Windows (DirectX 12) |
Linux (Vulkan) |
MacOS (Metal) |
iOS (Metal) |
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This tutorial demonstrates rendering shadow of the textured cube on the floor plane in two render passes using Methane Kit:
Tutorial demonstrates the use of the following Methane Kit features in addition to those demonstrated in the TexturedCube tutorial:
- Rendering with multiple render passes;
- Using a texture as a render target attachment in one pass and as an input program binding in another pass;
- Compiling and loading shader code with macro-definitions to render state programs;
- Using the graphics extension
MeshBuffers
andTexturedMeshBuffers
classes to simplify mesh rendering code; - Implementing a simple shadow rendering technique. See the detailed technique description here.
Common keyboard controls are enabled by the Platform
, Graphics
and UserInterface
application controllers:
- Methane::Platform::AppController
- Methane::Graphics::AppController, AppContextController
- Methane::UserInterface::AppController
ShadowCubeApp
class is declared in header file ShadowCubeApp.h and the application class is derived from
UserInterface::App base class, same as in the previous tutorial.
Shaders/ShadowCubeUniforms.h header contains the declaration of shader uniform structures
shared between HLSL shader code and C++:
Constants
data structure with lighting parameters is saved to the root constant buffer via program argument bindingg_constants
, which has a single instance in the application and its data is constant for all frames.SceneUniforms
data structure with eye and light positions is saved to the root constant buffer via program argument bindingg_scene_uniforms
with per-frame buffers containing volatile uniforms data.MeshUniforms
data structure contains Model/MVP matrices and shadow MVP+Transform matrix stored in 4 instances of cube and floor meshes multiplied by shadow and final passes.
Uniforms for shadow and final passes are stored in gfx::TexturedMeshBuffers
objects, one for the cube mesh in
m_cube_buffers_ptr
and one for the floor mesh in m_floor_buffers_ptr
.
Uniform structures in Shaders/ShadowCubeUniforms.h:
struct Constants
{
float4 light_color;
float light_power;
float light_ambient_factor;
float light_specular_factor;
float _padding;
};
struct SceneUniforms
{
float4 eye_position;
float4 light_position;
};
struct MeshUniforms
{
float4x4 model_matrix;
float4x4 mvp_matrix;
float4x4 shadow_mvpx_matrix;
};
MeshBuffers.hpp implements the auxiliary class
TexturedMeshBuffers<UniformsType>
, which manages vertex and index buffers and texture data for a particular mesh. This data
is passed to the constructor as a reference to the BaseMesh object.
Two gfx::Camera
objects are used: one m_view_camera
is a usual perspective view camera, while the other m_light_camera
is a directional light camera with orthogonal projection used to generate the transformation matrix from view to light
coordinate systems.
Also, there are two Rhi::Sampler
objects: one is used for sampling cube and floor textures, while the other is used for
sampling the shadow map texture.
#pragma once
#include <Methane/Kit.h>
#include <Methane/UserInterface/App.hpp>
namespace hlslpp
{
#define ENABLE_SHADOWS
#pragma pack(push, 16)
#include "Shaders/ShadowCubeUniforms.h"
#pragma pack(pop)
}
namespace Methane::Tutorials
{
namespace gfx = Methane::Graphics;
namespace rhi = Methane::Graphics::Rhi;
struct ShadowCubeFrame final : gfx::AppFrame
{
...
};
using UserInterfaceApp = UserInterface::App<ShadowCubeFrame>;
class ShadowCubeApp final : public UserInterfaceApp
{
...
private:
using TexturedMeshBuffers = gfx::TexturedMeshBuffers<hlslpp::MeshUniforms>;
struct RenderPassState
{
RenderPassState(bool is_final_pass, const std::string& command_group_name);
void Release();
const bool is_final_pass;
const rhi::CommandListDebugGroup debug_group;
rhi::RenderState render_state;
rhi::ViewState view_state;
};
bool Animate(double elapsed_seconds, double delta_seconds);
void RenderScene(const RenderPassState& render_pass, const ShadowCubeFrame::PassResources& render_pass_resources) const;
gfx::Camera m_view_camera;
gfx::Camera m_light_camera;
rhi::Sampler m_texture_sampler;
rhi::Sampler m_shadow_sampler;
Ptr<TexturedMeshBuffers> m_cube_buffers_ptr;
Ptr<TexturedMeshBuffers> m_floor_buffers_ptr;
rhi::RenderPattern m_shadow_pass_pattern;
RenderPassState m_shadow_pass { false, "Shadow Render Pass" };
RenderPassState m_final_pass { true, "Final Render Pass" };
};
} // namespace Methane::Tutorials
ShadowCubeFrame
struct contains frame-dependent volatile resources:
- Shadow & final pass resources in
shadow_pass
andfinal_pass
:- Mesh bindings for
cube
andfloor
:- Program bindings configuration
program_bindings
- Program argument binding for scene uniforms
scene_uniforms_binding_ptr
- Program argument binding for mesh uniforms
mesh_uniforms_binding_ptr
- Program bindings configuration
- Render target texture
rt_texture
- Render pass object
render_pass
- Render command list
cmd_list
- Mesh bindings for
- Command list set for execution on the frame, which contains command lists from shadow and final passes.
struct ShadowCubeFrame final : gfx::AppFrame
{
struct PassResources
{
struct ProgramBindings
{
rhi::ProgramBindings program_bindings;
rhi::IProgramArgumentBinding* scene_uniforms_binding_ptr = nullptr;
rhi::IProgramArgumentBinding* mesh_uniforms_binding_ptr = nullptr;
};
rhi::Texture rt_texture;
rhi::RenderPass render_pass;
rhi::RenderCommandList cmd_list;
ProgramBindings cube_bindings;
ProgramBindings floor_bindings;
};
PassResources shadow_pass;
PassResources final_pass;
rhi::CommandListSet execute_cmd_list_set;
using gfx::AppFrame::AppFrame;
};
Initialization of textures, buffers, and samplers is mostly the same as for the Textured Cube
tutorial, so we skip their
description here.
Final pass render state initialization has some differences:
- Pixel and vertex shaders are loaded for a specific combination of macro definitions used during compilation.
This set of macro definitions is described in the
rhi::Shader::MacroDefinitions
variabletextured_shadows_definitions
, which is passed to therhi::Program::ShaderSet
description structure.
// ========= Final Pass Render & View States =========
const rhi::Shader::EntryFunction vs_main{ "ShadowCube", "CubeVS" };
const rhi::Shader::EntryFunction ps_main{ "ShadowCube", "CubePS" };
const rhi::Shader::MacroDefinitions textured_shadows_definitions{ { "ENABLE_SHADOWS", "" }, { "ENABLE_TEXTURING", "" } };
// Create final pass rendering state with program
rhi::RenderState::Settings final_state_settings
{
render_context.CreateProgram(
rhi::Program::Settings
{
rhi::Program::ShaderSet
{
{ rhi::ShaderType::Vertex, { Data::ShaderProvider::Get(), vs_main, textured_shadows_definitions } },
{ rhi::ShaderType::Pixel, { Data::ShaderProvider::Get(), ps_main, textured_shadows_definitions } },
},
rhi::ProgramInputBufferLayouts
{
rhi::Program::InputBufferLayout
{
rhi::Program::InputBufferLayout::ArgumentSemantics { cube_mesh.GetVertexLayout().GetSemantics() }
}
},
rhi::ProgramArgumentAccessors
{
META_PROGRAM_ARG_ROOT_BUFFER_CONSTANT(rhi::ShaderType::Pixel, "g_constants"),
META_PROGRAM_ARG_ROOT_BUFFER_FRAME_CONSTANT(rhi::ShaderType::Pixel, "g_scene_uniforms"),
META_PROGRAM_ARG_ROOT_BUFFER_MUTABLE(rhi::ShaderType::Vertex, "g_mesh_uniforms")
},
GetScreenRenderPattern().GetAttachmentFormats()
}
),
GetScreenRenderPattern()
};
final_state_settings.depth.enabled = true;
m_final_pass.render_state = render_context.CreateRenderState( final_state_settings);
m_final_pass.view_state = GetViewState();
rhi::RenderPattern
class is used to define specific color/depth/stencil attachments configuration including their formats,
load and store actions, without relation to specific resources used for attachments (this relation is set with rhi::RenderPass
objects). Shadow pass pattern uses only the depth attachment, which is cleared on load and stored for further use in the
final screen render pass. The pattern also defines render pass access to shader resources and is marked with the intermediate
pass flag.
// ========= Shadow Pass Render & View States =========
// Create shadow-pass render pattern
m_shadow_pass_pattern = render_context.CreateRenderPattern({
{ }, // No color attachments
rhi::IRenderPattern::DepthAttachment(
0U, context_settings.depth_stencil_format, 1U,
rhi::RenderPassAttachment::LoadAction::Clear,
rhi::RenderPassAttachment::StoreAction::Store,
context_settings.clear_depth_stencil->first
),
std::nullopt, // No stencil attachment
rhi::RenderPassAccessMask(rhi::RenderPassAccess::ShaderResources),
false // intermediate render pass
});
Shadow pass render state is using the same shader code but compiled with a different set of macro definitions
textured_definitions
. As a result, the program has a different set of available arguments. Note that the program
includes only the Vertex shader since it will be used for rendering to the depth buffer only, without a color attachment.
// Create shadow-pass rendering state with program
const rhi::Shader::MacroDefinitions textured_definitions{ { "ENABLE_TEXTURING", "" } };
rhi::RenderState::Settings shadow_state_settings
{
render_context.CreateProgram(
rhi::Program::Settings
{
rhi::Program::ShaderSet
{
{ rhi::ShaderType::Vertex, { Data::ShaderProvider::Get(), vs_main, textured_definitions } },
},
final_state_settings.program.GetSettings().input_buffer_layouts,
rhi::ProgramArgumentAccessors
{
META_PROGRAM_ARG_ROOT_BUFFER_MUTABLE(rhi::ShaderType::Vertex, "g_mesh_uniforms")
},
m_shadow_pass_pattern.GetAttachmentFormats()
}
),
m_shadow_pass_pattern
};
shadow_state_settings.depth.enabled = true;
m_shadow_pass.render_state = render_context.CreateRenderState( shadow_state_settings);
The Shadow-pass view state is bound to the size of the Shadow-map texture:
m_shadow_pass.view_state = rhi::ViewState({
{ gfx::GetFrameViewport(g_shadow_map_size) },
{ gfx::GetFrameScissorRect(g_shadow_map_size) }
});
Frame-dependent resources are initialized for each frame in loop. Execution command list set includes two command lists: one for shadow pass rendering and another for final pass rendering.
for(ShadowCubeFrame& frame : GetFrames())
{
// ========= Shadow Pass Resources =========
...
// ========= Final Pass Resources =========
...
// Rendering command lists sequence
frame.execute_cmd_list_set = rhi::CommandListSet({
frame.shadow_pass.cmd_list.GetInterface(),
frame.final_pass.cmd_list.GetInterface()
}, frame.index);
}
Shadow-map render target texture frame.shadow_pass.rt_texture_ptr
is created for each frame using common settings with
a depth-stencil format taken from render context settings. Shadow-map texture settings also specify a Usage
bit-mask with
RenderTarget
and ShaderRead
flags to allow both rendering to this texture and sampling from it in a final pass:ss:
const rhi::Texture::Settings shadow_texture_settings = rhi::Texture::Settings::ForDepthStencil(
gfx::Dimensions(g_shadow_map_size),
context_settings.depth_stencil_format, context_settings.clear_depth_stencil,
rhi::ResourceUsageMask({ rhi::ResourceUsage::RenderTarget, rhi::ResourceUsage::ShaderRead })
);
Program bindings frame.shadow_pass.\[cube\|floor\]_bindings.program_bindings
are created for both cube and floor meshes,
with the argument binding for g_mesh_uniforms
of Vertex
shader type saved to mesh_uniforms_binding_ptr
to be used later
in the ShadowCubeApp::Update()
method for setting up the root constant data.
The shadow render pass frame.shadow_pass.render_pass
is created without color attachments but with a depth attachment
bound to the shadow-map texture for the current frame frame.shadow_pass.rt_texture
. The depth attachment is created with
a Clear
load action to clear the depth texture with the provided depth value taken from render context settings
context_settings.clear_depth_stencil->first
. The Store
action is used to retain the rendered depth texture content for
the next render pass. The render command list is created and bound to the shadow render pass.
// ========= Shadow Pass Resources =========
// Shadow-pass resource bindings for cube rendering
ShadowCubeFrame::PassResources::ProgramBindings& shadow_cube_binds = frame.shadow_pass.cube_bindings;
shadow_cube_binds.program_bindings = shadow_state_settings.program.CreateBindings({ }, frame.index);
shadow_cube_binds.mesh_uniforms_binding_ptr = &shadow_cube_binds.program_bindings.Get({ rhi::ShaderType::Vertex, "g_mesh_uniforms" });
// Shadow-pass resource bindings for floor rendering
ShadowCubeFrame::PassResources::ProgramBindings& shadow_floor_binds = frame.shadow_pass.floor_bindings;
shadow_floor_binds.program_bindings = shadow_state_settings.program.CreateBindings({ }, frame.index);
shadow_floor_binds.mesh_uniforms_binding_ptr = &shadow_floor_binds.program_bindings.Get({ rhi::ShaderType::Vertex, "g_mesh_uniforms" });
// Create depth texture for shadow map rendering
frame.shadow_pass.rt_texture = render_context.CreateTexture(shadow_texture_settings);
// Create shadow pass configuration with depth attachment
frame.shadow_pass.render_pass = m_shadow_pass_pattern.CreateRenderPass({
{ frame.shadow_pass.rt_texture.GetInterface() },
shadow_texture_settings.dimensions.AsRectSize()
});
// Create render pass and command list for shadow pass rendering
frame.shadow_pass.cmd_list = render_cmd_queue.CreateRenderCommandList(frame.shadow_pass.render_pass);
The same resources are created for the final render pass. Program bindings are created for cube and floor rendering but with an extended set of program arguments because the final pass rendering program includes both pixel and vertex shaders, unlike the shadow pass which only includes the vertex shader.
The render target texture is bound to the frame screen texture, i.e., the frame buffer in the swap-chain. The final render
pass is also bound to the screen render pass for the current frame, which is created by the base graphics application class
Methane::Graphics::App
. The render command list is created and bound to the final render pass.
// ========= Final Pass Resources =========
// Final-pass resource bindings for cube rendering
ShadowCubeFrame::PassResources::ProgramBindings& final_cube_binds = frame.final_pass.cube_bindings;
final_cube_binds.program_bindings = final_state_settings.program.CreateBindings({
{ { rhi::ShaderType::Pixel, "g_constants" }, rhi::RootConstant(g_scene_constants) },
{ { rhi::ShaderType::Pixel, "g_shadow_map" }, frame.shadow_pass.rt_texture.GetResourceView() },
{ { rhi::ShaderType::Pixel, "g_shadow_sampler" }, m_shadow_sampler.GetResourceView() },
{ { rhi::ShaderType::Pixel, "g_texture" }, m_cube_buffers_ptr->GetTexture().GetResourceView() },
{ { rhi::ShaderType::Pixel, "g_texture_sampler"}, m_texture_sampler.GetResourceView() },
}, frame.index);
final_cube_binds.scene_uniforms_binding_ptr = &final_cube_binds.program_bindings.Get({ rhi::ShaderType::Pixel, "g_scene_uniforms" });
final_cube_binds.mesh_uniforms_binding_ptr = &final_cube_binds.program_bindings.Get({ rhi::ShaderType::Vertex, "g_mesh_uniforms" });
// Final-pass resource bindings for floor rendering - patched a copy of cube bindings
ShadowCubeFrame::PassResources::ProgramBindings& final_floor_binds = frame.final_pass.floor_bindings;
final_floor_binds.program_bindings = rhi::ProgramBindings(frame.final_pass.cube_bindings.program_bindings, {
{ { rhi::ShaderType::Pixel, "g_texture" }, m_floor_buffers_ptr->GetTexture().GetResourceView() },
}, frame.index);
final_floor_binds.scene_uniforms_binding_ptr = &final_floor_binds.program_bindings.Get({ rhi::ShaderType::Pixel, "g_scene_uniforms" });
final_floor_binds.mesh_uniforms_binding_ptr = &final_floor_binds.program_bindings.Get({ rhi::ShaderType::Vertex, "g_mesh_uniforms" });
// Bind final pass RT texture and pass to the frame buffer texture and final pass.
frame.final_pass.rt_texture = frame.screen_texture;
frame.final_pass.render_pass = frame.screen_pass;
// Create render pass and command list for final pass rendering
frame.final_pass.cmd_list = render_cmd_queue.CreateRenderCommandList(frame.final_pass.render_pass);
// Rendering command lists sequence
frame.execute_cmd_list_set = rhi::CommandListSet({
frame.shadow_pass.cmd_list.GetInterface(),
frame.final_pass.cmd_list.GetInterface()
}, frame.index);
When the render context is going to be released, all related resources must be released beforehand. This is done in the
ShadowCubeApp::OnContextReleased
callback method with a helper method ShadowCubeApp::RenderPass::Release()
,
which releases render pass pipeline states:
void ShadowCubeApp::OnContextReleased(gfx::Context& context)
{
m_final_pass.Release();
m_shadow_pass.Release();
m_floor_buffers_ptr.reset();
m_cube_buffers_ptr.reset();
m_shadow_sampler = {};
m_texture_sampler = {};
m_shadow_pass_pattern = {};
UserInterfaceApp::OnContextReleased(context);
}
void ShadowCubeApp::RenderPassState::Release()
{
render_state = {};
view_state = {};
}
The animation function bound to time-animation in the constructor of the ShadowCubeApp
class is called automatically as a
part of every render cycle, just before the App::Update
function call. This function rotates the light position and camera
in opposite directions.
ShadowCubeApp::ShadowCubeApp()
{
...
GetAnimations().emplace_back(std::make_shared<Data::TimeAnimation>(std::bind(&ShadowCubeApp::Animate, this, std::placeholders::_1, std::placeholders::_2)));
}
bool ShadowCubeApp::Animate(double, double delta_seconds)
{
m_view_camera.Rotate(m_view_camera.GetOrientation().up, static_cast<float>(delta_seconds * 360.F / 8.F));
m_light_camera.Rotate(m_light_camera.GetOrientation().up, static_cast<float>(delta_seconds * 360.F / 4.F));
return true;
}
ShadowCubeApp::Update()
function is called before App::Render()
to update shader uniforms:
- Scene uniforms structure is created with eye and light positions calculated in the
ShadowCubeApp::Animate
function. - Cube and Floor mesh uniform structures are created separately for Final and Render passes:
- The Shadow pass MVP matrix is calculated from the light's point of view using
m_light_camera.GetViewProjMatrix()
, and the shadow-MVPx matrix is not used for shadow-map rendering, so it is set to a zero matrix. - The Final pass MVP matrix is calculated from the observer's point of view using
m_view_camera.GetViewProjMatrix()
. The shadow-MVPx matrix is used to calculate current pixel coordinates in the shadow-map texture, so we use the MVP matrix used during the shadow pass rendering multiplied by the coordinates transformation matrix to convert from homogeneous [-1, 1] to texture coordinates [0,1].
- The Shadow pass MVP matrix is calculated from the light's point of view using
All uniforms are set directly to program argument binding with rhi::ProgramArgumentBinding::SetRootConstant(...)
method.
bool ShadowCubeApp::Update()
{
if (!UserInterfaceApp::Update())
return false;
const hlslpp::SceneUniforms scene_uniforms{
hlslpp::float4(m_view_camera.GetOrientation().eye, 1.F), // eye_position
hlslpp::float4(m_light_camera.GetOrientation().eye, 1.F) // light_position
};
const rhi::RootConstant scene_uniforms_constant(scene_uniforms);
// Prepare homogenous [-1,1] to texture [0,1] coordinates transformation matrix
static const hlslpp::float4x4 s_homogen_to_texture_coords_matrix = hlslpp::mul(
hlslpp::float4x4::scale(0.5F, -0.5F, 1.F),
hlslpp::float4x4::translation(0.5F, 0.5F, 0.F)
);
const hlslpp::float4x4 scale_matrix = hlslpp::float4x4::scale(15.F);
const hlslpp::float4x4 cube_model_matrix = hlslpp::mul(hlslpp::float4x4::translation(0.F, 0.5F, 0.F), scale_matrix);
const ShadowCubeFrame& frame = GetCurrentFrame();
// Update Cube uniforms
const hlslpp::MeshUniforms final_cube_uniforms{
hlslpp::transpose(cube_model_matrix),
hlslpp::transpose(hlslpp::mul(cube_model_matrix, m_view_camera.GetViewProjMatrix())),
hlslpp::transpose(hlslpp::mul(hlslpp::mul(cube_model_matrix, m_light_camera.GetViewProjMatrix()), s_homogen_to_texture_coords_matrix))
};
const hlslpp::MeshUniforms shadow_cube_uniforms{
hlslpp::transpose(cube_model_matrix),
hlslpp::transpose(hlslpp::mul(cube_model_matrix, m_light_camera.GetViewProjMatrix())),
hlslpp::float4x4()
};
frame.final_pass.cube_bindings.scene_uniforms_binding_ptr->SetRootConstant(scene_uniforms_constant);
frame.final_pass.cube_bindings.mesh_uniforms_binding_ptr->SetRootConstant(rhi::RootConstant(final_cube_uniforms));
frame.shadow_pass.cube_bindings.mesh_uniforms_binding_ptr->SetRootConstant(rhi::RootConstant(shadow_cube_uniforms));
// Update Floor uniforms
const hlslpp::MeshUniforms final_floor_uniforms{
hlslpp::transpose(scale_matrix),
hlslpp::transpose(hlslpp::mul(scale_matrix, m_view_camera.GetViewProjMatrix())),
hlslpp::transpose(hlslpp::mul(hlslpp::mul(scale_matrix, m_light_camera.GetViewProjMatrix()), s_homogen_to_texture_coords_matrix))
};
const hlslpp::MeshUniforms shadow_floor_uniforms{
hlslpp::transpose(scale_matrix),
hlslpp::transpose(hlslpp::mul(scale_matrix, m_light_camera.GetViewProjMatrix())),
hlslpp::float4x4()
};
frame.final_pass.floor_bindings.scene_uniforms_binding_ptr->SetRootConstant(scene_uniforms_constant);
frame.final_pass.floor_bindings.mesh_uniforms_binding_ptr->SetRootConstant(rhi::RootConstant(final_floor_uniforms));
frame.shadow_pass.floor_bindings.mesh_uniforms_binding_ptr->SetRootConstant(rhi::RootConstant(shadow_floor_uniforms));
return true;
}
Scene rendering is done in the ShadowCubeApp::Render()
method in three steps:
- Shadow pass rendering commands are encoded with the
ShadowCubeApp::RenderScene(...)
method for the current scene using the already configured shadow render pass bound to the shadow render command list and shadow-pass uniforms. - Final pass rendering commands are encoded with the
ShadowCubeApp::RenderScene(...)
method for the same scene using the already configured final render pass bound to the final render command list and final-pass uniforms. - Shadow and final pass rendering command lists are sent for execution to the GPU using the render command queue from the context, and the frame present is scheduled.
bool ShadowCubeApp::Render()
{
if (!UserInterfaceApp::Render())
return false;
// Record commands for shadow & final render passes
const ShadowCubeFrame& frame = GetCurrentFrame();
RenderScene(m_shadow_pass, frame.shadow_pass);
RenderScene(m_final_pass, frame.final_pass);
// Execute rendering commands and present frame to screen
GetRenderContext().GetRenderCommandKit().GetQueue().Execute(frame.execute_cmd_list_set);
GetRenderContext().Present();
return true;
}
Scene rendering commands encoding is done similarly for both shadow and render passes:
- Render command list is reset with state taken from render pass resources and already configured debug group description.
- View state is set with viewports and scissor rects.
- Cube and floor meshes drawing commands are encoded using
TexturedMeshBuffers<UniformsType>::Draw(...)
method which does the following:
- Sets program bindings to resources.
- Sets vertex buffer to draw.
- Encodes
DrawIndexed
command for a given mesh subset. - Renders Methane application overlay as part of the final pass only using
Graphics::App::RenderOverlay(...)
method from the base application class. - Commits the command list, making it ready for execution.
void ShadowCubeApp::RenderScene(const RenderPassState& render_pass, const ShadowCubeFrame::PassResources& render_pass_resources) const
{
const rhi::RenderCommandList& cmd_list = render_pass_resources.cmd_list;
// Reset command list with initial rendering state
cmd_list.ResetWithState(render_pass.render_state, &render_pass.debug_group);
cmd_list.SetViewState(render_pass.view_state);
// Draw scene with cube and floor
m_cube_buffers_ptr->Draw(cmd_list, render_pass_resources.cube_bindings.program_bindings);
m_floor_buffers_ptr->Draw(cmd_list, render_pass_resources.floor_bindings.program_bindings);
if (render_pass.is_final_pass)
{
RenderOverlay(cmd_list);
}
cmd_list.Commit();
}
Graphics render loop is started from main(...)
entry function using GraphicsApp::Run(...)
method which is also parsing command line arguments.
int main(int argc, const char* argv[])
{
return ShadowCubeApp().Run({ argc, argv });
}
HLSL 6 shaders Shaders/ShadowCube.hlsl implement both shadow pass rendering and final pass with
Phong lighting, texturing, and shadow map sampling all in one source file with the help of #ifdef ... #endif
pre-processor
guards. These code blocks are enabled with macro-definitions passed to the shader compiler:
ENABLE_TEXTURING
macro-definition:- Adds
texcoord
vector toVSInput
andPSInput
argument structures; enables code for passing texture coordinates from vertex to pixel shader with interpolation. - Adds texture
g_texture
along with samplerg_texture_sampler
and enables code path for its sampling in pixel shaderCubePS
.
- Adds
ENABLE_SHADOWS
macro-definition:- Adds
shadow_position
vector toPSInput
argument structure and enables code path to calculate it in vertex shaderCubeVS
. - Adds
shadow_mvpx_matrix
matrix toMeshUniforms
structure ofg_mesh_uniforms
buffer. - Adds shadow-map texture
g_shadow_map
along with shadow-map samplerg_shadow_sampler
and enables code path for shadow map sampling in pixel shaderCubePS
.
- Adds
#include "ShadowCubeUniforms.h"
#include "../../Common/Shaders/Primitives.hlsl"
struct VSInput
{
float3 position : POSITION;
float3 normal : NORMAL;
#ifdef ENABLE_TEXTURING
float2 texcoord : TEXCOORD;
#endif
};
struct PSInput
{
float4 position : SV_POSITION;
float3 world_position : POSITION0;
float3 world_normal : NORMAL;
#ifdef ENABLE_SHADOWS
float4 shadow_position : POSITION1;
#endif
#ifdef ENABLE_TEXTURING
float2 texcoord : TEXCOORD;
#endif
};
ConstantBuffer<Constants> g_constants : register(b0, META_ARG_CONSTANT);
ConstantBuffer<SceneUniforms> g_scene_uniforms : register(b1, META_ARG_FRAME_CONSTANT);
ConstantBuffer<MeshUniforms> g_mesh_uniforms : register(b2, META_ARG_MUTABLE);
#ifdef ENABLE_SHADOWS
Texture2D g_shadow_map : register(t0, META_ARG_FRAME_CONSTANT);
SamplerState g_shadow_sampler : register(s0, META_ARG_CONSTANT);
#endif
#ifdef ENABLE_TEXTURING
Texture2D g_texture : register(t1, META_ARG_MUTABLE);
SamplerState g_texture_sampler : register(s1, META_ARG_CONSTANT);
#endif
PSInput CubeVS(VSInput input)
{
const float4 position = float4(input.position, 1.0F);
PSInput output;
output.position = mul(position, g_mesh_uniforms.mvp_matrix);
output.world_position = mul(position, g_mesh_uniforms.model_matrix).xyz;
output.world_normal = normalize(mul(float4(input.normal, 0.0), g_mesh_uniforms.model_matrix).xyz);
#ifdef ENABLE_SHADOWS
output.shadow_position = mul(position, g_mesh_uniforms.shadow_mvpx_matrix);
#endif
#ifdef ENABLE_TEXTURING
output.texcoord = input.texcoord;
#endif
return output;
}
float4 CubePS(PSInput input) : SV_TARGET
{
const float3 fragment_to_light = normalize(g_scene_uniforms.light_position.xyz - input.world_position);
const float3 fragment_to_eye = normalize(g_scene_uniforms.eye_position.xyz - input.world_position);
const float3 light_reflected_from_fragment = reflect(-fragment_to_light, input.world_normal);
#ifdef ENABLE_SHADOWS
const float3 light_proj_pos = input.shadow_position.xyz / input.shadow_position.w;
const float current_depth = light_proj_pos.z - 0.0001F;
const float shadow_depth = g_shadow_map.Sample(g_shadow_sampler, light_proj_pos.xy).r;
const float shadow_ratio = current_depth > shadow_depth ? 1.0F : 0.0F;
#else
const float shadow_ratio = 0.F;
#endif
#ifdef ENABLE_TEXTURING
const float4 texel_color = g_texture.Sample(g_texture_sampler, input.texcoord);
#else
const float4 texel_color = { 0.8F, 0.8F, 0.8F, 1.F };
#endif
const float4 ambient_color = texel_color * g_constants.light_ambient_factor;
const float4 base_color = texel_color * g_constants.light_color * g_constants.light_power;
const float distance = length(g_scene_uniforms.light_position.xyz - input.world_position);
const float diffuse_part = clamp(dot(fragment_to_light, input.world_normal), 0.0, 1.0);
const float4 diffuse_color = base_color * diffuse_part / (distance * distance);
const float specular_part = pow(clamp(dot(fragment_to_eye, light_reflected_from_fragment), 0.0, 1.0), g_constants.light_specular_factor);
const float4 specular_color = base_color * specular_part / (distance * distance);
return ColorLinearToSrgb(ambient_color + (1.F - shadow_ratio) * (diffuse_color + specular_color));
}
Shaders are compiled at build time and added as byte code to the application's embedded resources. Note that the vertex shader
CubeVS
is built twice with a different set of macro definitions: one instance is used for the shadow pass, and the other is
for the final pass rendering. Texture images are also added to the application's embedded resources.
include(MethaneApplications)
include(MethaneShaders)
include(MethaneResources)
add_methane_application(
TARGET MethaneShadowCube
NAME "Methane Shadow Cube"
DESCRIPTION "Tutorial demonstrating shadow and final render passes done with Methane Kit."
INSTALL_DIR "Apps"
SOURCES
ShadowCubeApp.h
ShadowCubeApp.cpp
Shaders/ShadowCubeUniforms.h
)
set(TEXTURES_DIR ${RESOURCES_DIR}/Textures)
list(APPEND TEXTURES
${TEXTURES_DIR}/MethaneBubbles.jpg
${TEXTURES_DIR}/MarbleWhite.jpg
)
add_methane_embedded_textures(MethaneShadowCube "${TEXTURES_DIR}" "${TEXTURES}")
add_methane_shaders_source(
TARGET MethaneShadowCube
SOURCE Shaders/ShadowCube.hlsl
VERSION 6_0
TYPES
frag=CubePS:ENABLE_SHADOWS,ENABLE_TEXTURING
vert=CubeVS:ENABLE_SHADOWS,ENABLE_TEXTURING
vert=CubeVS:ENABLE_TEXTURING
)
add_methane_shaders_library(MethaneShadowCube)
target_link_libraries(MethaneShadowCube
PRIVATE
MethaneAppsCommon
)
Continue learning Methane Graphics programming in the next tutorial Typography, which is demonstrating text rendering using dynamic font atlas textures.