1411 lines
37 KiB
C++
1411 lines
37 KiB
C++
/*
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* Copyright 2013-2014 Dario Manesku. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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*/
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#include <string>
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#include <vector>
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#include "common.h"
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#include "bgfx_utils.h"
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#include <bx/file.h>
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#include "camera.h"
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#include "imgui/imgui.h"
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namespace bgfx
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{
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int32_t read(bx::ReaderI* _reader, bgfx::VertexLayout& _layout, bx::Error* _err = NULL);
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}
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namespace
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{
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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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struct PosNormalTexcoordVertex
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{
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float m_x;
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float m_y;
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float m_z;
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uint32_t m_normal;
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float m_u;
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float m_v;
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static void init()
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{
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ms_layout
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.begin()
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.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
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.add(bgfx::Attrib::Normal, 4, bgfx::AttribType::Uint8, true, true)
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.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
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.end();
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}
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static bgfx::VertexLayout ms_layout;
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};
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bgfx::VertexLayout PosNormalTexcoordVertex::ms_layout;
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static const float s_texcoord = 5.0f;
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static PosNormalTexcoordVertex s_hplaneVertices[] =
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{
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{ -1.0f, 0.0f, 1.0f, encodeNormalRgba8(0.0f, 1.0f, 0.0f), s_texcoord, s_texcoord },
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{ 1.0f, 0.0f, 1.0f, encodeNormalRgba8(0.0f, 1.0f, 0.0f), s_texcoord, 0.0f },
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{ -1.0f, 0.0f, -1.0f, encodeNormalRgba8(0.0f, 1.0f, 0.0f), 0.0f, s_texcoord },
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{ 1.0f, 0.0f, -1.0f, encodeNormalRgba8(0.0f, 1.0f, 0.0f), 0.0f, 0.0f },
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};
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static PosNormalTexcoordVertex s_vplaneVertices[] =
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{
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{ -1.0f, 1.0f, 0.0f, encodeNormalRgba8(0.0f, 0.0f, -1.0f), 1.0f, 1.0f },
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{ 1.0f, 1.0f, 0.0f, encodeNormalRgba8(0.0f, 0.0f, -1.0f), 1.0f, 0.0f },
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{ -1.0f, -1.0f, 0.0f, encodeNormalRgba8(0.0f, 0.0f, -1.0f), 0.0f, 1.0f },
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{ 1.0f, -1.0f, 0.0f, encodeNormalRgba8(0.0f, 0.0f, -1.0f), 0.0f, 0.0f },
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};
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static const PosNormalTexcoordVertex s_cubeVertices[] =
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{
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{ -1.0f, 1.0f, 1.0f, encodeNormalRgba8( 0.0f, 1.0f, 0.0f), 1.0f, 1.0f },
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{ 1.0f, 1.0f, 1.0f, encodeNormalRgba8( 0.0f, 1.0f, 0.0f), 0.0f, 1.0f },
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{ -1.0f, 1.0f, -1.0f, encodeNormalRgba8( 0.0f, 1.0f, 0.0f), 1.0f, 0.0f },
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{ 1.0f, 1.0f, -1.0f, encodeNormalRgba8( 0.0f, 1.0f, 0.0f), 0.0f, 0.0f },
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{ -1.0f, -1.0f, 1.0f, encodeNormalRgba8( 0.0f, -1.0f, 0.0f), 1.0f, 1.0f },
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{ 1.0f, -1.0f, 1.0f, encodeNormalRgba8( 0.0f, -1.0f, 0.0f), 0.0f, 1.0f },
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{ -1.0f, -1.0f, -1.0f, encodeNormalRgba8( 0.0f, -1.0f, 0.0f), 1.0f, 0.0f },
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{ 1.0f, -1.0f, -1.0f, encodeNormalRgba8( 0.0f, -1.0f, 0.0f), 0.0f, 0.0f },
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{ 1.0f, -1.0f, 1.0f, encodeNormalRgba8( 0.0f, 0.0f, 1.0f), 0.0f, 0.0f },
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{ 1.0f, 1.0f, 1.0f, encodeNormalRgba8( 0.0f, 0.0f, 1.0f), 0.0f, 1.0f },
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{ -1.0f, -1.0f, 1.0f, encodeNormalRgba8( 0.0f, 0.0f, 1.0f), 1.0f, 0.0f },
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{ -1.0f, 1.0f, 1.0f, encodeNormalRgba8( 0.0f, 0.0f, 1.0f), 1.0f, 1.0f },
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{ 1.0f, -1.0f, -1.0f, encodeNormalRgba8( 0.0f, 0.0f, -1.0f), 0.0f, 0.0f },
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{ 1.0f, 1.0f, -1.0f, encodeNormalRgba8( 0.0f, 0.0f, -1.0f), 0.0f, 1.0f },
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{ -1.0f, -1.0f, -1.0f, encodeNormalRgba8( 0.0f, 0.0f, -1.0f), 1.0f, 0.0f },
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{ -1.0f, 1.0f, -1.0f, encodeNormalRgba8( 0.0f, 0.0f, -1.0f), 1.0f, 1.0f },
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{ 1.0f, 1.0f, -1.0f, encodeNormalRgba8( 1.0f, 0.0f, 0.0f), 1.0f, 1.0f },
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{ 1.0f, 1.0f, 1.0f, encodeNormalRgba8( 1.0f, 0.0f, 0.0f), 0.0f, 1.0f },
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{ 1.0f, -1.0f, -1.0f, encodeNormalRgba8( 1.0f, 0.0f, 0.0f), 1.0f, 0.0f },
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{ 1.0f, -1.0f, 1.0f, encodeNormalRgba8( 1.0f, 0.0f, 0.0f), 0.0f, 0.0f },
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{ -1.0f, 1.0f, -1.0f, encodeNormalRgba8(-1.0f, 0.0f, 0.0f), 1.0f, 1.0f },
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{ -1.0f, 1.0f, 1.0f, encodeNormalRgba8(-1.0f, 0.0f, 0.0f), 0.0f, 1.0f },
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{ -1.0f, -1.0f, -1.0f, encodeNormalRgba8(-1.0f, 0.0f, 0.0f), 1.0f, 0.0f },
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{ -1.0f, -1.0f, 1.0f, encodeNormalRgba8(-1.0f, 0.0f, 0.0f), 0.0f, 0.0f },
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};
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static const uint16_t s_cubeIndices[] =
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{
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0, 1, 2,
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1, 3, 2,
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4, 6, 5,
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5, 6, 7,
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8, 9, 10,
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9, 11, 10,
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12, 14, 13,
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13, 14, 15,
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16, 17, 18,
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17, 19, 18,
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20, 22, 21,
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21, 22, 23,
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};
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static const uint16_t s_planeIndices[] =
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{
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0, 1, 2,
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1, 3, 2,
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};
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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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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; 0 != viewMask; viewMask >>= 1, view += 1 )
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{
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const uint32_t ntz = bx::uint32_cnttz(viewMask);
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viewMask >>= ntz;
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view += ntz;
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bgfx::setViewClear( (uint8_t)view, _flags, _rgba, _depth, _stencil);
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}
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}
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void setViewTransformMask(uint32_t _viewMask, const void* _view, const void* _proj)
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{
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for (uint32_t view = 0, viewMask = _viewMask; 0 != viewMask; viewMask >>= 1, view += 1 )
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{
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const uint32_t ntz = bx::uint32_cnttz(viewMask);
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viewMask >>= ntz;
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view += ntz;
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bgfx::setViewTransform( (uint8_t)view, _view, _proj);
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}
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}
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void setViewRectMask(uint32_t _viewMask, uint16_t _x, uint16_t _y, uint16_t _width, uint16_t _height)
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{
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for (uint32_t view = 0, viewMask = _viewMask; 0 != viewMask; viewMask >>= 1, view += 1 )
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{
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const uint32_t ntz = bx::uint32_cnttz(viewMask);
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viewMask >>= ntz;
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view += ntz;
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bgfx::setViewRect( (uint8_t)view, _x, _y, _width, _height);
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}
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}
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void mtxReflected(float* _result, const bx::Vec3& _pos, const bx::Vec3& _normal)
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{
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const float nx = _normal.x;
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const float ny = _normal.y;
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const float nz = _normal.z;
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_result[ 0] = 1.0f - 2.0f * nx * nx;
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_result[ 1] = - 2.0f * nx * ny;
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_result[ 2] = - 2.0f * nx * nz;
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_result[ 3] = 0.0f;
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_result[ 4] = - 2.0f * nx * ny;
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_result[ 5] = 1.0f - 2.0f * ny * ny;
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_result[ 6] = - 2.0f * ny * nz;
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_result[ 7] = 0.0f;
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_result[ 8] = - 2.0f * nx * nz;
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_result[ 9] = - 2.0f * ny * nz;
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_result[10] = 1.0f - 2.0f * nz * nz;
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_result[11] = 0.0f;
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const float dot = bx::dot(_pos, _normal);
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_result[12] = 2.0f * dot * nx;
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_result[13] = 2.0f * dot * ny;
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_result[14] = 2.0f * dot * nz;
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_result[15] = 1.0f;
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}
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void mtxShadow(float* _result, const float* _ground, const float* _light)
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{
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const float dot =
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_ground[0] * _light[0]
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+ _ground[1] * _light[1]
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+ _ground[2] * _light[2]
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+ _ground[3] * _light[3]
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;
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_result[ 0] = dot - _light[0] * _ground[0];
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_result[ 1] = 0.0f - _light[1] * _ground[0];
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_result[ 2] = 0.0f - _light[2] * _ground[0];
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_result[ 3] = 0.0f - _light[3] * _ground[0];
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_result[ 4] = 0.0f - _light[0] * _ground[1];
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_result[ 5] = dot - _light[1] * _ground[1];
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_result[ 6] = 0.0f - _light[2] * _ground[1];
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_result[ 7] = 0.0f - _light[3] * _ground[1];
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_result[ 8] = 0.0f - _light[0] * _ground[2];
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_result[ 9] = 0.0f - _light[1] * _ground[2];
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_result[10] = dot - _light[2] * _ground[2];
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_result[11] = 0.0f - _light[3] * _ground[2];
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_result[12] = 0.0f - _light[0] * _ground[3];
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_result[13] = 0.0f - _light[1] * _ground[3];
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_result[14] = 0.0f - _light[2] * _ground[3];
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_result[15] = dot - _light[3] * _ground[3];
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}
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void mtxBillboard(float* _result, const float* _view, const float* _pos, const float* _scale)
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{
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_result[ 0] = _view[0] * _scale[0];
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_result[ 1] = _view[4] * _scale[0];
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_result[ 2] = _view[8] * _scale[0];
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_result[ 3] = 0.0f;
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_result[ 4] = _view[1] * _scale[1];
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_result[ 5] = _view[5] * _scale[1];
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_result[ 6] = _view[9] * _scale[1];
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_result[ 7] = 0.0f;
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_result[ 8] = _view[2] * _scale[2];
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_result[ 9] = _view[6] * _scale[2];
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_result[10] = _view[10] * _scale[2];
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_result[11] = 0.0f;
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_result[12] = _pos[0];
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_result[13] = _pos[1];
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_result[14] = _pos[2];
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_result[15] = 1.0f;
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}
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struct Uniforms
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{
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void init()
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{
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m_params.m_ambientPass = 1.0f;
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m_params.m_lightingPass = 1.0f;
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m_params.m_lightCount = 4.0f;
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m_params.m_lightIndex = 4.0f;
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m_ambient[0] = 0.02f;
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m_ambient[1] = 0.02f;
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m_ambient[2] = 0.02f;
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m_ambient[3] = 0.0f; //unused
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m_diffuse[0] = 0.2f;
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m_diffuse[1] = 0.2f;
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m_diffuse[2] = 0.2f;
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m_diffuse[3] = 0.0f; //unused
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m_specular_shininess[0] = 1.0f;
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m_specular_shininess[1] = 1.0f;
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m_specular_shininess[2] = 1.0f;
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m_specular_shininess[3] = 10.0f; //shininess
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m_color[0] = 1.0f;
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m_color[1] = 1.0f;
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m_color[2] = 1.0f;
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m_color[3] = 1.0f;
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m_time = 0.0f;
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for (uint8_t ii = 0; ii < MAX_NUM_LIGHTS; ++ii)
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{
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m_lightPosRadius[ii][0] = 0.0f;
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m_lightPosRadius[ii][1] = 0.0f;
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m_lightPosRadius[ii][2] = 0.0f;
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m_lightPosRadius[ii][3] = 1.0f;
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m_lightRgbInnerR[ii][0] = 1.0f;
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m_lightRgbInnerR[ii][1] = 1.0f;
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m_lightRgbInnerR[ii][2] = 1.0f;
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m_lightRgbInnerR[ii][3] = 1.0f;
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}
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u_params = bgfx::createUniform("u_params", bgfx::UniformType::Vec4);
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u_ambient = bgfx::createUniform("u_ambient", bgfx::UniformType::Vec4);
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u_diffuse = bgfx::createUniform("u_diffuse", bgfx::UniformType::Vec4);
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u_specular_shininess = bgfx::createUniform("u_specular_shininess", bgfx::UniformType::Vec4);
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u_color = bgfx::createUniform("u_color", bgfx::UniformType::Vec4);
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u_lightPosRadius = bgfx::createUniform("u_lightPosRadius", bgfx::UniformType::Vec4, MAX_NUM_LIGHTS);
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u_lightRgbInnerR = bgfx::createUniform("u_lightRgbInnerR", bgfx::UniformType::Vec4, MAX_NUM_LIGHTS);
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}
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//call this once at initialization
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void submitConstUniforms()
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{
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bgfx::setUniform(u_ambient, &m_ambient);
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bgfx::setUniform(u_diffuse, &m_diffuse);
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bgfx::setUniform(u_specular_shininess, &m_specular_shininess);
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}
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//call this before each draw call
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void submitPerDrawUniforms()
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{
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bgfx::setUniform(u_params, &m_params);
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bgfx::setUniform(u_color, &m_color);
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bgfx::setUniform(u_lightPosRadius, &m_lightPosRadius, MAX_NUM_LIGHTS);
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bgfx::setUniform(u_lightRgbInnerR, &m_lightRgbInnerR, MAX_NUM_LIGHTS);
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}
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void destroy()
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{
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bgfx::destroy(u_params);
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bgfx::destroy(u_ambient);
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bgfx::destroy(u_diffuse);
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bgfx::destroy(u_specular_shininess);
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bgfx::destroy(u_color);
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bgfx::destroy(u_lightPosRadius);
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bgfx::destroy(u_lightRgbInnerR);
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}
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struct Params
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{
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float m_ambientPass;
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float m_lightingPass;
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float m_lightCount;
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float m_lightIndex;
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};
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struct SvParams
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{
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float m_useStencilTex;
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float m_dfail;
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float m_unused0;
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float m_unused1;
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};
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Params m_params;
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SvParams m_svparams;
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float m_ambient[4];
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float m_diffuse[4];
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float m_specular_shininess[4];
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float m_color[4];
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float m_time;
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float m_lightPosRadius[MAX_NUM_LIGHTS][4];
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float m_lightRgbInnerR[MAX_NUM_LIGHTS][4];
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/**
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* u_params.x - u_ambientPass
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* u_params.y - u_lightingPass
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* u_params.z - u_lightCount
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* u_params.w - u_lightIndex
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*/
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bgfx::UniformHandle u_params;
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bgfx::UniformHandle u_ambient;
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bgfx::UniformHandle u_diffuse;
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bgfx::UniformHandle u_specular_shininess;
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bgfx::UniformHandle u_color;
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bgfx::UniformHandle u_lightPosRadius;
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bgfx::UniformHandle u_lightRgbInnerR;
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};
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static Uniforms s_uniforms;
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//-------------------------------------------------
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// Render state
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//-------------------------------------------------
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struct RenderState
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{
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enum Enum
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{
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StencilReflection_CraftStencil = 0,
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StencilReflection_DrawReflected,
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StencilReflection_BlendPlane,
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StencilReflection_DrawScene,
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ProjectionShadows_DrawAmbient,
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ProjectionShadows_CraftStencil,
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ProjectionShadows_DrawDiffuse,
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Custom_BlendLightTexture,
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Custom_DrawPlaneBottom,
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Count
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};
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uint64_t m_state;
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uint32_t m_blendFactorRgba;
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uint32_t m_fstencil;
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uint32_t m_bstencil;
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};
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static RenderState s_renderStates[RenderState::Count] =
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{
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{ // StencilReflection_CraftStencil
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BGFX_STATE_WRITE_RGB
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| 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<Primitive> 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<char*>(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<char*>(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<Group> 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<bx::Vec3>(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"
|
|
);
|