diff --git a/examples/13-stencil/fs_stencil_color_lightning.sc b/examples/13-stencil/fs_stencil_color_lightning.sc index 9cdce3a3..2c3f606d 100644 --- a/examples/13-stencil/fs_stencil_color_lightning.sc +++ b/examples/13-stencil/fs_stencil_color_lightning.sc @@ -6,18 +6,21 @@ $input v_normal, v_view */ #include "../common/common.sh" + +#define MAX_NUM_LIGHTS 5 + uniform vec4 u_params; uniform vec3 u_ambient; uniform vec3 u_diffuse; uniform vec4 u_color; uniform vec4 u_specular_shininess; -uniform vec4 u_lightPosRadius[5]; -uniform vec4 u_lightRgbInnerR[5]; +uniform vec4 u_lightPosRadius[MAX_NUM_LIGHTS]; +uniform vec4 u_lightRgbInnerR[MAX_NUM_LIGHTS]; #define u_ambientPass u_params.x #define u_lightningPass u_params.y -#define u_alpha u_params.z -#define u_lightCount u_params.w +#define u_lightCount u_params.z +#define u_lightIndex u_params.w #define u_specular u_specular_shininess.xyz #define u_shininess u_specular_shininess.w @@ -38,9 +41,6 @@ vec4 lit(float _ndotl, float _rdotv, float _m) vec3 calcLight(int _idx, vec3 _view, vec3 _normal, vec3 _viewDir) { - if (float(_idx) >= u_lightCount) - return vec3_splat(0.0); - vec3 lightPos = mul(u_view, vec4(u_lightPosRadius[_idx].xyz, 1.0)).xyz; vec3 toLight = lightPos - _view; vec3 lightDir = normalize(toLight); @@ -49,7 +49,7 @@ vec3 calcLight(int _idx, vec3 _view, vec3 _normal, vec3 _viewDir) vec4 lc = lit(bln.x, bln.y, u_shininess); float dist = max(length(toLight), u_lightPosRadius[_idx].w); - float attn = 100.0 * pow(dist, -2.0); + float attn = 150.0 * pow(dist, -2.0); vec3 rgb = (lc.y * u_diffuse + lc.z * u_specular) * u_lightRgbInnerR[_idx].rgb * attn; return rgb; @@ -63,9 +63,18 @@ void main() vec3 ambientColor = u_ambient * u_ambientPass; vec3 lightColor = vec3_splat(0.0); - for(int ii = 0; ii < 5; ++ii) + for(int ii = 0; ii < MAX_NUM_LIGHTS; ++ii) { - lightColor += calcLight(ii, v_view, normal, viewDir); + float condition = 0.0; + if (u_lightCount > 1.0) + { + condition = 1.0 - step(u_lightCount, float(ii)); + } + else + { + condition = float(float(ii) == u_lightIndex); + } + lightColor += calcLight(ii, v_view, normal, viewDir) * condition; } lightColor *= u_lightningPass; @@ -75,5 +84,5 @@ void main() vec3 diffuse = toGamma(lightColor * color); gl_FragColor.xyz = clamp(ambient + diffuse, 0.0, 1.0); - gl_FragColor.w = u_alpha; + gl_FragColor.w = 1.0; } diff --git a/examples/13-stencil/fs_stencil_texture_lightning.sc b/examples/13-stencil/fs_stencil_texture_lightning.sc index 858e7547..d7860c68 100644 --- a/examples/13-stencil/fs_stencil_texture_lightning.sc +++ b/examples/13-stencil/fs_stencil_texture_lightning.sc @@ -6,19 +6,22 @@ $input v_normal, v_view, v_texcoord0 */ #include "../common/common.sh" + +#define MAX_NUM_LIGHTS 5 + uniform vec4 u_params; uniform vec3 u_ambient; uniform vec3 u_diffuse; uniform vec4 u_color; uniform vec4 u_specular_shininess; -uniform vec4 u_lightPosRadius[5]; -uniform vec4 u_lightRgbInnerR[5]; +uniform vec4 u_lightPosRadius[MAX_NUM_LIGHTS]; +uniform vec4 u_lightRgbInnerR[MAX_NUM_LIGHTS]; SAMPLER2D(u_texColor, 0); #define u_ambientPass u_params.x #define u_lightningPass u_params.y -#define u_alpha u_params.z -#define u_lightCount u_params.w +#define u_lightCount u_params.z +#define u_lightIndex u_params.w #define u_specular u_specular_shininess.xyz #define u_shininess u_specular_shininess.w @@ -39,9 +42,6 @@ vec4 lit(float _ndotl, float _rdotv, float _m) vec3 calcLight(int _idx, vec3 _view, vec3 _normal, vec3 _viewDir) { - if (float(_idx) >= u_lightCount) - return vec3_splat(0.0); - vec3 lightPos = mul(u_view, vec4(u_lightPosRadius[_idx].xyz, 1.0)).xyz; vec3 toLight = lightPos - _view; vec3 lightDir = normalize(toLight); @@ -50,7 +50,7 @@ vec3 calcLight(int _idx, vec3 _view, vec3 _normal, vec3 _viewDir) vec4 lc = lit(bln.x, bln.y, u_shininess); float dist = max(length(toLight), u_lightPosRadius[_idx].w); - float attn = 100.0 * pow(dist, -2.0); + float attn = 150.0 * pow(dist, -2.0); vec3 rgb = (lc.y * u_diffuse + lc.z * u_specular) * u_lightRgbInnerR[_idx].rgb * attn; return rgb; @@ -64,9 +64,18 @@ void main() vec3 ambientColor = u_ambient * u_ambientPass; vec3 lightColor = vec3_splat(0.0); - for(int ii = 0; ii < 5; ++ii) + for(int ii = 0; ii < MAX_NUM_LIGHTS; ++ii) { - lightColor += calcLight(ii, v_view, normal, viewDir); + float condition = 0.0; + if (u_lightCount > 1.0) + { + condition = 1.0 - step(u_lightCount, float(ii)); + } + else + { + condition = float(float(ii) == u_lightIndex); + } + lightColor += calcLight(ii, v_view, normal, viewDir) * condition; } lightColor *= u_lightningPass; @@ -76,5 +85,5 @@ void main() vec3 diffuse = toGamma(lightColor * color); gl_FragColor.xyz = clamp(ambient + diffuse, 0.0, 1.0); - gl_FragColor.w = u_alpha; + gl_FragColor.w = 1.0; } diff --git a/examples/13-stencil/stencil.cpp b/examples/13-stencil/stencil.cpp index c446ada5..80ab076b 100644 --- a/examples/13-stencil/stencil.cpp +++ b/examples/13-stencil/stencil.cpp @@ -22,7 +22,9 @@ #define RENDER_VIEWID_RANGE1_PASS_4 5 #define RENDER_VIEWID_RANGE1_PASS_5 6 #define RENDER_VIEWID_RANGE5_PASS_6 7 -#define RENDER_VIEWID_RANGE1_PASS_7 13 +#define RENDER_VIEWID_RANGE1_PASS_7 13 + +#define MAX_NUM_LIGHTS 5 uint32_t packUint32(uint8_t _x, uint8_t _y, uint8_t _z, uint8_t _w) { @@ -324,6 +326,141 @@ void mtxBillboard(float* __restrict _result _result[15] = 1.0f; } +//------------------------------------------------- +// Uniforms +//------------------------------------------------- + +struct Uniforms +{ + void init() + { + m_params.m_ambientPass = 1.0f; + m_params.m_lightningPass = 1.0f; + m_params.m_lightCount = 4.0f; + m_params.m_lightIndex = 4.0f; + + 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_color[0] = 1.0f; + m_color[1] = 1.0f; + m_color[2] = 1.0f; + m_color[3] = 1.0; + + m_time = 0.0f; + + for (uint8_t ii = 0; ii < MAX_NUM_LIGHTS; ++ii) + { + m_lightPosRadius[ii][0] = 0.0f; + m_lightPosRadius[ii][1] = 0.0f; + m_lightPosRadius[ii][2] = 0.0f; + m_lightPosRadius[ii][3] = 1.0f; + + m_lightRgbInnerR[ii][0] = 1.0f; + m_lightRgbInnerR[ii][1] = 1.0f; + m_lightRgbInnerR[ii][2] = 1.0f; + m_lightRgbInnerR[ii][3] = 1.0f; + } + + u_params = bgfx::createUniform("u_params", bgfx::UniformType::Uniform4fv); + u_ambient = bgfx::createUniform("u_ambient", bgfx::UniformType::Uniform4fv); + u_diffuse = bgfx::createUniform("u_diffuse", bgfx::UniformType::Uniform4fv); + u_specular_shininess = bgfx::createUniform("u_specular_shininess", bgfx::UniformType::Uniform4fv); + u_color = bgfx::createUniform("u_color", bgfx::UniformType::Uniform4fv); + u_time = bgfx::createUniform("u_time", bgfx::UniformType::Uniform1f ); + u_lightPosRadius = bgfx::createUniform("u_lightPosRadius", bgfx::UniformType::Uniform4fv, MAX_NUM_LIGHTS); + u_lightRgbInnerR = bgfx::createUniform("u_lightRgbInnerR", bgfx::UniformType::Uniform4fv, MAX_NUM_LIGHTS); + } + + //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); + } + + //call this once per frame + void submitPerFrameUniforms() + { + bgfx::setUniform(u_time, &m_time); + } + + //call this before each draw call + void submitPerDrawUniforms() + { + bgfx::setUniform(u_params, &m_params); + bgfx::setUniform(u_color, &m_color); + bgfx::setUniform(u_lightPosRadius, &m_lightPosRadius, MAX_NUM_LIGHTS); + bgfx::setUniform(u_lightRgbInnerR, &m_lightRgbInnerR, MAX_NUM_LIGHTS); + } + + void destroy() + { + bgfx::destroyUniform(u_params); + bgfx::destroyUniform(u_ambient); + bgfx::destroyUniform(u_diffuse); + bgfx::destroyUniform(u_specular_shininess); + bgfx::destroyUniform(u_time); + bgfx::destroyUniform(u_lightPosRadius); + bgfx::destroyUniform(u_lightRgbInnerR); + } + + struct + { + float m_ambientPass; + float m_lightningPass; + float m_lightCount; + float m_lightIndex; + } m_params; + struct + { + float m_useStencilTex; + float m_dfail; + float m_unused0; + float m_unused1; + } m_svparams; + float m_ambient[4]; + float m_diffuse[4]; + float m_specular_shininess[4]; + float m_color[4]; + float m_time; + float m_lightPosRadius[MAX_NUM_LIGHTS][4]; + float m_lightRgbInnerR[MAX_NUM_LIGHTS][4]; + + /** + * u_params.x - u_ambientPass + * u_params.y - u_lightningPass + * u_params.z - u_lightCount + * u_params.w - u_lightIndex + */ + bgfx::UniformHandle u_params; + bgfx::UniformHandle u_ambient; + bgfx::UniformHandle u_diffuse; + bgfx::UniformHandle u_specular_shininess; + bgfx::UniformHandle u_color; + bgfx::UniformHandle u_time; + bgfx::UniformHandle u_lightPosRadius; + bgfx::UniformHandle u_lightRgbInnerR; +}; +static Uniforms s_uniforms; + +//------------------------------------------------- +// Render state +//------------------------------------------------- + struct RenderState { enum Enum @@ -435,8 +572,7 @@ static RenderState s_renderStates[RenderState::Count] = }, { // ProjectionShadows_DrawDiffuse BGFX_STATE_RGB_WRITE - | BGFX_STATE_DEPTH_WRITE - | BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_FACTOR, BGFX_STATE_BLEND_ONE) + | BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE) | BGFX_STATE_DEPTH_TEST_EQUAL | BGFX_STATE_CULL_CCW | BGFX_STATE_MSAA @@ -754,6 +890,9 @@ struct Mesh { const Group& group = *it; + // Set uniforms + s_uniforms.submitPerDrawUniforms(); + // Set model matrix for rendering. bgfx::setTransform(_mtx); bgfx::setProgram(_program); @@ -834,30 +973,10 @@ int _main_(int /*_argc*/, char** /*_argv*/) PosNormalTexcoordDecl.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float); PosNormalTexcoordDecl.end(); - const uint8_t MAX_NUM_LIGHTS = 5; + s_uniforms.init(); + s_uniforms.submitConstUniforms(); - //u_params.x - u_ambientPass - //u_params.y - u_lightningPass - //u_params.z - u_alpha - //u_params.w - u_lightCount - struct UniformParams - { - float m_ambientPass; - float m_lightningPass; - float m_alpha; - float m_lightCount; - } params; - - u_texColor = bgfx::createUniform("u_texColor", bgfx::UniformType::Uniform1iv); - - bgfx::UniformHandle u_params = bgfx::createUniform("u_params", bgfx::UniformType::Uniform4fv); - bgfx::UniformHandle u_ambient = bgfx::createUniform("u_ambient", bgfx::UniformType::Uniform3fv); - bgfx::UniformHandle u_diffuse = bgfx::createUniform("u_diffuse", bgfx::UniformType::Uniform3fv); - bgfx::UniformHandle u_specular = bgfx::createUniform("u_specular_shininess", bgfx::UniformType::Uniform4fv); - bgfx::UniformHandle u_color = bgfx::createUniform("u_color", bgfx::UniformType::Uniform4fv); - bgfx::UniformHandle u_time = bgfx::createUniform("u_time", bgfx::UniformType::Uniform1f ); - bgfx::UniformHandle u_lightPosRadius = bgfx::createUniform("u_lightPosRadius", bgfx::UniformType::Uniform4fv, MAX_NUM_LIGHTS); - bgfx::UniformHandle u_lightRgbInnerR = bgfx::createUniform("u_lightRgbInnerR", bgfx::UniformType::Uniform4fv, MAX_NUM_LIGHTS); + u_texColor = bgfx::createUniform("u_texColor", bgfx::UniformType::Uniform1iv); bgfx::ProgramHandle programTextureLightning = loadProgram("vs_stencil_texture_lightning", "fs_stencil_texture_lightning"); bgfx::ProgramHandle programColorLightning = loadProgram("vs_stencil_color_lightning", "fs_stencil_color_lightning" ); @@ -887,9 +1006,9 @@ int _main_(int /*_argc*/, char** /*_argv*/) mem = loadTexture("fieldstone-rgba.dds"); bgfx::TextureHandle fieldstoneTex = bgfx::createTexture(mem); - //setup lights - uint8_t numLights = 5; - const float rgbInnerR[5][4] = + // Setup lights. + const uint8_t colorCount = 5; + const float rgbInnerR[colorCount][4] = { { 1.0f, 0.7f, 0.2f, 0.0f }, //yellow { 0.7f, 0.2f, 1.0f, 0.0f }, //purple @@ -899,32 +1018,15 @@ int _main_(int /*_argc*/, char** /*_argv*/) }; float lightRgbInnerR[MAX_NUM_LIGHTS][4]; - for (uint8_t ii = 0, jj = 0; ii < numLights; ++ii, ++jj) + for (uint8_t ii = 0, jj = 0; ii < MAX_NUM_LIGHTS; ++ii, ++jj) { - const uint8_t index = jj%numLights; + const uint8_t index = jj%colorCount; lightRgbInnerR[ii][0] = rgbInnerR[index][0]; lightRgbInnerR[ii][1] = rgbInnerR[index][1]; lightRgbInnerR[ii][2] = rgbInnerR[index][2]; lightRgbInnerR[ii][3] = rgbInnerR[index][3]; } - bgfx::setUniform(u_lightRgbInnerR, lightRgbInnerR, numLights); - - //init uniforms - params.m_ambientPass = 1.0f; - params.m_lightningPass = 1.0f; - params.m_lightCount = 4.0f; - params.m_alpha = 1.0f; - bgfx::setUniform(u_params, (const void*)¶ms); - - float color[4] = { 1.0f, 1.0f, 1.0f, 1.0f }; - bgfx::setUniform(u_color, color); - - float ambient[3] = { 0.02f, 0.02f, 0.02f }; - float diffuse[3] = { 0.8f, 0.8f, 0.8f }; - float specular[4] = { 1.0f, 1.0f, 1.0f, 5.0f }; - bgfx::setUniform(u_ambient, ambient); - bgfx::setUniform(u_diffuse, diffuse); - bgfx::setUniform(u_specular, specular); + memcpy(s_uniforms.m_lightRgbInnerR, lightRgbInnerR, MAX_NUM_LIGHTS * 4*sizeof(float)); int64_t timeOffset = bx::getHPCounter(); @@ -974,7 +1076,7 @@ int _main_(int /*_argc*/, char** /*_argv*/) } imguiSeparatorLine(); - imguiSlider("Lights", &settings_numLights, 1.0f, 5.0f, 1.0f); + imguiSlider("Lights", &settings_numLights, 1.0f, float(MAX_NUM_LIGHTS), 1.0f); if (scene == StencilReflectionScene) { imguiSlider("Reflection value", &settings_reflectionValue, 0.0f, 1.0f, 0.01f); @@ -994,11 +1096,12 @@ int _main_(int /*_argc*/, char** /*_argv*/) imguiEndFrame(); // Update settings. - numLights = (uint8_t)settings_numLights; - params.m_ambientPass = 1.0f; - params.m_lightningPass = 1.0f; - params.m_lightCount = settings_numLights; - bgfx::setUniform(u_params, (const void*)¶ms); + uint8_t numLights = (uint8_t)settings_numLights; + s_uniforms.m_params.m_ambientPass = 1.0f; + s_uniforms.m_params.m_lightningPass = 1.0f; + s_uniforms.m_params.m_lightCount = settings_numLights; + s_uniforms.m_params.m_lightIndex = 0.0f; + s_uniforms.submitPerFrameUniforms(); // Time. int64_t now = bx::getHPCounter(); @@ -1009,7 +1112,7 @@ int _main_(int /*_argc*/, char** /*_argv*/) const double toMs = 1000.0/freq; float time = (float)( (now - timeOffset)/double(bx::getHPFrequency() ) ); const float deltaTime = float(frameTime/freq); - bgfx::setUniform(u_time, &time); + s_uniforms.m_time = time; // Use debug font to print information about this example. bgfx::dbgTextClear(); @@ -1037,15 +1140,15 @@ int _main_(int /*_argc*/, char** /*_argv*/) } float lightPosRadius[MAX_NUM_LIGHTS][4]; - const float radius = (scene == StencilReflectionScene) ? 0.0f : 60.0f; + const float radius = (scene == StencilReflectionScene) ? 15.0f : 25.0f; for (uint8_t ii = 0; ii < numLights; ++ii) { - lightPosRadius[ii][0] = sin( (lightTimeAccumulator*(1.1f + ii*0.07f) + float(ii*M_PI_2)*1.07f ) )*25.0f; - lightPosRadius[ii][1] = 7.0f + (1.0f - cos( (lightTimeAccumulator*(1.2f + ii*0.29f) + float(ii*M_PI_2)*1.49f ) ))*5.0f; - lightPosRadius[ii][2] = cos( (lightTimeAccumulator*(1.3f + ii*0.09f) + float(ii*M_PI_2)*1.79f ) )*20.0f; + lightPosRadius[ii][0] = sin( (lightTimeAccumulator*1.1f + ii*0.03f + float(ii*M_PI_2)*1.07f ) )*20.0f; + lightPosRadius[ii][1] = 8.0f + (1.0f - cos( (lightTimeAccumulator*1.5f + ii*0.29f + float(ii*M_PI_2)*1.49f ) ))*4.0f; + lightPosRadius[ii][2] = cos( (lightTimeAccumulator*1.3f + ii*0.13f + float(ii*M_PI_2)*1.79f ) )*20.0f; lightPosRadius[ii][3] = radius; } - bgfx::setUniform(u_lightPosRadius, lightPosRadius, numLights); + memcpy(s_uniforms.m_lightPosRadius, lightPosRadius, numLights * 4*sizeof(float)); // Floor position. float floorMtx[16]; @@ -1068,7 +1171,7 @@ int _main_(int /*_argc*/, char** /*_argv*/) , 5.0f , 5.0f , 0.0f - , 1.56f + sceneTimeAccumulator + , 1.56f - sceneTimeAccumulator , 0.0f , 0.0f , 2.0f @@ -1112,9 +1215,9 @@ int _main_(int /*_argc*/, char** /*_argv*/) , 0.0f , 0.0f , 0.0f - , sin(ii * 2.0f + 13.0f + sceneTimeAccumulator) * 13.0f + , sin(ii * 2.0f + 13.0f - sceneTimeAccumulator) * 13.0f , 4.0f - , cos(ii * 2.0f + 13.0f + sceneTimeAccumulator) * 13.0f + , cos(ii * 2.0f + 13.0f - sceneTimeAccumulator) * 13.0f ); } @@ -1122,11 +1225,10 @@ int _main_(int /*_argc*/, char** /*_argv*/) clearView(0, BGFX_CLEAR_COLOR_BIT | BGFX_CLEAR_DEPTH_BIT | BGFX_CLEAR_STENCIL_BIT, clearValues); submit(0); - // White bunny and columns. - color[0] = 1.0f; - color[1] = 1.0f; - color[2] = 1.0f; - bgfx::setUniform(u_color, color); + // Bunny and columns color. + s_uniforms.m_color[0] = 0.70f; + s_uniforms.m_color[1] = 0.65f; + s_uniforms.m_color[2] = 0.60f; switch (scene) { @@ -1134,7 +1236,11 @@ int _main_(int /*_argc*/, char** /*_argv*/) { // First pass - Draw plane. - // Floor + // Setup params for this scene. + s_uniforms.m_params.m_ambientPass = 1.0f; + s_uniforms.m_params.m_lightningPass = 1.0f; + + // Floor. hplaneMesh.submit(RENDER_VIEWID_RANGE1_PASS_0 , floorMtx , programColorBlack @@ -1156,7 +1262,7 @@ int _main_(int /*_argc*/, char** /*_argv*/) vec3MulMtx(reflectedLights[ii], lightPosRadius[ii], reflectMtx); reflectedLights[ii][3] = lightPosRadius[ii][3]; } - bgfx::setUniform(u_lightPosRadius, reflectedLights, numLights); + memcpy(s_uniforms.m_lightPosRadius, reflectedLights, numLights * 4*sizeof(float)); // Reflect and submit bunny. float mtxReflectedBunny[16]; @@ -1180,7 +1286,7 @@ int _main_(int /*_argc*/, char** /*_argv*/) } // Set lights back. - bgfx::setUniform(u_lightPosRadius, lightPosRadius, numLights); + memcpy(s_uniforms.m_lightPosRadius, lightPosRadius, numLights * 4*sizeof(float)); // Third pass - Darken reflected objects. @@ -1233,9 +1339,8 @@ int _main_(int /*_argc*/, char** /*_argv*/) case ProjectionShadowsScene: { // First pass - Draw entire scene. (ambient only). - params.m_ambientPass = 1.0f; - params.m_lightningPass = 1.0f; - bgfx::setUniform(u_params, (const void*)¶ms); + s_uniforms.m_params.m_ambientPass = 1.0f; + s_uniforms.m_params.m_lightningPass = 0.0f; // Bunny. bunnyMesh.submit(RENDER_VIEWID_RANGE1_PASS_0 @@ -1249,7 +1354,7 @@ int _main_(int /*_argc*/, char** /*_argv*/) , floorMtx , programTextureLightning , s_renderStates[RenderState::ProjectionShadows_DrawAmbient] - , fieldstoneTex + , fieldstoneTex ); // Cubes. @@ -1270,9 +1375,9 @@ int _main_(int /*_argc*/, char** /*_argv*/) memcpy(ground, normal, sizeof(float) * 3); ground[3] = -vec3Dot(plane_pos, normal) - 0.01f; // - 0.01 against z-fighting - for (uint8_t ii = 0; ii < numLights; ++ii) + for (uint8_t ii = 0, viewId = RENDER_VIEWID_RANGE5_PASS_6; ii < numLights; ++ii, ++viewId) { - uint8_t viewId = RENDER_VIEWID_RANGE5_PASS_6+ii; + // Clear stencil for this light source. clearView(viewId, BGFX_CLEAR_STENCIL_BIT, clearValues); // Draw shadow projection of scene objects. @@ -1292,36 +1397,27 @@ int _main_(int /*_argc*/, char** /*_argv*/) mtxMul(mtxShadowedBunny, bunnyMtx, shadowMtx); bunnyMesh.submit(viewId , mtxShadowedBunny - , programColorLightning + , programColorBlack , s_renderStates[RenderState::ProjectionShadows_CraftStencil] ); // Submit cube shadows. float mtxShadowedCube[16]; - for (uint8_t ii = 0; ii < numCubes; ++ii) + for (uint8_t jj = 0; jj < numCubes; ++jj) { - mtxMul(mtxShadowedCube, cubeMtx[ii], shadowMtx); + mtxMul(mtxShadowedCube, cubeMtx[jj], shadowMtx); cubeMesh.submit(viewId , mtxShadowedCube - , programTextureLightning + , programColorBlack , s_renderStates[RenderState::ProjectionShadows_CraftStencil] ); } // Draw entire scene. (lightning pass only. blending is on) - - params.m_ambientPass = 0.0f; - params.m_lightningPass = 1.0f; - bgfx::setUniform(u_params, (const void*)¶ms); - - // Set blending factor based on number of lights. - uint32_t factor = 0xff / (numLights < 1 ? 1 : numLights); - factor = (factor << 24) - | (factor << 16) - | (factor << 8 ) - | (factor << 0 ) - ; - s_renderStates[RenderState::ProjectionShadows_DrawDiffuse].m_blendFactorRgba = factor; + s_uniforms.m_params.m_ambientPass = 0.0f; + s_uniforms.m_params.m_lightningPass = 1.0f; + s_uniforms.m_params.m_lightCount = 1.0f; + s_uniforms.m_params.m_lightIndex = float(ii); // Bunny. bunnyMesh.submit(viewId @@ -1335,7 +1431,7 @@ int _main_(int /*_argc*/, char** /*_argv*/) , floorMtx , programTextureLightning , s_renderStates[RenderState::ProjectionShadows_DrawDiffuse] - , fieldstoneTex + , fieldstoneTex ); // Cubes. @@ -1351,9 +1447,8 @@ int _main_(int /*_argc*/, char** /*_argv*/) } // Reset these to default.. - params.m_ambientPass = 1.0f; - params.m_lightningPass = 1.0f; - bgfx::setUniform(u_params, (const void*)¶ms); + s_uniforms.m_params.m_ambientPass = 1.0f; + s_uniforms.m_params.m_lightningPass = 1.0f; } break; }; @@ -1363,10 +1458,9 @@ int _main_(int /*_argc*/, char** /*_argv*/) float lightMtx[16]; for (uint8_t ii = 0; ii < numLights; ++ii) { - color[0] = lightRgbInnerR[ii][0]; - color[1] = lightRgbInnerR[ii][1]; - color[2] = lightRgbInnerR[ii][2]; - bgfx::setUniform(u_color, color); + s_uniforms.m_color[0] = lightRgbInnerR[ii][0]; + s_uniforms.m_color[1] = lightRgbInnerR[ii][1]; + s_uniforms.m_color[2] = lightRgbInnerR[ii][2]; mtxBillboard(lightMtx, viewState.m_view, lightPosRadius[ii], lightScale); vplaneMesh.submit(RENDER_VIEWID_RANGE1_PASS_7 @@ -1428,16 +1522,10 @@ int _main_(int /*_argc*/, char** /*_argv*/) bgfx::destroyProgram(programColorBlack); bgfx::destroyProgram(programTexture); - bgfx::destroyUniform(u_params); - bgfx::destroyUniform(u_ambient); - bgfx::destroyUniform(u_diffuse); - bgfx::destroyUniform(u_specular); - bgfx::destroyUniform(u_color); - bgfx::destroyUniform(u_time); - bgfx::destroyUniform(u_lightPosRadius); - bgfx::destroyUniform(u_lightRgbInnerR); bgfx::destroyUniform(u_texColor); + s_uniforms.destroy(); + imguiDestroy(); // Shutdown bgfx.