13-stencil: Switching to new ImGui.

This commit is contained in:
Branimir Karadžić 2017-06-15 20:34:26 -07:00
parent 0780a3a7c9
commit 96f6d4f01e

View File

@ -13,14 +13,14 @@
#include "camera.h"
#include "imgui/imgui.h"
#define RENDER_VIEWID_RANGE1_PASS_0 1
#define RENDER_VIEWID_RANGE1_PASS_1 2
#define RENDER_VIEWID_RANGE1_PASS_2 3
#define RENDER_VIEWID_RANGE1_PASS_3 4
#define RENDER_VIEWID_RANGE1_PASS_4 5
#define RENDER_VIEWID_RANGE1_PASS_5 6
#define RENDER_VIEWID_RANGE5_PASS_6 7
#define RENDER_VIEWID_RANGE1_PASS_7 13
#define RENDER_VIEWID_RANGE1_PASS_0 1
#define RENDER_VIEWID_RANGE1_PASS_1 2
#define RENDER_VIEWID_RANGE1_PASS_2 3
#define RENDER_VIEWID_RANGE1_PASS_3 4
#define RENDER_VIEWID_RANGE1_PASS_4 5
#define RENDER_VIEWID_RANGE1_PASS_5 6
#define RENDER_VIEWID_RANGE5_PASS_6 7
#define RENDER_VIEWID_RANGE1_PASS_7 13
#define MAX_NUM_LIGHTS 5
@ -117,16 +117,10 @@ static const uint16_t s_planeIndices[] =
1, 3, 2,
};
static bool s_flipV = false;
static uint32_t s_viewMask = 0;
static uint32_t s_clearMask = 0;
static bgfx::UniformHandle s_texColor;
inline void mtxProj(float* _result, float _fovy, float _aspect, float _near, float _far)
{
bx::mtxProj(_result, _fovy, _aspect, _near, _far, s_flipV);
}
void setViewClearMask(uint32_t _viewMask, uint8_t _flags, uint32_t _rgba, float _depth, uint8_t _stencil)
{
for (uint32_t view = 0, viewMask = _viewMask, ntz = bx::uint32_cnttz(_viewMask); 0 != viewMask; viewMask >>= 1, view += 1, ntz = bx::uint32_cnttz(viewMask) )
@ -796,57 +790,44 @@ public:
virtual void init(int _argc, char** _argv) BX_OVERRIDE
{
Args args(_argc, _argv);
m_viewState = ViewState(1280, 720);
m_clearValues = ClearValues(0x30303000, 1.0f, 0);
m_debug = BGFX_DEBUG_TEXT;
m_reset = BGFX_RESET_VSYNC;
bgfx::init(args.m_type, args.m_pciId);
bgfx::reset(m_viewState.m_width, m_viewState.m_height, m_reset);
// Enable debug text.
bgfx::setDebug(m_debug);
// Setup root path for binary shaders. Shader binaries are different
// for each renderer.
switch (bgfx::getRendererType() )
{
case bgfx::RendererType::OpenGL:
case bgfx::RendererType::OpenGLES:
s_flipV = true;
break;
default:
break;
}
// Imgui.
imguiCreate();
PosNormalTexcoordVertex::init();
s_uniforms.init();
s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
m_programTextureLighting = loadProgram("vs_stencil_texture_lighting", "fs_stencil_texture_lighting");
m_programColorLighting = loadProgram("vs_stencil_color_lighting", "fs_stencil_color_lighting" );
m_programColorTexture = loadProgram("vs_stencil_color_texture", "fs_stencil_color_texture" );
m_programColorBlack = loadProgram("vs_stencil_color", "fs_stencil_color_black" );
m_programTexture = loadProgram("vs_stencil_texture", "fs_stencil_texture" );
m_bunnyMesh.load("meshes/bunny.bin");
m_columnMesh.load("meshes/column.bin");
m_cubeMesh.load(s_cubeVertices, BX_COUNTOF(s_cubeVertices), PosNormalTexcoordVertex::ms_decl, s_cubeIndices, BX_COUNTOF(s_cubeIndices) );
m_hplaneMesh.load(s_hplaneVertices, BX_COUNTOF(s_hplaneVertices), PosNormalTexcoordVertex::ms_decl, s_planeIndices, BX_COUNTOF(s_planeIndices) );
m_vplaneMesh.load(s_vplaneVertices, BX_COUNTOF(s_vplaneVertices), PosNormalTexcoordVertex::ms_decl, s_planeIndices, BX_COUNTOF(s_planeIndices) );
m_figureTex = loadTexture("textures/figure-rgba.dds");
m_flareTex = loadTexture("textures/flare.dds");
m_fieldstoneTex = loadTexture("textures/fieldstone-rgba.dds");
// Setup lights.
const float rgbInnerR[][4] =
{
@ -856,7 +837,7 @@ public:
{ 1.0f, 0.4f, 0.2f, 0.0f }, //orange
{ 0.7f, 0.7f, 0.7f, 0.0f }, //white
};
for (uint8_t ii = 0, jj = 0; ii < MAX_NUM_LIGHTS; ++ii, ++jj)
{
const uint8_t index = jj%BX_COUNTOF(rgbInnerR);
@ -866,24 +847,25 @@ public:
m_lightRgbInnerR[ii][3] = rgbInnerR[index][3];
}
bx::memCopy(s_uniforms.m_lightRgbInnerR, m_lightRgbInnerR, MAX_NUM_LIGHTS * 4*sizeof(float) );
// Set view and projection matrices.
const float aspect = float(m_viewState.m_width)/float(m_viewState.m_height);
mtxProj(m_viewState.m_proj, 60.0f, aspect, 0.1f, 100.0f);
const bgfx::Caps* caps = bgfx::getCaps();
bx::mtxProj(m_viewState.m_proj, 60.0f, aspect, 0.1f, 100.0f, caps->homogeneousDepth);
float initialPos[3] = { 0.0f, 18.0f, -40.0f };
cameraCreate();
cameraSetPosition(initialPos);
cameraSetVerticalAngle(-0.35f);
cameraGetViewMtx(m_viewState.m_view);
m_timeOffset = bx::getHPCounter();
m_scene = StencilReflectionScene;
m_settings_numLights = 4.0f;
m_settings_reflectionValue = 0.8f;
m_settings_updateLights = true;
m_settings_updateScene = true;
m_numLights = 4;
m_reflectionValue = 0.8f;
m_updateLights = true;
m_updateScene = true;
}
virtual int shutdown() BX_OVERRIDE
@ -894,27 +876,27 @@ public:
m_cubeMesh.unload();
m_hplaneMesh.unload();
m_vplaneMesh.unload();
bgfx::destroyTexture(m_figureTex);
bgfx::destroyTexture(m_fieldstoneTex);
bgfx::destroyTexture(m_flareTex);
bgfx::destroyProgram(m_programTextureLighting);
bgfx::destroyProgram(m_programColorLighting);
bgfx::destroyProgram(m_programColorTexture);
bgfx::destroyProgram(m_programColorBlack);
bgfx::destroyProgram(m_programTexture);
bgfx::destroyUniform(s_texColor);
s_uniforms.destroy();
cameraDestroy();
imguiDestroy();
// Shutdown bgfx.
bgfx::shutdown();
return 0;
}
@ -923,66 +905,63 @@ public:
if (!entry::processEvents(m_viewState.m_width, m_viewState.m_height, m_debug, m_reset, &m_mouseState) )
{
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_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
, m_mouseState.m_mz
, uint16_t(m_viewState.m_width)
, uint16_t(m_viewState.m_height)
);
static const char* titles[3] =
, 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_viewState.m_width)
, uint16_t(m_viewState.m_height)
);
ImGui::SetNextWindowPos(ImVec2(m_viewState.m_width - m_viewState.m_width / 5.0f - 10.0f, 10.0f) );
ImGui::Begin("Stencil Settings"
, NULL
, ImVec2(m_viewState.m_width / 5.0f, m_viewState.m_height / 2.0f)
, ImGuiWindowFlags_AlwaysAutoResize
);
{
"Stencil Reflection Scene",
"Projection Shadows Scene",
};
static int32_t scrollArea = 0;
imguiBeginScrollArea("Settings", m_viewState.m_width - 256 - 10, 10, 256, 215, &scrollArea);
if (imguiCheck(titles[StencilReflectionScene], StencilReflectionScene == m_scene) )
{
m_scene = StencilReflectionScene;
m_settings_numLights = 4.0f;
bool check = StencilReflectionScene == m_scene;
if (ImGui::Checkbox("Stencil Reflection Scene", &check) )
{
m_scene = StencilReflectionScene;
m_numLights = 4;
}
}
if (imguiCheck(titles[ProjectionShadowsScene], ProjectionShadowsScene == m_scene) )
{
m_scene = ProjectionShadowsScene;
m_settings_numLights = 1.0f;
bool check = ProjectionShadowsScene == m_scene;
if (ImGui::Checkbox("Projection Shadows Scene", &check) )
{
m_scene = ProjectionShadowsScene;
m_numLights = 1;
}
}
imguiSeparatorLine();
imguiSlider("Lights", m_settings_numLights, 1.0f, float(MAX_NUM_LIGHTS), 1.0f);
ImGui::SliderInt("Lights", &m_numLights, 1, MAX_NUM_LIGHTS);
if (m_scene == StencilReflectionScene)
{
imguiSlider("Reflection value", m_settings_reflectionValue, 0.0f, 1.0f, 0.01f);
ImGui::SliderFloat("Reflection value", &m_reflectionValue, 0.0f, 1.0f);
}
if (imguiCheck("Update lights", m_settings_updateLights) )
{
m_settings_updateLights = !m_settings_updateLights;
}
if (imguiCheck("Update scene", m_settings_updateScene) )
{
m_settings_updateScene = !m_settings_updateScene;
}
imguiEndScrollArea();
ImGui::Checkbox("Update lights", &m_updateLights);
ImGui::Checkbox("Update scene", &m_updateScene);
ImGui::End();
imguiEndFrame();
s_uniforms.submitConstUniforms();
// Update settings.
uint8_t numLights = (uint8_t)m_settings_numLights;
s_uniforms.m_params.m_ambientPass = 1.0f;
s_uniforms.m_params.m_lightingPass = 1.0f;
s_uniforms.m_params.m_lightCount = m_settings_numLights;
s_uniforms.m_params.m_lightIndex = 0.0f;
s_uniforms.m_color[3] = m_settings_reflectionValue;
uint8_t numLights = (uint8_t)m_numLights;
s_uniforms.m_params.m_ambientPass = 1.0f;
s_uniforms.m_params.m_lightingPass = 1.0f;
s_uniforms.m_params.m_lightCount = m_numLights;
s_uniforms.m_params.m_lightIndex = 0.0f;
s_uniforms.m_color[3] = m_reflectionValue;
// Time.
int64_t now = bx::getHPCounter();
static int64_t last = now;
@ -993,29 +972,29 @@ public:
const float time = (float)( (now - m_timeOffset)/double(bx::getHPFrequency() ) );
const float deltaTime = float(frameTime/freq);
s_uniforms.m_time = time;
// Use debug font to print information about this example.
bgfx::dbgTextClear();
bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/13-stencil");
bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Stencil reflections and shadows.");
bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
// Update camera.
cameraUpdate(deltaTime, m_mouseState);
cameraGetViewMtx(m_viewState.m_view);
static float lightTimeAccumulator = 0.0f;
if (m_settings_updateLights)
if (m_updateLights)
{
lightTimeAccumulator += deltaTime;
}
static float sceneTimeAccumulator = 0.0f;
if (m_settings_updateScene)
if (m_updateScene)
{
sceneTimeAccumulator += deltaTime;
}
float lightPosRadius[MAX_NUM_LIGHTS][4];
const float radius = (m_scene == StencilReflectionScene) ? 15.0f : 25.0f;
for (uint8_t ii = 0; ii < numLights; ++ii)
@ -1026,35 +1005,35 @@ public:
lightPosRadius[ii][3] = radius;
}
bx::memCopy(s_uniforms.m_lightPosRadius, lightPosRadius, numLights * 4*sizeof(float) );
// Floor position.
float floorMtx[16];
bx::mtxSRT(floorMtx
, 20.0f //scaleX
, 20.0f //scaleY
, 20.0f //scaleZ
, 0.0f //rotX
, 0.0f //rotY
, 0.0f //rotZ
, 0.0f //translateX
, 0.0f //translateY
, 0.0f //translateZ
);
, 20.0f //scaleX
, 20.0f //scaleY
, 20.0f //scaleZ
, 0.0f //rotX
, 0.0f //rotY
, 0.0f //rotZ
, 0.0f //translateX
, 0.0f //translateY
, 0.0f //translateZ
);
// Bunny position.
float bunnyMtx[16];
bx::mtxSRT(bunnyMtx
, 5.0f
, 5.0f
, 5.0f
, 0.0f
, 1.56f - sceneTimeAccumulator
, 0.0f
, 0.0f
, 2.0f
, 0.0f
);
, 5.0f
, 5.0f
, 5.0f
, 0.0f
, 1.56f - sceneTimeAccumulator
, 0.0f
, 0.0f
, 2.0f
, 0.0f
);
// Columns position.
const float dist = 14.0f;
const float columnPositions[4][3] =
@ -1064,78 +1043,78 @@ public:
{ dist, 0.0f, -dist },
{ -dist, 0.0f, -dist },
};
float columnMtx[4][16];
for (uint8_t ii = 0; ii < 4; ++ii)
{
bx::mtxSRT(columnMtx[ii]
, 1.0f
, 1.0f
, 1.0f
, 0.0f
, 0.0f
, 0.0f
, columnPositions[ii][0]
, columnPositions[ii][1]
, columnPositions[ii][2]
);
, 1.0f
, 1.0f
, 1.0f
, 0.0f
, 0.0f
, 0.0f
, columnPositions[ii][0]
, columnPositions[ii][1]
, columnPositions[ii][2]
);
}
const uint8_t numCubes = 9;
float cubeMtx[numCubes][16];
for (uint16_t ii = 0; ii < numCubes; ++ii)
{
bx::mtxSRT(cubeMtx[ii]
, 1.0f
, 1.0f
, 1.0f
, 0.0f
, 0.0f
, 0.0f
, bx::fsin(ii * 2.0f + 13.0f - sceneTimeAccumulator) * 13.0f
, 4.0f
, bx::fcos(ii * 2.0f + 13.0f - sceneTimeAccumulator) * 13.0f
);
, 1.0f
, 1.0f
, 1.0f
, 0.0f
, 0.0f
, 0.0f
, bx::fsin(ii * 2.0f + 13.0f - sceneTimeAccumulator) * 13.0f
, 4.0f
, bx::fcos(ii * 2.0f + 13.0f - sceneTimeAccumulator) * 13.0f
);
}
// Make sure at the beginning everything gets cleared.
clearView(0, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH | BGFX_CLEAR_STENCIL, m_clearValues);
bgfx::touch(0);
s_viewMask |= 1;
// Bunny and columns color.
s_uniforms.m_color[0] = 0.70f;
s_uniforms.m_color[1] = 0.65f;
s_uniforms.m_color[2] = 0.60f;
switch (m_scene)
{
case StencilReflectionScene:
case StencilReflectionScene:
{
// First pass - Draw plane.
// Setup params for this scene.
s_uniforms.m_params.m_ambientPass = 1.0f;
s_uniforms.m_params.m_lightingPass = 1.0f;
// Floor.
m_hplaneMesh.submit(RENDER_VIEWID_RANGE1_PASS_0
, floorMtx
, m_programColorBlack
, s_renderStates[RenderState::StencilReflection_CraftStencil]
);
, floorMtx
, m_programColorBlack
, s_renderStates[RenderState::StencilReflection_CraftStencil]
);
// Second pass - Draw reflected objects.
// Clear depth from previous pass.
clearView(RENDER_VIEWID_RANGE1_PASS_1, BGFX_CLEAR_DEPTH, m_clearValues);
// Compute reflected matrix.
float reflectMtx[16];
float plane_pos[3] = { 0.0f, 0.01f, 0.0f };
float normal[3] = { 0.0f, 1.0f, 0.0f };
mtxReflected(reflectMtx, plane_pos, normal);
// Reflect lights.
float reflectedLights[MAX_NUM_LIGHTS][4];
for (uint8_t ii = 0; ii < numLights; ++ii)
@ -1144,179 +1123,179 @@ public:
reflectedLights[ii][3] = lightPosRadius[ii][3];
}
bx::memCopy(s_uniforms.m_lightPosRadius, reflectedLights, numLights * 4*sizeof(float) );
// Reflect and submit bunny.
float mtxReflectedBunny[16];
bx::mtxMul(mtxReflectedBunny, bunnyMtx, reflectMtx);
m_bunnyMesh.submit(RENDER_VIEWID_RANGE1_PASS_1
, mtxReflectedBunny
, m_programColorLighting
, s_renderStates[RenderState::StencilReflection_DrawReflected]
);
, mtxReflectedBunny
, m_programColorLighting
, s_renderStates[RenderState::StencilReflection_DrawReflected]
);
// Reflect and submit columns.
float mtxReflectedColumn[16];
for (uint8_t ii = 0; ii < 4; ++ii)
{
bx::mtxMul(mtxReflectedColumn, columnMtx[ii], reflectMtx);
m_columnMesh.submit(RENDER_VIEWID_RANGE1_PASS_1
, mtxReflectedColumn
, m_programColorLighting
, s_renderStates[RenderState::StencilReflection_DrawReflected]
);
, mtxReflectedColumn
, m_programColorLighting
, s_renderStates[RenderState::StencilReflection_DrawReflected]
);
}
// Set lights back.
bx::memCopy(s_uniforms.m_lightPosRadius, lightPosRadius, numLights * 4*sizeof(float) );
// Third pass - Blend plane.
// Floor.
m_hplaneMesh.submit(RENDER_VIEWID_RANGE1_PASS_2
, floorMtx
, m_programTextureLighting
, s_renderStates[RenderState::StencilReflection_BlendPlane]
, m_fieldstoneTex
);
, floorMtx
, m_programTextureLighting
, s_renderStates[RenderState::StencilReflection_BlendPlane]
, m_fieldstoneTex
);
// Fourth pass - Draw everything else but the plane.
// Bunny.
m_bunnyMesh.submit(RENDER_VIEWID_RANGE1_PASS_3
, bunnyMtx
, m_programColorLighting
, s_renderStates[RenderState::StencilReflection_DrawScene]
);
, bunnyMtx
, m_programColorLighting
, s_renderStates[RenderState::StencilReflection_DrawScene]
);
// Columns.
for (uint8_t ii = 0; ii < 4; ++ii)
{
m_columnMesh.submit(RENDER_VIEWID_RANGE1_PASS_3
, columnMtx[ii]
, m_programColorLighting
, s_renderStates[RenderState::StencilReflection_DrawScene]
);
, columnMtx[ii]
, m_programColorLighting
, s_renderStates[RenderState::StencilReflection_DrawScene]
);
}
}
break;
case ProjectionShadowsScene:
break;
case ProjectionShadowsScene:
{
// First pass - Draw entire scene. (ambient only).
s_uniforms.m_params.m_ambientPass = 1.0f;
s_uniforms.m_params.m_lightingPass = 0.0f;
// Bunny.
m_bunnyMesh.submit(RENDER_VIEWID_RANGE1_PASS_0
, bunnyMtx
, m_programColorLighting
, s_renderStates[RenderState::ProjectionShadows_DrawAmbient]
);
, bunnyMtx
, m_programColorLighting
, s_renderStates[RenderState::ProjectionShadows_DrawAmbient]
);
// Floor.
m_hplaneMesh.submit(RENDER_VIEWID_RANGE1_PASS_0
, floorMtx
, m_programTextureLighting
, s_renderStates[RenderState::ProjectionShadows_DrawAmbient]
, m_fieldstoneTex
);
, floorMtx
, m_programTextureLighting
, s_renderStates[RenderState::ProjectionShadows_DrawAmbient]
, m_fieldstoneTex
);
// Cubes.
for (uint8_t ii = 0; ii < numCubes; ++ii)
{
m_cubeMesh.submit(RENDER_VIEWID_RANGE1_PASS_0
, cubeMtx[ii]
, m_programTextureLighting
, s_renderStates[RenderState::ProjectionShadows_DrawAmbient]
, m_figureTex
);
, cubeMtx[ii]
, m_programTextureLighting
, s_renderStates[RenderState::ProjectionShadows_DrawAmbient]
, m_figureTex
);
}
// Ground plane.
float ground[4];
float plane_pos[3] = { 0.0f, 0.0f, 0.0f };
float normal[3] = { 0.0f, 1.0f, 0.0f };
bx::memCopy(ground, normal, sizeof(float) * 3);
ground[3] = -bx::vec3Dot(plane_pos, normal) - 0.01f; // - 0.01 against z-fighting
for (uint8_t ii = 0, viewId = RENDER_VIEWID_RANGE5_PASS_6; ii < numLights; ++ii, ++viewId)
{
// Clear stencil for this light source.
clearView(viewId, BGFX_CLEAR_STENCIL, m_clearValues);
// Draw shadow projection of scene objects.
// Get homogeneous light pos.
float* lightPos = lightPosRadius[ii];
float pos[4];
bx::memCopy(pos, lightPos, sizeof(float) * 3);
pos[3] = 1.0f;
// Calculate shadow mtx for current light.
float shadowMtx[16];
mtxShadow(shadowMtx, ground, pos);
// Submit bunny's shadow.
float mtxShadowedBunny[16];
bx::mtxMul(mtxShadowedBunny, bunnyMtx, shadowMtx);
m_bunnyMesh.submit(viewId
, mtxShadowedBunny
, m_programColorBlack
, s_renderStates[RenderState::ProjectionShadows_CraftStencil]
);
, mtxShadowedBunny
, m_programColorBlack
, s_renderStates[RenderState::ProjectionShadows_CraftStencil]
);
// Submit cube shadows.
float mtxShadowedCube[16];
for (uint8_t jj = 0; jj < numCubes; ++jj)
{
bx::mtxMul(mtxShadowedCube, cubeMtx[jj], shadowMtx);
m_cubeMesh.submit(viewId
, mtxShadowedCube
, m_programColorBlack
, s_renderStates[RenderState::ProjectionShadows_CraftStencil]
);
, mtxShadowedCube
, m_programColorBlack
, s_renderStates[RenderState::ProjectionShadows_CraftStencil]
);
}
// Draw entire scene. (lighting pass only. blending is on)
s_uniforms.m_params.m_ambientPass = 0.0f;
s_uniforms.m_params.m_lightingPass = 1.0f;
s_uniforms.m_params.m_lightCount = 1.0f;
s_uniforms.m_params.m_lightIndex = float(ii);
// Bunny.
m_bunnyMesh.submit(viewId
, bunnyMtx
, m_programColorLighting
, s_renderStates[RenderState::ProjectionShadows_DrawDiffuse]
);
, bunnyMtx
, m_programColorLighting
, s_renderStates[RenderState::ProjectionShadows_DrawDiffuse]
);
// Floor.
m_hplaneMesh.submit(viewId
, floorMtx
, m_programTextureLighting
, s_renderStates[RenderState::ProjectionShadows_DrawDiffuse]
, m_fieldstoneTex
);
, floorMtx
, m_programTextureLighting
, s_renderStates[RenderState::ProjectionShadows_DrawDiffuse]
, m_fieldstoneTex
);
// Cubes.
for (uint8_t jj = 0; jj < numCubes; ++jj)
{
m_cubeMesh.submit(viewId
, cubeMtx[jj]
, m_programTextureLighting
, s_renderStates[RenderState::ProjectionShadows_DrawDiffuse]
, m_figureTex
);
, cubeMtx[jj]
, m_programTextureLighting
, s_renderStates[RenderState::ProjectionShadows_DrawDiffuse]
, m_figureTex
);
}
}
// Reset these to default..
s_uniforms.m_params.m_ambientPass = 1.0f;
s_uniforms.m_params.m_lightingPass = 1.0f;
}
break;
break;
};
//lights
const float lightScale[3] = { 1.5f, 1.5f, 1.5f };
float lightMtx[16];
@ -1325,95 +1304,95 @@ public:
s_uniforms.m_color[0] = m_lightRgbInnerR[ii][0];
s_uniforms.m_color[1] = m_lightRgbInnerR[ii][1];
s_uniforms.m_color[2] = m_lightRgbInnerR[ii][2];
mtxBillboard(lightMtx, m_viewState.m_view, lightPosRadius[ii], lightScale);
m_vplaneMesh.submit(RENDER_VIEWID_RANGE1_PASS_7
, lightMtx
, m_programColorTexture
, s_renderStates[RenderState::Custom_BlendLightTexture]
, m_flareTex
);
, lightMtx
, m_programColorTexture
, s_renderStates[RenderState::Custom_BlendLightTexture]
, m_flareTex
);
}
// Draw floor bottom.
float floorBottomMtx[16];
bx::mtxSRT(floorBottomMtx
, 20.0f //scaleX
, 20.0f //scaleY
, 20.0f //scaleZ
, 0.0f //rotX
, 0.0f //rotY
, 0.0f //rotZ
, 0.0f //translateX
, -0.1f //translateY
, 0.0f //translateZ
);
, 20.0f //scaleX
, 20.0f //scaleY
, 20.0f //scaleZ
, 0.0f //rotX
, 0.0f //rotY
, 0.0f //rotZ
, 0.0f //translateX
, -0.1f //translateY
, 0.0f //translateZ
);
m_hplaneMesh.submit(RENDER_VIEWID_RANGE1_PASS_7
, floorBottomMtx
, m_programTexture
, s_renderStates[RenderState::Custom_DrawPlaneBottom]
, m_figureTex
);
, floorBottomMtx
, m_programTexture
, s_renderStates[RenderState::Custom_DrawPlaneBottom]
, m_figureTex
);
// Setup view rect and transform for all used views.
setViewRectMask(s_viewMask, 0, 0, uint16_t(m_viewState.m_width), uint16_t(m_viewState.m_height) );
setViewTransformMask(s_viewMask, m_viewState.m_view, m_viewState.m_proj);
s_viewMask = 0;
// Advance to next frame. Rendering thread will be kicked to
// process submitted rendering primitives.
bgfx::frame();
//reset clear values on used views
clearViewMask(s_clearMask, BGFX_CLEAR_NONE, m_clearValues);
s_clearMask = 0;
return true;
}
return false;
}
ViewState m_viewState;
entry::MouseState m_mouseState;
ClearValues m_clearValues;
uint32_t m_debug;
uint32_t m_reset;
bgfx::ProgramHandle m_programTextureLighting;
bgfx::ProgramHandle m_programColorLighting;
bgfx::ProgramHandle m_programColorTexture;
bgfx::ProgramHandle m_programColorBlack;
bgfx::ProgramHandle m_programTexture;
Mesh m_bunnyMesh;
Mesh m_columnMesh;
Mesh m_cubeMesh;
Mesh m_hplaneMesh;
Mesh m_vplaneMesh;
bgfx::TextureHandle m_figureTex;
bgfx::TextureHandle m_flareTex;
bgfx::TextureHandle m_fieldstoneTex;
float m_lightRgbInnerR[MAX_NUM_LIGHTS][4];
int64_t m_timeOffset;
enum Scene
{
StencilReflectionScene = 0,
ProjectionShadowsScene,
};
Scene m_scene;
float m_settings_numLights;
float m_settings_reflectionValue;
bool m_settings_updateLights;
bool m_settings_updateScene;
int32_t m_numLights;
float m_reflectionValue;
bool m_updateLights;
bool m_updateScene;
};
ENTRY_IMPLEMENT_MAIN(ExampleStencil);