mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-29 19:15:37 -05:00
384 lines
10 KiB
C++
384 lines
10 KiB
C++
/*
|
|
* Copyright 2013-2014 Dario Manesku. All rights reserved.
|
|
* License: http://www.opensource.org/licenses/BSD-2-Clause
|
|
*/
|
|
|
|
#include <string>
|
|
#include <vector>
|
|
#include <algorithm>
|
|
|
|
#include "common.h"
|
|
|
|
#include <bgfx/bgfx.h>
|
|
#include <bx/timer.h>
|
|
#include <bx/readerwriter.h>
|
|
#include <bx/fpumath.h>
|
|
#include "entry/entry.h"
|
|
#include "bgfx_utils.h"
|
|
|
|
#define RENDER_SHADOW_PASS_ID 0
|
|
#define RENDER_SCENE_PASS_ID 1
|
|
|
|
uint32_t packUint32(uint8_t _x, uint8_t _y, uint8_t _z, uint8_t _w)
|
|
{
|
|
union
|
|
{
|
|
uint32_t ui32;
|
|
uint8_t arr[4];
|
|
} un;
|
|
|
|
un.arr[0] = _x;
|
|
un.arr[1] = _y;
|
|
un.arr[2] = _z;
|
|
un.arr[3] = _w;
|
|
|
|
return un.ui32;
|
|
}
|
|
|
|
uint32_t packF4u(float _x, float _y = 0.0f, float _z = 0.0f, float _w = 0.0f)
|
|
{
|
|
const uint8_t xx = uint8_t(_x*127.0f + 128.0f);
|
|
const uint8_t yy = uint8_t(_y*127.0f + 128.0f);
|
|
const uint8_t zz = uint8_t(_z*127.0f + 128.0f);
|
|
const uint8_t ww = uint8_t(_w*127.0f + 128.0f);
|
|
return packUint32(xx, yy, zz, ww);
|
|
}
|
|
|
|
struct PosNormalVertex
|
|
{
|
|
float m_x;
|
|
float m_y;
|
|
float m_z;
|
|
uint32_t m_normal;
|
|
};
|
|
|
|
static PosNormalVertex s_hplaneVertices[] =
|
|
{
|
|
{ -1.0f, 0.0f, 1.0f, packF4u(0.0f, 1.0f, 0.0f) },
|
|
{ 1.0f, 0.0f, 1.0f, packF4u(0.0f, 1.0f, 0.0f) },
|
|
{ -1.0f, 0.0f, -1.0f, packF4u(0.0f, 1.0f, 0.0f) },
|
|
{ 1.0f, 0.0f, -1.0f, packF4u(0.0f, 1.0f, 0.0f) },
|
|
};
|
|
|
|
static const uint16_t s_planeIndices[] =
|
|
{
|
|
0, 1, 2,
|
|
1, 3, 2,
|
|
};
|
|
|
|
int _main_(int /*_argc*/, char** /*_argv*/)
|
|
{
|
|
uint32_t width = 1280;
|
|
uint32_t height = 720;
|
|
uint32_t debug = BGFX_DEBUG_TEXT;
|
|
uint32_t reset = BGFX_RESET_VSYNC;
|
|
|
|
bgfx::init();
|
|
bgfx::reset(width, height, reset);
|
|
|
|
bgfx::RendererType::Enum renderer = bgfx::getRendererType();
|
|
bool flipV = false
|
|
|| renderer == bgfx::RendererType::OpenGL
|
|
|| renderer == bgfx::RendererType::OpenGLES
|
|
;
|
|
|
|
// Enable debug text.
|
|
bgfx::setDebug(debug);
|
|
|
|
// Uniforms.
|
|
bgfx::UniformHandle u_shadowMap = bgfx::createUniform("u_shadowMap", bgfx::UniformType::Int1);
|
|
bgfx::UniformHandle u_lightPos = bgfx::createUniform("u_lightPos", bgfx::UniformType::Vec4);
|
|
bgfx::UniformHandle u_lightMtx = bgfx::createUniform("u_lightMtx", bgfx::UniformType::Mat4);
|
|
|
|
// Vertex declarations.
|
|
bgfx::VertexDecl PosNormalDecl;
|
|
PosNormalDecl.begin()
|
|
.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
|
|
.add(bgfx::Attrib::Normal, 4, bgfx::AttribType::Uint8, true, true)
|
|
.end();
|
|
|
|
// Meshes.
|
|
Mesh* bunny = meshLoad("meshes/bunny.bin");
|
|
Mesh* cube = meshLoad("meshes/cube.bin");
|
|
Mesh* hollowcube = meshLoad("meshes/hollowcube.bin");
|
|
|
|
bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(
|
|
bgfx::makeRef(s_hplaneVertices, sizeof(s_hplaneVertices) )
|
|
, PosNormalDecl
|
|
);
|
|
|
|
bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(
|
|
bgfx::makeRef(s_planeIndices, sizeof(s_planeIndices) )
|
|
);
|
|
|
|
// Render targets.
|
|
uint16_t shadowMapSize = 512;
|
|
|
|
// Get renderer capabilities info.
|
|
const bgfx::Caps* caps = bgfx::getCaps();
|
|
// Shadow samplers are supported at least partially supported if texture
|
|
// compare less equal feature is supported.
|
|
bool shadowSamplerSupported = 0 != (caps->supported & BGFX_CAPS_TEXTURE_COMPARE_LEQUAL);
|
|
|
|
bgfx::ProgramHandle progShadow;
|
|
bgfx::ProgramHandle progMesh;
|
|
bgfx::TextureHandle shadowMapTexture;
|
|
bgfx::FrameBufferHandle shadowMapFB;
|
|
|
|
if (shadowSamplerSupported)
|
|
{
|
|
// Depth textures and shadow samplers are supported.
|
|
progShadow = loadProgram("vs_sms_shadow", "fs_sms_shadow");
|
|
progMesh = loadProgram("vs_sms_mesh", "fs_sms_mesh");
|
|
|
|
shadowMapTexture = bgfx::createTexture2D(shadowMapSize, shadowMapSize, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_COMPARE_LEQUAL);
|
|
bgfx::TextureHandle fbtextures[] = { shadowMapTexture };
|
|
shadowMapFB = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
|
|
}
|
|
else
|
|
{
|
|
// Depth textures and shadow samplers are not supported. Use float
|
|
// depth packing into color buffer instead.
|
|
progShadow = loadProgram("vs_sms_shadow_pd", "fs_sms_shadow_pd");
|
|
progMesh = loadProgram("vs_sms_mesh", "fs_sms_mesh_pd");
|
|
|
|
shadowMapTexture = bgfx::createTexture2D(shadowMapSize, shadowMapSize, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT);
|
|
bgfx::TextureHandle fbtextures[] =
|
|
{
|
|
shadowMapTexture,
|
|
bgfx::createTexture2D(shadowMapSize, shadowMapSize, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT_BUFFER_ONLY),
|
|
};
|
|
shadowMapFB = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
|
|
}
|
|
|
|
MeshState* state[2];
|
|
state[0] = meshStateCreate();
|
|
state[0]->m_state = 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
|
|
;
|
|
state[0]->m_program = progShadow;
|
|
state[0]->m_viewId = RENDER_SHADOW_PASS_ID;
|
|
state[0]->m_numTextures = 0;
|
|
|
|
state[1] = meshStateCreate();
|
|
state[1]->m_state = 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
|
|
;
|
|
state[1]->m_program = progMesh;
|
|
state[1]->m_viewId = RENDER_SCENE_PASS_ID;
|
|
state[1]->m_numTextures = 1;
|
|
state[1]->m_textures[0].m_flags = UINT32_MAX;
|
|
state[1]->m_textures[0].m_stage = 0;
|
|
state[1]->m_textures[0].m_sampler = u_shadowMap;
|
|
state[1]->m_textures[0].m_texture = shadowMapTexture;
|
|
|
|
// Set view and projection matrices.
|
|
float view[16];
|
|
float proj[16];
|
|
|
|
float eye[3] = { 0.0f, 30.0f, -60.0f };
|
|
float at[3] = { 0.0f, 5.0f, 0.0f };
|
|
bx::mtxLookAt(view, eye, at);
|
|
|
|
const float aspect = float(int32_t(width) ) / float(int32_t(height) );
|
|
bx::mtxProj(proj, 60.0f, aspect, 0.1f, 1000.0f, flipV);
|
|
|
|
// Time acumulators.
|
|
float timeAccumulatorLight = 0.0f;
|
|
float timeAccumulatorScene = 0.0f;
|
|
|
|
entry::MouseState mouseState;
|
|
while (!entry::processEvents(width, height, debug, reset, &mouseState) )
|
|
{
|
|
// Time.
|
|
int64_t now = bx::getHPCounter();
|
|
static int64_t last = now;
|
|
const int64_t frameTime = now - last;
|
|
last = now;
|
|
const double freq = double(bx::getHPFrequency() );
|
|
const double toMs = 1000.0/freq;
|
|
const float deltaTime = float(frameTime/freq);
|
|
|
|
// Update time accumulators.
|
|
timeAccumulatorLight += deltaTime;
|
|
timeAccumulatorScene += deltaTime;
|
|
|
|
// Use debug font to print information about this example.
|
|
bgfx::dbgTextClear();
|
|
bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/15-shadowmaps-simple");
|
|
bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Shadow maps example (technique: %s).", shadowSamplerSupported ? "depth texture and shadow samplers" : "shadow depth packed into color texture");
|
|
bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
|
|
|
|
// Setup lights.
|
|
float lightPos[4];
|
|
lightPos[0] = -cosf(timeAccumulatorLight);
|
|
lightPos[1] = -1.0f;
|
|
lightPos[2] = -sinf(timeAccumulatorLight);
|
|
lightPos[3] = 0.0f;
|
|
|
|
bgfx::setUniform(u_lightPos, lightPos);
|
|
|
|
// Setup instance matrices.
|
|
float mtxFloor[16];
|
|
bx::mtxSRT(mtxFloor
|
|
, 30.0f, 30.0f, 30.0f
|
|
, 0.0f, 0.0f, 0.0f
|
|
, 0.0f, 0.0f, 0.0f
|
|
);
|
|
|
|
float mtxBunny[16];
|
|
bx::mtxSRT(mtxBunny
|
|
, 5.0f, 5.0f, 5.0f
|
|
, 0.0f, bx::pi - timeAccumulatorScene, 0.0f
|
|
, 15.0f, 5.0f, 0.0f
|
|
);
|
|
|
|
float mtxHollowcube[16];
|
|
bx::mtxSRT(mtxHollowcube
|
|
, 2.5f, 2.5f, 2.5f
|
|
, 0.0f, 1.56f - timeAccumulatorScene, 0.0f
|
|
, 0.0f, 10.0f, 0.0f
|
|
);
|
|
|
|
float mtxCube[16];
|
|
bx::mtxSRT(mtxCube
|
|
, 2.5f, 2.5f, 2.5f
|
|
, 0.0f, 1.56f - timeAccumulatorScene, 0.0f
|
|
, -15.0f, 5.0f, 0.0f
|
|
);
|
|
|
|
// Define matrices.
|
|
float lightView[16];
|
|
float lightProj[16];
|
|
|
|
eye[0] = -lightPos[0];
|
|
eye[1] = -lightPos[1];
|
|
eye[2] = -lightPos[2];
|
|
|
|
at[0] = 0.0f;
|
|
at[1] = 0.0f;
|
|
at[2] = 0.0f;
|
|
|
|
bx::mtxLookAt(lightView, eye, at);
|
|
|
|
const float area = 30.0f;
|
|
bx::mtxOrtho(lightProj, -area, area, -area, area, -100.0f, 100.0f);
|
|
|
|
bgfx::setViewRect(RENDER_SHADOW_PASS_ID, 0, 0, shadowMapSize, shadowMapSize);
|
|
bgfx::setViewFrameBuffer(RENDER_SHADOW_PASS_ID, shadowMapFB);
|
|
bgfx::setViewTransform(RENDER_SHADOW_PASS_ID, lightView, lightProj);
|
|
|
|
bgfx::setViewRect(RENDER_SCENE_PASS_ID, 0, 0, width, height);
|
|
bgfx::setViewTransform(RENDER_SCENE_PASS_ID, view, proj);
|
|
|
|
// Clear backbuffer and shadowmap framebuffer at beginning.
|
|
bgfx::setViewClear(RENDER_SHADOW_PASS_ID
|
|
, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
|
|
, 0x303030ff, 1.0f, 0
|
|
);
|
|
|
|
bgfx::setViewClear(RENDER_SCENE_PASS_ID
|
|
, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
|
|
, 0x303030ff, 1.0f, 0
|
|
);
|
|
|
|
// Render.
|
|
float mtxShadow[16];
|
|
float lightMtx[16];
|
|
|
|
const float sy = flipV ? 0.5f : -0.5f;
|
|
const float mtxCrop[16] =
|
|
{
|
|
0.5f, 0.0f, 0.0f, 0.0f,
|
|
0.0f, sy, 0.0f, 0.0f,
|
|
0.0f, 0.0f, 0.5f, 0.0f,
|
|
0.5f, 0.5f, 0.5f, 1.0f,
|
|
};
|
|
|
|
float mtxTmp[16];
|
|
bx::mtxMul(mtxTmp, lightProj, mtxCrop);
|
|
bx::mtxMul(mtxShadow, lightView, mtxTmp);
|
|
|
|
// Floor.
|
|
bx::mtxMul(lightMtx, mtxFloor, mtxShadow);
|
|
uint32_t cached = bgfx::setTransform(mtxFloor);
|
|
for (uint32_t pass = 0; pass < 2; ++pass)
|
|
{
|
|
const MeshState& st = *state[pass];
|
|
bgfx::setTransform(cached);
|
|
for (uint8_t tex = 0; tex < st.m_numTextures; ++tex)
|
|
{
|
|
const MeshState::Texture& texture = st.m_textures[tex];
|
|
bgfx::setTexture(texture.m_stage
|
|
, texture.m_sampler
|
|
, texture.m_texture
|
|
, texture.m_flags
|
|
);
|
|
}
|
|
bgfx::setUniform(u_lightMtx, lightMtx);
|
|
bgfx::setIndexBuffer(ibh);
|
|
bgfx::setVertexBuffer(vbh);
|
|
bgfx::setState(st.m_state);
|
|
bgfx::submit(st.m_viewId, st.m_program);
|
|
}
|
|
|
|
// Bunny.
|
|
bx::mtxMul(lightMtx, mtxBunny, mtxShadow);
|
|
bgfx::setUniform(u_lightMtx, lightMtx);
|
|
meshSubmit(bunny, &state[0], 1, mtxBunny);
|
|
bgfx::setUniform(u_lightMtx, lightMtx);
|
|
meshSubmit(bunny, &state[1], 1, mtxBunny);
|
|
|
|
// Hollow cube.
|
|
bx::mtxMul(lightMtx, mtxHollowcube, mtxShadow);
|
|
bgfx::setUniform(u_lightMtx, lightMtx);
|
|
meshSubmit(hollowcube, &state[0], 1, mtxHollowcube);
|
|
bgfx::setUniform(u_lightMtx, lightMtx);
|
|
meshSubmit(hollowcube, &state[1], 1, mtxHollowcube);
|
|
|
|
// Cube.
|
|
bx::mtxMul(lightMtx, mtxCube, mtxShadow);
|
|
bgfx::setUniform(u_lightMtx, lightMtx);
|
|
meshSubmit(cube, &state[0], 1, mtxCube);
|
|
bgfx::setUniform(u_lightMtx, lightMtx);
|
|
meshSubmit(cube, &state[1], 1, mtxCube);
|
|
|
|
// Advance to next frame. Rendering thread will be kicked to
|
|
// process submitted rendering primitives.
|
|
bgfx::frame();
|
|
}
|
|
|
|
meshUnload(bunny);
|
|
meshUnload(cube);
|
|
meshUnload(hollowcube);
|
|
|
|
meshStateDestroy(state[0]);
|
|
meshStateDestroy(state[1]);
|
|
|
|
bgfx::destroyVertexBuffer(vbh);
|
|
bgfx::destroyIndexBuffer(ibh);
|
|
|
|
bgfx::destroyProgram(progShadow);
|
|
bgfx::destroyProgram(progMesh);
|
|
|
|
bgfx::destroyFrameBuffer(shadowMapFB);
|
|
|
|
bgfx::destroyUniform(u_shadowMap);
|
|
bgfx::destroyUniform(u_lightPos);
|
|
bgfx::destroyUniform(u_lightMtx);
|
|
|
|
// Shutdown bgfx.
|
|
bgfx::shutdown();
|
|
|
|
return 0;
|
|
}
|