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Added 21-deferred example.
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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.
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![example-20-nanovg](https://github.com/bkaradzic/bgfx/raw/master/examples/20-nanovg/screenshot.png)
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### [21-deferred](https://github.com/bkaradzic/bgfx/tree/master/examples/21-deferred)
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MRT rendering and deferred shading.
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![example-21-deferred](https://github.com/bkaradzic/bgfx/raw/master/examples/21-deferred/screenshot.png)
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Dependencies
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------------
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739
examples/21-deferred/deferred.cpp
Normal file
739
examples/21-deferred/deferred.cpp
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@ -0,0 +1,739 @@
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/*
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* Copyright 2011-2014 Branimir Karadzic. All rights reserved.
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* License: http://www.opensource.org/licenses/BSD-2-Clause
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*/
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#include "common.h"
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#include "bgfx_utils.h"
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#include "imgui/imgui.h"
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#include "camera.h"
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#include "bounds.h"
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#define RENDER_PASS_GEOMETRY_ID 0
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#define RENDER_PASS_GEOMETRY_BIT (1<<RENDER_PASS_GEOMETRY_ID)
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#define RENDER_PASS_LIGHT_ID 1
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#define RENDER_PASS_LIGHT_BIT (1<<RENDER_PASS_LIGHT_ID)
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#define RENDER_PASS_COMBINE_ID 2
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#define RENDER_PASS_COMBINE_BIT (1<<RENDER_PASS_COMBINE_ID)
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#define RENDER_PASS_DEBUG_LIGHTS_ID 3
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#define RENDER_PASS_DEBUG_LIGHTS_BIT (1<<RENDER_PASS_DEBUG_LIGHTS_ID)
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#define RENDER_PASS_DEBUG_GBUFFER_ID 4
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#define RENDER_PASS_DEBUG_GBUFFER_BIT (1<<RENDER_PASS_DEBUG_GBUFFER_ID)
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struct PosNormalTangentTexcoordVertex
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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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uint32_t m_normal;
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uint32_t m_tangent;
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int16_t m_u;
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int16_t m_v;
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static void init()
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{
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ms_decl
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.begin()
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.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
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.add(bgfx::Attrib::Normal, 4, bgfx::AttribType::Uint8, true, true)
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.add(bgfx::Attrib::Tangent, 4, bgfx::AttribType::Uint8, true, true)
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.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Int16, true, true)
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.end();
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}
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static bgfx::VertexDecl ms_decl;
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};
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bgfx::VertexDecl PosNormalTangentTexcoordVertex::ms_decl;
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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_decl
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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::VertexDecl ms_decl;
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};
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bgfx::VertexDecl PosTexCoord0Vertex::ms_decl;
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struct DebugVertex
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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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uint32_t m_abgr;
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static void init()
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{
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ms_decl
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.begin()
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.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
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.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
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.end();
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}
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static bgfx::VertexDecl ms_decl;
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};
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bgfx::VertexDecl DebugVertex::ms_decl;
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uint32_t packUint32(uint8_t _x, uint8_t _y, uint8_t _z, uint8_t _w)
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{
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union
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{
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uint32_t ui32;
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uint8_t arr[4];
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} un;
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un.arr[0] = _x;
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un.arr[1] = _y;
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un.arr[2] = _z;
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un.arr[3] = _w;
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return un.ui32;
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}
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uint32_t packF4u(float _x, float _y = 0.0f, float _z = 0.0f, float _w = 0.0f)
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{
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const uint8_t xx = uint8_t(_x*127.0f + 128.0f);
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const uint8_t yy = uint8_t(_y*127.0f + 128.0f);
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const uint8_t zz = uint8_t(_z*127.0f + 128.0f);
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const uint8_t ww = uint8_t(_w*127.0f + 128.0f);
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return packUint32(xx, yy, zz, ww);
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}
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static PosNormalTangentTexcoordVertex s_cubeVertices[24] =
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{
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{-1.0f, 1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f), 0, 0, 0 },
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{ 1.0f, 1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f), 0, 0x7fff, 0 },
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{-1.0f, -1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f), 0, 0, 0x7fff },
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{ 1.0f, -1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f), 0, 0x7fff, 0x7fff },
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{-1.0f, 1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f), 0, 0, 0 },
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{ 1.0f, 1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f), 0, 0x7fff, 0 },
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{-1.0f, -1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f), 0, 0, 0x7fff },
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{ 1.0f, -1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f), 0, 0x7fff, 0x7fff },
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{-1.0f, 1.0f, 1.0f, packF4u( 0.0f, 1.0f, 0.0f), 0, 0, 0 },
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{ 1.0f, 1.0f, 1.0f, packF4u( 0.0f, 1.0f, 0.0f), 0, 0x7fff, 0 },
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{-1.0f, 1.0f, -1.0f, packF4u( 0.0f, 1.0f, 0.0f), 0, 0, 0x7fff },
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{ 1.0f, 1.0f, -1.0f, packF4u( 0.0f, 1.0f, 0.0f), 0, 0x7fff, 0x7fff },
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{-1.0f, -1.0f, 1.0f, packF4u( 0.0f, -1.0f, 0.0f), 0, 0, 0 },
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{ 1.0f, -1.0f, 1.0f, packF4u( 0.0f, -1.0f, 0.0f), 0, 0x7fff, 0 },
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{-1.0f, -1.0f, -1.0f, packF4u( 0.0f, -1.0f, 0.0f), 0, 0, 0x7fff },
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{ 1.0f, -1.0f, -1.0f, packF4u( 0.0f, -1.0f, 0.0f), 0, 0x7fff, 0x7fff },
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{ 1.0f, -1.0f, 1.0f, packF4u( 1.0f, 0.0f, 0.0f), 0, 0, 0 },
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{ 1.0f, 1.0f, 1.0f, packF4u( 1.0f, 0.0f, 0.0f), 0, 0x7fff, 0 },
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{ 1.0f, -1.0f, -1.0f, packF4u( 1.0f, 0.0f, 0.0f), 0, 0, 0x7fff },
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{ 1.0f, 1.0f, -1.0f, packF4u( 1.0f, 0.0f, 0.0f), 0, 0x7fff, 0x7fff },
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{-1.0f, -1.0f, 1.0f, packF4u(-1.0f, 0.0f, 0.0f), 0, 0, 0 },
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{-1.0f, 1.0f, 1.0f, packF4u(-1.0f, 0.0f, 0.0f), 0, 0x7fff, 0 },
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{-1.0f, -1.0f, -1.0f, packF4u(-1.0f, 0.0f, 0.0f), 0, 0, 0x7fff },
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{-1.0f, 1.0f, -1.0f, packF4u(-1.0f, 0.0f, 0.0f), 0, 0x7fff, 0x7fff },
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};
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static const uint16_t s_cubeIndices[36] =
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{
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0, 2, 1,
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1, 2, 3,
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4, 5, 6,
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5, 7, 6,
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8, 10, 9,
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9, 10, 11,
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12, 13, 14,
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13, 15, 14,
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16, 18, 17,
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17, 18, 19,
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20, 21, 22,
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21, 23, 22,
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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 (bgfx::checkAvailTransientVertexBuffer(3, PosTexCoord0Vertex::ms_decl) )
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{
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bgfx::TransientVertexBuffer vb;
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bgfx::allocTransientVertexBuffer(&vb, 3, PosTexCoord0Vertex::ms_decl);
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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 + texelHalfH;
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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(&vb);
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}
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}
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int _main_(int /*_argc*/, char** /*_argv*/)
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{
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uint32_t width = 1280;
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uint32_t height = 720;
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uint32_t debug = BGFX_DEBUG_TEXT;
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uint32_t reset = BGFX_RESET_VSYNC;
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bgfx::init();
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bgfx::reset(width, height, reset);
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// Enable debug text.
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bgfx::setDebug(debug);
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// Set view 0 clear state.
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bgfx::setViewClear(RENDER_PASS_GEOMETRY_ID
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, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
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, 0x303030ff
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, 1.0f
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, 0
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);
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bgfx::setViewClear(RENDER_PASS_LIGHT_ID
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, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
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, 0
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, 1.0f
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, 0
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);
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// Create vertex stream declaration.
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PosNormalTangentTexcoordVertex::init();
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PosTexCoord0Vertex::init();
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DebugVertex::init();
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calcTangents(s_cubeVertices
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, BX_COUNTOF(s_cubeVertices)
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, PosNormalTangentTexcoordVertex::ms_decl
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, s_cubeIndices
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, BX_COUNTOF(s_cubeIndices)
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);
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// Create static vertex buffer.
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bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(
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bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) )
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, PosNormalTangentTexcoordVertex::ms_decl
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);
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// Create static index buffer.
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bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) ) );
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// Create texture sampler uniforms.
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bgfx::UniformHandle s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Uniform1iv);
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bgfx::UniformHandle s_texNormal = bgfx::createUniform("s_texNormal", bgfx::UniformType::Uniform1iv);
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bgfx::UniformHandle s_albedo = bgfx::createUniform("s_albedo", bgfx::UniformType::Uniform1iv);
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bgfx::UniformHandle s_normal = bgfx::createUniform("s_normal", bgfx::UniformType::Uniform1iv);
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bgfx::UniformHandle s_depth = bgfx::createUniform("s_depth", bgfx::UniformType::Uniform1iv);
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bgfx::UniformHandle s_light = bgfx::createUniform("s_light", bgfx::UniformType::Uniform1iv);
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bgfx::UniformHandle u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Uniform4x4fv);
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bgfx::UniformHandle u_lightPosRadius = bgfx::createUniform("u_lightPosRadius", bgfx::UniformType::Uniform4fv);
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bgfx::UniformHandle u_lightRgbInnerR = bgfx::createUniform("u_lightRgbInnerR", bgfx::UniformType::Uniform4fv);
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// Create program from shaders.
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bgfx::ProgramHandle geomProgram = loadProgram("vs_deferred_geom", "fs_deferred_geom");
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bgfx::ProgramHandle lightProgram = loadProgram("vs_deferred_light", "fs_deferred_light");
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bgfx::ProgramHandle combineProgram = loadProgram("vs_deferred_combine", "fs_deferred_combine");
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bgfx::ProgramHandle debugProgram = loadProgram("vs_deferred_debug", "fs_deferred_debug");
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bgfx::ProgramHandle lineProgram = loadProgram("vs_deferred_debug_line", "fs_deferred_debug_line");
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// Load diffuse texture.
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bgfx::TextureHandle textureColor = loadTexture("fieldstone-rgba.dds");
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// Load normal texture.
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bgfx::TextureHandle textureNormal = loadTexture("fieldstone-n.dds");
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bgfx::TextureHandle gbufferTex[3] = { BGFX_INVALID_HANDLE, BGFX_INVALID_HANDLE, BGFX_INVALID_HANDLE };
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bgfx::FrameBufferHandle gbuffer = BGFX_INVALID_HANDLE;
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bgfx::FrameBufferHandle lightBuffer = BGFX_INVALID_HANDLE;
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void* data = load("font/droidsans.ttf");
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imguiCreate(data);
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free(data);
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const int64_t timeOffset = bx::getHPCounter();
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const bgfx::RendererType::Enum renderer = bgfx::getRendererType();
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const float texelHalf = bgfx::RendererType::Direct3D9 == renderer ? 0.5f : 0.0f;
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const bool originBottomLeft = bgfx::RendererType::OpenGL == renderer || bgfx::RendererType::OpenGLES == renderer;
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// Get renderer capabilities info.
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const bgfx::Caps* caps = bgfx::getCaps();
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uint32_t oldWidth = 0;
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uint32_t oldHeight = 0;
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uint32_t oldReset = reset;
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int32_t scrollArea = 0;
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int32_t numLights = 512;
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float lightAnimationSpeed = 0.3f;
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bool animateMesh = true;
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bool showScissorRects = false;
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bool showGBuffer = true;
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float view[16];
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float initialPos[3] = { 0.0f, 0.0f, -15.0f };
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cameraCreate();
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cameraSetPosition(initialPos);
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cameraSetVerticalAngle(0.0f);
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cameraGetViewMtx(view);
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entry::MouseState mouseState;
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while (!entry::processEvents(width, height, debug, reset, &mouseState) )
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{
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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 double toMs = 1000.0/freq;
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const float deltaTime = float(frameTime/freq);
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float time = (float)( (now-timeOffset)/freq);
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// Use debug font to print information about this example.
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bgfx::dbgTextClear();
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bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/21-deferred");
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bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: MRT rendering and deferred shading.");
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bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
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if (2 > caps->maxFBAttachments)
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{
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// When multiple render targets (MRT) is not supported by GPU,
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// implement alternative code path that doesn't use MRT.
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bool blink = uint32_t(time*3.0f)&1;
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bgfx::dbgTextPrintf(0, 5, blink ? 0x1f : 0x01, " MRT not supported by GPU. ");
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// Set view 0 default viewport.
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bgfx::setViewRect(0, 0, 0, width, height);
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// This dummy draw call is here to make sure that view 0 is cleared
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// if no other draw calls are submitted to view 0.
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bgfx::submit(0);
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}
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else
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{
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if (oldWidth != width
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|| oldHeight != height
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|| oldReset != reset
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|| !bgfx::isValid(gbuffer) )
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{
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// Recreate variable size render targets when resolution changes.
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oldWidth = width;
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oldHeight = height;
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oldReset = reset;
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if (bgfx::isValid(gbuffer) )
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{
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bgfx::destroyFrameBuffer(gbuffer);
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}
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const uint32_t samplerFlags = 0
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| BGFX_TEXTURE_RT
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| BGFX_TEXTURE_MIN_POINT
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| 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;
|
||||
}
|
18
examples/21-deferred/fs_deferred_combine.sc
Normal file
18
examples/21-deferred/fs_deferred_combine.sc
Normal file
|
@ -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);
|
||||
}
|
15
examples/21-deferred/fs_deferred_debug.sc
Normal file
15
examples/21-deferred/fs_deferred_debug.sc
Normal file
|
@ -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);
|
||||
}
|
13
examples/21-deferred/fs_deferred_debug_line.sc
Normal file
13
examples/21-deferred/fs_deferred_debug_line.sc
Normal file
|
@ -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;
|
||||
}
|
31
examples/21-deferred/fs_deferred_geom.sc
Normal file
31
examples/21-deferred/fs_deferred_geom.sc
Normal file
|
@ -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);
|
||||
}
|
91
examples/21-deferred/fs_deferred_light.sc
Normal file
91
examples/21-deferred/fs_deferred_light.sc
Normal file
|
@ -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;
|
||||
}
|
17
examples/21-deferred/makefile
Normal file
17
examples/21-deferred/makefile
Normal file
|
@ -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
|
BIN
examples/21-deferred/screenshot.png
Normal file
BIN
examples/21-deferred/screenshot.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 297 KiB |
17
examples/21-deferred/varying.def.sc
Normal file
17
examples/21-deferred/varying.def.sc
Normal file
|
@ -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;
|
15
examples/21-deferred/vs_deferred_combine.sc
Normal file
15
examples/21-deferred/vs_deferred_combine.sc
Normal file
|
@ -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;
|
||||
}
|
15
examples/21-deferred/vs_deferred_debug.sc
Normal file
15
examples/21-deferred/vs_deferred_debug.sc
Normal file
|
@ -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;
|
||||
}
|
15
examples/21-deferred/vs_deferred_debug_line.sc
Normal file
15
examples/21-deferred/vs_deferred_debug_line.sc
Normal file
|
@ -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;
|
||||
}
|
37
examples/21-deferred/vs_deferred_geom.sc
Normal file
37
examples/21-deferred/vs_deferred_geom.sc
Normal file
|
@ -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;
|
||||
}
|
15
examples/21-deferred/vs_deferred_light.sc
Normal file
15
examples/21-deferred/vs_deferred_light.sc
Normal file
|
@ -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;
|
||||
}
|
|
@ -39,6 +39,16 @@ vec3 decodeRGBE8(vec4 _rgbe8)
|
|||
return rgb;
|
||||
}
|
||||
|
||||
vec3 encodeNormalUint(vec3 _normal)
|
||||
{
|
||||
return _normal * 0.5 + 0.5;
|
||||
}
|
||||
|
||||
vec3 decodeNormalUint(vec3 _encodedNormal)
|
||||
{
|
||||
return _encodedNormal * 2.0 - 1.0;
|
||||
}
|
||||
|
||||
// Reference:
|
||||
// RGB/XYZ Matrices
|
||||
// http://www.brucelindbloom.com/index.html?Eqn_RGB_XYZ_Matrix.html
|
||||
|
|
BIN
examples/runtime/shaders/dx11/fs_deferred_combine.bin
Normal file
BIN
examples/runtime/shaders/dx11/fs_deferred_combine.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/dx11/fs_deferred_debug.bin
Normal file
BIN
examples/runtime/shaders/dx11/fs_deferred_debug.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/dx11/fs_deferred_debug_line.bin
Normal file
BIN
examples/runtime/shaders/dx11/fs_deferred_debug_line.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/dx11/fs_deferred_geom.bin
Normal file
BIN
examples/runtime/shaders/dx11/fs_deferred_geom.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/dx11/fs_deferred_light.bin
Normal file
BIN
examples/runtime/shaders/dx11/fs_deferred_light.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/dx11/vs_deferred_combine.bin
Normal file
BIN
examples/runtime/shaders/dx11/vs_deferred_combine.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/dx11/vs_deferred_debug.bin
Normal file
BIN
examples/runtime/shaders/dx11/vs_deferred_debug.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/dx11/vs_deferred_debug_line.bin
Normal file
BIN
examples/runtime/shaders/dx11/vs_deferred_debug_line.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/dx11/vs_deferred_geom.bin
Normal file
BIN
examples/runtime/shaders/dx11/vs_deferred_geom.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/dx11/vs_deferred_light.bin
Normal file
BIN
examples/runtime/shaders/dx11/vs_deferred_light.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/dx9/fs_deferred_combine.bin
Normal file
BIN
examples/runtime/shaders/dx9/fs_deferred_combine.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/dx9/fs_deferred_debug.bin
Normal file
BIN
examples/runtime/shaders/dx9/fs_deferred_debug.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/dx9/fs_deferred_debug_line.bin
Normal file
BIN
examples/runtime/shaders/dx9/fs_deferred_debug_line.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/dx9/fs_deferred_geom.bin
Normal file
BIN
examples/runtime/shaders/dx9/fs_deferred_geom.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/dx9/fs_deferred_light.bin
Normal file
BIN
examples/runtime/shaders/dx9/fs_deferred_light.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/dx9/vs_deferred_combine.bin
Normal file
BIN
examples/runtime/shaders/dx9/vs_deferred_combine.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/dx9/vs_deferred_debug.bin
Normal file
BIN
examples/runtime/shaders/dx9/vs_deferred_debug.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/dx9/vs_deferred_debug_line.bin
Normal file
BIN
examples/runtime/shaders/dx9/vs_deferred_debug_line.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/dx9/vs_deferred_geom.bin
Normal file
BIN
examples/runtime/shaders/dx9/vs_deferred_geom.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/dx9/vs_deferred_light.bin
Normal file
BIN
examples/runtime/shaders/dx9/vs_deferred_light.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/gles/fs_deferred_combine.bin
Normal file
BIN
examples/runtime/shaders/gles/fs_deferred_combine.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/gles/fs_deferred_debug.bin
Normal file
BIN
examples/runtime/shaders/gles/fs_deferred_debug.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/gles/fs_deferred_debug_line.bin
Normal file
BIN
examples/runtime/shaders/gles/fs_deferred_debug_line.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/gles/fs_deferred_geom.bin
Normal file
BIN
examples/runtime/shaders/gles/fs_deferred_geom.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/gles/fs_deferred_light.bin
Normal file
BIN
examples/runtime/shaders/gles/fs_deferred_light.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/gles/vs_deferred_combine.bin
Normal file
BIN
examples/runtime/shaders/gles/vs_deferred_combine.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/gles/vs_deferred_debug.bin
Normal file
BIN
examples/runtime/shaders/gles/vs_deferred_debug.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/gles/vs_deferred_debug_line.bin
Normal file
BIN
examples/runtime/shaders/gles/vs_deferred_debug_line.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/gles/vs_deferred_geom.bin
Normal file
BIN
examples/runtime/shaders/gles/vs_deferred_geom.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/gles/vs_deferred_light.bin
Normal file
BIN
examples/runtime/shaders/gles/vs_deferred_light.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/glsl/fs_deferred_combine.bin
Normal file
BIN
examples/runtime/shaders/glsl/fs_deferred_combine.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/glsl/fs_deferred_debug.bin
Normal file
BIN
examples/runtime/shaders/glsl/fs_deferred_debug.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/glsl/fs_deferred_debug_line.bin
Normal file
BIN
examples/runtime/shaders/glsl/fs_deferred_debug_line.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/glsl/fs_deferred_geom.bin
Normal file
BIN
examples/runtime/shaders/glsl/fs_deferred_geom.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/glsl/fs_deferred_light.bin
Normal file
BIN
examples/runtime/shaders/glsl/fs_deferred_light.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/glsl/vs_deferred_combine.bin
Normal file
BIN
examples/runtime/shaders/glsl/vs_deferred_combine.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/glsl/vs_deferred_debug.bin
Normal file
BIN
examples/runtime/shaders/glsl/vs_deferred_debug.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/glsl/vs_deferred_debug_line.bin
Normal file
BIN
examples/runtime/shaders/glsl/vs_deferred_debug_line.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/glsl/vs_deferred_geom.bin
Normal file
BIN
examples/runtime/shaders/glsl/vs_deferred_geom.bin
Normal file
Binary file not shown.
BIN
examples/runtime/shaders/glsl/vs_deferred_light.bin
Normal file
BIN
examples/runtime/shaders/glsl/vs_deferred_light.bin
Normal file
Binary file not shown.
|
@ -177,6 +177,7 @@ exampleProject("17-drawstress", "9aeea4c6-80dc-11e3-b3ca-4da6db0f677b")
|
|||
exampleProject("18-ibl", "711bcbb0-9531-11e3-a5e2-0800200c9a66")
|
||||
exampleProject("19-oit", "d7eca4fc-96d7-11e3-a73b-fcafdb0f677b")
|
||||
exampleProject("20-nanovg", "359ce7c4-cd06-11e3-bb8b-6c2f9a125b5a")
|
||||
exampleProject("21-deferred", "f89e59ec-d16b-11e3-bc9c-2dfd99125b5a")
|
||||
|
||||
if _OPTIONS["with-tools"] then
|
||||
dofile "makedisttex.lua"
|
||||
|
|
|
@ -462,6 +462,12 @@ namespace bgfx
|
|||
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::BC5].m_fmt = s_extendedFormats[ExtendedFormat::Ati2].m_supported ? D3DFMT_ATI2 : D3DFMT_UNKNOWN;
|
||||
|
||||
|
|
Loading…
Reference in a new issue