13-stencil: Switching to new ImGui.
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0780a3a7c9
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@ -13,14 +13,14 @@
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#include "camera.h"
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#include "imgui/imgui.h"
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#define RENDER_VIEWID_RANGE1_PASS_0 1
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#define RENDER_VIEWID_RANGE1_PASS_1 2
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#define RENDER_VIEWID_RANGE1_PASS_2 3
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#define RENDER_VIEWID_RANGE1_PASS_3 4
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#define RENDER_VIEWID_RANGE1_PASS_4 5
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#define RENDER_VIEWID_RANGE1_PASS_5 6
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#define RENDER_VIEWID_RANGE5_PASS_6 7
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#define RENDER_VIEWID_RANGE1_PASS_7 13
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#define RENDER_VIEWID_RANGE1_PASS_0 1
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#define RENDER_VIEWID_RANGE1_PASS_1 2
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#define RENDER_VIEWID_RANGE1_PASS_2 3
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#define RENDER_VIEWID_RANGE1_PASS_3 4
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#define RENDER_VIEWID_RANGE1_PASS_4 5
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#define RENDER_VIEWID_RANGE1_PASS_5 6
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#define RENDER_VIEWID_RANGE5_PASS_6 7
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#define RENDER_VIEWID_RANGE1_PASS_7 13
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#define MAX_NUM_LIGHTS 5
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@ -117,16 +117,10 @@ static const uint16_t s_planeIndices[] =
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1, 3, 2,
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};
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static bool s_flipV = false;
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static uint32_t s_viewMask = 0;
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static uint32_t s_clearMask = 0;
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static bgfx::UniformHandle s_texColor;
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inline void mtxProj(float* _result, float _fovy, float _aspect, float _near, float _far)
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{
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bx::mtxProj(_result, _fovy, _aspect, _near, _far, s_flipV);
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}
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void setViewClearMask(uint32_t _viewMask, uint8_t _flags, uint32_t _rgba, float _depth, uint8_t _stencil)
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{
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for (uint32_t view = 0, viewMask = _viewMask, ntz = bx::uint32_cnttz(_viewMask); 0 != viewMask; viewMask >>= 1, view += 1, ntz = bx::uint32_cnttz(viewMask) )
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@ -796,57 +790,44 @@ public:
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virtual void init(int _argc, char** _argv) BX_OVERRIDE
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{
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Args args(_argc, _argv);
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m_viewState = ViewState(1280, 720);
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m_clearValues = ClearValues(0x30303000, 1.0f, 0);
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m_debug = BGFX_DEBUG_TEXT;
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m_reset = BGFX_RESET_VSYNC;
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bgfx::init(args.m_type, args.m_pciId);
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bgfx::reset(m_viewState.m_width, m_viewState.m_height, m_reset);
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// Enable debug text.
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bgfx::setDebug(m_debug);
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// Setup root path for binary shaders. Shader binaries are different
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// for each renderer.
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switch (bgfx::getRendererType() )
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{
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case bgfx::RendererType::OpenGL:
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case bgfx::RendererType::OpenGLES:
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s_flipV = true;
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break;
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default:
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break;
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}
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// Imgui.
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imguiCreate();
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PosNormalTexcoordVertex::init();
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s_uniforms.init();
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s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
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m_programTextureLighting = loadProgram("vs_stencil_texture_lighting", "fs_stencil_texture_lighting");
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m_programColorLighting = loadProgram("vs_stencil_color_lighting", "fs_stencil_color_lighting" );
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m_programColorTexture = loadProgram("vs_stencil_color_texture", "fs_stencil_color_texture" );
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m_programColorBlack = loadProgram("vs_stencil_color", "fs_stencil_color_black" );
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m_programTexture = loadProgram("vs_stencil_texture", "fs_stencil_texture" );
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m_bunnyMesh.load("meshes/bunny.bin");
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m_columnMesh.load("meshes/column.bin");
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m_cubeMesh.load(s_cubeVertices, BX_COUNTOF(s_cubeVertices), PosNormalTexcoordVertex::ms_decl, s_cubeIndices, BX_COUNTOF(s_cubeIndices) );
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m_hplaneMesh.load(s_hplaneVertices, BX_COUNTOF(s_hplaneVertices), PosNormalTexcoordVertex::ms_decl, s_planeIndices, BX_COUNTOF(s_planeIndices) );
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m_vplaneMesh.load(s_vplaneVertices, BX_COUNTOF(s_vplaneVertices), PosNormalTexcoordVertex::ms_decl, s_planeIndices, BX_COUNTOF(s_planeIndices) );
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m_figureTex = loadTexture("textures/figure-rgba.dds");
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m_flareTex = loadTexture("textures/flare.dds");
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m_fieldstoneTex = loadTexture("textures/fieldstone-rgba.dds");
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// Setup lights.
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const float rgbInnerR[][4] =
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{
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@ -856,7 +837,7 @@ public:
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{ 1.0f, 0.4f, 0.2f, 0.0f }, //orange
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{ 0.7f, 0.7f, 0.7f, 0.0f }, //white
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};
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for (uint8_t ii = 0, jj = 0; ii < MAX_NUM_LIGHTS; ++ii, ++jj)
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{
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const uint8_t index = jj%BX_COUNTOF(rgbInnerR);
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@ -866,24 +847,25 @@ public:
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m_lightRgbInnerR[ii][3] = rgbInnerR[index][3];
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}
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bx::memCopy(s_uniforms.m_lightRgbInnerR, m_lightRgbInnerR, MAX_NUM_LIGHTS * 4*sizeof(float) );
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// Set view and projection matrices.
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const float aspect = float(m_viewState.m_width)/float(m_viewState.m_height);
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mtxProj(m_viewState.m_proj, 60.0f, aspect, 0.1f, 100.0f);
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const bgfx::Caps* caps = bgfx::getCaps();
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bx::mtxProj(m_viewState.m_proj, 60.0f, aspect, 0.1f, 100.0f, caps->homogeneousDepth);
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float initialPos[3] = { 0.0f, 18.0f, -40.0f };
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cameraCreate();
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cameraSetPosition(initialPos);
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cameraSetVerticalAngle(-0.35f);
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cameraGetViewMtx(m_viewState.m_view);
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m_timeOffset = bx::getHPCounter();
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m_scene = StencilReflectionScene;
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m_settings_numLights = 4.0f;
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m_settings_reflectionValue = 0.8f;
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m_settings_updateLights = true;
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m_settings_updateScene = true;
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m_numLights = 4;
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m_reflectionValue = 0.8f;
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m_updateLights = true;
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m_updateScene = true;
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}
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virtual int shutdown() BX_OVERRIDE
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@ -894,27 +876,27 @@ public:
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m_cubeMesh.unload();
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m_hplaneMesh.unload();
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m_vplaneMesh.unload();
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bgfx::destroyTexture(m_figureTex);
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bgfx::destroyTexture(m_fieldstoneTex);
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bgfx::destroyTexture(m_flareTex);
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bgfx::destroyProgram(m_programTextureLighting);
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bgfx::destroyProgram(m_programColorLighting);
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bgfx::destroyProgram(m_programColorTexture);
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bgfx::destroyProgram(m_programColorBlack);
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bgfx::destroyProgram(m_programTexture);
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bgfx::destroyUniform(s_texColor);
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s_uniforms.destroy();
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cameraDestroy();
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imguiDestroy();
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// Shutdown bgfx.
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bgfx::shutdown();
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return 0;
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}
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@ -923,66 +905,63 @@ public:
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if (!entry::processEvents(m_viewState.m_width, m_viewState.m_height, m_debug, m_reset, &m_mouseState) )
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{
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imguiBeginFrame(m_mouseState.m_mx
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, m_mouseState.m_my
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, (m_mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
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| (m_mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
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| (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
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, m_mouseState.m_mz
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, uint16_t(m_viewState.m_width)
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, uint16_t(m_viewState.m_height)
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);
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static const char* titles[3] =
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, m_mouseState.m_my
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, (m_mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
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| (m_mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
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| (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
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, m_mouseState.m_mz
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, uint16_t(m_viewState.m_width)
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, uint16_t(m_viewState.m_height)
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);
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ImGui::SetNextWindowPos(ImVec2(m_viewState.m_width - m_viewState.m_width / 5.0f - 10.0f, 10.0f) );
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ImGui::Begin("Stencil Settings"
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, NULL
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, ImVec2(m_viewState.m_width / 5.0f, m_viewState.m_height / 2.0f)
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, ImGuiWindowFlags_AlwaysAutoResize
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);
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{
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"Stencil Reflection Scene",
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"Projection Shadows Scene",
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};
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static int32_t scrollArea = 0;
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imguiBeginScrollArea("Settings", m_viewState.m_width - 256 - 10, 10, 256, 215, &scrollArea);
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if (imguiCheck(titles[StencilReflectionScene], StencilReflectionScene == m_scene) )
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{
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m_scene = StencilReflectionScene;
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m_settings_numLights = 4.0f;
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bool check = StencilReflectionScene == m_scene;
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if (ImGui::Checkbox("Stencil Reflection Scene", &check) )
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{
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m_scene = StencilReflectionScene;
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m_numLights = 4;
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}
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}
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if (imguiCheck(titles[ProjectionShadowsScene], ProjectionShadowsScene == m_scene) )
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{
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m_scene = ProjectionShadowsScene;
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m_settings_numLights = 1.0f;
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bool check = ProjectionShadowsScene == m_scene;
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if (ImGui::Checkbox("Projection Shadows Scene", &check) )
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{
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m_scene = ProjectionShadowsScene;
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m_numLights = 1;
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}
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}
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imguiSeparatorLine();
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imguiSlider("Lights", m_settings_numLights, 1.0f, float(MAX_NUM_LIGHTS), 1.0f);
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ImGui::SliderInt("Lights", &m_numLights, 1, MAX_NUM_LIGHTS);
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if (m_scene == StencilReflectionScene)
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{
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imguiSlider("Reflection value", m_settings_reflectionValue, 0.0f, 1.0f, 0.01f);
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ImGui::SliderFloat("Reflection value", &m_reflectionValue, 0.0f, 1.0f);
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}
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if (imguiCheck("Update lights", m_settings_updateLights) )
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{
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m_settings_updateLights = !m_settings_updateLights;
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}
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if (imguiCheck("Update scene", m_settings_updateScene) )
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{
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m_settings_updateScene = !m_settings_updateScene;
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}
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imguiEndScrollArea();
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ImGui::Checkbox("Update lights", &m_updateLights);
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ImGui::Checkbox("Update scene", &m_updateScene);
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ImGui::End();
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imguiEndFrame();
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s_uniforms.submitConstUniforms();
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// Update settings.
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uint8_t numLights = (uint8_t)m_settings_numLights;
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s_uniforms.m_params.m_ambientPass = 1.0f;
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s_uniforms.m_params.m_lightingPass = 1.0f;
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s_uniforms.m_params.m_lightCount = m_settings_numLights;
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s_uniforms.m_params.m_lightIndex = 0.0f;
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s_uniforms.m_color[3] = m_settings_reflectionValue;
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uint8_t numLights = (uint8_t)m_numLights;
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s_uniforms.m_params.m_ambientPass = 1.0f;
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s_uniforms.m_params.m_lightingPass = 1.0f;
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s_uniforms.m_params.m_lightCount = m_numLights;
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s_uniforms.m_params.m_lightIndex = 0.0f;
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s_uniforms.m_color[3] = m_reflectionValue;
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// Time.
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int64_t now = bx::getHPCounter();
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static int64_t last = now;
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@ -993,29 +972,29 @@ public:
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const float time = (float)( (now - m_timeOffset)/double(bx::getHPFrequency() ) );
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const float deltaTime = float(frameTime/freq);
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s_uniforms.m_time = time;
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// Use debug font to print information about this example.
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bgfx::dbgTextClear();
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bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/13-stencil");
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bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Stencil reflections and shadows.");
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bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
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// Update camera.
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cameraUpdate(deltaTime, m_mouseState);
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cameraGetViewMtx(m_viewState.m_view);
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static float lightTimeAccumulator = 0.0f;
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if (m_settings_updateLights)
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if (m_updateLights)
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{
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lightTimeAccumulator += deltaTime;
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}
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static float sceneTimeAccumulator = 0.0f;
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if (m_settings_updateScene)
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if (m_updateScene)
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{
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sceneTimeAccumulator += deltaTime;
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}
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float lightPosRadius[MAX_NUM_LIGHTS][4];
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const float radius = (m_scene == StencilReflectionScene) ? 15.0f : 25.0f;
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for (uint8_t ii = 0; ii < numLights; ++ii)
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@ -1026,35 +1005,35 @@ public:
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lightPosRadius[ii][3] = radius;
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}
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bx::memCopy(s_uniforms.m_lightPosRadius, lightPosRadius, numLights * 4*sizeof(float) );
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// Floor position.
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float floorMtx[16];
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bx::mtxSRT(floorMtx
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, 20.0f //scaleX
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, 20.0f //scaleY
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, 20.0f //scaleZ
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, 0.0f //rotX
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, 0.0f //rotY
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, 0.0f //rotZ
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, 0.0f //translateX
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, 0.0f //translateY
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, 0.0f //translateZ
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);
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, 20.0f //scaleX
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, 20.0f //scaleY
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, 20.0f //scaleZ
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, 0.0f //rotX
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, 0.0f //rotY
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, 0.0f //rotZ
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, 0.0f //translateX
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, 0.0f //translateY
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, 0.0f //translateZ
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);
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// Bunny position.
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float bunnyMtx[16];
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bx::mtxSRT(bunnyMtx
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, 5.0f
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, 5.0f
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, 5.0f
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, 0.0f
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, 1.56f - sceneTimeAccumulator
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, 0.0f
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, 0.0f
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, 2.0f
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, 0.0f
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);
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, 5.0f
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, 5.0f
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, 5.0f
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, 0.0f
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, 1.56f - sceneTimeAccumulator
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, 0.0f
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, 0.0f
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, 2.0f
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, 0.0f
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);
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// Columns position.
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const float dist = 14.0f;
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const float columnPositions[4][3] =
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@ -1064,78 +1043,78 @@ public:
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{ dist, 0.0f, -dist },
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{ -dist, 0.0f, -dist },
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};
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float columnMtx[4][16];
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for (uint8_t ii = 0; ii < 4; ++ii)
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{
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bx::mtxSRT(columnMtx[ii]
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, 1.0f
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, 1.0f
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, 1.0f
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, 0.0f
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, 0.0f
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, 0.0f
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, columnPositions[ii][0]
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, columnPositions[ii][1]
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, columnPositions[ii][2]
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);
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, 1.0f
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, 1.0f
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, 1.0f
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, 0.0f
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, 0.0f
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, 0.0f
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, columnPositions[ii][0]
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, columnPositions[ii][1]
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, columnPositions[ii][2]
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);
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}
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const uint8_t numCubes = 9;
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float cubeMtx[numCubes][16];
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for (uint16_t ii = 0; ii < numCubes; ++ii)
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{
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bx::mtxSRT(cubeMtx[ii]
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, 1.0f
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, 1.0f
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, 1.0f
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, 0.0f
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, 0.0f
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, 0.0f
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, bx::fsin(ii * 2.0f + 13.0f - sceneTimeAccumulator) * 13.0f
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, 4.0f
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, bx::fcos(ii * 2.0f + 13.0f - sceneTimeAccumulator) * 13.0f
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);
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, 1.0f
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, 1.0f
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, 1.0f
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, 0.0f
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, 0.0f
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, 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);
|
||||
|
Loading…
Reference in New Issue
Block a user