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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_utils.h"
- #include <bgfx/bgfx.h>
- #include <bx/timer.h>
- #include <bx/math.h>
- #include <bx/file.h>
- #include "entry/entry.h"
- #include "camera.h"
- #include "bgfx_utils.h"
- #include "imgui/imgui.h"
- namespace bgfx
- {
- int32_t read(bx::ReaderI* _reader, bgfx::VertexLayout& _layout, bx::Error* _err = NULL);
- }
- namespace
- {
- #define RENDERVIEW_SHADOWMAP_0_ID 1
- #define RENDERVIEW_SHADOWMAP_1_ID 2
- #define RENDERVIEW_SHADOWMAP_2_ID 3
- #define RENDERVIEW_SHADOWMAP_3_ID 4
- #define RENDERVIEW_SHADOWMAP_4_ID 5
- #define RENDERVIEW_VBLUR_0_ID 6
- #define RENDERVIEW_HBLUR_0_ID 7
- #define RENDERVIEW_VBLUR_1_ID 8
- #define RENDERVIEW_HBLUR_1_ID 9
- #define RENDERVIEW_VBLUR_2_ID 10
- #define RENDERVIEW_HBLUR_2_ID 11
- #define RENDERVIEW_VBLUR_3_ID 12
- #define RENDERVIEW_HBLUR_3_ID 13
- #define RENDERVIEW_DRAWSCENE_0_ID 14
- #define RENDERVIEW_DRAWSCENE_1_ID 15
- #define RENDERVIEW_DRAWDEPTH_0_ID 16
- #define RENDERVIEW_DRAWDEPTH_1_ID 17
- #define RENDERVIEW_DRAWDEPTH_2_ID 18
- #define RENDERVIEW_DRAWDEPTH_3_ID 19
- struct LightType
- {
- enum Enum
- {
- SpotLight,
- PointLight,
- DirectionalLight,
- Count
- };
- };
- struct DepthImpl
- {
- enum Enum
- {
- InvZ,
- Linear,
- Count
- };
- };
- struct PackDepth
- {
- enum Enum
- {
- RGBA,
- VSM,
- Count
- };
- };
- struct SmImpl
- {
- enum Enum
- {
- Hard,
- PCF,
- VSM,
- ESM,
- Count
- };
- };
- struct SmType
- {
- enum Enum
- {
- Single,
- Omni,
- Cascade,
- Count
- };
- };
- struct TetrahedronFaces
- {
- enum Enum
- {
- Green,
- Yellow,
- Blue,
- Red,
- Count
- };
- };
- struct ProjType
- {
- enum Enum
- {
- Horizontal,
- Vertical,
- Count
- };
- };
- struct ShadowMapRenderTargets
- {
- enum Enum
- {
- First,
- Second,
- Third,
- Fourth,
- Count
- };
- };
- struct PosNormalTexcoordVertex
- {
- float m_x;
- float m_y;
- float m_z;
- uint32_t m_normal;
- float m_u;
- float m_v;
- };
- static const float s_texcoord = 5.0f;
- static PosNormalTexcoordVertex s_hplaneVertices[] =
- {
- { -1.0f, 0.0f, 1.0f, encodeNormalRgba8(0.0f, 1.0f, 0.0f), s_texcoord, s_texcoord },
- { 1.0f, 0.0f, 1.0f, encodeNormalRgba8(0.0f, 1.0f, 0.0f), s_texcoord, 0.0f },
- { -1.0f, 0.0f, -1.0f, encodeNormalRgba8(0.0f, 1.0f, 0.0f), 0.0f, s_texcoord },
- { 1.0f, 0.0f, -1.0f, encodeNormalRgba8(0.0f, 1.0f, 0.0f), 0.0f, 0.0f },
- };
- static PosNormalTexcoordVertex s_vplaneVertices[] =
- {
- { -1.0f, 1.0f, 0.0f, encodeNormalRgba8(0.0f, 0.0f, -1.0f), 1.0f, 1.0f },
- { 1.0f, 1.0f, 0.0f, encodeNormalRgba8(0.0f, 0.0f, -1.0f), 1.0f, 0.0f },
- { -1.0f, -1.0f, 0.0f, encodeNormalRgba8(0.0f, 0.0f, -1.0f), 0.0f, 1.0f },
- { 1.0f, -1.0f, 0.0f, encodeNormalRgba8(0.0f, 0.0f, -1.0f), 0.0f, 0.0f },
- };
- static const uint16_t s_planeIndices[] =
- {
- 0, 1, 2,
- 1, 3, 2,
- };
- static bool s_originBottomLeft = false;
- static bgfx::UniformHandle s_texColor;
- static bgfx::UniformHandle s_shadowMap[ShadowMapRenderTargets::Count];
- static bgfx::FrameBufferHandle s_rtShadowMap[ShadowMapRenderTargets::Count];
- static bgfx::FrameBufferHandle s_rtBlur;
- void mtxBillboard(
- float* _result
- , const float* _view
- , const float* _pos
- , const float* _scale
- )
- {
- _result[ 0] = _view[0] * _scale[0];
- _result[ 1] = _view[4] * _scale[0];
- _result[ 2] = _view[8] * _scale[0];
- _result[ 3] = 0.0f;
- _result[ 4] = _view[1] * _scale[1];
- _result[ 5] = _view[5] * _scale[1];
- _result[ 6] = _view[9] * _scale[1];
- _result[ 7] = 0.0f;
- _result[ 8] = _view[2] * _scale[2];
- _result[ 9] = _view[6] * _scale[2];
- _result[10] = _view[10] * _scale[2];
- _result[11] = 0.0f;
- _result[12] = _pos[0];
- _result[13] = _pos[1];
- _result[14] = _pos[2];
- _result[15] = 1.0f;
- }
- void mtxYawPitchRoll(float* _result
- , float _yaw
- , float _pitch
- , float _roll
- )
- {
- float sroll = bx::sin(_roll);
- float croll = bx::cos(_roll);
- float spitch = bx::sin(_pitch);
- float cpitch = bx::cos(_pitch);
- float syaw = bx::sin(_yaw);
- float cyaw = bx::cos(_yaw);
- _result[ 0] = sroll * spitch * syaw + croll * cyaw;
- _result[ 1] = sroll * cpitch;
- _result[ 2] = sroll * spitch * cyaw - croll * syaw;
- _result[ 3] = 0.0f;
- _result[ 4] = croll * spitch * syaw - sroll * cyaw;
- _result[ 5] = croll * cpitch;
- _result[ 6] = croll * spitch * cyaw + sroll * syaw;
- _result[ 7] = 0.0f;
- _result[ 8] = cpitch * syaw;
- _result[ 9] = -spitch;
- _result[10] = cpitch * cyaw;
- _result[11] = 0.0f;
- _result[12] = 0.0f;
- _result[13] = 0.0f;
- _result[14] = 0.0f;
- _result[15] = 1.0f;
- }
- struct Material
- {
- union Ambient
- {
- struct
- {
- float m_r;
- float m_g;
- float m_b;
- float m_unused;
- };
- float m_v[4];
- };
- union Diffuse
- {
- struct
- {
- float m_r;
- float m_g;
- float m_b;
- float m_unused;
- };
- float m_v[4];
- };
- union Specular
- {
- struct
- {
- float m_r;
- float m_g;
- float m_b;
- float m_ns;
- };
- float m_v[4];
- };
- Ambient m_ka;
- Diffuse m_kd;
- Specular m_ks;
- };
- struct Light
- {
- union Position
- {
- struct
- {
- float m_x;
- float m_y;
- float m_z;
- float m_w;
- };
- float m_v[4];
- };
- union LightRgbPower
- {
- struct
- {
- float m_r;
- float m_g;
- float m_b;
- float m_power;
- };
- float m_v[4];
- };
- union SpotDirectionInner
- {
- struct
- {
- float m_x;
- float m_y;
- float m_z;
- float m_inner;
- };
- float m_v[4];
- };
- union AttenuationSpotOuter
- {
- struct
- {
- float m_attnConst;
- float m_attnLinear;
- float m_attnQuadrantic;
- float m_outer;
- };
- float m_v[4];
- };
- void computeViewSpaceComponents(float* _viewMtx)
- {
- bx::vec4MulMtx(m_position_viewSpace, m_position.m_v, _viewMtx);
- float tmp[] =
- {
- m_spotDirectionInner.m_x
- , m_spotDirectionInner.m_y
- , m_spotDirectionInner.m_z
- , 0.0f
- };
- bx::vec4MulMtx(m_spotDirectionInner_viewSpace, tmp, _viewMtx);
- m_spotDirectionInner_viewSpace[3] = m_spotDirectionInner.m_v[3];
- }
- Position m_position;
- float m_position_viewSpace[4];
- LightRgbPower m_ambientPower;
- LightRgbPower m_diffusePower;
- LightRgbPower m_specularPower;
- SpotDirectionInner m_spotDirectionInner;
- float m_spotDirectionInner_viewSpace[4];
- AttenuationSpotOuter m_attenuationSpotOuter;
- };
- struct Uniforms
- {
- void init()
- {
- m_ambientPass = 1.0f;
- m_lightingPass = 1.0f;
- m_shadowMapBias = 0.003f;
- m_shadowMapOffset = 0.0f;
- m_shadowMapParam0 = 0.5;
- m_shadowMapParam1 = 1.0;
- m_depthValuePow = 1.0f;
- m_showSmCoverage = 1.0f;
- m_shadowMapTexelSize = 1.0f/512.0f;
- m_csmFarDistances[0] = 30.0f;
- m_csmFarDistances[1] = 90.0f;
- m_csmFarDistances[2] = 180.0f;
- m_csmFarDistances[3] = 1000.0f;
- m_XNum = 2.0f;
- m_YNum = 2.0f;
- m_XOffset = 10.0f/512.0f;
- m_YOffset = 10.0f/512.0f;
- u_params0 = bgfx::createUniform("u_params0", bgfx::UniformType::Vec4);
- u_params1 = bgfx::createUniform("u_params1", bgfx::UniformFreq::Frame, bgfx::UniformType::Vec4);
- u_params2 = bgfx::createUniform("u_params2", bgfx::UniformFreq::Frame, bgfx::UniformType::Vec4);
- u_color = bgfx::createUniform("u_color", bgfx::UniformType::Vec4);
- u_smSamplingParams = bgfx::createUniform("u_smSamplingParams", bgfx::UniformFreq::Frame, bgfx::UniformType::Vec4);
- u_csmFarDistances = bgfx::createUniform("u_csmFarDistances", bgfx::UniformFreq::Frame, bgfx::UniformType::Vec4);
- u_lightMtx = bgfx::createUniform("u_lightMtx", bgfx::UniformType::Mat4);
- u_tetraNormalGreen = bgfx::createUniform("u_tetraNormalGreen", bgfx::UniformFreq::Frame, bgfx::UniformType::Vec4);
- u_tetraNormalYellow = bgfx::createUniform("u_tetraNormalYellow", bgfx::UniformFreq::Frame, bgfx::UniformType::Vec4);
- u_tetraNormalBlue = bgfx::createUniform("u_tetraNormalBlue", bgfx::UniformFreq::Frame, bgfx::UniformType::Vec4);
- u_tetraNormalRed = bgfx::createUniform("u_tetraNormalRed", bgfx::UniformFreq::Frame, bgfx::UniformType::Vec4);
- const float tetraNormalGreen[] = { 0.0f, -0.57735026f, 0.81649661f };
- const float tetraNormalYellow[] = { 0.0f, -0.57735026f, -0.81649661f };
- const float tetraNormalBlue[] = { -0.81649661f, 0.57735026f, 0.0f };
- const float tetraNormalRed[] = { 0.81649661f, 0.57735026f, 0.0f };
- bgfx::setFrameUniform(u_tetraNormalGreen, tetraNormalGreen);
- bgfx::setFrameUniform(u_tetraNormalYellow, tetraNormalYellow);
- bgfx::setFrameUniform(u_tetraNormalBlue, tetraNormalBlue);
- bgfx::setFrameUniform(u_tetraNormalRed, tetraNormalRed);
- u_shadowMapMtx0 = bgfx::createUniform("u_shadowMapMtx0", bgfx::UniformType::Mat4);
- u_shadowMapMtx1 = bgfx::createUniform("u_shadowMapMtx1", bgfx::UniformType::Mat4);
- u_shadowMapMtx2 = bgfx::createUniform("u_shadowMapMtx2", bgfx::UniformType::Mat4);
- u_shadowMapMtx3 = bgfx::createUniform("u_shadowMapMtx3", bgfx::UniformType::Mat4);
- u_lightPosition = bgfx::createUniform("u_lightPosition", bgfx::UniformFreq::Frame, bgfx::UniformType::Vec4);
- u_lightAmbientPower = bgfx::createUniform("u_lightAmbientPower", bgfx::UniformFreq::Frame, bgfx::UniformType::Vec4);
- u_lightDiffusePower = bgfx::createUniform("u_lightDiffusePower", bgfx::UniformFreq::Frame, bgfx::UniformType::Vec4);
- u_lightSpecularPower = bgfx::createUniform("u_lightSpecularPower", bgfx::UniformFreq::Frame, bgfx::UniformType::Vec4);
- u_lightSpotDirectionInner = bgfx::createUniform("u_lightSpotDirectionInner", bgfx::UniformFreq::Frame, bgfx::UniformType::Vec4);
- u_lightAttenuationSpotOuter = bgfx::createUniform("u_lightAttenuationSpotOuter", bgfx::UniformFreq::Frame, bgfx::UniformType::Vec4);
- u_materialKa = bgfx::createUniform("u_materialKa", bgfx::UniformFreq::Frame, bgfx::UniformType::Vec4);
- u_materialKd = bgfx::createUniform("u_materialKd", bgfx::UniformFreq::Frame, bgfx::UniformType::Vec4);
- u_materialKs = bgfx::createUniform("u_materialKs", bgfx::UniformFreq::Frame, bgfx::UniformType::Vec4);
- }
- void setPtrs(Material* _materialPtr, Light* _lightPtr, float* _colorPtr, float* _lightMtxPtr, float* _shadowMapMtx0, float* _shadowMapMtx1, float* _shadowMapMtx2, float* _shadowMapMtx3)
- {
- m_lightMtxPtr = _lightMtxPtr;
- m_colorPtr = _colorPtr;
- m_materialPtr = _materialPtr;
- m_lightPtr = _lightPtr;
- m_shadowMapMtx0 = _shadowMapMtx0;
- m_shadowMapMtx1 = _shadowMapMtx1;
- m_shadowMapMtx2 = _shadowMapMtx2;
- m_shadowMapMtx3 = _shadowMapMtx3;
- }
- // Call this once per frame.
- void submitPerFrameUniforms()
- {
- bgfx::setFrameUniform(u_params1, m_params1);
- bgfx::setFrameUniform(u_params2, m_params2);
- bgfx::setFrameUniform(u_smSamplingParams, m_paramsBlur);
- bgfx::setFrameUniform(u_csmFarDistances, m_csmFarDistances);
- bgfx::setFrameUniform(u_materialKa, &m_materialPtr->m_ka);
- bgfx::setFrameUniform(u_materialKd, &m_materialPtr->m_kd);
- bgfx::setFrameUniform(u_materialKs, &m_materialPtr->m_ks);
- bgfx::setFrameUniform(u_lightPosition, &m_lightPtr->m_position_viewSpace);
- bgfx::setFrameUniform(u_lightAmbientPower, &m_lightPtr->m_ambientPower);
- bgfx::setFrameUniform(u_lightDiffusePower, &m_lightPtr->m_diffusePower);
- bgfx::setFrameUniform(u_lightSpecularPower, &m_lightPtr->m_specularPower);
- bgfx::setFrameUniform(u_lightSpotDirectionInner, &m_lightPtr->m_spotDirectionInner_viewSpace);
- bgfx::setFrameUniform(u_lightAttenuationSpotOuter, &m_lightPtr->m_attenuationSpotOuter);
- }
- // Call this before each draw call.
- void submitPerDrawUniforms()
- {
- bgfx::setUniform(u_shadowMapMtx0, m_shadowMapMtx0);
- bgfx::setUniform(u_shadowMapMtx1, m_shadowMapMtx1);
- bgfx::setUniform(u_shadowMapMtx2, m_shadowMapMtx2);
- bgfx::setUniform(u_shadowMapMtx3, m_shadowMapMtx3);
- bgfx::setUniform(u_params0, m_params0);
- bgfx::setUniform(u_lightMtx, m_lightMtxPtr);
- bgfx::setUniform(u_color, m_colorPtr);
- }
- void destroy()
- {
- bgfx::destroy(u_params0);
- bgfx::destroy(u_params1);
- bgfx::destroy(u_params2);
- bgfx::destroy(u_color);
- bgfx::destroy(u_smSamplingParams);
- bgfx::destroy(u_csmFarDistances);
- bgfx::destroy(u_materialKa);
- bgfx::destroy(u_materialKd);
- bgfx::destroy(u_materialKs);
- bgfx::destroy(u_tetraNormalGreen);
- bgfx::destroy(u_tetraNormalYellow);
- bgfx::destroy(u_tetraNormalBlue);
- bgfx::destroy(u_tetraNormalRed);
- bgfx::destroy(u_shadowMapMtx0);
- bgfx::destroy(u_shadowMapMtx1);
- bgfx::destroy(u_shadowMapMtx2);
- bgfx::destroy(u_shadowMapMtx3);
- bgfx::destroy(u_lightMtx);
- bgfx::destroy(u_lightPosition);
- bgfx::destroy(u_lightAmbientPower);
- bgfx::destroy(u_lightDiffusePower);
- bgfx::destroy(u_lightSpecularPower);
- bgfx::destroy(u_lightSpotDirectionInner);
- bgfx::destroy(u_lightAttenuationSpotOuter);
- }
- union
- {
- struct
- {
- float m_ambientPass;
- float m_lightingPass;
- float m_unused00;
- float m_unused01;
- };
- float m_params0[4];
- };
- union
- {
- struct
- {
- float m_shadowMapBias;
- float m_shadowMapOffset;
- float m_shadowMapParam0;
- float m_shadowMapParam1;
- };
- float m_params1[4];
- };
- union
- {
- struct
- {
- float m_depthValuePow;
- float m_showSmCoverage;
- float m_shadowMapTexelSize;
- float m_unused23;
- };
- float m_params2[4];
- };
- union
- {
- struct
- {
- float m_XNum;
- float m_YNum;
- float m_XOffset;
- float m_YOffset;
- };
- float m_paramsBlur[4];
- };
- float m_csmFarDistances[4];
- float* m_lightMtxPtr;
- float* m_colorPtr;
- Light* m_lightPtr;
- float* m_shadowMapMtx0;
- float* m_shadowMapMtx1;
- float* m_shadowMapMtx2;
- float* m_shadowMapMtx3;
- Material* m_materialPtr;
- private:
- bgfx::UniformHandle u_params0;
- bgfx::UniformHandle u_params1;
- bgfx::UniformHandle u_params2;
- bgfx::UniformHandle u_color;
- bgfx::UniformHandle u_smSamplingParams;
- bgfx::UniformHandle u_csmFarDistances;
- bgfx::UniformHandle u_materialKa;
- bgfx::UniformHandle u_materialKd;
- bgfx::UniformHandle u_materialKs;
- bgfx::UniformHandle u_tetraNormalGreen;
- bgfx::UniformHandle u_tetraNormalYellow;
- bgfx::UniformHandle u_tetraNormalBlue;
- bgfx::UniformHandle u_tetraNormalRed;
- bgfx::UniformHandle u_shadowMapMtx0;
- bgfx::UniformHandle u_shadowMapMtx1;
- bgfx::UniformHandle u_shadowMapMtx2;
- bgfx::UniformHandle u_shadowMapMtx3;
- bgfx::UniformHandle u_lightMtx;
- bgfx::UniformHandle u_lightPosition;
- bgfx::UniformHandle u_lightAmbientPower;
- bgfx::UniformHandle u_lightDiffusePower;
- bgfx::UniformHandle u_lightSpecularPower;
- bgfx::UniformHandle u_lightSpotDirectionInner;
- bgfx::UniformHandle u_lightAttenuationSpotOuter;
- };
- static Uniforms s_uniforms;
- struct RenderState
- {
- enum Enum
- {
- Default = 0,
- ShadowMap_PackDepth,
- ShadowMap_PackDepthHoriz,
- ShadowMap_PackDepthVert,
- Custom_BlendLightTexture,
- Custom_DrawPlaneBottom,
- Count
- };
- uint64_t m_state;
- uint32_t m_blendFactorRgba;
- uint32_t m_fstencil;
- uint32_t m_bstencil;
- };
- static RenderState s_renderStates[RenderState::Count] =
- {
- { // Default
- 0
- | BGFX_STATE_WRITE_RGB
- | BGFX_STATE_WRITE_A
- | BGFX_STATE_DEPTH_TEST_LESS
- | BGFX_STATE_WRITE_Z
- | BGFX_STATE_CULL_CCW
- | BGFX_STATE_MSAA
- , UINT32_MAX
- , BGFX_STENCIL_NONE
- , BGFX_STENCIL_NONE
- },
- { // ShadowMap_PackDepth
- 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
- , UINT32_MAX
- , BGFX_STENCIL_NONE
- , BGFX_STENCIL_NONE
- },
- { // ShadowMap_PackDepthHoriz
- 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
- , UINT32_MAX
- , BGFX_STENCIL_TEST_EQUAL
- | BGFX_STENCIL_FUNC_REF(1)
- | BGFX_STENCIL_FUNC_RMASK(0xff)
- | BGFX_STENCIL_OP_FAIL_S_KEEP
- | BGFX_STENCIL_OP_FAIL_Z_KEEP
- | BGFX_STENCIL_OP_PASS_Z_KEEP
- , BGFX_STENCIL_NONE
- },
- { // ShadowMap_PackDepthVert
- 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
- , UINT32_MAX
- , BGFX_STENCIL_TEST_EQUAL
- | BGFX_STENCIL_FUNC_REF(0)
- | BGFX_STENCIL_FUNC_RMASK(0xff)
- | BGFX_STENCIL_OP_FAIL_S_KEEP
- | BGFX_STENCIL_OP_FAIL_Z_KEEP
- | BGFX_STENCIL_OP_PASS_Z_KEEP
- , BGFX_STENCIL_NONE
- },
- { // Custom_BlendLightTexture
- BGFX_STATE_WRITE_RGB
- | BGFX_STATE_WRITE_A
- | BGFX_STATE_WRITE_Z
- | BGFX_STATE_DEPTH_TEST_LESS
- | BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_SRC_COLOR, BGFX_STATE_BLEND_INV_SRC_COLOR)
- | BGFX_STATE_CULL_CCW
- | BGFX_STATE_MSAA
- , UINT32_MAX
- , BGFX_STENCIL_NONE
- , BGFX_STENCIL_NONE
- },
- { // Custom_DrawPlaneBottom
- BGFX_STATE_WRITE_RGB
- | BGFX_STATE_CULL_CW
- | BGFX_STATE_MSAA
- , UINT32_MAX
- , BGFX_STENCIL_NONE
- , BGFX_STENCIL_NONE
- },
- };
- struct ViewState
- {
- ViewState(uint16_t _width = 1280, uint16_t _height = 720)
- : m_width(_width)
- , m_height(_height)
- {
- }
- uint16_t m_width;
- uint16_t m_height;
- float m_view[16];
- float m_proj[16];
- };
- struct ClearValues
- {
- ClearValues(uint32_t _clearRgba = 0x30303000
- , float _clearDepth = 1.0f
- , uint8_t _clearStencil = 0
- )
- : m_clearRgba(_clearRgba)
- , m_clearDepth(_clearDepth)
- , m_clearStencil(_clearStencil)
- {
- }
- uint32_t m_clearRgba;
- float m_clearDepth;
- uint8_t m_clearStencil;
- };
- struct Mesh : public ::Mesh
- {
- void load(const char* _filePath, bool _ramcopy = false)
- {
- bx::FileReaderI* reader = entry::getFileReader();
- if (bx::open(reader, _filePath))
- {
- ::Mesh::load(reader, _ramcopy);
- bx::close(reader);
- }
- }
- void load(const void* _vertices, uint32_t _numVertices, const bgfx::VertexLayout _layout, const uint16_t* _indices, uint32_t _numIndices)
- {
- Group group;
- const bgfx::Memory* mem;
- uint32_t size;
- size = _numVertices * _layout.getStride();
- mem = bgfx::makeRef(_vertices, size);
- group.m_vbh = bgfx::createVertexBuffer(mem, _layout);
- size = _numIndices * 2;
- mem = bgfx::makeRef(_indices, size);
- group.m_ibh = bgfx::createIndexBuffer(mem);
- m_groups.push_back(group);
- }
- void submit(uint8_t _viewId, float* _mtx, bgfx::ProgramHandle _program, const RenderState& _renderState, bool _submitShadowMaps = false)
- {
- bgfx::TextureHandle texture = BGFX_INVALID_HANDLE;
- submit(_viewId, _mtx, _program, _renderState, texture, _submitShadowMaps);
- }
- void submit(uint8_t _viewId, float* _mtx, bgfx::ProgramHandle _program, const RenderState& _renderState, bgfx::TextureHandle _texture, bool _submitShadowMaps = false)
- {
- for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it)
- {
- const Group& group = *it;
- // Set uniforms.
- s_uniforms.submitPerDrawUniforms();
- // Set model matrix for rendering.
- bgfx::setTransform(_mtx);
- bgfx::setIndexBuffer(group.m_ibh);
- bgfx::setVertexBuffer(0, group.m_vbh);
- // Set textures.
- if (bgfx::kInvalidHandle != _texture.idx)
- {
- bgfx::setTexture(0, s_texColor, _texture);
- }
- if (_submitShadowMaps)
- {
- for (uint8_t ii = 0; ii < ShadowMapRenderTargets::Count; ++ii)
- {
- bgfx::setTexture(4 + ii, s_shadowMap[ii], bgfx::getTexture(s_rtShadowMap[ii]));
- }
- }
- // Apply render state.
- bgfx::setStencil(_renderState.m_fstencil, _renderState.m_bstencil);
- bgfx::setState(_renderState.m_state, _renderState.m_blendFactorRgba);
- // Submit.
- bgfx::submit(_viewId, _program);
- }
- }
- };
- struct PosColorTexCoord0Vertex
- {
- float m_x;
- float m_y;
- float m_z;
- uint32_t m_rgba;
- float m_u;
- float m_v;
- static void init()
- {
- ms_layout
- .begin()
- .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
- .add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
- .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
- .end();
- }
- static bgfx::VertexLayout ms_layout;
- };
- bgfx::VertexLayout PosColorTexCoord0Vertex::ms_layout;
- void screenSpaceQuad(bool _originBottomLeft = true, float _width = 1.0f, float _height = 1.0f)
- {
- if (3 == bgfx::getAvailTransientVertexBuffer(3, PosColorTexCoord0Vertex::ms_layout) )
- {
- bgfx::TransientVertexBuffer vb;
- bgfx::allocTransientVertexBuffer(&vb, 3, PosColorTexCoord0Vertex::ms_layout);
- PosColorTexCoord0Vertex* vertex = (PosColorTexCoord0Vertex*)vb.data;
- const float zz = 0.0f;
- const float minx = -_width;
- const float maxx = _width;
- const float miny = 0.0f;
- const float maxy = _height*2.0f;
- const float minu = -1.0f;
- const float maxu = 1.0f;
- float minv = 0.0f;
- float maxv = 2.0f;
- if (_originBottomLeft)
- {
- std::swap(minv, maxv);
- minv -= 1.0f;
- maxv -= 1.0f;
- }
- vertex[0].m_x = minx;
- vertex[0].m_y = miny;
- vertex[0].m_z = zz;
- vertex[0].m_rgba = 0xffffffff;
- vertex[0].m_u = minu;
- vertex[0].m_v = minv;
- vertex[1].m_x = maxx;
- vertex[1].m_y = miny;
- vertex[1].m_z = zz;
- vertex[1].m_rgba = 0xffffffff;
- vertex[1].m_u = maxu;
- vertex[1].m_v = minv;
- vertex[2].m_x = maxx;
- vertex[2].m_y = maxy;
- vertex[2].m_z = zz;
- vertex[2].m_rgba = 0xffffffff;
- vertex[2].m_u = maxu;
- vertex[2].m_v = maxv;
- bgfx::setVertexBuffer(0, &vb);
- }
- }
- void worldSpaceFrustumCorners(
- float* _corners24f
- , float _near
- , float _far
- , float _projWidth
- , float _projHeight
- , const float* _invViewMtx
- )
- {
- // Define frustum corners in view space.
- const float nw = _near * _projWidth;
- const float nh = _near * _projHeight;
- const float fw = _far * _projWidth;
- const float fh = _far * _projHeight;
- const uint8_t numCorners = 8;
- const bx::Vec3 corners[numCorners] =
- {
- { -nw, nh, _near },
- { nw, nh, _near },
- { nw, -nh, _near },
- { -nw, -nh, _near },
- { -fw, fh, _far },
- { fw, fh, _far },
- { fw, -fh, _far },
- { -fw, -fh, _far },
- };
- // Convert them to world space.
- float (*out)[3] = (float(*)[3])_corners24f;
- for (uint8_t ii = 0; ii < numCorners; ++ii)
- {
- bx::store(&out[ii], bx::mul(corners[ii], _invViewMtx) );
- }
- }
- /**
- * _splits = { near0, far0, near1, far1... nearN, farN }
- * N = _numSplits
- */
- void splitFrustum(float* _splits, uint8_t _numSplits, float _near, float _far, float _splitWeight = 0.75f)
- {
- const float l = _splitWeight;
- const float ratio = _far/_near;
- const int8_t numSlices = _numSplits*2;
- const float numSlicesf = float(numSlices);
- // First slice.
- _splits[0] = _near;
- for (uint8_t nn = 2, ff = 1; nn < numSlices; nn+=2, ff+=2)
- {
- float si = float(int8_t(ff) ) / numSlicesf;
- const float nearp = l*(_near*bx::pow(ratio, si) ) + (1 - l)*(_near + (_far - _near)*si);
- _splits[nn] = nearp; //near
- _splits[ff] = nearp * 1.005f; //far from previous split
- }
- // Last slice.
- _splits[numSlices-1] = _far;
- }
- struct Programs
- {
- void init()
- {
- // Misc.
- m_black = loadProgram("vs_shadowmaps_color", "fs_shadowmaps_color_black");
- m_texture = loadProgram("vs_shadowmaps_texture", "fs_shadowmaps_texture");
- m_colorTexture = loadProgram("vs_shadowmaps_color_texture", "fs_shadowmaps_color_texture");
- // Blur.
- m_vBlur[PackDepth::RGBA] = loadProgram("vs_shadowmaps_vblur", "fs_shadowmaps_vblur");
- m_hBlur[PackDepth::RGBA] = loadProgram("vs_shadowmaps_hblur", "fs_shadowmaps_hblur");
- m_vBlur[PackDepth::VSM] = loadProgram("vs_shadowmaps_vblur", "fs_shadowmaps_vblur_vsm");
- m_hBlur[PackDepth::VSM] = loadProgram("vs_shadowmaps_hblur", "fs_shadowmaps_hblur_vsm");
- // Draw depth.
- m_drawDepth[PackDepth::RGBA] = loadProgram("vs_shadowmaps_unpackdepth", "fs_shadowmaps_unpackdepth");
- m_drawDepth[PackDepth::VSM] = loadProgram("vs_shadowmaps_unpackdepth", "fs_shadowmaps_unpackdepth_vsm");
- // Pack depth.
- m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] = loadProgram("vs_shadowmaps_packdepth", "fs_shadowmaps_packdepth");
- m_packDepth[DepthImpl::InvZ][PackDepth::VSM] = loadProgram("vs_shadowmaps_packdepth", "fs_shadowmaps_packdepth_vsm");
- m_packDepth[DepthImpl::Linear][PackDepth::RGBA] = loadProgram("vs_shadowmaps_packdepth_linear", "fs_shadowmaps_packdepth_linear");
- m_packDepth[DepthImpl::Linear][PackDepth::VSM] = loadProgram("vs_shadowmaps_packdepth_linear", "fs_shadowmaps_packdepth_vsm_linear");
- // Color lighting.
- m_colorLighting[SmType::Single][DepthImpl::InvZ][SmImpl::Hard] = loadProgram("vs_shadowmaps_color_lighting", "fs_shadowmaps_color_lighting_hard");
- m_colorLighting[SmType::Single][DepthImpl::InvZ][SmImpl::PCF] = loadProgram("vs_shadowmaps_color_lighting", "fs_shadowmaps_color_lighting_pcf");
- m_colorLighting[SmType::Single][DepthImpl::InvZ][SmImpl::VSM] = loadProgram("vs_shadowmaps_color_lighting", "fs_shadowmaps_color_lighting_vsm");
- m_colorLighting[SmType::Single][DepthImpl::InvZ][SmImpl::ESM] = loadProgram("vs_shadowmaps_color_lighting", "fs_shadowmaps_color_lighting_esm");
- m_colorLighting[SmType::Single][DepthImpl::Linear][SmImpl::Hard] = loadProgram("vs_shadowmaps_color_lighting_linear", "fs_shadowmaps_color_lighting_hard_linear");
- m_colorLighting[SmType::Single][DepthImpl::Linear][SmImpl::PCF] = loadProgram("vs_shadowmaps_color_lighting_linear", "fs_shadowmaps_color_lighting_pcf_linear");
- m_colorLighting[SmType::Single][DepthImpl::Linear][SmImpl::VSM] = loadProgram("vs_shadowmaps_color_lighting_linear", "fs_shadowmaps_color_lighting_vsm_linear");
- m_colorLighting[SmType::Single][DepthImpl::Linear][SmImpl::ESM] = loadProgram("vs_shadowmaps_color_lighting_linear", "fs_shadowmaps_color_lighting_esm_linear");
- m_colorLighting[SmType::Omni][DepthImpl::InvZ][SmImpl::Hard] = loadProgram("vs_shadowmaps_color_lighting_omni", "fs_shadowmaps_color_lighting_hard_omni");
- m_colorLighting[SmType::Omni][DepthImpl::InvZ][SmImpl::PCF] = loadProgram("vs_shadowmaps_color_lighting_omni", "fs_shadowmaps_color_lighting_pcf_omni");
- m_colorLighting[SmType::Omni][DepthImpl::InvZ][SmImpl::VSM] = loadProgram("vs_shadowmaps_color_lighting_omni", "fs_shadowmaps_color_lighting_vsm_omni");
- m_colorLighting[SmType::Omni][DepthImpl::InvZ][SmImpl::ESM] = loadProgram("vs_shadowmaps_color_lighting_omni", "fs_shadowmaps_color_lighting_esm_omni");
- m_colorLighting[SmType::Omni][DepthImpl::Linear][SmImpl::Hard] = loadProgram("vs_shadowmaps_color_lighting_linear_omni", "fs_shadowmaps_color_lighting_hard_linear_omni");
- m_colorLighting[SmType::Omni][DepthImpl::Linear][SmImpl::PCF] = loadProgram("vs_shadowmaps_color_lighting_linear_omni", "fs_shadowmaps_color_lighting_pcf_linear_omni");
- m_colorLighting[SmType::Omni][DepthImpl::Linear][SmImpl::VSM] = loadProgram("vs_shadowmaps_color_lighting_linear_omni", "fs_shadowmaps_color_lighting_vsm_linear_omni");
- m_colorLighting[SmType::Omni][DepthImpl::Linear][SmImpl::ESM] = loadProgram("vs_shadowmaps_color_lighting_linear_omni", "fs_shadowmaps_color_lighting_esm_linear_omni");
- m_colorLighting[SmType::Cascade][DepthImpl::InvZ][SmImpl::Hard] = loadProgram("vs_shadowmaps_color_lighting_csm", "fs_shadowmaps_color_lighting_hard_csm");
- m_colorLighting[SmType::Cascade][DepthImpl::InvZ][SmImpl::PCF] = loadProgram("vs_shadowmaps_color_lighting_csm", "fs_shadowmaps_color_lighting_pcf_csm");
- m_colorLighting[SmType::Cascade][DepthImpl::InvZ][SmImpl::VSM] = loadProgram("vs_shadowmaps_color_lighting_csm", "fs_shadowmaps_color_lighting_vsm_csm");
- m_colorLighting[SmType::Cascade][DepthImpl::InvZ][SmImpl::ESM] = loadProgram("vs_shadowmaps_color_lighting_csm", "fs_shadowmaps_color_lighting_esm_csm");
- m_colorLighting[SmType::Cascade][DepthImpl::Linear][SmImpl::Hard] = loadProgram("vs_shadowmaps_color_lighting_linear_csm", "fs_shadowmaps_color_lighting_hard_linear_csm");
- m_colorLighting[SmType::Cascade][DepthImpl::Linear][SmImpl::PCF] = loadProgram("vs_shadowmaps_color_lighting_linear_csm", "fs_shadowmaps_color_lighting_pcf_linear_csm");
- m_colorLighting[SmType::Cascade][DepthImpl::Linear][SmImpl::VSM] = loadProgram("vs_shadowmaps_color_lighting_linear_csm", "fs_shadowmaps_color_lighting_vsm_linear_csm");
- m_colorLighting[SmType::Cascade][DepthImpl::Linear][SmImpl::ESM] = loadProgram("vs_shadowmaps_color_lighting_linear_csm", "fs_shadowmaps_color_lighting_esm_linear_csm");
- }
- void destroy()
- {
- // Color lighting.
- for (uint8_t ii = 0; ii < SmType::Count; ++ii)
- {
- for (uint8_t jj = 0; jj < DepthImpl::Count; ++jj)
- {
- for (uint8_t kk = 0; kk < SmImpl::Count; ++kk)
- {
- bgfx::destroy(m_colorLighting[ii][jj][kk]);
- }
- }
- }
- // Pack depth.
- for (uint8_t ii = 0; ii < DepthImpl::Count; ++ii)
- {
- for (uint8_t jj = 0; jj < PackDepth::Count; ++jj)
- {
- bgfx::destroy(m_packDepth[ii][jj]);
- }
- }
- // Draw depth.
- for (uint8_t ii = 0; ii < PackDepth::Count; ++ii)
- {
- bgfx::destroy(m_drawDepth[ii]);
- }
- // Hblur.
- for (uint8_t ii = 0; ii < PackDepth::Count; ++ii)
- {
- bgfx::destroy(m_hBlur[ii]);
- }
- // Vblur.
- for (uint8_t ii = 0; ii < PackDepth::Count; ++ii)
- {
- bgfx::destroy(m_vBlur[ii]);
- }
- // Misc.
- bgfx::destroy(m_colorTexture);
- bgfx::destroy(m_texture);
- bgfx::destroy(m_black);
- }
- bgfx::ProgramHandle m_black;
- bgfx::ProgramHandle m_texture;
- bgfx::ProgramHandle m_colorTexture;
- bgfx::ProgramHandle m_vBlur[PackDepth::Count];
- bgfx::ProgramHandle m_hBlur[PackDepth::Count];
- bgfx::ProgramHandle m_drawDepth[PackDepth::Count];
- bgfx::ProgramHandle m_packDepth[DepthImpl::Count][PackDepth::Count];
- bgfx::ProgramHandle m_colorLighting[SmType::Count][DepthImpl::Count][SmImpl::Count];
- };
- static Programs s_programs;
- struct ShadowMapSettings
- {
- #define IMGUI_FLOAT_PARAM(_name) float _name, _name##Min, _name##Max, _name##Step
- IMGUI_FLOAT_PARAM(m_sizePwrTwo);
- IMGUI_FLOAT_PARAM(m_depthValuePow);
- IMGUI_FLOAT_PARAM(m_near);
- IMGUI_FLOAT_PARAM(m_far);
- IMGUI_FLOAT_PARAM(m_bias);
- IMGUI_FLOAT_PARAM(m_normalOffset);
- IMGUI_FLOAT_PARAM(m_customParam0);
- IMGUI_FLOAT_PARAM(m_customParam1);
- IMGUI_FLOAT_PARAM(m_xNum);
- IMGUI_FLOAT_PARAM(m_yNum);
- IMGUI_FLOAT_PARAM(m_xOffset);
- IMGUI_FLOAT_PARAM(m_yOffset);
- bool m_doBlur;
- bgfx::ProgramHandle* m_progPack;
- bgfx::ProgramHandle* m_progDraw;
- #undef IMGUI_FLOAT_PARAM
- };
- struct SceneSettings
- {
- LightType::Enum m_lightType;
- DepthImpl::Enum m_depthImpl;
- SmImpl::Enum m_smImpl;
- float m_spotOuterAngle;
- float m_spotInnerAngle;
- float m_fovXAdjust;
- float m_fovYAdjust;
- float m_coverageSpotL;
- float m_splitDistribution;
- int m_numSplits;
- bool m_updateLights;
- bool m_updateScene;
- bool m_drawDepthBuffer;
- bool m_showSmCoverage;
- bool m_stencilPack;
- bool m_stabilize;
- };
- class ExampleShadowmaps : public entry::AppI
- {
- public:
- ExampleShadowmaps(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_debug = BGFX_DEBUG_NONE;
- m_reset = BGFX_RESET_VSYNC;
- m_width = _width;
- m_height = _height;
- m_viewState = ViewState(uint16_t(m_width), uint16_t(m_height));
- m_clearValues = ClearValues(0x00000000, 1.0f, 0);
- 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_viewState.m_width;
- init.resolution.height = m_viewState.m_height;
- init.resolution.reset = m_reset;
- bgfx::init(init);
- // Enable debug text.
- bgfx::setDebug(m_debug);
- s_originBottomLeft = bgfx::getCaps()->originBottomLeft;
- // Imgui.
- imguiCreate();
- // Uniforms.
- s_uniforms.init();
- s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Sampler);
- s_shadowMap[0] = bgfx::createUniform("s_shadowMap0", bgfx::UniformType::Sampler);
- s_shadowMap[1] = bgfx::createUniform("s_shadowMap1", bgfx::UniformType::Sampler);
- s_shadowMap[2] = bgfx::createUniform("s_shadowMap2", bgfx::UniformType::Sampler);
- s_shadowMap[3] = bgfx::createUniform("s_shadowMap3", bgfx::UniformType::Sampler);
- // Programs.
- s_programs.init();
- // Vertex declarations.
- bgfx::VertexLayout PosNormalTexcoordLayout;
- PosNormalTexcoordLayout.begin()
- .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
- .add(bgfx::Attrib::Normal, 4, bgfx::AttribType::Uint8, true, true)
- .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
- .end();
- m_posLayout.begin();
- m_posLayout.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float);
- m_posLayout.end();
- PosColorTexCoord0Vertex::init();
- // Textures.
- m_texFigure = loadTexture("textures/figure-rgba.dds");
- m_texFlare = loadTexture("textures/flare.dds");
- m_texFieldstone = loadTexture("textures/fieldstone-rgba.dds");
- // Meshes.
- m_bunnyMesh.load("meshes/bunny.bin");
- m_treeMesh.load("meshes/tree.bin");
- m_cubeMesh.load("meshes/cube.bin");
- m_hollowcubeMesh.load("meshes/hollowcube.bin");
- m_hplaneMesh.load(s_hplaneVertices, BX_COUNTOF(s_hplaneVertices), PosNormalTexcoordLayout, s_planeIndices, BX_COUNTOF(s_planeIndices) );
- m_vplaneMesh.load(s_vplaneVertices, BX_COUNTOF(s_vplaneVertices), PosNormalTexcoordLayout, s_planeIndices, BX_COUNTOF(s_planeIndices) );
- // Materials.
- m_defaultMaterial =
- {
- { { 1.0f, 1.0f, 1.0f, 0.0f } }, //ambient
- { { 1.0f, 1.0f, 1.0f, 0.0f } }, //diffuse
- { { 1.0f, 1.0f, 1.0f, 0.0f } }, //specular, exponent
- };
- // Lights.
- m_pointLight =
- {
- { { 0.0f, 0.0f, 0.0f, 1.0f } }, //position
- { 0.0f, 0.0f, 0.0f, 0.0f }, //-ignore
- { { 1.0f, 1.0f, 1.0f, 0.0f } }, //ambient
- { { 1.0f, 1.0f, 1.0f, 850.0f } }, //diffuse
- { { 1.0f, 1.0f, 1.0f, 0.0f } }, //specular
- { { 0.0f,-0.4f,-0.6f, 0.0f } }, //spotdirection, spotexponent
- { 0.0f, 0.0f, 0.0f, 0.0f }, //-ignore
- { { 1.0f, 0.0f, 1.0f, 91.0f } }, //attenuation, spotcutoff
- };
- m_directionalLight =
- {
- { { 0.5f,-1.0f, 0.1f, 0.0f } }, //position
- { 0.0f, 0.0f, 0.0f, 0.0f }, //-ignore
- { { 1.0f, 1.0f, 1.0f, 0.02f } }, //ambient
- { { 1.0f, 1.0f, 1.0f, 0.4f } }, //diffuse
- { { 1.0f, 1.0f, 1.0f, 0.0f } }, //specular
- { { 0.0f, 0.0f, 0.0f, 1.0f } }, //spotdirection, spotexponent
- { 0.0f, 0.0f, 0.0f, 0.0f }, //-ignore
- { { 0.0f, 0.0f, 0.0f, 1.0f } }, //attenuation, spotcutoff
- };
- // Setup uniforms.
- m_color[0] = m_color[1] = m_color[2] = m_color[3] = 1.0f;
- s_uniforms.setPtrs(&m_defaultMaterial
- , &m_pointLight
- , m_color
- , m_lightMtx
- , &m_shadowMapMtx[ShadowMapRenderTargets::First][0]
- , &m_shadowMapMtx[ShadowMapRenderTargets::Second][0]
- , &m_shadowMapMtx[ShadowMapRenderTargets::Third][0]
- , &m_shadowMapMtx[ShadowMapRenderTargets::Fourth][0]
- );
- // Settings.
- ShadowMapSettings smSettings[LightType::Count][DepthImpl::Count][SmImpl::Count] =
- {
- { //LightType::Spot
- { //DepthImpl::InvZ
- { //SmImpl::Hard
- 10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
- , 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
- , 1.0f, 1.0f, 10.0f, 1.0f // m_near
- , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
- , 0.0035f, 0.0f, 0.01f, 0.00001f // m_bias
- , 0.0012f, 0.0f, 0.05f, 0.00001f // m_normalOffset
- , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
- , 500.0f, 1.0f, 1000.0f, 1.0f // m_customParam1
- , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
- , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
- , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
- , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
- , true // m_doBlur
- , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
- , &s_programs.m_colorLighting[SmType::Single][DepthImpl::InvZ][SmImpl::Hard] //m_progDraw
- },
- { //SmImpl::PCF
- 10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
- , 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
- , 1.0f, 1.0f, 99.0f, 1.0f // m_near
- , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
- , 0.007f, 0.0f, 0.01f, 0.00001f // m_bias
- , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
- , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
- , 500.0f, 1.0f, 1000.0f, 1.0f // m_customParam1
- , 2.0f, 0.0f, 8.0f, 1.0f // m_xNum
- , 2.0f, 0.0f, 8.0f, 1.0f // m_yNum
- , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
- , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
- , true // m_doBlur
- , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
- , &s_programs.m_colorLighting[SmType::Single][DepthImpl::InvZ][SmImpl::PCF] //m_progDraw
- },
- { //SmImpl::VSM
- 10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
- , 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
- , 8.0f, 1.0f, 10.0f, 1.0f // m_near
- , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
- , 0.045f, 0.0f, 0.1f, 0.00001f // m_bias
- , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
- , 0.02f, 0.0f, 0.04f, 0.00001f // m_customParam0
- , 450.0f, 1.0f, 1000.0f, 1.0f // m_customParam1
- , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
- , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
- , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
- , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
- , true // m_doBlur
- , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::VSM] //m_progPack
- , &s_programs.m_colorLighting[SmType::Single][DepthImpl::InvZ][SmImpl::VSM] //m_progDraw
- },
- { //SmImpl::ESM
- 10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
- , 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
- , 3.0f, 1.0f, 10.0f, 0.01f // m_near
- , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
- , 0.02f, 0.0f, 0.3f, 0.00001f // m_bias
- , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
- , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
- , 9000.0f, 1.0f, 15000.0f, 1.0f // m_customParam1
- , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
- , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
- , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
- , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
- , true // m_doBlur
- , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
- , &s_programs.m_colorLighting[SmType::Single][DepthImpl::InvZ][SmImpl::ESM] //m_progDraw
- }
- },
- { //DepthImpl::Linear
- { //SmImpl::Hard
- 10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
- , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
- , 1.0f, 1.0f, 10.0f, 1.0f // m_near
- , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
- , 0.0025f, 0.0f, 0.01f, 0.00001f // m_bias
- , 0.0012f, 0.0f, 0.05f, 0.00001f // m_normalOffset
- , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
- , 500.0f, 1.0f, 1000.0f, 1.0f // m_customParam1
- , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
- , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
- , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
- , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
- , true // m_doBlur
- , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
- , &s_programs.m_colorLighting[SmType::Single][DepthImpl::Linear][SmImpl::Hard] //m_progDraw
- },
- { //SmImpl::PCF
- 10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
- , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
- , 1.0f, 1.0f, 99.0f, 1.0f // m_near
- , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
- , 0.0025f, 0.0f, 0.01f, 0.00001f // m_bias
- , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
- , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
- , 2000.0f, 1.0f, 2000.0f, 1.0f // m_customParam1
- , 2.0f, 0.0f, 8.0f, 1.0f // m_xNum
- , 2.0f, 0.0f, 8.0f, 1.0f // m_yNum
- , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
- , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
- , true // m_doBlur
- , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
- , &s_programs.m_colorLighting[SmType::Single][DepthImpl::Linear][SmImpl::PCF] //m_progDraw
- },
- { //SmImpl::VSM
- 10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
- , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
- , 1.0f, 1.0f, 10.0f, 1.0f // m_near
- , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
- , 0.006f, 0.0f, 0.01f, 0.00001f // m_bias
- , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
- , 0.02f, 0.0f, 0.1f, 0.00001f // m_customParam0
- , 300.0f, 1.0f, 1500.0f, 1.0f // m_customParam1
- , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
- , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
- , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
- , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
- , true // m_doBlur
- , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::VSM] //m_progPack
- , &s_programs.m_colorLighting[SmType::Single][DepthImpl::Linear][SmImpl::VSM] //m_progDraw
- },
- { //SmImpl::ESM
- 10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
- , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
- , 1.0f, 1.0f, 10.0f, 0.01f // m_near
- , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
- , 0.0055f, 0.0f, 0.01f, 0.00001f // m_bias
- , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
- , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
- , 2500.0f, 1.0f, 5000.0f, 1.0f // m_customParam1
- , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
- , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
- , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
- , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
- , true // m_doBlur
- , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
- , &s_programs.m_colorLighting[SmType::Single][DepthImpl::Linear][SmImpl::ESM] //m_progDraw
- }
- }
- },
- { //LightType::Point
- { //DepthImpl::InvZ
- { //SmImpl::Hard
- 12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo
- , 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
- , 1.0f, 1.0f, 10.0f, 1.0f // m_near
- , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
- , 0.006f, 0.0f, 0.01f, 0.00001f // m_bias
- , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
- , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
- , 50.0f, 1.0f, 300.0f, 1.0f // m_customParam1
- , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
- , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
- , 0.25f, 0.0f, 2.0f, 0.001f // m_xOffset
- , 0.25f, 0.0f, 2.0f, 0.001f // m_yOffset
- , true // m_doBlur
- , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
- , &s_programs.m_colorLighting[SmType::Omni][DepthImpl::InvZ][SmImpl::Hard] //m_progDraw
- },
- { //SmImpl::PCF
- 12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo
- , 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
- , 1.0f, 1.0f, 99.0f, 1.0f // m_near
- , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
- , 0.004f, 0.0f, 0.01f, 0.00001f // m_bias
- , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
- , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
- , 50.0f, 1.0f, 300.0f, 1.0f // m_customParam1
- , 2.0f, 0.0f, 8.0f, 1.0f // m_xNum
- , 2.0f, 0.0f, 8.0f, 1.0f // m_yNum
- , 1.0f, 0.0f, 3.0f, 0.001f // m_xOffset
- , 1.0f, 0.0f, 3.0f, 0.001f // m_yOffset
- , true // m_doBlur
- , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
- , &s_programs.m_colorLighting[SmType::Omni][DepthImpl::InvZ][SmImpl::PCF] //m_progDraw
- },
- { //SmImpl::VSM
- 12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo
- , 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
- , 8.0f, 1.0f, 10.0f, 1.0f // m_near
- , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
- , 0.055f, 0.0f, 0.1f, 0.00001f // m_bias
- , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
- , 0.02f, 0.0f, 0.04f, 0.00001f // m_customParam0
- , 450.0f, 1.0f, 900.0f, 1.0f // m_customParam1
- , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
- , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
- , 0.25f, 0.0f, 2.0f, 0.001f // m_xOffset
- , 0.25f, 0.0f, 2.0f, 0.001f // m_yOffset
- , true // m_doBlur
- , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::VSM] //m_progPack
- , &s_programs.m_colorLighting[SmType::Omni][DepthImpl::InvZ][SmImpl::VSM] //m_progDraw
- },
- { //SmImpl::ESM
- 12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo
- , 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
- , 3.0f, 1.0f, 10.0f, 0.01f // m_near
- , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
- , 0.035f, 0.0f, 0.1f, 0.00001f // m_bias
- , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
- , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
- , 9000.0f, 1.0f, 15000.0f, 1.0f // m_customParam1
- , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
- , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
- , 0.25f, 0.0f, 2.0f, 0.001f // m_xOffset
- , 0.25f, 0.0f, 2.0f, 0.001f // m_yOffset
- , true // m_doBlur
- , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
- , &s_programs.m_colorLighting[SmType::Omni][DepthImpl::InvZ][SmImpl::ESM] //m_progDraw
- }
- },
- { //DepthImpl::Linear
- { //SmImpl::Hard
- 12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo
- , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
- , 1.0f, 1.0f, 10.0f, 1.0f // m_near
- , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
- , 0.003f, 0.0f, 0.01f, 0.00001f // m_bias
- , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
- , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
- , 120.0f, 1.0f, 300.0f, 1.0f // m_customParam1
- , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
- , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
- , 0.25f, 0.0f, 2.0f, 0.001f // m_xOffset
- , 0.25f, 0.0f, 2.0f, 0.001f // m_yOffset
- , true // m_doBlur
- , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
- , &s_programs.m_colorLighting[SmType::Omni][DepthImpl::Linear][SmImpl::Hard] //m_progDraw
- },
- { //SmImpl::PCF
- 12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo
- , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
- , 1.0f, 1.0f, 99.0f, 1.0f // m_near
- , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
- , 0.0035f, 0.0f, 0.01f, 0.00001f // m_bias
- , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
- , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
- , 120.0f, 1.0f, 300.0f, 1.0f // m_customParam1
- , 2.0f, 0.0f, 8.0f, 1.0f // m_xNum
- , 2.0f, 0.0f, 8.0f, 1.0f // m_yNum
- , 1.0f, 0.0f, 3.0f, 0.001f // m_xOffset
- , 1.0f, 0.0f, 3.0f, 0.001f // m_yOffset
- , true // m_doBlur
- , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
- , &s_programs.m_colorLighting[SmType::Omni][DepthImpl::Linear][SmImpl::PCF] //m_progDraw
- },
- { //SmImpl::VSM
- 12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo
- , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
- , 1.0f, 1.0f, 10.0f, 1.0f // m_near
- , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
- , 0.006f, 0.0f, 0.1f, 0.00001f // m_bias
- , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
- , 0.02f, 0.0f, 0.1f, 0.00001f // m_customParam0
- , 400.0f, 1.0f, 900.0f, 1.0f // m_customParam1
- , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
- , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
- , 0.25f, 0.0f, 2.0f, 0.001f // m_xOffset
- , 0.25f, 0.0f, 2.0f, 0.001f // m_yOffset
- , true // m_doBlur
- , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::VSM] //m_progPack
- , &s_programs.m_colorLighting[SmType::Omni][DepthImpl::Linear][SmImpl::VSM] //m_progDraw
- },
- { //SmImpl::ESM
- 12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo
- , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
- , 1.0f, 1.0f, 10.0f, 0.01f // m_near
- , 250.0f, 100.0f, 2000.0f, 50.0f // m_far
- , 0.007f, 0.0f, 0.01f, 0.00001f // m_bias
- , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
- , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
- , 8000.0f, 1.0f, 15000.0f, 1.0f // m_customParam1
- , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
- , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
- , 0.25f, 0.0f, 2.0f, 0.001f // m_xOffset
- , 0.25f, 0.0f, 2.0f, 0.001f // m_yOffset
- , true // m_doBlur
- , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
- , &s_programs.m_colorLighting[SmType::Omni][DepthImpl::Linear][SmImpl::ESM] //m_progDraw
- }
- }
- },
- { //LightType::Directional
- { //DepthImpl::InvZ
- { //SmImpl::Hard
- 11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
- , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
- , 1.0f, 1.0f, 10.0f, 1.0f // m_near
- , 550.0f, 100.0f, 2000.0f, 50.0f // m_far
- , 0.0012f, 0.0f, 0.01f, 0.00001f // m_bias
- , 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset
- , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
- , 200.0f, 1.0f, 400.0f, 1.0f // m_customParam1
- , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
- , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
- , 0.2f, 0.0f, 1.0f, 0.01f // m_xOffset
- , 0.2f, 0.0f, 1.0f, 0.01f // m_yOffset
- , true // m_doBlur
- , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
- , &s_programs.m_colorLighting[SmType::Cascade][DepthImpl::InvZ][SmImpl::Hard] //m_progDraw
- },
- { //SmImpl::PCF
- 11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
- , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
- , 1.0f, 1.0f, 99.0f, 1.0f // m_near
- , 550.0f, 100.0f, 2000.0f, 50.0f // m_far
- , 0.0012f, 0.0f, 0.01f, 0.00001f // m_bias
- , 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset
- , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
- , 200.0f, 1.0f, 400.0f, 1.0f // m_customParam1
- , 2.0f, 0.0f, 8.0f, 1.0f // m_xNum
- , 2.0f, 0.0f, 8.0f, 1.0f // m_yNum
- , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
- , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
- , true // m_doBlur
- , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
- , &s_programs.m_colorLighting[SmType::Cascade][DepthImpl::InvZ][SmImpl::PCF] //m_progDraw
- },
- { //SmImpl::VSM
- 11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
- , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
- , 1.0f, 1.0f, 10.0f, 1.0f // m_near
- , 550.0f, 100.0f, 2000.0f, 50.0f // m_far
- , 0.004f, 0.0f, 0.01f, 0.00001f // m_bias
- , 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset
- , 0.02f, 0.0f, 0.04f, 0.00001f // m_customParam0
- , 2500.0f, 1.0f, 5000.0f, 1.0f // m_customParam1
- , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
- , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
- , 0.2f, 0.0f, 1.0f, 0.01f // m_xOffset
- , 0.2f, 0.0f, 1.0f, 0.01f // m_yOffset
- , true // m_doBlur
- , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::VSM] //m_progPack
- , &s_programs.m_colorLighting[SmType::Cascade][DepthImpl::InvZ][SmImpl::VSM] //m_progDraw
- },
- { //SmImpl::ESM
- 11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
- , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
- , 1.0f, 1.0f, 10.0f, 0.01f // m_near
- , 550.0f, 100.0f, 2000.0f, 50.0f // m_far
- , 0.004f, 0.0f, 0.01f, 0.00001f // m_bias
- , 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset
- , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
- , 9500.0f, 1.0f, 15000.0f, 1.0f // m_customParam1
- , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
- , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
- , 0.2f, 0.0f, 1.0f, 0.01f // m_xOffset
- , 0.2f, 0.0f, 1.0f, 0.01f // m_yOffset
- , true // m_doBlur
- , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
- , &s_programs.m_colorLighting[SmType::Cascade][DepthImpl::InvZ][SmImpl::ESM] //m_progDraw
- }
- },
- { //DepthImpl::Linear
- { //SmImpl::Hard
- 11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
- , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
- , 1.0f, 1.0f, 10.0f, 1.0f // m_near
- , 550.0f, 100.0f, 2000.0f, 50.0f // m_far
- , 0.0012f, 0.0f, 0.01f, 0.00001f // m_bias
- , 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset
- , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
- , 500.0f, 1.0f, 1000.0f, 1.0f // m_customParam1
- , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
- , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
- , 0.2f, 0.0f, 1.0f, 0.01f // m_xOffset
- , 0.2f, 0.0f, 1.0f, 0.01f // m_yOffset
- , true // m_doBlur
- , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
- , &s_programs.m_colorLighting[SmType::Cascade][DepthImpl::Linear][SmImpl::Hard] //m_progDraw
- },
- { //SmImpl::PCF
- 11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
- , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
- , 1.0f, 1.0f, 99.0f, 1.0f // m_near
- , 550.0f, 100.0f, 2000.0f, 50.0f // m_far
- , 0.0012f, 0.0f, 0.01f, 0.00001f // m_bias
- , 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset
- , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
- , 200.0f, 1.0f, 400.0f, 1.0f // m_customParam1
- , 2.0f, 0.0f, 8.0f, 1.0f // m_xNum
- , 2.0f, 0.0f, 8.0f, 1.0f // m_yNum
- , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
- , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
- , true // m_doBlur
- , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
- , &s_programs.m_colorLighting[SmType::Cascade][DepthImpl::Linear][SmImpl::PCF] //m_progDraw
- },
- { //SmImpl::VSM
- 11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
- , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
- , 1.0f, 1.0f, 10.0f, 1.0f // m_near
- , 550.0f, 100.0f, 2000.0f, 50.0f // m_far
- , 0.004f, 0.0f, 0.01f, 0.00001f // m_bias
- , 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset
- , 0.02f, 0.0f, 0.04f, 0.00001f // m_customParam0
- , 2500.0f, 1.0f, 5000.0f, 1.0f // m_customParam1
- , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
- , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
- , 0.2f, 0.0f, 1.0f, 0.01f // m_xOffset
- , 0.2f, 0.0f, 1.0f, 0.01f // m_yOffset
- , true // m_doBlur
- , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::VSM] //m_progPack
- , &s_programs.m_colorLighting[SmType::Cascade][DepthImpl::Linear][SmImpl::VSM] //m_progDraw
- },
- { //SmImpl::ESM
- 11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
- , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
- , 1.0f, 1.0f, 10.0f, 0.01f // m_near
- , 550.0f, 100.0f, 2000.0f, 50.0f // m_far
- , 0.004f, 0.0f, 0.01f, 0.00001f // m_bias
- , 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset
- , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
- , 9500.0f, 1.0f, 15000.0f, 1.0f // m_customParam1
- , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
- , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
- , 0.2f, 0.0f, 1.0f, 0.01f // m_xOffset
- , 0.2f, 0.0f, 1.0f, 0.01f // m_yOffset
- , true // m_doBlur
- , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
- , &s_programs.m_colorLighting[SmType::Cascade][DepthImpl::Linear][SmImpl::ESM] //m_progDraw
- }
- }
- }
- };
- bx::memCopy(m_smSettings, smSettings, sizeof(smSettings));
- m_settings.m_lightType = LightType::SpotLight;
- m_settings.m_depthImpl = DepthImpl::InvZ;
- m_settings.m_smImpl = SmImpl::Hard;
- m_settings.m_spotOuterAngle = 45.0f;
- m_settings.m_spotInnerAngle = 30.0f;
- m_settings.m_fovXAdjust = 0.0f;
- m_settings.m_fovYAdjust = 0.0f;
- m_settings.m_coverageSpotL = 90.0f;
- m_settings.m_splitDistribution = 0.6f;
- m_settings.m_numSplits = 4;
- m_settings.m_updateLights = true;
- m_settings.m_updateScene = true;
- m_settings.m_drawDepthBuffer = false;
- m_settings.m_showSmCoverage = false;
- m_settings.m_stencilPack = true;
- m_settings.m_stabilize = true;
- ShadowMapSettings* currentSmSettings = &m_smSettings[m_settings.m_lightType][m_settings.m_depthImpl][m_settings.m_smImpl];
- // Render targets.
- uint16_t shadowMapSize = 1 << uint32_t(currentSmSettings->m_sizePwrTwo);
- m_currentShadowMapSize = shadowMapSize;
- float currentShadowMapSizef = float(int16_t(m_currentShadowMapSize) );
- s_uniforms.m_shadowMapTexelSize = 1.0f / currentShadowMapSizef;
- for (uint8_t ii = 0; ii < ShadowMapRenderTargets::Count; ++ii)
- {
- bgfx::TextureHandle fbtextures[] =
- {
- bgfx::createTexture2D(m_currentShadowMapSize, m_currentShadowMapSize, false, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT),
- bgfx::createTexture2D(m_currentShadowMapSize, m_currentShadowMapSize, false, 1, bgfx::TextureFormat::D32F, BGFX_TEXTURE_RT),
- };
- s_rtShadowMap[ii] = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
- }
- s_rtBlur = bgfx::createFrameBuffer(m_currentShadowMapSize, m_currentShadowMapSize, bgfx::TextureFormat::BGRA8);
- // Setup camera.
- cameraCreate();
- cameraSetPosition({ 0.0f, 60.0f, -105.0f });
- cameraSetVerticalAngle(-0.45f);
- m_timeAccumulatorLight = 0.0f;
- m_timeAccumulatorScene = 0.0f;
- }
- virtual int shutdown() override
- {
- m_bunnyMesh.unload();
- m_treeMesh.unload();
- m_cubeMesh.unload();
- m_hollowcubeMesh.unload();
- m_hplaneMesh.unload();
- m_vplaneMesh.unload();
- bgfx::destroy(m_texFigure);
- bgfx::destroy(m_texFieldstone);
- bgfx::destroy(m_texFlare);
- for (uint8_t ii = 0; ii < ShadowMapRenderTargets::Count; ++ii)
- {
- bgfx::destroy(s_rtShadowMap[ii]);
- }
- bgfx::destroy(s_rtBlur);
- s_programs.destroy();
- bgfx::destroy(s_texColor);
- bgfx::destroy(s_shadowMap[3]);
- bgfx::destroy(s_shadowMap[2]);
- bgfx::destroy(s_shadowMap[1]);
- bgfx::destroy(s_shadowMap[0]);
- s_uniforms.destroy();
- cameraDestroy();
- imguiDestroy();
- // Shutdown bgfx.
- bgfx::shutdown();
- return 0;
- }
- bool update() override
- {
- if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
- {
- m_viewState.m_width = uint16_t(m_width);
- m_viewState.m_height = uint16_t(m_height);
- const bgfx::Caps* caps = bgfx::getCaps();
- // Set view and projection matrices.
- const float camFovy = 60.0f;
- const float camAspect = float(int32_t(m_viewState.m_width) ) / float(int32_t(m_viewState.m_height) );
- const float camNear = 0.1f;
- const float camFar = 2000.0f;
- const float projHeight = bx::tan(bx::toRad(camFovy)*0.5f);
- const float projWidth = projHeight * camAspect;
- bx::mtxProj(m_viewState.m_proj, camFovy, camAspect, camNear, camFar, caps->homogeneousDepth);
- cameraGetViewMtx(m_viewState.m_view);
- float currentShadowMapSizef = float(int16_t(m_currentShadowMapSize) );
- s_uniforms.m_shadowMapTexelSize = 1.0f / currentShadowMapSizef;
- // Imgui.
- 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
- , m_viewState.m_width
- , m_viewState.m_height
- );
- showExampleDialog(this);
- ImGui::SetNextWindowPos(
- ImVec2(m_viewState.m_width - m_viewState.m_width / 5.0f - 10.0f, 10.0f)
- , ImGuiCond_FirstUseEver
- );
- ImGui::SetNextWindowSize(
- ImVec2(m_viewState.m_width / 5.0f, m_viewState.m_height - 20.0f)
- , ImGuiCond_FirstUseEver
- );
- ImGui::Begin("Settings"
- , NULL
- , 0
- );
- #define IMGUI_FLOAT_SLIDER(_name, _val) \
- ImGui::SliderFloat(_name \
- , &_val \
- , *( ((float*)&_val)+1) \
- , *( ((float*)&_val)+2) \
- )
- #define IMGUI_RADIO_BUTTON(_name, _var, _val) \
- if (ImGui::RadioButton(_name, _var == _val) ) \
- { \
- _var = _val; \
- }
- ImGui::Checkbox("Update lights", &m_settings.m_updateLights);
- ImGui::Checkbox("Update scene", &m_settings.m_updateScene);
- ImGui::Separator();
- ImGui::Text("Shadow map depth:");
- IMGUI_RADIO_BUTTON("InvZ", m_settings.m_depthImpl, DepthImpl::InvZ);
- IMGUI_RADIO_BUTTON("Linear", m_settings.m_depthImpl, DepthImpl::Linear);
- ShadowMapSettings* currentSmSettings = &m_smSettings[m_settings.m_lightType][m_settings.m_depthImpl][m_settings.m_smImpl];
- ImGui::Separator();
- ImGui::Checkbox("Draw depth buffer", &m_settings.m_drawDepthBuffer);
- if (m_settings.m_drawDepthBuffer)
- {
- IMGUI_FLOAT_SLIDER("Depth value pow", currentSmSettings->m_depthValuePow);
- }
- ImGui::Separator();
- ImGui::Text("Shadow Map implementation");
- IMGUI_RADIO_BUTTON("Hard", m_settings.m_smImpl, SmImpl::Hard);
- IMGUI_RADIO_BUTTON("PCF", m_settings.m_smImpl, SmImpl::PCF);
- IMGUI_RADIO_BUTTON("VSM", m_settings.m_smImpl, SmImpl::VSM);
- IMGUI_RADIO_BUTTON("ESM", m_settings.m_smImpl, SmImpl::ESM);
- currentSmSettings = &m_smSettings[m_settings.m_lightType][m_settings.m_depthImpl][m_settings.m_smImpl];
- ImGui::Separator();
- IMGUI_FLOAT_SLIDER("Bias", currentSmSettings->m_bias);
- IMGUI_FLOAT_SLIDER("Normal offset", currentSmSettings->m_normalOffset);
- ImGui::Separator();
- if (LightType::DirectionalLight != m_settings.m_lightType)
- {
- IMGUI_FLOAT_SLIDER("Near plane", currentSmSettings->m_near);
- }
- IMGUI_FLOAT_SLIDER("Far plane", currentSmSettings->m_far);
- ImGui::Separator();
- switch(m_settings.m_smImpl)
- {
- case SmImpl::Hard:
- //ImGui::Text("Hard");
- break;
- case SmImpl::PCF:
- ImGui::Text("PCF");
- IMGUI_FLOAT_SLIDER("X Offset", currentSmSettings->m_xOffset);
- IMGUI_FLOAT_SLIDER("Y Offset", currentSmSettings->m_yOffset);
- break;
- case SmImpl::VSM:
- ImGui::Text("VSM");
- IMGUI_FLOAT_SLIDER("Min variance", currentSmSettings->m_customParam0);
- IMGUI_FLOAT_SLIDER("Depth multiplier", currentSmSettings->m_customParam1);
- ImGui::Checkbox("Blur shadow map", ¤tSmSettings->m_doBlur);
- if (currentSmSettings->m_doBlur)
- {
- IMGUI_FLOAT_SLIDER("Blur X Offset", currentSmSettings->m_xOffset);
- IMGUI_FLOAT_SLIDER("Blur Y Offset", currentSmSettings->m_yOffset);
- }
- break;
- case SmImpl::ESM:
- ImGui::Text("ESM");
- IMGUI_FLOAT_SLIDER("ESM Hardness", currentSmSettings->m_customParam0);
- IMGUI_FLOAT_SLIDER("Depth multiplier", currentSmSettings->m_customParam1);
- ImGui::Checkbox("Blur shadow map", ¤tSmSettings->m_doBlur);
- if (currentSmSettings->m_doBlur)
- {
- IMGUI_FLOAT_SLIDER("Blur X Offset", currentSmSettings->m_xOffset);
- IMGUI_FLOAT_SLIDER("Blur Y Offset", currentSmSettings->m_yOffset);
- }
- break;
- default:
- break;
- };
- ImGui::End();
- #undef IMGUI_RADIO_BUTTON
- ImGui::SetNextWindowPos(
- ImVec2(10.0f, 260.0f)
- , ImGuiCond_FirstUseEver
- );
- ImGui::SetNextWindowSize(
- ImVec2(m_viewState.m_width / 5.0f, 350.0f)
- , ImGuiCond_FirstUseEver
- );
- ImGui::Begin("Light"
- , NULL
- , 0
- );
- ImGui::PushItemWidth(185.0f);
- bool bLtChanged = false;
- if ( ImGui::RadioButton("Spot light", m_settings.m_lightType == LightType::SpotLight ))
- {
- m_settings.m_lightType = LightType::SpotLight; bLtChanged = true;
- }
- if ( ImGui::RadioButton("Point light", m_settings.m_lightType == LightType::PointLight ))
- {
- m_settings.m_lightType = LightType::PointLight; bLtChanged = true;
- }
- if ( ImGui::RadioButton("Directional light", m_settings.m_lightType == LightType::DirectionalLight ))
- {
- m_settings.m_lightType = LightType::DirectionalLight; bLtChanged = true;
- }
- ImGui::Separator();
- ImGui::Checkbox("Show shadow map coverage.", &m_settings.m_showSmCoverage);
- ImGui::Separator();
- ImGui::Text("Shadow map resolution: %ux%u", m_currentShadowMapSize, m_currentShadowMapSize);
- ImGui::SliderFloat("##SizePwrTwo", ¤tSmSettings->m_sizePwrTwo,
- currentSmSettings->m_sizePwrTwoMin,
- currentSmSettings->m_sizePwrTwoMax, "%.0f");
- ImGui::Separator();
- if (LightType::SpotLight == m_settings.m_lightType)
- {
- ImGui::Text("Spot light");
- ImGui::SliderFloat("Shadow map area", &m_settings.m_coverageSpotL, 45.0f, 120.0f);
- ImGui::Separator();
- ImGui::SliderFloat("Spot outer cone", &m_settings.m_spotOuterAngle, 0.0f, 91.0f);
- ImGui::SliderFloat("Spot inner cone", &m_settings.m_spotInnerAngle, 0.0f, 90.0f);
- }
- else if (LightType::PointLight == m_settings.m_lightType)
- {
- ImGui::Text("Point light");
- ImGui::Checkbox("Stencil pack", &m_settings.m_stencilPack);
- ImGui::SliderFloat("Fov X adjust", &m_settings.m_fovXAdjust, -20.0f, 20.0f);
- ImGui::SliderFloat("Fov Y adjust", &m_settings.m_fovYAdjust, -20.0f, 20.0f);
- }
- else if (LightType::DirectionalLight == m_settings.m_lightType)
- {
- ImGui::Text("Directional light");
- ImGui::Checkbox("Stabilize cascades", &m_settings.m_stabilize);
- ImGui::SliderInt("Cascade splits", &m_settings.m_numSplits, 1, 4);
- ImGui::SliderFloat("Cascade distribution", &m_settings.m_splitDistribution, 0.0f, 1.0f);
- }
- #undef IMGUI_FLOAT_SLIDER
- ImGui::End();
- imguiEndFrame();
- // Update uniforms.
- s_uniforms.m_shadowMapBias = currentSmSettings->m_bias;
- s_uniforms.m_shadowMapOffset = currentSmSettings->m_normalOffset;
- s_uniforms.m_shadowMapParam0 = currentSmSettings->m_customParam0;
- s_uniforms.m_shadowMapParam1 = currentSmSettings->m_customParam1;
- s_uniforms.m_depthValuePow = currentSmSettings->m_depthValuePow;
- s_uniforms.m_XNum = currentSmSettings->m_xNum;
- s_uniforms.m_YNum = currentSmSettings->m_yNum;
- s_uniforms.m_XOffset = currentSmSettings->m_xOffset;
- s_uniforms.m_YOffset = currentSmSettings->m_yOffset;
- s_uniforms.m_showSmCoverage = float(m_settings.m_showSmCoverage);
- s_uniforms.m_lightPtr = (LightType::DirectionalLight == m_settings.m_lightType) ? &m_directionalLight : &m_pointLight;
- if (LightType::SpotLight == m_settings.m_lightType)
- {
- m_pointLight.m_attenuationSpotOuter.m_outer = m_settings.m_spotOuterAngle;
- m_pointLight.m_spotDirectionInner.m_inner = m_settings.m_spotInnerAngle;
- }
- else
- {
- m_pointLight.m_attenuationSpotOuter.m_outer = 91.0f; //above 90.0f means point light
- }
- s_uniforms.submitPerFrameUniforms();
- // Time.
- int64_t now = bx::getHPCounter();
- static int64_t last = now;
- const int64_t frameTime = now - last;
- last = now;
- const double freq = double(bx::getHPFrequency() );
- const float deltaTime = float(frameTime/freq);
- // Update camera.
- cameraUpdate(deltaTime, m_mouseState, ImGui::MouseOverArea() );
- // Update view mtx.
- cameraGetViewMtx(m_viewState.m_view);
- // Update lights.
- m_pointLight.computeViewSpaceComponents(m_viewState.m_view);
- m_directionalLight.computeViewSpaceComponents(m_viewState.m_view);
- // Update time accumulators.
- if (m_settings.m_updateLights) { m_timeAccumulatorLight += deltaTime; }
- if (m_settings.m_updateScene) { m_timeAccumulatorScene += deltaTime; }
- // Setup lights.
- m_pointLight.m_position.m_x = bx::cos(m_timeAccumulatorLight) * 20.0f;
- m_pointLight.m_position.m_y = 26.0f;
- m_pointLight.m_position.m_z = bx::sin(m_timeAccumulatorLight) * 20.0f;
- m_pointLight.m_spotDirectionInner.m_x = -m_pointLight.m_position.m_x;
- m_pointLight.m_spotDirectionInner.m_y = -m_pointLight.m_position.m_y;
- m_pointLight.m_spotDirectionInner.m_z = -m_pointLight.m_position.m_z;
- m_directionalLight.m_position.m_x = -bx::cos(m_timeAccumulatorLight);
- m_directionalLight.m_position.m_y = -1.0f;
- m_directionalLight.m_position.m_z = -bx::sin(m_timeAccumulatorLight);
- // Setup instance matrices.
- float mtxFloor[16];
- const float floorScale = 550.0f;
- bx::mtxSRT(mtxFloor
- , floorScale //scaleX
- , floorScale //scaleY
- , floorScale //scaleZ
- , 0.0f //rotX
- , 0.0f //rotY
- , 0.0f //rotZ
- , 0.0f //translateX
- , 0.0f //translateY
- , 0.0f //translateZ
- );
- float mtxBunny[16];
- bx::mtxSRT(mtxBunny
- , 5.0f
- , 5.0f
- , 5.0f
- , 0.0f
- , 1.56f - m_timeAccumulatorScene
- , 0.0f
- , 15.0f
- , 5.0f
- , 0.0f
- );
- float mtxHollowcube[16];
- bx::mtxSRT(mtxHollowcube
- , 2.5f
- , 2.5f
- , 2.5f
- , 0.0f
- , 1.56f - m_timeAccumulatorScene
- , 0.0f
- , 0.0f
- , 10.0f
- , 0.0f
- );
- float mtxCube[16];
- bx::mtxSRT(mtxCube
- , 2.5f
- , 2.5f
- , 2.5f
- , 0.0f
- , 1.56f - m_timeAccumulatorScene
- , 0.0f
- , -15.0f
- , 5.0f
- , 0.0f
- );
- const uint8_t numTrees = 10;
- float mtxTrees[numTrees][16];
- for (uint8_t ii = 0; ii < numTrees; ++ii)
- {
- bx::mtxSRT(mtxTrees[ii]
- , 2.0f
- , 2.0f
- , 2.0f
- , 0.0f
- , float(ii)
- , 0.0f
- , bx::sin(float(ii)*2.0f*bx::kPi/float(numTrees) ) * 60.0f
- , 0.0f
- , bx::cos(float(ii)*2.0f*bx::kPi/float(numTrees) ) * 60.0f
- );
- }
- // Compute transform matrices.
- const uint8_t shadowMapPasses = ShadowMapRenderTargets::Count;
- float lightView[shadowMapPasses][16];
- float lightProj[shadowMapPasses][16];
- float mtxYpr[TetrahedronFaces::Count][16];
- float screenProj[16];
- float screenView[16];
- bx::mtxIdentity(screenView);
- bx::mtxOrtho(
- screenProj
- , 0.0f
- , 1.0f
- , 1.0f
- , 0.0f
- , 0.0f
- , 100.0f
- , 0.0f
- , caps->homogeneousDepth
- );
- // Update render target size.
- uint16_t shadowMapSize = 1 << uint32_t(currentSmSettings->m_sizePwrTwo);
- if (bLtChanged || m_currentShadowMapSize != shadowMapSize)
- {
- m_currentShadowMapSize = shadowMapSize;
- s_uniforms.m_shadowMapTexelSize = 1.0f / currentShadowMapSizef;
- {
- bgfx::destroy(s_rtShadowMap[0]);
- bgfx::TextureHandle fbtextures[] =
- {
- bgfx::createTexture2D(m_currentShadowMapSize, m_currentShadowMapSize, false, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT),
- bgfx::createTexture2D(m_currentShadowMapSize, m_currentShadowMapSize, false, 1, bgfx::TextureFormat::D24S8, BGFX_TEXTURE_RT),
- };
- s_rtShadowMap[0] = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
- }
- if (LightType::DirectionalLight == m_settings.m_lightType)
- {
- for (uint8_t ii = 1; ii < ShadowMapRenderTargets::Count; ++ii)
- {
- {
- bgfx::destroy(s_rtShadowMap[ii]);
- bgfx::TextureHandle fbtextures[] =
- {
- bgfx::createTexture2D(m_currentShadowMapSize, m_currentShadowMapSize, false, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT),
- bgfx::createTexture2D(m_currentShadowMapSize, m_currentShadowMapSize, false, 1, bgfx::TextureFormat::D24S8, BGFX_TEXTURE_RT),
- };
- s_rtShadowMap[ii] = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
- }
- }
- }
- bgfx::destroy(s_rtBlur);
- s_rtBlur = bgfx::createFrameBuffer(m_currentShadowMapSize, m_currentShadowMapSize, bgfx::TextureFormat::BGRA8);
- }
- if (LightType::SpotLight == m_settings.m_lightType)
- {
- const float fovy = m_settings.m_coverageSpotL;
- const float aspect = 1.0f;
- bx::mtxProj(
- lightProj[ProjType::Horizontal]
- , fovy
- , aspect
- , currentSmSettings->m_near
- , currentSmSettings->m_far
- , false
- );
- //For linear depth, prevent depth division by variable w-component in shaders and divide here by far plane
- if (DepthImpl::Linear == m_settings.m_depthImpl)
- {
- lightProj[ProjType::Horizontal][10] /= currentSmSettings->m_far;
- lightProj[ProjType::Horizontal][14] /= currentSmSettings->m_far;
- }
- const bx::Vec3 at = bx::add(bx::load<bx::Vec3>(m_pointLight.m_position.m_v), bx::load<bx::Vec3>(m_pointLight.m_spotDirectionInner.m_v) );
- bx::mtxLookAt(lightView[TetrahedronFaces::Green], bx::load<bx::Vec3>(m_pointLight.m_position.m_v), at);
- }
- else if (LightType::PointLight == m_settings.m_lightType)
- {
- float ypr[TetrahedronFaces::Count][3] =
- {
- { bx::toRad( 0.0f), bx::toRad( 27.36780516f), bx::toRad(0.0f) },
- { bx::toRad(180.0f), bx::toRad( 27.36780516f), bx::toRad(0.0f) },
- { bx::toRad(-90.0f), bx::toRad(-27.36780516f), bx::toRad(0.0f) },
- { bx::toRad( 90.0f), bx::toRad(-27.36780516f), bx::toRad(0.0f) },
- };
- if (m_settings.m_stencilPack)
- {
- const float fovx = 143.98570868f + 3.51f + m_settings.m_fovXAdjust;
- const float fovy = 125.26438968f + 9.85f + m_settings.m_fovYAdjust;
- const float aspect = bx::tan(bx::toRad(fovx*0.5f) )/bx::tan(bx::toRad(fovy*0.5f) );
- bx::mtxProj(
- lightProj[ProjType::Vertical]
- , fovx
- , aspect
- , currentSmSettings->m_near
- , currentSmSettings->m_far
- , false
- );
- //For linear depth, prevent depth division by variable w-component in shaders and divide here by far plane
- if (DepthImpl::Linear == m_settings.m_depthImpl)
- {
- lightProj[ProjType::Vertical][10] /= currentSmSettings->m_far;
- lightProj[ProjType::Vertical][14] /= currentSmSettings->m_far;
- }
- ypr[TetrahedronFaces::Green ][2] = bx::toRad(180.0f);
- ypr[TetrahedronFaces::Yellow][2] = bx::toRad( 0.0f);
- ypr[TetrahedronFaces::Blue ][2] = bx::toRad( 90.0f);
- ypr[TetrahedronFaces::Red ][2] = bx::toRad(-90.0f);
- }
- const float fovx = 143.98570868f + 7.8f + m_settings.m_fovXAdjust;
- const float fovy = 125.26438968f + 3.0f + m_settings.m_fovYAdjust;
- const float aspect = bx::tan(bx::toRad(fovx*0.5f) )/bx::tan(bx::toRad(fovy*0.5f) );
- bx::mtxProj(
- lightProj[ProjType::Horizontal]
- , fovy
- , aspect
- , currentSmSettings->m_near
- , currentSmSettings->m_far
- , caps->homogeneousDepth
- );
- //For linear depth, prevent depth division by variable w component in shaders and divide here by far plane
- if (DepthImpl::Linear == m_settings.m_depthImpl)
- {
- lightProj[ProjType::Horizontal][10] /= currentSmSettings->m_far;
- lightProj[ProjType::Horizontal][14] /= currentSmSettings->m_far;
- }
- for (uint8_t ii = 0; ii < TetrahedronFaces::Count; ++ii)
- {
- float mtxTmp[16];
- mtxYawPitchRoll(mtxTmp, ypr[ii][0], ypr[ii][1], ypr[ii][2]);
- float tmp[3] =
- {
- -bx::dot(bx::load<bx::Vec3>(m_pointLight.m_position.m_v), bx::load<bx::Vec3>(&mtxTmp[0]) ),
- -bx::dot(bx::load<bx::Vec3>(m_pointLight.m_position.m_v), bx::load<bx::Vec3>(&mtxTmp[4]) ),
- -bx::dot(bx::load<bx::Vec3>(m_pointLight.m_position.m_v), bx::load<bx::Vec3>(&mtxTmp[8]) ),
- };
- bx::mtxTranspose(mtxYpr[ii], mtxTmp);
- bx::memCopy(lightView[ii], mtxYpr[ii], 12*sizeof(float) );
- lightView[ii][12] = tmp[0];
- lightView[ii][13] = tmp[1];
- lightView[ii][14] = tmp[2];
- lightView[ii][15] = 1.0f;
- }
- }
- else // LightType::DirectionalLight == settings.m_lightType
- {
- // Setup light view mtx.
- const bx::Vec3 at = { 0.0f, 0.0f, 0.0f };
- const bx::Vec3 eye =
- {
- -m_directionalLight.m_position.m_x,
- -m_directionalLight.m_position.m_y,
- -m_directionalLight.m_position.m_z,
- };
- bx::mtxLookAt(lightView[0], eye, at);
- // Compute camera inverse view mtx.
- float mtxViewInv[16];
- bx::mtxInverse(mtxViewInv, m_viewState.m_view);
- // Compute split distances.
- const uint8_t maxNumSplits = 4;
- BX_ASSERT(maxNumSplits >= m_settings.m_numSplits, "Error! Max num splits.");
- float splitSlices[maxNumSplits*2];
- splitFrustum(splitSlices
- , uint8_t(m_settings.m_numSplits)
- , currentSmSettings->m_near
- , currentSmSettings->m_far
- , m_settings.m_splitDistribution
- );
- // Update uniforms.
- for (uint8_t ii = 0, ff = 1; ii < m_settings.m_numSplits; ++ii, ff+=2)
- {
- // This lags for 1 frame, but it's not a problem.
- s_uniforms.m_csmFarDistances[ii] = splitSlices[ff];
- }
- float mtxProj[16];
- bx::mtxOrtho(
- mtxProj
- , 1.0f
- , -1.0f
- , 1.0f
- , -1.0f
- , -currentSmSettings->m_far
- , currentSmSettings->m_far
- , 0.0f
- , caps->homogeneousDepth
- );
- const uint8_t numCorners = 8;
- float frustumCorners[maxNumSplits][numCorners][3];
- for (uint8_t ii = 0, nn = 0, ff = 1; ii < m_settings.m_numSplits; ++ii, nn+=2, ff+=2)
- {
- // Compute frustum corners for one split in world space.
- worldSpaceFrustumCorners( (float*)frustumCorners[ii], splitSlices[nn], splitSlices[ff], projWidth, projHeight, mtxViewInv);
- bx::Vec3 min = { 9000.0f, 9000.0f, 9000.0f };
- bx::Vec3 max = { -9000.0f, -9000.0f, -9000.0f };
- for (uint8_t jj = 0; jj < numCorners; ++jj)
- {
- // Transform to light space.
- const bx::Vec3 xyz = bx::mul(bx::load<bx::Vec3>(frustumCorners[ii][jj]), lightView[0]);
- // Update bounding box.
- min = bx::min(min, xyz);
- max = bx::max(max, xyz);
- }
- const bx::Vec3 minproj = bx::mulH(min, mtxProj);
- const bx::Vec3 maxproj = bx::mulH(max, mtxProj);
- float scalex = 2.0f / (maxproj.x - minproj.x);
- float scaley = 2.0f / (maxproj.y - minproj.y);
- if (m_settings.m_stabilize)
- {
- const float quantizer = 64.0f;
- scalex = quantizer / bx::ceil(quantizer / scalex);
- scaley = quantizer / bx::ceil(quantizer / scaley);
- }
- float offsetx = 0.5f * (maxproj.x + minproj.x) * scalex;
- float offsety = 0.5f * (maxproj.y + minproj.y) * scaley;
- if (m_settings.m_stabilize)
- {
- const float halfSize = currentShadowMapSizef * 0.5f;
- offsetx = bx::ceil(offsetx * halfSize) / halfSize;
- offsety = bx::ceil(offsety * halfSize) / halfSize;
- }
- float mtxCrop[16];
- bx::mtxIdentity(mtxCrop);
- mtxCrop[ 0] = scalex;
- mtxCrop[ 5] = scaley;
- mtxCrop[12] = offsetx;
- mtxCrop[13] = offsety;
- bx::mtxMul(lightProj[ii], mtxCrop, mtxProj);
- }
- }
- // Reset render targets.
- const bgfx::FrameBufferHandle invalidRt = BGFX_INVALID_HANDLE;
- for (uint8_t ii = 0; ii < RENDERVIEW_DRAWDEPTH_3_ID+1; ++ii)
- {
- bgfx::setViewFrameBuffer(ii, invalidRt);
- bgfx::setViewRect(ii, 0, 0, m_viewState.m_width, m_viewState.m_height);
- }
- // Determine on-screen rectangle size where depth buffer will be drawn.
- uint16_t depthRectHeight = uint16_t(float(m_viewState.m_height) / 2.5f);
- uint16_t depthRectWidth = depthRectHeight;
- uint16_t depthRectX = 0;
- uint16_t depthRectY = m_viewState.m_height - depthRectHeight;
- // Setup views and render targets.
- bgfx::setViewRect(0, 0, 0, m_viewState.m_width, m_viewState.m_height);
- bgfx::setViewTransform(0, m_viewState.m_view, m_viewState.m_proj);
- if (LightType::SpotLight == m_settings.m_lightType)
- {
- /**
- * RENDERVIEW_SHADOWMAP_0_ID - Clear shadow map. (used as convenience, otherwise render_pass_1 could be cleared)
- * RENDERVIEW_SHADOWMAP_1_ID - Craft shadow map.
- * RENDERVIEW_VBLUR_0_ID - Vertical blur.
- * RENDERVIEW_HBLUR_0_ID - Horizontal blur.
- * RENDERVIEW_DRAWSCENE_0_ID - Draw scene.
- * RENDERVIEW_DRAWSCENE_1_ID - Draw floor bottom.
- * RENDERVIEW_DRAWDEPTH_0_ID - Draw depth buffer.
- */
- bgfx::setViewRect(RENDERVIEW_SHADOWMAP_0_ID, 0, 0, m_currentShadowMapSize, m_currentShadowMapSize);
- bgfx::setViewRect(RENDERVIEW_SHADOWMAP_1_ID, 0, 0, m_currentShadowMapSize, m_currentShadowMapSize);
- bgfx::setViewRect(RENDERVIEW_VBLUR_0_ID, 0, 0, m_currentShadowMapSize, m_currentShadowMapSize);
- bgfx::setViewRect(RENDERVIEW_HBLUR_0_ID, 0, 0, m_currentShadowMapSize, m_currentShadowMapSize);
- bgfx::setViewRect(RENDERVIEW_DRAWSCENE_0_ID, 0, 0, m_viewState.m_width, m_viewState.m_height);
- bgfx::setViewRect(RENDERVIEW_DRAWSCENE_1_ID, 0, 0, m_viewState.m_width, m_viewState.m_height);
- bgfx::setViewRect(RENDERVIEW_DRAWDEPTH_0_ID, depthRectX, depthRectY, depthRectWidth, depthRectHeight);
- bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_0_ID, screenView, screenProj);
- bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_1_ID, lightView[0], lightProj[ProjType::Horizontal]);
- bgfx::setViewTransform(RENDERVIEW_VBLUR_0_ID, screenView, screenProj);
- bgfx::setViewTransform(RENDERVIEW_HBLUR_0_ID, screenView, screenProj);
- bgfx::setViewTransform(RENDERVIEW_DRAWSCENE_0_ID, m_viewState.m_view, m_viewState.m_proj);
- bgfx::setViewTransform(RENDERVIEW_DRAWSCENE_1_ID, m_viewState.m_view, m_viewState.m_proj);
- bgfx::setViewTransform(RENDERVIEW_DRAWDEPTH_0_ID, screenView, screenProj);
- bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_0_ID, s_rtShadowMap[0]);
- bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_1_ID, s_rtShadowMap[0]);
- bgfx::setViewFrameBuffer(RENDERVIEW_VBLUR_0_ID, s_rtBlur);
- bgfx::setViewFrameBuffer(RENDERVIEW_HBLUR_0_ID, s_rtShadowMap[0]);
- }
- else if (LightType::PointLight == m_settings.m_lightType)
- {
- /**
- * RENDERVIEW_SHADOWMAP_0_ID - Clear entire shadow map.
- * RENDERVIEW_SHADOWMAP_1_ID - Craft green tetrahedron shadow face.
- * RENDERVIEW_SHADOWMAP_2_ID - Craft yellow tetrahedron shadow face.
- * RENDERVIEW_SHADOWMAP_3_ID - Craft blue tetrahedron shadow face.
- * RENDERVIEW_SHADOWMAP_4_ID - Craft red tetrahedron shadow face.
- * RENDERVIEW_VBLUR_0_ID - Vertical blur.
- * RENDERVIEW_HBLUR_0_ID - Horizontal blur.
- * RENDERVIEW_DRAWSCENE_0_ID - Draw scene.
- * RENDERVIEW_DRAWSCENE_1_ID - Draw floor bottom.
- * RENDERVIEW_DRAWDEPTH_0_ID - Draw depth buffer.
- */
- bgfx::setViewRect(RENDERVIEW_SHADOWMAP_0_ID, 0, 0, m_currentShadowMapSize, m_currentShadowMapSize);
- if (m_settings.m_stencilPack)
- {
- const uint16_t f = m_currentShadowMapSize; //full size
- const uint16_t h = m_currentShadowMapSize/2; //half size
- bgfx::setViewRect(RENDERVIEW_SHADOWMAP_1_ID, 0, 0, f, h);
- bgfx::setViewRect(RENDERVIEW_SHADOWMAP_2_ID, 0, h, f, h);
- bgfx::setViewRect(RENDERVIEW_SHADOWMAP_3_ID, 0, 0, h, f);
- bgfx::setViewRect(RENDERVIEW_SHADOWMAP_4_ID, h, 0, h, f);
- }
- else
- {
- const uint16_t h = m_currentShadowMapSize/2; //half size
- bgfx::setViewRect(RENDERVIEW_SHADOWMAP_1_ID, 0, 0, h, h);
- bgfx::setViewRect(RENDERVIEW_SHADOWMAP_2_ID, h, 0, h, h);
- bgfx::setViewRect(RENDERVIEW_SHADOWMAP_3_ID, 0, h, h, h);
- bgfx::setViewRect(RENDERVIEW_SHADOWMAP_4_ID, h, h, h, h);
- }
- bgfx::setViewRect(RENDERVIEW_VBLUR_0_ID, 0, 0, m_currentShadowMapSize, m_currentShadowMapSize);
- bgfx::setViewRect(RENDERVIEW_HBLUR_0_ID, 0, 0, m_currentShadowMapSize, m_currentShadowMapSize);
- bgfx::setViewRect(RENDERVIEW_DRAWSCENE_0_ID, 0, 0, m_viewState.m_width, m_viewState.m_height);
- bgfx::setViewRect(RENDERVIEW_DRAWSCENE_1_ID, 0, 0, m_viewState.m_width, m_viewState.m_height);
- bgfx::setViewRect(RENDERVIEW_DRAWDEPTH_0_ID, depthRectX, depthRectY, depthRectWidth, depthRectHeight);
- bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_0_ID, screenView, screenProj);
- bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_1_ID, lightView[TetrahedronFaces::Green], lightProj[ProjType::Horizontal]);
- bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_2_ID, lightView[TetrahedronFaces::Yellow], lightProj[ProjType::Horizontal]);
- if(m_settings.m_stencilPack)
- {
- bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_3_ID, lightView[TetrahedronFaces::Blue], lightProj[ProjType::Vertical]);
- bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_4_ID, lightView[TetrahedronFaces::Red], lightProj[ProjType::Vertical]);
- }
- else
- {
- bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_3_ID, lightView[TetrahedronFaces::Blue], lightProj[ProjType::Horizontal]);
- bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_4_ID, lightView[TetrahedronFaces::Red], lightProj[ProjType::Horizontal]);
- }
- bgfx::setViewTransform(RENDERVIEW_VBLUR_0_ID, screenView, screenProj);
- bgfx::setViewTransform(RENDERVIEW_HBLUR_0_ID, screenView, screenProj);
- bgfx::setViewTransform(RENDERVIEW_DRAWSCENE_0_ID, m_viewState.m_view, m_viewState.m_proj);
- bgfx::setViewTransform(RENDERVIEW_DRAWSCENE_1_ID, m_viewState.m_view, m_viewState.m_proj);
- bgfx::setViewTransform(RENDERVIEW_DRAWDEPTH_0_ID, screenView, screenProj);
- bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_0_ID, s_rtShadowMap[0]);
- bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_1_ID, s_rtShadowMap[0]);
- bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_2_ID, s_rtShadowMap[0]);
- bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_3_ID, s_rtShadowMap[0]);
- bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_4_ID, s_rtShadowMap[0]);
- bgfx::setViewFrameBuffer(RENDERVIEW_VBLUR_0_ID, s_rtBlur);
- bgfx::setViewFrameBuffer(RENDERVIEW_HBLUR_0_ID, s_rtShadowMap[0]);
- }
- else // LightType::DirectionalLight == settings.m_lightType
- {
- /**
- * RENDERVIEW_SHADOWMAP_1_ID - Craft shadow map for first split.
- * RENDERVIEW_SHADOWMAP_2_ID - Craft shadow map for second split.
- * RENDERVIEW_SHADOWMAP_3_ID - Craft shadow map for third split.
- * RENDERVIEW_SHADOWMAP_4_ID - Craft shadow map for fourth split.
- * RENDERVIEW_VBLUR_0_ID - Vertical blur for first split.
- * RENDERVIEW_HBLUR_0_ID - Horizontal blur for first split.
- * RENDERVIEW_VBLUR_1_ID - Vertical blur for second split.
- * RENDERVIEW_HBLUR_1_ID - Horizontal blur for second split.
- * RENDERVIEW_VBLUR_2_ID - Vertical blur for third split.
- * RENDERVIEW_HBLUR_2_ID - Horizontal blur for third split.
- * RENDERVIEW_VBLUR_3_ID - Vertical blur for fourth split.
- * RENDERVIEW_HBLUR_3_ID - Horizontal blur for fourth split.
- * RENDERVIEW_DRAWSCENE_0_ID - Draw scene.
- * RENDERVIEW_DRAWSCENE_1_ID - Draw floor bottom.
- * RENDERVIEW_DRAWDEPTH_0_ID - Draw depth buffer for first split.
- * RENDERVIEW_DRAWDEPTH_1_ID - Draw depth buffer for second split.
- * RENDERVIEW_DRAWDEPTH_2_ID - Draw depth buffer for third split.
- * RENDERVIEW_DRAWDEPTH_3_ID - Draw depth buffer for fourth split.
- */
- depthRectHeight = m_viewState.m_height / 3;
- depthRectWidth = depthRectHeight;
- depthRectX = 0;
- depthRectY = m_viewState.m_height - depthRectHeight;
- bgfx::setViewRect(RENDERVIEW_SHADOWMAP_1_ID, 0, 0, m_currentShadowMapSize, m_currentShadowMapSize);
- bgfx::setViewRect(RENDERVIEW_SHADOWMAP_2_ID, 0, 0, m_currentShadowMapSize, m_currentShadowMapSize);
- bgfx::setViewRect(RENDERVIEW_SHADOWMAP_3_ID, 0, 0, m_currentShadowMapSize, m_currentShadowMapSize);
- bgfx::setViewRect(RENDERVIEW_SHADOWMAP_4_ID, 0, 0, m_currentShadowMapSize, m_currentShadowMapSize);
- bgfx::setViewRect(RENDERVIEW_VBLUR_0_ID, 0, 0, m_currentShadowMapSize, m_currentShadowMapSize);
- bgfx::setViewRect(RENDERVIEW_HBLUR_0_ID, 0, 0, m_currentShadowMapSize, m_currentShadowMapSize);
- bgfx::setViewRect(RENDERVIEW_VBLUR_1_ID, 0, 0, m_currentShadowMapSize, m_currentShadowMapSize);
- bgfx::setViewRect(RENDERVIEW_HBLUR_1_ID, 0, 0, m_currentShadowMapSize, m_currentShadowMapSize);
- bgfx::setViewRect(RENDERVIEW_VBLUR_2_ID, 0, 0, m_currentShadowMapSize, m_currentShadowMapSize);
- bgfx::setViewRect(RENDERVIEW_HBLUR_2_ID, 0, 0, m_currentShadowMapSize, m_currentShadowMapSize);
- bgfx::setViewRect(RENDERVIEW_VBLUR_3_ID, 0, 0, m_currentShadowMapSize, m_currentShadowMapSize);
- bgfx::setViewRect(RENDERVIEW_HBLUR_3_ID, 0, 0, m_currentShadowMapSize, m_currentShadowMapSize);
- bgfx::setViewRect(RENDERVIEW_DRAWSCENE_0_ID, 0, 0, m_viewState.m_width, m_viewState.m_height);
- bgfx::setViewRect(RENDERVIEW_DRAWSCENE_1_ID, 0, 0, m_viewState.m_width, m_viewState.m_height);
- bgfx::setViewRect(RENDERVIEW_DRAWDEPTH_0_ID, depthRectX+(0*depthRectWidth), depthRectY, depthRectWidth, depthRectHeight);
- bgfx::setViewRect(RENDERVIEW_DRAWDEPTH_1_ID, depthRectX+(1*depthRectWidth), depthRectY, depthRectWidth, depthRectHeight);
- bgfx::setViewRect(RENDERVIEW_DRAWDEPTH_2_ID, depthRectX+(2*depthRectWidth), depthRectY, depthRectWidth, depthRectHeight);
- bgfx::setViewRect(RENDERVIEW_DRAWDEPTH_3_ID, depthRectX+(3*depthRectWidth), depthRectY, depthRectWidth, depthRectHeight);
- bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_1_ID, lightView[0], lightProj[0]);
- bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_2_ID, lightView[0], lightProj[1]);
- bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_3_ID, lightView[0], lightProj[2]);
- bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_4_ID, lightView[0], lightProj[3]);
- bgfx::setViewTransform(RENDERVIEW_VBLUR_0_ID, screenView, screenProj);
- bgfx::setViewTransform(RENDERVIEW_HBLUR_0_ID, screenView, screenProj);
- bgfx::setViewTransform(RENDERVIEW_VBLUR_1_ID, screenView, screenProj);
- bgfx::setViewTransform(RENDERVIEW_HBLUR_1_ID, screenView, screenProj);
- bgfx::setViewTransform(RENDERVIEW_VBLUR_2_ID, screenView, screenProj);
- bgfx::setViewTransform(RENDERVIEW_HBLUR_2_ID, screenView, screenProj);
- bgfx::setViewTransform(RENDERVIEW_VBLUR_3_ID, screenView, screenProj);
- bgfx::setViewTransform(RENDERVIEW_HBLUR_3_ID, screenView, screenProj);
- bgfx::setViewTransform(RENDERVIEW_DRAWSCENE_0_ID, m_viewState.m_view, m_viewState.m_proj);
- bgfx::setViewTransform(RENDERVIEW_DRAWSCENE_1_ID, m_viewState.m_view, m_viewState.m_proj);
- bgfx::setViewTransform(RENDERVIEW_DRAWDEPTH_0_ID, screenView, screenProj);
- bgfx::setViewTransform(RENDERVIEW_DRAWDEPTH_1_ID, screenView, screenProj);
- bgfx::setViewTransform(RENDERVIEW_DRAWDEPTH_2_ID, screenView, screenProj);
- bgfx::setViewTransform(RENDERVIEW_DRAWDEPTH_3_ID, screenView, screenProj);
- bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_1_ID, s_rtShadowMap[0]);
- bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_2_ID, s_rtShadowMap[1]);
- bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_3_ID, s_rtShadowMap[2]);
- bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_4_ID, s_rtShadowMap[3]);
- bgfx::setViewFrameBuffer(RENDERVIEW_VBLUR_0_ID, s_rtBlur); //vblur
- bgfx::setViewFrameBuffer(RENDERVIEW_HBLUR_0_ID, s_rtShadowMap[0]); //hblur
- bgfx::setViewFrameBuffer(RENDERVIEW_VBLUR_1_ID, s_rtBlur); //vblur
- bgfx::setViewFrameBuffer(RENDERVIEW_HBLUR_1_ID, s_rtShadowMap[1]); //hblur
- bgfx::setViewFrameBuffer(RENDERVIEW_VBLUR_2_ID, s_rtBlur); //vblur
- bgfx::setViewFrameBuffer(RENDERVIEW_HBLUR_2_ID, s_rtShadowMap[2]); //hblur
- bgfx::setViewFrameBuffer(RENDERVIEW_VBLUR_3_ID, s_rtBlur); //vblur
- bgfx::setViewFrameBuffer(RENDERVIEW_HBLUR_3_ID, s_rtShadowMap[3]); //hblur
- }
- // Clear backbuffer at beginning.
- bgfx::setViewClear(0
- , BGFX_CLEAR_COLOR
- | BGFX_CLEAR_DEPTH
- , m_clearValues.m_clearRgba
- , m_clearValues.m_clearDepth
- , m_clearValues.m_clearStencil
- );
- bgfx::touch(0);
- // Clear shadowmap rendertarget at beginning.
- const uint8_t flags0 = (LightType::DirectionalLight == m_settings.m_lightType)
- ? 0
- : BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH | BGFX_CLEAR_STENCIL
- ;
- bgfx::setViewClear(RENDERVIEW_SHADOWMAP_0_ID
- , flags0
- , 0xfefefefe //blur fails on completely white regions
- , m_clearValues.m_clearDepth
- , m_clearValues.m_clearStencil
- );
- bgfx::touch(RENDERVIEW_SHADOWMAP_0_ID);
- const uint8_t flags1 = (LightType::DirectionalLight == m_settings.m_lightType)
- ? BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
- : 0
- ;
- for (uint8_t ii = 0; ii < 4; ++ii)
- {
- bgfx::setViewClear(RENDERVIEW_SHADOWMAP_1_ID+ii
- , flags1
- , 0xfefefefe //blur fails on completely white regions
- , m_clearValues.m_clearDepth
- , m_clearValues.m_clearStencil
- );
- bgfx::touch(RENDERVIEW_SHADOWMAP_1_ID+ii);
- }
- // Render.
- // Craft shadow map.
- {
- // Craft stencil mask for point light shadow map packing.
- if(LightType::PointLight == m_settings.m_lightType && m_settings.m_stencilPack)
- {
- if (6 == bgfx::getAvailTransientVertexBuffer(6, m_posLayout) )
- {
- struct Pos
- {
- float m_x, m_y, m_z;
- };
- bgfx::TransientVertexBuffer vb;
- bgfx::allocTransientVertexBuffer(&vb, 6, m_posLayout);
- Pos* vertex = (Pos*)vb.data;
- const float min = 0.0f;
- const float max = 1.0f;
- const float center = 0.5f;
- const float zz = 0.0f;
- vertex[0].m_x = min;
- vertex[0].m_y = min;
- vertex[0].m_z = zz;
- vertex[1].m_x = max;
- vertex[1].m_y = min;
- vertex[1].m_z = zz;
- vertex[2].m_x = center;
- vertex[2].m_y = center;
- vertex[2].m_z = zz;
- vertex[3].m_x = center;
- vertex[3].m_y = center;
- vertex[3].m_z = zz;
- vertex[4].m_x = max;
- vertex[4].m_y = max;
- vertex[4].m_z = zz;
- vertex[5].m_x = min;
- vertex[5].m_y = max;
- vertex[5].m_z = zz;
- bgfx::setState(0);
- bgfx::setStencil(BGFX_STENCIL_TEST_ALWAYS
- | BGFX_STENCIL_FUNC_REF(1)
- | BGFX_STENCIL_FUNC_RMASK(0xff)
- | BGFX_STENCIL_OP_FAIL_S_REPLACE
- | BGFX_STENCIL_OP_FAIL_Z_REPLACE
- | BGFX_STENCIL_OP_PASS_Z_REPLACE
- );
- bgfx::setVertexBuffer(0, &vb);
- bgfx::submit(RENDERVIEW_SHADOWMAP_0_ID, s_programs.m_black);
- }
- }
- // Draw scene into shadowmap.
- uint8_t drawNum;
- if (LightType::SpotLight == m_settings.m_lightType)
- {
- drawNum = 1;
- }
- else if (LightType::PointLight == m_settings.m_lightType)
- {
- drawNum = 4;
- }
- else //LightType::DirectionalLight == settings.m_lightType)
- {
- drawNum = uint8_t(m_settings.m_numSplits);
- }
- for (uint8_t ii = 0; ii < drawNum; ++ii)
- {
- const uint8_t viewId = RENDERVIEW_SHADOWMAP_1_ID + ii;
- uint8_t renderStateIndex = RenderState::ShadowMap_PackDepth;
- if(LightType::PointLight == m_settings.m_lightType && m_settings.m_stencilPack)
- {
- renderStateIndex = uint8_t( (ii < 2) ? RenderState::ShadowMap_PackDepthHoriz : RenderState::ShadowMap_PackDepthVert);
- }
- // Floor.
- m_hplaneMesh.submit(viewId
- , mtxFloor
- , *currentSmSettings->m_progPack
- , s_renderStates[renderStateIndex]
- );
- // Bunny.
- m_bunnyMesh.submit(viewId
- , mtxBunny
- , *currentSmSettings->m_progPack
- , s_renderStates[renderStateIndex]
- );
- // Hollow cube.
- m_hollowcubeMesh.submit(viewId
- , mtxHollowcube
- , *currentSmSettings->m_progPack
- , s_renderStates[renderStateIndex]
- );
- // Cube.
- m_cubeMesh.submit(viewId
- , mtxCube
- , *currentSmSettings->m_progPack
- , s_renderStates[renderStateIndex]
- );
- // Trees.
- for (uint8_t jj = 0; jj < numTrees; ++jj)
- {
- m_treeMesh.submit(viewId
- , mtxTrees[jj]
- , *currentSmSettings->m_progPack
- , s_renderStates[renderStateIndex]
- );
- }
- }
- }
- PackDepth::Enum depthType = (SmImpl::VSM == m_settings.m_smImpl) ? PackDepth::VSM : PackDepth::RGBA;
- bool bVsmOrEsm = (SmImpl::VSM == m_settings.m_smImpl) || (SmImpl::ESM == m_settings.m_smImpl);
- // Blur shadow map.
- if (bVsmOrEsm
- && currentSmSettings->m_doBlur)
- {
- bgfx::setTexture(4, s_shadowMap[0], bgfx::getTexture(s_rtShadowMap[0]) );
- bgfx::setState(BGFX_STATE_WRITE_RGB|BGFX_STATE_WRITE_A);
- screenSpaceQuad(s_originBottomLeft);
- bgfx::submit(RENDERVIEW_VBLUR_0_ID, s_programs.m_vBlur[depthType]);
- bgfx::setTexture(4, s_shadowMap[0], bgfx::getTexture(s_rtBlur) );
- bgfx::setState(BGFX_STATE_WRITE_RGB|BGFX_STATE_WRITE_A);
- screenSpaceQuad(s_originBottomLeft);
- bgfx::submit(RENDERVIEW_HBLUR_0_ID, s_programs.m_hBlur[depthType]);
- if (LightType::DirectionalLight == m_settings.m_lightType)
- {
- for (uint8_t ii = 1, jj = 2; ii < m_settings.m_numSplits; ++ii, jj+=2)
- {
- const uint8_t viewId = RENDERVIEW_VBLUR_0_ID + jj;
- bgfx::setTexture(4, s_shadowMap[0], bgfx::getTexture(s_rtShadowMap[ii]) );
- bgfx::setState(BGFX_STATE_WRITE_RGB|BGFX_STATE_WRITE_A);
- screenSpaceQuad(s_originBottomLeft);
- bgfx::submit(viewId, s_programs.m_vBlur[depthType]);
- bgfx::setTexture(4, s_shadowMap[0], bgfx::getTexture(s_rtBlur) );
- bgfx::setState(BGFX_STATE_WRITE_RGB|BGFX_STATE_WRITE_A);
- screenSpaceQuad(s_originBottomLeft);
- bgfx::submit(viewId+1, s_programs.m_hBlur[depthType]);
- }
- }
- }
- // Draw scene.
- {
- // Setup shadow mtx.
- float mtxShadow[16];
- const float ymul = (s_originBottomLeft) ? 0.5f : -0.5f;
- float zadd = (DepthImpl::Linear == m_settings.m_depthImpl) ? 0.0f : 0.5f;
- const float mtxBias[16] =
- {
- 0.5f, 0.0f, 0.0f, 0.0f,
- 0.0f, ymul, 0.0f, 0.0f,
- 0.0f, 0.0f, 0.5f, 0.0f,
- 0.5f, 0.5f, zadd, 1.0f,
- };
- if (LightType::SpotLight == m_settings.m_lightType)
- {
- float mtxTmp[16];
- bx::mtxMul(mtxTmp, lightProj[ProjType::Horizontal], mtxBias);
- bx::mtxMul(mtxShadow, lightView[0], mtxTmp); //lightViewProjBias
- }
- else if (LightType::PointLight == m_settings.m_lightType)
- {
- const float s = (s_originBottomLeft) ? 1.0f : -1.0f; //sign
- zadd = (DepthImpl::Linear == m_settings.m_depthImpl) ? 0.0f : 0.5f;
- const float mtxCropBias[2][TetrahedronFaces::Count][16] =
- {
- { // settings.m_stencilPack == false
- { // D3D: Green, OGL: Blue
- 0.25f, 0.0f, 0.0f, 0.0f,
- 0.0f, s*0.25f, 0.0f, 0.0f,
- 0.0f, 0.0f, 0.5f, 0.0f,
- 0.25f, 0.25f, zadd, 1.0f,
- },
- { // D3D: Yellow, OGL: Red
- 0.25f, 0.0f, 0.0f, 0.0f,
- 0.0f, s*0.25f, 0.0f, 0.0f,
- 0.0f, 0.0f, 0.5f, 0.0f,
- 0.75f, 0.25f, zadd, 1.0f,
- },
- { // D3D: Blue, OGL: Green
- 0.25f, 0.0f, 0.0f, 0.0f,
- 0.0f, s*0.25f, 0.0f, 0.0f,
- 0.0f, 0.0f, 0.5f, 0.0f,
- 0.25f, 0.75f, zadd, 1.0f,
- },
- { // D3D: Red, OGL: Yellow
- 0.25f, 0.0f, 0.0f, 0.0f,
- 0.0f, s*0.25f, 0.0f, 0.0f,
- 0.0f, 0.0f, 0.5f, 0.0f,
- 0.75f, 0.75f, zadd, 1.0f,
- },
- },
- { // settings.m_stencilPack == true
- { // D3D: Red, OGL: Blue
- 0.25f, 0.0f, 0.0f, 0.0f,
- 0.0f, s*0.5f, 0.0f, 0.0f,
- 0.0f, 0.0f, 0.5f, 0.0f,
- 0.25f, 0.5f, zadd, 1.0f,
- },
- { // D3D: Blue, OGL: Red
- 0.25f, 0.0f, 0.0f, 0.0f,
- 0.0f, s*0.5f, 0.0f, 0.0f,
- 0.0f, 0.0f, 0.5f, 0.0f,
- 0.75f, 0.5f, zadd, 1.0f,
- },
- { // D3D: Green, OGL: Green
- 0.5f, 0.0f, 0.0f, 0.0f,
- 0.0f, s*0.25f, 0.0f, 0.0f,
- 0.0f, 0.0f, 0.5f, 0.0f,
- 0.5f, 0.75f, zadd, 1.0f,
- },
- { // D3D: Yellow, OGL: Yellow
- 0.5f, 0.0f, 0.0f, 0.0f,
- 0.0f, s*0.25f, 0.0f, 0.0f,
- 0.0f, 0.0f, 0.5f, 0.0f,
- 0.5f, 0.25f, zadd, 1.0f,
- },
- }
- };
- //Use as: [stencilPack][flipV][tetrahedronFace]
- static const uint8_t cropBiasIndices[2][2][4] =
- {
- { // settings.m_stencilPack == false
- { 0, 1, 2, 3 }, //flipV == false
- { 2, 3, 0, 1 }, //flipV == true
- },
- { // settings.m_stencilPack == true
- { 3, 2, 0, 1 }, //flipV == false
- { 2, 3, 0, 1 }, //flipV == true
- },
- };
- for (uint8_t ii = 0; ii < TetrahedronFaces::Count; ++ii)
- {
- ProjType::Enum projType = (m_settings.m_stencilPack) ? ProjType::Enum(ii>1) : ProjType::Horizontal;
- uint8_t biasIndex = cropBiasIndices[m_settings.m_stencilPack][uint8_t(s_originBottomLeft)][ii];
- float mtxTmp[16];
- bx::mtxMul(mtxTmp, mtxYpr[ii], lightProj[projType]);
- bx::mtxMul(m_shadowMapMtx[ii], mtxTmp, mtxCropBias[m_settings.m_stencilPack][biasIndex]); //mtxYprProjBias
- }
- bx::mtxTranslate(mtxShadow //lightInvTranslate
- , -m_pointLight.m_position.m_v[0]
- , -m_pointLight.m_position.m_v[1]
- , -m_pointLight.m_position.m_v[2]
- );
- }
- else //LightType::DirectionalLight == settings.m_lightType
- {
- for (uint8_t ii = 0; ii < m_settings.m_numSplits; ++ii)
- {
- float mtxTmp[16];
- bx::mtxMul(mtxTmp, lightProj[ii], mtxBias);
- bx::mtxMul(m_shadowMapMtx[ii], lightView[0], mtxTmp); //lViewProjCropBias
- }
- }
- // Floor.
- if (LightType::DirectionalLight != m_settings.m_lightType)
- {
- bx::mtxMul(m_lightMtx, mtxFloor, mtxShadow); //not needed for directional light
- }
- m_hplaneMesh.submit(RENDERVIEW_DRAWSCENE_0_ID
- , mtxFloor
- , *currentSmSettings->m_progDraw
- , s_renderStates[RenderState::Default]
- , true
- );
- // Bunny.
- if (LightType::DirectionalLight != m_settings.m_lightType)
- {
- bx::mtxMul(m_lightMtx, mtxBunny, mtxShadow);
- }
- m_bunnyMesh.submit(RENDERVIEW_DRAWSCENE_0_ID
- , mtxBunny
- , *currentSmSettings->m_progDraw
- , s_renderStates[RenderState::Default]
- , true
- );
- // Hollow cube.
- if (LightType::DirectionalLight != m_settings.m_lightType)
- {
- bx::mtxMul(m_lightMtx, mtxHollowcube, mtxShadow);
- }
- m_hollowcubeMesh.submit(RENDERVIEW_DRAWSCENE_0_ID
- , mtxHollowcube
- , *currentSmSettings->m_progDraw
- , s_renderStates[RenderState::Default]
- , true
- );
- // Cube.
- if (LightType::DirectionalLight != m_settings.m_lightType)
- {
- bx::mtxMul(m_lightMtx, mtxCube, mtxShadow);
- }
- m_cubeMesh.submit(RENDERVIEW_DRAWSCENE_0_ID
- , mtxCube
- , *currentSmSettings->m_progDraw
- , s_renderStates[RenderState::Default]
- , true
- );
- // Trees.
- for (uint8_t ii = 0; ii < numTrees; ++ii)
- {
- if (LightType::DirectionalLight != m_settings.m_lightType)
- {
- bx::mtxMul(m_lightMtx, mtxTrees[ii], mtxShadow);
- }
- m_treeMesh.submit(RENDERVIEW_DRAWSCENE_0_ID
- , mtxTrees[ii]
- , *currentSmSettings->m_progDraw
- , s_renderStates[RenderState::Default]
- , true
- );
- }
- // Lights.
- if (LightType::SpotLight == m_settings.m_lightType || LightType::PointLight == m_settings.m_lightType)
- {
- const float lightScale[3] = { 1.5f, 1.5f, 1.5f };
- float mtx[16];
- mtxBillboard(mtx, m_viewState.m_view, m_pointLight.m_position.m_v, lightScale);
- m_vplaneMesh.submit(RENDERVIEW_DRAWSCENE_0_ID
- , mtx
- , s_programs.m_colorTexture
- , s_renderStates[RenderState::Custom_BlendLightTexture]
- , m_texFlare
- );
- }
- // Draw floor bottom.
- float floorBottomMtx[16];
- bx::mtxSRT(floorBottomMtx
- , floorScale //scaleX
- , floorScale //scaleY
- , floorScale //scaleZ
- , 0.0f //rotX
- , 0.0f //rotY
- , 0.0f //rotZ
- , 0.0f //translateX
- , -0.1f //translateY
- , 0.0f //translateZ
- );
- m_hplaneMesh.submit(RENDERVIEW_DRAWSCENE_1_ID
- , floorBottomMtx
- , s_programs.m_texture
- , s_renderStates[RenderState::Custom_DrawPlaneBottom]
- , m_texFigure
- );
- }
- // Draw depth rect.
- if (m_settings.m_drawDepthBuffer)
- {
- bgfx::setTexture(4, s_shadowMap[0], bgfx::getTexture(s_rtShadowMap[0]) );
- bgfx::setState(BGFX_STATE_WRITE_RGB|BGFX_STATE_WRITE_A);
- screenSpaceQuad(s_originBottomLeft);
- bgfx::submit(RENDERVIEW_DRAWDEPTH_0_ID, s_programs.m_drawDepth[depthType]);
- if (LightType::DirectionalLight == m_settings.m_lightType)
- {
- for (uint8_t ii = 1; ii < m_settings.m_numSplits; ++ii)
- {
- bgfx::setTexture(4, s_shadowMap[0], bgfx::getTexture(s_rtShadowMap[ii]) );
- bgfx::setState(BGFX_STATE_WRITE_RGB|BGFX_STATE_WRITE_A);
- screenSpaceQuad(s_originBottomLeft);
- bgfx::submit(RENDERVIEW_DRAWDEPTH_0_ID+ii, s_programs.m_drawDepth[depthType]);
- }
- }
- }
- // 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;
- ViewState m_viewState;
- ClearValues m_clearValues;
- bgfx::VertexLayout m_posLayout;
- bgfx::TextureHandle m_texFigure;
- bgfx::TextureHandle m_texFlare;
- bgfx::TextureHandle m_texFieldstone;
- Mesh m_bunnyMesh;
- Mesh m_treeMesh;
- Mesh m_cubeMesh;
- Mesh m_hollowcubeMesh;
- Mesh m_hplaneMesh;
- Mesh m_vplaneMesh;
- float m_color[4];
- Material m_defaultMaterial;
- Light m_pointLight;
- Light m_directionalLight;
- float m_lightMtx[16];
- float m_shadowMapMtx[ShadowMapRenderTargets::Count][16];
- ShadowMapSettings m_smSettings[LightType::Count][DepthImpl::Count][SmImpl::Count];
- SceneSettings m_settings;
- uint16_t m_currentShadowMapSize;
- float m_timeAccumulatorLight;
- float m_timeAccumulatorScene;
- };
- } // namespace
- ENTRY_IMPLEMENT_MAIN(
- ExampleShadowmaps
- , "16-shadowmaps"
- , "Shadow maps example."
- , "https://bkaradzic.github.io/bgfx/examples.html#shadowmaps"
- );
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