bgfx/examples/44-sss/screen_space_shadows.cpp
Бранимир Караџић 4581f14cd4 Happy New Year!
2022-01-15 11:59:06 -08:00

847 lines
24 KiB
C++

/*
* Copyright 2021 elven cache. All rights reserved.
* License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
*/
/*
* Implement screen space shadows as bgfx example. Goal is to explore various
* options and parameters.
*
* radius
* ======
* Use radius/shadow distance defined in screen space pixels or world units.
*
* In world uints, the screen distance will shrink as objects get farther away.
* This can provide more natural looking shadows and fade out the effect at a
* distance, leaving screen space shadows as an added detail effect near the
* camera.
*
* Screen space units mean that objects will cast the same length of shadow
* regardless of how far they are away from the camera. Pull back the camera
* and objects' shadows will appear to grow. On the other hand, this can be
* desired because it will allow objects at the horizon like hills and trees to
* cast a shadow. Depending on your scene, such far objects may be outside of
* the area affected by regular shadow maps. Even with multiple cascades, you
* may not be able to afford shadow maps across the entire scene.
*
* This sample does not put effort into avoiding the initial pixel or avoiding
* resampling the same value if the step size is relatively smaller than the
* sampled distance in screen space. May want to set a minimum distance so each
* sample covers a unique value or take care to select a neighboring pixel for
* the first sample.
*
* soft contact shadows
* ====================
* If hard screen space shadows are added to a scene that already has soft
* shadows via shadow maps, the hard edge can look out of place. Additionally,
* it is common for screen space shadows to not quite line up with other
* shadows. This is because the depth buffer does not specify thickness,
* leaving some pixels incorrectly occluded. For example, you would not want
* some thin feature like a pipe to cast a shadow as if you were seeing the
* side of a metal wall.
*
* These soft contact shadows are an attempt to minimize the problems described
* above. By adding a smoother falloff, they may blend into the scene better.
* Inspired by screen space ambient occlusion, this sample takes into account
* distance from shadowed pixel to its occluders.
*
* - hard If there's any occluder found, mark the source pixel as shadowed.
*
* - soft Modulate shadow by distance to the first occluder. Assuming a
* nearby pixel is closer and more likely to represent an accurate
* shadow, it is darker. If the first pixel to be an occluder is far
* away, it should likely cast a softer shadow.
*
* - very In addition to the same modulation used by soft mode, also
* soft reduce the occlusion contribution from pixels that are farther
* away. This sample compares the depth difference to the shadow
* radius, a 1D distance, instead of comparing the actually
* distance in 3D space.
*/
#include <common.h>
#include <camera.h>
#include <bgfx_utils.h>
#include <imgui/imgui.h>
#include <bx/rng.h>
#include <bx/os.h>
namespace {
// Gbuffer has multiple render targets
#define GBUFFER_RT_COLOR 0
#define GBUFFER_RT_NORMAL 1
#define GBUFFER_RT_DEPTH 2
#define GBUFFER_RENDER_TARGETS 3
#define MODEL_COUNT 100
static const char * s_meshPaths[] =
{
"meshes/unit_sphere.bin",
"meshes/column.bin",
"meshes/tree.bin",
"meshes/hollowcube.bin",
"meshes/bunny.bin"
};
static const float s_meshScale[] =
{
0.25f,
0.05f,
0.15f,
0.25f,
0.25f
};
// 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_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 Uniforms
{
enum { NumVec4 = 12 };
void init() {
u_params = bgfx::createUniform("u_params", bgfx::UniformType::Vec4, NumVec4);
};
void submit() const {
bgfx::setUniform(u_params, m_params, NumVec4);
}
void destroy() {
bgfx::destroy(u_params);
}
union
{
struct
{
/* 0 */ struct { float m_frameIdx; float m_shadowRadius; float m_shadowSteps; float m_useNoiseOffset; };
/* 1 */ struct { float m_depthUnpackConsts[2]; float m_contactShadowsMode; float m_useScreenSpaceRadius; };
/* 2 */ struct { float m_ndcToViewMul[2]; float m_ndcToViewAdd[2]; };
/* 3 */ struct { float m_lightPosition[3]; float m_displayShadows; };
/* 4-7 */ struct { float m_worldToView[16]; }; // built-in u_view will be transform for quad during screen passes
/* 8-11 */ struct { float m_viewToProj[16]; }; // built-in u_proj will be transform for quad during screen passes
};
float m_params[NumVec4 * 4];
};
bgfx::UniformHandle u_params;
};
struct RenderTarget
{
void init(uint32_t _width, uint32_t _height, bgfx::TextureFormat::Enum _format, uint64_t _flags)
{
m_texture = bgfx::createTexture2D(uint16_t(_width), uint16_t(_height), false, 1, _format, _flags);
const bool destroyTextures = true;
m_buffer = bgfx::createFrameBuffer(1, &m_texture, destroyTextures);
}
void destroy()
{
// also responsible for destroying texture
bgfx::destroy(m_buffer);
}
bgfx::TextureHandle m_texture;
bgfx::FrameBufferHandle m_buffer;
};
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 + texelHalfW;
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);
}
}
void vec2Set(float* _v, float _x, float _y)
{
_v[0] = _x;
_v[1] = _y;
}
void mat4Set(float * _m, const float * _src)
{
const uint32_t MAT4_FLOATS = 16;
for (uint32_t ii = 0; ii < MAT4_FLOATS; ++ii) {
_m[ii] = _src[ii];
}
}
class ExampleScreenSpaceShadows : public entry::AppI
{
public:
ExampleScreenSpaceShadows(const char* _name, const char* _description)
: entry::AppI(_name, _description)
, m_currFrame(UINT32_MAX)
, 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);
// Create uniforms
m_uniforms.init();
// Create texture sampler uniforms (used when we bind textures)
s_albedo = bgfx::createUniform("s_albedo", bgfx::UniformType::Sampler); // Model's source albedo
s_color = bgfx::createUniform("s_color", bgfx::UniformType::Sampler); // Color (albedo) gbuffer, default color input
s_normal = bgfx::createUniform("s_normal", bgfx::UniformType::Sampler); // Normal gbuffer, Model's source normal
s_depth = bgfx::createUniform("s_depth", bgfx::UniformType::Sampler); // Depth gbuffer
s_shadows = bgfx::createUniform("s_shadows", bgfx::UniformType::Sampler);
// Create program from shaders.
m_gbufferProgram = loadProgram("vs_sss_gbuffer", "fs_sss_gbuffer"); // Fill gbuffer
m_sphereProgram = loadProgram("vs_sss_gbuffer", "fs_sss_unlit");
m_linearDepthProgram = loadProgram("vs_sss_screenquad", "fs_sss_linear_depth");
m_shadowsProgram = loadProgram("vs_sss_screenquad", "fs_screen_space_shadows");
m_combineProgram = loadProgram("vs_sss_screenquad", "fs_sss_deferred_combine"); // Compute lighting from gbuffer
// Load some meshes
for (uint32_t ii = 0; ii < BX_COUNTOF(s_meshPaths); ++ii)
{
m_meshes[ii] = meshLoad(s_meshPaths[ii]);
}
// sphere is first mesh
m_lightModel.mesh = 0;
// Randomly create some models
bx::RngMwc mwc;
for (uint32_t ii = 0; ii < BX_COUNTOF(m_models); ++ii)
{
Model& model = m_models[ii];
model.mesh = mwc.gen() % BX_COUNTOF(s_meshPaths);
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, just use the cube
m_ground = meshLoad("meshes/cube.bin");
m_groundTexture = loadTexture("textures/fieldstone-rgba.dds");
m_normalTexture = loadTexture("textures/fieldstone-n.dds");
m_recreateFrameBuffers = false;
createFramebuffers();
// Vertex decl
PosTexCoord0Vertex::init();
// Init camera
cameraCreate();
cameraSetPosition({ 0.0f, 1.5f, -4.0f });
cameraSetVerticalAngle(-0.3f);
m_fovY = 60.0f;
cameraGetViewMtx(m_view);
bx::mtxProj(m_proj, m_fovY, float(m_size[0]) / float(m_size[1]), 0.01f, 100.0f, bgfx::getCaps()->homogeneousDepth);
// Track whether previous results are valid
m_havePrevious = false;
// Get renderer capabilities info.
const bgfx::RendererType::Enum renderer = bgfx::getRendererType();
m_texelHalf = bgfx::RendererType::Direct3D9 == renderer ? 0.5f : 0.0f;
imguiCreate();
}
int32_t shutdown() override
{
for (uint32_t ii = 0; ii < BX_COUNTOF(s_meshPaths); ++ii)
{
meshUnload(m_meshes[ii]);
}
meshUnload(m_ground);
bgfx::destroy(m_normalTexture);
bgfx::destroy(m_groundTexture);
bgfx::destroy(m_gbufferProgram);
bgfx::destroy(m_sphereProgram);
bgfx::destroy(m_linearDepthProgram);
bgfx::destroy(m_shadowsProgram);
bgfx::destroy(m_combineProgram);
m_uniforms.destroy();
bgfx::destroy(s_albedo);
bgfx::destroy(s_color);
bgfx::destroy(s_normal);
bgfx::destroy(s_depth);
bgfx::destroy(s_shadows);
destroyFramebuffers();
cameraDestroy();
imguiDestroy();
bgfx::shutdown();
return 0;
}
bool update() override
{
if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState))
{
// skip processing when minimized, otherwise crashing
if (0 == m_width || 0 == m_height)
{
return true;
}
// 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);
const bgfx::Caps* caps = bgfx::getCaps();
if (m_size[0] != (int32_t)m_width
|| m_size[1] != (int32_t)m_height
|| m_recreateFrameBuffers)
{
destroyFramebuffers();
createFramebuffers();
m_recreateFrameBuffers = false;
}
// rotate light
const float rotationSpeed = m_moveLight ? 0.75f : 0.0f;
m_lightRotation += deltaTime * rotationSpeed;
if (bx::kPi2 < m_lightRotation)
{
m_lightRotation -= bx::kPi2;
}
m_lightModel.position[0] = bx::cos(m_lightRotation) * 3.0f;
m_lightModel.position[1] = 1.5f;
m_lightModel.position[2] = bx::sin(m_lightRotation) * 3.0f;
// Update camera
cameraUpdate(deltaTime*0.15f, m_mouseState, ImGui::MouseOverArea() );
// Set up matrices for gbuffer
cameraGetViewMtx(m_view);
updateUniforms();
bx::mtxProj(m_proj, m_fovY, float(m_size[0]) / float(m_size[1]), 0.01f, 100.0f, caps->homogeneousDepth);
bx::mtxProj(m_proj2, m_fovY, float(m_size[0]) / float(m_size[1]), 0.01f, 100.0f, false);
bgfx::ViewId view = 0;
// Draw everything into gbuffer
{
bgfx::setViewName(view, "gbuffer");
bgfx::setViewClear(view
, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
, 0
, 1.0f
, 0
);
bgfx::setViewRect(view, 0, 0, uint16_t(m_size[0]), uint16_t(m_size[1]));
bgfx::setViewTransform(view, m_view, m_proj);
// Make sure when we draw it goes into gbuffer and not backbuffer
bgfx::setViewFrameBuffer(view, m_gbuffer);
bgfx::setState(0
| BGFX_STATE_WRITE_RGB
| BGFX_STATE_WRITE_A
| BGFX_STATE_WRITE_Z
| BGFX_STATE_DEPTH_TEST_LESS
);
drawAllModels(view, m_gbufferProgram, m_uniforms);
// draw sphere to visualize light
{
const float scale = s_meshScale[m_lightModel.mesh];
float mtx[16];
bx::mtxSRT(mtx
, scale
, scale
, scale
, 0.0f
, 0.0f
, 0.0f
, m_lightModel.position[0]
, m_lightModel.position[1]
, m_lightModel.position[2]
);
m_uniforms.submit();
meshSubmit(m_meshes[m_lightModel.mesh], view, m_sphereProgram, mtx);
}
++view;
}
float orthoProj[16];
bx::mtxOrtho(orthoProj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, caps->homogeneousDepth);
{
// clear out transform stack
float identity[16];
bx::mtxIdentity(identity);
bgfx::setTransform(identity);
}
// Convert depth to linear depth for shadow depth compare
{
bgfx::setViewName(view, "linear depth");
bgfx::setViewRect(view, 0, 0, uint16_t(m_width), uint16_t(m_height));
bgfx::setViewTransform(view, NULL, orthoProj);
bgfx::setViewFrameBuffer(view, m_linearDepth.m_buffer);
bgfx::setState(0
| BGFX_STATE_WRITE_RGB
| BGFX_STATE_WRITE_A
| BGFX_STATE_DEPTH_TEST_ALWAYS
);
bgfx::setTexture(0, s_depth, m_gbufferTex[GBUFFER_RT_DEPTH]);
m_uniforms.submit();
screenSpaceQuad(float(m_width), float(m_height), m_texelHalf, caps->originBottomLeft);
bgfx::submit(view, m_linearDepthProgram);
++view;
}
// Do screen space shadows
{
bgfx::setViewName(view, "screen space shadows");
bgfx::setViewRect(view, 0, 0, uint16_t(m_width), uint16_t(m_height));
bgfx::setViewTransform(view, NULL, orthoProj);
bgfx::setViewFrameBuffer(view, m_shadows.m_buffer);
bgfx::setState(0
| BGFX_STATE_WRITE_RGB
| BGFX_STATE_WRITE_A
| BGFX_STATE_DEPTH_TEST_ALWAYS
);
bgfx::setTexture(0, s_depth, m_linearDepth.m_texture);
m_uniforms.submit();
screenSpaceQuad(float(m_width), float(m_height), m_texelHalf, caps->originBottomLeft);
bgfx::submit(view, m_shadowsProgram);
++view;
}
// Shade gbuffer
{
bgfx::setViewName(view, "combine");
bgfx::setViewRect(view, 0, 0, uint16_t(m_width), uint16_t(m_height));
bgfx::setViewTransform(view, NULL, orthoProj);
bgfx::setViewFrameBuffer(view, BGFX_INVALID_HANDLE);
bgfx::setState(0
| BGFX_STATE_WRITE_RGB
| BGFX_STATE_WRITE_A
| BGFX_STATE_DEPTH_TEST_ALWAYS
);
bgfx::setTexture(0, s_color, m_gbufferTex[GBUFFER_RT_COLOR]);
bgfx::setTexture(1, s_normal, m_gbufferTex[GBUFFER_RT_NORMAL]);
bgfx::setTexture(2, s_depth, m_linearDepth.m_texture);
bgfx::setTexture(3, s_shadows, m_shadows.m_texture);
m_uniforms.submit();
screenSpaceQuad(float(m_width), float(m_height), m_texelHalf, caps->originBottomLeft);
bgfx::submit(view, m_combineProgram);
++view;
}
// 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 / 4.0f - 10.0f, 10.0f)
, ImGuiCond_FirstUseEver
);
ImGui::SetNextWindowSize(
ImVec2(m_width / 4.0f, m_height / 2.3f)
, ImGuiCond_FirstUseEver
);
ImGui::Begin("Settings"
, NULL
, 0
);
ImGui::PushItemWidth(ImGui::GetWindowWidth() * 0.5f);
{
ImGui::Text("shadow controls:");
ImGui::Checkbox("screen space radius", &m_useScreenSpaceRadius);
if (ImGui::IsItemHovered())
ImGui::SetTooltip("define radius in pixels or world units");
if (m_useScreenSpaceRadius)
{
ImGui::SliderFloat("radius in pixels", &m_shadowRadiusPixels, 1.0f, 100.0f);
}
else
{
ImGui::SliderFloat("radius in world units", &m_shadowRadius, 1e-3f, 1.0f);
}
ImGui::SliderInt("shadow steps", &m_shadowSteps, 1, 64);
if (ImGui::IsItemHovered())
ImGui::SetTooltip("number of steps/samples to take between shaded pixel and radius");
ImGui::Combo("contact shadows mode", &m_contactShadowsMode, "hard\0soft\0very soft\0\0");
if (ImGui::IsItemHovered())
{
ImGui::BeginTooltip();
ImGui::Text("hard");
ImGui::BulletText("any occluder, fully shadowed");
ImGui::Text("soft");
ImGui::BulletText("modulate shadow by distance to first occluder");
ImGui::Text("very soft");
ImGui::BulletText("also reduce each shadow contribution by distance");
ImGui::EndTooltip();
}
ImGui::Checkbox("add random offset to initial position", &m_useNoiseOffset);
if (ImGui::IsItemHovered())
ImGui::SetTooltip("hide banding with noise");
ImGui::Checkbox("use different offset each frame", &m_dynamicNoise);
ImGui::Separator();
ImGui::Text("scene controls:");
ImGui::Checkbox("display shadows only", &m_displayShadows);
ImGui::Checkbox("move light", &m_moveLight);
}
ImGui::End();
imguiEndFrame();
// Advance to next frame. Rendering thread will be kicked to
// process submitted rendering primitives.
m_currFrame = bgfx::frame();
return true;
}
return false;
}
void drawAllModels(bgfx::ViewId _pass, bgfx::ProgramHandle _program, const Uniforms & _uniforms)
{
for (uint32_t ii = 0; ii < BX_COUNTOF(m_models); ++ii)
{
const Model& model = m_models[ii];
// Set up transform matrix for each model
const 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::setTexture(0, s_albedo, m_groundTexture);
bgfx::setTexture(1, s_normal, m_normalTexture);
_uniforms.submit();
meshSubmit(m_meshes[model.mesh], _pass, _program, mtx);
}
// Draw ground
float mtxScale[16];
const float scale = 10.0f;
bx::mtxScale(mtxScale, scale, scale, scale);
float mtxTranslate[16];
bx::mtxTranslate(mtxTranslate
, 0.0f
, -10.0f
, 0.0f
);
float mtx[16];
bx::mtxMul(mtx, mtxScale, mtxTranslate);
bgfx::setTexture(0, s_albedo, m_groundTexture);
bgfx::setTexture(1, s_normal, m_normalTexture);
_uniforms.submit();
meshSubmit(m_ground, _pass, _program, mtx);
}
void createFramebuffers()
{
m_size[0] = m_width;
m_size[1] = m_height;
const uint64_t pointSampleFlags = 0
| BGFX_TEXTURE_RT
| BGFX_SAMPLER_U_CLAMP
| BGFX_SAMPLER_V_CLAMP
| BGFX_SAMPLER_MIN_POINT
| BGFX_SAMPLER_MAG_POINT
| BGFX_SAMPLER_MIP_POINT
;
m_gbufferTex[GBUFFER_RT_COLOR] = bgfx::createTexture2D(uint16_t(m_size[0]), uint16_t(m_size[1]), false, 1, bgfx::TextureFormat::BGRA8, pointSampleFlags);
m_gbufferTex[GBUFFER_RT_NORMAL] = bgfx::createTexture2D(uint16_t(m_size[0]), uint16_t(m_size[1]), false, 1, bgfx::TextureFormat::BGRA8, pointSampleFlags);
m_gbufferTex[GBUFFER_RT_DEPTH] = bgfx::createTexture2D(uint16_t(m_size[0]), uint16_t(m_size[1]), false, 1, bgfx::TextureFormat::D32F, pointSampleFlags);
m_gbuffer = bgfx::createFrameBuffer(BX_COUNTOF(m_gbufferTex), m_gbufferTex, true);
m_linearDepth.init(m_size[0], m_size[1], bgfx::TextureFormat::R16F, pointSampleFlags);
m_shadows.init(m_size[0], m_size[1], bgfx::TextureFormat::R16F, pointSampleFlags);
}
// all buffers set to destroy their textures
void destroyFramebuffers()
{
bgfx::destroy(m_gbuffer);
m_linearDepth.destroy();
m_shadows.destroy();
}
void updateUniforms()
{
m_uniforms.m_displayShadows = m_displayShadows ? 1.0f : 0.0f;
m_uniforms.m_frameIdx = m_dynamicNoise
? float(m_currFrame % 8)
: 0.0f;
m_uniforms.m_shadowRadius = m_useScreenSpaceRadius ? m_shadowRadiusPixels : m_shadowRadius;
m_uniforms.m_shadowSteps = float(m_shadowSteps);
m_uniforms.m_useNoiseOffset = m_useNoiseOffset ? 1.0f : 0.0f;
m_uniforms.m_contactShadowsMode = float(m_contactShadowsMode);
m_uniforms.m_useScreenSpaceRadius = m_useScreenSpaceRadius ? 1.0f : 0.0f;
mat4Set(m_uniforms.m_worldToView, m_view);
mat4Set(m_uniforms.m_viewToProj, m_proj);
// from assao sample, cs_assao_prepare_depths.sc
{
// float depthLinearizeMul = ( clipFar * clipNear ) / ( clipFar - clipNear );
// float depthLinearizeAdd = clipFar / ( clipFar - clipNear );
// correct the handedness issue. need to make sure this below is correct, but I think it is.
float depthLinearizeMul = -m_proj2[3*4+2];
float depthLinearizeAdd = m_proj2[2*4+2];
if (depthLinearizeMul * depthLinearizeAdd < 0)
{
depthLinearizeAdd = -depthLinearizeAdd;
}
vec2Set(m_uniforms.m_depthUnpackConsts, depthLinearizeMul, depthLinearizeAdd);
float tanHalfFOVY = 1.0f / m_proj2[1*4+1]; // = tanf( drawContext.Camera.GetYFOV( ) * 0.5f );
float tanHalfFOVX = 1.0F / m_proj2[0]; // = tanHalfFOVY * drawContext.Camera.GetAspect( );
if (bgfx::getRendererType() == bgfx::RendererType::OpenGL)
{
vec2Set(m_uniforms.m_ndcToViewMul, tanHalfFOVX * 2.0f, tanHalfFOVY * 2.0f);
vec2Set(m_uniforms.m_ndcToViewAdd, tanHalfFOVX * -1.0f, tanHalfFOVY * -1.0f);
}
else
{
vec2Set(m_uniforms.m_ndcToViewMul, tanHalfFOVX * 2.0f, tanHalfFOVY * -2.0f);
vec2Set(m_uniforms.m_ndcToViewAdd, tanHalfFOVX * -1.0f, tanHalfFOVY * 1.0f);
}
}
{
float lightPosition[4];
bx::memCopy(lightPosition, m_lightModel.position, 3*sizeof(float));
lightPosition[3] = 1.0f;
float viewSpaceLightPosition[4];
bx::vec4MulMtx(viewSpaceLightPosition, lightPosition, m_view);
bx::memCopy(m_uniforms.m_lightPosition, viewSpaceLightPosition, 3*sizeof(float));
}
}
uint32_t m_width;
uint32_t m_height;
uint32_t m_debug;
uint32_t m_reset;
entry::MouseState m_mouseState;
// Resource handles
bgfx::ProgramHandle m_gbufferProgram;
bgfx::ProgramHandle m_sphereProgram;
bgfx::ProgramHandle m_linearDepthProgram;
bgfx::ProgramHandle m_shadowsProgram;
bgfx::ProgramHandle m_combineProgram;
// Shader uniforms
Uniforms m_uniforms;
// Uniforms to indentify texture samplers
bgfx::UniformHandle s_albedo;
bgfx::UniformHandle s_color;
bgfx::UniformHandle s_normal;
bgfx::UniformHandle s_depth;
bgfx::UniformHandle s_shadows;
bgfx::FrameBufferHandle m_gbuffer;
bgfx::TextureHandle m_gbufferTex[GBUFFER_RENDER_TARGETS];
RenderTarget m_linearDepth;
RenderTarget m_shadows;
struct Model
{
uint32_t mesh; // Index of mesh in m_meshes
float position[3];
};
Model m_lightModel;
Model m_models[MODEL_COUNT];
Mesh* m_meshes[BX_COUNTOF(s_meshPaths)];
Mesh* m_ground;
bgfx::TextureHandle m_groundTexture;
bgfx::TextureHandle m_normalTexture;
uint32_t m_currFrame;
float m_lightRotation = 0.0f;
float m_texelHalf = 0.0f;
float m_fovY = 60.0f;
bool m_recreateFrameBuffers = false;
bool m_havePrevious = false;
float m_view[16];
float m_proj[16];
float m_proj2[16];
int32_t m_size[2];
// UI parameters
bool m_displayShadows = false;
bool m_useNoiseOffset = true;
bool m_dynamicNoise = true;
float m_shadowRadius = 0.25f;
float m_shadowRadiusPixels = 25.0f;
int32_t m_shadowSteps = 8;
bool m_moveLight = true;
int32_t m_contactShadowsMode = 0;
bool m_useScreenSpaceRadius = false;
};
} // namespace
ENTRY_IMPLEMENT_MAIN(
ExampleScreenSpaceShadows
, "44-sss"
, "Screen Space Shadows."
);