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- /*
- * Copyright 2013-2014 Dario Manesku. All rights reserved.
- * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
- */
- #include <string>
- #include <vector>
- #include <algorithm>
- #include "common.h"
- #include <bgfx/bgfx.h>
- #include <bx/timer.h>
- #include <bx/readerwriter.h>
- #include <bx/math.h>
- #include "entry/entry.h"
- #include "bgfx_utils.h"
- #include "imgui/imgui.h"
- namespace
- {
- #define RENDER_SHADOW_PASS_ID 0
- #define RENDER_SCENE_PASS_ID 1
- struct PosNormalVertex
- {
- float m_x;
- float m_y;
- float m_z;
- uint32_t m_normal;
- static void init()
- {
- ms_layout
- .begin()
- .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
- .add(bgfx::Attrib::Normal, 4, bgfx::AttribType::Uint8, true, true)
- .end();
- };
- static bgfx::VertexLayout ms_layout;
- };
- bgfx::VertexLayout PosNormalVertex::ms_layout;
- static PosNormalVertex s_hplaneVertices[] =
- {
- { -1.0f, 0.0f, 1.0f, encodeNormalRgba8(0.0f, 1.0f, 0.0f) },
- { 1.0f, 0.0f, 1.0f, encodeNormalRgba8(0.0f, 1.0f, 0.0f) },
- { -1.0f, 0.0f, -1.0f, encodeNormalRgba8(0.0f, 1.0f, 0.0f) },
- { 1.0f, 0.0f, -1.0f, encodeNormalRgba8(0.0f, 1.0f, 0.0f) },
- };
- static const uint16_t s_planeIndices[] =
- {
- 0, 1, 2,
- 1, 3, 2,
- };
- class ExampleShadowmapsSimple : public entry::AppI
- {
- public:
- ExampleShadowmapsSimple(const char* _name, const char* _description, const char* _url)
- : entry::AppI(_name, _description, _url)
- {
- }
- void init(int32_t _argc, const char* const* _argv, uint32_t _width, uint32_t _height) override
- {
- Args args(_argc, _argv);
- m_width = _width;
- m_height = _height;
- m_debug = BGFX_DEBUG_NONE;
- m_reset = BGFX_RESET_VSYNC;
- bgfx::Init init;
- init.type = args.m_type;
- init.vendorId = args.m_pciId;
- init.platformData.nwh = entry::getNativeWindowHandle(entry::kDefaultWindowHandle);
- init.platformData.ndt = entry::getNativeDisplayHandle();
- init.platformData.type = entry::getNativeWindowHandleType();
- init.resolution.width = m_width;
- init.resolution.height = m_height;
- init.resolution.reset = m_reset;
- bgfx::init(init);
- // Enable debug text.
- bgfx::setDebug(m_debug);
- // Uniforms.
- s_shadowMap = bgfx::createUniform("s_shadowMap", bgfx::UniformType::Sampler);
- u_lightPos = bgfx::createUniform("u_lightPos", bgfx::UniformType::Vec4);
- u_lightMtx = bgfx::createUniform("u_lightMtx", bgfx::UniformType::Mat4);
- // When using GL clip space depth range [-1, 1] and packing depth into color buffer, we need to
- // adjust the depth range to be [0, 1] for writing to the color buffer
- u_depthScaleOffset = bgfx::createUniform("u_depthScaleOffset", bgfx::UniformType::Vec4);
- // Get renderer capabilities info.
- const bgfx::Caps* caps = bgfx::getCaps();
- float depthScaleOffset[4] = { 1.0f, 0.0f, 0.0f, 0.0f };
- if (caps->homogeneousDepth)
- {
- depthScaleOffset[0] = 0.5f;
- depthScaleOffset[1] = 0.5f;
- }
- bgfx::setUniform(u_depthScaleOffset, depthScaleOffset);
- bgfx::touch(0);
- // Create vertex stream declaration.
- PosNormalVertex::init();
- // Meshes.
- m_bunny = meshLoad("meshes/bunny.bin");
- m_cube = meshLoad("meshes/cube.bin");
- m_hollowcube = meshLoad("meshes/hollowcube.bin");
- m_vbh = bgfx::createVertexBuffer(
- bgfx::makeRef(s_hplaneVertices, sizeof(s_hplaneVertices) )
- , PosNormalVertex::ms_layout
- );
- m_ibh = bgfx::createIndexBuffer(
- bgfx::makeRef(s_planeIndices, sizeof(s_planeIndices) )
- );
- // Render targets.
- m_shadowMapSize = 512;
- // Shadow samplers are supported at least partially supported if texture
- // compare less equal feature is supported.
- m_shadowSamplerSupported = 0 != (caps->supported & BGFX_CAPS_TEXTURE_COMPARE_LEQUAL);
- m_useShadowSampler = m_shadowSamplerSupported;
- m_shadowMapFB = BGFX_INVALID_HANDLE;
- m_progShadow = BGFX_INVALID_HANDLE;
- m_progMesh = BGFX_INVALID_HANDLE;
- m_state[0] = meshStateCreate();
- m_state[0]->m_state = 0;
- m_state[0]->m_program = m_progShadow;
- m_state[0]->m_viewId = RENDER_SHADOW_PASS_ID;
- m_state[0]->m_numTextures = 0;
- m_state[1] = meshStateCreate();
- m_state[1]->m_state = 0
- | BGFX_STATE_WRITE_RGB
- | BGFX_STATE_WRITE_A
- | BGFX_STATE_WRITE_Z
- | BGFX_STATE_DEPTH_TEST_LESS
- | BGFX_STATE_CULL_CCW
- | BGFX_STATE_MSAA
- ;
- m_state[1]->m_program = m_progMesh;
- m_state[1]->m_viewId = RENDER_SCENE_PASS_ID;
- m_state[1]->m_numTextures = 1;
- m_state[1]->m_textures[0].m_flags = UINT32_MAX;
- m_state[1]->m_textures[0].m_stage = 0;
- m_state[1]->m_textures[0].m_sampler = s_shadowMap;
- m_state[1]->m_textures[0].m_texture = BGFX_INVALID_HANDLE;
- // Set view and projection matrices.
- const bx::Vec3 at = { 0.0f, 5.0f, 0.0f };
- const bx::Vec3 eye = { 0.0f, 30.0f, -60.0f };
- bx::mtxLookAt(m_view, eye, at);
- const float aspect = float(int32_t(m_width) ) / float(int32_t(m_height) );
- bx::mtxProj(m_proj, 60.0f, aspect, 0.1f, 1000.0f, bgfx::getCaps()->homogeneousDepth);
- m_timeOffset = bx::getHPCounter();
- imguiCreate();
- }
- virtual int shutdown() override
- {
- imguiDestroy();
- meshUnload(m_bunny);
- meshUnload(m_cube);
- meshUnload(m_hollowcube);
- meshStateDestroy(m_state[0]);
- meshStateDestroy(m_state[1]);
- bgfx::destroy(m_vbh);
- bgfx::destroy(m_ibh);
- bgfx::destroy(m_progShadow);
- bgfx::destroy(m_progMesh);
- bgfx::destroy(m_shadowMapFB);
- bgfx::destroy(s_shadowMap);
- bgfx::destroy(u_lightPos);
- bgfx::destroy(u_lightMtx);
- bgfx::destroy(u_depthScaleOffset);
- // Shutdown bgfx.
- bgfx::shutdown();
- return 0;
- }
- bool update() override
- {
- if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
- {
- imguiBeginFrame(m_mouseState.m_mx
- , m_mouseState.m_my
- , (m_mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
- | (m_mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
- | (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
- , m_mouseState.m_mz
- , uint16_t(m_width)
- , uint16_t(m_height)
- );
- showExampleDialog(this);
- ImGui::SetNextWindowPos(
- ImVec2(m_width - m_width / 5.0f - 10.0f, 10.0f)
- , ImGuiCond_FirstUseEver
- );
- ImGui::SetNextWindowSize(
- ImVec2(m_width / 5.0f, m_height / 2.0f)
- , ImGuiCond_FirstUseEver
- );
- ImGui::Begin("Settings"
- , NULL
- , 0
- );
- bool shadowSamplerModeChanged = false;
- if (m_shadowSamplerSupported)
- {
- shadowSamplerModeChanged = ImGui::Checkbox("Use Shadow Sampler", &m_useShadowSampler);
- }
- else
- {
- ImGui::Text("Shadow sampler is not supported");
- }
- ImGui::End();
- imguiEndFrame();
- int64_t now = bx::getHPCounter();
- const double freq = double(bx::getHPFrequency() );
- float time = float( (now-m_timeOffset)/freq);
- if (!bgfx::isValid(m_shadowMapFB)
- || shadowSamplerModeChanged)
- {
- bgfx::TextureHandle shadowMapTexture = BGFX_INVALID_HANDLE;
- if (bgfx::isValid(m_progShadow) )
- {
- bgfx::destroy(m_progShadow);
- }
- if (bgfx::isValid(m_progMesh) )
- {
- bgfx::destroy(m_progMesh);
- }
- if (bgfx::isValid(m_shadowMapFB) )
- {
- bgfx::destroy(m_shadowMapFB);
- }
- if (m_useShadowSampler)
- {
- // Depth textures and shadow samplers are supported.
- m_progShadow = loadProgram("vs_sms_shadow", "fs_sms_shadow");
- m_progMesh = loadProgram("vs_sms_mesh", "fs_sms_mesh");
- bgfx::TextureHandle fbtextures[] =
- {
- bgfx::createTexture2D(
- m_shadowMapSize
- , m_shadowMapSize
- , false
- , 1
- , bgfx::TextureFormat::D16
- , BGFX_TEXTURE_RT | BGFX_SAMPLER_COMPARE_LEQUAL
- ),
- };
- shadowMapTexture = fbtextures[0];
- m_shadowMapFB = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
- }
- else
- {
- // Depth textures and shadow samplers are not supported. Use float
- // depth packing into color buffer instead.
- m_progShadow = loadProgram("vs_sms_shadow_pd", "fs_sms_shadow_pd");
- m_progMesh = loadProgram("vs_sms_mesh", "fs_sms_mesh_pd");
- bgfx::TextureHandle fbtextures[] =
- {
- bgfx::createTexture2D(
- m_shadowMapSize
- , m_shadowMapSize
- , false
- , 1
- , bgfx::TextureFormat::BGRA8
- , BGFX_TEXTURE_RT
- ),
- bgfx::createTexture2D(
- m_shadowMapSize
- , m_shadowMapSize
- , false
- , 1
- , bgfx::TextureFormat::D16
- , BGFX_TEXTURE_RT_WRITE_ONLY
- ),
- };
- shadowMapTexture = fbtextures[0];
- m_shadowMapFB = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
- }
- m_state[0]->m_program = m_progShadow;
- m_state[0]->m_state = 0
- | (m_useShadowSampler ? 0 : BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A)
- | BGFX_STATE_WRITE_Z
- | BGFX_STATE_DEPTH_TEST_LESS
- | BGFX_STATE_CULL_CCW
- | BGFX_STATE_MSAA
- ;
- m_state[1]->m_program = m_progMesh;
- m_state[1]->m_textures[0].m_texture = shadowMapTexture;
- }
- // Setup lights.
- float lightPos[4];
- lightPos[0] = -bx::cos(time);
- lightPos[1] = -1.0f;
- lightPos[2] = -bx::sin(time);
- lightPos[3] = 0.0f;
- bgfx::setUniform(u_lightPos, lightPos);
- // Setup instance matrices.
- float mtxFloor[16];
- bx::mtxSRT(mtxFloor
- , 30.0f, 30.0f, 30.0f
- , 0.0f, 0.0f, 0.0f
- , 0.0f, 0.0f, 0.0f
- );
- float mtxBunny[16];
- bx::mtxSRT(mtxBunny
- , 5.0f, 5.0f, 5.0f
- , 0.0f, bx::kPi - time, 0.0f
- , 15.0f, 5.0f, 0.0f
- );
- float mtxHollowcube[16];
- bx::mtxSRT(mtxHollowcube
- , 2.5f, 2.5f, 2.5f
- , 0.0f, 1.56f - time, 0.0f
- , 0.0f, 10.0f, 0.0f
- );
- float mtxCube[16];
- bx::mtxSRT(mtxCube
- , 2.5f, 2.5f, 2.5f
- , 0.0f, 1.56f - time, 0.0f
- , -15.0f, 5.0f, 0.0f
- );
- // Define matrices.
- float lightView[16];
- float lightProj[16];
- const bx::Vec3 at = { 0.0f, 0.0f, 0.0f };
- const bx::Vec3 eye = { -lightPos[0], -lightPos[1], -lightPos[2] };
- bx::mtxLookAt(lightView, eye, at);
- const bgfx::Caps* caps = bgfx::getCaps();
- const float area = 30.0f;
- bx::mtxOrtho(lightProj, -area, area, -area, area, -100.0f, 100.0f, 0.0f, caps->homogeneousDepth);
- bgfx::setViewRect(RENDER_SHADOW_PASS_ID, 0, 0, m_shadowMapSize, m_shadowMapSize);
- bgfx::setViewFrameBuffer(RENDER_SHADOW_PASS_ID, m_shadowMapFB);
- bgfx::setViewTransform(RENDER_SHADOW_PASS_ID, lightView, lightProj);
- bgfx::setViewRect(RENDER_SCENE_PASS_ID, 0, 0, uint16_t(m_width), uint16_t(m_height) );
- bgfx::setViewTransform(RENDER_SCENE_PASS_ID, m_view, m_proj);
- // Clear backbuffer and shadowmap framebuffer at beginning.
- bgfx::setViewClear(RENDER_SHADOW_PASS_ID
- , BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
- , 0x303030ff, 1.0f, 0
- );
- bgfx::setViewClear(RENDER_SCENE_PASS_ID
- , BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
- , 0x303030ff, 1.0f, 0
- );
- // Render.
- float mtxShadow[16];
- float lightMtx[16];
- const float sy = caps->originBottomLeft ? 0.5f : -0.5f;
- const float sz = caps->homogeneousDepth ? 0.5f : 1.0f;
- const float tz = caps->homogeneousDepth ? 0.5f : 0.0f;
- const float mtxCrop[16] =
- {
- 0.5f, 0.0f, 0.0f, 0.0f,
- 0.0f, sy, 0.0f, 0.0f,
- 0.0f, 0.0f, sz, 0.0f,
- 0.5f, 0.5f, tz, 1.0f,
- };
- float mtxTmp[16];
- bx::mtxMul(mtxTmp, lightProj, mtxCrop);
- bx::mtxMul(mtxShadow, lightView, mtxTmp);
- // Floor.
- bx::mtxMul(lightMtx, mtxFloor, mtxShadow);
- uint32_t cached = bgfx::setTransform(mtxFloor);
- for (uint32_t pass = 0; pass < 2; ++pass)
- {
- const MeshState& st = *m_state[pass];
- bgfx::setTransform(cached);
- for (uint8_t tex = 0; tex < st.m_numTextures; ++tex)
- {
- const MeshState::Texture& texture = st.m_textures[tex];
- bgfx::setTexture(texture.m_stage
- , texture.m_sampler
- , texture.m_texture
- , texture.m_flags
- );
- }
- bgfx::setUniform(u_lightMtx, lightMtx);
- bgfx::setIndexBuffer(m_ibh);
- bgfx::setVertexBuffer(0, m_vbh);
- bgfx::setState(st.m_state);
- bgfx::submit(st.m_viewId, st.m_program);
- }
- // Bunny.
- bx::mtxMul(lightMtx, mtxBunny, mtxShadow);
- bgfx::setUniform(u_lightMtx, lightMtx);
- meshSubmit(m_bunny, &m_state[0], 1, mtxBunny);
- bgfx::setUniform(u_lightMtx, lightMtx);
- meshSubmit(m_bunny, &m_state[1], 1, mtxBunny);
- // Hollow cube.
- bx::mtxMul(lightMtx, mtxHollowcube, mtxShadow);
- bgfx::setUniform(u_lightMtx, lightMtx);
- meshSubmit(m_hollowcube, &m_state[0], 1, mtxHollowcube);
- bgfx::setUniform(u_lightMtx, lightMtx);
- meshSubmit(m_hollowcube, &m_state[1], 1, mtxHollowcube);
- // Cube.
- bx::mtxMul(lightMtx, mtxCube, mtxShadow);
- bgfx::setUniform(u_lightMtx, lightMtx);
- meshSubmit(m_cube, &m_state[0], 1, mtxCube);
- bgfx::setUniform(u_lightMtx, lightMtx);
- meshSubmit(m_cube, &m_state[1], 1, mtxCube);
- // Advance to next frame. Rendering thread will be kicked to
- // process submitted rendering primitives.
- bgfx::frame();
- return true;
- }
- return false;
- }
- entry::MouseState m_mouseState;
- uint32_t m_width;
- uint32_t m_height;
- uint32_t m_debug;
- uint32_t m_reset;
- bgfx::UniformHandle s_shadowMap;
- bgfx::UniformHandle u_lightPos;
- bgfx::UniformHandle u_lightMtx;
- bgfx::UniformHandle u_depthScaleOffset;
- Mesh* m_bunny;
- Mesh* m_cube;
- Mesh* m_hollowcube;
- bgfx::VertexBufferHandle m_vbh;
- bgfx::IndexBufferHandle m_ibh;
- uint16_t m_shadowMapSize;
- bgfx::ProgramHandle m_progShadow;
- bgfx::ProgramHandle m_progMesh;
- bgfx::FrameBufferHandle m_shadowMapFB;
- bool m_shadowSamplerSupported;
- bool m_useShadowSampler;
- MeshState* m_state[2];
- float m_view[16];
- float m_proj[16];
- int64_t m_timeOffset;
- };
- } // namespace
- ENTRY_IMPLEMENT_MAIN(
- ExampleShadowmapsSimple
- , "15-shadowmaps-simple"
- , "Shadow maps example"
- , "https://bkaradzic.github.io/bgfx/examples.html#shadowmaps-simple"
- );
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