// MIT License // // Copyright (C) 2018-2023, Tellusim Technologies Inc. https://tellusim.com/ // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in all // copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE // SOFTWARE. #include #include #include #include #include #include #include #include #include #include /* */ using namespace Tellusim; /* */ int32_t main(int32_t argc, char **argv) { DECLARE_WINDOW // create window String title = String::format("%s Tellusim::ShadowTree", window.getPlatformName()); if(!window.create(title) || !window.setHidden(false)) return 1; // structures struct CommonParameters { Matrix4x4f projection; Matrix4x4f modelview; Matrix4x4f imodelviewprojection; Matrix4x4f transform; Matrix4x4f itransform; Vector4f camera; Vector4f light; float32_t znear; float32_t radius; float32_t samples; uint32_t num_nodes; }; // create device Device device(window); if(!device) return 1; // check compute shader support if(!device.hasShader(Shader::TypeCompute)) { TS_LOG(Error, "compute shader is not supported\n"); return 0; } // create kernel Kernel kernel = device.createKernel().setSamplers(1).setTextures(3).setSurfaces(1).setUniforms(1).setStorages(2); if(!kernel.loadShaderGLSL("main.shader", "COMPUTE_SHADER=1")) return 1; if(!kernel.create()) return 1; // create pipeline Pipeline pipeline = device.createPipeline(); pipeline.setUniformMask(0, Shader::MaskVertex); pipeline.addAttribute(Pipeline::AttributePosition, FormatRGBf32, 0, sizeof(float32_t) * 0, sizeof(float32_t) * 8); pipeline.addAttribute(Pipeline::AttributeNormal, FormatRGBf32, 0, sizeof(float32_t) * 3, sizeof(float32_t) * 8); pipeline.setColorFormat(0, FormatRGBAf16); pipeline.setDepthFormat(FormatDf32); pipeline.setDepthFunc(Pipeline::DepthFuncGreaterEqual); if(!pipeline.loadShaderGLSL(Shader::TypeVertex, "main.shader", "VERTEX_SHADER=1")) return 1; if(!pipeline.loadShaderGLSL(Shader::TypeFragment, "main.shader", "FRAGMENT_SHADER=1")) return 1; if(!pipeline.create()) return 1; // load mesh Mesh mesh; if(!mesh.load("model.glb")) return 1; uint32_t plane_index = mesh.findGeometry("plane"); uint32_t caster_index = mesh.findGeometry("caster"); if(plane_index == Maxu32 || caster_index == Maxu32) return 1; mesh.setBasis(Mesh::BasisZUpRight); // create model MeshModel model; if(!model.create(device, pipeline, mesh)) return 1; // geometry attribute MeshGeometry caster_geometry = mesh.getGeometry(caster_index); MeshAttribute position_attribute = caster_geometry.getAttribute(MeshAttribute::TypePosition); if(!position_attribute) return 1; // geometry indices MeshIndices position_indices = position_attribute.getIndices(); if(!position_indices) return 1; // create spatial tree Array positions; Array nodes; uint32_t num_nodes = position_indices.getSize() / 3; positions.reserve(num_nodes * 3); nodes.reserve(num_nodes * 2); nodes.resize(num_nodes); for(uint32_t i = 0; i < position_indices.getSize(); i += 3) { Spatial::Node4f &node = nodes.append(); const Vector3f &v0 = position_attribute.get(position_indices.get(i + 0)); const Vector3f &v1 = position_attribute.get(position_indices.get(i + 1)); const Vector3f &v2 = position_attribute.get(position_indices.get(i + 2)); node.bound.min = Vector4f(min(v0, v1, v2), 1.0f); node.bound.max = Vector4f(max(v0, v1, v2), 1.0f); positions.append(Vector4f(v0, 0.0f)); positions.append(Vector4f(v1, 0.0f)); positions.append(Vector4f(v2, 0.0f)); } Spatial::create(nodes.get(), num_nodes); Spatial::optimize(nodes.get(), num_nodes); // create nodes buffer Buffer nodes_buffer = device.createBuffer(Buffer::FlagStorage, nodes.get(), nodes.bytes()); Buffer positions_buffer = device.createBuffer(Buffer::FlagStorage, positions.get(), positions.bytes()); if(!nodes_buffer || !positions_buffer) return 1; // create sampler Sampler noise_sampler = device.createSampler(Sampler::FilterPoint, Sampler::WrapModeRepeat); if(!noise_sampler) return 1; // create noise texture Texture noise_texture = device.loadTexture("noise.png"); if(!noise_texture) return 1; // create target textures Texture normal_texture, depth_texture, color_surface; // create window target Target window_target = device.createTarget(window); // create render target Target render_target = device.createTarget(); render_target.setClearDepth(0.0f); // create canvas Canvas canvas; // create root ControlRoot root(canvas, true); // create rect ControlRect color_rect(&root); color_rect.setAlign(Control::AlignExpand); color_rect.setMode(CanvasElement::ModeTextureFetch); color_rect.setBlend(Pipeline::BlendOpAdd, Pipeline::BlendFuncOne, Pipeline::BlendFuncZero); // create panel ControlPanel panel(&root, 1, 8.0f, 8.0f); panel.setAlign(Control::AlignRight | Control::AlignTop); panel.setPosition(-8.0f, -8.0f); // create sliders ControlSlider radius_slider(&panel, "Radius", 2, 1.0f, 0.0f, 2.0f); ControlSlider samples_slider(&panel, "Samples", 0, 3.0f, 1.0f, 5.0f); radius_slider.setSize(192.0f, 0.0f); samples_slider.setSize(192.0f, 0.0f); float32_t animation_time = 0.0f; float32_t old_animation_time = 0.0f; bool animation = !app.isArgument("pause"); // main loop DECLARE_GLOBAL window.run([&]() -> bool { DECLARE_COMMON using Tellusim::sin; Window::update(); if(!window.render()) return false; // window title if(fps > 0.0f) window.setTitle(String::format("%s %.1f FPS", title.get(), fps)); // resize target textures if(!color_surface || color_surface.getWidth() != window.getWidth() || color_surface.getHeight() != window.getHeight()) { device.releaseTexture(depth_texture); device.releaseTexture(normal_texture); device.releaseTexture(color_surface); depth_texture = device.createTexture2D(FormatDf32, window.getWidth(), window.getHeight(), Texture::FlagTarget); normal_texture = device.createTexture2D(FormatRGBAf16, window.getWidth(), window.getHeight(), Texture::FlagTarget); color_surface = device.createTexture2D(FormatRGBAu8n, window.getWidth(), window.getHeight(), Texture::FlagSurface); if(!depth_texture || !normal_texture || !color_surface) return false; color_rect.setTexture(color_surface); } // update controls update_controls(window, root); canvas.create(device, window_target); // animation time if(window.getKeyboardKey(' ', true)) animation = !animation; if(animation) animation_time += time - old_animation_time; old_animation_time = time; // shadow caster transform Matrix4x4f caster_transform = Matrix4x4f::rotateZ(sin(animation_time * 0.5f) * 15.0f + 90.0f); Matrix4x4f plane_transform = Matrix4x4f::translate(-4.5f, 0.0f, -1.2f); // common parameters CommonParameters common_parameters; common_parameters.znear = 0.1f; common_parameters.camera = Vector4f(-4.5f, 4.5f, 1.0f, 0.0f); common_parameters.light = Vector4f(4.0f, 0.0f, 2.3f, 0.0f); common_parameters.projection = Matrix4x4f::perspective(60.0f, (float32_t)window.getWidth() / window.getHeight(), common_parameters.znear, true); common_parameters.modelview = Matrix4x4f::lookAt(Vector3f(common_parameters.camera), Vector3f(-4.5f, 0.0f, -2.0f), Vector3f(0.0f, 0.0f, 1.0f)); if(render_target.isFlipped()) common_parameters.projection = Matrix4x4f::scale(1.0f, -1.0f, 1.0f) * common_parameters.projection; common_parameters.radius = radius_slider.getValuef32() * 0.02f; common_parameters.samples = samples_slider.getValuef32(); common_parameters.num_nodes = num_nodes; // flush textures device.flushTextures({ depth_texture, normal_texture }, Texture::FlagTarget); // render target render_target.setColorTexture(normal_texture); render_target.setDepthTexture(depth_texture); render_target.begin(); { // create command list Command command = device.createCommand(render_target); // set pipeline command.setPipeline(pipeline); // set model buffers model.setBuffers(command); // draw plane common_parameters.transform = plane_transform; command.setUniform(0, common_parameters); model.draw(command, plane_index); // draw shadow caster common_parameters.transform = caster_transform; command.setUniform(0, common_parameters); model.draw(command, caster_index); } render_target.end(); device.flushTextures({ depth_texture, normal_texture }); // shadow kernel { // create command list Compute compute = device.createCompute(); // set kernel compute.setKernel(kernel); common_parameters.imodelviewprojection = inverse(common_parameters.projection * common_parameters.modelview); common_parameters.itransform = inverse(caster_transform); compute.setUniform(0, common_parameters); compute.setSampler(0, noise_sampler); compute.setTextures(0, { depth_texture, normal_texture, noise_texture }); compute.setStorageBuffers(0, { nodes_buffer, positions_buffer }); compute.setSurfaceTexture(0, color_surface); // dispatch kernel compute.dispatch(color_surface); compute.barrier(color_surface); } // flush texture device.flushTexture(color_surface); // window target window_target.begin(); { // create command list Command command = device.createCommand(window_target); // draw canvas canvas.draw(command, window_target); } window_target.end(); if(!window.present()) return false; if(!device.check()) return false; return true; }); // finish context window.finish(); return 0; }