/* * Copyright 2013-2014 Dario Manesku. All rights reserved. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause */ #include #include #include "common.h" #include "bgfx_utils.h" #include #include "camera.h" #include "imgui/imgui.h" namespace bgfx { int32_t read(bx::ReaderI* _reader, bgfx::VertexLayout& _layout, bx::Error* _err = NULL); } namespace { #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 struct PosNormalTexcoordVertex { float m_x; float m_y; float m_z; uint32_t m_normal; float m_u; float m_v; static void init() { ms_layout .begin() .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float) .add(bgfx::Attrib::Normal, 4, bgfx::AttribType::Uint8, true, true) .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float) .end(); } static bgfx::VertexLayout ms_layout; }; bgfx::VertexLayout PosNormalTexcoordVertex::ms_layout; static const float s_texcoord = 5.0f; static PosNormalTexcoordVertex s_hplaneVertices[] = { { -1.0f, 0.0f, 1.0f, encodeNormalRgba8(0.0f, 1.0f, 0.0f), s_texcoord, s_texcoord }, { 1.0f, 0.0f, 1.0f, encodeNormalRgba8(0.0f, 1.0f, 0.0f), s_texcoord, 0.0f }, { -1.0f, 0.0f, -1.0f, encodeNormalRgba8(0.0f, 1.0f, 0.0f), 0.0f, s_texcoord }, { 1.0f, 0.0f, -1.0f, encodeNormalRgba8(0.0f, 1.0f, 0.0f), 0.0f, 0.0f }, }; static PosNormalTexcoordVertex s_vplaneVertices[] = { { -1.0f, 1.0f, 0.0f, encodeNormalRgba8(0.0f, 0.0f, -1.0f), 1.0f, 1.0f }, { 1.0f, 1.0f, 0.0f, encodeNormalRgba8(0.0f, 0.0f, -1.0f), 1.0f, 0.0f }, { -1.0f, -1.0f, 0.0f, encodeNormalRgba8(0.0f, 0.0f, -1.0f), 0.0f, 1.0f }, { 1.0f, -1.0f, 0.0f, encodeNormalRgba8(0.0f, 0.0f, -1.0f), 0.0f, 0.0f }, }; static const PosNormalTexcoordVertex s_cubeVertices[] = { { -1.0f, 1.0f, 1.0f, encodeNormalRgba8( 0.0f, 1.0f, 0.0f), 1.0f, 1.0f }, { 1.0f, 1.0f, 1.0f, encodeNormalRgba8( 0.0f, 1.0f, 0.0f), 0.0f, 1.0f }, { -1.0f, 1.0f, -1.0f, encodeNormalRgba8( 0.0f, 1.0f, 0.0f), 1.0f, 0.0f }, { 1.0f, 1.0f, -1.0f, encodeNormalRgba8( 0.0f, 1.0f, 0.0f), 0.0f, 0.0f }, { -1.0f, -1.0f, 1.0f, encodeNormalRgba8( 0.0f, -1.0f, 0.0f), 1.0f, 1.0f }, { 1.0f, -1.0f, 1.0f, encodeNormalRgba8( 0.0f, -1.0f, 0.0f), 0.0f, 1.0f }, { -1.0f, -1.0f, -1.0f, encodeNormalRgba8( 0.0f, -1.0f, 0.0f), 1.0f, 0.0f }, { 1.0f, -1.0f, -1.0f, encodeNormalRgba8( 0.0f, -1.0f, 0.0f), 0.0f, 0.0f }, { 1.0f, -1.0f, 1.0f, encodeNormalRgba8( 0.0f, 0.0f, 1.0f), 0.0f, 0.0f }, { 1.0f, 1.0f, 1.0f, encodeNormalRgba8( 0.0f, 0.0f, 1.0f), 0.0f, 1.0f }, { -1.0f, -1.0f, 1.0f, encodeNormalRgba8( 0.0f, 0.0f, 1.0f), 1.0f, 0.0f }, { -1.0f, 1.0f, 1.0f, encodeNormalRgba8( 0.0f, 0.0f, 1.0f), 1.0f, 1.0f }, { 1.0f, -1.0f, -1.0f, encodeNormalRgba8( 0.0f, 0.0f, -1.0f), 0.0f, 0.0f }, { 1.0f, 1.0f, -1.0f, encodeNormalRgba8( 0.0f, 0.0f, -1.0f), 0.0f, 1.0f }, { -1.0f, -1.0f, -1.0f, encodeNormalRgba8( 0.0f, 0.0f, -1.0f), 1.0f, 0.0f }, { -1.0f, 1.0f, -1.0f, encodeNormalRgba8( 0.0f, 0.0f, -1.0f), 1.0f, 1.0f }, { 1.0f, 1.0f, -1.0f, encodeNormalRgba8( 1.0f, 0.0f, 0.0f), 1.0f, 1.0f }, { 1.0f, 1.0f, 1.0f, encodeNormalRgba8( 1.0f, 0.0f, 0.0f), 0.0f, 1.0f }, { 1.0f, -1.0f, -1.0f, encodeNormalRgba8( 1.0f, 0.0f, 0.0f), 1.0f, 0.0f }, { 1.0f, -1.0f, 1.0f, encodeNormalRgba8( 1.0f, 0.0f, 0.0f), 0.0f, 0.0f }, { -1.0f, 1.0f, -1.0f, encodeNormalRgba8(-1.0f, 0.0f, 0.0f), 1.0f, 1.0f }, { -1.0f, 1.0f, 1.0f, encodeNormalRgba8(-1.0f, 0.0f, 0.0f), 0.0f, 1.0f }, { -1.0f, -1.0f, -1.0f, encodeNormalRgba8(-1.0f, 0.0f, 0.0f), 1.0f, 0.0f }, { -1.0f, -1.0f, 1.0f, encodeNormalRgba8(-1.0f, 0.0f, 0.0f), 0.0f, 0.0f }, }; static const uint16_t s_cubeIndices[] = { 0, 1, 2, 1, 3, 2, 4, 6, 5, 5, 6, 7, 8, 9, 10, 9, 11, 10, 12, 14, 13, 13, 14, 15, 16, 17, 18, 17, 19, 18, 20, 22, 21, 21, 22, 23, }; static const uint16_t s_planeIndices[] = { 0, 1, 2, 1, 3, 2, }; static uint32_t s_viewMask = 0; static uint32_t s_clearMask = 0; static bgfx::UniformHandle s_texColor; void setViewClearMask(uint32_t _viewMask, uint8_t _flags, uint32_t _rgba, float _depth, uint8_t _stencil) { for (uint32_t view = 0, viewMask = _viewMask; 0 != viewMask; viewMask >>= 1, view += 1 ) { const uint32_t ntz = bx::uint32_cnttz(viewMask); viewMask >>= ntz; view += ntz; bgfx::setViewClear( (uint8_t)view, _flags, _rgba, _depth, _stencil); } } void setViewTransformMask(uint32_t _viewMask, const void* _view, const void* _proj) { for (uint32_t view = 0, viewMask = _viewMask; 0 != viewMask; viewMask >>= 1, view += 1 ) { const uint32_t ntz = bx::uint32_cnttz(viewMask); viewMask >>= ntz; view += ntz; bgfx::setViewTransform( (uint8_t)view, _view, _proj); } } void setViewRectMask(uint32_t _viewMask, uint16_t _x, uint16_t _y, uint16_t _width, uint16_t _height) { for (uint32_t view = 0, viewMask = _viewMask; 0 != viewMask; viewMask >>= 1, view += 1 ) { const uint32_t ntz = bx::uint32_cnttz(viewMask); viewMask >>= ntz; view += ntz; bgfx::setViewRect( (uint8_t)view, _x, _y, _width, _height); } } void mtxReflected(float* _result, const bx::Vec3& _pos, const bx::Vec3& _normal) { const float nx = _normal.x; const float ny = _normal.y; const float nz = _normal.z; _result[ 0] = 1.0f - 2.0f * nx * nx; _result[ 1] = - 2.0f * nx * ny; _result[ 2] = - 2.0f * nx * nz; _result[ 3] = 0.0f; _result[ 4] = - 2.0f * nx * ny; _result[ 5] = 1.0f - 2.0f * ny * ny; _result[ 6] = - 2.0f * ny * nz; _result[ 7] = 0.0f; _result[ 8] = - 2.0f * nx * nz; _result[ 9] = - 2.0f * ny * nz; _result[10] = 1.0f - 2.0f * nz * nz; _result[11] = 0.0f; const float dot = bx::dot(_pos, _normal); _result[12] = 2.0f * dot * nx; _result[13] = 2.0f * dot * ny; _result[14] = 2.0f * dot * nz; _result[15] = 1.0f; } void mtxShadow(float* _result, const float* _ground, const float* _light) { const float dot = _ground[0] * _light[0] + _ground[1] * _light[1] + _ground[2] * _light[2] + _ground[3] * _light[3] ; _result[ 0] = dot - _light[0] * _ground[0]; _result[ 1] = 0.0f - _light[1] * _ground[0]; _result[ 2] = 0.0f - _light[2] * _ground[0]; _result[ 3] = 0.0f - _light[3] * _ground[0]; _result[ 4] = 0.0f - _light[0] * _ground[1]; _result[ 5] = dot - _light[1] * _ground[1]; _result[ 6] = 0.0f - _light[2] * _ground[1]; _result[ 7] = 0.0f - _light[3] * _ground[1]; _result[ 8] = 0.0f - _light[0] * _ground[2]; _result[ 9] = 0.0f - _light[1] * _ground[2]; _result[10] = dot - _light[2] * _ground[2]; _result[11] = 0.0f - _light[3] * _ground[2]; _result[12] = 0.0f - _light[0] * _ground[3]; _result[13] = 0.0f - _light[1] * _ground[3]; _result[14] = 0.0f - _light[2] * _ground[3]; _result[15] = dot - _light[3] * _ground[3]; } void mtxBillboard(float* _result, const float* _view, const float* _pos, const float* _scale) { _result[ 0] = _view[0] * _scale[0]; _result[ 1] = _view[4] * _scale[0]; _result[ 2] = _view[8] * _scale[0]; _result[ 3] = 0.0f; _result[ 4] = _view[1] * _scale[1]; _result[ 5] = _view[5] * _scale[1]; _result[ 6] = _view[9] * _scale[1]; _result[ 7] = 0.0f; _result[ 8] = _view[2] * _scale[2]; _result[ 9] = _view[6] * _scale[2]; _result[10] = _view[10] * _scale[2]; _result[11] = 0.0f; _result[12] = _pos[0]; _result[13] = _pos[1]; _result[14] = _pos[2]; _result[15] = 1.0f; } struct Uniforms { void init() { m_params.m_ambientPass = 1.0f; m_params.m_lightingPass = 1.0f; m_params.m_lightCount = 4.0f; m_params.m_lightIndex = 4.0f; m_ambient[0] = 0.02f; m_ambient[1] = 0.02f; m_ambient[2] = 0.02f; m_ambient[3] = 0.0f; //unused m_diffuse[0] = 0.2f; m_diffuse[1] = 0.2f; m_diffuse[2] = 0.2f; m_diffuse[3] = 0.0f; //unused m_specular_shininess[0] = 1.0f; m_specular_shininess[1] = 1.0f; m_specular_shininess[2] = 1.0f; m_specular_shininess[3] = 10.0f; //shininess m_color[0] = 1.0f; m_color[1] = 1.0f; m_color[2] = 1.0f; m_color[3] = 1.0f; m_time = 0.0f; for (uint8_t ii = 0; ii < MAX_NUM_LIGHTS; ++ii) { m_lightPosRadius[ii][0] = 0.0f; m_lightPosRadius[ii][1] = 0.0f; m_lightPosRadius[ii][2] = 0.0f; m_lightPosRadius[ii][3] = 1.0f; m_lightRgbInnerR[ii][0] = 1.0f; m_lightRgbInnerR[ii][1] = 1.0f; m_lightRgbInnerR[ii][2] = 1.0f; m_lightRgbInnerR[ii][3] = 1.0f; } u_params = bgfx::createUniform("u_params", bgfx::UniformType::Vec4); u_ambient = bgfx::createUniform("u_ambient", bgfx::UniformType::Vec4); u_diffuse = bgfx::createUniform("u_diffuse", bgfx::UniformType::Vec4); u_specular_shininess = bgfx::createUniform("u_specular_shininess", bgfx::UniformType::Vec4); u_color = bgfx::createUniform("u_color", bgfx::UniformType::Vec4); u_lightPosRadius = bgfx::createUniform("u_lightPosRadius", bgfx::UniformType::Vec4, MAX_NUM_LIGHTS); u_lightRgbInnerR = bgfx::createUniform("u_lightRgbInnerR", bgfx::UniformType::Vec4, MAX_NUM_LIGHTS); } //call this once at initialization void submitConstUniforms() { bgfx::setUniform(u_ambient, &m_ambient); bgfx::setUniform(u_diffuse, &m_diffuse); bgfx::setUniform(u_specular_shininess, &m_specular_shininess); } //call this before each draw call void submitPerDrawUniforms() { bgfx::setUniform(u_params, &m_params); bgfx::setUniform(u_color, &m_color); bgfx::setUniform(u_lightPosRadius, &m_lightPosRadius, MAX_NUM_LIGHTS); bgfx::setUniform(u_lightRgbInnerR, &m_lightRgbInnerR, MAX_NUM_LIGHTS); } void destroy() { bgfx::destroy(u_params); bgfx::destroy(u_ambient); bgfx::destroy(u_diffuse); bgfx::destroy(u_specular_shininess); bgfx::destroy(u_color); bgfx::destroy(u_lightPosRadius); bgfx::destroy(u_lightRgbInnerR); } struct Params { float m_ambientPass; float m_lightingPass; float m_lightCount; float m_lightIndex; }; struct SvParams { float m_useStencilTex; float m_dfail; float m_unused0; float m_unused1; }; Params m_params; SvParams m_svparams; float m_ambient[4]; float m_diffuse[4]; float m_specular_shininess[4]; float m_color[4]; float m_time; float m_lightPosRadius[MAX_NUM_LIGHTS][4]; float m_lightRgbInnerR[MAX_NUM_LIGHTS][4]; /** * u_params.x - u_ambientPass * u_params.y - u_lightingPass * u_params.z - u_lightCount * u_params.w - u_lightIndex */ bgfx::UniformHandle u_params; bgfx::UniformHandle u_ambient; bgfx::UniformHandle u_diffuse; bgfx::UniformHandle u_specular_shininess; bgfx::UniformHandle u_color; bgfx::UniformHandle u_lightPosRadius; bgfx::UniformHandle u_lightRgbInnerR; }; static Uniforms s_uniforms; //------------------------------------------------- // Render state //------------------------------------------------- struct RenderState { enum Enum { StencilReflection_CraftStencil = 0, StencilReflection_DrawReflected, StencilReflection_BlendPlane, StencilReflection_DrawScene, ProjectionShadows_DrawAmbient, ProjectionShadows_CraftStencil, ProjectionShadows_DrawDiffuse, Custom_BlendLightTexture, Custom_DrawPlaneBottom, Count }; uint64_t m_state; uint32_t m_blendFactorRgba; uint32_t m_fstencil; uint32_t m_bstencil; }; static RenderState s_renderStates[RenderState::Count] = { { // StencilReflection_CraftStencil BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_Z | BGFX_STATE_DEPTH_TEST_LESS | BGFX_STATE_MSAA , UINT32_MAX , BGFX_STENCIL_TEST_ALWAYS // pass always | BGFX_STENCIL_FUNC_REF(1) // value = 1 | BGFX_STENCIL_FUNC_RMASK(0xff) | BGFX_STENCIL_OP_FAIL_S_REPLACE | BGFX_STENCIL_OP_FAIL_Z_REPLACE | BGFX_STENCIL_OP_PASS_Z_REPLACE // store the value , BGFX_STENCIL_NONE }, { // StencilReflection_DrawReflected BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A | BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_SRC_ALPHA, BGFX_STATE_BLEND_INV_SRC_ALPHA) | BGFX_STATE_WRITE_Z | BGFX_STATE_DEPTH_TEST_LESS | BGFX_STATE_CULL_CW //reflection matrix has inverted normals. using CCW instead of CW. | BGFX_STATE_MSAA , UINT32_MAX , BGFX_STENCIL_TEST_EQUAL | BGFX_STENCIL_FUNC_REF(1) | BGFX_STENCIL_FUNC_RMASK(1) | BGFX_STENCIL_OP_FAIL_S_KEEP | BGFX_STENCIL_OP_FAIL_Z_KEEP | BGFX_STENCIL_OP_PASS_Z_KEEP , BGFX_STENCIL_NONE }, { // StencilReflection_BlendPlane BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_Z | BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_SRC_COLOR) | BGFX_STATE_DEPTH_TEST_LESS | BGFX_STATE_CULL_CCW | BGFX_STATE_MSAA , UINT32_MAX , BGFX_STENCIL_NONE , BGFX_STENCIL_NONE }, { // StencilReflection_DrawScene BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_Z | BGFX_STATE_DEPTH_TEST_LESS | BGFX_STATE_CULL_CCW | BGFX_STATE_MSAA , UINT32_MAX , BGFX_STENCIL_NONE , BGFX_STENCIL_NONE }, { // ProjectionShadows_DrawAmbient BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_Z // write depth ! | BGFX_STATE_DEPTH_TEST_LESS | BGFX_STATE_CULL_CCW | BGFX_STATE_MSAA , UINT32_MAX , BGFX_STENCIL_NONE , BGFX_STENCIL_NONE }, { // ProjectionShadows_CraftStencil BGFX_STATE_DEPTH_TEST_LESS | BGFX_STATE_MSAA , UINT32_MAX , BGFX_STENCIL_TEST_ALWAYS // pass always | BGFX_STENCIL_FUNC_REF(1) // value = 1 | BGFX_STENCIL_FUNC_RMASK(0xff) | BGFX_STENCIL_OP_FAIL_S_KEEP | BGFX_STENCIL_OP_FAIL_Z_KEEP | BGFX_STENCIL_OP_PASS_Z_REPLACE // store the value , BGFX_STENCIL_NONE }, { // ProjectionShadows_DrawDiffuse BGFX_STATE_WRITE_RGB | BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE) | BGFX_STATE_DEPTH_TEST_EQUAL | BGFX_STATE_CULL_CCW | BGFX_STATE_MSAA , UINT32_MAX , BGFX_STENCIL_TEST_NOTEQUAL | BGFX_STENCIL_FUNC_REF(1) | BGFX_STENCIL_FUNC_RMASK(1) | BGFX_STENCIL_OP_FAIL_S_KEEP | BGFX_STENCIL_OP_FAIL_Z_KEEP | BGFX_STENCIL_OP_PASS_Z_KEEP , BGFX_STENCIL_NONE }, { // Custom_BlendLightTexture BGFX_STATE_WRITE_RGB | BGFX_STATE_WRITE_A | BGFX_STATE_WRITE_Z | BGFX_STATE_DEPTH_TEST_LESS | BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_SRC_COLOR, BGFX_STATE_BLEND_INV_SRC_COLOR) | BGFX_STATE_CULL_CCW | BGFX_STATE_MSAA , UINT32_MAX , BGFX_STENCIL_NONE , BGFX_STENCIL_NONE }, { // Custom_DrawPlaneBottom BGFX_STATE_WRITE_RGB | BGFX_STATE_CULL_CW | BGFX_STATE_MSAA , UINT32_MAX , BGFX_STENCIL_NONE , BGFX_STENCIL_NONE }, }; struct ViewState { ViewState(uint32_t _width = 0, uint32_t _height = 0) : m_width(_width) , m_height(_height) { } uint32_t m_width; uint32_t m_height; float m_view[16]; float m_proj[16]; }; struct ClearValues { ClearValues(uint32_t _clearRgba = 0x30303000 , float _clearDepth = 1.0f , uint8_t _clearStencil = 0 ) : m_clearRgba(_clearRgba) , m_clearDepth(_clearDepth) , m_clearStencil(_clearStencil) { } uint32_t m_clearRgba; float m_clearDepth; uint8_t m_clearStencil; }; void clearView(bgfx::ViewId _id, uint8_t _flags, const ClearValues& _clearValues) { bgfx::setViewClear(_id , _flags , _clearValues.m_clearRgba , _clearValues.m_clearDepth , _clearValues.m_clearStencil ); // Keep track of cleared views s_clearMask |= 1 << _id; } void clearViewMask(uint32_t _viewMask, uint8_t _flags, const ClearValues& _clearValues) { setViewClearMask(_viewMask , _flags , _clearValues.m_clearRgba , _clearValues.m_clearDepth , _clearValues.m_clearStencil ); // Keep track of cleared views s_clearMask |= _viewMask; } struct Aabb { float m_min[3]; float m_max[3]; }; struct Obb { float m_mtx[16]; }; struct Sphere { float m_center[3]; float m_radius; }; struct Primitive { uint32_t m_startIndex; uint32_t m_numIndices; uint32_t m_startVertex; uint32_t m_numVertices; Sphere m_sphere; Aabb m_aabb; Obb m_obb; }; typedef std::vector PrimitiveArray; struct Group { Group() { reset(); } void reset() { m_vbh.idx = bgfx::kInvalidHandle; m_ibh.idx = bgfx::kInvalidHandle; m_prims.clear(); } bgfx::VertexBufferHandle m_vbh; bgfx::IndexBufferHandle m_ibh; Sphere m_sphere; Aabb m_aabb; Obb m_obb; PrimitiveArray m_prims; }; struct Mesh { void load(const void* _vertices, uint32_t _numVertices, const bgfx::VertexLayout _layout, const uint16_t* _indices, uint32_t _numIndices) { Group group; const bgfx::Memory* mem; uint32_t size; size = _numVertices*_layout.getStride(); mem = bgfx::makeRef(_vertices, size); group.m_vbh = bgfx::createVertexBuffer(mem, _layout); size = _numIndices*2; mem = bgfx::makeRef(_indices, size); group.m_ibh = bgfx::createIndexBuffer(mem); m_groups.push_back(group); } void load(const char* _filePath) { #define BGFX_CHUNK_MAGIC_VB BX_MAKEFOURCC('V', 'B', ' ', 0x1) #define BGFX_CHUNK_MAGIC_IB BX_MAKEFOURCC('I', 'B', ' ', 0x0) #define BGFX_CHUNK_MAGIC_PRI BX_MAKEFOURCC('P', 'R', 'I', 0x0) bx::FileReaderI* reader = entry::getFileReader(); bx::open(reader, _filePath); Group group; uint32_t chunk; while (4 == bx::read(reader, chunk) ) { switch (chunk) { case BGFX_CHUNK_MAGIC_VB: { bx::read(reader, group.m_sphere); bx::read(reader, group.m_aabb); bx::read(reader, group.m_obb); bgfx::read(reader, m_layout); uint16_t stride = m_layout.getStride(); uint16_t numVertices; bx::read(reader, numVertices); const bgfx::Memory* mem = bgfx::alloc(numVertices*stride); bx::read(reader, mem->data, mem->size); group.m_vbh = bgfx::createVertexBuffer(mem, m_layout); } break; case BGFX_CHUNK_MAGIC_IB: { uint32_t numIndices; bx::read(reader, numIndices); const bgfx::Memory* mem = bgfx::alloc(numIndices*2); bx::read(reader, mem->data, mem->size); group.m_ibh = bgfx::createIndexBuffer(mem); } break; case BGFX_CHUNK_MAGIC_PRI: { uint16_t len; bx::read(reader, len); std::string material; material.resize(len); bx::read(reader, const_cast(material.c_str() ), len); uint16_t num; bx::read(reader, num); for (uint32_t ii = 0; ii < num; ++ii) { bx::read(reader, len); std::string name; name.resize(len); bx::read(reader, const_cast(name.c_str() ), len); Primitive prim; bx::read(reader, prim.m_startIndex); bx::read(reader, prim.m_numIndices); bx::read(reader, prim.m_startVertex); bx::read(reader, prim.m_numVertices); bx::read(reader, prim.m_sphere); bx::read(reader, prim.m_aabb); bx::read(reader, prim.m_obb); group.m_prims.push_back(prim); } m_groups.push_back(group); group.reset(); } break; default: DBG("%08x at %d", chunk, bx::seek(reader) ); abort(); break; } } bx::close(reader); } void unload() { for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it) { const Group& group = *it; bgfx::destroy(group.m_vbh); if (bgfx::isValid(group.m_ibh) ) { bgfx::destroy(group.m_ibh); } } m_groups.clear(); } void submit(bgfx::ViewId _id, float* _mtx, bgfx::ProgramHandle _program, const RenderState& _renderState) { bgfx::TextureHandle texture = BGFX_INVALID_HANDLE; submit(_id, _mtx, _program, _renderState, texture); } void submit(bgfx::ViewId _id, float* _mtx, bgfx::ProgramHandle _program, const RenderState& _renderState, bgfx::TextureHandle _texture) { for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it) { const Group& group = *it; // Set uniforms s_uniforms.submitPerDrawUniforms(); // Set model matrix for rendering. bgfx::setTransform(_mtx); bgfx::setIndexBuffer(group.m_ibh); bgfx::setVertexBuffer(0, group.m_vbh); // Set texture bgfx::setTexture(0, s_texColor, _texture); // Apply render state bgfx::setStencil(_renderState.m_fstencil, _renderState.m_bstencil); bgfx::setState(_renderState.m_state, _renderState.m_blendFactorRgba); // Submit bgfx::submit(_id, _program); // Keep track of submited view ids s_viewMask |= 1 << _id; } } bgfx::VertexLayout m_layout; typedef std::vector GroupArray; GroupArray m_groups; }; class ExampleStencil : public entry::AppI { public: ExampleStencil(const char* _name, const char* _description, const char* _url) : entry::AppI(_name, _description, _url) { } virtual void init(int32_t _argc, const char* const* _argv, uint32_t _width, uint32_t _height) override { Args args(_argc, _argv); m_viewState = ViewState(_width, _height); m_clearValues = ClearValues(0x30303000, 1.0f, 0); m_debug = BGFX_DEBUG_NONE; m_reset = BGFX_RESET_VSYNC; bgfx::Init init; init.type = args.m_type; init.vendorId = args.m_pciId; init.resolution.width = m_viewState.m_width; init.resolution.height = m_viewState.m_height; init.resolution.reset = m_reset; bgfx::init(init); // Enable debug text. bgfx::setDebug(m_debug); // Imgui. imguiCreate(); PosNormalTexcoordVertex::init(); s_uniforms.init(); s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Sampler); 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_layout, s_cubeIndices, BX_COUNTOF(s_cubeIndices) ); m_hplaneMesh.load(s_hplaneVertices, BX_COUNTOF(s_hplaneVertices), PosNormalTexcoordVertex::ms_layout, s_planeIndices, BX_COUNTOF(s_planeIndices) ); m_vplaneMesh.load(s_vplaneVertices, BX_COUNTOF(s_vplaneVertices), PosNormalTexcoordVertex::ms_layout, 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] = { { 1.0f, 0.7f, 0.2f, 0.0f }, //yellow { 0.7f, 0.2f, 1.0f, 0.0f }, //purple { 0.2f, 1.0f, 0.7f, 0.0f }, //cyan { 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); m_lightRgbInnerR[ii][0] = rgbInnerR[index][0]; m_lightRgbInnerR[ii][1] = rgbInnerR[index][1]; m_lightRgbInnerR[ii][2] = rgbInnerR[index][2]; 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); const bgfx::Caps* caps = bgfx::getCaps(); bx::mtxProj(m_viewState.m_proj, 60.0f, aspect, 0.1f, 100.0f, caps->homogeneousDepth); cameraCreate(); cameraSetPosition({ 0.0f, 18.0f, -40.0f }); cameraSetVerticalAngle(-0.35f); cameraGetViewMtx(m_viewState.m_view); m_timeOffset = bx::getHPCounter(); m_scene = StencilReflectionScene; m_numLights = 4; m_reflectionValue = 0.8f; m_updateLights = true; m_updateScene = true; } virtual int shutdown() override { // Cleanup. m_bunnyMesh.unload(); m_columnMesh.unload(); m_cubeMesh.unload(); m_hplaneMesh.unload(); m_vplaneMesh.unload(); bgfx::destroy(m_figureTex); bgfx::destroy(m_fieldstoneTex); bgfx::destroy(m_flareTex); bgfx::destroy(m_programTextureLighting); bgfx::destroy(m_programColorLighting); bgfx::destroy(m_programColorTexture); bgfx::destroy(m_programColorBlack); bgfx::destroy(m_programTexture); bgfx::destroy(s_texColor); s_uniforms.destroy(); cameraDestroy(); imguiDestroy(); // Shutdown bgfx. bgfx::shutdown(); return 0; } virtual bool update() override { 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) ); showExampleDialog(this); ImGui::SetNextWindowPos( ImVec2(m_viewState.m_width - m_viewState.m_width / 5.0f - 10.0f, 10.0f) , ImGuiCond_FirstUseEver ); ImGui::SetNextWindowSize( ImVec2(m_viewState.m_width / 5.0f, m_viewState.m_height / 2.0f) , ImGuiCond_FirstUseEver ); ImGui::Begin("Settings" , NULL , 0 ); { bool check = StencilReflectionScene == m_scene; if (ImGui::Checkbox("Stencil Reflection Scene", &check) ) { m_scene = StencilReflectionScene; m_numLights = 4; } } { bool check = ProjectionShadowsScene == m_scene; if (ImGui::Checkbox("Projection Shadows Scene", &check) ) { m_scene = ProjectionShadowsScene; m_numLights = 1; } } ImGui::SliderInt("Lights", &m_numLights, 1, MAX_NUM_LIGHTS); if (m_scene == StencilReflectionScene) { ImGui::SliderFloat("Reflection value", &m_reflectionValue, 0.0f, 1.0f); } 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_numLights; s_uniforms.m_params.m_ambientPass = 1.0f; s_uniforms.m_params.m_lightingPass = 1.0f; s_uniforms.m_params.m_lightCount = float(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; const int64_t frameTime = now - last; last = now; const double freq = double(bx::getHPFrequency() ); const float time = (float)( (now - m_timeOffset)/double(bx::getHPFrequency() ) ); const float deltaTime = float(frameTime/freq); s_uniforms.m_time = time; // Update camera. cameraUpdate(deltaTime, m_mouseState); cameraGetViewMtx(m_viewState.m_view); static float lightTimeAccumulator = 0.0f; if (m_updateLights) { lightTimeAccumulator += deltaTime; } static float sceneTimeAccumulator = 0.0f; 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) { lightPosRadius[ii][0] = bx::sin( (lightTimeAccumulator*1.1f + ii*0.03f + ii*bx::kPiHalf*1.07f ) )*20.0f; lightPosRadius[ii][1] = 8.0f + (1.0f - bx::cos( (lightTimeAccumulator*1.5f + ii*0.29f + bx::kPiHalf*1.49f ) ) )*4.0f; lightPosRadius[ii][2] = bx::cos( (lightTimeAccumulator*1.3f + ii*0.13f + ii*bx::kPiHalf*1.79f ) )*20.0f; 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 ); // 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 ); // Columns position. const float dist = 14.0f; const float columnPositions[4][3] = { { dist, 0.0f, dist }, { -dist, 0.0f, dist }, { 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] ); } 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::sin(ii * 2.0f + 13.0f - sceneTimeAccumulator) * 13.0f , 4.0f , bx::cos(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: { // 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] ); // 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]; mtxReflected(reflectMtx, { 0.0f, 0.01f, 0.0f }, { 0.0f, 1.0f, 0.0f }); // Reflect lights. for (uint8_t ii = 0; ii < numLights; ++ii) { bx::Vec3 reflected = bx::mul(bx::load(lightPosRadius[ii]), reflectMtx); bx::store(&s_uniforms.m_lightPosRadius[ii], reflected); s_uniforms.m_lightPosRadius[ii][3] = lightPosRadius[ii][3]; } // 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] ); // 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] ); } // 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 ); // 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] ); // 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] ); } } 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] ); // Floor. m_hplaneMesh.submit(RENDER_VIEWID_RANGE1_PASS_0 , 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 ); } // Ground plane. float ground[4] = { 0.0f, 1.0f, 0.0f, -bx::dot(bx::Vec3{ 0.0f, 0.0f, 0.0f }, bx::Vec3{ 0.0f, 1.0f, 0.0f }) - 0.01f }; 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] ); // 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] ); } // 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] ); // Floor. m_hplaneMesh.submit(viewId , 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 ); } } // Reset these to default.. s_uniforms.m_params.m_ambientPass = 1.0f; s_uniforms.m_params.m_lightingPass = 1.0f; } break; }; //lights const float lightScale[3] = { 1.5f, 1.5f, 1.5f }; float lightMtx[16]; for (uint8_t ii = 0; ii < numLights; ++ii) { 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 ); } // 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 ); m_hplaneMesh.submit(RENDER_VIEWID_RANGE1_PASS_7 , 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; int32_t m_numLights; float m_reflectionValue; bool m_updateLights; bool m_updateScene; }; } // namespace ENTRY_IMPLEMENT_MAIN( ExampleStencil , "13-stencil" , "Stencil reflections and shadows." , "https://bkaradzic.github.io/bgfx/examples.html#stencil" );