bgfx/examples/18-ibl/ibl.cpp

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/*
* Copyright 2014-2016 Dario Manesku. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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*/
#include <vector>
#include <string>
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#include "common.h"
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#include "bgfx_utils.h"
#include "imgui/imgui.h"
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#include "nanovg/nanovg.h"
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#include <bx/readerwriter.h>
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#include <bx/string.h>
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namespace
{
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static float s_texelHalf = 0.0f;
struct Uniforms
{
enum { NumVec4 = 12 };
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void init()
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{
u_params = bgfx::createUniform("u_params", bgfx::UniformType::Vec4, NumVec4);
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}
void submit()
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{
bgfx::setUniform(u_params, m_params, NumVec4);
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}
void destroy()
{
bgfx::destroyUniform(u_params);
}
union
{
struct
{
union
{
float m_mtx[16];
/* 0*/ struct { float m_mtx0[4]; };
/* 1*/ struct { float m_mtx1[4]; };
/* 2*/ struct { float m_mtx2[4]; };
/* 3*/ struct { float m_mtx3[4]; };
};
/* 4*/ struct { float m_glossiness, m_reflectivity, m_exposure, m_bgType; };
/* 5*/ struct { float m_metalOrSpec, m_unused5[3]; };
/* 6*/ struct { float m_doDiffuse, m_doSpecular, m_doDiffuseIbl, m_doSpecularIbl; };
/* 7*/ struct { float m_cameraPos[3], m_unused7[1]; };
/* 8*/ struct { float m_rgbDiff[4]; };
/* 9*/ struct { float m_rgbSpec[4]; };
/*10*/ struct { float m_lightDir[3], m_unused10[1]; };
/*11*/ struct { float m_lightCol[3], m_unused11[1]; };
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};
float m_params[NumVec4*4];
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};
bgfx::UniformHandle u_params;
};
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();
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}
static bgfx::VertexDecl ms_decl;
};
bgfx::VertexDecl PosColorTexCoord0Vertex::ms_decl;
void screenSpaceQuad(float _textureWidth, float _textureHeight, bool _originBottomLeft = false, float _width = 1.0f, float _height = 1.0f)
{
if (3 == bgfx::getAvailTransientVertexBuffer(3, PosColorTexCoord0Vertex::ms_decl) )
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{
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;
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bgfx::setVertexBuffer(0, &vb);
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}
}
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struct LightProbe
{
enum Enum
{
Bolonga,
Kyoto,
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Count
};
void load(const char* _name)
{
char filePath[512];
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bx::snprintf(filePath, BX_COUNTOF(filePath), "textures/%s_lod.dds", _name);
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m_tex = loadTexture(filePath, BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP|BGFX_TEXTURE_W_CLAMP);
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bx::snprintf(filePath, BX_COUNTOF(filePath), "textures/%s_irr.dds", _name);
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m_texIrr = loadTexture(filePath, BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP|BGFX_TEXTURE_W_CLAMP);
}
void destroy()
{
bgfx::destroyTexture(m_tex);
bgfx::destroyTexture(m_texIrr);
}
bgfx::TextureHandle m_tex;
bgfx::TextureHandle m_texIrr;
};
struct Camera
{
Camera()
{
reset();
}
void reset()
{
m_target.curr[0] = 0.0f;
m_target.curr[1] = 0.0f;
m_target.curr[2] = 0.0f;
m_target.dest[0] = 0.0f;
m_target.dest[1] = 0.0f;
m_target.dest[2] = 0.0f;
m_pos.curr[0] = 0.0f;
m_pos.curr[1] = 0.0f;
m_pos.curr[2] = -3.0f;
m_pos.dest[0] = 0.0f;
m_pos.dest[1] = 0.0f;
m_pos.dest[2] = -3.0f;
m_orbit[0] = 0.0f;
m_orbit[1] = 0.0f;
}
void mtxLookAt(float* _outViewMtx)
{
bx::mtxLookAt(_outViewMtx, m_pos.curr, m_target.curr);
}
void orbit(float _dx, float _dy)
{
m_orbit[0] += _dx;
m_orbit[1] += _dy;
}
void dolly(float _dz)
{
const float cnear = 1.0f;
const float cfar = 10.0f;
const float toTarget[3] =
{
m_target.dest[0] - m_pos.dest[0],
m_target.dest[1] - m_pos.dest[1],
m_target.dest[2] - m_pos.dest[2],
};
const float toTargetLen = bx::vec3Length(toTarget);
const float invToTargetLen = 1.0f/(toTargetLen+FLT_MIN);
const float toTargetNorm[3] =
{
toTarget[0]*invToTargetLen,
toTarget[1]*invToTargetLen,
toTarget[2]*invToTargetLen,
};
float delta = toTargetLen*_dz;
float newLen = toTargetLen + delta;
if ( (cnear < newLen || _dz < 0.0f)
&& (newLen < cfar || _dz > 0.0f) )
{
m_pos.dest[0] += toTargetNorm[0]*delta;
m_pos.dest[1] += toTargetNorm[1]*delta;
m_pos.dest[2] += toTargetNorm[2]*delta;
}
}
void consumeOrbit(float _amount)
{
float consume[2];
consume[0] = m_orbit[0]*_amount;
consume[1] = m_orbit[1]*_amount;
m_orbit[0] -= consume[0];
m_orbit[1] -= consume[1];
const float toPos[3] =
{
m_pos.curr[0] - m_target.curr[0],
m_pos.curr[1] - m_target.curr[1],
m_pos.curr[2] - m_target.curr[2],
};
const float toPosLen = bx::vec3Length(toPos);
const float invToPosLen = 1.0f/(toPosLen+FLT_MIN);
const float toPosNorm[3] =
{
toPos[0]*invToPosLen,
toPos[1]*invToPosLen,
toPos[2]*invToPosLen,
};
float ll[2];
latLongFromVec(ll[0], ll[1], toPosNorm);
ll[0] += consume[0];
ll[1] -= consume[1];
ll[1] = bx::fclamp(ll[1], 0.02f, 0.98f);
float tmp[3];
vecFromLatLong(tmp, ll[0], ll[1]);
float diff[3];
diff[0] = (tmp[0]-toPosNorm[0])*toPosLen;
diff[1] = (tmp[1]-toPosNorm[1])*toPosLen;
diff[2] = (tmp[2]-toPosNorm[2])*toPosLen;
m_pos.curr[0] += diff[0];
m_pos.curr[1] += diff[1];
m_pos.curr[2] += diff[2];
m_pos.dest[0] += diff[0];
m_pos.dest[1] += diff[1];
m_pos.dest[2] += diff[2];
}
void update(float _dt)
{
const float amount = bx::fmin(_dt/0.12f, 1.0f);
consumeOrbit(amount);
m_target.curr[0] = bx::flerp(m_target.curr[0], m_target.dest[0], amount);
m_target.curr[1] = bx::flerp(m_target.curr[1], m_target.dest[1], amount);
m_target.curr[2] = bx::flerp(m_target.curr[2], m_target.dest[2], amount);
m_pos.curr[0] = bx::flerp(m_pos.curr[0], m_pos.dest[0], amount);
m_pos.curr[1] = bx::flerp(m_pos.curr[1], m_pos.dest[1], amount);
m_pos.curr[2] = bx::flerp(m_pos.curr[2], m_pos.dest[2], amount);
}
void envViewMtx(float* _mtx)
{
const float toTarget[3] =
{
m_target.curr[0] - m_pos.curr[0],
m_target.curr[1] - m_pos.curr[1],
m_target.curr[2] - m_pos.curr[2],
};
const float toTargetLen = bx::vec3Length(toTarget);
const float invToTargetLen = 1.0f/(toTargetLen+FLT_MIN);
const float toTargetNorm[3] =
{
toTarget[0]*invToTargetLen,
toTarget[1]*invToTargetLen,
toTarget[2]*invToTargetLen,
};
float tmp[3];
const float fakeUp[3] = { 0.0f, 1.0f, 0.0f };
float right[3];
bx::vec3Cross(tmp, fakeUp, toTargetNorm);
bx::vec3Norm(right, tmp);
float up[3];
bx::vec3Cross(tmp, toTargetNorm, right);
bx::vec3Norm(up, tmp);
_mtx[ 0] = right[0];
_mtx[ 1] = right[1];
_mtx[ 2] = right[2];
_mtx[ 3] = 0.0f;
_mtx[ 4] = up[0];
_mtx[ 5] = up[1];
_mtx[ 6] = up[2];
_mtx[ 7] = 0.0f;
_mtx[ 8] = toTargetNorm[0];
_mtx[ 9] = toTargetNorm[1];
_mtx[10] = toTargetNorm[2];
_mtx[11] = 0.0f;
_mtx[12] = 0.0f;
_mtx[13] = 0.0f;
_mtx[14] = 0.0f;
_mtx[15] = 1.0f;
}
static inline void vecFromLatLong(float _vec[3], float _u, float _v)
{
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const float phi = _u * 2.0f*bx::kPi;
const float theta = _v * bx::kPi;
const float st = bx::fsin(theta);
const float sp = bx::fsin(phi);
const float ct = bx::fcos(theta);
const float cp = bx::fcos(phi);
_vec[0] = -st*sp;
_vec[1] = ct;
_vec[2] = -st*cp;
}
static inline void latLongFromVec(float& _u, float& _v, const float _vec[3])
{
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const float phi = bx::fatan2(_vec[0], _vec[2]);
const float theta = bx::facos(_vec[1]);
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_u = (bx::kPi + phi)*bx::kInvPi*0.5f;
_v = theta*bx::kInvPi;
}
struct Interp3f
{
float curr[3];
float dest[3];
};
Interp3f m_target;
Interp3f m_pos;
float m_orbit[2];
};
struct Mouse
{
Mouse()
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: m_dx(0.0f)
, m_dy(0.0f)
, m_prevMx(0.0f)
, m_prevMy(0.0f)
, m_scroll(0)
, m_scrollPrev(0)
{
}
void update(float _mx, float _my, int32_t _mz, uint32_t _width, uint32_t _height)
{
const float widthf = float(int32_t(_width));
const float heightf = float(int32_t(_height));
// Delta movement.
m_dx = float(_mx - m_prevMx)/widthf;
m_dy = float(_my - m_prevMy)/heightf;
m_prevMx = _mx;
m_prevMy = _my;
// Scroll.
m_scroll = _mz - m_scrollPrev;
m_scrollPrev = _mz;
}
float m_dx; // Screen space.
float m_dy;
float m_prevMx;
float m_prevMy;
int32_t m_scroll;
int32_t m_scrollPrev;
};
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struct Settings
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{
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Settings()
{
m_envRotCurr = 0.0f;
m_envRotDest = 0.0f;
m_lightDir[0] = -0.8f;
m_lightDir[1] = 0.2f;
m_lightDir[2] = -0.5f;
m_lightCol[0] = 1.0f;
m_lightCol[1] = 1.0f;
m_lightCol[2] = 1.0f;
m_glossiness = 0.7f;
m_exposure = 0.0f;
m_bgType = 3.0f;
m_radianceSlider = 2.0f;
m_reflectivity = 0.85f;
m_rgbDiff[0] = 1.0f;
m_rgbDiff[1] = 1.0f;
m_rgbDiff[2] = 1.0f;
m_rgbSpec[0] = 1.0f;
m_rgbSpec[1] = 1.0f;
m_rgbSpec[2] = 1.0f;
m_lod = 0.0f;
m_doDiffuse = false;
m_doSpecular = false;
m_doDiffuseIbl = true;
m_doSpecularIbl = true;
m_showLightColorWheel = true;
m_showDiffColorWheel = true;
m_showSpecColorWheel = true;
m_metalOrSpec = 0;
m_meshSelection = 0;
}
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float m_envRotCurr;
float m_envRotDest;
float m_lightDir[3];
float m_lightCol[3];
float m_glossiness;
float m_exposure;
float m_radianceSlider;
float m_bgType;
float m_reflectivity;
float m_rgbDiff[3];
float m_rgbSpec[3];
float m_lod;
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bool m_doDiffuse;
bool m_doSpecular;
bool m_doDiffuseIbl;
bool m_doSpecularIbl;
bool m_showLightColorWheel;
bool m_showDiffColorWheel;
bool m_showSpecColorWheel;
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int32_t m_metalOrSpec;
int32_t m_meshSelection;
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};
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class ExampleIbl : public entry::AppI
{
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public:
ExampleIbl(const char* _name, const char* _description)
: entry::AppI(_name, _description)
{
}
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void init(int32_t _argc, const char* const* _argv, uint32_t _width, uint32_t _height) BX_OVERRIDE
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{
Args args(_argc, _argv);
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m_width = _width;
m_height = _height;
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m_debug = BGFX_DEBUG_NONE;
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m_reset = 0
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| BGFX_RESET_VSYNC
| BGFX_RESET_MSAA_X16
;
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bgfx::init(args.m_type, args.m_pciId);
bgfx::reset(m_width, m_height, m_reset);
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// Enable debug text.
bgfx::setDebug(m_debug);
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// Set views clear state.
bgfx::setViewClear(0
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, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
, 0x303030ff
, 1.0f
, 0
);
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// Imgui.
imguiCreate();
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// Uniforms.
m_uniforms.init();
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// Vertex declarations.
PosColorTexCoord0Vertex::init();
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m_lightProbes[LightProbe::Bolonga].load("bolonga");
m_lightProbes[LightProbe::Kyoto ].load("kyoto");
m_currentLightProbe = LightProbe::Bolonga;
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u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Mat4);
u_params = bgfx::createUniform("u_params", bgfx::UniformType::Vec4);
u_flags = bgfx::createUniform("u_flags", bgfx::UniformType::Vec4);
u_camPos = bgfx::createUniform("u_camPos", bgfx::UniformType::Vec4);
s_texCube = bgfx::createUniform("s_texCube", bgfx::UniformType::Int1);
s_texCubeIrr = bgfx::createUniform("s_texCubeIrr", bgfx::UniformType::Int1);
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m_programMesh = loadProgram("vs_ibl_mesh", "fs_ibl_mesh");
m_programSky = loadProgram("vs_ibl_skybox", "fs_ibl_skybox");
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m_meshBunny = meshLoad("meshes/bunny.bin");
m_meshOrb = meshLoad("meshes/orb.bin");
}
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virtual int shutdown() BX_OVERRIDE
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{
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meshUnload(m_meshBunny);
meshUnload(m_meshOrb);
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// Cleanup.
bgfx::destroyProgram(m_programMesh);
bgfx::destroyProgram(m_programSky);
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bgfx::destroyUniform(u_camPos);
bgfx::destroyUniform(u_flags);
bgfx::destroyUniform(u_params);
bgfx::destroyUniform(u_mtx);
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bgfx::destroyUniform(s_texCube);
bgfx::destroyUniform(s_texCubeIrr);
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for (uint8_t ii = 0; ii < LightProbe::Count; ++ii)
{
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m_lightProbes[ii].destroy();
}
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m_uniforms.destroy();
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imguiDestroy();
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// Shutdown bgfx.
bgfx::shutdown();
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return 0;
}
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bool update() BX_OVERRIDE
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{
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if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
{
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imguiBeginFrame(m_mouseState.m_mx
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, 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_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
, m_mouseState.m_mz
, uint16_t(m_width)
, uint16_t(m_height)
);
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showExampleDialog(this);
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ImGui::SetNextWindowPos(
ImVec2(m_width - m_width / 5.0f - 10.0f, 10.0f)
, ImGuiSetCond_FirstUseEver
);
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ImGui::Begin("Settings"
, NULL
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, ImVec2(m_width / 5.0f, m_height - 20.0f)
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, ImGuiWindowFlags_AlwaysAutoResize
);
ImGui::PushItemWidth(180.0f);
ImGui::Text("Environment light:");
ImGui::Indent();
ImGui::Checkbox("IBL Diffuse", &m_settings.m_doDiffuseIbl);
ImGui::Checkbox("IBL Specular", &m_settings.m_doSpecularIbl);
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{
float tabWidth = ImGui::GetContentRegionAvailWidth() / 2.0f;
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if (ImGui::TabButton("Bolonga", tabWidth, m_currentLightProbe == LightProbe::Bolonga) )
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{
m_currentLightProbe = LightProbe::Bolonga;
}
ImGui::SameLine(0.0f,0.0f);
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if (ImGui::TabButton("Kyoto", tabWidth, m_currentLightProbe == LightProbe::Kyoto) )
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{
m_currentLightProbe = LightProbe::Kyoto;
}
}
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ImGui::SliderFloat("Texture LOD", &m_settings.m_lod, 0.0f, 10.1f);
ImGui::Unindent();
ImGui::Separator();
ImGui::Text("Directional light:");
ImGui::Indent();
ImGui::Checkbox("Diffuse", &m_settings.m_doDiffuse);
ImGui::Checkbox("Specular", &m_settings.m_doSpecular);
const bool doDirectLighting = m_settings.m_doDiffuse || m_settings.m_doSpecular;
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if (doDirectLighting)
{
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ImGui::SliderFloat("Light direction X", &m_settings.m_lightDir[0], -1.0f, 1.0f);
ImGui::SliderFloat("Light direction Y", &m_settings.m_lightDir[1], -1.0f, 1.0f);
ImGui::SliderFloat("Light direction Z", &m_settings.m_lightDir[2], -1.0f, 1.0f);
ImGui::ColorWheel("Color:", m_settings.m_lightCol, 0.6f);
}
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ImGui::Unindent();
ImGui::Separator();
ImGui::Text("Background:");
ImGui::Indent();
{
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int32_t selection;
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if (0.0f == m_settings.m_bgType)
{
selection = UINT8_C(0);
}
else if (7.0f == m_settings.m_bgType)
{
selection = UINT8_C(2);
}
else
{
selection = UINT8_C(1);
}
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float tabWidth = ImGui::GetContentRegionAvailWidth() / 3.0f;
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if (ImGui::TabButton("Skybox", tabWidth, selection == 0) )
{
selection = 0;
}
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ImGui::SameLine(0.0f,0.0f);
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if (ImGui::TabButton("Radiance", tabWidth, selection == 1) )
{
selection = 1;
}
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ImGui::SameLine(0.0f,0.0f);
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if (ImGui::TabButton("Irradiance", tabWidth, selection == 2) )
{
selection = 2;
}
if (0 == selection)
{
m_settings.m_bgType = 0.0f;
}
else if (2 == selection)
{
m_settings.m_bgType = 7.0f;
}
else
{
m_settings.m_bgType = m_settings.m_radianceSlider;
}
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const bool isRadiance = (selection == 1);
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if (isRadiance)
{
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ImGui::SliderFloat("Mip level", &m_settings.m_radianceSlider, 1.0f, 6.0f);
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}
}
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ImGui::Unindent();
ImGui::Separator();
ImGui::Text("Post processing:");
ImGui::Indent();
ImGui::SliderFloat("Exposure",& m_settings.m_exposure, -4.0f, 4.0f);
ImGui::Unindent();
ImGui::PopItemWidth();
ImGui::End();
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ImGui::SetNextWindowPos(
ImVec2(10.0f, 260.0f)
, ImGuiSetCond_FirstUseEver
);
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ImGui::Begin("Mesh"
, NULL
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, ImVec2(m_width / 5.0f, 450.0f)
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, ImGuiWindowFlags_AlwaysAutoResize
);
ImGui::Text("Mesh:");
ImGui::Indent();
ImGui::RadioButton("Bunny", &m_settings.m_meshSelection, 0);
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ImGui::RadioButton("Orbs", &m_settings.m_meshSelection, 1);
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ImGui::Unindent();
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const bool isBunny = (0 == m_settings.m_meshSelection);
if (!isBunny)
{
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m_settings.m_metalOrSpec = 0;
}
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else
{
ImGui::Separator();
ImGui::Text("Workflow:");
ImGui::Indent();
ImGui::RadioButton("Metalness", &m_settings.m_metalOrSpec, 0);
ImGui::RadioButton("Specular", &m_settings.m_metalOrSpec, 1);
ImGui::Unindent();
ImGui::Separator();
ImGui::Text("Material:");
ImGui::Indent();
ImGui::PushItemWidth(130.0f);
ImGui::SliderFloat("Glossiness", &m_settings.m_glossiness, 0.0f, 1.0f);
ImGui::SliderFloat(0 == m_settings.m_metalOrSpec ? "Metalness" : "Diffuse - Specular", &m_settings.m_reflectivity, 0.0f, 1.0f);
ImGui::PopItemWidth();
ImGui::Unindent();
}
ImGui::ColorWheel("Diffuse:", &m_settings.m_rgbDiff[0], 0.7f);
ImGui::Separator();
if ( (1 == m_settings.m_metalOrSpec) && isBunny )
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{
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ImGui::ColorWheel("Specular:", &m_settings.m_rgbSpec[0], 0.7f);
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}
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ImGui::End();
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imguiEndFrame();
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m_uniforms.m_glossiness = m_settings.m_glossiness;
m_uniforms.m_reflectivity = m_settings.m_reflectivity;
m_uniforms.m_exposure = m_settings.m_exposure;
m_uniforms.m_bgType = m_settings.m_bgType;
m_uniforms.m_metalOrSpec = float(m_settings.m_metalOrSpec);
m_uniforms.m_doDiffuse = float(m_settings.m_doDiffuse);
m_uniforms.m_doSpecular = float(m_settings.m_doSpecular);
m_uniforms.m_doDiffuseIbl = float(m_settings.m_doDiffuseIbl);
m_uniforms.m_doSpecularIbl = float(m_settings.m_doSpecularIbl);
bx::memCopy(m_uniforms.m_rgbDiff, m_settings.m_rgbDiff, 3*sizeof(float) );
bx::memCopy(m_uniforms.m_rgbSpec, m_settings.m_rgbSpec, 3*sizeof(float) );
bx::memCopy(m_uniforms.m_lightDir, m_settings.m_lightDir, 3*sizeof(float) );
bx::memCopy(m_uniforms.m_lightCol, m_settings.m_lightCol, 3*sizeof(float) );
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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 float deltaTimeSec = float(double(frameTime)/freq);
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// Camera.
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const bool mouseOverGui = ImGui::MouseOverArea();
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m_mouse.update(float(m_mouseState.m_mx), float(m_mouseState.m_my), m_mouseState.m_mz, m_width, m_height);
if (!mouseOverGui)
{
if (m_mouseState.m_buttons[entry::MouseButton::Left])
{
m_camera.orbit(m_mouse.m_dx, m_mouse.m_dy);
}
else if (m_mouseState.m_buttons[entry::MouseButton::Right])
{
m_camera.dolly(m_mouse.m_dx + m_mouse.m_dy);
}
else if (m_mouseState.m_buttons[entry::MouseButton::Middle])
{
m_settings.m_envRotDest += m_mouse.m_dx*2.0f;
}
else if (0 != m_mouse.m_scroll)
{
m_camera.dolly(float(m_mouse.m_scroll)*0.05f);
}
}
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m_camera.update(deltaTimeSec);
bx::memCopy(m_uniforms.m_cameraPos, m_camera.m_pos.curr, 3*sizeof(float) );
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// View Transform 0.
float view[16];
bx::mtxIdentity(view);
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const bgfx::Caps* caps = bgfx::getCaps();
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float proj[16];
bx::mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f, 0.0, caps->homogeneousDepth);
bgfx::setViewTransform(0, view, proj);
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// View Transform 1.
m_camera.mtxLookAt(view);
bx::mtxProj(proj, 45.0f, float(m_width)/float(m_height), 0.1f, 100.0f, caps->homogeneousDepth);
bgfx::setViewTransform(1, view, proj);
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// View rect.
bgfx::setViewRect(0, 0, 0, uint16_t(m_width), uint16_t(m_height) );
bgfx::setViewRect(1, 0, 0, uint16_t(m_width), uint16_t(m_height) );
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// Env rotation.
const float amount = bx::fmin(deltaTimeSec/0.12f, 1.0f);
m_settings.m_envRotCurr = bx::flerp(m_settings.m_envRotCurr, m_settings.m_envRotDest, amount);
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// Env mtx.
float mtxEnvView[16];
m_camera.envViewMtx(mtxEnvView);
float mtxEnvRot[16];
bx::mtxRotateY(mtxEnvRot, m_settings.m_envRotCurr);
bx::mtxMul(m_uniforms.m_mtx, mtxEnvView, mtxEnvRot); // Used for Skybox.
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// Submit view 0.
bgfx::setTexture(0, s_texCube, m_lightProbes[m_currentLightProbe].m_tex);
bgfx::setTexture(1, s_texCubeIrr, m_lightProbes[m_currentLightProbe].m_texIrr);
bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
screenSpaceQuad( (float)m_width, (float)m_height, true);
m_uniforms.submit();
bgfx::submit(0, m_programSky);
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// Submit view 1.
bx::memCopy(m_uniforms.m_mtx, mtxEnvRot, 16*sizeof(float)); // Used for IBL.
if (0 == m_settings.m_meshSelection)
{
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// Submit bunny.
float mtx[16];
bx::mtxSRT(mtx, 1.0f, 1.0f, 1.0f, 0.0f, bx::kPi, 0.0f, 0.0f, -0.80f, 0.0f);
bgfx::setTexture(0, s_texCube, m_lightProbes[m_currentLightProbe].m_tex);
bgfx::setTexture(1, s_texCubeIrr, m_lightProbes[m_currentLightProbe].m_texIrr);
m_uniforms.submit();
meshSubmit(m_meshBunny, 1, m_programMesh, mtx);
}
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else
{
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// Submit orbs.
for (float yy = 0, yend = 5.0f; yy < yend; yy+=1.0f)
{
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for (float xx = 0, xend = 5.0f; xx < xend; xx+=1.0f)
{
const float scale = 1.2f;
const float spacing = 2.2f;
const float yAdj = -0.8f;
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float mtx[16];
bx::mtxSRT(mtx
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, scale/xend
, scale/xend
, scale/xend
, 0.0f
, 0.0f
, 0.0f
, 0.0f + (xx/xend)*spacing - (1.0f + (scale-1.0f)*0.5f - 1.0f/xend)
, yAdj/yend + (yy/yend)*spacing - (1.0f + (scale-1.0f)*0.5f - 1.0f/yend)
, 0.0f
);
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m_uniforms.m_glossiness = xx*(1.0f/xend);
m_uniforms.m_reflectivity = (yend-yy)*(1.0f/yend);
m_uniforms.m_metalOrSpec = 0.0f;
m_uniforms.submit();
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bgfx::setTexture(0, s_texCube, m_lightProbes[m_currentLightProbe].m_tex);
bgfx::setTexture(1, s_texCubeIrr, m_lightProbes[m_currentLightProbe].m_texIrr);
meshSubmit(m_meshOrb, 1, m_programMesh, mtx);
}
}
}
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// Advance to next frame. Rendering thread will be kicked to
// process submitted rendering primitives.
bgfx::frame();
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return true;
}
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return false;
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}
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uint32_t m_width;
uint32_t m_height;
uint32_t m_debug;
uint32_t m_reset;
entry::MouseState m_mouseState;
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Uniforms m_uniforms;
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LightProbe m_lightProbes[LightProbe::Count];
LightProbe::Enum m_currentLightProbe;
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bgfx::UniformHandle u_mtx;
bgfx::UniformHandle u_params;
bgfx::UniformHandle u_flags;
bgfx::UniformHandle u_camPos;
bgfx::UniformHandle s_texCube;
bgfx::UniformHandle s_texCubeIrr;
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bgfx::ProgramHandle m_programMesh;
bgfx::ProgramHandle m_programSky;
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Mesh* m_meshBunny;
Mesh* m_meshOrb;
Camera m_camera;
Mouse m_mouse;
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Settings m_settings;
};
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} // namespace
ENTRY_IMPLEMENT_MAIN(ExampleIbl, "18-ibl", "Image-based lighting.");