/* * Copyright 2016 Joseph Cherlin. All rights reserved. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause */ #include #include #include #include #include namespace { /* * Intro * ===== * * RSM (reflective shadow map) is a technique for global illumination. * It is similar to shadow map. It piggybacks on the shadow map, in fact. * * RSM is compatible with any type of lighting which can handle handle * a lot of point lights. This sample happens to use a deferred renderer, * but other types would work. * * Overview: * * - Draw into G-Buffer * - Draw Shadow Map (with RSM piggybacked on) * - Populate light buffer * - Deferred "combine" pass. * * Details * ======= * * ## G-Buffer * * Typical G-Buffer with normals, color, depth. * * ## RSM * * A typical shadow map, except it also outputs to a "RSM" buffer. * The RSM contains the color of the item drawn, as well as a scalar value which represents * how much light would bounce off of the surface if it were hit with light from the origin * of the shadow map. * * ## Light Buffer * * We draw a lot of spheres into the light buffer. These spheres are called VPL (virtual * point lights). VPLs represent bounced light, and let us eliminate the classic "ambient" * term. Instead of us supplying their world space position in a transform matrix, * VPLs gain their position from the shadow map from step 2, using an unprojection. They gain * their color from the RSM. You could also store their position in a buffer while drawing shadows, * I'm just using depth to keep the sample smaller. * * ## Deferred combine * * Typical combine used in almost any sort of deferred renderer. * * References * ========== * * http: *www.bpeers.com/blog/?itemid=517 * */ // Render passes #define RENDER_PASS_GBUFFER 0 // GBuffer for normals and albedo #define RENDER_PASS_SHADOW_MAP 1 // Draw into the shadow map (RSM and regular shadow map at same time) #define RENDER_PASS_LIGHT_BUFFER 2 // Light buffer for point lights #define RENDER_PASS_COMBINE 3 // Directional light and final result // Gbuffer has multiple render targets #define GBUFFER_RT_NORMAL 0 #define GBUFFER_RT_COLOR 1 #define GBUFFER_RT_DEPTH 2 // Shadow map has multiple render targets #define SHADOW_RT_RSM 0 // In this algorithm, shadows write lighting info as well. #define SHADOW_RT_DEPTH 1 // Shadow maps always write a depth // Random meshes we draw #define MODEL_COUNT 222 // In this demo, a model is a mesh plus a transform and a color #define SHADOW_MAP_DIM 512 #define LIGHT_DIST 10.0f static const char * s_meshPaths[] = { "meshes/cube.bin", "meshes/orb.bin", "meshes/column.bin", "meshes/bunny.bin", "meshes/tree.bin", "meshes/hollowcube.bin" }; static const float s_meshScale[] = { 0.25f, 0.5f, 0.05f, 0.5f, 0.05f, 0.05f }; // Vertex decl for our screen space quad (used in deferred rendering) struct PosTexCoord0Vertex { float m_x; float m_y; float m_z; float m_u; float m_v; static void init() { ms_decl .begin() .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float) .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float) .end(); } static bgfx::VertexDecl ms_decl; }; bgfx::VertexDecl PosTexCoord0Vertex::ms_decl; // Utility function to draw a screen space quad for deferred rendering void screenSpaceQuad(float _textureWidth, float _textureHeight, float _texelHalf, bool _originBottomLeft, float _width = 1.0f, float _height = 1.0f) { if (3 == bgfx::getAvailTransientVertexBuffer(3, PosTexCoord0Vertex::ms_decl) ) { bgfx::TransientVertexBuffer vb; bgfx::allocTransientVertexBuffer(&vb, 3, PosTexCoord0Vertex::ms_decl); PosTexCoord0Vertex* vertex = (PosTexCoord0Vertex*)vb.data; const float minx = -_width; const float maxx = _width; const float miny = 0.0f; const float maxy = _height*2.0f; const float texelHalfW = _texelHalf/_textureWidth; const float texelHalfH = _texelHalf/_textureHeight; const float minu = -1.0f + texelHalfW; const float maxu = 1.0f + texelHalfH; const float zz = 0.0f; float minv = texelHalfH; float maxv = 2.0f + texelHalfH; if (_originBottomLeft) { float temp = minv; minv = maxv; maxv = temp; minv -= 1.0f; maxv -= 1.0f; } vertex[0].m_x = minx; vertex[0].m_y = miny; vertex[0].m_z = zz; vertex[0].m_u = minu; vertex[0].m_v = minv; vertex[1].m_x = maxx; vertex[1].m_y = miny; vertex[1].m_z = zz; vertex[1].m_u = maxu; vertex[1].m_v = minv; vertex[2].m_x = maxx; vertex[2].m_y = maxy; vertex[2].m_z = zz; vertex[2].m_u = maxu; vertex[2].m_v = maxv; bgfx::setVertexBuffer(0, &vb); } } class ExampleRSM : public entry::AppI { public: ExampleRSM(const char* _name, const char* _description) : entry::AppI(_name, _description) , m_reading(0) , m_currFrame(UINT32_MAX) , m_cameraSpin(false) , m_lightElevation(35.0f) , m_lightAzimuth(215.0f) , m_rsmAmount(0.25f) , m_vplRadius(3.0f) , m_texelHalf(0.0f) { } void init(int32_t _argc, const char* const* _argv, uint32_t _width, uint32_t _height) override { Args args(_argc, _argv); m_width = _width; m_height = _height; m_debug = BGFX_DEBUG_NONE; m_reset = BGFX_RESET_VSYNC; bgfx::Init init; init.type = args.m_type; init.vendorId = args.m_pciId; init.resolution.width = m_width; init.resolution.height = m_height; init.resolution.reset = m_reset; bgfx::init(init); // Enable debug text. bgfx::setDebug(m_debug); // Labeling for renderdoc captures, etc bgfx::setViewName(RENDER_PASS_GBUFFER, "gbuffer" ); bgfx::setViewName(RENDER_PASS_SHADOW_MAP, "shadow map" ); bgfx::setViewName(RENDER_PASS_LIGHT_BUFFER, "light buffer"); bgfx::setViewName(RENDER_PASS_COMBINE, "post combine"); // Set up screen clears bgfx::setViewClear(RENDER_PASS_GBUFFER , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH , 0 , 1.0f , 0 ); bgfx::setViewClear(RENDER_PASS_LIGHT_BUFFER , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH , 0 , 1.0f , 0 ); bgfx::setViewClear(RENDER_PASS_SHADOW_MAP , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH , 0 , 1.0f , 0 ); // Create uniforms u_tint = bgfx::createUniform("u_tint", bgfx::UniformType::Vec4); // Tint for when you click on items u_lightDir = bgfx::createUniform("u_lightDir", bgfx::UniformType::Vec4); // Single directional light for entire scene u_sphereInfo = bgfx::createUniform("u_sphereInfo", bgfx::UniformType::Vec4); // Info for RSM u_invMvp = bgfx::createUniform("u_invMvp", bgfx::UniformType::Mat4); // Matrix needed in light buffer u_invMvpShadow = bgfx::createUniform("u_invMvpShadow", bgfx::UniformType::Mat4); // Matrix needed in light buffer u_lightMtx = bgfx::createUniform("u_lightMtx", bgfx::UniformType::Mat4); // Matrix needed to use shadow map (world to shadow space) u_shadowDimsInv = bgfx::createUniform("u_shadowDimsInv", bgfx::UniformType::Vec4); // Used in PCF u_rsmAmount = bgfx::createUniform("u_rsmAmount", bgfx::UniformType::Vec4); // How much RSM to use vs directional light // Create texture sampler uniforms (used when we bind textures) s_normal = bgfx::createUniform("s_normal", bgfx::UniformType::Sampler); // Normal gbuffer s_depth = bgfx::createUniform("s_depth", bgfx::UniformType::Sampler); // Normal gbuffer s_color = bgfx::createUniform("s_color", bgfx::UniformType::Sampler); // Color (albedo) gbuffer s_light = bgfx::createUniform("s_light", bgfx::UniformType::Sampler); // Light buffer s_shadowMap = bgfx::createUniform("s_shadowMap", bgfx::UniformType::Sampler); // Shadow map s_rsm = bgfx::createUniform("s_rsm", bgfx::UniformType::Sampler); // Reflective shadow map // Create program from shaders. m_gbufferProgram = loadProgram("vs_rsm_gbuffer", "fs_rsm_gbuffer"); // Gbuffer m_shadowProgram = loadProgram("vs_rsm_shadow", "fs_rsm_shadow" ); // Drawing shadow map m_lightProgram = loadProgram("vs_rsm_lbuffer", "fs_rsm_lbuffer"); // Light buffer m_combineProgram = loadProgram("vs_rsm_combine", "fs_rsm_combine"); // Combiner // Load some meshes for (uint32_t ii = 0; ii < BX_COUNTOF(s_meshPaths); ++ii) { m_meshes[ii] = meshLoad(s_meshPaths[ii]); } // Randomly create some models bx::RngMwc mwc; // Random number generator for (uint32_t ii = 0; ii < BX_COUNTOF(m_models); ++ii) { Model& model = m_models[ii]; uint32_t rr = mwc.gen() % 256; uint32_t gg = mwc.gen() % 256; uint32_t bb = mwc.gen() % 256; model.mesh = 1+mwc.gen()%(BX_COUNTOF(s_meshPaths)-1); model.color[0] = rr/255.0f; model.color[1] = gg/255.0f; model.color[2] = bb/255.0f; model.color[3] = 1.0f; model.position[0] = (((mwc.gen() % 256)) - 128.0f)/20.0f; model.position[1] = 0; model.position[2] = (((mwc.gen() % 256)) - 128.0f)/20.0f; } // Load ground. We'll just use the cube since I don't have a ground model right now m_ground = meshLoad("meshes/cube.bin"); // Light sphere m_lightSphere = meshLoad("meshes/unit_sphere.bin"); const uint64_t tsFlags = 0 | BGFX_TEXTURE_RT | BGFX_SAMPLER_MIN_POINT | BGFX_SAMPLER_MAG_POINT | BGFX_SAMPLER_MIP_POINT | BGFX_SAMPLER_U_CLAMP | BGFX_SAMPLER_V_CLAMP ; // Make gbuffer and related textures m_gbufferTex[GBUFFER_RT_NORMAL] = bgfx::createTexture2D(bgfx::BackbufferRatio::Equal, false, 1, bgfx::TextureFormat::BGRA8, tsFlags); m_gbufferTex[GBUFFER_RT_COLOR] = bgfx::createTexture2D(bgfx::BackbufferRatio::Equal, false, 1, bgfx::TextureFormat::BGRA8, tsFlags); m_gbufferTex[GBUFFER_RT_DEPTH] = bgfx::createTexture2D(bgfx::BackbufferRatio::Equal, false, 1, bgfx::TextureFormat::D24, tsFlags); m_gbuffer = bgfx::createFrameBuffer(BX_COUNTOF(m_gbufferTex), m_gbufferTex, true); // Make light buffer m_lightBufferTex = bgfx::createTexture2D(bgfx::BackbufferRatio::Equal, false, 1, bgfx::TextureFormat::BGRA8, tsFlags); bgfx::TextureHandle lightBufferRTs[] = { m_lightBufferTex }; m_lightBuffer = bgfx::createFrameBuffer(BX_COUNTOF(lightBufferRTs), lightBufferRTs, true); // Make shadow buffer const uint64_t rsmFlags = 0 | BGFX_TEXTURE_RT | BGFX_SAMPLER_MIN_POINT | BGFX_SAMPLER_MAG_POINT | BGFX_SAMPLER_MIP_POINT | BGFX_SAMPLER_U_CLAMP | BGFX_SAMPLER_V_CLAMP ; // Reflective shadow map m_shadowBufferTex[SHADOW_RT_RSM] = bgfx::createTexture2D( SHADOW_MAP_DIM , SHADOW_MAP_DIM , false , 1 , bgfx::TextureFormat::BGRA8 , rsmFlags ); // Typical shadow map m_shadowBufferTex[SHADOW_RT_DEPTH] = bgfx::createTexture2D( SHADOW_MAP_DIM , SHADOW_MAP_DIM , false , 1 , bgfx::TextureFormat::D16 , BGFX_TEXTURE_RT /* | BGFX_SAMPLER_COMPARE_LEQUAL*/ ); // Note I'm not setting BGFX_SAMPLER_COMPARE_LEQUAL. Why? // Normally a PCF shadow map such as this requires a compare. However, this sample also // reads from this texture in the lighting pass, and only uses the PCF capabilites in the // combine pass, so the flag is disabled by default. m_shadowBuffer = bgfx::createFrameBuffer(BX_COUNTOF(m_shadowBufferTex), m_shadowBufferTex, true); // Vertex decl PosTexCoord0Vertex::init(); // Init camera cameraCreate(); cameraSetPosition({0.0f, 1.5f, 0.0f}); cameraSetVerticalAngle(-0.3f); // Init directional light updateLightDir(); // Get renderer capabilities info. m_caps = bgfx::getCaps(); const bgfx::RendererType::Enum renderer = bgfx::getRendererType(); m_texelHalf = bgfx::RendererType::Direct3D9 == renderer ? 0.5f : 0.0f; imguiCreate(); } int shutdown() override { for (uint32_t ii = 0; ii < BX_COUNTOF(s_meshPaths); ++ii) { meshUnload(m_meshes[ii]); } meshUnload(m_ground); meshUnload(m_lightSphere); // Cleanup. bgfx::destroy(m_gbufferProgram); bgfx::destroy(m_lightProgram); bgfx::destroy(m_combineProgram); bgfx::destroy(m_shadowProgram); bgfx::destroy(u_tint); bgfx::destroy(u_lightDir); bgfx::destroy(u_sphereInfo); bgfx::destroy(u_invMvp); bgfx::destroy(u_invMvpShadow); bgfx::destroy(u_lightMtx); bgfx::destroy(u_shadowDimsInv); bgfx::destroy(u_rsmAmount); bgfx::destroy(s_normal); bgfx::destroy(s_depth); bgfx::destroy(s_light); bgfx::destroy(s_color); bgfx::destroy(s_shadowMap); bgfx::destroy(s_rsm); bgfx::destroy(m_gbuffer); bgfx::destroy(m_lightBuffer); bgfx::destroy(m_shadowBuffer); for (uint32_t ii = 0; ii < BX_COUNTOF(m_gbufferTex); ++ii) { bgfx::destroy(m_gbufferTex[ii]); } bgfx::destroy(m_lightBufferTex); for (uint32_t ii = 0; ii < BX_COUNTOF(m_shadowBufferTex); ++ii) { bgfx::destroy(m_shadowBufferTex[ii]); } cameraDestroy(); imguiDestroy(); // Shutdown bgfx. bgfx::shutdown(); return 0; } bool update() override { if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) ) { // Update frame timer int64_t now = bx::getHPCounter(); static int64_t last = now; const int64_t frameTime = now - last; last = now; const double freq = double(bx::getHPFrequency()); const float deltaTime = float(frameTime/freq); // Update camera cameraUpdate(deltaTime*0.15f, m_mouseState); // Set up matrices for gbuffer float view[16]; cameraGetViewMtx(view); float proj[16]; bx::mtxProj(proj, 60.0f, float(m_width)/float(m_height), 0.1f, 100.0f, bgfx::getCaps()->homogeneousDepth); bgfx::setViewRect(RENDER_PASS_GBUFFER, 0, 0, uint16_t(m_width), uint16_t(m_height)); bgfx::setViewTransform(RENDER_PASS_GBUFFER, view, proj); // Make sure when we draw it goes into gbuffer and not backbuffer bgfx::setViewFrameBuffer(RENDER_PASS_GBUFFER, m_gbuffer); // Draw everything into g-buffer drawAllModels(RENDER_PASS_GBUFFER, m_gbufferProgram); // Draw shadow map // Set up transforms for shadow map float smView[16], smProj[16], lightEye[3], lightAt[3]; lightEye[0] = m_lightDir[0]*LIGHT_DIST; lightEye[1] = m_lightDir[1]*LIGHT_DIST; lightEye[2] = m_lightDir[2]*LIGHT_DIST; lightAt[0] = 0.0f; lightAt[1] = 0.0f; lightAt[2] = 0.0f; bx::mtxLookAt(smView, bx::load(lightEye), bx::load(lightAt) ); const float area = 10.0f; const bgfx::Caps* caps = bgfx::getCaps(); bx::mtxOrtho(smProj, -area, area, -area, area, -100.0f, 100.0f, 0.0f, caps->homogeneousDepth); bgfx::setViewTransform(RENDER_PASS_SHADOW_MAP, smView, smProj); bgfx::setViewFrameBuffer(RENDER_PASS_SHADOW_MAP, m_shadowBuffer); bgfx::setViewRect(RENDER_PASS_SHADOW_MAP, 0, 0, SHADOW_MAP_DIM, SHADOW_MAP_DIM); drawAllModels(RENDER_PASS_SHADOW_MAP, m_shadowProgram); // Next draw light buffer // Set up matrices for light buffer bgfx::setViewRect(RENDER_PASS_LIGHT_BUFFER, 0, 0, uint16_t(m_width), uint16_t(m_height)); bgfx::setViewTransform(RENDER_PASS_LIGHT_BUFFER, view, proj); // Notice, same view and proj as gbuffer // Set drawing into light buffer bgfx::setViewFrameBuffer(RENDER_PASS_LIGHT_BUFFER, m_lightBuffer); // Inverse view projection is needed in shader so set that up float vp[16], invMvp[16]; bx::mtxMul(vp, view, proj); bx::mtxInverse(invMvp, vp); // Light matrix used in combine pass and inverse used in light pass float lightMtx[16]; // World space to light space (shadow map space) bx::mtxMul(lightMtx, smView, smProj); float invMvpShadow[16]; bx::mtxInverse(invMvpShadow, lightMtx); // Draw some lights (these should really be instanced but for this example they aren't...) const uint32_t kMaxSpheres = 32; for (uint32_t i = 0; i < kMaxSpheres; i++) { for (uint32_t j = 0; j < kMaxSpheres; j++) { // These are used in the fragment shader bgfx::setTexture(0, s_normal, bgfx::getTexture(m_gbuffer, GBUFFER_RT_NORMAL) ); // Normal for lighting calculations bgfx::setTexture(1, s_depth, bgfx::getTexture(m_gbuffer, GBUFFER_RT_DEPTH) ); // Depth to reconstruct world position // Thse are used in the vert shader bgfx::setTexture(2, s_shadowMap, bgfx::getTexture(m_shadowBuffer, SHADOW_RT_DEPTH) ); // Used to place sphere bgfx::setTexture(3, s_rsm, bgfx::getTexture(m_shadowBuffer, SHADOW_RT_RSM) ); // Used to scale/color sphere bgfx::setUniform(u_invMvp, invMvp); bgfx::setUniform(u_invMvpShadow, invMvpShadow); float sphereInfo[4]; sphereInfo[0] = ((float)i/(kMaxSpheres-1)); sphereInfo[1] = ((float)j/(kMaxSpheres-1)); sphereInfo[2] = m_vplRadius; sphereInfo[3] = 0.0; // Unused bgfx::setUniform(u_sphereInfo, sphereInfo); const uint64_t lightDrawState = 0 | BGFX_STATE_WRITE_RGB | BGFX_STATE_BLEND_ADD // <=== Overlapping lights contribute more | BGFX_STATE_WRITE_A | BGFX_STATE_CULL_CW // <=== If we go into the lights, there will be problems, so we draw the far back face. ; meshSubmit( m_lightSphere , RENDER_PASS_LIGHT_BUFFER , m_lightProgram , NULL , lightDrawState ); } } // Draw combine pass // Texture inputs for combine pass bgfx::setTexture(0, s_normal, bgfx::getTexture(m_gbuffer, GBUFFER_RT_NORMAL) ); bgfx::setTexture(1, s_color, bgfx::getTexture(m_gbuffer, GBUFFER_RT_COLOR) ); bgfx::setTexture(2, s_light, bgfx::getTexture(m_lightBuffer, 0) ); bgfx::setTexture(3, s_depth, bgfx::getTexture(m_gbuffer, GBUFFER_RT_DEPTH) ); bgfx::setTexture(4, s_shadowMap, bgfx::getTexture(m_shadowBuffer, SHADOW_RT_DEPTH) , BGFX_SAMPLER_COMPARE_LEQUAL ); // Uniforms for combine pass bgfx::setUniform(u_lightDir, m_lightDir); bgfx::setUniform(u_invMvp, invMvp); bgfx::setUniform(u_lightMtx, lightMtx); const float invDim[4] = {1.0f/SHADOW_MAP_DIM, 0.0f, 0.0f, 0.0f}; bgfx::setUniform(u_shadowDimsInv, invDim); float rsmAmount[4] = {m_rsmAmount,m_rsmAmount,m_rsmAmount,m_rsmAmount}; bgfx::setUniform(u_rsmAmount, rsmAmount); // Set up state for combine pass // point of this is to avoid doing depth test, which is in the default state bgfx::setState(0 | BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A ); // Set up transform matrix for fullscreen quad float orthoProj[16]; bx::mtxOrtho(orthoProj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f, 0.0f, caps->homogeneousDepth); bgfx::setViewTransform(RENDER_PASS_COMBINE, NULL, orthoProj); bgfx::setViewRect(RENDER_PASS_COMBINE, 0, 0, uint16_t(m_width), uint16_t(m_height) ); // Bind vertex buffer and draw quad screenSpaceQuad( (float)m_width, (float)m_height, m_texelHalf, m_caps->originBottomLeft); bgfx::submit(RENDER_PASS_COMBINE, m_combineProgram); // Draw UI imguiBeginFrame(m_mouseState.m_mx , m_mouseState.m_my , (m_mouseState.m_buttons[entry::MouseButton::Left] ? IMGUI_MBUT_LEFT : 0) | (m_mouseState.m_buttons[entry::MouseButton::Right] ? IMGUI_MBUT_RIGHT : 0) | (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0) , m_mouseState.m_mz , uint16_t(m_width) , uint16_t(m_height) ); showExampleDialog(this); ImGui::SetNextWindowPos( ImVec2(m_width - m_width / 5.0f - 10.0f, 10.0f) , ImGuiCond_FirstUseEver ); ImGui::SetNextWindowSize( ImVec2(m_width / 5.0f, m_height / 3.0f) , ImGuiCond_FirstUseEver ); ImGui::Begin("Settings" , NULL , 0 ); ImGui::SliderFloat("RSM Amount", &m_rsmAmount, 0.0f, 0.7f); ImGui::SliderFloat("VPL Radius", &m_vplRadius, 0.25f, 20.0f); ImGui::SliderFloat("Light Azimuth", &m_lightAzimuth, 0.0f, 360.0f); ImGui::SliderFloat("Light Elevation", &m_lightElevation, 35.0f, 90.0f); ImGui::End(); imguiEndFrame(); updateLightDir(); // Advance to next frame. Rendering thread will be kicked to // process submitted rendering primitives. m_currFrame = bgfx::frame(); return true; } return false; } void drawAllModels(uint8_t _pass, bgfx::ProgramHandle _program) { for (uint32_t ii = 0; ii < BX_COUNTOF(m_models); ++ii) { const Model& model = m_models[ii]; // Set up transform matrix for each model float scale = s_meshScale[model.mesh]; float mtx[16]; bx::mtxSRT(mtx , scale , scale , scale , 0.0f , 0.0f , 0.0f , model.position[0] , model.position[1] , model.position[2] ); // Submit mesh to gbuffer bgfx::setUniform(u_tint, model.color); meshSubmit(m_meshes[model.mesh], _pass, _program, mtx); } // Draw ground const float white[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; bgfx::setUniform(u_tint, white); float mtxScale[16]; float scale = 10.0; bx::mtxScale(mtxScale , scale , scale , scale ); float mtxTrans[16]; bx::mtxTranslate(mtxTrans , 0.0f , -10.0f , 0.0f ); float mtx[16]; bx::mtxMul(mtx, mtxScale, mtxTrans); meshSubmit(m_ground, _pass, _program, mtx); } void updateLightDir() { float el = m_lightElevation * (bx::kPi/180.0f); float az = m_lightAzimuth * (bx::kPi/180.0f); m_lightDir[0] = bx::cos(el)*bx::cos(az); m_lightDir[2] = bx::cos(el)*bx::sin(az); m_lightDir[1] = bx::sin(el); m_lightDir[3] = 0.0f; } uint32_t m_width; uint32_t m_height; uint32_t m_debug; uint32_t m_reset; entry::MouseState m_mouseState; Mesh* m_ground; Mesh* m_lightSphere; // Unit sphere // Resource handles bgfx::ProgramHandle m_gbufferProgram; bgfx::ProgramHandle m_shadowProgram; bgfx::ProgramHandle m_lightProgram; bgfx::ProgramHandle m_combineProgram; bgfx::FrameBufferHandle m_gbuffer; bgfx::FrameBufferHandle m_lightBuffer; bgfx::FrameBufferHandle m_shadowBuffer; // Shader uniforms bgfx::UniformHandle u_tint; bgfx::UniformHandle u_invMvp; bgfx::UniformHandle u_invMvpShadow; bgfx::UniformHandle u_lightMtx; bgfx::UniformHandle u_lightDir; bgfx::UniformHandle u_sphereInfo; bgfx::UniformHandle u_shadowDimsInv; bgfx::UniformHandle u_rsmAmount; // Uniforms to identify texture samples bgfx::UniformHandle s_normal; bgfx::UniformHandle s_depth; bgfx::UniformHandle s_color; bgfx::UniformHandle s_light; bgfx::UniformHandle s_shadowMap; bgfx::UniformHandle s_rsm; // Various render targets bgfx::TextureHandle m_gbufferTex[3]; bgfx::TextureHandle m_lightBufferTex; bgfx::TextureHandle m_shadowBufferTex[2]; const bgfx::Caps* m_caps; struct Model { uint32_t mesh; // Index of mesh in m_meshes float color[4]; float position[3]; }; Model m_models[MODEL_COUNT]; Mesh * m_meshes[BX_COUNTOF(s_meshPaths)]; uint32_t m_reading; uint32_t m_currFrame; // UI bool m_cameraSpin; // Light position; float m_lightDir[4]; float m_lightElevation; float m_lightAzimuth; float m_rsmAmount; // Amount of rsm float m_vplRadius; // Radius of virtual point light float m_texelHalf; }; } // namespace ENTRY_IMPLEMENT_MAIN(ExampleRSM, "31-rsm", "Global Illumination with Reflective Shadow Map.");