shadowmaps simple to entry::AppI (#1157)

This commit is contained in:
attilaz 2017-06-13 23:33:56 +02:00 committed by Branimir Karadžić
parent 10d78210f7
commit a7d937f990

View File

@ -41,329 +41,375 @@ static const uint16_t s_planeIndices[] =
1, 3, 2,
};
int _main_(int _argc, char** _argv)
class ExampleShadowmapsSimple : public entry::AppI
{
Args args(_argc, _argv);
void init(int _argc, char** _argv) BX_OVERRIDE
{
uint32_t width = 1280;
uint32_t height = 720;
uint32_t debug = BGFX_DEBUG_TEXT;
uint32_t reset = BGFX_RESET_VSYNC;
bgfx::init(args.m_type, args.m_pciId);
bgfx::reset(width, height, reset);
bgfx::RendererType::Enum renderer = bgfx::getRendererType();
bool flipV = false
Args args(_argc, _argv);
m_width = 1280;
m_height = 720;
m_debug = BGFX_DEBUG_TEXT;
m_reset = BGFX_RESET_VSYNC;
bgfx::init(args.m_type, args.m_pciId);
bgfx::reset(m_width, m_height, m_reset);
bgfx::RendererType::Enum renderer = bgfx::getRendererType();
m_flipV = false
|| renderer == bgfx::RendererType::OpenGL
|| renderer == bgfx::RendererType::OpenGLES
;
// Enable debug text.
bgfx::setDebug(debug);
// Uniforms.
bgfx::UniformHandle u_shadowMap = bgfx::createUniform("u_shadowMap", bgfx::UniformType::Int1);
bgfx::UniformHandle u_lightPos = bgfx::createUniform("u_lightPos", bgfx::UniformType::Vec4);
bgfx::UniformHandle u_lightMtx = bgfx::createUniform("u_lightMtx", bgfx::UniformType::Mat4);
// When using GL clip space depth range [-1, 1] and packing depth into color buffer, we need to
// adjust the depth range to be [0, 1] for writing to the color buffer
bgfx::UniformHandle u_depthScaleOffset = bgfx::createUniform("u_depthScaleOffset", bgfx::UniformType::Vec4);
const float depthScale = flipV ? 0.5f : 1.0f;
const float depthOffset = flipV ? 0.5f : 0.0f;
float depthScaleOffset[4] = {depthScale, depthOffset, 0.0f, 0.0f};
bgfx::setUniform(u_depthScaleOffset, depthScaleOffset);
// Vertex declarations.
bgfx::VertexDecl PosNormalDecl;
PosNormalDecl.begin()
// Enable debug text.
bgfx::setDebug(m_debug);
// Uniforms.
u_shadowMap = bgfx::createUniform("u_shadowMap", bgfx::UniformType::Int1);
u_lightPos = bgfx::createUniform("u_lightPos", bgfx::UniformType::Vec4);
u_lightMtx = bgfx::createUniform("u_lightMtx", bgfx::UniformType::Mat4);
// When using GL clip space depth range [-1, 1] and packing depth into color buffer, we need to
// adjust the depth range to be [0, 1] for writing to the color buffer
u_depthScaleOffset = bgfx::createUniform("u_depthScaleOffset", bgfx::UniformType::Vec4);
m_depthScale = m_flipV ? 0.5f : 1.0f;
m_depthOffset = m_flipV ? 0.5f : 0.0f;
float depthScaleOffset[4] = {m_depthScale, m_depthOffset, 0.0f, 0.0f};
bgfx::setUniform(u_depthScaleOffset, depthScaleOffset);
// Vertex declarations.
bgfx::VertexDecl PosNormalDecl;
PosNormalDecl.begin()
.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
.add(bgfx::Attrib::Normal, 4, bgfx::AttribType::Uint8, true, true)
.end();
// Meshes.
Mesh* bunny = meshLoad("meshes/bunny.bin");
Mesh* cube = meshLoad("meshes/cube.bin");
Mesh* hollowcube = meshLoad("meshes/hollowcube.bin");
bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(
bgfx::makeRef(s_hplaneVertices, sizeof(s_hplaneVertices) )
, PosNormalDecl
);
bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(
bgfx::makeRef(s_planeIndices, sizeof(s_planeIndices) )
);
// Render targets.
uint16_t shadowMapSize = 512;
// Get renderer capabilities info.
const bgfx::Caps* caps = bgfx::getCaps();
// Shadow samplers are supported at least partially supported if texture
// compare less equal feature is supported.
bool shadowSamplerSupported = 0 != (caps->supported & BGFX_CAPS_TEXTURE_COMPARE_LEQUAL);
bgfx::ProgramHandle progShadow;
bgfx::ProgramHandle progMesh;
bgfx::TextureHandle shadowMapTexture;
bgfx::FrameBufferHandle shadowMapFB;
if (shadowSamplerSupported)
{
// Depth textures and shadow samplers are supported.
progShadow = loadProgram("vs_sms_shadow", "fs_sms_shadow");
progMesh = loadProgram("vs_sms_mesh", "fs_sms_mesh");
shadowMapTexture = bgfx::createTexture2D(shadowMapSize, shadowMapSize, false, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT | BGFX_TEXTURE_COMPARE_LEQUAL);
bgfx::TextureHandle fbtextures[] = { shadowMapTexture };
shadowMapFB = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
}
else
{
// Depth textures and shadow samplers are not supported. Use float
// depth packing into color buffer instead.
progShadow = loadProgram("vs_sms_shadow_pd", "fs_sms_shadow_pd");
progMesh = loadProgram("vs_sms_mesh", "fs_sms_mesh_pd");
shadowMapTexture = bgfx::createTexture2D(shadowMapSize, shadowMapSize, false, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT);
bgfx::TextureHandle fbtextures[] =
// Meshes.
m_bunny = meshLoad("meshes/bunny.bin");
m_cube = meshLoad("meshes/cube.bin");
m_hollowcube = meshLoad("meshes/hollowcube.bin");
m_vbh = bgfx::createVertexBuffer(
bgfx::makeRef(s_hplaneVertices, sizeof(s_hplaneVertices) )
, PosNormalDecl
);
m_ibh = bgfx::createIndexBuffer(
bgfx::makeRef(s_planeIndices, sizeof(s_planeIndices) )
);
// Render targets.
m_shadowMapSize = 512;
// Get renderer capabilities info.
const bgfx::Caps* caps = bgfx::getCaps();
// Shadow samplers are supported at least partially supported if texture
// compare less equal feature is supported.
m_shadowSamplerSupported = 0 != (caps->supported & BGFX_CAPS_TEXTURE_COMPARE_LEQUAL);
bgfx::TextureHandle shadowMapTexture;
if (m_shadowSamplerSupported)
{
shadowMapTexture,
bgfx::createTexture2D(shadowMapSize, shadowMapSize, false, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT_WRITE_ONLY),
};
shadowMapFB = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
}
MeshState* state[2];
state[0] = meshStateCreate();
state[0]->m_state = 0
| BGFX_STATE_RGB_WRITE
| BGFX_STATE_ALPHA_WRITE
| BGFX_STATE_DEPTH_WRITE
| BGFX_STATE_DEPTH_TEST_LESS
| BGFX_STATE_CULL_CCW
| BGFX_STATE_MSAA
;
state[0]->m_program = progShadow;
state[0]->m_viewId = RENDER_SHADOW_PASS_ID;
state[0]->m_numTextures = 0;
state[1] = meshStateCreate();
state[1]->m_state = 0
| BGFX_STATE_RGB_WRITE
| BGFX_STATE_ALPHA_WRITE
| BGFX_STATE_DEPTH_WRITE
| BGFX_STATE_DEPTH_TEST_LESS
| BGFX_STATE_CULL_CCW
| BGFX_STATE_MSAA
;
state[1]->m_program = progMesh;
state[1]->m_viewId = RENDER_SCENE_PASS_ID;
state[1]->m_numTextures = 1;
state[1]->m_textures[0].m_flags = UINT32_MAX;
state[1]->m_textures[0].m_stage = 0;
state[1]->m_textures[0].m_sampler = u_shadowMap;
state[1]->m_textures[0].m_texture = shadowMapTexture;
// Set view and projection matrices.
float view[16];
float proj[16];
float eye[3] = { 0.0f, 30.0f, -60.0f };
float at[3] = { 0.0f, 5.0f, 0.0f };
bx::mtxLookAt(view, eye, at);
const float aspect = float(int32_t(width) ) / float(int32_t(height) );
bx::mtxProj(proj, 60.0f, aspect, 0.1f, 1000.0f, bgfx::getCaps()->homogeneousDepth);
// Time acumulators.
float timeAccumulatorLight = 0.0f;
float timeAccumulatorScene = 0.0f;
entry::MouseState mouseState;
while (!entry::processEvents(width, height, debug, reset, &mouseState) )
{
// 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 double toMs = 1000.0/freq;
const float deltaTime = float(frameTime/freq);
// Update time accumulators.
timeAccumulatorLight += deltaTime;
timeAccumulatorScene += deltaTime;
// Use debug font to print information about this example.
bgfx::dbgTextClear();
bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/15-shadowmaps-simple");
bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Shadow maps example (technique: %s).", shadowSamplerSupported ? "depth texture and shadow samplers" : "shadow depth packed into color texture");
bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
// Setup lights.
float lightPos[4];
lightPos[0] = -bx::fcos(timeAccumulatorLight);
lightPos[1] = -1.0f;
lightPos[2] = -bx::fsin(timeAccumulatorLight);
lightPos[3] = 0.0f;
bgfx::setUniform(u_lightPos, lightPos);
// Setup instance matrices.
float mtxFloor[16];
bx::mtxSRT(mtxFloor
, 30.0f, 30.0f, 30.0f
, 0.0f, 0.0f, 0.0f
, 0.0f, 0.0f, 0.0f
);
float mtxBunny[16];
bx::mtxSRT(mtxBunny
, 5.0f, 5.0f, 5.0f
, 0.0f, bx::kPi - timeAccumulatorScene, 0.0f
, 15.0f, 5.0f, 0.0f
);
float mtxHollowcube[16];
bx::mtxSRT(mtxHollowcube
, 2.5f, 2.5f, 2.5f
, 0.0f, 1.56f - timeAccumulatorScene, 0.0f
, 0.0f, 10.0f, 0.0f
);
float mtxCube[16];
bx::mtxSRT(mtxCube
, 2.5f, 2.5f, 2.5f
, 0.0f, 1.56f - timeAccumulatorScene, 0.0f
, -15.0f, 5.0f, 0.0f
);
// Define matrices.
float lightView[16];
float lightProj[16];
eye[0] = -lightPos[0];
eye[1] = -lightPos[1];
eye[2] = -lightPos[2];
at[0] = 0.0f;
at[1] = 0.0f;
at[2] = 0.0f;
bx::mtxLookAt(lightView, eye, at);
const float area = 30.0f;
bx::mtxOrtho(lightProj, -area, area, -area, area, -100.0f, 100.0f, 0.0f, flipV);
bgfx::setViewRect(RENDER_SHADOW_PASS_ID, 0, 0, shadowMapSize, shadowMapSize);
bgfx::setViewFrameBuffer(RENDER_SHADOW_PASS_ID, shadowMapFB);
bgfx::setViewTransform(RENDER_SHADOW_PASS_ID, lightView, lightProj);
bgfx::setViewRect(RENDER_SCENE_PASS_ID, 0, 0, uint16_t(width), uint16_t(height) );
bgfx::setViewTransform(RENDER_SCENE_PASS_ID, view, proj);
// Clear backbuffer and shadowmap framebuffer at beginning.
bgfx::setViewClear(RENDER_SHADOW_PASS_ID
, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
, 0x303030ff, 1.0f, 0
);
bgfx::setViewClear(RENDER_SCENE_PASS_ID
, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
, 0x303030ff, 1.0f, 0
);
// Render.
float mtxShadow[16];
float lightMtx[16];
const float sy = flipV ? 0.5f : -0.5f;
const float mtxCrop[16] =
{
0.5f, 0.0f, 0.0f, 0.0f,
0.0f, sy, 0.0f, 0.0f,
0.0f, 0.0f, depthScale, 0.0f,
0.5f, 0.5f, depthOffset, 1.0f,
};
float mtxTmp[16];
bx::mtxMul(mtxTmp, lightProj, mtxCrop);
bx::mtxMul(mtxShadow, lightView, mtxTmp);
// Floor.
bx::mtxMul(lightMtx, mtxFloor, mtxShadow);
uint32_t cached = bgfx::setTransform(mtxFloor);
for (uint32_t pass = 0; pass < 2; ++pass)
{
const MeshState& st = *state[pass];
bgfx::setTransform(cached);
for (uint8_t tex = 0; tex < st.m_numTextures; ++tex)
{
const MeshState::Texture& texture = st.m_textures[tex];
bgfx::setTexture(texture.m_stage
, texture.m_sampler
, texture.m_texture
, texture.m_flags
);
}
bgfx::setUniform(u_lightMtx, lightMtx);
bgfx::setIndexBuffer(ibh);
bgfx::setVertexBuffer(0, vbh);
bgfx::setState(st.m_state);
bgfx::submit(st.m_viewId, st.m_program);
// Depth textures and shadow samplers are supported.
m_progShadow = loadProgram("vs_sms_shadow", "fs_sms_shadow");
m_progMesh = loadProgram("vs_sms_mesh", "fs_sms_mesh");
shadowMapTexture = bgfx::createTexture2D(m_shadowMapSize, m_shadowMapSize, false, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT | BGFX_TEXTURE_COMPARE_LEQUAL);
bgfx::TextureHandle fbtextures[] = { shadowMapTexture };
m_shadowMapFB = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
}
// Bunny.
bx::mtxMul(lightMtx, mtxBunny, mtxShadow);
bgfx::setUniform(u_lightMtx, lightMtx);
meshSubmit(bunny, &state[0], 1, mtxBunny);
bgfx::setUniform(u_lightMtx, lightMtx);
meshSubmit(bunny, &state[1], 1, mtxBunny);
// Hollow cube.
bx::mtxMul(lightMtx, mtxHollowcube, mtxShadow);
bgfx::setUniform(u_lightMtx, lightMtx);
meshSubmit(hollowcube, &state[0], 1, mtxHollowcube);
bgfx::setUniform(u_lightMtx, lightMtx);
meshSubmit(hollowcube, &state[1], 1, mtxHollowcube);
// Cube.
bx::mtxMul(lightMtx, mtxCube, mtxShadow);
bgfx::setUniform(u_lightMtx, lightMtx);
meshSubmit(cube, &state[0], 1, mtxCube);
bgfx::setUniform(u_lightMtx, lightMtx);
meshSubmit(cube, &state[1], 1, mtxCube);
// Advance to next frame. Rendering thread will be kicked to
// process submitted rendering primitives.
bgfx::frame();
else
{
// Depth textures and shadow samplers are not supported. Use float
// depth packing into color buffer instead.
m_progShadow = loadProgram("vs_sms_shadow_pd", "fs_sms_shadow_pd");
m_progMesh = loadProgram("vs_sms_mesh", "fs_sms_mesh_pd");
shadowMapTexture = bgfx::createTexture2D(m_shadowMapSize, m_shadowMapSize, false, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT);
bgfx::TextureHandle fbtextures[] =
{
shadowMapTexture,
bgfx::createTexture2D(m_shadowMapSize, m_shadowMapSize, false, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT_WRITE_ONLY),
};
m_shadowMapFB = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
}
m_state[0] = meshStateCreate();
m_state[0]->m_state = 0
| BGFX_STATE_RGB_WRITE
| BGFX_STATE_ALPHA_WRITE
| BGFX_STATE_DEPTH_WRITE
| BGFX_STATE_DEPTH_TEST_LESS
| BGFX_STATE_CULL_CCW
| BGFX_STATE_MSAA
;
m_state[0]->m_program = m_progShadow;
m_state[0]->m_viewId = RENDER_SHADOW_PASS_ID;
m_state[0]->m_numTextures = 0;
m_state[1] = meshStateCreate();
m_state[1]->m_state = 0
| BGFX_STATE_RGB_WRITE
| BGFX_STATE_ALPHA_WRITE
| BGFX_STATE_DEPTH_WRITE
| BGFX_STATE_DEPTH_TEST_LESS
| BGFX_STATE_CULL_CCW
| BGFX_STATE_MSAA
;
m_state[1]->m_program = m_progMesh;
m_state[1]->m_viewId = RENDER_SCENE_PASS_ID;
m_state[1]->m_numTextures = 1;
m_state[1]->m_textures[0].m_flags = UINT32_MAX;
m_state[1]->m_textures[0].m_stage = 0;
m_state[1]->m_textures[0].m_sampler = u_shadowMap;
m_state[1]->m_textures[0].m_texture = shadowMapTexture;
// Set view and projection matrices.
float eye[3] = { 0.0f, 30.0f, -60.0f };
float at[3] = { 0.0f, 5.0f, 0.0f };
bx::mtxLookAt(m_view, eye, at);
const float aspect = float(int32_t(m_width) ) / float(int32_t(m_height) );
bx::mtxProj(m_proj, 60.0f, aspect, 0.1f, 1000.0f, bgfx::getCaps()->homogeneousDepth);
// Time acumulators.
m_timeAccumulatorLight = 0.0f;
m_timeAccumulatorScene = 0.0f;
}
virtual int shutdown() BX_OVERRIDE
{
meshUnload(m_bunny);
meshUnload(m_cube);
meshUnload(m_hollowcube);
meshStateDestroy(m_state[0]);
meshStateDestroy(m_state[1]);
bgfx::destroyVertexBuffer(m_vbh);
bgfx::destroyIndexBuffer(m_ibh);
bgfx::destroyProgram(m_progShadow);
bgfx::destroyProgram(m_progMesh);
bgfx::destroyFrameBuffer(m_shadowMapFB);
bgfx::destroyUniform(u_shadowMap);
bgfx::destroyUniform(u_lightPos);
bgfx::destroyUniform(u_lightMtx);
bgfx::destroyUniform(u_depthScaleOffset);
// Shutdown bgfx.
bgfx::shutdown();
return 0;
}
meshUnload(bunny);
meshUnload(cube);
meshUnload(hollowcube);
bool update() BX_OVERRIDE
{
while (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
{
// 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 double toMs = 1000.0/freq;
const float deltaTime = float(frameTime/freq);
// Update time accumulators.
m_timeAccumulatorLight += deltaTime;
m_timeAccumulatorScene += deltaTime;
// Use debug font to print information about this example.
bgfx::dbgTextClear();
bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/15-shadowmaps-simple");
bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Shadow maps example (technique: %s).", m_shadowSamplerSupported ? "depth texture and shadow samplers" : "shadow depth packed into color texture");
bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
// Setup lights.
float lightPos[4];
lightPos[0] = -bx::fcos(m_timeAccumulatorLight);
lightPos[1] = -1.0f;
lightPos[2] = -bx::fsin(m_timeAccumulatorLight);
lightPos[3] = 0.0f;
bgfx::setUniform(u_lightPos, lightPos);
// Setup instance matrices.
float mtxFloor[16];
bx::mtxSRT(mtxFloor
, 30.0f, 30.0f, 30.0f
, 0.0f, 0.0f, 0.0f
, 0.0f, 0.0f, 0.0f
);
float mtxBunny[16];
bx::mtxSRT(mtxBunny
, 5.0f, 5.0f, 5.0f
, 0.0f, bx::kPi - m_timeAccumulatorScene, 0.0f
, 15.0f, 5.0f, 0.0f
);
float mtxHollowcube[16];
bx::mtxSRT(mtxHollowcube
, 2.5f, 2.5f, 2.5f
, 0.0f, 1.56f - m_timeAccumulatorScene, 0.0f
, 0.0f, 10.0f, 0.0f
);
float mtxCube[16];
bx::mtxSRT(mtxCube
, 2.5f, 2.5f, 2.5f
, 0.0f, 1.56f - m_timeAccumulatorScene, 0.0f
, -15.0f, 5.0f, 0.0f
);
// Define matrices.
float lightView[16];
float lightProj[16];
float eye[3] = { -lightPos[0], -lightPos[1], -lightPos[2] };
float at[3] = { 0.0f, 0.0f, 0.0f };
bx::mtxLookAt(lightView, eye, at);
const float area = 30.0f;
bx::mtxOrtho(lightProj, -area, area, -area, area, -100.0f, 100.0f, 0.0f, m_flipV);
bgfx::setViewRect(RENDER_SHADOW_PASS_ID, 0, 0, m_shadowMapSize, m_shadowMapSize);
bgfx::setViewFrameBuffer(RENDER_SHADOW_PASS_ID, m_shadowMapFB);
bgfx::setViewTransform(RENDER_SHADOW_PASS_ID, lightView, lightProj);
bgfx::setViewRect(RENDER_SCENE_PASS_ID, 0, 0, uint16_t(m_width), uint16_t(m_height) );
bgfx::setViewTransform(RENDER_SCENE_PASS_ID, m_view, m_proj);
// Clear backbuffer and shadowmap framebuffer at beginning.
bgfx::setViewClear(RENDER_SHADOW_PASS_ID
, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
, 0x303030ff, 1.0f, 0
);
bgfx::setViewClear(RENDER_SCENE_PASS_ID
, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
, 0x303030ff, 1.0f, 0
);
// Render.
float mtxShadow[16];
float lightMtx[16];
const float sy = m_flipV ? 0.5f : -0.5f;
const float mtxCrop[16] =
{
0.5f, 0.0f, 0.0f, 0.0f,
0.0f, sy, 0.0f, 0.0f,
0.0f, 0.0f, m_depthScale, 0.0f,
0.5f, 0.5f, m_depthOffset, 1.0f,
};
float mtxTmp[16];
bx::mtxMul(mtxTmp, lightProj, mtxCrop);
bx::mtxMul(mtxShadow, lightView, mtxTmp);
// Floor.
bx::mtxMul(lightMtx, mtxFloor, mtxShadow);
uint32_t cached = bgfx::setTransform(mtxFloor);
for (uint32_t pass = 0; pass < 2; ++pass)
{
const MeshState& st = *m_state[pass];
bgfx::setTransform(cached);
for (uint8_t tex = 0; tex < st.m_numTextures; ++tex)
{
const MeshState::Texture& texture = st.m_textures[tex];
bgfx::setTexture(texture.m_stage
, texture.m_sampler
, texture.m_texture
, texture.m_flags
);
}
bgfx::setUniform(u_lightMtx, lightMtx);
bgfx::setIndexBuffer(m_ibh);
bgfx::setVertexBuffer(0, m_vbh);
bgfx::setState(st.m_state);
bgfx::submit(st.m_viewId, st.m_program);
}
// Bunny.
bx::mtxMul(lightMtx, mtxBunny, mtxShadow);
bgfx::setUniform(u_lightMtx, lightMtx);
meshSubmit(m_bunny, &m_state[0], 1, mtxBunny);
bgfx::setUniform(u_lightMtx, lightMtx);
meshSubmit(m_bunny, &m_state[1], 1, mtxBunny);
// Hollow cube.
bx::mtxMul(lightMtx, mtxHollowcube, mtxShadow);
bgfx::setUniform(u_lightMtx, lightMtx);
meshSubmit(m_hollowcube, &m_state[0], 1, mtxHollowcube);
bgfx::setUniform(u_lightMtx, lightMtx);
meshSubmit(m_hollowcube, &m_state[1], 1, mtxHollowcube);
// Cube.
bx::mtxMul(lightMtx, mtxCube, mtxShadow);
bgfx::setUniform(u_lightMtx, lightMtx);
meshSubmit(m_cube, &m_state[0], 1, mtxCube);
bgfx::setUniform(u_lightMtx, lightMtx);
meshSubmit(m_cube, &m_state[1], 1, mtxCube);
// Advance to next frame. Rendering thread will be kicked to
// process submitted rendering primitives.
bgfx::frame();
return true;
}
return false;
}
entry::MouseState m_mouseState;
uint32_t m_width;
uint32_t m_height;
uint32_t m_debug;
uint32_t m_reset;
bool m_flipV;
bgfx::UniformHandle u_shadowMap;
bgfx::UniformHandle u_lightPos;
bgfx::UniformHandle u_lightMtx;
bgfx::UniformHandle u_depthScaleOffset;
float m_depthScale;
float m_depthOffset;
Mesh* m_bunny;
Mesh* m_cube;
Mesh* m_hollowcube;
bgfx::VertexBufferHandle m_vbh;
bgfx::IndexBufferHandle m_ibh;
uint16_t m_shadowMapSize;
bgfx::ProgramHandle m_progShadow;
bgfx::ProgramHandle m_progMesh;
bgfx::FrameBufferHandle m_shadowMapFB;
bool m_shadowSamplerSupported;
MeshState* m_state[2];
float m_timeAccumulatorLight;
float m_timeAccumulatorScene;
float m_view[16];
float m_proj[16];
meshStateDestroy(state[0]);
meshStateDestroy(state[1]);
};
bgfx::destroyVertexBuffer(vbh);
bgfx::destroyIndexBuffer(ibh);
ENTRY_IMPLEMENT_MAIN(ExampleShadowmapsSimple);
bgfx::destroyProgram(progShadow);
bgfx::destroyProgram(progMesh);
bgfx::destroyFrameBuffer(shadowMapFB);
bgfx::destroyUniform(u_shadowMap);
bgfx::destroyUniform(u_lightPos);
bgfx::destroyUniform(u_lightMtx);
bgfx::destroyUniform(u_depthScaleOffset);
// Shutdown bgfx.
bgfx::shutdown();
return 0;
}