2773 lines
74 KiB
C++
2773 lines
74 KiB
C++
/*
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* Copyright 2013 Dario Manesku. All rights reserved.
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* License: http://www.opensource.org/licenses/BSD-2-Clause
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*/
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namespace std { namespace tr1 {} }
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using namespace std::tr1;
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#include "common.h"
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#include <bgfx.h>
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#include <bx/timer.h>
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#include <bx/readerwriter.h>
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#include "entry/entry.h"
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#include "fpumath.h"
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#include "imgui/imgui.h"
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#include <stdio.h>
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#include <string.h>
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#include <string>
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#include <vector>
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#include <unordered_map>
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#include <map>
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#define MAX_INSTANCE_COUNT 25
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#define MAX_LIGHTS_COUNT 5
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#define VIEWID_RANGE1_PASS0 1
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#define VIEWID_RANGE1_RT_PASS1 2
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#define VIEWID_RANGE15_PASS2 3
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#define VIEWID_RANGE1_PASS3 20
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uint32_t packUint32(uint8_t _x, uint8_t _y, uint8_t _z, uint8_t _w)
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{
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union
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{
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uint32_t ui32;
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uint8_t arr[4];
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} un;
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un.arr[0] = _x;
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un.arr[1] = _y;
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un.arr[2] = _z;
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un.arr[3] = _w;
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return un.ui32;
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}
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uint32_t packF4u(float _x, float _y = 0.0f, float _z = 0.0f, float _w = 0.0f)
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{
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const uint8_t xx = uint8_t(_x*127.0f + 128.0f);
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const uint8_t yy = uint8_t(_y*127.0f + 128.0f);
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const uint8_t zz = uint8_t(_z*127.0f + 128.0f);
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const uint8_t ww = uint8_t(_w*127.0f + 128.0f);
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return packUint32(xx, yy, zz, ww);
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}
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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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};
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static const float s_texcoord = 50.0f;
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static const uint32_t s_numHPlaneVertices = 4;
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static PosNormalTexcoordVertex s_hplaneVertices[s_numHPlaneVertices] =
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{
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{ -1.0f, 0.0f, 1.0f, packF4u(0.0f, 1.0f, 0.0f), s_texcoord, s_texcoord },
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{ 1.0f, 0.0f, 1.0f, packF4u(0.0f, 1.0f, 0.0f), s_texcoord, 0.0f },
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{ -1.0f, 0.0f, -1.0f, packF4u(0.0f, 1.0f, 0.0f), 0.0f, s_texcoord },
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{ 1.0f, 0.0f, -1.0f, packF4u(0.0f, 1.0f, 0.0f), 0.0f, 0.0f },
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};
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static const uint32_t s_numVPlaneVertices = 4;
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static PosNormalTexcoordVertex s_vplaneVertices[s_numVPlaneVertices] =
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{
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{ -1.0f, 1.0f, 0.0f, packF4u(0.0f, 0.0f, -1.0f), 1.0f, 1.0f },
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{ 1.0f, 1.0f, 0.0f, packF4u(0.0f, 0.0f, -1.0f), 1.0f, 0.0f },
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{ -1.0f, -1.0f, 0.0f, packF4u(0.0f, 0.0f, -1.0f), 0.0f, 1.0f },
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{ 1.0f, -1.0f, 0.0f, packF4u(0.0f, 0.0f, -1.0f), 0.0f, 0.0f },
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};
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static const uint32_t s_numPlaneIndices = 6;
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static const uint16_t s_planeIndices[s_numPlaneIndices] =
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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 const char* s_shaderPath = NULL;
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static bool s_flipV = false;
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static uint32_t s_viewMask = 0;
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static bgfx::UniformHandle u_texColor;
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static bgfx::UniformHandle u_texStencil;
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static bgfx::RenderTargetHandle s_stencilRt;
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inline uint32_t uint32_max(uint32_t _a, uint32_t _b)
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{
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return _a > _b ? _a : _b;
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}
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static void shaderFilePath(char* _out, const char* _name)
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{
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strcpy(_out, s_shaderPath);
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strcat(_out, _name);
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strcat(_out, ".bin");
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}
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long int fsize(FILE* _file)
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{
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long int pos = ftell(_file);
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fseek(_file, 0L, SEEK_END);
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long int size = ftell(_file);
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fseek(_file, pos, SEEK_SET);
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return size;
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}
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static const bgfx::Memory* load(const char* _filePath)
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{
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FILE* file = fopen(_filePath, "rb");
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if (NULL != file)
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{
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uint32_t size = (uint32_t)fsize(file);
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const bgfx::Memory* mem = bgfx::alloc(size+1);
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size_t ignore = fread(mem->data, 1, size, file);
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BX_UNUSED(ignore);
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fclose(file);
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mem->data[mem->size-1] = '\0';
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return mem;
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}
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return NULL;
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}
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static const bgfx::Memory* loadShader(const char* _name)
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{
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char filePath[512];
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shaderFilePath(filePath, _name);
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return load(filePath);
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}
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static const bgfx::Memory* loadTexture(const char* _name)
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{
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char filePath[512];
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strcpy(filePath, "textures/");
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strcat(filePath, _name);
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return load(filePath);
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}
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static bgfx::ProgramHandle loadProgram(const char* _vsName, const char* _fsName)
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{
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const bgfx::Memory* mem;
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// Load vertex shader.
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mem = loadShader(_vsName);
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bgfx::VertexShaderHandle vsh = bgfx::createVertexShader(mem);
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// Load fragment shader.
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mem = loadShader(_fsName);
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bgfx::FragmentShaderHandle fsh = bgfx::createFragmentShader(mem);
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// Create program from shaders.
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bgfx::ProgramHandle program = bgfx::createProgram(vsh, fsh);
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// We can destroy vertex and fragment shader here since
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// their reference is kept inside bgfx after calling createProgram.
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// Vertex and fragment shader will be destroyed once program is
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// destroyed.
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bgfx::destroyVertexShader(vsh);
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bgfx::destroyFragmentShader(fsh);
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return program;
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}
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void mtxScaleRotateTranslate(float* _result
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, const float _scaleX
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, const float _scaleY
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, const float _scaleZ
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, const float _rotX
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, const float _rotY
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, const float _rotZ
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, const float _translateX
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, const float _translateY
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, const float _translateZ
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)
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{
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float mtxRotateTranslate[16];
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float mtxScale[16];
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mtxRotateXYZ(mtxRotateTranslate, _rotX, _rotY, _rotZ);
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mtxRotateTranslate[12] = _translateX;
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mtxRotateTranslate[13] = _translateY;
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mtxRotateTranslate[14] = _translateZ;
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memset(mtxScale, 0, 16*sizeof(float) );
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mtxScale[0] = _scaleX;
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mtxScale[5] = _scaleY;
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mtxScale[10] = _scaleZ;
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mtxScale[15] = 1.0f;
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mtxMul(_result, mtxScale, mtxRotateTranslate);
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}
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void mtxBillboard(float* __restrict _result
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, const float* __restrict _view
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, const float* __restrict _pos
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, const float* __restrict _scale
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)
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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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void planeNormal(float* __restrict _result
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, const float* __restrict _v0
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, const float* __restrict _v1
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, const float* __restrict _v2
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)
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{
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float vec0[3], vec1[3];
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float cross[3];
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vec0[0] = _v1[0] - _v0[0];
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vec0[1] = _v1[1] - _v0[1];
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vec0[2] = _v1[2] - _v0[2];
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vec1[0] = _v2[0] - _v1[0];
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vec1[1] = _v2[1] - _v1[1];
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vec1[2] = _v2[2] - _v1[2];
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vec3Cross(cross, vec0, vec1);
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vec3Norm(_result, cross);
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_result[3] = -vec3Dot(_result, _v0);
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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_lightningPass = 1.0f;
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m_params.m_lightCount = 4.0f;
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m_params.m_alpha = 1.0f;
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m_ambient[0] = 0.05f;
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m_ambient[1] = 0.05f;
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m_ambient[2] = 0.05f;
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m_ambient[3] = 0.0f; //unused
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m_diffuse[0] = 0.8f;
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m_diffuse[1] = 0.8f;
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m_diffuse[2] = 0.8f;
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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] = 25.0f; //shininess
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m_fog[0] = 0.0f; //color
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m_fog[1] = 0.0f;
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m_fog[2] = 0.0f;
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m_fog[3] = 0.0055f; //density
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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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m_flipV = float(s_flipV) * 2.0f - 1.0f;
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m_lightPosRadius[0] = 0.0f;
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m_lightPosRadius[1] = 0.0f;
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m_lightPosRadius[2] = 0.0f;
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m_lightPosRadius[3] = 1.0f;
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m_lightRgbInnerR[0] = 0.0f;
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m_lightRgbInnerR[1] = 0.0f;
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m_lightRgbInnerR[2] = 0.0f;
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m_lightRgbInnerR[3] = 1.0f;
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m_virtualLightPos_extrusionDist[0] = 0.0f;
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m_virtualLightPos_extrusionDist[1] = 0.0f;
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m_virtualLightPos_extrusionDist[2] = 0.0f;
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m_virtualLightPos_extrusionDist[3] = 100.0f;
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u_params = bgfx::createUniform("u_params", bgfx::UniformType::Uniform4fv);
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u_svparams = bgfx::createUniform("u_svparams", bgfx::UniformType::Uniform4fv);
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u_ambient = bgfx::createUniform("u_ambient", bgfx::UniformType::Uniform4fv);
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u_diffuse = bgfx::createUniform("u_diffuse", bgfx::UniformType::Uniform4fv);
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u_specular_shininess = bgfx::createUniform("u_specular_shininess", bgfx::UniformType::Uniform4fv);
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u_fog = bgfx::createUniform("u_fog", bgfx::UniformType::Uniform4fv);
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u_color = bgfx::createUniform("u_color", bgfx::UniformType::Uniform4fv);
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u_time = bgfx::createUniform("u_time", bgfx::UniformType::Uniform1f );
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u_flipV = bgfx::createUniform("u_flipV", bgfx::UniformType::Uniform1f );
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u_lightPosRadius = bgfx::createUniform("u_lightPosRadius", bgfx::UniformType::Uniform4fv);
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u_lightRgbInnerR = bgfx::createUniform("u_lightRgbInnerR", bgfx::UniformType::Uniform4fv);
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u_virtualLightPos_extrusionDist = bgfx::createUniform("u_virtualLightPos_extrusionDist", bgfx::UniformType::Uniform4fv);
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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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bgfx::setUniform(u_fog, &m_fog);
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bgfx::setUniform(u_flipV, &m_flipV);
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}
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//call this once per frame
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void submitPerFrameUniforms()
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{
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bgfx::setUniform(u_time, &m_time);
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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_svparams, &m_svparams);
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bgfx::setUniform(u_color, &m_color);
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bgfx::setUniform(u_lightPosRadius, &m_lightPosRadius);
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bgfx::setUniform(u_lightRgbInnerR, &m_lightRgbInnerR);
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bgfx::setUniform(u_virtualLightPos_extrusionDist, &m_virtualLightPos_extrusionDist);
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}
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void destroy()
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{
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bgfx::destroyUniform(u_params);
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bgfx::destroyUniform(u_svparams);
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bgfx::destroyUniform(u_ambient);
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bgfx::destroyUniform(u_diffuse);
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bgfx::destroyUniform(u_specular_shininess);
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bgfx::destroyUniform(u_fog);
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bgfx::destroyUniform(u_color);
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bgfx::destroyUniform(u_time);
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bgfx::destroyUniform(u_flipV);
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bgfx::destroyUniform(u_lightPosRadius);
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bgfx::destroyUniform(u_lightRgbInnerR);
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bgfx::destroyUniform(u_virtualLightPos_extrusionDist);
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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_lightningPass;
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float m_alpha;
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float m_lightCount;
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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_fog[4];
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float m_color[4];
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float m_time;
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float m_flipV;
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float m_lightPosRadius[4];
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float m_lightRgbInnerR[4];
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float m_virtualLightPos_extrusionDist[4];
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/**
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* u_params.x - u_ambientPass
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* u_params.y - u_lightningPass
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* u_params.z - u_alpha
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* u_params.w - u_lightCount
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* u_svparams.x - u_useStencilTex
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* u_svparams.y - u_dfail
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* u_svparams.z - unused
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* u_svparams.w - unused
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*/
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bgfx::UniformHandle u_params;
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bgfx::UniformHandle u_svparams;
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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_fog;
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bgfx::UniformHandle u_color;
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bgfx::UniformHandle u_time;
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bgfx::UniformHandle u_flipV;
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bgfx::UniformHandle u_lightPosRadius;
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bgfx::UniformHandle u_lightRgbInnerR;
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bgfx::UniformHandle u_virtualLightPos_extrusionDist;
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};
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static Uniforms s_uniforms;
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struct RenderState
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{
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enum Enum
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{
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ShadowVolume_UsingStencilTexture_DrawAmbient = 0,
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ShadowVolume_UsingStencilTexture_BuildDepth,
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ShadowVolume_UsingStencilTexture_CraftStencil_DepthPass,
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ShadowVolume_UsingStencilTexture_CraftStencil_DepthFail,
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ShadowVolume_UsingStencilTexture_DrawDiffuse,
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ShadowVolume_UsingStencilBuffer_DrawAmbient,
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ShadowVolume_UsingStencilBuffer_CraftStencil_DepthPass,
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ShadowVolume_UsingStencilBuffer_CraftStencil_DepthFail,
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ShadowVolume_UsingStencilBuffer_DrawDiffuse,
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Custom_Default,
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Custom_BlendLightTexture,
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Custom_DrawPlaneBottom,
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Custom_DrawShadowVolume_Lines,
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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 void setRenderState(const RenderState& _renderState)
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{
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bgfx::setStencil(_renderState.m_fstencil, _renderState.m_bstencil);
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bgfx::setState(_renderState.m_state, _renderState.m_blendFactorRgba);
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}
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static RenderState s_renderStates[RenderState::Count] =
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{
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{ // ShadowVolume_UsingStencilTexture_DrawAmbient
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BGFX_STATE_RGB_WRITE
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| BGFX_STATE_ALPHA_WRITE
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| BGFX_STATE_DEPTH_WRITE
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| BGFX_STATE_DEPTH_TEST_LESS
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| BGFX_STATE_CULL_CCW
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| BGFX_STATE_MSAA
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, UINT32_MAX
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, BGFX_STENCIL_NONE
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, BGFX_STENCIL_NONE
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},
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{ // ShadowVolume_UsingStencilTexture_BuildDepth
|
|
BGFX_STATE_DEPTH_WRITE
|
|
| BGFX_STATE_DEPTH_TEST_LESS
|
|
| BGFX_STATE_CULL_CCW
|
|
| BGFX_STATE_MSAA
|
|
, UINT32_MAX
|
|
, BGFX_STENCIL_NONE
|
|
, BGFX_STENCIL_NONE
|
|
},
|
|
{ // ShadowVolume_UsingStencilTexture_CraftStencil_DepthPass
|
|
BGFX_STATE_RGB_WRITE
|
|
| BGFX_STATE_ALPHA_WRITE
|
|
| BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE)
|
|
| BGFX_STATE_DEPTH_TEST_LEQUAL
|
|
| BGFX_STATE_MSAA
|
|
, UINT32_MAX
|
|
, BGFX_STENCIL_NONE
|
|
, BGFX_STENCIL_NONE
|
|
},
|
|
{ // ShadowVolume_UsingStencilTexture_CraftStencil_DepthFail
|
|
BGFX_STATE_RGB_WRITE
|
|
| BGFX_STATE_ALPHA_WRITE
|
|
| BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE)
|
|
| BGFX_STATE_DEPTH_TEST_GEQUAL
|
|
| BGFX_STATE_MSAA
|
|
, UINT32_MAX
|
|
, BGFX_STENCIL_NONE
|
|
, BGFX_STENCIL_NONE
|
|
},
|
|
{ // ShadowVolume_UsingStencilTexture_DrawDiffuse
|
|
BGFX_STATE_RGB_WRITE
|
|
| BGFX_STATE_ALPHA_WRITE
|
|
| BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE)
|
|
| BGFX_STATE_DEPTH_WRITE
|
|
| BGFX_STATE_DEPTH_TEST_EQUAL
|
|
| BGFX_STATE_CULL_CCW
|
|
| BGFX_STATE_MSAA
|
|
, UINT32_MAX
|
|
, BGFX_STENCIL_NONE
|
|
, BGFX_STENCIL_NONE
|
|
},
|
|
{ // ShadowVolume_UsingStencilBuffer_DrawAmbient
|
|
BGFX_STATE_RGB_WRITE
|
|
| BGFX_STATE_ALPHA_WRITE
|
|
| BGFX_STATE_DEPTH_WRITE
|
|
| BGFX_STATE_DEPTH_TEST_LESS
|
|
| BGFX_STATE_CULL_CCW
|
|
| BGFX_STATE_MSAA
|
|
, UINT32_MAX
|
|
, BGFX_STENCIL_NONE
|
|
, BGFX_STENCIL_NONE
|
|
},
|
|
{ // ShadowVolume_UsingStencilBuffer_CraftStencil_DepthPass
|
|
BGFX_STATE_DEPTH_TEST_LEQUAL
|
|
| BGFX_STATE_MSAA
|
|
, UINT32_MAX
|
|
, BGFX_STENCIL_TEST_ALWAYS
|
|
| BGFX_STENCIL_FUNC_REF(1)
|
|
| BGFX_STENCIL_FUNC_RMASK(0xff)
|
|
| BGFX_STENCIL_OP_FAIL_S_KEEP
|
|
| BGFX_STENCIL_OP_FAIL_Z_KEEP
|
|
| BGFX_STENCIL_OP_PASS_Z_DECR
|
|
, BGFX_STENCIL_TEST_ALWAYS
|
|
| BGFX_STENCIL_FUNC_REF(1)
|
|
| BGFX_STENCIL_FUNC_RMASK(0xff)
|
|
| BGFX_STENCIL_OP_FAIL_S_KEEP
|
|
| BGFX_STENCIL_OP_FAIL_Z_KEEP
|
|
| BGFX_STENCIL_OP_PASS_Z_INCR
|
|
},
|
|
{ // ShadowVolume_UsingStencilBuffer_CraftStencil_DepthFail
|
|
BGFX_STATE_DEPTH_TEST_LEQUAL
|
|
| BGFX_STATE_MSAA
|
|
, UINT32_MAX
|
|
, BGFX_STENCIL_TEST_ALWAYS
|
|
| BGFX_STENCIL_FUNC_REF(1)
|
|
| BGFX_STENCIL_FUNC_RMASK(0xff)
|
|
| BGFX_STENCIL_OP_FAIL_S_KEEP
|
|
| BGFX_STENCIL_OP_FAIL_Z_INCR
|
|
| BGFX_STENCIL_OP_PASS_Z_KEEP
|
|
, BGFX_STENCIL_TEST_ALWAYS
|
|
| BGFX_STENCIL_FUNC_REF(1)
|
|
| BGFX_STENCIL_FUNC_RMASK(0xff)
|
|
| BGFX_STENCIL_OP_FAIL_S_KEEP
|
|
| BGFX_STENCIL_OP_FAIL_Z_DECR
|
|
| BGFX_STENCIL_OP_PASS_Z_KEEP
|
|
},
|
|
{ // ShadowVolume_UsingStencilBuffer_DrawDiffuse
|
|
BGFX_STATE_RGB_WRITE
|
|
| BGFX_STATE_ALPHA_WRITE
|
|
| 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_EQUAL
|
|
| BGFX_STENCIL_FUNC_REF(0)
|
|
| BGFX_STENCIL_FUNC_RMASK(0xff)
|
|
| BGFX_STENCIL_OP_FAIL_S_KEEP
|
|
| BGFX_STENCIL_OP_FAIL_Z_KEEP
|
|
| BGFX_STENCIL_OP_PASS_Z_KEEP
|
|
, BGFX_STENCIL_NONE
|
|
},
|
|
{ // Custom_Default
|
|
BGFX_STATE_RGB_WRITE
|
|
| BGFX_STATE_ALPHA_WRITE
|
|
| BGFX_STATE_DEPTH_WRITE
|
|
| BGFX_STATE_DEPTH_TEST_LESS
|
|
| BGFX_STATE_CULL_CCW
|
|
| BGFX_STATE_MSAA
|
|
, UINT32_MAX
|
|
, BGFX_STENCIL_NONE
|
|
, BGFX_STENCIL_NONE
|
|
},
|
|
{ // Custom_BlendLightTexture
|
|
BGFX_STATE_RGB_WRITE
|
|
| BGFX_STATE_ALPHA_WRITE
|
|
| BGFX_STATE_DEPTH_WRITE
|
|
| 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_RGB_WRITE
|
|
| BGFX_STATE_ALPHA_WRITE
|
|
| BGFX_STATE_DEPTH_WRITE
|
|
| BGFX_STATE_CULL_CW
|
|
| BGFX_STATE_MSAA
|
|
, UINT32_MAX
|
|
, BGFX_STENCIL_NONE
|
|
, BGFX_STENCIL_NONE
|
|
},
|
|
{ // Custom_DrawShadowVolume_Lines
|
|
BGFX_STATE_RGB_WRITE
|
|
| BGFX_STATE_DEPTH_TEST_LESS
|
|
| BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_FACTOR, BGFX_STATE_BLEND_SRC_ALPHA)
|
|
| BGFX_STATE_PT_LINES
|
|
| BGFX_STATE_MSAA
|
|
, 0x0f0f0fff
|
|
, BGFX_STENCIL_NONE
|
|
, BGFX_STENCIL_NONE
|
|
}
|
|
};
|
|
|
|
struct ViewState
|
|
{
|
|
ViewState(uint32_t _width = 1280, uint32_t _height = 720)
|
|
: m_width(_width)
|
|
, m_height(_height)
|
|
{
|
|
}
|
|
|
|
uint32_t m_width;
|
|
uint32_t m_height;
|
|
|
|
float m_view[16];
|
|
float m_proj[16];
|
|
};
|
|
|
|
struct ClearValues
|
|
{
|
|
uint32_t m_clearRgba;
|
|
float m_clearDepth;
|
|
uint8_t m_clearStencil;
|
|
};
|
|
|
|
void submit(uint8_t _id, int32_t _depth = 0)
|
|
{
|
|
bgfx::submit(_id, _depth);
|
|
|
|
// Keep track of submited view ids.
|
|
s_viewMask |= 1 << _id;
|
|
}
|
|
|
|
void submitMask(uint32_t _viewMask, int32_t _depth = 0)
|
|
{
|
|
bgfx::submitMask(_viewMask, _depth);
|
|
|
|
// Keep track of submited view ids.
|
|
s_viewMask |= _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 Face
|
|
{
|
|
uint16_t m_i[3];
|
|
float m_plane[4];
|
|
};
|
|
typedef std::vector<Face> FaceArray;
|
|
|
|
struct Edge
|
|
{
|
|
struct Plane
|
|
{
|
|
float m_plane[4];
|
|
bool m_reverseVertexOrder;
|
|
};
|
|
|
|
Edge(const float* _v0, const float* _v1)
|
|
: m_faceIndex(0)
|
|
{
|
|
memcpy(m_v0, _v0, 3*sizeof(float) );
|
|
memcpy(m_v1, _v1, 3*sizeof(float) );
|
|
}
|
|
|
|
Plane& nextFace()
|
|
{
|
|
BX_CHECK(m_faceIndex < FACE_NUM, "Error! 2-manifold meshes must be used!");
|
|
return m_faces[(m_faceIndex++)%FACE_NUM];
|
|
}
|
|
|
|
float m_v0[3], m_v1[3];
|
|
static const uint8_t FACE_NUM = 2;
|
|
Plane m_faces[FACE_NUM];
|
|
uint8_t m_faceIndex;
|
|
};
|
|
typedef std::vector<Edge> EdgeArray;
|
|
|
|
struct HalfEdge
|
|
{
|
|
#define INVALID_EDGE_INDEX UINT16_MAX
|
|
uint16_t m_secondIndex;
|
|
bool m_marked;
|
|
};
|
|
|
|
struct HalfEdges
|
|
{
|
|
HalfEdges()
|
|
: m_data()
|
|
, m_offsets()
|
|
, m_endPtr()
|
|
{
|
|
}
|
|
|
|
void init(uint16_t* _indices, uint32_t _numIndices)
|
|
{
|
|
m_data = (HalfEdge*)malloc(2 * _numIndices * sizeof(HalfEdge) );
|
|
|
|
std::unordered_map<uint16_t, std::vector<uint16_t> > edges;
|
|
for (uint32_t ii = 0; ii < _numIndices; ii+=3)
|
|
{
|
|
uint16_t idx0 = _indices[ii];
|
|
uint16_t idx1 = _indices[ii+1];
|
|
uint16_t idx2 = _indices[ii+2];
|
|
|
|
edges[idx0].push_back(idx1);
|
|
edges[idx1].push_back(idx2);
|
|
edges[idx2].push_back(idx0);
|
|
}
|
|
|
|
uint32_t numRows = (uint32_t)edges.size();
|
|
m_offsets = (uint32_t*)malloc(numRows * sizeof(uint32_t) );
|
|
|
|
HalfEdge* he = m_data;
|
|
for (uint32_t ii = 0; ii < numRows; ++ii)
|
|
{
|
|
m_offsets[ii] = uint32_t(he - m_data);
|
|
|
|
std::vector<uint16_t>& row = edges[ii];
|
|
for (uint32_t jj = 0, end = (uint32_t)row.size(); jj < end; ++jj)
|
|
{
|
|
he->m_secondIndex = row[jj];
|
|
he->m_marked = false;
|
|
++he;
|
|
}
|
|
he->m_secondIndex = INVALID_EDGE_INDEX;
|
|
++he;
|
|
}
|
|
he->m_secondIndex = 0;
|
|
m_endPtr = he;
|
|
}
|
|
|
|
void destroy()
|
|
{
|
|
free(m_data);
|
|
m_data = NULL;
|
|
free(m_offsets);
|
|
m_offsets = NULL;
|
|
}
|
|
|
|
void mark(uint16_t _firstIndex, uint16_t _secondIndex)
|
|
{
|
|
HalfEdge* ptr = &m_data[m_offsets[_firstIndex]];
|
|
while (INVALID_EDGE_INDEX != ptr->m_secondIndex)
|
|
{
|
|
if (ptr->m_secondIndex == _secondIndex)
|
|
{
|
|
ptr->m_marked = true;
|
|
break;
|
|
}
|
|
++ptr;
|
|
}
|
|
}
|
|
|
|
bool unmark(uint16_t _firstIndex, uint16_t _secondIndex)
|
|
{
|
|
bool ret = false;
|
|
HalfEdge* ptr = &m_data[m_offsets[_firstIndex]];
|
|
while (INVALID_EDGE_INDEX != ptr->m_secondIndex)
|
|
{
|
|
if (ptr->m_secondIndex == _secondIndex && ptr->m_marked)
|
|
{
|
|
ptr->m_marked = false;
|
|
ret = true;
|
|
break;
|
|
}
|
|
++ptr;
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
inline HalfEdge* begin() const
|
|
{
|
|
return m_data;
|
|
}
|
|
|
|
inline HalfEdge* end() const
|
|
{
|
|
return m_endPtr;
|
|
}
|
|
|
|
HalfEdge* m_data;
|
|
uint32_t* m_offsets;
|
|
HalfEdge* m_endPtr;
|
|
};
|
|
|
|
struct Group
|
|
{
|
|
Group()
|
|
{
|
|
reset();
|
|
}
|
|
|
|
void reset()
|
|
{
|
|
m_vbh.idx = bgfx::invalidHandle;
|
|
m_ibh.idx = bgfx::invalidHandle;
|
|
m_numVertices = 0;
|
|
m_vertices = NULL;
|
|
m_numIndices = 0;
|
|
m_indices = NULL;
|
|
m_prims.clear();
|
|
}
|
|
|
|
void fillStructures(uint16_t _stride)
|
|
{
|
|
m_faces.clear();
|
|
m_edges.clear();
|
|
m_halfEdges.destroy();
|
|
|
|
//init halfedges
|
|
m_halfEdges.init(m_indices, m_numIndices);
|
|
|
|
//init faces and edges
|
|
m_faces.reserve(m_numIndices/3); //1 face = 3 indices
|
|
m_edges.reserve(m_numIndices); //1 triangle = 3 indices = 3 edges.
|
|
|
|
typedef std::map<std::pair<uint16_t, uint16_t>, uint32_t> EdgeIndexMap;
|
|
EdgeIndexMap edgeIndexMap;
|
|
|
|
for (uint32_t ii = 0, size = m_numIndices/3; ii < size; ++ii)
|
|
{
|
|
const uint16_t* indices = &m_indices[ii*3];
|
|
const uint16_t i0 = indices[0];
|
|
const uint16_t i1 = indices[1];
|
|
const uint16_t i2 = indices[2];
|
|
const float* v0 = (float*)&m_vertices[i0*_stride];
|
|
const float* v1 = (float*)&m_vertices[i1*_stride];
|
|
const float* v2 = (float*)&m_vertices[i2*_stride];
|
|
|
|
float plane[4];
|
|
planeNormal(plane, v0, v2, v1);
|
|
|
|
Face face;
|
|
face.m_i[0] = i0;
|
|
face.m_i[1] = i1;
|
|
face.m_i[2] = i2;
|
|
memcpy(face.m_plane, plane, 4*sizeof(float) );
|
|
m_faces.push_back(face);
|
|
|
|
uint16_t triangleI[3][2] =
|
|
{
|
|
{i0, i1},
|
|
{i1, i2},
|
|
{i2, i0},
|
|
};
|
|
|
|
const float* triangleV[3][2] =
|
|
{
|
|
{v0, v1},
|
|
{v1, v2},
|
|
{v2, v0},
|
|
};
|
|
|
|
typedef std::vector<uint8_t> TriangleIndex;
|
|
TriangleIndex triangleIndex;
|
|
|
|
for (uint8_t jj = 0; jj < 3; ++jj)
|
|
{
|
|
EdgeIndexMap::iterator iter = edgeIndexMap.find(std::make_pair(triangleI[jj][1], triangleI[jj][0]) );
|
|
if (edgeIndexMap.end() != iter)
|
|
{
|
|
const uint32_t index = iter->second;
|
|
Edge* edge = &m_edges[index];
|
|
|
|
Edge::Plane& face = edge->nextFace();
|
|
memcpy(face.m_plane, plane, 4*sizeof(float) );
|
|
face.m_reverseVertexOrder = true;
|
|
}
|
|
else
|
|
{
|
|
triangleIndex.push_back(jj);
|
|
}
|
|
}
|
|
|
|
for (TriangleIndex::const_iterator iter = triangleIndex.begin(), end = triangleIndex.end(); iter != end; ++iter)
|
|
{
|
|
const uint8_t index = *iter;
|
|
const uint16_t i0 = triangleI[index][0];
|
|
const uint16_t i1 = triangleI[index][1];
|
|
const float* v0 = triangleV[index][0];
|
|
const float* v1 = triangleV[index][1];
|
|
|
|
Edge edge(v0, v1);
|
|
Edge::Plane& face = edge.nextFace();
|
|
memcpy(face.m_plane, plane, 4*sizeof(float) );
|
|
face.m_reverseVertexOrder = false;
|
|
m_edges.push_back(edge);
|
|
|
|
edgeIndexMap.insert(std::make_pair(std::make_pair(i0, i1), (uint32_t)m_edges.size()-1) );
|
|
}
|
|
}
|
|
}
|
|
|
|
void unload()
|
|
{
|
|
bgfx::destroyVertexBuffer(m_vbh);
|
|
if (bgfx::invalidHandle != m_ibh.idx)
|
|
{
|
|
bgfx::destroyIndexBuffer(m_ibh);
|
|
}
|
|
free(m_vertices);
|
|
m_vertices = NULL;
|
|
free(m_indices);
|
|
m_indices = NULL;
|
|
m_halfEdges.destroy();
|
|
}
|
|
|
|
bgfx::VertexBufferHandle m_vbh;
|
|
bgfx::IndexBufferHandle m_ibh;
|
|
uint16_t m_numVertices;
|
|
uint8_t* m_vertices;
|
|
uint32_t m_numIndices;
|
|
uint16_t* m_indices;
|
|
Sphere m_sphere;
|
|
Aabb m_aabb;
|
|
Obb m_obb;
|
|
PrimitiveArray m_prims;
|
|
EdgeArray m_edges;
|
|
FaceArray m_faces;
|
|
HalfEdges m_halfEdges;
|
|
};
|
|
|
|
typedef std::vector<Group> GroupArray;
|
|
|
|
struct Mesh
|
|
{
|
|
void load(const void* _vertices, uint32_t _numVertices, const bgfx::VertexDecl _decl, const uint16_t* _indices, uint32_t _numIndices)
|
|
{
|
|
Group group;
|
|
const bgfx::Memory* mem;
|
|
uint32_t size;
|
|
|
|
//vertices
|
|
group.m_numVertices = _numVertices;
|
|
size = _numVertices*_decl.getStride();
|
|
|
|
group.m_vertices = (uint8_t*)malloc(size);
|
|
memcpy(group.m_vertices, _vertices, size);
|
|
|
|
mem = bgfx::makeRef(group.m_vertices, size);
|
|
group.m_vbh = bgfx::createVertexBuffer(mem, _decl);
|
|
|
|
//indices
|
|
group.m_numIndices = _numIndices;
|
|
size = _numIndices*2;
|
|
|
|
group.m_indices = (uint16_t*)malloc(size);
|
|
memcpy(group.m_indices, _indices, size);
|
|
|
|
mem = bgfx::makeRef(group.m_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', ' ', 0x0)
|
|
#define BGFX_CHUNK_MAGIC_IB BX_MAKEFOURCC('I', 'B', ' ', 0x0)
|
|
#define BGFX_CHUNK_MAGIC_PRI BX_MAKEFOURCC('P', 'R', 'I', 0x0)
|
|
|
|
bx::CrtFileReader reader;
|
|
reader.open(_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);
|
|
|
|
bx::read(&reader, m_decl);
|
|
uint16_t stride = m_decl.getStride();
|
|
|
|
bx::read(&reader, group.m_numVertices);
|
|
const uint32_t size = group.m_numVertices*stride;
|
|
group.m_vertices = (uint8_t*)malloc(size);
|
|
bx::read(&reader, group.m_vertices, size);
|
|
|
|
const bgfx::Memory* mem = bgfx::makeRef(group.m_vertices, size);
|
|
group.m_vbh = bgfx::createVertexBuffer(mem, m_decl);
|
|
}
|
|
break;
|
|
|
|
case BGFX_CHUNK_MAGIC_IB:
|
|
{
|
|
bx::read(&reader, group.m_numIndices);
|
|
const uint32_t size = group.m_numIndices*2;
|
|
group.m_indices = (uint16_t*)malloc(size);
|
|
bx::read(&reader, group.m_indices, size);
|
|
|
|
const bgfx::Memory* mem = bgfx::makeRef(group.m_indices, 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, reader.seek() );
|
|
break;
|
|
}
|
|
}
|
|
|
|
reader.close();
|
|
|
|
uint16_t stride = m_decl.getStride();
|
|
for (GroupArray::iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it)
|
|
{
|
|
it->fillStructures(stride);
|
|
}
|
|
}
|
|
|
|
void unload()
|
|
{
|
|
for (GroupArray::iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it)
|
|
{
|
|
it->unload();
|
|
}
|
|
m_groups.clear();
|
|
}
|
|
|
|
bgfx::VertexDecl m_decl;
|
|
GroupArray m_groups;
|
|
};
|
|
|
|
struct Model
|
|
{
|
|
Model()
|
|
{
|
|
m_program.idx = bgfx::invalidHandle;
|
|
m_texture.idx = bgfx::invalidHandle;
|
|
}
|
|
|
|
void load(const void* _vertices, uint32_t _numVertices, const bgfx::VertexDecl _decl, const uint16_t* _indices, uint32_t _numIndices)
|
|
{
|
|
m_mesh.load(_vertices, _numVertices, _decl, _indices, _numIndices);
|
|
}
|
|
|
|
void load(const char* _meshFilePath)
|
|
{
|
|
m_mesh.load(_meshFilePath);
|
|
}
|
|
|
|
void unload()
|
|
{
|
|
m_mesh.unload();
|
|
}
|
|
|
|
void submit(uint8_t _viewId, float* _mtx, const RenderState& _renderState)
|
|
{
|
|
for (GroupArray::const_iterator it = m_mesh.m_groups.begin(), itEnd = m_mesh.m_groups.end(); it != itEnd; ++it)
|
|
{
|
|
const Group& group = *it;
|
|
|
|
// Set uniforms
|
|
s_uniforms.submitPerDrawUniforms();
|
|
|
|
// Set program
|
|
BX_CHECK(bgfx::invalidHandle != m_program, "Error, program is not set.");
|
|
bgfx::setProgram(m_program);
|
|
|
|
// Set transform
|
|
bgfx::setTransform(_mtx);
|
|
|
|
// Set buffers
|
|
bgfx::setIndexBuffer(group.m_ibh);
|
|
bgfx::setVertexBuffer(group.m_vbh);
|
|
|
|
// Set textures
|
|
if (bgfx::invalidHandle != m_texture.idx)
|
|
{
|
|
bgfx::setTexture(0, u_texColor, m_texture);
|
|
}
|
|
bgfx::setTexture(7, u_texStencil, s_stencilRt);
|
|
|
|
// Apply render state
|
|
::setRenderState(_renderState);
|
|
|
|
// Submit
|
|
::submit(_viewId);
|
|
}
|
|
}
|
|
|
|
Mesh m_mesh;
|
|
bgfx::ProgramHandle m_program;
|
|
bgfx::TextureHandle m_texture;
|
|
};
|
|
|
|
struct Instance
|
|
{
|
|
Instance()
|
|
: m_svExtrusionDistance(150.0f)
|
|
{
|
|
m_color[0] = 1.0f;
|
|
m_color[1] = 1.0f;
|
|
m_color[2] = 1.0f;
|
|
}
|
|
|
|
void submit(uint8_t _viewId, const RenderState& _renderState)
|
|
{
|
|
memcpy(s_uniforms.m_color, m_color, 3*sizeof(float) );
|
|
|
|
float mtx[16];
|
|
mtxScaleRotateTranslate(mtx
|
|
, m_scale[0]
|
|
, m_scale[1]
|
|
, m_scale[2]
|
|
, m_rotation[0]
|
|
, m_rotation[1]
|
|
, m_rotation[2]
|
|
, m_pos[0]
|
|
, m_pos[1]
|
|
, m_pos[2]
|
|
);
|
|
|
|
BX_CHECK(NULL != m_model, "Instance model cannot be NULL!");
|
|
m_model->submit(_viewId, mtx, _renderState);
|
|
}
|
|
|
|
float m_scale[3];
|
|
float m_rotation[3];
|
|
float m_pos[3];
|
|
|
|
float m_color[3];
|
|
float m_svExtrusionDistance;
|
|
|
|
Model* m_model;
|
|
};
|
|
|
|
#define SV_INSTANCE_MEM_SIZE (1500 << 10)
|
|
#define SV_INSTANCE_COUNT ( (25 > MAX_INSTANCE_COUNT) ? 25 : MAX_INSTANCE_COUNT)
|
|
#define SV_PAGE_SIZE (SV_INSTANCE_MEM_SIZE * SV_INSTANCE_COUNT * MAX_LIGHTS_COUNT)
|
|
|
|
struct ShadowVolumeAllocator
|
|
{
|
|
ShadowVolumeAllocator()
|
|
{
|
|
m_mem = (uint8_t*)malloc(SV_PAGE_SIZE*2);
|
|
m_ptr = m_mem;
|
|
m_firstPage = true;
|
|
}
|
|
|
|
~ShadowVolumeAllocator()
|
|
{
|
|
free(m_mem);
|
|
}
|
|
|
|
void* alloc(uint32_t _size)
|
|
{
|
|
void* ret = (void*)m_ptr;
|
|
m_ptr += _size;
|
|
BX_CHECK(m_ptr - m_mem < (m_firstPage ? SV_PAGE_SIZE : 2 * SV_PAGE_SIZE), "Buffer overflow!");
|
|
return ret;
|
|
}
|
|
|
|
void swap()
|
|
{
|
|
m_ptr = m_firstPage ? m_mem + SV_PAGE_SIZE : m_mem;
|
|
m_firstPage = !m_firstPage;
|
|
}
|
|
|
|
uint8_t* m_mem;
|
|
uint8_t* m_ptr;
|
|
bool m_firstPage;
|
|
};
|
|
static ShadowVolumeAllocator s_svAllocator;
|
|
|
|
struct ShadowVolumeImpl
|
|
{
|
|
enum Enum
|
|
{
|
|
DepthPass,
|
|
DepthFail,
|
|
};
|
|
};
|
|
|
|
struct ShadowVolumeAlgorithm
|
|
{
|
|
enum Enum
|
|
{
|
|
FaceBased,
|
|
EdgeBased,
|
|
};
|
|
};
|
|
|
|
struct ShadowVolume
|
|
{
|
|
bgfx::VertexBufferHandle m_vbSides;
|
|
bgfx::IndexBufferHandle m_ibSides;
|
|
bgfx::IndexBufferHandle m_ibFrontCap;
|
|
bgfx::IndexBufferHandle m_ibBackCap;
|
|
|
|
uint32_t m_numVertices;
|
|
uint32_t m_numIndices;
|
|
|
|
const float* m_mtx;
|
|
const float* m_lightPos;
|
|
|
|
bool m_cap;
|
|
};
|
|
|
|
void shadowVolumeLightTransform(float* __restrict _outLightPos
|
|
, const float* __restrict _scale
|
|
, const float* __restrict _rotate
|
|
, const float* __restrict _translate
|
|
, const float* __restrict _lightPos // world pos
|
|
)
|
|
{
|
|
/**
|
|
* Instead of transforming all the vertices, transform light instead:
|
|
* mtx = pivotTranslate -> rotateZYX -> invScale
|
|
* light = mtx * origin
|
|
*/
|
|
|
|
float pivot[16];
|
|
mtxTranslate(pivot
|
|
, _lightPos[0] - _translate[0]
|
|
, _lightPos[1] - _translate[1]
|
|
, _lightPos[2] - _translate[2]
|
|
);
|
|
|
|
float mzyx[16];
|
|
mtxRotateZYX(mzyx
|
|
, -_rotate[0]
|
|
, -_rotate[1]
|
|
, -_rotate[2]
|
|
);
|
|
|
|
float invScale[16];
|
|
mtxScale(invScale
|
|
, 1.0f / _scale[0]
|
|
, 1.0f / _scale[1]
|
|
, 1.0f / _scale[2]
|
|
);
|
|
|
|
float tmp0[16];
|
|
mtxMul(tmp0, pivot, mzyx);
|
|
|
|
float mtx[16];
|
|
mtxMul(mtx, tmp0, invScale);
|
|
|
|
float origin[3] = { 0.0f, 0.0f, 0.0f };
|
|
vec3MulMtx(_outLightPos, origin, mtx);
|
|
}
|
|
|
|
void shadowVolumeCreate(ShadowVolume& _shadowVolume
|
|
, Group& _group
|
|
, uint16_t _stride
|
|
, const float* _mtx
|
|
, const float* _light // in model space
|
|
, ShadowVolumeImpl::Enum _impl = ShadowVolumeImpl::DepthPass
|
|
, ShadowVolumeAlgorithm::Enum _algo = ShadowVolumeAlgorithm::FaceBased
|
|
, bool _textureAsStencil = false
|
|
)
|
|
{
|
|
const uint8_t* vertices = _group.m_vertices;
|
|
const FaceArray& faces = _group.m_faces;
|
|
const EdgeArray& edges = _group.m_edges;
|
|
HalfEdges& halfEdges = _group.m_halfEdges;
|
|
|
|
struct VertexData
|
|
{
|
|
VertexData()
|
|
{
|
|
}
|
|
|
|
VertexData(const float* _v3, float _extrude = 0.0f, float _k = 1.0f)
|
|
{
|
|
memcpy(m_v, _v3, 3*sizeof(float) );
|
|
m_extrude = _extrude;
|
|
m_k = _k;
|
|
}
|
|
|
|
float m_v[3];
|
|
float m_extrude;
|
|
float m_k;
|
|
};
|
|
|
|
bool cap = (ShadowVolumeImpl::DepthFail == _impl);
|
|
|
|
VertexData* verticesSide = (VertexData*) s_svAllocator.alloc (20000 * sizeof(VertexData) );
|
|
uint16_t* indicesSide = (uint16_t*) s_svAllocator.alloc (20000 * 3*sizeof(uint16_t) );
|
|
uint16_t* indicesFrontCap = 0;
|
|
uint16_t* indicesBackCap = 0;
|
|
|
|
if (cap)
|
|
{
|
|
indicesFrontCap = (uint16_t*)s_svAllocator.alloc(80000 * 3*sizeof(uint16_t) );
|
|
indicesBackCap = (uint16_t*)s_svAllocator.alloc(80000 * 3*sizeof(uint16_t) );
|
|
}
|
|
|
|
uint32_t vsideI = 0;
|
|
uint32_t sideI = 0;
|
|
uint32_t frontCapI = 0;
|
|
uint32_t backCapI = 0;
|
|
|
|
uint16_t indexSide = 0;
|
|
|
|
if (ShadowVolumeAlgorithm::FaceBased == _algo)
|
|
{
|
|
for (FaceArray::const_iterator iter = faces.begin(), end = faces.end(); iter != end; ++iter)
|
|
{
|
|
const Face& face = *iter;
|
|
|
|
bool frontFacing = false;
|
|
float f = vec3Dot(face.m_plane, _light) + face.m_plane[3];
|
|
if (f > 0.0f)
|
|
{
|
|
frontFacing = true;
|
|
uint16_t triangleEdges[3][2] =
|
|
{
|
|
{ face.m_i[0], face.m_i[1] },
|
|
{ face.m_i[1], face.m_i[2] },
|
|
{ face.m_i[2], face.m_i[0] },
|
|
};
|
|
|
|
for (uint8_t ii = 0; ii < 3; ++ii)
|
|
{
|
|
uint16_t first = triangleEdges[ii][0];
|
|
uint16_t second = triangleEdges[ii][1];
|
|
|
|
if (!halfEdges.unmark(second, first) )
|
|
{
|
|
halfEdges.mark(first, second);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (cap)
|
|
{
|
|
if (frontFacing)
|
|
{
|
|
indicesFrontCap[frontCapI++] = face.m_i[0];
|
|
indicesFrontCap[frontCapI++] = face.m_i[1];
|
|
indicesFrontCap[frontCapI++] = face.m_i[2];
|
|
}
|
|
else
|
|
{
|
|
indicesBackCap[backCapI++] = face.m_i[0];
|
|
indicesBackCap[backCapI++] = face.m_i[1];
|
|
indicesBackCap[backCapI++] = face.m_i[2];
|
|
}
|
|
|
|
/**
|
|
* if '_useFrontFacingFacesAsBackCap' is needed, implement it as such:
|
|
*
|
|
* bool condition0 = frontFacing && _useFrontFacingFacesAsBackCap;
|
|
* bool condition1 = !frontFacing && !_useFrontFacingFacesAsBackCap;
|
|
* if (condition0 || condition1)
|
|
* {
|
|
* indicesBackCap[backCapI++] = face.m_i[0];
|
|
* indicesBackCap[backCapI++] = face.m_i[1+condition0];
|
|
* indicesBackCap[backCapI++] = face.m_i[2-condition0];
|
|
* }
|
|
*/
|
|
}
|
|
}
|
|
|
|
// Fill side arrays.
|
|
uint16_t firstIndex = 0;
|
|
HalfEdge* he = halfEdges.begin();
|
|
while (halfEdges.end() != he)
|
|
{
|
|
if (he->m_marked)
|
|
{
|
|
he->m_marked = false;
|
|
|
|
const float* v0 = (float*)&vertices[firstIndex*_stride];
|
|
const float* v1 = (float*)&vertices[he->m_secondIndex*_stride];
|
|
|
|
verticesSide[vsideI++] = VertexData(v0, 0.0f);
|
|
verticesSide[vsideI++] = VertexData(v0, 1.0f);
|
|
verticesSide[vsideI++] = VertexData(v1, 0.0f);
|
|
verticesSide[vsideI++] = VertexData(v1, 1.0f);
|
|
|
|
indicesSide[sideI++] = indexSide+0;
|
|
indicesSide[sideI++] = indexSide+1;
|
|
indicesSide[sideI++] = indexSide+2;
|
|
|
|
indicesSide[sideI++] = indexSide+2;
|
|
indicesSide[sideI++] = indexSide+1;
|
|
indicesSide[sideI++] = indexSide+3;
|
|
|
|
indexSide += 4;
|
|
}
|
|
|
|
++he;
|
|
if (INVALID_EDGE_INDEX == he->m_secondIndex)
|
|
{
|
|
++he;
|
|
++firstIndex;
|
|
}
|
|
}
|
|
}
|
|
else // ShadowVolumeAlgorithm::EdgeBased:
|
|
{
|
|
for (EdgeArray::const_iterator iter = edges.begin(), end = edges.end(); iter != end; ++iter)
|
|
{
|
|
const Edge& edge = *iter;
|
|
const float* v0 = edge.m_v0;
|
|
const float* v1 = edge.m_v1;
|
|
|
|
int16_t k = 0;
|
|
for (uint8_t ii = 0; ii < edge.m_faceIndex; ++ii)
|
|
{
|
|
const Edge::Plane& face = edge.m_faces[ii];
|
|
|
|
int16_t s = (int16_t)fsign(vec3Dot(face.m_plane, _light) + face.m_plane[3]);
|
|
if (face.m_reverseVertexOrder)
|
|
{
|
|
s = -s;
|
|
}
|
|
k += s;
|
|
}
|
|
|
|
if (k == 0)
|
|
{
|
|
continue;
|
|
}
|
|
|
|
verticesSide[vsideI++] = VertexData(v0, 0.0f, k);
|
|
verticesSide[vsideI++] = VertexData(v0, 1.0f, k);
|
|
verticesSide[vsideI++] = VertexData(v1, 0.0f, k);
|
|
verticesSide[vsideI++] = VertexData(v1, 1.0f, k);
|
|
|
|
k = _textureAsStencil ? 1 : k;
|
|
uint16_t winding = uint16_t(k > 0);
|
|
for (uint8_t ii = 0, end = abs(k); ii < end; ++ii)
|
|
{
|
|
indicesSide[sideI++] = indexSide;
|
|
indicesSide[sideI++] = indexSide + 2 - winding;
|
|
indicesSide[sideI++] = indexSide + 1 + winding;
|
|
|
|
indicesSide[sideI++] = indexSide + 2;
|
|
indicesSide[sideI++] = indexSide + 3 - winding*2;
|
|
indicesSide[sideI++] = indexSide + 1 + winding*2;
|
|
}
|
|
|
|
indexSide += 4;
|
|
}
|
|
|
|
if (cap)
|
|
{
|
|
// This could/should be done on GPU!
|
|
for (FaceArray::const_iterator iter = faces.begin(), end = faces.end(); iter != end; ++iter)
|
|
{
|
|
const Face& face = *iter;
|
|
|
|
float f = vec3Dot(face.m_plane, _light) + face.m_plane[3];
|
|
bool frontFacing = (f > 0.0f);
|
|
|
|
for (uint8_t ii = 0, end = 1 + uint8_t(!_textureAsStencil); ii < end; ++ii)
|
|
{
|
|
if (frontFacing)
|
|
{
|
|
indicesFrontCap[frontCapI++] = face.m_i[0];
|
|
indicesFrontCap[frontCapI++] = face.m_i[1];
|
|
indicesFrontCap[frontCapI++] = face.m_i[2];
|
|
}
|
|
else
|
|
{
|
|
indicesBackCap[backCapI++] = face.m_i[0];
|
|
indicesBackCap[backCapI++] = face.m_i[1];
|
|
indicesBackCap[backCapI++] = face.m_i[2];
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
bgfx::VertexDecl decl;
|
|
decl.begin();
|
|
decl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float);
|
|
decl.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float);
|
|
decl.end();
|
|
|
|
//fill the structure
|
|
_shadowVolume.m_numVertices = vsideI;
|
|
_shadowVolume.m_numIndices = sideI + frontCapI + backCapI;
|
|
_shadowVolume.m_mtx = _mtx;
|
|
_shadowVolume.m_lightPos = _light;
|
|
_shadowVolume.m_cap = cap;
|
|
|
|
const bgfx::Memory* mem;
|
|
|
|
//sides
|
|
uint32_t vsize = vsideI * 5*sizeof(float);
|
|
uint32_t isize = sideI * sizeof(uint16_t);
|
|
|
|
mem = bgfx::makeRef(verticesSide, vsize);
|
|
_shadowVolume.m_vbSides = bgfx::createVertexBuffer(mem, decl);
|
|
|
|
mem = bgfx::makeRef(indicesSide, isize);
|
|
_shadowVolume.m_ibSides = bgfx::createIndexBuffer(mem);
|
|
|
|
// bgfx::destroy*Buffer doesn't actually destroy buffers now.
|
|
// Instead, these bgfx::destroy*Buffer commands get queued to be executed after the end of the next frame.
|
|
bgfx::destroyVertexBuffer(_shadowVolume.m_vbSides);
|
|
bgfx::destroyIndexBuffer(_shadowVolume.m_ibSides);
|
|
|
|
if (cap)
|
|
{
|
|
//front cap
|
|
isize = frontCapI * sizeof(uint16_t);
|
|
mem = bgfx::makeRef(indicesFrontCap, isize);
|
|
_shadowVolume.m_ibFrontCap = bgfx::createIndexBuffer(mem);
|
|
|
|
//gets destroyed after the end of the next frame
|
|
bgfx::destroyIndexBuffer(_shadowVolume.m_ibFrontCap);
|
|
|
|
//back cap
|
|
isize = backCapI * sizeof(uint16_t);
|
|
mem = bgfx::makeRef(indicesBackCap, isize);
|
|
_shadowVolume.m_ibBackCap = bgfx::createIndexBuffer(mem);
|
|
|
|
//gets destroyed after the end of the next frame
|
|
bgfx::destroyIndexBuffer(_shadowVolume.m_ibBackCap);
|
|
}
|
|
}
|
|
|
|
void createNearClipVolume(float* __restrict _outPlanes24f
|
|
, float* __restrict _lightPos
|
|
, float* __restrict _view
|
|
, float _fovy
|
|
, float _aspect
|
|
, float _near
|
|
)
|
|
{
|
|
float (*volumePlanes)[4] = (float(*)[4])_outPlanes24f;
|
|
|
|
float mtxViewInv[16];
|
|
float mtxViewTrans[16];
|
|
mtxInverse(mtxViewInv, _view);
|
|
mtxTranspose(mtxViewTrans, _view);
|
|
|
|
float lightPosV[4];
|
|
vec4MulMtx(lightPosV, _lightPos, _view);
|
|
|
|
const float delta = 0.1f;
|
|
|
|
float nearNormal[4] = { 0.0f, 0.0f, 1.0f, _near };
|
|
float d = vec3Dot(lightPosV, nearNormal) + lightPosV[3] * nearNormal[3];
|
|
|
|
// Light is:
|
|
// 1.0f - in front of near plane
|
|
// 0.0f - on the near plane
|
|
// -1.0f - behind near plane
|
|
float lightSide = float( (d > delta) - (d < -delta) );
|
|
|
|
float t = tanf(_fovy*( (float)M_PI/180.0f)*0.5f) * _near;
|
|
float b = -t;
|
|
float r = t * _aspect;
|
|
float l = -r;
|
|
|
|
float cornersV[4][3] =
|
|
{
|
|
{ r, t, _near },
|
|
{ l, t, _near },
|
|
{ l, b, _near },
|
|
{ r, b, _near },
|
|
};
|
|
|
|
float corners[4][3];
|
|
vec3MulMtx(corners[0], cornersV[0], mtxViewInv);
|
|
vec3MulMtx(corners[1], cornersV[1], mtxViewInv);
|
|
vec3MulMtx(corners[2], cornersV[2], mtxViewInv);
|
|
vec3MulMtx(corners[3], cornersV[3], mtxViewInv);
|
|
|
|
float planeNormals[4][3];
|
|
for (uint8_t ii = 0; ii < 4; ++ii)
|
|
{
|
|
float* normal = planeNormals[ii];
|
|
float* plane = volumePlanes[ii];
|
|
|
|
float planeVec[3];
|
|
vec3Sub(planeVec, corners[ii], corners[(ii-1)%4]);
|
|
|
|
float light[3];
|
|
float tmp[3];
|
|
vec3Mul(tmp, corners[ii], _lightPos[3]);
|
|
vec3Sub(light, _lightPos, tmp);
|
|
|
|
vec3Cross(normal, planeVec, light);
|
|
|
|
normal[0] *= lightSide;
|
|
normal[1] *= lightSide;
|
|
normal[2] *= lightSide;
|
|
|
|
float lenInv = 1.0f / sqrtf(vec3Dot(normal, normal) );
|
|
|
|
plane[0] = normal[0] * lenInv;
|
|
plane[1] = normal[1] * lenInv;
|
|
plane[2] = normal[2] * lenInv;
|
|
plane[3] = -vec3Dot(normal, corners[ii]) * lenInv;
|
|
}
|
|
|
|
float nearPlaneV[4] =
|
|
{
|
|
0.0f * lightSide,
|
|
0.0f * lightSide,
|
|
1.0f * lightSide,
|
|
_near * lightSide,
|
|
};
|
|
vec4MulMtx(volumePlanes[4], nearPlaneV, mtxViewTrans);
|
|
|
|
float* lightPlane = volumePlanes[5];
|
|
float lightPlaneNormal[3] = { 0.0f, 0.0f, -_near * lightSide };
|
|
float tmp[3];
|
|
vec3MulMtx(tmp, lightPlaneNormal, mtxViewInv);
|
|
vec3Sub(lightPlaneNormal, tmp, _lightPos);
|
|
|
|
float lenInv = 1.0f / sqrtf(vec3Dot(lightPlaneNormal, lightPlaneNormal) );
|
|
|
|
lightPlane[0] = lightPlaneNormal[0] * lenInv;
|
|
lightPlane[1] = lightPlaneNormal[1] * lenInv;
|
|
lightPlane[2] = lightPlaneNormal[2] * lenInv;
|
|
lightPlane[3] = -vec3Dot(lightPlaneNormal, _lightPos) * lenInv;
|
|
}
|
|
|
|
bool clipTest(const float* _planes, uint8_t _planeNum, const Mesh& _mesh, const float* _scale, const float* _translate)
|
|
{
|
|
float (*volumePlanes)[4] = (float(*)[4])_planes;
|
|
float scale = fmax(fmax(_scale[0], _scale[1]), _scale[2]);
|
|
|
|
const GroupArray& groups = _mesh.m_groups;
|
|
for (GroupArray::const_iterator it = groups.begin(), itEnd = groups.end(); it != itEnd; ++it)
|
|
{
|
|
const Group& group = *it;
|
|
|
|
Sphere sphere = group.m_sphere;
|
|
sphere.m_center[0] = sphere.m_center[0] * scale + _translate[0];
|
|
sphere.m_center[1] = sphere.m_center[1] * scale + _translate[1];
|
|
sphere.m_center[2] = sphere.m_center[2] * scale + _translate[2];
|
|
sphere.m_radius *= (scale+0.4f);
|
|
|
|
bool isInside = true;
|
|
for (uint8_t ii = 0; ii < _planeNum; ++ii)
|
|
{
|
|
const float* plane = volumePlanes[ii];
|
|
|
|
float positiveSide = vec3Dot(plane, sphere.m_center) + plane[3] + sphere.m_radius;
|
|
|
|
if (positiveSide < 0.0f)
|
|
{
|
|
isInside = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (isInside)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
int _main_(int /*_argc*/, char** /*_argv*/)
|
|
{
|
|
ViewState viewState(1280, 720);
|
|
ClearValues clearValues = {0x00000000, 1.0f, 0};
|
|
|
|
uint32_t debug = BGFX_DEBUG_TEXT;
|
|
uint32_t reset = BGFX_RESET_VSYNC;
|
|
|
|
bgfx::init();
|
|
bgfx::reset(viewState.m_width, viewState.m_height, reset);
|
|
|
|
// Enable debug text.
|
|
bgfx::setDebug(debug);
|
|
|
|
// Setup root path for binary shaders. Shader binaries are different
|
|
// for each renderer.
|
|
switch (bgfx::getRendererType() )
|
|
{
|
|
default:
|
|
case bgfx::RendererType::Direct3D9:
|
|
s_shaderPath = "shaders/dx9/";
|
|
s_flipV = true;
|
|
break;
|
|
|
|
case bgfx::RendererType::Direct3D11:
|
|
s_shaderPath = "shaders/dx11/";
|
|
s_flipV = true;
|
|
break;
|
|
|
|
case bgfx::RendererType::OpenGL:
|
|
s_shaderPath = "shaders/glsl/";
|
|
s_flipV = false;
|
|
break;
|
|
|
|
case bgfx::RendererType::OpenGLES2:
|
|
case bgfx::RendererType::OpenGLES3:
|
|
s_shaderPath = "shaders/gles/";
|
|
s_flipV = false;
|
|
break;
|
|
}
|
|
|
|
// Imgui
|
|
FILE* file = fopen("font/droidsans.ttf", "rb");
|
|
uint32_t size = (uint32_t)fsize(file);
|
|
void* data = malloc(size);
|
|
size_t ignore = fread(data, 1, size, file);
|
|
BX_UNUSED(ignore);
|
|
fclose(file);
|
|
imguiCreate(data, size);
|
|
|
|
bgfx::VertexDecl PosNormalTexcoordDecl;
|
|
PosNormalTexcoordDecl.begin();
|
|
PosNormalTexcoordDecl.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float);
|
|
PosNormalTexcoordDecl.add(bgfx::Attrib::Normal, 4, bgfx::AttribType::Uint8, true, true);
|
|
PosNormalTexcoordDecl.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float);
|
|
PosNormalTexcoordDecl.end();
|
|
|
|
s_uniforms.init();
|
|
s_uniforms.submitConstUniforms();
|
|
|
|
const bgfx::Memory* mem;
|
|
|
|
mem = loadTexture("figure-rgba.dds");
|
|
bgfx::TextureHandle figureTex = bgfx::createTexture(mem);
|
|
|
|
mem = loadTexture("flare.dds");
|
|
bgfx::TextureHandle flareTex = bgfx::createTexture(mem);
|
|
|
|
mem = loadTexture("fieldstone-rgba.dds");
|
|
bgfx::TextureHandle fieldstoneTex = bgfx::createTexture(mem);
|
|
|
|
s_stencilRt = bgfx::createRenderTarget(viewState.m_width, viewState.m_height, BGFX_RENDER_TARGET_COLOR_RGBA8 | BGFX_RENDER_TARGET_DEPTH);
|
|
|
|
u_texColor = bgfx::createUniform("u_texColor", bgfx::UniformType::Uniform1iv);
|
|
u_texStencil = bgfx::createUniform("u_texStencil", bgfx::UniformType::Uniform1iv);
|
|
|
|
bgfx::ProgramHandle programTextureLightning = loadProgram("vs_shadowvolume_texture_lightning", "fs_shadowvolume_texture_lightning");
|
|
bgfx::ProgramHandle programColorLightning = loadProgram("vs_shadowvolume_color_lightning", "fs_shadowvolume_color_lightning" );
|
|
bgfx::ProgramHandle programColorTexture = loadProgram("vs_shadowvolume_color_texture", "fs_shadowvolume_color_texture" );
|
|
bgfx::ProgramHandle programTexture = loadProgram("vs_shadowvolume_texture", "fs_shadowvolume_texture" );
|
|
|
|
bgfx::ProgramHandle programBackBlank = loadProgram("vs_shadowvolume_svback", "fs_shadowvolume_svbackblank" );
|
|
bgfx::ProgramHandle programSideBlank = loadProgram("vs_shadowvolume_svside", "fs_shadowvolume_svsideblank" );
|
|
bgfx::ProgramHandle programFrontBlank = loadProgram("vs_shadowvolume_svfront", "fs_shadowvolume_svfrontblank");
|
|
|
|
bgfx::ProgramHandle programBackColor = loadProgram("vs_shadowvolume_svback", "fs_shadowvolume_svbackcolor" );
|
|
bgfx::ProgramHandle programSideColor = loadProgram("vs_shadowvolume_svside", "fs_shadowvolume_svsidecolor" );
|
|
bgfx::ProgramHandle programFrontColor = loadProgram("vs_shadowvolume_svfront", "fs_shadowvolume_svfrontcolor");
|
|
|
|
bgfx::ProgramHandle programSideTex = loadProgram("vs_shadowvolume_svside", "fs_shadowvolume_svsidetex" );
|
|
bgfx::ProgramHandle programBackTex1 = loadProgram("vs_shadowvolume_svback", "fs_shadowvolume_svbacktex1" );
|
|
bgfx::ProgramHandle programBackTex2 = loadProgram("vs_shadowvolume_svback", "fs_shadowvolume_svbacktex2" );
|
|
bgfx::ProgramHandle programFrontTex1 = loadProgram("vs_shadowvolume_svfront", "fs_shadowvolume_svfronttex1" );
|
|
bgfx::ProgramHandle programFrontTex2 = loadProgram("vs_shadowvolume_svfront", "fs_shadowvolume_svfronttex2" );
|
|
|
|
struct ShadowVolumeProgramType
|
|
{
|
|
enum Enum
|
|
{
|
|
Blank = 0,
|
|
Color,
|
|
Tex1,
|
|
Tex2,
|
|
|
|
Count
|
|
};
|
|
};
|
|
|
|
struct ShadowVolumePart
|
|
{
|
|
enum Enum
|
|
{
|
|
Back = 0,
|
|
Side,
|
|
Front,
|
|
|
|
Count
|
|
};
|
|
};
|
|
|
|
bgfx::ProgramHandle svProgs[ShadowVolumeProgramType::Count][ShadowVolumePart::Count] =
|
|
{
|
|
{ programBackBlank, programSideBlank, programFrontBlank } // Blank
|
|
,{ programBackColor, programSideColor, programFrontColor } // Color
|
|
,{ programBackTex1, programSideTex, programFrontTex1 } // Tex1
|
|
,{ programBackTex2, programSideTex, programFrontTex2 } // Tex2
|
|
};
|
|
|
|
Model bunnyLowPolyModel;
|
|
Model bunnyHighPolyModel;
|
|
Model columnModel;
|
|
Model platformModel;
|
|
Model cubeModel;
|
|
Model hplaneFieldModel;
|
|
Model hplaneFigureModel;
|
|
Model vplaneModel;
|
|
|
|
bunnyHighPolyModel.load("meshes/bunny_patched.bin");
|
|
bunnyHighPolyModel.m_program = programColorLightning;
|
|
|
|
bunnyLowPolyModel.load("meshes/bunny_decimated.bin");
|
|
bunnyLowPolyModel.m_program = programColorLightning;
|
|
|
|
columnModel.load("meshes/column.bin");
|
|
columnModel.m_program = programColorLightning;
|
|
|
|
platformModel.load("meshes/platform.bin");
|
|
platformModel.m_program = programTextureLightning;
|
|
platformModel.m_texture = figureTex;
|
|
|
|
cubeModel.load("meshes/cube.bin");
|
|
cubeModel.m_program = programTextureLightning;
|
|
cubeModel.m_texture = figureTex;
|
|
|
|
hplaneFieldModel.load(s_hplaneVertices, s_numHPlaneVertices, PosNormalTexcoordDecl, s_planeIndices, s_numPlaneIndices);
|
|
hplaneFieldModel.m_program = programTextureLightning;
|
|
hplaneFieldModel.m_texture = fieldstoneTex;
|
|
|
|
hplaneFigureModel.load(s_hplaneVertices, s_numHPlaneVertices, PosNormalTexcoordDecl, s_planeIndices, s_numPlaneIndices);
|
|
hplaneFigureModel.m_program = programTextureLightning;
|
|
hplaneFigureModel.m_texture = figureTex;
|
|
|
|
vplaneModel.load(s_vplaneVertices, s_numVPlaneVertices, PosNormalTexcoordDecl, s_planeIndices, s_numPlaneIndices);
|
|
vplaneModel.m_program = programColorTexture;
|
|
vplaneModel.m_texture = flareTex;
|
|
|
|
// Setup lights.
|
|
const float rgbInnerR[MAX_LIGHTS_COUNT][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
|
|
};
|
|
|
|
float lightRgbInnerR[MAX_LIGHTS_COUNT][4];
|
|
for (uint8_t ii = 0, jj = 0; ii < MAX_LIGHTS_COUNT; ++ii, ++jj)
|
|
{
|
|
const uint8_t index = jj%MAX_LIGHTS_COUNT;
|
|
lightRgbInnerR[ii][0] = rgbInnerR[index][0];
|
|
lightRgbInnerR[ii][1] = rgbInnerR[index][1];
|
|
lightRgbInnerR[ii][2] = rgbInnerR[index][2];
|
|
lightRgbInnerR[ii][3] = rgbInnerR[index][3];
|
|
}
|
|
|
|
int64_t profTime = 0;
|
|
int64_t timeOffset = bx::getHPCounter();
|
|
|
|
uint32_t numShadowVolumeVertices = 0;
|
|
uint32_t numShadowVolumeIndices = 0;
|
|
|
|
uint32_t oldWidth = 0;
|
|
uint32_t oldHeight = 0;
|
|
|
|
// Imgui.
|
|
bool settings_showHelp = false;
|
|
bool settings_updateLights = true;
|
|
bool settings_updateScene = true;
|
|
bool settings_mixedSvImpl = true;
|
|
bool settings_useStencilTexture = false;
|
|
bool settings_drawShadowVolumes = false;
|
|
float settings_numLights = 1.0f;
|
|
float settings_instanceCount = 9.0f;
|
|
ShadowVolumeImpl::Enum settings_shadowVolumeImpl = ShadowVolumeImpl::DepthFail;
|
|
ShadowVolumeAlgorithm::Enum settings_shadowVolumeAlgorithm = ShadowVolumeAlgorithm::FaceBased;
|
|
int32_t scrollAreaRight = 0;
|
|
|
|
const char* titles[2] =
|
|
{
|
|
"Scene 0",
|
|
"Scene 1",
|
|
};
|
|
|
|
enum LightPattern
|
|
{
|
|
LightPattern0 = 0,
|
|
LightPattern1
|
|
};
|
|
|
|
enum MeshChoice
|
|
{
|
|
BunnyHighPoly = 0,
|
|
BunnyLowPoly
|
|
};
|
|
|
|
enum Scene
|
|
{
|
|
Scene0 = 0,
|
|
Scene1,
|
|
|
|
SceneCount
|
|
};
|
|
|
|
LightPattern lightPattern = LightPattern0;
|
|
MeshChoice currentMesh = BunnyLowPoly;
|
|
Scene currentScene = Scene0;
|
|
|
|
entry::MouseState mouseState;
|
|
while (!entry::processEvents(viewState.m_width, viewState.m_height, debug, reset, &mouseState) )
|
|
{
|
|
//respond properly on resize
|
|
if (oldWidth != viewState.m_width
|
|
|| oldHeight != viewState.m_height)
|
|
{
|
|
oldWidth = viewState.m_width;
|
|
oldHeight = viewState.m_height;
|
|
|
|
bgfx::destroyRenderTarget(s_stencilRt);
|
|
|
|
s_stencilRt = bgfx::createRenderTarget(viewState.m_width, viewState.m_height, BGFX_RENDER_TARGET_COLOR_RGBA8 | BGFX_RENDER_TARGET_DEPTH);
|
|
}
|
|
|
|
//set view and projection matrices
|
|
const float fov = 60.0f;
|
|
const float aspect = float(viewState.m_width)/float(viewState.m_height);
|
|
const float nearPlane = 1.0f;
|
|
const float farPlane = 1000.0f;
|
|
mtxProj(viewState.m_proj, fov, aspect, nearPlane, farPlane);
|
|
float at[3] = { 3.0f, 5.0f, 0.0f };
|
|
float eye[3] = { 3.0f, 20.0f, -58.0f };
|
|
mtxLookAt(viewState.m_view, eye, at);
|
|
|
|
//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 double toMs = 1000.0/freq;
|
|
float time = (float)( (now - timeOffset)/double(bx::getHPFrequency() ) );
|
|
const float deltaTime = float(frameTime/freq);
|
|
s_uniforms.m_time = time;
|
|
|
|
imguiBeginFrame(mouseState.m_mx
|
|
, mouseState.m_my
|
|
, (mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
|
|
| (mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
|
|
, 0
|
|
, viewState.m_width
|
|
, viewState.m_height
|
|
);
|
|
|
|
imguiBeginScrollArea("Settings", viewState.m_width - 256 - 10, 10, 256, 700, &scrollAreaRight);
|
|
|
|
if (imguiCheck(titles[Scene0], Scene0 == currentScene) )
|
|
{
|
|
currentScene = Scene0;
|
|
}
|
|
|
|
if (imguiCheck(titles[Scene1], Scene1 == currentScene) )
|
|
{
|
|
currentScene = Scene1;
|
|
}
|
|
|
|
imguiSlider("Lights", &settings_numLights, 1.0f, float(MAX_LIGHTS_COUNT), 1.0f);
|
|
|
|
if (imguiCheck("Update lights", settings_updateLights) )
|
|
{
|
|
settings_updateLights = !settings_updateLights;
|
|
}
|
|
|
|
imguiIndent();
|
|
|
|
if (imguiCheck("Light pattern 0", LightPattern0 == lightPattern, settings_updateLights) )
|
|
{
|
|
lightPattern = LightPattern0;
|
|
}
|
|
|
|
if (imguiCheck("Light pattern 1", LightPattern1 == lightPattern, settings_updateLights) )
|
|
{
|
|
lightPattern = LightPattern1;
|
|
}
|
|
|
|
imguiUnindent();
|
|
|
|
if (imguiCheck("Update scene", settings_updateScene, Scene0 == currentScene) )
|
|
{
|
|
settings_updateScene = !settings_updateScene;
|
|
}
|
|
|
|
imguiSeparatorLine();
|
|
imguiLabel("Stencil buffer implementation:");
|
|
settings_shadowVolumeImpl = (imguiCheck("Depth fail", ShadowVolumeImpl::DepthFail == settings_shadowVolumeImpl, !settings_mixedSvImpl) ? ShadowVolumeImpl::DepthFail : settings_shadowVolumeImpl);
|
|
settings_shadowVolumeImpl = (imguiCheck("Depth pass", ShadowVolumeImpl::DepthPass == settings_shadowVolumeImpl, !settings_mixedSvImpl) ? ShadowVolumeImpl::DepthPass : settings_shadowVolumeImpl);
|
|
settings_mixedSvImpl = (imguiCheck("Mixed", settings_mixedSvImpl) ? !settings_mixedSvImpl : settings_mixedSvImpl);
|
|
|
|
imguiLabel("Shadow volume implementation:");
|
|
settings_shadowVolumeAlgorithm = (imguiCheck("Face based impl.", ShadowVolumeAlgorithm::FaceBased == settings_shadowVolumeAlgorithm) ? ShadowVolumeAlgorithm::FaceBased : settings_shadowVolumeAlgorithm);
|
|
settings_shadowVolumeAlgorithm = (imguiCheck("Edge based impl.", ShadowVolumeAlgorithm::EdgeBased == settings_shadowVolumeAlgorithm) ? ShadowVolumeAlgorithm::EdgeBased : settings_shadowVolumeAlgorithm);
|
|
|
|
imguiLabel("Stencil:");
|
|
if (imguiCheck("Use stencil buffer", !settings_useStencilTexture) )
|
|
{
|
|
if (settings_useStencilTexture)
|
|
{
|
|
settings_useStencilTexture = false;
|
|
}
|
|
}
|
|
if (imguiCheck("Use texture as stencil", settings_useStencilTexture) )
|
|
{
|
|
if (!settings_useStencilTexture)
|
|
{
|
|
settings_useStencilTexture = true;
|
|
}
|
|
}
|
|
|
|
imguiSeparatorLine();
|
|
imguiLabel("Mesh:");
|
|
if (imguiCheck("Bunny - high poly", BunnyHighPoly == currentMesh) )
|
|
{
|
|
currentMesh = BunnyHighPoly;
|
|
}
|
|
|
|
if (imguiCheck("Bunny - low poly", BunnyLowPoly == currentMesh) )
|
|
{
|
|
currentMesh = BunnyLowPoly;
|
|
}
|
|
|
|
if (Scene1 == currentScene)
|
|
{
|
|
imguiSlider("Instance count", &settings_instanceCount, 1.0f, float(MAX_INSTANCE_COUNT), 1.0f);
|
|
}
|
|
|
|
imguiLabel("CPU Time: %7.1f [ms]", double(profTime)*toMs);
|
|
imguiLabel("Volume Vertices: %5.uk", numShadowVolumeVertices/1000);
|
|
imguiLabel("Volume Indices: %6.uk", numShadowVolumeIndices/1000);
|
|
numShadowVolumeVertices = 0;
|
|
numShadowVolumeIndices = 0;
|
|
|
|
imguiSeparatorLine();
|
|
settings_drawShadowVolumes = imguiCheck("Draw Shadow Volumes", settings_drawShadowVolumes)
|
|
? !settings_drawShadowVolumes
|
|
: settings_drawShadowVolumes
|
|
;
|
|
imguiIndent();
|
|
imguiUnindent();
|
|
|
|
imguiEndScrollArea();
|
|
|
|
static int32_t scrollAreaLeft = 0;
|
|
imguiBeginScrollArea("Show help:", 10, viewState.m_height - 77 - 10, 120, 77, &scrollAreaLeft);
|
|
settings_showHelp = imguiButton(settings_showHelp ? "ON" : "OFF")
|
|
? !settings_showHelp
|
|
: settings_showHelp
|
|
;
|
|
|
|
imguiEndScrollArea();
|
|
|
|
imguiEndFrame();
|
|
|
|
//update settings
|
|
s_uniforms.m_params.m_ambientPass = 1.0f;
|
|
s_uniforms.m_params.m_lightningPass = 1.0f;
|
|
s_uniforms.m_params.m_lightCount = settings_numLights;
|
|
s_uniforms.m_svparams.m_useStencilTex = float(settings_useStencilTexture);
|
|
s_uniforms.submitPerFrameUniforms();
|
|
|
|
//set picked bunny model
|
|
Model* bunnyModel = BunnyLowPoly == currentMesh ? &bunnyLowPolyModel : &bunnyHighPolyModel;
|
|
|
|
//update time accumulators
|
|
static float sceneTimeAccumulator = 0.0f;
|
|
if (settings_updateScene)
|
|
{
|
|
sceneTimeAccumulator += deltaTime;
|
|
}
|
|
|
|
static float lightTimeAccumulator = 0.0f;
|
|
if (settings_updateLights)
|
|
{
|
|
lightTimeAccumulator += deltaTime;
|
|
}
|
|
|
|
//setup light positions
|
|
float lightPosRadius[MAX_LIGHTS_COUNT][4];
|
|
if (LightPattern0 == lightPattern)
|
|
{
|
|
for (uint8_t ii = 0; ii < settings_numLights; ++ii)
|
|
{
|
|
lightPosRadius[ii][0] = cos(2.0f*float(M_PI)/settings_numLights * float(ii) + lightTimeAccumulator * 1.1f + 3.0f) * 20.0f;
|
|
lightPosRadius[ii][1] = 20.0f;
|
|
lightPosRadius[ii][2] = sin(2.0f*float(M_PI)/settings_numLights * float(ii) + lightTimeAccumulator * 1.1f + 3.0f) * 20.0f;
|
|
lightPosRadius[ii][3] = 20.0f;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (uint8_t ii = 0; ii < settings_numLights; ++ii)
|
|
{
|
|
lightPosRadius[ii][0] = cos(float(ii) * 2.0f/settings_numLights + lightTimeAccumulator * 1.3f + float(M_PI) ) * 40.0f;
|
|
lightPosRadius[ii][1] = 20.0f;
|
|
lightPosRadius[ii][2] = sin(float(ii) * 2.0f/settings_numLights + lightTimeAccumulator * 1.3f + float(M_PI) ) * 40.0f;
|
|
lightPosRadius[ii][3] = 20.0f;
|
|
}
|
|
}
|
|
|
|
//use debug font to print information about this example.
|
|
bgfx::dbgTextClear();
|
|
bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/14-shadowvolumes");
|
|
bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Shadow volumes.");
|
|
bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
|
|
|
|
if (settings_showHelp)
|
|
{
|
|
uint8_t row = 5;
|
|
bgfx::dbgTextPrintf(3, row++, 0x0f, "Stencil buffer implementation:");
|
|
bgfx::dbgTextPrintf(8, row++, 0x0f, "Depth fail - Robust, but slower than 'Depth pass'. Requires computing and drawing of shadow volume caps.");
|
|
bgfx::dbgTextPrintf(8, row++, 0x0f, "Depth pass - Faster, but not stable. Shadows are wrong when camera is in the shadow.");
|
|
bgfx::dbgTextPrintf(8, row++, 0x0f, "Mixed - 'Depth pass' where possible, 'Depth fail' where necessary. Best of both words.");
|
|
|
|
row++;
|
|
bgfx::dbgTextPrintf(3, row++, 0x0f, "Shadow volume implementation:");
|
|
bgfx::dbgTextPrintf(8, row++, 0x0f, "Face Based - Slower. Works fine with either stencil buffer or texture as stencil.");
|
|
bgfx::dbgTextPrintf(8, row++, 0x0f, "Edge Based - Faster, but requires +2 incr/decr on stencil buffer. To avoid massive redraw, use RGBA texture as stencil.");
|
|
|
|
row++;
|
|
bgfx::dbgTextPrintf(3, row++, 0x0f, "Stencil:");
|
|
bgfx::dbgTextPrintf(8, row++, 0x0f, "Stencil buffer - Faster, but capable only of +1 incr.");
|
|
bgfx::dbgTextPrintf(8, row++, 0x0f, "Texture as stencil - Slower, but capable of +2 incr.");
|
|
}
|
|
|
|
// Setup instances
|
|
Instance shadowCasters[SceneCount][60];
|
|
uint16_t shadowCastersCount[SceneCount];
|
|
for (uint8_t ii = 0; ii < SceneCount; ++ii)
|
|
{
|
|
shadowCastersCount[ii] = 0;
|
|
}
|
|
|
|
Instance shadowReceivers[SceneCount][10];
|
|
uint16_t shadowReceiversCount[SceneCount];
|
|
for (uint8_t ii = 0; ii < SceneCount; ++ii)
|
|
{
|
|
shadowReceiversCount[ii] = 0;
|
|
}
|
|
|
|
// Scene 0 - shadow casters - Bunny
|
|
{
|
|
Instance& inst = shadowCasters[Scene0][shadowCastersCount[Scene0]++];
|
|
inst.m_scale[0] = 5.0f;
|
|
inst.m_scale[1] = 5.0f;
|
|
inst.m_scale[2] = 5.0f;
|
|
inst.m_rotation[0] = 0.0f;
|
|
inst.m_rotation[1] = float(4.0f - sceneTimeAccumulator * 0.7f);
|
|
inst.m_rotation[2] = 0.0f;
|
|
inst.m_pos[0] = 0.0f;
|
|
inst.m_pos[1] = 10.0f;
|
|
inst.m_pos[2] = 0.0f;
|
|
inst.m_color[0] = 0.68f;
|
|
inst.m_color[1] = 0.65f;
|
|
inst.m_color[2] = 0.60f;
|
|
inst.m_model = bunnyModel;
|
|
}
|
|
|
|
// Scene 0 - shadow casters - Cubes top.
|
|
const uint8_t numCubesTop = 9;
|
|
for (uint16_t ii = 0; ii < numCubesTop; ++ii)
|
|
{
|
|
Instance& inst = shadowCasters[Scene0][shadowCastersCount[Scene0]++];
|
|
inst.m_scale[0] = 1.0f;
|
|
inst.m_scale[1] = 1.0f;
|
|
inst.m_scale[2] = 1.0f;
|
|
inst.m_rotation[0] = 0.0f;
|
|
inst.m_rotation[1] = 0.0f;
|
|
inst.m_rotation[2] = 0.0f;
|
|
inst.m_pos[0] = sin(ii * 2.0f + 13.0f + sceneTimeAccumulator * 1.1f) * 13.0f;
|
|
inst.m_pos[1] = 6.0f;
|
|
inst.m_pos[2] = cos(ii * 2.0f + 13.0f + sceneTimeAccumulator * 1.1f) * 13.0f;
|
|
inst.m_model = &cubeModel;
|
|
}
|
|
|
|
// Scene 0 - shadow casters - Cubes bottom.
|
|
const uint8_t numCubesBottom = 9;
|
|
for (uint16_t ii = 0; ii < numCubesBottom; ++ii)
|
|
{
|
|
Instance& inst = shadowCasters[Scene0][shadowCastersCount[Scene0]++];
|
|
inst.m_scale[0] = 1.0f;
|
|
inst.m_scale[1] = 1.0f;
|
|
inst.m_scale[2] = 1.0f;
|
|
inst.m_rotation[0] = 0.0f;
|
|
inst.m_rotation[1] = 0.0f;
|
|
inst.m_rotation[2] = 0.0f;
|
|
inst.m_pos[0] = sin(ii * 2.0f + 13.0f + sceneTimeAccumulator * 1.1f) * 13.0f;
|
|
inst.m_pos[1] = 22.0f;
|
|
inst.m_pos[2] = cos(ii * 2.0f + 13.0f + sceneTimeAccumulator * 1.1f) * 13.0f;
|
|
inst.m_model = &cubeModel;
|
|
}
|
|
|
|
// Scene 0 - shadow casters - Columns.
|
|
const float dist = 16.0f;
|
|
const float columnPositions[4][3] =
|
|
{
|
|
{ dist, 3.3f, dist },
|
|
{ -dist, 3.3f, dist },
|
|
{ dist, 3.3f, -dist },
|
|
{ -dist, 3.3f, -dist },
|
|
};
|
|
|
|
for (uint8_t ii = 0; ii < 4; ++ii)
|
|
{
|
|
Instance& inst = shadowCasters[Scene0][shadowCastersCount[Scene0]++];
|
|
inst.m_scale[0] = 1.5f;
|
|
inst.m_scale[1] = 1.5f;
|
|
inst.m_scale[2] = 1.5f;
|
|
inst.m_rotation[0] = 0.0f;
|
|
inst.m_rotation[1] = 1.57f;
|
|
inst.m_rotation[2] = 0.0f;
|
|
inst.m_pos[0] = columnPositions[ii][0];
|
|
inst.m_pos[1] = columnPositions[ii][1];
|
|
inst.m_pos[2] = columnPositions[ii][2];
|
|
inst.m_color[0] = 0.25f;
|
|
inst.m_color[1] = 0.25f;
|
|
inst.m_color[2] = 0.25f;
|
|
inst.m_model = &columnModel;
|
|
}
|
|
|
|
// Scene 0 - shadow casters - Ceiling.
|
|
{
|
|
Instance& inst = shadowCasters[Scene0][shadowCastersCount[Scene0]++];
|
|
inst.m_scale[0] = 21.0f;
|
|
inst.m_scale[1] = 21.0f;
|
|
inst.m_scale[2] = 21.0f;
|
|
inst.m_rotation[0] = float(M_PI);
|
|
inst.m_rotation[1] = 0.0f;
|
|
inst.m_rotation[2] = 0.0f;
|
|
inst.m_pos[0] = 0.0f;
|
|
inst.m_pos[1] = 28.2f;
|
|
inst.m_pos[2] = 0.0f;
|
|
inst.m_model = &platformModel;
|
|
inst.m_svExtrusionDistance = 2.0f; //prevent culling on tight view frustum
|
|
}
|
|
|
|
// Scene 0 - shadow casters - Platform.
|
|
{
|
|
Instance& inst = shadowCasters[Scene0][shadowCastersCount[Scene0]++];
|
|
inst.m_scale[0] = 24.0f;
|
|
inst.m_scale[1] = 24.0f;
|
|
inst.m_scale[2] = 24.0f;
|
|
inst.m_rotation[0] = 0.0f;
|
|
inst.m_rotation[1] = 0.0f;
|
|
inst.m_rotation[2] = 0.0f;
|
|
inst.m_pos[0] = 0.0f;
|
|
inst.m_pos[1] = 0.0f;
|
|
inst.m_pos[2] = 0.0f;
|
|
inst.m_model = &platformModel;
|
|
inst.m_svExtrusionDistance = 2.0f; //prevent culling on tight view frustum
|
|
}
|
|
|
|
// Scene 0 - shadow receivers - Floor.
|
|
{
|
|
Instance& inst = shadowReceivers[Scene0][shadowReceiversCount[Scene0]++];
|
|
inst.m_scale[0] = 500.0f;
|
|
inst.m_scale[1] = 500.0f;
|
|
inst.m_scale[2] = 500.0f;
|
|
inst.m_rotation[0] = 0.0f;
|
|
inst.m_rotation[1] = 0.0f;
|
|
inst.m_rotation[2] = 0.0f;
|
|
inst.m_pos[0] = 0.0f;
|
|
inst.m_pos[1] = 0.0f;
|
|
inst.m_pos[2] = 0.0f;
|
|
inst.m_model = &hplaneFieldModel;
|
|
}
|
|
|
|
// Scene 1 - shadow casters - Bunny instances
|
|
{
|
|
enum Direction
|
|
{
|
|
Left = 0x0,
|
|
Down = 0x1,
|
|
Right = 0x2,
|
|
Up = 0x3,
|
|
};
|
|
const uint8_t directionMask = 0x3;
|
|
|
|
uint8_t currentDirection = Left;
|
|
float currX = 0.0f;
|
|
float currY = 0.0f;
|
|
const float stepX = 20.0f;
|
|
const float stepY = 20.0f;
|
|
uint8_t stateStep = 0;
|
|
uint8_t stateChange = 1;
|
|
|
|
for (uint8_t ii = 0; ii < settings_instanceCount; ++ii)
|
|
{
|
|
Instance& inst = shadowCasters[Scene1][shadowCastersCount[Scene1]++];
|
|
inst.m_scale[0] = 5.0f;
|
|
inst.m_scale[1] = 5.0f;
|
|
inst.m_scale[2] = 5.0f;
|
|
inst.m_rotation[0] = 0.0f;
|
|
inst.m_rotation[1] = float(M_PI);
|
|
inst.m_rotation[2] = 0.0f;
|
|
inst.m_pos[0] = currX;
|
|
inst.m_pos[1] = 0.0f;
|
|
inst.m_pos[2] = currY;
|
|
inst.m_model = bunnyModel;
|
|
|
|
++stateStep;
|
|
if (stateStep >= ( (stateChange & ~0x1) >> 1) )
|
|
{
|
|
currentDirection = (currentDirection + 1) & directionMask;
|
|
stateStep = 0;
|
|
++stateChange;
|
|
}
|
|
|
|
switch (currentDirection)
|
|
{
|
|
case Left: currX -= stepX; break;
|
|
case Down: currY -= stepY; break;
|
|
case Right: currX += stepX; break;
|
|
case Up: currY += stepY; break;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Scene 1 - shadow receivers - Floor.
|
|
{
|
|
Instance& inst = shadowReceivers[Scene1][shadowReceiversCount[Scene1]++];
|
|
inst.m_scale[0] = 500.0f;
|
|
inst.m_scale[1] = 500.0f;
|
|
inst.m_scale[2] = 500.0f;
|
|
inst.m_rotation[0] = 0.0f;
|
|
inst.m_rotation[1] = 0.0f;
|
|
inst.m_rotation[2] = 0.0f;
|
|
inst.m_pos[0] = 0.0f;
|
|
inst.m_pos[1] = 0.0f;
|
|
inst.m_pos[2] = 0.0f;
|
|
inst.m_model = &hplaneFigureModel;
|
|
}
|
|
|
|
// Make sure at the beginning everything gets cleared.
|
|
bgfx::setViewClear(0
|
|
, BGFX_CLEAR_COLOR_BIT
|
|
| BGFX_CLEAR_DEPTH_BIT
|
|
| BGFX_CLEAR_STENCIL_BIT
|
|
, clearValues.m_clearRgba
|
|
, clearValues.m_clearDepth
|
|
, clearValues.m_clearStencil
|
|
);
|
|
|
|
::submit(0);
|
|
|
|
// Draw ambient only.
|
|
s_uniforms.m_params.m_ambientPass = 1.0f;
|
|
s_uniforms.m_params.m_lightningPass = 0.0f;
|
|
|
|
s_uniforms.m_color[0] = 1.0f;
|
|
s_uniforms.m_color[1] = 1.0f;
|
|
s_uniforms.m_color[2] = 1.0f;
|
|
|
|
const RenderState& drawAmbient = (settings_useStencilTexture ?
|
|
s_renderStates[RenderState::ShadowVolume_UsingStencilTexture_DrawAmbient]:
|
|
s_renderStates[RenderState::ShadowVolume_UsingStencilBuffer_DrawAmbient]);
|
|
|
|
// Draw shadow casters.
|
|
for (uint8_t ii = 0; ii < shadowCastersCount[currentScene]; ++ii)
|
|
{
|
|
shadowCasters[currentScene][ii].submit(VIEWID_RANGE1_PASS0, drawAmbient);
|
|
}
|
|
|
|
// Draw shadow receivers.
|
|
for (uint8_t ii = 0; ii < shadowReceiversCount[currentScene]; ++ii)
|
|
{
|
|
shadowReceivers[currentScene][ii].submit(VIEWID_RANGE1_PASS0, drawAmbient);
|
|
}
|
|
|
|
// Using stencil texture requires rendering to separate render target. first pass is building depth buffer.
|
|
if (settings_useStencilTexture)
|
|
{
|
|
bgfx::setViewClear(VIEWID_RANGE1_RT_PASS1, BGFX_CLEAR_DEPTH_BIT, 0x00000000, 1.0f, 0);
|
|
bgfx::setViewRenderTarget(VIEWID_RANGE1_RT_PASS1, s_stencilRt);
|
|
|
|
const RenderState& renderState = s_renderStates[RenderState::ShadowVolume_UsingStencilTexture_BuildDepth];
|
|
|
|
for (uint8_t ii = 0; ii < shadowCastersCount[currentScene]; ++ii)
|
|
{
|
|
shadowCasters[currentScene][ii].submit(VIEWID_RANGE1_RT_PASS1, renderState);
|
|
}
|
|
|
|
for (uint8_t ii = 0; ii < shadowReceiversCount[currentScene]; ++ii)
|
|
{
|
|
shadowReceivers[currentScene][ii].submit(VIEWID_RANGE1_RT_PASS1, renderState);
|
|
}
|
|
}
|
|
|
|
profTime = bx::getHPCounter();
|
|
|
|
/**
|
|
* For each light:
|
|
* 1. Compute and draw shadow volume to stencil buffer
|
|
* 2. Draw diffuse with stencil test
|
|
*/
|
|
for (uint8_t ii = 0, viewId = VIEWID_RANGE15_PASS2; ii < settings_numLights; ++ii, ++viewId)
|
|
{
|
|
const float* lightPos = lightPosRadius[ii];
|
|
|
|
memcpy(s_uniforms.m_lightPosRadius, lightPosRadius[ii], 4*sizeof(float) );
|
|
memcpy(s_uniforms.m_lightRgbInnerR, lightRgbInnerR[ii], 3*sizeof(float) );
|
|
memcpy(s_uniforms.m_color, lightRgbInnerR[ii], 3*sizeof(float) );
|
|
|
|
if (settings_useStencilTexture)
|
|
{
|
|
bgfx::setViewRenderTarget(viewId, s_stencilRt);
|
|
|
|
bgfx::setViewClear(viewId
|
|
, BGFX_CLEAR_COLOR_BIT
|
|
, 0x00000000
|
|
, 1.0f
|
|
, 0
|
|
);
|
|
}
|
|
else
|
|
{
|
|
const bgfx::RenderTargetHandle invalidRt = BGFX_INVALID_HANDLE;
|
|
bgfx::setViewRenderTarget(viewId, invalidRt);
|
|
|
|
bgfx::setViewClear(viewId
|
|
, BGFX_CLEAR_STENCIL_BIT
|
|
, clearValues.m_clearRgba
|
|
, clearValues.m_clearDepth
|
|
, clearValues.m_clearStencil
|
|
);
|
|
}
|
|
|
|
// Create near clip volume for current light.
|
|
float nearClipVolume[6 * 4] = {};
|
|
float pointLight[4];
|
|
if (settings_mixedSvImpl)
|
|
{
|
|
pointLight[0] = lightPos[0];
|
|
pointLight[1] = lightPos[1];
|
|
pointLight[2] = lightPos[2];
|
|
pointLight[3] = 1.0f;
|
|
createNearClipVolume(nearClipVolume, pointLight, viewState.m_view, fov, aspect, nearPlane);
|
|
}
|
|
|
|
for (uint8_t jj = 0; jj < shadowCastersCount[currentScene]; ++jj)
|
|
{
|
|
const Instance& instance = shadowCasters[currentScene][jj];
|
|
Model* model = instance.m_model;
|
|
|
|
ShadowVolumeImpl::Enum shadowVolumeImpl = settings_shadowVolumeImpl;
|
|
if (settings_mixedSvImpl)
|
|
{
|
|
// If instance is inside near clip volume, depth fail must be used, else depth pass is fine.
|
|
bool isInsideVolume = clipTest(nearClipVolume, 6, model->m_mesh, instance.m_scale, instance.m_pos);
|
|
shadowVolumeImpl = (isInsideVolume ? ShadowVolumeImpl::DepthFail : ShadowVolumeImpl::DepthPass);
|
|
}
|
|
s_uniforms.m_svparams.m_dfail = float(ShadowVolumeImpl::DepthFail == shadowVolumeImpl);
|
|
|
|
// Compute virtual light position for shadow volume generation.
|
|
float transformedLightPos[3];
|
|
shadowVolumeLightTransform(transformedLightPos
|
|
, instance.m_scale
|
|
, instance.m_rotation
|
|
, instance.m_pos
|
|
, lightPos
|
|
);
|
|
|
|
// Set virtual light pos.
|
|
memcpy(s_uniforms.m_virtualLightPos_extrusionDist, transformedLightPos, 3*sizeof(float) );
|
|
s_uniforms.m_virtualLightPos_extrusionDist[3] = instance.m_svExtrusionDistance;
|
|
|
|
// Compute transform for shadow volume.
|
|
float shadowVolumeMtx[16];
|
|
mtxScaleRotateTranslate(shadowVolumeMtx
|
|
, instance.m_scale[0]
|
|
, instance.m_scale[1]
|
|
, instance.m_scale[2]
|
|
, instance.m_rotation[0]
|
|
, instance.m_rotation[1]
|
|
, instance.m_rotation[2]
|
|
, instance.m_pos[0]
|
|
, instance.m_pos[1]
|
|
, instance.m_pos[2]
|
|
);
|
|
|
|
GroupArray& groups = model->m_mesh.m_groups;
|
|
const uint16_t stride = model->m_mesh.m_decl.getStride();
|
|
for (GroupArray::iterator it = groups.begin(), itEnd = groups.end(); it != itEnd; ++it)
|
|
{
|
|
Group& group = *it;
|
|
|
|
// Create shadow volume.
|
|
ShadowVolume shadowVolume;
|
|
shadowVolumeCreate(shadowVolume
|
|
, group
|
|
, stride
|
|
, shadowVolumeMtx
|
|
, transformedLightPos
|
|
, shadowVolumeImpl
|
|
, settings_shadowVolumeAlgorithm
|
|
, settings_useStencilTexture
|
|
);
|
|
|
|
numShadowVolumeVertices += shadowVolume.m_numVertices;
|
|
numShadowVolumeIndices += shadowVolume.m_numIndices;
|
|
|
|
ShadowVolumeProgramType::Enum programIndex = ShadowVolumeProgramType::Blank;
|
|
RenderState::Enum renderStateIndex;
|
|
if (settings_useStencilTexture)
|
|
{
|
|
renderStateIndex = ShadowVolumeImpl::DepthFail == shadowVolumeImpl
|
|
? RenderState::ShadowVolume_UsingStencilTexture_CraftStencil_DepthFail
|
|
: RenderState::ShadowVolume_UsingStencilTexture_CraftStencil_DepthPass
|
|
;
|
|
|
|
programIndex = ShadowVolumeAlgorithm::FaceBased == settings_shadowVolumeAlgorithm
|
|
? ShadowVolumeProgramType::Tex1
|
|
: ShadowVolumeProgramType::Tex2
|
|
;
|
|
}
|
|
else
|
|
{
|
|
renderStateIndex = ShadowVolumeImpl::DepthFail == shadowVolumeImpl
|
|
? RenderState::ShadowVolume_UsingStencilBuffer_CraftStencil_DepthFail
|
|
: RenderState::ShadowVolume_UsingStencilBuffer_CraftStencil_DepthPass
|
|
;
|
|
}
|
|
const RenderState& renderStateCraftStencil = s_renderStates[renderStateIndex];
|
|
|
|
s_uniforms.submitPerDrawUniforms();
|
|
bgfx::setProgram(svProgs[programIndex][ShadowVolumePart::Side]);
|
|
bgfx::setTransform(shadowVolumeMtx);
|
|
bgfx::setVertexBuffer(shadowVolume.m_vbSides);
|
|
bgfx::setIndexBuffer(shadowVolume.m_ibSides);
|
|
::setRenderState(renderStateCraftStencil);
|
|
::submit(viewId);
|
|
|
|
if (shadowVolume.m_cap)
|
|
{
|
|
s_uniforms.submitPerDrawUniforms();
|
|
bgfx::setProgram(svProgs[programIndex][ShadowVolumePart::Front]);
|
|
bgfx::setTransform(shadowVolumeMtx);
|
|
bgfx::setVertexBuffer(group.m_vbh);
|
|
bgfx::setIndexBuffer(shadowVolume.m_ibFrontCap);
|
|
::setRenderState(renderStateCraftStencil);
|
|
::submit(viewId);
|
|
|
|
s_uniforms.submitPerDrawUniforms();
|
|
bgfx::setProgram(svProgs[programIndex][ShadowVolumePart::Back]);
|
|
bgfx::setTransform(shadowVolumeMtx);
|
|
bgfx::setVertexBuffer(group.m_vbh);
|
|
bgfx::setIndexBuffer(shadowVolume.m_ibBackCap);
|
|
::setRenderState(renderStateCraftStencil);
|
|
::submit(viewId);
|
|
}
|
|
|
|
if (settings_drawShadowVolumes)
|
|
{
|
|
const RenderState& renderState = s_renderStates[RenderState::Custom_DrawShadowVolume_Lines];
|
|
|
|
s_uniforms.submitPerDrawUniforms();
|
|
bgfx::setProgram(svProgs[ShadowVolumeProgramType::Color][ShadowVolumePart::Side]);
|
|
bgfx::setTransform(shadowVolumeMtx);
|
|
bgfx::setVertexBuffer(shadowVolume.m_vbSides);
|
|
bgfx::setIndexBuffer(shadowVolume.m_ibSides);
|
|
::setRenderState(renderState);
|
|
::submit(VIEWID_RANGE1_PASS3);
|
|
|
|
if (shadowVolume.m_cap)
|
|
{
|
|
s_uniforms.submitPerDrawUniforms();
|
|
bgfx::setProgram(svProgs[ShadowVolumeProgramType::Color][ShadowVolumePart::Front]);
|
|
bgfx::setTransform(shadowVolumeMtx);
|
|
bgfx::setVertexBuffer(group.m_vbh);
|
|
bgfx::setIndexBuffer(shadowVolume.m_ibFrontCap);
|
|
::setRenderState(renderState);
|
|
::submit(VIEWID_RANGE1_PASS3);
|
|
|
|
s_uniforms.submitPerDrawUniforms();
|
|
bgfx::setProgram(svProgs[ShadowVolumeProgramType::Color][ShadowVolumePart::Back]);
|
|
bgfx::setTransform(shadowVolumeMtx);
|
|
bgfx::setVertexBuffer(group.m_vbh);
|
|
bgfx::setIndexBuffer(shadowVolume.m_ibBackCap);
|
|
::setRenderState(renderState);
|
|
::submit(VIEWID_RANGE1_PASS3);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Draw diffuse only.
|
|
s_uniforms.m_params.m_ambientPass = 0.0f;
|
|
s_uniforms.m_params.m_lightningPass = 1.0f;
|
|
|
|
RenderState& drawDiffuse = settings_useStencilTexture
|
|
? s_renderStates[RenderState::ShadowVolume_UsingStencilTexture_DrawDiffuse]
|
|
: s_renderStates[RenderState::ShadowVolume_UsingStencilBuffer_DrawDiffuse]
|
|
;
|
|
|
|
// If using stencil texture, viewId is set to render target. Incr it to render to default back buffer.
|
|
viewId += uint8_t(settings_useStencilTexture);
|
|
|
|
// Draw shadow casters.
|
|
for (uint8_t ii = 0; ii < shadowCastersCount[currentScene]; ++ii)
|
|
{
|
|
shadowCasters[currentScene][ii].submit(viewId, drawDiffuse);
|
|
}
|
|
|
|
// Draw shadow receivers.
|
|
for (uint8_t ii = 0; ii < shadowReceiversCount[currentScene]; ++ii)
|
|
{
|
|
shadowReceivers[currentScene][ii].submit(viewId, drawDiffuse);
|
|
}
|
|
}
|
|
|
|
profTime = bx::getHPCounter() - profTime;
|
|
|
|
// Lights.
|
|
const float lightScale[3] = { 1.5f, 1.5f, 1.5f };
|
|
for (uint8_t ii = 0; ii < settings_numLights; ++ii)
|
|
{
|
|
memcpy(s_uniforms.m_color, lightRgbInnerR[ii], 3*sizeof(float) );
|
|
|
|
float lightMtx[16];
|
|
mtxBillboard(lightMtx, viewState.m_view, lightPosRadius[ii], lightScale);
|
|
|
|
vplaneModel.submit(VIEWID_RANGE1_PASS3, lightMtx, s_renderStates[RenderState::Custom_BlendLightTexture]);
|
|
}
|
|
|
|
// Setup view rect and transform for all used views.
|
|
bgfx::setViewRectMask(s_viewMask, 0, 0, viewState.m_width, viewState.m_height);
|
|
bgfx::setViewTransformMask(s_viewMask, viewState.m_view, viewState.m_proj);
|
|
s_viewMask = 0;
|
|
|
|
// Advance to next frame. Rendering thread will be kicked to
|
|
// process submitted rendering primitives.
|
|
bgfx::frame();
|
|
|
|
// Swap memory pages.
|
|
s_svAllocator.swap();
|
|
|
|
// Reset clear values.
|
|
bgfx::setViewClearMask(UINT32_MAX
|
|
, BGFX_CLEAR_NONE
|
|
, clearValues.m_clearRgba
|
|
, clearValues.m_clearDepth
|
|
, clearValues.m_clearStencil
|
|
);
|
|
}
|
|
|
|
// Cleanup
|
|
bunnyLowPolyModel.unload();
|
|
bunnyHighPolyModel.unload();
|
|
columnModel.unload();
|
|
cubeModel.unload();
|
|
platformModel.unload();
|
|
hplaneFieldModel.unload();
|
|
hplaneFigureModel.unload();
|
|
vplaneModel.unload();
|
|
|
|
s_uniforms.destroy();
|
|
|
|
bgfx::destroyUniform(u_texColor);
|
|
bgfx::destroyUniform(u_texStencil);
|
|
bgfx::destroyRenderTarget(s_stencilRt);
|
|
|
|
bgfx::destroyTexture(figureTex);
|
|
bgfx::destroyTexture(fieldstoneTex);
|
|
bgfx::destroyTexture(flareTex);
|
|
|
|
bgfx::destroyProgram(programTextureLightning);
|
|
bgfx::destroyProgram(programColorLightning);
|
|
bgfx::destroyProgram(programColorTexture);
|
|
bgfx::destroyProgram(programTexture);
|
|
|
|
bgfx::destroyProgram(programBackBlank);
|
|
bgfx::destroyProgram(programSideBlank);
|
|
bgfx::destroyProgram(programFrontBlank);
|
|
bgfx::destroyProgram(programBackColor);
|
|
bgfx::destroyProgram(programSideColor);
|
|
bgfx::destroyProgram(programFrontColor);
|
|
bgfx::destroyProgram(programSideTex);
|
|
bgfx::destroyProgram(programBackTex1);
|
|
bgfx::destroyProgram(programBackTex2);
|
|
bgfx::destroyProgram(programFrontTex1);
|
|
bgfx::destroyProgram(programFrontTex2);
|
|
|
|
imguiDestroy();
|
|
|
|
// Shutdown bgfx.
|
|
bgfx::shutdown();
|
|
|
|
return 0;
|
|
}
|