mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-12-12 17:21:08 -05:00
393 lines
11 KiB
C++
393 lines
11 KiB
C++
/*
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* Copyright 2013-2014 Dario Manesku. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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*/
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#include <string>
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#include <vector>
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#include <algorithm>
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#include "common.h"
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#include <bgfx/bgfx.h>
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#include <bx/timer.h>
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#include <bx/readerwriter.h>
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#include <bx/fpumath.h>
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#include "entry/entry.h"
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#include "bgfx_utils.h"
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#define RENDER_SHADOW_PASS_ID 0
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#define RENDER_SCENE_PASS_ID 1
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uint32_t packUint32(uint8_t _x, uint8_t _y, uint8_t _z, uint8_t _w)
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{
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union
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{
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uint32_t ui32;
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uint8_t arr[4];
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} un;
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un.arr[0] = _x;
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un.arr[1] = _y;
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un.arr[2] = _z;
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un.arr[3] = _w;
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return un.ui32;
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}
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uint32_t packF4u(float _x, float _y = 0.0f, float _z = 0.0f, float _w = 0.0f)
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{
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const uint8_t xx = uint8_t(_x*127.0f + 128.0f);
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const uint8_t yy = uint8_t(_y*127.0f + 128.0f);
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const uint8_t zz = uint8_t(_z*127.0f + 128.0f);
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const uint8_t ww = uint8_t(_w*127.0f + 128.0f);
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return packUint32(xx, yy, zz, ww);
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}
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struct PosNormalVertex
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{
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float m_x;
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float m_y;
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float m_z;
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uint32_t m_normal;
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};
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static PosNormalVertex s_hplaneVertices[] =
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{
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{ -1.0f, 0.0f, 1.0f, packF4u(0.0f, 1.0f, 0.0f) },
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{ 1.0f, 0.0f, 1.0f, packF4u(0.0f, 1.0f, 0.0f) },
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{ -1.0f, 0.0f, -1.0f, packF4u(0.0f, 1.0f, 0.0f) },
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{ 1.0f, 0.0f, -1.0f, packF4u(0.0f, 1.0f, 0.0f) },
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};
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static const uint16_t s_planeIndices[] =
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{
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0, 1, 2,
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1, 3, 2,
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};
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int _main_(int _argc, char** _argv)
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{
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Args args(_argc, _argv);
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uint32_t width = 1280;
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uint32_t height = 720;
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uint32_t debug = BGFX_DEBUG_TEXT;
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uint32_t reset = BGFX_RESET_VSYNC;
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bgfx::init(args.m_type, args.m_pciId);
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bgfx::reset(width, height, reset);
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bgfx::RendererType::Enum renderer = bgfx::getRendererType();
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bool flipV = false
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|| renderer == bgfx::RendererType::OpenGL
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|| renderer == bgfx::RendererType::OpenGLES
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;
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// Enable debug text.
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bgfx::setDebug(debug);
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// Uniforms.
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bgfx::UniformHandle u_shadowMap = bgfx::createUniform("u_shadowMap", bgfx::UniformType::Int1);
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bgfx::UniformHandle u_lightPos = bgfx::createUniform("u_lightPos", bgfx::UniformType::Vec4);
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bgfx::UniformHandle u_lightMtx = bgfx::createUniform("u_lightMtx", bgfx::UniformType::Mat4);
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// When using GL clip space depth range [-1, 1] and packing depth into color buffer, we need to
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// adjust the depth range to be [0, 1] for writing to the color buffer
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bgfx::UniformHandle u_depthScaleOffset = bgfx::createUniform("u_depthScaleOffset", bgfx::UniformType::Vec4);
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const float depthScale = flipV ? 0.5f : 1.0f;
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const float depthOffset = flipV ? 0.5f : 0.0f;
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float depthScaleOffset[4] = {depthScale, depthOffset, 0.0f, 0.0f};
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bgfx::setUniform(u_depthScaleOffset, depthScaleOffset);
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// Vertex declarations.
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bgfx::VertexDecl PosNormalDecl;
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PosNormalDecl.begin()
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.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
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.add(bgfx::Attrib::Normal, 4, bgfx::AttribType::Uint8, true, true)
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.end();
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// Meshes.
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Mesh* bunny = meshLoad("meshes/bunny.bin");
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Mesh* cube = meshLoad("meshes/cube.bin");
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Mesh* hollowcube = meshLoad("meshes/hollowcube.bin");
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bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(
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bgfx::makeRef(s_hplaneVertices, sizeof(s_hplaneVertices) )
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, PosNormalDecl
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);
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bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(
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bgfx::makeRef(s_planeIndices, sizeof(s_planeIndices) )
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);
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// Render targets.
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uint16_t shadowMapSize = 512;
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// Get renderer capabilities info.
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const bgfx::Caps* caps = bgfx::getCaps();
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// Shadow samplers are supported at least partially supported if texture
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// compare less equal feature is supported.
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bool shadowSamplerSupported = 0 != (caps->supported & BGFX_CAPS_TEXTURE_COMPARE_LEQUAL);
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bgfx::ProgramHandle progShadow;
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bgfx::ProgramHandle progMesh;
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bgfx::TextureHandle shadowMapTexture;
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bgfx::FrameBufferHandle shadowMapFB;
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if (shadowSamplerSupported)
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{
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// Depth textures and shadow samplers are supported.
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progShadow = loadProgram("vs_sms_shadow", "fs_sms_shadow");
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progMesh = loadProgram("vs_sms_mesh", "fs_sms_mesh");
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shadowMapTexture = bgfx::createTexture2D(shadowMapSize, shadowMapSize, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT | BGFX_TEXTURE_COMPARE_LEQUAL);
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bgfx::TextureHandle fbtextures[] = { shadowMapTexture };
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shadowMapFB = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
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}
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else
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{
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// Depth textures and shadow samplers are not supported. Use float
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// depth packing into color buffer instead.
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progShadow = loadProgram("vs_sms_shadow_pd", "fs_sms_shadow_pd");
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progMesh = loadProgram("vs_sms_mesh", "fs_sms_mesh_pd");
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shadowMapTexture = bgfx::createTexture2D(shadowMapSize, shadowMapSize, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT);
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bgfx::TextureHandle fbtextures[] =
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{
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shadowMapTexture,
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bgfx::createTexture2D(shadowMapSize, shadowMapSize, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT_WRITE_ONLY),
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};
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shadowMapFB = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
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}
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MeshState* state[2];
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state[0] = meshStateCreate();
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state[0]->m_state = 0
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| BGFX_STATE_RGB_WRITE
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| BGFX_STATE_ALPHA_WRITE
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| BGFX_STATE_DEPTH_WRITE
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| BGFX_STATE_DEPTH_TEST_LESS
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| BGFX_STATE_CULL_CCW
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| BGFX_STATE_MSAA
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;
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state[0]->m_program = progShadow;
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state[0]->m_viewId = RENDER_SHADOW_PASS_ID;
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state[0]->m_numTextures = 0;
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state[1] = meshStateCreate();
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state[1]->m_state = 0
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| BGFX_STATE_RGB_WRITE
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| BGFX_STATE_ALPHA_WRITE
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| BGFX_STATE_DEPTH_WRITE
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| BGFX_STATE_DEPTH_TEST_LESS
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| BGFX_STATE_CULL_CCW
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| BGFX_STATE_MSAA
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;
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state[1]->m_program = progMesh;
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state[1]->m_viewId = RENDER_SCENE_PASS_ID;
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state[1]->m_numTextures = 1;
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state[1]->m_textures[0].m_flags = UINT32_MAX;
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state[1]->m_textures[0].m_stage = 0;
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state[1]->m_textures[0].m_sampler = u_shadowMap;
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state[1]->m_textures[0].m_texture = shadowMapTexture;
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// Set view and projection matrices.
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float view[16];
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float proj[16];
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float eye[3] = { 0.0f, 30.0f, -60.0f };
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float at[3] = { 0.0f, 5.0f, 0.0f };
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bx::mtxLookAt(view, eye, at);
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const float aspect = float(int32_t(width) ) / float(int32_t(height) );
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bx::mtxProj(proj, 60.0f, aspect, 0.1f, 1000.0f, flipV);
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// Time acumulators.
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float timeAccumulatorLight = 0.0f;
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float timeAccumulatorScene = 0.0f;
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entry::MouseState mouseState;
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while (!entry::processEvents(width, height, debug, reset, &mouseState) )
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{
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// Time.
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int64_t now = bx::getHPCounter();
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static int64_t last = now;
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const int64_t frameTime = now - last;
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last = now;
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const double freq = double(bx::getHPFrequency() );
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const double toMs = 1000.0/freq;
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const float deltaTime = float(frameTime/freq);
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// Update time accumulators.
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timeAccumulatorLight += deltaTime;
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timeAccumulatorScene += deltaTime;
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// Use debug font to print information about this example.
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bgfx::dbgTextClear();
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bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/15-shadowmaps-simple");
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bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Shadow maps example (technique: %s).", shadowSamplerSupported ? "depth texture and shadow samplers" : "shadow depth packed into color texture");
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bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
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// Setup lights.
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float lightPos[4];
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lightPos[0] = -cosf(timeAccumulatorLight);
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lightPos[1] = -1.0f;
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lightPos[2] = -sinf(timeAccumulatorLight);
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lightPos[3] = 0.0f;
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bgfx::setUniform(u_lightPos, lightPos);
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// Setup instance matrices.
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float mtxFloor[16];
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bx::mtxSRT(mtxFloor
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, 30.0f, 30.0f, 30.0f
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, 0.0f, 0.0f, 0.0f
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, 0.0f, 0.0f, 0.0f
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);
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float mtxBunny[16];
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bx::mtxSRT(mtxBunny
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, 5.0f, 5.0f, 5.0f
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, 0.0f, bx::pi - timeAccumulatorScene, 0.0f
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, 15.0f, 5.0f, 0.0f
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);
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float mtxHollowcube[16];
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bx::mtxSRT(mtxHollowcube
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, 2.5f, 2.5f, 2.5f
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, 0.0f, 1.56f - timeAccumulatorScene, 0.0f
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, 0.0f, 10.0f, 0.0f
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);
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float mtxCube[16];
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bx::mtxSRT(mtxCube
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, 2.5f, 2.5f, 2.5f
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, 0.0f, 1.56f - timeAccumulatorScene, 0.0f
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, -15.0f, 5.0f, 0.0f
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);
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// Define matrices.
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float lightView[16];
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float lightProj[16];
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eye[0] = -lightPos[0];
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eye[1] = -lightPos[1];
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eye[2] = -lightPos[2];
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at[0] = 0.0f;
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at[1] = 0.0f;
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at[2] = 0.0f;
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bx::mtxLookAt(lightView, eye, at);
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const float area = 30.0f;
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bx::mtxOrtho(lightProj, -area, area, -area, area, -100.0f, 100.0f, 0.0f, flipV);
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bgfx::setViewRect(RENDER_SHADOW_PASS_ID, 0, 0, shadowMapSize, shadowMapSize);
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bgfx::setViewFrameBuffer(RENDER_SHADOW_PASS_ID, shadowMapFB);
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bgfx::setViewTransform(RENDER_SHADOW_PASS_ID, lightView, lightProj);
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bgfx::setViewRect(RENDER_SCENE_PASS_ID, 0, 0, width, height);
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bgfx::setViewTransform(RENDER_SCENE_PASS_ID, view, proj);
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// Clear backbuffer and shadowmap framebuffer at beginning.
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bgfx::setViewClear(RENDER_SHADOW_PASS_ID
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, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
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, 0x303030ff, 1.0f, 0
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);
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bgfx::setViewClear(RENDER_SCENE_PASS_ID
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, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
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, 0x303030ff, 1.0f, 0
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);
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// Render.
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float mtxShadow[16];
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float lightMtx[16];
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const float sy = flipV ? 0.5f : -0.5f;
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const float mtxCrop[16] =
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{
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0.5f, 0.0f, 0.0f, 0.0f,
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0.0f, sy, 0.0f, 0.0f,
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0.0f, 0.0f, depthScale, 0.0f,
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0.5f, 0.5f, depthOffset, 1.0f,
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};
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float mtxTmp[16];
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bx::mtxMul(mtxTmp, lightProj, mtxCrop);
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bx::mtxMul(mtxShadow, lightView, mtxTmp);
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// Floor.
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bx::mtxMul(lightMtx, mtxFloor, mtxShadow);
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uint32_t cached = bgfx::setTransform(mtxFloor);
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for (uint32_t pass = 0; pass < 2; ++pass)
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{
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const MeshState& st = *state[pass];
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bgfx::setTransform(cached);
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for (uint8_t tex = 0; tex < st.m_numTextures; ++tex)
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{
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const MeshState::Texture& texture = st.m_textures[tex];
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bgfx::setTexture(texture.m_stage
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, texture.m_sampler
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, texture.m_texture
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, texture.m_flags
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);
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}
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bgfx::setUniform(u_lightMtx, lightMtx);
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bgfx::setIndexBuffer(ibh);
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bgfx::setVertexBuffer(vbh);
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bgfx::setState(st.m_state);
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bgfx::submit(st.m_viewId, st.m_program);
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}
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// Bunny.
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bx::mtxMul(lightMtx, mtxBunny, mtxShadow);
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bgfx::setUniform(u_lightMtx, lightMtx);
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meshSubmit(bunny, &state[0], 1, mtxBunny);
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bgfx::setUniform(u_lightMtx, lightMtx);
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meshSubmit(bunny, &state[1], 1, mtxBunny);
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// Hollow cube.
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bx::mtxMul(lightMtx, mtxHollowcube, mtxShadow);
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bgfx::setUniform(u_lightMtx, lightMtx);
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meshSubmit(hollowcube, &state[0], 1, mtxHollowcube);
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bgfx::setUniform(u_lightMtx, lightMtx);
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meshSubmit(hollowcube, &state[1], 1, mtxHollowcube);
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// Cube.
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bx::mtxMul(lightMtx, mtxCube, mtxShadow);
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bgfx::setUniform(u_lightMtx, lightMtx);
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meshSubmit(cube, &state[0], 1, mtxCube);
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bgfx::setUniform(u_lightMtx, lightMtx);
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meshSubmit(cube, &state[1], 1, mtxCube);
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// Advance to next frame. Rendering thread will be kicked to
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// process submitted rendering primitives.
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bgfx::frame();
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}
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meshUnload(bunny);
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meshUnload(cube);
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meshUnload(hollowcube);
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meshStateDestroy(state[0]);
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meshStateDestroy(state[1]);
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bgfx::destroyVertexBuffer(vbh);
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bgfx::destroyIndexBuffer(ibh);
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bgfx::destroyProgram(progShadow);
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bgfx::destroyProgram(progMesh);
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bgfx::destroyFrameBuffer(shadowMapFB);
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bgfx::destroyUniform(u_shadowMap);
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bgfx::destroyUniform(u_lightPos);
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bgfx::destroyUniform(u_lightMtx);
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// Shutdown bgfx.
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bgfx::shutdown();
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return 0;
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}
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