/* * Copyright 2014-2016 Dario Manesku. All rights reserved. * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE */ #include #include #include "common.h" #include "bgfx_utils.h" #include "imgui/imgui.h" #include "nanovg/nanovg.h" #include #include namespace { static float s_texelHalf = 0.0f; struct Uniforms { enum { NumVec4 = 12 }; void init() { u_params = bgfx::createUniform("u_params", bgfx::UniformType::Vec4, NumVec4); } void submit() { bgfx::setUniform(u_params, m_params, NumVec4); } void destroy() { bgfx::destroy(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]; }; }; float m_params[NumVec4*4]; }; 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_layout .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(); } static bgfx::VertexLayout ms_layout; }; bgfx::VertexLayout PosColorTexCoord0Vertex::ms_layout; void screenSpaceQuad(float _textureWidth, float _textureHeight, bool _originBottomLeft = false, float _width = 1.0f, float _height = 1.0f) { if (3 == bgfx::getAvailTransientVertexBuffer(3, PosColorTexCoord0Vertex::ms_layout) ) { bgfx::TransientVertexBuffer vb; bgfx::allocTransientVertexBuffer(&vb, 3, PosColorTexCoord0Vertex::ms_layout); 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; bgfx::setVertexBuffer(0, &vb); } } struct LightProbe { enum Enum { Bolonga, Kyoto, Count }; void load(const char* _name) { char filePath[512]; bx::snprintf(filePath, BX_COUNTOF(filePath), "textures/%s_lod.dds", _name); m_tex = loadTexture(filePath, BGFX_SAMPLER_U_CLAMP|BGFX_SAMPLER_V_CLAMP|BGFX_SAMPLER_W_CLAMP); bx::snprintf(filePath, BX_COUNTOF(filePath), "textures/%s_irr.dds", _name); m_texIrr = loadTexture(filePath, BGFX_SAMPLER_U_CLAMP|BGFX_SAMPLER_V_CLAMP|BGFX_SAMPLER_W_CLAMP); } void destroy() { bgfx::destroy(m_tex); bgfx::destroy(m_texIrr); } bgfx::TextureHandle m_tex; bgfx::TextureHandle m_texIrr; }; struct Camera { Camera() { reset(); } void reset() { m_target.curr = { 0.0f, 0.0f, 0.0f }; m_target.dest = { 0.0f, 0.0f, 0.0f }; m_pos.curr = { 0.0f, 0.0f, -3.0f }; m_pos.dest = { 0.0f, 0.0f, -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 = 100.0f; const bx::Vec3 toTarget = bx::sub(m_target.dest, m_pos.dest); const float toTargetLen = bx::length(toTarget); const float invToTargetLen = 1.0f / (toTargetLen + bx::kFloatSmallest); const bx::Vec3 toTargetNorm = bx::mul(toTarget, invToTargetLen); float delta = toTargetLen * _dz; float newLen = toTargetLen + delta; if ( (cnear < newLen || _dz < 0.0f) && (newLen < cfar || _dz > 0.0f) ) { m_pos.dest = bx::mad(toTargetNorm, delta, m_pos.dest); } } 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 bx::Vec3 toPos = bx::sub(m_pos.curr, m_target.curr); const float toPosLen = bx::length(toPos); const float invToPosLen = 1.0f / (toPosLen + bx::kFloatSmallest); const bx::Vec3 toPosNorm = bx::mul(toPos, invToPosLen); float ll[2]; bx::toLatLong(&ll[0], &ll[1], toPosNorm); ll[0] += consume[0]; ll[1] -= consume[1]; ll[1] = bx::clamp(ll[1], 0.02f, 0.98f); const bx::Vec3 tmp = bx::fromLatLong(ll[0], ll[1]); const bx::Vec3 diff = bx::mul(bx::sub(tmp, toPosNorm), toPosLen); m_pos.curr = bx::add(m_pos.curr, diff); m_pos.dest = bx::add(m_pos.dest, diff); } void update(float _dt) { const float amount = bx::min(_dt / 0.12f, 1.0f); consumeOrbit(amount); m_target.curr = bx::lerp(m_target.curr, m_target.dest, amount); m_pos.curr = bx::lerp(m_pos.curr, m_pos.dest, amount); } void envViewMtx(float* _mtx) { const bx::Vec3 toTarget = bx::sub(m_target.curr, m_pos.curr); const float toTargetLen = bx::length(toTarget); const float invToTargetLen = 1.0f / (toTargetLen + bx::kFloatSmallest); const bx::Vec3 toTargetNorm = bx::mul(toTarget, invToTargetLen); const bx::Vec3 right = bx::normalize(bx::cross({ 0.0f, 1.0f, 0.0f }, toTargetNorm) ); const bx::Vec3 up = bx::normalize(bx::cross(toTargetNorm, right) ); _mtx[ 0] = right.x; _mtx[ 1] = right.y; _mtx[ 2] = right.z; _mtx[ 3] = 0.0f; _mtx[ 4] = up.x; _mtx[ 5] = up.y; _mtx[ 6] = up.z; _mtx[ 7] = 0.0f; _mtx[ 8] = toTargetNorm.x; _mtx[ 9] = toTargetNorm.y; _mtx[10] = toTargetNorm.z; _mtx[11] = 0.0f; _mtx[12] = 0.0f; _mtx[13] = 0.0f; _mtx[14] = 0.0f; _mtx[15] = 1.0f; } struct Interp3f { bx::Vec3 curr = bx::InitNone; bx::Vec3 dest = bx::InitNone; }; Interp3f m_target; Interp3f m_pos; float m_orbit[2]; }; struct Mouse { Mouse() : 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; }; struct Settings { 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; } 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; bool m_doDiffuse; bool m_doSpecular; bool m_doDiffuseIbl; bool m_doSpecularIbl; bool m_showLightColorWheel; bool m_showDiffColorWheel; bool m_showSpecColorWheel; int32_t m_metalOrSpec; int32_t m_meshSelection; }; class ExampleIbl : public entry::AppI { public: ExampleIbl(const char* _name, const char* _description, const char* _url) : entry::AppI(_name, _description, _url) { } void init(int32_t _argc, const char* const* _argv, uint32_t _width, uint32_t _height) override { Args args(_argc, _argv); m_width = _width; m_height = _height; m_debug = BGFX_DEBUG_NONE; m_reset = 0 | BGFX_RESET_VSYNC | BGFX_RESET_MSAA_X16 ; bgfx::Init init; init.type = args.m_type; init.vendorId = args.m_pciId; init.platformData.nwh = entry::getNativeWindowHandle(entry::kDefaultWindowHandle); init.platformData.ndt = entry::getNativeDisplayHandle(); init.platformData.type = entry::getNativeWindowHandleType(); init.resolution.width = m_width; init.resolution.height = m_height; init.resolution.reset = m_reset; bgfx::init(init); // Enable debug text. bgfx::setDebug(m_debug); // Set views clear state. bgfx::setViewClear(0 , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH , 0x303030ff , 1.0f , 0 ); // Imgui. imguiCreate(); // Uniforms. m_uniforms.init(); // Vertex declarations. PosColorTexCoord0Vertex::init(); m_lightProbes[LightProbe::Bolonga].load("bolonga"); m_lightProbes[LightProbe::Kyoto ].load("kyoto"); m_currentLightProbe = LightProbe::Bolonga; 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::Sampler); s_texCubeIrr = bgfx::createUniform("s_texCubeIrr", bgfx::UniformType::Sampler); m_programMesh = loadProgram("vs_ibl_mesh", "fs_ibl_mesh"); m_programSky = loadProgram("vs_ibl_skybox", "fs_ibl_skybox"); m_meshBunny = meshLoad("meshes/bunny.bin"); m_meshOrb = meshLoad("meshes/orb.bin"); } virtual int shutdown() override { meshUnload(m_meshBunny); meshUnload(m_meshOrb); // Cleanup. bgfx::destroy(m_programMesh); bgfx::destroy(m_programSky); bgfx::destroy(u_camPos); bgfx::destroy(u_flags); bgfx::destroy(u_params); bgfx::destroy(u_mtx); bgfx::destroy(s_texCube); bgfx::destroy(s_texCubeIrr); for (uint8_t ii = 0; ii < LightProbe::Count; ++ii) { m_lightProbes[ii].destroy(); } m_uniforms.destroy(); imguiDestroy(); // Shutdown bgfx. bgfx::shutdown(); return 0; } bool update() override { if (!entry::processEvents(m_width, 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_width) , uint16_t(m_height) ); showExampleDialog(this); ImGui::SetNextWindowPos( ImVec2(m_width - m_width / 5.0f - 10.0f, 10.0f) , ImGuiCond_FirstUseEver ); ImGui::SetNextWindowSize( ImVec2(m_width / 5.0f, m_height - 20.0f) , ImGuiCond_FirstUseEver ); ImGui::Begin("Settings" , NULL , 0 ); 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); if (ImGui::BeginTabBar("Cubemap", ImGuiTabBarFlags_None) ) { if (ImGui::BeginTabItem("Bolonga") ) { m_currentLightProbe = LightProbe::Bolonga; ImGui::EndTabItem(); } if (ImGui::BeginTabItem("Kyoto") ) { m_currentLightProbe = LightProbe::Kyoto; ImGui::EndTabItem(); } ImGui::EndTabBar(); } 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; if (doDirectLighting) { 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); } ImGui::Unindent(); ImGui::Separator(); ImGui::Text("Background:"); ImGui::Indent(); { if (ImGui::BeginTabBar("CubemapSelection", ImGuiTabBarFlags_None) ) { if (ImGui::BeginTabItem("Irradiance") ) { m_settings.m_bgType = m_settings.m_radianceSlider; ImGui::EndTabItem(); } if (ImGui::BeginTabItem("Radiance") ) { m_settings.m_bgType = 7.0f; ImGui::SliderFloat("Mip level", &m_settings.m_radianceSlider, 1.0f, 6.0f); ImGui::EndTabItem(); } if (ImGui::BeginTabItem("Skybox") ) { m_settings.m_bgType = 0.0f; ImGui::EndTabItem(); } ImGui::EndTabBar(); } } 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(); ImGui::SetNextWindowPos( ImVec2(10.0f, 260.0f) , ImGuiCond_FirstUseEver ); ImGui::SetNextWindowSize( ImVec2(m_width / 5.0f, 450.0f) , ImGuiCond_FirstUseEver ); ImGui::Begin("Mesh" , NULL , 0 ); ImGui::Text("Mesh:"); ImGui::Indent(); ImGui::RadioButton("Bunny", &m_settings.m_meshSelection, 0); ImGui::RadioButton("Orbs", &m_settings.m_meshSelection, 1); ImGui::Unindent(); const bool isBunny = (0 == m_settings.m_meshSelection); if (!isBunny) { m_settings.m_metalOrSpec = 0; } 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 ) { ImGui::ColorWheel("Specular:", &m_settings.m_rgbSpec[0], 0.7f); } ImGui::End(); imguiEndFrame(); 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) ); 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); // Camera. const bool mouseOverGui = ImGui::MouseOverArea(); 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); } } m_camera.update(deltaTimeSec); bx::memCopy(m_uniforms.m_cameraPos, &m_camera.m_pos.curr.x, 3*sizeof(float) ); // View Transform 0. float view[16]; bx::mtxIdentity(view); const bgfx::Caps* caps = bgfx::getCaps(); 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); // 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); // 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) ); // Env rotation. const float amount = bx::min(deltaTimeSec/0.12f, 1.0f); m_settings.m_envRotCurr = bx::lerp(m_settings.m_envRotCurr, m_settings.m_envRotDest, amount); // 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. // 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_WRITE_RGB|BGFX_STATE_WRITE_A); screenSpaceQuad( (float)m_width, (float)m_height, true); m_uniforms.submit(); bgfx::submit(0, m_programSky); // Submit view 1. bx::memCopy(m_uniforms.m_mtx, mtxEnvRot, 16*sizeof(float)); // Used for IBL. if (0 == m_settings.m_meshSelection) { // 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); } else { // Submit orbs. for (float yy = 0, yend = 5.0f; yy < yend; yy+=1.0f) { 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; float mtx[16]; bx::mtxSRT(mtx , 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 ); 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(); 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); } } } // Advance to next frame. Rendering thread will be kicked to // process submitted rendering primitives. bgfx::frame(); return true; } return false; } uint32_t m_width; uint32_t m_height; uint32_t m_debug; uint32_t m_reset; entry::MouseState m_mouseState; Uniforms m_uniforms; LightProbe m_lightProbes[LightProbe::Count]; LightProbe::Enum m_currentLightProbe; bgfx::UniformHandle u_mtx; bgfx::UniformHandle u_params; bgfx::UniformHandle u_flags; bgfx::UniformHandle u_camPos; bgfx::UniformHandle s_texCube; bgfx::UniformHandle s_texCubeIrr; bgfx::ProgramHandle m_programMesh; bgfx::ProgramHandle m_programSky; Mesh* m_meshBunny; Mesh* m_meshOrb; Camera m_camera; Mouse m_mouse; Settings m_settings; }; } // namespace ENTRY_IMPLEMENT_MAIN( ExampleIbl , "18-ibl" , "Image-based lighting." , "https://bkaradzic.github.io/bgfx/examples.html#ibl" );