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