bgfx/examples/21-deferred/deferred.cpp
2015-08-21 22:52:37 -07:00

797 lines
23 KiB
C++

/*
* Copyright 2011-2015 Branimir Karadzic. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "common.h"
#include "bgfx_utils.h"
#include "imgui/imgui.h"
#include "camera.h"
#include "bounds.h"
#define RENDER_PASS_GEOMETRY_ID 0
#define RENDER_PASS_LIGHT_ID 1
#define RENDER_PASS_COMBINE_ID 2
#define RENDER_PASS_DEBUG_LIGHTS_ID 3
#define RENDER_PASS_DEBUG_GBUFFER_ID 4
static float s_texelHalf = 0.0f;
static bool s_originBottomLeft = false;
inline void mtxProj(float* _result, float _fovy, float _aspect, float _near, float _far)
{
bx::mtxProj(_result, _fovy, _aspect, _near, _far, s_originBottomLeft);
}
struct PosNormalTangentTexcoordVertex
{
float m_x;
float m_y;
float m_z;
uint32_t m_normal;
uint32_t m_tangent;
int16_t m_u;
int16_t m_v;
static void init()
{
ms_decl
.begin()
.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
.add(bgfx::Attrib::Normal, 4, bgfx::AttribType::Uint8, true, true)
.add(bgfx::Attrib::Tangent, 4, bgfx::AttribType::Uint8, true, true)
.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Int16, true, true)
.end();
}
static bgfx::VertexDecl ms_decl;
};
bgfx::VertexDecl PosNormalTangentTexcoordVertex::ms_decl;
struct PosTexCoord0Vertex
{
float m_x;
float m_y;
float m_z;
float m_u;
float m_v;
static void init()
{
ms_decl
.begin()
.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
.end();
}
static bgfx::VertexDecl ms_decl;
};
bgfx::VertexDecl PosTexCoord0Vertex::ms_decl;
struct DebugVertex
{
float m_x;
float m_y;
float m_z;
uint32_t m_abgr;
static void init()
{
ms_decl
.begin()
.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
.end();
}
static bgfx::VertexDecl ms_decl;
};
bgfx::VertexDecl DebugVertex::ms_decl;
uint32_t packUint32(uint8_t _x, uint8_t _y, uint8_t _z, uint8_t _w)
{
union
{
uint32_t ui32;
uint8_t arr[4];
} un;
un.arr[0] = _x;
un.arr[1] = _y;
un.arr[2] = _z;
un.arr[3] = _w;
return un.ui32;
}
uint32_t packF4u(float _x, float _y = 0.0f, float _z = 0.0f, float _w = 0.0f)
{
const uint8_t xx = uint8_t(_x*127.0f + 128.0f);
const uint8_t yy = uint8_t(_y*127.0f + 128.0f);
const uint8_t zz = uint8_t(_z*127.0f + 128.0f);
const uint8_t ww = uint8_t(_w*127.0f + 128.0f);
return packUint32(xx, yy, zz, ww);
}
static PosNormalTangentTexcoordVertex s_cubeVertices[24] =
{
{-1.0f, 1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f), 0, 0, 0 },
{ 1.0f, 1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f), 0, 0x7fff, 0 },
{-1.0f, -1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f), 0, 0, 0x7fff },
{ 1.0f, -1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f), 0, 0x7fff, 0x7fff },
{-1.0f, 1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f), 0, 0, 0 },
{ 1.0f, 1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f), 0, 0x7fff, 0 },
{-1.0f, -1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f), 0, 0, 0x7fff },
{ 1.0f, -1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f), 0, 0x7fff, 0x7fff },
{-1.0f, 1.0f, 1.0f, packF4u( 0.0f, 1.0f, 0.0f), 0, 0, 0 },
{ 1.0f, 1.0f, 1.0f, packF4u( 0.0f, 1.0f, 0.0f), 0, 0x7fff, 0 },
{-1.0f, 1.0f, -1.0f, packF4u( 0.0f, 1.0f, 0.0f), 0, 0, 0x7fff },
{ 1.0f, 1.0f, -1.0f, packF4u( 0.0f, 1.0f, 0.0f), 0, 0x7fff, 0x7fff },
{-1.0f, -1.0f, 1.0f, packF4u( 0.0f, -1.0f, 0.0f), 0, 0, 0 },
{ 1.0f, -1.0f, 1.0f, packF4u( 0.0f, -1.0f, 0.0f), 0, 0x7fff, 0 },
{-1.0f, -1.0f, -1.0f, packF4u( 0.0f, -1.0f, 0.0f), 0, 0, 0x7fff },
{ 1.0f, -1.0f, -1.0f, packF4u( 0.0f, -1.0f, 0.0f), 0, 0x7fff, 0x7fff },
{ 1.0f, -1.0f, 1.0f, packF4u( 1.0f, 0.0f, 0.0f), 0, 0, 0 },
{ 1.0f, 1.0f, 1.0f, packF4u( 1.0f, 0.0f, 0.0f), 0, 0x7fff, 0 },
{ 1.0f, -1.0f, -1.0f, packF4u( 1.0f, 0.0f, 0.0f), 0, 0, 0x7fff },
{ 1.0f, 1.0f, -1.0f, packF4u( 1.0f, 0.0f, 0.0f), 0, 0x7fff, 0x7fff },
{-1.0f, -1.0f, 1.0f, packF4u(-1.0f, 0.0f, 0.0f), 0, 0, 0 },
{-1.0f, 1.0f, 1.0f, packF4u(-1.0f, 0.0f, 0.0f), 0, 0x7fff, 0 },
{-1.0f, -1.0f, -1.0f, packF4u(-1.0f, 0.0f, 0.0f), 0, 0, 0x7fff },
{-1.0f, 1.0f, -1.0f, packF4u(-1.0f, 0.0f, 0.0f), 0, 0x7fff, 0x7fff },
};
static const uint16_t s_cubeIndices[36] =
{
0, 2, 1,
1, 2, 3,
4, 5, 6,
5, 7, 6,
8, 10, 9,
9, 10, 11,
12, 13, 14,
13, 15, 14,
16, 18, 17,
17, 18, 19,
20, 21, 22,
21, 23, 22,
};
void screenSpaceQuad(float _textureWidth, float _textureHeight, float _texelHalf, bool _originBottomLeft, float _width = 1.0f, float _height = 1.0f)
{
if (bgfx::checkAvailTransientVertexBuffer(3, PosTexCoord0Vertex::ms_decl) )
{
bgfx::TransientVertexBuffer vb;
bgfx::allocTransientVertexBuffer(&vb, 3, PosTexCoord0Vertex::ms_decl);
PosTexCoord0Vertex* vertex = (PosTexCoord0Vertex*)vb.data;
const float minx = -_width;
const float maxx = _width;
const float miny = 0.0f;
const float maxy = _height*2.0f;
const float texelHalfW = _texelHalf/_textureWidth;
const float texelHalfH = _texelHalf/_textureHeight;
const float minu = -1.0f + texelHalfW;
const float maxu = 1.0f + texelHalfH;
const float zz = 0.0f;
float minv = texelHalfH;
float maxv = 2.0f + texelHalfH;
if (_originBottomLeft)
{
float temp = minv;
minv = maxv;
maxv = temp;
minv -= 1.0f;
maxv -= 1.0f;
}
vertex[0].m_x = minx;
vertex[0].m_y = miny;
vertex[0].m_z = zz;
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_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_u = maxu;
vertex[2].m_v = maxv;
bgfx::setVertexBuffer(&vb);
}
}
class Deferred : public entry::AppI
{
void init(int /*_argc*/, char** /*_argv*/) BX_OVERRIDE
{
m_width = 1280;
m_height = 720;
m_debug = BGFX_DEBUG_TEXT;
m_reset = BGFX_RESET_VSYNC;
bgfx::init();
bgfx::reset(m_width, m_height, m_reset);
// Enable m_debug text.
bgfx::setDebug(m_debug);
// Set clear color palette for index 0
bgfx::setClearColor(0, UINT32_C(0x00000000) );
// Set clear color palette for index 1
bgfx::setClearColor(1, UINT32_C(0x303030ff) );
// Set geometry pass view clear state.
bgfx::setViewClear(RENDER_PASS_GEOMETRY_ID
, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
, 1.0f
, 0
, 1
);
// Set light pass view clear state.
bgfx::setViewClear(RENDER_PASS_LIGHT_ID
, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
, 1.0f
, 0
, 0
);
// Create vertex stream declaration.
PosNormalTangentTexcoordVertex::init();
PosTexCoord0Vertex::init();
DebugVertex::init();
calcTangents(s_cubeVertices
, BX_COUNTOF(s_cubeVertices)
, PosNormalTangentTexcoordVertex::ms_decl
, s_cubeIndices
, BX_COUNTOF(s_cubeIndices)
);
// Create static vertex buffer.
m_vbh = bgfx::createVertexBuffer(
bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) )
, PosNormalTangentTexcoordVertex::ms_decl
);
// Create static index buffer.
m_ibh = bgfx::createIndexBuffer(bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) ) );
// Create texture sampler uniforms.
s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
s_texNormal = bgfx::createUniform("s_texNormal", bgfx::UniformType::Int1);
s_albedo = bgfx::createUniform("s_albedo", bgfx::UniformType::Int1);
s_normal = bgfx::createUniform("s_normal", bgfx::UniformType::Int1);
s_depth = bgfx::createUniform("s_depth", bgfx::UniformType::Int1);
s_light = bgfx::createUniform("s_light", bgfx::UniformType::Int1);
u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Mat4);
u_lightPosRadius = bgfx::createUniform("u_lightPosRadius", bgfx::UniformType::Vec4);
u_lightRgbInnerR = bgfx::createUniform("u_lightRgbInnerR", bgfx::UniformType::Vec4);
// Create program from shaders.
m_geomProgram = loadProgram("vs_deferred_geom", "fs_deferred_geom");
m_lightProgram = loadProgram("vs_deferred_light", "fs_deferred_light");
m_combineProgram = loadProgram("vs_deferred_combine", "fs_deferred_combine");
m_debugProgram = loadProgram("vs_deferred_debug", "fs_deferred_debug");
m_lineProgram = loadProgram("vs_deferred_debug_line", "fs_deferred_debug_line");
// Load diffuse texture.
m_textureColor = loadTexture("fieldstone-rgba.dds");
// Load normal texture.
m_textureNormal = loadTexture("fieldstone-n.dds");
m_gbufferTex[0].idx = bgfx::invalidHandle;
m_gbufferTex[1].idx = bgfx::invalidHandle;
m_gbufferTex[2].idx = bgfx::invalidHandle;
m_gbuffer.idx = bgfx::invalidHandle;
m_lightBuffer.idx = bgfx::invalidHandle;
// Imgui.
imguiCreate();
m_timeOffset = bx::getHPCounter();
const bgfx::RendererType::Enum renderer = bgfx::getRendererType();
s_texelHalf = bgfx::RendererType::Direct3D9 == renderer ? 0.5f : 0.0f;
s_originBottomLeft = bgfx::RendererType::OpenGL == renderer || bgfx::RendererType::OpenGLES == renderer;
// Get renderer capabilities info.
m_caps = bgfx::getCaps();
m_oldWidth = 0;
m_oldHeight = 0;
m_oldReset = m_reset;
m_scrollArea = 0;
m_numLights = 512;
m_lightAnimationSpeed = 0.3f;
m_animateMesh = true;
m_showScissorRects = false;
m_showGBuffer = true;
cameraCreate();
const float initialPos[3] = { 0.0f, 0.0f, -15.0f };
cameraSetPosition(initialPos);
cameraSetVerticalAngle(0.0f);
}
virtual int shutdown() BX_OVERRIDE
{
// Cleanup.
cameraDestroy();
imguiDestroy();
if (bgfx::isValid(m_gbuffer) )
{
bgfx::destroyFrameBuffer(m_gbuffer);
bgfx::destroyFrameBuffer(m_lightBuffer);
}
bgfx::destroyIndexBuffer(m_ibh);
bgfx::destroyVertexBuffer(m_vbh);
bgfx::destroyProgram(m_geomProgram);
bgfx::destroyProgram(m_lightProgram);
bgfx::destroyProgram(m_combineProgram);
bgfx::destroyProgram(m_debugProgram);
bgfx::destroyProgram(m_lineProgram);
bgfx::destroyTexture(m_textureColor);
bgfx::destroyTexture(m_textureNormal);
bgfx::destroyUniform(s_texColor);
bgfx::destroyUniform(s_texNormal);
bgfx::destroyUniform(s_albedo);
bgfx::destroyUniform(s_normal);
bgfx::destroyUniform(s_depth);
bgfx::destroyUniform(s_light);
bgfx::destroyUniform(u_lightPosRadius);
bgfx::destroyUniform(u_lightRgbInnerR);
bgfx::destroyUniform(u_mtx);
// Shutdown bgfx.
bgfx::shutdown();
return 0;
}
bool update() BX_OVERRIDE
{
if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
{
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);
float time = (float)( (now-m_timeOffset)/freq);
// Use m_debug font to print information about this example.
bgfx::dbgTextClear();
bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/21-deferred");
bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: MRT rendering and deferred shading.");
bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
if (2 > m_caps->maxFBAttachments)
{
// When multiple render targets (MRT) is not supported by GPU,
// implement alternative code path that doesn't use MRT.
bool blink = uint32_t(time*3.0f)&1;
bgfx::dbgTextPrintf(0, 5, blink ? 0x1f : 0x01, " MRT not supported by GPU. ");
// Set view 0 default viewport.
bgfx::setViewRect(0, 0, 0, m_width, m_height);
// This dummy draw call is here to make sure that view 0 is cleared
// if no other draw calls are submitted to view 0.
bgfx::touch(0);
}
else
{
if (m_oldWidth != m_width
|| m_oldHeight != m_height
|| m_oldReset != m_reset
|| !bgfx::isValid(m_gbuffer) )
{
// Recreate variable size render targets when resolution changes.
m_oldWidth = m_width;
m_oldHeight = m_height;
m_oldReset = m_reset;
if (bgfx::isValid(m_gbuffer) )
{
bgfx::destroyFrameBuffer(m_gbuffer);
}
const uint32_t samplerFlags = 0
| BGFX_TEXTURE_RT
| BGFX_TEXTURE_MIN_POINT
| BGFX_TEXTURE_MAG_POINT
| BGFX_TEXTURE_MIP_POINT
| BGFX_TEXTURE_U_CLAMP
| BGFX_TEXTURE_V_CLAMP
;
m_gbufferTex[0] = bgfx::createTexture2D(m_width, m_height, 1, bgfx::TextureFormat::BGRA8, samplerFlags);
m_gbufferTex[1] = bgfx::createTexture2D(m_width, m_height, 1, bgfx::TextureFormat::BGRA8, samplerFlags);
m_gbufferTex[2] = bgfx::createTexture2D(m_width, m_height, 1, bgfx::TextureFormat::D24, samplerFlags);
m_gbuffer = bgfx::createFrameBuffer(BX_COUNTOF(m_gbufferTex), m_gbufferTex, true);
if (bgfx::isValid(m_lightBuffer) )
{
bgfx::destroyFrameBuffer(m_lightBuffer);
}
m_lightBuffer = bgfx::createFrameBuffer(m_width, m_height, bgfx::TextureFormat::BGRA8, samplerFlags);
}
imguiBeginFrame(m_mouseState.m_mx
, m_mouseState.m_my
, (m_mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
| (m_mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
, m_mouseState.m_mz
, m_width
, m_height
);
imguiBeginScrollArea("Settings", m_width - m_width / 5 - 10, 10, m_width / 5, m_height / 3, &m_scrollArea);
imguiSeparatorLine();
imguiSlider("Num lights", m_numLights, 1, 2048);
if (imguiCheck("Show G-Buffer.", m_showGBuffer) )
{
m_showGBuffer = !m_showGBuffer;
}
if (imguiCheck("Show light scissor.", m_showScissorRects) )
{
m_showScissorRects = !m_showScissorRects;
}
if (imguiCheck("Animate mesh.", m_animateMesh) )
{
m_animateMesh = !m_animateMesh;
}
imguiSlider("Lights animation speed", m_lightAnimationSpeed, 0.0f, 0.4f, 0.01f);
imguiEndScrollArea();
imguiEndFrame();
// Update camera.
cameraUpdate(deltaTime, m_mouseState);
float view[16];
cameraGetViewMtx(view);
// Setup views
float vp[16];
float invMvp[16];
{
bgfx::setViewRect(RENDER_PASS_GEOMETRY_ID, 0, 0, m_width, m_height);
bgfx::setViewRect(RENDER_PASS_LIGHT_ID, 0, 0, m_width, m_height);
bgfx::setViewRect(RENDER_PASS_COMBINE_ID, 0, 0, m_width, m_height);
bgfx::setViewRect(RENDER_PASS_DEBUG_LIGHTS_ID, 0, 0, m_width, m_height);
bgfx::setViewRect(RENDER_PASS_DEBUG_GBUFFER_ID, 0, 0, m_width, m_height);
bgfx::setViewFrameBuffer(RENDER_PASS_LIGHT_ID, m_lightBuffer);
float proj[16];
mtxProj(proj, 60.0f, float(m_width)/float(m_height), 0.1f, 100.0f);
bgfx::setViewFrameBuffer(RENDER_PASS_GEOMETRY_ID, m_gbuffer);
bgfx::setViewTransform(RENDER_PASS_GEOMETRY_ID, view, proj);
bx::mtxMul(vp, view, proj);
bx::mtxInverse(invMvp, vp);
bx::mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f);
bgfx::setViewTransform(RENDER_PASS_LIGHT_ID, NULL, proj);
bgfx::setViewTransform(RENDER_PASS_COMBINE_ID, NULL, proj);
const float aspectRatio = float(m_height)/float(m_width);
const float size = 10.0f;
bx::mtxOrtho(proj, -size, size, size*aspectRatio, -size*aspectRatio, 0.0f, 1000.0f);
bgfx::setViewTransform(RENDER_PASS_DEBUG_GBUFFER_ID, NULL, proj);
bx::mtxOrtho(proj, 0.0f, (float)m_width, 0.0f, (float)m_height, 0.0f, 1000.0f);
bgfx::setViewTransform(RENDER_PASS_DEBUG_LIGHTS_ID, NULL, proj);
}
const uint32_t dim = 11;
const float offset = (float(dim-1) * 3.0f) * 0.5f;
// Draw into geometry pass.
for (uint32_t yy = 0; yy < dim; ++yy)
{
for (uint32_t xx = 0; xx < dim; ++xx)
{
float mtx[16];
if (m_animateMesh)
{
bx::mtxRotateXY(mtx, time*1.023f + xx*0.21f, time*0.03f + yy*0.37f);
}
else
{
bx::mtxIdentity(mtx);
}
mtx[12] = -offset + float(xx)*3.0f;
mtx[13] = -offset + float(yy)*3.0f;
mtx[14] = 0.0f;
// Set transform for draw call.
bgfx::setTransform(mtx);
// Set vertex and index buffer.
bgfx::setVertexBuffer(m_vbh);
bgfx::setIndexBuffer(m_ibh);
// Bind textures.
bgfx::setTexture(0, s_texColor, m_textureColor);
bgfx::setTexture(1, s_texNormal, m_textureNormal);
// Set render states.
bgfx::setState(0
| BGFX_STATE_RGB_WRITE
| BGFX_STATE_ALPHA_WRITE
| BGFX_STATE_DEPTH_WRITE
| BGFX_STATE_DEPTH_TEST_LESS
| BGFX_STATE_MSAA
);
// Submit primitive for rendering to view 0.
bgfx::submit(RENDER_PASS_GEOMETRY_ID, m_geomProgram);
}
}
// Draw lights into light buffer.
for (int32_t light = 0; light < m_numLights; ++light)
{
Sphere lightPosRadius;
float lightTime = time * m_lightAnimationSpeed * (sinf(light/float(m_numLights) * bx::piHalf ) * 0.5f + 0.5f);
lightPosRadius.m_center[0] = sinf( ( (lightTime + light*0.47f) + bx::piHalf*1.37f ) )*offset;
lightPosRadius.m_center[1] = cosf( ( (lightTime + light*0.69f) + bx::piHalf*1.49f ) )*offset;
lightPosRadius.m_center[2] = sinf( ( (lightTime + light*0.37f) + bx::piHalf*1.57f ) )*2.0f;
lightPosRadius.m_radius = 2.0f;
Aabb aabb;
sphereToAabb(aabb, lightPosRadius);
float box[8][3] =
{
{ aabb.m_min[0], aabb.m_min[1], aabb.m_min[2] },
{ aabb.m_min[0], aabb.m_min[1], aabb.m_max[2] },
{ aabb.m_min[0], aabb.m_max[1], aabb.m_min[2] },
{ aabb.m_min[0], aabb.m_max[1], aabb.m_max[2] },
{ aabb.m_max[0], aabb.m_min[1], aabb.m_min[2] },
{ aabb.m_max[0], aabb.m_min[1], aabb.m_max[2] },
{ aabb.m_max[0], aabb.m_max[1], aabb.m_min[2] },
{ aabb.m_max[0], aabb.m_max[1], aabb.m_max[2] },
};
float xyz[3];
bx::vec3MulMtxH(xyz, box[0], vp);
float minx = xyz[0];
float miny = xyz[1];
float maxx = xyz[0];
float maxy = xyz[1];
float maxz = xyz[2];
for (uint32_t ii = 1; ii < 8; ++ii)
{
bx::vec3MulMtxH(xyz, box[ii], vp);
minx = bx::fmin(minx, xyz[0]);
miny = bx::fmin(miny, xyz[1]);
maxx = bx::fmax(maxx, xyz[0]);
maxy = bx::fmax(maxy, xyz[1]);
maxz = bx::fmax(maxz, xyz[2]);
}
// Cull light if it's fully behind camera.
if (maxz >= 0.0f)
{
float x0 = bx::fclamp( (minx * 0.5f + 0.5f) * m_width, 0.0f, (float)m_width);
float y0 = bx::fclamp( (miny * 0.5f + 0.5f) * m_height, 0.0f, (float)m_height);
float x1 = bx::fclamp( (maxx * 0.5f + 0.5f) * m_width, 0.0f, (float)m_width);
float y1 = bx::fclamp( (maxy * 0.5f + 0.5f) * m_height, 0.0f, (float)m_height);
if (m_showScissorRects)
{
bgfx::TransientVertexBuffer tvb;
bgfx::TransientIndexBuffer tib;
if (bgfx::allocTransientBuffers(&tvb, DebugVertex::ms_decl, 4, &tib, 8) )
{
uint32_t abgr = 0x8000ff00;
DebugVertex* vertex = (DebugVertex*)tvb.data;
vertex->m_x = x0;
vertex->m_y = y0;
vertex->m_z = 0.0f;
vertex->m_abgr = abgr;
++vertex;
vertex->m_x = x1;
vertex->m_y = y0;
vertex->m_z = 0.0f;
vertex->m_abgr = abgr;
++vertex;
vertex->m_x = x1;
vertex->m_y = y1;
vertex->m_z = 0.0f;
vertex->m_abgr = abgr;
++vertex;
vertex->m_x = x0;
vertex->m_y = y1;
vertex->m_z = 0.0f;
vertex->m_abgr = abgr;
uint16_t* indices = (uint16_t*)tib.data;
*indices++ = 0;
*indices++ = 1;
*indices++ = 1;
*indices++ = 2;
*indices++ = 2;
*indices++ = 3;
*indices++ = 3;
*indices++ = 0;
bgfx::setVertexBuffer(&tvb);
bgfx::setIndexBuffer(&tib);
bgfx::setState(0
| BGFX_STATE_RGB_WRITE
| BGFX_STATE_PT_LINES
| BGFX_STATE_BLEND_ALPHA
);
bgfx::submit(RENDER_PASS_DEBUG_LIGHTS_ID, m_lineProgram);
}
}
uint8_t val = light&7;
float lightRgbInnerR[4] =
{
val & 0x1 ? 1.0f : 0.25f,
val & 0x2 ? 1.0f : 0.25f,
val & 0x4 ? 1.0f : 0.25f,
0.8f,
};
// Draw light.
bgfx::setUniform(u_lightPosRadius, &lightPosRadius);
bgfx::setUniform(u_lightRgbInnerR, lightRgbInnerR);
bgfx::setUniform(u_mtx, invMvp);
const uint16_t scissorHeight = uint16_t(y1-y0);
bgfx::setScissor(uint16_t(x0), m_height-scissorHeight-uint16_t(y0), uint16_t(x1-x0), scissorHeight);
bgfx::setTexture(0, s_normal, m_gbuffer, 1);
bgfx::setTexture(1, s_depth, m_gbuffer, 2);
bgfx::setState(0
| BGFX_STATE_RGB_WRITE
| BGFX_STATE_ALPHA_WRITE
| BGFX_STATE_BLEND_ADD
);
screenSpaceQuad( (float)m_width, (float)m_height, s_texelHalf, s_originBottomLeft);
bgfx::submit(RENDER_PASS_LIGHT_ID, m_lightProgram);
}
}
// Combine color and light buffers.
bgfx::setTexture(0, s_albedo, m_gbuffer, 0);
bgfx::setTexture(1, s_light, m_lightBuffer, 0);
bgfx::setState(0
| BGFX_STATE_RGB_WRITE
| BGFX_STATE_ALPHA_WRITE
);
screenSpaceQuad( (float)m_width, (float)m_height, s_texelHalf, s_originBottomLeft);
bgfx::submit(RENDER_PASS_COMBINE_ID, m_combineProgram);
if (m_showGBuffer)
{
const float aspectRatio = float(m_width)/float(m_height);
// Draw m_debug m_gbuffer.
for (uint32_t ii = 0; ii < BX_COUNTOF(m_gbufferTex); ++ii)
{
float mtx[16];
bx::mtxSRT(mtx
, aspectRatio, 1.0f, 1.0f
, 0.0f, 0.0f, 0.0f
, -7.9f - BX_COUNTOF(m_gbufferTex)*0.1f*0.5f + ii*2.1f*aspectRatio, 4.0f, 0.0f
);
bgfx::setTransform(mtx);
bgfx::setVertexBuffer(m_vbh);
bgfx::setIndexBuffer(m_ibh, 0, 6);
bgfx::setTexture(0, s_texColor, m_gbufferTex[ii]);
bgfx::setState(BGFX_STATE_RGB_WRITE);
bgfx::submit(RENDER_PASS_DEBUG_GBUFFER_ID, m_debugProgram);
}
}
}
// Advance to next frame. Rendering thread will be kicked to
// process submitted rendering primitives.
bgfx::frame();
return true;
}
return false;
}
bgfx::VertexBufferHandle m_vbh;
bgfx::IndexBufferHandle m_ibh;
bgfx::UniformHandle s_texColor;
bgfx::UniformHandle s_texNormal;
bgfx::UniformHandle s_albedo;
bgfx::UniformHandle s_normal;
bgfx::UniformHandle s_depth;
bgfx::UniformHandle s_light;
bgfx::UniformHandle u_mtx;
bgfx::UniformHandle u_lightPosRadius;
bgfx::UniformHandle u_lightRgbInnerR;
bgfx::ProgramHandle m_geomProgram;
bgfx::ProgramHandle m_lightProgram;
bgfx::ProgramHandle m_combineProgram;
bgfx::ProgramHandle m_debugProgram;
bgfx::ProgramHandle m_lineProgram;
bgfx::TextureHandle m_textureColor;
bgfx::TextureHandle m_textureNormal;
bgfx::TextureHandle m_gbufferTex[3];
bgfx::FrameBufferHandle m_gbuffer;
bgfx::FrameBufferHandle m_lightBuffer;
uint32_t m_width;
uint32_t m_height;
uint32_t m_debug;
uint32_t m_reset;
uint32_t m_oldWidth;
uint32_t m_oldHeight;
uint32_t m_oldReset;
int32_t m_scrollArea;
int32_t m_numLights;
float m_lightAnimationSpeed;
bool m_animateMesh;
bool m_showScissorRects;
bool m_showGBuffer;
entry::MouseState m_mouseState;
const bgfx::Caps* m_caps;
int64_t m_timeOffset;
};
ENTRY_IMPLEMENT_MAIN(Deferred);