bgfx/examples/16-shadowmaps/shadowmaps.cpp
Branimir Karadžić 4bb2b623d3 Happy New Year!
2016-01-01 00:11:04 -08:00

3165 lines
102 KiB
C++

/*
* Copyright 2013-2014 Dario Manesku. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#include <string>
#include <vector>
#include <algorithm>
#include "common.h"
#include "bgfx_utils.h"
#include <bgfx/bgfx.h>
#include <bx/timer.h>
#include <bx/readerwriter.h>
#include <bx/fpumath.h>
#include "entry/entry.h"
#include "camera.h"
#include "imgui/imgui.h"
#define RENDERVIEW_SHADOWMAP_0_ID 1
#define RENDERVIEW_SHADOWMAP_1_ID 2
#define RENDERVIEW_SHADOWMAP_2_ID 3
#define RENDERVIEW_SHADOWMAP_3_ID 4
#define RENDERVIEW_SHADOWMAP_4_ID 5
#define RENDERVIEW_VBLUR_0_ID 6
#define RENDERVIEW_HBLUR_0_ID 7
#define RENDERVIEW_VBLUR_1_ID 8
#define RENDERVIEW_HBLUR_1_ID 9
#define RENDERVIEW_VBLUR_2_ID 10
#define RENDERVIEW_HBLUR_2_ID 11
#define RENDERVIEW_VBLUR_3_ID 12
#define RENDERVIEW_HBLUR_3_ID 13
#define RENDERVIEW_DRAWSCENE_0_ID 14
#define RENDERVIEW_DRAWSCENE_1_ID 15
#define RENDERVIEW_DRAWDEPTH_0_ID 16
#define RENDERVIEW_DRAWDEPTH_1_ID 17
#define RENDERVIEW_DRAWDEPTH_2_ID 18
#define RENDERVIEW_DRAWDEPTH_3_ID 19
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 LightType
{
enum Enum
{
SpotLight,
PointLight,
DirectionalLight,
Count
};
};
struct DepthImpl
{
enum Enum
{
InvZ,
Linear,
Count
};
};
struct PackDepth
{
enum Enum
{
RGBA,
VSM,
Count
};
};
struct SmImpl
{
enum Enum
{
Hard,
PCF,
VSM,
ESM,
Count
};
};
struct SmType
{
enum Enum
{
Single,
Omni,
Cascade,
Count
};
};
struct TetrahedronFaces
{
enum Enum
{
Green,
Yellow,
Blue,
Red,
Count
};
};
struct ProjType
{
enum Enum
{
Horizontal,
Vertical,
Count
};
};
struct ShadowMapRenderTargets
{
enum Enum
{
First,
Second,
Third,
Fourth,
Count
};
};
void imguiEnum(SmImpl::Enum& _enum)
{
_enum = (SmImpl::Enum)imguiChoose(_enum
, "Hard"
, "PCF"
, "VSM"
, "ESM"
);
}
void imguiEnum(DepthImpl::Enum& _enum)
{
_enum = (DepthImpl::Enum)imguiChoose(_enum
, "InvZ"
, "Linear"
);
}
void imguiEnum(LightType::Enum& _enum)
{
_enum = (LightType::Enum)imguiChoose(_enum
, "Spot light"
, "Point light"
, "Directional light"
);
}
struct PosNormalTexcoordVertex
{
float m_x;
float m_y;
float m_z;
uint32_t m_normal;
float m_u;
float m_v;
};
static const float s_texcoord = 5.0f;
static PosNormalTexcoordVertex s_hplaneVertices[] =
{
{ -1.0f, 0.0f, 1.0f, packF4u(0.0f, 1.0f, 0.0f), s_texcoord, s_texcoord },
{ 1.0f, 0.0f, 1.0f, packF4u(0.0f, 1.0f, 0.0f), s_texcoord, 0.0f },
{ -1.0f, 0.0f, -1.0f, packF4u(0.0f, 1.0f, 0.0f), 0.0f, s_texcoord },
{ 1.0f, 0.0f, -1.0f, packF4u(0.0f, 1.0f, 0.0f), 0.0f, 0.0f },
};
static PosNormalTexcoordVertex s_vplaneVertices[] =
{
{ -1.0f, 1.0f, 0.0f, packF4u(0.0f, 0.0f, -1.0f), 1.0f, 1.0f },
{ 1.0f, 1.0f, 0.0f, packF4u(0.0f, 0.0f, -1.0f), 1.0f, 0.0f },
{ -1.0f, -1.0f, 0.0f, packF4u(0.0f, 0.0f, -1.0f), 0.0f, 1.0f },
{ 1.0f, -1.0f, 0.0f, packF4u(0.0f, 0.0f, -1.0f), 0.0f, 0.0f },
};
static const uint16_t s_planeIndices[] =
{
0, 1, 2,
1, 3, 2,
};
static bool s_flipV = false;
static float s_texelHalf = 0.0f;
static bgfx::UniformHandle s_texColor;
static bgfx::UniformHandle s_shadowMap[ShadowMapRenderTargets::Count];
static bgfx::FrameBufferHandle s_rtShadowMap[ShadowMapRenderTargets::Count];
static bgfx::FrameBufferHandle s_rtBlur;
void mtxBillboard(float* __restrict _result
, const float* __restrict _view
, const float* __restrict _pos
, const float* __restrict _scale)
{
_result[ 0] = _view[0] * _scale[0];
_result[ 1] = _view[4] * _scale[0];
_result[ 2] = _view[8] * _scale[0];
_result[ 3] = 0.0f;
_result[ 4] = _view[1] * _scale[1];
_result[ 5] = _view[5] * _scale[1];
_result[ 6] = _view[9] * _scale[1];
_result[ 7] = 0.0f;
_result[ 8] = _view[2] * _scale[2];
_result[ 9] = _view[6] * _scale[2];
_result[10] = _view[10] * _scale[2];
_result[11] = 0.0f;
_result[12] = _pos[0];
_result[13] = _pos[1];
_result[14] = _pos[2];
_result[15] = 1.0f;
}
void mtxYawPitchRoll(float* __restrict _result
, float _yaw
, float _pitch
, float _roll
)
{
float sroll = sinf(_roll);
float croll = cosf(_roll);
float spitch = sinf(_pitch);
float cpitch = cosf(_pitch);
float syaw = sinf(_yaw);
float cyaw = cosf(_yaw);
_result[ 0] = sroll * spitch * syaw + croll * cyaw;
_result[ 1] = sroll * cpitch;
_result[ 2] = sroll * spitch * cyaw - croll * syaw;
_result[ 3] = 0.0f;
_result[ 4] = croll * spitch * syaw - sroll * cyaw;
_result[ 5] = croll * cpitch;
_result[ 6] = croll * spitch * cyaw + sroll * syaw;
_result[ 7] = 0.0f;
_result[ 8] = cpitch * syaw;
_result[ 9] = -spitch;
_result[10] = cpitch * cyaw;
_result[11] = 0.0f;
_result[12] = 0.0f;
_result[13] = 0.0f;
_result[14] = 0.0f;
_result[15] = 1.0f;
}
struct Material
{
union Ambient
{
struct
{
float m_r;
float m_g;
float m_b;
float m_unused;
};
float m_v[4];
};
union Diffuse
{
struct
{
float m_r;
float m_g;
float m_b;
float m_unused;
};
float m_v[4];
};
union Specular
{
struct
{
float m_r;
float m_g;
float m_b;
float m_ns;
};
float m_v[4];
};
Ambient m_ka;
Diffuse m_kd;
Specular m_ks;
};
struct Light
{
union Position
{
struct
{
float m_x;
float m_y;
float m_z;
float m_w;
};
float m_v[4];
};
union LightRgbPower
{
struct
{
float m_r;
float m_g;
float m_b;
float m_power;
};
float m_v[4];
};
union SpotDirectionInner
{
struct
{
float m_x;
float m_y;
float m_z;
float m_inner;
};
float m_v[4];
};
union AttenuationSpotOuter
{
struct
{
float m_attnConst;
float m_attnLinear;
float m_attnQuadrantic;
float m_outer;
};
float m_v[4];
};
void computeViewSpaceComponents(float* _viewMtx)
{
bx::vec4MulMtx(m_position_viewSpace, m_position.m_v, _viewMtx);
float tmp[] =
{
m_spotDirectionInner.m_x
, m_spotDirectionInner.m_y
, m_spotDirectionInner.m_z
, 0.0f
};
bx::vec4MulMtx(m_spotDirectionInner_viewSpace, tmp, _viewMtx);
m_spotDirectionInner_viewSpace[3] = m_spotDirectionInner.m_v[3];
}
Position m_position;
float m_position_viewSpace[4];
LightRgbPower m_ambientPower;
LightRgbPower m_diffusePower;
LightRgbPower m_specularPower;
SpotDirectionInner m_spotDirectionInner;
float m_spotDirectionInner_viewSpace[4];
AttenuationSpotOuter m_attenuationSpotOuter;
};
struct Uniforms
{
void init()
{
m_ambientPass = 1.0f;
m_lightingPass = 1.0f;
m_shadowMapBias = 0.003f;
m_shadowMapOffset = 0.0f;
m_shadowMapParam0 = 0.5;
m_shadowMapParam1 = 1.0;
m_depthValuePow = 1.0f;
m_showSmCoverage = 1.0f;
m_shadowMapTexelSize = 1.0f/512.0f;
m_csmFarDistances[0] = 30.0f;
m_csmFarDistances[1] = 90.0f;
m_csmFarDistances[2] = 180.0f;
m_csmFarDistances[3] = 1000.0f;
m_tetraNormalGreen[0] = 0.0f;
m_tetraNormalGreen[1] = -0.57735026f;
m_tetraNormalGreen[2] = 0.81649661f;
m_tetraNormalYellow[0] = 0.0f;
m_tetraNormalYellow[1] = -0.57735026f;
m_tetraNormalYellow[2] = -0.81649661f;
m_tetraNormalBlue[0] = -0.81649661f;
m_tetraNormalBlue[1] = 0.57735026f;
m_tetraNormalBlue[2] = 0.0f;
m_tetraNormalRed[0] = 0.81649661f;
m_tetraNormalRed[1] = 0.57735026f;
m_tetraNormalRed[2] = 0.0f;
m_XNum = 2.0f;
m_YNum = 2.0f;
m_XOffset = 10.0f/512.0f;
m_YOffset = 10.0f/512.0f;
u_params0 = bgfx::createUniform("u_params0", bgfx::UniformType::Vec4);
u_params1 = bgfx::createUniform("u_params1", bgfx::UniformType::Vec4);
u_params2 = bgfx::createUniform("u_params2", bgfx::UniformType::Vec4);
u_color = bgfx::createUniform("u_color", bgfx::UniformType::Vec4);
u_smSamplingParams = bgfx::createUniform("u_smSamplingParams", bgfx::UniformType::Vec4);
u_csmFarDistances = bgfx::createUniform("u_csmFarDistances", bgfx::UniformType::Vec4);
u_lightMtx = bgfx::createUniform("u_lightMtx", bgfx::UniformType::Mat4);
u_tetraNormalGreen = bgfx::createUniform("u_tetraNormalGreen", bgfx::UniformType::Vec4);
u_tetraNormalYellow = bgfx::createUniform("u_tetraNormalYellow", bgfx::UniformType::Vec4);
u_tetraNormalBlue = bgfx::createUniform("u_tetraNormalBlue", bgfx::UniformType::Vec4);
u_tetraNormalRed = bgfx::createUniform("u_tetraNormalRed", bgfx::UniformType::Vec4);
u_shadowMapMtx0 = bgfx::createUniform("u_shadowMapMtx0", bgfx::UniformType::Mat4);
u_shadowMapMtx1 = bgfx::createUniform("u_shadowMapMtx1", bgfx::UniformType::Mat4);
u_shadowMapMtx2 = bgfx::createUniform("u_shadowMapMtx2", bgfx::UniformType::Mat4);
u_shadowMapMtx3 = bgfx::createUniform("u_shadowMapMtx3", bgfx::UniformType::Mat4);
u_lightPosition = bgfx::createUniform("u_lightPosition", bgfx::UniformType::Vec4);
u_lightAmbientPower = bgfx::createUniform("u_lightAmbientPower", bgfx::UniformType::Vec4);
u_lightDiffusePower = bgfx::createUniform("u_lightDiffusePower", bgfx::UniformType::Vec4);
u_lightSpecularPower = bgfx::createUniform("u_lightSpecularPower", bgfx::UniformType::Vec4);
u_lightSpotDirectionInner = bgfx::createUniform("u_lightSpotDirectionInner", bgfx::UniformType::Vec4);
u_lightAttenuationSpotOuter = bgfx::createUniform("u_lightAttenuationSpotOuter", bgfx::UniformType::Vec4);
u_materialKa = bgfx::createUniform("u_materialKa", bgfx::UniformType::Vec4);
u_materialKd = bgfx::createUniform("u_materialKd", bgfx::UniformType::Vec4);
u_materialKs = bgfx::createUniform("u_materialKs", bgfx::UniformType::Vec4);
}
void setPtrs(Material* _materialPtr, Light* _lightPtr, float* _colorPtr, float* _lightMtxPtr, float* _shadowMapMtx0, float* _shadowMapMtx1, float* _shadowMapMtx2, float* _shadowMapMtx3)
{
m_lightMtxPtr = _lightMtxPtr;
m_colorPtr = _colorPtr;
m_materialPtr = _materialPtr;
m_lightPtr = _lightPtr;
m_shadowMapMtx0 = _shadowMapMtx0;
m_shadowMapMtx1 = _shadowMapMtx1;
m_shadowMapMtx2 = _shadowMapMtx2;
m_shadowMapMtx3 = _shadowMapMtx3;
}
// Call this once at initialization.
void submitConstUniforms()
{
bgfx::setUniform(u_tetraNormalGreen, m_tetraNormalGreen);
bgfx::setUniform(u_tetraNormalYellow, m_tetraNormalYellow);
bgfx::setUniform(u_tetraNormalBlue, m_tetraNormalBlue);
bgfx::setUniform(u_tetraNormalRed, m_tetraNormalRed);
}
// Call this once per frame.
void submitPerFrameUniforms()
{
bgfx::setUniform(u_params1, m_params1);
bgfx::setUniform(u_params2, m_params2);
bgfx::setUniform(u_smSamplingParams, m_paramsBlur);
bgfx::setUniform(u_csmFarDistances, m_csmFarDistances);
bgfx::setUniform(u_materialKa, &m_materialPtr->m_ka);
bgfx::setUniform(u_materialKd, &m_materialPtr->m_kd);
bgfx::setUniform(u_materialKs, &m_materialPtr->m_ks);
bgfx::setUniform(u_lightPosition, &m_lightPtr->m_position_viewSpace);
bgfx::setUniform(u_lightAmbientPower, &m_lightPtr->m_ambientPower);
bgfx::setUniform(u_lightDiffusePower, &m_lightPtr->m_diffusePower);
bgfx::setUniform(u_lightSpecularPower, &m_lightPtr->m_specularPower);
bgfx::setUniform(u_lightSpotDirectionInner, &m_lightPtr->m_spotDirectionInner_viewSpace);
bgfx::setUniform(u_lightAttenuationSpotOuter, &m_lightPtr->m_attenuationSpotOuter);
}
// Call this before each draw call.
void submitPerDrawUniforms()
{
bgfx::setUniform(u_shadowMapMtx0, m_shadowMapMtx0);
bgfx::setUniform(u_shadowMapMtx1, m_shadowMapMtx1);
bgfx::setUniform(u_shadowMapMtx2, m_shadowMapMtx2);
bgfx::setUniform(u_shadowMapMtx3, m_shadowMapMtx3);
bgfx::setUniform(u_params0, m_params0);
bgfx::setUniform(u_lightMtx, m_lightMtxPtr);
bgfx::setUniform(u_color, m_colorPtr);
}
void destroy()
{
bgfx::destroyUniform(u_params0);
bgfx::destroyUniform(u_params1);
bgfx::destroyUniform(u_params2);
bgfx::destroyUniform(u_color);
bgfx::destroyUniform(u_smSamplingParams);
bgfx::destroyUniform(u_csmFarDistances);
bgfx::destroyUniform(u_materialKa);
bgfx::destroyUniform(u_materialKd);
bgfx::destroyUniform(u_materialKs);
bgfx::destroyUniform(u_tetraNormalGreen);
bgfx::destroyUniform(u_tetraNormalYellow);
bgfx::destroyUniform(u_tetraNormalBlue);
bgfx::destroyUniform(u_tetraNormalRed);
bgfx::destroyUniform(u_shadowMapMtx0);
bgfx::destroyUniform(u_shadowMapMtx1);
bgfx::destroyUniform(u_shadowMapMtx2);
bgfx::destroyUniform(u_shadowMapMtx3);
bgfx::destroyUniform(u_lightMtx);
bgfx::destroyUniform(u_lightPosition);
bgfx::destroyUniform(u_lightAmbientPower);
bgfx::destroyUniform(u_lightDiffusePower);
bgfx::destroyUniform(u_lightSpecularPower);
bgfx::destroyUniform(u_lightSpotDirectionInner);
bgfx::destroyUniform(u_lightAttenuationSpotOuter);
}
union
{
struct
{
float m_ambientPass;
float m_lightingPass;
float m_unused00;
float m_unused01;
};
float m_params0[4];
};
union
{
struct
{
float m_shadowMapBias;
float m_shadowMapOffset;
float m_shadowMapParam0;
float m_shadowMapParam1;
};
float m_params1[4];
};
union
{
struct
{
float m_depthValuePow;
float m_showSmCoverage;
float m_shadowMapTexelSize;
float m_unused23;
};
float m_params2[4];
};
union
{
struct
{
float m_XNum;
float m_YNum;
float m_XOffset;
float m_YOffset;
};
float m_paramsBlur[4];
};
float m_tetraNormalGreen[3];
float m_tetraNormalYellow[3];
float m_tetraNormalBlue[3];
float m_tetraNormalRed[3];
float m_csmFarDistances[4];
float* m_lightMtxPtr;
float* m_colorPtr;
Light* m_lightPtr;
float* m_shadowMapMtx0;
float* m_shadowMapMtx1;
float* m_shadowMapMtx2;
float* m_shadowMapMtx3;
Material* m_materialPtr;
private:
bgfx::UniformHandle u_params0;
bgfx::UniformHandle u_params1;
bgfx::UniformHandle u_params2;
bgfx::UniformHandle u_color;
bgfx::UniformHandle u_smSamplingParams;
bgfx::UniformHandle u_csmFarDistances;
bgfx::UniformHandle u_materialKa;
bgfx::UniformHandle u_materialKd;
bgfx::UniformHandle u_materialKs;
bgfx::UniformHandle u_tetraNormalGreen;
bgfx::UniformHandle u_tetraNormalYellow;
bgfx::UniformHandle u_tetraNormalBlue;
bgfx::UniformHandle u_tetraNormalRed;
bgfx::UniformHandle u_shadowMapMtx0;
bgfx::UniformHandle u_shadowMapMtx1;
bgfx::UniformHandle u_shadowMapMtx2;
bgfx::UniformHandle u_shadowMapMtx3;
bgfx::UniformHandle u_lightMtx;
bgfx::UniformHandle u_lightPosition;
bgfx::UniformHandle u_lightAmbientPower;
bgfx::UniformHandle u_lightDiffusePower;
bgfx::UniformHandle u_lightSpecularPower;
bgfx::UniformHandle u_lightSpotDirectionInner;
bgfx::UniformHandle u_lightAttenuationSpotOuter;
};
static Uniforms s_uniforms;
struct RenderState
{
enum Enum
{
Default = 0,
ShadowMap_PackDepth,
ShadowMap_PackDepthHoriz,
ShadowMap_PackDepthVert,
Custom_BlendLightTexture,
Custom_DrawPlaneBottom,
Count
};
uint64_t m_state;
uint32_t m_blendFactorRgba;
uint32_t m_fstencil;
uint32_t m_bstencil;
};
static RenderState s_renderStates[RenderState::Count] =
{
{ // Default
0
| BGFX_STATE_RGB_WRITE
| BGFX_STATE_ALPHA_WRITE
| BGFX_STATE_DEPTH_TEST_LESS
| BGFX_STATE_DEPTH_WRITE
| BGFX_STATE_CULL_CCW
| BGFX_STATE_MSAA
, UINT32_MAX
, BGFX_STENCIL_NONE
, BGFX_STENCIL_NONE
},
{ // ShadowMap_PackDepth
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
, UINT32_MAX
, BGFX_STENCIL_NONE
, BGFX_STENCIL_NONE
},
{ // ShadowMap_PackDepthHoriz
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
, UINT32_MAX
, BGFX_STENCIL_TEST_EQUAL
| BGFX_STENCIL_FUNC_REF(1)
| BGFX_STENCIL_FUNC_RMASK(0xff)
| BGFX_STENCIL_OP_FAIL_S_KEEP
| BGFX_STENCIL_OP_FAIL_Z_KEEP
| BGFX_STENCIL_OP_PASS_Z_KEEP
, BGFX_STENCIL_NONE
},
{ // ShadowMap_PackDepthVert
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
, UINT32_MAX
, BGFX_STENCIL_TEST_EQUAL
| BGFX_STENCIL_FUNC_REF(0)
| BGFX_STENCIL_FUNC_RMASK(0xff)
| BGFX_STENCIL_OP_FAIL_S_KEEP
| BGFX_STENCIL_OP_FAIL_Z_KEEP
| BGFX_STENCIL_OP_PASS_Z_KEEP
, BGFX_STENCIL_NONE
},
{ // Custom_BlendLightTexture
BGFX_STATE_RGB_WRITE
| BGFX_STATE_ALPHA_WRITE
| BGFX_STATE_DEPTH_WRITE
| BGFX_STATE_DEPTH_TEST_LESS
| BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_SRC_COLOR, BGFX_STATE_BLEND_INV_SRC_COLOR)
| BGFX_STATE_CULL_CCW
| BGFX_STATE_MSAA
, UINT32_MAX
, BGFX_STENCIL_NONE
, BGFX_STENCIL_NONE
},
{ // Custom_DrawPlaneBottom
BGFX_STATE_RGB_WRITE
| BGFX_STATE_CULL_CW
| BGFX_STATE_MSAA
, UINT32_MAX
, BGFX_STENCIL_NONE
, BGFX_STENCIL_NONE
},
};
struct ViewState
{
ViewState(uint32_t _width = 1280, uint32_t _height = 720)
: m_width(_width)
, m_height(_height)
{
}
uint32_t m_width;
uint32_t m_height;
float m_view[16];
float m_proj[16];
};
struct ClearValues
{
ClearValues(uint32_t _clearRgba = 0x30303000
, float _clearDepth = 1.0f
, uint8_t _clearStencil = 0
)
: m_clearRgba(_clearRgba)
, m_clearDepth(_clearDepth)
, m_clearStencil(_clearStencil)
{
}
uint32_t m_clearRgba;
float m_clearDepth;
uint8_t m_clearStencil;
};
struct Aabb
{
float m_min[3];
float m_max[3];
};
struct Obb
{
float m_mtx[16];
};
struct Sphere
{
float m_center[3];
float m_radius;
};
struct Primitive
{
uint32_t m_startIndex;
uint32_t m_numIndices;
uint32_t m_startVertex;
uint32_t m_numVertices;
Sphere m_sphere;
Aabb m_aabb;
Obb m_obb;
};
typedef std::vector<Primitive> PrimitiveArray;
struct Group
{
Group()
{
reset();
}
void reset()
{
m_vbh.idx = bgfx::invalidHandle;
m_ibh.idx = bgfx::invalidHandle;
m_prims.clear();
}
bgfx::VertexBufferHandle m_vbh;
bgfx::IndexBufferHandle m_ibh;
Sphere m_sphere;
Aabb m_aabb;
Obb m_obb;
PrimitiveArray m_prims;
};
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<char*>(material.c_str() ), len);
uint16_t num;
bx::read(&reader, num);
for (uint32_t ii = 0; ii < num; ++ii)
{
bx::read(&reader, len);
std::string name;
name.resize(len);
bx::read(&reader, const_cast<char*>(name.c_str() ), len);
Primitive prim;
bx::read(&reader, prim.m_startIndex);
bx::read(&reader, prim.m_numIndices);
bx::read(&reader, prim.m_startVertex);
bx::read(&reader, prim.m_numVertices);
bx::read(&reader, prim.m_sphere);
bx::read(&reader, prim.m_aabb);
bx::read(&reader, prim.m_obb);
group.m_prims.push_back(prim);
}
m_groups.push_back(group);
group.reset();
}
break;
default:
DBG("%08x at %d", chunk, reader.seek() );
break;
}
}
reader.close();
}
void unload()
{
for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it)
{
const Group& group = *it;
bgfx::destroyVertexBuffer(group.m_vbh);
if (bgfx::invalidHandle != group.m_ibh.idx)
{
bgfx::destroyIndexBuffer(group.m_ibh);
}
}
m_groups.clear();
}
void submit(uint8_t _viewId, float* _mtx, bgfx::ProgramHandle _program, const RenderState& _renderState)
{
bgfx::TextureHandle texture = BGFX_INVALID_HANDLE;
submit(_viewId, _mtx, _program, _renderState, texture);
}
void submit(uint8_t _viewId, float* _mtx, bgfx::ProgramHandle _program, const RenderState& _renderState, bgfx::TextureHandle _texture)
{
for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it)
{
const Group& group = *it;
// Set uniforms.
s_uniforms.submitPerDrawUniforms();
// Set model matrix for rendering.
bgfx::setTransform(_mtx);
bgfx::setIndexBuffer(group.m_ibh);
bgfx::setVertexBuffer(group.m_vbh);
// Set textures.
if (bgfx::invalidHandle != _texture.idx)
{
bgfx::setTexture(0, s_texColor, _texture);
}
for (uint8_t ii = 0; ii < ShadowMapRenderTargets::Count; ++ii)
{
bgfx::setTexture(4 + ii, s_shadowMap[ii], s_rtShadowMap[ii]);
}
// Apply render state.
bgfx::setStencil(_renderState.m_fstencil, _renderState.m_bstencil);
bgfx::setState(_renderState.m_state, _renderState.m_blendFactorRgba);
// Submit.
bgfx::submit(_viewId, _program);
}
}
bgfx::VertexDecl m_decl;
typedef std::vector<Group> GroupArray;
GroupArray m_groups;
};
struct PosColorTexCoord0Vertex
{
float m_x;
float m_y;
float m_z;
uint32_t m_rgba;
float m_u;
float m_v;
static void init()
{
ms_decl
.begin()
.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
.end();
}
static bgfx::VertexDecl ms_decl;
};
bgfx::VertexDecl PosColorTexCoord0Vertex::ms_decl;
void screenSpaceQuad(float _textureWidth, float _textureHeight, bool _originBottomLeft = true, float _width = 1.0f, float _height = 1.0f)
{
if (bgfx::checkAvailTransientVertexBuffer(3, PosColorTexCoord0Vertex::ms_decl) )
{
bgfx::TransientVertexBuffer vb;
bgfx::allocTransientVertexBuffer(&vb, 3, PosColorTexCoord0Vertex::ms_decl);
PosColorTexCoord0Vertex* vertex = (PosColorTexCoord0Vertex*)vb.data;
const float zz = 0.0f;
const float minx = -_width;
const float maxx = _width;
const float miny = 0.0f;
const float maxy = _height*2.0f;
const float texelHalfW = s_texelHalf/_textureWidth;
const float texelHalfH = s_texelHalf/_textureHeight;
const float minu = -1.0f + texelHalfW;
const float maxu = 1.0f + texelHalfW;
float minv = texelHalfH;
float maxv = 2.0f + texelHalfH;
if (_originBottomLeft)
{
std::swap(minv, maxv);
minv -= 1.0f;
maxv -= 1.0f;
}
vertex[0].m_x = minx;
vertex[0].m_y = miny;
vertex[0].m_z = zz;
vertex[0].m_rgba = 0xffffffff;
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_rgba = 0xffffffff;
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_rgba = 0xffffffff;
vertex[2].m_u = maxu;
vertex[2].m_v = maxv;
bgfx::setVertexBuffer(&vb);
}
}
void worldSpaceFrustumCorners(float* _corners24f
, float _near
, float _far
, float _projWidth
, float _projHeight
, const float* __restrict _invViewMtx
)
{
// Define frustum corners in view space.
const float nw = _near * _projWidth;
const float nh = _near * _projHeight;
const float fw = _far * _projWidth;
const float fh = _far * _projHeight;
const uint8_t numCorners = 8;
const float corners[numCorners][3] =
{
{ -nw, nh, _near },
{ nw, nh, _near },
{ nw, -nh, _near },
{ -nw, -nh, _near },
{ -fw, fh, _far },
{ fw, fh, _far },
{ fw, -fh, _far },
{ -fw, -fh, _far },
};
// Convert them to world space.
float (*out)[3] = (float(*)[3])_corners24f;
for (uint8_t ii = 0; ii < numCorners; ++ii)
{
bx::vec3MulMtx( (float*)&out[ii], (float*)&corners[ii], _invViewMtx);
}
}
/**
* _splits = { near0, far0, near1, far1... nearN, farN }
* N = _numSplits
*/
void splitFrustum(float* _splits, uint8_t _numSplits, float _near, float _far, float _splitWeight = 0.75f)
{
const float l = _splitWeight;
const float ratio = _far/_near;
const int8_t numSlices = _numSplits*2;
const float numSlicesf = float(numSlices);
// First slice.
_splits[0] = _near;
for (uint8_t nn = 2, ff = 1; nn < numSlices; nn+=2, ff+=2)
{
float si = float(int8_t(ff) ) / numSlicesf;
const float nearp = l*(_near*powf(ratio, si) ) + (1 - l)*(_near + (_far - _near)*si);
_splits[nn] = nearp; //near
_splits[ff] = nearp * 1.005f; //far from previous split
}
// Last slice.
_splits[numSlices-1] = _far;
}
struct Programs
{
void init()
{
// Misc.
m_black = loadProgram("vs_shadowmaps_color", "fs_shadowmaps_color_black");
m_texture = loadProgram("vs_shadowmaps_texture", "fs_shadowmaps_texture");
m_colorTexture = loadProgram("vs_shadowmaps_color_texture", "fs_shadowmaps_color_texture");
// Blur.
m_vBlur[PackDepth::RGBA] = loadProgram("vs_shadowmaps_vblur", "fs_shadowmaps_vblur");
m_hBlur[PackDepth::RGBA] = loadProgram("vs_shadowmaps_hblur", "fs_shadowmaps_hblur");
m_vBlur[PackDepth::VSM] = loadProgram("vs_shadowmaps_vblur", "fs_shadowmaps_vblur_vsm");
m_hBlur[PackDepth::VSM] = loadProgram("vs_shadowmaps_hblur", "fs_shadowmaps_hblur_vsm");
// Draw depth.
m_drawDepth[PackDepth::RGBA] = loadProgram("vs_shadowmaps_unpackdepth", "fs_shadowmaps_unpackdepth");
m_drawDepth[PackDepth::VSM] = loadProgram("vs_shadowmaps_unpackdepth", "fs_shadowmaps_unpackdepth_vsm");
// Pack depth.
m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] = loadProgram("vs_shadowmaps_packdepth", "fs_shadowmaps_packdepth");
m_packDepth[DepthImpl::InvZ][PackDepth::VSM] = loadProgram("vs_shadowmaps_packdepth", "fs_shadowmaps_packdepth_vsm");
m_packDepth[DepthImpl::Linear][PackDepth::RGBA] = loadProgram("vs_shadowmaps_packdepth_linear", "fs_shadowmaps_packdepth_linear");
m_packDepth[DepthImpl::Linear][PackDepth::VSM] = loadProgram("vs_shadowmaps_packdepth_linear", "fs_shadowmaps_packdepth_vsm_linear");
// Color lighting.
m_colorLighting[SmType::Single][DepthImpl::InvZ][SmImpl::Hard] = loadProgram("vs_shadowmaps_color_lighting", "fs_shadowmaps_color_lighting_hard");
m_colorLighting[SmType::Single][DepthImpl::InvZ][SmImpl::PCF] = loadProgram("vs_shadowmaps_color_lighting", "fs_shadowmaps_color_lighting_pcf");
m_colorLighting[SmType::Single][DepthImpl::InvZ][SmImpl::VSM] = loadProgram("vs_shadowmaps_color_lighting", "fs_shadowmaps_color_lighting_vsm");
m_colorLighting[SmType::Single][DepthImpl::InvZ][SmImpl::ESM] = loadProgram("vs_shadowmaps_color_lighting", "fs_shadowmaps_color_lighting_esm");
m_colorLighting[SmType::Single][DepthImpl::Linear][SmImpl::Hard] = loadProgram("vs_shadowmaps_color_lighting_linear", "fs_shadowmaps_color_lighting_hard_linear");
m_colorLighting[SmType::Single][DepthImpl::Linear][SmImpl::PCF] = loadProgram("vs_shadowmaps_color_lighting_linear", "fs_shadowmaps_color_lighting_pcf_linear");
m_colorLighting[SmType::Single][DepthImpl::Linear][SmImpl::VSM] = loadProgram("vs_shadowmaps_color_lighting_linear", "fs_shadowmaps_color_lighting_vsm_linear");
m_colorLighting[SmType::Single][DepthImpl::Linear][SmImpl::ESM] = loadProgram("vs_shadowmaps_color_lighting_linear", "fs_shadowmaps_color_lighting_esm_linear");
m_colorLighting[SmType::Omni][DepthImpl::InvZ][SmImpl::Hard] = loadProgram("vs_shadowmaps_color_lighting_omni", "fs_shadowmaps_color_lighting_hard_omni");
m_colorLighting[SmType::Omni][DepthImpl::InvZ][SmImpl::PCF] = loadProgram("vs_shadowmaps_color_lighting_omni", "fs_shadowmaps_color_lighting_pcf_omni");
m_colorLighting[SmType::Omni][DepthImpl::InvZ][SmImpl::VSM] = loadProgram("vs_shadowmaps_color_lighting_omni", "fs_shadowmaps_color_lighting_vsm_omni");
m_colorLighting[SmType::Omni][DepthImpl::InvZ][SmImpl::ESM] = loadProgram("vs_shadowmaps_color_lighting_omni", "fs_shadowmaps_color_lighting_esm_omni");
m_colorLighting[SmType::Omni][DepthImpl::Linear][SmImpl::Hard] = loadProgram("vs_shadowmaps_color_lighting_linear_omni", "fs_shadowmaps_color_lighting_hard_linear_omni");
m_colorLighting[SmType::Omni][DepthImpl::Linear][SmImpl::PCF] = loadProgram("vs_shadowmaps_color_lighting_linear_omni", "fs_shadowmaps_color_lighting_pcf_linear_omni");
m_colorLighting[SmType::Omni][DepthImpl::Linear][SmImpl::VSM] = loadProgram("vs_shadowmaps_color_lighting_linear_omni", "fs_shadowmaps_color_lighting_vsm_linear_omni");
m_colorLighting[SmType::Omni][DepthImpl::Linear][SmImpl::ESM] = loadProgram("vs_shadowmaps_color_lighting_linear_omni", "fs_shadowmaps_color_lighting_esm_linear_omni");
m_colorLighting[SmType::Cascade][DepthImpl::InvZ][SmImpl::Hard] = loadProgram("vs_shadowmaps_color_lighting_csm", "fs_shadowmaps_color_lighting_hard_csm");
m_colorLighting[SmType::Cascade][DepthImpl::InvZ][SmImpl::PCF] = loadProgram("vs_shadowmaps_color_lighting_csm", "fs_shadowmaps_color_lighting_pcf_csm");
m_colorLighting[SmType::Cascade][DepthImpl::InvZ][SmImpl::VSM] = loadProgram("vs_shadowmaps_color_lighting_csm", "fs_shadowmaps_color_lighting_vsm_csm");
m_colorLighting[SmType::Cascade][DepthImpl::InvZ][SmImpl::ESM] = loadProgram("vs_shadowmaps_color_lighting_csm", "fs_shadowmaps_color_lighting_esm_csm");
m_colorLighting[SmType::Cascade][DepthImpl::Linear][SmImpl::Hard] = loadProgram("vs_shadowmaps_color_lighting_linear_csm", "fs_shadowmaps_color_lighting_hard_linear_csm");
m_colorLighting[SmType::Cascade][DepthImpl::Linear][SmImpl::PCF] = loadProgram("vs_shadowmaps_color_lighting_linear_csm", "fs_shadowmaps_color_lighting_pcf_linear_csm");
m_colorLighting[SmType::Cascade][DepthImpl::Linear][SmImpl::VSM] = loadProgram("vs_shadowmaps_color_lighting_linear_csm", "fs_shadowmaps_color_lighting_vsm_linear_csm");
m_colorLighting[SmType::Cascade][DepthImpl::Linear][SmImpl::ESM] = loadProgram("vs_shadowmaps_color_lighting_linear_csm", "fs_shadowmaps_color_lighting_esm_linear_csm");
}
void destroy()
{
// Color lighting.
for (uint8_t ii = 0; ii < SmType::Count; ++ii)
{
for (uint8_t jj = 0; jj < DepthImpl::Count; ++jj)
{
for (uint8_t kk = 0; kk < SmImpl::Count; ++kk)
{
bgfx::destroyProgram(m_colorLighting[ii][jj][kk]);
}
}
}
// Pack depth.
for (uint8_t ii = 0; ii < DepthImpl::Count; ++ii)
{
for (uint8_t jj = 0; jj < PackDepth::Count; ++jj)
{
bgfx::destroyProgram(m_packDepth[ii][jj]);
}
}
// Draw depth.
for (uint8_t ii = 0; ii < PackDepth::Count; ++ii)
{
bgfx::destroyProgram(m_drawDepth[ii]);
}
// Hblur.
for (uint8_t ii = 0; ii < PackDepth::Count; ++ii)
{
bgfx::destroyProgram(m_hBlur[ii]);
}
// Vblur.
for (uint8_t ii = 0; ii < PackDepth::Count; ++ii)
{
bgfx::destroyProgram(m_vBlur[ii]);
}
// Misc.
bgfx::destroyProgram(m_colorTexture);
bgfx::destroyProgram(m_texture);
bgfx::destroyProgram(m_black);
}
bgfx::ProgramHandle m_black;
bgfx::ProgramHandle m_texture;
bgfx::ProgramHandle m_colorTexture;
bgfx::ProgramHandle m_vBlur[PackDepth::Count];
bgfx::ProgramHandle m_hBlur[PackDepth::Count];
bgfx::ProgramHandle m_drawDepth[PackDepth::Count];
bgfx::ProgramHandle m_packDepth[DepthImpl::Count][PackDepth::Count];
bgfx::ProgramHandle m_colorLighting[SmType::Count][DepthImpl::Count][SmImpl::Count];
};
static Programs s_programs;
struct ShadowMapSettings
{
#define IMGUI_FLOAT_PARAM(_name) float _name, _name##Min, _name##Max, _name##Step
IMGUI_FLOAT_PARAM(m_sizePwrTwo);
IMGUI_FLOAT_PARAM(m_depthValuePow);
IMGUI_FLOAT_PARAM(m_near);
IMGUI_FLOAT_PARAM(m_far);
IMGUI_FLOAT_PARAM(m_bias);
IMGUI_FLOAT_PARAM(m_normalOffset);
IMGUI_FLOAT_PARAM(m_customParam0);
IMGUI_FLOAT_PARAM(m_customParam1);
IMGUI_FLOAT_PARAM(m_xNum);
IMGUI_FLOAT_PARAM(m_yNum);
IMGUI_FLOAT_PARAM(m_xOffset);
IMGUI_FLOAT_PARAM(m_yOffset);
bool m_doBlur;
bgfx::ProgramHandle* m_progPack;
bgfx::ProgramHandle* m_progDraw;
#undef IMGUI_FLOAT_PARAM
};
int _main_(int _argc, char** _argv)
{
Args args(_argc, _argv);
uint32_t debug = BGFX_DEBUG_TEXT;
uint32_t reset = BGFX_RESET_VSYNC;
ViewState viewState(1280, 720);
ClearValues clearValues(0x00000000, 1.0f, 0);
bgfx::init(args.m_type, args.m_pciId);
bgfx::reset(viewState.m_width, viewState.m_height, reset);
// Enable debug text.
bgfx::setDebug(debug);
// Setup root path for binary shaders. Shader binaries are different
// for each renderer.
switch (bgfx::getRendererType() )
{
case bgfx::RendererType::Direct3D9:
s_texelHalf = 0.5f;
break;
case bgfx::RendererType::OpenGL:
case bgfx::RendererType::OpenGLES:
s_flipV = true;
break;
default:
break;
}
// Imgui.
imguiCreate();
// Uniforms.
s_uniforms.init();
s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
s_shadowMap[0] = bgfx::createUniform("s_shadowMap0", bgfx::UniformType::Int1);
s_shadowMap[1] = bgfx::createUniform("s_shadowMap1", bgfx::UniformType::Int1);
s_shadowMap[2] = bgfx::createUniform("s_shadowMap2", bgfx::UniformType::Int1);
s_shadowMap[3] = bgfx::createUniform("s_shadowMap3", bgfx::UniformType::Int1);
// Programs.
s_programs.init();
// Vertex declarations.
bgfx::VertexDecl PosNormalTexcoordDecl;
PosNormalTexcoordDecl.begin()
.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
.add(bgfx::Attrib::Normal, 4, bgfx::AttribType::Uint8, true, true)
.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
.end();
bgfx::VertexDecl posDecl;
posDecl.begin();
posDecl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float);
posDecl.end();
PosColorTexCoord0Vertex::init();
// Textures.
bgfx::TextureHandle texFigure = loadTexture("figure-rgba.dds");
bgfx::TextureHandle texFlare = loadTexture("flare.dds");
bgfx::TextureHandle texFieldstone = loadTexture("fieldstone-rgba.dds");
// Meshes.
Mesh bunnyMesh;
Mesh treeMesh;
Mesh cubeMesh;
Mesh hollowcubeMesh;
Mesh hplaneMesh;
Mesh vplaneMesh;
bunnyMesh.load("meshes/bunny.bin");
treeMesh.load("meshes/tree.bin");
cubeMesh.load("meshes/cube.bin");
hollowcubeMesh.load("meshes/hollowcube.bin");
hplaneMesh.load(s_hplaneVertices, BX_COUNTOF(s_hplaneVertices), PosNormalTexcoordDecl, s_planeIndices, BX_COUNTOF(s_planeIndices) );
vplaneMesh.load(s_vplaneVertices, BX_COUNTOF(s_vplaneVertices), PosNormalTexcoordDecl, s_planeIndices, BX_COUNTOF(s_planeIndices) );
// Materials.
Material defaultMaterial =
{
{ { 1.0f, 1.0f, 1.0f, 0.0f } }, //ambient
{ { 1.0f, 1.0f, 1.0f, 0.0f } }, //diffuse
{ { 1.0f, 1.0f, 1.0f, 0.0f } }, //specular, exponent
};
// Lights.
Light pointLight =
{
{ { 0.0f, 0.0f, 0.0f, 1.0f } }, //position
{ 0.0f, 0.0f, 0.0f, 0.0f }, //-ignore
{ { 1.0f, 1.0f, 1.0f, 0.0f } }, //ambient
{ { 1.0f, 1.0f, 1.0f, 850.0f } }, //diffuse
{ { 1.0f, 1.0f, 1.0f, 0.0f } }, //specular
{ { 0.0f,-0.4f,-0.6f, 0.0f } }, //spotdirection, spotexponent
{ 0.0f, 0.0f, 0.0f, 0.0f }, //-ignore
{ { 1.0f, 0.0f, 1.0f, 91.0f } }, //attenuation, spotcutoff
};
Light directionalLight =
{
{ { 0.5f,-1.0f, 0.1f, 0.0f } }, //position
{ 0.0f, 0.0f, 0.0f, 0.0f }, //-ignore
{ { 1.0f, 1.0f, 1.0f, 0.02f } }, //ambient
{ { 1.0f, 1.0f, 1.0f, 0.4f } }, //diffuse
{ { 1.0f, 1.0f, 1.0f, 0.0f } }, //specular
{ { 0.0f, 0.0f, 0.0f, 1.0f } }, //spotdirection, spotexponent
{ 0.0f, 0.0f, 0.0f, 0.0f }, //-ignore
{ { 0.0f, 0.0f, 0.0f, 1.0f } }, //attenuation, spotcutoff
};
// Setup uniforms.
float color[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
float lightMtx[16];
float shadowMapMtx[ShadowMapRenderTargets::Count][16];
s_uniforms.setPtrs(&defaultMaterial
, &pointLight
, color
, lightMtx
, &shadowMapMtx[ShadowMapRenderTargets::First][0]
, &shadowMapMtx[ShadowMapRenderTargets::Second][0]
, &shadowMapMtx[ShadowMapRenderTargets::Third][0]
, &shadowMapMtx[ShadowMapRenderTargets::Fourth][0]
);
s_uniforms.submitConstUniforms();
// Settings.
ShadowMapSettings smSettings[LightType::Count][DepthImpl::Count][SmImpl::Count] =
{
{ //LightType::Spot
{ //DepthImpl::InvZ
{ //SmImpl::Hard
10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
, 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
, 1.0f, 1.0f, 10.0f, 1.0f // m_near
, 250.0f, 100.0f, 2000.0f, 50.0f // m_far
, 0.0035f, 0.0f, 0.01f, 0.00001f // m_bias
, 0.0012f, 0.0f, 0.05f, 0.00001f // m_normalOffset
, 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
, 500.0f, 1.0f, 1000.0f, 1.0f // m_customParam1
, 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
, 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
, 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
, 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
, true // m_doBlur
, &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
, &s_programs.m_colorLighting[SmType::Single][DepthImpl::InvZ][SmImpl::Hard] //m_progDraw
},
{ //SmImpl::PCF
10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
, 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
, 1.0f, 1.0f, 99.0f, 1.0f // m_near
, 250.0f, 100.0f, 2000.0f, 50.0f // m_far
, 0.007f, 0.0f, 0.01f, 0.00001f // m_bias
, 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
, 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
, 500.0f, 1.0f, 1000.0f, 1.0f // m_customParam1
, 2.0f, 0.0f, 8.0f, 1.0f // m_xNum
, 2.0f, 0.0f, 8.0f, 1.0f // m_yNum
, 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
, 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
, true // m_doBlur
, &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
, &s_programs.m_colorLighting[SmType::Single][DepthImpl::InvZ][SmImpl::PCF] //m_progDraw
},
{ //SmImpl::VSM
10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
, 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
, 8.0f, 1.0f, 10.0f, 1.0f // m_near
, 250.0f, 100.0f, 2000.0f, 50.0f // m_far
, 0.045f, 0.0f, 0.1f, 0.00001f // m_bias
, 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
, 0.02f, 0.0f, 0.04f, 0.00001f // m_customParam0
, 450.0f, 1.0f, 1000.0f, 1.0f // m_customParam1
, 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
, 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
, 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
, 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
, true // m_doBlur
, &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::VSM] //m_progPack
, &s_programs.m_colorLighting[SmType::Single][DepthImpl::InvZ][SmImpl::VSM] //m_progDraw
},
{ //SmImpl::ESM
10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
, 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
, 3.0f, 1.0f, 10.0f, 0.01f // m_near
, 250.0f, 100.0f, 2000.0f, 50.0f // m_far
, 0.02f, 0.0f, 0.3f, 0.00001f // m_bias
, 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
, 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
, 9000.0f, 1.0f, 15000.0f, 1.0f // m_customParam1
, 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
, 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
, 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
, 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
, true // m_doBlur
, &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
, &s_programs.m_colorLighting[SmType::Single][DepthImpl::InvZ][SmImpl::ESM] //m_progDraw
}
},
{ //DepthImpl::Linear
{ //SmImpl::Hard
10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
, 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
, 1.0f, 1.0f, 10.0f, 1.0f // m_near
, 250.0f, 100.0f, 2000.0f, 50.0f // m_far
, 0.0025f, 0.0f, 0.01f, 0.00001f // m_bias
, 0.0012f, 0.0f, 0.05f, 0.00001f // m_normalOffset
, 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
, 500.0f, 1.0f, 1000.0f, 1.0f // m_customParam1
, 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
, 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
, 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
, 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
, true // m_doBlur
, &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
, &s_programs.m_colorLighting[SmType::Single][DepthImpl::Linear][SmImpl::Hard] //m_progDraw
},
{ //SmImpl::PCF
10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
, 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
, 1.0f, 1.0f, 99.0f, 1.0f // m_near
, 250.0f, 100.0f, 2000.0f, 50.0f // m_far
, 0.0025f, 0.0f, 0.01f, 0.00001f // m_bias
, 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
, 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
, 2000.0f, 1.0f, 2000.0f, 1.0f // m_customParam1
, 2.0f, 0.0f, 8.0f, 1.0f // m_xNum
, 2.0f, 0.0f, 8.0f, 1.0f // m_yNum
, 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
, 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
, true // m_doBlur
, &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
, &s_programs.m_colorLighting[SmType::Single][DepthImpl::Linear][SmImpl::PCF] //m_progDraw
},
{ //SmImpl::VSM
10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
, 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
, 1.0f, 1.0f, 10.0f, 1.0f // m_near
, 250.0f, 100.0f, 2000.0f, 50.0f // m_far
, 0.006f, 0.0f, 0.01f, 0.00001f // m_bias
, 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
, 0.02f, 0.0f, 0.1f, 0.00001f // m_customParam0
, 300.0f, 1.0f, 1500.0f, 1.0f // m_customParam1
, 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
, 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
, 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
, 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
, true // m_doBlur
, &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::VSM] //m_progPack
, &s_programs.m_colorLighting[SmType::Single][DepthImpl::Linear][SmImpl::VSM] //m_progDraw
},
{ //SmImpl::ESM
10.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
, 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
, 1.0f, 1.0f, 10.0f, 0.01f // m_near
, 250.0f, 100.0f, 2000.0f, 50.0f // m_far
, 0.0055f, 0.0f, 0.01f, 0.00001f // m_bias
, 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
, 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
, 2500.0f, 1.0f, 5000.0f, 1.0f // m_customParam1
, 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
, 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
, 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
, 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
, true // m_doBlur
, &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
, &s_programs.m_colorLighting[SmType::Single][DepthImpl::Linear][SmImpl::ESM] //m_progDraw
}
}
},
{ //LightType::Point
{ //DepthImpl::InvZ
{ //SmImpl::Hard
12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo
, 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
, 1.0f, 1.0f, 10.0f, 1.0f // m_near
, 250.0f, 100.0f, 2000.0f, 50.0f // m_far
, 0.006f, 0.0f, 0.01f, 0.00001f // m_bias
, 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
, 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
, 50.0f, 1.0f, 300.0f, 1.0f // m_customParam1
, 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
, 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
, 0.25f, 0.0f, 2.0f, 0.001f // m_xOffset
, 0.25f, 0.0f, 2.0f, 0.001f // m_yOffset
, true // m_doBlur
, &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
, &s_programs.m_colorLighting[SmType::Omni][DepthImpl::InvZ][SmImpl::Hard] //m_progDraw
},
{ //SmImpl::PCF
12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo
, 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
, 1.0f, 1.0f, 99.0f, 1.0f // m_near
, 250.0f, 100.0f, 2000.0f, 50.0f // m_far
, 0.004f, 0.0f, 0.01f, 0.00001f // m_bias
, 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
, 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
, 50.0f, 1.0f, 300.0f, 1.0f // m_customParam1
, 2.0f, 0.0f, 8.0f, 1.0f // m_xNum
, 2.0f, 0.0f, 8.0f, 1.0f // m_yNum
, 1.0f, 0.0f, 3.0f, 0.001f // m_xOffset
, 1.0f, 0.0f, 3.0f, 0.001f // m_yOffset
, true // m_doBlur
, &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
, &s_programs.m_colorLighting[SmType::Omni][DepthImpl::InvZ][SmImpl::PCF] //m_progDraw
},
{ //SmImpl::VSM
12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo
, 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
, 8.0f, 1.0f, 10.0f, 1.0f // m_near
, 250.0f, 100.0f, 2000.0f, 50.0f // m_far
, 0.055f, 0.0f, 0.1f, 0.00001f // m_bias
, 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
, 0.02f, 0.0f, 0.04f, 0.00001f // m_customParam0
, 450.0f, 1.0f, 900.0f, 1.0f // m_customParam1
, 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
, 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
, 0.25f, 0.0f, 2.0f, 0.001f // m_xOffset
, 0.25f, 0.0f, 2.0f, 0.001f // m_yOffset
, true // m_doBlur
, &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::VSM] //m_progPack
, &s_programs.m_colorLighting[SmType::Omni][DepthImpl::InvZ][SmImpl::VSM] //m_progDraw
},
{ //SmImpl::ESM
12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo
, 10.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
, 3.0f, 1.0f, 10.0f, 0.01f // m_near
, 250.0f, 100.0f, 2000.0f, 50.0f // m_far
, 0.035f, 0.0f, 0.1f, 0.00001f // m_bias
, 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
, 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
, 9000.0f, 1.0f, 15000.0f, 1.0f // m_customParam1
, 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
, 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
, 0.25f, 0.0f, 2.0f, 0.001f // m_xOffset
, 0.25f, 0.0f, 2.0f, 0.001f // m_yOffset
, true // m_doBlur
, &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
, &s_programs.m_colorLighting[SmType::Omni][DepthImpl::InvZ][SmImpl::ESM] //m_progDraw
}
},
{ //DepthImpl::Linear
{ //SmImpl::Hard
12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo
, 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
, 1.0f, 1.0f, 10.0f, 1.0f // m_near
, 250.0f, 100.0f, 2000.0f, 50.0f // m_far
, 0.003f, 0.0f, 0.01f, 0.00001f // m_bias
, 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
, 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
, 120.0f, 1.0f, 300.0f, 1.0f // m_customParam1
, 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
, 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
, 0.25f, 0.0f, 2.0f, 0.001f // m_xOffset
, 0.25f, 0.0f, 2.0f, 0.001f // m_yOffset
, true // m_doBlur
, &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
, &s_programs.m_colorLighting[SmType::Omni][DepthImpl::Linear][SmImpl::Hard] //m_progDraw
},
{ //SmImpl::PCF
12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo
, 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
, 1.0f, 1.0f, 99.0f, 1.0f // m_near
, 250.0f, 100.0f, 2000.0f, 50.0f // m_far
, 0.0035f, 0.0f, 0.01f, 0.00001f // m_bias
, 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
, 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
, 120.0f, 1.0f, 300.0f, 1.0f // m_customParam1
, 2.0f, 0.0f, 8.0f, 1.0f // m_xNum
, 2.0f, 0.0f, 8.0f, 1.0f // m_yNum
, 1.0f, 0.0f, 3.0f, 0.001f // m_xOffset
, 1.0f, 0.0f, 3.0f, 0.001f // m_yOffset
, true // m_doBlur
, &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
, &s_programs.m_colorLighting[SmType::Omni][DepthImpl::Linear][SmImpl::PCF] //m_progDraw
},
{ //SmImpl::VSM
12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo
, 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
, 1.0f, 1.0f, 10.0f, 1.0f // m_near
, 250.0f, 100.0f, 2000.0f, 50.0f // m_far
, 0.006f, 0.0f, 0.1f, 0.00001f // m_bias
, 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
, 0.02f, 0.0f, 0.1f, 0.00001f // m_customParam0
, 400.0f, 1.0f, 900.0f, 1.0f // m_customParam1
, 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
, 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
, 0.25f, 0.0f, 2.0f, 0.001f // m_xOffset
, 0.25f, 0.0f, 2.0f, 0.001f // m_yOffset
, true // m_doBlur
, &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::VSM] //m_progPack
, &s_programs.m_colorLighting[SmType::Omni][DepthImpl::Linear][SmImpl::VSM] //m_progDraw
},
{ //SmImpl::ESM
12.0f, 9.0f, 12.0f, 1.0f // m_sizePwrTwo
, 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
, 1.0f, 1.0f, 10.0f, 0.01f // m_near
, 250.0f, 100.0f, 2000.0f, 50.0f // m_far
, 0.007f, 0.0f, 0.01f, 0.00001f // m_bias
, 0.001f, 0.0f, 0.05f, 0.00001f // m_normalOffset
, 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
, 8000.0f, 1.0f, 15000.0f, 1.0f // m_customParam1
, 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
, 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
, 0.25f, 0.0f, 2.0f, 0.001f // m_xOffset
, 0.25f, 0.0f, 2.0f, 0.001f // m_yOffset
, true // m_doBlur
, &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
, &s_programs.m_colorLighting[SmType::Omni][DepthImpl::Linear][SmImpl::ESM] //m_progDraw
}
}
},
{ //LightType::Directional
{ //DepthImpl::InvZ
{ //SmImpl::Hard
11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
, 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
, 1.0f, 1.0f, 10.0f, 1.0f // m_near
, 550.0f, 100.0f, 2000.0f, 50.0f // m_far
, 0.0012f, 0.0f, 0.01f, 0.00001f // m_bias
, 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset
, 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
, 200.0f, 1.0f, 400.0f, 1.0f // m_customParam1
, 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
, 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
, 0.2f, 0.0f, 1.0f, 0.01f // m_xOffset
, 0.2f, 0.0f, 1.0f, 0.01f // m_yOffset
, true // m_doBlur
, &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
, &s_programs.m_colorLighting[SmType::Cascade][DepthImpl::InvZ][SmImpl::Hard] //m_progDraw
},
{ //SmImpl::PCF
11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
, 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
, 1.0f, 1.0f, 99.0f, 1.0f // m_near
, 550.0f, 100.0f, 2000.0f, 50.0f // m_far
, 0.0012f, 0.0f, 0.01f, 0.00001f // m_bias
, 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset
, 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
, 200.0f, 1.0f, 400.0f, 1.0f // m_customParam1
, 2.0f, 0.0f, 8.0f, 1.0f // m_xNum
, 2.0f, 0.0f, 8.0f, 1.0f // m_yNum
, 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
, 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
, true // m_doBlur
, &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
, &s_programs.m_colorLighting[SmType::Cascade][DepthImpl::InvZ][SmImpl::PCF] //m_progDraw
},
{ //SmImpl::VSM
11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
, 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
, 1.0f, 1.0f, 10.0f, 1.0f // m_near
, 550.0f, 100.0f, 2000.0f, 50.0f // m_far
, 0.004f, 0.0f, 0.01f, 0.00001f // m_bias
, 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset
, 0.02f, 0.0f, 0.04f, 0.00001f // m_customParam0
, 2500.0f, 1.0f, 5000.0f, 1.0f // m_customParam1
, 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
, 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
, 0.2f, 0.0f, 1.0f, 0.01f // m_xOffset
, 0.2f, 0.0f, 1.0f, 0.01f // m_yOffset
, true // m_doBlur
, &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::VSM] //m_progPack
, &s_programs.m_colorLighting[SmType::Cascade][DepthImpl::InvZ][SmImpl::VSM] //m_progDraw
},
{ //SmImpl::ESM
11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
, 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
, 1.0f, 1.0f, 10.0f, 0.01f // m_near
, 550.0f, 100.0f, 2000.0f, 50.0f // m_far
, 0.004f, 0.0f, 0.01f, 0.00001f // m_bias
, 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset
, 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
, 9500.0f, 1.0f, 15000.0f, 1.0f // m_customParam1
, 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
, 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
, 0.2f, 0.0f, 1.0f, 0.01f // m_xOffset
, 0.2f, 0.0f, 1.0f, 0.01f // m_yOffset
, true // m_doBlur
, &s_programs.m_packDepth[DepthImpl::InvZ][PackDepth::RGBA] //m_progPack
, &s_programs.m_colorLighting[SmType::Cascade][DepthImpl::InvZ][SmImpl::ESM] //m_progDraw
}
},
{ //DepthImpl::Linear
{ //SmImpl::Hard
11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
, 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
, 1.0f, 1.0f, 10.0f, 1.0f // m_near
, 550.0f, 100.0f, 2000.0f, 50.0f // m_far
, 0.0012f, 0.0f, 0.01f, 0.00001f // m_bias
, 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset
, 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
, 500.0f, 1.0f, 1000.0f, 1.0f // m_customParam1
, 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
, 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
, 0.2f, 0.0f, 1.0f, 0.01f // m_xOffset
, 0.2f, 0.0f, 1.0f, 0.01f // m_yOffset
, true // m_doBlur
, &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
, &s_programs.m_colorLighting[SmType::Cascade][DepthImpl::Linear][SmImpl::Hard] //m_progDraw
},
{ //SmImpl::PCF
11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
, 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
, 1.0f, 1.0f, 99.0f, 1.0f // m_near
, 550.0f, 100.0f, 2000.0f, 50.0f // m_far
, 0.0012f, 0.0f, 0.01f, 0.00001f // m_bias
, 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset
, 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
, 200.0f, 1.0f, 400.0f, 1.0f // m_customParam1
, 2.0f, 0.0f, 8.0f, 1.0f // m_xNum
, 2.0f, 0.0f, 8.0f, 1.0f // m_yNum
, 1.0f, 0.0f, 3.0f, 0.01f // m_xOffset
, 1.0f, 0.0f, 3.0f, 0.01f // m_yOffset
, true // m_doBlur
, &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
, &s_programs.m_colorLighting[SmType::Cascade][DepthImpl::Linear][SmImpl::PCF] //m_progDraw
},
{ //SmImpl::VSM
11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
, 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
, 1.0f, 1.0f, 10.0f, 1.0f // m_near
, 550.0f, 100.0f, 2000.0f, 50.0f // m_far
, 0.004f, 0.0f, 0.01f, 0.00001f // m_bias
, 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset
, 0.02f, 0.0f, 0.04f, 0.00001f // m_customParam0
, 2500.0f, 1.0f, 5000.0f, 1.0f // m_customParam1
, 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
, 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
, 0.2f, 0.0f, 1.0f, 0.01f // m_xOffset
, 0.2f, 0.0f, 1.0f, 0.01f // m_yOffset
, true // m_doBlur
, &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::VSM] //m_progPack
, &s_programs.m_colorLighting[SmType::Cascade][DepthImpl::Linear][SmImpl::VSM] //m_progDraw
},
{ //SmImpl::ESM
11.0f, 7.0f, 12.0f, 1.0f // m_sizePwrTwo
, 1.0f, 1.0f, 20.0f, 1.0f // m_depthValuePow
, 1.0f, 1.0f, 10.0f, 0.01f // m_near
, 550.0f, 100.0f, 2000.0f, 50.0f // m_far
, 0.004f, 0.0f, 0.01f, 0.00001f // m_bias
, 0.001f, 0.0f, 0.04f, 0.00001f // m_normalOffset
, 0.7f, 0.0f, 1.0f, 0.01f // m_customParam0
, 9500.0f, 1.0f, 15000.0f, 1.0f // m_customParam1
, 2.0f, 0.0f, 4.0f, 1.0f // m_xNum
, 2.0f, 0.0f, 4.0f, 1.0f // m_yNum
, 0.2f, 0.0f, 1.0f, 0.01f // m_xOffset
, 0.2f, 0.0f, 1.0f, 0.01f // m_yOffset
, true // m_doBlur
, &s_programs.m_packDepth[DepthImpl::Linear][PackDepth::RGBA] //m_progPack
, &s_programs.m_colorLighting[SmType::Cascade][DepthImpl::Linear][SmImpl::ESM] //m_progDraw
}
}
}
};
struct SceneSettings
{
LightType::Enum m_lightType;
DepthImpl::Enum m_depthImpl;
SmImpl::Enum m_smImpl;
float m_spotOuterAngle;
float m_spotInnerAngle;
float m_fovXAdjust;
float m_fovYAdjust;
float m_coverageSpotL;
float m_numSplitsf;
float m_splitDistribution;
uint8_t m_numSplits;
bool m_updateLights;
bool m_updateScene;
bool m_drawDepthBuffer;
bool m_showSmCoverage;
bool m_stencilPack;
bool m_stabilize;
};
SceneSettings settings;
settings.m_lightType = LightType::SpotLight;
settings.m_depthImpl = DepthImpl::InvZ;
settings.m_smImpl = SmImpl::Hard;
settings.m_spotOuterAngle = 45.0f;
settings.m_spotInnerAngle = 30.0f;
settings.m_fovXAdjust = 0.0f;
settings.m_fovYAdjust = 0.0f;
settings.m_coverageSpotL = 90.0f;
settings.m_numSplitsf = 4.0f;
settings.m_splitDistribution = 0.6f;
settings.m_numSplits = uint8_t(settings.m_numSplitsf);
settings.m_updateLights = true;
settings.m_updateScene = true;
settings.m_drawDepthBuffer = false;
settings.m_showSmCoverage = false;
settings.m_stencilPack = true;
settings.m_stabilize = true;
ShadowMapSettings* currentSmSettings = &smSettings[settings.m_lightType][settings.m_depthImpl][settings.m_smImpl];
// Render targets.
uint16_t shadowMapSize = 1 << uint32_t(currentSmSettings->m_sizePwrTwo);
uint16_t currentShadowMapSize = shadowMapSize;
float currentShadowMapSizef = float(int16_t(currentShadowMapSize) );
s_uniforms.m_shadowMapTexelSize = 1.0f / currentShadowMapSizef;
for (uint8_t ii = 0; ii < ShadowMapRenderTargets::Count; ++ii)
{
bgfx::TextureHandle fbtextures[] =
{
bgfx::createTexture2D(currentShadowMapSize, currentShadowMapSize, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT),
bgfx::createTexture2D(currentShadowMapSize, currentShadowMapSize, 1, bgfx::TextureFormat::D24S8, BGFX_TEXTURE_RT),
};
s_rtShadowMap[ii] = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
}
s_rtBlur = bgfx::createFrameBuffer(currentShadowMapSize, currentShadowMapSize, bgfx::TextureFormat::BGRA8);
// Setup camera.
float initialPos[3] = { 0.0f, 60.0f, -105.0f };
cameraCreate();
cameraSetPosition(initialPos);
cameraSetVerticalAngle(-0.45f);
// Set view and projection matrices.
const float camFovy = 60.0f;
const float camAspect = float(int32_t(viewState.m_width) ) / float(int32_t(viewState.m_height) );
const float camNear = 0.1f;
const float camFar = 2000.0f;
const float projHeight = 1.0f/tanf(bx::toRad(camFovy)*0.5f);
const float projWidth = projHeight * camAspect;
bx::mtxProj(viewState.m_proj, camFovy, camAspect, camNear, camFar);
cameraGetViewMtx(viewState.m_view);
float timeAccumulatorLight = 0.0f;
float timeAccumulatorScene = 0.0f;
entry::MouseState mouseState;
while (!entry::processEvents(viewState.m_width, viewState.m_height, debug, reset, &mouseState) )
{
// Imgui.
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)
| (mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
, mouseState.m_mz
, viewState.m_width
, viewState.m_height
);
static int32_t rightScrollArea = 0;
imguiBeginScrollArea("Settings", viewState.m_width - 256 - 10, 10, 256, 660, &rightScrollArea);
#define IMGUI_FLOAT_SLIDER(_name, _val) \
imguiSlider(_name \
, _val \
, *( ((float*)&_val)+1) \
, *( ((float*)&_val)+2) \
, *( ((float*)&_val)+3) \
)
imguiBool("Update lights", settings.m_updateLights);
imguiBool("Update scene", settings.m_updateScene);
imguiSeparatorLine();
imguiLabel("Shadow map depth:");
imguiEnum(settings.m_depthImpl);
currentSmSettings = &smSettings[settings.m_lightType][settings.m_depthImpl][settings.m_smImpl];
imguiSeparator();
imguiBool("Draw depth buffer.", settings.m_drawDepthBuffer);
if (settings.m_drawDepthBuffer)
{
IMGUI_FLOAT_SLIDER("Depth value pow:", currentSmSettings->m_depthValuePow);
}
imguiSeparatorLine();
imguiLabel("Shadow Map implementation:");
imguiEnum(settings.m_smImpl);
currentSmSettings = &smSettings[settings.m_lightType][settings.m_depthImpl][settings.m_smImpl];
imguiSeparator();
IMGUI_FLOAT_SLIDER("Bias:", currentSmSettings->m_bias);
IMGUI_FLOAT_SLIDER("Normal offset:", currentSmSettings->m_normalOffset);
imguiSeparator();
if (LightType::DirectionalLight != settings.m_lightType)
{
IMGUI_FLOAT_SLIDER("Near plane:", currentSmSettings->m_near);
}
IMGUI_FLOAT_SLIDER("Far plane:", currentSmSettings->m_far);
imguiSeparator();
switch(settings.m_smImpl)
{
case SmImpl::Hard:
//imguiLabel("Hard");
break;
case SmImpl::PCF:
imguiLabel("PCF");
IMGUI_FLOAT_SLIDER("X Offset:", currentSmSettings->m_xOffset);
IMGUI_FLOAT_SLIDER("Y Offset:", currentSmSettings->m_yOffset);
break;
case SmImpl::VSM:
imguiLabel("VSM");
IMGUI_FLOAT_SLIDER("Min variance", currentSmSettings->m_customParam0);
IMGUI_FLOAT_SLIDER("Depth multiplier", currentSmSettings->m_customParam1);
imguiBool("Blur shadow map", currentSmSettings->m_doBlur);
if (currentSmSettings->m_doBlur)
{
IMGUI_FLOAT_SLIDER("Blur X Offset:", currentSmSettings->m_xOffset);
IMGUI_FLOAT_SLIDER("Blur Y Offset:", currentSmSettings->m_yOffset);
}
break;
case SmImpl::ESM:
imguiLabel("ESM");
IMGUI_FLOAT_SLIDER("ESM Hardness", currentSmSettings->m_customParam0);
IMGUI_FLOAT_SLIDER("Depth multiplier", currentSmSettings->m_customParam1);
imguiBool("Blur shadow map", currentSmSettings->m_doBlur);
if (currentSmSettings->m_doBlur)
{
IMGUI_FLOAT_SLIDER("Blur X Offset:", currentSmSettings->m_xOffset);
IMGUI_FLOAT_SLIDER("Blur Y Offset:", currentSmSettings->m_yOffset);
}
break;
default:
break;
};
imguiEndScrollArea();
static int32_t leftScrollArea = 0;
imguiBeginScrollArea("Light", 10, 70, 256, 334, &leftScrollArea);
const LightType::Enum ltBefore = settings.m_lightType;
imguiEnum(settings.m_lightType);
const LightType::Enum ltAfter = settings.m_lightType;
const bool bLtChanged = (ltAfter != ltBefore);
imguiSeparator();
imguiBool("Show shadow map coverage.", settings.m_showSmCoverage);
imguiSeparator();
imguiLabel("Shadow map resolution: %ux%u", currentShadowMapSize, currentShadowMapSize);
IMGUI_FLOAT_SLIDER(" ", currentSmSettings->m_sizePwrTwo);
imguiSeparatorLine();
if (LightType::SpotLight == settings.m_lightType)
{
imguiLabel("Spot light");
imguiSlider("Shadow map area:", settings.m_coverageSpotL, 45.0f, 120.0f, 1.0f);
imguiSeparator();
imguiSlider("Spot outer cone:", settings.m_spotOuterAngle, 0.0f, 91.0f, 0.1f);
imguiSlider("Spot inner cone:", settings.m_spotInnerAngle, 0.0f, 90.0f, 0.1f);
}
else if (LightType::PointLight == settings.m_lightType)
{
imguiLabel("Point light");
imguiBool("Stencil pack", settings.m_stencilPack);
imguiSlider("Fov X adjust:", settings.m_fovXAdjust, -20.0f, 20.0f, 0.0001f);
imguiSlider("Fov Y adjust:", settings.m_fovYAdjust, -20.0f, 20.0f, 0.0001f);
}
else if (LightType::DirectionalLight == settings.m_lightType)
{
imguiLabel("Directional light");
imguiBool("Stabilize cascades", settings.m_stabilize);
imguiSlider("Cascade splits:", settings.m_numSplitsf, 1.0f, 4.0f, 1.0f);
imguiSlider("Cascade distribution:", settings.m_splitDistribution, 0.0f, 1.0f, 0.001f);
settings.m_numSplits = uint8_t(settings.m_numSplitsf);
}
#undef IMGUI_FLOAT_SLIDER
imguiEndScrollArea();
imguiEndFrame();
// Update uniforms.
s_uniforms.m_shadowMapBias = currentSmSettings->m_bias;
s_uniforms.m_shadowMapOffset = currentSmSettings->m_normalOffset;
s_uniforms.m_shadowMapParam0 = currentSmSettings->m_customParam0;
s_uniforms.m_shadowMapParam1 = currentSmSettings->m_customParam1;
s_uniforms.m_depthValuePow = currentSmSettings->m_depthValuePow;
s_uniforms.m_XNum = currentSmSettings->m_xNum;
s_uniforms.m_YNum = currentSmSettings->m_yNum;
s_uniforms.m_XOffset = currentSmSettings->m_xOffset;
s_uniforms.m_YOffset = currentSmSettings->m_yOffset;
s_uniforms.m_showSmCoverage = float(settings.m_showSmCoverage);
s_uniforms.m_lightPtr = (LightType::DirectionalLight == settings.m_lightType) ? &directionalLight : &pointLight;
if (LightType::SpotLight == settings.m_lightType)
{
pointLight.m_attenuationSpotOuter.m_outer = settings.m_spotOuterAngle;
pointLight.m_spotDirectionInner.m_inner = settings.m_spotInnerAngle;
}
else
{
pointLight.m_attenuationSpotOuter.m_outer = 91.0f; //above 90.0f means point light
}
s_uniforms.submitPerFrameUniforms();
// 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);
// Use debug font to print information about this example.
bgfx::dbgTextClear();
bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/16-shadowmaps");
bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Shadow maps example.");
bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
// Update camera.
cameraUpdate(deltaTime, mouseState);
// Update view mtx.
cameraGetViewMtx(viewState.m_view);
// Update lights.
pointLight.computeViewSpaceComponents(viewState.m_view);
directionalLight.computeViewSpaceComponents(viewState.m_view);
// Update time accumulators.
if (settings.m_updateLights) { timeAccumulatorLight += deltaTime; }
if (settings.m_updateScene) { timeAccumulatorScene += deltaTime; }
// Setup lights.
pointLight.m_position.m_x = cosf(timeAccumulatorLight) * 20.0f;
pointLight.m_position.m_y = 26.0f;
pointLight.m_position.m_z = sinf(timeAccumulatorLight) * 20.0f;
pointLight.m_spotDirectionInner.m_x = -pointLight.m_position.m_x;
pointLight.m_spotDirectionInner.m_y = -pointLight.m_position.m_y;
pointLight.m_spotDirectionInner.m_z = -pointLight.m_position.m_z;
directionalLight.m_position.m_x = -cosf(timeAccumulatorLight);
directionalLight.m_position.m_y = -1.0f;
directionalLight.m_position.m_z = -sinf(timeAccumulatorLight);
// Setup instance matrices.
float mtxFloor[16];
const float floorScale = 550.0f;
bx::mtxSRT(mtxFloor
, floorScale //scaleX
, floorScale //scaleY
, floorScale //scaleZ
, 0.0f //rotX
, 0.0f //rotY
, 0.0f //rotZ
, 0.0f //translateX
, 0.0f //translateY
, 0.0f //translateZ
);
float mtxBunny[16];
bx::mtxSRT(mtxBunny
, 5.0f
, 5.0f
, 5.0f
, 0.0f
, 1.56f - 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
);
const uint8_t numTrees = 10;
float mtxTrees[numTrees][16];
for (uint8_t ii = 0; ii < numTrees; ++ii)
{
bx::mtxSRT(mtxTrees[ii]
, 2.0f
, 2.0f
, 2.0f
, 0.0f
, float(ii)
, 0.0f
, sinf(float(ii)*2.0f*bx::pi/float(numTrees) ) * 60.0f
, 0.0f
, cosf(float(ii)*2.0f*bx::pi/float(numTrees) ) * 60.0f
);
}
// Compute transform matrices.
const uint8_t shadowMapPasses = ShadowMapRenderTargets::Count;
float lightView[shadowMapPasses][16];
float lightProj[shadowMapPasses][16];
float mtxYpr[TetrahedronFaces::Count][16];
float screenProj[16];
float screenView[16];
bx::mtxIdentity(screenView);
bx::mtxOrtho(screenProj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f);
if (LightType::SpotLight == settings.m_lightType)
{
const float fovy = settings.m_coverageSpotL;
const float aspect = 1.0f;
bx::mtxProj(lightProj[ProjType::Horizontal], fovy, aspect, currentSmSettings->m_near, currentSmSettings->m_far);
//For linear depth, prevent depth division by variable w-component in shaders and divide here by far plane
if (DepthImpl::Linear == settings.m_depthImpl)
{
lightProj[ProjType::Horizontal][10] /= currentSmSettings->m_far;
lightProj[ProjType::Horizontal][14] /= currentSmSettings->m_far;
}
float at[3];
bx::vec3Add(at, pointLight.m_position.m_v, pointLight.m_spotDirectionInner.m_v);
bx::mtxLookAt(lightView[TetrahedronFaces::Green], pointLight.m_position.m_v, at);
}
else if (LightType::PointLight == settings.m_lightType)
{
float ypr[TetrahedronFaces::Count][3] =
{
{ bx::toRad( 0.0f), bx::toRad( 27.36780516f), bx::toRad(0.0f) },
{ bx::toRad(180.0f), bx::toRad( 27.36780516f), bx::toRad(0.0f) },
{ bx::toRad(-90.0f), bx::toRad(-27.36780516f), bx::toRad(0.0f) },
{ bx::toRad( 90.0f), bx::toRad(-27.36780516f), bx::toRad(0.0f) },
};
if (settings.m_stencilPack)
{
const float fovx = 143.98570868f + 3.51f + settings.m_fovXAdjust;
const float fovy = 125.26438968f + 9.85f + settings.m_fovYAdjust;
const float aspect = tanf(bx::toRad(fovx*0.5f) )/tanf(bx::toRad(fovy*0.5f) );
bx::mtxProj(lightProj[ProjType::Vertical]
, fovx
, aspect
, currentSmSettings->m_near
, currentSmSettings->m_far
);
//For linear depth, prevent depth division by variable w-component in shaders and divide here by far plane
if (DepthImpl::Linear == settings.m_depthImpl)
{
lightProj[ProjType::Vertical][10] /= currentSmSettings->m_far;
lightProj[ProjType::Vertical][14] /= currentSmSettings->m_far;
}
ypr[TetrahedronFaces::Green ][2] = bx::toRad(180.0f);
ypr[TetrahedronFaces::Yellow][2] = bx::toRad( 0.0f);
ypr[TetrahedronFaces::Blue ][2] = bx::toRad( 90.0f);
ypr[TetrahedronFaces::Red ][2] = bx::toRad(-90.0f);
}
const float fovx = 143.98570868f + 7.8f + settings.m_fovXAdjust;
const float fovy = 125.26438968f + 3.0f + settings.m_fovYAdjust;
const float aspect = tanf(bx::toRad(fovx*0.5f) )/tanf(bx::toRad(fovy*0.5f) );
bx::mtxProj(lightProj[ProjType::Horizontal], fovy, aspect, currentSmSettings->m_near, currentSmSettings->m_far);
//For linear depth, prevent depth division by variable w component in shaders and divide here by far plane
if (DepthImpl::Linear == settings.m_depthImpl)
{
lightProj[ProjType::Horizontal][10] /= currentSmSettings->m_far;
lightProj[ProjType::Horizontal][14] /= currentSmSettings->m_far;
}
for (uint8_t ii = 0; ii < TetrahedronFaces::Count; ++ii)
{
float mtxTmp[16];
mtxYawPitchRoll(mtxTmp, ypr[ii][0], ypr[ii][1], ypr[ii][2]);
float tmp[3] =
{
-bx::vec3Dot(pointLight.m_position.m_v, &mtxTmp[0]),
-bx::vec3Dot(pointLight.m_position.m_v, &mtxTmp[4]),
-bx::vec3Dot(pointLight.m_position.m_v, &mtxTmp[8]),
};
bx::mtxTranspose(mtxYpr[ii], mtxTmp);
memcpy(lightView[ii], mtxYpr[ii], 12*sizeof(float) );
lightView[ii][12] = tmp[0];
lightView[ii][13] = tmp[1];
lightView[ii][14] = tmp[2];
lightView[ii][15] = 1.0f;
}
}
else // LightType::DirectionalLight == settings.m_lightType
{
// Setup light view mtx.
float eye[3] =
{
-directionalLight.m_position.m_x
, -directionalLight.m_position.m_y
, -directionalLight.m_position.m_z
};
float at[3] = { 0.0f, 0.0f, 0.0f };
bx::mtxLookAt(lightView[0], eye, at);
// Compute camera inverse view mtx.
float mtxViewInv[16];
bx::mtxInverse(mtxViewInv, viewState.m_view);
// Compute split distances.
const uint8_t maxNumSplits = 4;
BX_CHECK(maxNumSplits >= settings.m_numSplits, "Error! Max num splits.");
float splitSlices[maxNumSplits*2];
splitFrustum(splitSlices, settings.m_numSplits, currentSmSettings->m_near, currentSmSettings->m_far, settings.m_splitDistribution);
// Update uniforms.
for (uint8_t ii = 0, ff = 1; ii < settings.m_numSplits; ++ii, ff+=2)
{
// This lags for 1 frame, but it's not a problem.
s_uniforms.m_csmFarDistances[ii] = splitSlices[ff];
}
float mtxProj[16];
bx::mtxOrtho(mtxProj, 1.0f, -1.0f, 1.0f, -1.0f, -currentSmSettings->m_far, currentSmSettings->m_far);
const uint8_t numCorners = 8;
float frustumCorners[maxNumSplits][numCorners][3];
for (uint8_t ii = 0, nn = 0, ff = 1; ii < settings.m_numSplits; ++ii, nn+=2, ff+=2)
{
// Compute frustum corners for one split in world space.
worldSpaceFrustumCorners( (float*)frustumCorners[ii], splitSlices[nn], splitSlices[ff], projWidth, projHeight, mtxViewInv);
float min[3] = { 9000.0f, 9000.0f, 9000.0f };
float max[3] = { -9000.0f, -9000.0f, -9000.0f };
for (uint8_t jj = 0; jj < numCorners; ++jj)
{
// Transform to light space.
float lightSpaceFrustumCorner[3];
bx::vec3MulMtx(lightSpaceFrustumCorner, frustumCorners[ii][jj], lightView[0]);
// Update bounding box.
min[0] = bx::fmin(min[0], lightSpaceFrustumCorner[0]);
max[0] = bx::fmax(max[0], lightSpaceFrustumCorner[0]);
min[1] = bx::fmin(min[1], lightSpaceFrustumCorner[1]);
max[1] = bx::fmax(max[1], lightSpaceFrustumCorner[1]);
min[2] = bx::fmin(min[2], lightSpaceFrustumCorner[2]);
max[2] = bx::fmax(max[2], lightSpaceFrustumCorner[2]);
}
float minproj[3];
float maxproj[3];
bx::vec3MulMtxH(minproj, min, mtxProj);
bx::vec3MulMtxH(maxproj, max, mtxProj);
float offsetx, offsety;
float scalex, scaley;
scalex = 2.0f / (maxproj[0] - minproj[0]);
scaley = 2.0f / (maxproj[1] - minproj[1]);
if (settings.m_stabilize)
{
const float quantizer = 64.0f;
scalex = quantizer / ceilf(quantizer / scalex);
scaley = quantizer / ceilf(quantizer / scaley);
}
offsetx = 0.5f * (maxproj[0] + minproj[0]) * scalex;
offsety = 0.5f * (maxproj[1] + minproj[1]) * scaley;
if (settings.m_stabilize)
{
const float halfSize = currentShadowMapSizef * 0.5f;
offsetx = ceilf(offsetx * halfSize) / halfSize;
offsety = ceilf(offsety * halfSize) / halfSize;
}
float mtxCrop[16];
bx::mtxIdentity(mtxCrop);
mtxCrop[ 0] = scalex;
mtxCrop[ 5] = scaley;
mtxCrop[12] = offsetx;
mtxCrop[13] = offsety;
bx::mtxMul(lightProj[ii], mtxCrop, mtxProj);
}
}
// Reset render targets.
const bgfx::FrameBufferHandle invalidRt = BGFX_INVALID_HANDLE;
for (uint32_t ii = 0; ii < RENDERVIEW_DRAWDEPTH_3_ID+1; ++ii)
{
bgfx::setViewFrameBuffer(ii, invalidRt);
}
// Determine on-screen rectangle size where depth buffer will be drawn.
uint16_t depthRectHeight = uint16_t(float(viewState.m_height) / 2.5f);
uint16_t depthRectWidth = depthRectHeight;
uint16_t depthRectX = 0;
uint16_t depthRectY = viewState.m_height - depthRectHeight;
// Setup views and render targets.
bgfx::setViewRect(0, 0, 0, viewState.m_width, viewState.m_height);
bgfx::setViewTransform(0, viewState.m_view, viewState.m_proj);
if (LightType::SpotLight == settings.m_lightType)
{
/**
* RENDERVIEW_SHADOWMAP_0_ID - Clear shadow map. (used as convenience, otherwise render_pass_1 could be cleared)
* RENDERVIEW_SHADOWMAP_1_ID - Craft shadow map.
* RENDERVIEW_VBLUR_0_ID - Vertical blur.
* RENDERVIEW_HBLUR_0_ID - Horizontal blur.
* RENDERVIEW_DRAWSCENE_0_ID - Draw scene.
* RENDERVIEW_DRAWSCENE_1_ID - Draw floor bottom.
* RENDERVIEW_DRAWDEPTH_0_ID - Draw depth buffer.
*/
bgfx::setViewRect(RENDERVIEW_SHADOWMAP_0_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
bgfx::setViewRect(RENDERVIEW_SHADOWMAP_1_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
bgfx::setViewRect(RENDERVIEW_VBLUR_0_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
bgfx::setViewRect(RENDERVIEW_HBLUR_0_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
bgfx::setViewRect(RENDERVIEW_DRAWSCENE_0_ID, 0, 0, viewState.m_width, viewState.m_height);
bgfx::setViewRect(RENDERVIEW_DRAWSCENE_1_ID, 0, 0, viewState.m_width, viewState.m_height);
bgfx::setViewRect(RENDERVIEW_DRAWDEPTH_0_ID, depthRectX, depthRectY, depthRectWidth, depthRectHeight);
bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_0_ID, screenView, screenProj);
bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_1_ID, lightView[0], lightProj[ProjType::Horizontal]);
bgfx::setViewTransform(RENDERVIEW_VBLUR_0_ID, screenView, screenProj);
bgfx::setViewTransform(RENDERVIEW_HBLUR_0_ID, screenView, screenProj);
bgfx::setViewTransform(RENDERVIEW_DRAWSCENE_0_ID, viewState.m_view, viewState.m_proj);
bgfx::setViewTransform(RENDERVIEW_DRAWSCENE_1_ID, viewState.m_view, viewState.m_proj);
bgfx::setViewTransform(RENDERVIEW_DRAWDEPTH_0_ID, screenView, screenProj);
bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_0_ID, s_rtShadowMap[0]);
bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_1_ID, s_rtShadowMap[0]);
bgfx::setViewFrameBuffer(RENDERVIEW_VBLUR_0_ID, s_rtBlur);
bgfx::setViewFrameBuffer(RENDERVIEW_HBLUR_0_ID, s_rtShadowMap[0]);
}
else if (LightType::PointLight == settings.m_lightType)
{
/**
* RENDERVIEW_SHADOWMAP_0_ID - Clear entire shadow map.
* RENDERVIEW_SHADOWMAP_1_ID - Craft green tetrahedron shadow face.
* RENDERVIEW_SHADOWMAP_2_ID - Craft yellow tetrahedron shadow face.
* RENDERVIEW_SHADOWMAP_3_ID - Craft blue tetrahedron shadow face.
* RENDERVIEW_SHADOWMAP_4_ID - Craft red tetrahedron shadow face.
* RENDERVIEW_VBLUR_0_ID - Vertical blur.
* RENDERVIEW_HBLUR_0_ID - Horizontal blur.
* RENDERVIEW_DRAWSCENE_0_ID - Draw scene.
* RENDERVIEW_DRAWSCENE_1_ID - Draw floor bottom.
* RENDERVIEW_DRAWDEPTH_0_ID - Draw depth buffer.
*/
bgfx::setViewRect(RENDERVIEW_SHADOWMAP_0_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
if (settings.m_stencilPack)
{
const uint16_t f = currentShadowMapSize; //full size
const uint16_t h = currentShadowMapSize/2; //half size
bgfx::setViewRect(RENDERVIEW_SHADOWMAP_1_ID, 0, 0, f, h);
bgfx::setViewRect(RENDERVIEW_SHADOWMAP_2_ID, 0, h, f, h);
bgfx::setViewRect(RENDERVIEW_SHADOWMAP_3_ID, 0, 0, h, f);
bgfx::setViewRect(RENDERVIEW_SHADOWMAP_4_ID, h, 0, h, f);
}
else
{
const uint16_t h = currentShadowMapSize/2; //half size
bgfx::setViewRect(RENDERVIEW_SHADOWMAP_1_ID, 0, 0, h, h);
bgfx::setViewRect(RENDERVIEW_SHADOWMAP_2_ID, h, 0, h, h);
bgfx::setViewRect(RENDERVIEW_SHADOWMAP_3_ID, 0, h, h, h);
bgfx::setViewRect(RENDERVIEW_SHADOWMAP_4_ID, h, h, h, h);
}
bgfx::setViewRect(RENDERVIEW_VBLUR_0_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
bgfx::setViewRect(RENDERVIEW_HBLUR_0_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
bgfx::setViewRect(RENDERVIEW_DRAWSCENE_0_ID, 0, 0, viewState.m_width, viewState.m_height);
bgfx::setViewRect(RENDERVIEW_DRAWSCENE_1_ID, 0, 0, viewState.m_width, viewState.m_height);
bgfx::setViewRect(RENDERVIEW_DRAWDEPTH_0_ID, depthRectX, depthRectY, depthRectWidth, depthRectHeight);
bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_0_ID, screenView, screenProj);
bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_1_ID, lightView[TetrahedronFaces::Green], lightProj[ProjType::Horizontal]);
bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_2_ID, lightView[TetrahedronFaces::Yellow], lightProj[ProjType::Horizontal]);
if(settings.m_stencilPack)
{
bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_3_ID, lightView[TetrahedronFaces::Blue], lightProj[ProjType::Vertical]);
bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_4_ID, lightView[TetrahedronFaces::Red], lightProj[ProjType::Vertical]);
}
else
{
bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_3_ID, lightView[TetrahedronFaces::Blue], lightProj[ProjType::Horizontal]);
bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_4_ID, lightView[TetrahedronFaces::Red], lightProj[ProjType::Horizontal]);
}
bgfx::setViewTransform(RENDERVIEW_VBLUR_0_ID, screenView, screenProj);
bgfx::setViewTransform(RENDERVIEW_HBLUR_0_ID, screenView, screenProj);
bgfx::setViewTransform(RENDERVIEW_DRAWSCENE_0_ID, viewState.m_view, viewState.m_proj);
bgfx::setViewTransform(RENDERVIEW_DRAWSCENE_1_ID, viewState.m_view, viewState.m_proj);
bgfx::setViewTransform(RENDERVIEW_DRAWDEPTH_0_ID, screenView, screenProj);
bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_0_ID, s_rtShadowMap[0]);
bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_1_ID, s_rtShadowMap[0]);
bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_2_ID, s_rtShadowMap[0]);
bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_3_ID, s_rtShadowMap[0]);
bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_4_ID, s_rtShadowMap[0]);
bgfx::setViewFrameBuffer(RENDERVIEW_VBLUR_0_ID, s_rtBlur);
bgfx::setViewFrameBuffer(RENDERVIEW_HBLUR_0_ID, s_rtShadowMap[0]);
}
else // LightType::DirectionalLight == settings.m_lightType
{
/**
* RENDERVIEW_SHADOWMAP_1_ID - Craft shadow map for first split.
* RENDERVIEW_SHADOWMAP_2_ID - Craft shadow map for second split.
* RENDERVIEW_SHADOWMAP_3_ID - Craft shadow map for third split.
* RENDERVIEW_SHADOWMAP_4_ID - Craft shadow map for fourth split.
* RENDERVIEW_VBLUR_0_ID - Vertical blur for first split.
* RENDERVIEW_HBLUR_0_ID - Horizontal blur for first split.
* RENDERVIEW_VBLUR_1_ID - Vertical blur for second split.
* RENDERVIEW_HBLUR_1_ID - Horizontal blur for second split.
* RENDERVIEW_VBLUR_2_ID - Vertical blur for third split.
* RENDERVIEW_HBLUR_2_ID - Horizontal blur for third split.
* RENDERVIEW_VBLUR_3_ID - Vertical blur for fourth split.
* RENDERVIEW_HBLUR_3_ID - Horizontal blur for fourth split.
* RENDERVIEW_DRAWSCENE_0_ID - Draw scene.
* RENDERVIEW_DRAWSCENE_1_ID - Draw floor bottom.
* RENDERVIEW_DRAWDEPTH_0_ID - Draw depth buffer for first split.
* RENDERVIEW_DRAWDEPTH_1_ID - Draw depth buffer for second split.
* RENDERVIEW_DRAWDEPTH_2_ID - Draw depth buffer for third split.
* RENDERVIEW_DRAWDEPTH_3_ID - Draw depth buffer for fourth split.
*/
depthRectHeight = viewState.m_height / 3;
depthRectWidth = depthRectHeight;
depthRectX = 0;
depthRectY = viewState.m_height - depthRectHeight;
bgfx::setViewRect(RENDERVIEW_SHADOWMAP_1_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
bgfx::setViewRect(RENDERVIEW_SHADOWMAP_2_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
bgfx::setViewRect(RENDERVIEW_SHADOWMAP_3_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
bgfx::setViewRect(RENDERVIEW_SHADOWMAP_4_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
bgfx::setViewRect(RENDERVIEW_VBLUR_0_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
bgfx::setViewRect(RENDERVIEW_HBLUR_0_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
bgfx::setViewRect(RENDERVIEW_VBLUR_1_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
bgfx::setViewRect(RENDERVIEW_HBLUR_1_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
bgfx::setViewRect(RENDERVIEW_VBLUR_2_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
bgfx::setViewRect(RENDERVIEW_HBLUR_2_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
bgfx::setViewRect(RENDERVIEW_VBLUR_3_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
bgfx::setViewRect(RENDERVIEW_HBLUR_3_ID, 0, 0, currentShadowMapSize, currentShadowMapSize);
bgfx::setViewRect(RENDERVIEW_DRAWSCENE_0_ID, 0, 0, viewState.m_width, viewState.m_height);
bgfx::setViewRect(RENDERVIEW_DRAWSCENE_1_ID, 0, 0, viewState.m_width, viewState.m_height);
bgfx::setViewRect(RENDERVIEW_DRAWDEPTH_0_ID, depthRectX+(0*depthRectWidth), depthRectY, depthRectWidth, depthRectHeight);
bgfx::setViewRect(RENDERVIEW_DRAWDEPTH_1_ID, depthRectX+(1*depthRectWidth), depthRectY, depthRectWidth, depthRectHeight);
bgfx::setViewRect(RENDERVIEW_DRAWDEPTH_2_ID, depthRectX+(2*depthRectWidth), depthRectY, depthRectWidth, depthRectHeight);
bgfx::setViewRect(RENDERVIEW_DRAWDEPTH_3_ID, depthRectX+(3*depthRectWidth), depthRectY, depthRectWidth, depthRectHeight);
bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_1_ID, lightView[0], lightProj[0]);
bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_2_ID, lightView[0], lightProj[1]);
bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_3_ID, lightView[0], lightProj[2]);
bgfx::setViewTransform(RENDERVIEW_SHADOWMAP_4_ID, lightView[0], lightProj[3]);
bgfx::setViewTransform(RENDERVIEW_VBLUR_0_ID, screenView, screenProj);
bgfx::setViewTransform(RENDERVIEW_HBLUR_0_ID, screenView, screenProj);
bgfx::setViewTransform(RENDERVIEW_VBLUR_1_ID, screenView, screenProj);
bgfx::setViewTransform(RENDERVIEW_HBLUR_1_ID, screenView, screenProj);
bgfx::setViewTransform(RENDERVIEW_VBLUR_2_ID, screenView, screenProj);
bgfx::setViewTransform(RENDERVIEW_HBLUR_2_ID, screenView, screenProj);
bgfx::setViewTransform(RENDERVIEW_VBLUR_3_ID, screenView, screenProj);
bgfx::setViewTransform(RENDERVIEW_HBLUR_3_ID, screenView, screenProj);
bgfx::setViewTransform(RENDERVIEW_DRAWSCENE_0_ID, viewState.m_view, viewState.m_proj);
bgfx::setViewTransform(RENDERVIEW_DRAWSCENE_1_ID, viewState.m_view, viewState.m_proj);
bgfx::setViewTransform(RENDERVIEW_DRAWDEPTH_0_ID, screenView, screenProj);
bgfx::setViewTransform(RENDERVIEW_DRAWDEPTH_1_ID, screenView, screenProj);
bgfx::setViewTransform(RENDERVIEW_DRAWDEPTH_2_ID, screenView, screenProj);
bgfx::setViewTransform(RENDERVIEW_DRAWDEPTH_3_ID, screenView, screenProj);
bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_1_ID, s_rtShadowMap[0]);
bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_2_ID, s_rtShadowMap[1]);
bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_3_ID, s_rtShadowMap[2]);
bgfx::setViewFrameBuffer(RENDERVIEW_SHADOWMAP_4_ID, s_rtShadowMap[3]);
bgfx::setViewFrameBuffer(RENDERVIEW_VBLUR_0_ID, s_rtBlur); //vblur
bgfx::setViewFrameBuffer(RENDERVIEW_HBLUR_0_ID, s_rtShadowMap[0]); //hblur
bgfx::setViewFrameBuffer(RENDERVIEW_VBLUR_1_ID, s_rtBlur); //vblur
bgfx::setViewFrameBuffer(RENDERVIEW_HBLUR_1_ID, s_rtShadowMap[1]); //hblur
bgfx::setViewFrameBuffer(RENDERVIEW_VBLUR_2_ID, s_rtBlur); //vblur
bgfx::setViewFrameBuffer(RENDERVIEW_HBLUR_2_ID, s_rtShadowMap[2]); //hblur
bgfx::setViewFrameBuffer(RENDERVIEW_VBLUR_3_ID, s_rtBlur); //vblur
bgfx::setViewFrameBuffer(RENDERVIEW_HBLUR_3_ID, s_rtShadowMap[3]); //hblur
}
// Clear backbuffer at beginning.
bgfx::setViewClear(0
, BGFX_CLEAR_COLOR
| BGFX_CLEAR_DEPTH
, clearValues.m_clearRgba
, clearValues.m_clearDepth
, clearValues.m_clearStencil
);
bgfx::touch(0);
// Clear shadowmap rendertarget at beginning.
const uint8_t flags0 = (LightType::DirectionalLight == settings.m_lightType)
? 0
: BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH | BGFX_CLEAR_STENCIL
;
bgfx::setViewClear(RENDERVIEW_SHADOWMAP_0_ID
, flags0
, 0xfefefefe //blur fails on completely white regions
, clearValues.m_clearDepth
, clearValues.m_clearStencil
);
bgfx::touch(RENDERVIEW_SHADOWMAP_0_ID);
const uint8_t flags1 = (LightType::DirectionalLight == settings.m_lightType)
? BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
: 0
;
for (uint8_t ii = 0; ii < 4; ++ii)
{
bgfx::setViewClear(RENDERVIEW_SHADOWMAP_1_ID+ii
, flags1
, 0xfefefefe //blur fails on completely white regions
, clearValues.m_clearDepth
, clearValues.m_clearStencil
);
bgfx::touch(RENDERVIEW_SHADOWMAP_1_ID+ii);
}
// Render.
// Craft shadow map.
{
// Craft stencil mask for point light shadow map packing.
if(LightType::PointLight == settings.m_lightType && settings.m_stencilPack)
{
if (bgfx::checkAvailTransientVertexBuffer(6, posDecl) )
{
struct Pos
{
float m_x, m_y, m_z;
};
bgfx::TransientVertexBuffer vb;
bgfx::allocTransientVertexBuffer(&vb, 6, posDecl);
Pos* vertex = (Pos*)vb.data;
const float min = 0.0f;
const float max = 1.0f;
const float center = 0.5f;
const float zz = 0.0f;
vertex[0].m_x = min;
vertex[0].m_y = min;
vertex[0].m_z = zz;
vertex[1].m_x = max;
vertex[1].m_y = min;
vertex[1].m_z = zz;
vertex[2].m_x = center;
vertex[2].m_y = center;
vertex[2].m_z = zz;
vertex[3].m_x = center;
vertex[3].m_y = center;
vertex[3].m_z = zz;
vertex[4].m_x = max;
vertex[4].m_y = max;
vertex[4].m_z = zz;
vertex[5].m_x = min;
vertex[5].m_y = max;
vertex[5].m_z = zz;
bgfx::setState(0);
bgfx::setStencil(BGFX_STENCIL_TEST_ALWAYS
| BGFX_STENCIL_FUNC_REF(1)
| BGFX_STENCIL_FUNC_RMASK(0xff)
| BGFX_STENCIL_OP_FAIL_S_REPLACE
| BGFX_STENCIL_OP_FAIL_Z_REPLACE
| BGFX_STENCIL_OP_PASS_Z_REPLACE
);
bgfx::setVertexBuffer(&vb);
bgfx::submit(RENDERVIEW_SHADOWMAP_0_ID, s_programs.m_black);
}
}
// Draw scene into shadowmap.
uint8_t drawNum;
if (LightType::SpotLight == settings.m_lightType)
{
drawNum = 1;
}
else if (LightType::PointLight == settings.m_lightType)
{
drawNum = 4;
}
else //LightType::DirectionalLight == settings.m_lightType)
{
drawNum = settings.m_numSplits;
}
for (uint8_t ii = 0; ii < drawNum; ++ii)
{
const uint8_t viewId = RENDERVIEW_SHADOWMAP_1_ID + ii;
uint8_t renderStateIndex = RenderState::ShadowMap_PackDepth;
if(LightType::PointLight == settings.m_lightType && settings.m_stencilPack)
{
renderStateIndex = (ii < 2) ? RenderState::ShadowMap_PackDepthHoriz : RenderState::ShadowMap_PackDepthVert;
}
// Floor.
hplaneMesh.submit(viewId
, mtxFloor
, *currentSmSettings->m_progPack
, s_renderStates[renderStateIndex]
);
// Bunny.
bunnyMesh.submit(viewId
, mtxBunny
, *currentSmSettings->m_progPack
, s_renderStates[renderStateIndex]
);
// Hollow cube.
hollowcubeMesh.submit(viewId
, mtxHollowcube
, *currentSmSettings->m_progPack
, s_renderStates[renderStateIndex]
);
// Cube.
cubeMesh.submit(viewId
, mtxCube
, *currentSmSettings->m_progPack
, s_renderStates[renderStateIndex]
);
// Trees.
for (uint8_t jj = 0; jj < numTrees; ++jj)
{
treeMesh.submit(viewId
, mtxTrees[jj]
, *currentSmSettings->m_progPack
, s_renderStates[renderStateIndex]
);
}
}
}
PackDepth::Enum depthType = (SmImpl::VSM == settings.m_smImpl) ? PackDepth::VSM : PackDepth::RGBA;
bool bVsmOrEsm = (SmImpl::VSM == settings.m_smImpl) || (SmImpl::ESM == settings.m_smImpl);
// Blur shadow map.
if (bVsmOrEsm
&& currentSmSettings->m_doBlur)
{
bgfx::setTexture(4, s_shadowMap[0], s_rtShadowMap[0]);
bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
screenSpaceQuad(currentShadowMapSizef, currentShadowMapSizef, s_flipV);
bgfx::submit(RENDERVIEW_VBLUR_0_ID, s_programs.m_vBlur[depthType]);
bgfx::setTexture(4, s_shadowMap[0], s_rtBlur);
bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
screenSpaceQuad(currentShadowMapSizef, currentShadowMapSizef, s_flipV);
bgfx::submit(RENDERVIEW_HBLUR_0_ID, s_programs.m_hBlur[depthType]);
if (LightType::DirectionalLight == settings.m_lightType)
{
for (uint8_t ii = 1, jj = 2; ii < settings.m_numSplits; ++ii, jj+=2)
{
const uint8_t viewId = RENDERVIEW_VBLUR_0_ID + jj;
bgfx::setTexture(4, s_shadowMap[0], s_rtShadowMap[ii]);
bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
screenSpaceQuad(currentShadowMapSizef, currentShadowMapSizef, s_flipV);
bgfx::submit(viewId, s_programs.m_vBlur[depthType]);
bgfx::setTexture(4, s_shadowMap[0], s_rtBlur);
bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
screenSpaceQuad(currentShadowMapSizef, currentShadowMapSizef, s_flipV);
bgfx::submit(viewId+1, s_programs.m_hBlur[depthType]);
}
}
}
// Draw scene.
{
// Setup shadow mtx.
float mtxShadow[16];
const float ymul = (s_flipV) ? 0.5f : -0.5f;
float zadd = (DepthImpl::Linear == settings.m_depthImpl) ? 0.0f : 0.5f;
const float mtxBias[16] =
{
0.5f, 0.0f, 0.0f, 0.0f,
0.0f, ymul, 0.0f, 0.0f,
0.0f, 0.0f, 0.5f, 0.0f,
0.5f, 0.5f, zadd, 1.0f,
};
if (LightType::SpotLight == settings.m_lightType)
{
float mtxTmp[16];
bx::mtxMul(mtxTmp, lightProj[ProjType::Horizontal], mtxBias);
bx::mtxMul(mtxShadow, lightView[0], mtxTmp); //lightViewProjBias
}
else if (LightType::PointLight == settings.m_lightType)
{
const float s = (s_flipV) ? 1.0f : -1.0f; //sign
zadd = (DepthImpl::Linear == settings.m_depthImpl) ? 0.0f : 0.5f;
const float mtxCropBias[2][TetrahedronFaces::Count][16] =
{
{ // settings.m_stencilPack == false
{ // D3D: Green, OGL: Blue
0.25f, 0.0f, 0.0f, 0.0f,
0.0f, s*0.25f, 0.0f, 0.0f,
0.0f, 0.0f, 0.5f, 0.0f,
0.25f, 0.25f, zadd, 1.0f,
},
{ // D3D: Yellow, OGL: Red
0.25f, 0.0f, 0.0f, 0.0f,
0.0f, s*0.25f, 0.0f, 0.0f,
0.0f, 0.0f, 0.5f, 0.0f,
0.75f, 0.25f, zadd, 1.0f,
},
{ // D3D: Blue, OGL: Green
0.25f, 0.0f, 0.0f, 0.0f,
0.0f, s*0.25f, 0.0f, 0.0f,
0.0f, 0.0f, 0.5f, 0.0f,
0.25f, 0.75f, zadd, 1.0f,
},
{ // D3D: Red, OGL: Yellow
0.25f, 0.0f, 0.0f, 0.0f,
0.0f, s*0.25f, 0.0f, 0.0f,
0.0f, 0.0f, 0.5f, 0.0f,
0.75f, 0.75f, zadd, 1.0f,
},
},
{ // settings.m_stencilPack == true
{ // D3D: Red, OGL: Blue
0.25f, 0.0f, 0.0f, 0.0f,
0.0f, s*0.5f, 0.0f, 0.0f,
0.0f, 0.0f, 0.5f, 0.0f,
0.25f, 0.5f, zadd, 1.0f,
},
{ // D3D: Blue, OGL: Red
0.25f, 0.0f, 0.0f, 0.0f,
0.0f, s*0.5f, 0.0f, 0.0f,
0.0f, 0.0f, 0.5f, 0.0f,
0.75f, 0.5f, zadd, 1.0f,
},
{ // D3D: Green, OGL: Green
0.5f, 0.0f, 0.0f, 0.0f,
0.0f, s*0.25f, 0.0f, 0.0f,
0.0f, 0.0f, 0.5f, 0.0f,
0.5f, 0.75f, zadd, 1.0f,
},
{ // D3D: Yellow, OGL: Yellow
0.5f, 0.0f, 0.0f, 0.0f,
0.0f, s*0.25f, 0.0f, 0.0f,
0.0f, 0.0f, 0.5f, 0.0f,
0.5f, 0.25f, zadd, 1.0f,
},
}
};
//Use as: [stencilPack][flipV][tetrahedronFace]
static const uint8_t cropBiasIndices[2][2][4] =
{
{ // settings.m_stencilPack == false
{ 0, 1, 2, 3 }, //flipV == false
{ 2, 3, 0, 1 }, //flipV == true
},
{ // settings.m_stencilPack == true
{ 3, 2, 0, 1 }, //flipV == false
{ 2, 3, 0, 1 }, //flipV == true
},
};
for (uint8_t ii = 0; ii < TetrahedronFaces::Count; ++ii)
{
ProjType::Enum projType = (settings.m_stencilPack) ? ProjType::Enum(ii>1) : ProjType::Horizontal;
uint8_t biasIndex = cropBiasIndices[settings.m_stencilPack][uint8_t(s_flipV)][ii];
float mtxTmp[16];
bx::mtxMul(mtxTmp, mtxYpr[ii], lightProj[projType]);
bx::mtxMul(shadowMapMtx[ii], mtxTmp, mtxCropBias[settings.m_stencilPack][biasIndex]); //mtxYprProjBias
}
bx::mtxTranslate(mtxShadow //lightInvTranslate
, -pointLight.m_position.m_v[0]
, -pointLight.m_position.m_v[1]
, -pointLight.m_position.m_v[2]
);
}
else //LightType::DirectionalLight == settings.m_lightType
{
for (uint8_t ii = 0; ii < settings.m_numSplits; ++ii)
{
float mtxTmp[16];
bx::mtxMul(mtxTmp, lightProj[ii], mtxBias);
bx::mtxMul(shadowMapMtx[ii], lightView[0], mtxTmp); //lViewProjCropBias
}
}
// Floor.
if (LightType::DirectionalLight != settings.m_lightType)
{
bx::mtxMul(lightMtx, mtxFloor, mtxShadow); //not needed for directional light
}
hplaneMesh.submit(RENDERVIEW_DRAWSCENE_0_ID
, mtxFloor
, *currentSmSettings->m_progDraw
, s_renderStates[RenderState::Default]
);
// Bunny.
if (LightType::DirectionalLight != settings.m_lightType)
{
bx::mtxMul(lightMtx, mtxBunny, mtxShadow);
}
bunnyMesh.submit(RENDERVIEW_DRAWSCENE_0_ID
, mtxBunny
, *currentSmSettings->m_progDraw
, s_renderStates[RenderState::Default]
);
// Hollow cube.
if (LightType::DirectionalLight != settings.m_lightType)
{
bx::mtxMul(lightMtx, mtxHollowcube, mtxShadow);
}
hollowcubeMesh.submit(RENDERVIEW_DRAWSCENE_0_ID
, mtxHollowcube
, *currentSmSettings->m_progDraw
, s_renderStates[RenderState::Default]
);
// Cube.
if (LightType::DirectionalLight != settings.m_lightType)
{
bx::mtxMul(lightMtx, mtxCube, mtxShadow);
}
cubeMesh.submit(RENDERVIEW_DRAWSCENE_0_ID
, mtxCube
, *currentSmSettings->m_progDraw
, s_renderStates[RenderState::Default]
);
// Trees.
for (uint8_t ii = 0; ii < numTrees; ++ii)
{
if (LightType::DirectionalLight != settings.m_lightType)
{
bx::mtxMul(lightMtx, mtxTrees[ii], mtxShadow);
}
treeMesh.submit(RENDERVIEW_DRAWSCENE_0_ID
, mtxTrees[ii]
, *currentSmSettings->m_progDraw
, s_renderStates[RenderState::Default]
);
}
// Lights.
if (LightType::SpotLight == settings.m_lightType || LightType::PointLight == settings.m_lightType)
{
const float lightScale[3] = { 1.5f, 1.5f, 1.5f };
float mtx[16];
mtxBillboard(mtx, viewState.m_view, pointLight.m_position.m_v, lightScale);
vplaneMesh.submit(RENDERVIEW_DRAWSCENE_0_ID
, mtx
, s_programs.m_colorTexture
, s_renderStates[RenderState::Custom_BlendLightTexture]
, texFlare
);
}
// Draw floor bottom.
float floorBottomMtx[16];
bx::mtxSRT(floorBottomMtx
, floorScale //scaleX
, floorScale //scaleY
, floorScale //scaleZ
, 0.0f //rotX
, 0.0f //rotY
, 0.0f //rotZ
, 0.0f //translateX
, -0.1f //translateY
, 0.0f //translateZ
);
hplaneMesh.submit(RENDERVIEW_DRAWSCENE_1_ID
, floorBottomMtx
, s_programs.m_texture
, s_renderStates[RenderState::Custom_DrawPlaneBottom]
, texFigure
);
}
// Draw depth rect.
if (settings.m_drawDepthBuffer)
{
bgfx::setTexture(4, s_shadowMap[0], s_rtShadowMap[0]);
bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
screenSpaceQuad(currentShadowMapSizef, currentShadowMapSizef, s_flipV);
bgfx::submit(RENDERVIEW_DRAWDEPTH_0_ID, s_programs.m_drawDepth[depthType]);
if (LightType::DirectionalLight == settings.m_lightType)
{
for (uint8_t ii = 1; ii < settings.m_numSplits; ++ii)
{
bgfx::setTexture(4, s_shadowMap[0], s_rtShadowMap[ii]);
bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
screenSpaceQuad(currentShadowMapSizef, currentShadowMapSizef, s_flipV);
bgfx::submit(RENDERVIEW_DRAWDEPTH_0_ID+ii, s_programs.m_drawDepth[depthType]);
}
}
}
// Update render target size.
shadowMapSize = 1 << uint32_t(currentSmSettings->m_sizePwrTwo);
if (bLtChanged || currentShadowMapSize != shadowMapSize)
{
currentShadowMapSize = shadowMapSize;
currentShadowMapSizef = float(int16_t(currentShadowMapSize) );
s_uniforms.m_shadowMapTexelSize = 1.0f / currentShadowMapSizef;
{
bgfx::destroyFrameBuffer(s_rtShadowMap[0]);
bgfx::TextureHandle fbtextures[] =
{
bgfx::createTexture2D(currentShadowMapSize, currentShadowMapSize, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT),
bgfx::createTexture2D(currentShadowMapSize, currentShadowMapSize, 1, bgfx::TextureFormat::D24S8, BGFX_TEXTURE_RT),
};
s_rtShadowMap[0] = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
}
if (LightType::DirectionalLight == settings.m_lightType)
{
for (uint8_t ii = 1; ii < ShadowMapRenderTargets::Count; ++ii)
{
{
bgfx::destroyFrameBuffer(s_rtShadowMap[ii]);
bgfx::TextureHandle fbtextures[] =
{
bgfx::createTexture2D(currentShadowMapSize, currentShadowMapSize, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT),
bgfx::createTexture2D(currentShadowMapSize, currentShadowMapSize, 1, bgfx::TextureFormat::D24S8, BGFX_TEXTURE_RT),
};
s_rtShadowMap[ii] = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
}
}
}
bgfx::destroyFrameBuffer(s_rtBlur);
s_rtBlur = bgfx::createFrameBuffer(currentShadowMapSize, currentShadowMapSize, bgfx::TextureFormat::BGRA8);
}
// Advance to next frame. Rendering thread will be kicked to
// process submitted rendering primitives.
bgfx::frame();
}
bunnyMesh.unload();
treeMesh.unload();
cubeMesh.unload();
hollowcubeMesh.unload();
hplaneMesh.unload();
vplaneMesh.unload();
bgfx::destroyTexture(texFigure);
bgfx::destroyTexture(texFieldstone);
bgfx::destroyTexture(texFlare);
for (uint8_t ii = 0; ii < ShadowMapRenderTargets::Count; ++ii)
{
bgfx::destroyFrameBuffer(s_rtShadowMap[ii]);
}
bgfx::destroyFrameBuffer(s_rtBlur);
s_programs.destroy();
bgfx::destroyUniform(s_texColor);
bgfx::destroyUniform(s_shadowMap[3]);
bgfx::destroyUniform(s_shadowMap[2]);
bgfx::destroyUniform(s_shadowMap[1]);
bgfx::destroyUniform(s_shadowMap[0]);
s_uniforms.destroy();
cameraDestroy();
imguiDestroy();
// Shutdown bgfx.
bgfx::shutdown();
return 0;
}