847 lines
24 KiB
C++
847 lines
24 KiB
C++
/*
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* Copyright 2021 elven cache. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
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*/
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/*
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* Implement screen space shadows as bgfx example. Goal is to explore various
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* options and parameters.
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*
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* radius
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* ======
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* Use radius/shadow distance defined in screen space pixels or world units.
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*
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* In world uints, the screen distance will shrink as objects get farther away.
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* This can provide more natural looking shadows and fade out the effect at a
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* distance, leaving screen space shadows as an added detail effect near the
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* camera.
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*
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* Screen space units mean that objects will cast the same length of shadow
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* regardless of how far they are away from the camera. Pull back the camera
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* and objects' shadows will appear to grow. On the other hand, this can be
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* desired because it will allow objects at the horizon like hills and trees to
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* cast a shadow. Depending on your scene, such far objects may be outside of
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* the area affected by regular shadow maps. Even with multiple cascades, you
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* may not be able to afford shadow maps across the entire scene.
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*
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* This sample does not put effort into avoiding the initial pixel or avoiding
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* resampling the same value if the step size is relatively smaller than the
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* sampled distance in screen space. May want to set a minimum distance so each
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* sample covers a unique value or take care to select a neighboring pixel for
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* the first sample.
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*
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* soft contact shadows
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* ====================
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* If hard screen space shadows are added to a scene that already has soft
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* shadows via shadow maps, the hard edge can look out of place. Additionally,
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* it is common for screen space shadows to not quite line up with other
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* shadows. This is because the depth buffer does not specify thickness,
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* leaving some pixels incorrectly occluded. For example, you would not want
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* some thin feature like a pipe to cast a shadow as if you were seeing the
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* side of a metal wall.
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*
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* These soft contact shadows are an attempt to minimize the problems described
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* above. By adding a smoother falloff, they may blend into the scene better.
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* Inspired by screen space ambient occlusion, this sample takes into account
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* distance from shadowed pixel to its occluders.
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*
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* - hard If there's any occluder found, mark the source pixel as shadowed.
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*
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* - soft Modulate shadow by distance to the first occluder. Assuming a
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* nearby pixel is closer and more likely to represent an accurate
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* shadow, it is darker. If the first pixel to be an occluder is far
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* away, it should likely cast a softer shadow.
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*
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* - very In addition to the same modulation used by soft mode, also
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* soft reduce the occlusion contribution from pixels that are farther
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* away. This sample compares the depth difference to the shadow
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* radius, a 1D distance, instead of comparing the actually
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* distance in 3D space.
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*/
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#include <common.h>
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#include <camera.h>
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#include <bgfx_utils.h>
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#include <imgui/imgui.h>
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#include <bx/rng.h>
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#include <bx/os.h>
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namespace {
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// Gbuffer has multiple render targets
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#define GBUFFER_RT_COLOR 0
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#define GBUFFER_RT_NORMAL 1
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#define GBUFFER_RT_DEPTH 2
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#define GBUFFER_RENDER_TARGETS 3
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#define MODEL_COUNT 100
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static const char * s_meshPaths[] =
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{
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"meshes/unit_sphere.bin",
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"meshes/column.bin",
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"meshes/tree.bin",
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"meshes/hollowcube.bin",
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"meshes/bunny.bin"
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};
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static const float s_meshScale[] =
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{
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0.25f,
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0.05f,
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0.15f,
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0.25f,
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0.25f
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};
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// Vertex decl for our screen space quad (used in deferred rendering)
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struct PosTexCoord0Vertex
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{
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float m_x;
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float m_y;
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float m_z;
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float m_u;
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float m_v;
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static void init()
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{
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ms_layout
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.begin()
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.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
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.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
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.end();
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}
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static bgfx::VertexLayout ms_layout;
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};
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bgfx::VertexLayout PosTexCoord0Vertex::ms_layout;
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struct Uniforms
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{
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enum { NumVec4 = 12 };
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void init() {
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u_params = bgfx::createUniform("u_params", bgfx::UniformType::Vec4, NumVec4);
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};
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void submit() const {
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bgfx::setUniform(u_params, m_params, NumVec4);
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}
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void destroy() {
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bgfx::destroy(u_params);
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}
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union
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{
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struct
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{
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/* 0 */ struct { float m_frameIdx; float m_shadowRadius; float m_shadowSteps; float m_useNoiseOffset; };
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/* 1 */ struct { float m_depthUnpackConsts[2]; float m_contactShadowsMode; float m_useScreenSpaceRadius; };
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/* 2 */ struct { float m_ndcToViewMul[2]; float m_ndcToViewAdd[2]; };
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/* 3 */ struct { float m_lightPosition[3]; float m_displayShadows; };
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/* 4-7 */ struct { float m_worldToView[16]; }; // built-in u_view will be transform for quad during screen passes
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/* 8-11 */ struct { float m_viewToProj[16]; }; // built-in u_proj will be transform for quad during screen passes
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};
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float m_params[NumVec4 * 4];
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};
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bgfx::UniformHandle u_params;
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};
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struct RenderTarget
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{
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void init(uint32_t _width, uint32_t _height, bgfx::TextureFormat::Enum _format, uint64_t _flags)
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{
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m_texture = bgfx::createTexture2D(uint16_t(_width), uint16_t(_height), false, 1, _format, _flags);
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const bool destroyTextures = true;
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m_buffer = bgfx::createFrameBuffer(1, &m_texture, destroyTextures);
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}
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void destroy()
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{
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// also responsible for destroying texture
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bgfx::destroy(m_buffer);
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}
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bgfx::TextureHandle m_texture;
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bgfx::FrameBufferHandle m_buffer;
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};
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void screenSpaceQuad(float _textureWidth, float _textureHeight, float _texelHalf, bool _originBottomLeft, float _width = 1.0f, float _height = 1.0f)
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{
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if (3 == bgfx::getAvailTransientVertexBuffer(3, PosTexCoord0Vertex::ms_layout))
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{
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bgfx::TransientVertexBuffer vb;
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bgfx::allocTransientVertexBuffer(&vb, 3, PosTexCoord0Vertex::ms_layout);
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PosTexCoord0Vertex* vertex = (PosTexCoord0Vertex*)vb.data;
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const float minx = -_width;
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const float maxx = _width;
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const float miny = 0.0f;
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const float maxy = _height * 2.0f;
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const float texelHalfW = _texelHalf / _textureWidth;
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const float texelHalfH = _texelHalf / _textureHeight;
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const float minu = -1.0f + texelHalfW;
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const float maxu = 1.0f + texelHalfW;
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const float zz = 0.0f;
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float minv = texelHalfH;
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float maxv = 2.0f + texelHalfH;
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if (_originBottomLeft)
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{
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float temp = minv;
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minv = maxv;
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maxv = temp;
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minv -= 1.0f;
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maxv -= 1.0f;
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}
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vertex[0].m_x = minx;
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vertex[0].m_y = miny;
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vertex[0].m_z = zz;
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vertex[0].m_u = minu;
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vertex[0].m_v = minv;
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vertex[1].m_x = maxx;
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vertex[1].m_y = miny;
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vertex[1].m_z = zz;
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vertex[1].m_u = maxu;
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vertex[1].m_v = minv;
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vertex[2].m_x = maxx;
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vertex[2].m_y = maxy;
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vertex[2].m_z = zz;
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vertex[2].m_u = maxu;
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vertex[2].m_v = maxv;
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bgfx::setVertexBuffer(0, &vb);
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}
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}
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void vec2Set(float* _v, float _x, float _y)
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{
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_v[0] = _x;
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_v[1] = _y;
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}
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void mat4Set(float * _m, const float * _src)
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{
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const uint32_t MAT4_FLOATS = 16;
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for (uint32_t ii = 0; ii < MAT4_FLOATS; ++ii) {
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_m[ii] = _src[ii];
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}
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}
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class ExampleScreenSpaceShadows : public entry::AppI
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{
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public:
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ExampleScreenSpaceShadows(const char* _name, const char* _description)
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: entry::AppI(_name, _description)
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, m_currFrame(UINT32_MAX)
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, m_texelHalf(0.0f)
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{
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}
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void init(int32_t _argc, const char* const* _argv, uint32_t _width, uint32_t _height) override
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{
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Args args(_argc, _argv);
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m_width = _width;
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m_height = _height;
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m_debug = BGFX_DEBUG_NONE;
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m_reset = BGFX_RESET_VSYNC;
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bgfx::Init init;
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init.type = args.m_type;
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init.vendorId = args.m_pciId;
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init.resolution.width = m_width;
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init.resolution.height = m_height;
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init.resolution.reset = m_reset;
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bgfx::init(init);
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// Enable debug text.
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bgfx::setDebug(m_debug);
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// Create uniforms
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m_uniforms.init();
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// Create texture sampler uniforms (used when we bind textures)
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s_albedo = bgfx::createUniform("s_albedo", bgfx::UniformType::Sampler); // Model's source albedo
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s_color = bgfx::createUniform("s_color", bgfx::UniformType::Sampler); // Color (albedo) gbuffer, default color input
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s_normal = bgfx::createUniform("s_normal", bgfx::UniformType::Sampler); // Normal gbuffer, Model's source normal
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s_depth = bgfx::createUniform("s_depth", bgfx::UniformType::Sampler); // Depth gbuffer
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s_shadows = bgfx::createUniform("s_shadows", bgfx::UniformType::Sampler);
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// Create program from shaders.
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m_gbufferProgram = loadProgram("vs_sss_gbuffer", "fs_sss_gbuffer"); // Fill gbuffer
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m_sphereProgram = loadProgram("vs_sss_gbuffer", "fs_sss_unlit");
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m_linearDepthProgram = loadProgram("vs_sss_screenquad", "fs_sss_linear_depth");
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m_shadowsProgram = loadProgram("vs_sss_screenquad", "fs_screen_space_shadows");
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m_combineProgram = loadProgram("vs_sss_screenquad", "fs_sss_deferred_combine"); // Compute lighting from gbuffer
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// Load some meshes
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for (uint32_t ii = 0; ii < BX_COUNTOF(s_meshPaths); ++ii)
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{
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m_meshes[ii] = meshLoad(s_meshPaths[ii]);
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}
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// sphere is first mesh
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m_lightModel.mesh = 0;
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// Randomly create some models
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bx::RngMwc mwc;
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for (uint32_t ii = 0; ii < BX_COUNTOF(m_models); ++ii)
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{
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Model& model = m_models[ii];
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model.mesh = mwc.gen() % BX_COUNTOF(s_meshPaths);
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model.position[0] = (((mwc.gen() % 256)) - 128.0f) / 20.0f;
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model.position[1] = 0;
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model.position[2] = (((mwc.gen() % 256)) - 128.0f) / 20.0f;
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}
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// Load ground, just use the cube
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m_ground = meshLoad("meshes/cube.bin");
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m_groundTexture = loadTexture("textures/fieldstone-rgba.dds");
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m_normalTexture = loadTexture("textures/fieldstone-n.dds");
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m_recreateFrameBuffers = false;
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createFramebuffers();
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// Vertex decl
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PosTexCoord0Vertex::init();
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// Init camera
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cameraCreate();
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cameraSetPosition({ 0.0f, 1.5f, -4.0f });
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cameraSetVerticalAngle(-0.3f);
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m_fovY = 60.0f;
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cameraGetViewMtx(m_view);
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bx::mtxProj(m_proj, m_fovY, float(m_size[0]) / float(m_size[1]), 0.01f, 100.0f, bgfx::getCaps()->homogeneousDepth);
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// Track whether previous results are valid
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m_havePrevious = false;
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// Get renderer capabilities info.
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const bgfx::RendererType::Enum renderer = bgfx::getRendererType();
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m_texelHalf = bgfx::RendererType::Direct3D9 == renderer ? 0.5f : 0.0f;
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imguiCreate();
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}
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int32_t shutdown() override
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{
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for (uint32_t ii = 0; ii < BX_COUNTOF(s_meshPaths); ++ii)
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{
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meshUnload(m_meshes[ii]);
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}
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meshUnload(m_ground);
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bgfx::destroy(m_normalTexture);
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bgfx::destroy(m_groundTexture);
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bgfx::destroy(m_gbufferProgram);
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bgfx::destroy(m_sphereProgram);
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bgfx::destroy(m_linearDepthProgram);
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bgfx::destroy(m_shadowsProgram);
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bgfx::destroy(m_combineProgram);
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m_uniforms.destroy();
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bgfx::destroy(s_albedo);
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bgfx::destroy(s_color);
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bgfx::destroy(s_normal);
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bgfx::destroy(s_depth);
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bgfx::destroy(s_shadows);
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destroyFramebuffers();
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cameraDestroy();
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imguiDestroy();
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bgfx::shutdown();
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return 0;
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}
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bool update() override
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{
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if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState))
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{
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// skip processing when minimized, otherwise crashing
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if (0 == m_width || 0 == m_height)
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{
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return true;
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}
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// Update frame timer
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int64_t now = bx::getHPCounter();
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static int64_t last = now;
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const int64_t frameTime = now - last;
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last = now;
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const double freq = double(bx::getHPFrequency());
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const float deltaTime = float(frameTime / freq);
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const bgfx::Caps* caps = bgfx::getCaps();
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if (m_size[0] != (int32_t)m_width
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|| m_size[1] != (int32_t)m_height
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|| m_recreateFrameBuffers)
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{
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destroyFramebuffers();
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createFramebuffers();
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m_recreateFrameBuffers = false;
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}
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// rotate light
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const float rotationSpeed = m_moveLight ? 0.75f : 0.0f;
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m_lightRotation += deltaTime * rotationSpeed;
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if (bx::kPi2 < m_lightRotation)
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{
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m_lightRotation -= bx::kPi2;
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}
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m_lightModel.position[0] = bx::cos(m_lightRotation) * 3.0f;
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m_lightModel.position[1] = 1.5f;
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m_lightModel.position[2] = bx::sin(m_lightRotation) * 3.0f;
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// Update camera
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cameraUpdate(deltaTime*0.15f, m_mouseState, ImGui::MouseOverArea() );
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// Set up matrices for gbuffer
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cameraGetViewMtx(m_view);
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updateUniforms();
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bx::mtxProj(m_proj, m_fovY, float(m_size[0]) / float(m_size[1]), 0.01f, 100.0f, caps->homogeneousDepth);
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bx::mtxProj(m_proj2, m_fovY, float(m_size[0]) / float(m_size[1]), 0.01f, 100.0f, false);
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bgfx::ViewId view = 0;
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// Draw everything into gbuffer
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{
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bgfx::setViewName(view, "gbuffer");
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bgfx::setViewClear(view
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, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
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, 0
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, 1.0f
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, 0
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);
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bgfx::setViewRect(view, 0, 0, uint16_t(m_size[0]), uint16_t(m_size[1]));
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bgfx::setViewTransform(view, m_view, m_proj);
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// Make sure when we draw it goes into gbuffer and not backbuffer
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bgfx::setViewFrameBuffer(view, m_gbuffer);
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bgfx::setState(0
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| BGFX_STATE_WRITE_RGB
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| BGFX_STATE_WRITE_A
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| BGFX_STATE_WRITE_Z
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| BGFX_STATE_DEPTH_TEST_LESS
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);
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drawAllModels(view, m_gbufferProgram, m_uniforms);
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// draw sphere to visualize light
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{
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const float scale = s_meshScale[m_lightModel.mesh];
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float mtx[16];
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bx::mtxSRT(mtx
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, scale
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, scale
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, scale
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, 0.0f
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, 0.0f
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, 0.0f
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, m_lightModel.position[0]
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, m_lightModel.position[1]
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, m_lightModel.position[2]
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);
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m_uniforms.submit();
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meshSubmit(m_meshes[m_lightModel.mesh], view, m_sphereProgram, mtx);
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}
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++view;
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}
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float orthoProj[16];
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bx::mtxOrtho(orthoProj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, caps->homogeneousDepth);
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{
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// clear out transform stack
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float identity[16];
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bx::mtxIdentity(identity);
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bgfx::setTransform(identity);
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}
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// Convert depth to linear depth for shadow depth compare
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{
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bgfx::setViewName(view, "linear depth");
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bgfx::setViewRect(view, 0, 0, uint16_t(m_width), uint16_t(m_height));
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bgfx::setViewTransform(view, NULL, orthoProj);
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bgfx::setViewFrameBuffer(view, m_linearDepth.m_buffer);
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bgfx::setState(0
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| BGFX_STATE_WRITE_RGB
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| BGFX_STATE_WRITE_A
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| BGFX_STATE_DEPTH_TEST_ALWAYS
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);
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bgfx::setTexture(0, s_depth, m_gbufferTex[GBUFFER_RT_DEPTH]);
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m_uniforms.submit();
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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."
|
|
);
|