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- /*
- * Copyright 2013-2014 Dario Manesku. All rights reserved.
- * License: http://www.opensource.org/licenses/BSD-2-Clause
- */
- #include <string>
- #include <vector>
- #include <algorithm>
- #include "common.h"
- #include <bgfx/bgfx.h>
- #include <bx/timer.h>
- #include <bx/readerwriter.h>
- #include <bx/fpumath.h>
- #include "entry/entry.h"
- #include "bgfx_utils.h"
- #define RENDER_SHADOW_PASS_ID 0
- #define RENDER_SCENE_PASS_ID 1
- uint32_t packUint32(uint8_t _x, uint8_t _y, uint8_t _z, uint8_t _w)
- {
- union
- {
- uint32_t ui32;
- uint8_t arr[4];
- } un;
- un.arr[0] = _x;
- un.arr[1] = _y;
- un.arr[2] = _z;
- un.arr[3] = _w;
- return un.ui32;
- }
- uint32_t packF4u(float _x, float _y = 0.0f, float _z = 0.0f, float _w = 0.0f)
- {
- const uint8_t xx = uint8_t(_x*127.0f + 128.0f);
- const uint8_t yy = uint8_t(_y*127.0f + 128.0f);
- const uint8_t zz = uint8_t(_z*127.0f + 128.0f);
- const uint8_t ww = uint8_t(_w*127.0f + 128.0f);
- return packUint32(xx, yy, zz, ww);
- }
- struct PosNormalVertex
- {
- float m_x;
- float m_y;
- float m_z;
- uint32_t m_normal;
- };
- static PosNormalVertex s_hplaneVertices[] =
- {
- { -1.0f, 0.0f, 1.0f, packF4u(0.0f, 1.0f, 0.0f) },
- { 1.0f, 0.0f, 1.0f, packF4u(0.0f, 1.0f, 0.0f) },
- { -1.0f, 0.0f, -1.0f, packF4u(0.0f, 1.0f, 0.0f) },
- { 1.0f, 0.0f, -1.0f, packF4u(0.0f, 1.0f, 0.0f) },
- };
- static const uint16_t s_planeIndices[] =
- {
- 0, 1, 2,
- 1, 3, 2,
- };
- int _main_(int /*_argc*/, char** /*_argv*/)
- {
- uint32_t width = 1280;
- uint32_t height = 720;
- uint32_t debug = BGFX_DEBUG_TEXT;
- uint32_t reset = BGFX_RESET_VSYNC;
- bgfx::init();
- bgfx::reset(width, height, reset);
- bgfx::RendererType::Enum renderer = bgfx::getRendererType();
- bool flipV = false
- || renderer == bgfx::RendererType::OpenGL
- || renderer == bgfx::RendererType::OpenGLES
- ;
- // Enable debug text.
- bgfx::setDebug(debug);
- // Uniforms.
- bgfx::UniformHandle u_shadowMap = bgfx::createUniform("u_shadowMap", bgfx::UniformType::Int1);
- bgfx::UniformHandle u_lightPos = bgfx::createUniform("u_lightPos", bgfx::UniformType::Vec4);
- bgfx::UniformHandle u_lightMtx = bgfx::createUniform("u_lightMtx", bgfx::UniformType::Mat4);
- // Vertex declarations.
- bgfx::VertexDecl PosNormalDecl;
- PosNormalDecl.begin()
- .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
- .add(bgfx::Attrib::Normal, 4, bgfx::AttribType::Uint8, true, true)
- .end();
- // Meshes.
- Mesh* bunny = meshLoad("meshes/bunny.bin");
- Mesh* cube = meshLoad("meshes/cube.bin");
- Mesh* hollowcube = meshLoad("meshes/hollowcube.bin");
- bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(
- bgfx::makeRef(s_hplaneVertices, sizeof(s_hplaneVertices) )
- , PosNormalDecl
- );
- bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(
- bgfx::makeRef(s_planeIndices, sizeof(s_planeIndices) )
- );
- // Render targets.
- uint16_t shadowMapSize = 512;
- // Get renderer capabilities info.
- const bgfx::Caps* caps = bgfx::getCaps();
- // Shadow samplers are supported at least partially supported if texture
- // compare less equal feature is supported.
- bool shadowSamplerSupported = 0 != (caps->supported & BGFX_CAPS_TEXTURE_COMPARE_LEQUAL);
- bgfx::ProgramHandle progShadow;
- bgfx::ProgramHandle progMesh;
- bgfx::TextureHandle shadowMapTexture;
- bgfx::FrameBufferHandle shadowMapFB;
- if (shadowSamplerSupported)
- {
- // Depth textures and shadow samplers are supported.
- progShadow = loadProgram("vs_sms_shadow", "fs_sms_shadow");
- progMesh = loadProgram("vs_sms_mesh", "fs_sms_mesh");
- shadowMapTexture = bgfx::createTexture2D(shadowMapSize, shadowMapSize, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_COMPARE_LEQUAL);
- bgfx::TextureHandle fbtextures[] = { shadowMapTexture };
- shadowMapFB = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
- }
- else
- {
- // Depth textures and shadow samplers are not supported. Use float
- // depth packing into color buffer instead.
- progShadow = loadProgram("vs_sms_shadow_pd", "fs_sms_shadow_pd");
- progMesh = loadProgram("vs_sms_mesh", "fs_sms_mesh_pd");
- shadowMapTexture = bgfx::createTexture2D(shadowMapSize, shadowMapSize, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT);
- bgfx::TextureHandle fbtextures[] =
- {
- shadowMapTexture,
- bgfx::createTexture2D(shadowMapSize, shadowMapSize, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT_BUFFER_ONLY),
- };
- shadowMapFB = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
- }
- MeshState* state[2];
- state[0] = meshStateCreate();
- state[0]->m_state = 0
- | BGFX_STATE_RGB_WRITE
- | BGFX_STATE_ALPHA_WRITE
- | BGFX_STATE_DEPTH_WRITE
- | BGFX_STATE_DEPTH_TEST_LESS
- | BGFX_STATE_CULL_CCW
- | BGFX_STATE_MSAA
- ;
- state[0]->m_program = progShadow;
- state[0]->m_viewId = RENDER_SHADOW_PASS_ID;
- state[0]->m_numTextures = 0;
- state[1] = meshStateCreate();
- state[1]->m_state = 0
- | BGFX_STATE_RGB_WRITE
- | BGFX_STATE_ALPHA_WRITE
- | BGFX_STATE_DEPTH_WRITE
- | BGFX_STATE_DEPTH_TEST_LESS
- | BGFX_STATE_CULL_CCW
- | BGFX_STATE_MSAA
- ;
- state[1]->m_program = progMesh;
- state[1]->m_viewId = RENDER_SCENE_PASS_ID;
- state[1]->m_numTextures = 1;
- state[1]->m_textures[0].m_flags = UINT32_MAX;
- state[1]->m_textures[0].m_stage = 0;
- state[1]->m_textures[0].m_sampler = u_shadowMap;
- state[1]->m_textures[0].m_texture = shadowMapTexture;
- // Set view and projection matrices.
- float view[16];
- float proj[16];
- float eye[3] = { 0.0f, 30.0f, -60.0f };
- float at[3] = { 0.0f, 5.0f, 0.0f };
- bx::mtxLookAt(view, eye, at);
- const float aspect = float(int32_t(width) ) / float(int32_t(height) );
- bx::mtxProj(proj, 60.0f, aspect, 0.1f, 1000.0f, flipV);
- // Time acumulators.
- float timeAccumulatorLight = 0.0f;
- float timeAccumulatorScene = 0.0f;
- entry::MouseState mouseState;
- while (!entry::processEvents(width, height, debug, reset, &mouseState) )
- {
- // Time.
- int64_t now = bx::getHPCounter();
- static int64_t last = now;
- const int64_t frameTime = now - last;
- last = now;
- const double freq = double(bx::getHPFrequency() );
- const double toMs = 1000.0/freq;
- const float deltaTime = float(frameTime/freq);
- // Update time accumulators.
- timeAccumulatorLight += deltaTime;
- timeAccumulatorScene += deltaTime;
- // Use debug font to print information about this example.
- bgfx::dbgTextClear();
- bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/15-shadowmaps-simple");
- bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Shadow maps example (technique: %s).", shadowSamplerSupported ? "depth texture and shadow samplers" : "shadow depth packed into color texture");
- bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
- // Setup lights.
- float lightPos[4];
- lightPos[0] = -cosf(timeAccumulatorLight);
- lightPos[1] = -1.0f;
- lightPos[2] = -sinf(timeAccumulatorLight);
- lightPos[3] = 0.0f;
- bgfx::setUniform(u_lightPos, lightPos);
- // Setup instance matrices.
- float mtxFloor[16];
- bx::mtxSRT(mtxFloor
- , 30.0f, 30.0f, 30.0f
- , 0.0f, 0.0f, 0.0f
- , 0.0f, 0.0f, 0.0f
- );
- float mtxBunny[16];
- bx::mtxSRT(mtxBunny
- , 5.0f, 5.0f, 5.0f
- , 0.0f, bx::pi - timeAccumulatorScene, 0.0f
- , 15.0f, 5.0f, 0.0f
- );
- float mtxHollowcube[16];
- bx::mtxSRT(mtxHollowcube
- , 2.5f, 2.5f, 2.5f
- , 0.0f, 1.56f - timeAccumulatorScene, 0.0f
- , 0.0f, 10.0f, 0.0f
- );
- float mtxCube[16];
- bx::mtxSRT(mtxCube
- , 2.5f, 2.5f, 2.5f
- , 0.0f, 1.56f - timeAccumulatorScene, 0.0f
- , -15.0f, 5.0f, 0.0f
- );
- // Define matrices.
- float lightView[16];
- float lightProj[16];
- eye[0] = -lightPos[0];
- eye[1] = -lightPos[1];
- eye[2] = -lightPos[2];
- at[0] = 0.0f;
- at[1] = 0.0f;
- at[2] = 0.0f;
- bx::mtxLookAt(lightView, eye, at);
- const float area = 30.0f;
- bx::mtxOrtho(lightProj, -area, area, -area, area, -100.0f, 100.0f);
- bgfx::setViewRect(RENDER_SHADOW_PASS_ID, 0, 0, shadowMapSize, shadowMapSize);
- bgfx::setViewFrameBuffer(RENDER_SHADOW_PASS_ID, shadowMapFB);
- bgfx::setViewTransform(RENDER_SHADOW_PASS_ID, lightView, lightProj);
- bgfx::setViewRect(RENDER_SCENE_PASS_ID, 0, 0, width, height);
- bgfx::setViewTransform(RENDER_SCENE_PASS_ID, view, proj);
- // Clear backbuffer and shadowmap framebuffer at beginning.
- bgfx::setViewClear(RENDER_SHADOW_PASS_ID
- , BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
- , 0x303030ff, 1.0f, 0
- );
- bgfx::setViewClear(RENDER_SCENE_PASS_ID
- , BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
- , 0x303030ff, 1.0f, 0
- );
- // Render.
- float mtxShadow[16];
- float lightMtx[16];
- const float sy = flipV ? 0.5f : -0.5f;
- const float mtxCrop[16] =
- {
- 0.5f, 0.0f, 0.0f, 0.0f,
- 0.0f, sy, 0.0f, 0.0f,
- 0.0f, 0.0f, 0.5f, 0.0f,
- 0.5f, 0.5f, 0.5f, 1.0f,
- };
- float mtxTmp[16];
- bx::mtxMul(mtxTmp, lightProj, mtxCrop);
- bx::mtxMul(mtxShadow, lightView, mtxTmp);
- // Floor.
- bx::mtxMul(lightMtx, mtxFloor, mtxShadow);
- bgfx::setUniform(u_lightMtx, lightMtx);
- uint32_t cached = bgfx::setTransform(mtxFloor);
- for (uint32_t pass = 0; pass < 2; ++pass)
- {
- const MeshState& st = *state[pass];
- bgfx::setTransform(cached);
- for (uint8_t tex = 0; tex < st.m_numTextures; ++tex)
- {
- const MeshState::Texture& texture = st.m_textures[tex];
- bgfx::setTexture(texture.m_stage
- , texture.m_sampler
- , texture.m_texture
- , texture.m_flags
- );
- }
- bgfx::setUniform(u_lightMtx, lightMtx);
- bgfx::setIndexBuffer(ibh);
- bgfx::setVertexBuffer(vbh);
- bgfx::setState(st.m_state);
- bgfx::submit(st.m_viewId, st.m_program);
- }
- // Bunny.
- bx::mtxMul(lightMtx, mtxBunny, mtxShadow);
- bgfx::setUniform(u_lightMtx, lightMtx);
- meshSubmit(bunny, &state[0], 1, mtxBunny);
- bgfx::setUniform(u_lightMtx, lightMtx);
- meshSubmit(bunny, &state[1], 1, mtxBunny);
- // Hollow cube.
- bx::mtxMul(lightMtx, mtxHollowcube, mtxShadow);
- bgfx::setUniform(u_lightMtx, lightMtx);
- meshSubmit(hollowcube, &state[0], 1, mtxHollowcube);
- bgfx::setUniform(u_lightMtx, lightMtx);
- meshSubmit(hollowcube, &state[1], 1, mtxHollowcube);
- // Cube.
- bx::mtxMul(lightMtx, mtxCube, mtxShadow);
- bgfx::setUniform(u_lightMtx, lightMtx);
- meshSubmit(cube, &state[0], 1, mtxCube);
- bgfx::setUniform(u_lightMtx, lightMtx);
- meshSubmit(cube, &state[1], 1, mtxCube);
- // Advance to next frame. Rendering thread will be kicked to
- // process submitted rendering primitives.
- bgfx::frame();
- }
- meshUnload(bunny);
- meshUnload(cube);
- meshUnload(hollowcube);
- meshStateDestroy(state[0]);
- meshStateDestroy(state[1]);
- bgfx::destroyVertexBuffer(vbh);
- bgfx::destroyIndexBuffer(ibh);
- bgfx::destroyProgram(progShadow);
- bgfx::destroyProgram(progMesh);
- bgfx::destroyFrameBuffer(shadowMapFB);
- bgfx::destroyUniform(u_shadowMap);
- bgfx::destroyUniform(u_lightPos);
- bgfx::destroyUniform(u_lightMtx);
- // Shutdown bgfx.
- bgfx::shutdown();
- return 0;
- }
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