bgfx/examples/18-ibl/ibl.cpp

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/*
* Copyright 2014 Dario Manesku. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include "common.h"
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#include "bgfx_utils.h"
#include "imgui/imgui.h"
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#include "nanovg/nanovg.h"
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#include <bx/readerwriter.h>
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#include <bx/string.h>
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#include <vector>
#include <string>
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static bool s_flipV = false;
static float s_texelHalf = 0.0f;
struct Uniforms
{
void init()
{
m_time = 0.0f;
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bx::mtxIdentity(m_mtx);
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u_time = bgfx::createUniform("u_time", bgfx::UniformType::Uniform1f);
u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Uniform4x4fv);
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u_params = bgfx::createUniform("u_params", bgfx::UniformType::Uniform4fv);
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u_flags = bgfx::createUniform("u_flags", bgfx::UniformType::Uniform4fv);
u_camPos = bgfx::createUniform("u_camPos", bgfx::UniformType::Uniform3fv);
u_rgbDiff = bgfx::createUniform("u_rgbDiff", bgfx::UniformType::Uniform3fv);
u_rgbSpec = bgfx::createUniform("u_rgbSpec", bgfx::UniformType::Uniform3fv);
}
// Call this once at initialization.
void submitConstUniforms()
{
}
// Call this once per frame.
void submitPerFrameUniforms()
{
bgfx::setUniform(u_time, &m_time);
bgfx::setUniform(u_mtx, m_mtx);
bgfx::setUniform(u_flags, m_flags);
bgfx::setUniform(u_camPos, m_camPos);
bgfx::setUniform(u_rgbDiff, m_rgbDiff);
bgfx::setUniform(u_rgbSpec, m_rgbSpec);
}
// Call this before each draw call.
void submitPerDrawUniforms()
{
bgfx::setUniform(u_params, m_params);
}
void destroy()
{
bgfx::destroyUniform(u_rgbSpec);
bgfx::destroyUniform(u_rgbDiff);
bgfx::destroyUniform(u_camPos);
bgfx::destroyUniform(u_flags);
bgfx::destroyUniform(u_params);
bgfx::destroyUniform(u_mtx);
bgfx::destroyUniform(u_time);
}
union
{
struct
{
float m_glossiness;
float m_exposure;
float m_diffspec;
float m_unused0;
};
float m_params[4];
};
union
{
struct
{
float m_diffuse;
float m_specular;
float m_diffuseIbl;
float m_specularIbl;
};
float m_flags[4];
};
float m_time;
float m_mtx[16];
float m_camPos[3];
float m_rgbDiff[3];
float m_rgbSpec[3];
bgfx::UniformHandle u_time;
bgfx::UniformHandle u_mtx;
bgfx::UniformHandle u_params;
bgfx::UniformHandle u_flags;
bgfx::UniformHandle u_camPos;
bgfx::UniformHandle u_rgbDiff;
bgfx::UniformHandle u_rgbSpec;
};
static Uniforms s_uniforms;
struct Aabb
{
float m_min[3];
float m_max[3];
};
struct Obb
{
float m_mtx[16];
};
struct Sphere
{
float m_center[3];
float m_radius;
};
struct Primitive
{
uint32_t m_startIndex;
uint32_t m_numIndices;
uint32_t m_startVertex;
uint32_t m_numVertices;
Sphere m_sphere;
Aabb m_aabb;
Obb m_obb;
};
typedef std::vector<Primitive> PrimitiveArray;
struct Group
{
Group()
{
reset();
}
void reset()
{
m_vbh.idx = bgfx::invalidHandle;
m_ibh.idx = bgfx::invalidHandle;
m_prims.clear();
}
bgfx::VertexBufferHandle m_vbh;
bgfx::IndexBufferHandle m_ibh;
Sphere m_sphere;
Aabb m_aabb;
Obb m_obb;
PrimitiveArray m_prims;
};
namespace bgfx
{
int32_t read(bx::ReaderI* _reader, bgfx::VertexDecl& _decl);
}
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struct Mesh
{
void load(const char* _filePath)
{
#define BGFX_CHUNK_MAGIC_VB BX_MAKEFOURCC('V', 'B', ' ', 0x1)
#define BGFX_CHUNK_MAGIC_IB BX_MAKEFOURCC('I', 'B', ' ', 0x0)
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#define BGFX_CHUNK_MAGIC_PRI BX_MAKEFOURCC('P', 'R', 'I', 0x0)
bx::CrtFileReader reader;
reader.open(_filePath);
Group group;
uint32_t chunk;
while (4 == bx::read(&reader, chunk) )
{
switch (chunk)
{
case BGFX_CHUNK_MAGIC_VB:
{
bx::read(&reader, group.m_sphere);
bx::read(&reader, group.m_aabb);
bx::read(&reader, group.m_obb);
bgfx::read(&reader, m_decl);
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uint16_t stride = m_decl.getStride();
uint16_t numVertices;
bx::read(&reader, numVertices);
const bgfx::Memory* mem = bgfx::alloc(numVertices*stride);
bx::read(&reader, mem->data, mem->size);
group.m_vbh = bgfx::createVertexBuffer(mem, m_decl);
}
break;
case BGFX_CHUNK_MAGIC_IB:
{
uint32_t numIndices;
bx::read(&reader, numIndices);
const bgfx::Memory* mem = bgfx::alloc(numIndices*2);
bx::read(&reader, mem->data, mem->size);
group.m_ibh = bgfx::createIndexBuffer(mem);
}
break;
case BGFX_CHUNK_MAGIC_PRI:
{
uint16_t len;
bx::read(&reader, len);
std::string material;
material.resize(len);
bx::read(&reader, const_cast<char*>(material.c_str() ), len);
uint16_t num;
bx::read(&reader, num);
for (uint32_t ii = 0; ii < num; ++ii)
{
bx::read(&reader, len);
std::string name;
name.resize(len);
bx::read(&reader, const_cast<char*>(name.c_str() ), len);
Primitive prim;
bx::read(&reader, prim.m_startIndex);
bx::read(&reader, prim.m_numIndices);
bx::read(&reader, prim.m_startVertex);
bx::read(&reader, prim.m_numVertices);
bx::read(&reader, prim.m_sphere);
bx::read(&reader, prim.m_aabb);
bx::read(&reader, prim.m_obb);
group.m_prims.push_back(prim);
}
m_groups.push_back(group);
group.reset();
}
break;
default:
DBG("%08x at %d", chunk, reader.seek() );
break;
}
}
reader.close();
}
void unload()
{
for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it)
{
const Group& group = *it;
bgfx::destroyVertexBuffer(group.m_vbh);
if (bgfx::isValid(group.m_ibh) )
{
bgfx::destroyIndexBuffer(group.m_ibh);
}
}
m_groups.clear();
}
void submit(uint8_t _view, bgfx::ProgramHandle _program, float* _mtx)
{
for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it)
{
const Group& group = *it;
// Set uniforms.
s_uniforms.submitPerDrawUniforms();
// Set model matrix for rendering.
bgfx::setTransform(_mtx);
bgfx::setProgram(_program);
bgfx::setIndexBuffer(group.m_ibh);
bgfx::setVertexBuffer(group.m_vbh);
// 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_CULL_CCW
| BGFX_STATE_MSAA
);
// Submit primitive for rendering to view 0.
bgfx::submit(_view);
}
}
bgfx::VertexDecl m_decl;
typedef std::vector<Group> GroupArray;
GroupArray m_groups;
};
struct PosColorTexCoord0Vertex
{
float m_x;
float m_y;
float m_z;
uint32_t m_rgba;
float m_u;
float m_v;
static void init()
{
ms_decl
.begin()
.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
.end();
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}
static bgfx::VertexDecl ms_decl;
};
bgfx::VertexDecl PosColorTexCoord0Vertex::ms_decl;
void screenSpaceQuad(float _textureWidth, float _textureHeight, bool _originBottomLeft = false, float _width = 1.0f, float _height = 1.0f)
{
if (bgfx::checkAvailTransientVertexBuffer(3, PosColorTexCoord0Vertex::ms_decl) )
{
bgfx::TransientVertexBuffer vb;
bgfx::allocTransientVertexBuffer(&vb, 3, PosColorTexCoord0Vertex::ms_decl);
PosColorTexCoord0Vertex* vertex = (PosColorTexCoord0Vertex*)vb.data;
const float zz = 0.0f;
const float minx = -_width;
const float maxx = _width;
const float miny = 0.0f;
const float maxy = _height*2.0f;
const float texelHalfW = s_texelHalf/_textureWidth;
const float texelHalfH = s_texelHalf/_textureHeight;
const float minu = -1.0f + texelHalfW;
const float maxu = 1.0f + texelHalfW;
float minv = texelHalfH;
float maxv = 2.0f + texelHalfH;
if (_originBottomLeft)
{
std::swap(minv, maxv);
minv -= 1.0f;
maxv -= 1.0f;
}
vertex[0].m_x = minx;
vertex[0].m_y = miny;
vertex[0].m_z = zz;
vertex[0].m_rgba = 0xffffffff;
vertex[0].m_u = minu;
vertex[0].m_v = minv;
vertex[1].m_x = maxx;
vertex[1].m_y = miny;
vertex[1].m_z = zz;
vertex[1].m_rgba = 0xffffffff;
vertex[1].m_u = maxu;
vertex[1].m_v = minv;
vertex[2].m_x = maxx;
vertex[2].m_y = maxy;
vertex[2].m_z = zz;
vertex[2].m_rgba = 0xffffffff;
vertex[2].m_u = maxu;
vertex[2].m_v = maxv;
bgfx::setVertexBuffer(&vb);
}
}
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struct LightProbe
{
enum Enum
{
Wells,
Uffizi,
Pisa,
Ennis,
Grace,
Count
};
void load(const char* _name)
{
char filePath[512];
strcpy(filePath, _name);
strcat(filePath, "_lod.dds");
m_tex = loadTexture(filePath, BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP|BGFX_TEXTURE_W_CLAMP);
strcpy(filePath, _name);
strcat(filePath, "_irr.dds");
m_texIrr = loadTexture(filePath, BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP|BGFX_TEXTURE_W_CLAMP);
}
void destroy()
{
bgfx::destroyTexture(m_tex);
bgfx::destroyTexture(m_texIrr);
}
bgfx::TextureHandle m_tex;
bgfx::TextureHandle m_texIrr;
};
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int _main_(int /*_argc*/, char** /*_argv*/)
{
uint32_t width = 1280;
uint32_t height = 720;
uint32_t debug = BGFX_DEBUG_TEXT;
uint32_t reset = BGFX_RESET_VSYNC;
bgfx::init();
bgfx::reset(width, height, reset);
// Enable debug text.
bgfx::setDebug(debug);
// Set views clear state.
bgfx::setViewClear(0
, BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT
, 0x303030ff
, 1.0f
, 0
);
// Setup root path for binary shaders. Shader binaries are different
// for each renderer.
switch (bgfx::getRendererType() )
{
default:
break;
case bgfx::RendererType::OpenGL:
case bgfx::RendererType::OpenGLES:
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s_flipV = true;
break;
}
// Imgui.
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void* data = load("font/droidsans.ttf");
imguiCreate(data);
free(data);
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// Uniforms.
s_uniforms.init();
// Vertex declarations.
PosColorTexCoord0Vertex::init();
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LightProbe lightProbes[LightProbe::Count];
lightProbes[LightProbe::Wells ].load("wells");
lightProbes[LightProbe::Uffizi].load("uffizi");
lightProbes[LightProbe::Pisa ].load("pisa");
lightProbes[LightProbe::Ennis ].load("ennis");
lightProbes[LightProbe::Grace ].load("grace");
LightProbe::Enum currentLightProbe = LightProbe::Wells;
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bgfx::UniformHandle u_time = bgfx::createUniform("u_time", bgfx::UniformType::Uniform1f);
bgfx::UniformHandle u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Uniform4x4fv);
bgfx::UniformHandle u_params = bgfx::createUniform("u_params", bgfx::UniformType::Uniform4fv);
bgfx::UniformHandle u_flags = bgfx::createUniform("u_flags", bgfx::UniformType::Uniform4fv);
bgfx::UniformHandle u_camPos = bgfx::createUniform("u_camPos", bgfx::UniformType::Uniform3fv);
bgfx::UniformHandle u_texCube = bgfx::createUniform("u_texCube", bgfx::UniformType::Uniform1i);
bgfx::UniformHandle u_texCubeIrr = bgfx::createUniform("u_texCubeIrr", bgfx::UniformType::Uniform1i);
bgfx::ProgramHandle programMesh = loadProgram("vs_ibl_mesh", "fs_ibl_mesh");
bgfx::ProgramHandle programSky = loadProgram("vs_ibl_skybox", "fs_ibl_skybox");
Mesh meshBunny;
meshBunny.load("meshes/bunny.bin");
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struct Settings
{
float m_speed;
float m_glossiness;
float m_exposure;
float m_diffspec;
float m_rgbDiff[3];
float m_rgbSpec[3];
bool m_diffuse;
bool m_specular;
bool m_diffuseIbl;
bool m_specularIbl;
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bool m_showDiffColorWheel;
bool m_showSpecColorWheel;
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};
Settings settings;
settings.m_speed = 0.37f;
settings.m_glossiness = 1.0f;
settings.m_exposure = 0.0f;
settings.m_diffspec = 0.65f;
settings.m_rgbDiff[0] = 0.2f;
settings.m_rgbDiff[1] = 0.2f;
settings.m_rgbDiff[2] = 0.2f;
settings.m_rgbSpec[0] = 1.0f;
settings.m_rgbSpec[1] = 1.0f;
settings.m_rgbSpec[2] = 1.0f;
settings.m_diffuse = true;
settings.m_specular = true;
settings.m_diffuseIbl = true;
settings.m_specularIbl = true;
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settings.m_showDiffColorWheel = false;
settings.m_showSpecColorWheel = false;
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float time = 0.0f;
s_uniforms.submitConstUniforms();
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int32_t leftScrollArea = 0;
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entry::MouseState mouseState;
while (!entry::processEvents(width, height, debug, reset, &mouseState) )
{
imguiBeginFrame(mouseState.m_mx
, mouseState.m_my
, (mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
| (mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
, 0
, width
, height
);
static int32_t rightScrollArea = 0;
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imguiBeginScrollArea("Settings", width - 256 - 10, 10, 256, 426, &rightScrollArea);
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imguiLabel("Shade:");
imguiSeparator();
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imguiBool("Diffuse", settings.m_diffuse);
imguiBool("Specular", settings.m_specular);
imguiBool("IBL Diffuse", settings.m_diffuseIbl);
imguiBool("IBL Specular", settings.m_specularIbl);
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imguiSeparatorLine();
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imguiSlider("Speed", settings.m_speed, 0.0f, 1.0f, 0.01f);
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imguiSeparatorLine();
imguiLabel("Environment:");
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currentLightProbe = LightProbe::Enum(imguiChoose(currentLightProbe
, "Wells"
, "Uffizi"
, "Pisa"
, "Ennis"
, "Grace"
) );
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imguiSeparator();
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imguiSlider("Exposure", settings.m_exposure, -8.0f, 8.0f, 0.01f);
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imguiEndScrollArea();
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imguiBeginScrollArea("Settings", 10, 70, 256, 576, &leftScrollArea);
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imguiLabel("Material properties:");
imguiSeparator();
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imguiSlider("Diffuse - Specular", settings.m_diffspec, 0.0f, 1.0f, 0.01f);
imguiSlider("Glossiness" , settings.m_glossiness, 0.0f, 1.0f, 0.01f);
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imguiSeparator();
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imguiColorWheel("Diffuse color:", &settings.m_rgbDiff[0], settings.m_showDiffColorWheel);
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imguiSeparator();
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imguiColorWheel("Specular color:", &settings.m_rgbSpec[0], settings.m_showSpecColorWheel);
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imguiSeparator();
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imguiLabel("Predefined materials:");
imguiSeparator();
if (imguiButton("Gold") )
{
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settings.m_glossiness = 0.8f;
settings.m_diffspec = 1.0f;
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settings.m_rgbDiff[0] = 0.0f;
settings.m_rgbDiff[1] = 0.0f;
settings.m_rgbDiff[2] = 0.0f;
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settings.m_rgbSpec[0] = 1.0f;
settings.m_rgbSpec[1] = 0.86f;
settings.m_rgbSpec[2] = 0.58f;
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}
if (imguiButton("Copper") )
{
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settings.m_glossiness = 0.67f;
settings.m_diffspec = 1.0f;
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settings.m_rgbDiff[0] = 0.0f;
settings.m_rgbDiff[1] = 0.0f;
settings.m_rgbDiff[2] = 0.0f;
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settings.m_rgbSpec[0] = 0.98f;
settings.m_rgbSpec[1] = 0.82f;
settings.m_rgbSpec[2] = 0.76f;
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}
if (imguiButton("Titanium") )
{
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settings.m_glossiness = 0.57f;
settings.m_diffspec = 1.0f;
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settings.m_rgbDiff[0] = 0.0f;
settings.m_rgbDiff[1] = 0.0f;
settings.m_rgbDiff[2] = 0.0f;
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settings.m_rgbSpec[0] = 0.76f;
settings.m_rgbSpec[1] = 0.73f;
settings.m_rgbSpec[2] = 0.71f;
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}
if (imguiButton("Steel") )
{
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settings.m_glossiness = 0.82f;
settings.m_diffspec = 1.0f;
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settings.m_rgbDiff[0] = 0.0f;
settings.m_rgbDiff[1] = 0.0f;
settings.m_rgbDiff[2] = 0.0f;
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settings.m_rgbSpec[0] = 0.77f;
settings.m_rgbSpec[1] = 0.78f;
settings.m_rgbSpec[2] = 0.77f;
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}
imguiEndScrollArea();
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imguiEndFrame();
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s_uniforms.m_glossiness = settings.m_glossiness;
s_uniforms.m_exposure = settings.m_exposure;
s_uniforms.m_diffspec = settings.m_diffspec;
s_uniforms.m_flags[0] = float(settings.m_diffuse);
s_uniforms.m_flags[1] = float(settings.m_specular);
s_uniforms.m_flags[2] = float(settings.m_diffuseIbl);
s_uniforms.m_flags[3] = float(settings.m_specularIbl);
memcpy(s_uniforms.m_rgbDiff, settings.m_rgbDiff, 3*sizeof(float));
memcpy(s_uniforms.m_rgbSpec, settings.m_rgbSpec, 3*sizeof(float));
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s_uniforms.submitPerFrameUniforms();
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;
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time += (float)(frameTime*settings.m_speed/freq);
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s_uniforms.m_time = time;
// Use debug font to print information about this example.
bgfx::dbgTextClear();
bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/18-ibl");
bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Image based lightning.");
bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
float at[3] = { 0.0f, 0.0f, 0.0f };
float eye[3] = { 0.0f, 0.0f, -3.0f };
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bx::mtxRotateXY(s_uniforms.m_mtx
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, 0.0f
, time
);
float view[16];
float proj[16];
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bx::mtxIdentity(view);
bx::mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f);
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bgfx::setViewTransform(0, view, proj);
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bx::mtxLookAt(view, eye, at);
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memcpy(s_uniforms.m_camPos, eye, 3*sizeof(float));
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bx::mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f);
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bgfx::setViewTransform(1, view, proj);
bgfx::setViewRect(0, 0, 0, width, height);
bgfx::setViewRect(1, 0, 0, width, height);
// View 0.
bgfx::setTexture(4, u_texCube, lightProbes[currentLightProbe].m_tex);
bgfx::setProgram(programSky);
bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
screenSpaceQuad( (float)width, (float)height, true);
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s_uniforms.submitPerDrawUniforms();
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bgfx::submit(0);
// View 1.
float mtx[16];
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bx::mtxSRT(mtx
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, 1.0f
, 1.0f
, 1.0f
, 0.0f
, (float(M_PI))+time
, 0.0f
, 0.0f
, -1.0f
, 0.0f
);
bgfx::setTexture(4, u_texCube, lightProbes[currentLightProbe].m_tex);
bgfx::setTexture(5, u_texCubeIrr, lightProbes[currentLightProbe].m_texIrr);
meshBunny.submit(1, programMesh, mtx);
// Advance to next frame. Rendering thread will be kicked to
// process submitted rendering primitives.
bgfx::frame();
}
meshBunny.unload();
// Cleanup.
bgfx::destroyProgram(programMesh);
bgfx::destroyProgram(programSky);
bgfx::destroyUniform(u_camPos);
bgfx::destroyUniform(u_flags);
bgfx::destroyUniform(u_params);
bgfx::destroyUniform(u_mtx);
bgfx::destroyUniform(u_time);
bgfx::destroyUniform(u_texCube);
bgfx::destroyUniform(u_texCubeIrr);
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for (uint8_t ii = 0; ii < LightProbe::Count; ++ii)
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{
lightProbes[ii].destroy();
}
s_uniforms.destroy();
imguiDestroy();
// Shutdown bgfx.
bgfx::shutdown();
return 0;
}