bgfx/examples/14-shadowvolumes/shadowvolumes.cpp
2020-12-26 22:46:26 -08:00

2845 lines
78 KiB
C++

/*
* Copyright 2013-2014 Dario Manesku. All rights reserved.
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
*/
#include <string>
#include <vector>
#include <map>
#include <tinystl/allocator.h>
#include <tinystl/unordered_map.h>
namespace stl = tinystl;
#include "common.h"
#include "bgfx_utils.h"
#include <bgfx/bgfx.h>
#include <bx/timer.h>
#include <bx/allocator.h>
#include <bx/hash.h>
#include <bx/simd_t.h>
#include <bx/math.h>
#include <bx/file.h>
#include "entry/entry.h"
#include "camera.h"
#include "imgui/imgui.h"
namespace bgfx
{
int32_t read(bx::ReaderI* _reader, bgfx::VertexLayout& _layout, bx::Error* _err = NULL);
}
namespace
{
#define SV_USE_SIMD 1
#define MAX_INSTANCE_COUNT 25
#define MAX_LIGHTS_COUNT 5
#define VIEWID_RANGE1_PASS0 1
#define VIEWID_RANGE1_RT_PASS1 2
#define VIEWID_RANGE15_PASS2 3
#define VIEWID_RANGE1_PASS3 20
struct PosNormalTexcoordVertex
{
float m_x;
float m_y;
float m_z;
uint32_t m_normal;
float m_u;
float m_v;
static void init()
{
ms_layout
.begin()
.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
.add(bgfx::Attrib::Normal, 4, bgfx::AttribType::Uint8, true, true)
.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
.end();
}
static bgfx::VertexLayout ms_layout;
};
bgfx::VertexLayout PosNormalTexcoordVertex::ms_layout;
static const float s_texcoord = 50.0f;
static PosNormalTexcoordVertex s_hplaneVertices[] =
{
{ -1.0f, 0.0f, 1.0f, encodeNormalRgba8(0.0f, 1.0f, 0.0f), s_texcoord, s_texcoord },
{ 1.0f, 0.0f, 1.0f, encodeNormalRgba8(0.0f, 1.0f, 0.0f), s_texcoord, 0.0f },
{ -1.0f, 0.0f, -1.0f, encodeNormalRgba8(0.0f, 1.0f, 0.0f), 0.0f, s_texcoord },
{ 1.0f, 0.0f, -1.0f, encodeNormalRgba8(0.0f, 1.0f, 0.0f), 0.0f, 0.0f },
};
static PosNormalTexcoordVertex s_vplaneVertices[] =
{
{ -1.0f, 1.0f, 0.0f, encodeNormalRgba8(0.0f, 0.0f, -1.0f), 1.0f, 1.0f },
{ 1.0f, 1.0f, 0.0f, encodeNormalRgba8(0.0f, 0.0f, -1.0f), 1.0f, 0.0f },
{ -1.0f, -1.0f, 0.0f, encodeNormalRgba8(0.0f, 0.0f, -1.0f), 0.0f, 1.0f },
{ 1.0f, -1.0f, 0.0f, encodeNormalRgba8(0.0f, 0.0f, -1.0f), 0.0f, 0.0f },
};
static const uint16_t s_planeIndices[] =
{
0, 1, 2,
1, 3, 2,
};
static bool s_oglNdc = false;
static float s_texelHalf = 0.0f;
static uint32_t s_viewMask = 0;
static bgfx::UniformHandle s_texColor;
static bgfx::UniformHandle s_texStencil;
static bgfx::FrameBufferHandle s_stencilFb;
void setViewClearMask(uint32_t _viewMask, uint8_t _flags, uint32_t _rgba, float _depth, uint8_t _stencil)
{
for (uint32_t view = 0, viewMask = _viewMask; 0 != viewMask; viewMask >>= 1, view += 1 )
{
const uint32_t ntz = bx::uint32_cnttz(viewMask);
viewMask >>= ntz;
view += ntz;
bgfx::setViewClear( (uint8_t)view, _flags, _rgba, _depth, _stencil);
}
}
void setViewTransformMask(uint32_t _viewMask, const void* _view, const void* _proj)
{
for (uint32_t view = 0, viewMask = _viewMask; 0 != viewMask; viewMask >>= 1, view += 1 )
{
const uint32_t ntz = bx::uint32_cnttz(viewMask);
viewMask >>= ntz;
view += ntz;
bgfx::setViewTransform( (uint8_t)view, _view, _proj);
}
}
void setViewRectMask(uint32_t _viewMask, uint16_t _x, uint16_t _y, uint16_t _width, uint16_t _height)
{
for (uint32_t view = 0, viewMask = _viewMask; 0 != viewMask; viewMask >>= 1, view += 1 )
{
const uint32_t ntz = bx::uint32_cnttz(viewMask);
viewMask >>= ntz;
view += ntz;
bgfx::setViewRect( (uint8_t)view, _x, _y, _width, _height);
}
}
void mtxBillboard(
float* _result
, const float* _view
, const float* _pos
, const float* _scale
)
{
_result[ 0] = _view[0] * _scale[0];
_result[ 1] = _view[4] * _scale[0];
_result[ 2] = _view[8] * _scale[0];
_result[ 3] = 0.0f;
_result[ 4] = _view[1] * _scale[1];
_result[ 5] = _view[5] * _scale[1];
_result[ 6] = _view[9] * _scale[1];
_result[ 7] = 0.0f;
_result[ 8] = _view[2] * _scale[2];
_result[ 9] = _view[6] * _scale[2];
_result[10] = _view[10] * _scale[2];
_result[11] = 0.0f;
_result[12] = _pos[0];
_result[13] = _pos[1];
_result[14] = _pos[2];
_result[15] = 1.0f;
}
void planeNormal(
float* _result
, const float* _v0
, const float* _v1
, const float* _v2
)
{
const bx::Vec3 v0 = bx::load<bx::Vec3>(_v0);
const bx::Vec3 v1 = bx::load<bx::Vec3>(_v1);
const bx::Vec3 v2 = bx::load<bx::Vec3>(_v2);
const bx::Vec3 vec0 = bx::sub(v1, v0);
const bx::Vec3 vec1 = bx::sub(v2, v1);
const bx::Vec3 cross = bx::cross(vec0, vec1);
bx::store(_result, bx::normalize(cross) );
_result[3] = -bx::dot(bx::load<bx::Vec3>(_result), bx::load<bx::Vec3>(_v0) );
}
struct Uniforms
{
void init()
{
m_params.m_ambientPass = 1.0f;
m_params.m_lightingPass = 1.0f;
m_params.m_texelHalf = 0.0f;
m_ambient[0] = 0.05f;
m_ambient[1] = 0.05f;
m_ambient[2] = 0.05f;
m_ambient[3] = 0.0f; //unused
m_diffuse[0] = 0.8f;
m_diffuse[1] = 0.8f;
m_diffuse[2] = 0.8f;
m_diffuse[3] = 0.0f; //unused
m_specular_shininess[0] = 1.0f;
m_specular_shininess[1] = 1.0f;
m_specular_shininess[2] = 1.0f;
m_specular_shininess[3] = 25.0f; //shininess
m_fog[0] = 0.0f; //color
m_fog[1] = 0.0f;
m_fog[2] = 0.0f;
m_fog[3] = 0.0055f; //density
m_color[0] = 1.0f;
m_color[1] = 1.0f;
m_color[2] = 1.0f;
m_color[3] = 1.0f;
m_time = 0.0f;
m_lightPosRadius[0] = 0.0f;
m_lightPosRadius[1] = 0.0f;
m_lightPosRadius[2] = 0.0f;
m_lightPosRadius[3] = 1.0f;
m_lightRgbInnerR[0] = 0.0f;
m_lightRgbInnerR[1] = 0.0f;
m_lightRgbInnerR[2] = 0.0f;
m_lightRgbInnerR[3] = 1.0f;
m_virtualLightPos_extrusionDist[0] = 0.0f;
m_virtualLightPos_extrusionDist[1] = 0.0f;
m_virtualLightPos_extrusionDist[2] = 0.0f;
m_virtualLightPos_extrusionDist[3] = 100.0f;
u_params = bgfx::createUniform("u_params", bgfx::UniformType::Vec4);
u_svparams = bgfx::createUniform("u_svparams", bgfx::UniformType::Vec4);
u_ambient = bgfx::createUniform("u_ambient", bgfx::UniformType::Vec4);
u_diffuse = bgfx::createUniform("u_diffuse", bgfx::UniformType::Vec4);
u_specular_shininess = bgfx::createUniform("u_specular_shininess", bgfx::UniformType::Vec4);
u_fog = bgfx::createUniform("u_fog", bgfx::UniformType::Vec4);
u_color = bgfx::createUniform("u_color", bgfx::UniformType::Vec4);
u_lightPosRadius = bgfx::createUniform("u_lightPosRadius", bgfx::UniformType::Vec4);
u_lightRgbInnerR = bgfx::createUniform("u_lightRgbInnerR", bgfx::UniformType::Vec4);
u_virtualLightPos_extrusionDist = bgfx::createUniform("u_virtualLightPos_extrusionDist", bgfx::UniformType::Vec4);
}
//call this once at initialization
void submitConstUniforms()
{
bgfx::setUniform(u_ambient, &m_ambient);
bgfx::setUniform(u_diffuse, &m_diffuse);
bgfx::setUniform(u_specular_shininess, &m_specular_shininess);
bgfx::setUniform(u_fog, &m_fog);
}
//call this before each draw call
void submitPerDrawUniforms()
{
bgfx::setUniform(u_params, &m_params);
bgfx::setUniform(u_svparams, &m_svparams);
bgfx::setUniform(u_color, &m_color);
bgfx::setUniform(u_lightPosRadius, &m_lightPosRadius);
bgfx::setUniform(u_lightRgbInnerR, &m_lightRgbInnerR);
bgfx::setUniform(u_virtualLightPos_extrusionDist, &m_virtualLightPos_extrusionDist);
}
void destroy()
{
bgfx::destroy(u_params);
bgfx::destroy(u_svparams);
bgfx::destroy(u_ambient);
bgfx::destroy(u_diffuse);
bgfx::destroy(u_specular_shininess);
bgfx::destroy(u_fog);
bgfx::destroy(u_color);
bgfx::destroy(u_lightPosRadius);
bgfx::destroy(u_lightRgbInnerR);
bgfx::destroy(u_virtualLightPos_extrusionDist);
}
struct Params
{
float m_ambientPass;
float m_lightingPass;
float m_texelHalf;
float m_unused00;
};
struct SvParams
{
float m_useStencilTex;
float m_dfail;
float m_unused10;
float m_unused11;
};
Params m_params;
SvParams m_svparams;
float m_ambient[4];
float m_diffuse[4];
float m_specular_shininess[4];
float m_fog[4];
float m_color[4];
float m_time;
float m_lightPosRadius[4];
float m_lightRgbInnerR[4];
float m_virtualLightPos_extrusionDist[4];
/**
* u_params.x - u_ambientPass
* u_params.y - u_lightingPass
* u_params.z - u_texelHalf
* u_params.w - unused
* u_svparams.x - u_useStencilTex
* u_svparams.y - u_dfail
* u_svparams.z - unused
* u_svparams.w - unused
*/
bgfx::UniformHandle u_params;
bgfx::UniformHandle u_svparams;
bgfx::UniformHandle u_ambient;
bgfx::UniformHandle u_diffuse;
bgfx::UniformHandle u_specular_shininess;
bgfx::UniformHandle u_fog;
bgfx::UniformHandle u_color;
bgfx::UniformHandle u_lightPosRadius;
bgfx::UniformHandle u_lightRgbInnerR;
bgfx::UniformHandle u_virtualLightPos_extrusionDist;
};
static Uniforms s_uniforms;
struct RenderState
{
enum Enum
{
ShadowVolume_UsingStencilTexture_DrawAmbient = 0,
ShadowVolume_UsingStencilTexture_BuildDepth,
ShadowVolume_UsingStencilTexture_CraftStencil_DepthPass,
ShadowVolume_UsingStencilTexture_CraftStencil_DepthFail,
ShadowVolume_UsingStencilTexture_DrawDiffuse,
ShadowVolume_UsingStencilBuffer_DrawAmbient,
ShadowVolume_UsingStencilBuffer_CraftStencil_DepthPass,
ShadowVolume_UsingStencilBuffer_CraftStencil_DepthFail,
ShadowVolume_UsingStencilBuffer_DrawDiffuse,
Custom_Default,
Custom_BlendLightTexture,
Custom_DrawPlaneBottom,
Custom_DrawShadowVolume_Lines,
Count
};
uint64_t m_state;
uint32_t m_blendFactorRgba;
uint32_t m_fstencil;
uint32_t m_bstencil;
};
static void setRenderState(const RenderState& _renderState)
{
bgfx::setStencil(_renderState.m_fstencil, _renderState.m_bstencil);
bgfx::setState(_renderState.m_state, _renderState.m_blendFactorRgba);
}
static RenderState s_renderStates[RenderState::Count] =
{
{ // ShadowVolume_UsingStencilTexture_DrawAmbient
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
},
{ // ShadowVolume_UsingStencilTexture_BuildDepth
BGFX_STATE_WRITE_Z
| BGFX_STATE_DEPTH_TEST_LESS
| BGFX_STATE_CULL_CCW
| BGFX_STATE_MSAA
, UINT32_MAX
, BGFX_STENCIL_NONE
, BGFX_STENCIL_NONE
},
{ // ShadowVolume_UsingStencilTexture_CraftStencil_DepthPass
BGFX_STATE_WRITE_RGB
| BGFX_STATE_WRITE_A
| BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE)
| BGFX_STATE_DEPTH_TEST_LEQUAL
| BGFX_STATE_MSAA
, UINT32_MAX
, BGFX_STENCIL_NONE
, BGFX_STENCIL_NONE
},
{ // ShadowVolume_UsingStencilTexture_CraftStencil_DepthFail
BGFX_STATE_WRITE_RGB
| BGFX_STATE_WRITE_A
| BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE)
| BGFX_STATE_DEPTH_TEST_GEQUAL
| BGFX_STATE_MSAA
, UINT32_MAX
, BGFX_STENCIL_NONE
, BGFX_STENCIL_NONE
},
{ // ShadowVolume_UsingStencilTexture_DrawDiffuse
BGFX_STATE_WRITE_RGB
| BGFX_STATE_WRITE_A
| BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE)
| BGFX_STATE_WRITE_Z
| BGFX_STATE_DEPTH_TEST_EQUAL
| BGFX_STATE_CULL_CCW
| BGFX_STATE_MSAA
, UINT32_MAX
, BGFX_STENCIL_NONE
, BGFX_STENCIL_NONE
},
{ // ShadowVolume_UsingStencilBuffer_DrawAmbient
BGFX_STATE_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
},
{ // ShadowVolume_UsingStencilBuffer_CraftStencil_DepthPass
BGFX_STATE_DEPTH_TEST_LEQUAL
| BGFX_STATE_MSAA
, UINT32_MAX
, BGFX_STENCIL_TEST_ALWAYS
| BGFX_STENCIL_FUNC_REF(1)
| BGFX_STENCIL_FUNC_RMASK(0xff)
| BGFX_STENCIL_OP_FAIL_S_KEEP
| BGFX_STENCIL_OP_FAIL_Z_KEEP
| BGFX_STENCIL_OP_PASS_Z_DECR
, BGFX_STENCIL_TEST_ALWAYS
| BGFX_STENCIL_FUNC_REF(1)
| BGFX_STENCIL_FUNC_RMASK(0xff)
| BGFX_STENCIL_OP_FAIL_S_KEEP
| BGFX_STENCIL_OP_FAIL_Z_KEEP
| BGFX_STENCIL_OP_PASS_Z_INCR
},
{ // ShadowVolume_UsingStencilBuffer_CraftStencil_DepthFail
BGFX_STATE_DEPTH_TEST_LEQUAL
| BGFX_STATE_MSAA
, UINT32_MAX
, BGFX_STENCIL_TEST_ALWAYS
| BGFX_STENCIL_FUNC_REF(1)
| BGFX_STENCIL_FUNC_RMASK(0xff)
| BGFX_STENCIL_OP_FAIL_S_KEEP
| BGFX_STENCIL_OP_FAIL_Z_INCR
| BGFX_STENCIL_OP_PASS_Z_KEEP
, BGFX_STENCIL_TEST_ALWAYS
| BGFX_STENCIL_FUNC_REF(1)
| BGFX_STENCIL_FUNC_RMASK(0xff)
| BGFX_STENCIL_OP_FAIL_S_KEEP
| BGFX_STENCIL_OP_FAIL_Z_DECR
| BGFX_STENCIL_OP_PASS_Z_KEEP
},
{ // ShadowVolume_UsingStencilBuffer_DrawDiffuse
BGFX_STATE_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 submited 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_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;
Sphere m_sphere;
Aabb m_aabb;
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
BX_ASSERT(bgfx::kInvalidHandle != m_program, "Error, program is not set.");
::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;
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");