h"
  17. #define RENDERVIEW_SHADOWMAP_0_ID 1
  18. #define RENDERVIEW_SHADOWMAP_1_ID 2
  19. #define RENDERVIEW_SHADOWMAP_2_ID 3
  20. #define RENDERVIEW_SHADOWMAP_3_ID 4
  21. #define RENDERVIEW_SHADOWMAP_4_ID 5
  22. #define RENDERVIEW_VBLUR_0_ID 6
  23. #define RENDERVIEW_HBLUR_0_ID 7
  24. #define RENDERVIEW_VBLUR_1_ID 8
  25. #define RENDERVIEW_HBLUR_1_ID 9
  26. #define RENDERVIEW_VBLUR_2_ID 10
  27. #define RENDERVIEW_HBLUR_2_ID 11
  28. #define RENDERVIEW_VBLUR_3_ID 12
  29. #define RENDERVIEW_HBLUR_3_ID 13
  30. #define RENDERVIEW_DRAWSCENE_0_ID 14
  31. #define RENDERVIEW_DRAWSCENE_1_ID 15
  32. #define RENDERVIEW_DRAWDEPTH_0_ID 16
  33. #define RENDERVIEW_DRAWDEPTH_1_ID 17
  34. #define RENDERVIEW_DRAWDEPTH_2_ID 18
  35. #define RENDERVIEW_DRAWDEPTH_3_ID 19
  36. uint32_t packUint32(uint8_t _x, uint8_t _y, uint8_t _z, uint8_t _w)
  37. {
  38. union
  39. {
  40. uint32_t ui32;
  41. uint8_t arr[4];
  42. } un;
  43. un.arr[0] = _x;
  44. un.arr[1] = _y;
  45. un.arr[2] = _z;
  46. un.arr[3] = _w;
  47. return un.ui32;
  48. }
  49. uint32_t packF4u(float _x, float _y = 0.0f, float _z = 0.0f, float _w = 0.0f)
  50. {
  51. const uint8_t xx = uint8_t(_x*127.0f + 128.0f);
  52. const uint8_t yy = uint8_t(_y*127.0f + 128.0f);
  53. const uint8_t zz = uint8_t(_z*127.0f + 128.0f);
  54. const uint8_t ww = uint8_t(_w*127.0f + 128.0f);
  55. return packUint32(xx, yy, zz, ww);
  56. }
  57. struct LightType
  58. {
  59. enum Enum
  60. {
  61. SpotLight,
  62. PointLight,
  63. DirectionalLight,
  64. Count
  65. };
  66. };
  67. struct DepthImpl
  68. {
  69. enum Enum
  70. {
  71. InvZ,
  72. Linear,
  73. Count
  74. };
  75. };
  76. struct PackDepth
  77. {
  78. enum Enum
  79. {
  80. RGBA,
  81. VSM,
  82. Count
  83. };
  84. };
  85. struct SmImpl
  86. {
  87. enum Enum
  88. {
  89. Hard,
  90. PCF,
  91. VSM,
  92. ESM,
  93. Count
  94. };
  95. };
  96. struct SmType
  97. {
  98. enum Enum
  99. {
  100. Single,
  101. Omni,
  102. Cascade,
  103. Count
  104. };
  105. };
  106. struct TetrahedronFaces
  107. {
  108. enum Enum
  109. {
  110. Green,
  111. Yellow,
  112. Blue,
  113. Red,
  114. Count
  115. };
  116. };
  117. struct ProjType
  118. {
  119. enum Enum
  120. {
  121. Horizontal,
  122. Vertical,
  123. Count
  124. };
  125. };
  126. struct ShadowMapRenderTargets
  127. {
  128. enum Enum
  129. {
  130. First,
  131. Second,
  132. Third,
  133. Fourth,
  134. Count
  135. };
  136. };
  137. void imguiEnum(SmImpl::Enum& _enum)
  138. {
  139. _enum = (SmImpl::Enum)imguiChoose(_enum
  140. , "Hard"
  141. , "PCF"
  142. , "VSM"
  143. , "ESM"
  144. );
  145. }
  146. void imguiEnum(DepthImpl::Enum& _enum)
  147. {
  148. _enum = (DepthImpl::Enum)imguiChoose(_enum
  149. , "InvZ"
  150. , "Linear"
  151. );
  152. }
  153. void imguiEnum(LightType::Enum& _enum)
  154. {
  155. _enum = (LightType::Enum)imguiChoose(_enum
  156. , "Spot light"
  157. , "Point light"
  158. , "Directional light"
  159. );
  160. }
  161. struct PosNormalTexcoordVertex
  162. {
  163. float m_x;
  164. float m_y;
  165. float m_z;
  166. uint32_t m_normal;
  167. float m_u;
  168. float m_v;
  169. };
  170. static const float s_texcoord = 5.0f;
  171. static PosNormalTexcoordVertex s_hplaneVertices[] =
  172. {
  173. { -1.0f, 0.0f, 1.0f, packF4u(0.0f, 1.0f, 0.0f), s_texcoord, s_texcoord },
  174. { 1.0f, 0.0f, 1.0f, packF4u(0.0f, 1.0f, 0.0f), s_texcoord, 0.0f },
  175. { -1.0f, 0.0f, -1.0f, packF4u(0.0f, 1.0f, 0.0f), 0.0f, s_texcoord },
  176. { 1.0f, 0.0f, -1.0f, packF4u(0.0f, 1.0f, 0.0f), 0.0f, 0.0f },
  177. };
  178. static PosNormalTexcoordVertex s_vplaneVertices[] =
  179. {
  180. { -1.0f, 1.0f, 0.0f, packF4u(0.0f, 0.0f, -1.0f), 1.0f, 1.0f },
  181. { 1.0f, 1.0f, 0.0f, packF4u(0.0f, 0.0f, -1.0f), 1.0f, 0.0f },
  182. { -1.0f, -1.0f, 0.0f, packF4u(0.0f, 0.0f, -1.0f), 0.0f, 1.0f },
  183. { 1.0f, -1.0f, 0.0f, packF4u(0.0f, 0.0f, -1.0f), 0.0f, 0.0f },
  184. };
  185. static const uint16_t s_planeIndices[] =
  186. {
  187. 0, 1, 2,
  188. 1, 3, 2,
  189. };
  190. static bool s_flipV = false;
  191. static float s_texelHalf = 0.0f;
  192. static bgfx::UniformHandle s_texColor;
  193. static bgfx::UniformHandle s_shadowMap[ShadowMapRenderTargets::Count];
  194. static bgfx::FrameBufferHandle s_rtShadowMap[ShadowMapRenderTargets::Count];
  195. static bgfx::FrameBufferHandle s_rtBlur;
  196. void mtxBillboard(float* __restrict _result
  197. , const float* __restrict _view
  198. , const float* __restrict _pos
  199. , const float* __restrict _scale)
  200. {
  201. _result[ 0] = _view[0] * _scale[0];
  202. _result[ 1] = _view[4] * _scale[0];
  203. _result[ 2] = _view[8] * _scale[0];
  204. _result[ 3] = 0.0f;
  205. _result[ 4] = _view[1] * _scale[1];
  206. _result[ 5] = _view[5] * _scale[1];
  207. _result[ 6] = _view[9] * _scale[1];
  208. _result[ 7] = 0.0f;
  209. _result[ 8] = _view[2] * _scale[2];
  210. _result[ 9] = _view[6] * _scale[2];
  211. _result[10] = _view[10] * _scale[2];
  212. _result[11] = 0.0f;
  213. _result[12] = _pos[0];
  214. _result[13] = _pos[1];
  215. _result[14] = _pos[2];
  216. _result[15] = 1.0f;
  217. }
  218. void mtxYawPitchRoll(float* __restrict _result
  219. , float _yaw
  220. , float _pitch
  221. , float _roll
  222. )
  223. {
  224. float sroll = sinf(_roll);
  225. float croll = cosf(_roll);
  226. float spitch = sinf(_pitch);
  227. float cpitch = cosf(_pitch);
  228. float syaw = sinf(_yaw);
  229. float cyaw = cosf(_yaw);
  230. _result[ 0] = sroll * spitch * syaw + croll * cyaw;
  231. _result[ 1] = sroll * cpitch;
  232. _result[ 2] = sroll * spitch * cyaw - croll * syaw;
  233. _result[ 3] = 0.0f;
  234. _result[ 4] = croll * spitch * syaw - sroll * cyaw;
  235. _result[ 5] = croll * cpitch;
  236. _result[ 6] = croll * spitch * cyaw + sroll * syaw;
  237. _result[ 7] = 0.0f;
  238. _result[ 8] = cpitch * syaw;
  239. _result[ 9] = -spitch;
  240. _result[10] = cpitch * cyaw;
  241. _result[11] = 0.0f;
  242. _result[12] = 0.0f;
  243. _result[13] = 0.0f;
  244. _result[14] = 0.0f;
  245. _result[15] = 1.0f;
  246. }
  247. struct Material
  248. {
  249. union Ambient
  250. {
  251. struct
  252. {
  253. float m_r;
  254. float m_g;
  255. float m_b;
  256. float m_unused;
  257. };
  258. float m_v[4];
  259. };
  260. union Diffuse
  261. {
  262. struct
  263. {
  264. float m_r;
  265. float m_g;
  266. float m_b;
  267. float m_unused;
  268. };
  269. float m_v[4];
  270. };
  271. union Specular
  272. {
  273. struct
  274. {
  275. float m_r;
  276. float m_g;
  277. float m_b;
  278. float m_ns;
  279. };
  280. float m_v[4];
  281. };
  282. Ambient m_ka;
  283. Diffuse m_kd;
  284. Specular m_ks;
  285. };
  286. struct Light
  287. {
  288. union Position
  289. {
  290. struct
  291. {
  292. float m_x;
  293. float m_y;
  294. float m_z;
  295. float m_w;
  296. };
  297. float m_v[4];
  298. };
  299. union LightRgbPower
  300. {
  301. struct
  302. {
  303. float m_r;
  304. float m_g;
  305. float m_b;
  306. float m_power;
  307. };
  308. float m_v[4];
  309. };
  310. union SpotDirectionInner
  311. {
  312. struct
  313. {
  314. float m_x;
  315. float m_y;
  316. float m_z;
  317. float m_inner;
  318. };
  319. float m_v[4];
  320. };
  321. union AttenuationSpotOuter
  322. {
  323. struct
  324. {
  325. float m_attnConst;
  326. float m_attnLinear;
  327. float m_attnQuadrantic;
  328. float m_outer;
  329. };
  330. float m_v[4];
  331. };
  332. void computeViewSpaceComponents(float* _viewMtx)
  333. {
  334. bx::vec4MulMtx(m_position_viewSpace, m_position.m_v, _viewMtx);
  335. float tmp[] =
  336. {
  337. m_spotDirectionInner.m_x
  338. , m_spotDirectionInner.m_y
  339. , m_spotDirectionInner.m_z
  340. , 0.0f
  341. };
  342. bx::vec4MulMtx(m_spotDirectionInner_viewSpace, tmp, _viewMtx);
  343. m_spotDirectionInner_viewSpace[3] = m_spotDirectionInner.m_v[3];
  344. }
  345. Position m_position;
  346. float m_position_viewSpace[4];
  347. LightRgbPower m_ambientPower;
  348. LightRgbPower m_diffusePower;
  349. LightRgbPower m_specularPower;
  350. SpotDirectionInner m_spotDirectionInner;
  351. float m_spotDirectionInner_viewSpace[4];
  352. AttenuationSpotOuter m_attenuationSpotOuter;
  353. };
  354. struct Uniforms
  355. {
  356. void init()
  357. {
  358. m_ambientPass = 1.0f;
  359. m_lightingPass = 1.0f;
  360. m_shadowMapBias = 0.003f;
  361. m_shadowMapOffset = 0.0f;
  362. m_shadowMapParam0 = 0.5;
  363. m_shadowMapParam1 = 1.0;
  364. m_depthValuePow = 1.0f;
  365. m_showSmCoverage = 1.0f;
  366. m_shadowMapTexelSize = 1.0f/512.0f;
  367. m_csmFarDistances[0] = 30.0f;
  368. m_csmFarDistances[1] = 90.0f;
  369. m_csmFarDistances[2] = 180.0f;
  370. m_csmFarDistances[3] = 1000.0f;
  371. m_tetraNormalGreen[0] = 0.0f;
  372. m_tetraNormalGreen[1] = -0.57735026f;
  373. m_tetraNormalGreen[2] = 0.81649661f;
  374. m_tetraNormalYellow[0] = 0.0f;
  375. m_tetraNormalYellow[1] = -0.57735026f;
  376. m_tetraNormalYellow[2] = -0.81649661f;
  377. m_tetraNormalBlue[0] = -0.81649661f;
  378. m_tetraNormalBlue[1] = 0.57735026f;
  379. m_tetraNormalBlue[2] = 0.0f;
  380. m_tetraNormalRed[0] = 0.81649661f;
  381. m_tetraNormalRed[1] = 0.57735026f;
  382. m_tetraNormalRed[2] = 0.0f;
  383. m_XNum = 2.0f;
  384. m_YNum = 2.0f;
  385. m_XOffset = 10.0f/512.0f;
  386. m_YOffset = 10.0f/512.0f;
  387. u_params0 = bgfx::createUniform("u_params0", bgfx::UniformType::Vec4);
  388. u_params1 = bgfx::createUniform("u_params1", bgfx::UniformType::Vec4);
  389. u_params2 = bgfx::createUniform("u_params2", bgfx::UniformType::Vec4);
  390. u_color = bgfx::createUniform("u_color", bgfx::UniformType::Vec4);
  391. u_smSamplingParams = bgfx::createUniform("u_smSamplingParams", bgfx::UniformType::Vec4);
  392. u_csmFarDistances = bgfx::createUniform("u_csmFarDistances", bgfx::UniformType::Vec4);
  393. u_lightMtx = bgfx::createUniform("u_lightMtx", bgfx::UniformType::Mat4);
  394. u_tetraNormalGreen = bgfx::createUniform("u_tetraNormalGreen", bgfx::UniformType::Vec4);
  395. u_tetraNormalYellow = bgfx::createUniform("u_tetraNormalYellow", bgfx::UniformType::Vec4);
  396. u_tetraNormalBlue = bgfx::createUniform("u_tetraNormalBlue", bgfx::UniformType::Vec4);
  397. u_tetraNormalRed = bgfx::createUniform("u_tetraNormalRed", bgfx::UniformType::Vec4);
  398. u_shadowMapMtx0 = bgfx::createUniform("u_shadowMapMtx0", bgfx::UniformType::Mat4);
  399. u_shadowMapMtx1 = bgfx::createUniform("u_shadowMapMtx1", bgfx::UniformType::Mat4);
  400. u_shadowMapMtx2 = bgfx::createUniform("u_shadowMapMtx2", bgfx::UniformType::Mat4);
  401. u_shadowMapMtx3 = bgfx::createUniform("u_shadowMapMtx3", bgfx::UniformType::Mat4);
  402. u_lightPosition = bgfx::createUniform("u_lightPosition", bgfx::UniformType::Vec4);
  403. u_lightAmbientPower = bgfx::createUniform("u_lightAmbientPower", bgfx::UniformType::Vec4);
  404. u_lightDiffusePower = bgfx::createUniform("u_lightDiffusePower", bgfx::UniformType::Vec4);
  405. u_lightSpecularPower = bgfx::createUniform("u_lightSpecularPower", bgfx::UniformType::Vec4);
  406. u_lightSpotDirectionInner = bgfx::createUniform("u_lightSpotDirectionInner", bgfx::UniformType::Vec4);
  407. u_lightAttenuationSpotOuter = bgfx::createUniform("u_lightAttenuationSpotOuter", bgfx::UniformType::Vec4);
  408. u_materialKa = bgfx::createUniform("u_materialKa", bgfx::UniformType::Vec4);
  409. u_materialKd = bgfx::createUniform("u_materialKd", bgfx::UniformType::Vec4);
  410. u_materialKs = bgfx::createUniform("u_materialKs", bgfx::UniformType::Vec4);
  411. }
  412. void setPtrs(Material* _materialPtr, Light* _lightPtr, float* _colorPtr, float* _lightMtxPtr, float* _shadowMapMtx0, float* _shadowMapMtx1, float* _shadowMapMtx2, float* _shadowMapMtx3)
  413. {
  414. m_lightMtxPtr = _lightMtxPtr;
  415. m_colorPtr = _colorPtr;
  416. m_materialPtr = _materialPtr;
  417. m_lightPtr = _lightPtr;
  418. m_shadowMapMtx0 = _shadowMapMtx0;
  419. m_shadowMapMtx1 = _shadowMapMtx1;
  420. m_shadowMapMtx2 = _shadowMapMtx2;
  421. m_shadowMapMtx3 = _shadowMapMtx3;
  422. }
  423. // Call this once at initialization.
  424. void submitConstUniforms()
  425. {
  426. bgfx::setUniform(u_tetraNormalGreen, m_tetraNormalGreen);
  427. bgfx::setUniform(u_tetraNormalYellow, m_tetraNormalYellow);
  428. bgfx::setUniform(u_tetraNormalBlue, m_tetraNormalBlue);
  429. bgfx::setUniform(u_tetraNormalRed, m_tetraNormalRed);
  430. }
  431. // Call this once per frame.
  432. void submitPerFrameUniforms()
  433. {
  434. bgfx::setUniform(u_params1, m_params1);
  435. bgfx::setUniform(u_params2, m_params2);
  436. bgfx::setUniform(u_smSamplingParams, m_paramsBlur);
  437. bgfx::setUniform(u_csmFarDistances, m_csmFarDistances);
  438. bgfx::setUniform(u_materialKa, &m_materialPtr->m_ka);
  439. bgfx::setUniform(u_materialKd, &m_materialPtr->m_kd);
  440. bgfx::setUniform(u_materialKs, &m_materialPtr->m_ks);
  441. bgfx::setUniform(u_lightPosition, &m_lightPtr->m_position_viewSpace);
  442. bgfx::setUniform(u_lightAmbientPower, &m_lightPtr->m_ambientPower);
  443. bgfx::setUniform(u_lightDiffusePower, &m_lightPtr->m_diffusePower);
  444. bgfx::setUniform(u_lightSpecularPower, &m_lightPtr->m_specularPower);
  445. bgfx::setUniform(u_lightSpotDirectionInner, &m_lightPtr->m_spotDirectionInner_viewSpace);
  446. bgfx::setUniform(u_lightAttenuationSpotOuter, &m_lightPtr->m_attenuationSpotOuter);
  447. }
  448. // Call this before each draw call.
  449. void submitPerDrawUniforms()
  450. {
  451. bgfx::setUniform(u_shadowMapMtx0, m_shadowMapMtx0);
  452. bgfx::setUniform(u_shadowMapMtx1, m_shadowMapMtx1);
  453. bgfx::setUniform(u_shadowMapMtx2, m_shadowMapMtx2);
  454. bgfx::setUniform(u_shadowMapMtx3, m_shadowMapMtx3);
  455. bgfx::setUniform(u_params0, m_params0);
  456. bgfx::setUniform(u_lightMtx, m_lightMtxPtr);
  457. bgfx::setUniform(u_color, m_colorPtr);
  458. }
  459. void destroy()
  460. {
  461. bgfx::destroyUniform(u_params0);
  462. bgfx::destroyUniform(u_params1);
  463. bgfx::destroyUniform(u_params2);
  464. bgfx::destroyUniform(u_color);
  465. bgfx::destroyUniform(u_smSamplingParams);
  466. bgfx::destroyUniform(u_csmFarDistances);
  467. bgfx::destroyUniform(u_materialKa);
  468. bgfx::destroyUniform(u_materialKd);
  469. bgfx::destroyUniform(u_materialKs);
  470. bgfx::destroyUniform(u_tetraNormalGreen);
  471. bgfx::destroyUniform(u_tetraNormalYellow);
  472. bgfx::destroyUniform(u_tetraNormalBlue);
  473. bgfx::destroyUniform(u_tetraNormalRed);
  474. bgfx::destroyUniform(u_shadowMapMtx0);
  475. bgfx::destroyUniform(u_shadowMapMtx1);
  476. bgfx::destroyUniform(u_shadowMapMtx2);
  477. bgfx::destroyUniform(u_shadowMapMtx3);
  478. bgfx::destroyUniform(u_lightMtx);
  479. bgfx::destroyUniform(u_lightPosition);
  480. bgfx::destroyUniform(u_lightAmbientPower);
  481. bgfx::destroyUniform(u_lightDiffusePower);
  482. bgfx::destroyUniform(u_lightSpecularPower);
  483. bgfx::destroyUniform(u_lightSpotDirectionInner);
  484. bgfx::destroyUniform(u_lightAttenuationSpotOuter);
  485. }
  486. union
  487. {
  488. struct
  489. {
  490. float m_ambientPass;
  491. float m_lightingPass;
  492. float m_unused00;
  493. float m_unused01;
  494. };
  495. float m_params0[4];
  496. };
  497. union
  498. {
  499. struct
  500. {
  501. float m_shadowMapBias;
  502. float m_shadowMapOffset;
  503. float m_shadowMapParam0;
  504. float m_shadowMapParam1;
  505. };
  506. float m_params1[4];
  507. };
  508. union
  509. {
  510. struct
  511. {
  512. float m_depthValuePow;
  513. float m_showSmCoverage;
  514. float m_shadowMapTexelSize;
  515. float m_unused23;
  516. };
  517. float m_params2[4];
  518. };
  519. union
  520. {
  521. struct
  522. {
  523. float m_XNum;
  524. float m_YNum;
  525. float m_XOffset;
  526. float m_YOffset;
  527. };
  528. float m_paramsBlur[4];
  529. };
  530. float m_tetraNormalGreen[3];
  531. float m_tetraNormalYellow[3];
  532. float m_tetraNormalBlue[3];
  533. float m_tetraNormalRed[3];
  534. float m_csmFarDistances[4];
  535. float* m_lightMtxPtr;
  536. float* m_colorPtr;
  537. Light* m_lightPtr;
  538. float* m_shadowMapMtx0;
  539. float* m_shadowMapMtx1;
  540. float* m_shadowMapMtx2;
  541. float* m_shadowMapMtx3;
  542. Material* m_materialPtr;
  543. private:
  544. bgfx::UniformHandle u_params0;
  545. bgfx::UniformHandle u_params1;
  546. bgfx::UniformHandle u_params2;
  547. bgfx::UniformHandle u_color;
  548. bgfx::UniformHandle u_smSamplingParams;
  549. bgfx::UniformHandle u_csmFarDistances;
  550. bgfx::UniformHandle u_materialKa;
  551. bgfx::UniformHandle u_materialKd;
  552. bgfx::UniformHandle u_materialKs;
  553. bgfx::UniformHandle u_tetraNormalGreen;
  554. bgfx::UniformHandle u_tetraNormalYellow;
  555. bgfx::UniformHandle u_tetraNormalBlue;
  556. bgfx::UniformHandle u_tetraNormalRed;
  557. bgfx::UniformHandle u_shadowMapMtx0;
  558. bgfx::UniformHandle u_shadowMapMtx1;
  559. bgfx::UniformHandle u_shadowMapMtx2;
  560. bgfx::UniformHandle u_shadowMapMtx3;
  561. bgfx::UniformHandle u_lightMtx;
  562. bgfx::UniformHandle u_lightPosition;
  563. bgfx::UniformHandle u_lightAmbientPower;
  564. bgfx::UniformHandle u_lightDiffusePower;
  565. bgfx::UniformHandle u_lightSpecularPower;
  566. bgfx::UniformHandle u_lightSpotDirectionInner;
  567. bgfx::UniformHandle u_lightAttenuationSpotOuter;
  568. };
  569. static Uniforms s_uniforms;
  570. struct RenderState
  571. {
  572. enum Enum
  573. {
  574. Default = 0,
  575. ShadowMap_PackDepth,
  576. ShadowMap_PackDepthHoriz,
  577. ShadowMap_PackDepthVert,
  578. Custom_BlendLightTexture,
  579. Custom_DrawPlaneBottom,
  580. Count
  581. };
  582. uint64_t m_state;
  583. uint32_t m_blendFactorRgba;
  584. uint32_t m_fstencil;
  585. uint32_t m_bstencil;
  586. };
  587. static RenderState s_renderStates[RenderState::Count] =
  588. {
  589. { // Default
  590. 0
  591. | BGFX_STATE_RGB_WRITE
  592. | BGFX_STATE_ALPHA_WRITE
  593. | BGFX_STATE_DEPTH_TEST_LESS
  594. | BGFX_STATE_DEPTH_WRITE
  595. | BGFX_STATE_CULL_CCW
  596. | BGFX_STATE_MSAA
  597. , UINT32_MAX
  598. , BGFX_STENCIL_NONE
  599. , BGFX_STENCIL_NONE
  600. },
  601. { // ShadowMap_PackDepth
  602. 0
  603. | BGFX_STATE_RGB_WRITE
  604. | BGFX_STATE_ALPHA_WRITE
  605. | BGFX_STATE_DEPTH_WRITE
  606. | BGFX_STATE_DEPTH_TEST_LESS
  607. | BGFX_STATE_CULL_CCW
  608. | BGFX_STATE_MSAA
  609. , UINT32_MAX
  610. , BGFX_STENCIL_NONE
  611. , BGFX_STENCIL_NONE
  612. },
  613. { // ShadowMap_PackDepthHoriz
  614. 0
  615. | BGFX_STATE_RGB_WRITE
  616. | BGFX_STATE_ALPHA_WRITE
  617. | BGFX_STATE_DEPTH_WRITE
  618. | BGFX_STATE_DEPTH_TEST_LESS
  619. | BGFX_STATE_CULL_CCW
  620. | BGFX_STATE_MSAA
  621. , UINT32_MAX
  622. , BGFX_STENCIL_TEST_EQUAL
  623. | BGFX_STENCIL_FUNC_REF(1)
  624. | BGFX_STENCIL_FUNC_RMASK(0xff)
  625. | BGFX_STENCIL_OP_FAIL_S_KEEP
  626. | BGFX_STENCIL_OP_FAIL_Z_KEEP
  627. | BGFX_STENCIL_OP_PASS_Z_KEEP
  628. , BGFX_STENCIL_NONE
  629. },
  630. { // ShadowMap_PackDepthVert
  631. 0
  632. | BGFX_STATE_RGB_WRITE
  633. | BGFX_STATE_ALPHA_WRITE
  634. | BGFX_STATE_DEPTH_WRITE
  635. | BGFX_STATE_DEPTH_TEST_LESS
  636. | BGFX_STATE_CULL_CCW
  637. | BGFX_STATE_MSAA
  638. , UINT32_MAX
  639. , BGFX_STENCIL_TEST_EQUAL
  640. | BGFX_STENCIL_FUNC_REF(0)
  641. | BGFX_STENCIL_FUNC_RMASK(0xff)
  642. | BGFX_STENCIL_OP_FAIL_S_KEEP
  643. | BGFX_STENCIL_OP_FAIL_Z_KEEP
  644. | BGFX_STENCIL_OP_PASS_Z_KEEP
  645. , BGFX_STENCIL_NONE
  646. },
  647. { // Custom_BlendLightTexture
  648. BGFX_STATE_RGB_WRITE
  649. | BGFX_STATE_ALPHA_WRITE
  650. | BGFX_STATE_DEPTH_WRITE
  651. | BGFX_STATE_DEPTH_TEST_LESS
  652. | BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_SRC_COLOR, BGFX_STATE_BLEND_INV_SRC_COLOR)
  653. | BGFX_STATE_CULL_CCW
  654. | BGFX_STATE_MSAA
  655. , UINT32_MAX
  656. , BGFX_STENCIL_NONE
  657. , BGFX_STENCIL_NONE
  658. },
  659. { // Custom_DrawPlaneBottom
  660. BGFX_STATE_RGB_WRITE
  661. | BGFX_STATE_CULL_CW
  662. | BGFX_STATE_MSAA
  663. , UINT32_MAX
  664. , BGFX_STENCIL_NONE
  665. , BGFX_STENCIL_NONE
  666. },
  667. };
  668. struct ViewState
  669. {
  670. ViewState(uint16_t _width = 1280, uint16_t _height = 720)
  671. : m_width(_width)
  672. , m_height(_height)
  673. {
  674. }
  675. uint16_t m_width;
  676. uint16_t m_height;
  677. float m_view[16];
  678. float m_proj[16];
  679. };
  680. struct ClearValues
  681. {
  682. ClearValues(uint32_t _clearRgba = 0x30303000
  683. , float _clearDepth = 1.0f
  684. , uint8_t _clearStencil = 0
  685. )
  686. : m_clearRgba(_clearRgba)
  687. , m_clearDepth(_clearDepth)
  688. , m_clearStencil(_clearStencil)
  689. {
  690. }
  691. uint32_t m_clearRgba;
  692. float m_clearDepth;
  693. uint8_t m_clearStencil;
  694. };
  695. struct Aabb
  696. {
  697. float m_min[3];
  698. float m_max[3];
  699. };
  700. struct Obb
  701. {
  702. float m_mtx[16];
  703. };
  704. struct Sphere
  705. {
  706. float m_center[3];
  707. float m_radius;
  708. };
  709. struct Primitive
  710. {
  711. uint32_t m_startIndex;
  712. uint32_t m_numIndices;
  713. uint32_t m_startVertex;
  714. uint32_t m_numVertices;
  715. Sphere m_sphere;
  716. Aabb m_aabb;
  717. Obb m_obb;
  718. };
  719. typedef std::vector<Primitive> PrimitiveArray;
  720. struct Group
  721. {
  722. Group()
  723. {
  724. reset();
  725. }
  726. void reset()
  727. {
  728. m_vbh.idx = bgfx::invalidHandle;
  729. m_ibh.idx = bgfx::invalidHandle;
  730. m_prims.clear();
  731. }
  732. bgfx::VertexBufferHandle m_vbh;
  733. bgfx::IndexBufferHandle m_ibh;
  734. Sphere m_sphere;
  735. Aabb m_aabb;
  736. Obb m_obb;
  737. PrimitiveArray m_prims;
  738. };
  739. namespace bgfx
  740. {
  741. int32_t read(bx::ReaderI* _reader, bgfx::VertexDecl& _decl, bx::Error* _err = NULL);
  742. }
  743. struct Mesh
  744. {
  745. void load(const void* _vertices, uint32_t _numVertices, const bgfx::VertexDecl _decl, const uint16_t* _indices, uint32_t _numIndices)
  746. {
  747. Group group;
  748. const bgfx::Memory* mem;
  749. uint32_t size;
  750. size = _numVertices*_decl.getStride();
  751. mem = bgfx::makeRef(_vertices, size);
  752. group.m_vbh = bgfx::createVertexBuffer(mem, _decl);
  753. size = _numIndices*2;
  754. mem = bgfx::makeRef(_indices, size);
  755. group.m_ibh = bgfx::createIndexBuffer(mem);
  756. m_groups.push_back(group);
  757. }
  758. void load(const char* _filePath)
  759. {
  760. #define BGFX_CHUNK_MAGIC_VB BX_MAKEFOURCC('V', 'B', ' ', 0x1)
  761. #define BGFX_CHUNK_MAGIC_IB BX_MAKEFOURCC('I', 'B', ' ', 0x0)
  762. #define BGFX_CHUNK_MAGIC_PRI BX_MAKEFOURCC('P', 'R', 'I', 0x0)
  763. bx::FileReaderI* reader = entry::getFileReader();
  764. bx::open(reader, _filePath);
  765. Group group;
  766. uint32_t chunk;
  767. while (4 == bx::read(reader, chunk) )
  768. {
  769. switch (chunk)
  770. {
  771. case BGFX_CHUNK_MAGIC_VB:
  772. {
  773. bx::read(reader, group.m_sphere);
  774. bx::read(reader, group.m_aabb);
  775. bx::read(reader, group.m_obb);
  776. bgfx::read(reader, m_decl);
  777. uint16_t stride = m_decl.getStride();
  778. uint16_t numVertices;
  779. bx::read(reader, numVertices);
  780. const bgfx::Memory* mem = bgfx::alloc(numVertices*stride);
  781. bx::read(reader, mem->data, mem->size);
  782. group.m_vbh = bgfx::createVertexBuffer(mem, m_decl);
  783. }
  784. break;
  785. case BGFX_CHUNK_MAGIC_IB:
  786. {
  787. uint32_t numIndices;
  788. bx::read(reader, numIndices);
  789. const bgfx::Memory* mem = bgfx::alloc(numIndices*2);
  790. bx::read(reader, mem->data, mem->size);
  791. group.m_ibh = bgfx::createIndexBuffer(mem);
  792. }
  793. break;
  794. case BGFX_CHUNK_MAGIC_PRI:
  795. {
  796. uint16_t len;
  797. bx::read(reader, len);
  798. std::string material;
  799. material.resize(len);
  800. bx::read(reader, const_cast<char*>(material.c_str() ), len);
  801. uint16_t num;
  802. bx::read(reader, num);
  803. for (uint32_t ii = 0; ii < num; ++ii)
  804. {
  805. bx::read(reader, len);
  806. std::string name;
  807. name.resize(len);
  808. bx::read(reader, const_cast<char*>(name.c_str() ), len);
  809. Primitive prim;
  810. bx::read(reader, prim.m_startIndex);
  811. bx::read(reader, prim.m_numIndices);
  812. bx::read(reader, prim.m_startVertex);
  813. bx::read(reader, prim.m_numVertices);
  814. bx::read(reader, prim.m_sphere);
  815. bx::read(reader, prim.m_aabb);
  816. bx::read(reader, prim.m_obb);
  817. group.m_prims.push_back(prim);
  818. }
  819. m_groups.push_back(group);
  820. group.reset();
  821. }
  822. break;
  823. default:
  824. DBG("%08x at %d", chunk, bx::seek(reader) );
  825. break;
  826. }
  827. }
  828. bx::close(reader);
  829. }
  830. void unload()
  831. {
  832. for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it)
  833. {
  834. const Group& group = *it;
  835. bgfx::destroyVertexBuffer(group.m_vbh);
  836. if (bgfx::invalidHandle != group.m_ibh.idx)
  837. {
  838. bgfx::destroyIndexBuffer(group.m_ibh);
  839. }
  840. }
  841. m_groups.clear();
  842. }
  843. void submit(uint8_t _viewId, float* _mtx, bgfx::ProgramHandle _program, const RenderState& _renderState, bool _submitShadowMaps = false)
  844. {
  845. bgfx::TextureHandle texture = BGFX_INVALID_HANDLE;
  846. submit(_viewId, _mtx, _program, _renderState, texture, _submitShadowMaps);
  847. }
  848. void submit(uint8_t _viewId, float* _mtx, bgfx::ProgramHandle _program, const RenderState& _renderState, bgfx::TextureHandle _texture, bool _submitShadowMaps = false)
  849. {
  850. for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it)
  851. {
  852. const Group& group = *it;
  853. // Set uniforms.
  854. s_uniforms.submitPerDrawUniforms();
  855. // Set model matrix for rendering.
  856. bgfx::setTransform(_mtx);
  857. bgfx::setIndexBuffer(group.m_ibh);
  858. bgfx::setVertexBuffer(group.m_vbh);
  859. // Set textures.
  860. if (bgfx::invalidHandle != _texture.idx)
  861. {
  862. bgfx::setTexture(0, s_texColor, _texture);
  863. }
  864. if (_submitShadowMaps)
  865. {
  866. for (uint8_t ii = 0; ii < ShadowMapRenderTargets::Count; ++ii)
  867. {
  868. bgfx::setTexture(4 + ii, s_shadowMap[ii], bgfx::getTexture(s_rtShadowMap[ii]) );
  869. }
  870. }
  871. // Apply render state.
  872. bgfx::setStencil(_renderState.m_fstencil, _renderState.m_bstencil);
  873. bgfx::setState(_renderState.m_state, _renderState.m_blendFactorRgba);
  874. // Submit.
  875. bgfx::submit(_viewId, _program);
  876. }
  877. }
  878. bgfx::VertexDecl m_decl;
  879. typedef std::vector<Group> GroupArray;
  880. GroupArray m_groups;
  881. };
  882. struct PosColorTexCoord0Vertex
  883. {
  884. float m_x;
  885. float m_y;
  886. float m_z;
  887. uint32_t m_rgba;
  888. float m_u;
  889. float m_v;
  890. static void init()
  891. {
  892. ms_decl
  893. .begin()
  894. .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
  895. .add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
  896. .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
  897. .end();
  898. }
  899. static bgfx::VertexDecl ms_decl;
  900. };
  901. bgfx::VertexDecl PosColorTexCoord0Vertex::ms_decl;
  902. void screenSpaceQuad(float _textureWidth, float _textureHeight, bool _originBottomLeft = true, float _width = 1.0f, float _height = 1.0f)
  903. {
  904. if (3 == bgfx::getAvailTransientVertexBuffer(3, PosColorTexCoord0Vertex::ms_decl) )
  905. {
  906. bgfx::TransientVertexBuffer vb;
  907. bgfx::allocTransientVertexBuffer(&vb, 3, PosColorTexCoord0Vertex::ms_decl);
  908. PosColorTexCoord0Vertex* vertex = (PosColorTexCoord0Vertex*)vb.data;
  909. const float zz = 0.0f;
  910. const float minx = -_width;
  911. const float maxx = _width;
  912. const float miny = 0.0f;
  913. const float maxy = _height*2.0f;
  914. const float texelHalfW = s_texelHalf/_textureWidth;
  915. const float texelHalfH = s_texelHalf/_textureHeight;
  916. const float minu = -1.0f + texelHalfW;
  917. const float maxu = 1.0f + texelHalfW;
  918. float minv = texelHalfH;
  919. float maxv = 2.0f + texelHalfH;
  920. if (_originBottomLeft)
  921. {
  922. std::swap(minv, maxv);
  923. minv -= 1.0f;
  924. maxv -= 1.0f;
  925. }
  926. vertex[0].m_x = minx;
  927. vertex[0].m_y = miny;
  928. vertex[0].m_z = zz;
  929. vertex[0].m_rgba = 0xffffffff;
  930. vertex[0].m_u = minu;
  931. vertex[0].m_v = minv;
  932. vertex[1].m_x = maxx;
  933. vertex[1].m_y = miny;
  934. vertex[1].m_z = zz;
  935. vertex[1].m_rgba = 0xffffffff;
  936. vertex[1].m_u = maxu;
  937. vertex[1].m_v = minv;
  938. vertex[2].m_x = maxx;
  939. vertex[2].m_y = maxy;
  940. vertex[2].m_z = zz;
  941. vertex[2].m_rgba = 0xffffffff;
  942. vertex[2].m_u = maxu;
  943. vertex[2].m_v = maxv;
  944. bgfx::setVertexBuffer(&vb);
  945. }
  946. }
  947. void worldSpaceFrustumCorners(float* _corners24f
  948. , float _near
  949. , float _far
  950. , float _projWidth
  951. , float _projHeight
  952. , const float* __restrict _invViewMtx
  953. )
  954. {
  955. // Define frustum corners in view space.
  956. const float nw = _near * _projWidth;
  957. const float nh = _near * _projHeight;
  958. const float fw = _far * _projWidth;
  959. const float fh = _far * _projHeight;
  960. const uint8_t numCorners = 8;
  961. const float corners[numCorners][3] =
  962. {
  963. { -nw, nh, _near },
  964. { nw, nh, _near },
  965. { nw, -nh, _near },
  966. { -nw, -nh, _near },
  967. { -fw, fh, _far },
  968. { fw, fh, _far },
  969. { fw, -fh, _far },
  970. { -fw, -fh, _far },
  971. };
  972. // Convert them to world space.
  973. float (*out)[3] = (float(*)[3])_corners24f;
  974. for (uint8_t ii = 0; ii < numCorners; ++ii)
  975. {
  976. bx::vec3MulMtx( (float*)&out[ii], (float*)&corners[ii], _invViewMtx);
  977. }
  978. }
  979. /**
  980. * _splits = { near0, far0, near1, far1... nearN, farN }
  981. * N = _numSplits
  982. */
  983. void splitFrustum(float* _splits, uint8_t _numSplits, float _near, float _far, float _splitWeight = 0.75f)
  984. {
  985. const float l = _splitWeight;
  986. const float ratio = _far/_near;
  987. const int8_t numSlices = _numSplits*2;
  988. const float numSlicesf = float(numSlices);
  989. // First slice.
  990. _splits[0] = _near;
  991. for (uint8_t nn = 2, ff = 1; nn < numSlices; nn+=2, ff+=2)
  992. {
  993. float si = float(int8_t(ff) ) / numSlicesf;
  994. const float nearp = l*(_near*powf(ratio, si) ) + (1 - l)*(_near + (_far - _near)*si);
  995. _splits[nn] = nearp; //near
  996. _splits[ff] = nearp * 1.005f; //far from previous split
  997. }
  998. // Last slice.
  999. _splits[numSlices-1] = _far;
  1000. }
  1001. struct Programs
  1002. {
  1003. void init()
  1004. {
  1005. // Misc.
  1006. m_black = loadProgram("vs_shadowmaps_color", "fs_shadowmaps_color_black");
  1007. m_texture = loadProgram("vs_shadowmaps_texture", "fs_shadowmaps_texture");
  1008. m_colorTexture = loadProgram("vs_shadowmaps_color_texture", "fs_shadowmaps_color_texture");
  1009. // Blur.
  1010. m_vBlur[PackDepth::RGBA] = loadProgram("vs_shadowmaps_vblur", "fs_shadowmaps_vblur");
  1011. m_hBlur[PackDepth::RGBA] = loadProgram("vs_shadowmaps_hblur", "fs_shadowmaps_hblur");
  1012. m_vBlur[PackDepth::VSM] = loadProgram("vs_shadowmaps_vblur", "fs_shadowmaps_vblur_vsm");
  1013. m_hBlur[PackDepth::VSM] = loadProgram("vs_shadowmaps_hblur", "fs_shadowmaps_hblur_vsm");
  1014. // Draw depth.
  1015. m_drawDepth[PackDepth::RGBA] = loadProgram("vs_shadowmaps_unpackdepth", "fs_shadowmaps_unpackdepth");
  1016. m_drawDepth[PackDepth::VSM] = loadProgram("vs_shadowmaps_unpackdepth", "fs_shadowmaps_unpackdepth_vsm");
  1017. // Pack depth.
  1018. m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] = loadProgram("vs_shadowmaps_packdepth", "fs_shadowmaps_packdepth");
  1019. m_packDepth[DepthImpl::InvZ][PackDepth::VSM] = loadProgram("vs_shadowmaps_packdepth", "fs_shadowmaps_packdepth_vsm");
  1020. m_packDepth[DepthImpl::Linear][PackDepth::RGBA] = loadProgram("vs_shadowmaps_packdepth_linear", "fs_shadowmaps_packdepth_linear");
  1021. m_packDepth[DepthImpl::Linear][PackDepth::VSM] = loadProgram("vs_shadowmaps_packdepth_linear", "fs_shadowmaps_packdepth_vsm_linear");
  1022. // Color lighting.
  1023. m_colorLighting[SmType::Single][DepthImpl::InvZ][SmImpl::Hard] = loadProgram("vs_shadowmaps_color_lighting", "fs_shadowmaps_color_lighting_hard");
  1024. m_colorLighting[SmType::Single][DepthImpl::InvZ][SmImpl::PCF] = loadProgram("vs_shadowmaps_color_lighting", "fs_shadowmaps_color_lighting_pcf");
  1025. m_colorLighting[SmType::Single][DepthImpl::InvZ][SmImpl::VSM] = loadProgram("vs_shadowmaps_color_lighting", "fs_shadowmaps_color_lighting_vsm");
  1026. m_colorLighting[SmType::Single][DepthImpl::InvZ][SmImpl::ESM] = loadProgram("vs_shadowmaps_color_lighting", "fs_shadowmaps_color_lighting_esm");
  1027. m_colorLighting[SmType::Single][DepthImpl::Linear][SmImpl::Hard] = loadProgram("vs_shadowmaps_color_lighting_linear", "fs_shadowmaps_color_lighting_hard_linear");
  1028. m_colorLighting[SmType::Single][DepthImpl::Linear][SmImpl::PCF] = loadProgram("vs_shadowmaps_color_lighting_linear", "fs_shadowmaps_color_lighting_pcf_linear");
  1029. m_colorLighting[SmType::Single][DepthImpl::Linear][SmImpl::VSM] = loadProgram("vs_shadowmaps_color_lighting_linear", "fs_shadowmaps_color_lighting_vsm_linear");
  1030. m_colorLighting[SmType::Single][DepthImpl::Linear][SmImpl::ESM] = loadProgram("vs_shadowmaps_color_lighting_linear", "fs_shadowmaps_color_lighting_esm_linear");
  1031. m_colorLighting[SmType::Omni][DepthImpl::InvZ][SmImpl::Hard] = loadProgram("vs_shadowmaps_color_lighting_omni", "fs_shadowmaps_color_lighting_hard_omni");
  1032. m_colorLighting[SmType::Omni][DepthImpl::InvZ][SmImpl::PCF] = loadProgram("vs_shadowmaps_color_lighting_omni", "fs_shadowmaps_color_lighting_pcf_omni");
  1033. m_colorLighting[SmType::Omni][DepthImpl::InvZ][SmImpl::VSM] = loadProgram("vs_shadowmaps_color_lighting_omni", "fs_shadowmaps_color_lighting_vsm_omni");
  1034. m_colorLighting[SmType::Omni][DepthImpl::InvZ][SmImpl::ESM] = loadProgram("vs_shadowmaps_color_lighting_omni", "fs_shadowmaps_color_lighting_esm_omni");
  1035. m_colorLighting[SmType::Omni][DepthImpl::Linear][SmImpl::Hard] = loadProgram("vs_shadowmaps_color_lighting_linear_omni", "fs_shadowmaps_color_lighting_hard_linear_omni");
  1036. m_colorLighting[SmType::Omni][DepthImpl::Linear][SmImpl::PCF] = loadProgram("vs_shadowmaps_color_lighting_linear_omni", "fs_shadowmaps_color_lighting_pcf_linear_omni");
  1037. m_colorLighting[SmType::Omni][DepthImpl::Linear][SmImpl::VSM] = loadProgram("vs_shadowmaps_color_lighting_linear_omni", "fs_shadowmaps_color_lighting_vsm_linear_omni");
  1038. m_colorLighting[SmType::Omni][DepthImpl::Linear][SmImpl::ESM] = loadProgram("vs_shadowmaps_color_lighting_linear_omni", "fs_shadowmaps_color_lighting_esm_linear_omni");
  1039. m_colorLighting[SmType::Cascade][DepthImpl::InvZ][SmImpl::Hard] = loadProgram("vs_shadowmaps_color_lighting_csm", "fs_shadowmaps_color_lighting_hard_csm");
  1040. m_colorLighting[SmType::Cascade][DepthImpl::InvZ][SmImpl::PCF] = loadProgram("vs_shadowmaps_color_lighting_csm", "fs_shadowmaps_color_lighting_pcf_csm");
  1041. m_colorLighting[SmType::Cascade][DepthImpl::InvZ][SmImpl::VSM] = loadProgram("vs_shadowmaps_color_lighting_csm", "fs_shadowmaps_color_lighting_vsm_csm");
  1042. m_colorLighting[SmType::Cascade][DepthImpl::InvZ][SmImpl::ESM] = loadProgram("vs_shadowmaps_color_lighting_csm", "fs_shadowmaps_color_lighting_esm_csm");
  1043. m_colorLighting[SmType::Cascade][DepthImpl::Linear][SmImpl::Hard] = loadProgram("vs_shadowmaps_color_lighting_linear_csm", "fs_shadowmaps_color_lighting_hard_linear_csm");
  1044. m_colorLighting[SmType::Cascade][DepthImpl::Linear][SmImpl::PCF] = loadProgram("vs_shadowmaps_color_lighting_linear_csm", "fs_shadowmaps_color_lighting_pcf_linear_csm");
  1045. m_colorLighting[SmType::Cascade][DepthImpl::Linear][SmImpl::VSM] = loadProgram("vs_shadowmaps_color_lighting_linear_csm", "fs_shadowmaps_color_lighting_vsm_linear_csm");
  1046. m_colorLighting[SmType::Cascade][DepthImpl::Linear][SmImpl::ESM] = loadProgram("vs_shadowmaps_color_lighting_linear_csm", "fs_shadowmaps_color_lighting_esm_linear_csm");
  1047. }
  1048. void destroy()
  1049. {
  1050. // Color lighting.
  1051. for (uint8_t ii = 0; ii < SmType::Count; ++ii)
  1052. {
  1053. for (uint8_t jj = 0; jj < DepthImpl::Count; ++jj)
  1054. {
  1055. for (uint8_t kk = 0; kk < SmImpl::Count; ++kk)
  1056. {
  1057. bgfx::destroyProgram(m_colorLighting[ii][jj][kk]);
  1058. }
  1059. }
  1060. }
  1061. // Pack depth.
  1062. for (uint8_t ii = 0; ii < DepthImpl::Count; ++ii)
  1063. {
  1064. for (uint8_t jj = 0; jj < PackDepth::Count; ++jj)
  1065. {
  1066. bgfx::destroyProgram(m_packDepth[ii][jj]);
  1067. }
  1068. }
  1069. // Draw depth.
  1070. for (uint8_t ii = 0; ii < PackDepth::Count; ++ii)
  1071. {
  1072. bgfx::destroyProgram(m_drawDepth[ii]);
  1073. }
  1074. // Hblur.
  1075. for (uint8_t ii = 0; ii < PackDepth::Count; ++ii)
  1076. {
  1077. bgfx::destroyProgram(m_hBlur[ii]);
  1078. }
  1079. // Vblur.
  1080. for (uint8_t ii = 0; ii < PackDepth::Count; ++ii)
  1081. {
  1082. bgfx::destroyProgram(m_vBlur[ii]);
  1083. }
  1084. // Misc.
  1085. bgfx::destroyProgram(m_colorTexture);
  1086. bgfx::destroyProgram(m_texture);
  1087. bgfx::destroyProgram(m_black);
  1088. }
  1089. bgfx::ProgramHandle m_black;
  1090. bgfx::ProgramHandle m_texture;
  1091. bgfx::ProgramHandle m_colorTexture;
  1092. bgfx::ProgramHandle m_vBlur[PackDepth::Count];
  1093. bgfx::ProgramHandle m_hBlur[PackDepth::Count];
  1094. bgfx::ProgramHandle m_drawDepth[PackDepth::Count];
  1095. bgfx::ProgramHandle m_packDepth[DepthImpl::Count][PackDepth::Count];
  1096. bgfx::ProgramHandle m_colorLighting[SmType::Count][DepthImpl::Count][SmImpl::Count];
  1097. };
  1098. static Programs s_programs;
  1099. struct ShadowMapSettings
  1100. {
  1101. #define IMGUI_FLOAT_PARAM(_name) float _name, _name##Min, _name##Max, _name##Step
  1102. IMGUI_FLOAT_PARAM(m_sizePwrTwo);
  1103. IMGUI_FLOAT_PARAM(m_depthValuePow);
  1104. IMGUI_FLOAT_PARAM(m_near);
  1105. IMGUI_FLOAT_PARAM(m_far);
  1106. IMGUI_FLOAT_PARAM(m_bias);
  1107. IMGUI_FLOAT_PARAM(m_normalOffset);
  1108. IMGUI_FLOAT_PARAM(m_customParam0);
  1109. IMGUI_FLOAT_PARAM(m_customParam1);
  1110. IMGUI_FLOAT_PARAM(m_xNum);
  1111. IMGUI_FLOAT_PARAM(m_yNum);
  1112. IMGUI_FLOAT_PARAM(m_xOffset);
  1113. IMGUI_FLOAT_PARAM(m_yOffset);
  1114. bool m_doBlur;
  1115. bgfx::ProgramHandle* m_progPack;
  1116. bgfx::ProgramHandle* m_progDraw;
  1117. #undef IMGUI_FLOAT_PARAM
  1118. };
  1119. int _main_(int _argc, char** _argv)
  1120. {
  1121. Args args(_argc, _argv);
  1122. uint32_t debug = BGFX_DEBUG_TEXT;
  1123. uint32_t reset = BGFX_RESET_VSYNC;
  1124. ViewState viewState(1280, 720);
  1125. ClearValues clearValues(0x00000000, 1.0f, 0);
  1126. bgfx::init(args.m_type, args.m_pciId);
  1127. bgfx::reset(viewState.m_width, viewState.m_height, reset);
  1128. // Enable debug text.
  1129. bgfx::setDebug(debug);
  1130. // Setup root path for binary shaders. Shader binaries are different
  1131. // for each renderer.
  1132. switch (bgfx::getRendererType() )
  1133. {
  1134. case bgfx::RendererType::Direct3D9:
  1135. s_texelHalf = 0.5f;
  1136. break;
  1137. case bgfx::RendererType::OpenGL:
  1138. case bgfx::RendererType::OpenGLES:
  1139. s_flipV = true;
  1140. break;
  1141. default:
  1142. break;
  1143. }
  1144. // Imgui.
  1145. imguiCreate();
  1146. // Uniforms.
  1147. s_uniforms.init();
  1148. s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
  1149. s_shadowMap[0] = bgfx::createUniform("s_shadowMap0", bgfx::UniformType::Int1);
  1150. s_shadowMap[1] = bgfx::createUniform("s_shadowMap1", bgfx::UniformType::Int1);
  1151. s_shadowMap[2] = bgfx::createUniform("s_shadowMap2", bgfx::UniformType::Int1);
  1152. s_shadowMap[3] = bgfx::createUniform("s_shadowMap3", bgfx::UniformType::Int1);
  1153. // Programs.
  1154. s_programs.init();
  1155. // Vertex declarations.
  1156. bgfx::VertexDecl PosNormalTexcoordDecl;
  1157. PosNormalTexcoordDecl.begin()
  1158. .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
  1159. .add(bgfx::Attrib::Normal, 4, bgfx::AttribType::Uint8, true, true)
  1160. .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
  1161. .end();
  1162. bgfx::VertexDecl posDecl;
  1163. posDecl.begin();
  1164. posDecl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float);
  1165. posDecl.end();
  1166. PosColorTexCoord0Vertex::init();
  1167. // Textures.
  1168. bgfx::TextureHandle texFigure = loadTexture("textures/figure-rgba.dds");
  1169. bgfx::TextureHandle texFlare = loadTexture("textures/flare.dds");
  1170. bgfx::TextureHandle texFieldstone = loadTexture("textures/fieldstone-rgba.dds");
  1171. // Meshes.
  1172. Mesh bunnyMesh;
  1173. Mesh treeMesh;
  1174. Mesh cubeMesh;
  1175. Mesh hollowcubeMesh;
  1176. Mesh hplaneMesh;
  1177. Mesh vplaneMesh;
  1178. bunnyMesh.load("meshes/bunny.bin");
  1179. treeMesh.load("meshes/tree.bin");
  1180. cubeMesh.load("meshes/cube.bin");
  1181. hollowcubeMesh.load("meshes/hollowcube.bin");
  1182. hplaneMesh.load(s_hplaneVertices, BX_COUNTOF(s_hplaneVertices), PosNormalTexcoordDecl, s_planeIndices, BX_COUNTOF(s_planeIndices) );
  1183. vplaneMesh.load(s_vplaneVertices, BX_COUNTOF(s_vplaneVertices), PosNormalTexcoordDecl, s_planeIndices, BX_COUNTOF(s_planeIndices) );
  1184. // Materials.
  1185. Material defaultMaterial =
  1186. {
  1187. { { 1.0f, 1.0f, 1.0f, 0.0f } }, //ambient
  1188. { { 1.0f, 1.0f, 1.0f, 0.0f } }, //diffuse
  1189. { { 1.0f, 1.0f, 1.0f, 0.0f } }, //specular, exponent
  1190. };
  1191. // Lights.
  1192. Light pointLight =
  1193. {
  1194. { { 0.0f, 0.0f, 0.0f, 1.0f } }, //position
  1195. { 0.0f, 0.0f, 0.0f, 0.0f }, //-ignore
  1196. { { 1.0f, 1.0f, 1.0f, 0.0f } }, //ambient
  1197. { { 1.0f, 1.0f, 1.0f, 850.0f } }, //diffuse
  1198. { { 1.0f, 1.0f, 1.0f, 0.0f } }, //specular
  1199. { { 0.0f,-0.4f,-0.6f, 0.0f } }, //spotdirection, spotexponent
  1200. { 0.0f, 0.0f, 0.0f, 0.0f }, //-ignore
  1201. { { 1.0f, 0.0f, 1.0f, 91.0f } }, //attenuation, spotcutoff
  1202. };
  1203. Light directionalLight =
  1204. {
  1205. { { 0.5f,-1.0f, 0.1f, 0.0f } }, //position
  1206. { 0.0f, 0.0f, 0.0f, 0.0f }, //-ignore
  1207. { { 1.0f, 1.0f, 1.0f, 0.02f } }, //ambient
  1208. { { 1.0f, 1.0f, 1.0f, 0.4f } }, //diffuse
  1209. { { 1.0f, 1.0f, 1.0f, 0.0f } }, //specular
  1210. { { 0.0f, 0.0f, 0.0f, 1.0f } }, //spotdirection, spotexponent
  1211. { 0.0f, 0.0f, 0.0f, 0.0f }, //-ignore
  1212. { { 0.0f, 0.0f, 0.0f, 1.0f } }, //attenuation, spotcutoff
  1213. };
  1214. // Setup uniforms.
  1215. float color[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
  1216. float lightMtx[16];
  1217. float shadowMapMtx[ShadowMapRenderTargets::Count][16];
  1218. s_uniforms.setPtrs(&defaultMaterial
  1219. , &pointLight
  1220. , color
  1221. , lightMtx
  1222. , &shadowMapMtx[ShadowMapRenderTargets::First][0]
  1223. , &shadowMapMtx[ShadowMapRenderTargets::Second][0]
  1224. , &shadowMapMtx[ShadowMapRenderTargets::Third][0]
  1225. , &shadowMapMtx[ShadowMapRenderTargets::Fourth][0]
  1226. );
  1227. s_uniforms.submitConstUniforms();
  1228. // Settings.
  1229. ShadowMapSettings smSettings[LightType::Count][DepthImpl::Count][SmImpl::Count] =
  1230. {
  1231. { //LightType::Spot
  1232. { //DepthImpl::InvZ
  1233. { //SmImpl::Hard
  1234. 10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1235. , 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1236. , 1.0f, 1.0f, 10.0f, 1.0f // m_near
  1237. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1238. , 0.0035f, 0.0f, 0.01f, 0.00001f // m_bias
  1239. , 0.0012f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1240. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1241. , 500.0f, 1.0f, 1000.0f, 1.0f // m_customParam1
  1242. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1243. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1244. , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
  1245. , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
  1246. , true // m_doBlur
  1247. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
  1248. , &s_programs.m_colorLighting[SmType::Single][DepthImpl::InvZ][SmImpl::Hard] //m_progDraw
  1249. },
  1250. { //SmImpl::PCF
  1251. 10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1252. , 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1253. , 1.0f, 1.0f, 99.0f, 1.0f // m_near
  1254. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1255. , 0.007f, 0.0f, 0.01f, 0.00001f // m_bias
  1256. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1257. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1258. , 500.0f, 1.0f, 1000.0f, 1.0f // m_customParam1
  1259. , 2.0f, 0.0f, 8.0f, 1.0f // m_xNum
  1260. , 2.0f, 0.0f, 8.0f, 1.0f // m_yNum
  1261. , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
  1262. , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
  1263. , true // m_doBlur
  1264. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
  1265. , &s_programs.m_colorLighting[SmType::Single][DepthImpl::InvZ][SmImpl::PCF] //m_progDraw
  1266. },
  1267. { //SmImpl::VSM
  1268. 10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1269. , 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1270. , 8.0f, 1.0f, 10.0f, 1.0f // m_near
  1271. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1272. , 0.045f, 0.0f, 0.1f, 0.00001f // m_bias
  1273. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1274. , 0.02f, 0.0f, 0.04f, 0.00001f // m_customParam0
  1275. , 450.0f, 1.0f, 1000.0f, 1.0f // m_customParam1
  1276. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1277. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1278. , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
  1279. , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
  1280. , true // m_doBlur
  1281. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::VSM] //m_progPack
  1282. , &s_programs.m_colorLighting[SmType::Single][DepthImpl::InvZ][SmImpl::VSM] //m_progDraw
  1283. },
  1284. { //SmImpl::ESM
  1285. 10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1286. , 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1287. , 3.0f, 1.0f, 10.0f, 0.01f // m_near
  1288. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1289. , 0.02f, 0.0f, 0.3f, 0.00001f // m_bias
  1290. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1291. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1292. , 9000.0f, 1.0f, 15000.0f, 1.0f // m_customParam1
  1293. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1294. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1295. , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
  1296. , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
  1297. , true // m_doBlur
  1298. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
  1299. , &s_programs.m_colorLighting[SmType::Single][DepthImpl::InvZ][SmImpl::ESM] //m_progDraw
  1300. }
  1301. },
  1302. { //DepthImpl::Linear
  1303. { //SmImpl::Hard
  1304. 10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1305. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1306. , 1.0f, 1.0f, 10.0f, 1.0f // m_near
  1307. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1308. , 0.0025f, 0.0f, 0.01f, 0.00001f // m_bias
  1309. , 0.0012f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1310. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1311. , 500.0f, 1.0f, 1000.0f, 1.0f // m_customParam1
  1312. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1313. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1314. , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
  1315. , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
  1316. , true // m_doBlur
  1317. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
  1318. , &s_programs.m_colorLighting[SmType::Single][DepthImpl::Linear][SmImpl::Hard] //m_progDraw
  1319. },
  1320. { //SmImpl::PCF
  1321. 10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1322. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1323. , 1.0f, 1.0f, 99.0f, 1.0f // m_near
  1324. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1325. , 0.0025f, 0.0f, 0.01f, 0.00001f // m_bias
  1326. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1327. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1328. , 2000.0f, 1.0f, 2000.0f, 1.0f // m_customParam1
  1329. , 2.0f, 0.0f, 8.0f, 1.0f // m_xNum
  1330. , 2.0f, 0.0f, 8.0f, 1.0f // m_yNum
  1331. , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
  1332. , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
  1333. , true // m_doBlur
  1334. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
  1335. , &s_programs.m_colorLighting[SmType::Single][DepthImpl::Linear][SmImpl::PCF] //m_progDraw
  1336. },
  1337. { //SmImpl::VSM
  1338. 10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1339. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1340. , 1.0f, 1.0f, 10.0f, 1.0f // m_near
  1341. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1342. , 0.006f, 0.0f, 0.01f, 0.00001f // m_bias
  1343. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1344. , 0.02f, 0.0f, 0.1f, 0.00001f // m_customParam0
  1345. , 300.0f, 1.0f, 1500.0f, 1.0f // m_customParam1
  1346. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1347. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1348. , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
  1349. , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
  1350. , true // m_doBlur
  1351. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::VSM] //m_progPack
  1352. , &s_programs.m_colorLighting[SmType::Single][DepthImpl::Linear][SmImpl::VSM] //m_progDraw
  1353. },
  1354. { //SmImpl::ESM
  1355. 10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1356. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1357. , 1.0f, 1.0f, 10.0f, 0.01f // m_near
  1358. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1359. , 0.0055f, 0.0f, 0.01f, 0.00001f // m_bias
  1360. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1361. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1362. , 2500.0f, 1.0f, 5000.0f, 1.0f // m_customParam1
  1363. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1364. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1365. , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
  1366. , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
  1367. , true // m_doBlur
  1368. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
  1369. , &s_programs.m_colorLighting[SmType::Single][DepthImpl::Linear][SmImpl::ESM] //m_progDraw
  1370. }
  1371. }
  1372. },
  1373. { //LightType::Point
  1374. { //DepthImpl::InvZ
  1375. { //SmImpl::Hard
  1376. 12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo
  1377. , 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1378. , 1.0f, 1.0f, 10.0f, 1.0f // m_near
  1379. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1380. , 0.006f, 0.0f, 0.01f, 0.00001f // m_bias
  1381. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1382. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1383. , 50.0f, 1.0f, 300.0f, 1.0f // m_customParam1
  1384. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1385. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1386. , 0.25f, 0.0f, 2.0f, 0.001f // m_xOffset
  1387. , 0.25f, 0.0f, 2.0f, 0.001f // m_yOffset
  1388. , true // m_doBlur
  1389. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
  1390. , &s_programs.m_colorLighting[SmType::Omni][DepthImpl::InvZ][SmImpl::Hard] //m_progDraw
  1391. },
  1392. { //SmImpl::PCF
  1393. 12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo
  1394. , 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1395. , 1.0f, 1.0f, 99.0f, 1.0f // m_near
  1396. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1397. , 0.004f, 0.0f, 0.01f, 0.00001f // m_bias
  1398. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1399. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1400. , 50.0f, 1.0f, 300.0f, 1.0f // m_customParam1
  1401. , 2.0f, 0.0f, 8.0f, 1.0f // m_xNum
  1402. , 2.0f, 0.0f, 8.0f, 1.0f // m_yNum
  1403. , 1.0f, 0.0f, 3.0f, 0.001f // m_xOffset
  1404. , 1.0f, 0.0f, 3.0f, 0.001f // m_yOffset
  1405. , true // m_doBlur
  1406. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
  1407. , &s_programs.m_colorLighting[SmType::Omni][DepthImpl::InvZ][SmImpl::PCF] //m_progDraw
  1408. },
  1409. { //SmImpl::VSM
  1410. 12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo
  1411. , 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1412. , 8.0f, 1.0f, 10.0f, 1.0f // m_near
  1413. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1414. , 0.055f, 0.0f, 0.1f, 0.00001f // m_bias
  1415. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1416. , 0.02f, 0.0f, 0.04f, 0.00001f // m_customParam0
  1417. , 450.0f, 1.0f, 900.0f, 1.0f // m_customParam1
  1418. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1419. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1420. , 0.25f, 0.0f, 2.0f, 0.001f // m_xOffset
  1421. , 0.25f, 0.0f, 2.0f, 0.001f // m_yOffset
  1422. , true // m_doBlur
  1423. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::VSM] //m_progPack
  1424. , &s_programs.m_colorLighting[SmType::Omni][DepthImpl::InvZ][SmImpl::VSM] //m_progDraw
  1425. },
  1426. { //SmImpl::ESM
  1427. 12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo
  1428. , 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1429. , 3.0f, 1.0f, 10.0f, 0.01f // m_near
  1430. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1431. , 0.035f, 0.0f, 0.1f, 0.00001f // m_bias
  1432. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1433. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1434. , 9000.0f, 1.0f, 15000.0f, 1.0f // m_customParam1
  1435. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1436. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1437. , 0.25f, 0.0f, 2.0f, 0.001f // m_xOffset
  1438. , 0.25f, 0.0f, 2.0f, 0.001f // m_yOffset
  1439. , true // m_doBlur
  1440. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
  1441. , &s_programs.m_colorLighting[SmType::Omni][DepthImpl::InvZ][SmImpl::ESM] //m_progDraw
  1442. }
  1443. },
  1444. { //DepthImpl::Linear
  1445. { //SmImpl::Hard
  1446. 12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo
  1447. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1448. , 1.0f, 1.0f, 10.0f, 1.0f // m_near
  1449. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1450. , 0.003f, 0.0f, 0.01f, 0.00001f // m_bias
  1451. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1452. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1453. , 120.0f, 1.0f, 300.0f, 1.0f // m_customParam1
  1454. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1455. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1456. , 0.25f, 0.0f, 2.0f, 0.001f // m_xOffset
  1457. , 0.25f, 0.0f, 2.0f, 0.001f // m_yOffset
  1458. , true // m_doBlur
  1459. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
  1460. , &s_programs.m_colorLighting[SmType::Omni][DepthImpl::Linear][SmImpl::Hard] //m_progDraw
  1461. },
  1462. { //SmImpl::PCF
  1463. 12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo
  1464. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1465. , 1.0f, 1.0f, 99.0f, 1.0f // m_near
  1466. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1467. , 0.0035f, 0.0f, 0.01f, 0.00001f // m_bias
  1468. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1469. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1470. , 120.0f, 1.0f, 300.0f, 1.0f // m_customParam1
  1471. , 2.0f, 0.0f, 8.0f, 1.0f // m_xNum
  1472. , 2.0f, 0.0f, 8.0f, 1.0f // m_yNum
  1473. , 1.0f, 0.0f, 3.0f, 0.001f // m_xOffset
  1474. , 1.0f, 0.0f, 3.0f, 0.001f // m_yOffset
  1475. , true // m_doBlur
  1476. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
  1477. , &s_programs.m_colorLighting[SmType::Omni][DepthImpl::Linear][SmImpl::PCF] //m_progDraw
  1478. },
  1479. { //SmImpl::VSM
  1480. 12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo
  1481. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1482. , 1.0f, 1.0f, 10.0f, 1.0f // m_near
  1483. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1484. , 0.006f, 0.0f, 0.1f, 0.00001f // m_bias
  1485. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1486. , 0.02f, 0.0f, 0.1f, 0.00001f // m_customParam0
  1487. , 400.0f, 1.0f, 900.0f, 1.0f // m_customParam1
  1488. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1489. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1490. , 0.25f, 0.0f, 2.0f, 0.001f // m_xOffset
  1491. , 0.25f, 0.0f, 2.0f, 0.001f // m_yOffset
  1492. , true // m_doBlur
  1493. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::VSM] //m_progPack
  1494. , &s_programs.m_colorLighting[SmType::Omni][DepthImpl::Linear][SmImpl::VSM] //m_progDraw
  1495. },
  1496. { //SmImpl::ESM
  1497. 12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo
  1498. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1499. , 1.0f, 1.0f, 10.0f, 0.01f // m_near
  1500. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1501. , 0.007f, 0.0f, 0.01f, 0.00001f // m_bias
  1502. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1503. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1504. , 8000.0f, 1.0f, 15000.0f, 1.0f // m_customParam1
  1505. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1506. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1507. , 0.25f, 0.0f, 2.0f, 0.001f // m_xOffset
  1508. , 0.25f, 0.0f, 2.0f, 0.001f // m_yOffset
  1509. , true // m_doBlur
  1510. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
  1511. , &s_programs.m_colorLighting[SmType::Omni][DepthImpl::Linear][SmImpl::ESM] //m_progDraw
  1512. }
  1513. }
  1514. },
  1515. { //LightType::Directional
  1516. { //DepthImpl::InvZ
  1517. { //SmImpl::Hard
  1518. 11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1519. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1520. , 1.0f, 1.0f, 10.0f, 1.0f // m_near
  1521. , 550.0f, 100.0f, 2000.0f, 50.0f // m_far
  1522. , 0.0012f, 0.0f, 0.01f, 0.00001f // m_bias
  1523. , 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset
  1524. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1525. , 200.0f, 1.0f, 400.0f, 1.0f // m_customParam1
  1526. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1527. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1528. , 0.2f, 0.0f, 1.0f, 0.01f // m_xOffset
  1529. , 0.2f, 0.0f, 1.0f, 0.01f // m_yOffset
  1530. , true // m_doBlur
  1531. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
  1532. , &s_programs.m_colorLighting[SmType::Cascade][DepthImpl::InvZ][SmImpl::Hard] //m_progDraw
  1533. },
  1534. { //SmImpl::PCF
  1535. 11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1536. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1537. , 1.0f, 1.0f, 99.0f, 1.0f // m_near
  1538. , 550.0f, 100.0f, 2000.0f, 50.0f // m_far
  1539. , 0.0012f, 0.0f, 0.01f, 0.00001f // m_bias
  1540. , 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset
  1541. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1542. , 200.0f, 1.0f, 400.0f, 1.0f // m_customParam1
  1543. , 2.0f, 0.0f, 8.0f, 1.0f // m_xNum
  1544. , 2.0f, 0.0f, 8.0f, 1.0f // m_yNum
  1545. , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
  1546. , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
  1547. , true // m_doBlur
  1548. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
  1549. , &s_programs.m_colorLighting[SmType::Cascade][DepthImpl::InvZ][SmImpl::PCF] //m_progDraw
  1550. },
  1551. { //SmImpl::VSM
  1552. 11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1553. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1554. , 1.0f, 1.0f, 10.0f, 1.0f // m_near
  1555. , 550.0f, 100.0f, 2000.0f, 50.0f // m_far
  1556. , 0.004f, 0.0f, 0.01f, 0.00001f // m_bias
  1557. , 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset
  1558. , 0.02f, 0.0f, 0.04f, 0.00001f // m_customParam0
  1559. , 2500.0f, 1.0f, 5000.0f, 1.0f // m_customParam1
  1560. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1561. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1562. , 0.2f, 0.0f, 1.0f, 0.01f // m_xOffset
  1563. , 0.2f, 0.0f, 1.0f, 0.01f // m_yOffset
  1564. , true // m_doBlur
  1565. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::VSM] //m_progPack
  1566. , &s_programs.m_colorLighting[SmType::Cascade][DepthImpl::InvZ][SmImpl::VSM] //m_progDraw
  1567. },
  1568. { //SmImpl::ESM
  1569. 11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1570. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1571. , 1.0f, 1.0f, 10.0f, 0.01f // m_near
  1572. , 550.0f, 100.0f, 2000.0f, 50.0f // m_far
  1573. , 0.004f, 0.0f, 0.01f, 0.00001f // m_bias
  1574. , 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset
  1575. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1576. , 9500.0f, 1.0f, 15000.0f, 1.0f // m_customParam1
  1577. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1578. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1579. , 0.2f, 0.0f, 1.0f, 0.01f // m_xOffset
  1580. , 0.2f, 0.0f, 1.0f, 0.01f // m_yOffset
  1581. , true // m_doBlur
  1582. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
  1583. , &s_programs.m_colorLighting[SmType::Cascade][DepthImpl::InvZ][SmImpl::ESM] //m_progDraw
  1584. }
  1585. },
  1586. { //DepthImpl::Linear
  1587. { //SmImpl::Hard
  1588. 11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1589. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1590. , 1.0f, 1.0f, 10.0f, 1.0f // m_near
  1591. , 550.0f, 100.0f, 2000.0f, 50.0f // m_far
  1592. , 0.0012f, 0.0f, 0.01f, 0.00001f // m_bias
  1593. , 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset
  1594. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1595. , 500.0f, 1.0f, 1000.0f, 1.0f // m_customParam1
  1596. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1597. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1598. , 0.2f, 0.0f, 1.0f, 0.01f // m_xOffset
  1599. , 0.2f, 0.0f, 1.0f, 0.01f // m_yOffset
  1600. , true // m_doBlur
  1601. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
  1602. , &s_programs.m_colorLighting[SmType::Cascade][DepthImpl::Linear][SmImpl::Hard] //m_progDraw
  1603. },
  1604. { //SmImpl::PCF
  1605. 11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1606. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1607. , 1.0f, 1.0f, 99.0f, 1.0f // m_near
  1608. , 550.0f, 100.0f, 2000.0f, 50.0f // m_far
  1609. , 0.0012f, 0.0f, 0.01f, 0.00001f // m_bias
  1610. , 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset
  1611. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1612. , 200.0f, 1.0f, 400.0f, 1.0f // m_customParam1
  1613. , 2.0f, 0.0f, 8.0f, 1.0f // m_xNum
  1614. , 2.0f, 0.0f, 8.0f, 1.0f // m_yNum
  1615. , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
  1616. , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
  1617. , true // m_doBlur
  1618. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
  1619. , &s_programs.m_colorLighting[SmType::Cascade][DepthImpl::Linear][SmImpl::PCF] //m_progDraw
  1620. },
  1621. { //SmImpl::VSM
  1622. 11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1623. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1624. , 1.0f, 1.0f, 10.0f, 1.0f // m_near
  1625. , 550.0f, 100.0f, 2000.0f, 50.0f // m_far
  1626. , 0.004f, 0.0f, 0.01f, 0.00001f // m_bias
  1627. , 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset
  1628. , 0.02f, 0.0f, 0.04f, 0.00001f // m_customParam0
  1629. , 2500.0f, 1.0f, 5000.0f, 1.0f // m_customParam1
  1630. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1631. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1632. , 0.2f, 0.0f, 1.0f, 0.01f // m_xOffset
  1633. , 0.2f, 0.0f, 1.0f, 0.01f // m_yOffset
  1634. , true // m_doBlur
  1635. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::VSM] //m_progPack
  1636. , &s_programs.m_colorLighting[SmType::Cascade][DepthImpl::Linear][SmImpl::VSM] //m_progDraw
  1637. },
  1638. { //SmImpl::ESM
  1639. 11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1640. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1641. , 1.0f, 1.0f, 10.0f, 0.01f // m_near
  1642. , 550.0f, 100.0f, 2000.0f, 50.0f // m_far
  1643. , 0.004f, 0.0f, 0.01f, 0.00001f // m_bias
  1644. , 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset
  1645. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1646. , 9500.0f, 1.0f, 15000.0f, 1.0f // m_customParam1
  1647. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1648. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1649. , 0.2f, 0.0f, 1.0f, 0.01f // m_xOffset
  1650. , 0.2f, 0.0f, 1.0f, 0.01f // m_yOffset
  1651. , true // m_doBlur
  1652. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
  1653. , &s_programs.m_colorLighting[SmType::Cascade][DepthImpl::Linear][SmImpl::ESM] //m_progDraw
  1654. }
  1655. }
  1656. }
  1657. };
  1658. struct SceneSettings
  1659. {
  1660. LightType::Enum m_lightType;
  1661. DepthImpl::Enum m_depthImpl;
  1662. SmImpl::Enum m_smImpl;
  1663. float m_spotOuterAngle;
  1664. float m_spotInnerAngle;
  1665. float m_fovXAdjust;
  1666. float m_fovYAdjust;
  1667. float m_coverageSpotL;
  1668. float m_numSplitsf;
  1669. float m_splitDistribution;
  1670. uint8_t m_numSplits;
  1671. bool m_updateLights;
  1672. bool m_updateScene;
  1673. bool m_drawDepthBuffer;
  1674. bool m_showSmCoverage;
  1675. bool m_stencilPack;
  1676. bool m_stabilize;
  1677. };
  1678. SceneSettings settings;
  1679. settings.m_lightType = LightType::SpotLight;
  1680. settings.m_depthImpl = DepthImpl::InvZ;
  1681. settings.m_smImpl = SmImpl::Hard;
  1682. settings.m_spotOuterAngle = 45.0f;
  1683. settings.m_spotInnerAngle = 30.0f;
  1684. settings.m_fovXAdjust = 0.0f;
  1685. settings.m_fovYAdjust = 0.0f;
  1686. settings.m_coverageSpotL = 90.0f;
  1687. settings.m_numSplitsf = 4.0f;
  1688. settings.m_splitDistribution = 0.6f;
  1689. settings.m_numSplits = uint8_t(settings.m_numSplitsf);
  1690. settings.m_updateLights = true;
  1691. settings.m_updateScene = true;
  1692. settings.m_drawDepthBuffer = false;
  1693. settings.m_showSmCoverage = false;
  1694. settings.m_stencilPack = true;
  1695. settings.m_stabilize = true;
  1696. ShadowMapSettings* currentSmSettings = &smSettings[settings.m_lightType][settings.m_depthImpl][settings.m_smImpl];
  1697. // Render targets.
  1698. uint16_t shadowMapSize = 1 << uint32_t(currentSmSettings->m_sizePwrTwo);
  1699. uint16_t currentShadowMapSize = shadowMapSize;
  1700. float currentShadowMapSizef = float(int16_t(currentShadowMapSize) );
  1701. s_uniforms.m_shadowMapTexelSize = 1.0f / currentShadowMapSizef;
  1702. for (uint8_t ii = 0; ii < ShadowMapRenderTargets::Count; ++ii)
  1703. {
  1704. bgfx::TextureHandle fbtextures[] =
  1705. {
  1706. bgfx::createTexture2D(currentShadowMapSize, currentShadowMapSize, false, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT),
  1707. bgfx::createTexture2D(currentShadowMapSize, currentShadowMapSize, false, 1, bgfx::TextureFormat::D24S8, BGFX_TEXTURE_RT),
  1708. };
  1709. s_rtShadowMap[ii] = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
  1710. }
  1711. s_rtBlur = bgfx::createFrameBuffer(currentShadowMapSize, currentShadowMapSize, bgfx::TextureFormat::BGRA8);
  1712. // Setup camera.
  1713. float initialPos[3] = { 0.0f, 60.0f, -105.0f };
  1714. cameraCreate();
  1715. cameraSetPosition(initialPos);
  1716. cameraSetVerticalAngle(-0.45f);
  1717. // Set view and projection matrices.
  1718. const float camFovy = 60.0f;
  1719. const float camAspect = float(int32_t(viewState.m_width) ) / float(int32_t(viewState.m_height) );
  1720. const float camNear = 0.1f;
  1721. const float camFar = 2000.0f;
  1722. const float projHeight = 1.0f/tanf(bx::toRad(camFovy)*0.5f);
  1723. const float projWidth = projHeight * camAspect;
  1724. bx::mtxProj(viewState.m_proj, camFovy, camAspect, camNear, camFar);
  1725. cameraGetViewMtx(viewState.m_view);
  1726. float timeAccumulatorLight = 0.0f;
  1727. float timeAccumulatorScene = 0.0f;
  1728. entry::MouseState mouseState;
  1729. uint32_t width;
  1730. uint32_t height;
  1731. while (!entry::processEvents(width, height, debug, reset, &mouseState) )
  1732. {
  1733. viewState.m_width = uint16_t(width);
  1734. viewState.m_height = uint16_t(height);
  1735. // Imgui.
  1736. imguiBeginFrame(mouseState.m_mx
  1737. , mouseState.m_my
  1738. , (mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
  1739. | (mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
  1740. | (mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
  1741. , mouseState.m_mz
  1742. , viewState.m_width
  1743. , viewState.m_height
  1744. );
  1745. static int32_t rightScrollArea = 0;
  1746. imguiBeginScrollArea("Settings", viewState.m_width - 256 - 10, 10, 256, 660, &rightScrollArea);
  1747. #define IMGUI_FLOAT_SLIDER(_name, _val) \
  1748. imguiSlider(_name \
  1749. , _val \
  1750. , *( ((float*)&_val)+1) \
  1751. , *( ((float*)&_val)+2) \
  1752. , *( ((float*)&_val)+3) \
  1753. )
  1754. imguiBool("Update lights", settings.m_updateLights);
  1755. imguiBool("Update scene", settings.m_updateScene);
  1756. imguiSeparatorLine();
  1757. imguiLabel("Shadow map depth:");
  1758. imguiEnum(settings.m_depthImpl);
  1759. currentSmSettings = &smSettings[settings.m_lightType][settings.m_depthImpl][settings.m_smImpl];
  1760. imguiSeparator();
  1761. imguiBool("Draw depth buffer.", settings.m_drawDepthBuffer);
  1762. if (settings.m_drawDepthBuffer)
  1763. {
  1764. IMGUI_FLOAT_SLIDER("Depth value pow:", currentSmSettings->m_depthValuePow);
  1765. }
  1766. imguiSeparatorLine();
  1767. imguiLabel("Shadow Map implementation:");
  1768. imguiEnum(settings.m_smImpl);
  1769. currentSmSettings = &smSettings[settings.m_lightType][settings.m_depthImpl][settings.m_smImpl];
  1770. imguiSeparator();
  1771. IMGUI_FLOAT_SLIDER("Bias:", currentSmSettings->m_bias);
  1772. IMGUI_FLOAT_SLIDER("Normal offset:", currentSmSettings->m_normalOffset);
  1773. imguiSeparator();
  1774. if (LightType::DirectionalLight != settings.m_lightType)
  1775. {
  1776. IMGUI_FLOAT_SLIDER("Near plane:", currentSmSettings->m_near);
  1777. }
  1778. IMGUI_FLOAT_SLIDER("Far plane:", currentSmSettings->m_far);
  1779. imguiSeparator();
  1780. switch(settings.m_smImpl)
  1781. {
  1782. case SmImpl::Hard:
  1783. //imguiLabel("Hard");
  1784. break;
  1785. case SmImpl::PCF:
  1786. imguiLabel("PCF");
  1787. IMGUI_FLOAT_SLIDER("X Offset:", currentSmSettings->m_xOffset);
  1788. IMGUI_FLOAT_SLIDER("Y Offset:", currentSmSettings->m_yOffset);
  1789. break;
  1790. case SmImpl::VSM:
  1791. imguiLabel("VSM");
  1792. IMGUI_FLOAT_SLIDER("Min variance", currentSmSettings->m_customParam0);
  1793. IMGUI_FLOAT_SLIDER("Depth multiplier", currentSmSettings->m_customParam1);
  1794. imguiBool("Blur shadow map", currentSmSettings->m_doBlur);
  1795. if (currentSmSettings->m_doBlur)
  1796. {
  1797. IMGUI_FLOAT_SLIDER("Blur X Offset:", currentSmSettings->m_xOffset);
  1798. IMGUI_FLOAT_SLIDER("Blur Y Offset:", currentSmSettings->m_yOffset);
  1799. }
  1800. break;
  1801. case SmImpl::ESM:
  1802. imguiLabel("ESM");
  1803. IMGUI_FLOAT_SLIDER("ESM Hardness", currentSmSettings->m_customParam0);
  1804. IMGUI_FLOAT_SLIDER("Depth multiplier", currentSmSettings->m_customParam1);
  1805. imguiBool("Blur shadow map", currentSmSettings->m_doBlur);
  1806. if (currentSmSettings->m_doBlur)
  1807. {
  1808. IMGUI_FLOAT_SLIDER("Blur X Offset:", currentSmSettings->m_xOffset);
  1809. IMGUI_FLOAT_SLIDER("Blur Y Offset:", currentSmSettings->m_yOffset);
  1810. }
  1811. break;
  1812. default:
  1813. break;
  1814. };
  1815. imguiEndScrollArea();
  1816. static int32_t leftScrollArea = 0;
  1817. imguiBeginScrollArea("Light", 10, 70, 256, 334, &leftScrollArea);
  1818. const LightType::Enum ltBefore = settings.m_lightType;
  1819. imguiEnum(settings.m_lightType);
  1820. const LightType::Enum ltAfter = settings.m_lightType;
  1821. const bool bLtChanged = (ltAfter != ltBefore);
  1822. imguiSeparator();
  1823. imguiBool("Show shadow map coverage.", settings.m_showSmCoverage);
  1824. imguiSeparator();
  1825. imguiLabel("Shadow map resolution: %ux%u", currentShadowMapSize, currentShadowMapSize);
  1826. IMGUI_FLOAT_SLIDER(" ", currentSmSettings->m_sizePwrTwo);
  1827. imguiSeparatorLine();
  1828. if (LightType::SpotLight == settings.m_lightType)
  1829. {
  1830. imguiLabel("Spot light");
  1831. imguiSlider("Shadow map area:", settings.m_coverageSpotL, 45.0f, 120.0f, 1.0f);
  1832. imguiSeparator();
  1833. imguiSlider("Spot outer cone:", settings.m_spotOuterAngle, 0.0f, 91.0f, 0.1f);
  1834. imguiSlider("Spot inner cone:", settings.m_spotInnerAngle, 0.0f, 90.0f, 0.1f);
  1835. }
  1836. else if (LightType::PointLight == settings.m_lightType)
  1837. {
  1838. imguiLabel("Point light");
  1839. imguiBool("Stencil pack", settings.m_stencilPack);
  1840. imguiSlider("Fov X adjust:", settings.m_fovXAdjust, -20.0f, 20.0f, 0.0001f);
  1841. imguiSlider("Fov Y adjust:", settings.m_fovYAdjust, -20.0f, 20.0f, 0.0001f);
  1842. }
  1843. else if (LightType::DirectionalLight == settings.m_lightType)
  1844. {
  1845. imguiLabel("Directional light");
  1846. imguiBool("Stabilize cascades", settings.m_stabilize);
  1847. imguiSlider("Cascade splits:", settings.m_numSplitsf, 1.0f, 4.0f, 1.0f);
  1848. imguiSlider("Cascade distribution:", settings.m_splitDistribution, 0.0f, 1.0f, 0.001f);
  1849. settings.m_numSplits = uint8_t(settings.m_numSplitsf);
  1850. }
  1851. #undef IMGUI_FLOAT_SLIDER
  1852. imguiEndScrollArea();
  1853. imguiEndFrame();
  1854. // Update uniforms.
  1855. s_uniforms.m_shadowMapBias = currentSmSettings->m_bias;
  1856. s_uniforms.m_shadowMapOffset = currentSmSettings->m_normalOffset;
  1857. s_uniforms.m_shadowMapParam0 = currentSmSettings->m_customParam0;
  1858. s_uniforms.m_shadowMapParam1 = currentSmSettings->m_customParam1;
  1859. s_uniforms.m_depthValuePow = currentSmSettings->m_depthValuePow;
  1860. s_uniforms.m_XNum = currentSmSettings->m_xNum;
  1861. s_uniforms.m_YNum = currentSmSettings->m_yNum;
  1862. s_uniforms.m_XOffset = currentSmSettings->m_xOffset;
  1863. s_uniforms.m_YOffset = currentSmSettings->m_yOffset;
  1864. s_uniforms.m_showSmCoverage = float(settings.m_showSmCoverage);
  1865. s_uniforms.m_lightPtr = (LightType::DirectionalLight == settings.m_lightType) ? &directionalLight : &pointLight;
  1866. if (LightType::SpotLight == settings.m_lightType)
  1867. {
  1868. pointLight.m_attenuationSpotOuter.m_outer = settings.m_spotOuterAngle;
  1869. pointLight.m_spotDirectionInner.m_inner = settings.m_spotInnerAngle;
  1870. }
  1871. else
  1872. {
  1873. pointLight.m_attenuationSpotOuter.m_outer = 91.0f; //above 90.0f means point light
  1874. }
  1875. s_uniforms.submitPerFrameUniforms();
  1876. // Time.
  1877. int64_t now = bx::getHPCounter();
  1878. static int64_t last = now;
  1879. const int64_t frameTime = now - last;
  1880. last = now;
  1881. const double freq = double(bx::getHPFrequency() );
  1882. const double toMs = 1000.0/freq;
  1883. const float deltaTime = float(frameTime/freq);
  1884. // Use debug font to print information about this example.
  1885. bgfx::dbgTextClear();
  1886. bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/16-shadowmaps");
  1887. bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Shadow maps example.");
  1888. bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
  1889. // Update camera.
  1890. cameraUpdate(deltaTime, mouseState);
  1891. // Update view mtx.
  1892. cameraGetViewMtx(viewState.m_view);
  1893. // Update lights.
  1894. pointLight.computeViewSpaceComponents(viewState.m_view);
  1895. directionalLight.computeViewSpaceComponents(viewState.m_view);
  1896. // Update time accumulators.
  1897. if (settings.m_updateLights) { timeAccumulatorLight += deltaTime; }
  1898. if (settings.m_updateScene) { timeAccumulatorScene += deltaTime; }
  1899. // Setup lights.
  1900. pointLight.m_position.m_x = cosf(timeAccumulatorLight) * 20.0f;
  1901. pointLight.m_position.m_y = 26.0f;
  1902. pointLight.m_position.m_z = sinf(timeAccumulatorLight) * 20.0f;
  1903. pointLight.m_spotDirectionInner.m_x = -pointLight.m_position.m_x;
  1904. pointLight.m_spotDirectionInner.m_y = -pointLight.m_position.m_y;
  1905. pointLight.m_spotDirectionInner.m_z = -pointLight.m_position.m_z;
  1906. directionalLight.m_position.m_x = -cosf(timeAccumulatorLight);
  1907. directionalLight.m_position.m_y = -1.0f;
  1908. directionalLight.m_position.m_z = -sinf(timeAccumulatorLight);
  1909. // Setup instance matrices.
  1910. float mtxFloor[16];
  1911. const float floorScale = 550.0f;
  1912. bx::mtxSRT(mtxFloor
  1913. , floorScale //scaleX
  1914. , floorScale //scaleY
  1915. , floorScale //scaleZ
  1916. , 0.0f //rotX
  1917. , 0.0f //rotY
  1918. , 0.0f //rotZ
  1919. , 0.0f //translateX
  1920. , 0.0f //translateY
  1921. , 0.0f //translateZ
  1922. );
  1923. float mtxBunny[16];
  1924. bx::mtxSRT(mtxBunny
  1925. , 5.0f
  1926. , 5.0f
  1927. , 5.0f
  1928. , 0.0f
  1929. , 1.56f - timeAccumulatorScene
  1930. , 0.0f
  1931. , 15.0f
  1932. , 5.0f
  1933. , 0.0f
  1934. );
  1935. float mtxHollowcube[16];
  1936. bx::mtxSRT(mtxHollowcube
  1937. , 2.5f
  1938. , 2.5f
  1939. , 2.5f
  1940. , 0.0f
  1941. , 1.56f - timeAccumulatorScene
  1942. , 0.0f
  1943. , 0.0f
  1944. , 10.0f
  1945. , 0.0f
  1946. );
  1947. float mtxCube[16];
  1948. bx::mtxSRT(mtxCube
  1949. , 2.5f
  1950. , 2.5f
  1951. , 2.5f
  1952. , 0.0f
  1953. , 1.56f - timeAccumulatorScene
  1954. , 0.0f
  1955. , -15.0f
  1956. , 5.0f
  1957. , 0.0f
  1958. );
  1959. const uint8_t numTrees = 10;
  1960. float mtxTrees[numTrees][16];
  1961. for (uint8_t ii = 0; ii < numTrees; ++ii)
  1962. {
  1963. bx::mtxSRT(mtxTrees[ii]
  1964. , 2.0f
  1965. , 2.0f
  1966. , 2.0f
  1967. , 0.0f
  1968. , float(ii)
  1969. , 0.0f
  1970. , sinf(float(ii)*2.0f*bx::pi/float(numTrees) ) * 60.0f
  1971. , 0.0f
  1972. , cosf(float(ii)*2.0f*bx::pi/float(numTrees) ) * 60.0f
  1973. );
  1974. }
  1975. // Compute transform matrices.
  1976. const uint8_t shadowMapPasses = ShadowMapRenderTargets::Count;
  1977. float lightView[shadowMapPasses][16];
  1978. float lightProj[shadowMapPasses][16];
  1979. float mtxYpr[TetrahedronFaces::Count][16];
  1980. float screenProj[16];
  1981. float screenView[16];
  1982. bx::mtxIdentity(screenView);
  1983. bx::mtxOrtho(screenProj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f);
  1984. if (LightType::SpotLight == settings.m_lightType)
  1985. {
  1986. const float fovy = settings.m_coverageSpotL;
  1987. const float aspect = 1.0f;
  1988. bx::mtxProj(lightProj[ProjType::Horizontal], fovy, aspect, currentSmSettings->m_near, currentSmSettings->m_far);
  1989. //For linear depth, prevent depth division by variable w-component in shaders and divide here by far plane
  1990. if (DepthImpl::Linear == settings.m_depthImpl)
  1991. {
  1992. lightProj[ProjType::Horizontal][10] /= currentSmSettings->m_far;
  1993. lightProj[ProjType::Horizontal][14] /= currentSmSettings->m_far;
  1994. }
  1995. float at[3];
  1996. bx::vec3Add(at, pointLight.m_position.m_v, pointLight.m_spotDirectionInner.m_v);
  1997. bx::mtxLookAt(lightView[TetrahedronFaces::Green], pointLight.m_position.m_v, at);
  1998. }
  1999. else if (LightType::PointLight == settings.m_lightType)
  2000. {
  2001. float ypr[TetrahedronFaces::Count][3] =
  2002. {
  2003. { bx::toRad( 0.0f), bx::toRad( 27.36780516f), bx::toRad(0.0f) },
  2004. { bx::toRad(180.0f), bx::toRad( 27.36780516f), bx::toRad(0.0f) },
  2005. { bx::toRad(-90.0f), bx::toRad(-27.36780516f), bx::toRad(0.0f) },
  2006. { bx::toRad( 90.0f), bx::toRad(-27.36780516f), bx::toRad(0.0f) },
  2007. };
  2008. if (settings.m_stencilPack)
  2009. {
  2010. const float fovx = 143.98570868f + 3.51f + settings.m_fovXAdjust;
  2011. const float fovy = 125.26438968f + 9.85f + settings.m_fovYAdjust;
  2012. const float aspect = tanf(bx::toRad(fovx*0.5f) )/tanf(bx::toRad(fovy*0.5f) );
  2013. bx::mtxProj(lightProj[ProjType::Vertical]
  2014. , fovx
  2015. , aspect
  2016. , currentSmSettings->m_near
  2017. , currentSmSettings->m_far
  2018. );
  2019. //For linear depth, prevent depth division by variable w-component in shaders and divide here by far plane
  2020. if (DepthImpl::Linear == settings.m_depthImpl)
  2021. {
  2022. lightProj[ProjType::Vertical][10] /= currentSmSettings->m_far;
  2023. lightProj[ProjType::Vertical][14] /= currentSmSettings->m_far;
  2024. }
  2025. ypr[TetrahedronFaces::Green ][2] = bx::toRad(180.0f);
  2026. ypr[TetrahedronFaces::Yellow][2] = bx::toRad( 0.0f);
  2027. ypr[TetrahedronFaces::Blue ][2] = bx::toRad( 90.0f);
  2028. ypr[TetrahedronFaces::Red ][2] = bx::toRad(-90.0f);
  2029. }
  2030. const float fovx = 143.98570868f + 7.8f + settings.m_fovXAdjust;
  2031. const float fovy = 125.26438968f + 3.0f + settings.m_fovYAdjust;
  2032. const float aspect = tanf(bx::toRad(fovx*0.5f) )/tanf(bx::toRad(fovy*0.5f) );
  2033. bx::mtxProj(lightProj[ProjType::Horizontal], fovy, aspect, currentSmSettings->m_near, currentSmSettings->m_far);
  2034. //For linear depth, prevent depth division by variable w component in shaders and divide here by far plane
  2035. if (DepthImpl::Linear == settings.m_depthImpl)
  2036. {
  2037. lightProj[ProjType::Horizontal][10] /= currentSmSettings->m_far;
  2038. lightProj[ProjType::Horizontal][14] /= currentSmSettings->m_far;
  2039. }
  2040. for (uint8_t ii = 0; ii < TetrahedronFaces::Count; ++ii)
  2041. {
  2042. float mtxTmp[16];
  2043. mtxYawPitchRoll(mtxTmp, ypr[ii][0], ypr[ii][1], ypr[ii][2]);
  2044. float tmp[3] =
  2045. {
  2046. -bx::vec3Dot(pointLight.m_position.m_v, &mtxTmp[0]),
  2047. -bx::vec3Dot(pointLight.m_position.m_v, &mtxTmp[4]),
  2048. -bx::vec3Dot(pointLight.m_position.m_v, &mtxTmp[8]),
  2049. };
  2050. bx::mtxTranspose(mtxYpr[ii], mtxTmp);
  2051. bx::memCopy(lightView[ii], mtxYpr[ii], 12*sizeof(float) );
  2052. lightView[ii][12] = tmp[0];
  2053. lightView[ii][13] = tmp[1];
  2054. lightView[ii][14] = tmp[2];
  2055. lightView[ii][15] = 1.0f;
  2056. }
  2057. }
  2058. else // LightType::DirectionalLight == settings.m_lightType
  2059. {
  2060. // Setup light view mtx.
  2061. float eye[3] =
  2062. {
  2063. -directionalLight.m_position.m_x
  2064. , -directionalLight.m_position.m_y
  2065. , -directionalLight.m_position.m_z
  2066. };
  2067. float at[3] = { 0.0f, 0.0f, 0.0f };
  2068. bx::mtxLookAt(lightView[0], eye, at);
  2069. // Compute camera inverse view mtx.
  2070. float mtxViewInv[16];
  2071. bx::mtxInverse(mtxViewInv, viewState.m_view);
  2072. // Compute split distances.
  2073. const uint8_t maxNumSplits = 4;
  2074. BX_CHECK(maxNumSplits >= settings.m_numSplits, "Error! Max num splits.");
  2075. float splitSlices[maxNumSplits*2];
  2076. splitFrustum(splitSlices, settings.m_numSplits, currentSmSettings->m_near, currentSmSettings->m_far, settings.m_splitDistribution);
  2077. // Update uniforms.
  2078. for (uint8_t ii = 0, ff = 1; ii < settings.m_numSplits; ++ii, ff+=2)
  2079. {
  2080. // This lags for 1 frame, but it's not a problem.
  2081. s_uniforms.m_csmFarDistances[ii] = splitSlices[ff];
  2082. }
  2083. float mtxProj[16];
  2084. bx::mtxOrtho(mtxProj, 1.0f, -1.0f, 1.0f, -1.0f, -currentSmSettings->m_far, currentSmSettings->m_far);
  2085. const uint8_t numCorners = 8;
  2086. float frustumCorners[maxNumSplits][numCorners][3];
  2087. for (uint8_t ii = 0, nn = 0, ff = 1; ii < settings.m_numSplits; ++ii, nn+=2, ff+=2)
  2088. {
  2089. // Compute frustum corners for one split in world space.
  2090. worldSpaceFrustumCorners( (float*)frustumCorners[ii], splitSlices[nn], splitSlices[ff], projWidth, projHeight, mtxViewInv);
  2091. float min[3] = { 9000.0f, 9000.0f, 9000.0f };
  2092. float max[3] = { -9000.0f, -9000.0f, -9000.0f };
  2093. for (uint8_t jj = 0; jj < numCorners; ++jj)
  2094. {
  2095. // Transform to light space.
  2096. float lightSpaceFrustumCorner[3];
  2097. bx::vec3MulMtx(lightSpaceFrustumCorner, frustumCorners[ii][jj], lightView[0]);
  2098. // Update bounding box.
  2099. min[0] = bx::fmin(min[0], lightSpaceFrustumCorner[0]);
  2100. max[0] = bx::fmax(max[0], lightSpaceFrustumCorner[0]);
  2101. min[1] = bx::fmin(min[1], lightSpaceFrustumCorner[1]);
  2102. max[1] = bx::fmax(max[1], lightSpaceFrustumCorner[1]);
  2103. min[2] = bx::fmin(min[2], lightSpaceFrustumCorner[2]);
  2104. max[2] = bx::fmax(max[2], lightSpaceFrustumCorner[2]);
  2105. }
  2106. float minproj[3];
  2107. float maxproj[3];
  2108. bx::vec3MulMtxH(minproj, min, mtxProj);
  2109. bx::vec3MulMtxH(maxproj, max, mtxProj);
  2110. float offsetx, offsety;
  2111. float scalex, scaley;
  2112. scalex = 2.0f / (maxproj[0] - minproj[0]);
  2113. scaley = 2.0f / (maxproj[1] - minproj[1]);
  2114. if (settings.m_stabilize)
  2115. {
  2116. const float quantizer = 64.0f;
  2117. scalex = quantizer / ceilf(quantizer / scalex);
  2118. scaley = quantizer / ceilf(quantizer / scaley);
  2119. }
  2120. offsetx = 0.5f * (maxproj[0] + minproj[0]) * scalex;
  2121. offsety = 0.5f * (maxproj[1] + minproj[1]) * scaley;
  2122. if (settings.m_stabilize)
  2123. {
  2124. const float halfSize = currentShadowMapSizef * 0.5f;
  2125. offsetx = ceilf(offsetx * halfSize) / halfSize;
  2126. offsety = ceilf(offsety * halfSize) / halfSize;
  2127. }
  2128. float mtxCrop[16];
  2129. bx::mtxIdentity(mtxCrop);
  2130. mtxCrop[ 0] = scalex;
  2131. mtxCrop[ 5] = scaley;
  2132. mtxCrop[12] = offsetx;
  2133. mtxCrop[13] = offsety;
  2134. bx::mtxMul(lightProj[ii], mtxCrop, mtxProj);
  2135. }
  2136. }
  2137. // Reset render targets.
  2138. const bgfx::FrameBufferHandle invalidRt = BGFX_INVALID_HANDLE;
  2139. for (uint8_t ii = 0; ii < RENDERVIEW_DRAWDEPTH_3_ID+1; ++ii)
  2140. {
  2141. bgfx::setViewFrameBuffer(ii, invalidRt);
  2142. }
  2143. // Determine on-screen rectangle size where depth buffer will be drawn.
  2144. uint16_t depthRectHeight = uint16_t(float(viewState.m_height) / 2.5f);
  2145. uint16_t depthRectWidth = depthRectHeight;
  2146. uint16_t depthRectX = 0;
  2147. uint16_t depthRectY = viewState.m_height - depthRectHeight;
  2148. // Setup views and render targets.
  2149. bgfx::setViewRect(0, 0, 0, viewState.m_width, viewState.m_height);
  2150. bgfx::setViewTransform(0, viewState.m_view, viewState.m_proj);
  2151. if (LightType::SpotLight == settings.m_lightType)
  2152. {
  2153. /**
  2154. * RENDERVIEW_SHADOWMAP_0_ID - Clear shadow map. (used as convenience, otherwise render_pass_1 could be cleared)
  2155. * RENDERVIEW_SHADOWMAP_1_ID - Craft shadow map.
  2156. * RENDERVIEW_VBLUR_0_ID - Vertical blur.
  2157. * RENDERVIEW_HBLUR_0_ID - Horizontal blur.
  2158. * RENDERVIEW_DRAWSCENE_0_ID - Draw scene.
  2159. * RENDERVIEW_DRAWSCENE_1_ID - Draw floor bottom.
  2160. * RENDERVIEW_DRAWDEPTH_0_ID - Draw depth buffer.
  2161. */
  2162. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_0_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2163. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_1_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2164. bgfx::setViewRect(RENDERVIEW_VBLUR_0_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2165. bgfx::setViewRect(RENDERVIEW_HBLUR_0_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2166. bgfx::setViewRect(RENDERVIEW_DRAWSCENE_0_ID, 0, 0, viewState.m_width, viewState.m_height);
  2167. bgfx::setViewRect(RENDERVIEW_DRAWSCENE_1_ID, 0, 0, viewState.m_width, viewState.m_height);
  2168. bgfx::setViewRect(RENDERVIEW_DRAWDEPTH_0_ID, depthRectX, depthRectY, depthRectWidth, depthRectHeight);
  2169. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_0_ID, screenView, screenProj);
  2170. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_1_ID, lightView[0], lightProj[ProjType::Horizontal]);
  2171. bgfx::setViewTransform(RENDERVIEW_VBLUR_0_ID, screenView, screenProj);
  2172. bgfx::setViewTransform(RENDERVIEW_HBLUR_0_ID, screenView, screenProj);
  2173. bgfx::setViewTransform(RENDERVIEW_DRAWSCENE_0_ID, viewState.m_view, viewState.m_proj);
  2174. bgfx::setViewTransform(RENDERVIEW_DRAWSCENE_1_ID, viewState.m_view, viewState.m_proj);
  2175. bgfx::setViewTransform(RENDERVIEW_DRAWDEPTH_0_ID, screenView, screenProj);
  2176. bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_0_ID, s_rtShadowMap[0]);
  2177. bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_1_ID, s_rtShadowMap[0]);
  2178. bgfx::setViewFrameBuffer(RENDERVIEW_VBLUR_0_ID, s_rtBlur);
  2179. bgfx::setViewFrameBuffer(RENDERVIEW_HBLUR_0_ID, s_rtShadowMap[0]);
  2180. }
  2181. else if (LightType::PointLight == settings.m_lightType)
  2182. {
  2183. /**
  2184. * RENDERVIEW_SHADOWMAP_0_ID - Clear entire shadow map.
  2185. * RENDERVIEW_SHADOWMAP_1_ID - Craft green tetrahedron shadow face.
  2186. * RENDERVIEW_SHADOWMAP_2_ID - Craft yellow tetrahedron shadow face.
  2187. * RENDERVIEW_SHADOWMAP_3_ID - Craft blue tetrahedron shadow face.
  2188. * RENDERVIEW_SHADOWMAP_4_ID - Craft red tetrahedron shadow face.
  2189. * RENDERVIEW_VBLUR_0_ID - Vertical blur.
  2190. * RENDERVIEW_HBLUR_0_ID - Horizontal blur.
  2191. * RENDERVIEW_DRAWSCENE_0_ID - Draw scene.
  2192. * RENDERVIEW_DRAWSCENE_1_ID - Draw floor bottom.
  2193. * RENDERVIEW_DRAWDEPTH_0_ID - Draw depth buffer.
  2194. */
  2195. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_0_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2196. if (settings.m_stencilPack)
  2197. {
  2198. const uint16_t f = currentShadowMapSize; //full size
  2199. const uint16_t h = currentShadowMapSize/2; //half size
  2200. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_1_ID, 0, 0, f, h);
  2201. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_2_ID, 0, h, f, h);
  2202. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_3_ID, 0, 0, h, f);
  2203. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_4_ID, h, 0, h, f);
  2204. }
  2205. else
  2206. {
  2207. const uint16_t h = currentShadowMapSize/2; //half size
  2208. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_1_ID, 0, 0, h, h);
  2209. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_2_ID, h, 0, h, h);
  2210. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_3_ID, 0, h, h, h);
  2211. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_4_ID, h, h, h, h);
  2212. }
  2213. bgfx::setViewRect(RENDERVIEW_VBLUR_0_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2214. bgfx::setViewRect(RENDERVIEW_HBLUR_0_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2215. bgfx::setViewRect(RENDERVIEW_DRAWSCENE_0_ID, 0, 0, viewState.m_width, viewState.m_height);
  2216. bgfx::setViewRect(RENDERVIEW_DRAWSCENE_1_ID, 0, 0, viewState.m_width, viewState.m_height);
  2217. bgfx::setViewRect(RENDERVIEW_DRAWDEPTH_0_ID, depthRectX, depthRectY, depthRectWidth, depthRectHeight);
  2218. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_0_ID, screenView, screenProj);
  2219. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_1_ID, lightView[TetrahedronFaces::Green], lightProj[ProjType::Horizontal]);
  2220. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_2_ID, lightView[TetrahedronFaces::Yellow], lightProj[ProjType::Horizontal]);
  2221. if(settings.m_stencilPack)
  2222. {
  2223. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_3_ID, lightView[TetrahedronFaces::Blue], lightProj[ProjType::Vertical]);
  2224. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_4_ID, lightView[TetrahedronFaces::Red], lightProj[ProjType::Vertical]);
  2225. }
  2226. else
  2227. {
  2228. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_3_ID, lightView[TetrahedronFaces::Blue], lightProj[ProjType::Horizontal]);
  2229. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_4_ID, lightView[TetrahedronFaces::Red], lightProj[ProjType::Horizontal]);
  2230. }
  2231. bgfx::setViewTransform(RENDERVIEW_VBLUR_0_ID, screenView, screenProj);
  2232. bgfx::setViewTransform(RENDERVIEW_HBLUR_0_ID, screenView, screenProj);
  2233. bgfx::setViewTransform(RENDERVIEW_DRAWSCENE_0_ID, viewState.m_view, viewState.m_proj);
  2234. bgfx::setViewTransform(RENDERVIEW_DRAWSCENE_1_ID, viewState.m_view, viewState.m_proj);
  2235. bgfx::setViewTransform(RENDERVIEW_DRAWDEPTH_0_ID, screenView, screenProj);
  2236. bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_0_ID, s_rtShadowMap[0]);
  2237. bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_1_ID, s_rtShadowMap[0]);
  2238. bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_2_ID, s_rtShadowMap[0]);
  2239. bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_3_ID, s_rtShadowMap[0]);
  2240. bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_4_ID, s_rtShadowMap[0]);
  2241. bgfx::setViewFrameBuffer(RENDERVIEW_VBLUR_0_ID, s_rtBlur);
  2242. bgfx::setViewFrameBuffer(RENDERVIEW_HBLUR_0_ID, s_rtShadowMap[0]);
  2243. }
  2244. else // LightType::DirectionalLight == settings.m_lightType
  2245. {
  2246. /**
  2247. * RENDERVIEW_SHADOWMAP_1_ID - Craft shadow map for first split.
  2248. * RENDERVIEW_SHADOWMAP_2_ID - Craft shadow map for second split.
  2249. * RENDERVIEW_SHADOWMAP_3_ID - Craft shadow map for third split.
  2250. * RENDERVIEW_SHADOWMAP_4_ID - Craft shadow map for fourth split.
  2251. * RENDERVIEW_VBLUR_0_ID - Vertical blur for first split.
  2252. * RENDERVIEW_HBLUR_0_ID - Horizontal blur for first split.
  2253. * RENDERVIEW_VBLUR_1_ID - Vertical blur for second split.
  2254. * RENDERVIEW_HBLUR_1_ID - Horizontal blur for second split.
  2255. * RENDERVIEW_VBLUR_2_ID - Vertical blur for third split.
  2256. * RENDERVIEW_HBLUR_2_ID - Horizontal blur for third split.
  2257. * RENDERVIEW_VBLUR_3_ID - Vertical blur for fourth split.
  2258. * RENDERVIEW_HBLUR_3_ID - Horizontal blur for fourth split.
  2259. * RENDERVIEW_DRAWSCENE_0_ID - Draw scene.
  2260. * RENDERVIEW_DRAWSCENE_1_ID - Draw floor bottom.
  2261. * RENDERVIEW_DRAWDEPTH_0_ID - Draw depth buffer for first split.
  2262. * RENDERVIEW_DRAWDEPTH_1_ID - Draw depth buffer for second split.
  2263. * RENDERVIEW_DRAWDEPTH_2_ID - Draw depth buffer for third split.
  2264. * RENDERVIEW_DRAWDEPTH_3_ID - Draw depth buffer for fourth split.
  2265. */
  2266. depthRectHeight = viewState.m_height / 3;
  2267. depthRectWidth = depthRectHeight;
  2268. depthRectX = 0;
  2269. depthRectY = viewState.m_height - depthRectHeight;
  2270. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_1_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2271. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_2_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2272. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_3_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2273. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_4_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2274. bgfx::setViewRect(RENDERVIEW_VBLUR_0_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2275. bgfx::setViewRect(RENDERVIEW_HBLUR_0_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2276. bgfx::setViewRect(RENDERVIEW_VBLUR_1_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2277. bgfx::setViewRect(RENDERVIEW_HBLUR_1_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2278. bgfx::setViewRect(RENDERVIEW_VBLUR_2_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2279. bgfx::setViewRect(RENDERVIEW_HBLUR_2_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2280. bgfx::setViewRect(RENDERVIEW_VBLUR_3_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2281. bgfx::setViewRect(RENDERVIEW_HBLUR_3_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2282. bgfx::setViewRect(RENDERVIEW_DRAWSCENE_0_ID, 0, 0, viewState.m_width, viewState.m_height);
  2283. bgfx::setViewRect(RENDERVIEW_DRAWSCENE_1_ID, 0, 0, viewState.m_width, viewState.m_height);
  2284. bgfx::setViewRect(RENDERVIEW_DRAWDEPTH_0_ID, depthRectX+(0*depthRectWidth), depthRectY, depthRectWidth, depthRectHeight);
  2285. bgfx::setViewRect(RENDERVIEW_DRAWDEPTH_1_ID, depthRectX+(1*depthRectWidth), depthRectY, depthRectWidth, depthRectHeight);
  2286. bgfx::setViewRect(RENDERVIEW_DRAWDEPTH_2_ID, depthRectX+(2*depthRectWidth), depthRectY, depthRectWidth, depthRectHeight);
  2287. bgfx::setViewRect(RENDERVIEW_DRAWDEPTH_3_ID, depthRectX+(3*depthRectWidth), depthRectY, depthRectWidth, depthRectHeight);
  2288. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_1_ID, lightView[0], lightProj[0]);
  2289. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_2_ID, lightView[0], lightProj[1]);
  2290. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_3_ID, lightView[0], lightProj[2]);
  2291. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_4_ID, lightView[0], lightProj[3]);
  2292. bgfx::setViewTransform(RENDERVIEW_VBLUR_0_ID, screenView, screenProj);
  2293. bgfx::setViewTransform(RENDERVIEW_HBLUR_0_ID, screenView, screenProj);
  2294. bgfx::setViewTransform(RENDERVIEW_VBLUR_1_ID, screenView, screenProj);
  2295. bgfx::setViewTransform(RENDERVIEW_HBLUR_1_ID, screenView, screenProj);
  2296. bgfx::setViewTransform(RENDERVIEW_VBLUR_2_ID, screenView, screenProj);
  2297. bgfx::setViewTransform(RENDERVIEW_HBLUR_2_ID, screenView, screenProj);
  2298. bgfx::setViewTransform(RENDERVIEW_VBLUR_3_ID, screenView, screenProj);
  2299. bgfx::setViewTransform(RENDERVIEW_HBLUR_3_ID, screenView, screenProj);
  2300. bgfx::setViewTransform(RENDERVIEW_DRAWSCENE_0_ID, viewState.m_view, viewState.m_proj);
  2301. bgfx::setViewTransform(RENDERVIEW_DRAWSCENE_1_ID, viewState.m_view, viewState.m_proj);
  2302. bgfx::setViewTransform(RENDERVIEW_DRAWDEPTH_0_ID, screenView, screenProj);
  2303. bgfx::setViewTransform(RENDERVIEW_DRAWDEPTH_1_ID, screenView, screenProj);
  2304. bgfx::setViewTransform(RENDERVIEW_DRAWDEPTH_2_ID, screenView, screenProj);
  2305. bgfx::setViewTransform(RENDERVIEW_DRAWDEPTH_3_ID, screenView, screenProj);
  2306. bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_1_ID, s_rtShadowMap[0]);
  2307. bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_2_ID, s_rtShadowMap[1]);
  2308. bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_3_ID, s_rtShadowMap[2]);
  2309. bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_4_ID, s_rtShadowMap[3]);
  2310. bgfx::setViewFrameBuffer(RENDERVIEW_VBLUR_0_ID, s_rtBlur); //vblur
  2311. bgfx::setViewFrameBuffer(RENDERVIEW_HBLUR_0_ID, s_rtShadowMap[0]); //hblur
  2312. bgfx::setViewFrameBuffer(RENDERVIEW_VBLUR_1_ID, s_rtBlur); //vblur
  2313. bgfx::setViewFrameBuffer(RENDERVIEW_HBLUR_1_ID, s_rtShadowMap[1]); //hblur
  2314. bgfx::setViewFrameBuffer(RENDERVIEW_VBLUR_2_ID, s_rtBlur); //vblur
  2315. bgfx::setViewFrameBuffer(RENDERVIEW_HBLUR_2_ID, s_rtShadowMap[2]); //hblur
  2316. bgfx::setViewFrameBuffer(RENDERVIEW_VBLUR_3_ID, s_rtBlur); //vblur
  2317. bgfx::setViewFrameBuffer(RENDERVIEW_HBLUR_3_ID, s_rtShadowMap[3]); //hblur
  2318. }
  2319. // Clear backbuffer at beginning.
  2320. bgfx::setViewClear(0
  2321. , BGFX_CLEAR_COLOR
  2322. | BGFX_CLEAR_DEPTH
  2323. , clearValues.m_clearRgba
  2324. , clearValues.m_clearDepth
  2325. , clearValues.m_clearStencil
  2326. );
  2327. bgfx::touch(0);
  2328. // Clear shadowmap rendertarget at beginning.
  2329. const uint8_t flags0 = (LightType::DirectionalLight == settings.m_lightType)
  2330. ? 0
  2331. : BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH | BGFX_CLEAR_STENCIL
  2332. ;
  2333. bgfx::setViewClear(RENDERVIEW_SHADOWMAP_0_ID
  2334. , flags0
  2335. , 0xfefefefe //blur fails on completely white regions
  2336. , clearValues.m_clearDepth
  2337. , clearValues.m_clearStencil
  2338. );
  2339. bgfx::touch(RENDERVIEW_SHADOWMAP_0_ID);
  2340. const uint8_t flags1 = (LightType::DirectionalLight == settings.m_lightType)
  2341. ? BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
  2342. : 0
  2343. ;
  2344. for (uint8_t ii = 0; ii < 4; ++ii)
  2345. {
  2346. bgfx::setViewClear(RENDERVIEW_SHADOWMAP_1_ID+ii
  2347. , flags1
  2348. , 0xfefefefe //blur fails on completely white regions
  2349. , clearValues.m_clearDepth
  2350. , clearValues.m_clearStencil
  2351. );
  2352. bgfx::touch(RENDERVIEW_SHADOWMAP_1_ID+ii);
  2353. }
  2354. // Render.
  2355. // Craft shadow map.
  2356. {
  2357. // Craft stencil mask for point light shadow map packing.
  2358. if(LightType::PointLight == settings.m_lightType && settings.m_stencilPack)
  2359. {
  2360. if (6 == bgfx::getAvailTransientVertexBuffer(6, posDecl) )
  2361. {
  2362. struct Pos
  2363. {
  2364. float m_x, m_y, m_z;
  2365. };
  2366. bgfx::TransientVertexBuffer vb;
  2367. bgfx::allocTransientVertexBuffer(&vb, 6, posDecl);
  2368. Pos* vertex = (Pos*)vb.data;
  2369. const float min = 0.0f;
  2370. const float max = 1.0f;
  2371. const float center = 0.5f;
  2372. const float zz = 0.0f;
  2373. vertex[0].m_x = min;
  2374. vertex[0].m_y = min;
  2375. vertex[0].m_z = zz;
  2376. vertex[1].m_x = max;
  2377. vertex[1].m_y = min;
  2378. vertex[1].m_z = zz;
  2379. vertex[2].m_x = center;
  2380. vertex[2].m_y = center;
  2381. vertex[2].m_z = zz;
  2382. vertex[3].m_x = center;
  2383. vertex[3].m_y = center;
  2384. vertex[3].m_z = zz;
  2385. vertex[4].m_x = max;
  2386. vertex[4].m_y = max;
  2387. vertex[4].m_z = zz;
  2388. vertex[5].m_x = min;
  2389. vertex[5].m_y = max;
  2390. vertex[5].m_z = zz;
  2391. bgfx::setState(0);
  2392. bgfx::setStencil(BGFX_STENCIL_TEST_ALWAYS
  2393. | BGFX_STENCIL_FUNC_REF(1)
  2394. | BGFX_STENCIL_FUNC_RMASK(0xff)
  2395. | BGFX_STENCIL_OP_FAIL_S_REPLACE
  2396. | BGFX_STENCIL_OP_FAIL_Z_REPLACE
  2397. | BGFX_STENCIL_OP_PASS_Z_REPLACE
  2398. );
  2399. bgfx::setVertexBuffer(&vb);
  2400. bgfx::submit(RENDERVIEW_SHADOWMAP_0_ID, s_programs.m_black);
  2401. }
  2402. }
  2403. // Draw scene into shadowmap.
  2404. uint8_t drawNum;
  2405. if (LightType::SpotLight == settings.m_lightType)
  2406. {
  2407. drawNum = 1;
  2408. }
  2409. else if (LightType::PointLight == settings.m_lightType)
  2410. {
  2411. drawNum = 4;
  2412. }
  2413. else //LightType::DirectionalLight == settings.m_lightType)
  2414. {
  2415. drawNum = settings.m_numSplits;
  2416. }
  2417. for (uint8_t ii = 0; ii < drawNum; ++ii)
  2418. {
  2419. const uint8_t viewId = RENDERVIEW_SHADOWMAP_1_ID + ii;
  2420. uint8_t renderStateIndex = RenderState::ShadowMap_PackDepth;
  2421. if(LightType::PointLight == settings.m_lightType && settings.m_stencilPack)
  2422. {
  2423. renderStateIndex = uint8_t( (ii < 2) ? RenderState::ShadowMap_PackDepthHoriz : RenderState::ShadowMap_PackDepthVert);
  2424. }
  2425. // Floor.
  2426. hplaneMesh.submit(viewId
  2427. , mtxFloor
  2428. , *currentSmSettings->m_progPack
  2429. , s_renderStates[renderStateIndex]
  2430. );
  2431. // Bunny.
  2432. bunnyMesh.submit(viewId
  2433. , mtxBunny
  2434. , *currentSmSettings->m_progPack
  2435. , s_renderStates[renderStateIndex]
  2436. );
  2437. // Hollow cube.
  2438. hollowcubeMesh.submit(viewId
  2439. , mtxHollowcube
  2440. , *currentSmSettings->m_progPack
  2441. , s_renderStates[renderStateIndex]
  2442. );
  2443. // Cube.
  2444. cubeMesh.submit(viewId
  2445. , mtxCube
  2446. , *currentSmSettings->m_progPack
  2447. , s_renderStates[renderStateIndex]
  2448. );
  2449. // Trees.
  2450. for (uint8_t jj = 0; jj < numTrees; ++jj)
  2451. {
  2452. treeMesh.submit(viewId
  2453. , mtxTrees[jj]
  2454. , *currentSmSettings->m_progPack
  2455. , s_renderStates[renderStateIndex]
  2456. );
  2457. }
  2458. }
  2459. }
  2460. PackDepth::Enum depthType = (SmImpl::VSM == settings.m_smImpl) ? PackDepth::VSM : PackDepth::RGBA;
  2461. bool bVsmOrEsm = (SmImpl::VSM == settings.m_smImpl) || (SmImpl::ESM == settings.m_smImpl);
  2462. // Blur shadow map.
  2463. if (bVsmOrEsm
  2464. && currentSmSettings->m_doBlur)
  2465. {
  2466. bgfx::setTexture(4, s_shadowMap[0], bgfx::getTexture(s_rtShadowMap[0]) );
  2467. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  2468. screenSpaceQuad(currentShadowMapSizef, currentShadowMapSizef, s_flipV);
  2469. bgfx::submit(RENDERVIEW_VBLUR_0_ID, s_programs.m_vBlur[depthType]);
  2470. bgfx::setTexture(4, s_shadowMap[0], bgfx::getTexture(s_rtBlur) );
  2471. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  2472. screenSpaceQuad(currentShadowMapSizef, currentShadowMapSizef, s_flipV);
  2473. bgfx::submit(RENDERVIEW_HBLUR_0_ID, s_programs.m_hBlur[depthType]);
  2474. if (LightType::DirectionalLight == settings.m_lightType)
  2475. {
  2476. for (uint8_t ii = 1, jj = 2; ii < settings.m_numSplits; ++ii, jj+=2)
  2477. {
  2478. const uint8_t viewId = RENDERVIEW_VBLUR_0_ID + jj;
  2479. bgfx::setTexture(4, s_shadowMap[0], bgfx::getTexture(s_rtShadowMap[ii]) );
  2480. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  2481. screenSpaceQuad(currentShadowMapSizef, currentShadowMapSizef, s_flipV);
  2482. bgfx::submit(viewId, s_programs.m_vBlur[depthType]);
  2483. bgfx::setTexture(4, s_shadowMap[0], bgfx::getTexture(s_rtBlur) );
  2484. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  2485. screenSpaceQuad(currentShadowMapSizef, currentShadowMapSizef, s_flipV);
  2486. bgfx::submit(viewId+1, s_programs.m_hBlur[depthType]);
  2487. }
  2488. }
  2489. }
  2490. // Draw scene.
  2491. {
  2492. // Setup shadow mtx.
  2493. float mtxShadow[16];
  2494. const float ymul = (s_flipV) ? 0.5f : -0.5f;
  2495. float zadd = (DepthImpl::Linear == settings.m_depthImpl) ? 0.0f : 0.5f;
  2496. const float mtxBias[16] =
  2497. {
  2498. 0.5f, 0.0f, 0.0f, 0.0f,
  2499. 0.0f, ymul, 0.0f, 0.0f,
  2500. 0.0f, 0.0f, 0.5f, 0.0f,
  2501. 0.5f, 0.5f, zadd, 1.0f,
  2502. };
  2503. if (LightType::SpotLight == settings.m_lightType)
  2504. {
  2505. float mtxTmp[16];
  2506. bx::mtxMul(mtxTmp, lightProj[ProjType::Horizontal], mtxBias);
  2507. bx::mtxMul(mtxShadow, lightView[0], mtxTmp); //lightViewProjBias
  2508. }
  2509. else if (LightType::PointLight == settings.m_lightType)
  2510. {
  2511. const float s = (s_flipV) ? 1.0f : -1.0f; //sign
  2512. zadd = (DepthImpl::Linear == settings.m_depthImpl) ? 0.0f : 0.5f;
  2513. const float mtxCropBias[2][TetrahedronFaces::Count][16] =
  2514. {
  2515. { // settings.m_stencilPack == false
  2516. { // D3D: Green, OGL: Blue
  2517. 0.25f, 0.0f, 0.0f, 0.0f,
  2518. 0.0f, s*0.25f, 0.0f, 0.0f,
  2519. 0.0f, 0.0f, 0.5f, 0.0f,
  2520. 0.25f, 0.25f, zadd, 1.0f,
  2521. },
  2522. { // D3D: Yellow, OGL: Red
  2523. 0.25f, 0.0f, 0.0f, 0.0f,
  2524. 0.0f, s*0.25f, 0.0f, 0.0f,
  2525. 0.0f, 0.0f, 0.5f, 0.0f,
  2526. 0.75f, 0.25f, zadd, 1.0f,
  2527. },
  2528. { // D3D: Blue, OGL: Green
  2529. 0.25f, 0.0f, 0.0f, 0.0f,
  2530. 0.0f, s*0.25f, 0.0f, 0.0f,
  2531. 0.0f, 0.0f, 0.5f, 0.0f,
  2532. 0.25f, 0.75f, zadd, 1.0f,
  2533. },
  2534. { // D3D: Red, OGL: Yellow
  2535. 0.25f, 0.0f, 0.0f, 0.0f,
  2536. 0.0f, s*0.25f, 0.0f, 0.0f,
  2537. 0.0f, 0.0f, 0.5f, 0.0f,
  2538. 0.75f, 0.75f, zadd, 1.0f,
  2539. },
  2540. },
  2541. { // settings.m_stencilPack == true
  2542. { // D3D: Red, OGL: Blue
  2543. 0.25f, 0.0f, 0.0f, 0.0f,
  2544. 0.0f, s*0.5f, 0.0f, 0.0f,
  2545. 0.0f, 0.0f, 0.5f, 0.0f,
  2546. 0.25f, 0.5f, zadd, 1.0f,
  2547. },
  2548. { // D3D: Blue, OGL: Red
  2549. 0.25f, 0.0f, 0.0f, 0.0f,
  2550. 0.0f, s*0.5f, 0.0f, 0.0f,
  2551. 0.0f, 0.0f, 0.5f, 0.0f,
  2552. 0.75f, 0.5f, zadd, 1.0f,
  2553. },
  2554. { // D3D: Green, OGL: Green
  2555. 0.5f, 0.0f, 0.0f, 0.0f,
  2556. 0.0f, s*0.25f, 0.0f, 0.0f,
  2557. 0.0f, 0.0f, 0.5f, 0.0f,
  2558. 0.5f, 0.75f, zadd, 1.0f,
  2559. },
  2560. { // D3D: Yellow, OGL: Yellow
  2561. 0.5f, 0.0f, 0.0f, 0.0f,
  2562. 0.0f, s*0.25f, 0.0f, 0.0f,
  2563. 0.0f, 0.0f, 0.5f, 0.0f,
  2564. 0.5f, 0.25f, zadd, 1.0f,
  2565. },
  2566. }
  2567. };
  2568. //Use as: [stencilPack][flipV][tetrahedronFace]
  2569. static const uint8_t cropBiasIndices[2][2][4] =
  2570. {
  2571. { // settings.m_stencilPack == false
  2572. { 0, 1, 2, 3 }, //flipV == false
  2573. { 2, 3, 0, 1 }, //flipV == true
  2574. },
  2575. { // settings.m_stencilPack == true
  2576. { 3, 2, 0, 1 }, //flipV == false
  2577. { 2, 3, 0, 1 }, //flipV == true
  2578. },
  2579. };
  2580. for (uint8_t ii = 0; ii < TetrahedronFaces::Count; ++ii)
  2581. {
  2582. ProjType::Enum projType = (settings.m_stencilPack) ? ProjType::Enum(ii>1) : ProjType::Horizontal;
  2583. uint8_t biasIndex = cropBiasIndices[settings.m_stencilPack][uint8_t(s_flipV)][ii];
  2584. float mtxTmp[16];
  2585. bx::mtxMul(mtxTmp, mtxYpr[ii], lightProj[projType]);
  2586. bx::mtxMul(shadowMapMtx[ii], mtxTmp, mtxCropBias[settings.m_stencilPack][biasIndex]); //mtxYprProjBias
  2587. }
  2588. bx::mtxTranslate(mtxShadow //lightInvTranslate
  2589. , -pointLight.m_position.m_v[0]
  2590. , -pointLight.m_position.m_v[1]
  2591. , -pointLight.m_position.m_v[2]
  2592. );
  2593. }
  2594. else //LightType::DirectionalLight == settings.m_lightType
  2595. {
  2596. for (uint8_t ii = 0; ii < settings.m_numSplits; ++ii)
  2597. {
  2598. float mtxTmp[16];
  2599. bx::mtxMul(mtxTmp, lightProj[ii], mtxBias);
  2600. bx::mtxMul(shadowMapMtx[ii], lightView[0], mtxTmp); //lViewProjCropBias
  2601. }
  2602. }
  2603. // Floor.
  2604. if (LightType::DirectionalLight != settings.m_lightType)
  2605. {
  2606. bx::mtxMul(lightMtx, mtxFloor, mtxShadow); //not needed for directional light
  2607. }
  2608. hplaneMesh.submit(RENDERVIEW_DRAWSCENE_0_ID
  2609. , mtxFloor
  2610. , *currentSmSettings->m_progDraw
  2611. , s_renderStates[RenderState::Default]
  2612. , true
  2613. );
  2614. // Bunny.
  2615. if (LightType::DirectionalLight != settings.m_lightType)
  2616. {
  2617. bx::mtxMul(lightMtx, mtxBunny, mtxShadow);
  2618. }
  2619. bunnyMesh.submit(RENDERVIEW_DRAWSCENE_0_ID
  2620. , mtxBunny
  2621. , *currentSmSettings->m_progDraw
  2622. , s_renderStates[RenderState::Default]
  2623. , true
  2624. );
  2625. // Hollow cube.
  2626. if (LightType::DirectionalLight != settings.m_lightType)
  2627. {
  2628. bx::mtxMul(lightMtx, mtxHollowcube, mtxShadow);
  2629. }
  2630. hollowcubeMesh.submit(RENDERVIEW_DRAWSCENE_0_ID
  2631. , mtxHollowcube
  2632. , *currentSmSettings->m_progDraw
  2633. , s_renderStates[RenderState::Default]
  2634. , true
  2635. );
  2636. // Cube.
  2637. if (LightType::DirectionalLight != settings.m_lightType)
  2638. {
  2639. bx::mtxMul(lightMtx, mtxCube, mtxShadow);
  2640. }
  2641. cubeMesh.submit(RENDERVIEW_DRAWSCENE_0_ID
  2642. , mtxCube
  2643. , *currentSmSettings->m_progDraw
  2644. , s_renderStates[RenderState::Default]
  2645. , true
  2646. );
  2647. // Trees.
  2648. for (uint8_t ii = 0; ii < numTrees; ++ii)
  2649. {
  2650. if (LightType::DirectionalLight != settings.m_lightType)
  2651. {
  2652. bx::mtxMul(lightMtx, mtxTrees[ii], mtxShadow);
  2653. }
  2654. treeMesh.submit(RENDERVIEW_DRAWSCENE_0_ID
  2655. , mtxTrees[ii]
  2656. , *currentSmSettings->m_progDraw
  2657. , s_renderStates[RenderState::Default]
  2658. , true
  2659. );
  2660. }
  2661. // Lights.
  2662. if (LightType::SpotLight == settings.m_lightType || LightType::PointLight == settings.m_lightType)
  2663. {
  2664. const float lightScale[3] = { 1.5f, 1.5f, 1.5f };
  2665. float mtx[16];
  2666. mtxBillboard(mtx, viewState.m_view, pointLight.m_position.m_v, lightScale);
  2667. vplaneMesh.submit(RENDERVIEW_DRAWSCENE_0_ID
  2668. , mtx
  2669. , s_programs.m_colorTexture
  2670. , s_renderStates[RenderState::Custom_BlendLightTexture]
  2671. , texFlare
  2672. );
  2673. }
  2674. // Draw floor bottom.
  2675. float floorBottomMtx[16];
  2676. bx::mtxSRT(floorBottomMtx
  2677. , floorScale //scaleX
  2678. , floorScale //scaleY
  2679. , floorScale //scaleZ
  2680. , 0.0f //rotX
  2681. , 0.0f //rotY
  2682. , 0.0f //rotZ
  2683. , 0.0f //translateX
  2684. , -0.1f //translateY
  2685. , 0.0f //translateZ
  2686. );
  2687. hplaneMesh.submit(RENDERVIEW_DRAWSCENE_1_ID
  2688. , floorBottomMtx
  2689. , s_programs.m_texture
  2690. , s_renderStates[RenderState::Custom_DrawPlaneBottom]
  2691. , texFigure
  2692. );
  2693. }
  2694. // Draw depth rect.
  2695. if (settings.m_drawDepthBuffer)
  2696. {
  2697. bgfx::setTexture(4, s_shadowMap[0], bgfx::getTexture(s_rtShadowMap[0]) );
  2698. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  2699. screenSpaceQuad(currentShadowMapSizef, currentShadowMapSizef, s_flipV);
  2700. bgfx::submit(RENDERVIEW_DRAWDEPTH_0_ID, s_programs.m_drawDepth[depthType]);
  2701. if (LightType::DirectionalLight == settings.m_lightType)
  2702. {
  2703. for (uint8_t ii = 1; ii < settings.m_numSplits; ++ii)
  2704. {
  2705. bgfx::setTexture(4, s_shadowMap[0], bgfx::getTexture(s_rtShadowMap[ii]) );
  2706. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  2707. screenSpaceQuad(currentShadowMapSizef, currentShadowMapSizef, s_flipV);
  2708. bgfx::submit(RENDERVIEW_DRAWDEPTH_0_ID+ii, s_programs.m_drawDepth[depthType]);
  2709. }
  2710. }
  2711. }
  2712. // Update render target size.
  2713. shadowMapSize = 1 << uint32_t(currentSmSettings->m_sizePwrTwo);
  2714. if (bLtChanged || currentShadowMapSize != shadowMapSize)
  2715. {
  2716. currentShadowMapSize = shadowMapSize;
  2717. currentShadowMapSizef = float(int16_t(currentShadowMapSize) );
  2718. s_uniforms.m_shadowMapTexelSize = 1.0f / currentShadowMapSizef;
  2719. {
  2720. bgfx::destroyFrameBuffer(s_rtShadowMap[0]);
  2721. bgfx::TextureHandle fbtextures[] =
  2722. {
  2723. bgfx::createTexture2D(currentShadowMapSize, currentShadowMapSize, false, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT),
  2724. bgfx::createTexture2D(currentShadowMapSize, currentShadowMapSize, false, 1, bgfx::TextureFormat::D24S8, BGFX_TEXTURE_RT),
  2725. };
  2726. s_rtShadowMap[0] = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
  2727. }
  2728. if (LightType::DirectionalLight == settings.m_lightType)
  2729. {
  2730. for (uint8_t ii = 1; ii < ShadowMapRenderTargets::Count; ++ii)
  2731. {
  2732. {
  2733. bgfx::destroyFrameBuffer(s_rtShadowMap[ii]);
  2734. bgfx::TextureHandle fbtextures[] =
  2735. {
  2736. bgfx::createTexture2D(currentShadowMapSize, currentShadowMapSize, false, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT),
  2737. bgfx::createTexture2D(currentShadowMapSize, currentShadowMapSize, false, 1, bgfx::TextureFormat::D24S8, BGFX_TEXTURE_RT),
  2738. };
  2739. s_rtShadowMap[ii] = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
  2740. }
  2741. }
  2742. }
  2743. bgfx::destroyFrameBuffer(s_rtBlur);
  2744. s_rtBlur = bgfx::createFrameBuffer(currentShadowMapSize, currentShadowMapSize, bgfx::TextureFormat::BGRA8);
  2745. }
  2746. // Advance to next frame. Rendering thread will be kicked to
  2747. // process submitted rendering primitives.
  2748. bgfx::frame();
  2749. }
  2750. bunnyMesh.unload();
  2751. treeMesh.unload();
  2752. cubeMesh.unload();
  2753. hollowcubeMesh.unload();
  2754. hplaneMesh.unload();
  2755. vplaneMesh.unload();
  2756. bgfx::destroyTexture(texFigure);
  2757. bgfx::destroyTexture(texFieldstone);
  2758. bgfx::destroyTexture(texFlare);
  2759. for (uint8_t ii = 0; ii < ShadowMapRenderTargets::Count; ++ii)
  2760. {
  2761. bgfx::destroyFrameBuffer(s_rtShadowMap[ii]);
  2762. }
  2763. bgfx::destroyFrameBuffer(s_rtBlur);
  2764. s_programs.destroy();
  2765. bgfx::destroyUniform(s_texColor);
  2766. bgfx::destroyUniform(s_shadowMap[3]);
  2767. bgfx::destroyUniform(s_shadowMap[2]);
  2768. bgfx::destroyUniform(s_shadowMap[1]);
  2769. bgfx::destroyUniform(s_shadowMap[0]);
  2770. s_uniforms.destroy();
  2771. cameraDestroy();
  2772. imguiDestroy();
  2773. // Shutdown bgfx.
  2774. bgfx::shutdown();
  2775. return 0;
  2776. }