shadowmaps.cpp 106 KB

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  1. /*
  2. * Copyright 2013-2014 Dario Manesku. All rights reserved.
  3. * License: http://www.opensource.org/licenses/BSD-2-Clause
  4. */
  5. #include <string>
  6. #include <vector>
  7. #include <algorithm>
  8. #include "common.h"
  9. #include <bgfx.h>
  10. #include <bx/timer.h>
  11. #include <bx/readerwriter.h>
  12. #include "entry/entry.h"
  13. #include "camera.h"
  14. #include "fpumath.h"
  15. #include "imgui/imgui.h"
  16. #define RENDERVIEW_SHADOWMAP_0_ID 1
  17. #define RENDERVIEW_SHADOWMAP_1_ID 2
  18. #define RENDERVIEW_SHADOWMAP_2_ID 3
  19. #define RENDERVIEW_SHADOWMAP_3_ID 4
  20. #define RENDERVIEW_SHADOWMAP_4_ID 5
  21. #define RENDERVIEW_VBLUR_0_ID 6
  22. #define RENDERVIEW_HBLUR_0_ID 7
  23. #define RENDERVIEW_VBLUR_1_ID 8
  24. #define RENDERVIEW_HBLUR_1_ID 9
  25. #define RENDERVIEW_VBLUR_2_ID 10
  26. #define RENDERVIEW_HBLUR_2_ID 11
  27. #define RENDERVIEW_VBLUR_3_ID 12
  28. #define RENDERVIEW_HBLUR_3_ID 13
  29. #define RENDERVIEW_DRAWSCENE_0_ID 14
  30. #define RENDERVIEW_DRAWSCENE_1_ID 15
  31. #define RENDERVIEW_DRAWDEPTH_0_ID 16
  32. #define RENDERVIEW_DRAWDEPTH_1_ID 17
  33. #define RENDERVIEW_DRAWDEPTH_2_ID 18
  34. #define RENDERVIEW_DRAWDEPTH_3_ID 19
  35. #define RENDERVIEW_SHADOWMAP_0_BIT (1<<RENDERVIEW_SHADOWMAP_0_ID)
  36. #define RENDERVIEW_SHADOWMAP_1_BIT (1<<RENDERVIEW_SHADOWMAP_1_ID)
  37. #define RENDERVIEW_SHADOWMAP_2_BIT (1<<RENDERVIEW_SHADOWMAP_2_ID)
  38. #define RENDERVIEW_SHADOWMAP_3_BIT (1<<RENDERVIEW_SHADOWMAP_3_ID)
  39. #define RENDERVIEW_SHADOWMAP_4_BIT (1<<RENDERVIEW_SHADOWMAP_4_ID)
  40. #define RENDERVIEW_VBLUR_0_BIT (1<<RENDERVIEW_VBLUR_0_ID)
  41. #define RENDERVIEW_HBLUR_0_BIT (1<<RENDERVIEW_HBLUR_0_ID)
  42. #define RENDERVIEW_VBLUR_1_BIT (1<<RENDERVIEW_VBLUR_1_ID)
  43. #define RENDERVIEW_HBLUR_1_BIT (1<<RENDERVIEW_HBLUR_1_ID)
  44. #define RENDERVIEW_VBLUR_2_BIT (1<<RENDERVIEW_VBLUR_2_ID)
  45. #define RENDERVIEW_HBLUR_2_BIT (1<<RENDERVIEW_HBLUR_2_ID)
  46. #define RENDERVIEW_VBLUR_3_BIT (1<<RENDERVIEW_VBLUR_3_ID)
  47. #define RENDERVIEW_HBLUR_3_BIT (1<<RENDERVIEW_HBLUR_3_ID)
  48. #define RENDERVIEW_DRAWSCENE_0_BIT (1<<RENDERVIEW_DRAWSCENE_0_ID)
  49. #define RENDERVIEW_DRAWSCENE_1_BIT (1<<RENDERVIEW_DRAWSCENE_1_ID)
  50. #define RENDERVIEW_DRAWDEPTH_0_BIT (1<<RENDERVIEW_DRAWDEPTH_0_ID)
  51. #define RENDERVIEW_DRAWDEPTH_1_BIT (1<<RENDERVIEW_DRAWDEPTH_1_ID)
  52. #define RENDERVIEW_DRAWDEPTH_2_BIT (1<<RENDERVIEW_DRAWDEPTH_2_ID)
  53. #define RENDERVIEW_DRAWDEPTH_3_BIT (1<<RENDERVIEW_DRAWDEPTH_3_ID)
  54. uint32_t packUint32(uint8_t _x, uint8_t _y, uint8_t _z, uint8_t _w)
  55. {
  56. union
  57. {
  58. uint32_t ui32;
  59. uint8_t arr[4];
  60. } un;
  61. un.arr[0] = _x;
  62. un.arr[1] = _y;
  63. un.arr[2] = _z;
  64. un.arr[3] = _w;
  65. return un.ui32;
  66. }
  67. uint32_t packF4u(float _x, float _y = 0.0f, float _z = 0.0f, float _w = 0.0f)
  68. {
  69. const uint8_t xx = uint8_t(_x*127.0f + 128.0f);
  70. const uint8_t yy = uint8_t(_y*127.0f + 128.0f);
  71. const uint8_t zz = uint8_t(_z*127.0f + 128.0f);
  72. const uint8_t ww = uint8_t(_w*127.0f + 128.0f);
  73. return packUint32(xx, yy, zz, ww);
  74. }
  75. struct LightType
  76. {
  77. enum Enum
  78. {
  79. SpotLight,
  80. PointLight,
  81. DirectionalLight,
  82. Count
  83. };
  84. };
  85. struct DepthImpl
  86. {
  87. enum Enum
  88. {
  89. InvZ,
  90. Linear,
  91. Count
  92. };
  93. };
  94. struct PackDepth
  95. {
  96. enum Enum
  97. {
  98. RGBA,
  99. VSM,
  100. Count
  101. };
  102. };
  103. struct SmImpl
  104. {
  105. enum Enum
  106. {
  107. Hard,
  108. PCF,
  109. VSM,
  110. ESM,
  111. Count
  112. };
  113. };
  114. struct SmType
  115. {
  116. enum Enum
  117. {
  118. Single,
  119. Omni,
  120. Cascade,
  121. Count
  122. };
  123. };
  124. struct TetrahedronFaces
  125. {
  126. enum Enum
  127. {
  128. Green,
  129. Yellow,
  130. Blue,
  131. Red,
  132. Count
  133. };
  134. };
  135. struct ProjType
  136. {
  137. enum Enum
  138. {
  139. Horizontal,
  140. Vertical,
  141. Count
  142. };
  143. };
  144. struct ShadowMapRenderTargets
  145. {
  146. enum Enum
  147. {
  148. First,
  149. Second,
  150. Third,
  151. Fourth,
  152. Count
  153. };
  154. };
  155. void imguiEnum(SmImpl::Enum& _enum)
  156. {
  157. _enum = (SmImpl::Enum)imguiChoose(_enum
  158. , "Hard"
  159. , "PCF"
  160. , "VSM"
  161. , "ESM"
  162. );
  163. }
  164. void imguiEnum(DepthImpl::Enum& _enum)
  165. {
  166. _enum = (DepthImpl::Enum)imguiChoose(_enum
  167. , "InvZ"
  168. , "Linear"
  169. );
  170. }
  171. void imguiEnum(LightType::Enum& _enum)
  172. {
  173. _enum = (LightType::Enum)imguiChoose(_enum
  174. , "Spot light"
  175. , "Point light"
  176. , "Directional light"
  177. );
  178. }
  179. void imguiBool(const char* _str, bool& _flag, bool _enabled = true)
  180. {
  181. if (imguiCheck(_str, _flag, _enabled) )
  182. {
  183. _flag = !_flag;
  184. }
  185. }
  186. struct PosNormalTexcoordVertex
  187. {
  188. float m_x;
  189. float m_y;
  190. float m_z;
  191. uint32_t m_normal;
  192. float m_u;
  193. float m_v;
  194. };
  195. static const float s_texcoord = 5.0f;
  196. static const uint32_t s_numHPlaneVertices = 4;
  197. static PosNormalTexcoordVertex s_hplaneVertices[s_numHPlaneVertices] =
  198. {
  199. { -1.0f, 0.0f, 1.0f, packF4u(0.0f, 1.0f, 0.0f), s_texcoord, s_texcoord },
  200. { 1.0f, 0.0f, 1.0f, packF4u(0.0f, 1.0f, 0.0f), s_texcoord, 0.0f },
  201. { -1.0f, 0.0f, -1.0f, packF4u(0.0f, 1.0f, 0.0f), 0.0f, s_texcoord },
  202. { 1.0f, 0.0f, -1.0f, packF4u(0.0f, 1.0f, 0.0f), 0.0f, 0.0f },
  203. };
  204. static const uint32_t s_numVPlaneVertices = 4;
  205. static PosNormalTexcoordVertex s_vplaneVertices[s_numVPlaneVertices] =
  206. {
  207. { -1.0f, 1.0f, 0.0f, packF4u(0.0f, 0.0f, -1.0f), 1.0f, 1.0f },
  208. { 1.0f, 1.0f, 0.0f, packF4u(0.0f, 0.0f, -1.0f), 1.0f, 0.0f },
  209. { -1.0f, -1.0f, 0.0f, packF4u(0.0f, 0.0f, -1.0f), 0.0f, 1.0f },
  210. { 1.0f, -1.0f, 0.0f, packF4u(0.0f, 0.0f, -1.0f), 0.0f, 0.0f },
  211. };
  212. static const uint32_t s_numPlaneIndices = 6;
  213. static const uint16_t s_planeIndices[s_numPlaneIndices] =
  214. {
  215. 0, 1, 2,
  216. 1, 3, 2,
  217. };
  218. static const char* s_shaderPath = NULL;
  219. static bool s_flipV = false;
  220. static float s_texelHalf = 0.0f;
  221. static bgfx::UniformHandle u_texColor;
  222. static bgfx::UniformHandle u_shadowMap[ShadowMapRenderTargets::Count];
  223. static bgfx::FrameBufferHandle s_rtShadowMap[ShadowMapRenderTargets::Count];
  224. static bgfx::FrameBufferHandle s_rtBlur;
  225. static void shaderFilePath(char* _out, const char* _name)
  226. {
  227. strcpy(_out, s_shaderPath);
  228. strcat(_out, _name);
  229. strcat(_out, ".bin");
  230. }
  231. long int fsize(FILE* _file)
  232. {
  233. long int pos = ftell(_file);
  234. fseek(_file, 0L, SEEK_END);
  235. long int size = ftell(_file);
  236. fseek(_file, pos, SEEK_SET);
  237. return size;
  238. }
  239. static const bgfx::Memory* load(const char* _filePath)
  240. {
  241. FILE* file = fopen(_filePath, "rb");
  242. if (NULL != file)
  243. {
  244. uint32_t size = (uint32_t)fsize(file);
  245. const bgfx::Memory* mem = bgfx::alloc(size+1);
  246. size_t ignore = fread(mem->data, 1, size, file);
  247. BX_UNUSED(ignore);
  248. fclose(file);
  249. mem->data[mem->size-1] = '\0';
  250. return mem;
  251. }
  252. return NULL;
  253. }
  254. static const bgfx::Memory* loadShader(const char* _name)
  255. {
  256. char filePath[512];
  257. shaderFilePath(filePath, _name);
  258. return load(filePath);
  259. }
  260. static const bgfx::Memory* loadTexture(const char* _name)
  261. {
  262. char filePath[512];
  263. strcpy(filePath, "textures/");
  264. strcat(filePath, _name);
  265. return load(filePath);
  266. }
  267. static bgfx::ProgramHandle loadProgram(const char* _vsName, const char* _fsName)
  268. {
  269. const bgfx::Memory* mem;
  270. // Load vertex shader.
  271. mem = loadShader(_vsName);
  272. bgfx::ShaderHandle vsh = bgfx::createShader(mem);
  273. // Load fragment shader.
  274. mem = loadShader(_fsName);
  275. bgfx::ShaderHandle fsh = bgfx::createShader(mem);
  276. // Create program from shaders.
  277. return bgfx::createProgram(vsh, fsh, true /* destroy shaders when program is destroyed */);
  278. }
  279. void mtxScaleRotateTranslate(float* _result
  280. , const float _scaleX
  281. , const float _scaleY
  282. , const float _scaleZ
  283. , const float _rotX
  284. , const float _rotY
  285. , const float _rotZ
  286. , const float _translateX
  287. , const float _translateY
  288. , const float _translateZ
  289. )
  290. {
  291. float mtxRotateTranslate[16];
  292. float mtxScale[16];
  293. mtxRotateXYZ(mtxRotateTranslate, _rotX, _rotY, _rotZ);
  294. mtxRotateTranslate[12] = _translateX;
  295. mtxRotateTranslate[13] = _translateY;
  296. mtxRotateTranslate[14] = _translateZ;
  297. memset(mtxScale, 0, sizeof(float)*16);
  298. mtxScale[0] = _scaleX;
  299. mtxScale[5] = _scaleY;
  300. mtxScale[10] = _scaleZ;
  301. mtxScale[15] = 1.0f;
  302. mtxMul(_result, mtxScale, mtxRotateTranslate);
  303. }
  304. void mtxBillboard(float* __restrict _result
  305. , const float* __restrict _view
  306. , const float* __restrict _pos
  307. , const float* __restrict _scale)
  308. {
  309. _result[ 0] = _view[0] * _scale[0];
  310. _result[ 1] = _view[4] * _scale[0];
  311. _result[ 2] = _view[8] * _scale[0];
  312. _result[ 3] = 0.0f;
  313. _result[ 4] = _view[1] * _scale[1];
  314. _result[ 5] = _view[5] * _scale[1];
  315. _result[ 6] = _view[9] * _scale[1];
  316. _result[ 7] = 0.0f;
  317. _result[ 8] = _view[2] * _scale[2];
  318. _result[ 9] = _view[6] * _scale[2];
  319. _result[10] = _view[10] * _scale[2];
  320. _result[11] = 0.0f;
  321. _result[12] = _pos[0];
  322. _result[13] = _pos[1];
  323. _result[14] = _pos[2];
  324. _result[15] = 1.0f;
  325. }
  326. void mtxYawPitchRoll(float* __restrict _result
  327. , float _yaw
  328. , float _pitch
  329. , float _roll
  330. )
  331. {
  332. float sroll = sinf(_roll);
  333. float croll = cosf(_roll);
  334. float spitch = sinf(_pitch);
  335. float cpitch = cosf(_pitch);
  336. float syaw = sinf(_yaw);
  337. float cyaw = cosf(_yaw);
  338. _result[ 0] = sroll * spitch * syaw + croll * cyaw;
  339. _result[ 1] = sroll * cpitch;
  340. _result[ 2] = sroll * spitch * cyaw - croll * syaw;
  341. _result[ 3] = 0.0f;
  342. _result[ 4] = croll * spitch * syaw - sroll * cyaw;
  343. _result[ 5] = croll * cpitch;
  344. _result[ 6] = croll * spitch * cyaw + sroll * syaw;
  345. _result[ 7] = 0.0f;
  346. _result[ 8] = cpitch * syaw;
  347. _result[ 9] = -spitch;
  348. _result[10] = cpitch * cyaw;
  349. _result[11] = 0.0f;
  350. _result[12] = 0.0f;
  351. _result[13] = 0.0f;
  352. _result[14] = 0.0f;
  353. _result[15] = 1.0f;
  354. }
  355. struct Material
  356. {
  357. union Ambient
  358. {
  359. struct
  360. {
  361. float m_r;
  362. float m_g;
  363. float m_b;
  364. float m_unused;
  365. };
  366. float m_v[4];
  367. };
  368. union Diffuse
  369. {
  370. struct
  371. {
  372. float m_r;
  373. float m_g;
  374. float m_b;
  375. float m_unused;
  376. };
  377. float m_v[4];
  378. };
  379. union Specular
  380. {
  381. struct
  382. {
  383. float m_r;
  384. float m_g;
  385. float m_b;
  386. float m_ns;
  387. };
  388. float m_v[4];
  389. };
  390. Ambient m_ka;
  391. Diffuse m_kd;
  392. Specular m_ks;
  393. };
  394. struct Light
  395. {
  396. union Position
  397. {
  398. struct
  399. {
  400. float m_x;
  401. float m_y;
  402. float m_z;
  403. float m_w;
  404. };
  405. float m_v[4];
  406. };
  407. union LightRgbPower
  408. {
  409. struct
  410. {
  411. float m_r;
  412. float m_g;
  413. float m_b;
  414. float m_power;
  415. };
  416. float m_v[4];
  417. };
  418. union SpotDirectionInner
  419. {
  420. struct
  421. {
  422. float m_x;
  423. float m_y;
  424. float m_z;
  425. float m_inner;
  426. };
  427. float m_v[4];
  428. };
  429. union AttenuationSpotOuter
  430. {
  431. struct
  432. {
  433. float m_attnConst;
  434. float m_attnLinear;
  435. float m_attnQuadrantic;
  436. float m_outer;
  437. };
  438. float m_v[4];
  439. };
  440. void computeViewSpaceComponents(float* _viewMtx)
  441. {
  442. vec4MulMtx(m_position_viewSpace, m_position.m_v, _viewMtx);
  443. float tmp[] =
  444. {
  445. m_spotDirectionInner.m_x
  446. , m_spotDirectionInner.m_y
  447. , m_spotDirectionInner.m_z
  448. , 0.0f
  449. };
  450. vec4MulMtx(m_spotDirectionInner_viewSpace, tmp, _viewMtx);
  451. m_spotDirectionInner_viewSpace[3] = m_spotDirectionInner.m_v[3];
  452. }
  453. Position m_position;
  454. float m_position_viewSpace[4];
  455. LightRgbPower m_ambientPower;
  456. LightRgbPower m_diffusePower;
  457. LightRgbPower m_specularPower;
  458. SpotDirectionInner m_spotDirectionInner;
  459. float m_spotDirectionInner_viewSpace[4];
  460. AttenuationSpotOuter m_attenuationSpotOuter;
  461. };
  462. struct Uniforms
  463. {
  464. void init()
  465. {
  466. m_ambientPass = 1.0f;
  467. m_lightningPass = 1.0f;
  468. m_shadowMapBias = 0.003f;
  469. m_shadowMapOffset = 0.0f;
  470. m_shadowMapParam0 = 0.5;
  471. m_shadowMapParam1 = 1.0;
  472. m_depthValuePow = 1.0f;
  473. m_showSmCoverage = 1.0f;
  474. m_shadowMapTexelSize = 1.0f/512.0f;
  475. m_csmFarDistances[0] = 30.0f;
  476. m_csmFarDistances[1] = 90.0f;
  477. m_csmFarDistances[2] = 180.0f;
  478. m_csmFarDistances[3] = 1000.0f;
  479. m_tetraNormalGreen[0] = 0.0f;
  480. m_tetraNormalGreen[1] = -0.57735026f;
  481. m_tetraNormalGreen[2] = 0.81649661f;
  482. m_tetraNormalYellow[0] = 0.0f;
  483. m_tetraNormalYellow[1] = -0.57735026f;
  484. m_tetraNormalYellow[2] = -0.81649661f;
  485. m_tetraNormalBlue[0] = -0.81649661f;
  486. m_tetraNormalBlue[1] = 0.57735026f;
  487. m_tetraNormalBlue[2] = 0.0f;
  488. m_tetraNormalRed[0] = 0.81649661f;
  489. m_tetraNormalRed[1] = 0.57735026f;
  490. m_tetraNormalRed[2] = 0.0f;
  491. m_XNum = 2.0f;
  492. m_YNum = 2.0f;
  493. m_XOffset = 10.0f/512.0f;
  494. m_YOffset = 10.0f/512.0f;
  495. u_params0 = bgfx::createUniform("u_params0", bgfx::UniformType::Uniform4fv);
  496. u_params1 = bgfx::createUniform("u_params1", bgfx::UniformType::Uniform4fv);
  497. u_params2 = bgfx::createUniform("u_params2", bgfx::UniformType::Uniform4fv);
  498. u_color = bgfx::createUniform("u_color", bgfx::UniformType::Uniform4fv);
  499. u_smSamplingParams = bgfx::createUniform("u_smSamplingParams", bgfx::UniformType::Uniform4fv);
  500. u_csmFarDistances = bgfx::createUniform("u_csmFarDistances", bgfx::UniformType::Uniform4fv);
  501. u_lightMtx = bgfx::createUniform("u_lightMtx", bgfx::UniformType::Uniform4x4fv);
  502. u_tetraNormalGreen = bgfx::createUniform("u_tetraNormalGreen", bgfx::UniformType::Uniform3fv);
  503. u_tetraNormalYellow = bgfx::createUniform("u_tetraNormalYellow", bgfx::UniformType::Uniform3fv);
  504. u_tetraNormalBlue = bgfx::createUniform("u_tetraNormalBlue", bgfx::UniformType::Uniform3fv);
  505. u_tetraNormalRed = bgfx::createUniform("u_tetraNormalRed", bgfx::UniformType::Uniform3fv);
  506. u_shadowMapMtx0 = bgfx::createUniform("u_shadowMapMtx0", bgfx::UniformType::Uniform4x4fv);
  507. u_shadowMapMtx1 = bgfx::createUniform("u_shadowMapMtx1", bgfx::UniformType::Uniform4x4fv);
  508. u_shadowMapMtx2 = bgfx::createUniform("u_shadowMapMtx2", bgfx::UniformType::Uniform4x4fv);
  509. u_shadowMapMtx3 = bgfx::createUniform("u_shadowMapMtx3", bgfx::UniformType::Uniform4x4fv);
  510. u_lightPosition = bgfx::createUniform("u_lightPosition", bgfx::UniformType::Uniform4fv);
  511. u_lightAmbientPower = bgfx::createUniform("u_lightAmbientPower", bgfx::UniformType::Uniform4fv);
  512. u_lightDiffusePower = bgfx::createUniform("u_lightDiffusePower", bgfx::UniformType::Uniform4fv);
  513. u_lightSpecularPower = bgfx::createUniform("u_lightSpecularPower", bgfx::UniformType::Uniform4fv);
  514. u_lightSpotDirectionInner = bgfx::createUniform("u_lightSpotDirectionInner", bgfx::UniformType::Uniform4fv);
  515. u_lightAttenuationSpotOuter = bgfx::createUniform("u_lightAttenuationSpotOuter", bgfx::UniformType::Uniform4fv);
  516. u_materialKa = bgfx::createUniform("u_materialKa", bgfx::UniformType::Uniform4fv);
  517. u_materialKd = bgfx::createUniform("u_materialKd", bgfx::UniformType::Uniform4fv);
  518. u_materialKs = bgfx::createUniform("u_materialKs", bgfx::UniformType::Uniform4fv);
  519. }
  520. void setPtrs(Material* _materialPtr, Light* _lightPtr, float* _colorPtr, float* _lightMtxPtr, float* _shadowMapMtx0, float* _shadowMapMtx1, float* _shadowMapMtx2, float* _shadowMapMtx3)
  521. {
  522. m_lightMtxPtr = _lightMtxPtr;
  523. m_colorPtr = _colorPtr;
  524. m_materialPtr = _materialPtr;
  525. m_lightPtr = _lightPtr;
  526. m_shadowMapMtx0 = _shadowMapMtx0;
  527. m_shadowMapMtx1 = _shadowMapMtx1;
  528. m_shadowMapMtx2 = _shadowMapMtx2;
  529. m_shadowMapMtx3 = _shadowMapMtx3;
  530. }
  531. // Call this once at initialization.
  532. void submitConstUniforms()
  533. {
  534. bgfx::setUniform(u_tetraNormalGreen, m_tetraNormalGreen);
  535. bgfx::setUniform(u_tetraNormalYellow, m_tetraNormalYellow);
  536. bgfx::setUniform(u_tetraNormalBlue, m_tetraNormalBlue);
  537. bgfx::setUniform(u_tetraNormalRed, m_tetraNormalRed);
  538. }
  539. // Call this once per frame.
  540. void submitPerFrameUniforms()
  541. {
  542. bgfx::setUniform(u_params1, m_params1);
  543. bgfx::setUniform(u_params2, m_params2);
  544. bgfx::setUniform(u_smSamplingParams, m_paramsBlur);
  545. bgfx::setUniform(u_csmFarDistances, m_csmFarDistances);
  546. bgfx::setUniform(u_materialKa, &m_materialPtr->m_ka);
  547. bgfx::setUniform(u_materialKd, &m_materialPtr->m_kd);
  548. bgfx::setUniform(u_materialKs, &m_materialPtr->m_ks);
  549. bgfx::setUniform(u_lightPosition, &m_lightPtr->m_position_viewSpace);
  550. bgfx::setUniform(u_lightAmbientPower, &m_lightPtr->m_ambientPower);
  551. bgfx::setUniform(u_lightDiffusePower, &m_lightPtr->m_diffusePower);
  552. bgfx::setUniform(u_lightSpecularPower, &m_lightPtr->m_specularPower);
  553. bgfx::setUniform(u_lightSpotDirectionInner, &m_lightPtr->m_spotDirectionInner_viewSpace);
  554. bgfx::setUniform(u_lightAttenuationSpotOuter, &m_lightPtr->m_attenuationSpotOuter);
  555. }
  556. // Call this before each draw call.
  557. void submitPerDrawUniforms()
  558. {
  559. bgfx::setUniform(u_shadowMapMtx0, m_shadowMapMtx0);
  560. bgfx::setUniform(u_shadowMapMtx1, m_shadowMapMtx1);
  561. bgfx::setUniform(u_shadowMapMtx2, m_shadowMapMtx2);
  562. bgfx::setUniform(u_shadowMapMtx3, m_shadowMapMtx3);
  563. bgfx::setUniform(u_params0, m_params0);
  564. bgfx::setUniform(u_lightMtx, m_lightMtxPtr);
  565. bgfx::setUniform(u_color, m_colorPtr);
  566. }
  567. void destroy()
  568. {
  569. bgfx::destroyUniform(u_params0);
  570. bgfx::destroyUniform(u_params1);
  571. bgfx::destroyUniform(u_params2);
  572. bgfx::destroyUniform(u_color);
  573. bgfx::destroyUniform(u_smSamplingParams);
  574. bgfx::destroyUniform(u_csmFarDistances);
  575. bgfx::destroyUniform(u_materialKa);
  576. bgfx::destroyUniform(u_materialKd);
  577. bgfx::destroyUniform(u_materialKs);
  578. bgfx::destroyUniform(u_tetraNormalGreen);
  579. bgfx::destroyUniform(u_tetraNormalYellow);
  580. bgfx::destroyUniform(u_tetraNormalBlue);
  581. bgfx::destroyUniform(u_tetraNormalRed);
  582. bgfx::destroyUniform(u_shadowMapMtx0);
  583. bgfx::destroyUniform(u_shadowMapMtx1);
  584. bgfx::destroyUniform(u_shadowMapMtx2);
  585. bgfx::destroyUniform(u_shadowMapMtx3);
  586. bgfx::destroyUniform(u_lightMtx);
  587. bgfx::destroyUniform(u_lightPosition);
  588. bgfx::destroyUniform(u_lightAmbientPower);
  589. bgfx::destroyUniform(u_lightDiffusePower);
  590. bgfx::destroyUniform(u_lightSpecularPower);
  591. bgfx::destroyUniform(u_lightSpotDirectionInner);
  592. bgfx::destroyUniform(u_lightAttenuationSpotOuter);
  593. }
  594. union
  595. {
  596. struct
  597. {
  598. float m_ambientPass;
  599. float m_lightningPass;
  600. float m_unused00;
  601. float m_unused01;
  602. };
  603. float m_params0[4];
  604. };
  605. union
  606. {
  607. struct
  608. {
  609. float m_shadowMapBias;
  610. float m_shadowMapOffset;
  611. float m_shadowMapParam0;
  612. float m_shadowMapParam1;
  613. };
  614. float m_params1[4];
  615. };
  616. union
  617. {
  618. struct
  619. {
  620. float m_depthValuePow;
  621. float m_showSmCoverage;
  622. float m_shadowMapTexelSize;
  623. float m_unused23;
  624. };
  625. float m_params2[4];
  626. };
  627. union
  628. {
  629. struct
  630. {
  631. float m_XNum;
  632. float m_YNum;
  633. float m_XOffset;
  634. float m_YOffset;
  635. };
  636. float m_paramsBlur[4];
  637. };
  638. float m_tetraNormalGreen[3];
  639. float m_tetraNormalYellow[3];
  640. float m_tetraNormalBlue[3];
  641. float m_tetraNormalRed[3];
  642. float m_csmFarDistances[4];
  643. float* m_lightMtxPtr;
  644. float* m_colorPtr;
  645. Light* m_lightPtr;
  646. float* m_shadowMapMtx0;
  647. float* m_shadowMapMtx1;
  648. float* m_shadowMapMtx2;
  649. float* m_shadowMapMtx3;
  650. Material* m_materialPtr;
  651. private:
  652. bgfx::UniformHandle u_params0;
  653. bgfx::UniformHandle u_params1;
  654. bgfx::UniformHandle u_params2;
  655. bgfx::UniformHandle u_color;
  656. bgfx::UniformHandle u_smSamplingParams;
  657. bgfx::UniformHandle u_csmFarDistances;
  658. bgfx::UniformHandle u_materialKa;
  659. bgfx::UniformHandle u_materialKd;
  660. bgfx::UniformHandle u_materialKs;
  661. bgfx::UniformHandle u_tetraNormalGreen;
  662. bgfx::UniformHandle u_tetraNormalYellow;
  663. bgfx::UniformHandle u_tetraNormalBlue;
  664. bgfx::UniformHandle u_tetraNormalRed;
  665. bgfx::UniformHandle u_shadowMapMtx0;
  666. bgfx::UniformHandle u_shadowMapMtx1;
  667. bgfx::UniformHandle u_shadowMapMtx2;
  668. bgfx::UniformHandle u_shadowMapMtx3;
  669. bgfx::UniformHandle u_lightMtx;
  670. bgfx::UniformHandle u_lightPosition;
  671. bgfx::UniformHandle u_lightAmbientPower;
  672. bgfx::UniformHandle u_lightDiffusePower;
  673. bgfx::UniformHandle u_lightSpecularPower;
  674. bgfx::UniformHandle u_lightSpotDirectionInner;
  675. bgfx::UniformHandle u_lightAttenuationSpotOuter;
  676. };
  677. static Uniforms s_uniforms;
  678. struct RenderState
  679. {
  680. enum Enum
  681. {
  682. Default = 0,
  683. ShadowMap_PackDepth,
  684. ShadowMap_PackDepthHoriz,
  685. ShadowMap_PackDepthVert,
  686. Custom_BlendLightTexture,
  687. Custom_DrawPlaneBottom,
  688. Count
  689. };
  690. uint64_t m_state;
  691. uint32_t m_blendFactorRgba;
  692. uint32_t m_fstencil;
  693. uint32_t m_bstencil;
  694. };
  695. static RenderState s_renderStates[RenderState::Count] =
  696. {
  697. { // Default
  698. 0
  699. | BGFX_STATE_RGB_WRITE
  700. | BGFX_STATE_ALPHA_WRITE
  701. | BGFX_STATE_DEPTH_TEST_LESS
  702. | BGFX_STATE_DEPTH_WRITE
  703. | BGFX_STATE_CULL_CCW
  704. | BGFX_STATE_MSAA
  705. , UINT32_MAX
  706. , BGFX_STENCIL_NONE
  707. , BGFX_STENCIL_NONE
  708. },
  709. { // ShadowMap_PackDepth
  710. 0
  711. | BGFX_STATE_RGB_WRITE
  712. | BGFX_STATE_ALPHA_WRITE
  713. | BGFX_STATE_DEPTH_WRITE
  714. | BGFX_STATE_DEPTH_TEST_LESS
  715. | BGFX_STATE_CULL_CCW
  716. | BGFX_STATE_MSAA
  717. , UINT32_MAX
  718. , BGFX_STENCIL_NONE
  719. , BGFX_STENCIL_NONE
  720. },
  721. { // ShadowMap_PackDepthHoriz
  722. 0
  723. | BGFX_STATE_RGB_WRITE
  724. | BGFX_STATE_ALPHA_WRITE
  725. | BGFX_STATE_DEPTH_WRITE
  726. | BGFX_STATE_DEPTH_TEST_LESS
  727. | BGFX_STATE_CULL_CCW
  728. | BGFX_STATE_MSAA
  729. , UINT32_MAX
  730. , BGFX_STENCIL_TEST_EQUAL
  731. | BGFX_STENCIL_FUNC_REF(1)
  732. | BGFX_STENCIL_FUNC_RMASK(0xff)
  733. | BGFX_STENCIL_OP_FAIL_S_KEEP
  734. | BGFX_STENCIL_OP_FAIL_Z_KEEP
  735. | BGFX_STENCIL_OP_PASS_Z_KEEP
  736. , BGFX_STENCIL_NONE
  737. },
  738. { // ShadowMap_PackDepthVert
  739. 0
  740. | BGFX_STATE_RGB_WRITE
  741. | BGFX_STATE_ALPHA_WRITE
  742. | BGFX_STATE_DEPTH_WRITE
  743. | BGFX_STATE_DEPTH_TEST_LESS
  744. | BGFX_STATE_CULL_CCW
  745. | BGFX_STATE_MSAA
  746. , UINT32_MAX
  747. , BGFX_STENCIL_TEST_EQUAL
  748. | BGFX_STENCIL_FUNC_REF(0)
  749. | BGFX_STENCIL_FUNC_RMASK(0xff)
  750. | BGFX_STENCIL_OP_FAIL_S_KEEP
  751. | BGFX_STENCIL_OP_FAIL_Z_KEEP
  752. | BGFX_STENCIL_OP_PASS_Z_KEEP
  753. , BGFX_STENCIL_NONE
  754. },
  755. { // Custom_BlendLightTexture
  756. BGFX_STATE_RGB_WRITE
  757. | BGFX_STATE_ALPHA_WRITE
  758. | BGFX_STATE_DEPTH_WRITE
  759. | BGFX_STATE_DEPTH_TEST_LESS
  760. | BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_SRC_COLOR, BGFX_STATE_BLEND_INV_SRC_COLOR)
  761. | BGFX_STATE_CULL_CCW
  762. | BGFX_STATE_MSAA
  763. , UINT32_MAX
  764. , BGFX_STENCIL_NONE
  765. , BGFX_STENCIL_NONE
  766. },
  767. { // Custom_DrawPlaneBottom
  768. BGFX_STATE_RGB_WRITE
  769. | BGFX_STATE_CULL_CW
  770. | BGFX_STATE_MSAA
  771. , UINT32_MAX
  772. , BGFX_STENCIL_NONE
  773. , BGFX_STENCIL_NONE
  774. },
  775. };
  776. struct ViewState
  777. {
  778. ViewState(uint32_t _width = 1280, uint32_t _height = 720)
  779. : m_width(_width)
  780. , m_height(_height)
  781. {
  782. }
  783. uint32_t m_width;
  784. uint32_t m_height;
  785. float m_view[16];
  786. float m_proj[16];
  787. };
  788. struct ClearValues
  789. {
  790. ClearValues(uint32_t _clearRgba = 0x30303000
  791. , float _clearDepth = 1.0f
  792. , uint8_t _clearStencil = 0
  793. )
  794. : m_clearRgba(_clearRgba)
  795. , m_clearDepth(_clearDepth)
  796. , m_clearStencil(_clearStencil)
  797. {
  798. }
  799. uint32_t m_clearRgba;
  800. float m_clearDepth;
  801. uint8_t m_clearStencil;
  802. };
  803. struct Aabb
  804. {
  805. float m_min[3];
  806. float m_max[3];
  807. };
  808. struct Obb
  809. {
  810. float m_mtx[16];
  811. };
  812. struct Sphere
  813. {
  814. float m_center[3];
  815. float m_radius;
  816. };
  817. struct Primitive
  818. {
  819. uint32_t m_startIndex;
  820. uint32_t m_numIndices;
  821. uint32_t m_startVertex;
  822. uint32_t m_numVertices;
  823. Sphere m_sphere;
  824. Aabb m_aabb;
  825. Obb m_obb;
  826. };
  827. typedef std::vector<Primitive> PrimitiveArray;
  828. struct Group
  829. {
  830. Group()
  831. {
  832. reset();
  833. }
  834. void reset()
  835. {
  836. m_vbh.idx = bgfx::invalidHandle;
  837. m_ibh.idx = bgfx::invalidHandle;
  838. m_prims.clear();
  839. }
  840. bgfx::VertexBufferHandle m_vbh;
  841. bgfx::IndexBufferHandle m_ibh;
  842. Sphere m_sphere;
  843. Aabb m_aabb;
  844. Obb m_obb;
  845. PrimitiveArray m_prims;
  846. };
  847. struct Mesh
  848. {
  849. void load(const void* _vertices, uint32_t _numVertices, const bgfx::VertexDecl _decl, const uint16_t* _indices, uint32_t _numIndices)
  850. {
  851. Group group;
  852. const bgfx::Memory* mem;
  853. uint32_t size;
  854. size = _numVertices*_decl.getStride();
  855. mem = bgfx::makeRef(_vertices, size);
  856. group.m_vbh = bgfx::createVertexBuffer(mem, _decl);
  857. size = _numIndices*2;
  858. mem = bgfx::makeRef(_indices, size);
  859. group.m_ibh = bgfx::createIndexBuffer(mem);
  860. //TODO:
  861. // group.m_sphere = ...
  862. // group.m_aabb = ...
  863. // group.m_obb = ...
  864. // group.m_prims = ...
  865. m_groups.push_back(group);
  866. }
  867. void load(const char* _filePath)
  868. {
  869. #define BGFX_CHUNK_MAGIC_VB BX_MAKEFOURCC('V', 'B', ' ', 0x0)
  870. #define BGFX_CHUNK_MAGIC_IB BX_MAKEFOURCC('I', 'B', ' ', 0x0)
  871. #define BGFX_CHUNK_MAGIC_PRI BX_MAKEFOURCC('P', 'R', 'I', 0x0)
  872. bx::CrtFileReader reader;
  873. reader.open(_filePath);
  874. Group group;
  875. uint32_t chunk;
  876. while (4 == bx::read(&reader, chunk) )
  877. {
  878. switch (chunk)
  879. {
  880. case BGFX_CHUNK_MAGIC_VB:
  881. {
  882. bx::read(&reader, group.m_sphere);
  883. bx::read(&reader, group.m_aabb);
  884. bx::read(&reader, group.m_obb);
  885. bx::read(&reader, m_decl);
  886. uint16_t stride = m_decl.getStride();
  887. uint16_t numVertices;
  888. bx::read(&reader, numVertices);
  889. const bgfx::Memory* mem = bgfx::alloc(numVertices*stride);
  890. bx::read(&reader, mem->data, mem->size);
  891. group.m_vbh = bgfx::createVertexBuffer(mem, m_decl);
  892. }
  893. break;
  894. case BGFX_CHUNK_MAGIC_IB:
  895. {
  896. uint32_t numIndices;
  897. bx::read(&reader, numIndices);
  898. const bgfx::Memory* mem = bgfx::alloc(numIndices*2);
  899. bx::read(&reader, mem->data, mem->size);
  900. group.m_ibh = bgfx::createIndexBuffer(mem);
  901. }
  902. break;
  903. case BGFX_CHUNK_MAGIC_PRI:
  904. {
  905. uint16_t len;
  906. bx::read(&reader, len);
  907. std::string material;
  908. material.resize(len);
  909. bx::read(&reader, const_cast<char*>(material.c_str() ), len);
  910. uint16_t num;
  911. bx::read(&reader, num);
  912. for (uint32_t ii = 0; ii < num; ++ii)
  913. {
  914. bx::read(&reader, len);
  915. std::string name;
  916. name.resize(len);
  917. bx::read(&reader, const_cast<char*>(name.c_str() ), len);
  918. Primitive prim;
  919. bx::read(&reader, prim.m_startIndex);
  920. bx::read(&reader, prim.m_numIndices);
  921. bx::read(&reader, prim.m_startVertex);
  922. bx::read(&reader, prim.m_numVertices);
  923. bx::read(&reader, prim.m_sphere);
  924. bx::read(&reader, prim.m_aabb);
  925. bx::read(&reader, prim.m_obb);
  926. group.m_prims.push_back(prim);
  927. }
  928. m_groups.push_back(group);
  929. group.reset();
  930. }
  931. break;
  932. default:
  933. DBG("%08x at %d", chunk, reader.seek() );
  934. break;
  935. }
  936. }
  937. reader.close();
  938. }
  939. void unload()
  940. {
  941. for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it)
  942. {
  943. const Group& group = *it;
  944. bgfx::destroyVertexBuffer(group.m_vbh);
  945. if (bgfx::invalidHandle != group.m_ibh.idx)
  946. {
  947. bgfx::destroyIndexBuffer(group.m_ibh);
  948. }
  949. }
  950. m_groups.clear();
  951. }
  952. void submit(uint8_t _viewId, float* _mtx, bgfx::ProgramHandle _program, const RenderState& _renderState)
  953. {
  954. bgfx::TextureHandle texture = BGFX_INVALID_HANDLE;
  955. submit(_viewId, _mtx, _program, _renderState, texture);
  956. }
  957. void submit(uint8_t _viewId, float* _mtx, bgfx::ProgramHandle _program, const RenderState& _renderState, bgfx::TextureHandle _texture)
  958. {
  959. for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it)
  960. {
  961. const Group& group = *it;
  962. // Set uniforms.
  963. s_uniforms.submitPerDrawUniforms();
  964. // Set model matrix for rendering.
  965. bgfx::setTransform(_mtx);
  966. bgfx::setProgram(_program);
  967. bgfx::setIndexBuffer(group.m_ibh);
  968. bgfx::setVertexBuffer(group.m_vbh);
  969. // Set textures.
  970. if (bgfx::invalidHandle != _texture.idx)
  971. {
  972. bgfx::setTexture(0, u_texColor, _texture);
  973. }
  974. for (uint8_t ii = 0; ii < ShadowMapRenderTargets::Count; ++ii)
  975. {
  976. bgfx::setTexture(4 + ii, u_shadowMap[ii], s_rtShadowMap[ii]);
  977. }
  978. // Apply render state.
  979. bgfx::setStencil(_renderState.m_fstencil, _renderState.m_bstencil);
  980. bgfx::setState(_renderState.m_state, _renderState.m_blendFactorRgba);
  981. // Submit.
  982. bgfx::submit(_viewId);
  983. }
  984. }
  985. bgfx::VertexDecl m_decl;
  986. typedef std::vector<Group> GroupArray;
  987. GroupArray m_groups;
  988. };
  989. struct PosColorTexCoord0Vertex
  990. {
  991. float m_x;
  992. float m_y;
  993. float m_z;
  994. uint32_t m_rgba;
  995. float m_u;
  996. float m_v;
  997. static void init()
  998. {
  999. ms_decl.begin();
  1000. ms_decl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float);
  1001. ms_decl.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true);
  1002. ms_decl.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float);
  1003. ms_decl.end();
  1004. }
  1005. static bgfx::VertexDecl ms_decl;
  1006. };
  1007. bgfx::VertexDecl PosColorTexCoord0Vertex::ms_decl;
  1008. void screenSpaceQuad(float _textureWidth, float _textureHeight, bool _originBottomLeft = true, float _width = 1.0f, float _height = 1.0f)
  1009. {
  1010. if (bgfx::checkAvailTransientVertexBuffer(3, PosColorTexCoord0Vertex::ms_decl) )
  1011. {
  1012. bgfx::TransientVertexBuffer vb;
  1013. bgfx::allocTransientVertexBuffer(&vb, 3, PosColorTexCoord0Vertex::ms_decl);
  1014. PosColorTexCoord0Vertex* vertex = (PosColorTexCoord0Vertex*)vb.data;
  1015. const float zz = 0.0f;
  1016. const float minx = -_width;
  1017. const float maxx = _width;
  1018. const float miny = 0.0f;
  1019. const float maxy = _height*2.0f;
  1020. const float texelHalfW = s_texelHalf/_textureWidth;
  1021. const float texelHalfH = s_texelHalf/_textureHeight;
  1022. const float minu = -1.0f + texelHalfW;
  1023. const float maxu = 1.0f + texelHalfW;
  1024. float minv = texelHalfH;
  1025. float maxv = 2.0f + texelHalfH;
  1026. if (_originBottomLeft)
  1027. {
  1028. std::swap(minv, maxv);
  1029. minv -= 1.0f;
  1030. maxv -= 1.0f;
  1031. }
  1032. vertex[0].m_x = minx;
  1033. vertex[0].m_y = miny;
  1034. vertex[0].m_z = zz;
  1035. vertex[0].m_rgba = 0xffffffff;
  1036. vertex[0].m_u = minu;
  1037. vertex[0].m_v = minv;
  1038. vertex[1].m_x = maxx;
  1039. vertex[1].m_y = miny;
  1040. vertex[1].m_z = zz;
  1041. vertex[1].m_rgba = 0xffffffff;
  1042. vertex[1].m_u = maxu;
  1043. vertex[1].m_v = minv;
  1044. vertex[2].m_x = maxx;
  1045. vertex[2].m_y = maxy;
  1046. vertex[2].m_z = zz;
  1047. vertex[2].m_rgba = 0xffffffff;
  1048. vertex[2].m_u = maxu;
  1049. vertex[2].m_v = maxv;
  1050. bgfx::setVertexBuffer(&vb);
  1051. }
  1052. }
  1053. void worldSpaceFrustumCorners(float* _corners24f
  1054. , float _near
  1055. , float _far
  1056. , float _projWidth
  1057. , float _projHeight
  1058. , const float* __restrict _invViewMtx
  1059. )
  1060. {
  1061. // Define frustum corners in view space.
  1062. const float nw = _near * _projWidth;
  1063. const float nh = _near * _projHeight;
  1064. const float fw = _far * _projWidth;
  1065. const float fh = _far * _projHeight;
  1066. const uint8_t numCorners = 8;
  1067. const float corners[numCorners][3] =
  1068. {
  1069. { -nw, nh, _near },
  1070. { nw, nh, _near },
  1071. { nw, -nh, _near },
  1072. { -nw, -nh, _near },
  1073. { -fw, fh, _far },
  1074. { fw, fh, _far },
  1075. { fw, -fh, _far },
  1076. { -fw, -fh, _far },
  1077. };
  1078. // Convert them to world space.
  1079. float (*out)[3] = (float(*)[3])_corners24f;
  1080. for (uint8_t ii = 0; ii < numCorners; ++ii)
  1081. {
  1082. vec3MulMtx( (float*)&out[ii], (float*)&corners[ii], _invViewMtx);
  1083. }
  1084. }
  1085. /**
  1086. * _splits = { near0, far0, near1, far1... nearN, farN }
  1087. * N = _numSplits
  1088. */
  1089. void splitFrustum(float* _splits, uint8_t _numSplits, float _near, float _far, float _splitWeight = 0.75f)
  1090. {
  1091. const float l = _splitWeight;
  1092. const float ratio = _far/_near;
  1093. const int8_t numSlices = _numSplits*2;
  1094. const float numSlicesf = float(numSlices);
  1095. // First slice.
  1096. _splits[0] = _near;
  1097. for (uint8_t nn = 2, ff = 1; nn < numSlices; nn+=2, ff+=2)
  1098. {
  1099. float si = float(int8_t(ff) ) / numSlicesf;
  1100. const float nearp = l*(_near*powf(ratio, si) ) + (1 - l)*(_near + (_far - _near)*si);
  1101. _splits[nn] = nearp; //near
  1102. _splits[ff] = nearp * 1.005f; //far from previous split
  1103. }
  1104. // Last slice.
  1105. _splits[numSlices-1] = _far;
  1106. }
  1107. struct Programs
  1108. {
  1109. void init()
  1110. {
  1111. // Misc.
  1112. m_black = loadProgram("vs_shadowmaps_color", "fs_shadowmaps_color_black");
  1113. m_texture = loadProgram("vs_shadowmaps_texture", "fs_shadowmaps_texture");
  1114. m_colorTexture = loadProgram("vs_shadowmaps_color_texture", "fs_shadowmaps_color_texture");
  1115. // Blur.
  1116. m_vBlur[PackDepth::RGBA] = loadProgram("vs_shadowmaps_vblur", "fs_shadowmaps_vblur");
  1117. m_hBlur[PackDepth::RGBA] = loadProgram("vs_shadowmaps_hblur", "fs_shadowmaps_hblur");
  1118. m_vBlur[PackDepth::VSM] = loadProgram("vs_shadowmaps_vblur", "fs_shadowmaps_vblur_vsm");
  1119. m_hBlur[PackDepth::VSM] = loadProgram("vs_shadowmaps_hblur", "fs_shadowmaps_hblur_vsm");
  1120. // Draw depth.
  1121. m_drawDepth[PackDepth::RGBA] = loadProgram("vs_shadowmaps_unpackdepth", "fs_shadowmaps_unpackdepth");
  1122. m_drawDepth[PackDepth::VSM] = loadProgram("vs_shadowmaps_unpackdepth", "fs_shadowmaps_unpackdepth_vsm");
  1123. // Pack depth.
  1124. m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] = loadProgram("vs_shadowmaps_packdepth", "fs_shadowmaps_packdepth");
  1125. m_packDepth[DepthImpl::InvZ][PackDepth::VSM] = loadProgram("vs_shadowmaps_packdepth", "fs_shadowmaps_packdepth_vsm");
  1126. m_packDepth[DepthImpl::Linear][PackDepth::RGBA] = loadProgram("vs_shadowmaps_packdepth_linear", "fs_shadowmaps_packdepth_linear");
  1127. m_packDepth[DepthImpl::Linear][PackDepth::VSM] = loadProgram("vs_shadowmaps_packdepth_linear", "fs_shadowmaps_packdepth_vsm_linear");
  1128. // Color lightning.
  1129. m_colorLightning[SmType::Single][DepthImpl::InvZ][SmImpl::Hard] = loadProgram("vs_shadowmaps_color_lightning", "fs_shadowmaps_color_lightning_hard");
  1130. m_colorLightning[SmType::Single][DepthImpl::InvZ][SmImpl::PCF] = loadProgram("vs_shadowmaps_color_lightning", "fs_shadowmaps_color_lightning_pcf");
  1131. m_colorLightning[SmType::Single][DepthImpl::InvZ][SmImpl::VSM] = loadProgram("vs_shadowmaps_color_lightning", "fs_shadowmaps_color_lightning_vsm");
  1132. m_colorLightning[SmType::Single][DepthImpl::InvZ][SmImpl::ESM] = loadProgram("vs_shadowmaps_color_lightning", "fs_shadowmaps_color_lightning_esm");
  1133. m_colorLightning[SmType::Single][DepthImpl::Linear][SmImpl::Hard] = loadProgram("vs_shadowmaps_color_lightning_linear", "fs_shadowmaps_color_lightning_hard_linear");
  1134. m_colorLightning[SmType::Single][DepthImpl::Linear][SmImpl::PCF] = loadProgram("vs_shadowmaps_color_lightning_linear", "fs_shadowmaps_color_lightning_pcf_linear");
  1135. m_colorLightning[SmType::Single][DepthImpl::Linear][SmImpl::VSM] = loadProgram("vs_shadowmaps_color_lightning_linear", "fs_shadowmaps_color_lightning_vsm_linear");
  1136. m_colorLightning[SmType::Single][DepthImpl::Linear][SmImpl::ESM] = loadProgram("vs_shadowmaps_color_lightning_linear", "fs_shadowmaps_color_lightning_esm_linear");
  1137. m_colorLightning[SmType::Omni][DepthImpl::InvZ][SmImpl::Hard] = loadProgram("vs_shadowmaps_color_lightning_omni", "fs_shadowmaps_color_lightning_hard_omni");
  1138. m_colorLightning[SmType::Omni][DepthImpl::InvZ][SmImpl::PCF] = loadProgram("vs_shadowmaps_color_lightning_omni", "fs_shadowmaps_color_lightning_pcf_omni");
  1139. m_colorLightning[SmType::Omni][DepthImpl::InvZ][SmImpl::VSM] = loadProgram("vs_shadowmaps_color_lightning_omni", "fs_shadowmaps_color_lightning_vsm_omni");
  1140. m_colorLightning[SmType::Omni][DepthImpl::InvZ][SmImpl::ESM] = loadProgram("vs_shadowmaps_color_lightning_omni", "fs_shadowmaps_color_lightning_esm_omni");
  1141. m_colorLightning[SmType::Omni][DepthImpl::Linear][SmImpl::Hard] = loadProgram("vs_shadowmaps_color_lightning_linear_omni", "fs_shadowmaps_color_lightning_hard_linear_omni");
  1142. m_colorLightning[SmType::Omni][DepthImpl::Linear][SmImpl::PCF] = loadProgram("vs_shadowmaps_color_lightning_linear_omni", "fs_shadowmaps_color_lightning_pcf_linear_omni");
  1143. m_colorLightning[SmType::Omni][DepthImpl::Linear][SmImpl::VSM] = loadProgram("vs_shadowmaps_color_lightning_linear_omni", "fs_shadowmaps_color_lightning_vsm_linear_omni");
  1144. m_colorLightning[SmType::Omni][DepthImpl::Linear][SmImpl::ESM] = loadProgram("vs_shadowmaps_color_lightning_linear_omni", "fs_shadowmaps_color_lightning_esm_linear_omni");
  1145. m_colorLightning[SmType::Cascade][DepthImpl::InvZ][SmImpl::Hard] = loadProgram("vs_shadowmaps_color_lightning_csm", "fs_shadowmaps_color_lightning_hard_csm");
  1146. m_colorLightning[SmType::Cascade][DepthImpl::InvZ][SmImpl::PCF] = loadProgram("vs_shadowmaps_color_lightning_csm", "fs_shadowmaps_color_lightning_pcf_csm");
  1147. m_colorLightning[SmType::Cascade][DepthImpl::InvZ][SmImpl::VSM] = loadProgram("vs_shadowmaps_color_lightning_csm", "fs_shadowmaps_color_lightning_vsm_csm");
  1148. m_colorLightning[SmType::Cascade][DepthImpl::InvZ][SmImpl::ESM] = loadProgram("vs_shadowmaps_color_lightning_csm", "fs_shadowmaps_color_lightning_esm_csm");
  1149. m_colorLightning[SmType::Cascade][DepthImpl::Linear][SmImpl::Hard] = loadProgram("vs_shadowmaps_color_lightning_linear_csm", "fs_shadowmaps_color_lightning_hard_linear_csm");
  1150. m_colorLightning[SmType::Cascade][DepthImpl::Linear][SmImpl::PCF] = loadProgram("vs_shadowmaps_color_lightning_linear_csm", "fs_shadowmaps_color_lightning_pcf_linear_csm");
  1151. m_colorLightning[SmType::Cascade][DepthImpl::Linear][SmImpl::VSM] = loadProgram("vs_shadowmaps_color_lightning_linear_csm", "fs_shadowmaps_color_lightning_vsm_linear_csm");
  1152. m_colorLightning[SmType::Cascade][DepthImpl::Linear][SmImpl::ESM] = loadProgram("vs_shadowmaps_color_lightning_linear_csm", "fs_shadowmaps_color_lightning_esm_linear_csm");
  1153. }
  1154. void destroy()
  1155. {
  1156. // Color lightning.
  1157. for (uint8_t ii = 0; ii < SmType::Count; ++ii)
  1158. {
  1159. for (uint8_t jj = 0; jj < DepthImpl::Count; ++jj)
  1160. {
  1161. for (uint8_t kk = 0; kk < SmImpl::Count; ++kk)
  1162. {
  1163. bgfx::destroyProgram(m_colorLightning[ii][jj][kk]);
  1164. }
  1165. }
  1166. }
  1167. // Pack depth.
  1168. for (uint8_t ii = 0; ii < DepthImpl::Count; ++ii)
  1169. {
  1170. for (uint8_t jj = 0; jj < PackDepth::Count; ++jj)
  1171. {
  1172. bgfx::destroyProgram(m_packDepth[ii][jj]);
  1173. }
  1174. }
  1175. // Draw depth.
  1176. for (uint8_t ii = 0; ii < PackDepth::Count; ++ii)
  1177. {
  1178. bgfx::destroyProgram(m_drawDepth[ii]);
  1179. }
  1180. // Hblur.
  1181. for (uint8_t ii = 0; ii < PackDepth::Count; ++ii)
  1182. {
  1183. bgfx::destroyProgram(m_hBlur[ii]);
  1184. }
  1185. // Vblur.
  1186. for (uint8_t ii = 0; ii < PackDepth::Count; ++ii)
  1187. {
  1188. bgfx::destroyProgram(m_vBlur[ii]);
  1189. }
  1190. // Misc.
  1191. bgfx::destroyProgram(m_colorTexture);
  1192. bgfx::destroyProgram(m_texture);
  1193. bgfx::destroyProgram(m_black);
  1194. }
  1195. bgfx::ProgramHandle m_black;
  1196. bgfx::ProgramHandle m_texture;
  1197. bgfx::ProgramHandle m_colorTexture;
  1198. bgfx::ProgramHandle m_vBlur[PackDepth::Count];
  1199. bgfx::ProgramHandle m_hBlur[PackDepth::Count];
  1200. bgfx::ProgramHandle m_drawDepth[PackDepth::Count];
  1201. bgfx::ProgramHandle m_packDepth[DepthImpl::Count][PackDepth::Count];
  1202. bgfx::ProgramHandle m_colorLightning[SmType::Count][DepthImpl::Count][SmImpl::Count];
  1203. };
  1204. static Programs s_programs;
  1205. struct ShadowMapSettings
  1206. {
  1207. #define IMGUI_FLOAT_PARAM(_name) float _name, _name##Min, _name##Max, _name##Step
  1208. IMGUI_FLOAT_PARAM(m_sizePwrTwo);
  1209. IMGUI_FLOAT_PARAM(m_depthValuePow);
  1210. IMGUI_FLOAT_PARAM(m_near);
  1211. IMGUI_FLOAT_PARAM(m_far);
  1212. IMGUI_FLOAT_PARAM(m_bias);
  1213. IMGUI_FLOAT_PARAM(m_normalOffset);
  1214. IMGUI_FLOAT_PARAM(m_customParam0);
  1215. IMGUI_FLOAT_PARAM(m_customParam1);
  1216. IMGUI_FLOAT_PARAM(m_xNum);
  1217. IMGUI_FLOAT_PARAM(m_yNum);
  1218. IMGUI_FLOAT_PARAM(m_xOffset);
  1219. IMGUI_FLOAT_PARAM(m_yOffset);
  1220. bool m_doBlur;
  1221. bgfx::ProgramHandle* m_progPack;
  1222. bgfx::ProgramHandle* m_progDraw;
  1223. #undef IMGUI_FLOAT_PARAM
  1224. };
  1225. int _main_(int /*_argc*/, char** /*_argv*/)
  1226. {
  1227. uint32_t debug = BGFX_DEBUG_TEXT;
  1228. uint32_t reset = BGFX_RESET_VSYNC;
  1229. ViewState viewState(1280, 720);
  1230. ClearValues clearValues(0x00000000, 1.0f, 0);
  1231. bgfx::init();
  1232. bgfx::reset(viewState.m_width, viewState.m_height, reset);
  1233. // Enable debug text.
  1234. bgfx::setDebug(debug);
  1235. // Setup root path for binary shaders. Shader binaries are different
  1236. // for each renderer.
  1237. switch (bgfx::getRendererType() )
  1238. {
  1239. default:
  1240. case bgfx::RendererType::Direct3D9:
  1241. s_shaderPath = "shaders/dx9/";
  1242. s_texelHalf = 0.5f;
  1243. break;
  1244. case bgfx::RendererType::Direct3D11:
  1245. s_shaderPath = "shaders/dx11/";
  1246. break;
  1247. case bgfx::RendererType::OpenGL:
  1248. s_shaderPath = "shaders/glsl/";
  1249. s_flipV = true;
  1250. break;
  1251. case bgfx::RendererType::OpenGLES:
  1252. s_shaderPath = "shaders/gles/";
  1253. s_flipV = true;
  1254. break;
  1255. }
  1256. // Imgui.
  1257. FILE* file = fopen("font/droidsans.ttf", "rb");
  1258. uint32_t size = (uint32_t)fsize(file);
  1259. void* data = malloc(size);
  1260. size_t ignore = fread(data, 1, size, file);
  1261. BX_UNUSED(ignore);
  1262. fclose(file);
  1263. imguiCreate(data);
  1264. free(data);
  1265. // Uniforms.
  1266. s_uniforms.init();
  1267. u_texColor = bgfx::createUniform("u_texColor", bgfx::UniformType::Uniform1iv);
  1268. u_shadowMap[0] = bgfx::createUniform("u_shadowMap0", bgfx::UniformType::Uniform1iv);
  1269. u_shadowMap[1] = bgfx::createUniform("u_shadowMap1", bgfx::UniformType::Uniform1iv);
  1270. u_shadowMap[2] = bgfx::createUniform("u_shadowMap2", bgfx::UniformType::Uniform1iv);
  1271. u_shadowMap[3] = bgfx::createUniform("u_shadowMap3", bgfx::UniformType::Uniform1iv);
  1272. // Programs.
  1273. s_programs.init();
  1274. // Vertex declarations.
  1275. bgfx::VertexDecl PosNormalTexcoordDecl;
  1276. PosNormalTexcoordDecl.begin();
  1277. PosNormalTexcoordDecl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float);
  1278. PosNormalTexcoordDecl.add(bgfx::Attrib::Normal, 4, bgfx::AttribType::Uint8, true, true);
  1279. PosNormalTexcoordDecl.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float);
  1280. PosNormalTexcoordDecl.end();
  1281. bgfx::VertexDecl posDecl;
  1282. posDecl.begin();
  1283. posDecl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float);
  1284. posDecl.end();
  1285. PosColorTexCoord0Vertex::init();
  1286. // Textures.
  1287. const bgfx::Memory* mem;
  1288. mem = loadTexture("figure-rgba.dds");
  1289. bgfx::TextureHandle texFigure = bgfx::createTexture(mem);
  1290. mem = loadTexture("flare.dds");
  1291. bgfx::TextureHandle texFlare = bgfx::createTexture(mem);
  1292. mem = loadTexture("fieldstone-rgba.dds");
  1293. bgfx::TextureHandle texFieldstone = bgfx::createTexture(mem);
  1294. // Meshes.
  1295. Mesh bunnyMesh;
  1296. Mesh treeMesh;
  1297. Mesh cubeMesh;
  1298. Mesh hollowcubeMesh;
  1299. Mesh hplaneMesh;
  1300. Mesh vplaneMesh;
  1301. bunnyMesh.load("meshes/bunny.bin");
  1302. treeMesh.load("meshes/tree.bin");
  1303. cubeMesh.load("meshes/cube.bin");
  1304. hollowcubeMesh.load("meshes/hollowcube.bin");
  1305. hplaneMesh.load(s_hplaneVertices, s_numHPlaneVertices, PosNormalTexcoordDecl, s_planeIndices, s_numPlaneIndices);
  1306. vplaneMesh.load(s_vplaneVertices, s_numVPlaneVertices, PosNormalTexcoordDecl, s_planeIndices, s_numPlaneIndices);
  1307. // Materials.
  1308. Material defaultMaterial =
  1309. {
  1310. { { 1.0f, 1.0f, 1.0f, 0.0f } }, //ambient
  1311. { { 1.0f, 1.0f, 1.0f, 0.0f } }, //diffuse
  1312. { { 1.0f, 1.0f, 1.0f, 0.0f } }, //specular, exponent
  1313. };
  1314. // Lights.
  1315. Light pointLight =
  1316. {
  1317. { { 0.0f, 0.0f, 0.0f, 1.0f } }, //position
  1318. { 0.0f, 0.0f, 0.0f, 0.0f }, //-ignore
  1319. { { 1.0f, 1.0f, 1.0f, 0.0f } }, //ambient
  1320. { { 1.0f, 1.0f, 1.0f, 850.0f } }, //diffuse
  1321. { { 1.0f, 1.0f, 1.0f, 0.0f } }, //specular
  1322. { { 0.0f,-0.4f,-0.6f, 0.0f } }, //spotdirection, spotexponent
  1323. { 0.0f, 0.0f, 0.0f, 0.0f }, //-ignore
  1324. { { 1.0f, 0.0f, 1.0f, 91.0f } }, //attenuation, spotcutoff
  1325. };
  1326. Light directionalLight =
  1327. {
  1328. { { 0.5f,-1.0f, 0.1f, 0.0f } }, //position
  1329. { 0.0f, 0.0f, 0.0f, 0.0f }, //-ignore
  1330. { { 1.0f, 1.0f, 1.0f, 0.02f } }, //ambient
  1331. { { 1.0f, 1.0f, 1.0f, 0.4f } }, //diffuse
  1332. { { 1.0f, 1.0f, 1.0f, 0.0f } }, //specular
  1333. { { 0.0f, 0.0f, 0.0f, 1.0f } }, //spotdirection, spotexponent
  1334. { 0.0f, 0.0f, 0.0f, 0.0f }, //-ignore
  1335. { { 0.0f, 0.0f, 0.0f, 1.0f } }, //attenuation, spotcutoff
  1336. };
  1337. // Setup uniforms.
  1338. float color[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
  1339. float lightMtx[16];
  1340. float shadowMapMtx[ShadowMapRenderTargets::Count][16];
  1341. s_uniforms.setPtrs(&defaultMaterial
  1342. , &pointLight
  1343. , color
  1344. , lightMtx
  1345. , &shadowMapMtx[ShadowMapRenderTargets::First][0]
  1346. , &shadowMapMtx[ShadowMapRenderTargets::Second][0]
  1347. , &shadowMapMtx[ShadowMapRenderTargets::Third][0]
  1348. , &shadowMapMtx[ShadowMapRenderTargets::Fourth][0]
  1349. );
  1350. s_uniforms.submitConstUniforms();
  1351. // Settings.
  1352. ShadowMapSettings smSettings[LightType::Count][DepthImpl::Count][SmImpl::Count] =
  1353. {
  1354. { //LightType::Spot
  1355. { //DepthImpl::InvZ
  1356. { //SmImpl::Hard
  1357. 10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1358. , 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1359. , 1.0f, 1.0f, 10.0f, 1.0f // m_near
  1360. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1361. , 0.0035f, 0.0f, 0.01f, 0.00001f // m_bias
  1362. , 0.0012f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1363. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1364. , 500.0f, 1.0f, 1000.0f, 1.0f // m_customParam1
  1365. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1366. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1367. , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
  1368. , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
  1369. , true // m_doBlur
  1370. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
  1371. , &s_programs.m_colorLightning[SmType::Single][DepthImpl::InvZ][SmImpl::Hard] //m_progDraw
  1372. },
  1373. { //SmImpl::PCF
  1374. 10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1375. , 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1376. , 1.0f, 1.0f, 99.0f, 1.0f // m_near
  1377. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1378. , 0.007f, 0.0f, 0.01f, 0.00001f // m_bias
  1379. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1380. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1381. , 500.0f, 1.0f, 1000.0f, 1.0f // m_customParam1
  1382. , 2.0f, 0.0f, 8.0f, 1.0f // m_xNum
  1383. , 2.0f, 0.0f, 8.0f, 1.0f // m_yNum
  1384. , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
  1385. , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
  1386. , true // m_doBlur
  1387. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
  1388. , &s_programs.m_colorLightning[SmType::Single][DepthImpl::InvZ][SmImpl::PCF] //m_progDraw
  1389. },
  1390. { //SmImpl::VSM
  1391. 10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1392. , 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1393. , 8.0f, 1.0f, 10.0f, 1.0f // m_near
  1394. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1395. , 0.045f, 0.0f, 0.1f, 0.00001f // m_bias
  1396. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1397. , 0.02f, 0.0f, 0.04f, 0.00001f // m_customParam0
  1398. , 450.0f, 1.0f, 1000.0f, 1.0f // m_customParam1
  1399. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1400. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1401. , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
  1402. , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
  1403. , true // m_doBlur
  1404. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::VSM] //m_progPack
  1405. , &s_programs.m_colorLightning[SmType::Single][DepthImpl::InvZ][SmImpl::VSM] //m_progDraw
  1406. },
  1407. { //SmImpl::ESM
  1408. 10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1409. , 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1410. , 3.0f, 1.0f, 10.0f, 0.01f // m_near
  1411. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1412. , 0.02f, 0.0f, 0.3f, 0.00001f // m_bias
  1413. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1414. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1415. , 9000.0f, 1.0f, 15000.0f, 1.0f // m_customParam1
  1416. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1417. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1418. , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
  1419. , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
  1420. , true // m_doBlur
  1421. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
  1422. , &s_programs.m_colorLightning[SmType::Single][DepthImpl::InvZ][SmImpl::ESM] //m_progDraw
  1423. }
  1424. },
  1425. { //DepthImpl::Linear
  1426. { //SmImpl::Hard
  1427. 10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1428. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1429. , 1.0f, 1.0f, 10.0f, 1.0f // m_near
  1430. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1431. , 0.0025f, 0.0f, 0.01f, 0.00001f // m_bias
  1432. , 0.0012f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1433. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1434. , 500.0f, 1.0f, 1000.0f, 1.0f // m_customParam1
  1435. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1436. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1437. , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
  1438. , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
  1439. , true // m_doBlur
  1440. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
  1441. , &s_programs.m_colorLightning[SmType::Single][DepthImpl::Linear][SmImpl::Hard] //m_progDraw
  1442. },
  1443. { //SmImpl::PCF
  1444. 10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1445. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1446. , 1.0f, 1.0f, 99.0f, 1.0f // m_near
  1447. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1448. , 0.0025f, 0.0f, 0.01f, 0.00001f // m_bias
  1449. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1450. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1451. , 2000.0f, 1.0f, 2000.0f, 1.0f // m_customParam1
  1452. , 2.0f, 0.0f, 8.0f, 1.0f // m_xNum
  1453. , 2.0f, 0.0f, 8.0f, 1.0f // m_yNum
  1454. , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
  1455. , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
  1456. , true // m_doBlur
  1457. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
  1458. , &s_programs.m_colorLightning[SmType::Single][DepthImpl::Linear][SmImpl::PCF] //m_progDraw
  1459. },
  1460. { //SmImpl::VSM
  1461. 10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1462. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1463. , 1.0f, 1.0f, 10.0f, 1.0f // m_near
  1464. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1465. , 0.006f, 0.0f, 0.01f, 0.00001f // m_bias
  1466. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1467. , 0.02f, 0.0f, 0.1f, 0.00001f // m_customParam0
  1468. , 300.0f, 1.0f, 1500.0f, 1.0f // m_customParam1
  1469. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1470. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1471. , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
  1472. , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
  1473. , true // m_doBlur
  1474. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::VSM] //m_progPack
  1475. , &s_programs.m_colorLightning[SmType::Single][DepthImpl::Linear][SmImpl::VSM] //m_progDraw
  1476. },
  1477. { //SmImpl::ESM
  1478. 10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1479. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1480. , 1.0f, 1.0f, 10.0f, 0.01f // m_near
  1481. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1482. , 0.0055f, 0.0f, 0.01f, 0.00001f // m_bias
  1483. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1484. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1485. , 2500.0f, 1.0f, 5000.0f, 1.0f // m_customParam1
  1486. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1487. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1488. , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
  1489. , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
  1490. , true // m_doBlur
  1491. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
  1492. , &s_programs.m_colorLightning[SmType::Single][DepthImpl::Linear][SmImpl::ESM] //m_progDraw
  1493. }
  1494. }
  1495. },
  1496. { //LightType::Point
  1497. { //DepthImpl::InvZ
  1498. { //SmImpl::Hard
  1499. 12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo
  1500. , 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1501. , 1.0f, 1.0f, 10.0f, 1.0f // m_near
  1502. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1503. , 0.006f, 0.0f, 0.01f, 0.00001f // m_bias
  1504. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1505. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1506. , 50.0f, 1.0f, 300.0f, 1.0f // m_customParam1
  1507. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1508. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1509. , 0.25f, 0.0f, 2.0f, 0.001f // m_xOffset
  1510. , 0.25f, 0.0f, 2.0f, 0.001f // m_yOffset
  1511. , true // m_doBlur
  1512. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
  1513. , &s_programs.m_colorLightning[SmType::Omni][DepthImpl::InvZ][SmImpl::Hard] //m_progDraw
  1514. },
  1515. { //SmImpl::PCF
  1516. 12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo
  1517. , 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1518. , 1.0f, 1.0f, 99.0f, 1.0f // m_near
  1519. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1520. , 0.004f, 0.0f, 0.01f, 0.00001f // m_bias
  1521. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1522. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1523. , 50.0f, 1.0f, 300.0f, 1.0f // m_customParam1
  1524. , 2.0f, 0.0f, 8.0f, 1.0f // m_xNum
  1525. , 2.0f, 0.0f, 8.0f, 1.0f // m_yNum
  1526. , 1.0f, 0.0f, 3.0f, 0.001f // m_xOffset
  1527. , 1.0f, 0.0f, 3.0f, 0.001f // m_yOffset
  1528. , true // m_doBlur
  1529. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
  1530. , &s_programs.m_colorLightning[SmType::Omni][DepthImpl::InvZ][SmImpl::PCF] //m_progDraw
  1531. },
  1532. { //SmImpl::VSM
  1533. 12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo
  1534. , 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1535. , 8.0f, 1.0f, 10.0f, 1.0f // m_near
  1536. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1537. , 0.055f, 0.0f, 0.1f, 0.00001f // m_bias
  1538. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1539. , 0.02f, 0.0f, 0.04f, 0.00001f // m_customParam0
  1540. , 450.0f, 1.0f, 900.0f, 1.0f // m_customParam1
  1541. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1542. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1543. , 0.25f, 0.0f, 2.0f, 0.001f // m_xOffset
  1544. , 0.25f, 0.0f, 2.0f, 0.001f // m_yOffset
  1545. , true // m_doBlur
  1546. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::VSM] //m_progPack
  1547. , &s_programs.m_colorLightning[SmType::Omni][DepthImpl::InvZ][SmImpl::VSM] //m_progDraw
  1548. },
  1549. { //SmImpl::ESM
  1550. 12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo
  1551. , 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1552. , 3.0f, 1.0f, 10.0f, 0.01f // m_near
  1553. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1554. , 0.035f, 0.0f, 0.1f, 0.00001f // m_bias
  1555. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1556. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1557. , 9000.0f, 1.0f, 15000.0f, 1.0f // m_customParam1
  1558. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1559. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1560. , 0.25f, 0.0f, 2.0f, 0.001f // m_xOffset
  1561. , 0.25f, 0.0f, 2.0f, 0.001f // m_yOffset
  1562. , true // m_doBlur
  1563. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
  1564. , &s_programs.m_colorLightning[SmType::Omni][DepthImpl::InvZ][SmImpl::ESM] //m_progDraw
  1565. }
  1566. },
  1567. { //DepthImpl::Linear
  1568. { //SmImpl::Hard
  1569. 12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo
  1570. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1571. , 1.0f, 1.0f, 10.0f, 1.0f // m_near
  1572. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1573. , 0.003f, 0.0f, 0.01f, 0.00001f // m_bias
  1574. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1575. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1576. , 120.0f, 1.0f, 300.0f, 1.0f // m_customParam1
  1577. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1578. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1579. , 0.25f, 0.0f, 2.0f, 0.001f // m_xOffset
  1580. , 0.25f, 0.0f, 2.0f, 0.001f // m_yOffset
  1581. , true // m_doBlur
  1582. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
  1583. , &s_programs.m_colorLightning[SmType::Omni][DepthImpl::Linear][SmImpl::Hard] //m_progDraw
  1584. },
  1585. { //SmImpl::PCF
  1586. 12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo
  1587. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1588. , 1.0f, 1.0f, 99.0f, 1.0f // m_near
  1589. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1590. , 0.0035f, 0.0f, 0.01f, 0.00001f // m_bias
  1591. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1592. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1593. , 120.0f, 1.0f, 300.0f, 1.0f // m_customParam1
  1594. , 2.0f, 0.0f, 8.0f, 1.0f // m_xNum
  1595. , 2.0f, 0.0f, 8.0f, 1.0f // m_yNum
  1596. , 1.0f, 0.0f, 3.0f, 0.001f // m_xOffset
  1597. , 1.0f, 0.0f, 3.0f, 0.001f // m_yOffset
  1598. , true // m_doBlur
  1599. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
  1600. , &s_programs.m_colorLightning[SmType::Omni][DepthImpl::Linear][SmImpl::PCF] //m_progDraw
  1601. },
  1602. { //SmImpl::VSM
  1603. 12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo
  1604. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1605. , 1.0f, 1.0f, 10.0f, 1.0f // m_near
  1606. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1607. , 0.006f, 0.0f, 0.1f, 0.00001f // m_bias
  1608. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1609. , 0.02f, 0.0f, 0.1f, 0.00001f // m_customParam0
  1610. , 400.0f, 1.0f, 900.0f, 1.0f // m_customParam1
  1611. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1612. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1613. , 0.25f, 0.0f, 2.0f, 0.001f // m_xOffset
  1614. , 0.25f, 0.0f, 2.0f, 0.001f // m_yOffset
  1615. , true // m_doBlur
  1616. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::VSM] //m_progPack
  1617. , &s_programs.m_colorLightning[SmType::Omni][DepthImpl::Linear][SmImpl::VSM] //m_progDraw
  1618. },
  1619. { //SmImpl::ESM
  1620. 12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo
  1621. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1622. , 1.0f, 1.0f, 10.0f, 0.01f // m_near
  1623. , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
  1624. , 0.007f, 0.0f, 0.01f, 0.00001f // m_bias
  1625. , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
  1626. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1627. , 8000.0f, 1.0f, 15000.0f, 1.0f // m_customParam1
  1628. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1629. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1630. , 0.25f, 0.0f, 2.0f, 0.001f // m_xOffset
  1631. , 0.25f, 0.0f, 2.0f, 0.001f // m_yOffset
  1632. , true // m_doBlur
  1633. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
  1634. , &s_programs.m_colorLightning[SmType::Omni][DepthImpl::Linear][SmImpl::ESM] //m_progDraw
  1635. }
  1636. }
  1637. },
  1638. { //LightType::Directional
  1639. { //DepthImpl::InvZ
  1640. { //SmImpl::Hard
  1641. 11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1642. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1643. , 1.0f, 1.0f, 10.0f, 1.0f // m_near
  1644. , 550.0f, 100.0f, 2000.0f, 50.0f // m_far
  1645. , 0.0012f, 0.0f, 0.01f, 0.00001f // m_bias
  1646. , 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset
  1647. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1648. , 200.0f, 1.0f, 400.0f, 1.0f // m_customParam1
  1649. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1650. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1651. , 0.2f, 0.0f, 1.0f, 0.01f // m_xOffset
  1652. , 0.2f, 0.0f, 1.0f, 0.01f // m_yOffset
  1653. , true // m_doBlur
  1654. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
  1655. , &s_programs.m_colorLightning[SmType::Cascade][DepthImpl::InvZ][SmImpl::Hard] //m_progDraw
  1656. },
  1657. { //SmImpl::PCF
  1658. 11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1659. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1660. , 1.0f, 1.0f, 99.0f, 1.0f // m_near
  1661. , 550.0f, 100.0f, 2000.0f, 50.0f // m_far
  1662. , 0.0012f, 0.0f, 0.01f, 0.00001f // m_bias
  1663. , 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset
  1664. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1665. , 200.0f, 1.0f, 400.0f, 1.0f // m_customParam1
  1666. , 2.0f, 0.0f, 8.0f, 1.0f // m_xNum
  1667. , 2.0f, 0.0f, 8.0f, 1.0f // m_yNum
  1668. , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
  1669. , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
  1670. , true // m_doBlur
  1671. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
  1672. , &s_programs.m_colorLightning[SmType::Cascade][DepthImpl::InvZ][SmImpl::PCF] //m_progDraw
  1673. },
  1674. { //SmImpl::VSM
  1675. 11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1676. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1677. , 1.0f, 1.0f, 10.0f, 1.0f // m_near
  1678. , 550.0f, 100.0f, 2000.0f, 50.0f // m_far
  1679. , 0.004f, 0.0f, 0.01f, 0.00001f // m_bias
  1680. , 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset
  1681. , 0.02f, 0.0f, 0.04f, 0.00001f // m_customParam0
  1682. , 2500.0f, 1.0f, 5000.0f, 1.0f // m_customParam1
  1683. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1684. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1685. , 0.2f, 0.0f, 1.0f, 0.01f // m_xOffset
  1686. , 0.2f, 0.0f, 1.0f, 0.01f // m_yOffset
  1687. , true // m_doBlur
  1688. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::VSM] //m_progPack
  1689. , &s_programs.m_colorLightning[SmType::Cascade][DepthImpl::InvZ][SmImpl::VSM] //m_progDraw
  1690. },
  1691. { //SmImpl::ESM
  1692. 11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1693. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1694. , 1.0f, 1.0f, 10.0f, 0.01f // m_near
  1695. , 550.0f, 100.0f, 2000.0f, 50.0f // m_far
  1696. , 0.004f, 0.0f, 0.01f, 0.00001f // m_bias
  1697. , 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset
  1698. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1699. , 9500.0f, 1.0f, 15000.0f, 1.0f // m_customParam1
  1700. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1701. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1702. , 0.2f, 0.0f, 1.0f, 0.01f // m_xOffset
  1703. , 0.2f, 0.0f, 1.0f, 0.01f // m_yOffset
  1704. , true // m_doBlur
  1705. , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
  1706. , &s_programs.m_colorLightning[SmType::Cascade][DepthImpl::InvZ][SmImpl::ESM] //m_progDraw
  1707. }
  1708. },
  1709. { //DepthImpl::Linear
  1710. { //SmImpl::Hard
  1711. 11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1712. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1713. , 1.0f, 1.0f, 10.0f, 1.0f // m_near
  1714. , 550.0f, 100.0f, 2000.0f, 50.0f // m_far
  1715. , 0.0012f, 0.0f, 0.01f, 0.00001f // m_bias
  1716. , 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset
  1717. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1718. , 500.0f, 1.0f, 1000.0f, 1.0f // m_customParam1
  1719. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1720. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1721. , 0.2f, 0.0f, 1.0f, 0.01f // m_xOffset
  1722. , 0.2f, 0.0f, 1.0f, 0.01f // m_yOffset
  1723. , true // m_doBlur
  1724. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
  1725. , &s_programs.m_colorLightning[SmType::Cascade][DepthImpl::Linear][SmImpl::Hard] //m_progDraw
  1726. },
  1727. { //SmImpl::PCF
  1728. 11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1729. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1730. , 1.0f, 1.0f, 99.0f, 1.0f // m_near
  1731. , 550.0f, 100.0f, 2000.0f, 50.0f // m_far
  1732. , 0.0012f, 0.0f, 0.01f, 0.00001f // m_bias
  1733. , 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset
  1734. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1735. , 200.0f, 1.0f, 400.0f, 1.0f // m_customParam1
  1736. , 2.0f, 0.0f, 8.0f, 1.0f // m_xNum
  1737. , 2.0f, 0.0f, 8.0f, 1.0f // m_yNum
  1738. , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
  1739. , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
  1740. , true // m_doBlur
  1741. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
  1742. , &s_programs.m_colorLightning[SmType::Cascade][DepthImpl::Linear][SmImpl::PCF] //m_progDraw
  1743. },
  1744. { //SmImpl::VSM
  1745. 11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1746. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1747. , 1.0f, 1.0f, 10.0f, 1.0f // m_near
  1748. , 550.0f, 100.0f, 2000.0f, 50.0f // m_far
  1749. , 0.004f, 0.0f, 0.01f, 0.00001f // m_bias
  1750. , 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset
  1751. , 0.02f, 0.0f, 0.04f, 0.00001f // m_customParam0
  1752. , 2500.0f, 1.0f, 5000.0f, 1.0f // m_customParam1
  1753. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1754. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1755. , 0.2f, 0.0f, 1.0f, 0.01f // m_xOffset
  1756. , 0.2f, 0.0f, 1.0f, 0.01f // m_yOffset
  1757. , true // m_doBlur
  1758. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::VSM] //m_progPack
  1759. , &s_programs.m_colorLightning[SmType::Cascade][DepthImpl::Linear][SmImpl::VSM] //m_progDraw
  1760. },
  1761. { //SmImpl::ESM
  1762. 11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
  1763. , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
  1764. , 1.0f, 1.0f, 10.0f, 0.01f // m_near
  1765. , 550.0f, 100.0f, 2000.0f, 50.0f // m_far
  1766. , 0.004f, 0.0f, 0.01f, 0.00001f // m_bias
  1767. , 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset
  1768. , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
  1769. , 9500.0f, 1.0f, 15000.0f, 1.0f // m_customParam1
  1770. , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
  1771. , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
  1772. , 0.2f, 0.0f, 1.0f, 0.01f // m_xOffset
  1773. , 0.2f, 0.0f, 1.0f, 0.01f // m_yOffset
  1774. , true // m_doBlur
  1775. , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
  1776. , &s_programs.m_colorLightning[SmType::Cascade][DepthImpl::Linear][SmImpl::ESM] //m_progDraw
  1777. }
  1778. }
  1779. }
  1780. };
  1781. struct SceneSettings
  1782. {
  1783. LightType::Enum m_lightType;
  1784. DepthImpl::Enum m_depthImpl;
  1785. SmImpl::Enum m_smImpl;
  1786. float m_spotOuterAngle;
  1787. float m_spotInnerAngle;
  1788. float m_fovXAdjust;
  1789. float m_fovYAdjust;
  1790. float m_coverageSpotL;
  1791. float m_numSplitsf;
  1792. float m_splitDistribution;
  1793. uint8_t m_numSplits;
  1794. bool m_updateLights;
  1795. bool m_updateScene;
  1796. bool m_drawDepthBuffer;
  1797. bool m_showSmCoverage;
  1798. bool m_stencilPack;
  1799. bool m_stabilize;
  1800. };
  1801. SceneSettings settings;
  1802. settings.m_lightType = LightType::SpotLight;
  1803. settings.m_depthImpl = DepthImpl::InvZ;
  1804. settings.m_smImpl = SmImpl::Hard;
  1805. settings.m_spotOuterAngle = 45.0f;
  1806. settings.m_spotInnerAngle = 30.0f;
  1807. settings.m_fovXAdjust = 0.0f;
  1808. settings.m_fovYAdjust = 0.0f;
  1809. settings.m_coverageSpotL = 90.0f;
  1810. settings.m_numSplitsf = 4.0f;
  1811. settings.m_splitDistribution = 0.6f;
  1812. settings.m_numSplits = uint8_t(settings.m_numSplitsf);
  1813. settings.m_updateLights = true;
  1814. settings.m_updateScene = true;
  1815. settings.m_drawDepthBuffer = false;
  1816. settings.m_showSmCoverage = false;
  1817. settings.m_stencilPack = true;
  1818. settings.m_stabilize = true;
  1819. ShadowMapSettings* currentSmSettings = &smSettings[settings.m_lightType][settings.m_depthImpl][settings.m_smImpl];
  1820. // Render targets.
  1821. uint16_t shadowMapSize = 1 << uint32_t(currentSmSettings->m_sizePwrTwo);
  1822. uint16_t currentShadowMapSize = shadowMapSize;
  1823. float currentShadowMapSizef = float(int16_t(currentShadowMapSize) );
  1824. s_uniforms.m_shadowMapTexelSize = 1.0f / currentShadowMapSizef;
  1825. for (uint8_t ii = 0; ii < ShadowMapRenderTargets::Count; ++ii)
  1826. {
  1827. bgfx::TextureHandle fbtextures[] =
  1828. {
  1829. bgfx::createTexture2D(currentShadowMapSize, currentShadowMapSize, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT),
  1830. bgfx::createTexture2D(currentShadowMapSize, currentShadowMapSize, 1, bgfx::TextureFormat::D24S8),
  1831. };
  1832. s_rtShadowMap[ii] = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
  1833. }
  1834. s_rtBlur = bgfx::createFrameBuffer(currentShadowMapSize, currentShadowMapSize, bgfx::TextureFormat::BGRA8);
  1835. // Setup camera.
  1836. float initialPos[3] = { 0.0f, 60.0f, -105.0f };
  1837. cameraCreate();
  1838. cameraSetPosition(initialPos);
  1839. cameraSetVerticalAngle(-0.45f);
  1840. // Set view and projection matrices.
  1841. const float camFovy = 60.0f;
  1842. const float camAspect = float(int32_t(viewState.m_width) ) / float(int32_t(viewState.m_height) );
  1843. const float camNear = 0.1f;
  1844. const float camFar = 2000.0f;
  1845. const float projHeight = 1.0f/tanf(camFovy*( (float)M_PI/180.0f)*0.5f);
  1846. const float projWidth = projHeight * 1.0f/camAspect;
  1847. mtxProj(viewState.m_proj, camFovy, camAspect, camNear, camFar);
  1848. cameraGetViewMtx(viewState.m_view);
  1849. float timeAccumulatorLight = 0.0f;
  1850. float timeAccumulatorScene = 0.0f;
  1851. entry::MouseState mouseState;
  1852. while (!entry::processEvents(viewState.m_width, viewState.m_height, debug, reset, &mouseState) )
  1853. {
  1854. // Imgui.
  1855. imguiBeginFrame(mouseState.m_mx
  1856. , mouseState.m_my
  1857. , (mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
  1858. | (mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
  1859. , 0
  1860. , viewState.m_width
  1861. , viewState.m_height
  1862. );
  1863. static int32_t rightScrollArea = 0;
  1864. imguiBeginScrollArea("Settings", viewState.m_width - 256 - 10, 10, 256, 660, &rightScrollArea);
  1865. #define IMGUI_FLOAT_SLIDER(_name, _val) \
  1866. imguiSlider(_name \
  1867. , &_val \
  1868. , *(((float*)&_val)+1) \
  1869. , *(((float*)&_val)+2) \
  1870. , *(((float*)&_val)+3) \
  1871. )
  1872. imguiBool("Update lights", settings.m_updateLights);
  1873. imguiBool("Update scene", settings.m_updateScene);
  1874. imguiSeparatorLine();
  1875. imguiLabel("Shadow map depth:");
  1876. imguiEnum(settings.m_depthImpl);
  1877. currentSmSettings = &smSettings[settings.m_lightType][settings.m_depthImpl][settings.m_smImpl];
  1878. imguiSeparator();
  1879. imguiBool("Draw depth buffer.", settings.m_drawDepthBuffer);
  1880. if (settings.m_drawDepthBuffer)
  1881. {
  1882. IMGUI_FLOAT_SLIDER("Depth value pow:", currentSmSettings->m_depthValuePow);
  1883. }
  1884. imguiSeparatorLine();
  1885. imguiLabel("Shadow Map implementation:");
  1886. imguiEnum(settings.m_smImpl);
  1887. currentSmSettings = &smSettings[settings.m_lightType][settings.m_depthImpl][settings.m_smImpl];
  1888. imguiSeparator();
  1889. IMGUI_FLOAT_SLIDER("Bias:", currentSmSettings->m_bias);
  1890. IMGUI_FLOAT_SLIDER("Normal offset:", currentSmSettings->m_normalOffset);
  1891. imguiSeparator();
  1892. if (LightType::DirectionalLight != settings.m_lightType)
  1893. {
  1894. IMGUI_FLOAT_SLIDER("Near plane:", currentSmSettings->m_near);
  1895. }
  1896. IMGUI_FLOAT_SLIDER("Far plane:", currentSmSettings->m_far);
  1897. imguiSeparator();
  1898. switch(settings.m_smImpl)
  1899. {
  1900. case SmImpl::Hard:
  1901. //imguiLabel("Hard");
  1902. break;
  1903. case SmImpl::PCF:
  1904. imguiLabel("PCF");
  1905. IMGUI_FLOAT_SLIDER("X Offset:", currentSmSettings->m_xOffset);
  1906. IMGUI_FLOAT_SLIDER("Y Offset:", currentSmSettings->m_yOffset);
  1907. break;
  1908. case SmImpl::VSM:
  1909. imguiLabel("VSM");
  1910. IMGUI_FLOAT_SLIDER("Min variance", currentSmSettings->m_customParam0);
  1911. IMGUI_FLOAT_SLIDER("Depth multiplier", currentSmSettings->m_customParam1);
  1912. imguiBool("Blur shadow map", currentSmSettings->m_doBlur);
  1913. if (currentSmSettings->m_doBlur)
  1914. {
  1915. IMGUI_FLOAT_SLIDER("Blur X Offset:", currentSmSettings->m_xOffset);
  1916. IMGUI_FLOAT_SLIDER("Blur Y Offset:", currentSmSettings->m_yOffset);
  1917. }
  1918. break;
  1919. case SmImpl::ESM:
  1920. imguiLabel("ESM");
  1921. IMGUI_FLOAT_SLIDER("ESM Hardness", currentSmSettings->m_customParam0);
  1922. IMGUI_FLOAT_SLIDER("Depth multiplier", currentSmSettings->m_customParam1);
  1923. imguiBool("Blur shadow map", currentSmSettings->m_doBlur);
  1924. if (currentSmSettings->m_doBlur)
  1925. {
  1926. IMGUI_FLOAT_SLIDER("Blur X Offset:", currentSmSettings->m_xOffset);
  1927. IMGUI_FLOAT_SLIDER("Blur Y Offset:", currentSmSettings->m_yOffset);
  1928. }
  1929. break;
  1930. default:
  1931. break;
  1932. };
  1933. imguiEndScrollArea();
  1934. static int32_t leftScrollArea = 0;
  1935. imguiBeginScrollArea("Light", 10, 70, 256, 334, &leftScrollArea);
  1936. const LightType::Enum ltBefore = settings.m_lightType;
  1937. imguiEnum(settings.m_lightType);
  1938. const LightType::Enum ltAfter = settings.m_lightType;
  1939. const bool bLtChanged = (ltAfter != ltBefore);
  1940. imguiSeparator();
  1941. imguiBool("Show shadow map coverage.", settings.m_showSmCoverage);
  1942. imguiSeparator();
  1943. imguiLabel("Shadow map resolution: %ux%u", currentShadowMapSize, currentShadowMapSize);
  1944. IMGUI_FLOAT_SLIDER(" ", currentSmSettings->m_sizePwrTwo);
  1945. imguiSeparatorLine();
  1946. if (LightType::SpotLight == settings.m_lightType)
  1947. {
  1948. imguiLabel("Spot light");
  1949. imguiSlider("Shadow map area:", &settings.m_coverageSpotL, 45.0f, 120.0f, 1.0f);
  1950. imguiSeparator();
  1951. imguiSlider("Spot outer cone:", &settings.m_spotOuterAngle, 0.0f, 91.0f, 0.1f);
  1952. imguiSlider("Spot inner cone:", &settings.m_spotInnerAngle, 0.0f, 90.0f, 0.1f);
  1953. }
  1954. else if (LightType::PointLight == settings.m_lightType)
  1955. {
  1956. imguiLabel("Point light");
  1957. imguiBool("Stencil pack", settings.m_stencilPack);
  1958. imguiSlider("Fov X adjust:", &settings.m_fovXAdjust, -20.0f, 20.0f, 0.0001f);
  1959. imguiSlider("Fov Y adjust:", &settings.m_fovYAdjust, -20.0f, 20.0f, 0.0001f);
  1960. }
  1961. else if (LightType::DirectionalLight == settings.m_lightType)
  1962. {
  1963. imguiLabel("Directional light");
  1964. imguiBool("Stabilize cascades", settings.m_stabilize);
  1965. imguiSlider("Cascade splits:", &settings.m_numSplitsf, 1.0f, 4.0f, 1.0f);
  1966. imguiSlider("Cascade distribution:", &settings.m_splitDistribution, 0.0f, 1.0f, 0.001f);
  1967. settings.m_numSplits = uint8_t(settings.m_numSplitsf);
  1968. }
  1969. #undef IMGUI_FLOAT_SLIDER
  1970. imguiEndScrollArea();
  1971. imguiEndFrame();
  1972. // Update uniforms.
  1973. s_uniforms.m_shadowMapBias = currentSmSettings->m_bias;
  1974. s_uniforms.m_shadowMapOffset = currentSmSettings->m_normalOffset;
  1975. s_uniforms.m_shadowMapParam0 = currentSmSettings->m_customParam0;
  1976. s_uniforms.m_shadowMapParam1 = currentSmSettings->m_customParam1;
  1977. s_uniforms.m_depthValuePow = currentSmSettings->m_depthValuePow;
  1978. s_uniforms.m_XNum = currentSmSettings->m_xNum;
  1979. s_uniforms.m_YNum = currentSmSettings->m_yNum;
  1980. s_uniforms.m_XOffset = currentSmSettings->m_xOffset;
  1981. s_uniforms.m_YOffset = currentSmSettings->m_yOffset;
  1982. s_uniforms.m_showSmCoverage = float(settings.m_showSmCoverage);
  1983. s_uniforms.m_lightPtr = (LightType::DirectionalLight == settings.m_lightType) ? &directionalLight : &pointLight;
  1984. if (LightType::SpotLight == settings.m_lightType)
  1985. {
  1986. pointLight.m_attenuationSpotOuter.m_outer = settings.m_spotOuterAngle;
  1987. pointLight.m_spotDirectionInner.m_inner = settings.m_spotInnerAngle;
  1988. }
  1989. else
  1990. {
  1991. pointLight.m_attenuationSpotOuter.m_outer = 91.0f; //above 90.0f means point light
  1992. }
  1993. s_uniforms.submitPerFrameUniforms();
  1994. // Time.
  1995. int64_t now = bx::getHPCounter();
  1996. static int64_t last = now;
  1997. const int64_t frameTime = now - last;
  1998. last = now;
  1999. const double freq = double(bx::getHPFrequency() );
  2000. const double toMs = 1000.0/freq;
  2001. const float deltaTime = float(frameTime/freq);
  2002. // Use debug font to print information about this example.
  2003. bgfx::dbgTextClear();
  2004. bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/16-shadowmaps");
  2005. bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Shadow maps example.");
  2006. bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
  2007. // Update camera.
  2008. cameraUpdate(deltaTime, mouseState.m_mx, mouseState.m_my, !!mouseState.m_buttons[entry::MouseButton::Right]);
  2009. // Update view mtx.
  2010. cameraGetViewMtx(viewState.m_view);
  2011. // Update lights.
  2012. pointLight.computeViewSpaceComponents(viewState.m_view);
  2013. directionalLight.computeViewSpaceComponents(viewState.m_view);
  2014. // Update time accumulators.
  2015. if (settings.m_updateLights) { timeAccumulatorLight += deltaTime; }
  2016. if (settings.m_updateScene) { timeAccumulatorScene += deltaTime; }
  2017. // Setup lights.
  2018. pointLight.m_position.m_x = cos(timeAccumulatorLight) * 20.0f;
  2019. pointLight.m_position.m_y = 26.0f;
  2020. pointLight.m_position.m_z = sin(timeAccumulatorLight) * 20.0f;
  2021. pointLight.m_spotDirectionInner.m_x = -pointLight.m_position.m_x;
  2022. pointLight.m_spotDirectionInner.m_y = -pointLight.m_position.m_y;
  2023. pointLight.m_spotDirectionInner.m_z = -pointLight.m_position.m_z;
  2024. directionalLight.m_position.m_x = -cos(timeAccumulatorLight);
  2025. directionalLight.m_position.m_y = -1.0f;
  2026. directionalLight.m_position.m_z = -sin(timeAccumulatorLight);
  2027. // Setup instance matrices.
  2028. float mtxFloor[16];
  2029. const float floorScale = 550.0f;
  2030. mtxScaleRotateTranslate(mtxFloor
  2031. , floorScale //scaleX
  2032. , floorScale //scaleY
  2033. , floorScale //scaleZ
  2034. , 0.0f //rotX
  2035. , 0.0f //rotY
  2036. , 0.0f //rotZ
  2037. , 0.0f //translateX
  2038. , 0.0f //translateY
  2039. , 0.0f //translateZ
  2040. );
  2041. float mtxBunny[16];
  2042. mtxScaleRotateTranslate(mtxBunny
  2043. , 5.0f
  2044. , 5.0f
  2045. , 5.0f
  2046. , 0.0f
  2047. , 1.56f - timeAccumulatorScene
  2048. , 0.0f
  2049. , 15.0f
  2050. , 5.0f
  2051. , 0.0f
  2052. );
  2053. float mtxHollowcube[16];
  2054. mtxScaleRotateTranslate(mtxHollowcube
  2055. , 2.5f
  2056. , 2.5f
  2057. , 2.5f
  2058. , 0.0f
  2059. , 1.56f - timeAccumulatorScene
  2060. , 0.0f
  2061. , 0.0f
  2062. , 10.0f
  2063. , 0.0f
  2064. );
  2065. float mtxCube[16];
  2066. mtxScaleRotateTranslate(mtxCube
  2067. , 2.5f
  2068. , 2.5f
  2069. , 2.5f
  2070. , 0.0f
  2071. , 1.56f - timeAccumulatorScene
  2072. , 0.0f
  2073. , -15.0f
  2074. , 5.0f
  2075. , 0.0f
  2076. );
  2077. const uint8_t numTrees = 10;
  2078. float mtxTrees[numTrees][16];
  2079. for (uint8_t ii = 0; ii < numTrees; ++ii)
  2080. {
  2081. mtxScaleRotateTranslate(mtxTrees[ii]
  2082. , 2.0f
  2083. , 2.0f
  2084. , 2.0f
  2085. , 0.0f
  2086. , float(ii)
  2087. , 0.0f
  2088. , sin(float(ii)*2.0f*float(M_PI)/float(numTrees) ) * 60.0f
  2089. , 0.0f
  2090. , cos(float(ii)*2.0f*float(M_PI)/float(numTrees) ) * 60.0f
  2091. );
  2092. }
  2093. // Compute transform matrices.
  2094. const uint8_t shadowMapPasses = ShadowMapRenderTargets::Count;
  2095. float lightView[shadowMapPasses][16];
  2096. float lightProj[shadowMapPasses][16];
  2097. float mtxYpr[TetrahedronFaces::Count][16];
  2098. float screenProj[16];
  2099. float screenView[16];
  2100. mtxIdentity(screenView);
  2101. mtxOrtho(screenProj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f);
  2102. if (LightType::SpotLight == settings.m_lightType)
  2103. {
  2104. const float fovy = settings.m_coverageSpotL;
  2105. const float aspect = 1.0f;
  2106. mtxProj(lightProj[ProjType::Horizontal], fovy, aspect, currentSmSettings->m_near, currentSmSettings->m_far);
  2107. //For linear depth, prevent depth division by variable w-component in shaders and divide here by far plane
  2108. if (DepthImpl::Linear == settings.m_depthImpl)
  2109. {
  2110. lightProj[ProjType::Horizontal][10] /= currentSmSettings->m_far;
  2111. lightProj[ProjType::Horizontal][14] /= currentSmSettings->m_far;
  2112. }
  2113. float at[3];
  2114. vec3Add(at, pointLight.m_position.m_v, pointLight.m_spotDirectionInner.m_v);
  2115. mtxLookAt(lightView[TetrahedronFaces::Green], pointLight.m_position.m_v, at);
  2116. }
  2117. else if (LightType::PointLight == settings.m_lightType)
  2118. {
  2119. float ypr[TetrahedronFaces::Count][3] =
  2120. {
  2121. { toRad( 0.0f), toRad( 27.36780516f), toRad(0.0f) }
  2122. ,{ toRad(180.0f), toRad( 27.36780516f), toRad(0.0f) }
  2123. ,{ toRad(-90.0f), toRad(-27.36780516f), toRad(0.0f) }
  2124. ,{ toRad( 90.0f), toRad(-27.36780516f), toRad(0.0f) }
  2125. };
  2126. if (settings.m_stencilPack)
  2127. {
  2128. const float fovx = 143.98570868f + 3.51f + settings.m_fovXAdjust;
  2129. const float fovy = 125.26438968f + 9.85f + settings.m_fovYAdjust;
  2130. const float aspect = tanf(toRad(fovx*0.5f) )/tanf(toRad(fovy*0.5f) );
  2131. mtxProj(lightProj[ProjType::Vertical]
  2132. , fovx
  2133. , aspect
  2134. , currentSmSettings->m_near
  2135. , currentSmSettings->m_far
  2136. );
  2137. //For linear depth, prevent depth division by variable w-component in shaders and divide here by far plane
  2138. if (DepthImpl::Linear == settings.m_depthImpl)
  2139. {
  2140. lightProj[ProjType::Vertical][10] /= currentSmSettings->m_far;
  2141. lightProj[ProjType::Vertical][14] /= currentSmSettings->m_far;
  2142. }
  2143. ypr[TetrahedronFaces::Green][2] = toRad(180.0f);
  2144. ypr[TetrahedronFaces::Yellow][2] = toRad( 0.0f);
  2145. ypr[TetrahedronFaces::Blue][2] = toRad( 90.0f);
  2146. ypr[TetrahedronFaces::Red][2] = toRad(-90.0f);
  2147. }
  2148. const float fovx = 143.98570868f + 7.8f + settings.m_fovXAdjust;
  2149. const float fovy = 125.26438968f + 3.0f + settings.m_fovYAdjust;
  2150. const float aspect = tanf(toRad(fovx*0.5f) )/tanf(toRad(fovy*0.5f) );
  2151. mtxProj(lightProj[ProjType::Horizontal], fovy, aspect, currentSmSettings->m_near, currentSmSettings->m_far);
  2152. //For linear depth, prevent depth division by variable w component in shaders and divide here by far plane
  2153. if (DepthImpl::Linear == settings.m_depthImpl)
  2154. {
  2155. lightProj[ProjType::Horizontal][10] /= currentSmSettings->m_far;
  2156. lightProj[ProjType::Horizontal][14] /= currentSmSettings->m_far;
  2157. }
  2158. for (uint8_t ii = 0; ii < TetrahedronFaces::Count; ++ii)
  2159. {
  2160. float mtxTmp[16];
  2161. mtxYawPitchRoll(mtxTmp, ypr[ii][0], ypr[ii][1], ypr[ii][2]);
  2162. float tmp[3] =
  2163. {
  2164. -vec3Dot(pointLight.m_position.m_v, &mtxTmp[0])
  2165. , -vec3Dot(pointLight.m_position.m_v, &mtxTmp[4])
  2166. , -vec3Dot(pointLight.m_position.m_v, &mtxTmp[8])
  2167. };
  2168. mtxTranspose(mtxYpr[ii], mtxTmp);
  2169. memcpy(lightView[ii], mtxYpr[ii], 12*sizeof(float) );
  2170. lightView[ii][12] = tmp[0];
  2171. lightView[ii][13] = tmp[1];
  2172. lightView[ii][14] = tmp[2];
  2173. lightView[ii][15] = 1.0f;
  2174. }
  2175. }
  2176. else // LightType::DirectionalLight == settings.m_lightType
  2177. {
  2178. // Setup light view mtx.
  2179. float eye[3] =
  2180. {
  2181. -directionalLight.m_position.m_x
  2182. , -directionalLight.m_position.m_y
  2183. , -directionalLight.m_position.m_z
  2184. };
  2185. float at[3] = { 0.0f, 0.0f, 0.0f };
  2186. mtxLookAt(lightView[0], eye, at);
  2187. // Compute camera inverse view mtx.
  2188. float mtxViewInv[16];
  2189. mtxInverse(mtxViewInv, viewState.m_view);
  2190. // Compute split distances.
  2191. const uint8_t maxNumSplits = 4;
  2192. BX_CHECK(maxNumSplits >= settings.m_numSplits, "Error! Max num splits.");
  2193. float splitSlices[maxNumSplits*2];
  2194. splitFrustum(splitSlices, settings.m_numSplits, currentSmSettings->m_near, currentSmSettings->m_far, settings.m_splitDistribution);
  2195. // Update uniforms.
  2196. for (uint8_t ii = 0, ff = 1; ii < settings.m_numSplits; ++ii, ff+=2)
  2197. {
  2198. // This lags for 1 frame, but it's not a problem.
  2199. s_uniforms.m_csmFarDistances[ii] = splitSlices[ff];
  2200. }
  2201. float mtxProj[16];
  2202. mtxOrtho(mtxProj, 1.0f, -1.0f, 1.0f, -1.0f, -currentSmSettings->m_far, currentSmSettings->m_far);
  2203. const uint8_t numCorners = 8;
  2204. float frustumCorners[maxNumSplits][numCorners][3];
  2205. for (uint8_t ii = 0, nn = 0, ff = 1; ii < settings.m_numSplits; ++ii, nn+=2, ff+=2)
  2206. {
  2207. // Compute frustum corners for one split in world space.
  2208. worldSpaceFrustumCorners( (float*)frustumCorners[ii], splitSlices[nn], splitSlices[ff], projWidth, projHeight, mtxViewInv);
  2209. float min[3] = { 9000.0f, 9000.0f, 9000.0f };
  2210. float max[3] = { -9000.0f, -9000.0f, -9000.0f };
  2211. for (uint8_t jj = 0; jj < numCorners; ++jj)
  2212. {
  2213. // Transform to light space.
  2214. float lightSpaceFrustumCorner[3];
  2215. vec3MulMtx(lightSpaceFrustumCorner, frustumCorners[ii][jj], lightView[0]);
  2216. // Update bounding box.
  2217. min[0] = fminf(min[0], lightSpaceFrustumCorner[0]);
  2218. max[0] = fmaxf(max[0], lightSpaceFrustumCorner[0]);
  2219. min[1] = fminf(min[1], lightSpaceFrustumCorner[1]);
  2220. max[1] = fmaxf(max[1], lightSpaceFrustumCorner[1]);
  2221. min[2] = fminf(min[2], lightSpaceFrustumCorner[2]);
  2222. max[2] = fmaxf(max[2], lightSpaceFrustumCorner[2]);
  2223. }
  2224. float minproj[3];
  2225. float maxproj[3];
  2226. vec3MulMtxH(minproj, min, mtxProj);
  2227. vec3MulMtxH(maxproj, max, mtxProj);
  2228. float offsetx, offsety;
  2229. float scalex, scaley;
  2230. scalex = 2.0f / (maxproj[0] - minproj[0]);
  2231. scaley = 2.0f / (maxproj[1] - minproj[1]);
  2232. if (settings.m_stabilize)
  2233. {
  2234. const float quantizer = 64.0f;
  2235. scalex = quantizer / ceilf(quantizer / scalex);
  2236. scaley = quantizer / ceilf(quantizer / scaley);
  2237. }
  2238. offsetx = 0.5f * (maxproj[0] + minproj[0]) * scalex;
  2239. offsety = 0.5f * (maxproj[1] + minproj[1]) * scaley;
  2240. if (settings.m_stabilize)
  2241. {
  2242. const float halfSize = currentShadowMapSizef * 0.5f;
  2243. offsetx = ceilf(offsetx * halfSize) / halfSize;
  2244. offsety = ceilf(offsety * halfSize) / halfSize;
  2245. }
  2246. float mtxCrop[16];
  2247. mtxIdentity(mtxCrop);
  2248. mtxCrop[ 0] = scalex;
  2249. mtxCrop[ 5] = scaley;
  2250. mtxCrop[12] = offsetx;
  2251. mtxCrop[13] = offsety;
  2252. mtxMul(lightProj[ii], mtxCrop, mtxProj);
  2253. }
  2254. }
  2255. // Reset render targets.
  2256. const uint32_t viewMask = (uint32_t(1) << (RENDERVIEW_DRAWDEPTH_3_ID+1) ) - 1;
  2257. const bgfx::FrameBufferHandle invalidRt = BGFX_INVALID_HANDLE;
  2258. bgfx::setViewFrameBufferMask(viewMask, invalidRt);
  2259. // Determine on-screen rectangle size where depth buffer will be drawn.
  2260. const uint16_t depthRectHeight = uint16_t(float(viewState.m_height) / 2.5f);
  2261. const uint16_t depthRectWidth = depthRectHeight;
  2262. const uint16_t depthRectX = 0;
  2263. const uint16_t depthRectY = viewState.m_height - depthRectHeight;
  2264. // Setup views and render targets.
  2265. bgfx::setViewRect(0, 0, 0, viewState.m_width, viewState.m_height);
  2266. bgfx::setViewTransform(0, viewState.m_view, viewState.m_proj);
  2267. if (LightType::SpotLight == settings.m_lightType)
  2268. {
  2269. /**
  2270. * RENDERVIEW_SHADOWMAP_0_ID - Clear shadow map. (used as convenience, otherwise render_pass_1 could be cleared)
  2271. * RENDERVIEW_SHADOWMAP_1_ID - Craft shadow map.
  2272. * RENDERVIEW_VBLUR_0_ID - Vertical blur.
  2273. * RENDERVIEW_HBLUR_0_ID - Horizontal blur.
  2274. * RENDERVIEW_DRAWSCENE_0_ID - Draw scene.
  2275. * RENDERVIEW_DRAWSCENE_1_ID - Draw floor bottom.
  2276. * RENDERVIEW_DRAWDEPTH_0_ID - Draw depth buffer.
  2277. */
  2278. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_0_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2279. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_1_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2280. bgfx::setViewRect(RENDERVIEW_VBLUR_0_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2281. bgfx::setViewRect(RENDERVIEW_HBLUR_0_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2282. bgfx::setViewRect(RENDERVIEW_DRAWSCENE_0_ID, 0, 0, viewState.m_width, viewState.m_height);
  2283. bgfx::setViewRect(RENDERVIEW_DRAWSCENE_1_ID, 0, 0, viewState.m_width, viewState.m_height);
  2284. bgfx::setViewRect(RENDERVIEW_DRAWDEPTH_0_ID, depthRectX, depthRectY, depthRectWidth, depthRectHeight);
  2285. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_0_ID, screenView, screenProj);
  2286. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_1_ID, lightView[0], lightProj[ProjType::Horizontal]);
  2287. bgfx::setViewTransform(RENDERVIEW_VBLUR_0_ID, screenView, screenProj);
  2288. bgfx::setViewTransform(RENDERVIEW_HBLUR_0_ID, screenView, screenProj);
  2289. bgfx::setViewTransform(RENDERVIEW_DRAWSCENE_0_ID, viewState.m_view, viewState.m_proj);
  2290. bgfx::setViewTransform(RENDERVIEW_DRAWSCENE_1_ID, viewState.m_view, viewState.m_proj);
  2291. bgfx::setViewTransform(RENDERVIEW_DRAWDEPTH_0_ID, screenView, screenProj);
  2292. bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_0_ID, s_rtShadowMap[0]);
  2293. bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_1_ID, s_rtShadowMap[0]);
  2294. bgfx::setViewFrameBuffer(RENDERVIEW_VBLUR_0_ID, s_rtBlur);
  2295. bgfx::setViewFrameBuffer(RENDERVIEW_HBLUR_0_ID, s_rtShadowMap[0]);
  2296. }
  2297. else if (LightType::PointLight == settings.m_lightType)
  2298. {
  2299. /**
  2300. * RENDERVIEW_SHADOWMAP_0_ID - Clear entire shadow map.
  2301. * RENDERVIEW_SHADOWMAP_1_ID - Craft green tetrahedron shadow face.
  2302. * RENDERVIEW_SHADOWMAP_2_ID - Craft yellow tetrahedron shadow face.
  2303. * RENDERVIEW_SHADOWMAP_3_ID - Craft blue tetrahedron shadow face.
  2304. * RENDERVIEW_SHADOWMAP_4_ID - Craft red tetrahedron shadow face.
  2305. * RENDERVIEW_VBLUR_0_ID - Vertical blur.
  2306. * RENDERVIEW_HBLUR_0_ID - Horizontal blur.
  2307. * RENDERVIEW_DRAWSCENE_0_ID - Draw scene.
  2308. * RENDERVIEW_DRAWSCENE_1_ID - Draw floor bottom.
  2309. * RENDERVIEW_DRAWDEPTH_0_ID - Draw depth buffer.
  2310. */
  2311. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_0_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2312. if (settings.m_stencilPack)
  2313. {
  2314. const uint16_t f = currentShadowMapSize; //full size
  2315. const uint16_t h = currentShadowMapSize/2; //half size
  2316. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_1_ID, 0, 0, f, h);
  2317. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_2_ID, 0, h, f, h);
  2318. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_3_ID, 0, 0, h, f);
  2319. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_4_ID, h, 0, h, f);
  2320. }
  2321. else
  2322. {
  2323. const uint16_t h = currentShadowMapSize/2; //half size
  2324. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_1_ID, 0, 0, h, h);
  2325. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_2_ID, h, 0, h, h);
  2326. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_3_ID, 0, h, h, h);
  2327. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_4_ID, h, h, h, h);
  2328. }
  2329. bgfx::setViewRect(RENDERVIEW_VBLUR_0_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2330. bgfx::setViewRect(RENDERVIEW_HBLUR_0_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2331. bgfx::setViewRect(RENDERVIEW_DRAWSCENE_0_ID, 0, 0, viewState.m_width, viewState.m_height);
  2332. bgfx::setViewRect(RENDERVIEW_DRAWSCENE_1_ID, 0, 0, viewState.m_width, viewState.m_height);
  2333. bgfx::setViewRect(RENDERVIEW_DRAWDEPTH_0_ID, depthRectX, depthRectY, depthRectWidth, depthRectHeight);
  2334. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_0_ID, screenView, screenProj);
  2335. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_1_ID, lightView[TetrahedronFaces::Green], lightProj[ProjType::Horizontal]);
  2336. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_2_ID, lightView[TetrahedronFaces::Yellow], lightProj[ProjType::Horizontal]);
  2337. if(settings.m_stencilPack)
  2338. {
  2339. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_3_ID, lightView[TetrahedronFaces::Blue], lightProj[ProjType::Vertical]);
  2340. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_4_ID, lightView[TetrahedronFaces::Red], lightProj[ProjType::Vertical]);
  2341. }
  2342. else
  2343. {
  2344. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_3_ID, lightView[TetrahedronFaces::Blue], lightProj[ProjType::Horizontal]);
  2345. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_4_ID, lightView[TetrahedronFaces::Red], lightProj[ProjType::Horizontal]);
  2346. }
  2347. bgfx::setViewTransform(RENDERVIEW_VBLUR_0_ID, screenView, screenProj);
  2348. bgfx::setViewTransform(RENDERVIEW_HBLUR_0_ID, screenView, screenProj);
  2349. bgfx::setViewTransform(RENDERVIEW_DRAWSCENE_0_ID, viewState.m_view, viewState.m_proj);
  2350. bgfx::setViewTransform(RENDERVIEW_DRAWSCENE_1_ID, viewState.m_view, viewState.m_proj);
  2351. bgfx::setViewTransform(RENDERVIEW_DRAWDEPTH_0_ID, screenView, screenProj);
  2352. bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_0_ID, s_rtShadowMap[0]);
  2353. bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_1_ID, s_rtShadowMap[0]);
  2354. bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_2_ID, s_rtShadowMap[0]);
  2355. bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_3_ID, s_rtShadowMap[0]);
  2356. bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_4_ID, s_rtShadowMap[0]);
  2357. bgfx::setViewFrameBuffer(RENDERVIEW_VBLUR_0_ID, s_rtBlur);
  2358. bgfx::setViewFrameBuffer(RENDERVIEW_HBLUR_0_ID, s_rtShadowMap[0]);
  2359. }
  2360. else // LightType::DirectionalLight == settings.m_lightType
  2361. {
  2362. /**
  2363. * RENDERVIEW_SHADOWMAP_1_ID - Craft shadow map for first split.
  2364. * RENDERVIEW_SHADOWMAP_2_ID - Craft shadow map for second split.
  2365. * RENDERVIEW_SHADOWMAP_3_ID - Craft shadow map for third split.
  2366. * RENDERVIEW_SHADOWMAP_4_ID - Craft shadow map for fourth split.
  2367. * RENDERVIEW_VBLUR_0_ID - Vertical blur for first split.
  2368. * RENDERVIEW_HBLUR_0_ID - Horizontal blur for first split.
  2369. * RENDERVIEW_VBLUR_1_ID - Vertical blur for second split.
  2370. * RENDERVIEW_HBLUR_1_ID - Horizontal blur for second split.
  2371. * RENDERVIEW_VBLUR_2_ID - Vertical blur for third split.
  2372. * RENDERVIEW_HBLUR_2_ID - Horizontal blur for third split.
  2373. * RENDERVIEW_VBLUR_3_ID - Vertical blur for fourth split.
  2374. * RENDERVIEW_HBLUR_3_ID - Horizontal blur for fourth split.
  2375. * RENDERVIEW_DRAWSCENE_0_ID - Draw scene.
  2376. * RENDERVIEW_DRAWSCENE_1_ID - Draw floor bottom.
  2377. * RENDERVIEW_DRAWDEPTH_0_ID - Draw depth buffer for first split.
  2378. * RENDERVIEW_DRAWDEPTH_1_ID - Draw depth buffer for second split.
  2379. * RENDERVIEW_DRAWDEPTH_2_ID - Draw depth buffer for third split.
  2380. * RENDERVIEW_DRAWDEPTH_3_ID - Draw depth buffer for fourth split.
  2381. */
  2382. const uint16_t depthRectHeight = viewState.m_height / 3;
  2383. const uint16_t depthRectWidth = depthRectHeight;
  2384. const uint16_t depthRectX = 0;
  2385. const uint16_t depthRectY = viewState.m_height - depthRectHeight;
  2386. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_1_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2387. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_2_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2388. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_3_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2389. bgfx::setViewRect(RENDERVIEW_SHADOWMAP_4_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2390. bgfx::setViewRect(RENDERVIEW_VBLUR_0_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2391. bgfx::setViewRect(RENDERVIEW_HBLUR_0_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2392. bgfx::setViewRect(RENDERVIEW_VBLUR_1_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2393. bgfx::setViewRect(RENDERVIEW_HBLUR_1_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2394. bgfx::setViewRect(RENDERVIEW_VBLUR_2_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2395. bgfx::setViewRect(RENDERVIEW_HBLUR_2_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2396. bgfx::setViewRect(RENDERVIEW_VBLUR_3_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2397. bgfx::setViewRect(RENDERVIEW_HBLUR_3_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
  2398. bgfx::setViewRect(RENDERVIEW_DRAWSCENE_0_ID, 0, 0, viewState.m_width, viewState.m_height);
  2399. bgfx::setViewRect(RENDERVIEW_DRAWSCENE_1_ID, 0, 0, viewState.m_width, viewState.m_height);
  2400. bgfx::setViewRect(RENDERVIEW_DRAWDEPTH_0_ID, depthRectX+(0*depthRectWidth), depthRectY, depthRectWidth, depthRectHeight);
  2401. bgfx::setViewRect(RENDERVIEW_DRAWDEPTH_1_ID, depthRectX+(1*depthRectWidth), depthRectY, depthRectWidth, depthRectHeight);
  2402. bgfx::setViewRect(RENDERVIEW_DRAWDEPTH_2_ID, depthRectX+(2*depthRectWidth), depthRectY, depthRectWidth, depthRectHeight);
  2403. bgfx::setViewRect(RENDERVIEW_DRAWDEPTH_3_ID, depthRectX+(3*depthRectWidth), depthRectY, depthRectWidth, depthRectHeight);
  2404. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_1_ID, lightView[0], lightProj[0]);
  2405. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_2_ID, lightView[0], lightProj[1]);
  2406. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_3_ID, lightView[0], lightProj[2]);
  2407. bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_4_ID, lightView[0], lightProj[3]);
  2408. bgfx::setViewTransform(RENDERVIEW_VBLUR_0_ID, screenView, screenProj);
  2409. bgfx::setViewTransform(RENDERVIEW_HBLUR_0_ID, screenView, screenProj);
  2410. bgfx::setViewTransform(RENDERVIEW_VBLUR_1_ID, screenView, screenProj);
  2411. bgfx::setViewTransform(RENDERVIEW_HBLUR_1_ID, screenView, screenProj);
  2412. bgfx::setViewTransform(RENDERVIEW_VBLUR_2_ID, screenView, screenProj);
  2413. bgfx::setViewTransform(RENDERVIEW_HBLUR_2_ID, screenView, screenProj);
  2414. bgfx::setViewTransform(RENDERVIEW_VBLUR_3_ID, screenView, screenProj);
  2415. bgfx::setViewTransform(RENDERVIEW_HBLUR_3_ID, screenView, screenProj);
  2416. bgfx::setViewTransform(RENDERVIEW_DRAWSCENE_0_ID, viewState.m_view, viewState.m_proj);
  2417. bgfx::setViewTransform(RENDERVIEW_DRAWSCENE_1_ID, viewState.m_view, viewState.m_proj);
  2418. bgfx::setViewTransform(RENDERVIEW_DRAWDEPTH_0_ID, screenView, screenProj);
  2419. bgfx::setViewTransform(RENDERVIEW_DRAWDEPTH_1_ID, screenView, screenProj);
  2420. bgfx::setViewTransform(RENDERVIEW_DRAWDEPTH_2_ID, screenView, screenProj);
  2421. bgfx::setViewTransform(RENDERVIEW_DRAWDEPTH_3_ID, screenView, screenProj);
  2422. bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_1_ID, s_rtShadowMap[0]);
  2423. bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_2_ID, s_rtShadowMap[1]);
  2424. bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_3_ID, s_rtShadowMap[2]);
  2425. bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_4_ID, s_rtShadowMap[3]);
  2426. bgfx::setViewFrameBuffer(RENDERVIEW_VBLUR_0_ID, s_rtBlur); //vblur
  2427. bgfx::setViewFrameBuffer(RENDERVIEW_HBLUR_0_ID, s_rtShadowMap[0]); //hblur
  2428. bgfx::setViewFrameBuffer(RENDERVIEW_VBLUR_1_ID, s_rtBlur); //vblur
  2429. bgfx::setViewFrameBuffer(RENDERVIEW_HBLUR_1_ID, s_rtShadowMap[1]); //hblur
  2430. bgfx::setViewFrameBuffer(RENDERVIEW_VBLUR_2_ID, s_rtBlur); //vblur
  2431. bgfx::setViewFrameBuffer(RENDERVIEW_HBLUR_2_ID, s_rtShadowMap[2]); //hblur
  2432. bgfx::setViewFrameBuffer(RENDERVIEW_VBLUR_3_ID, s_rtBlur); //vblur
  2433. bgfx::setViewFrameBuffer(RENDERVIEW_HBLUR_3_ID, s_rtShadowMap[3]); //hblur
  2434. }
  2435. // Clear backbuffer at beginning.
  2436. bgfx::setViewClear(0
  2437. , BGFX_CLEAR_COLOR_BIT
  2438. | BGFX_CLEAR_DEPTH_BIT
  2439. , clearValues.m_clearRgba
  2440. , clearValues.m_clearDepth
  2441. , clearValues.m_clearStencil
  2442. );
  2443. bgfx::submit(0);
  2444. // Clear shadowmap rendertarget at beginning.
  2445. const uint8_t flags0 = (LightType::DirectionalLight == settings.m_lightType)
  2446. ? 0
  2447. : BGFX_CLEAR_COLOR_BIT | BGFX_CLEAR_DEPTH_BIT | BGFX_CLEAR_STENCIL_BIT
  2448. ;
  2449. bgfx::setViewClear(RENDERVIEW_SHADOWMAP_0_ID
  2450. , flags0
  2451. , 0xfefefefe //blur fails on completely white regions
  2452. , clearValues.m_clearDepth
  2453. , clearValues.m_clearStencil
  2454. );
  2455. bgfx::submit(RENDERVIEW_SHADOWMAP_0_ID);
  2456. const uint8_t flags1 = (LightType::DirectionalLight == settings.m_lightType)
  2457. ? BGFX_CLEAR_COLOR_BIT | BGFX_CLEAR_DEPTH_BIT
  2458. : 0
  2459. ;
  2460. for (uint8_t ii = 0; ii < 4; ++ii)
  2461. {
  2462. bgfx::setViewClear(RENDERVIEW_SHADOWMAP_1_ID+ii
  2463. , flags1
  2464. , 0xfefefefe //blur fails on completely white regions
  2465. , clearValues.m_clearDepth
  2466. , clearValues.m_clearStencil
  2467. );
  2468. bgfx::submit(RENDERVIEW_SHADOWMAP_1_ID+ii);
  2469. }
  2470. // Render.
  2471. // Craft shadow map.
  2472. {
  2473. // Craft stencil mask for point light shadow map packing.
  2474. if(LightType::PointLight == settings.m_lightType && settings.m_stencilPack)
  2475. {
  2476. if (bgfx::checkAvailTransientVertexBuffer(6, posDecl) )
  2477. {
  2478. struct Pos
  2479. {
  2480. float m_x, m_y, m_z;
  2481. };
  2482. bgfx::TransientVertexBuffer vb;
  2483. bgfx::allocTransientVertexBuffer(&vb, 6, posDecl);
  2484. Pos* vertex = (Pos*)vb.data;
  2485. const float min = 0.0f;
  2486. const float max = 1.0f;
  2487. const float center = 0.5f;
  2488. const float zz = 0.0f;
  2489. vertex[0].m_x = min;
  2490. vertex[0].m_y = min;
  2491. vertex[0].m_z = zz;
  2492. vertex[1].m_x = max;
  2493. vertex[1].m_y = min;
  2494. vertex[1].m_z = zz;
  2495. vertex[2].m_x = center;
  2496. vertex[2].m_y = center;
  2497. vertex[2].m_z = zz;
  2498. vertex[3].m_x = center;
  2499. vertex[3].m_y = center;
  2500. vertex[3].m_z = zz;
  2501. vertex[4].m_x = max;
  2502. vertex[4].m_y = max;
  2503. vertex[4].m_z = zz;
  2504. vertex[5].m_x = min;
  2505. vertex[5].m_y = max;
  2506. vertex[5].m_z = zz;
  2507. bgfx::setProgram(s_programs.m_black);
  2508. bgfx::setState(0);
  2509. bgfx::setStencil(BGFX_STENCIL_TEST_ALWAYS
  2510. | BGFX_STENCIL_FUNC_REF(1)
  2511. | BGFX_STENCIL_FUNC_RMASK(0xff)
  2512. | BGFX_STENCIL_OP_FAIL_S_REPLACE
  2513. | BGFX_STENCIL_OP_FAIL_Z_REPLACE
  2514. | BGFX_STENCIL_OP_PASS_Z_REPLACE
  2515. );
  2516. bgfx::setVertexBuffer(&vb);
  2517. bgfx::submit(RENDERVIEW_SHADOWMAP_0_ID);
  2518. }
  2519. }
  2520. // Draw scene into shadowmap.
  2521. uint8_t drawNum;
  2522. if (LightType::SpotLight == settings.m_lightType)
  2523. {
  2524. drawNum = 1;
  2525. }
  2526. else if (LightType::PointLight == settings.m_lightType)
  2527. {
  2528. drawNum = 4;
  2529. }
  2530. else //LightType::DirectionalLight == settings.m_lightType)
  2531. {
  2532. drawNum = settings.m_numSplits;
  2533. }
  2534. for (uint8_t ii = 0; ii < drawNum; ++ii)
  2535. {
  2536. const uint8_t viewId = RENDERVIEW_SHADOWMAP_1_ID + ii;
  2537. uint8_t renderStateIndex = RenderState::ShadowMap_PackDepth;
  2538. if(LightType::PointLight == settings.m_lightType && settings.m_stencilPack)
  2539. {
  2540. renderStateIndex = (ii < 2) ? RenderState::ShadowMap_PackDepthHoriz : RenderState::ShadowMap_PackDepthVert;
  2541. }
  2542. // Floor.
  2543. hplaneMesh.submit(viewId
  2544. , mtxFloor
  2545. , *currentSmSettings->m_progPack
  2546. , s_renderStates[renderStateIndex]
  2547. );
  2548. // Bunny.
  2549. bunnyMesh.submit(viewId
  2550. , mtxBunny
  2551. , *currentSmSettings->m_progPack
  2552. , s_renderStates[renderStateIndex]
  2553. );
  2554. // Hollow cube.
  2555. hollowcubeMesh.submit(viewId
  2556. , mtxHollowcube
  2557. , *currentSmSettings->m_progPack
  2558. , s_renderStates[renderStateIndex]
  2559. );
  2560. // Cube.
  2561. cubeMesh.submit(viewId
  2562. , mtxCube
  2563. , *currentSmSettings->m_progPack
  2564. , s_renderStates[renderStateIndex]
  2565. );
  2566. // Trees.
  2567. for (uint8_t ii = 0; ii < numTrees; ++ii)
  2568. {
  2569. treeMesh.submit(viewId
  2570. , mtxTrees[ii]
  2571. , *currentSmSettings->m_progPack
  2572. , s_renderStates[renderStateIndex]
  2573. );
  2574. }
  2575. }
  2576. }
  2577. PackDepth::Enum depthType = (SmImpl::VSM == settings.m_smImpl) ? PackDepth::VSM : PackDepth::RGBA;
  2578. bool bVsmOrEsm = (SmImpl::VSM == settings.m_smImpl) || (SmImpl::ESM == settings.m_smImpl);
  2579. // Blur shadow map.
  2580. if (bVsmOrEsm && currentSmSettings->m_doBlur)
  2581. {
  2582. bgfx::setTexture(4, u_shadowMap[0], s_rtShadowMap[0]);
  2583. bgfx::setProgram(s_programs.m_vBlur[depthType]);
  2584. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  2585. screenSpaceQuad(currentShadowMapSizef, currentShadowMapSizef, s_flipV);
  2586. bgfx::submit(RENDERVIEW_VBLUR_0_ID);
  2587. bgfx::setTexture(4, u_shadowMap[0], s_rtBlur);
  2588. bgfx::setProgram(s_programs.m_hBlur[depthType]);
  2589. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  2590. screenSpaceQuad(currentShadowMapSizef, currentShadowMapSizef, s_flipV);
  2591. bgfx::submit(RENDERVIEW_HBLUR_0_ID);
  2592. if (LightType::DirectionalLight == settings.m_lightType)
  2593. {
  2594. for (uint8_t ii = 1, jj = 2; ii < settings.m_numSplits; ++ii, jj+=2)
  2595. {
  2596. const uint8_t viewId = RENDERVIEW_VBLUR_0_ID + jj;
  2597. bgfx::setTexture(4, u_shadowMap[0], s_rtShadowMap[ii]);
  2598. bgfx::setProgram(s_programs.m_vBlur[depthType]);
  2599. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  2600. screenSpaceQuad(currentShadowMapSizef, currentShadowMapSizef, s_flipV);
  2601. bgfx::submit(viewId);
  2602. bgfx::setTexture(4, u_shadowMap[0], s_rtBlur);
  2603. bgfx::setProgram(s_programs.m_hBlur[depthType]);
  2604. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  2605. screenSpaceQuad(currentShadowMapSizef, currentShadowMapSizef, s_flipV);
  2606. bgfx::submit(viewId+1);
  2607. }
  2608. }
  2609. }
  2610. // Draw scene.
  2611. {
  2612. // Setup shadow mtx.
  2613. float mtxShadow[16];
  2614. const float ymul = (s_flipV) ? 0.5f : -0.5f;
  2615. const float zadd = (DepthImpl::Linear == settings.m_depthImpl) ? 0.0f : 0.5f;
  2616. const float mtxBias[16] =
  2617. {
  2618. 0.5f, 0.0f, 0.0f, 0.0f,
  2619. 0.0f, ymul, 0.0f, 0.0f,
  2620. 0.0f, 0.0f, 0.5f, 0.0f,
  2621. 0.5f, 0.5f, zadd, 1.0f,
  2622. };
  2623. if (LightType::SpotLight == settings.m_lightType)
  2624. {
  2625. float mtxTmp[16];
  2626. mtxMul(mtxTmp, lightProj[ProjType::Horizontal], mtxBias);
  2627. mtxMul(mtxShadow, lightView[0], mtxTmp); //lightViewProjBias
  2628. }
  2629. else if (LightType::PointLight == settings.m_lightType)
  2630. {
  2631. const float s = (s_flipV) ? 1.0f : -1.0f; //sign
  2632. const float zadd = (DepthImpl::Linear == settings.m_depthImpl) ? 0.0f : 0.5f;
  2633. const float mtxCropBias[2][TetrahedronFaces::Count][16] =
  2634. {
  2635. { // settings.m_stencilPack == false
  2636. { // D3D: Green, OGL: Blue
  2637. 0.25f, 0.0f, 0.0f, 0.0f,
  2638. 0.0f, s*0.25f, 0.0f, 0.0f,
  2639. 0.0f, 0.0f, 0.5f, 0.0f,
  2640. 0.25f, 0.25f, zadd, 1.0f,
  2641. },
  2642. { // D3D: Yellow, OGL: Red
  2643. 0.25f, 0.0f, 0.0f, 0.0f,
  2644. 0.0f, s*0.25f, 0.0f, 0.0f,
  2645. 0.0f, 0.0f, 0.5f, 0.0f,
  2646. 0.75f, 0.25f, zadd, 1.0f,
  2647. },
  2648. { // D3D: Blue, OGL: Green
  2649. 0.25f, 0.0f, 0.0f, 0.0f,
  2650. 0.0f, s*0.25f, 0.0f, 0.0f,
  2651. 0.0f, 0.0f, 0.5f, 0.0f,
  2652. 0.25f, 0.75f, zadd, 1.0f,
  2653. },
  2654. { // D3D: Red, OGL: Yellow
  2655. 0.25f, 0.0f, 0.0f, 0.0f,
  2656. 0.0f, s*0.25f, 0.0f, 0.0f,
  2657. 0.0f, 0.0f, 0.5f, 0.0f,
  2658. 0.75f, 0.75f, zadd, 1.0f,
  2659. },
  2660. },
  2661. { // settings.m_stencilPack == true
  2662. { // D3D: Red, OGL: Blue
  2663. 0.25f, 0.0f, 0.0f, 0.0f,
  2664. 0.0f, s*0.5f, 0.0f, 0.0f,
  2665. 0.0f, 0.0f, 0.5f, 0.0f,
  2666. 0.25f, 0.5f, zadd, 1.0f,
  2667. },
  2668. { // D3D: Blue, OGL: Red
  2669. 0.25f, 0.0f, 0.0f, 0.0f,
  2670. 0.0f, s*0.5f, 0.0f, 0.0f,
  2671. 0.0f, 0.0f, 0.5f, 0.0f,
  2672. 0.75f, 0.5f, zadd, 1.0f,
  2673. },
  2674. { // D3D: Green, OGL: Green
  2675. 0.5f, 0.0f, 0.0f, 0.0f,
  2676. 0.0f, s*0.25f, 0.0f, 0.0f,
  2677. 0.0f, 0.0f, 0.5f, 0.0f,
  2678. 0.5f, 0.75f, zadd, 1.0f,
  2679. },
  2680. { // D3D: Yellow, OGL: Yellow
  2681. 0.5f, 0.0f, 0.0f, 0.0f,
  2682. 0.0f, s*0.25f, 0.0f, 0.0f,
  2683. 0.0f, 0.0f, 0.5f, 0.0f,
  2684. 0.5f, 0.25f, zadd, 1.0f,
  2685. },
  2686. }
  2687. };
  2688. //Use as: [stencilPack][flipV][tetrahedronFace]
  2689. static const uint8_t cropBiasIndices[2][2][4] =
  2690. {
  2691. { // settings.m_stencilPack == false
  2692. { 0, 1, 2, 3 }, //flipV == false
  2693. { 2, 3, 0, 1 }, //flipV == true
  2694. },
  2695. { // settings.m_stencilPack == true
  2696. { 3, 2, 0, 1 }, //flipV == false
  2697. { 2, 3, 0, 1 }, //flipV == true
  2698. },
  2699. };
  2700. for (uint8_t ii = 0; ii < TetrahedronFaces::Count; ++ii)
  2701. {
  2702. ProjType::Enum projType = (settings.m_stencilPack) ? ProjType::Enum(ii>1) : ProjType::Horizontal;
  2703. uint8_t biasIndex = cropBiasIndices[settings.m_stencilPack][uint8_t(s_flipV)][ii];
  2704. float mtxTmp[16];
  2705. mtxMul(mtxTmp, mtxYpr[ii], lightProj[projType]);
  2706. mtxMul(shadowMapMtx[ii], mtxTmp, mtxCropBias[settings.m_stencilPack][biasIndex]); //mtxYprProjBias
  2707. }
  2708. mtxTranslate(mtxShadow //lightInvTranslate
  2709. , -pointLight.m_position.m_v[0]
  2710. , -pointLight.m_position.m_v[1]
  2711. , -pointLight.m_position.m_v[2]
  2712. );
  2713. }
  2714. else //LightType::DirectionalLight == settings.m_lightType
  2715. {
  2716. for (uint8_t ii = 0; ii < settings.m_numSplits; ++ii)
  2717. {
  2718. float mtxTmp[16];
  2719. mtxMul(mtxTmp, lightProj[ii], mtxBias);
  2720. mtxMul(shadowMapMtx[ii], lightView[0], mtxTmp); //lViewProjCropBias
  2721. }
  2722. }
  2723. // Floor.
  2724. if (LightType::DirectionalLight != settings.m_lightType)
  2725. {
  2726. mtxMul(lightMtx, mtxFloor, mtxShadow); //not needed for directional light
  2727. }
  2728. hplaneMesh.submit(RENDERVIEW_DRAWSCENE_0_ID
  2729. , mtxFloor
  2730. , *currentSmSettings->m_progDraw
  2731. , s_renderStates[RenderState::Default]
  2732. );
  2733. // Bunny.
  2734. if (LightType::DirectionalLight != settings.m_lightType)
  2735. {
  2736. mtxMul(lightMtx, mtxBunny, mtxShadow);
  2737. }
  2738. bunnyMesh.submit(RENDERVIEW_DRAWSCENE_0_ID
  2739. , mtxBunny
  2740. , *currentSmSettings->m_progDraw
  2741. , s_renderStates[RenderState::Default]
  2742. );
  2743. // Hollow cube.
  2744. if (LightType::DirectionalLight != settings.m_lightType)
  2745. {
  2746. mtxMul(lightMtx, mtxHollowcube, mtxShadow);
  2747. }
  2748. hollowcubeMesh.submit(RENDERVIEW_DRAWSCENE_0_ID
  2749. , mtxHollowcube
  2750. , *currentSmSettings->m_progDraw
  2751. , s_renderStates[RenderState::Default]
  2752. );
  2753. // Cube.
  2754. if (LightType::DirectionalLight != settings.m_lightType)
  2755. {
  2756. mtxMul(lightMtx, mtxCube, mtxShadow);
  2757. }
  2758. cubeMesh.submit(RENDERVIEW_DRAWSCENE_0_ID
  2759. , mtxCube
  2760. , *currentSmSettings->m_progDraw
  2761. , s_renderStates[RenderState::Default]
  2762. );
  2763. // Trees.
  2764. for (uint8_t ii = 0; ii < numTrees; ++ii)
  2765. {
  2766. if (LightType::DirectionalLight != settings.m_lightType)
  2767. {
  2768. mtxMul(lightMtx, mtxTrees[ii], mtxShadow);
  2769. }
  2770. treeMesh.submit(RENDERVIEW_DRAWSCENE_0_ID
  2771. , mtxTrees[ii]
  2772. , *currentSmSettings->m_progDraw
  2773. , s_renderStates[RenderState::Default]
  2774. );
  2775. }
  2776. // Lights.
  2777. if (LightType::SpotLight == settings.m_lightType || LightType::PointLight == settings.m_lightType)
  2778. {
  2779. const float lightScale[3] = { 1.5f, 1.5f, 1.5f };
  2780. float mtx[16];
  2781. mtxBillboard(mtx, viewState.m_view, pointLight.m_position.m_v, lightScale);
  2782. vplaneMesh.submit(RENDERVIEW_DRAWSCENE_0_ID
  2783. , mtx
  2784. , s_programs.m_colorTexture
  2785. , s_renderStates[RenderState::Custom_BlendLightTexture]
  2786. , texFlare
  2787. );
  2788. }
  2789. // Draw floor bottom.
  2790. float floorBottomMtx[16];
  2791. mtxScaleRotateTranslate(floorBottomMtx
  2792. , floorScale //scaleX
  2793. , floorScale //scaleY
  2794. , floorScale //scaleZ
  2795. , 0.0f //rotX
  2796. , 0.0f //rotY
  2797. , 0.0f //rotZ
  2798. , 0.0f //translateX
  2799. , -0.1f //translateY
  2800. , 0.0f //translateZ
  2801. );
  2802. hplaneMesh.submit(RENDERVIEW_DRAWSCENE_1_ID
  2803. , floorBottomMtx
  2804. , s_programs.m_texture
  2805. , s_renderStates[RenderState::Custom_DrawPlaneBottom]
  2806. , texFigure
  2807. );
  2808. }
  2809. // Draw depth rect.
  2810. if (settings.m_drawDepthBuffer)
  2811. {
  2812. bgfx::setTexture(4, u_shadowMap[0], s_rtShadowMap[0]);
  2813. bgfx::setProgram(s_programs.m_drawDepth[depthType]);
  2814. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  2815. screenSpaceQuad(currentShadowMapSizef, currentShadowMapSizef, s_flipV);
  2816. bgfx::submit(RENDERVIEW_DRAWDEPTH_0_ID);
  2817. if (LightType::DirectionalLight == settings.m_lightType)
  2818. {
  2819. for (uint8_t ii = 1; ii < settings.m_numSplits; ++ii)
  2820. {
  2821. bgfx::setTexture(4, u_shadowMap[0], s_rtShadowMap[ii]);
  2822. bgfx::setProgram(s_programs.m_drawDepth[depthType]);
  2823. bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
  2824. screenSpaceQuad(currentShadowMapSizef, currentShadowMapSizef, s_flipV);
  2825. bgfx::submit(RENDERVIEW_DRAWDEPTH_0_ID+ii);
  2826. }
  2827. }
  2828. }
  2829. // Update render target size.
  2830. shadowMapSize = 1 << uint32_t(currentSmSettings->m_sizePwrTwo);
  2831. if (bLtChanged || currentShadowMapSize != shadowMapSize)
  2832. {
  2833. currentShadowMapSize = shadowMapSize;
  2834. currentShadowMapSizef = float(int16_t(currentShadowMapSize) );
  2835. s_uniforms.m_shadowMapTexelSize = 1.0f / currentShadowMapSizef;
  2836. {
  2837. bgfx::destroyFrameBuffer(s_rtShadowMap[0]);
  2838. bgfx::TextureHandle fbtextures[] =
  2839. {
  2840. bgfx::createTexture2D(currentShadowMapSize, currentShadowMapSize, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT),
  2841. bgfx::createTexture2D(currentShadowMapSize, currentShadowMapSize, 1, bgfx::TextureFormat::D24S8),
  2842. };
  2843. s_rtShadowMap[0] = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
  2844. }
  2845. if (LightType::DirectionalLight == settings.m_lightType)
  2846. {
  2847. for (uint8_t ii = 1; ii < ShadowMapRenderTargets::Count; ++ii)
  2848. {
  2849. {
  2850. bgfx::destroyFrameBuffer(s_rtShadowMap[ii]);
  2851. bgfx::TextureHandle fbtextures[] =
  2852. {
  2853. bgfx::createTexture2D(currentShadowMapSize, currentShadowMapSize, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT),
  2854. bgfx::createTexture2D(currentShadowMapSize, currentShadowMapSize, 1, bgfx::TextureFormat::D24S8),
  2855. };
  2856. s_rtShadowMap[ii] = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
  2857. }
  2858. }
  2859. }
  2860. bgfx::destroyFrameBuffer(s_rtBlur);
  2861. s_rtBlur = bgfx::createFrameBuffer(currentShadowMapSize, currentShadowMapSize, bgfx::TextureFormat::BGRA8);
  2862. }
  2863. // Advance to next frame. Rendering thread will be kicked to
  2864. // process submitted rendering primitives.
  2865. bgfx::frame();
  2866. }
  2867. bunnyMesh.unload();
  2868. treeMesh.unload();
  2869. cubeMesh.unload();
  2870. hollowcubeMesh.unload();
  2871. hplaneMesh.unload();
  2872. vplaneMesh.unload();
  2873. bgfx::destroyTexture(texFigure);
  2874. bgfx::destroyTexture(texFieldstone);
  2875. bgfx::destroyTexture(texFlare);
  2876. for (uint8_t ii = 0; ii < ShadowMapRenderTargets::Count; ++ii)
  2877. {
  2878. bgfx::destroyFrameBuffer(s_rtShadowMap[ii]);
  2879. }
  2880. bgfx::destroyFrameBuffer(s_rtBlur);
  2881. s_programs.destroy();
  2882. bgfx::destroyUniform(u_texColor);
  2883. bgfx::destroyUniform(u_shadowMap[3]);
  2884. bgfx::destroyUniform(u_shadowMap[2]);
  2885. bgfx::destroyUniform(u_shadowMap[1]);
  2886. bgfx::destroyUniform(u_shadowMap[0]);
  2887. s_uniforms.destroy();
  2888. cameraDestroy();
  2889. imguiDestroy();
  2890. // Shutdown bgfx.
  2891. bgfx::shutdown();
  2892. return 0;
  2893. }