mirror of
https://github.com/scratchfoundation/bgfx.git
synced 2024-11-28 18:45:54 -05:00
658 lines
16 KiB
C++
658 lines
16 KiB
C++
/*
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* Copyright 2013-2014 Dario Manesku. All rights reserved.
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* License: http://www.opensource.org/licenses/BSD-2-Clause
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*/
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#include <string>
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#include <vector>
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#include <algorithm>
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#include "common.h"
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#include <bgfx.h>
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#include <bx/timer.h>
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#include <bx/readerwriter.h>
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#include <bx/fpumath.h>
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#include "entry/entry.h"
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#define RENDER_SHADOW_PASS_ID 0
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#define RENDER_SCENE_PASS_ID 1
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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 PosNormalVertex
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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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};
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static PosNormalVertex s_hplaneVertices[] =
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{
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{ -1.0f, 0.0f, 1.0f, packF4u(0.0f, 1.0f, 0.0f) },
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{ 1.0f, 0.0f, 1.0f, packF4u(0.0f, 1.0f, 0.0f) },
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{ -1.0f, 0.0f, -1.0f, packF4u(0.0f, 1.0f, 0.0f) },
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{ 1.0f, 0.0f, -1.0f, packF4u(0.0f, 1.0f, 0.0f) },
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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 const char* s_shaderPath = NULL;
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static bool s_flipV = false;
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static float s_texelHalf = 0.0f;
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bgfx::FrameBufferHandle s_shadowMapFB;
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static bgfx::UniformHandle u_shadowMap;
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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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static void shaderFilePath(char* _out, const char* _name)
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{
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strcpy(_out, s_shaderPath);
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strcat(_out, _name);
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strcat(_out, ".bin");
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}
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long int fsize(FILE* _file)
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{
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long int pos = ftell(_file);
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fseek(_file, 0L, SEEK_END);
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long int size = ftell(_file);
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fseek(_file, pos, SEEK_SET);
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return size;
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}
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static const bgfx::Memory* load(const char* _filePath)
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{
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FILE* file = fopen(_filePath, "rb");
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if (NULL != file)
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{
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uint32_t size = (uint32_t)fsize(file);
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const bgfx::Memory* mem = bgfx::alloc(size+1);
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size_t ignore = fread(mem->data, 1, size, file);
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BX_UNUSED(ignore);
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fclose(file);
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mem->data[mem->size-1] = '\0';
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return mem;
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}
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return NULL;
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}
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static const bgfx::Memory* loadShader(const char* _name)
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{
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char filePath[512];
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shaderFilePath(filePath, _name);
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return load(filePath);
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}
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static bgfx::ProgramHandle loadProgram(const char* _vsName, const char* _fsName)
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{
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const bgfx::Memory* mem;
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// Load vertex shader.
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mem = loadShader(_vsName);
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bgfx::ShaderHandle vsh = bgfx::createShader(mem);
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// Load fragment shader.
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mem = loadShader(_fsName);
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bgfx::ShaderHandle fsh = bgfx::createShader(mem);
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// Create program from shaders.
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return bgfx::createProgram(vsh, fsh, true /* destroy shaders when program is destroyed */);
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}
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struct Aabb
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{
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float m_min[3];
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float m_max[3];
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};
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struct Obb
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{
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float m_mtx[16];
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};
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struct Sphere
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{
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float m_center[3];
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float m_radius;
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};
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struct Primitive
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{
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uint32_t m_startIndex;
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uint32_t m_numIndices;
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uint32_t m_startVertex;
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uint32_t m_numVertices;
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Sphere m_sphere;
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Aabb m_aabb;
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Obb m_obb;
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};
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typedef std::vector<Primitive> PrimitiveArray;
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struct Group
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{
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Group()
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{
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reset();
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}
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void reset()
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{
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m_vbh.idx = bgfx::invalidHandle;
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m_ibh.idx = bgfx::invalidHandle;
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m_prims.clear();
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}
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bgfx::VertexBufferHandle m_vbh;
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bgfx::IndexBufferHandle m_ibh;
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Sphere m_sphere;
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Aabb m_aabb;
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Obb m_obb;
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PrimitiveArray m_prims;
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};
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namespace bgfx
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{
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int32_t read(bx::ReaderI* _reader, bgfx::VertexDecl& _decl);
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}
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struct Mesh
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{
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void load(const void* _vertices, uint32_t _numVertices, const bgfx::VertexDecl _decl, const uint16_t* _indices, uint32_t _numIndices)
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{
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Group group;
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const bgfx::Memory* mem;
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uint32_t size;
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size = _numVertices*_decl.getStride();
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mem = bgfx::makeRef(_vertices, size);
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group.m_vbh = bgfx::createVertexBuffer(mem, _decl);
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size = _numIndices*2;
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mem = bgfx::makeRef(_indices, size);
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group.m_ibh = bgfx::createIndexBuffer(mem);
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//TODO:
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// group.m_sphere = ...
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// group.m_aabb = ...
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// group.m_obb = ...
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// group.m_prims = ...
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m_groups.push_back(group);
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}
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void load(const char* _filePath)
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{
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#define BGFX_CHUNK_MAGIC_VB BX_MAKEFOURCC('V', 'B', ' ', 0x1)
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#define BGFX_CHUNK_MAGIC_IB BX_MAKEFOURCC('I', 'B', ' ', 0x0)
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#define BGFX_CHUNK_MAGIC_PRI BX_MAKEFOURCC('P', 'R', 'I', 0x0)
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bx::CrtFileReader reader;
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reader.open(_filePath);
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Group group;
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uint32_t chunk;
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while (4 == bx::read(&reader, chunk) )
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{
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switch (chunk)
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{
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case BGFX_CHUNK_MAGIC_VB:
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{
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bx::read(&reader, group.m_sphere);
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bx::read(&reader, group.m_aabb);
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bx::read(&reader, group.m_obb);
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bgfx::read(&reader, m_decl);
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uint16_t stride = m_decl.getStride();
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uint16_t numVertices;
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bx::read(&reader, numVertices);
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const bgfx::Memory* mem = bgfx::alloc(numVertices*stride);
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bx::read(&reader, mem->data, mem->size);
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group.m_vbh = bgfx::createVertexBuffer(mem, m_decl);
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}
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break;
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case BGFX_CHUNK_MAGIC_IB:
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{
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uint32_t numIndices;
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bx::read(&reader, numIndices);
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const bgfx::Memory* mem = bgfx::alloc(numIndices*2);
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bx::read(&reader, mem->data, mem->size);
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group.m_ibh = bgfx::createIndexBuffer(mem);
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}
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break;
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case BGFX_CHUNK_MAGIC_PRI:
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{
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uint16_t len;
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bx::read(&reader, len);
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std::string material;
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material.resize(len);
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bx::read(&reader, const_cast<char*>(material.c_str() ), len);
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uint16_t num;
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bx::read(&reader, num);
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for (uint32_t ii = 0; ii < num; ++ii)
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{
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bx::read(&reader, len);
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std::string name;
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name.resize(len);
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bx::read(&reader, const_cast<char*>(name.c_str() ), len);
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Primitive prim;
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bx::read(&reader, prim.m_startIndex);
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bx::read(&reader, prim.m_numIndices);
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bx::read(&reader, prim.m_startVertex);
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bx::read(&reader, prim.m_numVertices);
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bx::read(&reader, prim.m_sphere);
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bx::read(&reader, prim.m_aabb);
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bx::read(&reader, prim.m_obb);
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group.m_prims.push_back(prim);
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}
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m_groups.push_back(group);
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group.reset();
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}
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break;
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default:
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DBG("%08x at %d", chunk, reader.seek() );
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break;
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}
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}
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reader.close();
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}
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void unload()
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{
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for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it)
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{
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const Group& group = *it;
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bgfx::destroyVertexBuffer(group.m_vbh);
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if (bgfx::isValid(group.m_ibh) )
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{
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bgfx::destroyIndexBuffer(group.m_ibh);
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}
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}
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m_groups.clear();
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}
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void submit(uint8_t _view, float* _mtx, bgfx::ProgramHandle _program)
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{
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for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it)
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{
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const Group& group = *it;
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// Set model matrix for rendering.
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bgfx::setTransform(_mtx);
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bgfx::setProgram(_program);
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bgfx::setIndexBuffer(group.m_ibh);
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bgfx::setVertexBuffer(group.m_vbh);
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// Set shadow map.
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bgfx::setTexture(4, u_shadowMap, s_shadowMapFB);
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// Set render states.
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bgfx::setState(0
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| BGFX_STATE_RGB_WRITE
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| BGFX_STATE_ALPHA_WRITE
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| BGFX_STATE_DEPTH_WRITE
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| BGFX_STATE_DEPTH_TEST_LESS
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| BGFX_STATE_CULL_CCW
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| BGFX_STATE_MSAA
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);
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// Submit primitive for rendering.
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bgfx::submit(_view);
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}
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}
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void submitShadow(uint8_t _view, float* _mtx, bgfx::ProgramHandle _program)
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{
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for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it)
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{
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const Group& group = *it;
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// Set model matrix for rendering.
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bgfx::setTransform(_mtx);
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bgfx::setProgram(_program);
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bgfx::setIndexBuffer(group.m_ibh);
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bgfx::setVertexBuffer(group.m_vbh);
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// Set render states.
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bgfx::setState(0
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| BGFX_STATE_RGB_WRITE
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| BGFX_STATE_ALPHA_WRITE
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| BGFX_STATE_DEPTH_WRITE
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| BGFX_STATE_DEPTH_TEST_LESS
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| BGFX_STATE_CULL_CCW
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| BGFX_STATE_MSAA
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);
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// Submit primitive for rendering.
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bgfx::submit(_view);
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}
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}
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bgfx::VertexDecl m_decl;
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typedef std::vector<Group> GroupArray;
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GroupArray m_groups;
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};
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int _main_(int /*_argc*/, char** /*_argv*/)
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{
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uint32_t width = 1280;
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uint32_t height = 720;
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uint32_t debug = BGFX_DEBUG_TEXT;
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uint32_t reset = BGFX_RESET_VSYNC;
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bgfx::init();
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bgfx::reset(width, height, reset);
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// Enable debug text.
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bgfx::setDebug(debug);
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// Setup root path for binary shaders. Shader binaries are different
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// for each renderer.
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switch (bgfx::getRendererType() )
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{
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default:
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case bgfx::RendererType::Direct3D9:
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s_shaderPath = "shaders/dx9/";
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s_texelHalf = 0.5f;
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break;
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case bgfx::RendererType::Direct3D11:
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s_shaderPath = "shaders/dx11/";
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break;
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case bgfx::RendererType::OpenGL:
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s_shaderPath = "shaders/glsl/";
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s_flipV = true;
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break;
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case bgfx::RendererType::OpenGLES:
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s_shaderPath = "shaders/gles/";
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s_flipV = true;
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break;
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}
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// Uniforms.
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u_shadowMap = bgfx::createUniform("u_shadowMap", bgfx::UniformType::Uniform1iv);
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bgfx::UniformHandle u_lightPos = bgfx::createUniform("u_lightPos", bgfx::UniformType::Uniform4fv);
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bgfx::UniformHandle u_lightMtx = bgfx::createUniform("u_lightMtx", bgfx::UniformType::Uniform4x4fv);
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// Vertex declarations.
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bgfx::VertexDecl PosNormalDecl;
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PosNormalDecl.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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.end();
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// Meshes.
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Mesh bunnyMesh;
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Mesh cubeMesh;
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Mesh hollowcubeMesh;
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Mesh hplaneMesh;
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bunnyMesh.load("meshes/bunny.bin");
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cubeMesh.load("meshes/cube.bin");
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hollowcubeMesh.load("meshes/hollowcube.bin");
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hplaneMesh.load(s_hplaneVertices, BX_COUNTOF(s_hplaneVertices), PosNormalDecl, s_planeIndices, BX_COUNTOF(s_planeIndices) );
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// Render targets.
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uint16_t shadowMapSize = 512;
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// Get renderer capabilities info.
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const bgfx::Caps* caps = bgfx::getCaps();
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// Shadow samplers are supported at least partially supported if texture
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// compare less equal feature is supported.
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bool shadowSamplerSupported = 0 != (caps->supported & BGFX_CAPS_TEXTURE_COMPARE_LEQUAL);
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bgfx::ProgramHandle progShadow;
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bgfx::ProgramHandle progMesh;
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if (shadowSamplerSupported)
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{
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// Depth textures and shadow samplers are supported.
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progShadow = loadProgram("vs_sms_shadow", "fs_sms_shadow");
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progMesh = loadProgram("vs_sms_mesh", "fs_sms_mesh");
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bgfx::TextureHandle fbtextures[] =
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{
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bgfx::createTexture2D(shadowMapSize, shadowMapSize, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_COMPARE_LEQUAL),
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};
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s_shadowMapFB = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
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}
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else
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{
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// Depth textures and shadow samplers are not supported. Use float
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// depth packing into color buffer instead.
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progShadow = loadProgram("vs_sms_shadow_pd", "fs_sms_shadow_pd");
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progMesh = loadProgram("vs_sms_mesh", "fs_sms_mesh_pd");
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bgfx::TextureHandle fbtextures[] =
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{
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bgfx::createTexture2D(shadowMapSize, shadowMapSize, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT),
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bgfx::createTexture2D(shadowMapSize, shadowMapSize, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT_BUFFER_ONLY),
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};
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s_shadowMapFB = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
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}
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// Set view and projection matrices.
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float view[16];
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float proj[16];
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const float eye[3] = { 0.0f, 30.0f, -60.0f };
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const float at[3] = { 0.0f, 5.0f, 0.0f };
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bx::mtxLookAt(view, eye, at);
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const float aspect = float(int32_t(width) ) / float(int32_t(height) );
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mtxProj(proj, 60.0f, aspect, 0.1f, 1000.0f);
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// Time acumulators.
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float timeAccumulatorLight = 0.0f;
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float timeAccumulatorScene = 0.0f;
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entry::MouseState mouseState;
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while (!entry::processEvents(width, height, debug, reset, &mouseState) )
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{
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// Time.
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int64_t now = bx::getHPCounter();
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static int64_t last = now;
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const int64_t frameTime = now - last;
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last = now;
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const double freq = double(bx::getHPFrequency() );
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const double toMs = 1000.0/freq;
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const float deltaTime = float(frameTime/freq);
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// Update time accumulators.
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timeAccumulatorLight += deltaTime;
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timeAccumulatorScene += deltaTime;
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// Use debug font to print information about this example.
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bgfx::dbgTextClear();
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bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/15-shadowmaps-simple");
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bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Shadow maps example (technique: %s).", shadowSamplerSupported ? "depth texture and shadow samplers" : "shadow depth packed into color texture");
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bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
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|
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|
// Setup lights.
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float lightPos[4];
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lightPos[0] = -cos(timeAccumulatorLight);
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lightPos[1] = -1.0f;
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lightPos[2] = -sin(timeAccumulatorLight);
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lightPos[3] = 0.0f;
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|
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bgfx::setUniform(u_lightPos, lightPos);
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|
|
|
// Setup instance matrices.
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|
float mtxFloor[16];
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|
bx::mtxSRT(mtxFloor
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|
, 30.0f, 30.0f, 30.0f
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|
, 0.0f, 0.0f, 0.0f
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|
, 0.0f, 0.0f, 0.0f
|
|
);
|
|
|
|
float mtxBunny[16];
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|
bx::mtxSRT(mtxBunny
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|
, 5.0f, 5.0f, 5.0f
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|
, 0.0f, bx::pi - timeAccumulatorScene, 0.0f
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|
, 15.0f, 5.0f, 0.0f
|
|
);
|
|
|
|
float mtxHollowcube[16];
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|
bx::mtxSRT(mtxHollowcube
|
|
, 2.5f, 2.5f, 2.5f
|
|
, 0.0f, 1.56f - timeAccumulatorScene, 0.0f
|
|
, 0.0f, 10.0f, 0.0f
|
|
);
|
|
|
|
float mtxCube[16];
|
|
bx::mtxSRT(mtxCube
|
|
, 2.5f, 2.5f, 2.5f
|
|
, 0.0f, 1.56f - timeAccumulatorScene, 0.0f
|
|
, -15.0f, 5.0f, 0.0f
|
|
);
|
|
|
|
// Define matrices.
|
|
float lightView[16];
|
|
float lightProj[16];
|
|
|
|
const float eye[3] =
|
|
{
|
|
-lightPos[0],
|
|
-lightPos[1],
|
|
-lightPos[2],
|
|
};
|
|
const float at[3] = { 0.0f, 0.0f, 0.0f };
|
|
bx::mtxLookAt(lightView, eye, at);
|
|
|
|
const float area = 30.0f;
|
|
bx::mtxOrtho(lightProj, -area, area, -area, area, -100.0f, 100.0f);
|
|
|
|
bgfx::setViewRect(RENDER_SHADOW_PASS_ID, 0, 0, shadowMapSize, shadowMapSize);
|
|
bgfx::setViewFrameBuffer(RENDER_SHADOW_PASS_ID, s_shadowMapFB);
|
|
bgfx::setViewTransform(RENDER_SHADOW_PASS_ID, lightView, lightProj);
|
|
|
|
bgfx::setViewRect(RENDER_SCENE_PASS_ID, 0, 0, width, height);
|
|
bgfx::setViewTransform(RENDER_SCENE_PASS_ID, view, proj);
|
|
|
|
// Clear backbuffer and shadowmap framebuffer at beginning.
|
|
bgfx::setViewClear(RENDER_SHADOW_PASS_ID
|
|
, BGFX_CLEAR_COLOR_BIT | BGFX_CLEAR_DEPTH_BIT
|
|
, 0x303030ff, 1.0f, 0
|
|
);
|
|
|
|
bgfx::setViewClear(RENDER_SCENE_PASS_ID
|
|
, BGFX_CLEAR_COLOR_BIT | BGFX_CLEAR_DEPTH_BIT
|
|
, 0x303030ff, 1.0f, 0
|
|
);
|
|
|
|
// Render.
|
|
float mtxShadow[16];
|
|
float lightMtx[16];
|
|
|
|
const float sy = s_flipV ? 0.5f : -0.5f;
|
|
const float mtxCrop[16] =
|
|
{
|
|
0.5f, 0.0f, 0.0f, 0.0f,
|
|
0.0f, sy, 0.0f, 0.0f,
|
|
0.0f, 0.0f, 0.5f, 0.0f,
|
|
0.5f, 0.5f, 0.5f, 1.0f,
|
|
};
|
|
|
|
float mtxTmp[16];
|
|
bx::mtxMul(mtxTmp, lightProj, mtxCrop);
|
|
bx::mtxMul(mtxShadow, lightView, mtxTmp);
|
|
|
|
// Floor.
|
|
bx::mtxMul(lightMtx, mtxFloor, mtxShadow);
|
|
bgfx::setUniform(u_lightMtx, lightMtx);
|
|
hplaneMesh.submit(RENDER_SCENE_PASS_ID, mtxFloor, progMesh);
|
|
hplaneMesh.submitShadow(RENDER_SHADOW_PASS_ID, mtxFloor, progShadow);
|
|
|
|
// Bunny.
|
|
bx::mtxMul(lightMtx, mtxBunny, mtxShadow);
|
|
bgfx::setUniform(u_lightMtx, lightMtx);
|
|
bunnyMesh.submit(RENDER_SCENE_PASS_ID, mtxBunny, progMesh);
|
|
bunnyMesh.submitShadow(RENDER_SHADOW_PASS_ID, mtxBunny, progShadow);
|
|
|
|
// Hollow cube.
|
|
bx::mtxMul(lightMtx, mtxHollowcube, mtxShadow);
|
|
bgfx::setUniform(u_lightMtx, lightMtx);
|
|
hollowcubeMesh.submit(RENDER_SCENE_PASS_ID, mtxHollowcube, progMesh);
|
|
hollowcubeMesh.submitShadow(RENDER_SHADOW_PASS_ID, mtxHollowcube, progShadow);
|
|
|
|
// Cube.
|
|
bx::mtxMul(lightMtx, mtxCube, mtxShadow);
|
|
bgfx::setUniform(u_lightMtx, lightMtx);
|
|
cubeMesh.submit(RENDER_SCENE_PASS_ID, mtxCube, progMesh);
|
|
cubeMesh.submitShadow(RENDER_SHADOW_PASS_ID, mtxCube, progShadow);
|
|
|
|
// Advance to next frame. Rendering thread will be kicked to
|
|
// process submitted rendering primitives.
|
|
bgfx::frame();
|
|
}
|
|
|
|
bunnyMesh.unload();
|
|
cubeMesh.unload();
|
|
hollowcubeMesh.unload();
|
|
hplaneMesh.unload();
|
|
|
|
bgfx::destroyProgram(progShadow);
|
|
bgfx::destroyProgram(progMesh);
|
|
|
|
bgfx::destroyFrameBuffer(s_shadowMapFB);
|
|
|
|
bgfx::destroyUniform(u_shadowMap);
|
|
bgfx::destroyUniform(u_lightPos);
|
|
bgfx::destroyUniform(u_lightMtx);
|
|
|
|
// Shutdown bgfx.
|
|
bgfx::shutdown();
|
|
|
|
return 0;
|
|
}
|