690 lines
17 KiB
C++
690 lines
17 KiB
C++
/*
|
|
* Copyright 2013-2014 Dario Manesku. All rights reserved.
|
|
* License: http://www.opensource.org/licenses/BSD-2-Clause
|
|
*/
|
|
|
|
#include <string>
|
|
#include <vector>
|
|
#include <algorithm>
|
|
|
|
#include "common.h"
|
|
|
|
#include <bgfx.h>
|
|
#include <bx/timer.h>
|
|
#include <bx/readerwriter.h>
|
|
#include "entry/entry.h"
|
|
#include "fpumath.h"
|
|
|
|
#define RENDER_SHADOW_PASS_ID 0
|
|
#define RENDER_SHADOW_PASS_BIT (1<<RENDER_SHADOW_PASS_ID)
|
|
|
|
#define RENDER_SCENE_PASS_ID 1
|
|
#define RENDER_SCENE_PASS_BIT (1<<RENDER_SCENE_PASS_ID)
|
|
|
|
uint32_t packUint32(uint8_t _x, uint8_t _y, uint8_t _z, uint8_t _w)
|
|
{
|
|
union
|
|
{
|
|
uint32_t ui32;
|
|
uint8_t arr[4];
|
|
} un;
|
|
|
|
un.arr[0] = _x;
|
|
un.arr[1] = _y;
|
|
un.arr[2] = _z;
|
|
un.arr[3] = _w;
|
|
|
|
return un.ui32;
|
|
}
|
|
|
|
uint32_t packF4u(float _x, float _y = 0.0f, float _z = 0.0f, float _w = 0.0f)
|
|
{
|
|
const uint8_t xx = uint8_t(_x*127.0f + 128.0f);
|
|
const uint8_t yy = uint8_t(_y*127.0f + 128.0f);
|
|
const uint8_t zz = uint8_t(_z*127.0f + 128.0f);
|
|
const uint8_t ww = uint8_t(_w*127.0f + 128.0f);
|
|
return packUint32(xx, yy, zz, ww);
|
|
}
|
|
|
|
struct PosNormalVertex
|
|
{
|
|
float m_x;
|
|
float m_y;
|
|
float m_z;
|
|
uint32_t m_normal;
|
|
};
|
|
|
|
static const float s_texcoord = 5.0f;
|
|
static const uint32_t s_numHPlaneVertices = 4;
|
|
static PosNormalVertex s_hplaneVertices[s_numHPlaneVertices] =
|
|
{
|
|
{ -1.0f, 0.0f, 1.0f, packF4u(0.0f, 1.0f, 0.0f) },
|
|
{ 1.0f, 0.0f, 1.0f, packF4u(0.0f, 1.0f, 0.0f) },
|
|
{ -1.0f, 0.0f, -1.0f, packF4u(0.0f, 1.0f, 0.0f) },
|
|
{ 1.0f, 0.0f, -1.0f, packF4u(0.0f, 1.0f, 0.0f) },
|
|
};
|
|
|
|
static const uint32_t s_numPlaneIndices = 6;
|
|
static const uint16_t s_planeIndices[s_numPlaneIndices] =
|
|
{
|
|
0, 1, 2,
|
|
1, 3, 2,
|
|
};
|
|
|
|
static const char* s_shaderPath = NULL;
|
|
static bool s_flipV = false;
|
|
static float s_texelHalf = 0.0f;
|
|
bgfx::FrameBufferHandle s_shadowMapFB;
|
|
static bgfx::UniformHandle u_shadowMap;
|
|
|
|
static void shaderFilePath(char* _out, const char* _name)
|
|
{
|
|
strcpy(_out, s_shaderPath);
|
|
strcat(_out, _name);
|
|
strcat(_out, ".bin");
|
|
}
|
|
|
|
long int fsize(FILE* _file)
|
|
{
|
|
long int pos = ftell(_file);
|
|
fseek(_file, 0L, SEEK_END);
|
|
long int size = ftell(_file);
|
|
fseek(_file, pos, SEEK_SET);
|
|
return size;
|
|
}
|
|
|
|
static const bgfx::Memory* load(const char* _filePath)
|
|
{
|
|
FILE* file = fopen(_filePath, "rb");
|
|
if (NULL != file)
|
|
{
|
|
uint32_t size = (uint32_t)fsize(file);
|
|
const bgfx::Memory* mem = bgfx::alloc(size+1);
|
|
size_t ignore = fread(mem->data, 1, size, file);
|
|
BX_UNUSED(ignore);
|
|
fclose(file);
|
|
mem->data[mem->size-1] = '\0';
|
|
return mem;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
static const bgfx::Memory* loadShader(const char* _name)
|
|
{
|
|
char filePath[512];
|
|
shaderFilePath(filePath, _name);
|
|
return load(filePath);
|
|
}
|
|
|
|
static bgfx::ProgramHandle loadProgram(const char* _vsName, const char* _fsName)
|
|
{
|
|
const bgfx::Memory* mem;
|
|
|
|
// Load vertex shader.
|
|
mem = loadShader(_vsName);
|
|
bgfx::ShaderHandle vsh = bgfx::createShader(mem);
|
|
|
|
// Load fragment shader.
|
|
mem = loadShader(_fsName);
|
|
bgfx::ShaderHandle fsh = bgfx::createShader(mem);
|
|
|
|
// Create program from shaders.
|
|
bgfx::ProgramHandle program = bgfx::createProgram(vsh, fsh);
|
|
|
|
// We can destroy vertex and fragment shader here since
|
|
// their reference is kept inside bgfx after calling createProgram.
|
|
// Vertex and fragment shader will be destroyed once program is
|
|
// destroyed.
|
|
bgfx::destroyShader(vsh);
|
|
bgfx::destroyShader(fsh);
|
|
|
|
return program;
|
|
}
|
|
|
|
void mtxScaleRotateTranslate(float* _result
|
|
, const float _scaleX
|
|
, const float _scaleY
|
|
, const float _scaleZ
|
|
, const float _rotX
|
|
, const float _rotY
|
|
, const float _rotZ
|
|
, const float _translateX
|
|
, const float _translateY
|
|
, const float _translateZ
|
|
)
|
|
{
|
|
float mtxRotateTranslate[16];
|
|
float mtxScale[16];
|
|
|
|
mtxRotateXYZ(mtxRotateTranslate, _rotX, _rotY, _rotZ);
|
|
mtxRotateTranslate[12] = _translateX;
|
|
mtxRotateTranslate[13] = _translateY;
|
|
mtxRotateTranslate[14] = _translateZ;
|
|
|
|
memset(mtxScale, 0, sizeof(float)*16);
|
|
mtxScale[0] = _scaleX;
|
|
mtxScale[5] = _scaleY;
|
|
mtxScale[10] = _scaleZ;
|
|
mtxScale[15] = 1.0f;
|
|
|
|
mtxMul(_result, mtxScale, mtxRotateTranslate);
|
|
}
|
|
|
|
struct Aabb
|
|
{
|
|
float m_min[3];
|
|
float m_max[3];
|
|
};
|
|
|
|
struct Obb
|
|
{
|
|
float m_mtx[16];
|
|
};
|
|
|
|
struct Sphere
|
|
{
|
|
float m_center[3];
|
|
float m_radius;
|
|
};
|
|
|
|
struct Primitive
|
|
{
|
|
uint32_t m_startIndex;
|
|
uint32_t m_numIndices;
|
|
uint32_t m_startVertex;
|
|
uint32_t m_numVertices;
|
|
|
|
Sphere m_sphere;
|
|
Aabb m_aabb;
|
|
Obb m_obb;
|
|
};
|
|
|
|
typedef std::vector<Primitive> PrimitiveArray;
|
|
|
|
struct Group
|
|
{
|
|
Group()
|
|
{
|
|
reset();
|
|
}
|
|
|
|
void reset()
|
|
{
|
|
m_vbh.idx = bgfx::invalidHandle;
|
|
m_ibh.idx = bgfx::invalidHandle;
|
|
m_prims.clear();
|
|
}
|
|
|
|
bgfx::VertexBufferHandle m_vbh;
|
|
bgfx::IndexBufferHandle m_ibh;
|
|
Sphere m_sphere;
|
|
Aabb m_aabb;
|
|
Obb m_obb;
|
|
PrimitiveArray m_prims;
|
|
};
|
|
;
|
|
|
|
struct Mesh
|
|
{
|
|
void load(const void* _vertices, uint32_t _numVertices, const bgfx::VertexDecl _decl, const uint16_t* _indices, uint32_t _numIndices)
|
|
{
|
|
Group group;
|
|
const bgfx::Memory* mem;
|
|
uint32_t size;
|
|
|
|
size = _numVertices*_decl.getStride();
|
|
mem = bgfx::makeRef(_vertices, size);
|
|
group.m_vbh = bgfx::createVertexBuffer(mem, _decl);
|
|
|
|
size = _numIndices*2;
|
|
mem = bgfx::makeRef(_indices, size);
|
|
group.m_ibh = bgfx::createIndexBuffer(mem);
|
|
|
|
//TODO:
|
|
// group.m_sphere = ...
|
|
// group.m_aabb = ...
|
|
// group.m_obb = ...
|
|
// group.m_prims = ...
|
|
|
|
m_groups.push_back(group);
|
|
}
|
|
|
|
void load(const char* _filePath)
|
|
{
|
|
#define BGFX_CHUNK_MAGIC_VB BX_MAKEFOURCC('V', 'B', ' ', 0x0)
|
|
#define BGFX_CHUNK_MAGIC_IB BX_MAKEFOURCC('I', 'B', ' ', 0x0)
|
|
#define BGFX_CHUNK_MAGIC_PRI BX_MAKEFOURCC('P', 'R', 'I', 0x0)
|
|
|
|
bx::CrtFileReader reader;
|
|
reader.open(_filePath);
|
|
|
|
Group group;
|
|
|
|
uint32_t chunk;
|
|
while (4 == bx::read(&reader, chunk) )
|
|
{
|
|
switch (chunk)
|
|
{
|
|
case BGFX_CHUNK_MAGIC_VB:
|
|
{
|
|
bx::read(&reader, group.m_sphere);
|
|
bx::read(&reader, group.m_aabb);
|
|
bx::read(&reader, group.m_obb);
|
|
|
|
bx::read(&reader, m_decl);
|
|
uint16_t stride = m_decl.getStride();
|
|
|
|
uint16_t numVertices;
|
|
bx::read(&reader, numVertices);
|
|
const bgfx::Memory* mem = bgfx::alloc(numVertices*stride);
|
|
bx::read(&reader, mem->data, mem->size);
|
|
|
|
group.m_vbh = bgfx::createVertexBuffer(mem, m_decl);
|
|
}
|
|
break;
|
|
|
|
case BGFX_CHUNK_MAGIC_IB:
|
|
{
|
|
uint32_t numIndices;
|
|
bx::read(&reader, numIndices);
|
|
const bgfx::Memory* mem = bgfx::alloc(numIndices*2);
|
|
bx::read(&reader, mem->data, mem->size);
|
|
group.m_ibh = bgfx::createIndexBuffer(mem);
|
|
}
|
|
break;
|
|
|
|
case BGFX_CHUNK_MAGIC_PRI:
|
|
{
|
|
uint16_t len;
|
|
bx::read(&reader, len);
|
|
|
|
std::string material;
|
|
material.resize(len);
|
|
bx::read(&reader, const_cast<char*>(material.c_str() ), len);
|
|
|
|
uint16_t num;
|
|
bx::read(&reader, num);
|
|
|
|
for (uint32_t ii = 0; ii < num; ++ii)
|
|
{
|
|
bx::read(&reader, len);
|
|
|
|
std::string name;
|
|
name.resize(len);
|
|
bx::read(&reader, const_cast<char*>(name.c_str() ), len);
|
|
|
|
Primitive prim;
|
|
bx::read(&reader, prim.m_startIndex);
|
|
bx::read(&reader, prim.m_numIndices);
|
|
bx::read(&reader, prim.m_startVertex);
|
|
bx::read(&reader, prim.m_numVertices);
|
|
bx::read(&reader, prim.m_sphere);
|
|
bx::read(&reader, prim.m_aabb);
|
|
bx::read(&reader, prim.m_obb);
|
|
|
|
group.m_prims.push_back(prim);
|
|
}
|
|
|
|
m_groups.push_back(group);
|
|
group.reset();
|
|
}
|
|
break;
|
|
|
|
default:
|
|
DBG("%08x at %d", chunk, reader.seek() );
|
|
break;
|
|
}
|
|
}
|
|
|
|
reader.close();
|
|
}
|
|
|
|
void unload()
|
|
{
|
|
for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it)
|
|
{
|
|
const Group& group = *it;
|
|
bgfx::destroyVertexBuffer(group.m_vbh);
|
|
|
|
if (bgfx::isValid(group.m_ibh) )
|
|
{
|
|
bgfx::destroyIndexBuffer(group.m_ibh);
|
|
}
|
|
}
|
|
m_groups.clear();
|
|
}
|
|
|
|
void submit(uint8_t _view, float* _mtx, bgfx::ProgramHandle _program)
|
|
{
|
|
for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it)
|
|
{
|
|
const Group& group = *it;
|
|
|
|
// Set model matrix for rendering.
|
|
bgfx::setTransform(_mtx);
|
|
bgfx::setProgram(_program);
|
|
bgfx::setIndexBuffer(group.m_ibh);
|
|
bgfx::setVertexBuffer(group.m_vbh);
|
|
|
|
// Set shadow map.
|
|
bgfx::setTexture(4, u_shadowMap, s_shadowMapFB);
|
|
|
|
// Set render states.
|
|
bgfx::setState(0
|
|
|BGFX_STATE_RGB_WRITE
|
|
|BGFX_STATE_ALPHA_WRITE
|
|
|BGFX_STATE_DEPTH_WRITE
|
|
|BGFX_STATE_DEPTH_TEST_LESS
|
|
|BGFX_STATE_CULL_CCW
|
|
|BGFX_STATE_MSAA
|
|
);
|
|
|
|
// Submit primitive for rendering.
|
|
bgfx::submit(_view);
|
|
}
|
|
}
|
|
|
|
void submitShadow(uint8_t _view, float* _mtx, bgfx::ProgramHandle _program)
|
|
{
|
|
for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it)
|
|
{
|
|
const Group& group = *it;
|
|
|
|
// Set model matrix for rendering.
|
|
bgfx::setTransform(_mtx);
|
|
bgfx::setProgram(_program);
|
|
bgfx::setIndexBuffer(group.m_ibh);
|
|
bgfx::setVertexBuffer(group.m_vbh);
|
|
|
|
// Set render states.
|
|
bgfx::setState(0
|
|
|BGFX_STATE_RGB_WRITE
|
|
|BGFX_STATE_ALPHA_WRITE
|
|
|BGFX_STATE_DEPTH_WRITE
|
|
|BGFX_STATE_DEPTH_TEST_LESS
|
|
|BGFX_STATE_CULL_CCW
|
|
|BGFX_STATE_MSAA
|
|
);
|
|
|
|
// Submit primitive for rendering.
|
|
bgfx::submit(_view);
|
|
}
|
|
}
|
|
|
|
bgfx::VertexDecl m_decl;
|
|
typedef std::vector<Group> GroupArray;
|
|
GroupArray m_groups;
|
|
};
|
|
|
|
int _main_(int /*_argc*/, char** /*_argv*/)
|
|
{
|
|
uint32_t width = 1280;
|
|
uint32_t height = 720;
|
|
uint32_t debug = BGFX_DEBUG_TEXT;
|
|
uint32_t reset = BGFX_RESET_VSYNC;
|
|
|
|
bgfx::init();
|
|
bgfx::reset(width, height, reset);
|
|
|
|
// Enable debug text.
|
|
bgfx::setDebug(debug);
|
|
|
|
// Setup root path for binary shaders. Shader binaries are different
|
|
// for each renderer.
|
|
switch (bgfx::getRendererType() )
|
|
{
|
|
default:
|
|
case bgfx::RendererType::Direct3D9:
|
|
s_shaderPath = "shaders/dx9/";
|
|
s_texelHalf = 0.5f;
|
|
break;
|
|
|
|
case bgfx::RendererType::Direct3D11:
|
|
s_shaderPath = "shaders/dx11/";
|
|
break;
|
|
|
|
case bgfx::RendererType::OpenGL:
|
|
s_shaderPath = "shaders/glsl/";
|
|
s_flipV = true;
|
|
break;
|
|
|
|
case bgfx::RendererType::OpenGLES:
|
|
s_shaderPath = "shaders/gles/";
|
|
s_flipV = true;
|
|
break;
|
|
}
|
|
|
|
// Uniforms.
|
|
u_shadowMap = bgfx::createUniform("u_shadowMap", bgfx::UniformType::Uniform1iv);
|
|
|
|
bgfx::UniformHandle u_lightPos = bgfx::createUniform("u_lightPos", bgfx::UniformType::Uniform4fv);
|
|
bgfx::UniformHandle u_lightMtx = bgfx::createUniform("u_lightMtx", bgfx::UniformType::Uniform4x4fv);
|
|
|
|
// Vertex declarations.
|
|
bgfx::VertexDecl PosNormalDecl;
|
|
PosNormalDecl.begin();
|
|
PosNormalDecl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float);
|
|
PosNormalDecl.add(bgfx::Attrib::Normal, 4, bgfx::AttribType::Uint8, true, true);
|
|
PosNormalDecl.end();
|
|
|
|
// Meshes.
|
|
Mesh bunnyMesh;
|
|
Mesh cubeMesh;
|
|
Mesh hollowcubeMesh;
|
|
Mesh hplaneMesh;
|
|
bunnyMesh.load("meshes/bunny.bin");
|
|
cubeMesh.load("meshes/cube.bin");
|
|
hollowcubeMesh.load("meshes/hollowcube.bin");
|
|
hplaneMesh.load(s_hplaneVertices, s_numHPlaneVertices, PosNormalDecl, s_planeIndices, s_numPlaneIndices);
|
|
|
|
// Render targets.
|
|
uint16_t shadowMapSize = 512;
|
|
|
|
// Get renderer capabilities info.
|
|
const bgfx::Caps* caps = bgfx::getCaps();
|
|
// Shadow samplers are supported at least partially supported if texture
|
|
// compare less equal feature is supported.
|
|
bool shadowSamplerSupported = 0 != (caps->supported & BGFX_CAPS_TEXTURE_COMPARE_LEQUAL);
|
|
|
|
bgfx::ProgramHandle progShadow;
|
|
bgfx::ProgramHandle progMesh;
|
|
|
|
if (shadowSamplerSupported)
|
|
{
|
|
// Depth textures and shadow samplers are supported.
|
|
progShadow = loadProgram("vs_sms_shadow", "fs_sms_shadow");
|
|
progMesh = loadProgram("vs_sms_mesh", "fs_sms_mesh");
|
|
|
|
bgfx::TextureHandle fbtextures[] =
|
|
{
|
|
bgfx::createTexture2D(shadowMapSize, shadowMapSize, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_COMPARE_LEQUAL),
|
|
};
|
|
s_shadowMapFB = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
|
|
}
|
|
else
|
|
{
|
|
// Depth textures and shadow samplers are not supported. Use float
|
|
// depth packing into color buffer instead.
|
|
progShadow = loadProgram("vs_sms_shadow_pd", "fs_sms_shadow_pd");
|
|
progMesh = loadProgram("vs_sms_mesh", "fs_sms_mesh_pd");
|
|
|
|
bgfx::TextureHandle fbtextures[] =
|
|
{
|
|
bgfx::createTexture2D(shadowMapSize, shadowMapSize, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT),
|
|
bgfx::createTexture2D(shadowMapSize, shadowMapSize, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT_BUFFER_ONLY),
|
|
};
|
|
s_shadowMapFB = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
|
|
}
|
|
|
|
// Set view and projection matrices.
|
|
float view[16];
|
|
float proj[16];
|
|
|
|
const float eye[3] = { 0.0f, 30.0f, -60.0f };
|
|
const float at[3] = { 0.0f, 5.0f, 0.0f };
|
|
mtxLookAt(view, eye, at);
|
|
|
|
const float aspect = float(int32_t(width) ) / float(int32_t(height) );
|
|
mtxProj(proj, 60.0f, aspect, 0.1f, 1000.0f);
|
|
|
|
// Time acumulators.
|
|
float timeAccumulatorLight = 0.0f;
|
|
float timeAccumulatorScene = 0.0f;
|
|
|
|
entry::MouseState mouseState;
|
|
while (!entry::processEvents(width, height, debug, reset, &mouseState) )
|
|
{
|
|
// Time.
|
|
int64_t now = bx::getHPCounter();
|
|
static int64_t last = now;
|
|
const int64_t frameTime = now - last;
|
|
last = now;
|
|
const double freq = double(bx::getHPFrequency() );
|
|
const double toMs = 1000.0/freq;
|
|
const float deltaTime = float(frameTime/freq);
|
|
|
|
// Update time accumulators.
|
|
timeAccumulatorLight += deltaTime;
|
|
timeAccumulatorScene += deltaTime;
|
|
|
|
// Use debug font to print information about this example.
|
|
bgfx::dbgTextClear();
|
|
bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/15-shadowmaps-simple");
|
|
bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Shadow maps example (technique: %s).", shadowSamplerSupported ? "depth texture and shadow samplers" : "shadow depth packed into color texture");
|
|
bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
|
|
|
|
// Setup lights.
|
|
float lightPos[4];
|
|
lightPos[0] = -cos(timeAccumulatorLight);
|
|
lightPos[1] = -1.0f;
|
|
lightPos[2] = -sin(timeAccumulatorLight);
|
|
lightPos[3] = 0.0f;
|
|
|
|
bgfx::setUniform(u_lightPos, lightPos);
|
|
|
|
// Setup instance matrices.
|
|
float mtxFloor[16];
|
|
mtxScaleRotateTranslate(mtxFloor
|
|
, 30.0f, 30.0f, 30.0f
|
|
, 0.0f, 0.0f, 0.0f
|
|
, 0.0f, 0.0f, 0.0f
|
|
);
|
|
|
|
float mtxBunny[16];
|
|
mtxScaleRotateTranslate(mtxBunny
|
|
, 5.0f, 5.0f, 5.0f
|
|
, 0.0f, float(M_PI) - timeAccumulatorScene, 0.0f
|
|
, 15.0f, 5.0f, 0.0f
|
|
);
|
|
|
|
float mtxHollowcube[16];
|
|
mtxScaleRotateTranslate(mtxHollowcube
|
|
, 2.5f, 2.5f, 2.5f
|
|
, 0.0f, 1.56f - timeAccumulatorScene, 0.0f
|
|
, 0.0f, 10.0f, 0.0f
|
|
);
|
|
|
|
float mtxCube[16];
|
|
mtxScaleRotateTranslate(mtxCube
|
|
, 2.5f, 2.5f, 2.5f
|
|
, 0.0f, 1.56f - timeAccumulatorScene, 0.0f
|
|
, -15.0f, 5.0f, 0.0f
|
|
);
|
|
|
|
// Define matrices.
|
|
float lightView[16];
|
|
float lightProj[16];
|
|
|
|
const float eye[3] =
|
|
{
|
|
-lightPos[0],
|
|
-lightPos[1],
|
|
-lightPos[2],
|
|
};
|
|
const float at[3] = { 0.0f, 0.0f, 0.0f };
|
|
mtxLookAt(lightView, eye, at);
|
|
|
|
const float area = 30.0f;
|
|
mtxOrtho(lightProj, -area, area, -area, area, -100.0f, 100.0f);
|
|
|
|
bgfx::setViewRect(RENDER_SHADOW_PASS_ID, 0, 0, shadowMapSize, shadowMapSize);
|
|
bgfx::setViewFrameBuffer(RENDER_SHADOW_PASS_ID, s_shadowMapFB);
|
|
bgfx::setViewTransform(RENDER_SHADOW_PASS_ID, lightView, lightProj);
|
|
|
|
bgfx::setViewRect(RENDER_SCENE_PASS_ID, 0, 0, width, height);
|
|
bgfx::setViewTransform(RENDER_SCENE_PASS_ID, view, proj);
|
|
|
|
// Clear backbuffer and shadowmap framebuffer at beginning.
|
|
bgfx::setViewClearMask(RENDER_SHADOW_PASS_BIT|RENDER_SCENE_PASS_BIT
|
|
, BGFX_CLEAR_COLOR_BIT | BGFX_CLEAR_DEPTH_BIT
|
|
, 0x303030ff, 1.0f, 0
|
|
);
|
|
|
|
// Render.
|
|
float mtxShadow[16];
|
|
float lightMtx[16];
|
|
|
|
const float sy = s_flipV ? 0.5f : -0.5f;
|
|
const float mtxCrop[16] =
|
|
{
|
|
0.5f, 0.0f, 0.0f, 0.0f,
|
|
0.0f, sy, 0.0f, 0.0f,
|
|
0.0f, 0.0f, 0.5f, 0.0f,
|
|
0.5f, 0.5f, 0.5f, 1.0f,
|
|
};
|
|
|
|
float mtxTmp[16];
|
|
mtxMul(mtxTmp, lightProj, mtxCrop);
|
|
mtxMul(mtxShadow, lightView, mtxTmp);
|
|
|
|
// Floor.
|
|
mtxMul(lightMtx, mtxFloor, mtxShadow);
|
|
bgfx::setUniform(u_lightMtx, lightMtx);
|
|
hplaneMesh.submit(RENDER_SCENE_PASS_ID, mtxFloor, progMesh);
|
|
hplaneMesh.submitShadow(RENDER_SHADOW_PASS_ID, mtxFloor, progShadow);
|
|
|
|
// Bunny.
|
|
mtxMul(lightMtx, mtxBunny, mtxShadow);
|
|
bgfx::setUniform(u_lightMtx, lightMtx);
|
|
bunnyMesh.submit(RENDER_SCENE_PASS_ID, mtxBunny, progMesh);
|
|
bunnyMesh.submitShadow(RENDER_SHADOW_PASS_ID, mtxBunny, progShadow);
|
|
|
|
// Hollow cube.
|
|
mtxMul(lightMtx, mtxHollowcube, mtxShadow);
|
|
bgfx::setUniform(u_lightMtx, lightMtx);
|
|
hollowcubeMesh.submit(RENDER_SCENE_PASS_ID, mtxHollowcube, progMesh);
|
|
hollowcubeMesh.submitShadow(RENDER_SHADOW_PASS_ID, mtxHollowcube, progShadow);
|
|
|
|
// Cube.
|
|
mtxMul(lightMtx, mtxCube, mtxShadow);
|
|
bgfx::setUniform(u_lightMtx, lightMtx);
|
|
cubeMesh.submit(RENDER_SCENE_PASS_ID, mtxCube, progMesh);
|
|
cubeMesh.submitShadow(RENDER_SHADOW_PASS_ID, mtxCube, progShadow);
|
|
|
|
// Advance to next frame. Rendering thread will be kicked to
|
|
// process submitted rendering primitives.
|
|
bgfx::frame();
|
|
|
|
}
|
|
|
|
bunnyMesh.unload();
|
|
cubeMesh.unload();
|
|
hollowcubeMesh.unload();
|
|
hplaneMesh.unload();
|
|
|
|
bgfx::destroyProgram(progShadow);
|
|
bgfx::destroyProgram(progMesh);
|
|
|
|
bgfx::destroyFrameBuffer(s_shadowMapFB);
|
|
|
|
bgfx::destroyUniform(u_shadowMap);
|
|
bgfx::destroyUniform(u_lightPos);
|
|
bgfx::destroyUniform(u_lightMtx);
|
|
|
|
// Shutdown bgfx.
|
|
bgfx::shutdown();
|
|
|
|
return 0;
|
|
}
|