mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-28 10:35:43 -05:00
1409 lines
37 KiB
C++
1409 lines
37 KiB
C++
/*
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* Copyright 2013-2014 Dario Manesku. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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*/
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#include <string>
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#include <vector>
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#include "common.h"
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#include "bgfx_utils.h"
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#include <bx/readerwriter.h>
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#include "camera.h"
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#include "imgui/imgui.h"
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#define RENDER_VIEWID_RANGE1_PASS_0 1
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#define RENDER_VIEWID_RANGE1_PASS_1 2
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#define RENDER_VIEWID_RANGE1_PASS_2 3
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#define RENDER_VIEWID_RANGE1_PASS_3 4
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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_RANGE5_PASS_6 7
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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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{
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union
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{
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uint32_t ui32;
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uint8_t arr[4];
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} un;
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un.arr[0] = _x;
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un.arr[1] = _y;
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un.arr[2] = _z;
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un.arr[3] = _w;
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return un.ui32;
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}
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uint32_t packF4u(float _x, float _y = 0.0f, float _z = 0.0f, float _w = 0.0f)
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{
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const uint8_t xx = uint8_t(_x*127.0f + 128.0f);
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const uint8_t yy = uint8_t(_y*127.0f + 128.0f);
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const uint8_t zz = uint8_t(_z*127.0f + 128.0f);
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const uint8_t ww = uint8_t(_w*127.0f + 128.0f);
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return packUint32(xx, yy, zz, ww);
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}
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struct PosNormalTexcoordVertex
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{
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float m_x;
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float m_y;
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float m_z;
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uint32_t m_normal;
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float m_u;
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float m_v;
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static void init()
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{
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ms_decl
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.begin()
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.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
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.add(bgfx::Attrib::Normal, 4, bgfx::AttribType::Uint8, true, true)
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.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
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.end();
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}
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static bgfx::VertexDecl ms_decl;
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};
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bgfx::VertexDecl PosNormalTexcoordVertex::ms_decl;
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static const float s_texcoord = 5.0f;
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static PosNormalTexcoordVertex s_hplaneVertices[] =
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{
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{ -1.0f, 0.0f, 1.0f, packF4u(0.0f, 1.0f, 0.0f), s_texcoord, s_texcoord },
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{ 1.0f, 0.0f, 1.0f, packF4u(0.0f, 1.0f, 0.0f), s_texcoord, 0.0f },
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{ -1.0f, 0.0f, -1.0f, packF4u(0.0f, 1.0f, 0.0f), 0.0f, s_texcoord },
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{ 1.0f, 0.0f, -1.0f, packF4u(0.0f, 1.0f, 0.0f), 0.0f, 0.0f },
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};
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static PosNormalTexcoordVertex s_vplaneVertices[] =
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{
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{ -1.0f, 1.0f, 0.0f, packF4u(0.0f, 0.0f, -1.0f), 1.0f, 1.0f },
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{ 1.0f, 1.0f, 0.0f, packF4u(0.0f, 0.0f, -1.0f), 1.0f, 0.0f },
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{ -1.0f, -1.0f, 0.0f, packF4u(0.0f, 0.0f, -1.0f), 0.0f, 1.0f },
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{ 1.0f, -1.0f, 0.0f, packF4u(0.0f, 0.0f, -1.0f), 0.0f, 0.0f },
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};
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static const PosNormalTexcoordVertex s_cubeVertices[] =
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{
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{ -1.0f, 1.0f, 1.0f, packF4u( 0.0f, 1.0f, 0.0f), 1.0f, 1.0f },
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{ 1.0f, 1.0f, 1.0f, packF4u( 0.0f, 1.0f, 0.0f), 0.0f, 1.0f },
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{ -1.0f, 1.0f, -1.0f, packF4u( 0.0f, 1.0f, 0.0f), 1.0f, 0.0f },
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{ 1.0f, 1.0f, -1.0f, packF4u( 0.0f, 1.0f, 0.0f), 0.0f, 0.0f },
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{ -1.0f, -1.0f, 1.0f, packF4u( 0.0f, -1.0f, 0.0f), 1.0f, 1.0f },
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{ 1.0f, -1.0f, 1.0f, packF4u( 0.0f, -1.0f, 0.0f), 0.0f, 1.0f },
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{ -1.0f, -1.0f, -1.0f, packF4u( 0.0f, -1.0f, 0.0f), 1.0f, 0.0f },
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{ 1.0f, -1.0f, -1.0f, packF4u( 0.0f, -1.0f, 0.0f), 0.0f, 0.0f },
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{ 1.0f, -1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f), 0.0f, 0.0f },
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{ 1.0f, 1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f), 0.0f, 1.0f },
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{ -1.0f, -1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f), 1.0f, 0.0f },
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{ -1.0f, 1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f), 1.0f, 1.0f },
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{ 1.0f, -1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f), 0.0f, 0.0f },
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{ 1.0f, 1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f), 0.0f, 1.0f },
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{ -1.0f, -1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f), 1.0f, 0.0f },
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{ -1.0f, 1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f), 1.0f, 1.0f },
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{ 1.0f, 1.0f, -1.0f, packF4u( 1.0f, 0.0f, 0.0f), 1.0f, 1.0f },
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{ 1.0f, 1.0f, 1.0f, packF4u( 1.0f, 0.0f, 0.0f), 0.0f, 1.0f },
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{ 1.0f, -1.0f, -1.0f, packF4u( 1.0f, 0.0f, 0.0f), 1.0f, 0.0f },
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{ 1.0f, -1.0f, 1.0f, packF4u( 1.0f, 0.0f, 0.0f), 0.0f, 0.0f },
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{ -1.0f, 1.0f, -1.0f, packF4u(-1.0f, 0.0f, 0.0f), 1.0f, 1.0f },
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{ -1.0f, 1.0f, 1.0f, packF4u(-1.0f, 0.0f, 0.0f), 0.0f, 1.0f },
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{ -1.0f, -1.0f, -1.0f, packF4u(-1.0f, 0.0f, 0.0f), 1.0f, 0.0f },
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{ -1.0f, -1.0f, 1.0f, packF4u(-1.0f, 0.0f, 0.0f), 0.0f, 0.0f },
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};
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static const uint16_t s_cubeIndices[] =
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{
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0, 1, 2,
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1, 3, 2,
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4, 6, 5,
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5, 6, 7,
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8, 9, 10,
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9, 11, 10,
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12, 14, 13,
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13, 14, 15,
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16, 17, 18,
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17, 19, 18,
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20, 22, 21,
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21, 22, 23,
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};
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static const uint16_t s_planeIndices[] =
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{
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0, 1, 2,
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1, 3, 2,
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};
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static bool s_flipV = false;
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static uint32_t s_viewMask = 0;
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static uint32_t s_clearMask = 0;
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static bgfx::UniformHandle s_texColor;
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inline void mtxProj(float* _result, float _fovy, float _aspect, float _near, float _far)
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{
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bx::mtxProj(_result, _fovy, _aspect, _near, _far, s_flipV);
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}
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void setViewClearMask(uint32_t _viewMask, uint8_t _flags, uint32_t _rgba, float _depth, uint8_t _stencil)
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{
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for (uint32_t view = 0, viewMask = _viewMask, ntz = bx::uint32_cnttz(_viewMask); 0 != viewMask; viewMask >>= 1, view += 1, ntz = bx::uint32_cnttz(viewMask) )
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{
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viewMask >>= ntz;
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view += ntz;
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bgfx::setViewClear( (uint8_t)view, _flags, _rgba, _depth, _stencil);
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}
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}
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void setViewTransformMask(uint32_t _viewMask, const void* _view, const void* _proj)
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{
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for (uint32_t view = 0, viewMask = _viewMask, ntz = bx::uint32_cnttz(_viewMask); 0 != viewMask; viewMask >>= 1, view += 1, ntz = bx::uint32_cnttz(viewMask) )
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{
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viewMask >>= ntz;
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view += ntz;
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bgfx::setViewTransform( (uint8_t)view, _view, _proj);
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}
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}
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void setViewRectMask(uint32_t _viewMask, uint16_t _x, uint16_t _y, uint16_t _width, uint16_t _height)
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{
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for (uint32_t view = 0, viewMask = _viewMask, ntz = bx::uint32_cnttz(_viewMask); 0 != viewMask; viewMask >>= 1, view += 1, ntz = bx::uint32_cnttz(viewMask) )
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{
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viewMask >>= ntz;
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view += ntz;
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bgfx::setViewRect( (uint8_t)view, _x, _y, _width, _height);
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}
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}
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void mtxReflected(float*__restrict _result
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, const float* __restrict _p /* plane */
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, const float* __restrict _n /* normal */
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)
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{
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float dot = bx::vec3Dot(_p, _n);
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_result[ 0] = 1.0f - 2.0f * _n[0] * _n[0]; //1-2Nx^2
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_result[ 1] = -2.0f * _n[0] * _n[1]; //-2*Nx*Ny
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_result[ 2] = -2.0f * _n[0] * _n[2]; //-2*NxNz
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_result[ 3] = 0.0f; //0
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_result[ 4] = -2.0f * _n[0] * _n[1]; //-2*NxNy
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_result[ 5] = 1.0f - 2.0f * _n[1] * _n[1]; //1-2*Ny^2
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_result[ 6] = -2.0f * _n[1] * _n[2]; //-2*NyNz
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_result[ 7] = 0.0f; //0
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_result[ 8] = -2.0f * _n[0] * _n[2]; //-2*NxNz
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_result[ 9] = -2.0f * _n[1] * _n[2]; //-2NyNz
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_result[10] = 1.0f - 2.0f * _n[2] * _n[2]; //1-2*Nz^2
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_result[11] = 0.0f; //0
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_result[12] = 2.0f * dot * _n[0]; //2*dot*Nx
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_result[13] = 2.0f * dot * _n[1]; //2*dot*Ny
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_result[14] = 2.0f * dot * _n[2]; //2*dot*Nz
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_result[15] = 1.0f; //1
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}
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void mtxShadow(float* __restrict _result
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, const float* __restrict _ground
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, const float* __restrict _light
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)
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{
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float dot = _ground[0] * _light[0]
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+ _ground[1] * _light[1]
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+ _ground[2] * _light[2]
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+ _ground[3] * _light[3]
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;
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_result[ 0] = dot - _light[0] * _ground[0];
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_result[ 1] = 0.0f - _light[1] * _ground[0];
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_result[ 2] = 0.0f - _light[2] * _ground[0];
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_result[ 3] = 0.0f - _light[3] * _ground[0];
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_result[ 4] = 0.0f - _light[0] * _ground[1];
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_result[ 5] = dot - _light[1] * _ground[1];
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_result[ 6] = 0.0f - _light[2] * _ground[1];
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_result[ 7] = 0.0f - _light[3] * _ground[1];
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_result[ 8] = 0.0f - _light[0] * _ground[2];
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_result[ 9] = 0.0f - _light[1] * _ground[2];
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_result[10] = dot - _light[2] * _ground[2];
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_result[11] = 0.0f - _light[3] * _ground[2];
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_result[12] = 0.0f - _light[0] * _ground[3];
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_result[13] = 0.0f - _light[1] * _ground[3];
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_result[14] = 0.0f - _light[2] * _ground[3];
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_result[15] = dot - _light[3] * _ground[3];
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}
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void mtxBillboard(float* __restrict _result
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, const float* __restrict _view
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, const float* __restrict _pos
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, const float* __restrict _scale)
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{
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_result[ 0] = _view[0] * _scale[0];
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_result[ 1] = _view[4] * _scale[0];
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_result[ 2] = _view[8] * _scale[0];
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_result[ 3] = 0.0f;
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_result[ 4] = _view[1] * _scale[1];
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_result[ 5] = _view[5] * _scale[1];
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_result[ 6] = _view[9] * _scale[1];
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_result[ 7] = 0.0f;
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_result[ 8] = _view[2] * _scale[2];
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_result[ 9] = _view[6] * _scale[2];
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_result[10] = _view[10] * _scale[2];
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_result[11] = 0.0f;
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_result[12] = _pos[0];
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_result[13] = _pos[1];
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_result[14] = _pos[2];
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_result[15] = 1.0f;
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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_lightingPass = 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] = 0.02f;
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m_ambient[1] = 0.02f;
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m_ambient[2] = 0.02f;
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m_ambient[3] = 0.0f; //unused
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m_diffuse[0] = 0.2f;
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m_diffuse[1] = 0.2f;
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m_diffuse[2] = 0.2f;
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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] = 10.0f; //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] = 1.0f;
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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::Vec4);
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u_ambient = bgfx::createUniform("u_ambient", bgfx::UniformType::Vec4);
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u_diffuse = bgfx::createUniform("u_diffuse", bgfx::UniformType::Vec4);
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u_specular_shininess = bgfx::createUniform("u_specular_shininess", bgfx::UniformType::Vec4);
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u_color = bgfx::createUniform("u_color", bgfx::UniformType::Vec4);
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u_lightPosRadius = bgfx::createUniform("u_lightPosRadius", bgfx::UniformType::Vec4, MAX_NUM_LIGHTS);
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u_lightRgbInnerR = bgfx::createUniform("u_lightRgbInnerR", bgfx::UniformType::Vec4, 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 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_color);
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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_lightingPass;
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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_lightingPass
|
|
* 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_lightPosRadius;
|
|
bgfx::UniformHandle u_lightRgbInnerR;
|
|
};
|
|
static Uniforms s_uniforms;
|
|
|
|
//-------------------------------------------------
|
|
// Render state
|
|
//-------------------------------------------------
|
|
|
|
struct RenderState
|
|
{
|
|
enum Enum
|
|
{
|
|
StencilReflection_CraftStencil = 0,
|
|
StencilReflection_DrawReflected,
|
|
StencilReflection_BlendPlane,
|
|
StencilReflection_DrawScene,
|
|
|
|
ProjectionShadows_DrawAmbient,
|
|
ProjectionShadows_CraftStencil,
|
|
ProjectionShadows_DrawDiffuse,
|
|
|
|
Custom_BlendLightTexture,
|
|
Custom_DrawPlaneBottom,
|
|
|
|
Count
|
|
};
|
|
|
|
uint64_t m_state;
|
|
uint32_t m_blendFactorRgba;
|
|
uint32_t m_fstencil;
|
|
uint32_t m_bstencil;
|
|
};
|
|
|
|
static RenderState s_renderStates[RenderState::Count] =
|
|
{
|
|
{ // StencilReflection_CraftStencil
|
|
BGFX_STATE_RGB_WRITE
|
|
| BGFX_STATE_DEPTH_WRITE
|
|
| BGFX_STATE_DEPTH_TEST_LESS
|
|
| BGFX_STATE_MSAA
|
|
, UINT32_MAX
|
|
, BGFX_STENCIL_TEST_ALWAYS // pass always
|
|
| BGFX_STENCIL_FUNC_REF(1) // value = 1
|
|
| BGFX_STENCIL_FUNC_RMASK(0xff)
|
|
| BGFX_STENCIL_OP_FAIL_S_REPLACE
|
|
| BGFX_STENCIL_OP_FAIL_Z_REPLACE
|
|
| BGFX_STENCIL_OP_PASS_Z_REPLACE // store the value
|
|
, BGFX_STENCIL_NONE
|
|
},
|
|
{ // StencilReflection_DrawReflected
|
|
BGFX_STATE_RGB_WRITE
|
|
| BGFX_STATE_ALPHA_WRITE
|
|
| BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_SRC_ALPHA, BGFX_STATE_BLEND_INV_SRC_ALPHA)
|
|
| BGFX_STATE_DEPTH_WRITE
|
|
| BGFX_STATE_DEPTH_TEST_LESS
|
|
| BGFX_STATE_CULL_CW //reflection matrix has inverted normals. using CCW instead of CW.
|
|
| BGFX_STATE_MSAA
|
|
, UINT32_MAX
|
|
, BGFX_STENCIL_TEST_EQUAL
|
|
| BGFX_STENCIL_FUNC_REF(1)
|
|
| BGFX_STENCIL_FUNC_RMASK(1)
|
|
| BGFX_STENCIL_OP_FAIL_S_KEEP
|
|
| BGFX_STENCIL_OP_FAIL_Z_KEEP
|
|
| BGFX_STENCIL_OP_PASS_Z_KEEP
|
|
, BGFX_STENCIL_NONE
|
|
},
|
|
{ // StencilReflection_BlendPlane
|
|
BGFX_STATE_RGB_WRITE
|
|
| BGFX_STATE_DEPTH_WRITE
|
|
| BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_SRC_COLOR)
|
|
| BGFX_STATE_DEPTH_TEST_LESS
|
|
| BGFX_STATE_CULL_CCW
|
|
| BGFX_STATE_MSAA
|
|
, UINT32_MAX
|
|
, BGFX_STENCIL_NONE
|
|
, BGFX_STENCIL_NONE
|
|
},
|
|
{ // StencilReflection_DrawScene
|
|
BGFX_STATE_RGB_WRITE
|
|
| BGFX_STATE_DEPTH_WRITE
|
|
| BGFX_STATE_DEPTH_TEST_LESS
|
|
| BGFX_STATE_CULL_CCW
|
|
| BGFX_STATE_MSAA
|
|
, UINT32_MAX
|
|
, BGFX_STENCIL_NONE
|
|
, BGFX_STENCIL_NONE
|
|
},
|
|
{ // ProjectionShadows_DrawAmbient
|
|
BGFX_STATE_RGB_WRITE
|
|
| BGFX_STATE_DEPTH_WRITE // write depth !
|
|
| BGFX_STATE_DEPTH_TEST_LESS
|
|
| BGFX_STATE_CULL_CCW
|
|
| BGFX_STATE_MSAA
|
|
, UINT32_MAX
|
|
, BGFX_STENCIL_NONE
|
|
, BGFX_STENCIL_NONE
|
|
},
|
|
{ // ProjectionShadows_CraftStencil
|
|
BGFX_STATE_DEPTH_TEST_LESS
|
|
| BGFX_STATE_MSAA
|
|
, UINT32_MAX
|
|
, BGFX_STENCIL_TEST_ALWAYS // pass always
|
|
| BGFX_STENCIL_FUNC_REF(1) // value = 1
|
|
| BGFX_STENCIL_FUNC_RMASK(0xff)
|
|
| BGFX_STENCIL_OP_FAIL_S_KEEP
|
|
| BGFX_STENCIL_OP_FAIL_Z_KEEP
|
|
| BGFX_STENCIL_OP_PASS_Z_REPLACE // store the value
|
|
, BGFX_STENCIL_NONE
|
|
},
|
|
{ // ProjectionShadows_DrawDiffuse
|
|
BGFX_STATE_RGB_WRITE
|
|
| BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE)
|
|
| BGFX_STATE_DEPTH_TEST_EQUAL
|
|
| BGFX_STATE_CULL_CCW
|
|
| BGFX_STATE_MSAA
|
|
, UINT32_MAX
|
|
, BGFX_STENCIL_TEST_NOTEQUAL
|
|
| BGFX_STENCIL_FUNC_REF(1)
|
|
| BGFX_STENCIL_FUNC_RMASK(1)
|
|
| BGFX_STENCIL_OP_FAIL_S_KEEP
|
|
| BGFX_STENCIL_OP_FAIL_Z_KEEP
|
|
| BGFX_STENCIL_OP_PASS_Z_KEEP
|
|
, BGFX_STENCIL_NONE
|
|
},
|
|
{ // Custom_BlendLightTexture
|
|
BGFX_STATE_RGB_WRITE
|
|
| BGFX_STATE_ALPHA_WRITE
|
|
| BGFX_STATE_DEPTH_WRITE
|
|
| BGFX_STATE_DEPTH_TEST_LESS
|
|
| BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_SRC_COLOR, BGFX_STATE_BLEND_INV_SRC_COLOR)
|
|
| BGFX_STATE_CULL_CCW
|
|
| BGFX_STATE_MSAA
|
|
, UINT32_MAX
|
|
, BGFX_STENCIL_NONE
|
|
, BGFX_STENCIL_NONE
|
|
},
|
|
{ // Custom_DrawPlaneBottom
|
|
BGFX_STATE_RGB_WRITE
|
|
| BGFX_STATE_CULL_CW
|
|
| BGFX_STATE_MSAA
|
|
, UINT32_MAX
|
|
, BGFX_STENCIL_NONE
|
|
, BGFX_STENCIL_NONE
|
|
},
|
|
};
|
|
|
|
struct ViewState
|
|
{
|
|
ViewState(uint32_t _width = 1280, uint32_t _height = 720)
|
|
: m_width(_width)
|
|
, m_height(_height)
|
|
{
|
|
}
|
|
|
|
uint32_t m_width;
|
|
uint32_t m_height;
|
|
|
|
float m_view[16];
|
|
float m_proj[16];
|
|
};
|
|
|
|
struct ClearValues
|
|
{
|
|
ClearValues(uint32_t _clearRgba = 0x30303000
|
|
, float _clearDepth = 1.0f
|
|
, uint8_t _clearStencil = 0
|
|
)
|
|
: m_clearRgba(_clearRgba)
|
|
, m_clearDepth(_clearDepth)
|
|
, m_clearStencil(_clearStencil)
|
|
{ }
|
|
|
|
uint32_t m_clearRgba;
|
|
float m_clearDepth;
|
|
uint8_t m_clearStencil;
|
|
};
|
|
|
|
void clearView(uint8_t _id, uint8_t _flags, const ClearValues& _clearValues)
|
|
{
|
|
bgfx::setViewClear(_id
|
|
, _flags
|
|
, _clearValues.m_clearRgba
|
|
, _clearValues.m_clearDepth
|
|
, _clearValues.m_clearStencil
|
|
);
|
|
|
|
// Keep track of cleared views
|
|
s_clearMask |= 1 << _id;
|
|
}
|
|
|
|
void clearViewMask(uint32_t _viewMask, uint8_t _flags, const ClearValues& _clearValues)
|
|
{
|
|
setViewClearMask(_viewMask
|
|
, _flags
|
|
, _clearValues.m_clearRgba
|
|
, _clearValues.m_clearDepth
|
|
, _clearValues.m_clearStencil
|
|
);
|
|
|
|
// Keep track of cleared views
|
|
s_clearMask |= _viewMask;
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
struct Mesh
|
|
{
|
|
void load(const void* _vertices, uint32_t _numVertices, const bgfx::VertexDecl _decl
|
|
, const uint16_t* _indices, uint32_t _numIndices)
|
|
{
|
|
Group group;
|
|
const bgfx::Memory* mem;
|
|
uint32_t size;
|
|
|
|
size = _numVertices*_decl.getStride();
|
|
mem = bgfx::makeRef(_vertices, size);
|
|
group.m_vbh = bgfx::createVertexBuffer(mem, _decl);
|
|
|
|
size = _numIndices*2;
|
|
mem = bgfx::makeRef(_indices, size);
|
|
group.m_ibh = bgfx::createIndexBuffer(mem);
|
|
|
|
//TODO:
|
|
// group.m_sphere = ...
|
|
// group.m_aabb = ...
|
|
// group.m_obb = ...
|
|
// group.m_prims = ...
|
|
|
|
m_groups.push_back(group);
|
|
}
|
|
|
|
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)
|
|
#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);
|
|
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() );
|
|
abort();
|
|
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::invalidHandle != group.m_ibh.idx)
|
|
{
|
|
bgfx::destroyIndexBuffer(group.m_ibh);
|
|
}
|
|
}
|
|
m_groups.clear();
|
|
}
|
|
|
|
void submit(uint8_t _viewId, float* _mtx, bgfx::ProgramHandle _program, const RenderState& _renderState)
|
|
{
|
|
bgfx::TextureHandle texture = BGFX_INVALID_HANDLE;
|
|
submit(_viewId, _mtx, _program, _renderState, texture);
|
|
}
|
|
|
|
void submit(uint8_t _viewId, float* _mtx, bgfx::ProgramHandle _program, const RenderState& _renderState, bgfx::TextureHandle _texture)
|
|
{
|
|
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::setIndexBuffer(group.m_ibh);
|
|
bgfx::setVertexBuffer(group.m_vbh);
|
|
|
|
// Set texture
|
|
if (bgfx::invalidHandle != _texture.idx)
|
|
{
|
|
bgfx::setTexture(0, s_texColor, _texture);
|
|
}
|
|
|
|
// Apply render state
|
|
bgfx::setStencil(_renderState.m_fstencil, _renderState.m_bstencil);
|
|
bgfx::setState(_renderState.m_state, _renderState.m_blendFactorRgba);
|
|
|
|
// Submit
|
|
bgfx::submit(_viewId, _program);
|
|
|
|
// Keep track of submited view ids
|
|
s_viewMask |= 1 << _viewId;
|
|
}
|
|
}
|
|
|
|
bgfx::VertexDecl m_decl;
|
|
typedef std::vector<Group> GroupArray;
|
|
GroupArray m_groups;
|
|
};
|
|
|
|
int _main_(int _argc, char** _argv)
|
|
{
|
|
Args args(_argc, _argv);
|
|
|
|
ViewState viewState(1280, 720);
|
|
ClearValues clearValues(0x30303000, 1.0f, 0);
|
|
|
|
uint32_t debug = BGFX_DEBUG_TEXT;
|
|
uint32_t reset = BGFX_RESET_VSYNC;
|
|
|
|
bgfx::init(args.m_type, args.m_pciId);
|
|
bgfx::reset(viewState.m_width, viewState.m_height, reset);
|
|
|
|
// Enable debug text.
|
|
bgfx::setDebug(debug);
|
|
|
|
// Setup root path for binary shaders. Shader binaries are different
|
|
// for each renderer.
|
|
switch (bgfx::getRendererType() )
|
|
{
|
|
case bgfx::RendererType::OpenGL:
|
|
case bgfx::RendererType::OpenGLES:
|
|
s_flipV = true;
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
// Imgui.
|
|
imguiCreate();
|
|
|
|
PosNormalTexcoordVertex::init();
|
|
|
|
s_uniforms.init();
|
|
s_uniforms.submitConstUniforms();
|
|
|
|
s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
|
|
|
|
bgfx::ProgramHandle programTextureLighting = loadProgram("vs_stencil_texture_lighting", "fs_stencil_texture_lighting");
|
|
bgfx::ProgramHandle programColorLighting = loadProgram("vs_stencil_color_lighting", "fs_stencil_color_lighting" );
|
|
bgfx::ProgramHandle programColorTexture = loadProgram("vs_stencil_color_texture", "fs_stencil_color_texture" );
|
|
bgfx::ProgramHandle programColorBlack = loadProgram("vs_stencil_color", "fs_stencil_color_black" );
|
|
bgfx::ProgramHandle programTexture = loadProgram("vs_stencil_texture", "fs_stencil_texture" );
|
|
|
|
Mesh bunnyMesh;
|
|
Mesh columnMesh;
|
|
Mesh cubeMesh;
|
|
Mesh hplaneMesh;
|
|
Mesh vplaneMesh;
|
|
bunnyMesh.load("meshes/bunny.bin");
|
|
columnMesh.load("meshes/column.bin");
|
|
cubeMesh.load(s_cubeVertices, BX_COUNTOF(s_cubeVertices), PosNormalTexcoordVertex::ms_decl, s_cubeIndices, BX_COUNTOF(s_cubeIndices) );
|
|
hplaneMesh.load(s_hplaneVertices, BX_COUNTOF(s_hplaneVertices), PosNormalTexcoordVertex::ms_decl, s_planeIndices, BX_COUNTOF(s_planeIndices) );
|
|
vplaneMesh.load(s_vplaneVertices, BX_COUNTOF(s_vplaneVertices), PosNormalTexcoordVertex::ms_decl, s_planeIndices, BX_COUNTOF(s_planeIndices) );
|
|
|
|
bgfx::TextureHandle figureTex = loadTexture("figure-rgba.dds");
|
|
bgfx::TextureHandle flareTex = loadTexture("flare.dds");
|
|
bgfx::TextureHandle fieldstoneTex = loadTexture("fieldstone-rgba.dds");
|
|
|
|
// Setup lights.
|
|
const float rgbInnerR[][4] =
|
|
{
|
|
{ 1.0f, 0.7f, 0.2f, 0.0f }, //yellow
|
|
{ 0.7f, 0.2f, 1.0f, 0.0f }, //purple
|
|
{ 0.2f, 1.0f, 0.7f, 0.0f }, //cyan
|
|
{ 1.0f, 0.4f, 0.2f, 0.0f }, //orange
|
|
{ 0.7f, 0.7f, 0.7f, 0.0f }, //white
|
|
};
|
|
|
|
float lightRgbInnerR[MAX_NUM_LIGHTS][4];
|
|
for (uint8_t ii = 0, jj = 0; ii < MAX_NUM_LIGHTS; ++ii, ++jj)
|
|
{
|
|
const uint8_t index = jj%BX_COUNTOF(rgbInnerR);
|
|
lightRgbInnerR[ii][0] = rgbInnerR[index][0];
|
|
lightRgbInnerR[ii][1] = rgbInnerR[index][1];
|
|
lightRgbInnerR[ii][2] = rgbInnerR[index][2];
|
|
lightRgbInnerR[ii][3] = rgbInnerR[index][3];
|
|
}
|
|
memcpy(s_uniforms.m_lightRgbInnerR, lightRgbInnerR, MAX_NUM_LIGHTS * 4*sizeof(float) );
|
|
|
|
// Set view and projection matrices.
|
|
const float aspect = float(viewState.m_width)/float(viewState.m_height);
|
|
mtxProj(viewState.m_proj, 60.0f, aspect, 0.1f, 100.0f);
|
|
|
|
float initialPos[3] = { 0.0f, 18.0f, -40.0f };
|
|
cameraCreate();
|
|
cameraSetPosition(initialPos);
|
|
cameraSetVerticalAngle(-0.35f);
|
|
cameraGetViewMtx(viewState.m_view);
|
|
|
|
int64_t timeOffset = bx::getHPCounter();
|
|
|
|
enum Scene
|
|
{
|
|
StencilReflectionScene = 0,
|
|
ProjectionShadowsScene,
|
|
};
|
|
|
|
Scene scene = StencilReflectionScene;
|
|
float settings_numLights = 4.0f;
|
|
float settings_reflectionValue = 0.8f;
|
|
bool settings_updateLights = true;
|
|
bool settings_updateScene = true;
|
|
|
|
static const char* titles[3] =
|
|
{
|
|
"Stencil Reflection Scene",
|
|
"Projection Shadows Scene",
|
|
};
|
|
|
|
entry::MouseState mouseState;
|
|
while (!entry::processEvents(viewState.m_width, viewState.m_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
|
|
, viewState.m_width
|
|
, viewState.m_height
|
|
);
|
|
|
|
static int32_t scrollArea = 0;
|
|
imguiBeginScrollArea("Settings", viewState.m_width - 256 - 10, 10, 256, 215, &scrollArea);
|
|
|
|
if (imguiCheck(titles[StencilReflectionScene], StencilReflectionScene == scene) )
|
|
{
|
|
scene = StencilReflectionScene;
|
|
settings_numLights = 4.0f;
|
|
}
|
|
|
|
if (imguiCheck(titles[ProjectionShadowsScene], ProjectionShadowsScene == scene) )
|
|
{
|
|
scene = ProjectionShadowsScene;
|
|
settings_numLights = 1.0f;
|
|
}
|
|
|
|
imguiSeparatorLine();
|
|
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);
|
|
}
|
|
|
|
if (imguiCheck("Update lights", settings_updateLights) )
|
|
{
|
|
settings_updateLights = !settings_updateLights;
|
|
}
|
|
|
|
if (imguiCheck("Update scene", settings_updateScene) )
|
|
{
|
|
settings_updateScene = !settings_updateScene;
|
|
}
|
|
|
|
imguiEndScrollArea();
|
|
imguiEndFrame();
|
|
|
|
// Update settings.
|
|
uint8_t numLights = (uint8_t)settings_numLights;
|
|
s_uniforms.m_params.m_ambientPass = 1.0f;
|
|
s_uniforms.m_params.m_lightingPass = 1.0f;
|
|
s_uniforms.m_params.m_lightCount = settings_numLights;
|
|
s_uniforms.m_params.m_lightIndex = 0.0f;
|
|
s_uniforms.m_color[3] = settings_reflectionValue;
|
|
|
|
// Time.
|
|
int64_t now = bx::getHPCounter();
|
|
static int64_t last = now;
|
|
const int64_t frameTime = now - last;
|
|
last = now;
|
|
const double freq = double(bx::getHPFrequency() );
|
|
const double toMs = 1000.0/freq;
|
|
const float time = (float)( (now - timeOffset)/double(bx::getHPFrequency() ) );
|
|
const float deltaTime = float(frameTime/freq);
|
|
s_uniforms.m_time = time;
|
|
|
|
// Use debug font to print information about this example.
|
|
bgfx::dbgTextClear();
|
|
bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/13-stencil");
|
|
bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Stencil reflections and shadows.");
|
|
bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
|
|
|
|
// Update camera.
|
|
cameraUpdate(deltaTime, mouseState);
|
|
cameraGetViewMtx(viewState.m_view);
|
|
|
|
static float lightTimeAccumulator = 0.0f;
|
|
if (settings_updateLights)
|
|
{
|
|
lightTimeAccumulator += deltaTime;
|
|
}
|
|
|
|
static float sceneTimeAccumulator = 0.0f;
|
|
if (settings_updateScene)
|
|
{
|
|
sceneTimeAccumulator += deltaTime;
|
|
}
|
|
|
|
float lightPosRadius[MAX_NUM_LIGHTS][4];
|
|
const float radius = (scene == StencilReflectionScene) ? 15.0f : 25.0f;
|
|
for (uint8_t ii = 0; ii < numLights; ++ii)
|
|
{
|
|
lightPosRadius[ii][0] = sinf( (lightTimeAccumulator*1.1f + ii*0.03f + ii*bx::piHalf*1.07f ) )*20.0f;
|
|
lightPosRadius[ii][1] = 8.0f + (1.0f - cosf( (lightTimeAccumulator*1.5f + ii*0.29f + bx::piHalf*1.49f ) ) )*4.0f;
|
|
lightPosRadius[ii][2] = cosf( (lightTimeAccumulator*1.3f + ii*0.13f + ii*bx::piHalf*1.79f ) )*20.0f;
|
|
lightPosRadius[ii][3] = radius;
|
|
}
|
|
memcpy(s_uniforms.m_lightPosRadius, lightPosRadius, numLights * 4*sizeof(float) );
|
|
|
|
// Floor position.
|
|
float floorMtx[16];
|
|
bx::mtxSRT(floorMtx
|
|
, 20.0f //scaleX
|
|
, 20.0f //scaleY
|
|
, 20.0f //scaleZ
|
|
, 0.0f //rotX
|
|
, 0.0f //rotY
|
|
, 0.0f //rotZ
|
|
, 0.0f //translateX
|
|
, 0.0f //translateY
|
|
, 0.0f //translateZ
|
|
);
|
|
|
|
// Bunny position.
|
|
float bunnyMtx[16];
|
|
bx::mtxSRT(bunnyMtx
|
|
, 5.0f
|
|
, 5.0f
|
|
, 5.0f
|
|
, 0.0f
|
|
, 1.56f - sceneTimeAccumulator
|
|
, 0.0f
|
|
, 0.0f
|
|
, 2.0f
|
|
, 0.0f
|
|
);
|
|
|
|
// Columns position.
|
|
const float dist = 14.0f;
|
|
const float columnPositions[4][3] =
|
|
{
|
|
{ dist, 0.0f, dist },
|
|
{ -dist, 0.0f, dist },
|
|
{ dist, 0.0f, -dist },
|
|
{ -dist, 0.0f, -dist },
|
|
};
|
|
|
|
float columnMtx[4][16];
|
|
for (uint8_t ii = 0; ii < 4; ++ii)
|
|
{
|
|
bx::mtxSRT(columnMtx[ii]
|
|
, 1.0f
|
|
, 1.0f
|
|
, 1.0f
|
|
, 0.0f
|
|
, 0.0f
|
|
, 0.0f
|
|
, columnPositions[ii][0]
|
|
, columnPositions[ii][1]
|
|
, columnPositions[ii][2]
|
|
);
|
|
}
|
|
|
|
const uint8_t numCubes = 9;
|
|
float cubeMtx[numCubes][16];
|
|
for (uint16_t ii = 0; ii < numCubes; ++ii)
|
|
{
|
|
bx::mtxSRT(cubeMtx[ii]
|
|
, 1.0f
|
|
, 1.0f
|
|
, 1.0f
|
|
, 0.0f
|
|
, 0.0f
|
|
, 0.0f
|
|
, sinf(ii * 2.0f + 13.0f - sceneTimeAccumulator) * 13.0f
|
|
, 4.0f
|
|
, cosf(ii * 2.0f + 13.0f - sceneTimeAccumulator) * 13.0f
|
|
);
|
|
}
|
|
|
|
// Make sure at the beginning everything gets cleared.
|
|
clearView(0, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH | BGFX_CLEAR_STENCIL, clearValues);
|
|
bgfx::touch(0);
|
|
s_viewMask |= 1;
|
|
|
|
// 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)
|
|
{
|
|
case StencilReflectionScene:
|
|
{
|
|
// First pass - Draw plane.
|
|
|
|
// Setup params for this scene.
|
|
s_uniforms.m_params.m_ambientPass = 1.0f;
|
|
s_uniforms.m_params.m_lightingPass = 1.0f;
|
|
|
|
// Floor.
|
|
hplaneMesh.submit(RENDER_VIEWID_RANGE1_PASS_0
|
|
, floorMtx
|
|
, programColorBlack
|
|
, s_renderStates[RenderState::StencilReflection_CraftStencil]
|
|
);
|
|
|
|
// Second pass - Draw reflected objects.
|
|
|
|
// Clear depth from previous pass.
|
|
clearView(RENDER_VIEWID_RANGE1_PASS_1, BGFX_CLEAR_DEPTH, clearValues);
|
|
|
|
// Compute reflected matrix.
|
|
float reflectMtx[16];
|
|
float plane_pos[3] = { 0.0f, 0.01f, 0.0f };
|
|
float normal[3] = { 0.0f, 1.0f, 0.0f };
|
|
mtxReflected(reflectMtx, plane_pos, normal);
|
|
|
|
// Reflect lights.
|
|
float reflectedLights[MAX_NUM_LIGHTS][4];
|
|
for (uint8_t ii = 0; ii < numLights; ++ii)
|
|
{
|
|
bx::vec3MulMtx(reflectedLights[ii], lightPosRadius[ii], reflectMtx);
|
|
reflectedLights[ii][3] = lightPosRadius[ii][3];
|
|
}
|
|
memcpy(s_uniforms.m_lightPosRadius, reflectedLights, numLights * 4*sizeof(float) );
|
|
|
|
// Reflect and submit bunny.
|
|
float mtxReflectedBunny[16];
|
|
bx::mtxMul(mtxReflectedBunny, bunnyMtx, reflectMtx);
|
|
bunnyMesh.submit(RENDER_VIEWID_RANGE1_PASS_1
|
|
, mtxReflectedBunny
|
|
, programColorLighting
|
|
, s_renderStates[RenderState::StencilReflection_DrawReflected]
|
|
);
|
|
|
|
// Reflect and submit columns.
|
|
float mtxReflectedColumn[16];
|
|
for (uint8_t ii = 0; ii < 4; ++ii)
|
|
{
|
|
bx::mtxMul(mtxReflectedColumn, columnMtx[ii], reflectMtx);
|
|
columnMesh.submit(RENDER_VIEWID_RANGE1_PASS_1
|
|
, mtxReflectedColumn
|
|
, programColorLighting
|
|
, s_renderStates[RenderState::StencilReflection_DrawReflected]
|
|
);
|
|
}
|
|
|
|
// Set lights back.
|
|
memcpy(s_uniforms.m_lightPosRadius, lightPosRadius, numLights * 4*sizeof(float) );
|
|
// Third pass - Blend plane.
|
|
|
|
// Floor.
|
|
hplaneMesh.submit(RENDER_VIEWID_RANGE1_PASS_2
|
|
, floorMtx
|
|
, programTextureLighting
|
|
, s_renderStates[RenderState::StencilReflection_BlendPlane]
|
|
, fieldstoneTex
|
|
);
|
|
|
|
// Fourth pass - Draw everything else but the plane.
|
|
|
|
// Bunny.
|
|
bunnyMesh.submit(RENDER_VIEWID_RANGE1_PASS_3
|
|
, bunnyMtx
|
|
, programColorLighting
|
|
, s_renderStates[RenderState::StencilReflection_DrawScene]
|
|
);
|
|
|
|
// Columns.
|
|
for (uint8_t ii = 0; ii < 4; ++ii)
|
|
{
|
|
columnMesh.submit(RENDER_VIEWID_RANGE1_PASS_3
|
|
, columnMtx[ii]
|
|
, programColorLighting
|
|
, s_renderStates[RenderState::StencilReflection_DrawScene]
|
|
);
|
|
}
|
|
|
|
}
|
|
break;
|
|
|
|
case ProjectionShadowsScene:
|
|
{
|
|
// First pass - Draw entire scene. (ambient only).
|
|
s_uniforms.m_params.m_ambientPass = 1.0f;
|
|
s_uniforms.m_params.m_lightingPass = 0.0f;
|
|
|
|
// Bunny.
|
|
bunnyMesh.submit(RENDER_VIEWID_RANGE1_PASS_0
|
|
, bunnyMtx
|
|
, programColorLighting
|
|
, s_renderStates[RenderState::ProjectionShadows_DrawAmbient]
|
|
);
|
|
|
|
// Floor.
|
|
hplaneMesh.submit(RENDER_VIEWID_RANGE1_PASS_0
|
|
, floorMtx
|
|
, programTextureLighting
|
|
, s_renderStates[RenderState::ProjectionShadows_DrawAmbient]
|
|
, fieldstoneTex
|
|
);
|
|
|
|
// Cubes.
|
|
for (uint8_t ii = 0; ii < numCubes; ++ii)
|
|
{
|
|
cubeMesh.submit(RENDER_VIEWID_RANGE1_PASS_0
|
|
, cubeMtx[ii]
|
|
, programTextureLighting
|
|
, s_renderStates[RenderState::ProjectionShadows_DrawAmbient]
|
|
, figureTex
|
|
);
|
|
}
|
|
|
|
// Ground plane.
|
|
float ground[4];
|
|
float plane_pos[3] = { 0.0f, 0.0f, 0.0f };
|
|
float normal[3] = { 0.0f, 1.0f, 0.0f };
|
|
memcpy(ground, normal, sizeof(float) * 3);
|
|
ground[3] = -bx::vec3Dot(plane_pos, normal) - 0.01f; // - 0.01 against z-fighting
|
|
|
|
for (uint8_t ii = 0, viewId = RENDER_VIEWID_RANGE5_PASS_6; ii < numLights; ++ii, ++viewId)
|
|
{
|
|
// Clear stencil for this light source.
|
|
clearView(viewId, BGFX_CLEAR_STENCIL, clearValues);
|
|
|
|
// Draw shadow projection of scene objects.
|
|
|
|
// Get homogeneous light pos.
|
|
float* lightPos = lightPosRadius[ii];
|
|
float pos[4];
|
|
memcpy(pos, lightPos, sizeof(float) * 3);
|
|
pos[3] = 1.0f;
|
|
|
|
// Calculate shadow mtx for current light.
|
|
float shadowMtx[16];
|
|
mtxShadow(shadowMtx, ground, pos);
|
|
|
|
// Submit bunny's shadow.
|
|
float mtxShadowedBunny[16];
|
|
bx::mtxMul(mtxShadowedBunny, bunnyMtx, shadowMtx);
|
|
bunnyMesh.submit(viewId
|
|
, mtxShadowedBunny
|
|
, programColorBlack
|
|
, s_renderStates[RenderState::ProjectionShadows_CraftStencil]
|
|
);
|
|
|
|
// Submit cube shadows.
|
|
float mtxShadowedCube[16];
|
|
for (uint8_t jj = 0; jj < numCubes; ++jj)
|
|
{
|
|
bx::mtxMul(mtxShadowedCube, cubeMtx[jj], shadowMtx);
|
|
cubeMesh.submit(viewId
|
|
, mtxShadowedCube
|
|
, programColorBlack
|
|
, s_renderStates[RenderState::ProjectionShadows_CraftStencil]
|
|
);
|
|
}
|
|
|
|
// Draw entire scene. (lighting pass only. blending is on)
|
|
s_uniforms.m_params.m_ambientPass = 0.0f;
|
|
s_uniforms.m_params.m_lightingPass = 1.0f;
|
|
s_uniforms.m_params.m_lightCount = 1.0f;
|
|
s_uniforms.m_params.m_lightIndex = float(ii);
|
|
|
|
// Bunny.
|
|
bunnyMesh.submit(viewId
|
|
, bunnyMtx
|
|
, programColorLighting
|
|
, s_renderStates[RenderState::ProjectionShadows_DrawDiffuse]
|
|
);
|
|
|
|
// Floor.
|
|
hplaneMesh.submit(viewId
|
|
, floorMtx
|
|
, programTextureLighting
|
|
, s_renderStates[RenderState::ProjectionShadows_DrawDiffuse]
|
|
, fieldstoneTex
|
|
);
|
|
|
|
// Cubes.
|
|
for (uint8_t jj = 0; jj < numCubes; ++jj)
|
|
{
|
|
cubeMesh.submit(viewId
|
|
, cubeMtx[jj]
|
|
, programTextureLighting
|
|
, s_renderStates[RenderState::ProjectionShadows_DrawDiffuse]
|
|
, figureTex
|
|
);
|
|
}
|
|
}
|
|
|
|
// Reset these to default..
|
|
s_uniforms.m_params.m_ambientPass = 1.0f;
|
|
s_uniforms.m_params.m_lightingPass = 1.0f;
|
|
}
|
|
break;
|
|
};
|
|
|
|
//lights
|
|
const float lightScale[3] = { 1.5f, 1.5f, 1.5f };
|
|
float lightMtx[16];
|
|
for (uint8_t ii = 0; ii < numLights; ++ii)
|
|
{
|
|
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
|
|
, lightMtx
|
|
, programColorTexture
|
|
, s_renderStates[RenderState::Custom_BlendLightTexture]
|
|
, flareTex
|
|
);
|
|
}
|
|
|
|
// Draw floor bottom.
|
|
float floorBottomMtx[16];
|
|
bx::mtxSRT(floorBottomMtx
|
|
, 20.0f //scaleX
|
|
, 20.0f //scaleY
|
|
, 20.0f //scaleZ
|
|
, 0.0f //rotX
|
|
, 0.0f //rotY
|
|
, 0.0f //rotZ
|
|
, 0.0f //translateX
|
|
, -0.1f //translateY
|
|
, 0.0f //translateZ
|
|
);
|
|
|
|
hplaneMesh.submit(RENDER_VIEWID_RANGE1_PASS_7
|
|
, floorBottomMtx
|
|
, programTexture
|
|
, s_renderStates[RenderState::Custom_DrawPlaneBottom]
|
|
, figureTex
|
|
);
|
|
|
|
// Setup view rect and transform for all used views.
|
|
setViewRectMask(s_viewMask, 0, 0, viewState.m_width, viewState.m_height);
|
|
setViewTransformMask(s_viewMask, viewState.m_view, viewState.m_proj);
|
|
s_viewMask = 0;
|
|
|
|
// Advance to next frame. Rendering thread will be kicked to
|
|
// process submitted rendering primitives.
|
|
bgfx::frame();
|
|
|
|
//reset clear values on used views
|
|
clearViewMask(s_clearMask, BGFX_CLEAR_NONE, clearValues);
|
|
s_clearMask = 0;
|
|
}
|
|
|
|
// Cleanup.
|
|
bunnyMesh.unload();
|
|
columnMesh.unload();
|
|
cubeMesh.unload();
|
|
hplaneMesh.unload();
|
|
vplaneMesh.unload();
|
|
|
|
bgfx::destroyTexture(figureTex);
|
|
bgfx::destroyTexture(fieldstoneTex);
|
|
bgfx::destroyTexture(flareTex);
|
|
|
|
bgfx::destroyProgram(programTextureLighting);
|
|
bgfx::destroyProgram(programColorLighting);
|
|
bgfx::destroyProgram(programColorTexture);
|
|
bgfx::destroyProgram(programColorBlack);
|
|
bgfx::destroyProgram(programTexture);
|
|
|
|
bgfx::destroyUniform(s_texColor);
|
|
|
|
s_uniforms.destroy();
|
|
|
|
cameraDestroy();
|
|
imguiDestroy();
|
|
|
|
// Shutdown bgfx.
|
|
bgfx::shutdown();
|
|
|
|
return 0;
|
|
}
|