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- /*
- * Copyright 2016 Joseph Cherlin. All rights reserved.
- * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
- */
- #include <common.h>
- #include <camera.h>
- #include <bgfx_utils.h>
- #include <imgui/imgui.h>
- #include <bx/rng.h>
- namespace
- {
- /*
- * Intro
- * =====
- *
- * RSM (reflective shadow map) is a technique for global illumination.
- * It is similar to shadow map. It piggybacks on the shadow map, in fact.
- *
- * RSM is compatible with any type of lighting which can handle handle
- * a lot of point lights. This sample happens to use a deferred renderer,
- * but other types would work.
- *
- * Overview:
- *
- * - Draw into G-Buffer
- * - Draw Shadow Map (with RSM piggybacked on)
- * - Populate light buffer
- * - Deferred "combine" pass.
- *
- * Details
- * =======
- *
- * ## G-Buffer
- *
- * Typical G-Buffer with normals, color, depth.
- *
- * ## RSM
- *
- * A typical shadow map, except it also outputs to a "RSM" buffer.
- * The RSM contains the color of the item drawn, as well as a scalar value which represents
- * how much light would bounce off of the surface if it were hit with light from the origin
- * of the shadow map.
- *
- * ## Light Buffer
- *
- * We draw a lot of spheres into the light buffer. These spheres are called VPL (virtual
- * point lights). VPLs represent bounced light, and let us eliminate the classic "ambient"
- * term. Instead of us supplying their world space position in a transform matrix,
- * VPLs gain their position from the shadow map from step 2, using an unprojection. They gain
- * their color from the RSM. You could also store their position in a buffer while drawing shadows,
- * I'm just using depth to keep the sample smaller.
- *
- * ## Deferred combine
- *
- * Typical combine used in almost any sort of deferred renderer.
- *
- * References
- * ==========
- *
- * http: *www.bpeers.com/blog/?itemid=517
- *
- */
- // Render passes
- #define RENDER_PASS_GBUFFER 0 // GBuffer for normals and albedo
- #define RENDER_PASS_SHADOW_MAP 1 // Draw into the shadow map (RSM and regular shadow map at same time)
- #define RENDER_PASS_LIGHT_BUFFER 2 // Light buffer for point lights
- #define RENDER_PASS_COMBINE 3 // Directional light and final result
- // Gbuffer has multiple render targets
- #define GBUFFER_RT_NORMAL 0
- #define GBUFFER_RT_COLOR 1
- #define GBUFFER_RT_DEPTH 2
- // Shadow map has multiple render targets
- #define SHADOW_RT_RSM 0 // In this algorithm, shadows write lighting info as well.
- #define SHADOW_RT_DEPTH 1 // Shadow maps always write a depth
- // Random meshes we draw
- #define MODEL_COUNT 222 // In this demo, a model is a mesh plus a transform and a color
- #define SHADOW_MAP_DIM 512
- #define LIGHT_DIST 10.0f
- static const char * s_meshPaths[] =
- {
- "meshes/cube.bin",
- "meshes/orb.bin",
- "meshes/column.bin",
- "meshes/bunny.bin",
- "meshes/tree.bin",
- "meshes/hollowcube.bin"
- };
- static const float s_meshScale[] =
- {
- 0.25f,
- 0.5f,
- 0.05f,
- 0.5f,
- 0.05f,
- 0.05f
- };
- // Vertex layout for our screen space quad (used in deferred rendering)
- struct PosTexCoord0Vertex
- {
- float m_x;
- float m_y;
- float m_z;
- float m_u;
- float m_v;
- static void init()
- {
- ms_layout
- .begin()
- .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
- .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
- .end();
- }
- static bgfx::VertexLayout ms_layout;
- };
- bgfx::VertexLayout PosTexCoord0Vertex::ms_layout;
- // Utility function to draw a screen space quad for deferred rendering
- void screenSpaceQuad(bool _originBottomLeft, float _width = 1.0f, float _height = 1.0f)
- {
- if (3 == bgfx::getAvailTransientVertexBuffer(3, PosTexCoord0Vertex::ms_layout) )
- {
- bgfx::TransientVertexBuffer vb;
- bgfx::allocTransientVertexBuffer(&vb, 3, PosTexCoord0Vertex::ms_layout);
- PosTexCoord0Vertex* vertex = (PosTexCoord0Vertex*)vb.data;
- const float minx = -_width;
- const float maxx = _width;
- const float miny = 0.0f;
- const float maxy = _height*2.0f;
- const float minu = -1.0f;
- const float maxu = 1.0f;
- const float zz = 0.0f;
- float minv = 0.0f;
- float maxv = 2.0f;
- if (_originBottomLeft)
- {
- float temp = minv;
- minv = maxv;
- maxv = temp;
- minv -= 1.0f;
- maxv -= 1.0f;
- }
- vertex[0].m_x = minx;
- vertex[0].m_y = miny;
- vertex[0].m_z = zz;
- vertex[0].m_u = minu;
- vertex[0].m_v = minv;
- vertex[1].m_x = maxx;
- vertex[1].m_y = miny;
- vertex[1].m_z = zz;
- vertex[1].m_u = maxu;
- vertex[1].m_v = minv;
- vertex[2].m_x = maxx;
- vertex[2].m_y = maxy;
- vertex[2].m_z = zz;
- vertex[2].m_u = maxu;
- vertex[2].m_v = maxv;
- bgfx::setVertexBuffer(0, &vb);
- }
- }
- class ExampleRSM : public entry::AppI
- {
- public:
- ExampleRSM(const char* _name, const char* _description, const char* _url)
- : entry::AppI(_name, _description, _url)
- , m_reading(0)
- , m_currFrame(UINT32_MAX)
- , m_cameraSpin(false)
- , m_lightElevation(35.0f)
- , m_lightAzimuth(215.0f)
- , m_rsmAmount(0.25f)
- , m_vplRadius(3.0f)
- {
- }
- void init(int32_t _argc, const char* const* _argv, uint32_t _width, uint32_t _height) override
- {
- Args args(_argc, _argv);
- m_width = _width;
- m_height = _height;
- m_debug = BGFX_DEBUG_NONE;
- m_reset = BGFX_RESET_VSYNC;
- bgfx::Init init;
- init.type = args.m_type;
- init.vendorId = args.m_pciId;
- init.platformData.nwh = entry::getNativeWindowHandle(entry::kDefaultWindowHandle);
- init.platformData.ndt = entry::getNativeDisplayHandle();
- init.platformData.type = entry::getNativeWindowHandleType(entry::kDefaultWindowHandle);
- init.resolution.width = m_width;
- init.resolution.height = m_height;
- init.resolution.reset = m_reset;
- bgfx::init(init);
- // Enable debug text.
- bgfx::setDebug(m_debug);
- // Labeling for renderdoc captures, etc
- bgfx::setViewName(RENDER_PASS_GBUFFER, "gbuffer" );
- bgfx::setViewName(RENDER_PASS_SHADOW_MAP, "shadow map" );
- bgfx::setViewName(RENDER_PASS_LIGHT_BUFFER, "light buffer");
- bgfx::setViewName(RENDER_PASS_COMBINE, "post combine");
- // Set up screen clears
- bgfx::setViewClear(RENDER_PASS_GBUFFER
- , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
- , 0
- , 1.0f
- , 0
- );
- bgfx::setViewClear(RENDER_PASS_LIGHT_BUFFER
- , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
- , 0
- , 1.0f
- , 0
- );
- bgfx::setViewClear(RENDER_PASS_SHADOW_MAP
- , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
- , 0
- , 1.0f
- , 0
- );
- // Create uniforms
- u_tint = bgfx::createUniform("u_tint", bgfx::UniformType::Vec4); // Tint for when you click on items
- u_lightDir = bgfx::createUniform("u_lightDir", bgfx::UniformType::Vec4); // Single directional light for entire scene
- u_sphereInfo = bgfx::createUniform("u_sphereInfo", bgfx::UniformType::Vec4); // Info for RSM
- u_invMvp = bgfx::createUniform("u_invMvp", bgfx::UniformType::Mat4); // Matrix needed in light buffer
- u_invMvpShadow = bgfx::createUniform("u_invMvpShadow", bgfx::UniformType::Mat4); // Matrix needed in light buffer
- u_lightMtx = bgfx::createUniform("u_lightMtx", bgfx::UniformType::Mat4); // Matrix needed to use shadow map (world to shadow space)
- u_shadowDimsInv = bgfx::createUniform("u_shadowDimsInv", bgfx::UniformType::Vec4); // Used in PCF
- u_rsmAmount = bgfx::createUniform("u_rsmAmount", bgfx::UniformType::Vec4); // How much RSM to use vs directional light
- // Create texture sampler uniforms (used when we bind textures)
- s_normal = bgfx::createUniform("s_normal", bgfx::UniformType::Sampler); // Normal gbuffer
- s_depth = bgfx::createUniform("s_depth", bgfx::UniformType::Sampler); // Normal gbuffer
- s_color = bgfx::createUniform("s_color", bgfx::UniformType::Sampler); // Color (albedo) gbuffer
- s_light = bgfx::createUniform("s_light", bgfx::UniformType::Sampler); // Light buffer
- s_shadowMap = bgfx::createUniform("s_shadowMap", bgfx::UniformType::Sampler); // Shadow map
- s_rsm = bgfx::createUniform("s_rsm", bgfx::UniformType::Sampler); // Reflective shadow map
- // Create program from shaders.
- m_gbufferProgram = loadProgram("vs_rsm_gbuffer", "fs_rsm_gbuffer"); // Gbuffer
- m_shadowProgram = loadProgram("vs_rsm_shadow", "fs_rsm_shadow" ); // Drawing shadow map
- m_lightProgram = loadProgram("vs_rsm_lbuffer", "fs_rsm_lbuffer"); // Light buffer
- m_combineProgram = loadProgram("vs_rsm_combine", "fs_rsm_combine"); // Combiner
- // Load some meshes
- for (uint32_t ii = 0; ii < BX_COUNTOF(s_meshPaths); ++ii)
- {
- m_meshes[ii] = meshLoad(s_meshPaths[ii]);
- }
- // Randomly create some models
- bx::RngMwc mwc; // Random number generator
- for (uint32_t ii = 0; ii < BX_COUNTOF(m_models); ++ii)
- {
- Model& model = m_models[ii];
- uint32_t rr = mwc.gen() % 256;
- uint32_t gg = mwc.gen() % 256;
- uint32_t bb = mwc.gen() % 256;
- model.mesh = 1+mwc.gen()%(BX_COUNTOF(s_meshPaths)-1);
- model.color[0] = rr/255.0f;
- model.color[1] = gg/255.0f;
- model.color[2] = bb/255.0f;
- model.color[3] = 1.0f;
- model.position[0] = (((mwc.gen() % 256)) - 128.0f)/20.0f;
- model.position[1] = 0;
- model.position[2] = (((mwc.gen() % 256)) - 128.0f)/20.0f;
- }
- // Load ground. We'll just use the cube since I don't have a ground model right now
- m_ground = meshLoad("meshes/cube.bin");
- // Light sphere
- m_lightSphere = meshLoad("meshes/unit_sphere.bin");
- const uint64_t tsFlags = 0
- | BGFX_TEXTURE_RT
- | BGFX_SAMPLER_MIN_POINT
- | BGFX_SAMPLER_MAG_POINT
- | BGFX_SAMPLER_MIP_POINT
- | BGFX_SAMPLER_U_CLAMP
- | BGFX_SAMPLER_V_CLAMP
- ;
- m_gbufferTex[GBUFFER_RT_NORMAL] = bgfx::createTexture2D(bgfx::BackbufferRatio::Equal, false, 1, bgfx::TextureFormat::BGRA8, tsFlags);
- m_gbufferTex[GBUFFER_RT_COLOR] = bgfx::createTexture2D(bgfx::BackbufferRatio::Equal, false, 1, bgfx::TextureFormat::BGRA8, tsFlags);
- m_gbufferTex[GBUFFER_RT_DEPTH] = bgfx::createTexture2D(bgfx::BackbufferRatio::Equal, false, 1, bgfx::TextureFormat::D32F, tsFlags);
- m_gbuffer = bgfx::createFrameBuffer(BX_COUNTOF(m_gbufferTex), m_gbufferTex, true);
- // Make light buffer
- m_lightBufferTex = bgfx::createTexture2D(bgfx::BackbufferRatio::Equal, false, 1, bgfx::TextureFormat::BGRA8, tsFlags);
- bgfx::TextureHandle lightBufferRTs[] = {
- m_lightBufferTex
- };
- m_lightBuffer = bgfx::createFrameBuffer(BX_COUNTOF(lightBufferRTs), lightBufferRTs, true);
- // Make shadow buffer
- const uint64_t rsmFlags = 0
- | BGFX_TEXTURE_RT
- | BGFX_SAMPLER_MIN_POINT
- | BGFX_SAMPLER_MAG_POINT
- | BGFX_SAMPLER_MIP_POINT
- | BGFX_SAMPLER_U_CLAMP
- | BGFX_SAMPLER_V_CLAMP
- ;
- // Reflective shadow map
- m_shadowBufferTex[SHADOW_RT_RSM] = bgfx::createTexture2D(
- SHADOW_MAP_DIM
- , SHADOW_MAP_DIM
- , false
- , 1
- , bgfx::TextureFormat::BGRA8
- , rsmFlags
- );
- // Typical shadow map
- m_shadowBufferTex[SHADOW_RT_DEPTH] = bgfx::createTexture2D(
- SHADOW_MAP_DIM
- , SHADOW_MAP_DIM
- , false
- , 1
- , bgfx::TextureFormat::D16
- , BGFX_TEXTURE_RT /* | BGFX_SAMPLER_COMPARE_LEQUAL*/
- ); // Note I'm not setting BGFX_SAMPLER_COMPARE_LEQUAL. Why?
- // Normally a PCF shadow map such as this requires a compare. However, this sample also
- // reads from this texture in the lighting pass, and only uses the PCF capabilities in
- // the combine pass, so the flag is disabled by default.
- m_shadowBuffer = bgfx::createFrameBuffer(BX_COUNTOF(m_shadowBufferTex), m_shadowBufferTex, true);
- // Vertex layout
- PosTexCoord0Vertex::init();
- // Init camera
- cameraCreate();
- cameraSetPosition({0.0f, 1.5f, 0.0f});
- cameraSetVerticalAngle(-0.3f);
- // Init directional light
- updateLightDir();
- // Get renderer capabilities info.
- m_caps = bgfx::getCaps();
- imguiCreate();
- }
- int shutdown() override
- {
- for (uint32_t ii = 0; ii < BX_COUNTOF(s_meshPaths); ++ii)
- {
- meshUnload(m_meshes[ii]);
- }
- meshUnload(m_ground);
- meshUnload(m_lightSphere);
- // Cleanup.
- bgfx::destroy(m_gbufferProgram);
- bgfx::destroy(m_lightProgram);
- bgfx::destroy(m_combineProgram);
- bgfx::destroy(m_shadowProgram);
- bgfx::destroy(u_tint);
- bgfx::destroy(u_lightDir);
- bgfx::destroy(u_sphereInfo);
- bgfx::destroy(u_invMvp);
- bgfx::destroy(u_invMvpShadow);
- bgfx::destroy(u_lightMtx);
- bgfx::destroy(u_shadowDimsInv);
- bgfx::destroy(u_rsmAmount);
- bgfx::destroy(s_normal);
- bgfx::destroy(s_depth);
- bgfx::destroy(s_light);
- bgfx::destroy(s_color);
- bgfx::destroy(s_shadowMap);
- bgfx::destroy(s_rsm);
- bgfx::destroy(m_gbuffer);
- bgfx::destroy(m_lightBuffer);
- bgfx::destroy(m_shadowBuffer);
- for (uint32_t ii = 0; ii < BX_COUNTOF(m_gbufferTex); ++ii)
- {
- bgfx::destroy(m_gbufferTex[ii]);
- }
- bgfx::destroy(m_lightBufferTex);
- for (uint32_t ii = 0; ii < BX_COUNTOF(m_shadowBufferTex); ++ii)
- {
- bgfx::destroy(m_shadowBufferTex[ii]);
- }
- cameraDestroy();
- imguiDestroy();
- // Shutdown bgfx.
- bgfx::shutdown();
- return 0;
- }
- bool update() override
- {
- if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
- {
- // Update frame timer
- 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 float deltaTime = float(frameTime/freq);
- // Update camera
- cameraUpdate(deltaTime*0.15f, m_mouseState, ImGui::MouseOverArea() );
- // Set up matrices for gbuffer
- float view[16];
- cameraGetViewMtx(view);
- float proj[16];
- bx::mtxProj(proj, 60.0f, float(m_width)/float(m_height), 0.1f, 100.0f, bgfx::getCaps()->homogeneousDepth);
- bgfx::setViewRect(RENDER_PASS_GBUFFER, 0, 0, uint16_t(m_width), uint16_t(m_height));
- bgfx::setViewTransform(RENDER_PASS_GBUFFER, view, proj);
- // Make sure when we draw it goes into gbuffer and not backbuffer
- bgfx::setViewFrameBuffer(RENDER_PASS_GBUFFER, m_gbuffer);
- // Draw everything into g-buffer
- drawAllModels(RENDER_PASS_GBUFFER, m_gbufferProgram);
- // Draw shadow map
- // Set up transforms for shadow map
- float smView[16], smProj[16], lightEye[3], lightAt[3];
- lightEye[0] = m_lightDir[0]*LIGHT_DIST;
- lightEye[1] = m_lightDir[1]*LIGHT_DIST;
- lightEye[2] = m_lightDir[2]*LIGHT_DIST;
- lightAt[0] = 0.0f;
- lightAt[1] = 0.0f;
- lightAt[2] = 0.0f;
- bx::mtxLookAt(smView, bx::load<bx::Vec3>(lightEye), bx::load<bx::Vec3>(lightAt) );
- const float area = 10.0f;
- const bgfx::Caps* caps = bgfx::getCaps();
- bx::mtxOrtho(smProj, -area, area, -area, area, -100.0f, 100.0f, 0.0f, caps->homogeneousDepth);
- bgfx::setViewTransform(RENDER_PASS_SHADOW_MAP, smView, smProj);
- bgfx::setViewFrameBuffer(RENDER_PASS_SHADOW_MAP, m_shadowBuffer);
- bgfx::setViewRect(RENDER_PASS_SHADOW_MAP, 0, 0, SHADOW_MAP_DIM, SHADOW_MAP_DIM);
- drawAllModels(RENDER_PASS_SHADOW_MAP, m_shadowProgram);
- // Next draw light buffer
- // Set up matrices for light buffer
- bgfx::setViewRect(RENDER_PASS_LIGHT_BUFFER, 0, 0, uint16_t(m_width), uint16_t(m_height));
- bgfx::setViewTransform(RENDER_PASS_LIGHT_BUFFER, view, proj); // Notice, same view and proj as gbuffer
- // Set drawing into light buffer
- bgfx::setViewFrameBuffer(RENDER_PASS_LIGHT_BUFFER, m_lightBuffer);
- // Inverse view projection is needed in shader so set that up
- float vp[16], invMvp[16];
- bx::mtxMul(vp, view, proj);
- bx::mtxInverse(invMvp, vp);
- // Light matrix used in combine pass and inverse used in light pass
- float lightMtx[16]; // World space to light space (shadow map space)
- bx::mtxMul(lightMtx, smView, smProj);
- float invMvpShadow[16];
- bx::mtxInverse(invMvpShadow, lightMtx);
- // Draw some lights (these should really be instanced but for this example they aren't...)
- const uint32_t kMaxSpheres = 32;
- for (uint32_t i = 0; i < kMaxSpheres; i++)
- {
- for (uint32_t j = 0; j < kMaxSpheres; j++)
- {
- // These are used in the fragment shader
- bgfx::setTexture(0, s_normal, bgfx::getTexture(m_gbuffer, GBUFFER_RT_NORMAL) ); // Normal for lighting calculations
- bgfx::setTexture(1, s_depth, bgfx::getTexture(m_gbuffer, GBUFFER_RT_DEPTH) ); // Depth to reconstruct world position
- // Thse are used in the vert shader
- bgfx::setTexture(2, s_shadowMap, bgfx::getTexture(m_shadowBuffer, SHADOW_RT_DEPTH) ); // Used to place sphere
- bgfx::setTexture(3, s_rsm, bgfx::getTexture(m_shadowBuffer, SHADOW_RT_RSM) ); // Used to scale/color sphere
- bgfx::setUniform(u_invMvp, invMvp);
- bgfx::setUniform(u_invMvpShadow, invMvpShadow);
- float sphereInfo[4];
- sphereInfo[0] = ((float)i/(kMaxSpheres-1));
- sphereInfo[1] = ((float)j/(kMaxSpheres-1));
- sphereInfo[2] = m_vplRadius;
- sphereInfo[3] = 0.0; // Unused
- bgfx::setUniform(u_sphereInfo, sphereInfo);
- const uint64_t lightDrawState = 0
- | BGFX_STATE_WRITE_RGB
- | BGFX_STATE_BLEND_ADD // <=== Overlapping lights contribute more
- | BGFX_STATE_WRITE_A
- | BGFX_STATE_CULL_CW // <=== If we go into the lights, there will be problems, so we draw the far back face.
- ;
- meshSubmit(
- m_lightSphere
- , RENDER_PASS_LIGHT_BUFFER
- , m_lightProgram
- , NULL
- , lightDrawState
- );
- }
- }
- // Draw combine pass
- // Texture inputs for combine pass
- bgfx::setTexture(0, s_normal, bgfx::getTexture(m_gbuffer, GBUFFER_RT_NORMAL) );
- bgfx::setTexture(1, s_color, bgfx::getTexture(m_gbuffer, GBUFFER_RT_COLOR) );
- bgfx::setTexture(2, s_light, bgfx::getTexture(m_lightBuffer, 0) );
- bgfx::setTexture(3, s_depth, bgfx::getTexture(m_gbuffer, GBUFFER_RT_DEPTH) );
- bgfx::setTexture(4, s_shadowMap, bgfx::getTexture(m_shadowBuffer, SHADOW_RT_DEPTH)
- , BGFX_SAMPLER_COMPARE_LEQUAL
- );
- // Uniforms for combine pass
- bgfx::setUniform(u_lightDir, m_lightDir);
- bgfx::setUniform(u_invMvp, invMvp);
- bgfx::setUniform(u_lightMtx, lightMtx);
- const float invDim[4] = {1.0f/SHADOW_MAP_DIM, 0.0f, 0.0f, 0.0f};
- bgfx::setUniform(u_shadowDimsInv, invDim);
- float rsmAmount[4] = {m_rsmAmount,m_rsmAmount,m_rsmAmount,m_rsmAmount};
- bgfx::setUniform(u_rsmAmount, rsmAmount);
- // Set up state for combine pass
- // point of this is to avoid doing depth test, which is in the default state
- bgfx::setState(0
- | BGFX_STATE_WRITE_RGB
- | BGFX_STATE_WRITE_A
- );
- // Set up transform matrix for fullscreen quad
- float orthoProj[16];
- bx::mtxOrtho(orthoProj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f, 0.0f, caps->homogeneousDepth);
- bgfx::setViewTransform(RENDER_PASS_COMBINE, NULL, orthoProj);
- bgfx::setViewRect(RENDER_PASS_COMBINE, 0, 0, uint16_t(m_width), uint16_t(m_height) );
- // Bind vertex buffer and draw quad
- screenSpaceQuad(m_caps->originBottomLeft);
- bgfx::submit(RENDER_PASS_COMBINE, m_combineProgram);
- // Draw UI
- imguiBeginFrame(m_mouseState.m_mx
- , m_mouseState.m_my
- , (m_mouseState.m_buttons[entry::MouseButton::Left] ? IMGUI_MBUT_LEFT : 0)
- | (m_mouseState.m_buttons[entry::MouseButton::Right] ? IMGUI_MBUT_RIGHT : 0)
- | (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
- , m_mouseState.m_mz
- , uint16_t(m_width)
- , uint16_t(m_height)
- );
- showExampleDialog(this);
- ImGui::SetNextWindowPos(
- ImVec2(m_width - m_width / 5.0f - 10.0f, 10.0f)
- , ImGuiCond_FirstUseEver
- );
- ImGui::SetNextWindowSize(
- ImVec2(m_width / 5.0f, m_height / 3.0f)
- , ImGuiCond_FirstUseEver
- );
- ImGui::Begin("Settings"
- , NULL
- , 0
- );
- ImGui::SliderFloat("RSM Amount", &m_rsmAmount, 0.0f, 0.7f);
- ImGui::SliderFloat("VPL Radius", &m_vplRadius, 0.25f, 20.0f);
- ImGui::SliderFloat("Light Azimuth", &m_lightAzimuth, 0.0f, 360.0f);
- ImGui::SliderFloat("Light Elevation", &m_lightElevation, 35.0f, 90.0f);
- ImGui::End();
- imguiEndFrame();
- updateLightDir();
- // Advance to next frame. Rendering thread will be kicked to
- // process submitted rendering primitives.
- m_currFrame = bgfx::frame();
- return true;
- }
- return false;
- }
- void drawAllModels(uint8_t _pass, bgfx::ProgramHandle _program)
- {
- for (uint32_t ii = 0; ii < BX_COUNTOF(m_models); ++ii)
- {
- const Model& model = m_models[ii];
- // Set up transform matrix for each model
- float scale = s_meshScale[model.mesh];
- float mtx[16];
- bx::mtxSRT(mtx
- , scale
- , scale
- , scale
- , 0.0f
- , 0.0f
- , 0.0f
- , model.position[0]
- , model.position[1]
- , model.position[2]
- );
- // Submit mesh to gbuffer
- bgfx::setUniform(u_tint, model.color);
- meshSubmit(m_meshes[model.mesh], _pass, _program, mtx);
- }
- // Draw ground
- const float white[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
- bgfx::setUniform(u_tint, white);
- float mtxScale[16];
- float scale = 10.0;
- bx::mtxScale(mtxScale
- , scale
- , scale
- , scale
- );
- float mtxTrans[16];
- bx::mtxTranslate(mtxTrans
- , 0.0f
- , -10.0f
- , 0.0f
- );
- float mtx[16];
- bx::mtxMul(mtx, mtxScale, mtxTrans);
- meshSubmit(m_ground, _pass, _program, mtx);
- }
- void updateLightDir()
- {
- float el = m_lightElevation * (bx::kPi/180.0f);
- float az = m_lightAzimuth * (bx::kPi/180.0f);
- m_lightDir[0] = bx::cos(el)*bx::cos(az);
- m_lightDir[2] = bx::cos(el)*bx::sin(az);
- m_lightDir[1] = bx::sin(el);
- m_lightDir[3] = 0.0f;
- }
- uint32_t m_width;
- uint32_t m_height;
- uint32_t m_debug;
- uint32_t m_reset;
- entry::MouseState m_mouseState;
- Mesh* m_ground;
- Mesh* m_lightSphere; // Unit sphere
- // Resource handles
- bgfx::ProgramHandle m_gbufferProgram;
- bgfx::ProgramHandle m_shadowProgram;
- bgfx::ProgramHandle m_lightProgram;
- bgfx::ProgramHandle m_combineProgram;
- bgfx::FrameBufferHandle m_gbuffer;
- bgfx::FrameBufferHandle m_lightBuffer;
- bgfx::FrameBufferHandle m_shadowBuffer;
- // Shader uniforms
- bgfx::UniformHandle u_tint;
- bgfx::UniformHandle u_invMvp;
- bgfx::UniformHandle u_invMvpShadow;
- bgfx::UniformHandle u_lightMtx;
- bgfx::UniformHandle u_lightDir;
- bgfx::UniformHandle u_sphereInfo;
- bgfx::UniformHandle u_shadowDimsInv;
- bgfx::UniformHandle u_rsmAmount;
- // Uniforms to identify texture samples
- bgfx::UniformHandle s_normal;
- bgfx::UniformHandle s_depth;
- bgfx::UniformHandle s_color;
- bgfx::UniformHandle s_light;
- bgfx::UniformHandle s_shadowMap;
- bgfx::UniformHandle s_rsm;
- // Various render targets
- bgfx::TextureHandle m_gbufferTex[3];
- bgfx::TextureHandle m_lightBufferTex;
- bgfx::TextureHandle m_shadowBufferTex[2];
- const bgfx::Caps* m_caps;
- struct Model
- {
- uint32_t mesh; // Index of mesh in m_meshes
- float color[4];
- float position[3];
- };
- Model m_models[MODEL_COUNT];
- Mesh * m_meshes[BX_COUNTOF(s_meshPaths)];
- uint32_t m_reading;
- uint32_t m_currFrame;
- // UI
- bool m_cameraSpin;
- // Light position;
- float m_lightDir[4];
- float m_lightElevation;
- float m_lightAzimuth;
- float m_rsmAmount; // Amount of rsm
- float m_vplRadius; // Radius of virtual point light
- };
- } // namespace
- ENTRY_IMPLEMENT_MAIN(
- ExampleRSM
- , "31-rsm"
- , "Global Illumination with Reflective Shadow Map."
- , "https://bkaradzic.github.io/bgfx/examples.html#rsm"
- );
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