mirror of
https://github.com/scratchfoundation/bgfx.git
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3173 lines
102 KiB
C++
3173 lines
102 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_utils.h"
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#include <bgfx/bgfx.h>
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#include <bx/timer.h>
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#include <bx/fpumath.h>
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#include <bx/crtimpl.h>
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#include "entry/entry.h"
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#include "camera.h"
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#include "imgui/imgui.h"
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#define RENDERVIEW_SHADOWMAP_0_ID 1
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#define RENDERVIEW_SHADOWMAP_1_ID 2
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#define RENDERVIEW_SHADOWMAP_2_ID 3
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#define RENDERVIEW_SHADOWMAP_3_ID 4
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#define RENDERVIEW_SHADOWMAP_4_ID 5
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#define RENDERVIEW_VBLUR_0_ID 6
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#define RENDERVIEW_HBLUR_0_ID 7
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#define RENDERVIEW_VBLUR_1_ID 8
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#define RENDERVIEW_HBLUR_1_ID 9
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#define RENDERVIEW_VBLUR_2_ID 10
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#define RENDERVIEW_HBLUR_2_ID 11
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#define RENDERVIEW_VBLUR_3_ID 12
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#define RENDERVIEW_HBLUR_3_ID 13
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#define RENDERVIEW_DRAWSCENE_0_ID 14
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#define RENDERVIEW_DRAWSCENE_1_ID 15
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#define RENDERVIEW_DRAWDEPTH_0_ID 16
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#define RENDERVIEW_DRAWDEPTH_1_ID 17
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#define RENDERVIEW_DRAWDEPTH_2_ID 18
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#define RENDERVIEW_DRAWDEPTH_3_ID 19
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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 LightType
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{
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enum Enum
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{
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SpotLight,
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PointLight,
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DirectionalLight,
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Count
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};
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};
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struct DepthImpl
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{
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enum Enum
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{
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InvZ,
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Linear,
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Count
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};
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};
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struct PackDepth
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{
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enum Enum
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{
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RGBA,
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VSM,
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Count
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};
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};
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struct SmImpl
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{
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enum Enum
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{
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Hard,
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PCF,
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VSM,
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ESM,
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Count
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};
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};
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struct SmType
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{
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enum Enum
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{
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Single,
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Omni,
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Cascade,
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Count
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};
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};
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struct TetrahedronFaces
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{
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enum Enum
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{
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Green,
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Yellow,
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Blue,
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Red,
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Count
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};
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};
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struct ProjType
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{
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enum Enum
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{
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Horizontal,
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Vertical,
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Count
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};
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};
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struct ShadowMapRenderTargets
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{
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enum Enum
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{
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First,
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Second,
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Third,
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Fourth,
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Count
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};
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};
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void imguiEnum(SmImpl::Enum& _enum)
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{
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_enum = (SmImpl::Enum)imguiChoose(_enum
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, "Hard"
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, "PCF"
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, "VSM"
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, "ESM"
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);
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}
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void imguiEnum(DepthImpl::Enum& _enum)
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{
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_enum = (DepthImpl::Enum)imguiChoose(_enum
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, "InvZ"
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, "Linear"
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);
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}
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void imguiEnum(LightType::Enum& _enum)
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{
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_enum = (LightType::Enum)imguiChoose(_enum
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, "Spot light"
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, "Point light"
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, "Directional light"
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);
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}
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struct PosNormalTexcoordVertex
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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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float m_u;
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float m_v;
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};
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static const float s_texcoord = 5.0f;
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static PosNormalTexcoordVertex s_hplaneVertices[] =
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{
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{ -1.0f, 0.0f, 1.0f, packF4u(0.0f, 1.0f, 0.0f), s_texcoord, s_texcoord },
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{ 1.0f, 0.0f, 1.0f, packF4u(0.0f, 1.0f, 0.0f), s_texcoord, 0.0f },
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{ -1.0f, 0.0f, -1.0f, packF4u(0.0f, 1.0f, 0.0f), 0.0f, s_texcoord },
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{ 1.0f, 0.0f, -1.0f, packF4u(0.0f, 1.0f, 0.0f), 0.0f, 0.0f },
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};
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static PosNormalTexcoordVertex s_vplaneVertices[] =
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{
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{ -1.0f, 1.0f, 0.0f, packF4u(0.0f, 0.0f, -1.0f), 1.0f, 1.0f },
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{ 1.0f, 1.0f, 0.0f, packF4u(0.0f, 0.0f, -1.0f), 1.0f, 0.0f },
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{ -1.0f, -1.0f, 0.0f, packF4u(0.0f, 0.0f, -1.0f), 0.0f, 1.0f },
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{ 1.0f, -1.0f, 0.0f, packF4u(0.0f, 0.0f, -1.0f), 0.0f, 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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static bool s_flipV = false;
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static float s_texelHalf = 0.0f;
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static bgfx::UniformHandle s_texColor;
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static bgfx::UniformHandle s_shadowMap[ShadowMapRenderTargets::Count];
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static bgfx::FrameBufferHandle s_rtShadowMap[ShadowMapRenderTargets::Count];
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static bgfx::FrameBufferHandle s_rtBlur;
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void mtxBillboard(float* __restrict _result
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, const float* __restrict _view
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, const float* __restrict _pos
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, const float* __restrict _scale)
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{
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_result[ 0] = _view[0] * _scale[0];
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_result[ 1] = _view[4] * _scale[0];
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_result[ 2] = _view[8] * _scale[0];
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_result[ 3] = 0.0f;
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_result[ 4] = _view[1] * _scale[1];
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_result[ 5] = _view[5] * _scale[1];
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_result[ 6] = _view[9] * _scale[1];
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_result[ 7] = 0.0f;
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_result[ 8] = _view[2] * _scale[2];
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_result[ 9] = _view[6] * _scale[2];
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_result[10] = _view[10] * _scale[2];
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_result[11] = 0.0f;
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_result[12] = _pos[0];
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_result[13] = _pos[1];
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_result[14] = _pos[2];
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_result[15] = 1.0f;
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}
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void mtxYawPitchRoll(float* __restrict _result
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, float _yaw
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, float _pitch
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, float _roll
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)
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{
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float sroll = sinf(_roll);
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float croll = cosf(_roll);
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float spitch = sinf(_pitch);
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float cpitch = cosf(_pitch);
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float syaw = sinf(_yaw);
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float cyaw = cosf(_yaw);
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_result[ 0] = sroll * spitch * syaw + croll * cyaw;
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_result[ 1] = sroll * cpitch;
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_result[ 2] = sroll * spitch * cyaw - croll * syaw;
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_result[ 3] = 0.0f;
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_result[ 4] = croll * spitch * syaw - sroll * cyaw;
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_result[ 5] = croll * cpitch;
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_result[ 6] = croll * spitch * cyaw + sroll * syaw;
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_result[ 7] = 0.0f;
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_result[ 8] = cpitch * syaw;
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_result[ 9] = -spitch;
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_result[10] = cpitch * cyaw;
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_result[11] = 0.0f;
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_result[12] = 0.0f;
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_result[13] = 0.0f;
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_result[14] = 0.0f;
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_result[15] = 1.0f;
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}
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struct Material
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{
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union Ambient
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{
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struct
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{
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float m_r;
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float m_g;
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float m_b;
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float m_unused;
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};
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float m_v[4];
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};
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union Diffuse
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{
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struct
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{
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float m_r;
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float m_g;
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float m_b;
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float m_unused;
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};
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float m_v[4];
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};
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union Specular
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{
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struct
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{
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float m_r;
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float m_g;
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float m_b;
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float m_ns;
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};
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float m_v[4];
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};
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Ambient m_ka;
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Diffuse m_kd;
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Specular m_ks;
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};
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struct Light
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{
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union Position
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{
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struct
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{
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float m_x;
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float m_y;
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float m_z;
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float m_w;
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};
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float m_v[4];
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};
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union LightRgbPower
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{
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struct
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{
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float m_r;
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float m_g;
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float m_b;
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float m_power;
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};
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float m_v[4];
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};
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union SpotDirectionInner
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{
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struct
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{
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float m_x;
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float m_y;
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float m_z;
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float m_inner;
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};
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float m_v[4];
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};
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union AttenuationSpotOuter
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{
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struct
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{
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float m_attnConst;
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float m_attnLinear;
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float m_attnQuadrantic;
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float m_outer;
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};
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float m_v[4];
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};
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void computeViewSpaceComponents(float* _viewMtx)
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{
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bx::vec4MulMtx(m_position_viewSpace, m_position.m_v, _viewMtx);
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float tmp[] =
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{
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m_spotDirectionInner.m_x
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, m_spotDirectionInner.m_y
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, m_spotDirectionInner.m_z
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, 0.0f
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};
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bx::vec4MulMtx(m_spotDirectionInner_viewSpace, tmp, _viewMtx);
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m_spotDirectionInner_viewSpace[3] = m_spotDirectionInner.m_v[3];
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}
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Position m_position;
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float m_position_viewSpace[4];
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LightRgbPower m_ambientPower;
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LightRgbPower m_diffusePower;
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LightRgbPower m_specularPower;
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SpotDirectionInner m_spotDirectionInner;
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float m_spotDirectionInner_viewSpace[4];
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AttenuationSpotOuter m_attenuationSpotOuter;
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};
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struct Uniforms
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{
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void init()
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{
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m_ambientPass = 1.0f;
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m_lightingPass = 1.0f;
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m_shadowMapBias = 0.003f;
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m_shadowMapOffset = 0.0f;
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m_shadowMapParam0 = 0.5;
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m_shadowMapParam1 = 1.0;
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m_depthValuePow = 1.0f;
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m_showSmCoverage = 1.0f;
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m_shadowMapTexelSize = 1.0f/512.0f;
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m_csmFarDistances[0] = 30.0f;
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m_csmFarDistances[1] = 90.0f;
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m_csmFarDistances[2] = 180.0f;
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m_csmFarDistances[3] = 1000.0f;
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m_tetraNormalGreen[0] = 0.0f;
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m_tetraNormalGreen[1] = -0.57735026f;
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m_tetraNormalGreen[2] = 0.81649661f;
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m_tetraNormalYellow[0] = 0.0f;
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m_tetraNormalYellow[1] = -0.57735026f;
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m_tetraNormalYellow[2] = -0.81649661f;
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m_tetraNormalBlue[0] = -0.81649661f;
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m_tetraNormalBlue[1] = 0.57735026f;
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m_tetraNormalBlue[2] = 0.0f;
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m_tetraNormalRed[0] = 0.81649661f;
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m_tetraNormalRed[1] = 0.57735026f;
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m_tetraNormalRed[2] = 0.0f;
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m_XNum = 2.0f;
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m_YNum = 2.0f;
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m_XOffset = 10.0f/512.0f;
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m_YOffset = 10.0f/512.0f;
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u_params0 = bgfx::createUniform("u_params0", bgfx::UniformType::Vec4);
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u_params1 = bgfx::createUniform("u_params1", bgfx::UniformType::Vec4);
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u_params2 = bgfx::createUniform("u_params2", bgfx::UniformType::Vec4);
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u_color = bgfx::createUniform("u_color", bgfx::UniformType::Vec4);
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u_smSamplingParams = bgfx::createUniform("u_smSamplingParams", bgfx::UniformType::Vec4);
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u_csmFarDistances = bgfx::createUniform("u_csmFarDistances", bgfx::UniformType::Vec4);
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u_lightMtx = bgfx::createUniform("u_lightMtx", bgfx::UniformType::Mat4);
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u_tetraNormalGreen = bgfx::createUniform("u_tetraNormalGreen", bgfx::UniformType::Vec4);
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u_tetraNormalYellow = bgfx::createUniform("u_tetraNormalYellow", bgfx::UniformType::Vec4);
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u_tetraNormalBlue = bgfx::createUniform("u_tetraNormalBlue", bgfx::UniformType::Vec4);
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u_tetraNormalRed = bgfx::createUniform("u_tetraNormalRed", bgfx::UniformType::Vec4);
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u_shadowMapMtx0 = bgfx::createUniform("u_shadowMapMtx0", bgfx::UniformType::Mat4);
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u_shadowMapMtx1 = bgfx::createUniform("u_shadowMapMtx1", bgfx::UniformType::Mat4);
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u_shadowMapMtx2 = bgfx::createUniform("u_shadowMapMtx2", bgfx::UniformType::Mat4);
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u_shadowMapMtx3 = bgfx::createUniform("u_shadowMapMtx3", bgfx::UniformType::Mat4);
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u_lightPosition = bgfx::createUniform("u_lightPosition", bgfx::UniformType::Vec4);
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u_lightAmbientPower = bgfx::createUniform("u_lightAmbientPower", bgfx::UniformType::Vec4);
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u_lightDiffusePower = bgfx::createUniform("u_lightDiffusePower", bgfx::UniformType::Vec4);
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u_lightSpecularPower = bgfx::createUniform("u_lightSpecularPower", bgfx::UniformType::Vec4);
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u_lightSpotDirectionInner = bgfx::createUniform("u_lightSpotDirectionInner", bgfx::UniformType::Vec4);
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u_lightAttenuationSpotOuter = bgfx::createUniform("u_lightAttenuationSpotOuter", bgfx::UniformType::Vec4);
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u_materialKa = bgfx::createUniform("u_materialKa", bgfx::UniformType::Vec4);
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u_materialKd = bgfx::createUniform("u_materialKd", bgfx::UniformType::Vec4);
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u_materialKs = bgfx::createUniform("u_materialKs", bgfx::UniformType::Vec4);
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}
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void setPtrs(Material* _materialPtr, Light* _lightPtr, float* _colorPtr, float* _lightMtxPtr, float* _shadowMapMtx0, float* _shadowMapMtx1, float* _shadowMapMtx2, float* _shadowMapMtx3)
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{
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m_lightMtxPtr = _lightMtxPtr;
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m_colorPtr = _colorPtr;
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m_materialPtr = _materialPtr;
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m_lightPtr = _lightPtr;
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m_shadowMapMtx0 = _shadowMapMtx0;
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m_shadowMapMtx1 = _shadowMapMtx1;
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m_shadowMapMtx2 = _shadowMapMtx2;
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m_shadowMapMtx3 = _shadowMapMtx3;
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}
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// Call this once at initialization.
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void submitConstUniforms()
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{
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bgfx::setUniform(u_tetraNormalGreen, m_tetraNormalGreen);
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bgfx::setUniform(u_tetraNormalYellow, m_tetraNormalYellow);
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bgfx::setUniform(u_tetraNormalBlue, m_tetraNormalBlue);
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bgfx::setUniform(u_tetraNormalRed, m_tetraNormalRed);
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}
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// Call this once per frame.
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void submitPerFrameUniforms()
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{
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bgfx::setUniform(u_params1, m_params1);
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bgfx::setUniform(u_params2, m_params2);
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bgfx::setUniform(u_smSamplingParams, m_paramsBlur);
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bgfx::setUniform(u_csmFarDistances, m_csmFarDistances);
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bgfx::setUniform(u_materialKa, &m_materialPtr->m_ka);
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bgfx::setUniform(u_materialKd, &m_materialPtr->m_kd);
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bgfx::setUniform(u_materialKs, &m_materialPtr->m_ks);
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|
|
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;
|
|
bx::open(&reader, _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;
|
|
}
|
|
}
|
|
|
|
bx::close(&reader);
|
|
}
|
|
|
|
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, bool _submitShadowMaps = false)
|
|
{
|
|
bgfx::TextureHandle texture = BGFX_INVALID_HANDLE;
|
|
submit(_viewId, _mtx, _program, _renderState, texture, _submitShadowMaps);
|
|
}
|
|
|
|
void submit(uint8_t _viewId, float* _mtx, bgfx::ProgramHandle _program, const RenderState& _renderState, bgfx::TextureHandle _texture, bool _submitShadowMaps = false)
|
|
{
|
|
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);
|
|
}
|
|
|
|
if (_submitShadowMaps)
|
|
{
|
|
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]
|
|
, true
|
|
);
|
|
|
|
// 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]
|
|
, true
|
|
);
|
|
|
|
// 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]
|
|
, true
|
|
);
|
|
|
|
// 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]
|
|
, true
|
|
);
|
|
|
|
// 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]
|
|
, true
|
|
);
|
|
}
|
|
|
|
// 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;
|
|
}
|