/* * Copyright 2011-2021 Branimir Karadzic. All rights reserved. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause */ #include "common.h" #include "bgfx_utils.h" #include "imgui/imgui.h" #include "camera.h" #include "bounds.h" namespace { constexpr bgfx::ViewId kRenderPassGeometry = 0; constexpr bgfx::ViewId kRenderPassClearUav = 1; constexpr bgfx::ViewId kRenderPassLight = 2; constexpr bgfx::ViewId kRenderPassCombine = 3; constexpr bgfx::ViewId kRenderPassDebugLights = 4; constexpr bgfx::ViewId kRenderPassDebugGBuffer = 5; static float s_texelHalf = 0.0f; struct PosNormalTangentTexcoordVertex { float m_x; float m_y; float m_z; uint32_t m_normal; uint32_t m_tangent; int16_t m_u; int16_t m_v; static void init() { ms_layout .begin() .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float) .add(bgfx::Attrib::Normal, 4, bgfx::AttribType::Uint8, true, true) .add(bgfx::Attrib::Tangent, 4, bgfx::AttribType::Uint8, true, true) .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Int16, true, true) .end(); } static bgfx::VertexLayout ms_layout; }; bgfx::VertexLayout PosNormalTangentTexcoordVertex::ms_layout; struct PosTexCoord0Vertex { float m_x; float m_y; float m_z; float m_u; float m_v; static void init() { ms_layout .begin() .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float) .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float) .end(); } static bgfx::VertexLayout ms_layout; }; bgfx::VertexLayout PosTexCoord0Vertex::ms_layout; struct DebugVertex { float m_x; float m_y; float m_z; uint32_t m_abgr; static void init() { ms_layout .begin() .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float) .add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true) .end(); } static bgfx::VertexLayout ms_layout; }; bgfx::VertexLayout DebugVertex::ms_layout; static PosNormalTangentTexcoordVertex s_cubeVertices[24] = { {-1.0f, 1.0f, 1.0f, encodeNormalRgba8( 0.0f, 0.0f, 1.0f), 0, 0, 0 }, { 1.0f, 1.0f, 1.0f, encodeNormalRgba8( 0.0f, 0.0f, 1.0f), 0, 0x7fff, 0 }, {-1.0f, -1.0f, 1.0f, encodeNormalRgba8( 0.0f, 0.0f, 1.0f), 0, 0, 0x7fff }, { 1.0f, -1.0f, 1.0f, encodeNormalRgba8( 0.0f, 0.0f, 1.0f), 0, 0x7fff, 0x7fff }, {-1.0f, 1.0f, -1.0f, encodeNormalRgba8( 0.0f, 0.0f, -1.0f), 0, 0, 0 }, { 1.0f, 1.0f, -1.0f, encodeNormalRgba8( 0.0f, 0.0f, -1.0f), 0, 0x7fff, 0 }, {-1.0f, -1.0f, -1.0f, encodeNormalRgba8( 0.0f, 0.0f, -1.0f), 0, 0, 0x7fff }, { 1.0f, -1.0f, -1.0f, encodeNormalRgba8( 0.0f, 0.0f, -1.0f), 0, 0x7fff, 0x7fff }, {-1.0f, 1.0f, 1.0f, encodeNormalRgba8( 0.0f, 1.0f, 0.0f), 0, 0, 0 }, { 1.0f, 1.0f, 1.0f, encodeNormalRgba8( 0.0f, 1.0f, 0.0f), 0, 0x7fff, 0 }, {-1.0f, 1.0f, -1.0f, encodeNormalRgba8( 0.0f, 1.0f, 0.0f), 0, 0, 0x7fff }, { 1.0f, 1.0f, -1.0f, encodeNormalRgba8( 0.0f, 1.0f, 0.0f), 0, 0x7fff, 0x7fff }, {-1.0f, -1.0f, 1.0f, encodeNormalRgba8( 0.0f, -1.0f, 0.0f), 0, 0, 0 }, { 1.0f, -1.0f, 1.0f, encodeNormalRgba8( 0.0f, -1.0f, 0.0f), 0, 0x7fff, 0 }, {-1.0f, -1.0f, -1.0f, encodeNormalRgba8( 0.0f, -1.0f, 0.0f), 0, 0, 0x7fff }, { 1.0f, -1.0f, -1.0f, encodeNormalRgba8( 0.0f, -1.0f, 0.0f), 0, 0x7fff, 0x7fff }, { 1.0f, -1.0f, 1.0f, encodeNormalRgba8( 1.0f, 0.0f, 0.0f), 0, 0, 0 }, { 1.0f, 1.0f, 1.0f, encodeNormalRgba8( 1.0f, 0.0f, 0.0f), 0, 0x7fff, 0 }, { 1.0f, -1.0f, -1.0f, encodeNormalRgba8( 1.0f, 0.0f, 0.0f), 0, 0, 0x7fff }, { 1.0f, 1.0f, -1.0f, encodeNormalRgba8( 1.0f, 0.0f, 0.0f), 0, 0x7fff, 0x7fff }, {-1.0f, -1.0f, 1.0f, encodeNormalRgba8(-1.0f, 0.0f, 0.0f), 0, 0, 0 }, {-1.0f, 1.0f, 1.0f, encodeNormalRgba8(-1.0f, 0.0f, 0.0f), 0, 0x7fff, 0 }, {-1.0f, -1.0f, -1.0f, encodeNormalRgba8(-1.0f, 0.0f, 0.0f), 0, 0, 0x7fff }, {-1.0f, 1.0f, -1.0f, encodeNormalRgba8(-1.0f, 0.0f, 0.0f), 0, 0x7fff, 0x7fff }, }; static const uint16_t s_cubeIndices[36] = { 0, 2, 1, 1, 2, 3, 4, 5, 6, 5, 7, 6, 8, 10, 9, 9, 10, 11, 12, 13, 14, 13, 15, 14, 16, 18, 17, 17, 18, 19, 20, 21, 22, 21, 23, 22, }; 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_layout) ) { bgfx::TransientVertexBuffer vb; bgfx::allocTransientVertexBuffer(&vb, 3, PosTexCoord0Vertex::ms_layout); 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 ExampleDeferred : public entry::AppI { public: ExampleDeferred(const char* _name, const char* _description, const char* _url) : entry::AppI(_name, _description, _url) { } void init(int32_t _argc, const char* const* _argv, uint32_t _width, uint32_t _height) override { Args args(_argc, _argv); m_width = _width; m_height = _height; m_debug = BGFX_DEBUG_TEXT; 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 m_debug text. bgfx::setDebug(m_debug); // Set palette color for index 0 bgfx::setPaletteColor(0, UINT32_C(0x00000000) ); // Set palette color for index 1 bgfx::setPaletteColor(1, UINT32_C(0x303030ff) ); // Set geometry pass view clear state. bgfx::setViewClear(kRenderPassGeometry , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH , 1.0f , 0 , 1 , 0 ); // Set light pass view clear state. bgfx::setViewClear(kRenderPassLight , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH , 1.0f , 0 , 0 ); // Create vertex stream declaration. PosNormalTangentTexcoordVertex::init(); PosTexCoord0Vertex::init(); DebugVertex::init(); calcTangents(s_cubeVertices , BX_COUNTOF(s_cubeVertices) , PosNormalTangentTexcoordVertex::ms_layout , s_cubeIndices , BX_COUNTOF(s_cubeIndices) ); // Create static vertex buffer. m_vbh = bgfx::createVertexBuffer( bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) ) , PosNormalTangentTexcoordVertex::ms_layout ); // Create static index buffer. m_ibh = bgfx::createIndexBuffer(bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) ) ); // Create texture sampler uniforms. s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Sampler); s_texNormal = bgfx::createUniform("s_texNormal", bgfx::UniformType::Sampler); s_albedo = bgfx::createUniform("s_albedo", bgfx::UniformType::Sampler); s_normal = bgfx::createUniform("s_normal", bgfx::UniformType::Sampler); s_depth = bgfx::createUniform("s_depth", bgfx::UniformType::Sampler); s_light = bgfx::createUniform("s_light", bgfx::UniformType::Sampler); u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Mat4); u_lightPosRadius = bgfx::createUniform("u_lightPosRadius", bgfx::UniformType::Vec4); u_lightRgbInnerR = bgfx::createUniform("u_lightRgbInnerR", bgfx::UniformType::Vec4); // Create program from shaders. m_geomProgram = loadProgram("vs_deferred_geom", "fs_deferred_geom"); m_lightProgram = loadProgram("vs_deferred_light", "fs_deferred_light"); m_combineProgram = loadProgram("vs_deferred_combine", "fs_deferred_combine"); m_debugProgram = loadProgram("vs_deferred_debug", "fs_deferred_debug"); m_lineProgram = loadProgram("vs_deferred_debug_line", "fs_deferred_debug_line"); m_useTArray = false; m_useUav = false; if (0 != (BGFX_CAPS_TEXTURE_2D_ARRAY & bgfx::getCaps()->supported) ) { m_lightTaProgram = loadProgram("vs_deferred_light", "fs_deferred_light_ta"); } else { m_lightTaProgram = BGFX_INVALID_HANDLE; } if (0 != (BGFX_CAPS_IMAGE_RW & bgfx::getCaps()->supported) && 0 != (BGFX_CAPS_FORMAT_TEXTURE_IMAGE_READ & bgfx::getCaps()->formats[bgfx::TextureFormat::RGBA8]) && 0 != (BGFX_CAPS_FORMAT_TEXTURE_IMAGE_WRITE & bgfx::getCaps()->formats[bgfx::TextureFormat::RGBA8]) ) { m_clearUavProgram = loadProgram("vs_deferred_light", "fs_deferred_clear_uav"); m_lightUavProgram = loadProgram("vs_deferred_light", "fs_deferred_light_uav"); } else { m_lightUavProgram = BGFX_INVALID_HANDLE; m_clearUavProgram = BGFX_INVALID_HANDLE; } // Load diffuse texture. m_textureColor = loadTexture("textures/fieldstone-rgba.dds"); // Load normal texture. m_textureNormal = loadTexture("textures/fieldstone-n.dds"); m_lightBufferTex.idx = bgfx::kInvalidHandle; m_gbufferTex[0].idx = bgfx::kInvalidHandle; m_gbufferTex[1].idx = bgfx::kInvalidHandle; m_gbufferTex[2].idx = bgfx::kInvalidHandle; m_gbuffer.idx = bgfx::kInvalidHandle; m_lightBuffer.idx = bgfx::kInvalidHandle; // Imgui. imguiCreate(); m_timeOffset = bx::getHPCounter(); const bgfx::RendererType::Enum renderer = bgfx::getRendererType(); s_texelHalf = bgfx::RendererType::Direct3D9 == renderer ? 0.5f : 0.0f; // Get renderer capabilities info. m_caps = bgfx::getCaps(); m_oldWidth = 0; m_oldHeight = 0; m_oldReset = m_reset; m_scrollArea = 0; m_numLights = 512; m_lightAnimationSpeed = 0.3f; m_animateMesh = true; m_showScissorRects = false; m_showGBuffer = true; cameraCreate(); cameraSetPosition({ 0.0f, 0.0f, -15.0f }); cameraSetVerticalAngle(0.0f); } virtual int shutdown() override { // Cleanup. cameraDestroy(); imguiDestroy(); if (bgfx::isValid(m_gbuffer) ) { bgfx::destroy(m_gbuffer); } if (bgfx::isValid(m_lightBuffer) ) { bgfx::destroy(m_lightBuffer); } if (bgfx::isValid(m_lightBufferTex) ) { bgfx::destroy(m_lightBufferTex); } bgfx::destroy(m_ibh); bgfx::destroy(m_vbh); bgfx::destroy(m_geomProgram); bgfx::destroy(m_lightProgram); if (bgfx::isValid(m_lightTaProgram) ) { bgfx::destroy(m_lightTaProgram); } if (bgfx::isValid(m_lightUavProgram) ) { bgfx::destroy(m_lightUavProgram); bgfx::destroy(m_clearUavProgram); } bgfx::destroy(m_combineProgram); bgfx::destroy(m_debugProgram); bgfx::destroy(m_lineProgram); bgfx::destroy(m_textureColor); bgfx::destroy(m_textureNormal); bgfx::destroy(s_texColor); bgfx::destroy(s_texNormal); bgfx::destroy(s_albedo); bgfx::destroy(s_normal); bgfx::destroy(s_depth); bgfx::destroy(s_light); bgfx::destroy(u_lightPosRadius); bgfx::destroy(u_lightRgbInnerR); bgfx::destroy(u_mtx); // Shutdown bgfx. bgfx::shutdown(); return 0; } bool update() override { if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) ) { imguiBeginFrame(m_mouseState.m_mx , m_mouseState.m_my , (m_mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0) | (m_mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0) | (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0) , m_mouseState.m_mz , uint16_t(m_width) , uint16_t(m_height) ); showExampleDialog(this); 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); float time = (float)( (now-m_timeOffset)/freq); 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::SliderInt("Num lights", &m_numLights, 1, 2048); ImGui::Checkbox("Show G-Buffer.", &m_showGBuffer); ImGui::Checkbox("Show light scissor.", &m_showScissorRects); if (bgfx::isValid(m_lightTaProgram)) { ImGui::Checkbox("Use texture array frame buffer.", &m_useTArray); } else { ImGui::Text("Texture array frame buffer is not supported."); } if (bgfx::isValid(m_lightUavProgram)) { ImGui::Checkbox("Use UAV.", &m_useUav); } else { ImGui::Text("UAV is not supported."); } ImGui::Checkbox("Animate mesh.", &m_animateMesh); ImGui::SliderFloat("Anim.speed", &m_lightAnimationSpeed, 0.0f, 0.4f); ImGui::End(); if (2 > m_caps->limits.maxFBAttachments) { // When multiple render targets (MRT) is not supported by GPU, // implement alternative code path that doesn't use MRT. bool blink = uint32_t(time*3.0f)&1; bgfx::dbgTextPrintf(0, 0, blink ? 0x4f : 0x04, " MRT not supported by GPU. "); // Set view 0 default viewport. bgfx::setViewRect(0, 0, 0, uint16_t(m_width), uint16_t(m_height) ); // This dummy draw call is here to make sure that view 0 is cleared // if no other draw calls are submitted to view 0. bgfx::touch(0); } else { if (m_oldWidth != m_width || m_oldHeight != m_height || m_oldReset != m_reset || m_oldUseTArray != m_useTArray || m_oldUseUav != m_useUav || !bgfx::isValid(m_gbuffer) ) { // Recreate variable size render targets when resolution changes. m_oldWidth = m_width; m_oldHeight = m_height; m_oldReset = m_reset; m_oldUseTArray = m_useTArray; m_oldUseUav = m_useUav; if (bgfx::isValid(m_gbuffer) ) { bgfx::destroy(m_gbuffer); m_gbufferTex[0].idx = bgfx::kInvalidHandle; m_gbufferTex[1].idx = bgfx::kInvalidHandle; m_gbufferTex[2].idx = bgfx::kInvalidHandle; } const uint64_t tsFlags = 0 | BGFX_SAMPLER_MIN_POINT | BGFX_SAMPLER_MAG_POINT | BGFX_SAMPLER_MIP_POINT | BGFX_SAMPLER_U_CLAMP | BGFX_SAMPLER_V_CLAMP ; bgfx::Attachment gbufferAt[3]; if (m_useTArray) { m_gbufferTex[0] = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 2, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT | tsFlags); gbufferAt[0].init(m_gbufferTex[0], bgfx::Access::Write, 0); gbufferAt[1].init(m_gbufferTex[0], bgfx::Access::Write, 1); } else { m_gbufferTex[0] = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT | tsFlags); m_gbufferTex[1] = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT | tsFlags); gbufferAt[0].init(m_gbufferTex[0]); gbufferAt[1].init(m_gbufferTex[1]); } bgfx::TextureFormat::Enum depthFormat = bgfx::isTextureValid(0, false, 1, bgfx::TextureFormat::D32F, BGFX_TEXTURE_RT | tsFlags) ? bgfx::TextureFormat::D32F : bgfx::TextureFormat::D24 ; m_gbufferTex[2] = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, depthFormat, BGFX_TEXTURE_RT | tsFlags); gbufferAt[2].init(m_gbufferTex[2]); m_gbuffer = bgfx::createFrameBuffer(BX_COUNTOF(gbufferAt), gbufferAt, true); if (bgfx::isValid(m_lightBuffer) ) { bgfx::destroy(m_lightBuffer); m_lightBuffer.idx = bgfx::kInvalidHandle; } if (bgfx::isValid(m_lightBufferTex)) { bgfx::destroy(m_lightBufferTex); m_lightBufferTex.idx = bgfx::kInvalidHandle; } if (m_useUav) { m_lightBufferTex = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::RGBA8, BGFX_TEXTURE_COMPUTE_WRITE | tsFlags); } else { m_lightBufferTex = bgfx::createTexture2D(uint16_t(m_width), uint16_t(m_height), false, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT | tsFlags); m_lightBuffer = bgfx::createFrameBuffer(1, &m_lightBufferTex, true); } } // Update camera. cameraUpdate(deltaTime, m_mouseState, ImGui::MouseOverArea() ); float view[16]; cameraGetViewMtx(view); // Setup views float vp[16]; float invMvp[16]; { bgfx::setViewRect(kRenderPassGeometry, 0, 0, uint16_t(m_width), uint16_t(m_height) ); bgfx::setViewRect(kRenderPassClearUav, 0, 0, uint16_t(m_width), uint16_t(m_height) ); bgfx::setViewRect(kRenderPassLight, 0, 0, uint16_t(m_width), uint16_t(m_height) ); bgfx::setViewRect(kRenderPassCombine, 0, 0, uint16_t(m_width), uint16_t(m_height) ); bgfx::setViewRect(kRenderPassDebugLights, 0, 0, uint16_t(m_width), uint16_t(m_height) ); bgfx::setViewRect(kRenderPassDebugGBuffer, 0, 0, uint16_t(m_width), uint16_t(m_height) ); if (!m_useUav) { bgfx::setViewFrameBuffer(kRenderPassLight, m_lightBuffer); } else { bgfx::setViewFrameBuffer(kRenderPassLight, BGFX_INVALID_HANDLE); } float proj[16]; bx::mtxProj(proj, 60.0f, float(m_width)/float(m_height), 0.1f, 100.0f, m_caps->homogeneousDepth); bgfx::setViewFrameBuffer(kRenderPassGeometry, m_gbuffer); bgfx::setViewTransform(kRenderPassGeometry, view, proj); bx::mtxMul(vp, view, proj); bx::mtxInverse(invMvp, vp); const bgfx::Caps* caps = bgfx::getCaps(); bx::mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f, 0.0f, caps->homogeneousDepth); bgfx::setViewTransform(kRenderPassClearUav, NULL, proj); bgfx::setViewTransform(kRenderPassLight, NULL, proj); bgfx::setViewTransform(kRenderPassCombine, NULL, proj); const float aspectRatio = float(m_height)/float(m_width); const float size = 10.0f; bx::mtxOrtho(proj, -size, size, size*aspectRatio, -size*aspectRatio, 0.0f, 1000.0f, 0.0f, caps->homogeneousDepth); bgfx::setViewTransform(kRenderPassDebugGBuffer, NULL, proj); bx::mtxOrtho(proj, 0.0f, (float)m_width, 0.0f, (float)m_height, 0.0f, 1000.0f, 0.0f, caps->homogeneousDepth); bgfx::setViewTransform(kRenderPassDebugLights, NULL, proj); } const uint32_t dim = 11; const float offset = (float(dim-1) * 3.0f) * 0.5f; // Draw into geometry pass. for (uint32_t yy = 0; yy < dim; ++yy) { for (uint32_t xx = 0; xx < dim; ++xx) { float mtx[16]; if (m_animateMesh) { bx::mtxRotateXY(mtx, time*1.023f + xx*0.21f, time*0.03f + yy*0.37f); } else { bx::mtxIdentity(mtx); } mtx[12] = -offset + float(xx)*3.0f; mtx[13] = -offset + float(yy)*3.0f; mtx[14] = 0.0f; // Set transform for draw call. bgfx::setTransform(mtx); // Set vertex and index buffer. bgfx::setVertexBuffer(0, m_vbh); bgfx::setIndexBuffer(m_ibh); // Bind textures. bgfx::setTexture(0, s_texColor, m_textureColor); bgfx::setTexture(1, s_texNormal, m_textureNormal); // Set render states. bgfx::setState(0 | BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A | BGFX_STATE_WRITE_Z | BGFX_STATE_DEPTH_TEST_LESS | BGFX_STATE_MSAA ); // Submit primitive for rendering to view 0. bgfx::submit(kRenderPassGeometry, m_geomProgram); } } // Clear UAV texture if (m_useUav) { screenSpaceQuad( (float)m_width, (float)m_height, s_texelHalf, m_caps->originBottomLeft); bgfx::setViewFrameBuffer(kRenderPassClearUav, BGFX_INVALID_HANDLE); bgfx::setState(0); bgfx::setImage(2, m_lightBufferTex, 0, bgfx::Access::ReadWrite, bgfx::TextureFormat::RGBA8); bgfx::submit(kRenderPassClearUav, m_clearUavProgram); } // Draw lights into light buffer. for (int32_t light = 0; light < m_numLights; ++light) { Sphere lightPosRadius; float lightTime = time * m_lightAnimationSpeed * (bx::sin(light/float(m_numLights) * bx::kPiHalf ) * 0.5f + 0.5f); lightPosRadius.center.x = bx::sin( ( (lightTime + light*0.47f) + bx::kPiHalf*1.37f ) )*offset; lightPosRadius.center.y = bx::cos( ( (lightTime + light*0.69f) + bx::kPiHalf*1.49f ) )*offset; lightPosRadius.center.z = bx::sin( ( (lightTime + light*0.37f) + bx::kPiHalf*1.57f ) )*2.0f; lightPosRadius.radius = 2.0f; Aabb aabb; toAabb(aabb, lightPosRadius); const bx::Vec3 box[8] = { { aabb.min.x, aabb.min.y, aabb.min.z }, { aabb.min.x, aabb.min.y, aabb.max.z }, { aabb.min.x, aabb.max.y, aabb.min.z }, { aabb.min.x, aabb.max.y, aabb.max.z }, { aabb.max.x, aabb.min.y, aabb.min.z }, { aabb.max.x, aabb.min.y, aabb.max.z }, { aabb.max.x, aabb.max.y, aabb.min.z }, { aabb.max.x, aabb.max.y, aabb.max.z }, }; bx::Vec3 xyz = bx::mulH(box[0], vp); bx::Vec3 min = xyz; bx::Vec3 max = xyz; for (uint32_t ii = 1; ii < 8; ++ii) { xyz = bx::mulH(box[ii], vp); min = bx::min(min, xyz); max = bx::max(max, xyz); } // Cull light if it's fully behind camera. if (max.z >= 0.0f) { const float x0 = bx::clamp( (min.x * 0.5f + 0.5f) * m_width, 0.0f, (float)m_width); const float y0 = bx::clamp( (min.y * 0.5f + 0.5f) * m_height, 0.0f, (float)m_height); const float x1 = bx::clamp( (max.x * 0.5f + 0.5f) * m_width, 0.0f, (float)m_width); const float y1 = bx::clamp( (max.y * 0.5f + 0.5f) * m_height, 0.0f, (float)m_height); if (m_showScissorRects) { bgfx::TransientVertexBuffer tvb; bgfx::TransientIndexBuffer tib; if (bgfx::allocTransientBuffers(&tvb, DebugVertex::ms_layout, 4, &tib, 8) ) { uint32_t abgr = 0x8000ff00; DebugVertex* vertex = (DebugVertex*)tvb.data; vertex->m_x = x0; vertex->m_y = y0; vertex->m_z = 0.0f; vertex->m_abgr = abgr; ++vertex; vertex->m_x = x1; vertex->m_y = y0; vertex->m_z = 0.0f; vertex->m_abgr = abgr; ++vertex; vertex->m_x = x1; vertex->m_y = y1; vertex->m_z = 0.0f; vertex->m_abgr = abgr; ++vertex; vertex->m_x = x0; vertex->m_y = y1; vertex->m_z = 0.0f; vertex->m_abgr = abgr; uint16_t* indices = (uint16_t*)tib.data; *indices++ = 0; *indices++ = 1; *indices++ = 1; *indices++ = 2; *indices++ = 2; *indices++ = 3; *indices++ = 3; *indices++ = 0; bgfx::setVertexBuffer(0, &tvb); bgfx::setIndexBuffer(&tib); bgfx::setState(0 | BGFX_STATE_WRITE_RGB | BGFX_STATE_PT_LINES | BGFX_STATE_BLEND_ALPHA ); bgfx::submit(kRenderPassDebugLights, m_lineProgram); } } uint8_t val = light&7; float lightRgbInnerR[4] = { val & 0x1 ? 1.0f : 0.25f, val & 0x2 ? 1.0f : 0.25f, val & 0x4 ? 1.0f : 0.25f, 0.8f, }; // Draw light. bgfx::setUniform(u_lightPosRadius, &lightPosRadius); bgfx::setUniform(u_lightRgbInnerR, lightRgbInnerR); bgfx::setUniform(u_mtx, invMvp); const uint16_t scissorHeight = uint16_t(y1-y0); bgfx::setScissor(uint16_t(x0), uint16_t(m_height-scissorHeight-y0), uint16_t(x1-x0), uint16_t(scissorHeight) ); bgfx::setTexture(0, s_normal, bgfx::getTexture(m_gbuffer, 1) ); bgfx::setTexture(1, s_depth, bgfx::getTexture(m_gbuffer, 2) ); bgfx::setState(0 | BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A | BGFX_STATE_BLEND_ADD ); screenSpaceQuad( (float)m_width, (float)m_height, s_texelHalf, m_caps->originBottomLeft); if (bgfx::isValid(m_lightTaProgram) && m_useTArray) { bgfx::submit(kRenderPassLight, m_lightTaProgram); } else if (bgfx::isValid(m_lightUavProgram) && m_useUav) { bgfx::setViewFrameBuffer(kRenderPassLight, BGFX_INVALID_HANDLE); bgfx::setState(0); bgfx::setImage(3, m_lightBufferTex, 0, bgfx::Access::ReadWrite, bgfx::TextureFormat::RGBA8); bgfx::submit(kRenderPassLight, m_lightUavProgram); } else { bgfx::submit(kRenderPassLight, m_lightProgram); } } } // Combine color and light buffers. bgfx::setTexture(0, s_albedo, m_gbufferTex[0]); bgfx::setTexture(1, s_light, m_lightBufferTex); bgfx::setState(0 | BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A ); screenSpaceQuad( (float)m_width, (float)m_height, s_texelHalf, m_caps->originBottomLeft); bgfx::submit(kRenderPassCombine, m_combineProgram); if (m_showGBuffer) { const float aspectRatio = float(m_width)/float(m_height); // Draw m_debug m_gbuffer. for (uint32_t ii = 0; ii < BX_COUNTOF(m_gbufferTex); ++ii) { float mtx[16]; bx::mtxSRT(mtx , aspectRatio, 1.0f, 1.0f , 0.0f, 0.0f, 0.0f , -7.9f - BX_COUNTOF(m_gbufferTex)*0.1f*0.5f + ii*2.1f*aspectRatio, 4.0f, 0.0f ); bgfx::setTransform(mtx); bgfx::setVertexBuffer(0, m_vbh); bgfx::setIndexBuffer(m_ibh, 0, 6); bgfx::setTexture(0, s_texColor, m_gbufferTex[ii]); bgfx::setState(BGFX_STATE_WRITE_RGB); bgfx::submit(kRenderPassDebugGBuffer, m_debugProgram); } } } imguiEndFrame(); // Advance to next frame. Rendering thread will be kicked to // process submitted rendering primitives. bgfx::frame(); return true; } return false; } bgfx::VertexBufferHandle m_vbh; bgfx::IndexBufferHandle m_ibh; bgfx::UniformHandle s_texColor; bgfx::UniformHandle s_texNormal; bgfx::UniformHandle s_albedo; bgfx::UniformHandle s_normal; bgfx::UniformHandle s_depth; bgfx::UniformHandle s_light; bgfx::UniformHandle u_mtx; bgfx::UniformHandle u_lightPosRadius; bgfx::UniformHandle u_lightRgbInnerR; bgfx::ProgramHandle m_geomProgram; bgfx::ProgramHandle m_lightProgram; bgfx::ProgramHandle m_lightTaProgram; bgfx::ProgramHandle m_lightUavProgram; bgfx::ProgramHandle m_clearUavProgram; bgfx::ProgramHandle m_combineProgram; bgfx::ProgramHandle m_debugProgram; bgfx::ProgramHandle m_lineProgram; bgfx::TextureHandle m_textureColor; bgfx::TextureHandle m_textureNormal; bgfx::TextureHandle m_gbufferTex[3]; bgfx::TextureHandle m_lightBufferTex; bgfx::FrameBufferHandle m_gbuffer; bgfx::FrameBufferHandle m_lightBuffer; uint32_t m_width; uint32_t m_height; uint32_t m_debug; uint32_t m_reset; uint32_t m_oldWidth; uint32_t m_oldHeight; uint32_t m_oldReset; bool m_useTArray; bool m_oldUseTArray; bool m_useUav; bool m_oldUseUav; int32_t m_scrollArea; int32_t m_numLights; float m_lightAnimationSpeed; bool m_animateMesh; bool m_showScissorRects; bool m_showGBuffer; entry::MouseState m_mouseState; const bgfx::Caps* m_caps; int64_t m_timeOffset; }; } // namespace ENTRY_IMPLEMENT_MAIN( ExampleDeferred , "21-deferred" , "MRT rendering and deferred shading." , "https://bkaradzic.github.io/bgfx/examples.html#deferred" );