shadowmaps_simple.cpp 13 KB

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  1. /*
  2. * Copyright 2013-2014 Dario Manesku. All rights reserved.
  3. * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
  4. */
  5. #include <string>
  6. #include <vector>
  7. #include <algorithm>
  8. #include "common.h"
  9. #include <bgfx/bgfx.h>
  10. #include <bx/timer.h>
  11. #include <bx/readerwriter.h>
  12. #include <bx/math.h>
  13. #include "entry/entry.h"
  14. #include "bgfx_utils.h"
  15. #include "imgui/imgui.h"
  16. namespace
  17. {
  18. #define RENDER_SHADOW_PASS_ID 0
  19. #define RENDER_SCENE_PASS_ID 1
  20. struct PosNormalVertex
  21. {
  22. float m_x;
  23. float m_y;
  24. float m_z;
  25. uint32_t m_normal;
  26. static void init()
  27. {
  28. ms_layout
  29. .begin()
  30. .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
  31. .add(bgfx::Attrib::Normal, 4, bgfx::AttribType::Uint8, true, true)
  32. .end();
  33. };
  34. static bgfx::VertexLayout ms_layout;
  35. };
  36. bgfx::VertexLayout PosNormalVertex::ms_layout;
  37. static PosNormalVertex s_hplaneVertices[] =
  38. {
  39. { -1.0f, 0.0f, 1.0f, encodeNormalRgba8(0.0f, 1.0f, 0.0f) },
  40. { 1.0f, 0.0f, 1.0f, encodeNormalRgba8(0.0f, 1.0f, 0.0f) },
  41. { -1.0f, 0.0f, -1.0f, encodeNormalRgba8(0.0f, 1.0f, 0.0f) },
  42. { 1.0f, 0.0f, -1.0f, encodeNormalRgba8(0.0f, 1.0f, 0.0f) },
  43. };
  44. static const uint16_t s_planeIndices[] =
  45. {
  46. 0, 1, 2,
  47. 1, 3, 2,
  48. };
  49. class ExampleShadowmapsSimple : public entry::AppI
  50. {
  51. public:
  52. ExampleShadowmapsSimple(const char* _name, const char* _description, const char* _url)
  53. : entry::AppI(_name, _description, _url)
  54. {
  55. }
  56. void init(int32_t _argc, const char* const* _argv, uint32_t _width, uint32_t _height) override
  57. {
  58. Args args(_argc, _argv);
  59. m_width = _width;
  60. m_height = _height;
  61. m_debug = BGFX_DEBUG_NONE;
  62. m_reset = BGFX_RESET_VSYNC;
  63. bgfx::Init init;
  64. init.type = args.m_type;
  65. init.vendorId = args.m_pciId;
  66. init.platformData.nwh = entry::getNativeWindowHandle(entry::kDefaultWindowHandle);
  67. init.platformData.ndt = entry::getNativeDisplayHandle();
  68. init.resolution.width = m_width;
  69. init.resolution.height = m_height;
  70. init.resolution.reset = m_reset;
  71. bgfx::init(init);
  72. // Enable debug text.
  73. bgfx::setDebug(m_debug);
  74. // Uniforms.
  75. s_shadowMap = bgfx::createUniform("s_shadowMap", bgfx::UniformType::Sampler);
  76. u_lightPos = bgfx::createUniform("u_lightPos", bgfx::UniformType::Vec4);
  77. u_lightMtx = bgfx::createUniform("u_lightMtx", bgfx::UniformType::Mat4);
  78. // When using GL clip space depth range [-1, 1] and packing depth into color buffer, we need to
  79. // adjust the depth range to be [0, 1] for writing to the color buffer
  80. u_depthScaleOffset = bgfx::createUniform("u_depthScaleOffset", bgfx::UniformType::Vec4);
  81. // Get renderer capabilities info.
  82. const bgfx::Caps* caps = bgfx::getCaps();
  83. float depthScaleOffset[4] = { 1.0f, 0.0f, 0.0f, 0.0f };
  84. if (caps->homogeneousDepth)
  85. {
  86. depthScaleOffset[0] = 0.5f;
  87. depthScaleOffset[1] = 0.5f;
  88. }
  89. bgfx::setUniform(u_depthScaleOffset, depthScaleOffset);
  90. bgfx::touch(0);
  91. // Create vertex stream declaration.
  92. PosNormalVertex::init();
  93. // Meshes.
  94. m_bunny = meshLoad("meshes/bunny.bin");
  95. m_cube = meshLoad("meshes/cube.bin");
  96. m_hollowcube = meshLoad("meshes/hollowcube.bin");
  97. m_vbh = bgfx::createVertexBuffer(
  98. bgfx::makeRef(s_hplaneVertices, sizeof(s_hplaneVertices) )
  99. , PosNormalVertex::ms_layout
  100. );
  101. m_ibh = bgfx::createIndexBuffer(
  102. bgfx::makeRef(s_planeIndices, sizeof(s_planeIndices) )
  103. );
  104. // Render targets.
  105. m_shadowMapSize = 512;
  106. // Shadow samplers are supported at least partially supported if texture
  107. // compare less equal feature is supported.
  108. m_shadowSamplerSupported = 0 != (caps->supported & BGFX_CAPS_TEXTURE_COMPARE_LEQUAL);
  109. m_useShadowSampler = m_shadowSamplerSupported;
  110. m_shadowMapFB = BGFX_INVALID_HANDLE;
  111. m_progShadow = BGFX_INVALID_HANDLE;
  112. m_progMesh = BGFX_INVALID_HANDLE;
  113. m_state[0] = meshStateCreate();
  114. m_state[0]->m_state = 0;
  115. m_state[0]->m_program = m_progShadow;
  116. m_state[0]->m_viewId = RENDER_SHADOW_PASS_ID;
  117. m_state[0]->m_numTextures = 0;
  118. m_state[1] = meshStateCreate();
  119. m_state[1]->m_state = 0
  120. | BGFX_STATE_WRITE_RGB
  121. | BGFX_STATE_WRITE_A
  122. | BGFX_STATE_WRITE_Z
  123. | BGFX_STATE_DEPTH_TEST_LESS
  124. | BGFX_STATE_CULL_CCW
  125. | BGFX_STATE_MSAA
  126. ;
  127. m_state[1]->m_program = m_progMesh;
  128. m_state[1]->m_viewId = RENDER_SCENE_PASS_ID;
  129. m_state[1]->m_numTextures = 1;
  130. m_state[1]->m_textures[0].m_flags = UINT32_MAX;
  131. m_state[1]->m_textures[0].m_stage = 0;
  132. m_state[1]->m_textures[0].m_sampler = s_shadowMap;
  133. m_state[1]->m_textures[0].m_texture = BGFX_INVALID_HANDLE;
  134. // Set view and projection matrices.
  135. const bx::Vec3 at = { 0.0f, 5.0f, 0.0f };
  136. const bx::Vec3 eye = { 0.0f, 30.0f, -60.0f };
  137. bx::mtxLookAt(m_view, eye, at);
  138. const float aspect = float(int32_t(m_width) ) / float(int32_t(m_height) );
  139. bx::mtxProj(m_proj, 60.0f, aspect, 0.1f, 1000.0f, bgfx::getCaps()->homogeneousDepth);
  140. m_timeOffset = bx::getHPCounter();
  141. imguiCreate();
  142. }
  143. virtual int shutdown() override
  144. {
  145. imguiDestroy();
  146. meshUnload(m_bunny);
  147. meshUnload(m_cube);
  148. meshUnload(m_hollowcube);
  149. meshStateDestroy(m_state[0]);
  150. meshStateDestroy(m_state[1]);
  151. bgfx::destroy(m_vbh);
  152. bgfx::destroy(m_ibh);
  153. bgfx::destroy(m_progShadow);
  154. bgfx::destroy(m_progMesh);
  155. bgfx::destroy(m_shadowMapFB);
  156. bgfx::destroy(s_shadowMap);
  157. bgfx::destroy(u_lightPos);
  158. bgfx::destroy(u_lightMtx);
  159. bgfx::destroy(u_depthScaleOffset);
  160. // Shutdown bgfx.
  161. bgfx::shutdown();
  162. return 0;
  163. }
  164. bool update() override
  165. {
  166. if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
  167. {
  168. imguiBeginFrame(m_mouseState.m_mx
  169. , m_mouseState.m_my
  170. , (m_mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
  171. | (m_mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
  172. | (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
  173. , m_mouseState.m_mz
  174. , uint16_t(m_width)
  175. , uint16_t(m_height)
  176. );
  177. showExampleDialog(this);
  178. ImGui::SetNextWindowPos(
  179. ImVec2(m_width - m_width / 5.0f - 10.0f, 10.0f)
  180. , ImGuiCond_FirstUseEver
  181. );
  182. ImGui::SetNextWindowSize(
  183. ImVec2(m_width / 5.0f, m_height / 2.0f)
  184. , ImGuiCond_FirstUseEver
  185. );
  186. ImGui::Begin("Settings"
  187. , NULL
  188. , 0
  189. );
  190. bool shadowSamplerModeChanged = false;
  191. if (m_shadowSamplerSupported)
  192. {
  193. shadowSamplerModeChanged = ImGui::Checkbox("Use Shadow Sampler", &m_useShadowSampler);
  194. }
  195. else
  196. {
  197. ImGui::Text("Shadow sampler is not supported");
  198. }
  199. ImGui::End();
  200. imguiEndFrame();
  201. int64_t now = bx::getHPCounter();
  202. const double freq = double(bx::getHPFrequency() );
  203. float time = float( (now-m_timeOffset)/freq);
  204. if (!bgfx::isValid(m_shadowMapFB)
  205. || shadowSamplerModeChanged)
  206. {
  207. bgfx::TextureHandle shadowMapTexture = BGFX_INVALID_HANDLE;
  208. if (bgfx::isValid(m_progShadow) )
  209. {
  210. bgfx::destroy(m_progShadow);
  211. }
  212. if (bgfx::isValid(m_progMesh) )
  213. {
  214. bgfx::destroy(m_progMesh);
  215. }
  216. if (bgfx::isValid(m_shadowMapFB) )
  217. {
  218. bgfx::destroy(m_shadowMapFB);
  219. }
  220. if (m_useShadowSampler)
  221. {
  222. // Depth textures and shadow samplers are supported.
  223. m_progShadow = loadProgram("vs_sms_shadow", "fs_sms_shadow");
  224. m_progMesh = loadProgram("vs_sms_mesh", "fs_sms_mesh");
  225. bgfx::TextureHandle fbtextures[] =
  226. {
  227. bgfx::createTexture2D(
  228. m_shadowMapSize
  229. , m_shadowMapSize
  230. , false
  231. , 1
  232. , bgfx::TextureFormat::D16
  233. , BGFX_TEXTURE_RT | BGFX_SAMPLER_COMPARE_LEQUAL
  234. ),
  235. };
  236. shadowMapTexture = fbtextures[0];
  237. m_shadowMapFB = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
  238. }
  239. else
  240. {
  241. // Depth textures and shadow samplers are not supported. Use float
  242. // depth packing into color buffer instead.
  243. m_progShadow = loadProgram("vs_sms_shadow_pd", "fs_sms_shadow_pd");
  244. m_progMesh = loadProgram("vs_sms_mesh", "fs_sms_mesh_pd");
  245. bgfx::TextureHandle fbtextures[] =
  246. {
  247. bgfx::createTexture2D(
  248. m_shadowMapSize
  249. , m_shadowMapSize
  250. , false
  251. , 1
  252. , bgfx::TextureFormat::BGRA8
  253. , BGFX_TEXTURE_RT
  254. ),
  255. bgfx::createTexture2D(
  256. m_shadowMapSize
  257. , m_shadowMapSize
  258. , false
  259. , 1
  260. , bgfx::TextureFormat::D16
  261. , BGFX_TEXTURE_RT_WRITE_ONLY
  262. ),
  263. };
  264. shadowMapTexture = fbtextures[0];
  265. m_shadowMapFB = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
  266. }
  267. m_state[0]->m_program = m_progShadow;
  268. m_state[0]->m_state = 0
  269. | (m_useShadowSampler ? 0 : BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A)
  270. | BGFX_STATE_WRITE_Z
  271. | BGFX_STATE_DEPTH_TEST_LESS
  272. | BGFX_STATE_CULL_CCW
  273. | BGFX_STATE_MSAA
  274. ;
  275. m_state[1]->m_program = m_progMesh;
  276. m_state[1]->m_textures[0].m_texture = shadowMapTexture;
  277. }
  278. // Setup lights.
  279. float lightPos[4];
  280. lightPos[0] = -bx::cos(time);
  281. lightPos[1] = -1.0f;
  282. lightPos[2] = -bx::sin(time);
  283. lightPos[3] = 0.0f;
  284. bgfx::setUniform(u_lightPos, lightPos);
  285. // Setup instance matrices.
  286. float mtxFloor[16];
  287. bx::mtxSRT(mtxFloor
  288. , 30.0f, 30.0f, 30.0f
  289. , 0.0f, 0.0f, 0.0f
  290. , 0.0f, 0.0f, 0.0f
  291. );
  292. float mtxBunny[16];
  293. bx::mtxSRT(mtxBunny
  294. , 5.0f, 5.0f, 5.0f
  295. , 0.0f, bx::kPi - time, 0.0f
  296. , 15.0f, 5.0f, 0.0f
  297. );
  298. float mtxHollowcube[16];
  299. bx::mtxSRT(mtxHollowcube
  300. , 2.5f, 2.5f, 2.5f
  301. , 0.0f, 1.56f - time, 0.0f
  302. , 0.0f, 10.0f, 0.0f
  303. );
  304. float mtxCube[16];
  305. bx::mtxSRT(mtxCube
  306. , 2.5f, 2.5f, 2.5f
  307. , 0.0f, 1.56f - time, 0.0f
  308. , -15.0f, 5.0f, 0.0f
  309. );
  310. // Define matrices.
  311. float lightView[16];
  312. float lightProj[16];
  313. const bx::Vec3 at = { 0.0f, 0.0f, 0.0f };
  314. const bx::Vec3 eye = { -lightPos[0], -lightPos[1], -lightPos[2] };
  315. bx::mtxLookAt(lightView, eye, at);
  316. const bgfx::Caps* caps = bgfx::getCaps();
  317. const float area = 30.0f;
  318. bx::mtxOrtho(lightProj, -area, area, -area, area, -100.0f, 100.0f, 0.0f, caps->homogeneousDepth);
  319. bgfx::setViewRect(RENDER_SHADOW_PASS_ID, 0, 0, m_shadowMapSize, m_shadowMapSize);
  320. bgfx::setViewFrameBuffer(RENDER_SHADOW_PASS_ID, m_shadowMapFB);
  321. bgfx::setViewTransform(RENDER_SHADOW_PASS_ID, lightView, lightProj);
  322. bgfx::setViewRect(RENDER_SCENE_PASS_ID, 0, 0, uint16_t(m_width), uint16_t(m_height) );
  323. bgfx::setViewTransform(RENDER_SCENE_PASS_ID, m_view, m_proj);
  324. // Clear backbuffer and shadowmap framebuffer at beginning.
  325. bgfx::setViewClear(RENDER_SHADOW_PASS_ID
  326. , BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
  327. , 0x303030ff, 1.0f, 0
  328. );
  329. bgfx::setViewClear(RENDER_SCENE_PASS_ID
  330. , BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
  331. , 0x303030ff, 1.0f, 0
  332. );
  333. // Render.
  334. float mtxShadow[16];
  335. float lightMtx[16];
  336. const float sy = caps->originBottomLeft ? 0.5f : -0.5f;
  337. const float sz = caps->homogeneousDepth ? 0.5f : 1.0f;
  338. const float tz = caps->homogeneousDepth ? 0.5f : 0.0f;
  339. const float mtxCrop[16] =
  340. {
  341. 0.5f, 0.0f, 0.0f, 0.0f,
  342. 0.0f, sy, 0.0f, 0.0f,
  343. 0.0f, 0.0f, sz, 0.0f,
  344. 0.5f, 0.5f, tz, 1.0f,
  345. };
  346. float mtxTmp[16];
  347. bx::mtxMul(mtxTmp, lightProj, mtxCrop);
  348. bx::mtxMul(mtxShadow, lightView, mtxTmp);
  349. // Floor.
  350. bx::mtxMul(lightMtx, mtxFloor, mtxShadow);
  351. uint32_t cached = bgfx::setTransform(mtxFloor);
  352. for (uint32_t pass = 0; pass < 2; ++pass)
  353. {
  354. const MeshState& st = *m_state[pass];
  355. bgfx::setTransform(cached);
  356. for (uint8_t tex = 0; tex < st.m_numTextures; ++tex)
  357. {
  358. const MeshState::Texture& texture = st.m_textures[tex];
  359. bgfx::setTexture(texture.m_stage
  360. , texture.m_sampler
  361. , texture.m_texture
  362. , texture.m_flags
  363. );
  364. }
  365. bgfx::setUniform(u_lightMtx, lightMtx);
  366. bgfx::setIndexBuffer(m_ibh);
  367. bgfx::setVertexBuffer(0, m_vbh);
  368. bgfx::setState(st.m_state);
  369. bgfx::submit(st.m_viewId, st.m_program);
  370. }
  371. // Bunny.
  372. bx::mtxMul(lightMtx, mtxBunny, mtxShadow);
  373. bgfx::setUniform(u_lightMtx, lightMtx);
  374. meshSubmit(m_bunny, &m_state[0], 1, mtxBunny);
  375. bgfx::setUniform(u_lightMtx, lightMtx);
  376. meshSubmit(m_bunny, &m_state[1], 1, mtxBunny);
  377. // Hollow cube.
  378. bx::mtxMul(lightMtx, mtxHollowcube, mtxShadow);
  379. bgfx::setUniform(u_lightMtx, lightMtx);
  380. meshSubmit(m_hollowcube, &m_state[0], 1, mtxHollowcube);
  381. bgfx::setUniform(u_lightMtx, lightMtx);
  382. meshSubmit(m_hollowcube, &m_state[1], 1, mtxHollowcube);
  383. // Cube.
  384. bx::mtxMul(lightMtx, mtxCube, mtxShadow);
  385. bgfx::setUniform(u_lightMtx, lightMtx);
  386. meshSubmit(m_cube, &m_state[0], 1, mtxCube);
  387. bgfx::setUniform(u_lightMtx, lightMtx);
  388. meshSubmit(m_cube, &m_state[1], 1, mtxCube);
  389. // Advance to next frame. Rendering thread will be kicked to
  390. // process submitted rendering primitives.
  391. bgfx::frame();
  392. return true;
  393. }
  394. return false;
  395. }
  396. entry::MouseState m_mouseState;
  397. uint32_t m_width;
  398. uint32_t m_height;
  399. uint32_t m_debug;
  400. uint32_t m_reset;
  401. bgfx::UniformHandle s_shadowMap;
  402. bgfx::UniformHandle u_lightPos;
  403. bgfx::UniformHandle u_lightMtx;
  404. bgfx::UniformHandle u_depthScaleOffset;
  405. Mesh* m_bunny;
  406. Mesh* m_cube;
  407. Mesh* m_hollowcube;
  408. bgfx::VertexBufferHandle m_vbh;
  409. bgfx::IndexBufferHandle m_ibh;
  410. uint16_t m_shadowMapSize;
  411. bgfx::ProgramHandle m_progShadow;
  412. bgfx::ProgramHandle m_progMesh;
  413. bgfx::FrameBufferHandle m_shadowMapFB;
  414. bool m_shadowSamplerSupported;
  415. bool m_useShadowSampler;
  416. MeshState* m_state[2];
  417. float m_view[16];
  418. float m_proj[16];
  419. int64_t m_timeOffset;
  420. };
  421. } // namespace
  422. ENTRY_IMPLEMENT_MAIN(
  423. ExampleShadowmapsSimple
  424. , "15-shadowmaps-simple"
  425. , "Shadow maps example"
  426. , "https://bkaradzic.github.io/bgfx/examples.html#shadowmaps-simple"
  427. );