deferred.cpp 28 KB

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  1. /*
  2. * Copyright 2011-2023 Branimir Karadzic. All rights reserved.
  3. * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
  4. */
  5. #include <bx/bounds.h>
  6. #include "common.h"
  7. #include "bgfx_utils.h"
  8. #include "imgui/imgui.h"
  9. #include "camera.h"
  10. namespace
  11. {
  12. constexpr bgfx::ViewId kRenderPassGeometry = 0;
  13. constexpr bgfx::ViewId kRenderPassClearUav = 1;
  14. constexpr bgfx::ViewId kRenderPassLight = 2;
  15. constexpr bgfx::ViewId kRenderPassCombine = 3;
  16. constexpr bgfx::ViewId kRenderPassDebugLights = 4;
  17. constexpr bgfx::ViewId kRenderPassDebugGBuffer = 5;
  18. static float s_texelHalf = 0.0f;
  19. struct PosNormalTangentTexcoordVertex
  20. {
  21. float m_x;
  22. float m_y;
  23. float m_z;
  24. uint32_t m_normal;
  25. uint32_t m_tangent;
  26. int16_t m_u;
  27. int16_t m_v;
  28. static void init()
  29. {
  30. ms_layout
  31. .begin()
  32. .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
  33. .add(bgfx::Attrib::Normal, 4, bgfx::AttribType::Uint8, true, true)
  34. .add(bgfx::Attrib::Tangent, 4, bgfx::AttribType::Uint8, true, true)
  35. .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Int16, true, true)
  36. .end();
  37. }
  38. static bgfx::VertexLayout ms_layout;
  39. };
  40. bgfx::VertexLayout PosNormalTangentTexcoordVertex::ms_layout;
  41. struct PosTexCoord0Vertex
  42. {
  43. float m_x;
  44. float m_y;
  45. float m_z;
  46. float m_u;
  47. float m_v;
  48. static void init()
  49. {
  50. ms_layout
  51. .begin()
  52. .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
  53. .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
  54. .end();
  55. }
  56. static bgfx::VertexLayout ms_layout;
  57. };
  58. bgfx::VertexLayout PosTexCoord0Vertex::ms_layout;
  59. struct DebugVertex
  60. {
  61. float m_x;
  62. float m_y;
  63. float m_z;
  64. uint32_t m_abgr;
  65. static void init()
  66. {
  67. ms_layout
  68. .begin()
  69. .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
  70. .add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
  71. .end();
  72. }
  73. static bgfx::VertexLayout ms_layout;
  74. };
  75. bgfx::VertexLayout DebugVertex::ms_layout;
  76. static PosNormalTangentTexcoordVertex s_cubeVertices[24] =
  77. {
  78. {-1.0f, 1.0f, 1.0f, encodeNormalRgba8( 0.0f, 0.0f, 1.0f), 0, 0, 0 },
  79. { 1.0f, 1.0f, 1.0f, encodeNormalRgba8( 0.0f, 0.0f, 1.0f), 0, 0x7fff, 0 },
  80. {-1.0f, -1.0f, 1.0f, encodeNormalRgba8( 0.0f, 0.0f, 1.0f), 0, 0, 0x7fff },
  81. { 1.0f, -1.0f, 1.0f, encodeNormalRgba8( 0.0f, 0.0f, 1.0f), 0, 0x7fff, 0x7fff },
  82. {-1.0f, 1.0f, -1.0f, encodeNormalRgba8( 0.0f, 0.0f, -1.0f), 0, 0, 0 },
  83. { 1.0f, 1.0f, -1.0f, encodeNormalRgba8( 0.0f, 0.0f, -1.0f), 0, 0x7fff, 0 },
  84. {-1.0f, -1.0f, -1.0f, encodeNormalRgba8( 0.0f, 0.0f, -1.0f), 0, 0, 0x7fff },
  85. { 1.0f, -1.0f, -1.0f, encodeNormalRgba8( 0.0f, 0.0f, -1.0f), 0, 0x7fff, 0x7fff },
  86. {-1.0f, 1.0f, 1.0f, encodeNormalRgba8( 0.0f, 1.0f, 0.0f), 0, 0, 0 },
  87. { 1.0f, 1.0f, 1.0f, encodeNormalRgba8( 0.0f, 1.0f, 0.0f), 0, 0x7fff, 0 },
  88. {-1.0f, 1.0f, -1.0f, encodeNormalRgba8( 0.0f, 1.0f, 0.0f), 0, 0, 0x7fff },
  89. { 1.0f, 1.0f, -1.0f, encodeNormalRgba8( 0.0f, 1.0f, 0.0f), 0, 0x7fff, 0x7fff },
  90. {-1.0f, -1.0f, 1.0f, encodeNormalRgba8( 0.0f, -1.0f, 0.0f), 0, 0, 0 },
  91. { 1.0f, -1.0f, 1.0f, encodeNormalRgba8( 0.0f, -1.0f, 0.0f), 0, 0x7fff, 0 },
  92. {-1.0f, -1.0f, -1.0f, encodeNormalRgba8( 0.0f, -1.0f, 0.0f), 0, 0, 0x7fff },
  93. { 1.0f, -1.0f, -1.0f, encodeNormalRgba8( 0.0f, -1.0f, 0.0f), 0, 0x7fff, 0x7fff },
  94. { 1.0f, -1.0f, 1.0f, encodeNormalRgba8( 1.0f, 0.0f, 0.0f), 0, 0, 0 },
  95. { 1.0f, 1.0f, 1.0f, encodeNormalRgba8( 1.0f, 0.0f, 0.0f), 0, 0x7fff, 0 },
  96. { 1.0f, -1.0f, -1.0f, encodeNormalRgba8( 1.0f, 0.0f, 0.0f), 0, 0, 0x7fff },
  97. { 1.0f, 1.0f, -1.0f, encodeNormalRgba8( 1.0f, 0.0f, 0.0f), 0, 0x7fff, 0x7fff },
  98. {-1.0f, -1.0f, 1.0f, encodeNormalRgba8(-1.0f, 0.0f, 0.0f), 0, 0, 0 },
  99. {-1.0f, 1.0f, 1.0f, encodeNormalRgba8(-1.0f, 0.0f, 0.0f), 0, 0x7fff, 0 },
  100. {-1.0f, -1.0f, -1.0f, encodeNormalRgba8(-1.0f, 0.0f, 0.0f), 0, 0, 0x7fff },
  101. {-1.0f, 1.0f, -1.0f, encodeNormalRgba8(-1.0f, 0.0f, 0.0f), 0, 0x7fff, 0x7fff },
  102. };
  103. static const uint16_t s_cubeIndices[36] =
  104. {
  105. 0, 2, 1,
  106. 1, 2, 3,
  107. 4, 5, 6,
  108. 5, 7, 6,
  109. 8, 10, 9,
  110. 9, 10, 11,
  111. 12, 13, 14,
  112. 13, 15, 14,
  113. 16, 18, 17,
  114. 17, 18, 19,
  115. 20, 21, 22,
  116. 21, 23, 22,
  117. };
  118. void screenSpaceQuad(float _textureWidth, float _textureHeight, float _texelHalf, bool _originBottomLeft, float _width = 1.0f, float _height = 1.0f)
  119. {
  120. if (3 == bgfx::getAvailTransientVertexBuffer(3, PosTexCoord0Vertex::ms_layout) )
  121. {
  122. bgfx::TransientVertexBuffer vb;
  123. bgfx::allocTransientVertexBuffer(&vb, 3, PosTexCoord0Vertex::ms_layout);
  124. PosTexCoord0Vertex* vertex = (PosTexCoord0Vertex*)vb.data;
  125. const float minx = -_width;
  126. const float maxx = _width;
  127. const float miny = 0.0f;
  128. const float maxy = _height*2.0f;
  129. const float texelHalfW = _texelHalf/_textureWidth;
  130. const float texelHalfH = _texelHalf/_textureHeight;
  131. const float minu = -1.0f + texelHalfW;
  132. const float maxu = 1.0f + texelHalfH;
  133. const float zz = 0.0f;
  134. float minv = texelHalfH;
  135. float maxv = 2.0f + texelHalfH;
  136. if (_originBottomLeft)
  137. {
  138. float temp = minv;
  139. minv = maxv;
  140. maxv = temp;
  141. minv -= 1.0f;
  142. maxv -= 1.0f;
  143. }
  144. vertex[0].m_x = minx;
  145. vertex[0].m_y = miny;
  146. vertex[0].m_z = zz;
  147. vertex[0].m_u = minu;
  148. vertex[0].m_v = minv;
  149. vertex[1].m_x = maxx;
  150. vertex[1].m_y = miny;
  151. vertex[1].m_z = zz;
  152. vertex[1].m_u = maxu;
  153. vertex[1].m_v = minv;
  154. vertex[2].m_x = maxx;
  155. vertex[2].m_y = maxy;
  156. vertex[2].m_z = zz;
  157. vertex[2].m_u = maxu;
  158. vertex[2].m_v = maxv;
  159. bgfx::setVertexBuffer(0, &vb);
  160. }
  161. }
  162. class ExampleDeferred : public entry::AppI
  163. {
  164. public:
  165. ExampleDeferred(const char* _name, const char* _description, const char* _url)
  166. : entry::AppI(_name, _description, _url)
  167. {
  168. }
  169. void init(int32_t _argc, const char* const* _argv, uint32_t _width, uint32_t _height) override
  170. {
  171. Args args(_argc, _argv);
  172. m_width = _width;
  173. m_height = _height;
  174. m_debug = BGFX_DEBUG_TEXT;
  175. m_reset = BGFX_RESET_VSYNC;
  176. bgfx::Init init;
  177. init.type = args.m_type;
  178. init.vendorId = args.m_pciId;
  179. init.platformData.nwh = entry::getNativeWindowHandle(entry::kDefaultWindowHandle);
  180. init.platformData.ndt = entry::getNativeDisplayHandle();
  181. init.resolution.width = m_width;
  182. init.resolution.height = m_height;
  183. init.resolution.reset = m_reset;
  184. bgfx::init(init);
  185. // Enable m_debug text.
  186. bgfx::setDebug(m_debug);
  187. // Set palette color for index 0
  188. bgfx::setPaletteColor(0, UINT32_C(0x00000000) );
  189. // Set palette color for index 1
  190. bgfx::setPaletteColor(1, UINT32_C(0x303030ff) );
  191. // Set geometry pass view clear state.
  192. bgfx::setViewClear(kRenderPassGeometry
  193. , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
  194. , 1.0f
  195. , 0
  196. , 1
  197. , 0
  198. );
  199. // Set light pass view clear state.
  200. bgfx::setViewClear(kRenderPassLight
  201. , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
  202. , 1.0f
  203. , 0
  204. , 0
  205. );
  206. // Create vertex stream declaration.
  207. PosNormalTangentTexcoordVertex::init();
  208. PosTexCoord0Vertex::init();
  209. DebugVertex::init();
  210. calcTangents(s_cubeVertices
  211. , BX_COUNTOF(s_cubeVertices)
  212. , PosNormalTangentTexcoordVertex::ms_layout
  213. , s_cubeIndices
  214. , BX_COUNTOF(s_cubeIndices)
  215. );
  216. // Create static vertex buffer.
  217. m_vbh = bgfx::createVertexBuffer(
  218. bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) )
  219. , PosNormalTangentTexcoordVertex::ms_layout
  220. );
  221. // Create static index buffer.
  222. m_ibh = bgfx::createIndexBuffer(bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) ) );
  223. // Create texture sampler uniforms.
  224. s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Sampler);
  225. s_texNormal = bgfx::createUniform("s_texNormal", bgfx::UniformType::Sampler);
  226. s_albedo = bgfx::createUniform("s_albedo", bgfx::UniformType::Sampler);
  227. s_normal = bgfx::createUniform("s_normal", bgfx::UniformType::Sampler);
  228. s_depth = bgfx::createUniform("s_depth", bgfx::UniformType::Sampler);
  229. s_light = bgfx::createUniform("s_light", bgfx::UniformType::Sampler);
  230. u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Mat4);
  231. u_lightPosRadius = bgfx::createUniform("u_lightPosRadius", bgfx::UniformType::Vec4);
  232. u_lightRgbInnerR = bgfx::createUniform("u_lightRgbInnerR", bgfx::UniformType::Vec4);
  233. u_layer = bgfx::createUniform("u_layer", bgfx::UniformType::Vec4);
  234. // Create program from shaders.
  235. m_geomProgram = loadProgram("vs_deferred_geom", "fs_deferred_geom");
  236. m_lightProgram = loadProgram("vs_deferred_light", "fs_deferred_light");
  237. m_combineProgram = loadProgram("vs_deferred_combine", "fs_deferred_combine");
  238. m_debugProgram = loadProgram("vs_deferred_debug", "fs_deferred_debug");
  239. m_lineProgram = loadProgram("vs_deferred_debug_line", "fs_deferred_debug_line");
  240. m_useTArray = false;
  241. m_useUav = false;
  242. if (0 != (BGFX_CAPS_TEXTURE_2D_ARRAY & bgfx::getCaps()->supported) )
  243. {
  244. m_lightTaProgram = loadProgram("vs_deferred_light", "fs_deferred_light_ta");
  245. m_combineTaProgram = loadProgram("vs_deferred_combine", "fs_deferred_combine_ta");
  246. m_debugTaProgram = loadProgram("vs_deferred_debug", "fs_deferred_debug_ta");
  247. }
  248. else
  249. {
  250. m_lightTaProgram = BGFX_INVALID_HANDLE;
  251. m_combineTaProgram = BGFX_INVALID_HANDLE;
  252. m_debugTaProgram = BGFX_INVALID_HANDLE;
  253. }
  254. if (0 != (BGFX_CAPS_IMAGE_RW & bgfx::getCaps()->supported)
  255. && 0 != (BGFX_CAPS_FORMAT_TEXTURE_IMAGE_READ & bgfx::getCaps()->formats[bgfx::TextureFormat::RGBA8])
  256. && 0 != (BGFX_CAPS_FORMAT_TEXTURE_IMAGE_WRITE & bgfx::getCaps()->formats[bgfx::TextureFormat::RGBA8]) )
  257. {
  258. m_clearUavProgram = loadProgram("vs_deferred_light", "fs_deferred_clear_uav");
  259. m_lightUavProgram = loadProgram("vs_deferred_light", "fs_deferred_light_uav");
  260. }
  261. else
  262. {
  263. m_lightUavProgram = BGFX_INVALID_HANDLE;
  264. m_clearUavProgram = BGFX_INVALID_HANDLE;
  265. }
  266. // Load diffuse texture.
  267. m_textureColor = loadTexture("textures/fieldstone-rgba.dds");
  268. // Load normal texture.
  269. m_textureNormal = loadTexture("textures/fieldstone-n.dds");
  270. m_lightBufferTex.idx = bgfx::kInvalidHandle;
  271. m_gbufferTex[0].idx = bgfx::kInvalidHandle;
  272. m_gbufferTex[1].idx = bgfx::kInvalidHandle;
  273. m_gbufferTex[2].idx = bgfx::kInvalidHandle;
  274. m_gbuffer.idx = bgfx::kInvalidHandle;
  275. m_lightBuffer.idx = bgfx::kInvalidHandle;
  276. // Imgui.
  277. imguiCreate();
  278. m_timeOffset = bx::getHPCounter();
  279. const bgfx::RendererType::Enum renderer = bgfx::getRendererType();
  280. s_texelHalf = bgfx::RendererType::Direct3D9 == renderer ? 0.5f : 0.0f;
  281. // Get renderer capabilities info.
  282. m_caps = bgfx::getCaps();
  283. m_oldWidth = 0;
  284. m_oldHeight = 0;
  285. m_oldReset = m_reset;
  286. m_scrollArea = 0;
  287. m_numLights = 512;
  288. m_lightAnimationSpeed = 0.3f;
  289. m_animateMesh = true;
  290. m_showScissorRects = false;
  291. m_showGBuffer = true;
  292. cameraCreate();
  293. cameraSetPosition({ 0.0f, 0.0f, -15.0f });
  294. cameraSetVerticalAngle(0.0f);
  295. }
  296. virtual int shutdown() override
  297. {
  298. // Cleanup.
  299. cameraDestroy();
  300. imguiDestroy();
  301. if (bgfx::isValid(m_gbuffer) )
  302. {
  303. bgfx::destroy(m_gbuffer);
  304. }
  305. if (bgfx::isValid(m_lightBuffer) )
  306. {
  307. bgfx::destroy(m_lightBuffer);
  308. }
  309. if (bgfx::isValid(m_lightBufferTex) )
  310. {
  311. bgfx::destroy(m_lightBufferTex);
  312. }
  313. bgfx::destroy(m_ibh);
  314. bgfx::destroy(m_vbh);
  315. bgfx::destroy(m_geomProgram);
  316. bgfx::destroy(m_lightProgram);
  317. if (bgfx::isValid(m_lightTaProgram) )
  318. {
  319. bgfx::destroy(m_lightTaProgram);
  320. }
  321. if (bgfx::isValid(m_lightUavProgram) )
  322. {
  323. bgfx::destroy(m_lightUavProgram);
  324. bgfx::destroy(m_clearUavProgram);
  325. }
  326. bgfx::destroy(m_combineProgram);
  327. if (bgfx::isValid(m_combineTaProgram) )
  328. {
  329. bgfx::destroy(m_combineTaProgram);
  330. }
  331. bgfx::destroy(m_debugProgram);
  332. if (bgfx::isValid(m_debugTaProgram) )
  333. {
  334. bgfx::destroy(m_debugTaProgram);
  335. }
  336. bgfx::destroy(m_lineProgram);
  337. bgfx::destroy(m_textureColor);
  338. bgfx::destroy(m_textureNormal);
  339. bgfx::destroy(s_texColor);
  340. bgfx::destroy(s_texNormal);
  341. bgfx::destroy(s_albedo);
  342. bgfx::destroy(s_normal);
  343. bgfx::destroy(s_depth);
  344. bgfx::destroy(s_light);
  345. bgfx::destroy(u_layer);
  346. bgfx::destroy(u_lightPosRadius);
  347. bgfx::destroy(u_lightRgbInnerR);
  348. bgfx::destroy(u_mtx);
  349. // Shutdown bgfx.
  350. bgfx::shutdown();
  351. return 0;
  352. }
  353. bool update() override
  354. {
  355. if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
  356. {
  357. imguiBeginFrame(m_mouseState.m_mx
  358. , m_mouseState.m_my
  359. , (m_mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
  360. | (m_mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
  361. | (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
  362. , m_mouseState.m_mz
  363. , uint16_t(m_width)
  364. , uint16_t(m_height)
  365. );
  366. showExampleDialog(this);
  367. int64_t now = bx::getHPCounter();
  368. static int64_t last = now;
  369. const int64_t frameTime = now - last;
  370. last = now;
  371. const double freq = double(bx::getHPFrequency() );
  372. const float deltaTime = float(frameTime/freq);
  373. float time = (float)( (now-m_timeOffset)/freq);
  374. ImGui::SetNextWindowPos(
  375. ImVec2(m_width - m_width / 5.0f - 10.0f, 10.0f)
  376. , ImGuiCond_FirstUseEver
  377. );
  378. ImGui::SetNextWindowSize(
  379. ImVec2(m_width / 5.0f, m_height / 3.0f)
  380. , ImGuiCond_FirstUseEver
  381. );
  382. ImGui::Begin("Settings", NULL, 0);
  383. ImGui::SliderInt("Num lights", &m_numLights, 1, 2048);
  384. ImGui::Checkbox("Show G-Buffer.", &m_showGBuffer);
  385. ImGui::Checkbox("Show light scissor.", &m_showScissorRects);
  386. if (bgfx::isValid(m_lightTaProgram))
  387. {
  388. ImGui::Checkbox("Use texture array frame buffer.", &m_useTArray);
  389. }
  390. else
  391. {
  392. ImGui::Text("Texture array frame buffer is not supported.");
  393. }
  394. if (bgfx::isValid(m_lightUavProgram))
  395. {
  396. ImGui::Checkbox("Use UAV.", &m_useUav);
  397. }
  398. else
  399. {
  400. ImGui::Text("UAV is not supported.");
  401. }
  402. ImGui::Checkbox("Animate mesh.", &m_animateMesh);
  403. ImGui::SliderFloat("Anim.speed", &m_lightAnimationSpeed, 0.0f, 0.4f);
  404. ImGui::End();
  405. if (2 > m_caps->limits.maxFBAttachments)
  406. {
  407. // When multiple render targets (MRT) is not supported by GPU,
  408. // implement alternative code path that doesn't use MRT.
  409. bool blink = uint32_t(time*3.0f)&1;
  410. bgfx::dbgTextPrintf(0, 0, blink ? 0x4f : 0x04, " MRT not supported by GPU. ");
  411. // Set view 0 default viewport.
  412. bgfx::setViewRect(0, 0, 0, uint16_t(m_width), uint16_t(m_height) );
  413. // This dummy draw call is here to make sure that view 0 is cleared
  414. // if no other draw calls are submitted to view 0.
  415. bgfx::touch(0);
  416. }
  417. else
  418. {
  419. if (m_oldWidth != m_width
  420. || m_oldHeight != m_height
  421. || m_oldReset != m_reset
  422. || m_oldUseTArray != m_useTArray
  423. || m_oldUseUav != m_useUav
  424. || !bgfx::isValid(m_gbuffer) )
  425. {
  426. // Recreate variable size render targets when resolution changes.
  427. m_oldWidth = m_width;
  428. m_oldHeight = m_height;
  429. m_oldReset = m_reset;
  430. m_oldUseTArray = m_useTArray;
  431. m_oldUseUav = m_useUav;
  432. if (bgfx::isValid(m_gbuffer) )
  433. {
  434. bgfx::destroy(m_gbuffer);
  435. m_gbufferTex[0].idx = bgfx::kInvalidHandle;
  436. m_gbufferTex[1].idx = bgfx::kInvalidHandle;
  437. m_gbufferTex[2].idx = bgfx::kInvalidHandle;
  438. }
  439. const uint64_t tsFlags = 0
  440. | BGFX_SAMPLER_MIN_POINT
  441. | BGFX_SAMPLER_MAG_POINT
  442. | BGFX_SAMPLER_MIP_POINT
  443. | BGFX_SAMPLER_U_CLAMP
  444. | BGFX_SAMPLER_V_CLAMP
  445. ;
  446. bgfx::Attachment gbufferAt[3];
  447. if (m_useTArray)
  448. {
  449. m_gbufferTex[0] = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 2, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT | tsFlags);
  450. gbufferAt[0].init(m_gbufferTex[0], bgfx::Access::Write, 0);
  451. gbufferAt[1].init(m_gbufferTex[0], bgfx::Access::Write, 1);
  452. }
  453. else
  454. {
  455. m_gbufferTex[0] = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT | tsFlags);
  456. m_gbufferTex[1] = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT | tsFlags);
  457. gbufferAt[0].init(m_gbufferTex[0]);
  458. gbufferAt[1].init(m_gbufferTex[1]);
  459. }
  460. bgfx::TextureFormat::Enum depthFormat =
  461. bgfx::isTextureValid(0, false, 1, bgfx::TextureFormat::D32F, BGFX_TEXTURE_RT | tsFlags)
  462. ? bgfx::TextureFormat::D32F
  463. : bgfx::TextureFormat::D24
  464. ;
  465. m_gbufferTex[2] = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, depthFormat, BGFX_TEXTURE_RT | tsFlags);
  466. gbufferAt[2].init(m_gbufferTex[2]);
  467. m_gbuffer = bgfx::createFrameBuffer(BX_COUNTOF(gbufferAt), gbufferAt, true);
  468. if (bgfx::isValid(m_lightBuffer) )
  469. {
  470. bgfx::destroy(m_lightBuffer);
  471. m_lightBuffer.idx = bgfx::kInvalidHandle;
  472. }
  473. if (bgfx::isValid(m_lightBufferTex))
  474. {
  475. bgfx::destroy(m_lightBufferTex);
  476. m_lightBufferTex.idx = bgfx::kInvalidHandle;
  477. }
  478. if (m_useUav)
  479. {
  480. m_lightBufferTex = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::RGBA8, BGFX_TEXTURE_COMPUTE_WRITE | tsFlags);
  481. }
  482. else
  483. {
  484. m_lightBufferTex = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT | tsFlags);
  485. m_lightBuffer = bgfx::createFrameBuffer(1, &m_lightBufferTex, true);
  486. }
  487. }
  488. // Update camera.
  489. cameraUpdate(deltaTime, m_mouseState, ImGui::MouseOverArea() );
  490. float view[16];
  491. cameraGetViewMtx(view);
  492. // Setup views
  493. float vp[16];
  494. float invMvp[16];
  495. {
  496. bgfx::setViewRect(kRenderPassGeometry, 0, 0, uint16_t(m_width), uint16_t(m_height) );
  497. bgfx::setViewRect(kRenderPassClearUav, 0, 0, uint16_t(m_width), uint16_t(m_height) );
  498. bgfx::setViewRect(kRenderPassLight, 0, 0, uint16_t(m_width), uint16_t(m_height) );
  499. bgfx::setViewRect(kRenderPassCombine, 0, 0, uint16_t(m_width), uint16_t(m_height) );
  500. bgfx::setViewRect(kRenderPassDebugLights, 0, 0, uint16_t(m_width), uint16_t(m_height) );
  501. bgfx::setViewRect(kRenderPassDebugGBuffer, 0, 0, uint16_t(m_width), uint16_t(m_height) );
  502. if (!m_useUav)
  503. {
  504. bgfx::setViewFrameBuffer(kRenderPassLight, m_lightBuffer);
  505. }
  506. else
  507. {
  508. bgfx::setViewFrameBuffer(kRenderPassLight, BGFX_INVALID_HANDLE);
  509. }
  510. float proj[16];
  511. bx::mtxProj(proj, 60.0f, float(m_width)/float(m_height), 0.1f, 100.0f, m_caps->homogeneousDepth);
  512. bgfx::setViewFrameBuffer(kRenderPassGeometry, m_gbuffer);
  513. bgfx::setViewTransform(kRenderPassGeometry, view, proj);
  514. bx::mtxMul(vp, view, proj);
  515. bx::mtxInverse(invMvp, vp);
  516. const bgfx::Caps* caps = bgfx::getCaps();
  517. bx::mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f, 0.0f, caps->homogeneousDepth);
  518. bgfx::setViewTransform(kRenderPassClearUav, NULL, proj);
  519. bgfx::setViewTransform(kRenderPassLight, NULL, proj);
  520. bgfx::setViewTransform(kRenderPassCombine, NULL, proj);
  521. const float aspectRatio = float(m_height)/float(m_width);
  522. const float size = 10.0f;
  523. bx::mtxOrtho(proj, -size, size, size*aspectRatio, -size*aspectRatio, 0.0f, 1000.0f, 0.0f, caps->homogeneousDepth);
  524. bgfx::setViewTransform(kRenderPassDebugGBuffer, NULL, proj);
  525. bx::mtxOrtho(proj, 0.0f, (float)m_width, 0.0f, (float)m_height, 0.0f, 1000.0f, 0.0f, caps->homogeneousDepth);
  526. bgfx::setViewTransform(kRenderPassDebugLights, NULL, proj);
  527. }
  528. const uint32_t dim = 11;
  529. const float offset = (float(dim-1) * 3.0f) * 0.5f;
  530. // Draw into geometry pass.
  531. for (uint32_t yy = 0; yy < dim; ++yy)
  532. {
  533. for (uint32_t xx = 0; xx < dim; ++xx)
  534. {
  535. float mtx[16];
  536. if (m_animateMesh)
  537. {
  538. bx::mtxRotateXY(mtx, time*1.023f + xx*0.21f, time*0.03f + yy*0.37f);
  539. }
  540. else
  541. {
  542. bx::mtxIdentity(mtx);
  543. }
  544. mtx[12] = -offset + float(xx)*3.0f;
  545. mtx[13] = -offset + float(yy)*3.0f;
  546. mtx[14] = 0.0f;
  547. // Set transform for draw call.
  548. bgfx::setTransform(mtx);
  549. // Set vertex and index buffer.
  550. bgfx::setVertexBuffer(0, m_vbh);
  551. bgfx::setIndexBuffer(m_ibh);
  552. // Bind textures.
  553. bgfx::setTexture(0, s_texColor, m_textureColor);
  554. bgfx::setTexture(1, s_texNormal, m_textureNormal);
  555. // Set render states.
  556. bgfx::setState(0
  557. | BGFX_STATE_WRITE_RGB
  558. | BGFX_STATE_WRITE_A
  559. | BGFX_STATE_WRITE_Z
  560. | BGFX_STATE_DEPTH_TEST_LESS
  561. | BGFX_STATE_MSAA
  562. );
  563. // Submit primitive for rendering to view 0.
  564. bgfx::submit(kRenderPassGeometry, m_geomProgram);
  565. }
  566. }
  567. // Clear UAV texture
  568. if (m_useUav)
  569. {
  570. screenSpaceQuad( (float)m_width, (float)m_height, s_texelHalf, m_caps->originBottomLeft);
  571. bgfx::setViewFrameBuffer(kRenderPassClearUav, BGFX_INVALID_HANDLE);
  572. bgfx::setState(0);
  573. bgfx::setImage(2, m_lightBufferTex, 0, bgfx::Access::ReadWrite, bgfx::TextureFormat::RGBA8);
  574. bgfx::submit(kRenderPassClearUav, m_clearUavProgram);
  575. }
  576. // Draw lights into light buffer.
  577. for (int32_t light = 0; light < m_numLights; ++light)
  578. {
  579. bx::Sphere lightPosRadius;
  580. float lightTime = time * m_lightAnimationSpeed * (bx::sin(light/float(m_numLights) * bx::kPiHalf ) * 0.5f + 0.5f);
  581. lightPosRadius.center.x = bx::sin( ( (lightTime + light*0.47f) + bx::kPiHalf*1.37f ) )*offset;
  582. lightPosRadius.center.y = bx::cos( ( (lightTime + light*0.69f) + bx::kPiHalf*1.49f ) )*offset;
  583. lightPosRadius.center.z = bx::sin( ( (lightTime + light*0.37f) + bx::kPiHalf*1.57f ) )*2.0f;
  584. lightPosRadius.radius = 2.0f;
  585. bx::Aabb aabb;
  586. toAabb(aabb, lightPosRadius);
  587. const bx::Vec3 box[8] =
  588. {
  589. { aabb.min.x, aabb.min.y, aabb.min.z },
  590. { aabb.min.x, aabb.min.y, aabb.max.z },
  591. { aabb.min.x, aabb.max.y, aabb.min.z },
  592. { aabb.min.x, aabb.max.y, aabb.max.z },
  593. { aabb.max.x, aabb.min.y, aabb.min.z },
  594. { aabb.max.x, aabb.min.y, aabb.max.z },
  595. { aabb.max.x, aabb.max.y, aabb.min.z },
  596. { aabb.max.x, aabb.max.y, aabb.max.z },
  597. };
  598. bx::Vec3 xyz = bx::mulH(box[0], vp);
  599. bx::Vec3 min = xyz;
  600. bx::Vec3 max = xyz;
  601. for (uint32_t ii = 1; ii < 8; ++ii)
  602. {
  603. xyz = bx::mulH(box[ii], vp);
  604. min = bx::min(min, xyz);
  605. max = bx::max(max, xyz);
  606. }
  607. // Cull light if it's fully behind camera.
  608. if (max.z >= 0.0f)
  609. {
  610. const float x0 = bx::clamp( (min.x * 0.5f + 0.5f) * m_width, 0.0f, (float)m_width);
  611. const float y0 = bx::clamp( (min.y * 0.5f + 0.5f) * m_height, 0.0f, (float)m_height);
  612. const float x1 = bx::clamp( (max.x * 0.5f + 0.5f) * m_width, 0.0f, (float)m_width);
  613. const float y1 = bx::clamp( (max.y * 0.5f + 0.5f) * m_height, 0.0f, (float)m_height);
  614. if (m_showScissorRects)
  615. {
  616. bgfx::TransientVertexBuffer tvb;
  617. bgfx::TransientIndexBuffer tib;
  618. if (bgfx::allocTransientBuffers(&tvb, DebugVertex::ms_layout, 4, &tib, 8) )
  619. {
  620. uint32_t abgr = 0x8000ff00;
  621. DebugVertex* vertex = (DebugVertex*)tvb.data;
  622. vertex->m_x = x0;
  623. vertex->m_y = y0;
  624. vertex->m_z = 0.0f;
  625. vertex->m_abgr = abgr;
  626. ++vertex;
  627. vertex->m_x = x1;
  628. vertex->m_y = y0;
  629. vertex->m_z = 0.0f;
  630. vertex->m_abgr = abgr;
  631. ++vertex;
  632. vertex->m_x = x1;
  633. vertex->m_y = y1;
  634. vertex->m_z = 0.0f;
  635. vertex->m_abgr = abgr;
  636. ++vertex;
  637. vertex->m_x = x0;
  638. vertex->m_y = y1;
  639. vertex->m_z = 0.0f;
  640. vertex->m_abgr = abgr;
  641. uint16_t* indices = (uint16_t*)tib.data;
  642. *indices++ = 0;
  643. *indices++ = 1;
  644. *indices++ = 1;
  645. *indices++ = 2;
  646. *indices++ = 2;
  647. *indices++ = 3;
  648. *indices++ = 3;
  649. *indices++ = 0;
  650. bgfx::setVertexBuffer(0, &tvb);
  651. bgfx::setIndexBuffer(&tib);
  652. bgfx::setState(0
  653. | BGFX_STATE_WRITE_RGB
  654. | BGFX_STATE_PT_LINES
  655. | BGFX_STATE_BLEND_ALPHA
  656. );
  657. bgfx::submit(kRenderPassDebugLights, m_lineProgram);
  658. }
  659. }
  660. uint8_t val = light&7;
  661. float lightRgbInnerR[4] =
  662. {
  663. val & 0x1 ? 1.0f : 0.25f,
  664. val & 0x2 ? 1.0f : 0.25f,
  665. val & 0x4 ? 1.0f : 0.25f,
  666. 0.8f,
  667. };
  668. // Draw light.
  669. bgfx::setUniform(u_lightPosRadius, &lightPosRadius);
  670. bgfx::setUniform(u_lightRgbInnerR, lightRgbInnerR);
  671. bgfx::setUniform(u_mtx, invMvp);
  672. const uint16_t scissorHeight = uint16_t(y1-y0);
  673. bgfx::setScissor(uint16_t(x0), uint16_t(m_height-scissorHeight-y0), uint16_t(x1-x0), uint16_t(scissorHeight) );
  674. bgfx::setTexture(0, s_normal, bgfx::getTexture(m_gbuffer, 1) );
  675. bgfx::setTexture(1, s_depth, bgfx::getTexture(m_gbuffer, 2) );
  676. bgfx::setState(0
  677. | BGFX_STATE_WRITE_RGB
  678. | BGFX_STATE_WRITE_A
  679. | BGFX_STATE_BLEND_ADD
  680. );
  681. screenSpaceQuad( (float)m_width, (float)m_height, s_texelHalf, m_caps->originBottomLeft);
  682. if (bgfx::isValid(m_lightTaProgram)
  683. && m_useTArray)
  684. {
  685. bgfx::submit(kRenderPassLight, m_lightTaProgram);
  686. }
  687. else if (bgfx::isValid(m_lightUavProgram)
  688. && m_useUav)
  689. {
  690. bgfx::setViewFrameBuffer(kRenderPassLight, BGFX_INVALID_HANDLE);
  691. bgfx::setState(0);
  692. bgfx::setImage(3, m_lightBufferTex, 0, bgfx::Access::ReadWrite, bgfx::TextureFormat::RGBA8);
  693. bgfx::submit(kRenderPassLight, m_lightUavProgram);
  694. }
  695. else
  696. {
  697. bgfx::submit(kRenderPassLight, m_lightProgram);
  698. }
  699. }
  700. }
  701. // Combine color and light buffers.
  702. bgfx::setTexture(0, s_albedo, bgfx::getTexture(m_gbuffer, 0) );
  703. bgfx::setTexture(1, s_light, m_lightBufferTex);
  704. bgfx::setState(0
  705. | BGFX_STATE_WRITE_RGB
  706. | BGFX_STATE_WRITE_A
  707. );
  708. screenSpaceQuad( (float)m_width, (float)m_height, s_texelHalf, m_caps->originBottomLeft);
  709. if (bgfx::isValid(m_lightTaProgram)
  710. && m_useTArray)
  711. {
  712. bgfx::submit(kRenderPassCombine, m_combineTaProgram);
  713. }
  714. else
  715. {
  716. bgfx::submit(kRenderPassCombine, m_combineProgram);
  717. }
  718. if (m_showGBuffer)
  719. {
  720. const float aspectRatio = float(m_width)/float(m_height);
  721. // Draw m_debug m_gbuffer.
  722. for (uint8_t ii = 0; ii < BX_COUNTOF(m_gbufferTex); ++ii)
  723. {
  724. float mtx[16];
  725. bx::mtxSRT(mtx
  726. , aspectRatio, 1.0f, 1.0f
  727. , 0.0f, 0.0f, 0.0f
  728. , -7.9f - BX_COUNTOF(m_gbufferTex)*0.1f*0.5f + ii*2.1f*aspectRatio, 4.0f, 0.0f
  729. );
  730. bgfx::setTransform(mtx);
  731. bgfx::setVertexBuffer(0, m_vbh);
  732. bgfx::setIndexBuffer(m_ibh, 0, 6);
  733. bgfx::setTexture(0, s_texColor, bgfx::getTexture(m_gbuffer, ii) );
  734. bgfx::setState(BGFX_STATE_WRITE_RGB);
  735. if (ii != BX_COUNTOF(m_gbufferTex) - 1
  736. && bgfx::isValid(m_lightTaProgram)
  737. && m_useTArray)
  738. {
  739. const float layer[4] = { float(ii) };
  740. bgfx::setUniform(u_layer, layer);
  741. bgfx::submit(kRenderPassDebugGBuffer, m_debugTaProgram);
  742. }
  743. else
  744. {
  745. bgfx::submit(kRenderPassDebugGBuffer, m_debugProgram);
  746. }
  747. }
  748. }
  749. }
  750. imguiEndFrame();
  751. // Advance to next frame. Rendering thread will be kicked to
  752. // process submitted rendering primitives.
  753. bgfx::frame();
  754. return true;
  755. }
  756. return false;
  757. }
  758. bgfx::VertexBufferHandle m_vbh;
  759. bgfx::IndexBufferHandle m_ibh;
  760. bgfx::UniformHandle s_texColor;
  761. bgfx::UniformHandle s_texNormal;
  762. bgfx::UniformHandle s_albedo;
  763. bgfx::UniformHandle s_normal;
  764. bgfx::UniformHandle s_depth;
  765. bgfx::UniformHandle s_light;
  766. bgfx::UniformHandle u_mtx;
  767. bgfx::UniformHandle u_lightPosRadius;
  768. bgfx::UniformHandle u_lightRgbInnerR;
  769. bgfx::UniformHandle u_layer;
  770. bgfx::ProgramHandle m_geomProgram;
  771. bgfx::ProgramHandle m_lightProgram;
  772. bgfx::ProgramHandle m_lightTaProgram;
  773. bgfx::ProgramHandle m_lightUavProgram;
  774. bgfx::ProgramHandle m_clearUavProgram;
  775. bgfx::ProgramHandle m_combineProgram;
  776. bgfx::ProgramHandle m_combineTaProgram;
  777. bgfx::ProgramHandle m_debugProgram;
  778. bgfx::ProgramHandle m_debugTaProgram;
  779. bgfx::ProgramHandle m_lineProgram;
  780. bgfx::TextureHandle m_textureColor;
  781. bgfx::TextureHandle m_textureNormal;
  782. bgfx::TextureHandle m_gbufferTex[3];
  783. bgfx::TextureHandle m_lightBufferTex;
  784. bgfx::FrameBufferHandle m_gbuffer;
  785. bgfx::FrameBufferHandle m_lightBuffer;
  786. uint32_t m_width;
  787. uint32_t m_height;
  788. uint32_t m_debug;
  789. uint32_t m_reset;
  790. uint32_t m_oldWidth;
  791. uint32_t m_oldHeight;
  792. uint32_t m_oldReset;
  793. bool m_useTArray;
  794. bool m_oldUseTArray;
  795. bool m_useUav;
  796. bool m_oldUseUav;
  797. int32_t m_scrollArea;
  798. int32_t m_numLights;
  799. float m_lightAnimationSpeed;
  800. bool m_animateMesh;
  801. bool m_showScissorRects;
  802. bool m_showGBuffer;
  803. entry::MouseState m_mouseState;
  804. const bgfx::Caps* m_caps;
  805. int64_t m_timeOffset;
  806. };
  807. } // namespace
  808. ENTRY_IMPLEMENT_MAIN(
  809. ExampleDeferred
  810. , "21-deferred"
  811. , "MRT rendering and deferred shading."
  812. , "https://bkaradzic.github.io/bgfx/examples.html#deferred"
  813. );