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