a2268940bb
* Update shadowvolumes.cpp * Update stencil.cpp
2848 lines
78 KiB
C++
2848 lines
78 KiB
C++
/*
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* Copyright 2013-2014 Dario Manesku. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
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*/
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#include <string>
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#include <vector>
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#include <map>
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#include <tinystl/allocator.h>
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#include <tinystl/unordered_map.h>
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namespace stl = tinystl;
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#include "common.h"
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#include "bgfx_utils.h"
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#include <bgfx/bgfx.h>
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#include <bx/timer.h>
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#include <bx/allocator.h>
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#include <bx/hash.h>
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#include <bx/simd_t.h>
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#include <bx/math.h>
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#include <bx/file.h>
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#include "entry/entry.h"
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#include "camera.h"
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#include "imgui/imgui.h"
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namespace bgfx
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{
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int32_t read(bx::ReaderI* _reader, bgfx::VertexLayout& _layout, bx::Error* _err = NULL);
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}
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namespace
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{
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#define SV_USE_SIMD 1
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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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struct PosNormalTexcoordVertex
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{
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float m_x;
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float m_y;
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float m_z;
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uint32_t m_normal;
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float m_u;
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float m_v;
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static void init()
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{
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ms_layout
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.begin()
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.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
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.add(bgfx::Attrib::Normal, 4, bgfx::AttribType::Uint8, true, true)
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.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
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.end();
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}
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static bgfx::VertexLayout ms_layout;
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};
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bgfx::VertexLayout PosNormalTexcoordVertex::ms_layout;
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static const float s_texcoord = 50.0f;
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static PosNormalTexcoordVertex s_hplaneVertices[] =
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{
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{ -1.0f, 0.0f, 1.0f, encodeNormalRgba8(0.0f, 1.0f, 0.0f), s_texcoord, s_texcoord },
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{ 1.0f, 0.0f, 1.0f, encodeNormalRgba8(0.0f, 1.0f, 0.0f), s_texcoord, 0.0f },
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{ -1.0f, 0.0f, -1.0f, encodeNormalRgba8(0.0f, 1.0f, 0.0f), 0.0f, s_texcoord },
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{ 1.0f, 0.0f, -1.0f, encodeNormalRgba8(0.0f, 1.0f, 0.0f), 0.0f, 0.0f },
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};
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static PosNormalTexcoordVertex s_vplaneVertices[] =
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{
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{ -1.0f, 1.0f, 0.0f, encodeNormalRgba8(0.0f, 0.0f, -1.0f), 1.0f, 1.0f },
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{ 1.0f, 1.0f, 0.0f, encodeNormalRgba8(0.0f, 0.0f, -1.0f), 1.0f, 0.0f },
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{ -1.0f, -1.0f, 0.0f, encodeNormalRgba8(0.0f, 0.0f, -1.0f), 0.0f, 1.0f },
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{ 1.0f, -1.0f, 0.0f, encodeNormalRgba8(0.0f, 0.0f, -1.0f), 0.0f, 0.0f },
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};
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static const uint16_t s_planeIndices[] =
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{
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0, 1, 2,
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1, 3, 2,
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};
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static bool s_oglNdc = false;
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static float s_texelHalf = 0.0f;
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static uint32_t s_viewMask = 0;
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static bgfx::UniformHandle s_texColor;
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static bgfx::UniformHandle s_texStencil;
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static bgfx::FrameBufferHandle s_stencilFb;
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void setViewClearMask(uint32_t _viewMask, uint8_t _flags, uint32_t _rgba, float _depth, uint8_t _stencil)
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{
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for (uint32_t view = 0, viewMask = _viewMask; 0 != viewMask; viewMask >>= 1, view += 1 )
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{
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const uint32_t ntz = bx::uint32_cnttz(viewMask);
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viewMask >>= ntz;
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view += ntz;
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bgfx::setViewClear( (uint8_t)view, _flags, _rgba, _depth, _stencil);
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}
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}
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void setViewTransformMask(uint32_t _viewMask, const void* _view, const void* _proj)
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{
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for (uint32_t view = 0, viewMask = _viewMask; 0 != viewMask; viewMask >>= 1, view += 1 )
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{
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const uint32_t ntz = bx::uint32_cnttz(viewMask);
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viewMask >>= ntz;
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view += ntz;
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bgfx::setViewTransform( (uint8_t)view, _view, _proj);
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}
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}
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void setViewRectMask(uint32_t _viewMask, uint16_t _x, uint16_t _y, uint16_t _width, uint16_t _height)
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{
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for (uint32_t view = 0, viewMask = _viewMask; 0 != viewMask; viewMask >>= 1, view += 1 )
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{
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const uint32_t ntz = bx::uint32_cnttz(viewMask);
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viewMask >>= ntz;
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view += ntz;
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bgfx::setViewRect( (uint8_t)view, _x, _y, _width, _height);
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}
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}
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void mtxBillboard(
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float* _result
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, const float* _view
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, const float* _pos
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, const float* _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(
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float* _result
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, const float* _v0
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, const float* _v1
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, const float* _v2
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)
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{
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const bx::Vec3 v0 = bx::load<bx::Vec3>(_v0);
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const bx::Vec3 v1 = bx::load<bx::Vec3>(_v1);
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const bx::Vec3 v2 = bx::load<bx::Vec3>(_v2);
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const bx::Vec3 vec0 = bx::sub(v1, v0);
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const bx::Vec3 vec1 = bx::sub(v2, v1);
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const bx::Vec3 cross = bx::cross(vec0, vec1);
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bx::store(_result, bx::normalize(cross) );
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_result[3] = -bx::dot(bx::load<bx::Vec3>(_result), bx::load<bx::Vec3>(_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_lightingPass = 1.0f;
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m_params.m_texelHalf = 0.0f;
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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_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::Vec4);
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u_svparams = bgfx::createUniform("u_svparams", bgfx::UniformType::Vec4);
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u_ambient = bgfx::createUniform("u_ambient", bgfx::UniformType::Vec4);
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u_diffuse = bgfx::createUniform("u_diffuse", bgfx::UniformType::Vec4);
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u_specular_shininess = bgfx::createUniform("u_specular_shininess", bgfx::UniformType::Vec4);
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u_fog = bgfx::createUniform("u_fog", bgfx::UniformType::Vec4);
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u_color = bgfx::createUniform("u_color", bgfx::UniformType::Vec4);
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u_lightPosRadius = bgfx::createUniform("u_lightPosRadius", bgfx::UniformType::Vec4);
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u_lightRgbInnerR = bgfx::createUniform("u_lightRgbInnerR", bgfx::UniformType::Vec4);
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u_virtualLightPos_extrusionDist = bgfx::createUniform("u_virtualLightPos_extrusionDist", bgfx::UniformType::Vec4);
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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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}
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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::destroy(u_params);
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bgfx::destroy(u_svparams);
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bgfx::destroy(u_ambient);
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bgfx::destroy(u_diffuse);
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bgfx::destroy(u_specular_shininess);
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bgfx::destroy(u_fog);
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bgfx::destroy(u_color);
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bgfx::destroy(u_lightPosRadius);
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bgfx::destroy(u_lightRgbInnerR);
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bgfx::destroy(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_lightingPass;
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float m_texelHalf;
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float m_unused00;
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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_unused10;
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float m_unused11;
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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_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_lightingPass
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* u_params.z - u_texelHalf
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* u_params.w - unused
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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_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_WRITE_RGB
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| BGFX_STATE_WRITE_A
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| BGFX_STATE_WRITE_Z
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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
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BGFX_STATE_WRITE_Z
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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_CraftStencil_DepthPass
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BGFX_STATE_WRITE_RGB
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| BGFX_STATE_WRITE_A
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| BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE)
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| BGFX_STATE_DEPTH_TEST_LEQUAL
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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_CraftStencil_DepthFail
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BGFX_STATE_WRITE_RGB
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| BGFX_STATE_WRITE_A
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| BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE)
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| BGFX_STATE_DEPTH_TEST_GEQUAL
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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_DrawDiffuse
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BGFX_STATE_WRITE_RGB
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| BGFX_STATE_WRITE_A
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| BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE)
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| BGFX_STATE_WRITE_Z
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| BGFX_STATE_DEPTH_TEST_EQUAL
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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_UsingStencilBuffer_DrawAmbient
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BGFX_STATE_WRITE_RGB
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| BGFX_STATE_WRITE_A
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| BGFX_STATE_WRITE_Z
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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_UsingStencilBuffer_CraftStencil_DepthPass
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BGFX_STATE_DEPTH_TEST_LEQUAL
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| BGFX_STATE_MSAA
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, UINT32_MAX
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, BGFX_STENCIL_TEST_ALWAYS
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| BGFX_STENCIL_FUNC_REF(1)
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| BGFX_STENCIL_FUNC_RMASK(0xff)
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| BGFX_STENCIL_OP_FAIL_S_KEEP
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| BGFX_STENCIL_OP_FAIL_Z_KEEP
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| BGFX_STENCIL_OP_PASS_Z_DECR
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, BGFX_STENCIL_TEST_ALWAYS
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| BGFX_STENCIL_FUNC_REF(1)
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| BGFX_STENCIL_FUNC_RMASK(0xff)
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| BGFX_STENCIL_OP_FAIL_S_KEEP
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| BGFX_STENCIL_OP_FAIL_Z_KEEP
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| BGFX_STENCIL_OP_PASS_Z_INCR
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},
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{ // ShadowVolume_UsingStencilBuffer_CraftStencil_DepthFail
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BGFX_STATE_DEPTH_TEST_LEQUAL
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| BGFX_STATE_MSAA
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, 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_WRITE_RGB
|
|
| BGFX_STATE_WRITE_A
|
|
| 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_WRITE_RGB
|
|
| BGFX_STATE_WRITE_A
|
|
| BGFX_STATE_WRITE_Z
|
|
| BGFX_STATE_DEPTH_TEST_LESS
|
|
| BGFX_STATE_CULL_CCW
|
|
| BGFX_STATE_MSAA
|
|
, UINT32_MAX
|
|
, BGFX_STENCIL_NONE
|
|
, BGFX_STENCIL_NONE
|
|
},
|
|
{ // Custom_BlendLightTexture
|
|
BGFX_STATE_WRITE_RGB
|
|
| BGFX_STATE_WRITE_A
|
|
| BGFX_STATE_WRITE_Z
|
|
| BGFX_STATE_DEPTH_TEST_LESS
|
|
| BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_SRC_COLOR, BGFX_STATE_BLEND_INV_SRC_COLOR)
|
|
| BGFX_STATE_CULL_CCW
|
|
| BGFX_STATE_MSAA
|
|
, UINT32_MAX
|
|
, BGFX_STENCIL_NONE
|
|
, BGFX_STENCIL_NONE
|
|
},
|
|
{ // Custom_DrawPlaneBottom
|
|
BGFX_STATE_WRITE_RGB
|
|
| BGFX_STATE_WRITE_A
|
|
| BGFX_STATE_WRITE_Z
|
|
| BGFX_STATE_CULL_CW
|
|
| BGFX_STATE_MSAA
|
|
, UINT32_MAX
|
|
, BGFX_STENCIL_NONE
|
|
, BGFX_STENCIL_NONE
|
|
},
|
|
{ // Custom_DrawShadowVolume_Lines
|
|
BGFX_STATE_WRITE_RGB
|
|
| 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 = 0, uint32_t _height = 0)
|
|
: m_width(_width)
|
|
, m_height(_height)
|
|
{
|
|
}
|
|
|
|
uint32_t m_width;
|
|
uint32_t m_height;
|
|
|
|
float m_view[16];
|
|
float m_proj[16];
|
|
};
|
|
|
|
struct ClearValues
|
|
{
|
|
uint32_t m_clearRgba;
|
|
float m_clearDepth;
|
|
uint8_t m_clearStencil;
|
|
};
|
|
|
|
void submit(bgfx::ViewId _id, bgfx::ProgramHandle _handle, int32_t _depth = 0)
|
|
{
|
|
bgfx::submit(_id, _handle, _depth);
|
|
|
|
// Keep track of submitted view ids.
|
|
s_viewMask |= 1 << _id;
|
|
}
|
|
|
|
void touch(bgfx::ViewId _id)
|
|
{
|
|
bgfx::ProgramHandle handle = BGFX_INVALID_HANDLE;
|
|
::submit(_id, handle);
|
|
}
|
|
|
|
struct Face
|
|
{
|
|
uint16_t m_i[3];
|
|
float m_plane[4];
|
|
};
|
|
typedef std::vector<Face> FaceArray;
|
|
|
|
struct Edge
|
|
{
|
|
bool m_faceReverseOrder[2];
|
|
uint8_t m_faceIndex;
|
|
uint16_t m_i0, m_i1;
|
|
};
|
|
|
|
struct Plane
|
|
{
|
|
float m_plane[4];
|
|
};
|
|
|
|
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) );
|
|
|
|
stl::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 (uint16_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, size = (uint32_t)row.size(); jj < size; ++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 WeldedVertex
|
|
{
|
|
uint16_t m_v;
|
|
bool m_welded;
|
|
};
|
|
|
|
inline float sqLength(const float _a[3], const float _b[3])
|
|
{
|
|
const float xx = _a[0] - _b[0];
|
|
const float yy = _a[1] - _b[1];
|
|
const float zz = _a[2] - _b[2];
|
|
return xx*xx + yy*yy + zz*zz;
|
|
}
|
|
|
|
uint16_t weldVertices(WeldedVertex* _output, const bgfx::VertexLayout& _layout, const void* _data, uint16_t _num, float _epsilon)
|
|
{
|
|
const uint32_t hashSize = bx::uint32_nextpow2(_num);
|
|
const uint32_t hashMask = hashSize-1;
|
|
const float epsilonSq = _epsilon*_epsilon;
|
|
|
|
uint16_t numVertices = 0;
|
|
|
|
const uint32_t size = sizeof(uint16_t)*(hashSize + _num);
|
|
uint16_t* hashTable = (uint16_t*)alloca(size);
|
|
bx::memSet(hashTable, 0xff, size);
|
|
|
|
uint16_t* next = hashTable + hashSize;
|
|
|
|
for (uint16_t ii = 0; ii < _num; ++ii)
|
|
{
|
|
float pos[4];
|
|
vertexUnpack(pos, bgfx::Attrib::Position, _layout, _data, ii);
|
|
uint32_t hashValue = bx::hash<bx::HashMurmur2A>(pos, 3*sizeof(float) ) & hashMask;
|
|
|
|
uint16_t offset = hashTable[hashValue];
|
|
for (; UINT16_MAX != offset; offset = next[offset])
|
|
{
|
|
float test[4];
|
|
vertexUnpack(test, bgfx::Attrib::Position, _layout, _data, _output[offset].m_v);
|
|
|
|
if (sqLength(test, pos) < epsilonSq)
|
|
{
|
|
_output[ii].m_v = _output[offset].m_v;
|
|
_output[ii].m_welded = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (UINT16_MAX == offset)
|
|
{
|
|
_output[ii].m_v = ii;
|
|
_output[ii].m_welded = false;
|
|
next[ii] = hashTable[hashValue];
|
|
hashTable[hashValue] = ii;
|
|
numVertices++;
|
|
}
|
|
}
|
|
|
|
return numVertices;
|
|
}
|
|
|
|
struct Group
|
|
{
|
|
Group()
|
|
{
|
|
reset();
|
|
}
|
|
|
|
void reset()
|
|
{
|
|
m_vbh.idx = bgfx::kInvalidHandle;
|
|
m_ibh.idx = bgfx::kInvalidHandle;
|
|
m_numVertices = 0;
|
|
m_vertices = NULL;
|
|
m_numIndices = 0;
|
|
m_indices = NULL;
|
|
m_numEdges = 0;
|
|
m_edges = NULL;
|
|
m_edgePlanesUnalignedPtr = NULL;
|
|
m_edgePlanes = NULL;
|
|
m_aabb={};
|
|
m_sphere={};
|
|
m_obb={};
|
|
m_prims.clear();
|
|
}
|
|
|
|
typedef struct { float f[6]; } f6_t;
|
|
|
|
struct EdgeAndPlane
|
|
{
|
|
EdgeAndPlane(uint16_t _i0, uint16_t _i1)
|
|
: m_faceIndex(0)
|
|
, m_i0(_i0)
|
|
, m_i1(_i1)
|
|
{
|
|
}
|
|
|
|
bool m_faceReverseOrder[2];
|
|
uint8_t m_faceIndex;
|
|
uint16_t m_i0, m_i1;
|
|
Plane m_plane[2];
|
|
};
|
|
|
|
void fillStructures(const bgfx::VertexLayout& _layout)
|
|
{
|
|
uint16_t stride = _layout.getStride();
|
|
m_faces.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 = (Edge*)malloc(m_numIndices * sizeof(Edge) ); //1 triangle = 3 indices = 3 edges.
|
|
m_edgePlanesUnalignedPtr = (Plane*)malloc(m_numIndices * sizeof(Plane) + 15);
|
|
m_edgePlanes = (Plane*)bx::alignPtr(m_edgePlanesUnalignedPtr, 0, 16);
|
|
|
|
typedef std::map<std::pair<uint16_t, uint16_t>, EdgeAndPlane> EdgeMap;
|
|
EdgeMap edgeMap;
|
|
|
|
//Get unique indices.
|
|
WeldedVertex* uniqueVertices = (WeldedVertex*)malloc(m_numVertices*sizeof(WeldedVertex) );
|
|
::weldVertices(uniqueVertices, _layout, m_vertices, m_numVertices, 0.0001f);
|
|
uint16_t* uniqueIndices = (uint16_t*)malloc(m_numIndices*sizeof(uint16_t) );
|
|
for (uint32_t ii = 0; ii < m_numIndices; ++ii)
|
|
{
|
|
uint16_t index = m_indices[ii];
|
|
if (uniqueVertices[index].m_welded)
|
|
{
|
|
uniqueIndices[ii] = uniqueVertices[index].m_v;
|
|
}
|
|
else
|
|
{
|
|
uniqueIndices[ii] = index;
|
|
}
|
|
}
|
|
free(uniqueVertices);
|
|
|
|
for (uint32_t ii = 0, size = m_numIndices/3; ii < size; ++ii)
|
|
{
|
|
const uint16_t* indices = &m_indices[ii*3];
|
|
uint16_t i0 = indices[0];
|
|
uint16_t i1 = indices[1];
|
|
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;
|
|
bx::memCopy(face.m_plane, plane, 4*sizeof(float) );
|
|
m_faces.push_back(face);
|
|
|
|
//Use unique indices for EdgeMap.
|
|
const uint16_t* uindices = &uniqueIndices[ii*3];
|
|
i0 = uindices[0];
|
|
i1 = uindices[1];
|
|
i2 = uindices[2];
|
|
|
|
const uint16_t triangleEdge[3][2] =
|
|
{
|
|
{ i0, i1 },
|
|
{ i1, i2 },
|
|
{ i2, i0 },
|
|
};
|
|
|
|
for (uint8_t jj = 0; jj < 3; ++jj)
|
|
{
|
|
const uint16_t ui0 = triangleEdge[jj][0];
|
|
const uint16_t ui1 = triangleEdge[jj][1];
|
|
|
|
std::pair<uint16_t, uint16_t> key = std::make_pair(ui0, ui1);
|
|
std::pair<uint16_t, uint16_t> keyInv = std::make_pair(ui1, ui0);
|
|
|
|
EdgeMap::iterator iter = edgeMap.find(keyInv);
|
|
if (iter != edgeMap.end() )
|
|
{
|
|
EdgeAndPlane& ep = iter->second;
|
|
bx::memCopy(ep.m_plane[ep.m_faceIndex].m_plane, plane, 4*sizeof(float) );
|
|
ep.m_faceReverseOrder[ep.m_faceIndex] = true;
|
|
}
|
|
else
|
|
{
|
|
std::pair<EdgeMap::iterator, bool> result = edgeMap.insert(std::make_pair(key, EdgeAndPlane(ui0, ui1) ) );
|
|
EdgeAndPlane& ep = result.first->second;
|
|
bx::memCopy(ep.m_plane[ep.m_faceIndex].m_plane, plane, 4*sizeof(float) );
|
|
ep.m_faceReverseOrder[ep.m_faceIndex] = false;
|
|
ep.m_faceIndex++;
|
|
}
|
|
}
|
|
}
|
|
|
|
free(uniqueIndices);
|
|
|
|
uint32_t index = 0;
|
|
for (EdgeMap::const_iterator iter = edgeMap.begin(), end = edgeMap.end(); iter != end; ++iter)
|
|
{
|
|
Edge* edge = &m_edges[m_numEdges];
|
|
Plane* plane = &m_edgePlanes[index];
|
|
|
|
bx::memCopy(edge, iter->second.m_faceReverseOrder, sizeof(Edge) );
|
|
bx::memCopy(plane, iter->second.m_plane, 2 * sizeof(Plane) );
|
|
|
|
m_numEdges++;
|
|
index += 2;
|
|
}
|
|
}
|
|
|
|
void unload()
|
|
{
|
|
bgfx::destroy(m_vbh);
|
|
if (bgfx::kInvalidHandle != m_ibh.idx)
|
|
{
|
|
bgfx::destroy(m_ibh);
|
|
}
|
|
free(m_vertices);
|
|
m_vertices = NULL;
|
|
free(m_indices);
|
|
m_indices = NULL;
|
|
free(m_edges);
|
|
m_edges = NULL;
|
|
free(m_edgePlanesUnalignedPtr);
|
|
m_edgePlanesUnalignedPtr = 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;
|
|
bx::Sphere m_sphere;
|
|
bx::Aabb m_aabb;
|
|
bx::Obb m_obb;
|
|
PrimitiveArray m_prims;
|
|
uint32_t m_numEdges;
|
|
Edge* m_edges;
|
|
Plane* m_edgePlanesUnalignedPtr;
|
|
Plane* m_edgePlanes;
|
|
FaceArray m_faces;
|
|
HalfEdges m_halfEdges;
|
|
};
|
|
|
|
typedef std::vector<Group> GroupArray;
|
|
|
|
struct Mesh
|
|
{
|
|
void load(const void* _vertices, uint16_t _numVertices, const bgfx::VertexLayout _layout, const uint16_t* _indices, uint32_t _numIndices)
|
|
{
|
|
Group group;
|
|
const bgfx::Memory* mem;
|
|
uint32_t size;
|
|
|
|
//vertices
|
|
group.m_numVertices = _numVertices;
|
|
size = _numVertices*_layout.getStride();
|
|
|
|
group.m_vertices = (uint8_t*)malloc(size);
|
|
bx::memCopy(group.m_vertices, _vertices, size);
|
|
|
|
mem = bgfx::makeRef(group.m_vertices, size);
|
|
group.m_vbh = bgfx::createVertexBuffer(mem, _layout);
|
|
|
|
//indices
|
|
group.m_numIndices = _numIndices;
|
|
size = _numIndices*2;
|
|
|
|
group.m_indices = (uint16_t*)malloc(size);
|
|
bx::memCopy(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)
|
|
{
|
|
::Mesh* mesh = ::meshLoad(_filePath, true);
|
|
m_layout = mesh->m_layout;
|
|
uint16_t stride = m_layout.getStride();
|
|
|
|
for (::GroupArray::iterator it = mesh->m_groups.begin(), itEnd = mesh->m_groups.end(); it != itEnd; ++it)
|
|
{
|
|
Group group;
|
|
group.m_numVertices = it->m_numVertices;
|
|
const uint32_t vertexSize = group.m_numVertices*stride;
|
|
group.m_vertices = (uint8_t*)malloc(vertexSize);
|
|
bx::memCopy(group.m_vertices, it->m_vertices, vertexSize);
|
|
|
|
const bgfx::Memory* mem = bgfx::makeRef(group.m_vertices, vertexSize);
|
|
group.m_vbh = bgfx::createVertexBuffer(mem, m_layout);
|
|
|
|
group.m_numIndices = it->m_numIndices;
|
|
const uint32_t indexSize = 2 * group.m_numIndices;
|
|
group.m_indices = (uint16_t*)malloc(indexSize);
|
|
bx::memCopy(group.m_indices, it->m_indices, indexSize);
|
|
|
|
mem = bgfx::makeRef(group.m_indices, indexSize);
|
|
group.m_ibh = bgfx::createIndexBuffer(mem);
|
|
|
|
group.m_sphere = it->m_sphere;
|
|
group.m_aabb = it->m_aabb;
|
|
group.m_obb = it->m_obb;
|
|
group.m_prims = it->m_prims;
|
|
|
|
m_groups.push_back(group);
|
|
}
|
|
::meshUnload(mesh);
|
|
|
|
for (GroupArray::iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it)
|
|
{
|
|
it->fillStructures(m_layout);
|
|
}
|
|
}
|
|
|
|
void unload()
|
|
{
|
|
for (GroupArray::iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it)
|
|
{
|
|
it->unload();
|
|
}
|
|
m_groups.clear();
|
|
}
|
|
|
|
bgfx::VertexLayout m_layout;
|
|
GroupArray m_groups;
|
|
};
|
|
|
|
struct Model
|
|
{
|
|
Model()
|
|
{
|
|
m_program.idx = bgfx::kInvalidHandle;
|
|
m_texture.idx = bgfx::kInvalidHandle;
|
|
}
|
|
|
|
void load(const void* _vertices, uint16_t _numVertices, const bgfx::VertexLayout _layout, const uint16_t* _indices, uint32_t _numIndices)
|
|
{
|
|
m_mesh.load(_vertices, _numVertices, _layout, _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 transform
|
|
bgfx::setTransform(_mtx);
|
|
|
|
// Set buffers
|
|
bgfx::setIndexBuffer(group.m_ibh);
|
|
bgfx::setVertexBuffer(0, group.m_vbh);
|
|
|
|
// Set textures
|
|
if (bgfx::kInvalidHandle != m_texture.idx)
|
|
{
|
|
bgfx::setTexture(0, s_texColor, m_texture);
|
|
}
|
|
bgfx::setTexture(1, s_texStencil, bgfx::getTexture(s_stencilFb) );
|
|
|
|
// Apply render state
|
|
::setRenderState(_renderState);
|
|
|
|
// Submit
|
|
::submit(_viewId, m_program);
|
|
}
|
|
}
|
|
|
|
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)
|
|
{
|
|
bx::memCopy(s_uniforms.m_color, m_color, 3*sizeof(float) );
|
|
|
|
float mtx[16];
|
|
bx::mtxSRT(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_ASSERT(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_ASSERT(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* _outLightPos
|
|
, const float* _scale
|
|
, const float* _rotate
|
|
, const float* _translate
|
|
, const float* _lightPos // world pos
|
|
)
|
|
{
|
|
/**
|
|
* Instead of transforming all the vertices, transform light instead:
|
|
* mtx = pivotTranslate -> rotateZYX -> invScale
|
|
* light = mtx * origin
|
|
*/
|
|
|
|
float pivot[16];
|
|
bx::mtxTranslate(pivot
|
|
, _lightPos[0] - _translate[0]
|
|
, _lightPos[1] - _translate[1]
|
|
, _lightPos[2] - _translate[2]
|
|
);
|
|
|
|
float mzyx[16];
|
|
bx::mtxRotateZYX(mzyx
|
|
, -_rotate[0]
|
|
, -_rotate[1]
|
|
, -_rotate[2]
|
|
);
|
|
|
|
float invScale[16];
|
|
bx::mtxScale(invScale
|
|
, 1.0f / _scale[0]
|
|
, 1.0f / _scale[1]
|
|
, 1.0f / _scale[2]
|
|
);
|
|
|
|
float tmp0[16];
|
|
bx::mtxMul(tmp0, pivot, mzyx);
|
|
|
|
float mtx[16];
|
|
bx::mtxMul(mtx, tmp0, invScale);
|
|
|
|
bx::store(_outLightPos, bx::mul({ 0.0f, 0.0f, 0.0f }, 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 Edge* edges = _group.m_edges;
|
|
const Plane* edgePlanes = _group.m_edgePlanes;
|
|
const uint32_t numEdges = _group.m_numEdges;
|
|
HalfEdges& halfEdges = _group.m_halfEdges;
|
|
|
|
struct VertexData
|
|
{
|
|
VertexData()
|
|
{
|
|
}
|
|
|
|
VertexData(const float* _v3, float _extrude = 0.0f, float _k = 1.0f)
|
|
{
|
|
bx::memCopy(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;
|
|
const float f = bx::dot(bx::load<bx::Vec3>(face.m_plane), bx::load<bx::Vec3>(_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:
|
|
{
|
|
{
|
|
uint32_t ii = 0;
|
|
|
|
#if SV_USE_SIMD
|
|
uint32_t numEdgesRounded = numEdges & (~0x1);
|
|
|
|
using namespace bx;
|
|
|
|
const simd128_t lx = simd_splat(_light[0]);
|
|
const simd128_t ly = simd_splat(_light[1]);
|
|
const simd128_t lz = simd_splat(_light[2]);
|
|
|
|
for (; ii < numEdgesRounded; ii+=2)
|
|
{
|
|
const Edge& edge0 = edges[ii];
|
|
const Edge& edge1 = edges[ii+1];
|
|
const Plane* edgePlane0 = &edgePlanes[ii*2];
|
|
const Plane* edgePlane1 = &edgePlanes[ii*2 + 2];
|
|
|
|
const simd128_t reverse =
|
|
simd_ild(edge0.m_faceReverseOrder[0]
|
|
, edge1.m_faceReverseOrder[0]
|
|
, edge0.m_faceReverseOrder[1]
|
|
, edge1.m_faceReverseOrder[1]
|
|
);
|
|
|
|
const simd128_t p00 = simd_ld(edgePlane0[0].m_plane);
|
|
const simd128_t p10 = simd_ld(edgePlane1[0].m_plane);
|
|
const simd128_t p01 = simd_ld(edgePlane0[1].m_plane);
|
|
const simd128_t p11 = simd_ld(edgePlane1[1].m_plane);
|
|
|
|
const simd128_t xxyy0 = simd_shuf_xAyB(p00, p01);
|
|
const simd128_t zzww0 = simd_shuf_zCwD(p00, p01);
|
|
const simd128_t xxyy1 = simd_shuf_xAyB(p10, p11);
|
|
const simd128_t zzww1 = simd_shuf_zCwD(p10, p11);
|
|
|
|
const simd128_t vX = simd_shuf_xAyB(xxyy0, xxyy1);
|
|
const simd128_t vY = simd_shuf_zCwD(xxyy0, xxyy1);
|
|
const simd128_t vZ = simd_shuf_xAyB(zzww0, zzww1);
|
|
const simd128_t vW = simd_shuf_zCwD(zzww0, zzww1);
|
|
|
|
const simd128_t r0 = simd_mul(vX, lx);
|
|
const simd128_t r1 = simd_mul(vY, ly);
|
|
const simd128_t r2 = simd_mul(vZ, lz);
|
|
|
|
const simd128_t dot = simd_add(r0, simd_add(r1, r2) );
|
|
const simd128_t f = simd_add(dot, vW);
|
|
|
|
const simd128_t zero = simd_zero();
|
|
const simd128_t mask = simd_cmpgt(f, zero);
|
|
const simd128_t onef = simd_splat(1.0f);
|
|
const simd128_t tmp0 = simd_and(mask, onef);
|
|
const simd128_t tmp1 = simd_ftoi(tmp0);
|
|
const simd128_t tmp2 = simd_xor(tmp1, reverse);
|
|
const simd128_t tmp3 = simd_sll(tmp2, 1);
|
|
const simd128_t onei = simd_isplat(1);
|
|
const simd128_t tmp4 = simd_isub(tmp3, onei);
|
|
|
|
BX_ALIGN_DECL_16(int32_t res[4]);
|
|
simd_st(&res, tmp4);
|
|
|
|
for (uint16_t jj = 0; jj < 2; ++jj)
|
|
{
|
|
int32_t kk = res[jj] + res[jj+2];
|
|
if (kk != 0)
|
|
{
|
|
float* v0 = (float*)&vertices[edges[ii+jj].m_i0*_stride];
|
|
float* v1 = (float*)&vertices[edges[ii+jj].m_i1*_stride];
|
|
verticesSide[vsideI++] = VertexData(v0, 0.0f, float(kk) );
|
|
verticesSide[vsideI++] = VertexData(v0, 1.0f, float(kk) );
|
|
verticesSide[vsideI++] = VertexData(v1, 0.0f, float(kk) );
|
|
verticesSide[vsideI++] = VertexData(v1, 1.0f, float(kk) );
|
|
|
|
kk = _textureAsStencil ? 1 : kk;
|
|
uint16_t winding = uint16_t(kk > 0);
|
|
for (int32_t ll = 0, end = abs(kk); ll < end; ++ll)
|
|
{
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
for (; ii < numEdges; ++ii)
|
|
{
|
|
const Edge& edge = edges[ii];
|
|
const Plane* edgePlane = &edgePlanes[ii*2];
|
|
|
|
int16_t s0 = ( (bx::dot(bx::load<bx::Vec3>(edgePlane[0].m_plane), bx::load<bx::Vec3>(_light) ) + edgePlane[0].m_plane[3]) > 0.0f) ^ edge.m_faceReverseOrder[0];
|
|
int16_t s1 = ( (bx::dot(bx::load<bx::Vec3>(edgePlane[1].m_plane), bx::load<bx::Vec3>(_light) ) + edgePlane[1].m_plane[3]) > 0.0f) ^ edge.m_faceReverseOrder[1];
|
|
int16_t kk = ( (s0 + s1) << 1) - 2;
|
|
|
|
if (kk != 0)
|
|
{
|
|
float* v0 = (float*)&vertices[edge.m_i0*_stride];
|
|
float* v1 = (float*)&vertices[edge.m_i1*_stride];
|
|
verticesSide[vsideI++] = VertexData(v0, 0.0f, kk);
|
|
verticesSide[vsideI++] = VertexData(v0, 1.0f, kk);
|
|
verticesSide[vsideI++] = VertexData(v1, 0.0f, kk);
|
|
verticesSide[vsideI++] = VertexData(v1, 1.0f, kk);
|
|
|
|
kk = _textureAsStencil ? 1 : kk;
|
|
uint16_t winding = uint16_t(kk > 0);
|
|
for (int32_t jj = 0, end = abs(kk); jj < end; ++jj)
|
|
{
|
|
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;
|
|
|
|
const float f = bx::dot(bx::load<bx::Vec3>(face.m_plane), bx::load<bx::Vec3>(_light) ) + face.m_plane[3];
|
|
bool frontFacing = (f > 0.0f);
|
|
|
|
for (uint8_t ii = 0, num = 1 + uint8_t(!_textureAsStencil); ii < num; ++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::VertexLayout layout;
|
|
layout.begin()
|
|
.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
|
|
.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
|
|
.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, layout);
|
|
|
|
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::destroy(_shadowVolume.m_vbSides);
|
|
bgfx::destroy(_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::destroy(_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::destroy(_shadowVolume.m_ibBackCap);
|
|
}
|
|
}
|
|
|
|
void createNearClipVolume(
|
|
float* _outPlanes24f
|
|
, float* _lightPos
|
|
, float* _view
|
|
, float _fovy
|
|
, float _aspect
|
|
, float _near
|
|
)
|
|
{
|
|
float (*volumePlanes)[4] = (float(*)[4])_outPlanes24f;
|
|
|
|
float mtxViewInv[16];
|
|
float mtxViewTrans[16];
|
|
bx::mtxInverse(mtxViewInv, _view);
|
|
bx::mtxTranspose(mtxViewTrans, _view);
|
|
|
|
float lightPosV[4];
|
|
bx::vec4MulMtx(lightPosV, _lightPos, _view);
|
|
|
|
const float delta = 0.1f;
|
|
|
|
const float nearNormal[4] = { 0.0f, 0.0f, 1.0f, _near };
|
|
const float d = bx::dot(bx::load<bx::Vec3>(lightPosV), bx::load<bx::Vec3>(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
|
|
const float lightSide = float( (d > delta) - (d < -delta) );
|
|
|
|
const float t = bx::tan(bx::toRad(_fovy)*0.5f) * _near;
|
|
const float b = -t;
|
|
const float r = t * _aspect;
|
|
const float l = -r;
|
|
|
|
const bx::Vec3 corners[4] =
|
|
{
|
|
bx::mul({ r, t, _near }, mtxViewInv),
|
|
bx::mul({ l, t, _near }, mtxViewInv),
|
|
bx::mul({ l, b, _near }, mtxViewInv),
|
|
bx::mul({ r, b, _near }, mtxViewInv),
|
|
};
|
|
|
|
float planeNormals[4][3];
|
|
for (uint8_t ii = 0; ii < 4; ++ii)
|
|
{
|
|
float* outNormal = planeNormals[ii];
|
|
float* outPlane = volumePlanes[ii];
|
|
|
|
const bx::Vec3 c0 = corners[ii];
|
|
const bx::Vec3 planeVec = bx::sub(c0, corners[(ii-1)&3]);
|
|
const bx::Vec3 light = bx::sub(bx::load<bx::Vec3>(_lightPos), bx::mul(c0, _lightPos[3]) );
|
|
const bx::Vec3 normal = bx::mul(bx::cross(planeVec, light), lightSide);
|
|
|
|
const float invLen = 1.0f / bx::sqrt(bx::dot(normal, normal) );
|
|
|
|
bx::store(outNormal, normal);
|
|
bx::store(outPlane, bx::mul(normal, invLen) );
|
|
outPlane[3] = -bx::dot(normal, c0) * invLen;
|
|
}
|
|
|
|
float nearPlaneV[4] =
|
|
{
|
|
0.0f * lightSide,
|
|
0.0f * lightSide,
|
|
1.0f * lightSide,
|
|
_near * lightSide,
|
|
};
|
|
bx::vec4MulMtx(volumePlanes[4], nearPlaneV, mtxViewTrans);
|
|
|
|
float* lightPlane = volumePlanes[5];
|
|
const bx::Vec3 lightPlaneNormal = bx::sub(bx::mul({ 0.0f, 0.0f, -_near * lightSide }, mtxViewInv), bx::load<bx::Vec3>(_lightPos) );
|
|
|
|
float lenInv = 1.0f / bx::sqrt(bx::dot(lightPlaneNormal, lightPlaneNormal) );
|
|
|
|
lightPlane[0] = lightPlaneNormal.x * lenInv;
|
|
lightPlane[1] = lightPlaneNormal.y * lenInv;
|
|
lightPlane[2] = lightPlaneNormal.z * lenInv;
|
|
lightPlane[3] = -bx::dot(lightPlaneNormal, bx::load<bx::Vec3>(_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 = bx::max(_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;
|
|
|
|
bx::Sphere sphere = group.m_sphere;
|
|
sphere.center.x = sphere.center.x * scale + _translate[0];
|
|
sphere.center.y = sphere.center.y * scale + _translate[1];
|
|
sphere.center.z = sphere.center.z * scale + _translate[2];
|
|
sphere.radius *= (scale+0.4f);
|
|
|
|
bool isInside = true;
|
|
for (uint8_t ii = 0; ii < _planeNum; ++ii)
|
|
{
|
|
const float* plane = volumePlanes[ii];
|
|
|
|
float positiveSide = bx::dot(bx::load<bx::Vec3>(plane), sphere.center ) + plane[3] + sphere.radius;
|
|
|
|
if (positiveSide < 0.0f)
|
|
{
|
|
isInside = false;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (isInside)
|
|
{
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
struct ShadowVolumeProgramType
|
|
{
|
|
enum Enum
|
|
{
|
|
Blank = 0,
|
|
Color,
|
|
Tex1,
|
|
Tex2,
|
|
|
|
Count
|
|
};
|
|
};
|
|
|
|
struct ShadowVolumePart
|
|
{
|
|
enum Enum
|
|
{
|
|
Back = 0,
|
|
Side,
|
|
Front,
|
|
|
|
Count
|
|
};
|
|
};
|
|
|
|
enum LightPattern
|
|
{
|
|
LightPattern0 = 0,
|
|
LightPattern1
|
|
};
|
|
|
|
enum MeshChoice
|
|
{
|
|
BunnyHighPoly = 0,
|
|
BunnyLowPoly
|
|
};
|
|
|
|
enum Scene
|
|
{
|
|
Scene0 = 0,
|
|
Scene1,
|
|
|
|
SceneCount
|
|
};
|
|
|
|
class ExampleShadowVolumes : public entry::AppI
|
|
{
|
|
public:
|
|
ExampleShadowVolumes(const char* _name, const char* _description, const char* _url)
|
|
: entry::AppI(_name, _description, _url)
|
|
{
|
|
}
|
|
|
|
void init(int32_t _argc, const char* const* _argv, uint32_t _width, uint32_t _height) override
|
|
{
|
|
Args args(_argc, _argv);
|
|
|
|
m_viewState = ViewState(_width, _height);
|
|
m_clearValues = { 0x00000000, 1.0f, 0 };
|
|
|
|
m_debug = BGFX_DEBUG_TEXT;
|
|
m_reset = BGFX_RESET_VSYNC;
|
|
|
|
bgfx::Init init;
|
|
init.type = args.m_type;
|
|
init.vendorId = args.m_pciId;
|
|
init.resolution.width = m_viewState.m_width;
|
|
init.resolution.height = m_viewState.m_height;
|
|
init.resolution.reset = m_reset;
|
|
bgfx::init(init);
|
|
|
|
// Enable debug text.
|
|
bgfx::setDebug(m_debug);
|
|
|
|
const bgfx::Caps* caps = bgfx::getCaps();
|
|
s_oglNdc = caps->homogeneousDepth;
|
|
s_texelHalf = bgfx::RendererType::Direct3D9 == caps->rendererType ? 0.5f : 0.0f;
|
|
|
|
// Imgui
|
|
imguiCreate();
|
|
|
|
PosNormalTexcoordVertex::init();
|
|
|
|
s_uniforms.init();
|
|
|
|
m_figureTex = loadTexture("textures/figure-rgba.dds");
|
|
m_flareTex = loadTexture("textures/flare.dds");
|
|
m_fieldstoneTex = loadTexture("textures/fieldstone-rgba.dds");
|
|
|
|
bgfx::TextureHandle fbtextures[] =
|
|
{
|
|
bgfx::createTexture2D(uint16_t(m_viewState.m_width), uint16_t(m_viewState.m_height), false, 1, bgfx::TextureFormat::BGRA8, BGFX_SAMPLER_U_CLAMP | BGFX_SAMPLER_V_CLAMP | BGFX_TEXTURE_RT),
|
|
bgfx::createTexture2D(uint16_t(m_viewState.m_width), uint16_t(m_viewState.m_height), false, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT_WRITE_ONLY),
|
|
};
|
|
|
|
s_stencilFb = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
|
|
|
|
s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Sampler);
|
|
s_texStencil = bgfx::createUniform("s_texStencil", bgfx::UniformType::Sampler);
|
|
|
|
m_programTextureLighting = loadProgram("vs_shadowvolume_texture_lighting", "fs_shadowvolume_texture_lighting");
|
|
m_programColorLighting = loadProgram("vs_shadowvolume_color_lighting", "fs_shadowvolume_color_lighting" );
|
|
m_programColorTexture = loadProgram("vs_shadowvolume_color_texture", "fs_shadowvolume_color_texture" );
|
|
m_programTexture = loadProgram("vs_shadowvolume_texture", "fs_shadowvolume_texture" );
|
|
|
|
m_programBackBlank = loadProgram("vs_shadowvolume_svback", "fs_shadowvolume_svbackblank" );
|
|
m_programSideBlank = loadProgram("vs_shadowvolume_svside", "fs_shadowvolume_svsideblank" );
|
|
m_programFrontBlank = loadProgram("vs_shadowvolume_svfront", "fs_shadowvolume_svfrontblank");
|
|
|
|
m_programBackColor = loadProgram("vs_shadowvolume_svback", "fs_shadowvolume_svbackcolor" );
|
|
m_programSideColor = loadProgram("vs_shadowvolume_svside", "fs_shadowvolume_svsidecolor" );
|
|
m_programFrontColor = loadProgram("vs_shadowvolume_svfront", "fs_shadowvolume_svfrontcolor");
|
|
|
|
m_programSideTex = loadProgram("vs_shadowvolume_svside", "fs_shadowvolume_svsidetex" );
|
|
m_programBackTex1 = loadProgram("vs_shadowvolume_svback", "fs_shadowvolume_svbacktex1" );
|
|
m_programBackTex2 = loadProgram("vs_shadowvolume_svback", "fs_shadowvolume_svbacktex2" );
|
|
m_programFrontTex1 = loadProgram("vs_shadowvolume_svfront", "fs_shadowvolume_svfronttex1" );
|
|
m_programFrontTex2 = loadProgram("vs_shadowvolume_svfront", "fs_shadowvolume_svfronttex2" );
|
|
|
|
bgfx::ProgramHandle svProgs[ShadowVolumeProgramType::Count][ShadowVolumePart::Count] =
|
|
{
|
|
{ m_programBackBlank, m_programSideBlank, m_programFrontBlank }, // Blank
|
|
{ m_programBackColor, m_programSideColor, m_programFrontColor }, // Color
|
|
{ m_programBackTex1, m_programSideTex, m_programFrontTex1 }, // Tex1
|
|
{ m_programBackTex2, m_programSideTex, m_programFrontTex2 }, // Tex2
|
|
};
|
|
bx::memCopy(m_svProgs, svProgs, sizeof(svProgs));
|
|
|
|
m_bunnyHighPolyModel.load("meshes/bunny_patched.bin");
|
|
m_bunnyHighPolyModel.m_program = m_programColorLighting;
|
|
|
|
m_bunnyLowPolyModel.load("meshes/bunny_decimated.bin");
|
|
m_bunnyLowPolyModel.m_program = m_programColorLighting;
|
|
|
|
m_columnModel.load("meshes/column.bin");
|
|
m_columnModel.m_program = m_programColorLighting;
|
|
|
|
m_platformModel.load("meshes/platform.bin");
|
|
m_platformModel.m_program = m_programTextureLighting;
|
|
m_platformModel.m_texture = m_figureTex;
|
|
|
|
m_cubeModel.load("meshes/cube.bin");
|
|
m_cubeModel.m_program = m_programTextureLighting;
|
|
m_cubeModel.m_texture = m_figureTex;
|
|
|
|
m_hplaneFieldModel.load(s_hplaneVertices
|
|
, BX_COUNTOF(s_hplaneVertices)
|
|
, PosNormalTexcoordVertex::ms_layout
|
|
, s_planeIndices
|
|
, BX_COUNTOF(s_planeIndices)
|
|
);
|
|
m_hplaneFieldModel.m_program = m_programTextureLighting;
|
|
m_hplaneFieldModel.m_texture = m_fieldstoneTex;
|
|
|
|
m_hplaneFigureModel.load(s_hplaneVertices
|
|
, BX_COUNTOF(s_hplaneVertices)
|
|
, PosNormalTexcoordVertex::ms_layout
|
|
, s_planeIndices
|
|
, BX_COUNTOF(s_planeIndices)
|
|
);
|
|
m_hplaneFigureModel.m_program = m_programTextureLighting;
|
|
m_hplaneFigureModel.m_texture = m_figureTex;
|
|
|
|
m_vplaneModel.load(s_vplaneVertices
|
|
, BX_COUNTOF(s_vplaneVertices)
|
|
, PosNormalTexcoordVertex::ms_layout
|
|
, s_planeIndices
|
|
, BX_COUNTOF(s_planeIndices)
|
|
);
|
|
m_vplaneModel.m_program = m_programColorTexture;
|
|
m_vplaneModel.m_texture = m_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
|
|
};
|
|
|
|
for (uint8_t ii = 0, jj = 0; ii < MAX_LIGHTS_COUNT; ++ii, ++jj)
|
|
{
|
|
const uint8_t index = jj%MAX_LIGHTS_COUNT;
|
|
m_lightRgbInnerR[ii][0] = rgbInnerR[index][0];
|
|
m_lightRgbInnerR[ii][1] = rgbInnerR[index][1];
|
|
m_lightRgbInnerR[ii][2] = rgbInnerR[index][2];
|
|
m_lightRgbInnerR[ii][3] = rgbInnerR[index][3];
|
|
}
|
|
|
|
m_profTime = 0;
|
|
m_timeOffset = bx::getHPCounter();
|
|
|
|
m_numShadowVolumeVertices = 0;
|
|
m_numShadowVolumeIndices = 0;
|
|
|
|
m_oldWidth = 0;
|
|
m_oldHeight = 0;
|
|
|
|
// Imgui.
|
|
m_showHelp = false;
|
|
m_updateLights = true;
|
|
m_updateScene = true;
|
|
m_mixedSvImpl = true;
|
|
m_useStencilTexture = false;
|
|
m_drawShadowVolumes = false;
|
|
m_numLights = 1;
|
|
m_instanceCount = 9;
|
|
m_shadowVolumeImpl = ShadowVolumeImpl::DepthFail;
|
|
m_shadowVolumeAlgorithm = ShadowVolumeAlgorithm::EdgeBased;
|
|
|
|
m_lightPattern = LightPattern0;
|
|
m_currentMesh = BunnyLowPoly;
|
|
m_currentScene = Scene0;
|
|
|
|
// Set view matrix
|
|
cameraCreate();
|
|
cameraSetPosition({ 3.0f, 20.0f, -58.0f });
|
|
cameraSetVerticalAngle(-0.25f);
|
|
cameraGetViewMtx(m_viewState.m_view);
|
|
}
|
|
|
|
virtual int shutdown() override
|
|
{
|
|
// Cleanup
|
|
m_bunnyLowPolyModel.unload();
|
|
m_bunnyHighPolyModel.unload();
|
|
m_columnModel.unload();
|
|
m_cubeModel.unload();
|
|
m_platformModel.unload();
|
|
m_hplaneFieldModel.unload();
|
|
m_hplaneFigureModel.unload();
|
|
m_vplaneModel.unload();
|
|
|
|
s_uniforms.destroy();
|
|
|
|
bgfx::destroy(s_texColor);
|
|
bgfx::destroy(s_texStencil);
|
|
bgfx::destroy(s_stencilFb);
|
|
|
|
bgfx::destroy(m_figureTex);
|
|
bgfx::destroy(m_fieldstoneTex);
|
|
bgfx::destroy(m_flareTex);
|
|
|
|
bgfx::destroy(m_programTextureLighting);
|
|
bgfx::destroy(m_programColorLighting);
|
|
bgfx::destroy(m_programColorTexture);
|
|
bgfx::destroy(m_programTexture);
|
|
|
|
bgfx::destroy(m_programBackBlank);
|
|
bgfx::destroy(m_programSideBlank);
|
|
bgfx::destroy(m_programFrontBlank);
|
|
bgfx::destroy(m_programBackColor);
|
|
bgfx::destroy(m_programSideColor);
|
|
bgfx::destroy(m_programFrontColor);
|
|
bgfx::destroy(m_programSideTex);
|
|
bgfx::destroy(m_programBackTex1);
|
|
bgfx::destroy(m_programBackTex2);
|
|
bgfx::destroy(m_programFrontTex1);
|
|
bgfx::destroy(m_programFrontTex2);
|
|
|
|
cameraDestroy();
|
|
imguiDestroy();
|
|
|
|
// Shutdown bgfx.
|
|
bgfx::shutdown();
|
|
|
|
return 0;
|
|
}
|
|
|
|
bool update() override
|
|
{
|
|
if (!entry::processEvents(m_viewState.m_width, m_viewState.m_height, m_debug, m_reset, &m_mouseState) )
|
|
{
|
|
s_uniforms.submitConstUniforms();
|
|
|
|
// Set projection matrices.
|
|
const float fov = 60.0f;
|
|
const float aspect = float(m_viewState.m_width)/float(m_viewState.m_height);
|
|
const float nearPlane = 1.0f;
|
|
const float farPlane = 1000.0f;
|
|
|
|
// Respond properly on resize.
|
|
if (m_oldWidth != m_viewState.m_width
|
|
|| m_oldHeight != m_viewState.m_height)
|
|
{
|
|
m_oldWidth = m_viewState.m_width;
|
|
m_oldHeight = m_viewState.m_height;
|
|
|
|
bgfx::destroy(s_stencilFb);
|
|
|
|
bgfx::TextureHandle fbtextures[] =
|
|
{
|
|
bgfx::createTexture2D(uint16_t(m_viewState.m_width), uint16_t(m_viewState.m_height), false, 1, bgfx::TextureFormat::BGRA8, BGFX_SAMPLER_U_CLAMP|BGFX_SAMPLER_V_CLAMP|BGFX_TEXTURE_RT),
|
|
bgfx::createTexture2D(uint16_t(m_viewState.m_width), uint16_t(m_viewState.m_height), false, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT_WRITE_ONLY)
|
|
};
|
|
s_stencilFb = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
|
|
}
|
|
|
|
// 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 - m_timeOffset)/double(bx::getHPFrequency() ) );
|
|
const float deltaTime = float(frameTime/freq);
|
|
s_uniforms.m_time = time;
|
|
|
|
// Update camera.
|
|
cameraUpdate(deltaTime, m_mouseState, ImGui::MouseOverArea() );
|
|
|
|
// Set view and projection matrix for view 0.
|
|
{
|
|
cameraGetViewMtx(m_viewState.m_view);
|
|
bx::mtxProj(m_viewState.m_proj, fov, aspect, nearPlane, farPlane, s_oglNdc);
|
|
}
|
|
|
|
imguiBeginFrame(
|
|
m_mouseState.m_mx
|
|
, m_mouseState.m_my
|
|
, (m_mouseState.m_buttons[entry::MouseButton::Left] ? IMGUI_MBUT_LEFT : 0)
|
|
| (m_mouseState.m_buttons[entry::MouseButton::Right] ? IMGUI_MBUT_RIGHT : 0)
|
|
| (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
|
|
, m_mouseState.m_mz
|
|
, uint16_t(m_viewState.m_width)
|
|
, uint16_t(m_viewState.m_height)
|
|
);
|
|
|
|
showExampleDialog(this);
|
|
|
|
ImGui::SetNextWindowPos(
|
|
ImVec2(m_viewState.m_width - 256.0f, 10.0f)
|
|
, ImGuiCond_FirstUseEver
|
|
);
|
|
ImGui::SetNextWindowSize(
|
|
ImVec2(256.0f, 700.0f)
|
|
, ImGuiCond_FirstUseEver
|
|
);
|
|
ImGui::Begin("Settings"
|
|
, NULL
|
|
, 0
|
|
);
|
|
|
|
const char* titles[2] =
|
|
{
|
|
"Scene 0",
|
|
"Scene 1",
|
|
};
|
|
|
|
if (ImGui::RadioButton(titles[Scene0], Scene0 == m_currentScene) )
|
|
{
|
|
m_currentScene = Scene0;
|
|
}
|
|
|
|
if (ImGui::RadioButton(titles[Scene1], Scene1 == m_currentScene) )
|
|
{
|
|
m_currentScene = Scene1;
|
|
}
|
|
|
|
ImGui::SliderInt("Lights", &m_numLights, 1, MAX_LIGHTS_COUNT);
|
|
ImGui::Checkbox("Update lights", &m_updateLights);
|
|
ImGui::Indent();
|
|
|
|
if (ImGui::RadioButton("Light pattern 0", LightPattern0 == m_lightPattern) )
|
|
{
|
|
m_lightPattern = LightPattern0;
|
|
}
|
|
|
|
if (ImGui::RadioButton("Light pattern 1", LightPattern1 == m_lightPattern) )
|
|
{
|
|
m_lightPattern = LightPattern1;
|
|
}
|
|
|
|
ImGui::Unindent();
|
|
|
|
if ( Scene0 == m_currentScene )
|
|
{
|
|
ImGui::Checkbox("Update scene", &m_updateScene);
|
|
}
|
|
|
|
ImGui::Separator();
|
|
|
|
ImGui::Text("Stencil buffer implementation:");
|
|
ImGui::Checkbox("Mixed", &m_mixedSvImpl);
|
|
if (!m_mixedSvImpl)
|
|
{
|
|
m_shadowVolumeImpl = (ImGui::RadioButton("Depth fail", ShadowVolumeImpl::DepthFail == m_shadowVolumeImpl) ? ShadowVolumeImpl::DepthFail : m_shadowVolumeImpl);
|
|
m_shadowVolumeImpl = (ImGui::RadioButton("Depth pass", ShadowVolumeImpl::DepthPass == m_shadowVolumeImpl) ? ShadowVolumeImpl::DepthPass : m_shadowVolumeImpl);
|
|
}
|
|
|
|
ImGui::Text("Shadow volume implementation:");
|
|
m_shadowVolumeAlgorithm = (ImGui::RadioButton("Face based impl.", ShadowVolumeAlgorithm::FaceBased == m_shadowVolumeAlgorithm) ? ShadowVolumeAlgorithm::FaceBased : m_shadowVolumeAlgorithm);
|
|
m_shadowVolumeAlgorithm = (ImGui::RadioButton("Edge based impl.", ShadowVolumeAlgorithm::EdgeBased == m_shadowVolumeAlgorithm) ? ShadowVolumeAlgorithm::EdgeBased : m_shadowVolumeAlgorithm);
|
|
|
|
ImGui::Text("Stencil:");
|
|
if (ImGui::RadioButton("Use stencil buffer", !m_useStencilTexture) )
|
|
{
|
|
if (m_useStencilTexture)
|
|
{
|
|
m_useStencilTexture = false;
|
|
}
|
|
}
|
|
if (ImGui::RadioButton("Use texture as stencil", m_useStencilTexture) )
|
|
{
|
|
if (!m_useStencilTexture)
|
|
{
|
|
m_useStencilTexture = true;
|
|
}
|
|
}
|
|
|
|
ImGui::Separator();
|
|
ImGui::Text("Mesh:");
|
|
if (ImGui::RadioButton("Bunny - high poly", BunnyHighPoly == m_currentMesh) )
|
|
{
|
|
m_currentMesh = BunnyHighPoly;
|
|
}
|
|
|
|
if (ImGui::RadioButton("Bunny - low poly", BunnyLowPoly == m_currentMesh) )
|
|
{
|
|
m_currentMesh = BunnyLowPoly;
|
|
}
|
|
|
|
if (Scene1 == m_currentScene)
|
|
{
|
|
ImGui::SliderInt("Instance count", &m_instanceCount, 1, MAX_INSTANCE_COUNT);
|
|
}
|
|
|
|
ImGui::Text("CPU Time: %7.1f [ms]", double(m_profTime)*toMs);
|
|
ImGui::Text("Volume Vertices: %5.uk", m_numShadowVolumeVertices/1000);
|
|
ImGui::Text("Volume Indices: %6.uk", m_numShadowVolumeIndices/1000);
|
|
m_numShadowVolumeVertices = 0;
|
|
m_numShadowVolumeIndices = 0;
|
|
|
|
ImGui::Separator();
|
|
ImGui::Checkbox("Draw Shadow Volumes", &m_drawShadowVolumes);
|
|
|
|
ImGui::End();
|
|
|
|
ImGui::SetNextWindowPos(
|
|
ImVec2(10, float(m_viewState.m_height) - 77.0f - 10.0f)
|
|
, ImGuiCond_FirstUseEver
|
|
);
|
|
ImGui::SetNextWindowSize(
|
|
ImVec2(120.0f, 77.0f)
|
|
, ImGuiCond_FirstUseEver
|
|
);
|
|
ImGui::Begin("Show help:"
|
|
, NULL
|
|
, 0
|
|
);
|
|
|
|
if (ImGui::Button(m_showHelp ? "ON" : "OFF") )
|
|
{
|
|
m_showHelp = !m_showHelp;
|
|
}
|
|
|
|
ImGui::End();
|
|
|
|
imguiEndFrame();
|
|
|
|
//update settings
|
|
s_uniforms.m_params.m_ambientPass = 1.0f;
|
|
s_uniforms.m_params.m_lightingPass = 1.0f;
|
|
s_uniforms.m_params.m_texelHalf = s_texelHalf;
|
|
s_uniforms.m_svparams.m_useStencilTex = float(m_useStencilTexture);
|
|
|
|
//set picked bunny model
|
|
Model* bunnyModel = BunnyLowPoly == m_currentMesh ? &m_bunnyLowPolyModel : &m_bunnyHighPolyModel;
|
|
|
|
//update time accumulators
|
|
static float sceneTimeAccumulator = 0.0f;
|
|
if (m_updateScene)
|
|
{
|
|
sceneTimeAccumulator += deltaTime;
|
|
}
|
|
|
|
static float lightTimeAccumulator = 0.0f;
|
|
if (m_updateLights)
|
|
{
|
|
lightTimeAccumulator += deltaTime;
|
|
}
|
|
|
|
//setup light positions
|
|
float lightPosRadius[MAX_LIGHTS_COUNT][4];
|
|
if (LightPattern0 == m_lightPattern)
|
|
{
|
|
for (uint8_t ii = 0; ii < m_numLights; ++ii)
|
|
{
|
|
lightPosRadius[ii][0] = bx::cos(2.0f*bx::kPi/float(m_numLights) * float(ii) + lightTimeAccumulator * 1.1f + 3.0f) * 20.0f;
|
|
lightPosRadius[ii][1] = 20.0f;
|
|
lightPosRadius[ii][2] = bx::sin(2.0f*bx::kPi/float(m_numLights) * float(ii) + lightTimeAccumulator * 1.1f + 3.0f) * 20.0f;
|
|
lightPosRadius[ii][3] = 20.0f;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (uint8_t ii = 0; ii < m_numLights; ++ii)
|
|
{
|
|
lightPosRadius[ii][0] = bx::cos(float(ii) * 2.0f/float(m_numLights) + lightTimeAccumulator * 1.3f + bx::kPi) * 40.0f;
|
|
lightPosRadius[ii][1] = 20.0f;
|
|
lightPosRadius[ii][2] = bx::sin(float(ii) * 2.0f/float(m_numLights) + lightTimeAccumulator * 1.3f + bx::kPi) * 40.0f;
|
|
lightPosRadius[ii][3] = 20.0f;
|
|
}
|
|
}
|
|
|
|
if (m_showHelp)
|
|
{
|
|
uint8_t row = 18;
|
|
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.");
|
|
}
|
|
else
|
|
{
|
|
bgfx::dbgTextClear();
|
|
}
|
|
|
|
// 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] = bx::sin(ii * 2.0f + 13.0f + sceneTimeAccumulator * 1.1f) * 13.0f;
|
|
inst.m_pos[1] = 6.0f;
|
|
inst.m_pos[2] = bx::cos(ii * 2.0f + 13.0f + sceneTimeAccumulator * 1.1f) * 13.0f;
|
|
inst.m_model = &m_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] = bx::sin(ii * 2.0f + 13.0f + sceneTimeAccumulator * 1.1f) * 13.0f;
|
|
inst.m_pos[1] = 22.0f;
|
|
inst.m_pos[2] = bx::cos(ii * 2.0f + 13.0f + sceneTimeAccumulator * 1.1f) * 13.0f;
|
|
inst.m_model = &m_cubeModel;
|
|
}
|
|
|
|
// Scene 0 - shadow casters - Columns.
|
|
const float dist = 16.0f;
|
|
const float columnPositions[][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 = &m_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] = bx::kPi;
|
|
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 = &m_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 = &m_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 = &m_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 < m_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] = bx::kPi;
|
|
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 = &m_hplaneFigureModel;
|
|
}
|
|
|
|
// Make sure at the beginning everything gets cleared.
|
|
bgfx::setViewClear(0
|
|
, BGFX_CLEAR_COLOR
|
|
| BGFX_CLEAR_DEPTH
|
|
| BGFX_CLEAR_STENCIL
|
|
, m_clearValues.m_clearRgba
|
|
, m_clearValues.m_clearDepth
|
|
, m_clearValues.m_clearStencil
|
|
);
|
|
|
|
::touch(0);
|
|
|
|
// Draw ambient only.
|
|
s_uniforms.m_params.m_ambientPass = 1.0f;
|
|
s_uniforms.m_params.m_lightingPass = 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 = m_useStencilTexture
|
|
? s_renderStates[RenderState::ShadowVolume_UsingStencilTexture_DrawAmbient]
|
|
: s_renderStates[RenderState::ShadowVolume_UsingStencilBuffer_DrawAmbient]
|
|
;
|
|
|
|
// Draw shadow casters.
|
|
for (uint8_t ii = 0; ii < shadowCastersCount[m_currentScene]; ++ii)
|
|
{
|
|
shadowCasters[m_currentScene][ii].submit(VIEWID_RANGE1_PASS0, drawAmbient);
|
|
}
|
|
|
|
// Draw shadow receivers.
|
|
for (uint8_t ii = 0; ii < shadowReceiversCount[m_currentScene]; ++ii)
|
|
{
|
|
shadowReceivers[m_currentScene][ii].submit(VIEWID_RANGE1_PASS0, drawAmbient);
|
|
}
|
|
|
|
// Using stencil texture requires rendering to separate render target. first pass is building depth buffer.
|
|
if (m_useStencilTexture)
|
|
{
|
|
bgfx::setViewClear(VIEWID_RANGE1_RT_PASS1, BGFX_CLEAR_DEPTH, 0x00000000, 1.0f, 0);
|
|
bgfx::setViewFrameBuffer(VIEWID_RANGE1_RT_PASS1, s_stencilFb);
|
|
|
|
const RenderState& renderState = s_renderStates[RenderState::ShadowVolume_UsingStencilTexture_BuildDepth];
|
|
|
|
for (uint8_t ii = 0; ii < shadowCastersCount[m_currentScene]; ++ii)
|
|
{
|
|
shadowCasters[m_currentScene][ii].submit(VIEWID_RANGE1_RT_PASS1, renderState);
|
|
}
|
|
|
|
for (uint8_t ii = 0; ii < shadowReceiversCount[m_currentScene]; ++ii)
|
|
{
|
|
shadowReceivers[m_currentScene][ii].submit(VIEWID_RANGE1_RT_PASS1, renderState);
|
|
}
|
|
}
|
|
|
|
m_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 < m_numLights; ++ii, ++viewId)
|
|
{
|
|
const float* lightPos = lightPosRadius[ii];
|
|
|
|
bx::memCopy(s_uniforms.m_lightPosRadius, lightPosRadius[ii], 4*sizeof(float) );
|
|
bx::memCopy(s_uniforms.m_lightRgbInnerR, m_lightRgbInnerR[ii], 3*sizeof(float) );
|
|
bx::memCopy(s_uniforms.m_color, m_lightRgbInnerR[ii], 3*sizeof(float) );
|
|
|
|
if (m_useStencilTexture)
|
|
{
|
|
bgfx::setViewFrameBuffer(viewId, s_stencilFb);
|
|
|
|
bgfx::setViewClear(viewId
|
|
, BGFX_CLEAR_COLOR
|
|
, 0x00000000
|
|
, 1.0f
|
|
, 0
|
|
);
|
|
}
|
|
else
|
|
{
|
|
const bgfx::FrameBufferHandle invalid = BGFX_INVALID_HANDLE;
|
|
bgfx::setViewFrameBuffer(viewId, invalid);
|
|
|
|
bgfx::setViewClear(viewId
|
|
, BGFX_CLEAR_STENCIL
|
|
, m_clearValues.m_clearRgba
|
|
, m_clearValues.m_clearDepth
|
|
, m_clearValues.m_clearStencil
|
|
);
|
|
}
|
|
|
|
// Create near clip volume for current light.
|
|
float nearClipVolume[6 * 4] = {};
|
|
float pointLight[4];
|
|
if (m_mixedSvImpl)
|
|
{
|
|
pointLight[0] = lightPos[0];
|
|
pointLight[1] = lightPos[1];
|
|
pointLight[2] = lightPos[2];
|
|
pointLight[3] = 1.0f;
|
|
createNearClipVolume(nearClipVolume, pointLight, m_viewState.m_view, fov, aspect, nearPlane);
|
|
}
|
|
|
|
for (uint8_t jj = 0; jj < shadowCastersCount[m_currentScene]; ++jj)
|
|
{
|
|
const Instance& instance = shadowCasters[m_currentScene][jj];
|
|
Model* model = instance.m_model;
|
|
|
|
ShadowVolumeImpl::Enum shadowVolumeImpl = m_shadowVolumeImpl;
|
|
if (m_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.
|
|
bx::memCopy(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];
|
|
bx::mtxSRT(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_layout.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
|
|
, m_shadowVolumeAlgorithm
|
|
, m_useStencilTexture
|
|
);
|
|
|
|
m_numShadowVolumeVertices += shadowVolume.m_numVertices;
|
|
m_numShadowVolumeIndices += shadowVolume.m_numIndices;
|
|
|
|
ShadowVolumeProgramType::Enum programIndex = ShadowVolumeProgramType::Blank;
|
|
RenderState::Enum renderStateIndex;
|
|
if (m_useStencilTexture)
|
|
{
|
|
renderStateIndex = ShadowVolumeImpl::DepthFail == shadowVolumeImpl
|
|
? RenderState::ShadowVolume_UsingStencilTexture_CraftStencil_DepthFail
|
|
: RenderState::ShadowVolume_UsingStencilTexture_CraftStencil_DepthPass
|
|
;
|
|
|
|
programIndex = ShadowVolumeAlgorithm::FaceBased == m_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::setTransform(shadowVolumeMtx);
|
|
bgfx::setVertexBuffer(0, shadowVolume.m_vbSides);
|
|
bgfx::setIndexBuffer(shadowVolume.m_ibSides);
|
|
setRenderState(renderStateCraftStencil);
|
|
::submit(viewId, m_svProgs[programIndex][ShadowVolumePart::Side]);
|
|
|
|
if (shadowVolume.m_cap)
|
|
{
|
|
s_uniforms.submitPerDrawUniforms();
|
|
bgfx::setTransform(shadowVolumeMtx);
|
|
bgfx::setVertexBuffer(0, group.m_vbh);
|
|
bgfx::setIndexBuffer(shadowVolume.m_ibFrontCap);
|
|
setRenderState(renderStateCraftStencil);
|
|
::submit(viewId, m_svProgs[programIndex][ShadowVolumePart::Front]);
|
|
|
|
s_uniforms.submitPerDrawUniforms();
|
|
bgfx::setTransform(shadowVolumeMtx);
|
|
bgfx::setVertexBuffer(0, group.m_vbh);
|
|
bgfx::setIndexBuffer(shadowVolume.m_ibBackCap);
|
|
::setRenderState(renderStateCraftStencil);
|
|
::submit(viewId, m_svProgs[programIndex][ShadowVolumePart::Back]);
|
|
}
|
|
|
|
if (m_drawShadowVolumes)
|
|
{
|
|
const RenderState& renderState = s_renderStates[RenderState::Custom_DrawShadowVolume_Lines];
|
|
|
|
s_uniforms.submitPerDrawUniforms();
|
|
bgfx::setTransform(shadowVolumeMtx);
|
|
bgfx::setVertexBuffer(0, shadowVolume.m_vbSides);
|
|
bgfx::setIndexBuffer(shadowVolume.m_ibSides);
|
|
::setRenderState(renderState);
|
|
::submit(VIEWID_RANGE1_PASS3, m_svProgs[ShadowVolumeProgramType::Color][ShadowVolumePart::Side]);
|
|
|
|
if (shadowVolume.m_cap)
|
|
{
|
|
s_uniforms.submitPerDrawUniforms();
|
|
bgfx::setTransform(shadowVolumeMtx);
|
|
bgfx::setVertexBuffer(0, group.m_vbh);
|
|
bgfx::setIndexBuffer(shadowVolume.m_ibFrontCap);
|
|
::setRenderState(renderState);
|
|
::submit(VIEWID_RANGE1_PASS3, m_svProgs[ShadowVolumeProgramType::Color][ShadowVolumePart::Front]);
|
|
|
|
s_uniforms.submitPerDrawUniforms();
|
|
bgfx::setTransform(shadowVolumeMtx);
|
|
bgfx::setVertexBuffer(0, group.m_vbh);
|
|
bgfx::setIndexBuffer(shadowVolume.m_ibBackCap);
|
|
::setRenderState(renderState);
|
|
::submit(VIEWID_RANGE1_PASS3, m_svProgs[ShadowVolumeProgramType::Color][ShadowVolumePart::Back]);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Draw diffuse only.
|
|
s_uniforms.m_params.m_ambientPass = 0.0f;
|
|
s_uniforms.m_params.m_lightingPass = 1.0f;
|
|
|
|
RenderState& drawDiffuse = m_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(m_useStencilTexture);
|
|
|
|
// Draw shadow casters.
|
|
for (uint8_t jj = 0; jj < shadowCastersCount[m_currentScene]; ++jj)
|
|
{
|
|
shadowCasters[m_currentScene][jj].submit(viewId, drawDiffuse);
|
|
}
|
|
|
|
// Draw shadow receivers.
|
|
for (uint8_t jj = 0; jj < shadowReceiversCount[m_currentScene]; ++jj)
|
|
{
|
|
shadowReceivers[m_currentScene][jj].submit(viewId, drawDiffuse);
|
|
}
|
|
}
|
|
|
|
m_profTime = bx::getHPCounter() - m_profTime;
|
|
|
|
// Lights.
|
|
const float lightScale[3] = { 1.5f, 1.5f, 1.5f };
|
|
for (uint8_t ii = 0; ii < m_numLights; ++ii)
|
|
{
|
|
bx::memCopy(s_uniforms.m_color, m_lightRgbInnerR[ii], 3*sizeof(float) );
|
|
|
|
float lightMtx[16];
|
|
mtxBillboard(lightMtx, m_viewState.m_view, lightPosRadius[ii], lightScale);
|
|
|
|
m_vplaneModel.submit(VIEWID_RANGE1_PASS3, lightMtx, s_renderStates[RenderState::Custom_BlendLightTexture]);
|
|
}
|
|
|
|
// Setup view rect and transform for all used views.
|
|
setViewRectMask(s_viewMask, 0, 0, uint16_t(m_viewState.m_width), uint16_t(m_viewState.m_height) );
|
|
setViewTransformMask(s_viewMask, m_viewState.m_view, m_viewState.m_proj);
|
|
s_viewMask = 0;
|
|
|
|
// Advance to next frame. Rendering thread will be kicked to
|
|
// process submitted rendering primitives.
|
|
bgfx::frame();
|
|
|
|
// Swap memory pages.
|
|
s_svAllocator.swap();
|
|
|
|
// Reset clear values.
|
|
setViewClearMask(UINT32_MAX
|
|
, BGFX_CLEAR_NONE
|
|
, m_clearValues.m_clearRgba
|
|
, m_clearValues.m_clearDepth
|
|
, m_clearValues.m_clearStencil
|
|
);
|
|
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
ViewState m_viewState;
|
|
ClearValues m_clearValues;
|
|
|
|
uint32_t m_debug;
|
|
uint32_t m_reset;
|
|
|
|
bgfx::TextureHandle m_figureTex;
|
|
bgfx::TextureHandle m_flareTex;
|
|
bgfx::TextureHandle m_fieldstoneTex;
|
|
|
|
bgfx::ProgramHandle m_programTextureLighting;
|
|
bgfx::ProgramHandle m_programColorLighting;
|
|
bgfx::ProgramHandle m_programColorTexture;
|
|
bgfx::ProgramHandle m_programTexture;
|
|
|
|
bgfx::ProgramHandle m_programBackBlank;
|
|
bgfx::ProgramHandle m_programSideBlank;
|
|
bgfx::ProgramHandle m_programFrontBlank;
|
|
|
|
bgfx::ProgramHandle m_programBackColor;
|
|
bgfx::ProgramHandle m_programSideColor;
|
|
bgfx::ProgramHandle m_programFrontColor;
|
|
|
|
bgfx::ProgramHandle m_programSideTex;
|
|
bgfx::ProgramHandle m_programBackTex1;
|
|
bgfx::ProgramHandle m_programBackTex2;
|
|
bgfx::ProgramHandle m_programFrontTex1;
|
|
bgfx::ProgramHandle m_programFrontTex2;
|
|
|
|
bgfx::ProgramHandle m_svProgs[ShadowVolumeProgramType::Count][ShadowVolumePart::Count];
|
|
|
|
Model m_bunnyLowPolyModel;
|
|
Model m_bunnyHighPolyModel;
|
|
Model m_columnModel;
|
|
Model m_platformModel;
|
|
Model m_cubeModel;
|
|
Model m_hplaneFieldModel;
|
|
Model m_hplaneFigureModel;
|
|
Model m_vplaneModel;
|
|
|
|
float m_lightRgbInnerR[MAX_LIGHTS_COUNT][4];
|
|
|
|
int64_t m_profTime;
|
|
int64_t m_timeOffset;
|
|
|
|
uint32_t m_numShadowVolumeVertices;
|
|
uint32_t m_numShadowVolumeIndices;
|
|
|
|
uint32_t m_oldWidth;
|
|
uint32_t m_oldHeight;
|
|
|
|
int32_t m_numLights;
|
|
int32_t m_instanceCount;
|
|
bool m_showHelp;
|
|
bool m_updateLights;
|
|
bool m_updateScene;
|
|
bool m_mixedSvImpl;
|
|
bool m_useStencilTexture;
|
|
bool m_drawShadowVolumes;
|
|
ShadowVolumeImpl::Enum m_shadowVolumeImpl;
|
|
ShadowVolumeAlgorithm::Enum m_shadowVolumeAlgorithm;
|
|
|
|
LightPattern m_lightPattern;
|
|
MeshChoice m_currentMesh;
|
|
Scene m_currentScene;
|
|
|
|
entry::MouseState m_mouseState;
|
|
};
|
|
|
|
} // namespace
|
|
|
|
ENTRY_IMPLEMENT_MAIN(
|
|
ExampleShadowVolumes
|
|
, "14-shadowvolumes"
|
|
, "Shadow volumes."
|
|
, "https://bkaradzic.github.io/bgfx/examples.html#shadowvolumes");
|