deferred.cpp 28 KB

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  1. /*
  2. * Copyright 2011-2022 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.resolution.width = m_width;
  180. init.resolution.height = m_height;
  181. init.resolution.reset = m_reset;
  182. bgfx::init(init);
  183. // Enable m_debug text.
  184. bgfx::setDebug(m_debug);
  185. // Set palette color for index 0
  186. bgfx::setPaletteColor(0, UINT32_C(0x00000000) );
  187. // Set palette color for index 1
  188. bgfx::setPaletteColor(1, UINT32_C(0x303030ff) );
  189. // Set geometry pass view clear state.
  190. bgfx::setViewClear(kRenderPassGeometry
  191. , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
  192. , 1.0f
  193. , 0
  194. , 1
  195. , 0
  196. );
  197. // Set light pass view clear state.
  198. bgfx::setViewClear(kRenderPassLight
  199. , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
  200. , 1.0f
  201. , 0
  202. , 0
  203. );
  204. // Create vertex stream declaration.
  205. PosNormalTangentTexcoordVertex::init();
  206. PosTexCoord0Vertex::init();
  207. DebugVertex::init();
  208. calcTangents(s_cubeVertices
  209. , BX_COUNTOF(s_cubeVertices)
  210. , PosNormalTangentTexcoordVertex::ms_layout
  211. , s_cubeIndices
  212. , BX_COUNTOF(s_cubeIndices)
  213. );
  214. // Create static vertex buffer.
  215. m_vbh = bgfx::createVertexBuffer(
  216. bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) )
  217. , PosNormalTangentTexcoordVertex::ms_layout
  218. );
  219. // Create static index buffer.
  220. m_ibh = bgfx::createIndexBuffer(bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) ) );
  221. // Create texture sampler uniforms.
  222. s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Sampler);
  223. s_texNormal = bgfx::createUniform("s_texNormal", bgfx::UniformType::Sampler);
  224. s_albedo = bgfx::createUniform("s_albedo", bgfx::UniformType::Sampler);
  225. s_normal = bgfx::createUniform("s_normal", bgfx::UniformType::Sampler);
  226. s_depth = bgfx::createUniform("s_depth", bgfx::UniformType::Sampler);
  227. s_light = bgfx::createUniform("s_light", bgfx::UniformType::Sampler);
  228. u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Mat4);
  229. u_lightPosRadius = bgfx::createUniform("u_lightPosRadius", bgfx::UniformType::Vec4);
  230. u_lightRgbInnerR = bgfx::createUniform("u_lightRgbInnerR", bgfx::UniformType::Vec4);
  231. u_layer = bgfx::createUniform("u_layer", bgfx::UniformType::Vec4);
  232. // Create program from shaders.
  233. m_geomProgram = loadProgram("vs_deferred_geom", "fs_deferred_geom");
  234. m_lightProgram = loadProgram("vs_deferred_light", "fs_deferred_light");
  235. m_combineProgram = loadProgram("vs_deferred_combine", "fs_deferred_combine");
  236. m_debugProgram = loadProgram("vs_deferred_debug", "fs_deferred_debug");
  237. m_lineProgram = loadProgram("vs_deferred_debug_line", "fs_deferred_debug_line");
  238. m_useTArray = false;
  239. m_useUav = false;
  240. if (0 != (BGFX_CAPS_TEXTURE_2D_ARRAY & bgfx::getCaps()->supported) )
  241. {
  242. m_lightTaProgram = loadProgram("vs_deferred_light", "fs_deferred_light_ta");
  243. m_combineTaProgram = loadProgram("vs_deferred_combine", "fs_deferred_combine_ta");
  244. m_debugTaProgram = loadProgram("vs_deferred_debug", "fs_deferred_debug_ta");
  245. }
  246. else
  247. {
  248. m_lightTaProgram = BGFX_INVALID_HANDLE;
  249. m_combineTaProgram = BGFX_INVALID_HANDLE;
  250. m_debugTaProgram = BGFX_INVALID_HANDLE;
  251. }
  252. if (0 != (BGFX_CAPS_IMAGE_RW & bgfx::getCaps()->supported)
  253. && 0 != (BGFX_CAPS_FORMAT_TEXTURE_IMAGE_READ & bgfx::getCaps()->formats[bgfx::TextureFormat::RGBA8])
  254. && 0 != (BGFX_CAPS_FORMAT_TEXTURE_IMAGE_WRITE & bgfx::getCaps()->formats[bgfx::TextureFormat::RGBA8]) )
  255. {
  256. m_clearUavProgram = loadProgram("vs_deferred_light", "fs_deferred_clear_uav");
  257. m_lightUavProgram = loadProgram("vs_deferred_light", "fs_deferred_light_uav");
  258. }
  259. else
  260. {
  261. m_lightUavProgram = BGFX_INVALID_HANDLE;
  262. m_clearUavProgram = BGFX_INVALID_HANDLE;
  263. }
  264. // Load diffuse texture.
  265. m_textureColor = loadTexture("textures/fieldstone-rgba.dds");
  266. // Load normal texture.
  267. m_textureNormal = loadTexture("textures/fieldstone-n.dds");
  268. m_lightBufferTex.idx = bgfx::kInvalidHandle;
  269. m_gbufferTex[0].idx = bgfx::kInvalidHandle;
  270. m_gbufferTex[1].idx = bgfx::kInvalidHandle;
  271. m_gbufferTex[2].idx = bgfx::kInvalidHandle;
  272. m_gbuffer.idx = bgfx::kInvalidHandle;
  273. m_lightBuffer.idx = bgfx::kInvalidHandle;
  274. // Imgui.
  275. imguiCreate();
  276. m_timeOffset = bx::getHPCounter();
  277. const bgfx::RendererType::Enum renderer = bgfx::getRendererType();
  278. s_texelHalf = bgfx::RendererType::Direct3D9 == renderer ? 0.5f : 0.0f;
  279. // Get renderer capabilities info.
  280. m_caps = bgfx::getCaps();
  281. m_oldWidth = 0;
  282. m_oldHeight = 0;
  283. m_oldReset = m_reset;
  284. m_scrollArea = 0;
  285. m_numLights = 512;
  286. m_lightAnimationSpeed = 0.3f;
  287. m_animateMesh = true;
  288. m_showScissorRects = false;
  289. m_showGBuffer = true;
  290. cameraCreate();
  291. cameraSetPosition({ 0.0f, 0.0f, -15.0f });
  292. cameraSetVerticalAngle(0.0f);
  293. }
  294. virtual int shutdown() override
  295. {
  296. // Cleanup.
  297. cameraDestroy();
  298. imguiDestroy();
  299. if (bgfx::isValid(m_gbuffer) )
  300. {
  301. bgfx::destroy(m_gbuffer);
  302. }
  303. if (bgfx::isValid(m_lightBuffer) )
  304. {
  305. bgfx::destroy(m_lightBuffer);
  306. }
  307. if (bgfx::isValid(m_lightBufferTex) )
  308. {
  309. bgfx::destroy(m_lightBufferTex);
  310. }
  311. bgfx::destroy(m_ibh);
  312. bgfx::destroy(m_vbh);
  313. bgfx::destroy(m_geomProgram);
  314. bgfx::destroy(m_lightProgram);
  315. if (bgfx::isValid(m_lightTaProgram) )
  316. {
  317. bgfx::destroy(m_lightTaProgram);
  318. }
  319. if (bgfx::isValid(m_lightUavProgram) )
  320. {
  321. bgfx::destroy(m_lightUavProgram);
  322. bgfx::destroy(m_clearUavProgram);
  323. }
  324. bgfx::destroy(m_combineProgram);
  325. if (bgfx::isValid(m_combineTaProgram) )
  326. {
  327. bgfx::destroy(m_combineTaProgram);
  328. }
  329. bgfx::destroy(m_debugProgram);
  330. if (bgfx::isValid(m_debugTaProgram) )
  331. {
  332. bgfx::destroy(m_debugTaProgram);
  333. }
  334. bgfx::destroy(m_lineProgram);
  335. bgfx::destroy(m_textureColor);
  336. bgfx::destroy(m_textureNormal);
  337. bgfx::destroy(s_texColor);
  338. bgfx::destroy(s_texNormal);
  339. bgfx::destroy(s_albedo);
  340. bgfx::destroy(s_normal);
  341. bgfx::destroy(s_depth);
  342. bgfx::destroy(s_light);
  343. bgfx::destroy(u_layer);
  344. bgfx::destroy(u_lightPosRadius);
  345. bgfx::destroy(u_lightRgbInnerR);
  346. bgfx::destroy(u_mtx);
  347. // Shutdown bgfx.
  348. bgfx::shutdown();
  349. return 0;
  350. }
  351. bool update() override
  352. {
  353. if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
  354. {
  355. imguiBeginFrame(m_mouseState.m_mx
  356. , m_mouseState.m_my
  357. , (m_mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
  358. | (m_mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
  359. | (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
  360. , m_mouseState.m_mz
  361. , uint16_t(m_width)
  362. , uint16_t(m_height)
  363. );
  364. showExampleDialog(this);
  365. int64_t now = bx::getHPCounter();
  366. static int64_t last = now;
  367. const int64_t frameTime = now - last;
  368. last = now;
  369. const double freq = double(bx::getHPFrequency() );
  370. const float deltaTime = float(frameTime/freq);
  371. float time = (float)( (now-m_timeOffset)/freq);
  372. ImGui::SetNextWindowPos(
  373. ImVec2(m_width - m_width / 5.0f - 10.0f, 10.0f)
  374. , ImGuiCond_FirstUseEver
  375. );
  376. ImGui::SetNextWindowSize(
  377. ImVec2(m_width / 5.0f, m_height / 3.0f)
  378. , ImGuiCond_FirstUseEver
  379. );
  380. ImGui::Begin("Settings", NULL, 0);
  381. ImGui::SliderInt("Num lights", &m_numLights, 1, 2048);
  382. ImGui::Checkbox("Show G-Buffer.", &m_showGBuffer);
  383. ImGui::Checkbox("Show light scissor.", &m_showScissorRects);
  384. if (bgfx::isValid(m_lightTaProgram))
  385. {
  386. ImGui::Checkbox("Use texture array frame buffer.", &m_useTArray);
  387. }
  388. else
  389. {
  390. ImGui::Text("Texture array frame buffer is not supported.");
  391. }
  392. if (bgfx::isValid(m_lightUavProgram))
  393. {
  394. ImGui::Checkbox("Use UAV.", &m_useUav);
  395. }
  396. else
  397. {
  398. ImGui::Text("UAV is not supported.");
  399. }
  400. ImGui::Checkbox("Animate mesh.", &m_animateMesh);
  401. ImGui::SliderFloat("Anim.speed", &m_lightAnimationSpeed, 0.0f, 0.4f);
  402. ImGui::End();
  403. if (2 > m_caps->limits.maxFBAttachments)
  404. {
  405. // When multiple render targets (MRT) is not supported by GPU,
  406. // implement alternative code path that doesn't use MRT.
  407. bool blink = uint32_t(time*3.0f)&1;
  408. bgfx::dbgTextPrintf(0, 0, blink ? 0x4f : 0x04, " MRT not supported by GPU. ");
  409. // Set view 0 default viewport.
  410. bgfx::setViewRect(0, 0, 0, uint16_t(m_width), uint16_t(m_height) );
  411. // This dummy draw call is here to make sure that view 0 is cleared
  412. // if no other draw calls are submitted to view 0.
  413. bgfx::touch(0);
  414. }
  415. else
  416. {
  417. if (m_oldWidth != m_width
  418. || m_oldHeight != m_height
  419. || m_oldReset != m_reset
  420. || m_oldUseTArray != m_useTArray
  421. || m_oldUseUav != m_useUav
  422. || !bgfx::isValid(m_gbuffer) )
  423. {
  424. // Recreate variable size render targets when resolution changes.
  425. m_oldWidth = m_width;
  426. m_oldHeight = m_height;
  427. m_oldReset = m_reset;
  428. m_oldUseTArray = m_useTArray;
  429. m_oldUseUav = m_useUav;
  430. if (bgfx::isValid(m_gbuffer) )
  431. {
  432. bgfx::destroy(m_gbuffer);
  433. m_gbufferTex[0].idx = bgfx::kInvalidHandle;
  434. m_gbufferTex[1].idx = bgfx::kInvalidHandle;
  435. m_gbufferTex[2].idx = bgfx::kInvalidHandle;
  436. }
  437. const uint64_t tsFlags = 0
  438. | BGFX_SAMPLER_MIN_POINT
  439. | BGFX_SAMPLER_MAG_POINT
  440. | BGFX_SAMPLER_MIP_POINT
  441. | BGFX_SAMPLER_U_CLAMP
  442. | BGFX_SAMPLER_V_CLAMP
  443. ;
  444. bgfx::Attachment gbufferAt[3];
  445. if (m_useTArray)
  446. {
  447. m_gbufferTex[0] = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 2, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT | tsFlags);
  448. gbufferAt[0].init(m_gbufferTex[0], bgfx::Access::Write, 0);
  449. gbufferAt[1].init(m_gbufferTex[0], bgfx::Access::Write, 1);
  450. }
  451. else
  452. {
  453. m_gbufferTex[0] = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT | tsFlags);
  454. m_gbufferTex[1] = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT | tsFlags);
  455. gbufferAt[0].init(m_gbufferTex[0]);
  456. gbufferAt[1].init(m_gbufferTex[1]);
  457. }
  458. bgfx::TextureFormat::Enum depthFormat =
  459. bgfx::isTextureValid(0, false, 1, bgfx::TextureFormat::D32F, BGFX_TEXTURE_RT | tsFlags)
  460. ? bgfx::TextureFormat::D32F
  461. : bgfx::TextureFormat::D24
  462. ;
  463. m_gbufferTex[2] = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, depthFormat, BGFX_TEXTURE_RT | tsFlags);
  464. gbufferAt[2].init(m_gbufferTex[2]);
  465. m_gbuffer = bgfx::createFrameBuffer(BX_COUNTOF(gbufferAt), gbufferAt, true);
  466. if (bgfx::isValid(m_lightBuffer) )
  467. {
  468. bgfx::destroy(m_lightBuffer);
  469. m_lightBuffer.idx = bgfx::kInvalidHandle;
  470. }
  471. if (bgfx::isValid(m_lightBufferTex))
  472. {
  473. bgfx::destroy(m_lightBufferTex);
  474. m_lightBufferTex.idx = bgfx::kInvalidHandle;
  475. }
  476. if (m_useUav)
  477. {
  478. m_lightBufferTex = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::RGBA8, BGFX_TEXTURE_COMPUTE_WRITE | tsFlags);
  479. }
  480. else
  481. {
  482. m_lightBufferTex = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT | tsFlags);
  483. m_lightBuffer = bgfx::createFrameBuffer(1, &m_lightBufferTex, true);
  484. }
  485. }
  486. // Update camera.
  487. cameraUpdate(deltaTime, m_mouseState, ImGui::MouseOverArea() );
  488. float view[16];
  489. cameraGetViewMtx(view);
  490. // Setup views
  491. float vp[16];
  492. float invMvp[16];
  493. {
  494. bgfx::setViewRect(kRenderPassGeometry, 0, 0, uint16_t(m_width), uint16_t(m_height) );
  495. bgfx::setViewRect(kRenderPassClearUav, 0, 0, uint16_t(m_width), uint16_t(m_height) );
  496. bgfx::setViewRect(kRenderPassLight, 0, 0, uint16_t(m_width), uint16_t(m_height) );
  497. bgfx::setViewRect(kRenderPassCombine, 0, 0, uint16_t(m_width), uint16_t(m_height) );
  498. bgfx::setViewRect(kRenderPassDebugLights, 0, 0, uint16_t(m_width), uint16_t(m_height) );
  499. bgfx::setViewRect(kRenderPassDebugGBuffer, 0, 0, uint16_t(m_width), uint16_t(m_height) );
  500. if (!m_useUav)
  501. {
  502. bgfx::setViewFrameBuffer(kRenderPassLight, m_lightBuffer);
  503. }
  504. else
  505. {
  506. bgfx::setViewFrameBuffer(kRenderPassLight, BGFX_INVALID_HANDLE);
  507. }
  508. float proj[16];
  509. bx::mtxProj(proj, 60.0f, float(m_width)/float(m_height), 0.1f, 100.0f, m_caps->homogeneousDepth);
  510. bgfx::setViewFrameBuffer(kRenderPassGeometry, m_gbuffer);
  511. bgfx::setViewTransform(kRenderPassGeometry, view, proj);
  512. bx::mtxMul(vp, view, proj);
  513. bx::mtxInverse(invMvp, vp);
  514. const bgfx::Caps* caps = bgfx::getCaps();
  515. bx::mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f, 0.0f, caps->homogeneousDepth);
  516. bgfx::setViewTransform(kRenderPassClearUav, NULL, proj);
  517. bgfx::setViewTransform(kRenderPassLight, NULL, proj);
  518. bgfx::setViewTransform(kRenderPassCombine, NULL, proj);
  519. const float aspectRatio = float(m_height)/float(m_width);
  520. const float size = 10.0f;
  521. bx::mtxOrtho(proj, -size, size, size*aspectRatio, -size*aspectRatio, 0.0f, 1000.0f, 0.0f, caps->homogeneousDepth);
  522. bgfx::setViewTransform(kRenderPassDebugGBuffer, NULL, proj);
  523. bx::mtxOrtho(proj, 0.0f, (float)m_width, 0.0f, (float)m_height, 0.0f, 1000.0f, 0.0f, caps->homogeneousDepth);
  524. bgfx::setViewTransform(kRenderPassDebugLights, NULL, proj);
  525. }
  526. const uint32_t dim = 11;
  527. const float offset = (float(dim-1) * 3.0f) * 0.5f;
  528. // Draw into geometry pass.
  529. for (uint32_t yy = 0; yy < dim; ++yy)
  530. {
  531. for (uint32_t xx = 0; xx < dim; ++xx)
  532. {
  533. float mtx[16];
  534. if (m_animateMesh)
  535. {
  536. bx::mtxRotateXY(mtx, time*1.023f + xx*0.21f, time*0.03f + yy*0.37f);
  537. }
  538. else
  539. {
  540. bx::mtxIdentity(mtx);
  541. }
  542. mtx[12] = -offset + float(xx)*3.0f;
  543. mtx[13] = -offset + float(yy)*3.0f;
  544. mtx[14] = 0.0f;
  545. // Set transform for draw call.
  546. bgfx::setTransform(mtx);
  547. // Set vertex and index buffer.
  548. bgfx::setVertexBuffer(0, m_vbh);
  549. bgfx::setIndexBuffer(m_ibh);
  550. // Bind textures.
  551. bgfx::setTexture(0, s_texColor, m_textureColor);
  552. bgfx::setTexture(1, s_texNormal, m_textureNormal);
  553. // Set render states.
  554. bgfx::setState(0
  555. | BGFX_STATE_WRITE_RGB
  556. | BGFX_STATE_WRITE_A
  557. | BGFX_STATE_WRITE_Z
  558. | BGFX_STATE_DEPTH_TEST_LESS
  559. | BGFX_STATE_MSAA
  560. );
  561. // Submit primitive for rendering to view 0.
  562. bgfx::submit(kRenderPassGeometry, m_geomProgram);
  563. }
  564. }
  565. // Clear UAV texture
  566. if (m_useUav)
  567. {
  568. screenSpaceQuad( (float)m_width, (float)m_height, s_texelHalf, m_caps->originBottomLeft);
  569. bgfx::setViewFrameBuffer(kRenderPassClearUav, BGFX_INVALID_HANDLE);
  570. bgfx::setState(0);
  571. bgfx::setImage(2, m_lightBufferTex, 0, bgfx::Access::ReadWrite, bgfx::TextureFormat::RGBA8);
  572. bgfx::submit(kRenderPassClearUav, m_clearUavProgram);
  573. }
  574. // Draw lights into light buffer.
  575. for (int32_t light = 0; light < m_numLights; ++light)
  576. {
  577. bx::Sphere lightPosRadius;
  578. float lightTime = time * m_lightAnimationSpeed * (bx::sin(light/float(m_numLights) * bx::kPiHalf ) * 0.5f + 0.5f);
  579. lightPosRadius.center.x = bx::sin( ( (lightTime + light*0.47f) + bx::kPiHalf*1.37f ) )*offset;
  580. lightPosRadius.center.y = bx::cos( ( (lightTime + light*0.69f) + bx::kPiHalf*1.49f ) )*offset;
  581. lightPosRadius.center.z = bx::sin( ( (lightTime + light*0.37f) + bx::kPiHalf*1.57f ) )*2.0f;
  582. lightPosRadius.radius = 2.0f;
  583. bx::Aabb aabb;
  584. toAabb(aabb, lightPosRadius);
  585. const bx::Vec3 box[8] =
  586. {
  587. { aabb.min.x, aabb.min.y, aabb.min.z },
  588. { aabb.min.x, aabb.min.y, aabb.max.z },
  589. { aabb.min.x, aabb.max.y, aabb.min.z },
  590. { aabb.min.x, aabb.max.y, aabb.max.z },
  591. { aabb.max.x, aabb.min.y, aabb.min.z },
  592. { aabb.max.x, aabb.min.y, aabb.max.z },
  593. { aabb.max.x, aabb.max.y, aabb.min.z },
  594. { aabb.max.x, aabb.max.y, aabb.max.z },
  595. };
  596. bx::Vec3 xyz = bx::mulH(box[0], vp);
  597. bx::Vec3 min = xyz;
  598. bx::Vec3 max = xyz;
  599. for (uint32_t ii = 1; ii < 8; ++ii)
  600. {
  601. xyz = bx::mulH(box[ii], vp);
  602. min = bx::min(min, xyz);
  603. max = bx::max(max, xyz);
  604. }
  605. // Cull light if it's fully behind camera.
  606. if (max.z >= 0.0f)
  607. {
  608. const float x0 = bx::clamp( (min.x * 0.5f + 0.5f) * m_width, 0.0f, (float)m_width);
  609. const float y0 = bx::clamp( (min.y * 0.5f + 0.5f) * m_height, 0.0f, (float)m_height);
  610. const float x1 = bx::clamp( (max.x * 0.5f + 0.5f) * m_width, 0.0f, (float)m_width);
  611. const float y1 = bx::clamp( (max.y * 0.5f + 0.5f) * m_height, 0.0f, (float)m_height);
  612. if (m_showScissorRects)
  613. {
  614. bgfx::TransientVertexBuffer tvb;
  615. bgfx::TransientIndexBuffer tib;
  616. if (bgfx::allocTransientBuffers(&tvb, DebugVertex::ms_layout, 4, &tib, 8) )
  617. {
  618. uint32_t abgr = 0x8000ff00;
  619. DebugVertex* vertex = (DebugVertex*)tvb.data;
  620. vertex->m_x = x0;
  621. vertex->m_y = y0;
  622. vertex->m_z = 0.0f;
  623. vertex->m_abgr = abgr;
  624. ++vertex;
  625. vertex->m_x = x1;
  626. vertex->m_y = y0;
  627. vertex->m_z = 0.0f;
  628. vertex->m_abgr = abgr;
  629. ++vertex;
  630. vertex->m_x = x1;
  631. vertex->m_y = y1;
  632. vertex->m_z = 0.0f;
  633. vertex->m_abgr = abgr;
  634. ++vertex;
  635. vertex->m_x = x0;
  636. vertex->m_y = y1;
  637. vertex->m_z = 0.0f;
  638. vertex->m_abgr = abgr;
  639. uint16_t* indices = (uint16_t*)tib.data;
  640. *indices++ = 0;
  641. *indices++ = 1;
  642. *indices++ = 1;
  643. *indices++ = 2;
  644. *indices++ = 2;
  645. *indices++ = 3;
  646. *indices++ = 3;
  647. *indices++ = 0;
  648. bgfx::setVertexBuffer(0, &tvb);
  649. bgfx::setIndexBuffer(&tib);
  650. bgfx::setState(0
  651. | BGFX_STATE_WRITE_RGB
  652. | BGFX_STATE_PT_LINES
  653. | BGFX_STATE_BLEND_ALPHA
  654. );
  655. bgfx::submit(kRenderPassDebugLights, m_lineProgram);
  656. }
  657. }
  658. uint8_t val = light&7;
  659. float lightRgbInnerR[4] =
  660. {
  661. val & 0x1 ? 1.0f : 0.25f,
  662. val & 0x2 ? 1.0f : 0.25f,
  663. val & 0x4 ? 1.0f : 0.25f,
  664. 0.8f,
  665. };
  666. // Draw light.
  667. bgfx::setUniform(u_lightPosRadius, &lightPosRadius);
  668. bgfx::setUniform(u_lightRgbInnerR, lightRgbInnerR);
  669. bgfx::setUniform(u_mtx, invMvp);
  670. const uint16_t scissorHeight = uint16_t(y1-y0);
  671. bgfx::setScissor(uint16_t(x0), uint16_t(m_height-scissorHeight-y0), uint16_t(x1-x0), uint16_t(scissorHeight) );
  672. bgfx::setTexture(0, s_normal, bgfx::getTexture(m_gbuffer, 1) );
  673. bgfx::setTexture(1, s_depth, bgfx::getTexture(m_gbuffer, 2) );
  674. bgfx::setState(0
  675. | BGFX_STATE_WRITE_RGB
  676. | BGFX_STATE_WRITE_A
  677. | BGFX_STATE_BLEND_ADD
  678. );
  679. screenSpaceQuad( (float)m_width, (float)m_height, s_texelHalf, m_caps->originBottomLeft);
  680. if (bgfx::isValid(m_lightTaProgram)
  681. && m_useTArray)
  682. {
  683. bgfx::submit(kRenderPassLight, m_lightTaProgram);
  684. }
  685. else if (bgfx::isValid(m_lightUavProgram)
  686. && m_useUav)
  687. {
  688. bgfx::setViewFrameBuffer(kRenderPassLight, BGFX_INVALID_HANDLE);
  689. bgfx::setState(0);
  690. bgfx::setImage(3, m_lightBufferTex, 0, bgfx::Access::ReadWrite, bgfx::TextureFormat::RGBA8);
  691. bgfx::submit(kRenderPassLight, m_lightUavProgram);
  692. }
  693. else
  694. {
  695. bgfx::submit(kRenderPassLight, m_lightProgram);
  696. }
  697. }
  698. }
  699. // Combine color and light buffers.
  700. bgfx::setTexture(0, s_albedo, bgfx::getTexture(m_gbuffer, 0) );
  701. bgfx::setTexture(1, s_light, m_lightBufferTex);
  702. bgfx::setState(0
  703. | BGFX_STATE_WRITE_RGB
  704. | BGFX_STATE_WRITE_A
  705. );
  706. screenSpaceQuad( (float)m_width, (float)m_height, s_texelHalf, m_caps->originBottomLeft);
  707. if (bgfx::isValid(m_lightTaProgram)
  708. && m_useTArray)
  709. {
  710. bgfx::submit(kRenderPassCombine, m_combineTaProgram);
  711. }
  712. else
  713. {
  714. bgfx::submit(kRenderPassCombine, m_combineProgram);
  715. }
  716. if (m_showGBuffer)
  717. {
  718. const float aspectRatio = float(m_width)/float(m_height);
  719. // Draw m_debug m_gbuffer.
  720. for (uint8_t ii = 0; ii < BX_COUNTOF(m_gbufferTex); ++ii)
  721. {
  722. float mtx[16];
  723. bx::mtxSRT(mtx
  724. , aspectRatio, 1.0f, 1.0f
  725. , 0.0f, 0.0f, 0.0f
  726. , -7.9f - BX_COUNTOF(m_gbufferTex)*0.1f*0.5f + ii*2.1f*aspectRatio, 4.0f, 0.0f
  727. );
  728. bgfx::setTransform(mtx);
  729. bgfx::setVertexBuffer(0, m_vbh);
  730. bgfx::setIndexBuffer(m_ibh, 0, 6);
  731. bgfx::setTexture(0, s_texColor, bgfx::getTexture(m_gbuffer, ii) );
  732. bgfx::setState(BGFX_STATE_WRITE_RGB);
  733. if (ii != BX_COUNTOF(m_gbufferTex) - 1
  734. && bgfx::isValid(m_lightTaProgram)
  735. && m_useTArray)
  736. {
  737. const float layer[4] = { float(ii) };
  738. bgfx::setUniform(u_layer, layer);
  739. bgfx::submit(kRenderPassDebugGBuffer, m_debugTaProgram);
  740. }
  741. else
  742. {
  743. bgfx::submit(kRenderPassDebugGBuffer, m_debugProgram);
  744. }
  745. }
  746. }
  747. }
  748. imguiEndFrame();
  749. // Advance to next frame. Rendering thread will be kicked to
  750. // process submitted rendering primitives.
  751. bgfx::frame();
  752. return true;
  753. }
  754. return false;
  755. }
  756. bgfx::VertexBufferHandle m_vbh;
  757. bgfx::IndexBufferHandle m_ibh;
  758. bgfx::UniformHandle s_texColor;
  759. bgfx::UniformHandle s_texNormal;
  760. bgfx::UniformHandle s_albedo;
  761. bgfx::UniformHandle s_normal;
  762. bgfx::UniformHandle s_depth;
  763. bgfx::UniformHandle s_light;
  764. bgfx::UniformHandle u_mtx;
  765. bgfx::UniformHandle u_lightPosRadius;
  766. bgfx::UniformHandle u_lightRgbInnerR;
  767. bgfx::UniformHandle u_layer;
  768. bgfx::ProgramHandle m_geomProgram;
  769. bgfx::ProgramHandle m_lightProgram;
  770. bgfx::ProgramHandle m_lightTaProgram;
  771. bgfx::ProgramHandle m_lightUavProgram;
  772. bgfx::ProgramHandle m_clearUavProgram;
  773. bgfx::ProgramHandle m_combineProgram;
  774. bgfx::ProgramHandle m_combineTaProgram;
  775. bgfx::ProgramHandle m_debugProgram;
  776. bgfx::ProgramHandle m_debugTaProgram;
  777. bgfx::ProgramHandle m_lineProgram;
  778. bgfx::TextureHandle m_textureColor;
  779. bgfx::TextureHandle m_textureNormal;
  780. bgfx::TextureHandle m_gbufferTex[3];
  781. bgfx::TextureHandle m_lightBufferTex;
  782. bgfx::FrameBufferHandle m_gbuffer;
  783. bgfx::FrameBufferHandle m_lightBuffer;
  784. uint32_t m_width;
  785. uint32_t m_height;
  786. uint32_t m_debug;
  787. uint32_t m_reset;
  788. uint32_t m_oldWidth;
  789. uint32_t m_oldHeight;
  790. uint32_t m_oldReset;
  791. bool m_useTArray;
  792. bool m_oldUseTArray;
  793. bool m_useUav;
  794. bool m_oldUseUav;
  795. int32_t m_scrollArea;
  796. int32_t m_numLights;
  797. float m_lightAnimationSpeed;
  798. bool m_animateMesh;
  799. bool m_showScissorRects;
  800. bool m_showGBuffer;
  801. entry::MouseState m_mouseState;
  802. const bgfx::Caps* m_caps;
  803. int64_t m_timeOffset;
  804. };
  805. } // namespace
  806. ENTRY_IMPLEMENT_MAIN(
  807. ExampleDeferred
  808. , "21-deferred"
  809. , "MRT rendering and deferred shading."
  810. , "https://bkaradzic.github.io/bgfx/examples.html#deferred"
  811. );