bgfx/examples/13-stencil/stencil.cpp

1473 lines
39 KiB
C++

/*
* Copyright 2013-2014 Dario Manesku. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#include <string>
#include <vector>
#include "common.h"
#include <bgfx.h>
#include <bx/timer.h>
#include <bx/readerwriter.h>
#include <bx/fpumath.h>
#include "entry/entry.h"
#include "camera.h"
#include "imgui/imgui.h"
#define RENDER_VIEWID_RANGE1_PASS_0 1
#define RENDER_VIEWID_RANGE1_PASS_1 2
#define RENDER_VIEWID_RANGE1_PASS_2 3
#define RENDER_VIEWID_RANGE1_PASS_3 4
#define RENDER_VIEWID_RANGE1_PASS_4 5
#define RENDER_VIEWID_RANGE1_PASS_5 6
#define RENDER_VIEWID_RANGE5_PASS_6 7
#define RENDER_VIEWID_RANGE1_PASS_7 13
#define MAX_NUM_LIGHTS 5
uint32_t packUint32(uint8_t _x, uint8_t _y, uint8_t _z, uint8_t _w)
{
union
{
uint32_t ui32;
uint8_t arr[4];
} un;
un.arr[0] = _x;
un.arr[1] = _y;
un.arr[2] = _z;
un.arr[3] = _w;
return un.ui32;
}
uint32_t packF4u(float _x, float _y = 0.0f, float _z = 0.0f, float _w = 0.0f)
{
const uint8_t xx = uint8_t(_x*127.0f + 128.0f);
const uint8_t yy = uint8_t(_y*127.0f + 128.0f);
const uint8_t zz = uint8_t(_z*127.0f + 128.0f);
const uint8_t ww = uint8_t(_w*127.0f + 128.0f);
return packUint32(xx, yy, zz, ww);
}
struct PosNormalTexcoordVertex
{
float m_x;
float m_y;
float m_z;
uint32_t m_normal;
float m_u;
float m_v;
static void init()
{
ms_decl
.begin()
.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
.add(bgfx::Attrib::Normal, 4, bgfx::AttribType::Uint8, true, true)
.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
.end();
}
static bgfx::VertexDecl ms_decl;
};
bgfx::VertexDecl PosNormalTexcoordVertex::ms_decl;
static const float s_texcoord = 5.0f;
static PosNormalTexcoordVertex s_hplaneVertices[] =
{
{ -1.0f, 0.0f, 1.0f, packF4u(0.0f, 1.0f, 0.0f), s_texcoord, s_texcoord },
{ 1.0f, 0.0f, 1.0f, packF4u(0.0f, 1.0f, 0.0f), s_texcoord, 0.0f },
{ -1.0f, 0.0f, -1.0f, packF4u(0.0f, 1.0f, 0.0f), 0.0f, s_texcoord },
{ 1.0f, 0.0f, -1.0f, packF4u(0.0f, 1.0f, 0.0f), 0.0f, 0.0f },
};
static PosNormalTexcoordVertex s_vplaneVertices[] =
{
{ -1.0f, 1.0f, 0.0f, packF4u(0.0f, 0.0f, -1.0f), 1.0f, 1.0f },
{ 1.0f, 1.0f, 0.0f, packF4u(0.0f, 0.0f, -1.0f), 1.0f, 0.0f },
{ -1.0f, -1.0f, 0.0f, packF4u(0.0f, 0.0f, -1.0f), 0.0f, 1.0f },
{ 1.0f, -1.0f, 0.0f, packF4u(0.0f, 0.0f, -1.0f), 0.0f, 0.0f },
};
static const PosNormalTexcoordVertex s_cubeVertices[] =
{
{ -1.0f, 1.0f, 1.0f, packF4u( 0.0f, 1.0f, 0.0f), 1.0f, 1.0f },
{ 1.0f, 1.0f, 1.0f, packF4u( 0.0f, 1.0f, 0.0f), 0.0f, 1.0f },
{ -1.0f, 1.0f, -1.0f, packF4u( 0.0f, 1.0f, 0.0f), 1.0f, 0.0f },
{ 1.0f, 1.0f, -1.0f, packF4u( 0.0f, 1.0f, 0.0f), 0.0f, 0.0f },
{ -1.0f, -1.0f, 1.0f, packF4u( 0.0f, -1.0f, 0.0f), 1.0f, 1.0f },
{ 1.0f, -1.0f, 1.0f, packF4u( 0.0f, -1.0f, 0.0f), 0.0f, 1.0f },
{ -1.0f, -1.0f, -1.0f, packF4u( 0.0f, -1.0f, 0.0f), 1.0f, 0.0f },
{ 1.0f, -1.0f, -1.0f, packF4u( 0.0f, -1.0f, 0.0f), 0.0f, 0.0f },
{ 1.0f, -1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f), 0.0f, 0.0f },
{ 1.0f, 1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f), 0.0f, 1.0f },
{ -1.0f, -1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f), 1.0f, 0.0f },
{ -1.0f, 1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f), 1.0f, 1.0f },
{ 1.0f, -1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f), 0.0f, 0.0f },
{ 1.0f, 1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f), 0.0f, 1.0f },
{ -1.0f, -1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f), 1.0f, 0.0f },
{ -1.0f, 1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f), 1.0f, 1.0f },
{ 1.0f, 1.0f, -1.0f, packF4u( 1.0f, 0.0f, 0.0f), 1.0f, 1.0f },
{ 1.0f, 1.0f, 1.0f, packF4u( 1.0f, 0.0f, 0.0f), 0.0f, 1.0f },
{ 1.0f, -1.0f, -1.0f, packF4u( 1.0f, 0.0f, 0.0f), 1.0f, 0.0f },
{ 1.0f, -1.0f, 1.0f, packF4u( 1.0f, 0.0f, 0.0f), 0.0f, 0.0f },
{ -1.0f, 1.0f, -1.0f, packF4u(-1.0f, 0.0f, 0.0f), 1.0f, 1.0f },
{ -1.0f, 1.0f, 1.0f, packF4u(-1.0f, 0.0f, 0.0f), 0.0f, 1.0f },
{ -1.0f, -1.0f, -1.0f, packF4u(-1.0f, 0.0f, 0.0f), 1.0f, 0.0f },
{ -1.0f, -1.0f, 1.0f, packF4u(-1.0f, 0.0f, 0.0f), 0.0f, 0.0f },
};
static const uint16_t s_cubeIndices[] =
{
0, 1, 2,
1, 3, 2,
4, 6, 5,
5, 6, 7,
8, 9, 10,
9, 11, 10,
12, 14, 13,
13, 14, 15,
16, 17, 18,
17, 19, 18,
20, 22, 21,
21, 22, 23,
};
static const uint16_t s_planeIndices[] =
{
0, 1, 2,
1, 3, 2,
};
static const char* s_shaderPath = NULL;
static bool s_flipV = false;
static uint32_t s_viewMask = 0;
static uint32_t s_clearMask = 0;
static bgfx::UniformHandle u_texColor;
static void shaderFilePath(char* _out, const char* _name)
{
strcpy(_out, s_shaderPath);
strcat(_out, _name);
strcat(_out, ".bin");
}
long int fsize(FILE* _file)
{
long int pos = ftell(_file);
fseek(_file, 0L, SEEK_END);
long int size = ftell(_file);
fseek(_file, pos, SEEK_SET);
return size;
}
static const bgfx::Memory* load(const char* _filePath)
{
FILE* file = fopen(_filePath, "rb");
if (NULL != file)
{
uint32_t size = (uint32_t)fsize(file);
const bgfx::Memory* mem = bgfx::alloc(size+1);
size_t ignore = fread(mem->data, 1, size, file);
BX_UNUSED(ignore);
fclose(file);
mem->data[mem->size-1] = '\0';
return mem;
}
return NULL;
}
static const bgfx::Memory* loadShader(const char* _name)
{
char filePath[512];
shaderFilePath(filePath, _name);
return load(filePath);
}
static const bgfx::Memory* loadTexture(const char* _name)
{
char filePath[512];
strcpy(filePath, "textures/");
strcat(filePath, _name);
return load(filePath);
}
static bgfx::ProgramHandle loadProgram(const char* _vsName, const char* _fsName)
{
const bgfx::Memory* mem;
// Load vertex shader.
mem = loadShader(_vsName);
bgfx::ShaderHandle vsh = bgfx::createShader(mem);
// Load fragment shader.
mem = loadShader(_fsName);
bgfx::ShaderHandle fsh = bgfx::createShader(mem);
// Create program from shaders.
return bgfx::createProgram(vsh, fsh, true /* destroy shaders when program is destroyed */);
}
void mtxReflected(float*__restrict _result
, const float* __restrict _p /* plane */
, const float* __restrict _n /* normal */
)
{
float dot = bx::vec3Dot(_p, _n);
_result[ 0] = 1.0f - 2.0f * _n[0] * _n[0]; //1-2Nx^2
_result[ 1] = -2.0f * _n[0] * _n[1]; //-2*Nx*Ny
_result[ 2] = -2.0f * _n[0] * _n[2]; //-2*NxNz
_result[ 3] = 0.0f; //0
_result[ 4] = -2.0f * _n[0] * _n[1]; //-2*NxNy
_result[ 5] = 1.0f - 2.0f * _n[1] * _n[1]; //1-2*Ny^2
_result[ 6] = -2.0f * _n[1] * _n[2]; //-2*NyNz
_result[ 7] = 0.0f; //0
_result[ 8] = -2.0f * _n[0] * _n[2]; //-2*NxNz
_result[ 9] = -2.0f * _n[1] * _n[2]; //-2NyNz
_result[10] = 1.0f - 2.0f * _n[2] * _n[2]; //1-2*Nz^2
_result[11] = 0.0f; //0
_result[12] = 2.0f * dot * _n[0]; //2*dot*Nx
_result[13] = 2.0f * dot * _n[1]; //2*dot*Ny
_result[14] = 2.0f * dot * _n[2]; //2*dot*Nz
_result[15] = 1.0f; //1
}
void mtxShadow(float* __restrict _result
, const float* __restrict _ground
, const float* __restrict _light
)
{
float dot = _ground[0] * _light[0]
+ _ground[1] * _light[1]
+ _ground[2] * _light[2]
+ _ground[3] * _light[3]
;
_result[ 0] = dot - _light[0] * _ground[0];
_result[ 1] = 0.0f - _light[1] * _ground[0];
_result[ 2] = 0.0f - _light[2] * _ground[0];
_result[ 3] = 0.0f - _light[3] * _ground[0];
_result[ 4] = 0.0f - _light[0] * _ground[1];
_result[ 5] = dot - _light[1] * _ground[1];
_result[ 6] = 0.0f - _light[2] * _ground[1];
_result[ 7] = 0.0f - _light[3] * _ground[1];
_result[ 8] = 0.0f - _light[0] * _ground[2];
_result[ 9] = 0.0f - _light[1] * _ground[2];
_result[10] = dot - _light[2] * _ground[2];
_result[11] = 0.0f - _light[3] * _ground[2];
_result[12] = 0.0f - _light[0] * _ground[3];
_result[13] = 0.0f - _light[1] * _ground[3];
_result[14] = 0.0f - _light[2] * _ground[3];
_result[15] = dot - _light[3] * _ground[3];
}
void mtxBillboard(float* __restrict _result
, const float* __restrict _view
, const float* __restrict _pos
, const float* __restrict _scale)
{
_result[ 0] = _view[0] * _scale[0];
_result[ 1] = _view[4] * _scale[0];
_result[ 2] = _view[8] * _scale[0];
_result[ 3] = 0.0f;
_result[ 4] = _view[1] * _scale[1];
_result[ 5] = _view[5] * _scale[1];
_result[ 6] = _view[9] * _scale[1];
_result[ 7] = 0.0f;
_result[ 8] = _view[2] * _scale[2];
_result[ 9] = _view[6] * _scale[2];
_result[10] = _view[10] * _scale[2];
_result[11] = 0.0f;
_result[12] = _pos[0];
_result[13] = _pos[1];
_result[14] = _pos[2];
_result[15] = 1.0f;
}
struct Uniforms
{
void init()
{
m_params.m_ambientPass = 1.0f;
m_params.m_lightningPass = 1.0f;
m_params.m_lightCount = 4.0f;
m_params.m_lightIndex = 4.0f;
m_ambient[0] = 0.02f;
m_ambient[1] = 0.02f;
m_ambient[2] = 0.02f;
m_ambient[3] = 0.0f; //unused
m_diffuse[0] = 0.2f;
m_diffuse[1] = 0.2f;
m_diffuse[2] = 0.2f;
m_diffuse[3] = 0.0f; //unused
m_specular_shininess[0] = 1.0f;
m_specular_shininess[1] = 1.0f;
m_specular_shininess[2] = 1.0f;
m_specular_shininess[3] = 10.0f; //shininess
m_color[0] = 1.0f;
m_color[1] = 1.0f;
m_color[2] = 1.0f;
m_color[3] = 1.0f;
m_time = 0.0f;
for (uint8_t ii = 0; ii < MAX_NUM_LIGHTS; ++ii)
{
m_lightPosRadius[ii][0] = 0.0f;
m_lightPosRadius[ii][1] = 0.0f;
m_lightPosRadius[ii][2] = 0.0f;
m_lightPosRadius[ii][3] = 1.0f;
m_lightRgbInnerR[ii][0] = 1.0f;
m_lightRgbInnerR[ii][1] = 1.0f;
m_lightRgbInnerR[ii][2] = 1.0f;
m_lightRgbInnerR[ii][3] = 1.0f;
}
u_params = bgfx::createUniform("u_params", bgfx::UniformType::Uniform4fv);
u_ambient = bgfx::createUniform("u_ambient", bgfx::UniformType::Uniform4fv);
u_diffuse = bgfx::createUniform("u_diffuse", bgfx::UniformType::Uniform4fv);
u_specular_shininess = bgfx::createUniform("u_specular_shininess", bgfx::UniformType::Uniform4fv);
u_color = bgfx::createUniform("u_color", bgfx::UniformType::Uniform4fv);
u_time = bgfx::createUniform("u_time", bgfx::UniformType::Uniform1f );
u_lightPosRadius = bgfx::createUniform("u_lightPosRadius", bgfx::UniformType::Uniform4fv, MAX_NUM_LIGHTS);
u_lightRgbInnerR = bgfx::createUniform("u_lightRgbInnerR", bgfx::UniformType::Uniform4fv, MAX_NUM_LIGHTS);
}
//call this once at initialization
void submitConstUniforms()
{
bgfx::setUniform(u_ambient, &m_ambient);
bgfx::setUniform(u_diffuse, &m_diffuse);
bgfx::setUniform(u_specular_shininess, &m_specular_shininess);
}
//call this once per frame
void submitPerFrameUniforms()
{
bgfx::setUniform(u_time, &m_time);
}
//call this before each draw call
void submitPerDrawUniforms()
{
bgfx::setUniform(u_params, &m_params);
bgfx::setUniform(u_color, &m_color);
bgfx::setUniform(u_lightPosRadius, &m_lightPosRadius, MAX_NUM_LIGHTS);
bgfx::setUniform(u_lightRgbInnerR, &m_lightRgbInnerR, MAX_NUM_LIGHTS);
}
void destroy()
{
bgfx::destroyUniform(u_params);
bgfx::destroyUniform(u_ambient);
bgfx::destroyUniform(u_diffuse);
bgfx::destroyUniform(u_specular_shininess);
bgfx::destroyUniform(u_color);
bgfx::destroyUniform(u_time);
bgfx::destroyUniform(u_lightPosRadius);
bgfx::destroyUniform(u_lightRgbInnerR);
}
struct Params
{
float m_ambientPass;
float m_lightningPass;
float m_lightCount;
float m_lightIndex;
};
struct SvParams
{
float m_useStencilTex;
float m_dfail;
float m_unused0;
float m_unused1;
};
Params m_params;
SvParams m_svparams;
float m_ambient[4];
float m_diffuse[4];
float m_specular_shininess[4];
float m_color[4];
float m_time;
float m_lightPosRadius[MAX_NUM_LIGHTS][4];
float m_lightRgbInnerR[MAX_NUM_LIGHTS][4];
/**
* u_params.x - u_ambientPass
* u_params.y - u_lightningPass
* u_params.z - u_lightCount
* u_params.w - u_lightIndex
*/
bgfx::UniformHandle u_params;
bgfx::UniformHandle u_ambient;
bgfx::UniformHandle u_diffuse;
bgfx::UniformHandle u_specular_shininess;
bgfx::UniformHandle u_color;
bgfx::UniformHandle u_time;
bgfx::UniformHandle u_lightPosRadius;
bgfx::UniformHandle u_lightRgbInnerR;
};
static Uniforms s_uniforms;
//-------------------------------------------------
// Render state
//-------------------------------------------------
struct RenderState
{
enum Enum
{
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)
{
bgfx::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::setProgram(_program);
bgfx::setIndexBuffer(group.m_ibh);
bgfx::setVertexBuffer(group.m_vbh);
// Set texture
if (bgfx::invalidHandle != _texture.idx)
{
bgfx::setTexture(0, u_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);
// 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*/)
{
ViewState viewState(1280, 720);
ClearValues clearValues(0x30303000, 1.0f, 0);
uint32_t debug = BGFX_DEBUG_TEXT;
uint32_t reset = BGFX_RESET_VSYNC;
bgfx::init();
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() )
{
default:
case bgfx::RendererType::Direct3D9:
s_shaderPath = "shaders/dx9/";
break;
case bgfx::RendererType::Direct3D11:
s_shaderPath = "shaders/dx11/";
break;
case bgfx::RendererType::OpenGL:
s_shaderPath = "shaders/glsl/";
s_flipV = true;
break;
case bgfx::RendererType::OpenGLES:
s_shaderPath = "shaders/gles/";
s_flipV = true;
break;
}
FILE* file = fopen("font/droidsans.ttf", "rb");
uint32_t size = (uint32_t)fsize(file);
void* data = malloc(size);
size_t ignore = fread(data, 1, size, file);
BX_UNUSED(ignore);
fclose(file);
imguiCreate(data);
free(data);
PosNormalTexcoordVertex::init();
s_uniforms.init();
s_uniforms.submitConstUniforms();
u_texColor = bgfx::createUniform("u_texColor", bgfx::UniformType::Uniform1iv);
bgfx::ProgramHandle programTextureLightning = loadProgram("vs_stencil_texture_lightning", "fs_stencil_texture_lightning");
bgfx::ProgramHandle programColorLightning = loadProgram("vs_stencil_color_lightning", "fs_stencil_color_lightning" );
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) );
const bgfx::Memory* mem;
mem = loadTexture("figure-rgba.dds");
bgfx::TextureHandle figureTex = bgfx::createTexture(mem);
mem = loadTexture("flare.dds");
bgfx::TextureHandle flareTex = bgfx::createTexture(mem);
mem = loadTexture("fieldstone-rgba.dds");
bgfx::TextureHandle fieldstoneTex = bgfx::createTexture(mem);
// 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);
bx::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)
, 0
, 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_lightningPass = 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;
s_uniforms.submitPerFrameUniforms();
// 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;
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.m_mx, mouseState.m_my, !!mouseState.m_buttons[entry::MouseButton::Right]);
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] = sin( (lightTimeAccumulator*1.1f + ii*0.03f + float(ii*M_PI_2)*1.07f ) )*20.0f;
lightPosRadius[ii][1] = 8.0f + (1.0f - cos( (lightTimeAccumulator*1.5f + ii*0.29f + float(ii*M_PI_2)*1.49f ) ))*4.0f;
lightPosRadius[ii][2] = cos( (lightTimeAccumulator*1.3f + ii*0.13f + float(ii*M_PI_2)*1.79f ) )*20.0f;
lightPosRadius[ii][3] = radius;
}
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
, sin(ii * 2.0f + 13.0f - sceneTimeAccumulator) * 13.0f
, 4.0f
, cos(ii * 2.0f + 13.0f - sceneTimeAccumulator) * 13.0f
);
}
// Make sure at the beginning everything gets cleared.
clearView(0, BGFX_CLEAR_COLOR_BIT | BGFX_CLEAR_DEPTH_BIT | BGFX_CLEAR_STENCIL_BIT, clearValues);
bgfx::submit(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_lightningPass = 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_BIT, 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
, programColorLightning
, 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
, programColorLightning
, 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
, programTextureLightning
, s_renderStates[RenderState::StencilReflection_BlendPlane]
, fieldstoneTex
);
// Fourth pass - Draw everything else but the plane.
// Bunny.
bunnyMesh.submit(RENDER_VIEWID_RANGE1_PASS_3
, bunnyMtx
, programColorLightning
, s_renderStates[RenderState::StencilReflection_DrawScene]
);
// Columns.
for (uint8_t ii = 0; ii < 4; ++ii)
{
columnMesh.submit(RENDER_VIEWID_RANGE1_PASS_3
, columnMtx[ii]
, programColorLightning
, 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_lightningPass = 0.0f;
// Bunny.
bunnyMesh.submit(RENDER_VIEWID_RANGE1_PASS_0
, bunnyMtx
, programColorLightning
, s_renderStates[RenderState::ProjectionShadows_DrawAmbient]
);
// Floor.
hplaneMesh.submit(RENDER_VIEWID_RANGE1_PASS_0
, floorMtx
, programTextureLightning
, s_renderStates[RenderState::ProjectionShadows_DrawAmbient]
, fieldstoneTex
);
// Cubes.
for (uint8_t ii = 0; ii < numCubes; ++ii)
{
cubeMesh.submit(RENDER_VIEWID_RANGE1_PASS_0
, cubeMtx[ii]
, programTextureLightning
, 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_BIT, 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. (lightning pass only. blending is on)
s_uniforms.m_params.m_ambientPass = 0.0f;
s_uniforms.m_params.m_lightningPass = 1.0f;
s_uniforms.m_params.m_lightCount = 1.0f;
s_uniforms.m_params.m_lightIndex = float(ii);
// Bunny.
bunnyMesh.submit(viewId
, bunnyMtx
, programColorLightning
, s_renderStates[RenderState::ProjectionShadows_DrawDiffuse]
);
// Floor.
hplaneMesh.submit(viewId
, floorMtx
, programTextureLightning
, s_renderStates[RenderState::ProjectionShadows_DrawDiffuse]
, fieldstoneTex
);
// Cubes.
for (uint8_t ii = 0; ii < numCubes; ++ii)
{
cubeMesh.submit(viewId
, cubeMtx[ii]
, programTextureLightning
, s_renderStates[RenderState::ProjectionShadows_DrawDiffuse]
, figureTex
);
}
}
// Reset these to default..
s_uniforms.m_params.m_ambientPass = 1.0f;
s_uniforms.m_params.m_lightningPass = 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.
bgfx::setViewRectMask(s_viewMask, 0, 0, viewState.m_width, viewState.m_height);
bgfx::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(programTextureLightning);
bgfx::destroyProgram(programColorLightning);
bgfx::destroyProgram(programColorTexture);
bgfx::destroyProgram(programColorBlack);
bgfx::destroyProgram(programTexture);
bgfx::destroyUniform(u_texColor);
s_uniforms.destroy();
cameraDestroy();
imguiDestroy();
// Shutdown bgfx.
bgfx::shutdown();
return 0;
}