bgfx/examples/16-shadowmaps/shadowmaps.cpp

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/*
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* Copyright 2013-2014 Dario Manesku. All rights reserved.
2016-01-01 11:11:04 +03:00
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#include <string>
#include <vector>
#include <algorithm>
#include "common.h"
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#include "bgfx_utils.h"
#include <bgfx/bgfx.h>
#include <bx/timer.h>
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#include <bx/math.h>
#include <bx/file.h>
#include "entry/entry.h"
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#include "camera.h"
#include "imgui/imgui.h"
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namespace bgfx
{
int32_t read(bx::ReaderI* _reader, bgfx::VertexDecl& _decl, bx::Error* _err = NULL);
}
namespace
{
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#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
{
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SpotLight,
PointLight,
DirectionalLight,
Count
};
};
struct DepthImpl
{
enum Enum
{
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InvZ,
Linear,
Count
};
};
struct PackDepth
{
enum Enum
{
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RGBA,
VSM,
Count
};
};
struct SmImpl
{
enum Enum
{
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Hard,
PCF,
VSM,
ESM,
Count
};
};
struct SmType
{
enum Enum
{
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Single,
Omni,
Cascade,
Count
};
};
struct TetrahedronFaces
{
enum Enum
{
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Green,
Yellow,
Blue,
Red,
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Count
};
};
struct ProjType
{
enum Enum
{
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Horizontal,
Vertical,
Count
};
};
struct ShadowMapRenderTargets
{
enum Enum
{
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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[] =
{
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{ -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[] =
{
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{ -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_flipV = false;
static float s_texelHalf = 0.0f;
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static bgfx::UniformHandle s_texColor;
static bgfx::UniformHandle s_shadowMap[ShadowMapRenderTargets::Count];
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static bgfx::FrameBufferHandle s_rtShadowMap[ShadowMapRenderTargets::Count];
static bgfx::FrameBufferHandle s_rtBlur;
void mtxBillboard(float* __restrict _result
, const float* __restrict _view
, const float* __restrict _pos
, const float* __restrict _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* __restrict _result
, float _yaw
, float _pitch
, float _roll
)
{
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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)
{
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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
};
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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_tetraNormalGreen[0] = 0.0f;
m_tetraNormalGreen[1] = -0.57735026f;
m_tetraNormalGreen[2] = 0.81649661f;
m_tetraNormalYellow[0] = 0.0f;
m_tetraNormalYellow[1] = -0.57735026f;
m_tetraNormalYellow[2] = -0.81649661f;
m_tetraNormalBlue[0] = -0.81649661f;
m_tetraNormalBlue[1] = 0.57735026f;
m_tetraNormalBlue[2] = 0.0f;
m_tetraNormalRed[0] = 0.81649661f;
m_tetraNormalRed[1] = 0.57735026f;
m_tetraNormalRed[2] = 0.0f;
m_XNum = 2.0f;
m_YNum = 2.0f;
m_XOffset = 10.0f/512.0f;
m_YOffset = 10.0f/512.0f;
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u_params0 = bgfx::createUniform("u_params0", bgfx::UniformType::Vec4);
u_params1 = bgfx::createUniform("u_params1", bgfx::UniformType::Vec4);
u_params2 = bgfx::createUniform("u_params2", bgfx::UniformType::Vec4);
u_color = bgfx::createUniform("u_color", bgfx::UniformType::Vec4);
u_smSamplingParams = bgfx::createUniform("u_smSamplingParams", bgfx::UniformType::Vec4);
u_csmFarDistances = bgfx::createUniform("u_csmFarDistances", bgfx::UniformType::Vec4);
u_lightMtx = bgfx::createUniform("u_lightMtx", bgfx::UniformType::Mat4);
u_tetraNormalGreen = bgfx::createUniform("u_tetraNormalGreen", bgfx::UniformType::Vec4);
u_tetraNormalYellow = bgfx::createUniform("u_tetraNormalYellow", bgfx::UniformType::Vec4);
u_tetraNormalBlue = bgfx::createUniform("u_tetraNormalBlue", bgfx::UniformType::Vec4);
u_tetraNormalRed = bgfx::createUniform("u_tetraNormalRed", bgfx::UniformType::Vec4);
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::UniformType::Vec4);
u_lightAmbientPower = bgfx::createUniform("u_lightAmbientPower", bgfx::UniformType::Vec4);
u_lightDiffusePower = bgfx::createUniform("u_lightDiffusePower", bgfx::UniformType::Vec4);
u_lightSpecularPower = bgfx::createUniform("u_lightSpecularPower", bgfx::UniformType::Vec4);
u_lightSpotDirectionInner = bgfx::createUniform("u_lightSpotDirectionInner", bgfx::UniformType::Vec4);
u_lightAttenuationSpotOuter = bgfx::createUniform("u_lightAttenuationSpotOuter", bgfx::UniformType::Vec4);
u_materialKa = bgfx::createUniform("u_materialKa", bgfx::UniformType::Vec4);
u_materialKd = bgfx::createUniform("u_materialKd", bgfx::UniformType::Vec4);
u_materialKs = bgfx::createUniform("u_materialKs", 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 at initialization.
void submitConstUniforms()
{
bgfx::setUniform(u_tetraNormalGreen, m_tetraNormalGreen);
bgfx::setUniform(u_tetraNormalYellow, m_tetraNormalYellow);
bgfx::setUniform(u_tetraNormalBlue, m_tetraNormalBlue);
bgfx::setUniform(u_tetraNormalRed, m_tetraNormalRed);
}
// Call this once per frame.
void submitPerFrameUniforms()
{
bgfx::setUniform(u_params1, m_params1);
bgfx::setUniform(u_params2, m_params2);
bgfx::setUniform(u_smSamplingParams, m_paramsBlur);
bgfx::setUniform(u_csmFarDistances, m_csmFarDistances);
bgfx::setUniform(u_materialKa, &m_materialPtr->m_ka);
bgfx::setUniform(u_materialKd, &m_materialPtr->m_kd);
bgfx::setUniform(u_materialKs, &m_materialPtr->m_ks);
bgfx::setUniform(u_lightPosition, &m_lightPtr->m_position_viewSpace);
bgfx::setUniform(u_lightAmbientPower, &m_lightPtr->m_ambientPower);
bgfx::setUniform(u_lightDiffusePower, &m_lightPtr->m_diffusePower);
bgfx::setUniform(u_lightSpecularPower, &m_lightPtr->m_specularPower);
bgfx::setUniform(u_lightSpotDirectionInner, &m_lightPtr->m_spotDirectionInner_viewSpace);
bgfx::setUniform(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_tetraNormalGreen[3];
float m_tetraNormalYellow[3];
float m_tetraNormalBlue[3];
float m_tetraNormalRed[3];
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
{
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ViewState(uint16_t _width = 1280, uint16_t _height = 720)
: m_width(_width)
, m_height(_height)
{
}
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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 Aabb
{
float m_min[3];
float m_max[3];
};
struct Obb
{
float m_mtx[16];
};
struct Sphere
{
float m_center[3];
float m_radius;
};
struct Primitive
{
uint32_t m_startIndex;
uint32_t m_numIndices;
uint32_t m_startVertex;
uint32_t m_numVertices;
Sphere m_sphere;
Aabb m_aabb;
Obb m_obb;
};
typedef std::vector<Primitive> PrimitiveArray;
struct Group
{
Group()
{
reset();
}
void reset()
{
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m_vbh.idx = bgfx::kInvalidHandle;
m_ibh.idx = bgfx::kInvalidHandle;
m_prims.clear();
}
bgfx::VertexBufferHandle m_vbh;
bgfx::IndexBufferHandle m_ibh;
Sphere m_sphere;
Aabb m_aabb;
Obb m_obb;
PrimitiveArray m_prims;
};
struct Mesh
{
void load(const void* _vertices, uint32_t _numVertices, const bgfx::VertexDecl _decl, const uint16_t* _indices, uint32_t _numIndices)
{
Group group;
const bgfx::Memory* mem;
uint32_t size;
size = _numVertices*_decl.getStride();
mem = bgfx::makeRef(_vertices, size);
group.m_vbh = bgfx::createVertexBuffer(mem, _decl);
size = _numIndices*2;
mem = bgfx::makeRef(_indices, size);
group.m_ibh = bgfx::createIndexBuffer(mem);
m_groups.push_back(group);
}
void load(const char* _filePath)
{
#define BGFX_CHUNK_MAGIC_VB BX_MAKEFOURCC('V', 'B', ' ', 0x1)
#define BGFX_CHUNK_MAGIC_IB BX_MAKEFOURCC('I', 'B', ' ', 0x0)
#define BGFX_CHUNK_MAGIC_PRI BX_MAKEFOURCC('P', 'R', 'I', 0x0)
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bx::FileReaderI* reader = entry::getFileReader();
bx::open(reader, _filePath);
Group group;
uint32_t chunk;
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while (4 == bx::read(reader, chunk) )
{
switch (chunk)
{
case BGFX_CHUNK_MAGIC_VB:
{
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bx::read(reader, group.m_sphere);
bx::read(reader, group.m_aabb);
bx::read(reader, group.m_obb);
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bgfx::read(reader, m_decl);
uint16_t stride = m_decl.getStride();
uint16_t numVertices;
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bx::read(reader, numVertices);
const bgfx::Memory* mem = bgfx::alloc(numVertices*stride);
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bx::read(reader, mem->data, mem->size);
group.m_vbh = bgfx::createVertexBuffer(mem, m_decl);
}
break;
case BGFX_CHUNK_MAGIC_IB:
{
uint32_t numIndices;
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bx::read(reader, numIndices);
const bgfx::Memory* mem = bgfx::alloc(numIndices*2);
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bx::read(reader, mem->data, mem->size);
group.m_ibh = bgfx::createIndexBuffer(mem);
}
break;
case BGFX_CHUNK_MAGIC_PRI:
{
uint16_t len;
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bx::read(reader, len);
std::string material;
material.resize(len);
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bx::read(reader, const_cast<char*>(material.c_str() ), len);
uint16_t num;
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bx::read(reader, num);
for (uint32_t ii = 0; ii < num; ++ii)
{
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bx::read(reader, len);
std::string name;
name.resize(len);
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bx::read(reader, const_cast<char*>(name.c_str() ), len);
Primitive prim;
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bx::read(reader, prim.m_startIndex);
bx::read(reader, prim.m_numIndices);
bx::read(reader, prim.m_startVertex);
bx::read(reader, prim.m_numVertices);
bx::read(reader, prim.m_sphere);
bx::read(reader, prim.m_aabb);
bx::read(reader, prim.m_obb);
group.m_prims.push_back(prim);
}
m_groups.push_back(group);
group.reset();
}
break;
default:
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DBG("%08x at %d", chunk, bx::seek(reader) );
break;
}
}
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bx::close(reader);
}
void unload()
{
for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it)
{
const Group& group = *it;
bgfx::destroy(group.m_vbh);
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if (bgfx::kInvalidHandle != group.m_ibh.idx)
{
bgfx::destroy(group.m_ibh);
}
}
m_groups.clear();
}
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);
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bgfx::setVertexBuffer(0, group.m_vbh);
// Set textures.
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if (bgfx::kInvalidHandle != _texture.idx)
{
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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);
}
}
bgfx::VertexDecl m_decl;
typedef std::vector<Group> GroupArray;
GroupArray m_groups;
};
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_decl
.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::VertexDecl ms_decl;
};
bgfx::VertexDecl PosColorTexCoord0Vertex::ms_decl;
void screenSpaceQuad(float _textureWidth, float _textureHeight, bool _originBottomLeft = true, float _width = 1.0f, float _height = 1.0f)
{
if (3 == bgfx::getAvailTransientVertexBuffer(3, PosColorTexCoord0Vertex::ms_decl) )
{
bgfx::TransientVertexBuffer vb;
bgfx::allocTransientVertexBuffer(&vb, 3, PosColorTexCoord0Vertex::ms_decl);
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 texelHalfW = s_texelHalf/_textureWidth;
const float texelHalfH = s_texelHalf/_textureHeight;
const float minu = -1.0f + texelHalfW;
const float maxu = 1.0f + texelHalfW;
float minv = texelHalfH;
float maxv = 2.0f + texelHalfH;
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;
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bgfx::setVertexBuffer(0, &vb);
}
}
void worldSpaceFrustumCorners(float* _corners24f
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, float _near
, float _far
, float _projWidth
, float _projHeight
, const float* __restrict _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 float corners[numCorners][3] =
{
{ -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)
{
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bx::vec3MulMtx( (float*)&out[ii], (float*)&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;
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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
};
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struct SceneSettings
{
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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;
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bool m_updateLights;
bool m_updateScene;
bool m_drawDepthBuffer;
bool m_showSmCoverage;
bool m_stencilPack;
bool m_stabilize;
};
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class ExampleShadowmaps : public entry::AppI
{
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public:
ExampleShadowmaps(const char* _name, const char* _description)
: entry::AppI(_name, _description)
{
}
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void init(int32_t _argc, const char* const* _argv, uint32_t _width, uint32_t _height) override
{
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Args args(_argc, _argv);
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m_debug = BGFX_DEBUG_NONE;
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m_reset = BGFX_RESET_VSYNC;
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m_width = _width;
m_height = _height;
m_viewState = ViewState(uint16_t(m_width), uint16_t(m_height));
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m_clearValues = ClearValues(0x00000000, 1.0f, 0);
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bgfx::Init init;
init.type = args.m_type;
init.vendorId = args.m_pciId;
init.resolution.width = m_viewState.m_width;
init.resolution.height = m_viewState.m_height;
init.resolution.reset = m_reset;
bgfx::init(init);
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// Enable debug text.
bgfx::setDebug(m_debug);
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// Setup root path for binary shaders. Shader binaries are different
// for each renderer.
switch (bgfx::getRendererType() )
{
case bgfx::RendererType::Direct3D9:
s_texelHalf = 0.5f;
break;
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case bgfx::RendererType::OpenGL:
case bgfx::RendererType::OpenGLES:
s_flipV = true;
break;
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default:
break;
}
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// Imgui.
imguiCreate();
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// Uniforms.
s_uniforms.init();
s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
s_shadowMap[0] = bgfx::createUniform("s_shadowMap0", bgfx::UniformType::Int1);
s_shadowMap[1] = bgfx::createUniform("s_shadowMap1", bgfx::UniformType::Int1);
s_shadowMap[2] = bgfx::createUniform("s_shadowMap2", bgfx::UniformType::Int1);
s_shadowMap[3] = bgfx::createUniform("s_shadowMap3", bgfx::UniformType::Int1);
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// Programs.
s_programs.init();
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// Vertex declarations.
bgfx::VertexDecl PosNormalTexcoordDecl;
PosNormalTexcoordDecl.begin()
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.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();
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m_posDecl.begin();
m_posDecl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float);
m_posDecl.end();
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PosColorTexCoord0Vertex::init();
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// Textures.
m_texFigure = loadTexture("textures/figure-rgba.dds");
m_texFlare = loadTexture("textures/flare.dds");
m_texFieldstone = loadTexture("textures/fieldstone-rgba.dds");
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// 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), PosNormalTexcoordDecl, s_planeIndices, BX_COUNTOF(s_planeIndices) );
m_vplaneMesh.load(s_vplaneVertices, BX_COUNTOF(s_vplaneVertices), PosNormalTexcoordDecl, s_planeIndices, BX_COUNTOF(s_planeIndices) );
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// Materials.
m_defaultMaterial =
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{
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{ { 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
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};
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// Lights.
m_pointLight =
{
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{ { 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
};
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m_directionalLight =
{
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{ { 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
};
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// 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]
);
s_uniforms.submitConstUniforms();
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// Settings.
ShadowMapSettings smSettings[LightType::Count][DepthImpl::Count][SmImpl::Count] =
{
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{ //LightType::Spot
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{ //DepthImpl::InvZ
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{ //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
}
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},
{ //DepthImpl::Linear
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{ //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
}
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}
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},
{ //LightType::Point
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{ //DepthImpl::InvZ
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{ //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
}
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},
{ //DepthImpl::Linear
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{ //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
}
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}
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},
{ //LightType::Directional
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{ //DepthImpl::InvZ
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{ //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
}
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},
{ //DepthImpl::Linear
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{ //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
}
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}
}
};
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bx::memCopy(m_smSettings, smSettings, sizeof(smSettings));
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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;
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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;
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ShadowMapSettings* currentSmSettings = &m_smSettings[m_settings.m_lightType][m_settings.m_depthImpl][m_settings.m_smImpl];
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// 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)
{
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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);
}
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s_rtBlur = bgfx::createFrameBuffer(m_currentShadowMapSize, m_currentShadowMapSize, bgfx::TextureFormat::BGRA8);
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// Setup camera.
cameraCreate();
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cameraSetPosition({ 0.0f, 60.0f, -105.0f });
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cameraSetVerticalAngle(-0.45f);
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m_timeAccumulatorLight = 0.0f;
m_timeAccumulatorScene = 0.0f;
}
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virtual int shutdown() override
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{
m_bunnyMesh.unload();
m_treeMesh.unload();
m_cubeMesh.unload();
m_hollowcubeMesh.unload();
m_hplaneMesh.unload();
m_vplaneMesh.unload();
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bgfx::destroy(m_texFigure);
bgfx::destroy(m_texFieldstone);
bgfx::destroy(m_texFlare);
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for (uint8_t ii = 0; ii < ShadowMapRenderTargets::Count; ++ii)
{
bgfx::destroy(s_rtShadowMap[ii]);
}
bgfx::destroy(s_rtBlur);
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s_programs.destroy();
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bgfx::destroy(s_texColor);
bgfx::destroy(s_shadowMap[3]);
bgfx::destroy(s_shadowMap[2]);
bgfx::destroy(s_shadowMap[1]);
bgfx::destroy(s_shadowMap[0]);
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s_uniforms.destroy();
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cameraDestroy();
imguiDestroy();
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// Shutdown bgfx.
bgfx::shutdown();
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return 0;
}
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bool update() override
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{
if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
{
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m_viewState.m_width = uint16_t(m_width);
m_viewState.m_height = uint16_t(m_height);
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const bgfx::Caps* caps = bgfx::getCaps();
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// 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);
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const float projWidth = projHeight * camAspect;
bx::mtxProj(m_viewState.m_proj, camFovy, camAspect, camNear, camFar, caps->homogeneousDepth);
cameraGetViewMtx(m_viewState.m_view);
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float currentShadowMapSizef = float(int16_t(m_currentShadowMapSize) );
s_uniforms.m_shadowMapTexelSize = 1.0f / currentShadowMapSizef;
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s_uniforms.submitConstUniforms();
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// s_uniforms.submitConstUniforms();
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// 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
);
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showExampleDialog(this);
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ImGui::SetNextWindowPos(
ImVec2(m_viewState.m_width - m_viewState.m_width / 5.0f - 10.0f, 10.0f)
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, ImGuiCond_FirstUseEver
);
ImGui::SetNextWindowSize(
ImVec2(m_viewState.m_width / 5.0f, m_viewState.m_height - 20.0f)
, ImGuiCond_FirstUseEver
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);
ImGui::Begin("Settings"
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, NULL
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, 0
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);
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#define IMGUI_FLOAT_SLIDER(_name, _val) \
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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; \
}
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ImGui::Checkbox("Update lights", &m_settings.m_updateLights);
ImGui::Checkbox("Update scene", &m_settings.m_updateScene);
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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);
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ShadowMapSettings* currentSmSettings = &m_smSettings[m_settings.m_lightType][m_settings.m_depthImpl][m_settings.m_smImpl];
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ImGui::Separator();
ImGui::Checkbox("Draw depth buffer", &m_settings.m_drawDepthBuffer);
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if (m_settings.m_drawDepthBuffer)
{
IMGUI_FLOAT_SLIDER("Depth value pow", currentSmSettings->m_depthValuePow);
}
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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);
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currentSmSettings = &m_smSettings[m_settings.m_lightType][m_settings.m_depthImpl][m_settings.m_smImpl];
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ImGui::Separator();
IMGUI_FLOAT_SLIDER("Bias", currentSmSettings->m_bias);
IMGUI_FLOAT_SLIDER("Normal offset", currentSmSettings->m_normalOffset);
ImGui::Separator();
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if (LightType::DirectionalLight != m_settings.m_lightType)
{
IMGUI_FLOAT_SLIDER("Near plane", currentSmSettings->m_near);
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}
IMGUI_FLOAT_SLIDER("Far plane", currentSmSettings->m_far);
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ImGui::Separator();
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switch(m_settings.m_smImpl)
{
case SmImpl::Hard:
//ImGui::Text("Hard");
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break;
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case SmImpl::PCF:
ImGui::Text("PCF");
IMGUI_FLOAT_SLIDER("X Offset", currentSmSettings->m_xOffset);
IMGUI_FLOAT_SLIDER("Y Offset", currentSmSettings->m_yOffset);
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break;
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case SmImpl::VSM:
ImGui::Text("VSM");
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IMGUI_FLOAT_SLIDER("Min variance", currentSmSettings->m_customParam0);
IMGUI_FLOAT_SLIDER("Depth multiplier", currentSmSettings->m_customParam1);
ImGui::Checkbox("Blur shadow map", &currentSmSettings->m_doBlur);
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if (currentSmSettings->m_doBlur)
{
IMGUI_FLOAT_SLIDER("Blur X Offset", currentSmSettings->m_xOffset);
IMGUI_FLOAT_SLIDER("Blur Y Offset", currentSmSettings->m_yOffset);
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}
break;
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case SmImpl::ESM:
ImGui::Text("ESM");
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IMGUI_FLOAT_SLIDER("ESM Hardness", currentSmSettings->m_customParam0);
IMGUI_FLOAT_SLIDER("Depth multiplier", currentSmSettings->m_customParam1);
ImGui::Checkbox("Blur shadow map", &currentSmSettings->m_doBlur);
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if (currentSmSettings->m_doBlur)
{
IMGUI_FLOAT_SLIDER("Blur X Offset", currentSmSettings->m_xOffset);
IMGUI_FLOAT_SLIDER("Blur Y Offset", currentSmSettings->m_yOffset);
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}
break;
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default:
break;
};
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ImGui::End();
#undef IMGUI_RADIO_BUTTON
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ImGui::SetNextWindowPos(
ImVec2(10.0f, 260.0f)
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, ImGuiCond_FirstUseEver
);
ImGui::SetNextWindowSize(
ImVec2(m_viewState.m_width / 5.0f, 350.0f)
, ImGuiCond_FirstUseEver
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);
ImGui::Begin("Light"
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, NULL
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, 0
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);
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;
}
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ImGui::Separator();
ImGui::Checkbox("Show shadow map coverage.", &m_settings.m_showSmCoverage);
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ImGui::Separator();
ImGui::Text("Shadow map resolution: %ux%u", m_currentShadowMapSize, m_currentShadowMapSize);
ImGui::SliderFloat("##SizePwrTwo", &currentSmSettings->m_sizePwrTwo,
currentSmSettings->m_sizePwrTwoMin,
currentSmSettings->m_sizePwrTwoMax, "%.0f");
ImGui::Separator();
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if (LightType::SpotLight == m_settings.m_lightType)
{
ImGui::Text("Spot light");
ImGui::SliderFloat("Shadow map area", &m_settings.m_coverageSpotL, 45.0f, 120.0f);
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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);
}
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else if (LightType::PointLight == m_settings.m_lightType)
{
ImGui::Text("Point light");
ImGui::Checkbox("Stencil pack", &m_settings.m_stencilPack);
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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);
}
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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);
}
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#undef IMGUI_FLOAT_SLIDER
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ImGui::End();
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imguiEndFrame();
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// Update uniforms.
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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;
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if (LightType::SpotLight == m_settings.m_lightType)
{
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m_pointLight.m_attenuationSpotOuter.m_outer = m_settings.m_spotOuterAngle;
m_pointLight.m_spotDirectionInner.m_inner = m_settings.m_spotInnerAngle;
}
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else
{
m_pointLight.m_attenuationSpotOuter.m_outer = 91.0f; //above 90.0f means point light
}
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s_uniforms.submitPerFrameUniforms();
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// 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);
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// Update camera.
cameraUpdate(deltaTime, m_mouseState);
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// Update view mtx.
cameraGetViewMtx(m_viewState.m_view);
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// Update lights.
m_pointLight.computeViewSpaceComponents(m_viewState.m_view);
m_directionalLight.computeViewSpaceComponents(m_viewState.m_view);
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// Update time accumulators.
if (m_settings.m_updateLights) { m_timeAccumulatorLight += deltaTime; }
if (m_settings.m_updateScene) { m_timeAccumulatorScene += deltaTime; }
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// Setup lights.
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m_pointLight.m_position.m_x = bx::cos(m_timeAccumulatorLight) * 20.0f;
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m_pointLight.m_position.m_y = 26.0f;
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m_pointLight.m_position.m_z = bx::sin(m_timeAccumulatorLight) * 20.0f;
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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;
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m_directionalLight.m_position.m_x = -bx::cos(m_timeAccumulatorLight);
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m_directionalLight.m_position.m_y = -1.0f;
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m_directionalLight.m_position.m_z = -bx::sin(m_timeAccumulatorLight);
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// 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
);
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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
);
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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
);
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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
);
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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
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, bx::sin(float(ii)*2.0f*bx::kPi/float(numTrees) ) * 60.0f
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, 0.0f
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, bx::cos(float(ii)*2.0f*bx::kPi/float(numTrees) ) * 60.0f
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);
}
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// Compute transform matrices.
const uint8_t shadowMapPasses = ShadowMapRenderTargets::Count;
float lightView[shadowMapPasses][16];
float lightProj[shadowMapPasses][16];
float mtxYpr[TetrahedronFaces::Count][16];
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float screenProj[16];
float screenView[16];
bx::mtxIdentity(screenView);
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bx::mtxOrtho(
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screenProj
, 0.0f
, 1.0f
, 1.0f
, 0.0f
, 0.0f
, 100.0f
, 0.0f
, caps->homogeneousDepth
);
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if (LightType::SpotLight == m_settings.m_lightType)
{
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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
);
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//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)
{
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lightProj[ProjType::Horizontal][10] /= currentSmSettings->m_far;
lightProj[ProjType::Horizontal][14] /= currentSmSettings->m_far;
}
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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);
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}
else if (LightType::PointLight == m_settings.m_lightType)
{
float ypr[TetrahedronFaces::Count][3] =
{
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{ 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) },
};
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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;
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const float aspect = bx::tan(bx::toRad(fovx*0.5f) )/bx::tan(bx::toRad(fovy*0.5f) );
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bx::mtxProj(
lightProj[ProjType::Vertical]
, fovx
, aspect
, currentSmSettings->m_near
, currentSmSettings->m_far
, false
);
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//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;
}
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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);
}
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const float fovx = 143.98570868f + 7.8f + m_settings.m_fovXAdjust;
const float fovy = 125.26438968f + 3.0f + m_settings.m_fovYAdjust;
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const float aspect = bx::tan(bx::toRad(fovx*0.5f) )/bx::tan(bx::toRad(fovy*0.5f) );
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bx::mtxProj(
lightProj[ProjType::Horizontal]
, fovy
, aspect
, currentSmSettings->m_near
, currentSmSettings->m_far
, caps->homogeneousDepth
);
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//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)
{
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lightProj[ProjType::Horizontal][10] /= currentSmSettings->m_far;
lightProj[ProjType::Horizontal][14] /= currentSmSettings->m_far;
}
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for (uint8_t ii = 0; ii < TetrahedronFaces::Count; ++ii)
{
float mtxTmp[16];
mtxYawPitchRoll(mtxTmp, ypr[ii][0], ypr[ii][1], ypr[ii][2]);
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float tmp[3] =
{
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-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]) ),
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};
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bx::mtxTranspose(mtxYpr[ii], mtxTmp);
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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;
}
}
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else // LightType::DirectionalLight == settings.m_lightType
{
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// Setup light view mtx.
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const bx::Vec3 at = { 0.0f, 0.0f, 0.0f };
const bx::Vec3 eye =
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{
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-m_directionalLight.m_position.m_x,
-m_directionalLight.m_position.m_y,
-m_directionalLight.m_position.m_z,
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};
bx::mtxLookAt(lightView[0], eye, at);
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// Compute camera inverse view mtx.
float mtxViewInv[16];
bx::mtxInverse(mtxViewInv, m_viewState.m_view);
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// Compute split distances.
const uint8_t maxNumSplits = 4;
BX_CHECK(maxNumSplits >= settings.m_numSplits, "Error! Max num splits.");
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float splitSlices[maxNumSplits*2];
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splitFrustum(splitSlices
, uint8_t(m_settings.m_numSplits)
, currentSmSettings->m_near
, currentSmSettings->m_far
, m_settings.m_splitDistribution
);
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// 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];
}
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float mtxProj[16];
bx::mtxOrtho(
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mtxProj
, 1.0f
, -1.0f
, 1.0f
, -1.0f
, -currentSmSettings->m_far
, currentSmSettings->m_far
, 0.0f
, caps->homogeneousDepth
);
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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);
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bx::Vec3 min = { 9000.0f, 9000.0f, 9000.0f };
bx::Vec3 max = { -9000.0f, -9000.0f, -9000.0f };
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for (uint8_t jj = 0; jj < numCorners; ++jj)
{
// Transform to light space.
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const bx::Vec3 xyz = bx::mul(bx::load<bx::Vec3>(frustumCorners[ii][jj]), lightView[0]);
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// Update bounding box.
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min = bx::min(min, xyz);
max = bx::max(max, xyz);
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}
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const bx::Vec3 minproj = bx::mulH(min, mtxProj);
const bx::Vec3 maxproj = bx::mulH(max, mtxProj);
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float scalex = 2.0f / (maxproj.x - minproj.x);
float scaley = 2.0f / (maxproj.y - minproj.y);
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if (m_settings.m_stabilize)
{
const float quantizer = 64.0f;
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scalex = quantizer / bx::ceil(quantizer / scalex);
scaley = quantizer / bx::ceil(quantizer / scaley);
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}
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float offsetx = 0.5f * (maxproj.x + minproj.x) * scalex;
float offsety = 0.5f * (maxproj.y + minproj.y) * scaley;
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if (m_settings.m_stabilize)
{
const float halfSize = currentShadowMapSizef * 0.5f;
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offsetx = bx::ceil(offsetx * halfSize) / halfSize;
offsety = bx::ceil(offsety * halfSize) / halfSize;
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}
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float mtxCrop[16];
bx::mtxIdentity(mtxCrop);
mtxCrop[ 0] = scalex;
mtxCrop[ 5] = scaley;
mtxCrop[12] = offsetx;
mtxCrop[13] = offsety;
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bx::mtxMul(lightProj[ii], mtxCrop, mtxProj);
}
}
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// Reset render targets.
const bgfx::FrameBufferHandle invalidRt = BGFX_INVALID_HANDLE;
for (uint8_t ii = 0; ii < RENDERVIEW_DRAWDEPTH_3_ID+1; ++ii)
{
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bgfx::setViewFrameBuffer(ii, invalidRt);
}
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// 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;
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// 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);
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if (LightType::SpotLight == m_settings.m_lightType)
{
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/**
* 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.
*/
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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);
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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);
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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]);
}
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else if (LightType::PointLight == m_settings.m_lightType)
{
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/**
* 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.
*/
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bgfx::setViewRect(RENDERVIEW_SHADOWMAP_0_ID, 0, 0, m_currentShadowMapSize, m_currentShadowMapSize);
if (m_settings.m_stencilPack)
{
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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);
}
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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);
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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);
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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]);
}
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else // LightType::DirectionalLight == settings.m_lightType
{
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/**
* 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.
*/
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depthRectHeight = m_viewState.m_height / 3;
depthRectWidth = depthRectHeight;
depthRectX = 0;
depthRectY = m_viewState.m_height - depthRectHeight;
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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);
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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);
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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
}
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// 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);
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// 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
;
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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);
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const uint8_t flags1 = (LightType::DirectionalLight == m_settings.m_lightType)
? BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
: 0
;
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for (uint8_t ii = 0; ii < 4; ++ii)
{
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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);
}
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// Render.
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// Craft shadow map.
{
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// Craft stencil mask for point light shadow map packing.
if(LightType::PointLight == m_settings.m_lightType && m_settings.m_stencilPack)
{
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if (6 == bgfx::getAvailTransientVertexBuffer(6, m_posDecl) )
{
struct Pos
{
float m_x, m_y, m_z;
};
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bgfx::TransientVertexBuffer vb;
bgfx::allocTransientVertexBuffer(&vb, 6, m_posDecl);
Pos* vertex = (Pos*)vb.data;
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const float min = 0.0f;
const float max = 1.0f;
const float center = 0.5f;
const float zz = 0.0f;
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vertex[0].m_x = min;
vertex[0].m_y = min;
vertex[0].m_z = zz;
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vertex[1].m_x = max;
vertex[1].m_y = min;
vertex[1].m_z = zz;
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vertex[2].m_x = center;
vertex[2].m_y = center;
vertex[2].m_z = zz;
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vertex[3].m_x = center;
vertex[3].m_y = center;
vertex[3].m_z = zz;
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vertex[4].m_x = max;
vertex[4].m_y = max;
vertex[4].m_z = zz;
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vertex[5].m_x = min;
vertex[5].m_y = max;
vertex[5].m_z = zz;
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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);
}
}
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// Draw scene into shadowmap.
uint8_t drawNum;
if (LightType::SpotLight == m_settings.m_lightType)
{
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drawNum = 1;
}
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else if (LightType::PointLight == m_settings.m_lightType)
{
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drawNum = 4;
}
else //LightType::DirectionalLight == settings.m_lightType)
{
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drawNum = uint8_t(m_settings.m_numSplits);
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}
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for (uint8_t ii = 0; ii < drawNum; ++ii)
{
const uint8_t viewId = RENDERVIEW_SHADOWMAP_1_ID + ii;
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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);
}
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// Floor.
m_hplaneMesh.submit(viewId
, mtxFloor
, *currentSmSettings->m_progPack
, s_renderStates[renderStateIndex]
);
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// Bunny.
m_bunnyMesh.submit(viewId
, mtxBunny
, *currentSmSettings->m_progPack
, s_renderStates[renderStateIndex]
);
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// Hollow cube.
m_hollowcubeMesh.submit(viewId
, mtxHollowcube
, *currentSmSettings->m_progPack
, s_renderStates[renderStateIndex]
);
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// Cube.
m_cubeMesh.submit(viewId
, mtxCube
, *currentSmSettings->m_progPack
, s_renderStates[renderStateIndex]
);
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// Trees.
for (uint8_t jj = 0; jj < numTrees; ++jj)
{
m_treeMesh.submit(viewId
, mtxTrees[jj]
, *currentSmSettings->m_progPack
, s_renderStates[renderStateIndex]
);
}
}
}
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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);
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// Blur shadow map.
if (bVsmOrEsm
&& currentSmSettings->m_doBlur)
{
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bgfx::setTexture(4, s_shadowMap[0], bgfx::getTexture(s_rtShadowMap[0]) );
bgfx::setState(BGFX_STATE_WRITE_RGB|BGFX_STATE_WRITE_A);
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screenSpaceQuad(currentShadowMapSizef, currentShadowMapSizef, s_flipV);
bgfx::submit(RENDERVIEW_VBLUR_0_ID, s_programs.m_vBlur[depthType]);
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bgfx::setTexture(4, s_shadowMap[0], bgfx::getTexture(s_rtBlur) );
bgfx::setState(BGFX_STATE_WRITE_RGB|BGFX_STATE_WRITE_A);
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screenSpaceQuad(currentShadowMapSizef, currentShadowMapSizef, s_flipV);
bgfx::submit(RENDERVIEW_HBLUR_0_ID, s_programs.m_hBlur[depthType]);
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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;
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bgfx::setTexture(4, s_shadowMap[0], bgfx::getTexture(s_rtShadowMap[ii]) );
bgfx::setState(BGFX_STATE_WRITE_RGB|BGFX_STATE_WRITE_A);
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screenSpaceQuad(currentShadowMapSizef, currentShadowMapSizef, s_flipV);
bgfx::submit(viewId, s_programs.m_vBlur[depthType]);
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bgfx::setTexture(4, s_shadowMap[0], bgfx::getTexture(s_rtBlur) );
bgfx::setState(BGFX_STATE_WRITE_RGB|BGFX_STATE_WRITE_A);
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screenSpaceQuad(currentShadowMapSizef, currentShadowMapSizef, s_flipV);
bgfx::submit(viewId+1, s_programs.m_hBlur[depthType]);
}
}
}
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// Draw scene.
{
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// Setup shadow mtx.
float mtxShadow[16];
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const float ymul = (s_flipV) ? 0.5f : -0.5f;
float zadd = (DepthImpl::Linear == m_settings.m_depthImpl) ? 0.0f : 0.5f;
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const float mtxBias[16] =
{
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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,
};
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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_flipV) ? 1.0f : -1.0f; //sign
zadd = (DepthImpl::Linear == m_settings.m_depthImpl) ? 0.0f : 0.5f;
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const float mtxCropBias[2][TetrahedronFaces::Count][16] =
{
{ // settings.m_stencilPack == false
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{ // 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,
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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,
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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,
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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,
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0.75f, 0.75f, zadd, 1.0f,
},
},
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{ // settings.m_stencilPack == true
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{ // 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,
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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,
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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,
},
}
};
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//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
},
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{ // settings.m_stencilPack == true
{ 3, 2, 0, 1 }, //flipV == false
{ 2, 3, 0, 1 }, //flipV == true
},
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};
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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_flipV)][ii];
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float mtxTmp[16];
bx::mtxMul(mtxTmp, mtxYpr[ii], lightProj[projType]);
bx::mtxMul(m_shadowMapMtx[ii], mtxTmp, mtxCropBias[m_settings.m_stencilPack][biasIndex]); //mtxYprProjBias
}
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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
{
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for (uint8_t ii = 0; ii < m_settings.m_numSplits; ++ii)
{
float mtxTmp[16];
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bx::mtxMul(mtxTmp, lightProj[ii], mtxBias);
bx::mtxMul(m_shadowMapMtx[ii], lightView[0], mtxTmp); //lViewProjCropBias
}
}
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// Floor.
if (LightType::DirectionalLight != m_settings.m_lightType)
{
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bx::mtxMul(m_lightMtx, mtxFloor, mtxShadow); //not needed for directional light
}
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m_hplaneMesh.submit(RENDERVIEW_DRAWSCENE_0_ID
, mtxFloor
, *currentSmSettings->m_progDraw
, s_renderStates[RenderState::Default]
, true
);
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// Bunny.
if (LightType::DirectionalLight != m_settings.m_lightType)
{
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bx::mtxMul(m_lightMtx, mtxBunny, mtxShadow);
}
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m_bunnyMesh.submit(RENDERVIEW_DRAWSCENE_0_ID
, mtxBunny
, *currentSmSettings->m_progDraw
, s_renderStates[RenderState::Default]
, true
);
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// Hollow cube.
if (LightType::DirectionalLight != m_settings.m_lightType)
{
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bx::mtxMul(m_lightMtx, mtxHollowcube, mtxShadow);
}
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m_hollowcubeMesh.submit(RENDERVIEW_DRAWSCENE_0_ID
, mtxHollowcube
, *currentSmSettings->m_progDraw
, s_renderStates[RenderState::Default]
, true
);
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// Cube.
if (LightType::DirectionalLight != m_settings.m_lightType)
{
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bx::mtxMul(m_lightMtx, mtxCube, mtxShadow);
}
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m_cubeMesh.submit(RENDERVIEW_DRAWSCENE_0_ID
, mtxCube
, *currentSmSettings->m_progDraw
, s_renderStates[RenderState::Default]
, true
);
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// 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
);
}
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// 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
);
}
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// 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
);
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m_hplaneMesh.submit(RENDERVIEW_DRAWSCENE_1_ID
, floorBottomMtx
, s_programs.m_texture
, s_renderStates[RenderState::Custom_DrawPlaneBottom]
, m_texFigure
);
}
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// Draw depth rect.
if (m_settings.m_drawDepthBuffer)
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{
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bgfx::setTexture(4, s_shadowMap[0], bgfx::getTexture(s_rtShadowMap[0]) );
bgfx::setState(BGFX_STATE_WRITE_RGB|BGFX_STATE_WRITE_A);
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screenSpaceQuad(currentShadowMapSizef, currentShadowMapSizef, s_flipV);
bgfx::submit(RENDERVIEW_DRAWDEPTH_0_ID, s_programs.m_drawDepth[depthType]);
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if (LightType::DirectionalLight == m_settings.m_lightType)
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{
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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);
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screenSpaceQuad(currentShadowMapSizef, currentShadowMapSizef, s_flipV);
bgfx::submit(RENDERVIEW_DRAWDEPTH_0_ID+ii, s_programs.m_drawDepth[depthType]);
}
}
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}
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// Update render target size.
uint16_t shadowMapSize = 1 << uint32_t(currentSmSettings->m_sizePwrTwo);
if (bLtChanged || m_currentShadowMapSize != shadowMapSize)
{
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m_currentShadowMapSize = shadowMapSize;
s_uniforms.m_shadowMapTexelSize = 1.0f / currentShadowMapSizef;
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{
bgfx::destroy(s_rtShadowMap[0]);
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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);
}
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if (LightType::DirectionalLight == m_settings.m_lightType)
{
for (uint8_t ii = 1; ii < ShadowMapRenderTargets::Count; ++ii)
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{
{
bgfx::destroy(s_rtShadowMap[ii]);
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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);
}
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}
}
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bgfx::destroy(s_rtBlur);
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s_rtBlur = bgfx::createFrameBuffer(m_currentShadowMapSize, m_currentShadowMapSize, bgfx::TextureFormat::BGRA8);
}
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// Advance to next frame. Rendering thread will be kicked to
// process submitted rendering primitives.
bgfx::frame();
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return true;
}
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return false;
}
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entry::MouseState m_mouseState;
uint32_t m_width;
uint32_t m_height;
uint32_t m_debug;
uint32_t m_reset;
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ViewState m_viewState;
ClearValues m_clearValues;
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bgfx::VertexDecl m_posDecl;
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bgfx::TextureHandle m_texFigure;
bgfx::TextureHandle m_texFlare;
bgfx::TextureHandle m_texFieldstone;
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Mesh m_bunnyMesh;
Mesh m_treeMesh;
Mesh m_cubeMesh;
Mesh m_hollowcubeMesh;
Mesh m_hplaneMesh;
Mesh m_vplaneMesh;
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float m_color[4];
Material m_defaultMaterial;
Light m_pointLight;
Light m_directionalLight;
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float m_lightMtx[16];
float m_shadowMapMtx[ShadowMapRenderTargets::Count][16];
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ShadowMapSettings m_smSettings[LightType::Count][DepthImpl::Count][SmImpl::Count];
SceneSettings m_settings;
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uint16_t m_currentShadowMapSize;
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float m_timeAccumulatorLight;
float m_timeAccumulatorScene;
};
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} // namespace
ENTRY_IMPLEMENT_MAIN(ExampleShadowmaps, "16-shadowmaps", "Shadow maps example.");