Added 21-deferred example.

This commit is contained in:
Branimir Karadžić 2014-05-21 20:33:12 -07:00
parent 65cd3169db
commit 8cede52d91
58 changed files with 1061 additions and 0 deletions

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@ -230,6 +230,12 @@ NanoVG is small antialiased vector graphics rendering library.
![example-20-nanovg](https://github.com/bkaradzic/bgfx/raw/master/examples/20-nanovg/screenshot.png) ![example-20-nanovg](https://github.com/bkaradzic/bgfx/raw/master/examples/20-nanovg/screenshot.png)
### [21-deferred](https://github.com/bkaradzic/bgfx/tree/master/examples/21-deferred)
MRT rendering and deferred shading.
![example-21-deferred](https://github.com/bkaradzic/bgfx/raw/master/examples/21-deferred/screenshot.png)
Dependencies Dependencies
------------ ------------

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@ -0,0 +1,739 @@
/*
* Copyright 2011-2014 Branimir Karadzic. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "common.h"
#include "bgfx_utils.h"
#include "imgui/imgui.h"
#include "camera.h"
#include "bounds.h"
#define RENDER_PASS_GEOMETRY_ID 0
#define RENDER_PASS_GEOMETRY_BIT (1<<RENDER_PASS_GEOMETRY_ID)
#define RENDER_PASS_LIGHT_ID 1
#define RENDER_PASS_LIGHT_BIT (1<<RENDER_PASS_LIGHT_ID)
#define RENDER_PASS_COMBINE_ID 2
#define RENDER_PASS_COMBINE_BIT (1<<RENDER_PASS_COMBINE_ID)
#define RENDER_PASS_DEBUG_LIGHTS_ID 3
#define RENDER_PASS_DEBUG_LIGHTS_BIT (1<<RENDER_PASS_DEBUG_LIGHTS_ID)
#define RENDER_PASS_DEBUG_GBUFFER_ID 4
#define RENDER_PASS_DEBUG_GBUFFER_BIT (1<<RENDER_PASS_DEBUG_GBUFFER_ID)
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_decl
.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::VertexDecl ms_decl;
};
bgfx::VertexDecl PosNormalTangentTexcoordVertex::ms_decl;
struct PosTexCoord0Vertex
{
float m_x;
float m_y;
float m_z;
float m_u;
float m_v;
static void init()
{
ms_decl
.begin()
.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
.end();
}
static bgfx::VertexDecl ms_decl;
};
bgfx::VertexDecl PosTexCoord0Vertex::ms_decl;
struct DebugVertex
{
float m_x;
float m_y;
float m_z;
uint32_t m_abgr;
static void init()
{
ms_decl
.begin()
.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
.end();
}
static bgfx::VertexDecl ms_decl;
};
bgfx::VertexDecl DebugVertex::ms_decl;
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);
}
static PosNormalTangentTexcoordVertex s_cubeVertices[24] =
{
{-1.0f, 1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f), 0, 0, 0 },
{ 1.0f, 1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f), 0, 0x7fff, 0 },
{-1.0f, -1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f), 0, 0, 0x7fff },
{ 1.0f, -1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f), 0, 0x7fff, 0x7fff },
{-1.0f, 1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f), 0, 0, 0 },
{ 1.0f, 1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f), 0, 0x7fff, 0 },
{-1.0f, -1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f), 0, 0, 0x7fff },
{ 1.0f, -1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f), 0, 0x7fff, 0x7fff },
{-1.0f, 1.0f, 1.0f, packF4u( 0.0f, 1.0f, 0.0f), 0, 0, 0 },
{ 1.0f, 1.0f, 1.0f, packF4u( 0.0f, 1.0f, 0.0f), 0, 0x7fff, 0 },
{-1.0f, 1.0f, -1.0f, packF4u( 0.0f, 1.0f, 0.0f), 0, 0, 0x7fff },
{ 1.0f, 1.0f, -1.0f, packF4u( 0.0f, 1.0f, 0.0f), 0, 0x7fff, 0x7fff },
{-1.0f, -1.0f, 1.0f, packF4u( 0.0f, -1.0f, 0.0f), 0, 0, 0 },
{ 1.0f, -1.0f, 1.0f, packF4u( 0.0f, -1.0f, 0.0f), 0, 0x7fff, 0 },
{-1.0f, -1.0f, -1.0f, packF4u( 0.0f, -1.0f, 0.0f), 0, 0, 0x7fff },
{ 1.0f, -1.0f, -1.0f, packF4u( 0.0f, -1.0f, 0.0f), 0, 0x7fff, 0x7fff },
{ 1.0f, -1.0f, 1.0f, packF4u( 1.0f, 0.0f, 0.0f), 0, 0, 0 },
{ 1.0f, 1.0f, 1.0f, packF4u( 1.0f, 0.0f, 0.0f), 0, 0x7fff, 0 },
{ 1.0f, -1.0f, -1.0f, packF4u( 1.0f, 0.0f, 0.0f), 0, 0, 0x7fff },
{ 1.0f, 1.0f, -1.0f, packF4u( 1.0f, 0.0f, 0.0f), 0, 0x7fff, 0x7fff },
{-1.0f, -1.0f, 1.0f, packF4u(-1.0f, 0.0f, 0.0f), 0, 0, 0 },
{-1.0f, 1.0f, 1.0f, packF4u(-1.0f, 0.0f, 0.0f), 0, 0x7fff, 0 },
{-1.0f, -1.0f, -1.0f, packF4u(-1.0f, 0.0f, 0.0f), 0, 0, 0x7fff },
{-1.0f, 1.0f, -1.0f, packF4u(-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 (bgfx::checkAvailTransientVertexBuffer(3, PosTexCoord0Vertex::ms_decl) )
{
bgfx::TransientVertexBuffer vb;
bgfx::allocTransientVertexBuffer(&vb, 3, PosTexCoord0Vertex::ms_decl);
PosTexCoord0Vertex* vertex = (PosTexCoord0Vertex*)vb.data;
const float minx = -_width;
const float maxx = _width;
const float miny = 0.0f;
const float maxy = _height*2.0f;
const float texelHalfW = _texelHalf/_textureWidth;
const float texelHalfH = _texelHalf/_textureHeight;
const float minu = -1.0f + texelHalfW;
const float maxu = 1.0f + texelHalfH;
const float zz = 0.0f;
float minv = texelHalfH;
float maxv = 2.0f + texelHalfH;
if (_originBottomLeft)
{
float temp = minv;
minv = maxv;
maxv = temp;
minv -= 1.0f;
maxv -= 1.0f;
}
vertex[0].m_x = minx;
vertex[0].m_y = miny;
vertex[0].m_z = zz;
vertex[0].m_u = minu;
vertex[0].m_v = minv;
vertex[1].m_x = maxx;
vertex[1].m_y = miny;
vertex[1].m_z = zz;
vertex[1].m_u = maxu;
vertex[1].m_v = minv;
vertex[2].m_x = maxx;
vertex[2].m_y = maxy;
vertex[2].m_z = zz;
vertex[2].m_u = maxu;
vertex[2].m_v = maxv;
bgfx::setVertexBuffer(&vb);
}
}
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);
// Set view 0 clear state.
bgfx::setViewClear(RENDER_PASS_GEOMETRY_ID
, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
, 0x303030ff
, 1.0f
, 0
);
bgfx::setViewClear(RENDER_PASS_LIGHT_ID
, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
, 0
, 1.0f
, 0
);
// Create vertex stream declaration.
PosNormalTangentTexcoordVertex::init();
PosTexCoord0Vertex::init();
DebugVertex::init();
calcTangents(s_cubeVertices
, BX_COUNTOF(s_cubeVertices)
, PosNormalTangentTexcoordVertex::ms_decl
, s_cubeIndices
, BX_COUNTOF(s_cubeIndices)
);
// Create static vertex buffer.
bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(
bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) )
, PosNormalTangentTexcoordVertex::ms_decl
);
// Create static index buffer.
bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) ) );
// Create texture sampler uniforms.
bgfx::UniformHandle s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Uniform1iv);
bgfx::UniformHandle s_texNormal = bgfx::createUniform("s_texNormal", bgfx::UniformType::Uniform1iv);
bgfx::UniformHandle s_albedo = bgfx::createUniform("s_albedo", bgfx::UniformType::Uniform1iv);
bgfx::UniformHandle s_normal = bgfx::createUniform("s_normal", bgfx::UniformType::Uniform1iv);
bgfx::UniformHandle s_depth = bgfx::createUniform("s_depth", bgfx::UniformType::Uniform1iv);
bgfx::UniformHandle s_light = bgfx::createUniform("s_light", bgfx::UniformType::Uniform1iv);
bgfx::UniformHandle u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Uniform4x4fv);
bgfx::UniformHandle u_lightPosRadius = bgfx::createUniform("u_lightPosRadius", bgfx::UniformType::Uniform4fv);
bgfx::UniformHandle u_lightRgbInnerR = bgfx::createUniform("u_lightRgbInnerR", bgfx::UniformType::Uniform4fv);
// Create program from shaders.
bgfx::ProgramHandle geomProgram = loadProgram("vs_deferred_geom", "fs_deferred_geom");
bgfx::ProgramHandle lightProgram = loadProgram("vs_deferred_light", "fs_deferred_light");
bgfx::ProgramHandle combineProgram = loadProgram("vs_deferred_combine", "fs_deferred_combine");
bgfx::ProgramHandle debugProgram = loadProgram("vs_deferred_debug", "fs_deferred_debug");
bgfx::ProgramHandle lineProgram = loadProgram("vs_deferred_debug_line", "fs_deferred_debug_line");
// Load diffuse texture.
bgfx::TextureHandle textureColor = loadTexture("fieldstone-rgba.dds");
// Load normal texture.
bgfx::TextureHandle textureNormal = loadTexture("fieldstone-n.dds");
bgfx::TextureHandle gbufferTex[3] = { BGFX_INVALID_HANDLE, BGFX_INVALID_HANDLE, BGFX_INVALID_HANDLE };
bgfx::FrameBufferHandle gbuffer = BGFX_INVALID_HANDLE;
bgfx::FrameBufferHandle lightBuffer = BGFX_INVALID_HANDLE;
void* data = load("font/droidsans.ttf");
imguiCreate(data);
free(data);
const int64_t timeOffset = bx::getHPCounter();
const bgfx::RendererType::Enum renderer = bgfx::getRendererType();
const float texelHalf = bgfx::RendererType::Direct3D9 == renderer ? 0.5f : 0.0f;
const bool originBottomLeft = bgfx::RendererType::OpenGL == renderer || bgfx::RendererType::OpenGLES == renderer;
// Get renderer capabilities info.
const bgfx::Caps* caps = bgfx::getCaps();
uint32_t oldWidth = 0;
uint32_t oldHeight = 0;
uint32_t oldReset = reset;
int32_t scrollArea = 0;
int32_t numLights = 512;
float lightAnimationSpeed = 0.3f;
bool animateMesh = true;
bool showScissorRects = false;
bool showGBuffer = true;
float view[16];
float initialPos[3] = { 0.0f, 0.0f, -15.0f };
cameraCreate();
cameraSetPosition(initialPos);
cameraSetVerticalAngle(0.0f);
cameraGetViewMtx(view);
entry::MouseState mouseState;
while (!entry::processEvents(width, height, debug, reset, &mouseState) )
{
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);
float time = (float)( (now-timeOffset)/freq);
// Use debug font to print information about this example.
bgfx::dbgTextClear();
bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/21-deferred");
bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: MRT rendering and deferred shading.");
bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
if (2 > caps->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, 5, blink ? 0x1f : 0x01, " MRT not supported by GPU. ");
// Set view 0 default viewport.
bgfx::setViewRect(0, 0, 0, width, 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::submit(0);
}
else
{
if (oldWidth != width
|| oldHeight != height
|| oldReset != reset
|| !bgfx::isValid(gbuffer) )
{
// Recreate variable size render targets when resolution changes.
oldWidth = width;
oldHeight = height;
oldReset = reset;
if (bgfx::isValid(gbuffer) )
{
bgfx::destroyFrameBuffer(gbuffer);
}
const uint32_t samplerFlags = 0
| BGFX_TEXTURE_RT
| BGFX_TEXTURE_MIN_POINT
| BGFX_TEXTURE_MAG_POINT
| BGFX_TEXTURE_MIP_POINT
| BGFX_TEXTURE_U_CLAMP
| BGFX_TEXTURE_V_CLAMP
;
gbufferTex[0] = bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::BGRA8, samplerFlags);
gbufferTex[1] = bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::BGRA8, samplerFlags);
gbufferTex[2] = bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::D24, samplerFlags);
gbuffer = bgfx::createFrameBuffer(BX_COUNTOF(gbufferTex), gbufferTex, true);
if (bgfx::isValid(lightBuffer) )
{
bgfx::destroyFrameBuffer(lightBuffer);
}
lightBuffer = bgfx::createFrameBuffer(width, height, bgfx::TextureFormat::BGRA8, samplerFlags);
}
imguiBeginFrame(mouseState.m_mx
, mouseState.m_my
, (mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
| (mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
, 0
, width
, height
);
imguiBeginScrollArea("Settings", width - width / 5 - 10, 10, width / 5, height / 3, &scrollArea);
imguiSeparatorLine();
imguiSlider("Num lights", &numLights, 1, 2048);
if (imguiCheck("Show G-Buffer.", showGBuffer) )
{
showGBuffer = !showGBuffer;
}
if (imguiCheck("Show light scissor.", showScissorRects) )
{
showScissorRects = !showScissorRects;
}
if (imguiCheck("Animate mesh.", animateMesh) )
{
animateMesh = !animateMesh;
}
imguiSlider("Lights animation speed", &lightAnimationSpeed, 0.0f, 0.4f, 0.01f);
imguiEndScrollArea();
imguiEndFrame();
// Update camera.
cameraUpdate(deltaTime, mouseState.m_mx, mouseState.m_my, !!mouseState.m_buttons[entry::MouseButton::Right]);
cameraGetViewMtx(view);
// Setup views
float vp[16];
float invMvp[16];
{
bgfx::setViewRectMask(0
| RENDER_PASS_GEOMETRY_BIT
| RENDER_PASS_LIGHT_BIT
| RENDER_PASS_COMBINE_BIT
| RENDER_PASS_DEBUG_LIGHTS_BIT
| RENDER_PASS_DEBUG_GBUFFER_BIT
, 0, 0, width, height
);
bgfx::setViewFrameBuffer(RENDER_PASS_LIGHT_ID, lightBuffer);
float proj[16];
mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f);
bgfx::setViewFrameBuffer(RENDER_PASS_GEOMETRY_ID, gbuffer);
bgfx::setViewTransform(RENDER_PASS_GEOMETRY_ID, view, proj);
mtxMul(vp, view, proj);
mtxInverse(invMvp, vp);
mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f);
bgfx::setViewTransformMask(0
| RENDER_PASS_LIGHT_BIT
| RENDER_PASS_COMBINE_BIT
, NULL, proj
);
const float aspectRatio = float(height)/float(width);
const float size = 10.0f;
mtxOrtho(proj, -size, size, size*aspectRatio, -size*aspectRatio, 0.0f, 1000.0f);
bgfx::setViewTransform(RENDER_PASS_DEBUG_GBUFFER_ID, NULL, proj);
mtxOrtho(proj, 0.0f, (float)width, 0.0f, (float)height, 0.0f, 1000.0f);
bgfx::setViewTransform(RENDER_PASS_DEBUG_LIGHTS_ID, 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 (animateMesh)
{
mtxRotateXY(mtx, time*1.023f + xx*0.21f, time*0.03f + yy*0.37f);
}
else
{
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 fragment shaders.
bgfx::setProgram(geomProgram);
// Set vertex and index buffer.
bgfx::setVertexBuffer(vbh);
bgfx::setIndexBuffer(ibh);
// Bind textures.
bgfx::setTexture(0, s_texColor, textureColor);
bgfx::setTexture(1, s_texNormal, textureNormal);
// 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_MSAA
);
// Submit primitive for rendering to view 0.
bgfx::submit(RENDER_PASS_GEOMETRY_ID);
}
}
// Draw lights into light buffer.
for (int32_t light = 0; light < numLights; ++light)
{
Sphere lightPosRadius;
float lightTime = time * lightAnimationSpeed * (sin(light/float(numLights) * float(M_PI_2) ) * 0.5f + 0.5f);
lightPosRadius.m_center[0] = sin( ( (lightTime + light*0.47f) + float(M_PI_2)*1.37f ) )*offset;
lightPosRadius.m_center[1] = cos( ( (lightTime + light*0.69f) + float(M_PI_2)*1.49f ) )*offset;
lightPosRadius.m_center[2] = sin( ( (lightTime + light*0.37f) + float(M_PI_2)*1.57f ) )*2.0f;
lightPosRadius.m_radius = 2.0f;
Aabb aabb;
sphereToAabb(aabb, lightPosRadius);
float box[8][3] =
{
aabb.m_min[0], aabb.m_min[1], aabb.m_min[2],
aabb.m_min[0], aabb.m_min[1], aabb.m_max[2],
aabb.m_min[0], aabb.m_max[1], aabb.m_min[2],
aabb.m_min[0], aabb.m_max[1], aabb.m_max[2],
aabb.m_max[0], aabb.m_min[1], aabb.m_min[2],
aabb.m_max[0], aabb.m_min[1], aabb.m_max[2],
aabb.m_max[0], aabb.m_max[1], aabb.m_min[2],
aabb.m_max[0], aabb.m_max[1], aabb.m_max[2],
};
float xyz[3];
vec3MulMtxH(xyz, box[0], vp);
float minx = xyz[0];
float miny = xyz[1];
float maxx = xyz[0];
float maxy = xyz[1];
float maxz = xyz[2];
for (uint32_t ii = 1; ii < 8; ++ii)
{
vec3MulMtxH(xyz, box[ii], vp);
minx = fminf(minx, xyz[0]);
miny = fminf(miny, xyz[1]);
maxx = fmaxf(maxx, xyz[0]);
maxy = fmaxf(maxy, xyz[1]);
maxz = fmaxf(maxz, xyz[2]);
}
// Cull light if it's fully behind camera.
if (maxz >= 0.0f)
{
float x0 = fclamp( (minx * 0.5f + 0.5f) * width, 0.0f, (float)width);
float y0 = fclamp( (miny * 0.5f + 0.5f) * height, 0.0f, (float)height);
float x1 = fclamp( (maxx * 0.5f + 0.5f) * width, 0.0f, (float)width);
float y1 = fclamp( (maxy * 0.5f + 0.5f) * height, 0.0f, (float)height);
if (showScissorRects)
{
bgfx::TransientVertexBuffer tvb;
bgfx::TransientIndexBuffer tib;
if (bgfx::allocTransientBuffers(&tvb, DebugVertex::ms_decl, 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::setProgram(lineProgram);
bgfx::setVertexBuffer(&tvb);
bgfx::setIndexBuffer(&tib);
bgfx::setState(0
| BGFX_STATE_RGB_WRITE
| BGFX_STATE_PT_LINES
| BGFX_STATE_BLEND_ALPHA
);
bgfx::submit(RENDER_PASS_DEBUG_LIGHTS_ID);
}
}
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), height-scissorHeight-uint16_t(y0), uint16_t(x1-x0), scissorHeight);
bgfx::setTexture(0, s_normal, gbuffer, 1);
bgfx::setTexture(1, s_depth, gbuffer, 2);
bgfx::setProgram(lightProgram);
bgfx::setState(0
| BGFX_STATE_RGB_WRITE
| BGFX_STATE_ALPHA_WRITE
| BGFX_STATE_BLEND_ADD
);
screenSpaceQuad( (float)width, (float)height, texelHalf, originBottomLeft);
bgfx::submit(RENDER_PASS_LIGHT_ID);
}
}
// Combine color and light buffers.
bgfx::setTexture(0, s_albedo, gbuffer, 0);
bgfx::setTexture(1, s_light, lightBuffer, 0);
bgfx::setProgram(combineProgram);
bgfx::setState(0
| BGFX_STATE_RGB_WRITE
| BGFX_STATE_ALPHA_WRITE
);
screenSpaceQuad( (float)width, (float)height, texelHalf, originBottomLeft);
bgfx::submit(RENDER_PASS_COMBINE_ID);
if (showGBuffer)
{
const float aspectRatio = float(width)/float(height);
// Draw debug GBuffer.
for (uint32_t ii = 0; ii < BX_COUNTOF(gbufferTex); ++ii)
{
float mtx[16];
mtxSRT(mtx
, aspectRatio, 1.0f, 1.0f
, 0.0f, 0.0f, 0.0f
, -7.9f - BX_COUNTOF(gbufferTex)*0.1f*0.5f + ii*2.1f*aspectRatio, 4.0f, 0.0f
);
bgfx::setTransform(mtx);
bgfx::setProgram(debugProgram);
bgfx::setVertexBuffer(vbh);
bgfx::setIndexBuffer(ibh, 0, 6);
bgfx::setTexture(0, s_texColor, gbufferTex[ii]);
bgfx::setState(BGFX_STATE_RGB_WRITE);
bgfx::submit(RENDER_PASS_DEBUG_GBUFFER_ID);
}
}
}
// Advance to next frame. Rendering thread will be kicked to
// process submitted rendering primitives.
bgfx::frame();
}
// Cleanup.
cameraDestroy();
imguiDestroy();
bgfx::destroyFrameBuffer(gbuffer);
bgfx::destroyFrameBuffer(lightBuffer);
bgfx::destroyIndexBuffer(ibh);
bgfx::destroyVertexBuffer(vbh);
bgfx::destroyProgram(geomProgram);
bgfx::destroyProgram(lightProgram);
bgfx::destroyProgram(combineProgram);
bgfx::destroyProgram(debugProgram);
bgfx::destroyProgram(lineProgram);
bgfx::destroyTexture(textureColor);
bgfx::destroyTexture(textureNormal);
bgfx::destroyUniform(s_texColor);
bgfx::destroyUniform(s_texNormal);
bgfx::destroyUniform(s_albedo);
bgfx::destroyUniform(s_normal);
bgfx::destroyUniform(s_depth);
bgfx::destroyUniform(s_light);
bgfx::destroyUniform(u_lightPosRadius);
bgfx::destroyUniform(u_lightRgbInnerR);
bgfx::destroyUniform(u_mtx);
// Shutdown bgfx.
bgfx::shutdown();
return 0;
}

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@ -0,0 +1,18 @@
$input v_texcoord0
/*
* Copyright 2011-2014 Branimir Karadzic. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
SAMPLER2D(s_albedo, 0);
SAMPLER2D(s_light, 1);
void main()
{
vec4 albedo = toLinear(texture2D(s_albedo, v_texcoord0) );
vec4 light = toLinear(texture2D(s_light, v_texcoord0) );
gl_FragColor = toGamma(albedo*light);
}

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@ -0,0 +1,15 @@
$input v_texcoord0
/*
* Copyright 2011-2014 Branimir Karadzic. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
SAMPLER2D(s_texColor, 0);
void main()
{
gl_FragColor = texture2D(s_texColor, v_texcoord0);
}

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@ -0,0 +1,13 @@
$input v_color0
/*
* Copyright 2011-2014 Branimir Karadzic. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
void main()
{
gl_FragColor = v_color0;
}

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@ -0,0 +1,31 @@
$input v_wpos, v_view, v_normal, v_tangent, v_bitangent, v_texcoord0
/*
* Copyright 2011-2014 Branimir Karadzic. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
SAMPLER2D(s_texColor, 0);
SAMPLER2D(s_texNormal, 1);
void main()
{
vec3 normal;
normal.xy = texture2D(s_texNormal, v_texcoord0).xy * 2.0 - 1.0;
normal.z = sqrt(1.0 - dot(normal.xy, normal.xy) );
mat3 tbn = mat3(
normalize(v_tangent),
normalize(v_bitangent),
normalize(v_normal)
);
normal = normalize(mul(tbn, normal) );
vec3 wnormal = normalize(mul(u_invView, vec4(normal, 0.0) ).xyz);
gl_FragData[0] = texture2D(s_texColor, v_texcoord0);
gl_FragData[1] = vec4(encodeNormalUint(wnormal), 1.0);
}

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@ -0,0 +1,91 @@
$input v_texcoord0
/*
* Copyright 2011-2014 Branimir Karadzic. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
SAMPLER2D(s_normal, 0);
SAMPLER2D(s_depth, 1);
uniform vec4 u_lightPosRadius[1];
uniform vec4 u_lightRgbInnerR[1];
uniform mat4 u_mtx;
vec2 blinn(vec3 _lightDir, vec3 _normal, vec3 _viewDir)
{
float ndotl = dot(_normal, _lightDir);
vec3 reflected = _lightDir - 2.0*ndotl*_normal; // reflect(_lightDir, _normal);
float rdotv = dot(reflected, _viewDir);
return vec2(ndotl, rdotv);
}
float fresnel(float _ndotl, float _bias, float _pow)
{
float facing = (1.0 - _ndotl);
return max(_bias + (1.0 - _bias) * pow(facing, _pow), 0.0);
}
vec4 lit(float _ndotl, float _rdotv, float _m)
{
float diff = max(0.0, _ndotl);
float spec = step(0.0, _ndotl) * max(0.0, _rdotv * _m);
return vec4(1.0, diff, spec, 1.0);
}
vec4 powRgba(vec4 _rgba, float _pow)
{
vec4 result;
result.xyz = pow(_rgba.xyz, vec3_splat(_pow) );
result.w = _rgba.w;
return result;
}
vec3 calcLight(int _idx, vec3 _wpos, vec3 _normal, vec3 _view)
{
vec3 lp = u_lightPosRadius[_idx].xyz - _wpos;
float attn = 1.0 - smoothstep(u_lightRgbInnerR[_idx].w, 1.0, length(lp) / u_lightPosRadius[_idx].w);
vec3 lightDir = normalize(lp);
vec2 bln = blinn(lightDir, _normal, _view);
vec4 lc = lit(bln.x, bln.y, 1.0);
vec3 rgb = u_lightRgbInnerR[_idx].xyz * saturate(lc.y) * attn;
return rgb;
}
float toClipSpaceDepth(float _depthTextureZ)
{
#if BGFX_SHADER_LANGUAGE_HLSL
return _depthTextureZ;
#else
return _depthTextureZ * 2.0 - 1.0;
#endif // BGFX_SHADER_LANGUAGE_HLSL
}
vec3 clipToWorld(mat4 _invViewProj, vec3 _clipPos)
{
vec4 wpos = mul(_invViewProj, vec4(_clipPos, 1.0) );
return wpos.xyz / wpos.w;
}
void main()
{
vec3 normal = decodeNormalUint(texture2D(s_normal, v_texcoord0).xyz);
float deviceDepth = texture2D(s_depth, v_texcoord0).x;
float depth = toClipSpaceDepth(deviceDepth);
vec3 clip = vec3(v_texcoord0 * 2.0 - 1.0, depth);
#if BGFX_SHADER_LANGUAGE_HLSL
clip.y = -clip.y;
#endif // BGFX_SHADER_LANGUAGE_HLSL
vec3 wpos = clipToWorld(u_mtx, clip);
vec3 view = mul(u_view, vec4(wpos, 0.0) ).xyz;
view = -normalize(view);
vec3 lightColor;
lightColor = calcLight(0, wpos, normal, view);
gl_FragColor.xyz = toGamma(lightColor.xyz);
gl_FragColor.w = 1.0;
}

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@ -0,0 +1,17 @@
#
# Copyright 2011-2014 Branimir Karadzic. All rights reserved.
# License: http://www.opensource.org/licenses/BSD-2-Clause
#
BGFX_DIR=../..
RUNTIME_DIR=$(BGFX_DIR)/examples/runtime
BUILD_DIR=../../.build
include $(BGFX_DIR)/premake/shader.mk
rebuild:
@make -s --no-print-directory TARGET=0 clean all
@make -s --no-print-directory TARGET=1 clean all
@make -s --no-print-directory TARGET=2 clean all
@make -s --no-print-directory TARGET=3 clean all
@make -s --no-print-directory TARGET=4 clean all

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@ -0,0 +1,17 @@
vec2 v_texcoord0 : TEXCOORD0 = vec2(0.0, 0.0);
vec3 v_wpos : TEXCOORD1 = vec3(0.0, 0.0, 0.0);
vec3 v_view : TEXCOORD2 = vec3(0.0, 0.0, 0.0);
vec3 v_normal : NORMAL = vec3(0.0, 0.0, 1.0);
vec3 v_tangent : TANGENT = vec3(1.0, 0.0, 0.0);
vec3 v_bitangent : BINORMAL = vec3(0.0, 1.0, 0.0);
vec4 v_color0 : COLOR = vec4(1.0, 0.0, 0.0, 1.0);
vec3 a_position : POSITION;
vec4 a_normal : NORMAL;
vec4 a_tangent : TANGENT;
vec2 a_texcoord0 : TEXCOORD0;
vec4 a_color0 : COLOR0;
vec4 i_data0 : TEXCOORD4;
vec4 i_data1 : TEXCOORD5;
vec4 i_data2 : TEXCOORD6;
vec4 i_data3 : TEXCOORD7;

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@ -0,0 +1,15 @@
$input a_position, a_texcoord0
$output v_texcoord0
/*
* Copyright 2011-2014 Branimir Karadzic. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
void main()
{
gl_Position = mul(u_modelViewProj, vec4(a_position, 1.0) );
v_texcoord0 = a_texcoord0;
}

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@ -0,0 +1,15 @@
$input a_position, a_texcoord0
$output v_texcoord0
/*
* Copyright 2011-2014 Branimir Karadzic. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
void main()
{
gl_Position = mul(u_modelViewProj, vec4(a_position, 1.0) );
v_texcoord0 = a_texcoord0;
}

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@ -0,0 +1,15 @@
$input a_position, a_color0
$output v_color0
/*
* Copyright 2011-2014 Branimir Karadzic. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
void main()
{
gl_Position = mul(u_modelViewProj, vec4(a_position, 1.0) );
v_color0 = a_color0;
}

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@ -0,0 +1,37 @@
$input a_position, a_normal, a_tangent, a_texcoord0
$output v_wpos, v_view, v_normal, v_tangent, v_bitangent, v_texcoord0
/*
* Copyright 2011-2014 Branimir Karadzic. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
void main()
{
vec3 wpos = mul(u_model[0], vec4(a_position, 1.0) ).xyz;
gl_Position = mul(u_viewProj, vec4(wpos, 1.0) );
vec4 normal = a_normal * 2.0f - 1.0f;
vec3 wnormal = mul(u_model[0], vec4(normal.xyz, 0.0) ).xyz;
vec4 tangent = a_tangent * 2.0f - 1.0f;
vec3 wtangent = mul(u_model[0], vec4(tangent.xyz, 0.0) ).xyz;
vec3 viewNormal = normalize(mul(u_view, vec4(wnormal, 0.0) ).xyz);
vec3 viewTangent = normalize(mul(u_view, vec4(wtangent, 0.0) ).xyz);
vec3 viewBitangent = cross(viewNormal, viewTangent) * tangent.w;
mat3 tbn = mat3(viewTangent, viewBitangent, viewNormal);
v_wpos = wpos;
vec3 view = mul(u_view, vec4(wpos, 0.0) ).xyz;
v_view = mul(view, tbn);
v_normal = viewNormal;
v_tangent = viewTangent;
v_bitangent = viewBitangent;
v_texcoord0 = a_texcoord0;
}

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@ -0,0 +1,15 @@
$input a_position, a_texcoord0
$output v_texcoord0
/*
* Copyright 2011-2014 Branimir Karadzic. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "../common/common.sh"
void main()
{
gl_Position = mul(u_modelViewProj, vec4(a_position, 1.0) );
v_texcoord0 = a_texcoord0;
}

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@ -39,6 +39,16 @@ vec3 decodeRGBE8(vec4 _rgbe8)
return rgb; return rgb;
} }
vec3 encodeNormalUint(vec3 _normal)
{
return _normal * 0.5 + 0.5;
}
vec3 decodeNormalUint(vec3 _encodedNormal)
{
return _encodedNormal * 2.0 - 1.0;
}
// Reference: // Reference:
// RGB/XYZ Matrices // RGB/XYZ Matrices
// http://www.brucelindbloom.com/index.html?Eqn_RGB_XYZ_Matrix.html // http://www.brucelindbloom.com/index.html?Eqn_RGB_XYZ_Matrix.html

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@ -177,6 +177,7 @@ exampleProject("17-drawstress", "9aeea4c6-80dc-11e3-b3ca-4da6db0f677b")
exampleProject("18-ibl", "711bcbb0-9531-11e3-a5e2-0800200c9a66") exampleProject("18-ibl", "711bcbb0-9531-11e3-a5e2-0800200c9a66")
exampleProject("19-oit", "d7eca4fc-96d7-11e3-a73b-fcafdb0f677b") exampleProject("19-oit", "d7eca4fc-96d7-11e3-a73b-fcafdb0f677b")
exampleProject("20-nanovg", "359ce7c4-cd06-11e3-bb8b-6c2f9a125b5a") exampleProject("20-nanovg", "359ce7c4-cd06-11e3-bb8b-6c2f9a125b5a")
exampleProject("21-deferred", "f89e59ec-d16b-11e3-bc9c-2dfd99125b5a")
if _OPTIONS["with-tools"] then if _OPTIONS["with-tools"] then
dofile "makedisttex.lua" dofile "makedisttex.lua"

View file

@ -462,6 +462,12 @@ namespace bgfx
m_device->SetRenderState(D3DRS_POINTSIZE, D3DFMT_INST); m_device->SetRenderState(D3DRS_POINTSIZE, D3DFMT_INST);
} }
if (s_extendedFormats[ExtendedFormat::Intz].m_supported)
{
s_textureFormat[TextureFormat::D24].m_fmt = D3DFMT_INTZ;
s_textureFormat[TextureFormat::D32].m_fmt = D3DFMT_INTZ;
}
s_textureFormat[TextureFormat::BC4].m_fmt = s_extendedFormats[ExtendedFormat::Ati1].m_supported ? D3DFMT_ATI1 : D3DFMT_UNKNOWN; s_textureFormat[TextureFormat::BC4].m_fmt = s_extendedFormats[ExtendedFormat::Ati1].m_supported ? D3DFMT_ATI1 : D3DFMT_UNKNOWN;
s_textureFormat[TextureFormat::BC5].m_fmt = s_extendedFormats[ExtendedFormat::Ati2].m_supported ? D3DFMT_ATI2 : D3DFMT_UNKNOWN; s_textureFormat[TextureFormat::BC5].m_fmt = s_extendedFormats[ExtendedFormat::Ati2].m_supported ? D3DFMT_ATI2 : D3DFMT_UNKNOWN;