/* * 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 "bgfx_utils.h" #include #include #include #include #include "entry/entry.h" #include "camera.h" #include "imgui/imgui.h" #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 uint32_t packUint32(uint8_t _x, uint8_t _y, uint8_t _z, uint8_t _w) { union { uint32_t ui32; uint8_t arr[4]; } un; un.arr[0] = _x; un.arr[1] = _y; un.arr[2] = _z; un.arr[3] = _w; return un.ui32; } uint32_t packF4u(float _x, float _y = 0.0f, float _z = 0.0f, float _w = 0.0f) { const uint8_t xx = uint8_t(_x*127.0f + 128.0f); const uint8_t yy = uint8_t(_y*127.0f + 128.0f); const uint8_t zz = uint8_t(_z*127.0f + 128.0f); const uint8_t ww = uint8_t(_w*127.0f + 128.0f); return packUint32(xx, yy, zz, ww); } struct LightType { enum Enum { SpotLight, PointLight, DirectionalLight, Count }; }; struct DepthImpl { enum Enum { InvZ, Linear, Count }; }; struct PackDepth { enum Enum { RGBA, VSM, Count }; }; struct SmImpl { enum Enum { Hard, PCF, VSM, ESM, Count }; }; struct SmType { enum Enum { Single, Omni, Cascade, Count }; }; struct TetrahedronFaces { enum Enum { Green, Yellow, Blue, Red, Count }; }; struct ProjType { enum Enum { Horizontal, Vertical, Count }; }; struct ShadowMapRenderTargets { enum Enum { First, Second, Third, Fourth, Count }; }; void imguiEnum(SmImpl::Enum& _enum) { _enum = (SmImpl::Enum)imguiChoose(_enum , "Hard" , "PCF" , "VSM" , "ESM" ); } void imguiEnum(DepthImpl::Enum& _enum) { _enum = (DepthImpl::Enum)imguiChoose(_enum , "InvZ" , "Linear" ); } void imguiEnum(LightType::Enum& _enum) { _enum = (LightType::Enum)imguiChoose(_enum , "Spot light" , "Point light" , "Directional light" ); } struct PosNormalTexcoordVertex { float m_x; float m_y; float m_z; uint32_t m_normal; float m_u; float m_v; }; static const float s_texcoord = 5.0f; static PosNormalTexcoordVertex s_hplaneVertices[] = { { -1.0f, 0.0f, 1.0f, packF4u(0.0f, 1.0f, 0.0f), s_texcoord, s_texcoord }, { 1.0f, 0.0f, 1.0f, packF4u(0.0f, 1.0f, 0.0f), s_texcoord, 0.0f }, { -1.0f, 0.0f, -1.0f, packF4u(0.0f, 1.0f, 0.0f), 0.0f, s_texcoord }, { 1.0f, 0.0f, -1.0f, packF4u(0.0f, 1.0f, 0.0f), 0.0f, 0.0f }, }; static PosNormalTexcoordVertex s_vplaneVertices[] = { { -1.0f, 1.0f, 0.0f, packF4u(0.0f, 0.0f, -1.0f), 1.0f, 1.0f }, { 1.0f, 1.0f, 0.0f, packF4u(0.0f, 0.0f, -1.0f), 1.0f, 0.0f }, { -1.0f, -1.0f, 0.0f, packF4u(0.0f, 0.0f, -1.0f), 0.0f, 1.0f }, { 1.0f, -1.0f, 0.0f, packF4u(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; static bgfx::UniformHandle s_texColor; static bgfx::UniformHandle s_shadowMap[ShadowMapRenderTargets::Count]; static bgfx::FrameBufferHandle s_rtShadowMap[ShadowMapRenderTargets::Count]; static bgfx::FrameBufferHandle s_rtBlur; void mtxBillboard(float* __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 ) { float sroll = sinf(_roll); float croll = cosf(_roll); float spitch = sinf(_pitch); float cpitch = cosf(_pitch); float syaw = sinf(_yaw); float cyaw = cosf(_yaw); _result[ 0] = sroll * spitch * syaw + croll * cyaw; _result[ 1] = sroll * cpitch; _result[ 2] = sroll * spitch * cyaw - croll * syaw; _result[ 3] = 0.0f; _result[ 4] = croll * spitch * syaw - sroll * cyaw; _result[ 5] = croll * cpitch; _result[ 6] = croll * spitch * cyaw + sroll * syaw; _result[ 7] = 0.0f; _result[ 8] = cpitch * syaw; _result[ 9] = -spitch; _result[10] = cpitch * cyaw; _result[11] = 0.0f; _result[12] = 0.0f; _result[13] = 0.0f; _result[14] = 0.0f; _result[15] = 1.0f; } struct Material { union Ambient { struct { float m_r; float m_g; float m_b; float m_unused; }; float m_v[4]; }; union Diffuse { struct { float m_r; float m_g; float m_b; float m_unused; }; float m_v[4]; }; union Specular { struct { float m_r; float m_g; float m_b; float m_ns; }; float m_v[4]; }; Ambient m_ka; Diffuse m_kd; Specular m_ks; }; struct Light { union Position { struct { float m_x; float m_y; float m_z; float m_w; }; float m_v[4]; }; union LightRgbPower { struct { float m_r; float m_g; float m_b; float m_power; }; float m_v[4]; }; union SpotDirectionInner { struct { float m_x; float m_y; float m_z; float m_inner; }; float m_v[4]; }; union AttenuationSpotOuter { struct { float m_attnConst; float m_attnLinear; float m_attnQuadrantic; float m_outer; }; float m_v[4]; }; void computeViewSpaceComponents(float* _viewMtx) { bx::vec4MulMtx(m_position_viewSpace, m_position.m_v, _viewMtx); float tmp[] = { m_spotDirectionInner.m_x , m_spotDirectionInner.m_y , m_spotDirectionInner.m_z , 0.0f }; bx::vec4MulMtx(m_spotDirectionInner_viewSpace, tmp, _viewMtx); m_spotDirectionInner_viewSpace[3] = m_spotDirectionInner.m_v[3]; } Position m_position; float m_position_viewSpace[4]; LightRgbPower m_ambientPower; LightRgbPower m_diffusePower; LightRgbPower m_specularPower; SpotDirectionInner m_spotDirectionInner; float m_spotDirectionInner_viewSpace[4]; AttenuationSpotOuter m_attenuationSpotOuter; }; struct Uniforms { void init() { m_ambientPass = 1.0f; m_lightingPass = 1.0f; m_shadowMapBias = 0.003f; m_shadowMapOffset = 0.0f; m_shadowMapParam0 = 0.5; m_shadowMapParam1 = 1.0; m_depthValuePow = 1.0f; m_showSmCoverage = 1.0f; m_shadowMapTexelSize = 1.0f/512.0f; m_csmFarDistances[0] = 30.0f; m_csmFarDistances[1] = 90.0f; m_csmFarDistances[2] = 180.0f; m_csmFarDistances[3] = 1000.0f; m_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; 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::destroyUniform(u_params0); bgfx::destroyUniform(u_params1); bgfx::destroyUniform(u_params2); bgfx::destroyUniform(u_color); bgfx::destroyUniform(u_smSamplingParams); bgfx::destroyUniform(u_csmFarDistances); bgfx::destroyUniform(u_materialKa); bgfx::destroyUniform(u_materialKd); bgfx::destroyUniform(u_materialKs); bgfx::destroyUniform(u_tetraNormalGreen); bgfx::destroyUniform(u_tetraNormalYellow); bgfx::destroyUniform(u_tetraNormalBlue); bgfx::destroyUniform(u_tetraNormalRed); bgfx::destroyUniform(u_shadowMapMtx0); bgfx::destroyUniform(u_shadowMapMtx1); bgfx::destroyUniform(u_shadowMapMtx2); bgfx::destroyUniform(u_shadowMapMtx3); bgfx::destroyUniform(u_lightMtx); bgfx::destroyUniform(u_lightPosition); bgfx::destroyUniform(u_lightAmbientPower); bgfx::destroyUniform(u_lightDiffusePower); bgfx::destroyUniform(u_lightSpecularPower); bgfx::destroyUniform(u_lightSpotDirectionInner); bgfx::destroyUniform(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_RGB_WRITE | BGFX_STATE_ALPHA_WRITE | BGFX_STATE_DEPTH_TEST_LESS | BGFX_STATE_DEPTH_WRITE | BGFX_STATE_CULL_CCW | BGFX_STATE_MSAA , UINT32_MAX , BGFX_STENCIL_NONE , BGFX_STENCIL_NONE }, { // ShadowMap_PackDepth 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 , UINT32_MAX , BGFX_STENCIL_NONE , BGFX_STENCIL_NONE }, { // ShadowMap_PackDepthHoriz 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 , 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_RGB_WRITE | BGFX_STATE_ALPHA_WRITE | BGFX_STATE_DEPTH_WRITE | 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_RGB_WRITE | BGFX_STATE_ALPHA_WRITE | BGFX_STATE_DEPTH_WRITE | 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_RGB_WRITE | BGFX_STATE_CULL_CW | BGFX_STATE_MSAA , UINT32_MAX , BGFX_STENCIL_NONE , BGFX_STENCIL_NONE }, }; struct ViewState { ViewState(uint32_t _width = 1280, uint32_t _height = 720) : m_width(_width) , m_height(_height) { } uint32_t m_width; uint32_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 PrimitiveArray; struct Group { Group() { reset(); } void reset() { m_vbh.idx = bgfx::invalidHandle; m_ibh.idx = bgfx::invalidHandle; m_prims.clear(); } bgfx::VertexBufferHandle m_vbh; bgfx::IndexBufferHandle m_ibh; Sphere m_sphere; Aabb m_aabb; Obb m_obb; PrimitiveArray m_prims; }; namespace bgfx { int32_t read(bx::ReaderI* _reader, bgfx::VertexDecl& _decl, bx::Error* _err = NULL); } 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); //TODO: // group.m_sphere = ... // group.m_aabb = ... // group.m_obb = ... // group.m_prims = ... 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) bx::CrtFileReader reader; bx::open(&reader, _filePath); Group group; uint32_t chunk; while (4 == bx::read(&reader, chunk) ) { switch (chunk) { case BGFX_CHUNK_MAGIC_VB: { bx::read(&reader, group.m_sphere); bx::read(&reader, group.m_aabb); bx::read(&reader, group.m_obb); bgfx::read(&reader, m_decl); uint16_t stride = m_decl.getStride(); uint16_t numVertices; bx::read(&reader, numVertices); const bgfx::Memory* mem = bgfx::alloc(numVertices*stride); bx::read(&reader, mem->data, mem->size); group.m_vbh = bgfx::createVertexBuffer(mem, m_decl); } break; case BGFX_CHUNK_MAGIC_IB: { uint32_t numIndices; bx::read(&reader, numIndices); const bgfx::Memory* mem = bgfx::alloc(numIndices*2); bx::read(&reader, mem->data, mem->size); group.m_ibh = bgfx::createIndexBuffer(mem); } break; case BGFX_CHUNK_MAGIC_PRI: { uint16_t len; bx::read(&reader, len); std::string material; material.resize(len); bx::read(&reader, const_cast(material.c_str() ), len); uint16_t num; bx::read(&reader, num); for (uint32_t ii = 0; ii < num; ++ii) { bx::read(&reader, len); std::string name; name.resize(len); bx::read(&reader, const_cast(name.c_str() ), len); Primitive prim; 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: DBG("%08x at %d", chunk, reader.seek() ); break; } } 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::destroyVertexBuffer(group.m_vbh); if (bgfx::invalidHandle != group.m_ibh.idx) { bgfx::destroyIndexBuffer(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); bgfx::setVertexBuffer(group.m_vbh); // Set textures. if (bgfx::invalidHandle != _texture.idx) { bgfx::setTexture(0, s_texColor, _texture); } if (_submitShadowMaps) { for (uint8_t ii = 0; ii < ShadowMapRenderTargets::Count; ++ii) { bgfx::setTexture(4 + ii, s_shadowMap[ii], 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 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 (bgfx::checkAvailTransientVertexBuffer(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; bgfx::setVertexBuffer(&vb); } } void worldSpaceFrustumCorners(float* _corners24f , 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) { 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; const float nearp = l*(_near*powf(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::destroyProgram(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::destroyProgram(m_packDepth[ii][jj]); } } // Draw depth. for (uint8_t ii = 0; ii < PackDepth::Count; ++ii) { bgfx::destroyProgram(m_drawDepth[ii]); } // Hblur. for (uint8_t ii = 0; ii < PackDepth::Count; ++ii) { bgfx::destroyProgram(m_hBlur[ii]); } // Vblur. for (uint8_t ii = 0; ii < PackDepth::Count; ++ii) { bgfx::destroyProgram(m_vBlur[ii]); } // Misc. bgfx::destroyProgram(m_colorTexture); bgfx::destroyProgram(m_texture); bgfx::destroyProgram(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 }; int _main_(int _argc, char** _argv) { Args args(_argc, _argv); uint32_t debug = BGFX_DEBUG_TEXT; uint32_t reset = BGFX_RESET_VSYNC; ViewState viewState(1280, 720); ClearValues clearValues(0x00000000, 1.0f, 0); bgfx::init(args.m_type, args.m_pciId); bgfx::reset(viewState.m_width, viewState.m_height, reset); // Enable debug text. bgfx::setDebug(debug); // 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; case bgfx::RendererType::OpenGL: case bgfx::RendererType::OpenGLES: s_flipV = true; break; default: break; } // Imgui. imguiCreate(); // 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); // Programs. s_programs.init(); // Vertex declarations. bgfx::VertexDecl PosNormalTexcoordDecl; PosNormalTexcoordDecl.begin() .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float) .add(bgfx::Attrib::Normal, 4, bgfx::AttribType::Uint8, true, true) .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float) .end(); bgfx::VertexDecl posDecl; posDecl.begin(); posDecl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float); posDecl.end(); PosColorTexCoord0Vertex::init(); // Textures. bgfx::TextureHandle texFigure = loadTexture("figure-rgba.dds"); bgfx::TextureHandle texFlare = loadTexture("flare.dds"); bgfx::TextureHandle texFieldstone = loadTexture("fieldstone-rgba.dds"); // Meshes. Mesh bunnyMesh; Mesh treeMesh; Mesh cubeMesh; Mesh hollowcubeMesh; Mesh hplaneMesh; Mesh vplaneMesh; bunnyMesh.load("meshes/bunny.bin"); treeMesh.load("meshes/tree.bin"); cubeMesh.load("meshes/cube.bin"); hollowcubeMesh.load("meshes/hollowcube.bin"); hplaneMesh.load(s_hplaneVertices, BX_COUNTOF(s_hplaneVertices), PosNormalTexcoordDecl, s_planeIndices, BX_COUNTOF(s_planeIndices) ); vplaneMesh.load(s_vplaneVertices, BX_COUNTOF(s_vplaneVertices), PosNormalTexcoordDecl, s_planeIndices, BX_COUNTOF(s_planeIndices) ); // Materials. Material defaultMaterial = { { { 1.0f, 1.0f, 1.0f, 0.0f } }, //ambient { { 1.0f, 1.0f, 1.0f, 0.0f } }, //diffuse { { 1.0f, 1.0f, 1.0f, 0.0f } }, //specular, exponent }; // Lights. Light pointLight = { { { 0.0f, 0.0f, 0.0f, 1.0f } }, //position { 0.0f, 0.0f, 0.0f, 0.0f }, //-ignore { { 1.0f, 1.0f, 1.0f, 0.0f } }, //ambient { { 1.0f, 1.0f, 1.0f, 850.0f } }, //diffuse { { 1.0f, 1.0f, 1.0f, 0.0f } }, //specular { { 0.0f,-0.4f,-0.6f, 0.0f } }, //spotdirection, spotexponent { 0.0f, 0.0f, 0.0f, 0.0f }, //-ignore { { 1.0f, 0.0f, 1.0f, 91.0f } }, //attenuation, spotcutoff }; Light directionalLight = { { { 0.5f,-1.0f, 0.1f, 0.0f } }, //position { 0.0f, 0.0f, 0.0f, 0.0f }, //-ignore { { 1.0f, 1.0f, 1.0f, 0.02f } }, //ambient { { 1.0f, 1.0f, 1.0f, 0.4f } }, //diffuse { { 1.0f, 1.0f, 1.0f, 0.0f } }, //specular { { 0.0f, 0.0f, 0.0f, 1.0f } }, //spotdirection, spotexponent { 0.0f, 0.0f, 0.0f, 0.0f }, //-ignore { { 0.0f, 0.0f, 0.0f, 1.0f } }, //attenuation, spotcutoff }; // Setup uniforms. float color[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; float lightMtx[16]; float shadowMapMtx[ShadowMapRenderTargets::Count][16]; s_uniforms.setPtrs(&defaultMaterial , &pointLight , color , lightMtx , &shadowMapMtx[ShadowMapRenderTargets::First][0] , &shadowMapMtx[ShadowMapRenderTargets::Second][0] , &shadowMapMtx[ShadowMapRenderTargets::Third][0] , &shadowMapMtx[ShadowMapRenderTargets::Fourth][0] ); s_uniforms.submitConstUniforms(); // Settings. ShadowMapSettings smSettings[LightType::Count][DepthImpl::Count][SmImpl::Count] = { { //LightType::Spot { //DepthImpl::InvZ { //SmImpl::Hard 10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo , 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow , 1.0f, 1.0f, 10.0f, 1.0f // m_near , 250.0f, 100.0f, 2000.0f, 50.0f // m_far , 0.0035f, 0.0f, 0.01f, 0.00001f // m_bias , 0.0012f, 0.0f, 0.05f, 0.00001f // m_normalOffset , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0 , 500.0f, 1.0f, 1000.0f, 1.0f // m_customParam1 , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset , true // m_doBlur , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack , &s_programs.m_colorLighting[SmType::Single][DepthImpl::InvZ][SmImpl::Hard] //m_progDraw }, { //SmImpl::PCF 10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo , 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow , 1.0f, 1.0f, 99.0f, 1.0f // m_near , 250.0f, 100.0f, 2000.0f, 50.0f // m_far , 0.007f, 0.0f, 0.01f, 0.00001f // m_bias , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0 , 500.0f, 1.0f, 1000.0f, 1.0f // m_customParam1 , 2.0f, 0.0f, 8.0f, 1.0f // m_xNum , 2.0f, 0.0f, 8.0f, 1.0f // m_yNum , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset , true // m_doBlur , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack , &s_programs.m_colorLighting[SmType::Single][DepthImpl::InvZ][SmImpl::PCF] //m_progDraw }, { //SmImpl::VSM 10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo , 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow , 8.0f, 1.0f, 10.0f, 1.0f // m_near , 250.0f, 100.0f, 2000.0f, 50.0f // m_far , 0.045f, 0.0f, 0.1f, 0.00001f // m_bias , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset , 0.02f, 0.0f, 0.04f, 0.00001f // m_customParam0 , 450.0f, 1.0f, 1000.0f, 1.0f // m_customParam1 , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset , true // m_doBlur , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::VSM] //m_progPack , &s_programs.m_colorLighting[SmType::Single][DepthImpl::InvZ][SmImpl::VSM] //m_progDraw }, { //SmImpl::ESM 10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo , 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow , 3.0f, 1.0f, 10.0f, 0.01f // m_near , 250.0f, 100.0f, 2000.0f, 50.0f // m_far , 0.02f, 0.0f, 0.3f, 0.00001f // m_bias , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0 , 9000.0f, 1.0f, 15000.0f, 1.0f // m_customParam1 , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset , true // m_doBlur , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack , &s_programs.m_colorLighting[SmType::Single][DepthImpl::InvZ][SmImpl::ESM] //m_progDraw } }, { //DepthImpl::Linear { //SmImpl::Hard 10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow , 1.0f, 1.0f, 10.0f, 1.0f // m_near , 250.0f, 100.0f, 2000.0f, 50.0f // m_far , 0.0025f, 0.0f, 0.01f, 0.00001f // m_bias , 0.0012f, 0.0f, 0.05f, 0.00001f // m_normalOffset , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0 , 500.0f, 1.0f, 1000.0f, 1.0f // m_customParam1 , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset , true // m_doBlur , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack , &s_programs.m_colorLighting[SmType::Single][DepthImpl::Linear][SmImpl::Hard] //m_progDraw }, { //SmImpl::PCF 10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow , 1.0f, 1.0f, 99.0f, 1.0f // m_near , 250.0f, 100.0f, 2000.0f, 50.0f // m_far , 0.0025f, 0.0f, 0.01f, 0.00001f // m_bias , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0 , 2000.0f, 1.0f, 2000.0f, 1.0f // m_customParam1 , 2.0f, 0.0f, 8.0f, 1.0f // m_xNum , 2.0f, 0.0f, 8.0f, 1.0f // m_yNum , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset , true // m_doBlur , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack , &s_programs.m_colorLighting[SmType::Single][DepthImpl::Linear][SmImpl::PCF] //m_progDraw }, { //SmImpl::VSM 10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow , 1.0f, 1.0f, 10.0f, 1.0f // m_near , 250.0f, 100.0f, 2000.0f, 50.0f // m_far , 0.006f, 0.0f, 0.01f, 0.00001f // m_bias , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset , 0.02f, 0.0f, 0.1f, 0.00001f // m_customParam0 , 300.0f, 1.0f, 1500.0f, 1.0f // m_customParam1 , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset , true // m_doBlur , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::VSM] //m_progPack , &s_programs.m_colorLighting[SmType::Single][DepthImpl::Linear][SmImpl::VSM] //m_progDraw }, { //SmImpl::ESM 10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow , 1.0f, 1.0f, 10.0f, 0.01f // m_near , 250.0f, 100.0f, 2000.0f, 50.0f // m_far , 0.0055f, 0.0f, 0.01f, 0.00001f // m_bias , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0 , 2500.0f, 1.0f, 5000.0f, 1.0f // m_customParam1 , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset , true // m_doBlur , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack , &s_programs.m_colorLighting[SmType::Single][DepthImpl::Linear][SmImpl::ESM] //m_progDraw } } }, { //LightType::Point { //DepthImpl::InvZ { //SmImpl::Hard 12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo , 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow , 1.0f, 1.0f, 10.0f, 1.0f // m_near , 250.0f, 100.0f, 2000.0f, 50.0f // m_far , 0.006f, 0.0f, 0.01f, 0.00001f // m_bias , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0 , 50.0f, 1.0f, 300.0f, 1.0f // m_customParam1 , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum , 0.25f, 0.0f, 2.0f, 0.001f // m_xOffset , 0.25f, 0.0f, 2.0f, 0.001f // m_yOffset , true // m_doBlur , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack , &s_programs.m_colorLighting[SmType::Omni][DepthImpl::InvZ][SmImpl::Hard] //m_progDraw }, { //SmImpl::PCF 12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo , 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow , 1.0f, 1.0f, 99.0f, 1.0f // m_near , 250.0f, 100.0f, 2000.0f, 50.0f // m_far , 0.004f, 0.0f, 0.01f, 0.00001f // m_bias , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0 , 50.0f, 1.0f, 300.0f, 1.0f // m_customParam1 , 2.0f, 0.0f, 8.0f, 1.0f // m_xNum , 2.0f, 0.0f, 8.0f, 1.0f // m_yNum , 1.0f, 0.0f, 3.0f, 0.001f // m_xOffset , 1.0f, 0.0f, 3.0f, 0.001f // m_yOffset , true // m_doBlur , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack , &s_programs.m_colorLighting[SmType::Omni][DepthImpl::InvZ][SmImpl::PCF] //m_progDraw }, { //SmImpl::VSM 12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo , 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow , 8.0f, 1.0f, 10.0f, 1.0f // m_near , 250.0f, 100.0f, 2000.0f, 50.0f // m_far , 0.055f, 0.0f, 0.1f, 0.00001f // m_bias , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset , 0.02f, 0.0f, 0.04f, 0.00001f // m_customParam0 , 450.0f, 1.0f, 900.0f, 1.0f // m_customParam1 , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum , 0.25f, 0.0f, 2.0f, 0.001f // m_xOffset , 0.25f, 0.0f, 2.0f, 0.001f // m_yOffset , true // m_doBlur , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::VSM] //m_progPack , &s_programs.m_colorLighting[SmType::Omni][DepthImpl::InvZ][SmImpl::VSM] //m_progDraw }, { //SmImpl::ESM 12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo , 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow , 3.0f, 1.0f, 10.0f, 0.01f // m_near , 250.0f, 100.0f, 2000.0f, 50.0f // m_far , 0.035f, 0.0f, 0.1f, 0.00001f // m_bias , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0 , 9000.0f, 1.0f, 15000.0f, 1.0f // m_customParam1 , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum , 0.25f, 0.0f, 2.0f, 0.001f // m_xOffset , 0.25f, 0.0f, 2.0f, 0.001f // m_yOffset , true // m_doBlur , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack , &s_programs.m_colorLighting[SmType::Omni][DepthImpl::InvZ][SmImpl::ESM] //m_progDraw } }, { //DepthImpl::Linear { //SmImpl::Hard 12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow , 1.0f, 1.0f, 10.0f, 1.0f // m_near , 250.0f, 100.0f, 2000.0f, 50.0f // m_far , 0.003f, 0.0f, 0.01f, 0.00001f // m_bias , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0 , 120.0f, 1.0f, 300.0f, 1.0f // m_customParam1 , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum , 0.25f, 0.0f, 2.0f, 0.001f // m_xOffset , 0.25f, 0.0f, 2.0f, 0.001f // m_yOffset , true // m_doBlur , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack , &s_programs.m_colorLighting[SmType::Omni][DepthImpl::Linear][SmImpl::Hard] //m_progDraw }, { //SmImpl::PCF 12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow , 1.0f, 1.0f, 99.0f, 1.0f // m_near , 250.0f, 100.0f, 2000.0f, 50.0f // m_far , 0.0035f, 0.0f, 0.01f, 0.00001f // m_bias , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0 , 120.0f, 1.0f, 300.0f, 1.0f // m_customParam1 , 2.0f, 0.0f, 8.0f, 1.0f // m_xNum , 2.0f, 0.0f, 8.0f, 1.0f // m_yNum , 1.0f, 0.0f, 3.0f, 0.001f // m_xOffset , 1.0f, 0.0f, 3.0f, 0.001f // m_yOffset , true // m_doBlur , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack , &s_programs.m_colorLighting[SmType::Omni][DepthImpl::Linear][SmImpl::PCF] //m_progDraw }, { //SmImpl::VSM 12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow , 1.0f, 1.0f, 10.0f, 1.0f // m_near , 250.0f, 100.0f, 2000.0f, 50.0f // m_far , 0.006f, 0.0f, 0.1f, 0.00001f // m_bias , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset , 0.02f, 0.0f, 0.1f, 0.00001f // m_customParam0 , 400.0f, 1.0f, 900.0f, 1.0f // m_customParam1 , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum , 0.25f, 0.0f, 2.0f, 0.001f // m_xOffset , 0.25f, 0.0f, 2.0f, 0.001f // m_yOffset , true // m_doBlur , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::VSM] //m_progPack , &s_programs.m_colorLighting[SmType::Omni][DepthImpl::Linear][SmImpl::VSM] //m_progDraw }, { //SmImpl::ESM 12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow , 1.0f, 1.0f, 10.0f, 0.01f // m_near , 250.0f, 100.0f, 2000.0f, 50.0f // m_far , 0.007f, 0.0f, 0.01f, 0.00001f // m_bias , 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0 , 8000.0f, 1.0f, 15000.0f, 1.0f // m_customParam1 , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum , 0.25f, 0.0f, 2.0f, 0.001f // m_xOffset , 0.25f, 0.0f, 2.0f, 0.001f // m_yOffset , true // m_doBlur , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack , &s_programs.m_colorLighting[SmType::Omni][DepthImpl::Linear][SmImpl::ESM] //m_progDraw } } }, { //LightType::Directional { //DepthImpl::InvZ { //SmImpl::Hard 11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow , 1.0f, 1.0f, 10.0f, 1.0f // m_near , 550.0f, 100.0f, 2000.0f, 50.0f // m_far , 0.0012f, 0.0f, 0.01f, 0.00001f // m_bias , 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0 , 200.0f, 1.0f, 400.0f, 1.0f // m_customParam1 , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum , 0.2f, 0.0f, 1.0f, 0.01f // m_xOffset , 0.2f, 0.0f, 1.0f, 0.01f // m_yOffset , true // m_doBlur , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack , &s_programs.m_colorLighting[SmType::Cascade][DepthImpl::InvZ][SmImpl::Hard] //m_progDraw }, { //SmImpl::PCF 11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow , 1.0f, 1.0f, 99.0f, 1.0f // m_near , 550.0f, 100.0f, 2000.0f, 50.0f // m_far , 0.0012f, 0.0f, 0.01f, 0.00001f // m_bias , 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0 , 200.0f, 1.0f, 400.0f, 1.0f // m_customParam1 , 2.0f, 0.0f, 8.0f, 1.0f // m_xNum , 2.0f, 0.0f, 8.0f, 1.0f // m_yNum , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset , true // m_doBlur , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack , &s_programs.m_colorLighting[SmType::Cascade][DepthImpl::InvZ][SmImpl::PCF] //m_progDraw }, { //SmImpl::VSM 11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow , 1.0f, 1.0f, 10.0f, 1.0f // m_near , 550.0f, 100.0f, 2000.0f, 50.0f // m_far , 0.004f, 0.0f, 0.01f, 0.00001f // m_bias , 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset , 0.02f, 0.0f, 0.04f, 0.00001f // m_customParam0 , 2500.0f, 1.0f, 5000.0f, 1.0f // m_customParam1 , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum , 0.2f, 0.0f, 1.0f, 0.01f // m_xOffset , 0.2f, 0.0f, 1.0f, 0.01f // m_yOffset , true // m_doBlur , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::VSM] //m_progPack , &s_programs.m_colorLighting[SmType::Cascade][DepthImpl::InvZ][SmImpl::VSM] //m_progDraw }, { //SmImpl::ESM 11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow , 1.0f, 1.0f, 10.0f, 0.01f // m_near , 550.0f, 100.0f, 2000.0f, 50.0f // m_far , 0.004f, 0.0f, 0.01f, 0.00001f // m_bias , 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0 , 9500.0f, 1.0f, 15000.0f, 1.0f // m_customParam1 , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum , 0.2f, 0.0f, 1.0f, 0.01f // m_xOffset , 0.2f, 0.0f, 1.0f, 0.01f // m_yOffset , true // m_doBlur , &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack , &s_programs.m_colorLighting[SmType::Cascade][DepthImpl::InvZ][SmImpl::ESM] //m_progDraw } }, { //DepthImpl::Linear { //SmImpl::Hard 11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow , 1.0f, 1.0f, 10.0f, 1.0f // m_near , 550.0f, 100.0f, 2000.0f, 50.0f // m_far , 0.0012f, 0.0f, 0.01f, 0.00001f // m_bias , 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0 , 500.0f, 1.0f, 1000.0f, 1.0f // m_customParam1 , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum , 0.2f, 0.0f, 1.0f, 0.01f // m_xOffset , 0.2f, 0.0f, 1.0f, 0.01f // m_yOffset , true // m_doBlur , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack , &s_programs.m_colorLighting[SmType::Cascade][DepthImpl::Linear][SmImpl::Hard] //m_progDraw }, { //SmImpl::PCF 11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow , 1.0f, 1.0f, 99.0f, 1.0f // m_near , 550.0f, 100.0f, 2000.0f, 50.0f // m_far , 0.0012f, 0.0f, 0.01f, 0.00001f // m_bias , 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0 , 200.0f, 1.0f, 400.0f, 1.0f // m_customParam1 , 2.0f, 0.0f, 8.0f, 1.0f // m_xNum , 2.0f, 0.0f, 8.0f, 1.0f // m_yNum , 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset , 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset , true // m_doBlur , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack , &s_programs.m_colorLighting[SmType::Cascade][DepthImpl::Linear][SmImpl::PCF] //m_progDraw }, { //SmImpl::VSM 11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow , 1.0f, 1.0f, 10.0f, 1.0f // m_near , 550.0f, 100.0f, 2000.0f, 50.0f // m_far , 0.004f, 0.0f, 0.01f, 0.00001f // m_bias , 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset , 0.02f, 0.0f, 0.04f, 0.00001f // m_customParam0 , 2500.0f, 1.0f, 5000.0f, 1.0f // m_customParam1 , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum , 0.2f, 0.0f, 1.0f, 0.01f // m_xOffset , 0.2f, 0.0f, 1.0f, 0.01f // m_yOffset , true // m_doBlur , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::VSM] //m_progPack , &s_programs.m_colorLighting[SmType::Cascade][DepthImpl::Linear][SmImpl::VSM] //m_progDraw }, { //SmImpl::ESM 11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo , 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow , 1.0f, 1.0f, 10.0f, 0.01f // m_near , 550.0f, 100.0f, 2000.0f, 50.0f // m_far , 0.004f, 0.0f, 0.01f, 0.00001f // m_bias , 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset , 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0 , 9500.0f, 1.0f, 15000.0f, 1.0f // m_customParam1 , 2.0f, 0.0f, 4.0f, 1.0f // m_xNum , 2.0f, 0.0f, 4.0f, 1.0f // m_yNum , 0.2f, 0.0f, 1.0f, 0.01f // m_xOffset , 0.2f, 0.0f, 1.0f, 0.01f // m_yOffset , true // m_doBlur , &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack , &s_programs.m_colorLighting[SmType::Cascade][DepthImpl::Linear][SmImpl::ESM] //m_progDraw } } } }; struct SceneSettings { LightType::Enum m_lightType; DepthImpl::Enum m_depthImpl; SmImpl::Enum m_smImpl; float m_spotOuterAngle; float m_spotInnerAngle; float m_fovXAdjust; float m_fovYAdjust; float m_coverageSpotL; float m_numSplitsf; float m_splitDistribution; uint8_t m_numSplits; bool m_updateLights; bool m_updateScene; bool m_drawDepthBuffer; bool m_showSmCoverage; bool m_stencilPack; bool m_stabilize; }; SceneSettings settings; settings.m_lightType = LightType::SpotLight; settings.m_depthImpl = DepthImpl::InvZ; settings.m_smImpl = SmImpl::Hard; settings.m_spotOuterAngle = 45.0f; settings.m_spotInnerAngle = 30.0f; settings.m_fovXAdjust = 0.0f; settings.m_fovYAdjust = 0.0f; settings.m_coverageSpotL = 90.0f; settings.m_numSplitsf = 4.0f; settings.m_splitDistribution = 0.6f; settings.m_numSplits = uint8_t(settings.m_numSplitsf); settings.m_updateLights = true; settings.m_updateScene = true; settings.m_drawDepthBuffer = false; settings.m_showSmCoverage = false; settings.m_stencilPack = true; settings.m_stabilize = true; ShadowMapSettings* currentSmSettings = &smSettings[settings.m_lightType][settings.m_depthImpl][settings.m_smImpl]; // Render targets. uint16_t shadowMapSize = 1 << uint32_t(currentSmSettings->m_sizePwrTwo); uint16_t currentShadowMapSize = shadowMapSize; float currentShadowMapSizef = float(int16_t(currentShadowMapSize) ); s_uniforms.m_shadowMapTexelSize = 1.0f / currentShadowMapSizef; for (uint8_t ii = 0; ii < ShadowMapRenderTargets::Count; ++ii) { bgfx::TextureHandle fbtextures[] = { bgfx::createTexture2D(currentShadowMapSize, currentShadowMapSize, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT), bgfx::createTexture2D(currentShadowMapSize, currentShadowMapSize, 1, bgfx::TextureFormat::D24S8, BGFX_TEXTURE_RT), }; s_rtShadowMap[ii] = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true); } s_rtBlur = bgfx::createFrameBuffer(currentShadowMapSize, currentShadowMapSize, bgfx::TextureFormat::BGRA8); // Setup camera. float initialPos[3] = { 0.0f, 60.0f, -105.0f }; cameraCreate(); cameraSetPosition(initialPos); cameraSetVerticalAngle(-0.45f); // Set view and projection matrices. const float camFovy = 60.0f; const float camAspect = float(int32_t(viewState.m_width) ) / float(int32_t(viewState.m_height) ); const float camNear = 0.1f; const float camFar = 2000.0f; const float projHeight = 1.0f/tanf(bx::toRad(camFovy)*0.5f); const float projWidth = projHeight * camAspect; bx::mtxProj(viewState.m_proj, camFovy, camAspect, camNear, camFar); cameraGetViewMtx(viewState.m_view); float timeAccumulatorLight = 0.0f; float timeAccumulatorScene = 0.0f; entry::MouseState mouseState; while (!entry::processEvents(viewState.m_width, viewState.m_height, debug, reset, &mouseState) ) { // Imgui. imguiBeginFrame(mouseState.m_mx , mouseState.m_my , (mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0) | (mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0) | (mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0) , mouseState.m_mz , viewState.m_width , viewState.m_height ); static int32_t rightScrollArea = 0; imguiBeginScrollArea("Settings", viewState.m_width - 256 - 10, 10, 256, 660, &rightScrollArea); #define IMGUI_FLOAT_SLIDER(_name, _val) \ imguiSlider(_name \ , _val \ , *( ((float*)&_val)+1) \ , *( ((float*)&_val)+2) \ , *( ((float*)&_val)+3) \ ) imguiBool("Update lights", settings.m_updateLights); imguiBool("Update scene", settings.m_updateScene); imguiSeparatorLine(); imguiLabel("Shadow map depth:"); imguiEnum(settings.m_depthImpl); currentSmSettings = &smSettings[settings.m_lightType][settings.m_depthImpl][settings.m_smImpl]; imguiSeparator(); imguiBool("Draw depth buffer.", settings.m_drawDepthBuffer); if (settings.m_drawDepthBuffer) { IMGUI_FLOAT_SLIDER("Depth value pow:", currentSmSettings->m_depthValuePow); } imguiSeparatorLine(); imguiLabel("Shadow Map implementation:"); imguiEnum(settings.m_smImpl); currentSmSettings = &smSettings[settings.m_lightType][settings.m_depthImpl][settings.m_smImpl]; imguiSeparator(); IMGUI_FLOAT_SLIDER("Bias:", currentSmSettings->m_bias); IMGUI_FLOAT_SLIDER("Normal offset:", currentSmSettings->m_normalOffset); imguiSeparator(); if (LightType::DirectionalLight != settings.m_lightType) { IMGUI_FLOAT_SLIDER("Near plane:", currentSmSettings->m_near); } IMGUI_FLOAT_SLIDER("Far plane:", currentSmSettings->m_far); imguiSeparator(); switch(settings.m_smImpl) { case SmImpl::Hard: //imguiLabel("Hard"); break; case SmImpl::PCF: imguiLabel("PCF"); IMGUI_FLOAT_SLIDER("X Offset:", currentSmSettings->m_xOffset); IMGUI_FLOAT_SLIDER("Y Offset:", currentSmSettings->m_yOffset); break; case SmImpl::VSM: imguiLabel("VSM"); IMGUI_FLOAT_SLIDER("Min variance", currentSmSettings->m_customParam0); IMGUI_FLOAT_SLIDER("Depth multiplier", currentSmSettings->m_customParam1); imguiBool("Blur shadow map", currentSmSettings->m_doBlur); if (currentSmSettings->m_doBlur) { IMGUI_FLOAT_SLIDER("Blur X Offset:", currentSmSettings->m_xOffset); IMGUI_FLOAT_SLIDER("Blur Y Offset:", currentSmSettings->m_yOffset); } break; case SmImpl::ESM: imguiLabel("ESM"); IMGUI_FLOAT_SLIDER("ESM Hardness", currentSmSettings->m_customParam0); IMGUI_FLOAT_SLIDER("Depth multiplier", currentSmSettings->m_customParam1); imguiBool("Blur shadow map", currentSmSettings->m_doBlur); if (currentSmSettings->m_doBlur) { IMGUI_FLOAT_SLIDER("Blur X Offset:", currentSmSettings->m_xOffset); IMGUI_FLOAT_SLIDER("Blur Y Offset:", currentSmSettings->m_yOffset); } break; default: break; }; imguiEndScrollArea(); static int32_t leftScrollArea = 0; imguiBeginScrollArea("Light", 10, 70, 256, 334, &leftScrollArea); const LightType::Enum ltBefore = settings.m_lightType; imguiEnum(settings.m_lightType); const LightType::Enum ltAfter = settings.m_lightType; const bool bLtChanged = (ltAfter != ltBefore); imguiSeparator(); imguiBool("Show shadow map coverage.", settings.m_showSmCoverage); imguiSeparator(); imguiLabel("Shadow map resolution: %ux%u", currentShadowMapSize, currentShadowMapSize); IMGUI_FLOAT_SLIDER(" ", currentSmSettings->m_sizePwrTwo); imguiSeparatorLine(); if (LightType::SpotLight == settings.m_lightType) { imguiLabel("Spot light"); imguiSlider("Shadow map area:", settings.m_coverageSpotL, 45.0f, 120.0f, 1.0f); imguiSeparator(); imguiSlider("Spot outer cone:", settings.m_spotOuterAngle, 0.0f, 91.0f, 0.1f); imguiSlider("Spot inner cone:", settings.m_spotInnerAngle, 0.0f, 90.0f, 0.1f); } else if (LightType::PointLight == settings.m_lightType) { imguiLabel("Point light"); imguiBool("Stencil pack", settings.m_stencilPack); imguiSlider("Fov X adjust:", settings.m_fovXAdjust, -20.0f, 20.0f, 0.0001f); imguiSlider("Fov Y adjust:", settings.m_fovYAdjust, -20.0f, 20.0f, 0.0001f); } else if (LightType::DirectionalLight == settings.m_lightType) { imguiLabel("Directional light"); imguiBool("Stabilize cascades", settings.m_stabilize); imguiSlider("Cascade splits:", settings.m_numSplitsf, 1.0f, 4.0f, 1.0f); imguiSlider("Cascade distribution:", settings.m_splitDistribution, 0.0f, 1.0f, 0.001f); settings.m_numSplits = uint8_t(settings.m_numSplitsf); } #undef IMGUI_FLOAT_SLIDER imguiEndScrollArea(); imguiEndFrame(); // Update uniforms. s_uniforms.m_shadowMapBias = currentSmSettings->m_bias; s_uniforms.m_shadowMapOffset = currentSmSettings->m_normalOffset; s_uniforms.m_shadowMapParam0 = currentSmSettings->m_customParam0; s_uniforms.m_shadowMapParam1 = currentSmSettings->m_customParam1; s_uniforms.m_depthValuePow = currentSmSettings->m_depthValuePow; s_uniforms.m_XNum = currentSmSettings->m_xNum; s_uniforms.m_YNum = currentSmSettings->m_yNum; s_uniforms.m_XOffset = currentSmSettings->m_xOffset; s_uniforms.m_YOffset = currentSmSettings->m_yOffset; s_uniforms.m_showSmCoverage = float(settings.m_showSmCoverage); s_uniforms.m_lightPtr = (LightType::DirectionalLight == settings.m_lightType) ? &directionalLight : &pointLight; if (LightType::SpotLight == settings.m_lightType) { pointLight.m_attenuationSpotOuter.m_outer = settings.m_spotOuterAngle; pointLight.m_spotDirectionInner.m_inner = settings.m_spotInnerAngle; } else { pointLight.m_attenuationSpotOuter.m_outer = 91.0f; //above 90.0f means point light } s_uniforms.submitPerFrameUniforms(); // Time. int64_t now = bx::getHPCounter(); static int64_t last = now; const int64_t frameTime = now - last; last = now; const double freq = double(bx::getHPFrequency() ); const double toMs = 1000.0/freq; const float deltaTime = float(frameTime/freq); // Use debug font to print information about this example. bgfx::dbgTextClear(); bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/16-shadowmaps"); bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Shadow maps example."); bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs); // Update camera. cameraUpdate(deltaTime, mouseState); // Update view mtx. cameraGetViewMtx(viewState.m_view); // Update lights. pointLight.computeViewSpaceComponents(viewState.m_view); directionalLight.computeViewSpaceComponents(viewState.m_view); // Update time accumulators. if (settings.m_updateLights) { timeAccumulatorLight += deltaTime; } if (settings.m_updateScene) { timeAccumulatorScene += deltaTime; } // Setup lights. pointLight.m_position.m_x = cosf(timeAccumulatorLight) * 20.0f; pointLight.m_position.m_y = 26.0f; pointLight.m_position.m_z = sinf(timeAccumulatorLight) * 20.0f; pointLight.m_spotDirectionInner.m_x = -pointLight.m_position.m_x; pointLight.m_spotDirectionInner.m_y = -pointLight.m_position.m_y; pointLight.m_spotDirectionInner.m_z = -pointLight.m_position.m_z; directionalLight.m_position.m_x = -cosf(timeAccumulatorLight); directionalLight.m_position.m_y = -1.0f; directionalLight.m_position.m_z = -sinf(timeAccumulatorLight); // Setup instance matrices. float mtxFloor[16]; const float floorScale = 550.0f; bx::mtxSRT(mtxFloor , floorScale //scaleX , floorScale //scaleY , floorScale //scaleZ , 0.0f //rotX , 0.0f //rotY , 0.0f //rotZ , 0.0f //translateX , 0.0f //translateY , 0.0f //translateZ ); float mtxBunny[16]; bx::mtxSRT(mtxBunny , 5.0f , 5.0f , 5.0f , 0.0f , 1.56f - 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 ); 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 , sinf(float(ii)*2.0f*bx::pi/float(numTrees) ) * 60.0f , 0.0f , cosf(float(ii)*2.0f*bx::pi/float(numTrees) ) * 60.0f ); } // Compute transform matrices. const uint8_t shadowMapPasses = ShadowMapRenderTargets::Count; float lightView[shadowMapPasses][16]; float lightProj[shadowMapPasses][16]; float mtxYpr[TetrahedronFaces::Count][16]; float screenProj[16]; float screenView[16]; bx::mtxIdentity(screenView); bx::mtxOrtho(screenProj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f); if (LightType::SpotLight == settings.m_lightType) { const float fovy = settings.m_coverageSpotL; const float aspect = 1.0f; bx::mtxProj(lightProj[ProjType::Horizontal], fovy, aspect, currentSmSettings->m_near, currentSmSettings->m_far); //For linear depth, prevent depth division by variable w-component in shaders and divide here by far plane if (DepthImpl::Linear == settings.m_depthImpl) { lightProj[ProjType::Horizontal][10] /= currentSmSettings->m_far; lightProj[ProjType::Horizontal][14] /= currentSmSettings->m_far; } float at[3]; bx::vec3Add(at, pointLight.m_position.m_v, pointLight.m_spotDirectionInner.m_v); bx::mtxLookAt(lightView[TetrahedronFaces::Green], pointLight.m_position.m_v, at); } else if (LightType::PointLight == settings.m_lightType) { float ypr[TetrahedronFaces::Count][3] = { { bx::toRad( 0.0f), bx::toRad( 27.36780516f), bx::toRad(0.0f) }, { bx::toRad(180.0f), bx::toRad( 27.36780516f), bx::toRad(0.0f) }, { bx::toRad(-90.0f), bx::toRad(-27.36780516f), bx::toRad(0.0f) }, { bx::toRad( 90.0f), bx::toRad(-27.36780516f), bx::toRad(0.0f) }, }; if (settings.m_stencilPack) { const float fovx = 143.98570868f + 3.51f + settings.m_fovXAdjust; const float fovy = 125.26438968f + 9.85f + settings.m_fovYAdjust; const float aspect = tanf(bx::toRad(fovx*0.5f) )/tanf(bx::toRad(fovy*0.5f) ); bx::mtxProj(lightProj[ProjType::Vertical] , fovx , aspect , currentSmSettings->m_near , currentSmSettings->m_far ); //For linear depth, prevent depth division by variable w-component in shaders and divide here by far plane if (DepthImpl::Linear == settings.m_depthImpl) { lightProj[ProjType::Vertical][10] /= currentSmSettings->m_far; lightProj[ProjType::Vertical][14] /= currentSmSettings->m_far; } ypr[TetrahedronFaces::Green ][2] = bx::toRad(180.0f); ypr[TetrahedronFaces::Yellow][2] = bx::toRad( 0.0f); ypr[TetrahedronFaces::Blue ][2] = bx::toRad( 90.0f); ypr[TetrahedronFaces::Red ][2] = bx::toRad(-90.0f); } const float fovx = 143.98570868f + 7.8f + settings.m_fovXAdjust; const float fovy = 125.26438968f + 3.0f + settings.m_fovYAdjust; const float aspect = tanf(bx::toRad(fovx*0.5f) )/tanf(bx::toRad(fovy*0.5f) ); bx::mtxProj(lightProj[ProjType::Horizontal], fovy, aspect, currentSmSettings->m_near, currentSmSettings->m_far); //For linear depth, prevent depth division by variable w component in shaders and divide here by far plane if (DepthImpl::Linear == settings.m_depthImpl) { lightProj[ProjType::Horizontal][10] /= currentSmSettings->m_far; lightProj[ProjType::Horizontal][14] /= currentSmSettings->m_far; } for (uint8_t ii = 0; ii < TetrahedronFaces::Count; ++ii) { float mtxTmp[16]; mtxYawPitchRoll(mtxTmp, ypr[ii][0], ypr[ii][1], ypr[ii][2]); float tmp[3] = { -bx::vec3Dot(pointLight.m_position.m_v, &mtxTmp[0]), -bx::vec3Dot(pointLight.m_position.m_v, &mtxTmp[4]), -bx::vec3Dot(pointLight.m_position.m_v, &mtxTmp[8]), }; bx::mtxTranspose(mtxYpr[ii], mtxTmp); memcpy(lightView[ii], mtxYpr[ii], 12*sizeof(float) ); lightView[ii][12] = tmp[0]; lightView[ii][13] = tmp[1]; lightView[ii][14] = tmp[2]; lightView[ii][15] = 1.0f; } } else // LightType::DirectionalLight == settings.m_lightType { // Setup light view mtx. float eye[3] = { -directionalLight.m_position.m_x , -directionalLight.m_position.m_y , -directionalLight.m_position.m_z }; float at[3] = { 0.0f, 0.0f, 0.0f }; bx::mtxLookAt(lightView[0], eye, at); // Compute camera inverse view mtx. float mtxViewInv[16]; bx::mtxInverse(mtxViewInv, viewState.m_view); // Compute split distances. const uint8_t maxNumSplits = 4; BX_CHECK(maxNumSplits >= settings.m_numSplits, "Error! Max num splits."); float splitSlices[maxNumSplits*2]; splitFrustum(splitSlices, settings.m_numSplits, currentSmSettings->m_near, currentSmSettings->m_far, settings.m_splitDistribution); // Update uniforms. for (uint8_t ii = 0, ff = 1; ii < settings.m_numSplits; ++ii, ff+=2) { // This lags for 1 frame, but it's not a problem. s_uniforms.m_csmFarDistances[ii] = splitSlices[ff]; } float mtxProj[16]; bx::mtxOrtho(mtxProj, 1.0f, -1.0f, 1.0f, -1.0f, -currentSmSettings->m_far, currentSmSettings->m_far); const uint8_t numCorners = 8; float frustumCorners[maxNumSplits][numCorners][3]; for (uint8_t ii = 0, nn = 0, ff = 1; ii < 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); float min[3] = { 9000.0f, 9000.0f, 9000.0f }; float max[3] = { -9000.0f, -9000.0f, -9000.0f }; for (uint8_t jj = 0; jj < numCorners; ++jj) { // Transform to light space. float lightSpaceFrustumCorner[3]; bx::vec3MulMtx(lightSpaceFrustumCorner, frustumCorners[ii][jj], lightView[0]); // Update bounding box. min[0] = bx::fmin(min[0], lightSpaceFrustumCorner[0]); max[0] = bx::fmax(max[0], lightSpaceFrustumCorner[0]); min[1] = bx::fmin(min[1], lightSpaceFrustumCorner[1]); max[1] = bx::fmax(max[1], lightSpaceFrustumCorner[1]); min[2] = bx::fmin(min[2], lightSpaceFrustumCorner[2]); max[2] = bx::fmax(max[2], lightSpaceFrustumCorner[2]); } float minproj[3]; float maxproj[3]; bx::vec3MulMtxH(minproj, min, mtxProj); bx::vec3MulMtxH(maxproj, max, mtxProj); float offsetx, offsety; float scalex, scaley; scalex = 2.0f / (maxproj[0] - minproj[0]); scaley = 2.0f / (maxproj[1] - minproj[1]); if (settings.m_stabilize) { const float quantizer = 64.0f; scalex = quantizer / ceilf(quantizer / scalex); scaley = quantizer / ceilf(quantizer / scaley); } offsetx = 0.5f * (maxproj[0] + minproj[0]) * scalex; offsety = 0.5f * (maxproj[1] + minproj[1]) * scaley; if (settings.m_stabilize) { const float halfSize = currentShadowMapSizef * 0.5f; offsetx = ceilf(offsetx * halfSize) / halfSize; offsety = ceilf(offsety * halfSize) / halfSize; } float mtxCrop[16]; bx::mtxIdentity(mtxCrop); mtxCrop[ 0] = scalex; mtxCrop[ 5] = scaley; mtxCrop[12] = offsetx; mtxCrop[13] = offsety; bx::mtxMul(lightProj[ii], mtxCrop, mtxProj); } } // Reset render targets. const bgfx::FrameBufferHandle invalidRt = BGFX_INVALID_HANDLE; for (uint32_t ii = 0; ii < RENDERVIEW_DRAWDEPTH_3_ID+1; ++ii) { bgfx::setViewFrameBuffer(ii, invalidRt); } // Determine on-screen rectangle size where depth buffer will be drawn. uint16_t depthRectHeight = uint16_t(float(viewState.m_height) / 2.5f); uint16_t depthRectWidth = depthRectHeight; uint16_t depthRectX = 0; uint16_t depthRectY = viewState.m_height - depthRectHeight; // Setup views and render targets. bgfx::setViewRect(0, 0, 0, viewState.m_width, viewState.m_height); bgfx::setViewTransform(0, viewState.m_view, viewState.m_proj); if (LightType::SpotLight == settings.m_lightType) { /** * RENDERVIEW_SHADOWMAP_0_ID - Clear shadow map. (used as convenience, otherwise render_pass_1 could be cleared) * RENDERVIEW_SHADOWMAP_1_ID - Craft shadow map. * RENDERVIEW_VBLUR_0_ID - Vertical blur. * RENDERVIEW_HBLUR_0_ID - Horizontal blur. * RENDERVIEW_DRAWSCENE_0_ID - Draw scene. * RENDERVIEW_DRAWSCENE_1_ID - Draw floor bottom. * RENDERVIEW_DRAWDEPTH_0_ID - Draw depth buffer. */ bgfx::setViewRect(RENDERVIEW_SHADOWMAP_0_ID, 0, 0, currentShadowMapSize, currentShadowMapSize); bgfx::setViewRect(RENDERVIEW_SHADOWMAP_1_ID, 0, 0, currentShadowMapSize, currentShadowMapSize); bgfx::setViewRect(RENDERVIEW_VBLUR_0_ID, 0, 0, currentShadowMapSize, currentShadowMapSize); bgfx::setViewRect(RENDERVIEW_HBLUR_0_ID, 0, 0, currentShadowMapSize, currentShadowMapSize); bgfx::setViewRect(RENDERVIEW_DRAWSCENE_0_ID, 0, 0, viewState.m_width, viewState.m_height); bgfx::setViewRect(RENDERVIEW_DRAWSCENE_1_ID, 0, 0, viewState.m_width, viewState.m_height); bgfx::setViewRect(RENDERVIEW_DRAWDEPTH_0_ID, depthRectX, depthRectY, depthRectWidth, depthRectHeight); bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_0_ID, screenView, screenProj); bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_1_ID, lightView[0], lightProj[ProjType::Horizontal]); bgfx::setViewTransform(RENDERVIEW_VBLUR_0_ID, screenView, screenProj); bgfx::setViewTransform(RENDERVIEW_HBLUR_0_ID, screenView, screenProj); bgfx::setViewTransform(RENDERVIEW_DRAWSCENE_0_ID, viewState.m_view, viewState.m_proj); bgfx::setViewTransform(RENDERVIEW_DRAWSCENE_1_ID, viewState.m_view, viewState.m_proj); bgfx::setViewTransform(RENDERVIEW_DRAWDEPTH_0_ID, screenView, screenProj); bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_0_ID, s_rtShadowMap[0]); bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_1_ID, s_rtShadowMap[0]); bgfx::setViewFrameBuffer(RENDERVIEW_VBLUR_0_ID, s_rtBlur); bgfx::setViewFrameBuffer(RENDERVIEW_HBLUR_0_ID, s_rtShadowMap[0]); } else if (LightType::PointLight == settings.m_lightType) { /** * RENDERVIEW_SHADOWMAP_0_ID - Clear entire shadow map. * RENDERVIEW_SHADOWMAP_1_ID - Craft green tetrahedron shadow face. * RENDERVIEW_SHADOWMAP_2_ID - Craft yellow tetrahedron shadow face. * RENDERVIEW_SHADOWMAP_3_ID - Craft blue tetrahedron shadow face. * RENDERVIEW_SHADOWMAP_4_ID - Craft red tetrahedron shadow face. * RENDERVIEW_VBLUR_0_ID - Vertical blur. * RENDERVIEW_HBLUR_0_ID - Horizontal blur. * RENDERVIEW_DRAWSCENE_0_ID - Draw scene. * RENDERVIEW_DRAWSCENE_1_ID - Draw floor bottom. * RENDERVIEW_DRAWDEPTH_0_ID - Draw depth buffer. */ bgfx::setViewRect(RENDERVIEW_SHADOWMAP_0_ID, 0, 0, currentShadowMapSize, currentShadowMapSize); if (settings.m_stencilPack) { const uint16_t f = currentShadowMapSize; //full size const uint16_t h = 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 = currentShadowMapSize/2; //half size bgfx::setViewRect(RENDERVIEW_SHADOWMAP_1_ID, 0, 0, h, h); bgfx::setViewRect(RENDERVIEW_SHADOWMAP_2_ID, h, 0, h, h); bgfx::setViewRect(RENDERVIEW_SHADOWMAP_3_ID, 0, h, h, h); bgfx::setViewRect(RENDERVIEW_SHADOWMAP_4_ID, h, h, h, h); } bgfx::setViewRect(RENDERVIEW_VBLUR_0_ID, 0, 0, currentShadowMapSize, currentShadowMapSize); bgfx::setViewRect(RENDERVIEW_HBLUR_0_ID, 0, 0, currentShadowMapSize, currentShadowMapSize); bgfx::setViewRect(RENDERVIEW_DRAWSCENE_0_ID, 0, 0, viewState.m_width, viewState.m_height); bgfx::setViewRect(RENDERVIEW_DRAWSCENE_1_ID, 0, 0, viewState.m_width, viewState.m_height); bgfx::setViewRect(RENDERVIEW_DRAWDEPTH_0_ID, depthRectX, depthRectY, depthRectWidth, depthRectHeight); bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_0_ID, screenView, screenProj); bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_1_ID, lightView[TetrahedronFaces::Green], lightProj[ProjType::Horizontal]); bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_2_ID, lightView[TetrahedronFaces::Yellow], lightProj[ProjType::Horizontal]); if(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, viewState.m_view, viewState.m_proj); bgfx::setViewTransform(RENDERVIEW_DRAWSCENE_1_ID, viewState.m_view, viewState.m_proj); bgfx::setViewTransform(RENDERVIEW_DRAWDEPTH_0_ID, screenView, screenProj); bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_0_ID, s_rtShadowMap[0]); bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_1_ID, s_rtShadowMap[0]); bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_2_ID, s_rtShadowMap[0]); bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_3_ID, s_rtShadowMap[0]); bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_4_ID, s_rtShadowMap[0]); bgfx::setViewFrameBuffer(RENDERVIEW_VBLUR_0_ID, s_rtBlur); bgfx::setViewFrameBuffer(RENDERVIEW_HBLUR_0_ID, s_rtShadowMap[0]); } else // LightType::DirectionalLight == settings.m_lightType { /** * RENDERVIEW_SHADOWMAP_1_ID - Craft shadow map for first split. * RENDERVIEW_SHADOWMAP_2_ID - Craft shadow map for second split. * RENDERVIEW_SHADOWMAP_3_ID - Craft shadow map for third split. * RENDERVIEW_SHADOWMAP_4_ID - Craft shadow map for fourth split. * RENDERVIEW_VBLUR_0_ID - Vertical blur for first split. * RENDERVIEW_HBLUR_0_ID - Horizontal blur for first split. * RENDERVIEW_VBLUR_1_ID - Vertical blur for second split. * RENDERVIEW_HBLUR_1_ID - Horizontal blur for second split. * RENDERVIEW_VBLUR_2_ID - Vertical blur for third split. * RENDERVIEW_HBLUR_2_ID - Horizontal blur for third split. * RENDERVIEW_VBLUR_3_ID - Vertical blur for fourth split. * RENDERVIEW_HBLUR_3_ID - Horizontal blur for fourth split. * RENDERVIEW_DRAWSCENE_0_ID - Draw scene. * RENDERVIEW_DRAWSCENE_1_ID - Draw floor bottom. * RENDERVIEW_DRAWDEPTH_0_ID - Draw depth buffer for first split. * RENDERVIEW_DRAWDEPTH_1_ID - Draw depth buffer for second split. * RENDERVIEW_DRAWDEPTH_2_ID - Draw depth buffer for third split. * RENDERVIEW_DRAWDEPTH_3_ID - Draw depth buffer for fourth split. */ depthRectHeight = viewState.m_height / 3; depthRectWidth = depthRectHeight; depthRectX = 0; depthRectY = viewState.m_height - depthRectHeight; bgfx::setViewRect(RENDERVIEW_SHADOWMAP_1_ID, 0, 0, currentShadowMapSize, currentShadowMapSize); bgfx::setViewRect(RENDERVIEW_SHADOWMAP_2_ID, 0, 0, currentShadowMapSize, currentShadowMapSize); bgfx::setViewRect(RENDERVIEW_SHADOWMAP_3_ID, 0, 0, currentShadowMapSize, currentShadowMapSize); bgfx::setViewRect(RENDERVIEW_SHADOWMAP_4_ID, 0, 0, currentShadowMapSize, currentShadowMapSize); bgfx::setViewRect(RENDERVIEW_VBLUR_0_ID, 0, 0, currentShadowMapSize, currentShadowMapSize); bgfx::setViewRect(RENDERVIEW_HBLUR_0_ID, 0, 0, currentShadowMapSize, currentShadowMapSize); bgfx::setViewRect(RENDERVIEW_VBLUR_1_ID, 0, 0, currentShadowMapSize, currentShadowMapSize); bgfx::setViewRect(RENDERVIEW_HBLUR_1_ID, 0, 0, currentShadowMapSize, currentShadowMapSize); bgfx::setViewRect(RENDERVIEW_VBLUR_2_ID, 0, 0, currentShadowMapSize, currentShadowMapSize); bgfx::setViewRect(RENDERVIEW_HBLUR_2_ID, 0, 0, currentShadowMapSize, currentShadowMapSize); bgfx::setViewRect(RENDERVIEW_VBLUR_3_ID, 0, 0, currentShadowMapSize, currentShadowMapSize); bgfx::setViewRect(RENDERVIEW_HBLUR_3_ID, 0, 0, currentShadowMapSize, currentShadowMapSize); bgfx::setViewRect(RENDERVIEW_DRAWSCENE_0_ID, 0, 0, viewState.m_width, viewState.m_height); bgfx::setViewRect(RENDERVIEW_DRAWSCENE_1_ID, 0, 0, viewState.m_width, viewState.m_height); bgfx::setViewRect(RENDERVIEW_DRAWDEPTH_0_ID, depthRectX+(0*depthRectWidth), depthRectY, depthRectWidth, depthRectHeight); bgfx::setViewRect(RENDERVIEW_DRAWDEPTH_1_ID, depthRectX+(1*depthRectWidth), depthRectY, depthRectWidth, depthRectHeight); bgfx::setViewRect(RENDERVIEW_DRAWDEPTH_2_ID, depthRectX+(2*depthRectWidth), depthRectY, depthRectWidth, depthRectHeight); bgfx::setViewRect(RENDERVIEW_DRAWDEPTH_3_ID, depthRectX+(3*depthRectWidth), depthRectY, depthRectWidth, depthRectHeight); bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_1_ID, lightView[0], lightProj[0]); bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_2_ID, lightView[0], lightProj[1]); bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_3_ID, lightView[0], lightProj[2]); bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_4_ID, lightView[0], lightProj[3]); bgfx::setViewTransform(RENDERVIEW_VBLUR_0_ID, screenView, screenProj); bgfx::setViewTransform(RENDERVIEW_HBLUR_0_ID, screenView, screenProj); bgfx::setViewTransform(RENDERVIEW_VBLUR_1_ID, screenView, screenProj); bgfx::setViewTransform(RENDERVIEW_HBLUR_1_ID, screenView, screenProj); bgfx::setViewTransform(RENDERVIEW_VBLUR_2_ID, screenView, screenProj); bgfx::setViewTransform(RENDERVIEW_HBLUR_2_ID, screenView, screenProj); bgfx::setViewTransform(RENDERVIEW_VBLUR_3_ID, screenView, screenProj); bgfx::setViewTransform(RENDERVIEW_HBLUR_3_ID, screenView, screenProj); bgfx::setViewTransform(RENDERVIEW_DRAWSCENE_0_ID, viewState.m_view, viewState.m_proj); bgfx::setViewTransform(RENDERVIEW_DRAWSCENE_1_ID, viewState.m_view, viewState.m_proj); bgfx::setViewTransform(RENDERVIEW_DRAWDEPTH_0_ID, screenView, screenProj); bgfx::setViewTransform(RENDERVIEW_DRAWDEPTH_1_ID, screenView, screenProj); bgfx::setViewTransform(RENDERVIEW_DRAWDEPTH_2_ID, screenView, screenProj); bgfx::setViewTransform(RENDERVIEW_DRAWDEPTH_3_ID, screenView, screenProj); bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_1_ID, s_rtShadowMap[0]); bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_2_ID, s_rtShadowMap[1]); bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_3_ID, s_rtShadowMap[2]); bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_4_ID, s_rtShadowMap[3]); bgfx::setViewFrameBuffer(RENDERVIEW_VBLUR_0_ID, s_rtBlur); //vblur bgfx::setViewFrameBuffer(RENDERVIEW_HBLUR_0_ID, s_rtShadowMap[0]); //hblur bgfx::setViewFrameBuffer(RENDERVIEW_VBLUR_1_ID, s_rtBlur); //vblur bgfx::setViewFrameBuffer(RENDERVIEW_HBLUR_1_ID, s_rtShadowMap[1]); //hblur bgfx::setViewFrameBuffer(RENDERVIEW_VBLUR_2_ID, s_rtBlur); //vblur bgfx::setViewFrameBuffer(RENDERVIEW_HBLUR_2_ID, s_rtShadowMap[2]); //hblur bgfx::setViewFrameBuffer(RENDERVIEW_VBLUR_3_ID, s_rtBlur); //vblur bgfx::setViewFrameBuffer(RENDERVIEW_HBLUR_3_ID, s_rtShadowMap[3]); //hblur } // Clear backbuffer at beginning. bgfx::setViewClear(0 , BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH , clearValues.m_clearRgba , clearValues.m_clearDepth , clearValues.m_clearStencil ); bgfx::touch(0); // Clear shadowmap rendertarget at beginning. const uint8_t flags0 = (LightType::DirectionalLight == settings.m_lightType) ? 0 : BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH | BGFX_CLEAR_STENCIL ; bgfx::setViewClear(RENDERVIEW_SHADOWMAP_0_ID , flags0 , 0xfefefefe //blur fails on completely white regions , clearValues.m_clearDepth , clearValues.m_clearStencil ); bgfx::touch(RENDERVIEW_SHADOWMAP_0_ID); const uint8_t flags1 = (LightType::DirectionalLight == settings.m_lightType) ? BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH : 0 ; for (uint8_t ii = 0; ii < 4; ++ii) { bgfx::setViewClear(RENDERVIEW_SHADOWMAP_1_ID+ii , flags1 , 0xfefefefe //blur fails on completely white regions , clearValues.m_clearDepth , clearValues.m_clearStencil ); bgfx::touch(RENDERVIEW_SHADOWMAP_1_ID+ii); } // Render. // Craft shadow map. { // Craft stencil mask for point light shadow map packing. if(LightType::PointLight == settings.m_lightType && settings.m_stencilPack) { if (bgfx::checkAvailTransientVertexBuffer(6, posDecl) ) { struct Pos { float m_x, m_y, m_z; }; bgfx::TransientVertexBuffer vb; bgfx::allocTransientVertexBuffer(&vb, 6, posDecl); Pos* vertex = (Pos*)vb.data; const float min = 0.0f; const float max = 1.0f; const float center = 0.5f; const float zz = 0.0f; vertex[0].m_x = min; vertex[0].m_y = min; vertex[0].m_z = zz; vertex[1].m_x = max; vertex[1].m_y = min; vertex[1].m_z = zz; vertex[2].m_x = center; vertex[2].m_y = center; vertex[2].m_z = zz; vertex[3].m_x = center; vertex[3].m_y = center; vertex[3].m_z = zz; vertex[4].m_x = max; vertex[4].m_y = max; vertex[4].m_z = zz; vertex[5].m_x = min; vertex[5].m_y = max; vertex[5].m_z = zz; bgfx::setState(0); bgfx::setStencil(BGFX_STENCIL_TEST_ALWAYS | BGFX_STENCIL_FUNC_REF(1) | BGFX_STENCIL_FUNC_RMASK(0xff) | BGFX_STENCIL_OP_FAIL_S_REPLACE | BGFX_STENCIL_OP_FAIL_Z_REPLACE | BGFX_STENCIL_OP_PASS_Z_REPLACE ); bgfx::setVertexBuffer(&vb); bgfx::submit(RENDERVIEW_SHADOWMAP_0_ID, s_programs.m_black); } } // Draw scene into shadowmap. uint8_t drawNum; if (LightType::SpotLight == settings.m_lightType) { drawNum = 1; } else if (LightType::PointLight == settings.m_lightType) { drawNum = 4; } else //LightType::DirectionalLight == settings.m_lightType) { drawNum = settings.m_numSplits; } for (uint8_t ii = 0; ii < drawNum; ++ii) { const uint8_t viewId = RENDERVIEW_SHADOWMAP_1_ID + ii; uint8_t renderStateIndex = RenderState::ShadowMap_PackDepth; if(LightType::PointLight == settings.m_lightType && settings.m_stencilPack) { renderStateIndex = (ii < 2) ? RenderState::ShadowMap_PackDepthHoriz : RenderState::ShadowMap_PackDepthVert; } // Floor. hplaneMesh.submit(viewId , mtxFloor , *currentSmSettings->m_progPack , s_renderStates[renderStateIndex] ); // Bunny. bunnyMesh.submit(viewId , mtxBunny , *currentSmSettings->m_progPack , s_renderStates[renderStateIndex] ); // Hollow cube. hollowcubeMesh.submit(viewId , mtxHollowcube , *currentSmSettings->m_progPack , s_renderStates[renderStateIndex] ); // Cube. cubeMesh.submit(viewId , mtxCube , *currentSmSettings->m_progPack , s_renderStates[renderStateIndex] ); // Trees. for (uint8_t jj = 0; jj < numTrees; ++jj) { treeMesh.submit(viewId , mtxTrees[jj] , *currentSmSettings->m_progPack , s_renderStates[renderStateIndex] ); } } } PackDepth::Enum depthType = (SmImpl::VSM == settings.m_smImpl) ? PackDepth::VSM : PackDepth::RGBA; bool bVsmOrEsm = (SmImpl::VSM == settings.m_smImpl) || (SmImpl::ESM == settings.m_smImpl); // Blur shadow map. if (bVsmOrEsm && currentSmSettings->m_doBlur) { bgfx::setTexture(4, s_shadowMap[0], s_rtShadowMap[0]); bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE); screenSpaceQuad(currentShadowMapSizef, currentShadowMapSizef, s_flipV); bgfx::submit(RENDERVIEW_VBLUR_0_ID, s_programs.m_vBlur[depthType]); bgfx::setTexture(4, s_shadowMap[0], s_rtBlur); bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE); screenSpaceQuad(currentShadowMapSizef, currentShadowMapSizef, s_flipV); bgfx::submit(RENDERVIEW_HBLUR_0_ID, s_programs.m_hBlur[depthType]); if (LightType::DirectionalLight == settings.m_lightType) { for (uint8_t ii = 1, jj = 2; ii < settings.m_numSplits; ++ii, jj+=2) { const uint8_t viewId = RENDERVIEW_VBLUR_0_ID + jj; bgfx::setTexture(4, s_shadowMap[0], s_rtShadowMap[ii]); bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE); screenSpaceQuad(currentShadowMapSizef, currentShadowMapSizef, s_flipV); bgfx::submit(viewId, s_programs.m_vBlur[depthType]); bgfx::setTexture(4, s_shadowMap[0], s_rtBlur); bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE); screenSpaceQuad(currentShadowMapSizef, currentShadowMapSizef, s_flipV); bgfx::submit(viewId+1, s_programs.m_hBlur[depthType]); } } } // Draw scene. { // Setup shadow mtx. float mtxShadow[16]; const float ymul = (s_flipV) ? 0.5f : -0.5f; float zadd = (DepthImpl::Linear == settings.m_depthImpl) ? 0.0f : 0.5f; const float mtxBias[16] = { 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, ymul, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.5f, 0.5f, zadd, 1.0f, }; if (LightType::SpotLight == settings.m_lightType) { float mtxTmp[16]; bx::mtxMul(mtxTmp, lightProj[ProjType::Horizontal], mtxBias); bx::mtxMul(mtxShadow, lightView[0], mtxTmp); //lightViewProjBias } else if (LightType::PointLight == settings.m_lightType) { const float s = (s_flipV) ? 1.0f : -1.0f; //sign zadd = (DepthImpl::Linear == settings.m_depthImpl) ? 0.0f : 0.5f; const float mtxCropBias[2][TetrahedronFaces::Count][16] = { { // settings.m_stencilPack == false { // D3D: Green, OGL: Blue 0.25f, 0.0f, 0.0f, 0.0f, 0.0f, s*0.25f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.25f, 0.25f, zadd, 1.0f, }, { // D3D: Yellow, OGL: Red 0.25f, 0.0f, 0.0f, 0.0f, 0.0f, s*0.25f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.75f, 0.25f, zadd, 1.0f, }, { // D3D: Blue, OGL: Green 0.25f, 0.0f, 0.0f, 0.0f, 0.0f, s*0.25f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.25f, 0.75f, zadd, 1.0f, }, { // D3D: Red, OGL: Yellow 0.25f, 0.0f, 0.0f, 0.0f, 0.0f, s*0.25f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.75f, 0.75f, zadd, 1.0f, }, }, { // settings.m_stencilPack == true { // D3D: Red, OGL: Blue 0.25f, 0.0f, 0.0f, 0.0f, 0.0f, s*0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.25f, 0.5f, zadd, 1.0f, }, { // D3D: Blue, OGL: Red 0.25f, 0.0f, 0.0f, 0.0f, 0.0f, s*0.5f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.75f, 0.5f, zadd, 1.0f, }, { // D3D: Green, OGL: Green 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, s*0.25f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.5f, 0.75f, zadd, 1.0f, }, { // D3D: Yellow, OGL: Yellow 0.5f, 0.0f, 0.0f, 0.0f, 0.0f, s*0.25f, 0.0f, 0.0f, 0.0f, 0.0f, 0.5f, 0.0f, 0.5f, 0.25f, zadd, 1.0f, }, } }; //Use as: [stencilPack][flipV][tetrahedronFace] static const uint8_t cropBiasIndices[2][2][4] = { { // settings.m_stencilPack == false { 0, 1, 2, 3 }, //flipV == false { 2, 3, 0, 1 }, //flipV == true }, { // settings.m_stencilPack == true { 3, 2, 0, 1 }, //flipV == false { 2, 3, 0, 1 }, //flipV == true }, }; for (uint8_t ii = 0; ii < TetrahedronFaces::Count; ++ii) { ProjType::Enum projType = (settings.m_stencilPack) ? ProjType::Enum(ii>1) : ProjType::Horizontal; uint8_t biasIndex = cropBiasIndices[settings.m_stencilPack][uint8_t(s_flipV)][ii]; float mtxTmp[16]; bx::mtxMul(mtxTmp, mtxYpr[ii], lightProj[projType]); bx::mtxMul(shadowMapMtx[ii], mtxTmp, mtxCropBias[settings.m_stencilPack][biasIndex]); //mtxYprProjBias } bx::mtxTranslate(mtxShadow //lightInvTranslate , -pointLight.m_position.m_v[0] , -pointLight.m_position.m_v[1] , -pointLight.m_position.m_v[2] ); } else //LightType::DirectionalLight == settings.m_lightType { for (uint8_t ii = 0; ii < settings.m_numSplits; ++ii) { float mtxTmp[16]; bx::mtxMul(mtxTmp, lightProj[ii], mtxBias); bx::mtxMul(shadowMapMtx[ii], lightView[0], mtxTmp); //lViewProjCropBias } } // Floor. if (LightType::DirectionalLight != settings.m_lightType) { bx::mtxMul(lightMtx, mtxFloor, mtxShadow); //not needed for directional light } hplaneMesh.submit(RENDERVIEW_DRAWSCENE_0_ID , mtxFloor , *currentSmSettings->m_progDraw , s_renderStates[RenderState::Default] , true ); // Bunny. if (LightType::DirectionalLight != settings.m_lightType) { bx::mtxMul(lightMtx, mtxBunny, mtxShadow); } bunnyMesh.submit(RENDERVIEW_DRAWSCENE_0_ID , mtxBunny , *currentSmSettings->m_progDraw , s_renderStates[RenderState::Default] , true ); // Hollow cube. if (LightType::DirectionalLight != settings.m_lightType) { bx::mtxMul(lightMtx, mtxHollowcube, mtxShadow); } hollowcubeMesh.submit(RENDERVIEW_DRAWSCENE_0_ID , mtxHollowcube , *currentSmSettings->m_progDraw , s_renderStates[RenderState::Default] , true ); // Cube. if (LightType::DirectionalLight != settings.m_lightType) { bx::mtxMul(lightMtx, mtxCube, mtxShadow); } cubeMesh.submit(RENDERVIEW_DRAWSCENE_0_ID , mtxCube , *currentSmSettings->m_progDraw , s_renderStates[RenderState::Default] , true ); // Trees. for (uint8_t ii = 0; ii < numTrees; ++ii) { if (LightType::DirectionalLight != settings.m_lightType) { bx::mtxMul(lightMtx, mtxTrees[ii], mtxShadow); } treeMesh.submit(RENDERVIEW_DRAWSCENE_0_ID , mtxTrees[ii] , *currentSmSettings->m_progDraw , s_renderStates[RenderState::Default] , true ); } // Lights. if (LightType::SpotLight == settings.m_lightType || LightType::PointLight == settings.m_lightType) { const float lightScale[3] = { 1.5f, 1.5f, 1.5f }; float mtx[16]; mtxBillboard(mtx, viewState.m_view, pointLight.m_position.m_v, lightScale); vplaneMesh.submit(RENDERVIEW_DRAWSCENE_0_ID , mtx , s_programs.m_colorTexture , s_renderStates[RenderState::Custom_BlendLightTexture] , texFlare ); } // Draw floor bottom. float floorBottomMtx[16]; bx::mtxSRT(floorBottomMtx , floorScale //scaleX , floorScale //scaleY , floorScale //scaleZ , 0.0f //rotX , 0.0f //rotY , 0.0f //rotZ , 0.0f //translateX , -0.1f //translateY , 0.0f //translateZ ); hplaneMesh.submit(RENDERVIEW_DRAWSCENE_1_ID , floorBottomMtx , s_programs.m_texture , s_renderStates[RenderState::Custom_DrawPlaneBottom] , texFigure ); } // Draw depth rect. if (settings.m_drawDepthBuffer) { bgfx::setTexture(4, s_shadowMap[0], s_rtShadowMap[0]); bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE); screenSpaceQuad(currentShadowMapSizef, currentShadowMapSizef, s_flipV); bgfx::submit(RENDERVIEW_DRAWDEPTH_0_ID, s_programs.m_drawDepth[depthType]); if (LightType::DirectionalLight == settings.m_lightType) { for (uint8_t ii = 1; ii < settings.m_numSplits; ++ii) { bgfx::setTexture(4, s_shadowMap[0], s_rtShadowMap[ii]); bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE); screenSpaceQuad(currentShadowMapSizef, currentShadowMapSizef, s_flipV); bgfx::submit(RENDERVIEW_DRAWDEPTH_0_ID+ii, s_programs.m_drawDepth[depthType]); } } } // Update render target size. shadowMapSize = 1 << uint32_t(currentSmSettings->m_sizePwrTwo); if (bLtChanged || currentShadowMapSize != shadowMapSize) { currentShadowMapSize = shadowMapSize; currentShadowMapSizef = float(int16_t(currentShadowMapSize) ); s_uniforms.m_shadowMapTexelSize = 1.0f / currentShadowMapSizef; { bgfx::destroyFrameBuffer(s_rtShadowMap[0]); bgfx::TextureHandle fbtextures[] = { bgfx::createTexture2D(currentShadowMapSize, currentShadowMapSize, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT), bgfx::createTexture2D(currentShadowMapSize, currentShadowMapSize, 1, bgfx::TextureFormat::D24S8, BGFX_TEXTURE_RT), }; s_rtShadowMap[0] = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true); } if (LightType::DirectionalLight == settings.m_lightType) { for (uint8_t ii = 1; ii < ShadowMapRenderTargets::Count; ++ii) { { bgfx::destroyFrameBuffer(s_rtShadowMap[ii]); bgfx::TextureHandle fbtextures[] = { bgfx::createTexture2D(currentShadowMapSize, currentShadowMapSize, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT), bgfx::createTexture2D(currentShadowMapSize, currentShadowMapSize, 1, bgfx::TextureFormat::D24S8, BGFX_TEXTURE_RT), }; s_rtShadowMap[ii] = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true); } } } bgfx::destroyFrameBuffer(s_rtBlur); s_rtBlur = bgfx::createFrameBuffer(currentShadowMapSize, currentShadowMapSize, bgfx::TextureFormat::BGRA8); } // Advance to next frame. Rendering thread will be kicked to // process submitted rendering primitives. bgfx::frame(); } bunnyMesh.unload(); treeMesh.unload(); cubeMesh.unload(); hollowcubeMesh.unload(); hplaneMesh.unload(); vplaneMesh.unload(); bgfx::destroyTexture(texFigure); bgfx::destroyTexture(texFieldstone); bgfx::destroyTexture(texFlare); for (uint8_t ii = 0; ii < ShadowMapRenderTargets::Count; ++ii) { bgfx::destroyFrameBuffer(s_rtShadowMap[ii]); } bgfx::destroyFrameBuffer(s_rtBlur); s_programs.destroy(); bgfx::destroyUniform(s_texColor); bgfx::destroyUniform(s_shadowMap[3]); bgfx::destroyUniform(s_shadowMap[2]); bgfx::destroyUniform(s_shadowMap[1]); bgfx::destroyUniform(s_shadowMap[0]); s_uniforms.destroy(); cameraDestroy(); imguiDestroy(); // Shutdown bgfx. bgfx::shutdown(); return 0; }