/* * Copyright 2013-2014 Dario Manesku. All rights reserved. * License: http://www.opensource.org/licenses/BSD-2-Clause */ #include #include #include #include "common.h" #include #include #include #include #include "entry/entry.h" #define RENDER_SHADOW_PASS_ID 0 #define RENDER_SCENE_PASS_ID 1 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 PosNormalVertex s_hplaneVertices[] = { { -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 uint16_t s_planeIndices[] = { 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; inline void mtxProj(float* _result, float _fovy, float _aspect, float _near, float _far) { bx::mtxProj(_result, _fovy, _aspect, _near, _far, s_flipV); } 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. return bgfx::createProgram(vsh, fsh, true /* destroy shaders when program is destroyed */); } 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 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; }; namespace bgfx { int32_t read(bx::ReaderI* _reader, bgfx::VertexDecl& _decl); } 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', ' ', 0x1) #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); bgfx::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(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(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 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() .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float) .add(bgfx::Attrib::Normal, 4, bgfx::AttribType::Uint8, true, true) .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, BX_COUNTOF(s_hplaneVertices), PosNormalDecl, s_planeIndices, BX_COUNTOF(s_planeIndices) ); // 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 }; bx::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]; bx::mtxSRT(mtxFloor , 30.0f, 30.0f, 30.0f , 0.0f, 0.0f, 0.0f , 0.0f, 0.0f, 0.0f ); float mtxBunny[16]; bx::mtxSRT(mtxBunny , 5.0f, 5.0f, 5.0f , 0.0f, bx::pi - timeAccumulatorScene, 0.0f , 15.0f, 5.0f, 0.0f ); float mtxHollowcube[16]; bx::mtxSRT(mtxHollowcube , 2.5f, 2.5f, 2.5f , 0.0f, 1.56f - timeAccumulatorScene, 0.0f , 0.0f, 10.0f, 0.0f ); float mtxCube[16]; bx::mtxSRT(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 }; bx::mtxLookAt(lightView, eye, at); const float area = 30.0f; bx::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::setViewClear(RENDER_SHADOW_PASS_ID , BGFX_CLEAR_COLOR_BIT | BGFX_CLEAR_DEPTH_BIT , 0x303030ff, 1.0f, 0 ); bgfx::setViewClear(RENDER_SCENE_PASS_ID , 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]; bx::mtxMul(mtxTmp, lightProj, mtxCrop); bx::mtxMul(mtxShadow, lightView, mtxTmp); // Floor. bx::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. bx::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. bx::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. bx::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; }