/* * Copyright 2014-2016 Dario Manesku. All rights reserved. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause */ #include #include #include "common.h" #include "bgfx_utils.h" #include "imgui/imgui.h" #include "nanovg/nanovg.h" #include #include static float s_texelHalf = 0.0f; struct Uniforms { enum { NumVec4 = 12 }; void init() { u_params = bgfx::createUniform("u_params", bgfx::UniformType::Vec4, NumVec4); } void submit() { bgfx::setUniform(u_params, m_params, NumVec4); } void destroy() { bgfx::destroyUniform(u_params); } union { struct { union { float m_mtx[16]; /* 0*/ struct { float m_mtx0[4]; }; /* 1*/ struct { float m_mtx1[4]; }; /* 2*/ struct { float m_mtx2[4]; }; /* 3*/ struct { float m_mtx3[4]; }; }; /* 4*/ struct { float m_glossiness, m_reflectivity, m_exposure, m_bgType; }; /* 5*/ struct { float m_metalOrSpec, m_unused5[3]; }; /* 6*/ struct { float m_doDiffuse, m_doSpecular, m_doDiffuseIbl, m_doSpecularIbl; }; /* 7*/ struct { float m_cameraPos[3], m_unused7[1]; }; /* 8*/ struct { float m_rgbDiff[4]; }; /* 9*/ struct { float m_rgbSpec[4]; }; /*10*/ struct { float m_lightDir[3], m_unused10[1]; }; /*11*/ struct { float m_lightCol[3], m_unused11[1]; }; }; float m_params[NumVec4*4]; }; bgfx::UniformHandle u_params; }; 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(); } 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); } } struct LightProbe { enum Enum { Bolonga, Kyoto, 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; }; struct Camera { Camera() { reset(); } void reset() { m_target.curr[0] = 0.0f; m_target.curr[1] = 0.0f; m_target.curr[2] = 0.0f; m_target.dest[0] = 0.0f; m_target.dest[1] = 0.0f; m_target.dest[2] = 0.0f; m_pos.curr[0] = 0.0f; m_pos.curr[1] = 0.0f; m_pos.curr[2] = -3.0f; m_pos.dest[0] = 0.0f; m_pos.dest[1] = 0.0f; m_pos.dest[2] = -3.0f; m_orbit[0] = 0.0f; m_orbit[1] = 0.0f; } void mtxLookAt(float* _outViewMtx) { bx::mtxLookAt(_outViewMtx, m_pos.curr, m_target.curr); } void orbit(float _dx, float _dy) { m_orbit[0] += _dx; m_orbit[1] += _dy; } void dolly(float _dz) { const float cnear = 1.0f; const float cfar = 10.0f; const float toTarget[3] = { m_target.dest[0] - m_pos.dest[0], m_target.dest[1] - m_pos.dest[1], m_target.dest[2] - m_pos.dest[2], }; const float toTargetLen = bx::vec3Length(toTarget); const float invToTargetLen = 1.0f/(toTargetLen+FLT_MIN); const float toTargetNorm[3] = { toTarget[0]*invToTargetLen, toTarget[1]*invToTargetLen, toTarget[2]*invToTargetLen, }; float delta = toTargetLen*_dz; float newLen = toTargetLen + delta; if ( (cnear < newLen || _dz < 0.0f) && (newLen < cfar || _dz > 0.0f) ) { m_pos.dest[0] += toTargetNorm[0]*delta; m_pos.dest[1] += toTargetNorm[1]*delta; m_pos.dest[2] += toTargetNorm[2]*delta; } } void consumeOrbit(float _amount) { float consume[2]; consume[0] = m_orbit[0]*_amount; consume[1] = m_orbit[1]*_amount; m_orbit[0] -= consume[0]; m_orbit[1] -= consume[1]; const float toPos[3] = { m_pos.curr[0] - m_target.curr[0], m_pos.curr[1] - m_target.curr[1], m_pos.curr[2] - m_target.curr[2], }; const float toPosLen = bx::vec3Length(toPos); const float invToPosLen = 1.0f/(toPosLen+FLT_MIN); const float toPosNorm[3] = { toPos[0]*invToPosLen, toPos[1]*invToPosLen, toPos[2]*invToPosLen, }; float ll[2]; latLongFromVec(ll[0], ll[1], toPosNorm); ll[0] += consume[0]; ll[1] -= consume[1]; ll[1] = bx::fclamp(ll[1], 0.02f, 0.98f); float tmp[3]; vecFromLatLong(tmp, ll[0], ll[1]); float diff[3]; diff[0] = (tmp[0]-toPosNorm[0])*toPosLen; diff[1] = (tmp[1]-toPosNorm[1])*toPosLen; diff[2] = (tmp[2]-toPosNorm[2])*toPosLen; m_pos.curr[0] += diff[0]; m_pos.curr[1] += diff[1]; m_pos.curr[2] += diff[2]; m_pos.dest[0] += diff[0]; m_pos.dest[1] += diff[1]; m_pos.dest[2] += diff[2]; } void update(float _dt) { const float amount = bx::fmin(_dt/0.12f, 1.0f); consumeOrbit(amount); m_target.curr[0] = bx::flerp(m_target.curr[0], m_target.dest[0], amount); m_target.curr[1] = bx::flerp(m_target.curr[1], m_target.dest[1], amount); m_target.curr[2] = bx::flerp(m_target.curr[2], m_target.dest[2], amount); m_pos.curr[0] = bx::flerp(m_pos.curr[0], m_pos.dest[0], amount); m_pos.curr[1] = bx::flerp(m_pos.curr[1], m_pos.dest[1], amount); m_pos.curr[2] = bx::flerp(m_pos.curr[2], m_pos.dest[2], amount); } void envViewMtx(float* _mtx) { const float toTarget[3] = { m_target.curr[0] - m_pos.curr[0], m_target.curr[1] - m_pos.curr[1], m_target.curr[2] - m_pos.curr[2], }; const float toTargetLen = bx::vec3Length(toTarget); const float invToTargetLen = 1.0f/(toTargetLen+FLT_MIN); const float toTargetNorm[3] = { toTarget[0]*invToTargetLen, toTarget[1]*invToTargetLen, toTarget[2]*invToTargetLen, }; float tmp[3]; const float fakeUp[3] = { 0.0f, 1.0f, 0.0f }; float right[3]; bx::vec3Cross(tmp, fakeUp, toTargetNorm); bx::vec3Norm(right, tmp); float up[3]; bx::vec3Cross(tmp, toTargetNorm, right); bx::vec3Norm(up, tmp); _mtx[ 0] = right[0]; _mtx[ 1] = right[1]; _mtx[ 2] = right[2]; _mtx[ 3] = 0.0f; _mtx[ 4] = up[0]; _mtx[ 5] = up[1]; _mtx[ 6] = up[2]; _mtx[ 7] = 0.0f; _mtx[ 8] = toTargetNorm[0]; _mtx[ 9] = toTargetNorm[1]; _mtx[10] = toTargetNorm[2]; _mtx[11] = 0.0f; _mtx[12] = 0.0f; _mtx[13] = 0.0f; _mtx[14] = 0.0f; _mtx[15] = 1.0f; } static inline void vecFromLatLong(float _vec[3], float _u, float _v) { const float phi = _u * 2.0f*bx::pi; const float theta = _v * bx::pi; const float st = bx::fsin(theta); const float sp = bx::fsin(phi); const float ct = bx::fcos(theta); const float cp = bx::fcos(phi); _vec[0] = -st*sp; _vec[1] = ct; _vec[2] = -st*cp; } static inline void latLongFromVec(float& _u, float& _v, const float _vec[3]) { const float phi = atan2f(_vec[0], _vec[2]); const float theta = acosf(_vec[1]); _u = (bx::pi + phi)*bx::invPi*0.5f; _v = theta*bx::invPi; } struct Interp3f { float curr[3]; float dest[3]; }; Interp3f m_target; Interp3f m_pos; float m_orbit[2]; }; struct Mouse { Mouse() : m_dx(0.0f) , m_dy(0.0f) , m_prevMx(0.0f) , m_prevMy(0.0f) , m_scroll(0) , m_scrollPrev(0) { } void update(float _mx, float _my, int32_t _mz, uint32_t _width, uint32_t _height) { const float widthf = float(int32_t(_width)); const float heightf = float(int32_t(_height)); // Delta movement. m_dx = float(_mx - m_prevMx)/widthf; m_dy = float(_my - m_prevMy)/heightf; m_prevMx = _mx; m_prevMy = _my; // Scroll. m_scroll = _mz - m_scrollPrev; m_scrollPrev = _mz; } float m_dx; // Screen space. float m_dy; float m_prevMx; float m_prevMy; int32_t m_scroll; int32_t m_scrollPrev; }; int _main_(int _argc, char** _argv) { Args args(_argc, _argv); uint32_t width = 1280; uint32_t height = 720; uint32_t debug = BGFX_DEBUG_TEXT; uint32_t reset = BGFX_RESET_VSYNC; bgfx::init(args.m_type, args.m_pciId); bgfx::reset(width, height, reset); // Enable debug text. bgfx::setDebug(debug); // Set views clear state. bgfx::setViewClear(0 , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH , 0x303030ff , 1.0f , 0 ); // Imgui. imguiCreate(); // Uniforms. Uniforms uniforms; uniforms.init(); // Vertex declarations. PosColorTexCoord0Vertex::init(); LightProbe lightProbes[LightProbe::Count]; lightProbes[LightProbe::Bolonga].load("bolonga"); lightProbes[LightProbe::Kyoto ].load("kyoto"); LightProbe::Enum currentLightProbe = LightProbe::Bolonga; bgfx::UniformHandle u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Mat4); bgfx::UniformHandle u_params = bgfx::createUniform("u_params", bgfx::UniformType::Vec4); bgfx::UniformHandle u_flags = bgfx::createUniform("u_flags", bgfx::UniformType::Vec4); bgfx::UniformHandle u_camPos = bgfx::createUniform("u_camPos", bgfx::UniformType::Vec4); bgfx::UniformHandle s_texCube = bgfx::createUniform("s_texCube", bgfx::UniformType::Int1); bgfx::UniformHandle s_texCubeIrr = bgfx::createUniform("s_texCubeIrr", bgfx::UniformType::Int1); bgfx::ProgramHandle programMesh = loadProgram("vs_ibl_mesh", "fs_ibl_mesh"); bgfx::ProgramHandle programSky = loadProgram("vs_ibl_skybox", "fs_ibl_skybox"); Mesh* meshBunny; meshBunny = meshLoad("meshes/bunny.bin"); Mesh* meshOrb; meshOrb = meshLoad("meshes/orb.bin"); Camera camera; Mouse mouse; struct Settings { Settings() { m_envRotCurr = 0.0f; m_envRotDest = 0.0f; m_lightDir[0] = -0.8f; m_lightDir[1] = 0.2f; m_lightDir[2] = -0.5f; m_lightCol[0] = 1.0f; m_lightCol[1] = 1.0f; m_lightCol[2] = 1.0f; m_glossiness = 0.7f; m_exposure = 0.0f; m_bgType = 3.0f; m_radianceSlider = 2.0f; m_reflectivity = 0.85f; m_rgbDiff[0] = 1.0f; m_rgbDiff[1] = 1.0f; m_rgbDiff[2] = 1.0f; m_rgbSpec[0] = 1.0f; m_rgbSpec[1] = 1.0f; m_rgbSpec[2] = 1.0f; m_lod = 0.0f; m_doDiffuse = false; m_doSpecular = false; m_doDiffuseIbl = true; m_doSpecularIbl = true; m_showLightColorWheel = true; m_showDiffColorWheel = true; m_showSpecColorWheel = true; m_metalOrSpec = 0; m_meshSelection = 0; m_crossCubemapPreview = ImguiCubemap::Latlong; } float m_envRotCurr; float m_envRotDest; float m_lightDir[3]; float m_lightCol[3]; float m_glossiness; float m_exposure; float m_radianceSlider; float m_bgType; float m_reflectivity; float m_rgbDiff[3]; float m_rgbSpec[3]; float m_lod; bool m_doDiffuse; bool m_doSpecular; bool m_doDiffuseIbl; bool m_doSpecularIbl; bool m_showLightColorWheel; bool m_showDiffColorWheel; bool m_showSpecColorWheel; uint8_t m_metalOrSpec; uint8_t m_meshSelection; ImguiCubemap::Enum m_crossCubemapPreview; }; Settings settings; int32_t leftScrollArea = 0; 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) | (mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0) , mouseState.m_mz , width , height ); static int32_t rightScrollArea = 0; imguiBeginScrollArea("", width - 256 - 10, 10, 256, 700, &rightScrollArea); imguiLabel("Environment light:"); imguiIndent(); imguiBool("IBL Diffuse", settings.m_doDiffuseIbl); imguiBool("IBL Specular", settings.m_doSpecularIbl); currentLightProbe = LightProbe::Enum(imguiTabs(currentLightProbe, true, ImguiAlign::LeftIndented, 16, 2, 2 , "Bolonga" , "Kyoto" ) ); if (imguiCube(lightProbes[currentLightProbe].m_tex, settings.m_lod, settings.m_crossCubemapPreview, true) ) { settings.m_crossCubemapPreview = ImguiCubemap::Enum( (settings.m_crossCubemapPreview+1) % ImguiCubemap::Count); } imguiSlider("Texture LOD", settings.m_lod, 0.0f, 10.1f, 0.1f); imguiUnindent(); imguiSeparator(8); imguiLabel("Directional light:"); imguiIndent(); imguiBool("Diffuse", settings.m_doDiffuse); imguiBool("Specular", settings.m_doSpecular); const bool doDirectLighting = settings.m_doDiffuse || settings.m_doSpecular; imguiSlider("Light direction X", settings.m_lightDir[0], -1.0f, 1.0f, 0.1f, doDirectLighting); imguiSlider("Light direction Y", settings.m_lightDir[1], -1.0f, 1.0f, 0.1f, doDirectLighting); imguiSlider("Light direction Z", settings.m_lightDir[2], -1.0f, 1.0f, 0.1f, doDirectLighting); imguiColorWheel("Color:", settings.m_lightCol, settings.m_showLightColorWheel, 0.6f, doDirectLighting); imguiUnindent(); imguiSeparator(8); imguiLabel("Background:"); imguiIndent(); { int32_t selection; if (0.0f == settings.m_bgType) { selection = 0; } else if (7.0f == settings.m_bgType) { selection = 2; } else { selection = 1; } selection = imguiTabs(selection, true, ImguiAlign::LeftIndented, 16, 2, 3 , "Skybox" , "Radiance" , "Irradiance" ); if (0 == selection) { settings.m_bgType = 0.0f; } else if (2 == selection) { settings.m_bgType = 7.0f; } else { settings.m_bgType = settings.m_radianceSlider; } const bool isRadiance = (selection == 1); imguiSlider("Mip level", settings.m_radianceSlider, 1.0f, 6.0f, 0.1f, isRadiance); } imguiUnindent(); imguiSeparator(8); imguiLabel("Post processing:"); imguiIndent(); imguiSlider("Exposure", settings.m_exposure, -4.0f, 4.0f, 0.1f); imguiUnindent(); imguiSeparator(); imguiEndScrollArea(); imguiBeginScrollArea("", 10, 70, 256, 636, &leftScrollArea); imguiLabel("Mesh:"); imguiIndent(); settings.m_meshSelection = imguiChoose(settings.m_meshSelection, "Bunny", "Orbs"); imguiUnindent(); const bool isBunny = (0 == settings.m_meshSelection); if (!isBunny) { settings.m_metalOrSpec = 0; } imguiSeparator(4); imguiLabel("Workflow:"); imguiIndent(); if (imguiCheck("Metalness", 0 == settings.m_metalOrSpec, isBunny) ) { settings.m_metalOrSpec = 0; } if (imguiCheck("Specular", 1 == settings.m_metalOrSpec, isBunny) ) { settings.m_metalOrSpec = 1; } imguiUnindent(); imguiSeparator(4); imguiLabel("Material:"); imguiIndent(); imguiSlider("Glossiness", settings.m_glossiness, 0.0f, 1.0f, 0.01f, isBunny); imguiSlider(0 == settings.m_metalOrSpec ? "Metalness" : "Diffuse - Specular", settings.m_reflectivity, 0.0f, 1.0f, 0.01f, isBunny); imguiUnindent(); imguiColorWheel("Diffuse:", &settings.m_rgbDiff[0], settings.m_showDiffColorWheel, 0.7f); imguiSeparator(); imguiColorWheel("Specular:", &settings.m_rgbSpec[0], settings.m_showSpecColorWheel, 0.7f, (1 == settings.m_metalOrSpec) && isBunny); imguiEndScrollArea(); imguiEndFrame(); uniforms.m_glossiness = settings.m_glossiness; uniforms.m_reflectivity = settings.m_reflectivity; uniforms.m_exposure = settings.m_exposure; uniforms.m_bgType = settings.m_bgType; uniforms.m_metalOrSpec = float(settings.m_metalOrSpec); uniforms.m_doDiffuse = float(settings.m_doDiffuse); uniforms.m_doSpecular = float(settings.m_doSpecular); uniforms.m_doDiffuseIbl = float(settings.m_doDiffuseIbl); uniforms.m_doSpecularIbl = float(settings.m_doSpecularIbl); memcpy(uniforms.m_rgbDiff, settings.m_rgbDiff, 3*sizeof(float) ); memcpy(uniforms.m_rgbSpec, settings.m_rgbSpec, 3*sizeof(float) ); memcpy(uniforms.m_lightDir, settings.m_lightDir, 3*sizeof(float) ); memcpy(uniforms.m_lightCol, settings.m_lightCol, 3*sizeof(float) ); 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; const float deltaTimeSec = float(double(frameTime)/freq); // 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 lighting."); bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs); // Camera. const bool mouseOverGui = imguiMouseOverArea(); mouse.update(float(mouseState.m_mx), float(mouseState.m_my), mouseState.m_mz, width, height); if (!mouseOverGui) { if (mouseState.m_buttons[entry::MouseButton::Left]) { camera.orbit(mouse.m_dx, mouse.m_dy); } else if (mouseState.m_buttons[entry::MouseButton::Right]) { camera.dolly(mouse.m_dx + mouse.m_dy); } else if (mouseState.m_buttons[entry::MouseButton::Middle]) { settings.m_envRotDest += mouse.m_dx*2.0f; } else if (0 != mouse.m_scroll) { camera.dolly(float(mouse.m_scroll)*0.05f); } } camera.update(deltaTimeSec); memcpy(uniforms.m_cameraPos, camera.m_pos.curr, 3*sizeof(float) ); // View Transform 0. float view[16]; float proj[16]; bx::mtxIdentity(view); bx::mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f); bgfx::setViewTransform(0, view, proj); // View Transform 1. camera.mtxLookAt(view); bx::mtxProj(proj, 45.0f, float(width)/float(height), 0.1f, 100.0f); bgfx::setViewTransform(1, view, proj); // View rect. bgfx::setViewRect(0, 0, 0, width, height); bgfx::setViewRect(1, 0, 0, width, height); // Env rotation. const float amount = bx::fmin(deltaTimeSec/0.12f, 1.0f); settings.m_envRotCurr = bx::flerp(settings.m_envRotCurr, settings.m_envRotDest, amount); // Env mtx. float mtxEnvView[16]; camera.envViewMtx(mtxEnvView); float mtxEnvRot[16]; bx::mtxRotateY(mtxEnvRot, settings.m_envRotCurr); bx::mtxMul(uniforms.m_mtx, mtxEnvView, mtxEnvRot); // Submit view 0. bgfx::setTexture(0, s_texCube, lightProbes[currentLightProbe].m_tex); bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE); screenSpaceQuad( (float)width, (float)height, true); uniforms.submit(); bgfx::submit(0, programSky); // Submit view 1. if (0 == settings.m_meshSelection) { // Submit bunny. float mtx[16]; bx::mtxSRT(mtx, 1.0f, 1.0f, 1.0f, 0.0f, bx::pi, 0.0f, 0.0f, -0.80f, 0.0f); bgfx::setTexture(0, s_texCube, lightProbes[currentLightProbe].m_tex); bgfx::setTexture(1, s_texCubeIrr, lightProbes[currentLightProbe].m_texIrr); meshSubmit(meshBunny, 1, programMesh, mtx); } else { // Submit orbs. for (float yy = 0, yend = 5.0f; yy < yend; yy+=1.0f) { for (float xx = 0, xend = 5.0f; xx < xend; xx+=1.0f) { const float scale = 1.2f; const float spacing = 2.2f; const float yAdj = -0.8f; float mtx[16]; bx::mtxSRT(mtx , scale/xend , scale/xend , scale/xend , 0.0f , 0.0f , 0.0f , 0.0f + (xx/xend)*spacing - (1.0f + (scale-1.0f)*0.5f - 1.0f/xend) , yAdj/yend + (yy/yend)*spacing - (1.0f + (scale-1.0f)*0.5f - 1.0f/yend) , 0.0f ); uniforms.m_glossiness = xx*(1.0f/xend); uniforms.m_reflectivity = (yend-yy)*(1.0f/yend); uniforms.m_metalOrSpec = 0.0f; uniforms.submit(); bgfx::setTexture(0, s_texCube, lightProbes[currentLightProbe].m_tex); bgfx::setTexture(1, s_texCubeIrr, lightProbes[currentLightProbe].m_texIrr); meshSubmit(meshOrb, 1, programMesh, mtx); } } } // Advance to next frame. Rendering thread will be kicked to // process submitted rendering primitives. bgfx::frame(); } meshUnload(meshBunny); meshUnload(meshOrb); // 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(s_texCube); bgfx::destroyUniform(s_texCubeIrr); for (uint8_t ii = 0; ii < LightProbe::Count; ++ii) { lightProbes[ii].destroy(); } uniforms.destroy(); imguiDestroy(); // Shutdown bgfx. bgfx::shutdown(); return 0; }