| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621622623624625626627628629630631632633634635636637638639640641642643644645646647648649650651652653654655656657658659660661662663664665666667668669670671672673674675676677678679680681682683684685686687688689690691692693694695696697698699700701702703704705706707708709710711712713714715716717718719720721722723724725726727728729730731732733734735736737738739740741742743744745746747748749750751752753754755756757758759760761762763764765766767768769770771772773774775776777778779780781782783784785786787788789790791792793794795796797798799800801802803804805806807808809810811812813814815816817818819820821822823824825826827828829830831832833834835836837838839840841 |
- /*
- * Copyright 2021 elven cache. All rights reserved.
- * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
- */
- /*
- * Implement screen space shadows as bgfx example. Goal is to explore various
- * options and parameters.
- *
- * radius
- * ======
- * Use radius/shadow distance defined in screen space pixels or world units.
- *
- * In world uints, the screen distance will shrink as objects get farther away.
- * This can provide more natural looking shadows and fade out the effect at a
- * distance, leaving screen space shadows as an added detail effect near the
- * camera.
- *
- * Screen space units mean that objects will cast the same length of shadow
- * regardless of how far they are away from the camera. Pull back the camera
- * and objects' shadows will appear to grow. On the other hand, this can be
- * desired because it will allow objects at the horizon like hills and trees to
- * cast a shadow. Depending on your scene, such far objects may be outside of
- * the area affected by regular shadow maps. Even with multiple cascades, you
- * may not be able to afford shadow maps across the entire scene.
- *
- * This sample does not put effort into avoiding the initial pixel or avoiding
- * resampling the same value if the step size is relatively smaller than the
- * sampled distance in screen space. May want to set a minimum distance so each
- * sample covers a unique value or take care to select a neighboring pixel for
- * the first sample.
- *
- * soft contact shadows
- * ====================
- * If hard screen space shadows are added to a scene that already has soft
- * shadows via shadow maps, the hard edge can look out of place. Additionally,
- * it is common for screen space shadows to not quite line up with other
- * shadows. This is because the depth buffer does not specify thickness,
- * leaving some pixels incorrectly occluded. For example, you would not want
- * some thin feature like a pipe to cast a shadow as if you were seeing the
- * side of a metal wall.
- *
- * These soft contact shadows are an attempt to minimize the problems described
- * above. By adding a smoother falloff, they may blend into the scene better.
- * Inspired by screen space ambient occlusion, this sample takes into account
- * distance from shadowed pixel to its occluders.
- *
- * - hard If there's any occluder found, mark the source pixel as shadowed.
- *
- * - soft Modulate shadow by distance to the first occluder. Assuming a
- * nearby pixel is closer and more likely to represent an accurate
- * shadow, it is darker. If the first pixel to be an occluder is far
- * away, it should likely cast a softer shadow.
- *
- * - very In addition to the same modulation used by soft mode, also
- * soft reduce the occlusion contribution from pixels that are farther
- * away. This sample compares the depth difference to the shadow
- * radius, a 1D distance, instead of comparing the actually
- * distance in 3D space.
- */
- #include <common.h>
- #include <camera.h>
- #include <bgfx_utils.h>
- #include <imgui/imgui.h>
- #include <bx/rng.h>
- #include <bx/os.h>
- namespace {
- // Gbuffer has multiple render targets
- #define GBUFFER_RT_COLOR 0
- #define GBUFFER_RT_NORMAL 1
- #define GBUFFER_RT_DEPTH 2
- #define GBUFFER_RENDER_TARGETS 3
- #define MODEL_COUNT 100
- static const char * s_meshPaths[] =
- {
- "meshes/unit_sphere.bin",
- "meshes/column.bin",
- "meshes/tree.bin",
- "meshes/hollowcube.bin",
- "meshes/bunny.bin"
- };
- static const float s_meshScale[] =
- {
- 0.25f,
- 0.05f,
- 0.15f,
- 0.25f,
- 0.25f
- };
- // Vertex decl 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;
- struct Uniforms
- {
- enum { NumVec4 = 12 };
- void init() {
- u_params = bgfx::createUniform("u_params", bgfx::UniformType::Vec4, NumVec4);
- };
- void submit() const {
- bgfx::setUniform(u_params, m_params, NumVec4);
- }
- void destroy() {
- bgfx::destroy(u_params);
- }
- union
- {
- struct
- {
- /* 0 */ struct { float m_frameIdx; float m_shadowRadius; float m_shadowSteps; float m_useNoiseOffset; };
- /* 1 */ struct { float m_depthUnpackConsts[2]; float m_contactShadowsMode; float m_useScreenSpaceRadius; };
- /* 2 */ struct { float m_ndcToViewMul[2]; float m_ndcToViewAdd[2]; };
- /* 3 */ struct { float m_lightPosition[3]; float m_displayShadows; };
- /* 4-7 */ struct { float m_worldToView[16]; }; // built-in u_view will be transform for quad during screen passes
- /* 8-11 */ struct { float m_viewToProj[16]; }; // built-in u_proj will be transform for quad during screen passes
- };
- float m_params[NumVec4 * 4];
- };
- bgfx::UniformHandle u_params;
- };
- struct RenderTarget
- {
- void init(uint32_t _width, uint32_t _height, bgfx::TextureFormat::Enum _format, uint64_t _flags)
- {
- m_texture = bgfx::createTexture2D(uint16_t(_width), uint16_t(_height), false, 1, _format, _flags);
- const bool destroyTextures = true;
- m_buffer = bgfx::createFrameBuffer(1, &m_texture, destroyTextures);
- }
- void destroy()
- {
- // also responsible for destroying texture
- bgfx::destroy(m_buffer);
- }
- bgfx::TextureHandle m_texture;
- bgfx::FrameBufferHandle m_buffer;
- };
- 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);
- }
- }
- void vec2Set(float* _v, float _x, float _y)
- {
- _v[0] = _x;
- _v[1] = _y;
- }
- void mat4Set(float * _m, const float * _src)
- {
- const uint32_t MAT4_FLOATS = 16;
- for (uint32_t ii = 0; ii < MAT4_FLOATS; ++ii) {
- _m[ii] = _src[ii];
- }
- }
- class ExampleScreenSpaceShadows : public entry::AppI
- {
- public:
- ExampleScreenSpaceShadows(const char* _name, const char* _description)
- : entry::AppI(_name, _description)
- , m_currFrame(UINT32_MAX)
- {
- }
- 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);
- // Create uniforms
- m_uniforms.init();
- // Create texture sampler uniforms (used when we bind textures)
- s_albedo = bgfx::createUniform("s_albedo", bgfx::UniformType::Sampler); // Model's source albedo
- s_color = bgfx::createUniform("s_color", bgfx::UniformType::Sampler); // Color (albedo) gbuffer, default color input
- s_normal = bgfx::createUniform("s_normal", bgfx::UniformType::Sampler); // Normal gbuffer, Model's source normal
- s_depth = bgfx::createUniform("s_depth", bgfx::UniformType::Sampler); // Depth gbuffer
- s_shadows = bgfx::createUniform("s_shadows", bgfx::UniformType::Sampler);
- // Create program from shaders.
- m_gbufferProgram = loadProgram("vs_sss_gbuffer", "fs_sss_gbuffer"); // Fill gbuffer
- m_sphereProgram = loadProgram("vs_sss_gbuffer", "fs_sss_unlit");
- m_linearDepthProgram = loadProgram("vs_sss_screenquad", "fs_sss_linear_depth");
- m_shadowsProgram = loadProgram("vs_sss_screenquad", "fs_screen_space_shadows");
- m_combineProgram = loadProgram("vs_sss_screenquad", "fs_sss_deferred_combine"); // Compute lighting from gbuffer
- // Load some meshes
- for (uint32_t ii = 0; ii < BX_COUNTOF(s_meshPaths); ++ii)
- {
- m_meshes[ii] = meshLoad(s_meshPaths[ii]);
- }
- // sphere is first mesh
- m_lightModel.mesh = 0;
- // Randomly create some models
- bx::RngMwc mwc;
- for (uint32_t ii = 0; ii < BX_COUNTOF(m_models); ++ii)
- {
- Model& model = m_models[ii];
- model.mesh = mwc.gen() % BX_COUNTOF(s_meshPaths);
- 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, just use the cube
- m_ground = meshLoad("meshes/cube.bin");
- m_groundTexture = loadTexture("textures/fieldstone-rgba.dds");
- m_normalTexture = loadTexture("textures/fieldstone-n.dds");
- m_recreateFrameBuffers = false;
- createFramebuffers();
- // Vertex decl
- PosTexCoord0Vertex::init();
- // Init camera
- cameraCreate();
- cameraSetPosition({ 0.0f, 1.5f, -4.0f });
- cameraSetVerticalAngle(-0.3f);
- m_fovY = 60.0f;
- cameraGetViewMtx(m_view);
- bx::mtxProj(m_proj, m_fovY, float(m_size[0]) / float(m_size[1]), 0.01f, 100.0f, bgfx::getCaps()->homogeneousDepth);
- // Track whether previous results are valid
- m_havePrevious = false;
- imguiCreate();
- }
- int32_t shutdown() override
- {
- for (uint32_t ii = 0; ii < BX_COUNTOF(s_meshPaths); ++ii)
- {
- meshUnload(m_meshes[ii]);
- }
- meshUnload(m_ground);
- bgfx::destroy(m_normalTexture);
- bgfx::destroy(m_groundTexture);
- bgfx::destroy(m_gbufferProgram);
- bgfx::destroy(m_sphereProgram);
- bgfx::destroy(m_linearDepthProgram);
- bgfx::destroy(m_shadowsProgram);
- bgfx::destroy(m_combineProgram);
- m_uniforms.destroy();
- bgfx::destroy(s_albedo);
- bgfx::destroy(s_color);
- bgfx::destroy(s_normal);
- bgfx::destroy(s_depth);
- bgfx::destroy(s_shadows);
- destroyFramebuffers();
- cameraDestroy();
- imguiDestroy();
- bgfx::shutdown();
- return 0;
- }
- bool update() override
- {
- if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState))
- {
- // skip processing when minimized, otherwise crashing
- if (0 == m_width
- || 0 == m_height)
- {
- return true;
- }
- // 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);
- const bgfx::Caps* caps = bgfx::getCaps();
- if (m_size[0] != (int32_t)m_width
- || m_size[1] != (int32_t)m_height
- || m_recreateFrameBuffers)
- {
- destroyFramebuffers();
- createFramebuffers();
- m_recreateFrameBuffers = false;
- }
- // rotate light
- const float rotationSpeed = m_moveLight ? 0.75f : 0.0f;
- m_lightRotation += deltaTime * rotationSpeed;
- if (bx::kPi2 < m_lightRotation)
- {
- m_lightRotation -= bx::kPi2;
- }
- m_lightModel.position[0] = bx::cos(m_lightRotation) * 3.0f;
- m_lightModel.position[1] = 1.5f;
- m_lightModel.position[2] = bx::sin(m_lightRotation) * 3.0f;
- // Update camera
- cameraUpdate(deltaTime*0.15f, m_mouseState, ImGui::MouseOverArea() );
- // Set up matrices for gbuffer
- cameraGetViewMtx(m_view);
- updateUniforms();
- bx::mtxProj(m_proj, m_fovY, float(m_size[0]) / float(m_size[1]), 0.01f, 100.0f, caps->homogeneousDepth);
- bx::mtxProj(m_proj2, m_fovY, float(m_size[0]) / float(m_size[1]), 0.01f, 100.0f, false);
- bgfx::ViewId view = 0;
- // Draw everything into gbuffer
- {
- bgfx::setViewName(view, "gbuffer");
- bgfx::setViewClear(view
- , BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
- , 0
- , 1.0f
- , 0
- );
- bgfx::setViewRect(view, 0, 0, uint16_t(m_size[0]), uint16_t(m_size[1]));
- bgfx::setViewTransform(view, m_view, m_proj);
- // Make sure when we draw it goes into gbuffer and not backbuffer
- bgfx::setViewFrameBuffer(view, m_gbuffer);
- bgfx::setState(0
- | BGFX_STATE_WRITE_RGB
- | BGFX_STATE_WRITE_A
- | BGFX_STATE_WRITE_Z
- | BGFX_STATE_DEPTH_TEST_LESS
- );
- drawAllModels(view, m_gbufferProgram, m_uniforms);
- // draw sphere to visualize light
- {
- const float scale = s_meshScale[m_lightModel.mesh];
- float mtx[16];
- bx::mtxSRT(mtx
- , scale
- , scale
- , scale
- , 0.0f
- , 0.0f
- , 0.0f
- , m_lightModel.position[0]
- , m_lightModel.position[1]
- , m_lightModel.position[2]
- );
- m_uniforms.submit();
- meshSubmit(m_meshes[m_lightModel.mesh], view, m_sphereProgram, mtx);
- }
- ++view;
- }
- float orthoProj[16];
- bx::mtxOrtho(orthoProj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, caps->homogeneousDepth);
- {
- // clear out transform stack
- float identity[16];
- bx::mtxIdentity(identity);
- bgfx::setTransform(identity);
- }
- // Convert depth to linear depth for shadow depth compare
- {
- bgfx::setViewName(view, "linear depth");
- bgfx::setViewRect(view, 0, 0, uint16_t(m_width), uint16_t(m_height));
- bgfx::setViewTransform(view, NULL, orthoProj);
- bgfx::setViewFrameBuffer(view, m_linearDepth.m_buffer);
- bgfx::setState(0
- | BGFX_STATE_WRITE_RGB
- | BGFX_STATE_WRITE_A
- | BGFX_STATE_DEPTH_TEST_ALWAYS
- );
- bgfx::setTexture(0, s_depth, m_gbufferTex[GBUFFER_RT_DEPTH]);
- m_uniforms.submit();
- screenSpaceQuad(caps->originBottomLeft);
- bgfx::submit(view, m_linearDepthProgram);
- ++view;
- }
- // Do screen space shadows
- {
- bgfx::setViewName(view, "screen space shadows");
- bgfx::setViewRect(view, 0, 0, uint16_t(m_width), uint16_t(m_height));
- bgfx::setViewTransform(view, NULL, orthoProj);
- bgfx::setViewFrameBuffer(view, m_shadows.m_buffer);
- bgfx::setState(0
- | BGFX_STATE_WRITE_RGB
- | BGFX_STATE_WRITE_A
- | BGFX_STATE_DEPTH_TEST_ALWAYS
- );
- bgfx::setTexture(0, s_depth, m_linearDepth.m_texture);
- m_uniforms.submit();
- screenSpaceQuad(caps->originBottomLeft);
- bgfx::submit(view, m_shadowsProgram);
- ++view;
- }
- // Shade gbuffer
- {
- bgfx::setViewName(view, "combine");
- bgfx::setViewRect(view, 0, 0, uint16_t(m_width), uint16_t(m_height));
- bgfx::setViewTransform(view, NULL, orthoProj);
- bgfx::setViewFrameBuffer(view, BGFX_INVALID_HANDLE);
- bgfx::setState(0
- | BGFX_STATE_WRITE_RGB
- | BGFX_STATE_WRITE_A
- | BGFX_STATE_DEPTH_TEST_ALWAYS
- );
- bgfx::setTexture(0, s_color, m_gbufferTex[GBUFFER_RT_COLOR]);
- bgfx::setTexture(1, s_normal, m_gbufferTex[GBUFFER_RT_NORMAL]);
- bgfx::setTexture(2, s_depth, m_linearDepth.m_texture);
- bgfx::setTexture(3, s_shadows, m_shadows.m_texture);
- m_uniforms.submit();
- screenSpaceQuad(caps->originBottomLeft);
- bgfx::submit(view, m_combineProgram);
- ++view;
- }
- // 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 / 4.0f - 10.0f, 10.0f)
- , ImGuiCond_FirstUseEver
- );
- ImGui::SetNextWindowSize(
- ImVec2(m_width / 4.0f, m_height / 2.3f)
- , ImGuiCond_FirstUseEver
- );
- ImGui::Begin("Settings"
- , NULL
- , 0
- );
- ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.5f);
- {
- ImGui::Text("shadow controls:");
- ImGui::Checkbox("screen space radius", &m_useScreenSpaceRadius);
- if (ImGui::IsItemHovered())
- ImGui::SetTooltip("define radius in pixels or world units");
- if (m_useScreenSpaceRadius)
- {
- ImGui::SliderFloat("radius in pixels", &m_shadowRadiusPixels, 1.0f, 100.0f);
- }
- else
- {
- ImGui::SliderFloat("radius in world units", &m_shadowRadius, 1e-3f, 1.0f);
- }
- ImGui::SliderInt("shadow steps", &m_shadowSteps, 1, 64);
- if (ImGui::IsItemHovered())
- ImGui::SetTooltip("number of steps/samples to take between shaded pixel and radius");
- ImGui::Combo("contact shadows mode", &m_contactShadowsMode, "hard\0soft\0very soft\0\0");
- if (ImGui::IsItemHovered())
- {
- ImGui::BeginTooltip();
- ImGui::Text("hard");
- ImGui::BulletText("any occluder, fully shadowed");
- ImGui::Text("soft");
- ImGui::BulletText("modulate shadow by distance to first occluder");
- ImGui::Text("very soft");
- ImGui::BulletText("also reduce each shadow contribution by distance");
- ImGui::EndTooltip();
- }
- ImGui::Checkbox("add random offset to initial position", &m_useNoiseOffset);
- if (ImGui::IsItemHovered())
- ImGui::SetTooltip("hide banding with noise");
- ImGui::Checkbox("use different offset each frame", &m_dynamicNoise);
- ImGui::Separator();
- ImGui::Text("scene controls:");
- ImGui::Checkbox("display shadows only", &m_displayShadows);
- ImGui::Checkbox("move light", &m_moveLight);
- }
- ImGui::End();
- imguiEndFrame();
- // Advance to next frame. Rendering thread will be kicked to
- // process submitted rendering primitives.
- m_currFrame = bgfx::frame();
- return true;
- }
- return false;
- }
- void drawAllModels(bgfx::ViewId _pass, bgfx::ProgramHandle _program, const Uniforms & _uniforms)
- {
- for (uint32_t ii = 0; ii < BX_COUNTOF(m_models); ++ii)
- {
- const Model& model = m_models[ii];
- // Set up transform matrix for each model
- const 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::setTexture(0, s_albedo, m_groundTexture);
- bgfx::setTexture(1, s_normal, m_normalTexture);
- _uniforms.submit();
- meshSubmit(m_meshes[model.mesh], _pass, _program, mtx);
- }
- // Draw ground
- float mtxScale[16];
- const float scale = 10.0f;
- bx::mtxScale(mtxScale, scale, scale, scale);
- float mtxTranslate[16];
- bx::mtxTranslate(mtxTranslate
- , 0.0f
- , -10.0f
- , 0.0f
- );
- float mtx[16];
- bx::mtxMul(mtx, mtxScale, mtxTranslate);
- bgfx::setTexture(0, s_albedo, m_groundTexture);
- bgfx::setTexture(1, s_normal, m_normalTexture);
- _uniforms.submit();
- meshSubmit(m_ground, _pass, _program, mtx);
- }
- void createFramebuffers()
- {
- m_size[0] = m_width;
- m_size[1] = m_height;
- const uint64_t pointSampleFlags = 0
- | BGFX_TEXTURE_RT
- | BGFX_SAMPLER_U_CLAMP
- | BGFX_SAMPLER_V_CLAMP
- | BGFX_SAMPLER_MIN_POINT
- | BGFX_SAMPLER_MAG_POINT
- | BGFX_SAMPLER_MIP_POINT
- ;
- m_gbufferTex[GBUFFER_RT_COLOR] = bgfx::createTexture2D(uint16_t(m_size[0]), uint16_t(m_size[1]), false, 1, bgfx::TextureFormat::BGRA8, pointSampleFlags);
- m_gbufferTex[GBUFFER_RT_NORMAL] = bgfx::createTexture2D(uint16_t(m_size[0]), uint16_t(m_size[1]), false, 1, bgfx::TextureFormat::BGRA8, pointSampleFlags);
- m_gbufferTex[GBUFFER_RT_DEPTH] = bgfx::createTexture2D(uint16_t(m_size[0]), uint16_t(m_size[1]), false, 1, bgfx::TextureFormat::D32F, pointSampleFlags);
- m_gbuffer = bgfx::createFrameBuffer(BX_COUNTOF(m_gbufferTex), m_gbufferTex, true);
- m_linearDepth.init(m_size[0], m_size[1], bgfx::TextureFormat::R16F, pointSampleFlags);
- m_shadows.init(m_size[0], m_size[1], bgfx::TextureFormat::R16F, pointSampleFlags);
- }
- // all buffers set to destroy their textures
- void destroyFramebuffers()
- {
- bgfx::destroy(m_gbuffer);
- m_linearDepth.destroy();
- m_shadows.destroy();
- }
- void updateUniforms()
- {
- m_uniforms.m_displayShadows = m_displayShadows ? 1.0f : 0.0f;
- m_uniforms.m_frameIdx = m_dynamicNoise
- ? float(m_currFrame % 8)
- : 0.0f;
- m_uniforms.m_shadowRadius = m_useScreenSpaceRadius ? m_shadowRadiusPixels : m_shadowRadius;
- m_uniforms.m_shadowSteps = float(m_shadowSteps);
- m_uniforms.m_useNoiseOffset = m_useNoiseOffset ? 1.0f : 0.0f;
- m_uniforms.m_contactShadowsMode = float(m_contactShadowsMode);
- m_uniforms.m_useScreenSpaceRadius = m_useScreenSpaceRadius ? 1.0f : 0.0f;
- mat4Set(m_uniforms.m_worldToView, m_view);
- mat4Set(m_uniforms.m_viewToProj, m_proj);
- // from assao sample, cs_assao_prepare_depths.sc
- {
- // float depthLinearizeMul = ( clipFar * clipNear ) / ( clipFar - clipNear );
- // float depthLinearizeAdd = clipFar / ( clipFar - clipNear );
- // correct the handedness issue. need to make sure this below is correct, but I think it is.
- float depthLinearizeMul = -m_proj2[3*4+2];
- float depthLinearizeAdd = m_proj2[2*4+2];
- if (depthLinearizeMul * depthLinearizeAdd < 0)
- {
- depthLinearizeAdd = -depthLinearizeAdd;
- }
- vec2Set(m_uniforms.m_depthUnpackConsts, depthLinearizeMul, depthLinearizeAdd);
- float tanHalfFOVY = 1.0f / m_proj2[1*4+1]; // = tanf( drawContext.Camera.GetYFOV( ) * 0.5f );
- float tanHalfFOVX = 1.0F / m_proj2[0]; // = tanHalfFOVY * drawContext.Camera.GetAspect( );
- if (bgfx::getRendererType() == bgfx::RendererType::OpenGL)
- {
- vec2Set(m_uniforms.m_ndcToViewMul, tanHalfFOVX * 2.0f, tanHalfFOVY * 2.0f);
- vec2Set(m_uniforms.m_ndcToViewAdd, tanHalfFOVX * -1.0f, tanHalfFOVY * -1.0f);
- }
- else
- {
- vec2Set(m_uniforms.m_ndcToViewMul, tanHalfFOVX * 2.0f, tanHalfFOVY * -2.0f);
- vec2Set(m_uniforms.m_ndcToViewAdd, tanHalfFOVX * -1.0f, tanHalfFOVY * 1.0f);
- }
- }
- {
- float lightPosition[4];
- bx::memCopy(lightPosition, m_lightModel.position, 3*sizeof(float));
- lightPosition[3] = 1.0f;
- float viewSpaceLightPosition[4];
- bx::vec4MulMtx(viewSpaceLightPosition, lightPosition, m_view);
- bx::memCopy(m_uniforms.m_lightPosition, viewSpaceLightPosition, 3*sizeof(float));
- }
- }
- uint32_t m_width;
- uint32_t m_height;
- uint32_t m_debug;
- uint32_t m_reset;
- entry::MouseState m_mouseState;
- // Resource handles
- bgfx::ProgramHandle m_gbufferProgram;
- bgfx::ProgramHandle m_sphereProgram;
- bgfx::ProgramHandle m_linearDepthProgram;
- bgfx::ProgramHandle m_shadowsProgram;
- bgfx::ProgramHandle m_combineProgram;
- // Shader uniforms
- Uniforms m_uniforms;
- // Uniforms to identify texture samplers
- bgfx::UniformHandle s_albedo;
- bgfx::UniformHandle s_color;
- bgfx::UniformHandle s_normal;
- bgfx::UniformHandle s_depth;
- bgfx::UniformHandle s_shadows;
- bgfx::FrameBufferHandle m_gbuffer;
- bgfx::TextureHandle m_gbufferTex[GBUFFER_RENDER_TARGETS];
- RenderTarget m_linearDepth;
- RenderTarget m_shadows;
- struct Model
- {
- uint32_t mesh; // Index of mesh in m_meshes
- float position[3];
- };
- Model m_lightModel;
- Model m_models[MODEL_COUNT];
- Mesh* m_meshes[BX_COUNTOF(s_meshPaths)];
- Mesh* m_ground;
- bgfx::TextureHandle m_groundTexture;
- bgfx::TextureHandle m_normalTexture;
- uint32_t m_currFrame;
- float m_lightRotation = 0.0f;
- float m_fovY = 60.0f;
- bool m_recreateFrameBuffers = false;
- bool m_havePrevious = false;
- float m_view[16];
- float m_proj[16];
- float m_proj2[16];
- int32_t m_size[2];
- // UI parameters
- bool m_displayShadows = false;
- bool m_useNoiseOffset = true;
- bool m_dynamicNoise = true;
- float m_shadowRadius = 0.25f;
- float m_shadowRadiusPixels = 25.0f;
- int32_t m_shadowSteps = 8;
- bool m_moveLight = true;
- int32_t m_contactShadowsMode = 0;
- bool m_useScreenSpaceRadius = false;
- };
- } // namespace
- ENTRY_IMPLEMENT_MAIN(
- ExampleScreenSpaceShadows
- , "44-sss"
- , "Screen Space Shadows."
- );
|