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https://github.com/scratchfoundation/bgfx.git
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Merge pull request #46 from dariomanesku/master
Fixed lightning problem in the second scene.
This commit is contained in:
commit
c3e70a5909
3 changed files with 240 additions and 133 deletions
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@ -6,18 +6,21 @@ $input v_normal, v_view
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*/
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*/
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#include "../common/common.sh"
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#include "../common/common.sh"
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#define MAX_NUM_LIGHTS 5
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uniform vec4 u_params;
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uniform vec4 u_params;
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uniform vec3 u_ambient;
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uniform vec3 u_ambient;
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uniform vec3 u_diffuse;
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uniform vec3 u_diffuse;
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uniform vec4 u_color;
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uniform vec4 u_color;
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uniform vec4 u_specular_shininess;
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uniform vec4 u_specular_shininess;
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uniform vec4 u_lightPosRadius[5];
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uniform vec4 u_lightPosRadius[MAX_NUM_LIGHTS];
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uniform vec4 u_lightRgbInnerR[5];
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uniform vec4 u_lightRgbInnerR[MAX_NUM_LIGHTS];
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#define u_ambientPass u_params.x
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#define u_ambientPass u_params.x
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#define u_lightningPass u_params.y
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#define u_lightningPass u_params.y
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#define u_alpha u_params.z
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#define u_lightCount u_params.z
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#define u_lightCount u_params.w
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#define u_lightIndex u_params.w
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#define u_specular u_specular_shininess.xyz
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#define u_specular u_specular_shininess.xyz
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#define u_shininess u_specular_shininess.w
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#define u_shininess u_specular_shininess.w
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@ -38,9 +41,6 @@ vec4 lit(float _ndotl, float _rdotv, float _m)
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vec3 calcLight(int _idx, vec3 _view, vec3 _normal, vec3 _viewDir)
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vec3 calcLight(int _idx, vec3 _view, vec3 _normal, vec3 _viewDir)
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{
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{
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if (float(_idx) >= u_lightCount)
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return vec3_splat(0.0);
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vec3 lightPos = mul(u_view, vec4(u_lightPosRadius[_idx].xyz, 1.0)).xyz;
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vec3 lightPos = mul(u_view, vec4(u_lightPosRadius[_idx].xyz, 1.0)).xyz;
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vec3 toLight = lightPos - _view;
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vec3 toLight = lightPos - _view;
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vec3 lightDir = normalize(toLight);
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vec3 lightDir = normalize(toLight);
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@ -49,7 +49,7 @@ vec3 calcLight(int _idx, vec3 _view, vec3 _normal, vec3 _viewDir)
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vec4 lc = lit(bln.x, bln.y, u_shininess);
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vec4 lc = lit(bln.x, bln.y, u_shininess);
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float dist = max(length(toLight), u_lightPosRadius[_idx].w);
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float dist = max(length(toLight), u_lightPosRadius[_idx].w);
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float attn = 100.0 * pow(dist, -2.0);
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float attn = 150.0 * pow(dist, -2.0);
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vec3 rgb = (lc.y * u_diffuse + lc.z * u_specular) * u_lightRgbInnerR[_idx].rgb * attn;
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vec3 rgb = (lc.y * u_diffuse + lc.z * u_specular) * u_lightRgbInnerR[_idx].rgb * attn;
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return rgb;
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return rgb;
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@ -63,9 +63,18 @@ void main()
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vec3 ambientColor = u_ambient * u_ambientPass;
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vec3 ambientColor = u_ambient * u_ambientPass;
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vec3 lightColor = vec3_splat(0.0);
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vec3 lightColor = vec3_splat(0.0);
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for(int ii = 0; ii < 5; ++ii)
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for(int ii = 0; ii < MAX_NUM_LIGHTS; ++ii)
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{
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{
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lightColor += calcLight(ii, v_view, normal, viewDir);
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float condition = 0.0;
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if (u_lightCount > 1.0)
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{
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condition = 1.0 - step(u_lightCount, float(ii));
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}
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else
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{
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condition = float(float(ii) == u_lightIndex);
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}
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lightColor += calcLight(ii, v_view, normal, viewDir) * condition;
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}
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}
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lightColor *= u_lightningPass;
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lightColor *= u_lightningPass;
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@ -75,5 +84,5 @@ void main()
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vec3 diffuse = toGamma(lightColor * color);
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vec3 diffuse = toGamma(lightColor * color);
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gl_FragColor.xyz = clamp(ambient + diffuse, 0.0, 1.0);
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gl_FragColor.xyz = clamp(ambient + diffuse, 0.0, 1.0);
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gl_FragColor.w = u_alpha;
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gl_FragColor.w = 1.0;
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}
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}
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@ -6,19 +6,22 @@ $input v_normal, v_view, v_texcoord0
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*/
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*/
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#include "../common/common.sh"
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#include "../common/common.sh"
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#define MAX_NUM_LIGHTS 5
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uniform vec4 u_params;
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uniform vec4 u_params;
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uniform vec3 u_ambient;
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uniform vec3 u_ambient;
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uniform vec3 u_diffuse;
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uniform vec3 u_diffuse;
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uniform vec4 u_color;
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uniform vec4 u_color;
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uniform vec4 u_specular_shininess;
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uniform vec4 u_specular_shininess;
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uniform vec4 u_lightPosRadius[5];
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uniform vec4 u_lightPosRadius[MAX_NUM_LIGHTS];
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uniform vec4 u_lightRgbInnerR[5];
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uniform vec4 u_lightRgbInnerR[MAX_NUM_LIGHTS];
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SAMPLER2D(u_texColor, 0);
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SAMPLER2D(u_texColor, 0);
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#define u_ambientPass u_params.x
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#define u_ambientPass u_params.x
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#define u_lightningPass u_params.y
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#define u_lightningPass u_params.y
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#define u_alpha u_params.z
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#define u_lightCount u_params.z
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#define u_lightCount u_params.w
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#define u_lightIndex u_params.w
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#define u_specular u_specular_shininess.xyz
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#define u_specular u_specular_shininess.xyz
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#define u_shininess u_specular_shininess.w
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#define u_shininess u_specular_shininess.w
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@ -39,9 +42,6 @@ vec4 lit(float _ndotl, float _rdotv, float _m)
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vec3 calcLight(int _idx, vec3 _view, vec3 _normal, vec3 _viewDir)
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vec3 calcLight(int _idx, vec3 _view, vec3 _normal, vec3 _viewDir)
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{
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{
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if (float(_idx) >= u_lightCount)
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return vec3_splat(0.0);
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vec3 lightPos = mul(u_view, vec4(u_lightPosRadius[_idx].xyz, 1.0)).xyz;
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vec3 lightPos = mul(u_view, vec4(u_lightPosRadius[_idx].xyz, 1.0)).xyz;
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vec3 toLight = lightPos - _view;
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vec3 toLight = lightPos - _view;
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vec3 lightDir = normalize(toLight);
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vec3 lightDir = normalize(toLight);
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@ -50,7 +50,7 @@ vec3 calcLight(int _idx, vec3 _view, vec3 _normal, vec3 _viewDir)
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vec4 lc = lit(bln.x, bln.y, u_shininess);
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vec4 lc = lit(bln.x, bln.y, u_shininess);
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float dist = max(length(toLight), u_lightPosRadius[_idx].w);
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float dist = max(length(toLight), u_lightPosRadius[_idx].w);
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float attn = 100.0 * pow(dist, -2.0);
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float attn = 150.0 * pow(dist, -2.0);
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vec3 rgb = (lc.y * u_diffuse + lc.z * u_specular) * u_lightRgbInnerR[_idx].rgb * attn;
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vec3 rgb = (lc.y * u_diffuse + lc.z * u_specular) * u_lightRgbInnerR[_idx].rgb * attn;
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return rgb;
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return rgb;
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@ -64,9 +64,18 @@ void main()
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vec3 ambientColor = u_ambient * u_ambientPass;
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vec3 ambientColor = u_ambient * u_ambientPass;
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vec3 lightColor = vec3_splat(0.0);
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vec3 lightColor = vec3_splat(0.0);
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for(int ii = 0; ii < 5; ++ii)
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for(int ii = 0; ii < MAX_NUM_LIGHTS; ++ii)
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{
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{
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lightColor += calcLight(ii, v_view, normal, viewDir);
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float condition = 0.0;
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if (u_lightCount > 1.0)
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{
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condition = 1.0 - step(u_lightCount, float(ii));
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}
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else
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{
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condition = float(float(ii) == u_lightIndex);
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}
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lightColor += calcLight(ii, v_view, normal, viewDir) * condition;
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}
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}
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lightColor *= u_lightningPass;
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lightColor *= u_lightningPass;
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@ -76,5 +85,5 @@ void main()
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vec3 diffuse = toGamma(lightColor * color);
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vec3 diffuse = toGamma(lightColor * color);
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gl_FragColor.xyz = clamp(ambient + diffuse, 0.0, 1.0);
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gl_FragColor.xyz = clamp(ambient + diffuse, 0.0, 1.0);
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gl_FragColor.w = u_alpha;
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gl_FragColor.w = 1.0;
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}
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}
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@ -22,7 +22,9 @@
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#define RENDER_VIEWID_RANGE1_PASS_4 5
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#define RENDER_VIEWID_RANGE1_PASS_4 5
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#define RENDER_VIEWID_RANGE1_PASS_5 6
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#define RENDER_VIEWID_RANGE1_PASS_5 6
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#define RENDER_VIEWID_RANGE5_PASS_6 7
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#define RENDER_VIEWID_RANGE5_PASS_6 7
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#define RENDER_VIEWID_RANGE1_PASS_7 13
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#define RENDER_VIEWID_RANGE1_PASS_7 13
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#define MAX_NUM_LIGHTS 5
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uint32_t packUint32(uint8_t _x, uint8_t _y, uint8_t _z, uint8_t _w)
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uint32_t packUint32(uint8_t _x, uint8_t _y, uint8_t _z, uint8_t _w)
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{
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{
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@ -324,6 +326,142 @@ void mtxBillboard(float* __restrict _result
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_result[15] = 1.0f;
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_result[15] = 1.0f;
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}
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}
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struct Uniforms
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{
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void init()
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{
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m_params.m_ambientPass = 1.0f;
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m_params.m_lightningPass = 1.0f;
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m_params.m_lightCount = 4.0f;
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m_params.m_lightIndex = 4.0f;
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m_ambient[0] = 0.05f;
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m_ambient[1] = 0.05f;
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m_ambient[2] = 0.05f;
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m_ambient[3] = 0.0f; //unused
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m_diffuse[0] = 0.8f;
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m_diffuse[1] = 0.8f;
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m_diffuse[2] = 0.8f;
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m_diffuse[3] = 0.0f; //unused
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m_specular_shininess[0] = 1.0f;
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m_specular_shininess[1] = 1.0f;
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m_specular_shininess[2] = 1.0f;
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m_specular_shininess[3] = 25.0f; //shininess
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m_color[0] = 1.0f;
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m_color[1] = 1.0f;
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m_color[2] = 1.0f;
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m_color[3] = 1.0;
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m_time = 0.0f;
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for (uint8_t ii = 0; ii < MAX_NUM_LIGHTS; ++ii)
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{
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m_lightPosRadius[ii][0] = 0.0f;
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m_lightPosRadius[ii][1] = 0.0f;
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m_lightPosRadius[ii][2] = 0.0f;
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m_lightPosRadius[ii][3] = 1.0f;
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m_lightRgbInnerR[ii][0] = 1.0f;
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m_lightRgbInnerR[ii][1] = 1.0f;
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m_lightRgbInnerR[ii][2] = 1.0f;
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m_lightRgbInnerR[ii][3] = 1.0f;
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}
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u_params = bgfx::createUniform("u_params", bgfx::UniformType::Uniform4fv);
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u_ambient = bgfx::createUniform("u_ambient", bgfx::UniformType::Uniform4fv);
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u_diffuse = bgfx::createUniform("u_diffuse", bgfx::UniformType::Uniform4fv);
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u_specular_shininess = bgfx::createUniform("u_specular_shininess", bgfx::UniformType::Uniform4fv);
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u_color = bgfx::createUniform("u_color", bgfx::UniformType::Uniform4fv);
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u_time = bgfx::createUniform("u_time", bgfx::UniformType::Uniform1f );
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u_lightPosRadius = bgfx::createUniform("u_lightPosRadius", bgfx::UniformType::Uniform4fv, MAX_NUM_LIGHTS);
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u_lightRgbInnerR = bgfx::createUniform("u_lightRgbInnerR", bgfx::UniformType::Uniform4fv, MAX_NUM_LIGHTS);
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}
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//call this once at initialization
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void submitConstUniforms()
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{
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bgfx::setUniform(u_ambient, &m_ambient);
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bgfx::setUniform(u_diffuse, &m_diffuse);
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bgfx::setUniform(u_specular_shininess, &m_specular_shininess);
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}
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//call this once per frame
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void submitPerFrameUniforms()
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{
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bgfx::setUniform(u_time, &m_time);
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}
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//call this before each draw call
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void submitPerDrawUniforms()
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{
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bgfx::setUniform(u_params, &m_params);
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bgfx::setUniform(u_color, &m_color);
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bgfx::setUniform(u_lightPosRadius, &m_lightPosRadius, MAX_NUM_LIGHTS);
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bgfx::setUniform(u_lightRgbInnerR, &m_lightRgbInnerR, MAX_NUM_LIGHTS);
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}
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void destroy()
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{
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bgfx::destroyUniform(u_params);
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bgfx::destroyUniform(u_ambient);
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bgfx::destroyUniform(u_diffuse);
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bgfx::destroyUniform(u_specular_shininess);
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bgfx::destroyUniform(u_time);
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bgfx::destroyUniform(u_lightPosRadius);
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bgfx::destroyUniform(u_lightRgbInnerR);
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}
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struct Params
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{
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float m_ambientPass;
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float m_lightningPass;
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float m_lightCount;
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float m_lightIndex;
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};
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struct SvParams
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{
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float m_useStencilTex;
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float m_dfail;
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float m_unused0;
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float m_unused1;
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};
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Params m_params;
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SvParams m_svparams;
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float m_ambient[4];
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float m_diffuse[4];
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float m_specular_shininess[4];
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float m_color[4];
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float m_time;
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float m_lightPosRadius[MAX_NUM_LIGHTS][4];
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float m_lightRgbInnerR[MAX_NUM_LIGHTS][4];
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/**
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* u_params.x - u_ambientPass
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* u_params.y - u_lightningPass
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* u_params.z - u_lightCount
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* u_params.w - u_lightIndex
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*/
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bgfx::UniformHandle u_params;
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bgfx::UniformHandle u_ambient;
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bgfx::UniformHandle u_diffuse;
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bgfx::UniformHandle u_specular_shininess;
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bgfx::UniformHandle u_color;
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bgfx::UniformHandle u_time;
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bgfx::UniformHandle u_lightPosRadius;
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bgfx::UniformHandle u_lightRgbInnerR;
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};
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static Uniforms s_uniforms;
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//-------------------------------------------------
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// Render state
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//-------------------------------------------------
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struct RenderState
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struct RenderState
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{
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{
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enum Enum
|
enum Enum
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|
@ -435,8 +573,7 @@ static RenderState s_renderStates[RenderState::Count] =
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},
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},
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{ // ProjectionShadows_DrawDiffuse
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{ // ProjectionShadows_DrawDiffuse
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BGFX_STATE_RGB_WRITE
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BGFX_STATE_RGB_WRITE
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| BGFX_STATE_DEPTH_WRITE
|
| BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE)
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| BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_FACTOR, BGFX_STATE_BLEND_ONE)
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| BGFX_STATE_DEPTH_TEST_EQUAL
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| BGFX_STATE_DEPTH_TEST_EQUAL
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| BGFX_STATE_CULL_CCW
|
| BGFX_STATE_CULL_CCW
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| BGFX_STATE_MSAA
|
| BGFX_STATE_MSAA
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|
@ -754,6 +891,9 @@ struct Mesh
|
||||||
{
|
{
|
||||||
const Group& group = *it;
|
const Group& group = *it;
|
||||||
|
|
||||||
|
// Set uniforms
|
||||||
|
s_uniforms.submitPerDrawUniforms();
|
||||||
|
|
||||||
// Set model matrix for rendering.
|
// Set model matrix for rendering.
|
||||||
bgfx::setTransform(_mtx);
|
bgfx::setTransform(_mtx);
|
||||||
bgfx::setProgram(_program);
|
bgfx::setProgram(_program);
|
||||||
|
@ -834,30 +974,10 @@ int _main_(int /*_argc*/, char** /*_argv*/)
|
||||||
PosNormalTexcoordDecl.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float);
|
PosNormalTexcoordDecl.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float);
|
||||||
PosNormalTexcoordDecl.end();
|
PosNormalTexcoordDecl.end();
|
||||||
|
|
||||||
const uint8_t MAX_NUM_LIGHTS = 5;
|
s_uniforms.init();
|
||||||
|
s_uniforms.submitConstUniforms();
|
||||||
|
|
||||||
//u_params.x - u_ambientPass
|
u_texColor = bgfx::createUniform("u_texColor", bgfx::UniformType::Uniform1iv);
|
||||||
//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);
|
|
||||||
|
|
||||||
bgfx::ProgramHandle programTextureLightning = loadProgram("vs_stencil_texture_lightning", "fs_stencil_texture_lightning");
|
bgfx::ProgramHandle programTextureLightning = loadProgram("vs_stencil_texture_lightning", "fs_stencil_texture_lightning");
|
||||||
bgfx::ProgramHandle programColorLightning = loadProgram("vs_stencil_color_lightning", "fs_stencil_color_lightning" );
|
bgfx::ProgramHandle programColorLightning = loadProgram("vs_stencil_color_lightning", "fs_stencil_color_lightning" );
|
||||||
|
@ -887,9 +1007,9 @@ int _main_(int /*_argc*/, char** /*_argv*/)
|
||||||
mem = loadTexture("fieldstone-rgba.dds");
|
mem = loadTexture("fieldstone-rgba.dds");
|
||||||
bgfx::TextureHandle fieldstoneTex = bgfx::createTexture(mem);
|
bgfx::TextureHandle fieldstoneTex = bgfx::createTexture(mem);
|
||||||
|
|
||||||
//setup lights
|
// Setup lights.
|
||||||
uint8_t numLights = 5;
|
const uint8_t colorCount = 5;
|
||||||
const float rgbInnerR[5][4] =
|
const float rgbInnerR[colorCount][4] =
|
||||||
{
|
{
|
||||||
{ 1.0f, 0.7f, 0.2f, 0.0f }, //yellow
|
{ 1.0f, 0.7f, 0.2f, 0.0f }, //yellow
|
||||||
{ 0.7f, 0.2f, 1.0f, 0.0f }, //purple
|
{ 0.7f, 0.2f, 1.0f, 0.0f }, //purple
|
||||||
|
@ -899,32 +1019,15 @@ int _main_(int /*_argc*/, char** /*_argv*/)
|
||||||
};
|
};
|
||||||
|
|
||||||
float lightRgbInnerR[MAX_NUM_LIGHTS][4];
|
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][0] = rgbInnerR[index][0];
|
||||||
lightRgbInnerR[ii][1] = rgbInnerR[index][1];
|
lightRgbInnerR[ii][1] = rgbInnerR[index][1];
|
||||||
lightRgbInnerR[ii][2] = rgbInnerR[index][2];
|
lightRgbInnerR[ii][2] = rgbInnerR[index][2];
|
||||||
lightRgbInnerR[ii][3] = rgbInnerR[index][3];
|
lightRgbInnerR[ii][3] = rgbInnerR[index][3];
|
||||||
}
|
}
|
||||||
bgfx::setUniform(u_lightRgbInnerR, lightRgbInnerR, numLights);
|
memcpy(s_uniforms.m_lightRgbInnerR, lightRgbInnerR, MAX_NUM_LIGHTS * 4*sizeof(float));
|
||||||
|
|
||||||
//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);
|
|
||||||
|
|
||||||
int64_t timeOffset = bx::getHPCounter();
|
int64_t timeOffset = bx::getHPCounter();
|
||||||
|
|
||||||
|
@ -974,7 +1077,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
|
||||||
}
|
}
|
||||||
|
|
||||||
imguiSeparatorLine();
|
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)
|
if (scene == StencilReflectionScene)
|
||||||
{
|
{
|
||||||
imguiSlider("Reflection value", &settings_reflectionValue, 0.0f, 1.0f, 0.01f);
|
imguiSlider("Reflection value", &settings_reflectionValue, 0.0f, 1.0f, 0.01f);
|
||||||
|
@ -994,11 +1097,12 @@ int _main_(int /*_argc*/, char** /*_argv*/)
|
||||||
imguiEndFrame();
|
imguiEndFrame();
|
||||||
|
|
||||||
// Update settings.
|
// Update settings.
|
||||||
numLights = (uint8_t)settings_numLights;
|
uint8_t numLights = (uint8_t)settings_numLights;
|
||||||
params.m_ambientPass = 1.0f;
|
s_uniforms.m_params.m_ambientPass = 1.0f;
|
||||||
params.m_lightningPass = 1.0f;
|
s_uniforms.m_params.m_lightningPass = 1.0f;
|
||||||
params.m_lightCount = settings_numLights;
|
s_uniforms.m_params.m_lightCount = settings_numLights;
|
||||||
bgfx::setUniform(u_params, (const void*)¶ms);
|
s_uniforms.m_params.m_lightIndex = 0.0f;
|
||||||
|
s_uniforms.submitPerFrameUniforms();
|
||||||
|
|
||||||
// Time.
|
// Time.
|
||||||
int64_t now = bx::getHPCounter();
|
int64_t now = bx::getHPCounter();
|
||||||
|
@ -1009,7 +1113,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
|
||||||
const double toMs = 1000.0/freq;
|
const double toMs = 1000.0/freq;
|
||||||
float time = (float)( (now - timeOffset)/double(bx::getHPFrequency() ) );
|
float time = (float)( (now - timeOffset)/double(bx::getHPFrequency() ) );
|
||||||
const float deltaTime = float(frameTime/freq);
|
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.
|
// Use debug font to print information about this example.
|
||||||
bgfx::dbgTextClear();
|
bgfx::dbgTextClear();
|
||||||
|
@ -1037,15 +1141,15 @@ int _main_(int /*_argc*/, char** /*_argv*/)
|
||||||
}
|
}
|
||||||
|
|
||||||
float lightPosRadius[MAX_NUM_LIGHTS][4];
|
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)
|
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][0] = sin( (lightTimeAccumulator*1.1f + ii*0.03f + float(ii*M_PI_2)*1.07f ) )*20.0f;
|
||||||
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][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*0.09f) + float(ii*M_PI_2)*1.79f ) )*20.0f;
|
lightPosRadius[ii][2] = cos( (lightTimeAccumulator*1.3f + ii*0.13f + float(ii*M_PI_2)*1.79f ) )*20.0f;
|
||||||
lightPosRadius[ii][3] = radius;
|
lightPosRadius[ii][3] = radius;
|
||||||
}
|
}
|
||||||
bgfx::setUniform(u_lightPosRadius, lightPosRadius, numLights);
|
memcpy(s_uniforms.m_lightPosRadius, lightPosRadius, numLights * 4*sizeof(float));
|
||||||
|
|
||||||
// Floor position.
|
// Floor position.
|
||||||
float floorMtx[16];
|
float floorMtx[16];
|
||||||
|
@ -1068,7 +1172,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
|
||||||
, 5.0f
|
, 5.0f
|
||||||
, 5.0f
|
, 5.0f
|
||||||
, 0.0f
|
, 0.0f
|
||||||
, 1.56f + sceneTimeAccumulator
|
, 1.56f - sceneTimeAccumulator
|
||||||
, 0.0f
|
, 0.0f
|
||||||
, 0.0f
|
, 0.0f
|
||||||
, 2.0f
|
, 2.0f
|
||||||
|
@ -1112,9 +1216,9 @@ int _main_(int /*_argc*/, char** /*_argv*/)
|
||||||
, 0.0f
|
, 0.0f
|
||||||
, 0.0f
|
, 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
|
, 4.0f
|
||||||
, cos(ii * 2.0f + 13.0f + sceneTimeAccumulator) * 13.0f
|
, cos(ii * 2.0f + 13.0f - sceneTimeAccumulator) * 13.0f
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -1122,11 +1226,10 @@ int _main_(int /*_argc*/, char** /*_argv*/)
|
||||||
clearView(0, BGFX_CLEAR_COLOR_BIT | BGFX_CLEAR_DEPTH_BIT | BGFX_CLEAR_STENCIL_BIT, clearValues);
|
clearView(0, BGFX_CLEAR_COLOR_BIT | BGFX_CLEAR_DEPTH_BIT | BGFX_CLEAR_STENCIL_BIT, clearValues);
|
||||||
submit(0);
|
submit(0);
|
||||||
|
|
||||||
// White bunny and columns.
|
// Bunny and columns color.
|
||||||
color[0] = 1.0f;
|
s_uniforms.m_color[0] = 0.70f;
|
||||||
color[1] = 1.0f;
|
s_uniforms.m_color[1] = 0.65f;
|
||||||
color[2] = 1.0f;
|
s_uniforms.m_color[2] = 0.60f;
|
||||||
bgfx::setUniform(u_color, color);
|
|
||||||
|
|
||||||
switch (scene)
|
switch (scene)
|
||||||
{
|
{
|
||||||
|
@ -1134,7 +1237,11 @@ int _main_(int /*_argc*/, char** /*_argv*/)
|
||||||
{
|
{
|
||||||
// First pass - Draw plane.
|
// 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
|
hplaneMesh.submit(RENDER_VIEWID_RANGE1_PASS_0
|
||||||
, floorMtx
|
, floorMtx
|
||||||
, programColorBlack
|
, programColorBlack
|
||||||
|
@ -1156,7 +1263,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
|
||||||
vec3MulMtx(reflectedLights[ii], lightPosRadius[ii], reflectMtx);
|
vec3MulMtx(reflectedLights[ii], lightPosRadius[ii], reflectMtx);
|
||||||
reflectedLights[ii][3] = lightPosRadius[ii][3];
|
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.
|
// Reflect and submit bunny.
|
||||||
float mtxReflectedBunny[16];
|
float mtxReflectedBunny[16];
|
||||||
|
@ -1180,7 +1287,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
|
||||||
}
|
}
|
||||||
|
|
||||||
// Set lights back.
|
// Set lights back.
|
||||||
bgfx::setUniform(u_lightPosRadius, lightPosRadius, numLights);
|
memcpy(s_uniforms.m_lightPosRadius, lightPosRadius, numLights * 4*sizeof(float));
|
||||||
|
|
||||||
// Third pass - Darken reflected objects.
|
// Third pass - Darken reflected objects.
|
||||||
|
|
||||||
|
@ -1233,9 +1340,8 @@ int _main_(int /*_argc*/, char** /*_argv*/)
|
||||||
case ProjectionShadowsScene:
|
case ProjectionShadowsScene:
|
||||||
{
|
{
|
||||||
// First pass - Draw entire scene. (ambient only).
|
// First pass - Draw entire scene. (ambient only).
|
||||||
params.m_ambientPass = 1.0f;
|
s_uniforms.m_params.m_ambientPass = 1.0f;
|
||||||
params.m_lightningPass = 1.0f;
|
s_uniforms.m_params.m_lightningPass = 0.0f;
|
||||||
bgfx::setUniform(u_params, (const void*)¶ms);
|
|
||||||
|
|
||||||
// Bunny.
|
// Bunny.
|
||||||
bunnyMesh.submit(RENDER_VIEWID_RANGE1_PASS_0
|
bunnyMesh.submit(RENDER_VIEWID_RANGE1_PASS_0
|
||||||
|
@ -1249,7 +1355,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
|
||||||
, floorMtx
|
, floorMtx
|
||||||
, programTextureLightning
|
, programTextureLightning
|
||||||
, s_renderStates[RenderState::ProjectionShadows_DrawAmbient]
|
, s_renderStates[RenderState::ProjectionShadows_DrawAmbient]
|
||||||
, fieldstoneTex
|
, fieldstoneTex
|
||||||
);
|
);
|
||||||
|
|
||||||
// Cubes.
|
// Cubes.
|
||||||
|
@ -1270,9 +1376,9 @@ int _main_(int /*_argc*/, char** /*_argv*/)
|
||||||
memcpy(ground, normal, sizeof(float) * 3);
|
memcpy(ground, normal, sizeof(float) * 3);
|
||||||
ground[3] = -vec3Dot(plane_pos, normal) - 0.01f; // - 0.01 against z-fighting
|
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);
|
clearView(viewId, BGFX_CLEAR_STENCIL_BIT, clearValues);
|
||||||
|
|
||||||
// Draw shadow projection of scene objects.
|
// Draw shadow projection of scene objects.
|
||||||
|
@ -1292,36 +1398,27 @@ int _main_(int /*_argc*/, char** /*_argv*/)
|
||||||
mtxMul(mtxShadowedBunny, bunnyMtx, shadowMtx);
|
mtxMul(mtxShadowedBunny, bunnyMtx, shadowMtx);
|
||||||
bunnyMesh.submit(viewId
|
bunnyMesh.submit(viewId
|
||||||
, mtxShadowedBunny
|
, mtxShadowedBunny
|
||||||
, programColorLightning
|
, programColorBlack
|
||||||
, s_renderStates[RenderState::ProjectionShadows_CraftStencil]
|
, s_renderStates[RenderState::ProjectionShadows_CraftStencil]
|
||||||
);
|
);
|
||||||
|
|
||||||
// Submit cube shadows.
|
// Submit cube shadows.
|
||||||
float mtxShadowedCube[16];
|
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
|
cubeMesh.submit(viewId
|
||||||
, mtxShadowedCube
|
, mtxShadowedCube
|
||||||
, programTextureLightning
|
, programColorBlack
|
||||||
, s_renderStates[RenderState::ProjectionShadows_CraftStencil]
|
, s_renderStates[RenderState::ProjectionShadows_CraftStencil]
|
||||||
);
|
);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Draw entire scene. (lightning pass only. blending is on)
|
// Draw entire scene. (lightning pass only. blending is on)
|
||||||
|
s_uniforms.m_params.m_ambientPass = 0.0f;
|
||||||
params.m_ambientPass = 0.0f;
|
s_uniforms.m_params.m_lightningPass = 1.0f;
|
||||||
params.m_lightningPass = 1.0f;
|
s_uniforms.m_params.m_lightCount = 1.0f;
|
||||||
bgfx::setUniform(u_params, (const void*)¶ms);
|
s_uniforms.m_params.m_lightIndex = float(ii);
|
||||||
|
|
||||||
// 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;
|
|
||||||
|
|
||||||
// Bunny.
|
// Bunny.
|
||||||
bunnyMesh.submit(viewId
|
bunnyMesh.submit(viewId
|
||||||
|
@ -1335,7 +1432,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
|
||||||
, floorMtx
|
, floorMtx
|
||||||
, programTextureLightning
|
, programTextureLightning
|
||||||
, s_renderStates[RenderState::ProjectionShadows_DrawDiffuse]
|
, s_renderStates[RenderState::ProjectionShadows_DrawDiffuse]
|
||||||
, fieldstoneTex
|
, fieldstoneTex
|
||||||
);
|
);
|
||||||
|
|
||||||
// Cubes.
|
// Cubes.
|
||||||
|
@ -1351,9 +1448,8 @@ int _main_(int /*_argc*/, char** /*_argv*/)
|
||||||
}
|
}
|
||||||
|
|
||||||
// Reset these to default..
|
// Reset these to default..
|
||||||
params.m_ambientPass = 1.0f;
|
s_uniforms.m_params.m_ambientPass = 1.0f;
|
||||||
params.m_lightningPass = 1.0f;
|
s_uniforms.m_params.m_lightningPass = 1.0f;
|
||||||
bgfx::setUniform(u_params, (const void*)¶ms);
|
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
};
|
};
|
||||||
|
@ -1363,10 +1459,9 @@ int _main_(int /*_argc*/, char** /*_argv*/)
|
||||||
float lightMtx[16];
|
float lightMtx[16];
|
||||||
for (uint8_t ii = 0; ii < numLights; ++ii)
|
for (uint8_t ii = 0; ii < numLights; ++ii)
|
||||||
{
|
{
|
||||||
color[0] = lightRgbInnerR[ii][0];
|
s_uniforms.m_color[0] = lightRgbInnerR[ii][0];
|
||||||
color[1] = lightRgbInnerR[ii][1];
|
s_uniforms.m_color[1] = lightRgbInnerR[ii][1];
|
||||||
color[2] = lightRgbInnerR[ii][2];
|
s_uniforms.m_color[2] = lightRgbInnerR[ii][2];
|
||||||
bgfx::setUniform(u_color, color);
|
|
||||||
|
|
||||||
mtxBillboard(lightMtx, viewState.m_view, lightPosRadius[ii], lightScale);
|
mtxBillboard(lightMtx, viewState.m_view, lightPosRadius[ii], lightScale);
|
||||||
vplaneMesh.submit(RENDER_VIEWID_RANGE1_PASS_7
|
vplaneMesh.submit(RENDER_VIEWID_RANGE1_PASS_7
|
||||||
|
@ -1428,16 +1523,10 @@ int _main_(int /*_argc*/, char** /*_argv*/)
|
||||||
bgfx::destroyProgram(programColorBlack);
|
bgfx::destroyProgram(programColorBlack);
|
||||||
bgfx::destroyProgram(programTexture);
|
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);
|
bgfx::destroyUniform(u_texColor);
|
||||||
|
|
||||||
|
s_uniforms.destroy();
|
||||||
|
|
||||||
imguiDestroy();
|
imguiDestroy();
|
||||||
|
|
||||||
// Shutdown bgfx.
|
// Shutdown bgfx.
|
||||||
|
|
Loading…
Reference in a new issue