From 5b3c9609cbbb5c6552a24e239442d6b34c111988 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Branimir=20Karad=C5=BEi=C4=87?= Date: Sun, 24 Jul 2016 15:50:42 -0700 Subject: [PATCH] Cleanup. --- .../reflectiveshadowmap.cpp | 941 +++++++++--------- 1 file changed, 474 insertions(+), 467 deletions(-) diff --git a/examples/31-reflectiveshadowmap/reflectiveshadowmap.cpp b/examples/31-reflectiveshadowmap/reflectiveshadowmap.cpp index 76701dd96..5f8f9a503 100644 --- a/examples/31-reflectiveshadowmap/reflectiveshadowmap.cpp +++ b/examples/31-reflectiveshadowmap/reflectiveshadowmap.cpp @@ -24,7 +24,7 @@ // 4. Deferred "combine" pass. // Details: -// 1. G-Buffer: +// 1. G-Buffer: // Typical G-Buffer with normals, color, depth. // 2. RSM: // A typical shadow map, except it also outputs to a "RSM" buffer. @@ -66,82 +66,92 @@ #define SHADOW_MAP_DIM 512 #define LIGHT_DIST 10.0f +static const char * m_meshPaths[MESH_COUNT] = +{ + "meshes/cube.bin", + "meshes/orb.bin", + "meshes/column.bin", + "meshes/bunny.bin", + "meshes/tree.bin", + "meshes/hollowcube.bin" +}; + // Vertex decl for our screen space quad (used in deferred rendering) struct PosTexCoord0Vertex { - float m_x; - float m_y; - float m_z; - float m_u; - float m_v; + float m_x; + float m_y; + float m_z; + float m_u; + float m_v; - static void init() - { - ms_decl - .begin() - .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float) - .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float) - .end(); - } + static void init() + { + ms_decl + .begin() + .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float) + .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float) + .end(); + } - static bgfx::VertexDecl ms_decl; + static bgfx::VertexDecl ms_decl; }; bgfx::VertexDecl PosTexCoord0Vertex::ms_decl; // Utility function to draw a screen space quad for deferred rendering void screenSpaceQuad(float _textureWidth, float _textureHeight, float _texelHalf, bool _originBottomLeft, float _width = 1.0f, float _height = 1.0f) { - if (bgfx::checkAvailTransientVertexBuffer(3, PosTexCoord0Vertex::ms_decl) ) - { - bgfx::TransientVertexBuffer vb; - bgfx::allocTransientVertexBuffer(&vb, 3, PosTexCoord0Vertex::ms_decl); - PosTexCoord0Vertex* vertex = (PosTexCoord0Vertex*)vb.data; + if (bgfx::checkAvailTransientVertexBuffer(3, PosTexCoord0Vertex::ms_decl) ) + { + bgfx::TransientVertexBuffer vb; + bgfx::allocTransientVertexBuffer(&vb, 3, PosTexCoord0Vertex::ms_decl); + PosTexCoord0Vertex* vertex = (PosTexCoord0Vertex*)vb.data; - const float minx = -_width; - const float maxx = _width; - const float miny = 0.0f; - const float maxy = _height*2.0f; + const float minx = -_width; + const float maxx = _width; + const float miny = 0.0f; + const float maxy = _height*2.0f; - const float texelHalfW = _texelHalf/_textureWidth; - const float texelHalfH = _texelHalf/_textureHeight; - const float minu = -1.0f + texelHalfW; - const float maxu = 1.0f + texelHalfH; + const float texelHalfW = _texelHalf/_textureWidth; + const float texelHalfH = _texelHalf/_textureHeight; + const float minu = -1.0f + texelHalfW; + const float maxu = 1.0f + texelHalfH; - const float zz = 0.0f; + const float zz = 0.0f; - float minv = texelHalfH; - float maxv = 2.0f + texelHalfH; + float minv = texelHalfH; + float maxv = 2.0f + texelHalfH; - if (_originBottomLeft) - { - float temp = minv; - minv = maxv; - maxv = temp; + if (_originBottomLeft) + { + float temp = minv; + minv = maxv; + maxv = temp; - minv -= 1.0f; - maxv -= 1.0f; - } + minv -= 1.0f; + maxv -= 1.0f; + } - vertex[0].m_x = minx; - vertex[0].m_y = miny; - vertex[0].m_z = zz; - vertex[0].m_u = minu; - vertex[0].m_v = minv; + vertex[0].m_x = minx; + vertex[0].m_y = miny; + vertex[0].m_z = zz; + vertex[0].m_u = minu; + vertex[0].m_v = minv; - vertex[1].m_x = maxx; - vertex[1].m_y = miny; - vertex[1].m_z = zz; - vertex[1].m_u = maxu; - vertex[1].m_v = minv; + vertex[1].m_x = maxx; + vertex[1].m_y = miny; + vertex[1].m_z = zz; + vertex[1].m_u = maxu; + vertex[1].m_v = minv; - vertex[2].m_x = maxx; - vertex[2].m_y = maxy; - vertex[2].m_z = zz; - vertex[2].m_u = maxu; - vertex[2].m_v = maxv; + vertex[2].m_x = maxx; + vertex[2].m_y = maxy; + vertex[2].m_z = zz; + vertex[2].m_u = maxu; + vertex[2].m_v = maxv; - bgfx::setVertexBuffer(&vb); - } + bgfx::setVertexBuffer(&vb); + } } class ExampleReflectiveShadowMap : public entry::AppI @@ -162,203 +172,205 @@ class ExampleReflectiveShadowMap : public entry::AppI // Enable debug text. bgfx::setDebug(m_debug); - // Labeling for renderdoc captures, etc - bgfx::setViewName(RENDER_PASS_GBUFFER, "gbuffer" ); - bgfx::setViewName(RENDER_PASS_SHADOW_MAP, "shadow map" ); - bgfx::setViewName(RENDER_PASS_LIGHT_BUFFER, "light buffer"); - bgfx::setViewName(RENDER_PASS_COMBINE, "post combine"); + // Labeling for renderdoc captures, etc + bgfx::setViewName(RENDER_PASS_GBUFFER, "gbuffer" ); + bgfx::setViewName(RENDER_PASS_SHADOW_MAP, "shadow map" ); + bgfx::setViewName(RENDER_PASS_LIGHT_BUFFER, "light buffer"); + bgfx::setViewName(RENDER_PASS_COMBINE, "post combine"); // Set up screen clears bgfx::setViewClear(RENDER_PASS_GBUFFER - , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH - , 0 - , 1.0f - , 0 - ); + , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH + , 0 + , 1.0f + , 0 + ); - bgfx::setViewClear(RENDER_PASS_LIGHT_BUFFER - , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH - , 0 - , 1.0f - , 0 - ); + bgfx::setViewClear(RENDER_PASS_LIGHT_BUFFER + , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH + , 0 + , 1.0f + , 0 + ); - bgfx::setViewClear(RENDER_PASS_SHADOW_MAP - , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH - , 0 - , 1.0f - , 0 - ); + bgfx::setViewClear(RENDER_PASS_SHADOW_MAP + , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH + , 0 + , 1.0f + , 0 + ); - // Create uniforms - u_tint = bgfx::createUniform("u_tint", bgfx::UniformType::Vec4); // Tint for when you click on items - u_lightDir = bgfx::createUniform("u_lightDir", bgfx::UniformType::Vec4); // Single directional light for entire scene - u_sphereInfo = bgfx::createUniform("u_sphereInfo", bgfx::UniformType::Vec4); // Info for RSM - u_invMvp = bgfx::createUniform("u_invMvp", bgfx::UniformType::Mat4); // Matrix needed in light buffer - u_invMvpShadow = bgfx::createUniform("u_invMvpShadow", bgfx::UniformType::Mat4); // Matrix needed in light buffer - u_lightMtx = bgfx::createUniform("u_lightMtx", bgfx::UniformType::Mat4); // Matrix needed to use shadow map (world to shadow space) - u_shadowDimsInv = bgfx::createUniform("u_shadowDimsInv", bgfx::UniformType::Vec4); // Used in PCF - u_rsmAmount = bgfx::createUniform("u_rsmAmount", bgfx::UniformType::Vec4); // How much RSM to use vs directional light + // Create uniforms + u_tint = bgfx::createUniform("u_tint", bgfx::UniformType::Vec4); // Tint for when you click on items + u_lightDir = bgfx::createUniform("u_lightDir", bgfx::UniformType::Vec4); // Single directional light for entire scene + u_sphereInfo = bgfx::createUniform("u_sphereInfo", bgfx::UniformType::Vec4); // Info for RSM + u_invMvp = bgfx::createUniform("u_invMvp", bgfx::UniformType::Mat4); // Matrix needed in light buffer + u_invMvpShadow = bgfx::createUniform("u_invMvpShadow", bgfx::UniformType::Mat4); // Matrix needed in light buffer + u_lightMtx = bgfx::createUniform("u_lightMtx", bgfx::UniformType::Mat4); // Matrix needed to use shadow map (world to shadow space) + u_shadowDimsInv = bgfx::createUniform("u_shadowDimsInv", bgfx::UniformType::Vec4); // Used in PCF + u_rsmAmount = bgfx::createUniform("u_rsmAmount", bgfx::UniformType::Vec4); // How much RSM to use vs directional light + + // Create texture sampler uniforms (used when we bind textures) + s_normal = bgfx::createUniform("s_normal", bgfx::UniformType::Int1); // Normal gbuffer + s_depth = bgfx::createUniform("s_depth", bgfx::UniformType::Int1); // Normal gbuffer + s_color = bgfx::createUniform("s_color", bgfx::UniformType::Int1); // Color (albedo) gbuffer + s_light = bgfx::createUniform("s_light", bgfx::UniformType::Int1); // Light buffer + s_shadowMap = bgfx::createUniform("s_shadowMap", bgfx::UniformType::Int1); // Shadow map + s_rsm = bgfx::createUniform("s_rsm", bgfx::UniformType::Int1); // Reflective shadow map - // Create texture sampler uniforms (used when we bind textures) - s_normal = bgfx::createUniform("s_normal", bgfx::UniformType::Int1); // Normal gbuffer - s_depth = bgfx::createUniform("s_depth", bgfx::UniformType::Int1); // Normal gbuffer - s_color = bgfx::createUniform("s_color", bgfx::UniformType::Int1); // Color (albedo) gbuffer - s_light = bgfx::createUniform("s_light", bgfx::UniformType::Int1); // Light buffer - s_shadowMap = bgfx::createUniform("s_shadowMap", bgfx::UniformType::Int1); // Shadow map - s_rsm = bgfx::createUniform("s_rsm", bgfx::UniformType::Int1); // Reflective shadow map - // Create program from shaders. m_gbufferProgram = loadProgram("vs_rsm_gbuffer", "fs_rsm_gbuffer"); // Gbuffer - m_shadowProgram = loadProgram("vs_rsm_shadow", "fs_rsm_shadow" ); // Drawing shadow map - m_lightProgram = loadProgram("vs_rsm_lbuffer", "fs_rsm_lbuffer"); // Light buffer - m_combineProgram = loadProgram("vs_rsm_combine", "fs_rsm_combine"); // Combiner + m_shadowProgram = loadProgram("vs_rsm_shadow", "fs_rsm_shadow" ); // Drawing shadow map + m_lightProgram = loadProgram("vs_rsm_lbuffer", "fs_rsm_lbuffer"); // Light buffer + m_combineProgram = loadProgram("vs_rsm_combine", "fs_rsm_combine"); // Combiner - // Load some meshes - for (uint32_t i = 0; i < MESH_COUNT; i++) { - m_meshes[i] = meshLoad(m_meshPaths[i]); - } + // Load some meshes + for (uint32_t i = 0; i < MESH_COUNT; i++) { + m_meshes[i] = meshLoad(m_meshPaths[i]); + } - // Randomly create some models - bx::RngMwc mwc; // Random number generator - for (Model & m : m_models) { - uint32_t r = mwc.gen() % 256; - uint32_t g = mwc.gen() % 256; - uint32_t b = mwc.gen() % 256; - m.mesh = 1+mwc.gen()%(MESH_COUNT-1); - m.color[0] = r/255.0f; - m.color[1] = g/255.0f; - m.color[2] = b/255.0f; - m.color[3] = 1.0f; - m.position[0] = (((mwc.gen() % 256)) - 128.0f)/20.0f; - m.position[1] = 0; - m.position[2] = (((mwc.gen() % 256)) - 128.0f)/20.0f; - } + // Randomly create some models + bx::RngMwc mwc; // Random number generator + for (Model & m : m_models) { + uint32_t r = mwc.gen() % 256; + uint32_t g = mwc.gen() % 256; + uint32_t b = mwc.gen() % 256; + m.mesh = 1+mwc.gen()%(MESH_COUNT-1); + m.color[0] = r/255.0f; + m.color[1] = g/255.0f; + m.color[2] = b/255.0f; + m.color[3] = 1.0f; + m.position[0] = (((mwc.gen() % 256)) - 128.0f)/20.0f; + m.position[1] = 0; + m.position[2] = (((mwc.gen() % 256)) - 128.0f)/20.0f; + } - // Load ground. We'll just use the cube since I don't have a ground model right now - m_ground = meshLoad("meshes/cube.bin"); + // Load ground. We'll just use the cube since I don't have a ground model right now + m_ground = meshLoad("meshes/cube.bin"); - // Light sphere - m_lightSphere = meshLoad("meshes/unit_sphere.bin"); + // Light sphere + m_lightSphere = meshLoad("meshes/unit_sphere.bin"); - const uint32_t samplerFlags = 0 - | BGFX_TEXTURE_RT - | BGFX_TEXTURE_MIN_POINT - | BGFX_TEXTURE_MAG_POINT - | BGFX_TEXTURE_MIP_POINT - | BGFX_TEXTURE_U_CLAMP - | BGFX_TEXTURE_V_CLAMP - ; + const uint32_t samplerFlags = 0 + | BGFX_TEXTURE_RT + | BGFX_TEXTURE_MIN_POINT + | BGFX_TEXTURE_MAG_POINT + | BGFX_TEXTURE_MIP_POINT + | BGFX_TEXTURE_U_CLAMP + | BGFX_TEXTURE_V_CLAMP + ; - // Make gbuffer and related textures - m_gbufferTex[GBUFFER_RT_NORMAL] = bgfx::createTexture2D(bgfx::BackbufferRatio::Equal, 1, bgfx::TextureFormat::BGRA8, samplerFlags); - m_gbufferTex[GBUFFER_RT_COLOR] = bgfx::createTexture2D(bgfx::BackbufferRatio::Equal, 1, bgfx::TextureFormat::BGRA8, samplerFlags); - m_gbufferTex[GBUFFER_RT_DEPTH] = bgfx::createTexture2D(bgfx::BackbufferRatio::Equal, 1, bgfx::TextureFormat::D24, samplerFlags); - m_gbuffer = bgfx::createFrameBuffer(BX_COUNTOF(m_gbufferTex), m_gbufferTex, true); + // Make gbuffer and related textures + m_gbufferTex[GBUFFER_RT_NORMAL] = bgfx::createTexture2D(bgfx::BackbufferRatio::Equal, 1, bgfx::TextureFormat::BGRA8, samplerFlags); + m_gbufferTex[GBUFFER_RT_COLOR] = bgfx::createTexture2D(bgfx::BackbufferRatio::Equal, 1, bgfx::TextureFormat::BGRA8, samplerFlags); + m_gbufferTex[GBUFFER_RT_DEPTH] = bgfx::createTexture2D(bgfx::BackbufferRatio::Equal, 1, bgfx::TextureFormat::D24, samplerFlags); + m_gbuffer = bgfx::createFrameBuffer(BX_COUNTOF(m_gbufferTex), m_gbufferTex, true); - // Make light buffer - m_lightBufferTex = bgfx::createTexture2D(bgfx::BackbufferRatio::Equal, 1, bgfx::TextureFormat::BGRA8, samplerFlags); - bgfx::TextureHandle lightBufferRTs[] = { - m_lightBufferTex - }; - m_lightBuffer = bgfx::createFrameBuffer(BX_COUNTOF(lightBufferRTs), lightBufferRTs, true); + // Make light buffer + m_lightBufferTex = bgfx::createTexture2D(bgfx::BackbufferRatio::Equal, 1, bgfx::TextureFormat::BGRA8, samplerFlags); + bgfx::TextureHandle lightBufferRTs[] = { + m_lightBufferTex + }; + m_lightBuffer = bgfx::createFrameBuffer(BX_COUNTOF(lightBufferRTs), lightBufferRTs, true); - // Make shadow buffer - const uint32_t rsmFlags = 0 - | BGFX_TEXTURE_RT - | BGFX_TEXTURE_MIN_POINT - | BGFX_TEXTURE_MAG_POINT - | BGFX_TEXTURE_MIP_POINT - | BGFX_TEXTURE_U_CLAMP - | BGFX_TEXTURE_V_CLAMP - ; + // Make shadow buffer + const uint32_t rsmFlags = 0 + | BGFX_TEXTURE_RT + | BGFX_TEXTURE_MIN_POINT + | BGFX_TEXTURE_MAG_POINT + | BGFX_TEXTURE_MIP_POINT + | BGFX_TEXTURE_U_CLAMP + | BGFX_TEXTURE_V_CLAMP + ; - // Reflective shadow map - m_shadowBufferTex[SHADOW_RT_RSM] = bgfx::createTexture2D( - SHADOW_MAP_DIM - , SHADOW_MAP_DIM - , 1 - , bgfx::TextureFormat::BGRA8, - rsmFlags - ); - - // Typical shadow map - m_shadowBufferTex[SHADOW_RT_DEPTH] = bgfx::createTexture2D( - SHADOW_MAP_DIM - , SHADOW_MAP_DIM - , 1 - , bgfx::TextureFormat::D16, - BGFX_TEXTURE_RT/* | BGFX_TEXTURE_COMPARE_LEQUAL*/ - ); // Note I'm not setting BGFX_TEXTURE_COMPARE_LEQUAL. Why? - // Normally a PCF shadow map such as this requires a compare. However, this sample also - // reads from this texture in the lighting pass, and only uses the PCF capabilites in the - // combine pass, so the flag is disabled by default. - - m_shadowBuffer = bgfx::createFrameBuffer(BX_COUNTOF(m_shadowBufferTex), m_shadowBufferTex, true); + // Reflective shadow map + m_shadowBufferTex[SHADOW_RT_RSM] = bgfx::createTexture2D( + SHADOW_MAP_DIM + , SHADOW_MAP_DIM + , 1 + , bgfx::TextureFormat::BGRA8, + rsmFlags + ); - // Vertex decl - PosTexCoord0Vertex::init(); + // Typical shadow map + m_shadowBufferTex[SHADOW_RT_DEPTH] = bgfx::createTexture2D( + SHADOW_MAP_DIM + , SHADOW_MAP_DIM + , 1 + , bgfx::TextureFormat::D16, + BGFX_TEXTURE_RT/* | BGFX_TEXTURE_COMPARE_LEQUAL*/ + ); // Note I'm not setting BGFX_TEXTURE_COMPARE_LEQUAL. Why? + // Normally a PCF shadow map such as this requires a compare. However, this sample also + // reads from this texture in the lighting pass, and only uses the PCF capabilites in the + // combine pass, so the flag is disabled by default. - // Init camera - cameraCreate(); - float camPos[] = {0.0f, 1.5f, 0.0f}; - cameraSetPosition(camPos); - cameraSetVerticalAngle(-0.3f); + m_shadowBuffer = bgfx::createFrameBuffer(BX_COUNTOF(m_shadowBufferTex), m_shadowBufferTex, true); - // Init directional light - updateLightDir(); - - // Get renderer capabilities info. - m_caps = bgfx::getCaps(); - const bgfx::RendererType::Enum renderer = bgfx::getRendererType(); - m_texelHalf = bgfx::RendererType::Direct3D9 == renderer ? 0.5f : 0.0f; + // Vertex decl + PosTexCoord0Vertex::init(); - imguiCreate(); - } + // Init camera + cameraCreate(); + float camPos[] = {0.0f, 1.5f, 0.0f}; + cameraSetPosition(camPos); + cameraSetVerticalAngle(-0.3f); + + // Init directional light + updateLightDir(); + + // Get renderer capabilities info. + m_caps = bgfx::getCaps(); + const bgfx::RendererType::Enum renderer = bgfx::getRendererType(); + m_texelHalf = bgfx::RendererType::Direct3D9 == renderer ? 0.5f : 0.0f; + + imguiCreate(); + } int shutdown() BX_OVERRIDE { - for (uint32_t i = 0; i < MESH_COUNT; i++) { - meshUnload(m_meshes[i]); - } - meshUnload(m_ground); - meshUnload(m_lightSphere); + for (uint32_t i = 0; i < MESH_COUNT; i++) + { + meshUnload(m_meshes[i]); + } + + meshUnload(m_ground); + meshUnload(m_lightSphere); // Cleanup. bgfx::destroyProgram(m_gbufferProgram); - bgfx::destroyProgram(m_lightProgram); - bgfx::destroyProgram(m_combineProgram); - bgfx::destroyProgram(m_shadowProgram); + bgfx::destroyProgram(m_lightProgram); + bgfx::destroyProgram(m_combineProgram); + bgfx::destroyProgram(m_shadowProgram); bgfx::destroyUniform(u_tint); - bgfx::destroyUniform(u_lightDir); - bgfx::destroyUniform(u_sphereInfo); - bgfx::destroyUniform(u_invMvp); - bgfx::destroyUniform(u_invMvpShadow); - bgfx::destroyUniform(u_lightMtx); - bgfx::destroyUniform(u_shadowDimsInv); - bgfx::destroyUniform(u_rsmAmount); - bgfx::destroyUniform(s_normal); - bgfx::destroyUniform(s_depth); - bgfx::destroyUniform(s_light); - bgfx::destroyUniform(s_color); - bgfx::destroyUniform(s_shadowMap); - bgfx::destroyUniform(s_rsm); + bgfx::destroyUniform(u_lightDir); + bgfx::destroyUniform(u_sphereInfo); + bgfx::destroyUniform(u_invMvp); + bgfx::destroyUniform(u_invMvpShadow); + bgfx::destroyUniform(u_lightMtx); + bgfx::destroyUniform(u_shadowDimsInv); + bgfx::destroyUniform(u_rsmAmount); + bgfx::destroyUniform(s_normal); + bgfx::destroyUniform(s_depth); + bgfx::destroyUniform(s_light); + bgfx::destroyUniform(s_color); + bgfx::destroyUniform(s_shadowMap); + bgfx::destroyUniform(s_rsm); - bgfx::destroyFrameBuffer(m_gbuffer); - bgfx::destroyFrameBuffer(m_lightBuffer); - bgfx::destroyFrameBuffer(m_shadowBuffer); + bgfx::destroyFrameBuffer(m_gbuffer); + bgfx::destroyFrameBuffer(m_lightBuffer); + bgfx::destroyFrameBuffer(m_shadowBuffer); - for (uint32_t i = 0; i < BX_COUNTOF(m_gbufferTex); i++) - bgfx::destroyTexture(m_gbufferTex[i]); + for (uint32_t i = 0; i < BX_COUNTOF(m_gbufferTex); i++) + bgfx::destroyTexture(m_gbufferTex[i]); - bgfx::destroyTexture(m_lightBufferTex); - for (uint32_t i = 0; i < BX_COUNTOF(m_shadowBufferTex); i++) - bgfx::destroyTexture(m_shadowBufferTex[i]); + bgfx::destroyTexture(m_lightBufferTex); + for (uint32_t i = 0; i < BX_COUNTOF(m_shadowBufferTex); i++) + bgfx::destroyTexture(m_shadowBufferTex[i]); - cameraDestroy(); + cameraDestroy(); - imguiDestroy(); + imguiDestroy(); // Shutdown bgfx. bgfx::shutdown(); @@ -370,14 +382,14 @@ class ExampleReflectiveShadowMap : public entry::AppI { if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) ) { - // Update frame timer - int64_t now = bx::getHPCounter(); - static int64_t last = now; - const int64_t frameTime = now - last; - last = now; - const double freq = double(bx::getHPFrequency()); - const double toMs = 1000.0 / freq; - const float deltaTime = float(frameTime/freq); + // Update frame timer + int64_t now = bx::getHPCounter(); + static int64_t last = now; + const int64_t frameTime = now - last; + last = now; + const double freq = double(bx::getHPFrequency()); + const double toMs = 1000.0 / freq; + const float deltaTime = float(frameTime/freq); // Use debug font to print information about this example. bgfx::dbgTextClear(); @@ -385,163 +397,163 @@ class ExampleReflectiveShadowMap : public entry::AppI bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: GI via reflective shadow map."); bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs); - // Update camera - cameraUpdate(deltaTime*0.15f, m_mouseState); + // Update camera + cameraUpdate(deltaTime*0.15f, m_mouseState); - // Set up matrices for gbuffer + // Set up matrices for gbuffer float view[16]; cameraGetViewMtx(view); float proj[16]; bx::mtxProj(proj, 60.0f, float(m_width)/float(m_height), 0.1f, 100.0f); - bgfx::setViewRect(RENDER_PASS_GBUFFER, 0, 0, uint16_t(m_width), uint16_t(m_height)); - bgfx::setViewTransform(RENDER_PASS_GBUFFER, view, proj); - // Make sure when we draw it goes into gbuffer and not backbuffer - bgfx::setViewFrameBuffer(RENDER_PASS_GBUFFER, m_gbuffer); - // Draw everything into g-buffer - drawAllModels(RENDER_PASS_GBUFFER, m_gbufferProgram); - - // Draw shadow map - - // Set up transforms for shadow map - float smView[16], smProj[16], lightEye[3], lightAt[3]; - lightEye[0] = m_lightDir[0]*LIGHT_DIST; - lightEye[1] = m_lightDir[1]*LIGHT_DIST; - lightEye[2] = m_lightDir[2]*LIGHT_DIST; + bgfx::setViewRect(RENDER_PASS_GBUFFER, 0, 0, uint16_t(m_width), uint16_t(m_height)); + bgfx::setViewTransform(RENDER_PASS_GBUFFER, view, proj); + // Make sure when we draw it goes into gbuffer and not backbuffer + bgfx::setViewFrameBuffer(RENDER_PASS_GBUFFER, m_gbuffer); + // Draw everything into g-buffer + drawAllModels(RENDER_PASS_GBUFFER, m_gbufferProgram); - lightAt[0] = 0.0f; - lightAt[1] = 0.0f; - lightAt[2] = 0.0f; + // Draw shadow map - bx::mtxLookAt(smView, lightEye, lightAt); - const float area = 10.0f; - bgfx::RendererType::Enum renderer = bgfx::getRendererType(); - bool flipV = false - || renderer == bgfx::RendererType::OpenGL - || renderer == bgfx::RendererType::OpenGLES - ; - bx::mtxOrtho(smProj, -area, area, -area, area, -100.0f, 100.0f, 0.0f, flipV); - bgfx::setViewTransform(RENDER_PASS_SHADOW_MAP, smView, smProj); - bgfx::setViewFrameBuffer(RENDER_PASS_SHADOW_MAP, m_shadowBuffer); - bgfx::setViewRect(RENDER_PASS_SHADOW_MAP, 0, 0, SHADOW_MAP_DIM, SHADOW_MAP_DIM); + // Set up transforms for shadow map + float smView[16], smProj[16], lightEye[3], lightAt[3]; + lightEye[0] = m_lightDir[0]*LIGHT_DIST; + lightEye[1] = m_lightDir[1]*LIGHT_DIST; + lightEye[2] = m_lightDir[2]*LIGHT_DIST; - drawAllModels(RENDER_PASS_SHADOW_MAP, m_shadowProgram); - - // Next draw light buffer + lightAt[0] = 0.0f; + lightAt[1] = 0.0f; + lightAt[2] = 0.0f; - // Set up matrices for light buffer - bgfx::setViewRect(RENDER_PASS_LIGHT_BUFFER, 0, 0, uint16_t(m_width), uint16_t(m_height)); - bgfx::setViewTransform(RENDER_PASS_LIGHT_BUFFER, view, proj); // Notice, same view and proj as gbuffer - // Set drawing into light buffer - bgfx::setViewFrameBuffer(RENDER_PASS_LIGHT_BUFFER, m_lightBuffer); + bx::mtxLookAt(smView, lightEye, lightAt); + const float area = 10.0f; + bgfx::RendererType::Enum renderer = bgfx::getRendererType(); + bool flipV = false + || renderer == bgfx::RendererType::OpenGL + || renderer == bgfx::RendererType::OpenGLES + ; + bx::mtxOrtho(smProj, -area, area, -area, area, -100.0f, 100.0f, 0.0f, flipV); + bgfx::setViewTransform(RENDER_PASS_SHADOW_MAP, smView, smProj); + bgfx::setViewFrameBuffer(RENDER_PASS_SHADOW_MAP, m_shadowBuffer); + bgfx::setViewRect(RENDER_PASS_SHADOW_MAP, 0, 0, SHADOW_MAP_DIM, SHADOW_MAP_DIM); - // Inverse view projection is needed in shader so set that up - float vp[16], invMvp[16]; - bx::mtxMul(vp, view, proj); - bx::mtxInverse(invMvp, vp); + drawAllModels(RENDER_PASS_SHADOW_MAP, m_shadowProgram); - // Light matrix used in combine pass and inverse used in light pass - float lightMtx[16]; // World space to light space (shadow map space) - bx::mtxMul(lightMtx, smView, smProj); - float invMvpShadow[16]; - bx::mtxInverse(invMvpShadow, lightMtx); + // Next draw light buffer - // Draw some lights (these should really be instanced but for this example they aren't...) - const unsigned MAX_SPHERE = 32; - for (uint32_t i = 0; i < MAX_SPHERE; i++) { - for (uint32_t j = 0; j < MAX_SPHERE; j++) { - // These are used in the fragment shader - bgfx::setTexture(0, s_normal, m_gbuffer, GBUFFER_RT_NORMAL); // Normal for lighting calculations - bgfx::setTexture(1, s_depth, m_gbuffer, GBUFFER_RT_DEPTH); // Depth to reconstruct world position + // Set up matrices for light buffer + bgfx::setViewRect(RENDER_PASS_LIGHT_BUFFER, 0, 0, uint16_t(m_width), uint16_t(m_height)); + bgfx::setViewTransform(RENDER_PASS_LIGHT_BUFFER, view, proj); // Notice, same view and proj as gbuffer + // Set drawing into light buffer + bgfx::setViewFrameBuffer(RENDER_PASS_LIGHT_BUFFER, m_lightBuffer); - // Thse are used in the vert shader - bgfx::setTexture(2, s_shadowMap, m_shadowBuffer, SHADOW_RT_DEPTH); // Used to place sphere - bgfx::setTexture(3, s_rsm, m_shadowBuffer, SHADOW_RT_RSM); // Used to scale/color sphere + // Inverse view projection is needed in shader so set that up + float vp[16], invMvp[16]; + bx::mtxMul(vp, view, proj); + bx::mtxInverse(invMvp, vp); - bgfx::setUniform(u_invMvp, invMvp); - bgfx::setUniform(u_invMvpShadow, invMvpShadow); - float sphereInfo[4]; - sphereInfo[0] = ((float)i/(MAX_SPHERE-1)); - sphereInfo[1] = ((float)j/(MAX_SPHERE-1)); - sphereInfo[2] = m_vplRadius; - sphereInfo[3] = 0.0; // Unused - bgfx::setUniform(u_sphereInfo, sphereInfo); + // Light matrix used in combine pass and inverse used in light pass + float lightMtx[16]; // World space to light space (shadow map space) + bx::mtxMul(lightMtx, smView, smProj); + float invMvpShadow[16]; + bx::mtxInverse(invMvpShadow, lightMtx); - const uint64_t lightDrawState = 0 - | BGFX_STATE_RGB_WRITE - | BGFX_STATE_BLEND_ADD // <=== Overlapping lights contribute more - | BGFX_STATE_ALPHA_WRITE - | BGFX_STATE_CULL_CW // <=== If we go into the lights, there will be problems, so we draw the far back face. - ; + // Draw some lights (these should really be instanced but for this example they aren't...) + const unsigned MAX_SPHERE = 32; + for (uint32_t i = 0; i < MAX_SPHERE; i++) { + for (uint32_t j = 0; j < MAX_SPHERE; j++) { + // These are used in the fragment shader + bgfx::setTexture(0, s_normal, m_gbuffer, GBUFFER_RT_NORMAL); // Normal for lighting calculations + bgfx::setTexture(1, s_depth, m_gbuffer, GBUFFER_RT_DEPTH); // Depth to reconstruct world position - meshSubmit( - m_lightSphere, - RENDER_PASS_LIGHT_BUFFER, - m_lightProgram, - NULL, - lightDrawState - ); - } - } - - // Draw combine pass + // Thse are used in the vert shader + bgfx::setTexture(2, s_shadowMap, m_shadowBuffer, SHADOW_RT_DEPTH); // Used to place sphere + bgfx::setTexture(3, s_rsm, m_shadowBuffer, SHADOW_RT_RSM); // Used to scale/color sphere - // Texture inputs for combine pass - bgfx::setTexture(0, s_normal, m_gbuffer, GBUFFER_RT_NORMAL); - bgfx::setTexture(1, s_color, m_gbuffer, GBUFFER_RT_COLOR); - bgfx::setTexture(2, s_light, m_lightBuffer, 0); - bgfx::setTexture(3, s_depth, m_gbuffer, GBUFFER_RT_DEPTH); - bgfx::setTexture(4, s_shadowMap, m_shadowBuffer, SHADOW_RT_DEPTH, BGFX_TEXTURE_COMPARE_LEQUAL); + bgfx::setUniform(u_invMvp, invMvp); + bgfx::setUniform(u_invMvpShadow, invMvpShadow); + float sphereInfo[4]; + sphereInfo[0] = ((float)i/(MAX_SPHERE-1)); + sphereInfo[1] = ((float)j/(MAX_SPHERE-1)); + sphereInfo[2] = m_vplRadius; + sphereInfo[3] = 0.0; // Unused + bgfx::setUniform(u_sphereInfo, sphereInfo); - // Uniforms for combine pass + const uint64_t lightDrawState = 0 + | BGFX_STATE_RGB_WRITE + | BGFX_STATE_BLEND_ADD // <=== Overlapping lights contribute more + | BGFX_STATE_ALPHA_WRITE + | BGFX_STATE_CULL_CW // <=== If we go into the lights, there will be problems, so we draw the far back face. + ; - bgfx::setUniform(u_lightDir, m_lightDir); - bgfx::setUniform(u_invMvp, invMvp); - bgfx::setUniform(u_lightMtx, lightMtx); - const float invDim[4] = {1.0f/SHADOW_MAP_DIM, 0.0f, 0.0f, 0.0f}; - bgfx::setUniform(u_shadowDimsInv, invDim); - float rsmAmount[4] = {m_rsmAmount,m_rsmAmount,m_rsmAmount,m_rsmAmount}; - bgfx::setUniform(u_rsmAmount, rsmAmount); + meshSubmit( + m_lightSphere, + RENDER_PASS_LIGHT_BUFFER, + m_lightProgram, + NULL, + lightDrawState + ); + } + } - // Set up state for combine pass - // point of this is to avoid doing depth test, which is in the default state - bgfx::setState(0 - | BGFX_STATE_RGB_WRITE - | BGFX_STATE_ALPHA_WRITE - ); + // Draw combine pass - // Set up transform matrix for fullscreen quad - float orthoProj[16]; - bx::mtxOrtho(orthoProj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f); - bgfx::setViewTransform(RENDER_PASS_COMBINE, NULL, orthoProj); - bgfx::setViewRect(RENDER_PASS_COMBINE, 0, 0, m_width, m_height); - // Bind vertex buffer and draw quad - screenSpaceQuad( (float)m_width, (float)m_height, m_texelHalf, m_caps->originBottomLeft); - bgfx::submit(RENDER_PASS_COMBINE, m_combineProgram); + // Texture inputs for combine pass + bgfx::setTexture(0, s_normal, m_gbuffer, GBUFFER_RT_NORMAL); + bgfx::setTexture(1, s_color, m_gbuffer, GBUFFER_RT_COLOR); + bgfx::setTexture(2, s_light, m_lightBuffer, 0); + bgfx::setTexture(3, s_depth, m_gbuffer, GBUFFER_RT_DEPTH); + bgfx::setTexture(4, s_shadowMap, m_shadowBuffer, SHADOW_RT_DEPTH, BGFX_TEXTURE_COMPARE_LEQUAL); - // Draw UI - imguiBeginFrame(m_mouseState.m_mx - , m_mouseState.m_my - , (m_mouseState.m_buttons[entry::MouseButton::Left] ? IMGUI_MBUT_LEFT : 0) - | (m_mouseState.m_buttons[entry::MouseButton::Right] ? IMGUI_MBUT_RIGHT : 0) - | (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0) - , m_mouseState.m_mz - , m_width - , m_height - ); + // Uniforms for combine pass - imguiBeginArea("RSM:", 10, 100, 300, 400); + bgfx::setUniform(u_lightDir, m_lightDir); + bgfx::setUniform(u_invMvp, invMvp); + bgfx::setUniform(u_lightMtx, lightMtx); + const float invDim[4] = {1.0f/SHADOW_MAP_DIM, 0.0f, 0.0f, 0.0f}; + bgfx::setUniform(u_shadowDimsInv, invDim); + float rsmAmount[4] = {m_rsmAmount,m_rsmAmount,m_rsmAmount,m_rsmAmount}; + bgfx::setUniform(u_rsmAmount, rsmAmount); - imguiSlider("rsm amount", m_rsmAmount, 0.0f, 0.7f, 0.01f); - imguiSlider("vpl radius", m_vplRadius, 0.25f, 20.0f, 0.1f); - imguiSlider("light azimuth", m_lightAzimuth, 0.0f, 360.0f, 0.01f); - imguiSlider("light elevation", m_lightElevation, 35.0f, 90.0f, 0.01f); - - imguiEndArea(); - imguiEndFrame(); + // Set up state for combine pass + // point of this is to avoid doing depth test, which is in the default state + bgfx::setState(0 + | BGFX_STATE_RGB_WRITE + | BGFX_STATE_ALPHA_WRITE + ); - updateLightDir(); + // Set up transform matrix for fullscreen quad + float orthoProj[16]; + bx::mtxOrtho(orthoProj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f); + bgfx::setViewTransform(RENDER_PASS_COMBINE, NULL, orthoProj); + bgfx::setViewRect(RENDER_PASS_COMBINE, 0, 0, m_width, m_height); + // Bind vertex buffer and draw quad + screenSpaceQuad( (float)m_width, (float)m_height, m_texelHalf, m_caps->originBottomLeft); + bgfx::submit(RENDER_PASS_COMBINE, m_combineProgram); + + // Draw UI + imguiBeginFrame(m_mouseState.m_mx + , m_mouseState.m_my + , (m_mouseState.m_buttons[entry::MouseButton::Left] ? IMGUI_MBUT_LEFT : 0) + | (m_mouseState.m_buttons[entry::MouseButton::Right] ? IMGUI_MBUT_RIGHT : 0) + | (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0) + , m_mouseState.m_mz + , m_width + , m_height + ); + + imguiBeginArea("RSM:", 10, 100, 300, 400); + + imguiSlider("rsm amount", m_rsmAmount, 0.0f, 0.7f, 0.01f); + imguiSlider("vpl radius", m_vplRadius, 0.25f, 20.0f, 0.1f); + imguiSlider("light azimuth", m_lightAzimuth, 0.0f, 360.0f, 0.01f); + imguiSlider("light elevation", m_lightElevation, 35.0f, 90.0f, 0.01f); + + imguiEndArea(); + imguiEndFrame(); + + updateLightDir(); // Advance to next frame. Rendering thread will be kicked to // process submitted rendering primitives. @@ -553,137 +565,132 @@ class ExampleReflectiveShadowMap : public entry::AppI return false; } - void drawAllModels(uint8_t _pass, bgfx::ProgramHandle _program) { - for (const Model & m : m_models) { - // Set up transform matrix for each model - float scale = m_meshScale[m.mesh]; - float mtx[16]; - bx::mtxSRT(mtx - , scale - , scale - , scale - , 0.0f - , 0.0f - , 0.0f - , m.position[0] - , m.position[1] - , m.position[2] - ); - - // Submit mesh to gbuffer - bgfx::setUniform(u_tint, m.color); - meshSubmit(m_meshes[m.mesh], _pass, _program, mtx); - } + void drawAllModels(uint8_t _pass, bgfx::ProgramHandle _program) + { + for (const Model & m : m_models) + { + // Set up transform matrix for each model + float scale = m_meshScale[m.mesh]; + float mtx[16]; + bx::mtxSRT(mtx + , scale + , scale + , scale + , 0.0f + , 0.0f + , 0.0f + , m.position[0] + , m.position[1] + , m.position[2] + ); - // Draw ground - const float white[4] = {1.0f, 1.0f, 1.0f, 1.0f}; - bgfx::setUniform(u_tint, white); - float mtxScale[16]; - float scale = 10.0; - bx::mtxScale(mtxScale - , scale - , scale - , scale - ); - float mtxTrans[16]; - bx::mtxTranslate(mtxTrans - , 0.0f - , -10.0f - , 0.0f - ); - float mtx[16]; - bx::mtxMul(mtx, mtxScale, mtxTrans); - meshSubmit(m_ground, _pass, _program, mtx); - } + // Submit mesh to gbuffer + bgfx::setUniform(u_tint, m.color); + meshSubmit(m_meshes[m.mesh], _pass, _program, mtx); + } - void updateLightDir () { - float el = m_lightElevation * (bx::pi/180.0f); - float az = m_lightAzimuth * (bx::pi/180.0f); - m_lightDir[0] = cos(el)*cos(az); - m_lightDir[2] = cos(el)*sin(az); - m_lightDir[1] = sin(el); - m_lightDir[3] = 0.0f; - } + // Draw ground + const float white[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; + bgfx::setUniform(u_tint, white); + float mtxScale[16]; + float scale = 10.0; + bx::mtxScale(mtxScale + , scale + , scale + , scale + ); + float mtxTrans[16]; + bx::mtxTranslate(mtxTrans + , 0.0f + , -10.0f + , 0.0f + ); + float mtx[16]; + bx::mtxMul(mtx, mtxScale, mtxTrans); + meshSubmit(m_ground, _pass, _program, mtx); + } + + void updateLightDir() + { + float el = m_lightElevation * (bx::pi/180.0f); + float az = m_lightAzimuth * (bx::pi/180.0f); + m_lightDir[0] = cos(el)*cos(az); + m_lightDir[2] = cos(el)*sin(az); + m_lightDir[1] = sin(el); + m_lightDir[3] = 0.0f; + } uint32_t m_width; uint32_t m_height; uint32_t m_debug; uint32_t m_reset; - entry::MouseState m_mouseState; - - Mesh* m_ground; - Mesh* m_lightSphere; // Unit sphere - - // Resource handles + entry::MouseState m_mouseState; + + Mesh* m_ground; + Mesh* m_lightSphere; // Unit sphere + + // Resource handles bgfx::ProgramHandle m_gbufferProgram; - bgfx::ProgramHandle m_shadowProgram; - bgfx::ProgramHandle m_lightProgram; - bgfx::ProgramHandle m_combineProgram; - bgfx::FrameBufferHandle m_gbuffer; - bgfx::FrameBufferHandle m_lightBuffer; - bgfx::FrameBufferHandle m_shadowBuffer; + bgfx::ProgramHandle m_shadowProgram; + bgfx::ProgramHandle m_lightProgram; + bgfx::ProgramHandle m_combineProgram; + bgfx::FrameBufferHandle m_gbuffer; + bgfx::FrameBufferHandle m_lightBuffer; + bgfx::FrameBufferHandle m_shadowBuffer; - // Shader uniforms - bgfx::UniformHandle u_tint; - bgfx::UniformHandle u_invMvp; - bgfx::UniformHandle u_invMvpShadow; - bgfx::UniformHandle u_lightMtx; - bgfx::UniformHandle u_lightDir; - bgfx::UniformHandle u_sphereInfo; - bgfx::UniformHandle u_shadowDimsInv; - bgfx::UniformHandle u_rsmAmount; + // Shader uniforms + bgfx::UniformHandle u_tint; + bgfx::UniformHandle u_invMvp; + bgfx::UniformHandle u_invMvpShadow; + bgfx::UniformHandle u_lightMtx; + bgfx::UniformHandle u_lightDir; + bgfx::UniformHandle u_sphereInfo; + bgfx::UniformHandle u_shadowDimsInv; + bgfx::UniformHandle u_rsmAmount; - // Uniforms to identify texture samples - bgfx::UniformHandle s_normal; - bgfx::UniformHandle s_depth; - bgfx::UniformHandle s_color; - bgfx::UniformHandle s_light; - bgfx::UniformHandle s_shadowMap; - bgfx::UniformHandle s_rsm; + // Uniforms to identify texture samples + bgfx::UniformHandle s_normal; + bgfx::UniformHandle s_depth; + bgfx::UniformHandle s_color; + bgfx::UniformHandle s_light; + bgfx::UniformHandle s_shadowMap; + bgfx::UniformHandle s_rsm; - // Various render targets - bgfx::TextureHandle m_gbufferTex[3]; - bgfx::TextureHandle m_lightBufferTex; - bgfx::TextureHandle m_shadowBufferTex[2]; + // Various render targets + bgfx::TextureHandle m_gbufferTex[3]; + bgfx::TextureHandle m_lightBufferTex; + bgfx::TextureHandle m_shadowBufferTex[2]; - uint32_t m_reading = 0; - uint32_t m_currFrame = UINT32_MAX; + uint32_t m_reading = 0; + uint32_t m_currFrame = UINT32_MAX; - // UI - bool m_cameraSpin = false; + // UI + bool m_cameraSpin = false; - struct Model { - uint32_t mesh; // Index of mesh in m_meshes - float color[4]; - float position[3]; - }; + struct Model + { + uint32_t mesh; // Index of mesh in m_meshes + float color[4]; + float position[3]; + }; - Model m_models[MODEL_COUNT]; + Model m_models[MODEL_COUNT]; - const char * m_meshPaths[MESH_COUNT] = { - "meshes/cube.bin" - ,"meshes/orb.bin" - ,"meshes/column.bin" - ,"meshes/bunny.bin" - ,"meshes/tree.bin" - ,"meshes/hollowcube.bin" - }; + // Light position; + float m_lightDir[4]; + float m_lightElevation = 35.0f; + float m_lightAzimuth = 215.0f; - // Light position; - float m_lightDir[4]; - float m_lightElevation = 35.0f; - float m_lightAzimuth = 215.0f; - - float m_rsmAmount = 0.25f; // Amount of rsm - float m_vplRadius = 3.0f; // Radius of virtual point light + float m_rsmAmount = 0.25f; // Amount of rsm + float m_vplRadius = 3.0f; // Radius of virtual point light - const float m_meshScale[MESH_COUNT] = {0.25f, 0.5f, 0.05f, 0.5f, 0.05f, 0.05f}; - const bgfx::Caps* m_caps; - Mesh * m_meshes[MESH_COUNT]; - - float m_texelHalf = 0.0f; // Texel offset for dx9 + const float m_meshScale[MESH_COUNT] = {0.25f, 0.5f, 0.05f, 0.5f, 0.05f, 0.05f}; + const bgfx::Caps* m_caps; + Mesh * m_meshes[MESH_COUNT]; + + float m_texelHalf = 0.0f; // Texel offset for dx9 }; ENTRY_IMPLEMENT_MAIN(ExampleReflectiveShadowMap);