mirror of https://github.com/bkaradzic/bgfx
733 lines
21 KiB
C++
733 lines
21 KiB
C++
/*
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* Copyright 2011-2015 Branimir Karadzic. All rights reserved.
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* License: http://www.opensource.org/licenses/BSD-2-Clause
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*/
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#include "common.h"
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#include "bgfx_utils.h"
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#include "imgui/imgui.h"
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#include "camera.h"
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#include "bounds.h"
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#define RENDER_PASS_GEOMETRY_ID 0
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#define RENDER_PASS_LIGHT_ID 1
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#define RENDER_PASS_COMBINE_ID 2
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#define RENDER_PASS_DEBUG_LIGHTS_ID 3
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#define RENDER_PASS_DEBUG_GBUFFER_ID 4
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static bool s_originBottomLeft = false;
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inline void mtxProj(float* _result, float _fovy, float _aspect, float _near, float _far)
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{
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bx::mtxProj(_result, _fovy, _aspect, _near, _far, s_originBottomLeft);
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}
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struct PosNormalTangentTexcoordVertex
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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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uint32_t m_tangent;
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int16_t m_u;
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int16_t m_v;
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static void init()
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{
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ms_decl
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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::Tangent, 4, bgfx::AttribType::Uint8, true, true)
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.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Int16, true, true)
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.end();
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}
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static bgfx::VertexDecl ms_decl;
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};
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bgfx::VertexDecl PosNormalTangentTexcoordVertex::ms_decl;
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struct PosTexCoord0Vertex
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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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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_decl
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.begin()
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.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
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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::VertexDecl ms_decl;
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};
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bgfx::VertexDecl PosTexCoord0Vertex::ms_decl;
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struct DebugVertex
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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_abgr;
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static void init()
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{
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ms_decl
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.begin()
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.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
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.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
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.end();
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}
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static bgfx::VertexDecl ms_decl;
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};
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bgfx::VertexDecl DebugVertex::ms_decl;
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uint32_t packUint32(uint8_t _x, uint8_t _y, uint8_t _z, uint8_t _w)
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{
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union
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{
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uint32_t ui32;
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uint8_t arr[4];
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} un;
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un.arr[0] = _x;
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un.arr[1] = _y;
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un.arr[2] = _z;
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un.arr[3] = _w;
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return un.ui32;
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}
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uint32_t packF4u(float _x, float _y = 0.0f, float _z = 0.0f, float _w = 0.0f)
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{
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const uint8_t xx = uint8_t(_x*127.0f + 128.0f);
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const uint8_t yy = uint8_t(_y*127.0f + 128.0f);
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const uint8_t zz = uint8_t(_z*127.0f + 128.0f);
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const uint8_t ww = uint8_t(_w*127.0f + 128.0f);
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return packUint32(xx, yy, zz, ww);
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}
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static PosNormalTangentTexcoordVertex s_cubeVertices[24] =
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{
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{-1.0f, 1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f), 0, 0, 0 },
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{ 1.0f, 1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f), 0, 0x7fff, 0 },
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{-1.0f, -1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f), 0, 0, 0x7fff },
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{ 1.0f, -1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f), 0, 0x7fff, 0x7fff },
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{-1.0f, 1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f), 0, 0, 0 },
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{ 1.0f, 1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f), 0, 0x7fff, 0 },
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{-1.0f, -1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f), 0, 0, 0x7fff },
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{ 1.0f, -1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f), 0, 0x7fff, 0x7fff },
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{-1.0f, 1.0f, 1.0f, packF4u( 0.0f, 1.0f, 0.0f), 0, 0, 0 },
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{ 1.0f, 1.0f, 1.0f, packF4u( 0.0f, 1.0f, 0.0f), 0, 0x7fff, 0 },
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{-1.0f, 1.0f, -1.0f, packF4u( 0.0f, 1.0f, 0.0f), 0, 0, 0x7fff },
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{ 1.0f, 1.0f, -1.0f, packF4u( 0.0f, 1.0f, 0.0f), 0, 0x7fff, 0x7fff },
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{-1.0f, -1.0f, 1.0f, packF4u( 0.0f, -1.0f, 0.0f), 0, 0, 0 },
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{ 1.0f, -1.0f, 1.0f, packF4u( 0.0f, -1.0f, 0.0f), 0, 0x7fff, 0 },
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{-1.0f, -1.0f, -1.0f, packF4u( 0.0f, -1.0f, 0.0f), 0, 0, 0x7fff },
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{ 1.0f, -1.0f, -1.0f, packF4u( 0.0f, -1.0f, 0.0f), 0, 0x7fff, 0x7fff },
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{ 1.0f, -1.0f, 1.0f, packF4u( 1.0f, 0.0f, 0.0f), 0, 0, 0 },
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{ 1.0f, 1.0f, 1.0f, packF4u( 1.0f, 0.0f, 0.0f), 0, 0x7fff, 0 },
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{ 1.0f, -1.0f, -1.0f, packF4u( 1.0f, 0.0f, 0.0f), 0, 0, 0x7fff },
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{ 1.0f, 1.0f, -1.0f, packF4u( 1.0f, 0.0f, 0.0f), 0, 0x7fff, 0x7fff },
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{-1.0f, -1.0f, 1.0f, packF4u(-1.0f, 0.0f, 0.0f), 0, 0, 0 },
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{-1.0f, 1.0f, 1.0f, packF4u(-1.0f, 0.0f, 0.0f), 0, 0x7fff, 0 },
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{-1.0f, -1.0f, -1.0f, packF4u(-1.0f, 0.0f, 0.0f), 0, 0, 0x7fff },
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{-1.0f, 1.0f, -1.0f, packF4u(-1.0f, 0.0f, 0.0f), 0, 0x7fff, 0x7fff },
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};
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static const uint16_t s_cubeIndices[36] =
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{
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0, 2, 1,
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1, 2, 3,
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4, 5, 6,
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5, 7, 6,
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8, 10, 9,
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9, 10, 11,
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12, 13, 14,
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13, 15, 14,
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16, 18, 17,
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17, 18, 19,
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20, 21, 22,
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21, 23, 22,
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};
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void screenSpaceQuad(float _textureWidth, float _textureHeight, float _texelHalf, bool _originBottomLeft, float _width = 1.0f, float _height = 1.0f)
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{
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if (bgfx::checkAvailTransientVertexBuffer(3, PosTexCoord0Vertex::ms_decl) )
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{
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bgfx::TransientVertexBuffer vb;
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bgfx::allocTransientVertexBuffer(&vb, 3, PosTexCoord0Vertex::ms_decl);
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PosTexCoord0Vertex* vertex = (PosTexCoord0Vertex*)vb.data;
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const float minx = -_width;
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const float maxx = _width;
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const float miny = 0.0f;
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const float maxy = _height*2.0f;
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const float texelHalfW = _texelHalf/_textureWidth;
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const float texelHalfH = _texelHalf/_textureHeight;
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const float minu = -1.0f + texelHalfW;
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const float maxu = 1.0f + texelHalfH;
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const float zz = 0.0f;
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float minv = texelHalfH;
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float maxv = 2.0f + texelHalfH;
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if (_originBottomLeft)
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{
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float temp = minv;
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minv = maxv;
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maxv = temp;
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minv -= 1.0f;
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maxv -= 1.0f;
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}
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vertex[0].m_x = minx;
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vertex[0].m_y = miny;
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vertex[0].m_z = zz;
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vertex[0].m_u = minu;
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vertex[0].m_v = minv;
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vertex[1].m_x = maxx;
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vertex[1].m_y = miny;
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vertex[1].m_z = zz;
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vertex[1].m_u = maxu;
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vertex[1].m_v = minv;
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vertex[2].m_x = maxx;
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vertex[2].m_y = maxy;
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vertex[2].m_z = zz;
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vertex[2].m_u = maxu;
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vertex[2].m_v = maxv;
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bgfx::setVertexBuffer(&vb);
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}
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}
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int _main_(int /*_argc*/, char** /*_argv*/)
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{
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uint32_t width = 1280;
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uint32_t height = 720;
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uint32_t debug = BGFX_DEBUG_TEXT;
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uint32_t reset = BGFX_RESET_VSYNC;
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bgfx::init();
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bgfx::reset(width, height, reset);
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// Enable debug text.
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bgfx::setDebug(debug);
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// Set clear color palette for index 0
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bgfx::setClearColor(0, UINT32_C(0x00000000) );
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// Set clear color palette for index 1
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bgfx::setClearColor(1, UINT32_C(0x303030ff) );
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// Set geometry pass view clear state.
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bgfx::setViewClear(RENDER_PASS_GEOMETRY_ID
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, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
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, 1.0f
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, 0
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, 1
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);
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// Set light pass view clear state.
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bgfx::setViewClear(RENDER_PASS_LIGHT_ID
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, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
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, 1.0f
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, 0
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, 0
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);
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// Create vertex stream declaration.
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PosNormalTangentTexcoordVertex::init();
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PosTexCoord0Vertex::init();
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DebugVertex::init();
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calcTangents(s_cubeVertices
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, BX_COUNTOF(s_cubeVertices)
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, PosNormalTangentTexcoordVertex::ms_decl
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, s_cubeIndices
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, BX_COUNTOF(s_cubeIndices)
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);
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// Create static vertex buffer.
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bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(
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bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) )
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, PosNormalTangentTexcoordVertex::ms_decl
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);
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// Create static index buffer.
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bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) ) );
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// Create texture sampler uniforms.
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bgfx::UniformHandle s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
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bgfx::UniformHandle s_texNormal = bgfx::createUniform("s_texNormal", bgfx::UniformType::Int1);
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bgfx::UniformHandle s_albedo = bgfx::createUniform("s_albedo", bgfx::UniformType::Int1);
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bgfx::UniformHandle s_normal = bgfx::createUniform("s_normal", bgfx::UniformType::Int1);
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bgfx::UniformHandle s_depth = bgfx::createUniform("s_depth", bgfx::UniformType::Int1);
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bgfx::UniformHandle s_light = bgfx::createUniform("s_light", bgfx::UniformType::Int1);
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bgfx::UniformHandle u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Mat4);
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bgfx::UniformHandle u_lightPosRadius = bgfx::createUniform("u_lightPosRadius", bgfx::UniformType::Vec4);
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bgfx::UniformHandle u_lightRgbInnerR = bgfx::createUniform("u_lightRgbInnerR", bgfx::UniformType::Vec4);
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// Create program from shaders.
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bgfx::ProgramHandle geomProgram = loadProgram("vs_deferred_geom", "fs_deferred_geom");
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bgfx::ProgramHandle lightProgram = loadProgram("vs_deferred_light", "fs_deferred_light");
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bgfx::ProgramHandle combineProgram = loadProgram("vs_deferred_combine", "fs_deferred_combine");
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bgfx::ProgramHandle debugProgram = loadProgram("vs_deferred_debug", "fs_deferred_debug");
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bgfx::ProgramHandle lineProgram = loadProgram("vs_deferred_debug_line", "fs_deferred_debug_line");
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// Load diffuse texture.
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bgfx::TextureHandle textureColor = loadTexture("fieldstone-rgba.dds");
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// Load normal texture.
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bgfx::TextureHandle textureNormal = loadTexture("fieldstone-n.dds");
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bgfx::TextureHandle gbufferTex[3] = { BGFX_INVALID_HANDLE, BGFX_INVALID_HANDLE, BGFX_INVALID_HANDLE };
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bgfx::FrameBufferHandle gbuffer = BGFX_INVALID_HANDLE;
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bgfx::FrameBufferHandle lightBuffer = BGFX_INVALID_HANDLE;
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// Imgui.
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imguiCreate();
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const int64_t timeOffset = bx::getHPCounter();
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const bgfx::RendererType::Enum renderer = bgfx::getRendererType();
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const float texelHalf = bgfx::RendererType::Direct3D9 == renderer ? 0.5f : 0.0f;
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s_originBottomLeft = bgfx::RendererType::OpenGL == renderer || bgfx::RendererType::OpenGLES == renderer;
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// Get renderer capabilities info.
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const bgfx::Caps* caps = bgfx::getCaps();
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uint32_t oldWidth = 0;
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uint32_t oldHeight = 0;
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uint32_t oldReset = reset;
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int32_t scrollArea = 0;
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int32_t numLights = 512;
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float lightAnimationSpeed = 0.3f;
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bool animateMesh = true;
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bool showScissorRects = false;
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bool showGBuffer = true;
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float view[16];
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float initialPos[3] = { 0.0f, 0.0f, -15.0f };
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cameraCreate();
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cameraSetPosition(initialPos);
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cameraSetVerticalAngle(0.0f);
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cameraGetViewMtx(view);
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entry::MouseState mouseState;
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while (!entry::processEvents(width, height, debug, reset, &mouseState) )
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{
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int64_t now = bx::getHPCounter();
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static int64_t last = now;
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const int64_t frameTime = now - last;
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last = now;
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const double freq = double(bx::getHPFrequency() );
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const double toMs = 1000.0/freq;
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const float deltaTime = float(frameTime/freq);
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float time = (float)( (now-timeOffset)/freq);
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// Use debug font to print information about this example.
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bgfx::dbgTextClear();
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bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/21-deferred");
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bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: MRT rendering and deferred shading.");
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bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
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if (2 > caps->maxFBAttachments)
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{
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// When multiple render targets (MRT) is not supported by GPU,
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// implement alternative code path that doesn't use MRT.
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bool blink = uint32_t(time*3.0f)&1;
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bgfx::dbgTextPrintf(0, 5, blink ? 0x1f : 0x01, " MRT not supported by GPU. ");
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// Set view 0 default viewport.
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bgfx::setViewRect(0, 0, 0, width, height);
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// This dummy draw call is here to make sure that view 0 is cleared
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// if no other draw calls are submitted to view 0.
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bgfx::touch(0);
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}
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else
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{
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if (oldWidth != width
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|| oldHeight != height
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|| oldReset != reset
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|| !bgfx::isValid(gbuffer) )
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{
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// Recreate variable size render targets when resolution changes.
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oldWidth = width;
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oldHeight = height;
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oldReset = reset;
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if (bgfx::isValid(gbuffer) )
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{
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bgfx::destroyFrameBuffer(gbuffer);
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}
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const uint32_t samplerFlags = 0
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| BGFX_TEXTURE_RT
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| BGFX_TEXTURE_MIN_POINT
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| BGFX_TEXTURE_MAG_POINT
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| BGFX_TEXTURE_MIP_POINT
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| BGFX_TEXTURE_U_CLAMP
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| BGFX_TEXTURE_V_CLAMP
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;
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gbufferTex[0] = bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::BGRA8, samplerFlags);
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gbufferTex[1] = bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::BGRA8, samplerFlags);
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gbufferTex[2] = bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::D24, samplerFlags);
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gbuffer = bgfx::createFrameBuffer(BX_COUNTOF(gbufferTex), gbufferTex, true);
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if (bgfx::isValid(lightBuffer) )
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{
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bgfx::destroyFrameBuffer(lightBuffer);
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}
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lightBuffer = bgfx::createFrameBuffer(width, height, bgfx::TextureFormat::BGRA8, samplerFlags);
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}
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imguiBeginFrame(mouseState.m_mx
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, mouseState.m_my
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, (mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
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| (mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
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, mouseState.m_mz
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, width
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, height
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);
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imguiBeginScrollArea("Settings", width - width / 5 - 10, 10, width / 5, height / 3, &scrollArea);
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imguiSeparatorLine();
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imguiSlider("Num lights", numLights, 1, 2048);
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if (imguiCheck("Show G-Buffer.", showGBuffer) )
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{
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showGBuffer = !showGBuffer;
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}
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if (imguiCheck("Show light scissor.", showScissorRects) )
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{
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showScissorRects = !showScissorRects;
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}
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if (imguiCheck("Animate mesh.", animateMesh) )
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{
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animateMesh = !animateMesh;
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|
}
|
|
|
|
imguiSlider("Lights animation speed", lightAnimationSpeed, 0.0f, 0.4f, 0.01f);
|
|
|
|
imguiEndScrollArea();
|
|
imguiEndFrame();
|
|
|
|
// Update camera.
|
|
cameraUpdate(deltaTime, mouseState);
|
|
cameraGetViewMtx(view);
|
|
|
|
// Setup views
|
|
float vp[16];
|
|
float invMvp[16];
|
|
{
|
|
bgfx::setViewRect(RENDER_PASS_GEOMETRY_ID, 0, 0, width, height);
|
|
bgfx::setViewRect(RENDER_PASS_LIGHT_ID, 0, 0, width, height);
|
|
bgfx::setViewRect(RENDER_PASS_COMBINE_ID, 0, 0, width, height);
|
|
bgfx::setViewRect(RENDER_PASS_DEBUG_LIGHTS_ID, 0, 0, width, height);
|
|
bgfx::setViewRect(RENDER_PASS_DEBUG_GBUFFER_ID, 0, 0, width, height);
|
|
|
|
bgfx::setViewFrameBuffer(RENDER_PASS_LIGHT_ID, lightBuffer);
|
|
|
|
float proj[16];
|
|
mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f);
|
|
|
|
bgfx::setViewFrameBuffer(RENDER_PASS_GEOMETRY_ID, gbuffer);
|
|
bgfx::setViewTransform(RENDER_PASS_GEOMETRY_ID, view, proj);
|
|
|
|
bx::mtxMul(vp, view, proj);
|
|
bx::mtxInverse(invMvp, vp);
|
|
|
|
bx::mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f);
|
|
bgfx::setViewTransform(RENDER_PASS_LIGHT_ID, NULL, proj);
|
|
bgfx::setViewTransform(RENDER_PASS_COMBINE_ID, NULL, proj);
|
|
|
|
const float aspectRatio = float(height)/float(width);
|
|
const float size = 10.0f;
|
|
bx::mtxOrtho(proj, -size, size, size*aspectRatio, -size*aspectRatio, 0.0f, 1000.0f);
|
|
bgfx::setViewTransform(RENDER_PASS_DEBUG_GBUFFER_ID, NULL, proj);
|
|
|
|
bx::mtxOrtho(proj, 0.0f, (float)width, 0.0f, (float)height, 0.0f, 1000.0f);
|
|
bgfx::setViewTransform(RENDER_PASS_DEBUG_LIGHTS_ID, NULL, proj);
|
|
}
|
|
|
|
const uint32_t dim = 11;
|
|
const float offset = (float(dim-1) * 3.0f) * 0.5f;
|
|
|
|
// Draw into geometry pass.
|
|
for (uint32_t yy = 0; yy < dim; ++yy)
|
|
{
|
|
for (uint32_t xx = 0; xx < dim; ++xx)
|
|
{
|
|
float mtx[16];
|
|
if (animateMesh)
|
|
{
|
|
bx::mtxRotateXY(mtx, time*1.023f + xx*0.21f, time*0.03f + yy*0.37f);
|
|
}
|
|
else
|
|
{
|
|
bx::mtxIdentity(mtx);
|
|
}
|
|
mtx[12] = -offset + float(xx)*3.0f;
|
|
mtx[13] = -offset + float(yy)*3.0f;
|
|
mtx[14] = 0.0f;
|
|
|
|
// Set transform for draw call.
|
|
bgfx::setTransform(mtx);
|
|
|
|
// Set vertex and index buffer.
|
|
bgfx::setVertexBuffer(vbh);
|
|
bgfx::setIndexBuffer(ibh);
|
|
|
|
// Bind textures.
|
|
bgfx::setTexture(0, s_texColor, textureColor);
|
|
bgfx::setTexture(1, s_texNormal, textureNormal);
|
|
|
|
// Set render states.
|
|
bgfx::setState(0
|
|
| BGFX_STATE_RGB_WRITE
|
|
| BGFX_STATE_ALPHA_WRITE
|
|
| BGFX_STATE_DEPTH_WRITE
|
|
| BGFX_STATE_DEPTH_TEST_LESS
|
|
| BGFX_STATE_MSAA
|
|
);
|
|
|
|
// Submit primitive for rendering to view 0.
|
|
bgfx::submit(RENDER_PASS_GEOMETRY_ID, geomProgram);
|
|
}
|
|
}
|
|
|
|
// Draw lights into light buffer.
|
|
for (int32_t light = 0; light < numLights; ++light)
|
|
{
|
|
Sphere lightPosRadius;
|
|
|
|
float lightTime = time * lightAnimationSpeed * (sinf(light/float(numLights) * bx::piHalf ) * 0.5f + 0.5f);
|
|
lightPosRadius.m_center[0] = sinf( ( (lightTime + light*0.47f) + bx::piHalf*1.37f ) )*offset;
|
|
lightPosRadius.m_center[1] = cosf( ( (lightTime + light*0.69f) + bx::piHalf*1.49f ) )*offset;
|
|
lightPosRadius.m_center[2] = sinf( ( (lightTime + light*0.37f) + bx::piHalf*1.57f ) )*2.0f;
|
|
lightPosRadius.m_radius = 2.0f;
|
|
|
|
Aabb aabb;
|
|
sphereToAabb(aabb, lightPosRadius);
|
|
|
|
float box[8][3] =
|
|
{
|
|
{ aabb.m_min[0], aabb.m_min[1], aabb.m_min[2] },
|
|
{ aabb.m_min[0], aabb.m_min[1], aabb.m_max[2] },
|
|
{ aabb.m_min[0], aabb.m_max[1], aabb.m_min[2] },
|
|
{ aabb.m_min[0], aabb.m_max[1], aabb.m_max[2] },
|
|
{ aabb.m_max[0], aabb.m_min[1], aabb.m_min[2] },
|
|
{ aabb.m_max[0], aabb.m_min[1], aabb.m_max[2] },
|
|
{ aabb.m_max[0], aabb.m_max[1], aabb.m_min[2] },
|
|
{ aabb.m_max[0], aabb.m_max[1], aabb.m_max[2] },
|
|
};
|
|
|
|
float xyz[3];
|
|
bx::vec3MulMtxH(xyz, box[0], vp);
|
|
float minx = xyz[0];
|
|
float miny = xyz[1];
|
|
float maxx = xyz[0];
|
|
float maxy = xyz[1];
|
|
float maxz = xyz[2];
|
|
|
|
for (uint32_t ii = 1; ii < 8; ++ii)
|
|
{
|
|
bx::vec3MulMtxH(xyz, box[ii], vp);
|
|
minx = bx::fmin(minx, xyz[0]);
|
|
miny = bx::fmin(miny, xyz[1]);
|
|
maxx = bx::fmax(maxx, xyz[0]);
|
|
maxy = bx::fmax(maxy, xyz[1]);
|
|
maxz = bx::fmax(maxz, xyz[2]);
|
|
}
|
|
|
|
// Cull light if it's fully behind camera.
|
|
if (maxz >= 0.0f)
|
|
{
|
|
float x0 = bx::fclamp( (minx * 0.5f + 0.5f) * width, 0.0f, (float)width);
|
|
float y0 = bx::fclamp( (miny * 0.5f + 0.5f) * height, 0.0f, (float)height);
|
|
float x1 = bx::fclamp( (maxx * 0.5f + 0.5f) * width, 0.0f, (float)width);
|
|
float y1 = bx::fclamp( (maxy * 0.5f + 0.5f) * height, 0.0f, (float)height);
|
|
|
|
if (showScissorRects)
|
|
{
|
|
bgfx::TransientVertexBuffer tvb;
|
|
bgfx::TransientIndexBuffer tib;
|
|
if (bgfx::allocTransientBuffers(&tvb, DebugVertex::ms_decl, 4, &tib, 8) )
|
|
{
|
|
uint32_t abgr = 0x8000ff00;
|
|
|
|
DebugVertex* vertex = (DebugVertex*)tvb.data;
|
|
vertex->m_x = x0;
|
|
vertex->m_y = y0;
|
|
vertex->m_z = 0.0f;
|
|
vertex->m_abgr = abgr;
|
|
++vertex;
|
|
|
|
vertex->m_x = x1;
|
|
vertex->m_y = y0;
|
|
vertex->m_z = 0.0f;
|
|
vertex->m_abgr = abgr;
|
|
++vertex;
|
|
|
|
vertex->m_x = x1;
|
|
vertex->m_y = y1;
|
|
vertex->m_z = 0.0f;
|
|
vertex->m_abgr = abgr;
|
|
++vertex;
|
|
|
|
vertex->m_x = x0;
|
|
vertex->m_y = y1;
|
|
vertex->m_z = 0.0f;
|
|
vertex->m_abgr = abgr;
|
|
|
|
uint16_t* indices = (uint16_t*)tib.data;
|
|
*indices++ = 0;
|
|
*indices++ = 1;
|
|
*indices++ = 1;
|
|
*indices++ = 2;
|
|
*indices++ = 2;
|
|
*indices++ = 3;
|
|
*indices++ = 3;
|
|
*indices++ = 0;
|
|
|
|
bgfx::setVertexBuffer(&tvb);
|
|
bgfx::setIndexBuffer(&tib);
|
|
bgfx::setState(0
|
|
| BGFX_STATE_RGB_WRITE
|
|
| BGFX_STATE_PT_LINES
|
|
| BGFX_STATE_BLEND_ALPHA
|
|
);
|
|
bgfx::submit(RENDER_PASS_DEBUG_LIGHTS_ID, lineProgram);
|
|
}
|
|
}
|
|
|
|
uint8_t val = light&7;
|
|
float lightRgbInnerR[4] =
|
|
{
|
|
val & 0x1 ? 1.0f : 0.25f,
|
|
val & 0x2 ? 1.0f : 0.25f,
|
|
val & 0x4 ? 1.0f : 0.25f,
|
|
0.8f,
|
|
};
|
|
|
|
// Draw light.
|
|
bgfx::setUniform(u_lightPosRadius, &lightPosRadius);
|
|
bgfx::setUniform(u_lightRgbInnerR, lightRgbInnerR);
|
|
bgfx::setUniform(u_mtx, invMvp);
|
|
const uint16_t scissorHeight = uint16_t(y1-y0);
|
|
bgfx::setScissor(uint16_t(x0), height-scissorHeight-uint16_t(y0), uint16_t(x1-x0), scissorHeight);
|
|
bgfx::setTexture(0, s_normal, gbuffer, 1);
|
|
bgfx::setTexture(1, s_depth, gbuffer, 2);
|
|
bgfx::setState(0
|
|
| BGFX_STATE_RGB_WRITE
|
|
| BGFX_STATE_ALPHA_WRITE
|
|
| BGFX_STATE_BLEND_ADD
|
|
);
|
|
screenSpaceQuad( (float)width, (float)height, texelHalf, s_originBottomLeft);
|
|
bgfx::submit(RENDER_PASS_LIGHT_ID, lightProgram);
|
|
}
|
|
}
|
|
|
|
// Combine color and light buffers.
|
|
bgfx::setTexture(0, s_albedo, gbuffer, 0);
|
|
bgfx::setTexture(1, s_light, lightBuffer, 0);
|
|
bgfx::setState(0
|
|
| BGFX_STATE_RGB_WRITE
|
|
| BGFX_STATE_ALPHA_WRITE
|
|
);
|
|
screenSpaceQuad( (float)width, (float)height, texelHalf, s_originBottomLeft);
|
|
bgfx::submit(RENDER_PASS_COMBINE_ID, combineProgram);
|
|
|
|
if (showGBuffer)
|
|
{
|
|
const float aspectRatio = float(width)/float(height);
|
|
|
|
// Draw debug GBuffer.
|
|
for (uint32_t ii = 0; ii < BX_COUNTOF(gbufferTex); ++ii)
|
|
{
|
|
float mtx[16];
|
|
bx::mtxSRT(mtx
|
|
, aspectRatio, 1.0f, 1.0f
|
|
, 0.0f, 0.0f, 0.0f
|
|
, -7.9f - BX_COUNTOF(gbufferTex)*0.1f*0.5f + ii*2.1f*aspectRatio, 4.0f, 0.0f
|
|
);
|
|
|
|
bgfx::setTransform(mtx);
|
|
bgfx::setVertexBuffer(vbh);
|
|
bgfx::setIndexBuffer(ibh, 0, 6);
|
|
bgfx::setTexture(0, s_texColor, gbufferTex[ii]);
|
|
bgfx::setState(BGFX_STATE_RGB_WRITE);
|
|
bgfx::submit(RENDER_PASS_DEBUG_GBUFFER_ID, debugProgram);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Advance to next frame. Rendering thread will be kicked to
|
|
// process submitted rendering primitives.
|
|
bgfx::frame();
|
|
}
|
|
|
|
// Cleanup.
|
|
cameraDestroy();
|
|
imguiDestroy();
|
|
|
|
if (bgfx::isValid(gbuffer) )
|
|
{
|
|
bgfx::destroyFrameBuffer(gbuffer);
|
|
bgfx::destroyFrameBuffer(lightBuffer);
|
|
}
|
|
|
|
bgfx::destroyIndexBuffer(ibh);
|
|
bgfx::destroyVertexBuffer(vbh);
|
|
|
|
bgfx::destroyProgram(geomProgram);
|
|
bgfx::destroyProgram(lightProgram);
|
|
bgfx::destroyProgram(combineProgram);
|
|
bgfx::destroyProgram(debugProgram);
|
|
bgfx::destroyProgram(lineProgram);
|
|
|
|
bgfx::destroyTexture(textureColor);
|
|
bgfx::destroyTexture(textureNormal);
|
|
bgfx::destroyUniform(s_texColor);
|
|
bgfx::destroyUniform(s_texNormal);
|
|
|
|
bgfx::destroyUniform(s_albedo);
|
|
bgfx::destroyUniform(s_normal);
|
|
bgfx::destroyUniform(s_depth);
|
|
bgfx::destroyUniform(s_light);
|
|
|
|
bgfx::destroyUniform(u_lightPosRadius);
|
|
bgfx::destroyUniform(u_lightRgbInnerR);
|
|
bgfx::destroyUniform(u_mtx);
|
|
|
|
// Shutdown bgfx.
|
|
bgfx::shutdown();
|
|
|
|
return 0;
|
|
}
|