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@@ -789,586 +789,631 @@ struct Mesh
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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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- Args args(_argc, _argv);
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-
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- ViewState viewState(1280, 720);
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- ClearValues clearValues(0x30303000, 1.0f, 0);
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-
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- uint32_t debug = BGFX_DEBUG_TEXT;
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- uint32_t reset = BGFX_RESET_VSYNC;
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-
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- bgfx::init(args.m_type, args.m_pciId);
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- bgfx::reset(viewState.m_width, viewState.m_height, reset);
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-
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- // Enable debug text.
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- bgfx::setDebug(debug);
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-
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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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- case bgfx::RendererType::OpenGL:
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- case bgfx::RendererType::OpenGLES:
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- s_flipV = true;
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- break;
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-
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- default:
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- break;
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- }
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-
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- // Imgui.
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- imguiCreate();
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-
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- PosNormalTexcoordVertex::init();
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-
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- s_uniforms.init();
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- s_uniforms.submitConstUniforms();
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-
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- s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
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-
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- bgfx::ProgramHandle programTextureLighting = loadProgram("vs_stencil_texture_lighting", "fs_stencil_texture_lighting");
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- bgfx::ProgramHandle programColorLighting = loadProgram("vs_stencil_color_lighting", "fs_stencil_color_lighting" );
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- bgfx::ProgramHandle programColorTexture = loadProgram("vs_stencil_color_texture", "fs_stencil_color_texture" );
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- bgfx::ProgramHandle programColorBlack = loadProgram("vs_stencil_color", "fs_stencil_color_black" );
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- bgfx::ProgramHandle programTexture = loadProgram("vs_stencil_texture", "fs_stencil_texture" );
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-
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- Mesh bunnyMesh;
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- Mesh columnMesh;
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- Mesh cubeMesh;
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- Mesh hplaneMesh;
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- Mesh vplaneMesh;
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- bunnyMesh.load("meshes/bunny.bin");
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- columnMesh.load("meshes/column.bin");
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- cubeMesh.load(s_cubeVertices, BX_COUNTOF(s_cubeVertices), PosNormalTexcoordVertex::ms_decl, s_cubeIndices, BX_COUNTOF(s_cubeIndices) );
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- hplaneMesh.load(s_hplaneVertices, BX_COUNTOF(s_hplaneVertices), PosNormalTexcoordVertex::ms_decl, s_planeIndices, BX_COUNTOF(s_planeIndices) );
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- vplaneMesh.load(s_vplaneVertices, BX_COUNTOF(s_vplaneVertices), PosNormalTexcoordVertex::ms_decl, s_planeIndices, BX_COUNTOF(s_planeIndices) );
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-
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- bgfx::TextureHandle figureTex = loadTexture("textures/figure-rgba.dds");
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- bgfx::TextureHandle flareTex = loadTexture("textures/flare.dds");
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- bgfx::TextureHandle fieldstoneTex = loadTexture("textures/fieldstone-rgba.dds");
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-
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- // Setup lights.
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- const float rgbInnerR[][4] =
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- {
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- { 1.0f, 0.7f, 0.2f, 0.0f }, //yellow
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- { 0.7f, 0.2f, 1.0f, 0.0f }, //purple
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- { 0.2f, 1.0f, 0.7f, 0.0f }, //cyan
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- { 1.0f, 0.4f, 0.2f, 0.0f }, //orange
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- { 0.7f, 0.7f, 0.7f, 0.0f }, //white
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- };
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- float lightRgbInnerR[MAX_NUM_LIGHTS][4];
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- for (uint8_t ii = 0, jj = 0; ii < MAX_NUM_LIGHTS; ++ii, ++jj)
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- {
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- const uint8_t index = jj%BX_COUNTOF(rgbInnerR);
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- lightRgbInnerR[ii][0] = rgbInnerR[index][0];
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- lightRgbInnerR[ii][1] = rgbInnerR[index][1];
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- lightRgbInnerR[ii][2] = rgbInnerR[index][2];
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- lightRgbInnerR[ii][3] = rgbInnerR[index][3];
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- }
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- bx::memCopy(s_uniforms.m_lightRgbInnerR, lightRgbInnerR, MAX_NUM_LIGHTS * 4*sizeof(float) );
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-
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- // Set view and projection matrices.
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- const float aspect = float(viewState.m_width)/float(viewState.m_height);
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- mtxProj(viewState.m_proj, 60.0f, aspect, 0.1f, 100.0f);
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-
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- float initialPos[3] = { 0.0f, 18.0f, -40.0f };
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- cameraCreate();
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- cameraSetPosition(initialPos);
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- cameraSetVerticalAngle(-0.35f);
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- cameraGetViewMtx(viewState.m_view);
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-
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- int64_t timeOffset = bx::getHPCounter();
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-
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- enum Scene
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- {
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- StencilReflectionScene = 0,
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- ProjectionShadowsScene,
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- };
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-
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- Scene scene = StencilReflectionScene;
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- float settings_numLights = 4.0f;
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- float settings_reflectionValue = 0.8f;
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- bool settings_updateLights = true;
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- bool settings_updateScene = true;
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-
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- static const char* titles[3] =
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- {
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- "Stencil Reflection Scene",
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- "Projection Shadows Scene",
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- };
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-
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- entry::MouseState mouseState;
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- while (!entry::processEvents(viewState.m_width, viewState.m_height, debug, reset, &mouseState) )
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+class ExampleStencil : public entry::AppI
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+{
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+public:
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+ virtual void init(int _argc, char** _argv) BX_OVERRIDE
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{
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- imguiBeginFrame(mouseState.m_mx
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- , mouseState.m_my
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- , (mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
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- | (mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
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- | (mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
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- , mouseState.m_mz
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- , uint16_t(viewState.m_width)
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- , uint16_t(viewState.m_height)
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- );
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-
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- static int32_t scrollArea = 0;
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- imguiBeginScrollArea("Settings", viewState.m_width - 256 - 10, 10, 256, 215, &scrollArea);
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-
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- if (imguiCheck(titles[StencilReflectionScene], StencilReflectionScene == scene) )
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- {
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- scene = StencilReflectionScene;
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- settings_numLights = 4.0f;
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- }
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-
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- if (imguiCheck(titles[ProjectionShadowsScene], ProjectionShadowsScene == scene) )
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- {
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- scene = ProjectionShadowsScene;
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- settings_numLights = 1.0f;
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- }
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-
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- imguiSeparatorLine();
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- imguiSlider("Lights", settings_numLights, 1.0f, float(MAX_NUM_LIGHTS), 1.0f);
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- if (scene == StencilReflectionScene)
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+ Args args(_argc, _argv);
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+
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+ m_viewState = ViewState(1280, 720);
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+ m_clearValues = ClearValues(0x30303000, 1.0f, 0);
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+
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+ m_debug = BGFX_DEBUG_TEXT;
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+ m_reset = BGFX_RESET_VSYNC;
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+
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+ bgfx::init(args.m_type, args.m_pciId);
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+ bgfx::reset(m_viewState.m_width, m_viewState.m_height, m_reset);
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+
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+ // Enable debug text.
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+ bgfx::setDebug(m_debug);
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+
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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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- imguiSlider("Reflection value", settings_reflectionValue, 0.0f, 1.0f, 0.01f);
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- }
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-
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- if (imguiCheck("Update lights", settings_updateLights) )
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- {
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- settings_updateLights = !settings_updateLights;
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- }
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-
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- if (imguiCheck("Update scene", settings_updateScene) )
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- {
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- settings_updateScene = !settings_updateScene;
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- }
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-
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- imguiEndScrollArea();
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- imguiEndFrame();
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-
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- // Update settings.
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- uint8_t numLights = (uint8_t)settings_numLights;
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- s_uniforms.m_params.m_ambientPass = 1.0f;
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- s_uniforms.m_params.m_lightingPass = 1.0f;
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- s_uniforms.m_params.m_lightCount = settings_numLights;
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- s_uniforms.m_params.m_lightIndex = 0.0f;
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- s_uniforms.m_color[3] = settings_reflectionValue;
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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 time = (float)( (now - timeOffset)/double(bx::getHPFrequency() ) );
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- const float deltaTime = float(frameTime/freq);
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- s_uniforms.m_time = time;
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-
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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/13-stencil");
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- bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Stencil reflections and shadows.");
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- bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
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-
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- // Update camera.
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- cameraUpdate(deltaTime, mouseState);
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- cameraGetViewMtx(viewState.m_view);
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-
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- static float lightTimeAccumulator = 0.0f;
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- if (settings_updateLights)
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- {
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- lightTimeAccumulator += deltaTime;
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- }
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-
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- static float sceneTimeAccumulator = 0.0f;
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- if (settings_updateScene)
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- {
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- sceneTimeAccumulator += deltaTime;
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- }
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-
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- float lightPosRadius[MAX_NUM_LIGHTS][4];
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- const float radius = (scene == StencilReflectionScene) ? 15.0f : 25.0f;
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- for (uint8_t ii = 0; ii < numLights; ++ii)
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- {
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- lightPosRadius[ii][0] = bx::fsin( (lightTimeAccumulator*1.1f + ii*0.03f + ii*bx::kPiHalf*1.07f ) )*20.0f;
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- lightPosRadius[ii][1] = 8.0f + (1.0f - bx::fcos( (lightTimeAccumulator*1.5f + ii*0.29f + bx::kPiHalf*1.49f ) ) )*4.0f;
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- lightPosRadius[ii][2] = bx::fcos( (lightTimeAccumulator*1.3f + ii*0.13f + ii*bx::kPiHalf*1.79f ) )*20.0f;
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- lightPosRadius[ii][3] = radius;
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+ case bgfx::RendererType::OpenGL:
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+ case bgfx::RendererType::OpenGLES:
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+ s_flipV = true;
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+ break;
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+
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+ default:
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+ break;
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}
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- bx::memCopy(s_uniforms.m_lightPosRadius, lightPosRadius, numLights * 4*sizeof(float) );
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-
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- // Floor position.
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- float floorMtx[16];
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- bx::mtxSRT(floorMtx
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- , 20.0f //scaleX
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- , 20.0f //scaleY
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- , 20.0f //scaleZ
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- , 0.0f //rotX
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- , 0.0f //rotY
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- , 0.0f //rotZ
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- , 0.0f //translateX
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- , 0.0f //translateY
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- , 0.0f //translateZ
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- );
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-
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- // Bunny position.
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- float bunnyMtx[16];
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- bx::mtxSRT(bunnyMtx
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- , 5.0f
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- , 5.0f
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- , 5.0f
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- , 0.0f
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- , 1.56f - sceneTimeAccumulator
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- , 0.0f
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- , 0.0f
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- , 2.0f
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- , 0.0f
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- );
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-
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- // Columns position.
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- const float dist = 14.0f;
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- const float columnPositions[4][3] =
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+
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+ // Imgui.
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+ imguiCreate();
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+
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+ PosNormalTexcoordVertex::init();
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+
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+ s_uniforms.init();
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+
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+ s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
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+
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+ m_programTextureLighting = loadProgram("vs_stencil_texture_lighting", "fs_stencil_texture_lighting");
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+ m_programColorLighting = loadProgram("vs_stencil_color_lighting", "fs_stencil_color_lighting" );
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+ m_programColorTexture = loadProgram("vs_stencil_color_texture", "fs_stencil_color_texture" );
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+ m_programColorBlack = loadProgram("vs_stencil_color", "fs_stencil_color_black" );
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+ m_programTexture = loadProgram("vs_stencil_texture", "fs_stencil_texture" );
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+
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+ m_bunnyMesh.load("meshes/bunny.bin");
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+ m_columnMesh.load("meshes/column.bin");
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+ m_cubeMesh.load(s_cubeVertices, BX_COUNTOF(s_cubeVertices), PosNormalTexcoordVertex::ms_decl, s_cubeIndices, BX_COUNTOF(s_cubeIndices) );
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+ m_hplaneMesh.load(s_hplaneVertices, BX_COUNTOF(s_hplaneVertices), PosNormalTexcoordVertex::ms_decl, s_planeIndices, BX_COUNTOF(s_planeIndices) );
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+ m_vplaneMesh.load(s_vplaneVertices, BX_COUNTOF(s_vplaneVertices), PosNormalTexcoordVertex::ms_decl, s_planeIndices, BX_COUNTOF(s_planeIndices) );
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+
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+ m_figureTex = loadTexture("textures/figure-rgba.dds");
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+ m_flareTex = loadTexture("textures/flare.dds");
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+ m_fieldstoneTex = loadTexture("textures/fieldstone-rgba.dds");
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+
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+ // Setup lights.
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+ const float rgbInnerR[][4] =
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{
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- { dist, 0.0f, dist },
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- { -dist, 0.0f, dist },
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- { dist, 0.0f, -dist },
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- { -dist, 0.0f, -dist },
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+ { 1.0f, 0.7f, 0.2f, 0.0f }, //yellow
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+ { 0.7f, 0.2f, 1.0f, 0.0f }, //purple
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+ { 0.2f, 1.0f, 0.7f, 0.0f }, //cyan
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+ { 1.0f, 0.4f, 0.2f, 0.0f }, //orange
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+ { 0.7f, 0.7f, 0.7f, 0.0f }, //white
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};
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-
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- float columnMtx[4][16];
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- for (uint8_t ii = 0; ii < 4; ++ii)
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+
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+ for (uint8_t ii = 0, jj = 0; ii < MAX_NUM_LIGHTS; ++ii, ++jj)
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{
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- bx::mtxSRT(columnMtx[ii]
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- , 1.0f
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- , 1.0f
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- , 1.0f
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- , 0.0f
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- , 0.0f
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- , 0.0f
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- , columnPositions[ii][0]
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- , columnPositions[ii][1]
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- , columnPositions[ii][2]
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- );
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+ const uint8_t index = jj%BX_COUNTOF(rgbInnerR);
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+ m_lightRgbInnerR[ii][0] = rgbInnerR[index][0];
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+ m_lightRgbInnerR[ii][1] = rgbInnerR[index][1];
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+ m_lightRgbInnerR[ii][2] = rgbInnerR[index][2];
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+ m_lightRgbInnerR[ii][3] = rgbInnerR[index][3];
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}
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+ bx::memCopy(s_uniforms.m_lightRgbInnerR, m_lightRgbInnerR, MAX_NUM_LIGHTS * 4*sizeof(float) );
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+
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+ // Set view and projection matrices.
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+ const float aspect = float(m_viewState.m_width)/float(m_viewState.m_height);
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+ mtxProj(m_viewState.m_proj, 60.0f, aspect, 0.1f, 100.0f);
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+
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+ float initialPos[3] = { 0.0f, 18.0f, -40.0f };
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+ cameraCreate();
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+ cameraSetPosition(initialPos);
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+ cameraSetVerticalAngle(-0.35f);
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+ cameraGetViewMtx(m_viewState.m_view);
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+
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+ m_timeOffset = bx::getHPCounter();
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+
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+ m_scene = StencilReflectionScene;
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+ m_settings_numLights = 4.0f;
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+ m_settings_reflectionValue = 0.8f;
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+ m_settings_updateLights = true;
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+ m_settings_updateScene = true;
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+ }
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|
|
|
|
- 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
|
|
|
- , bx::fsin(ii * 2.0f + 13.0f - sceneTimeAccumulator) * 13.0f
|
|
|
- , 4.0f
|
|
|
- , bx::fcos(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;
|
|
|
+ virtual int shutdown() BX_OVERRIDE
|
|
|
+ {
|
|
|
+ // Cleanup.
|
|
|
+ m_bunnyMesh.unload();
|
|
|
+ m_columnMesh.unload();
|
|
|
+ m_cubeMesh.unload();
|
|
|
+ m_hplaneMesh.unload();
|
|
|
+ m_vplaneMesh.unload();
|
|
|
+
|
|
|
+ bgfx::destroyTexture(m_figureTex);
|
|
|
+ bgfx::destroyTexture(m_fieldstoneTex);
|
|
|
+ bgfx::destroyTexture(m_flareTex);
|
|
|
+
|
|
|
+ bgfx::destroyProgram(m_programTextureLighting);
|
|
|
+ bgfx::destroyProgram(m_programColorLighting);
|
|
|
+ bgfx::destroyProgram(m_programColorTexture);
|
|
|
+ bgfx::destroyProgram(m_programColorBlack);
|
|
|
+ bgfx::destroyProgram(m_programTexture);
|
|
|
+
|
|
|
+ bgfx::destroyUniform(s_texColor);
|
|
|
+
|
|
|
+ s_uniforms.destroy();
|
|
|
+
|
|
|
+ cameraDestroy();
|
|
|
+ imguiDestroy();
|
|
|
+
|
|
|
+ // Shutdown bgfx.
|
|
|
+ bgfx::shutdown();
|
|
|
+
|
|
|
+ return 0;
|
|
|
+ }
|
|
|
|
|
|
- switch (scene)
|
|
|
+ virtual bool update() BX_OVERRIDE
|
|
|
+ {
|
|
|
+ if (!entry::processEvents(m_viewState.m_width, m_viewState.m_height, m_debug, m_reset, &m_mouseState) )
|
|
|
{
|
|
|
- case StencilReflectionScene:
|
|
|
+ imguiBeginFrame(m_mouseState.m_mx
|
|
|
+ , m_mouseState.m_my
|
|
|
+ , (m_mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
|
|
|
+ | (m_mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
|
|
|
+ | (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
|
|
|
+ , m_mouseState.m_mz
|
|
|
+ , uint16_t(m_viewState.m_width)
|
|
|
+ , uint16_t(m_viewState.m_height)
|
|
|
+ );
|
|
|
+
|
|
|
+ static const char* titles[3] =
|
|
|
{
|
|
|
- // 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];
|
|
|
- }
|
|
|
- bx::memCopy(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.
|
|
|
- bx::memCopy(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]
|
|
|
- );
|
|
|
- }
|
|
|
-
|
|
|
+ "Stencil Reflection Scene",
|
|
|
+ "Projection Shadows Scene",
|
|
|
+ };
|
|
|
+
|
|
|
+ static int32_t scrollArea = 0;
|
|
|
+ imguiBeginScrollArea("Settings", m_viewState.m_width - 256 - 10, 10, 256, 215, &scrollArea);
|
|
|
+
|
|
|
+ if (imguiCheck(titles[StencilReflectionScene], StencilReflectionScene == m_scene) )
|
|
|
+ {
|
|
|
+ m_scene = StencilReflectionScene;
|
|
|
+ m_settings_numLights = 4.0f;
|
|
|
}
|
|
|
- break;
|
|
|
-
|
|
|
- case ProjectionShadowsScene:
|
|
|
+
|
|
|
+ if (imguiCheck(titles[ProjectionShadowsScene], ProjectionShadowsScene == m_scene) )
|
|
|
{
|
|
|
- // 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 };
|
|
|
- bx::memCopy(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)
|
|
|
+ m_scene = ProjectionShadowsScene;
|
|
|
+ m_settings_numLights = 1.0f;
|
|
|
+ }
|
|
|
+
|
|
|
+ imguiSeparatorLine();
|
|
|
+ imguiSlider("Lights", m_settings_numLights, 1.0f, float(MAX_NUM_LIGHTS), 1.0f);
|
|
|
+ if (m_scene == StencilReflectionScene)
|
|
|
+ {
|
|
|
+ imguiSlider("Reflection value", m_settings_reflectionValue, 0.0f, 1.0f, 0.01f);
|
|
|
+ }
|
|
|
+
|
|
|
+ if (imguiCheck("Update lights", m_settings_updateLights) )
|
|
|
+ {
|
|
|
+ m_settings_updateLights = !m_settings_updateLights;
|
|
|
+ }
|
|
|
+
|
|
|
+ if (imguiCheck("Update scene", m_settings_updateScene) )
|
|
|
+ {
|
|
|
+ m_settings_updateScene = !m_settings_updateScene;
|
|
|
+ }
|
|
|
+
|
|
|
+ imguiEndScrollArea();
|
|
|
+ imguiEndFrame();
|
|
|
+
|
|
|
+ s_uniforms.submitConstUniforms();
|
|
|
+
|
|
|
+ // Update settings.
|
|
|
+ uint8_t numLights = (uint8_t)m_settings_numLights;
|
|
|
+ s_uniforms.m_params.m_ambientPass = 1.0f;
|
|
|
+ s_uniforms.m_params.m_lightingPass = 1.0f;
|
|
|
+ s_uniforms.m_params.m_lightCount = m_settings_numLights;
|
|
|
+ s_uniforms.m_params.m_lightIndex = 0.0f;
|
|
|
+ s_uniforms.m_color[3] = m_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 - m_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, m_mouseState);
|
|
|
+ cameraGetViewMtx(m_viewState.m_view);
|
|
|
+
|
|
|
+ static float lightTimeAccumulator = 0.0f;
|
|
|
+ if (m_settings_updateLights)
|
|
|
+ {
|
|
|
+ lightTimeAccumulator += deltaTime;
|
|
|
+ }
|
|
|
+
|
|
|
+ static float sceneTimeAccumulator = 0.0f;
|
|
|
+ if (m_settings_updateScene)
|
|
|
+ {
|
|
|
+ sceneTimeAccumulator += deltaTime;
|
|
|
+ }
|
|
|
+
|
|
|
+ float lightPosRadius[MAX_NUM_LIGHTS][4];
|
|
|
+ const float radius = (m_scene == StencilReflectionScene) ? 15.0f : 25.0f;
|
|
|
+ for (uint8_t ii = 0; ii < numLights; ++ii)
|
|
|
+ {
|
|
|
+ lightPosRadius[ii][0] = bx::fsin( (lightTimeAccumulator*1.1f + ii*0.03f + ii*bx::kPiHalf*1.07f ) )*20.0f;
|
|
|
+ lightPosRadius[ii][1] = 8.0f + (1.0f - bx::fcos( (lightTimeAccumulator*1.5f + ii*0.29f + bx::kPiHalf*1.49f ) ) )*4.0f;
|
|
|
+ lightPosRadius[ii][2] = bx::fcos( (lightTimeAccumulator*1.3f + ii*0.13f + ii*bx::kPiHalf*1.79f ) )*20.0f;
|
|
|
+ lightPosRadius[ii][3] = radius;
|
|
|
+ }
|
|
|
+ bx::memCopy(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
|
|
|
+ , bx::fsin(ii * 2.0f + 13.0f - sceneTimeAccumulator) * 13.0f
|
|
|
+ , 4.0f
|
|
|
+ , bx::fcos(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, m_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 (m_scene)
|
|
|
+ {
|
|
|
+ case StencilReflectionScene:
|
|
|
{
|
|
|
- // 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];
|
|
|
- bx::memCopy(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)
|
|
|
+ // 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.
|
|
|
+ m_hplaneMesh.submit(RENDER_VIEWID_RANGE1_PASS_0
|
|
|
+ , floorMtx
|
|
|
+ , m_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, m_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::mtxMul(mtxShadowedCube, cubeMtx[jj], shadowMtx);
|
|
|
- cubeMesh.submit(viewId
|
|
|
- , mtxShadowedCube
|
|
|
- , programColorBlack
|
|
|
- , s_renderStates[RenderState::ProjectionShadows_CraftStencil]
|
|
|
- );
|
|
|
+ bx::vec3MulMtx(reflectedLights[ii], lightPosRadius[ii], reflectMtx);
|
|
|
+ reflectedLights[ii][3] = lightPosRadius[ii][3];
|
|
|
}
|
|
|
-
|
|
|
- // 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);
|
|
|
-
|
|
|
+ bx::memCopy(s_uniforms.m_lightPosRadius, reflectedLights, numLights * 4*sizeof(float) );
|
|
|
+
|
|
|
+ // Reflect and submit bunny.
|
|
|
+ float mtxReflectedBunny[16];
|
|
|
+ bx::mtxMul(mtxReflectedBunny, bunnyMtx, reflectMtx);
|
|
|
+ m_bunnyMesh.submit(RENDER_VIEWID_RANGE1_PASS_1
|
|
|
+ , mtxReflectedBunny
|
|
|
+ , m_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);
|
|
|
+ m_columnMesh.submit(RENDER_VIEWID_RANGE1_PASS_1
|
|
|
+ , mtxReflectedColumn
|
|
|
+ , m_programColorLighting
|
|
|
+ , s_renderStates[RenderState::StencilReflection_DrawReflected]
|
|
|
+ );
|
|
|
+ }
|
|
|
+
|
|
|
+ // Set lights back.
|
|
|
+ bx::memCopy(s_uniforms.m_lightPosRadius, lightPosRadius, numLights * 4*sizeof(float) );
|
|
|
+ // Third pass - Blend plane.
|
|
|
+
|
|
|
+ // Floor.
|
|
|
+ m_hplaneMesh.submit(RENDER_VIEWID_RANGE1_PASS_2
|
|
|
+ , floorMtx
|
|
|
+ , m_programTextureLighting
|
|
|
+ , s_renderStates[RenderState::StencilReflection_BlendPlane]
|
|
|
+ , m_fieldstoneTex
|
|
|
+ );
|
|
|
+
|
|
|
+ // Fourth pass - Draw everything else but the plane.
|
|
|
+
|
|
|
// Bunny.
|
|
|
- bunnyMesh.submit(viewId
|
|
|
- , bunnyMtx
|
|
|
- , programColorLighting
|
|
|
- , s_renderStates[RenderState::ProjectionShadows_DrawDiffuse]
|
|
|
- );
|
|
|
-
|
|
|
+ m_bunnyMesh.submit(RENDER_VIEWID_RANGE1_PASS_3
|
|
|
+ , bunnyMtx
|
|
|
+ , m_programColorLighting
|
|
|
+ , s_renderStates[RenderState::StencilReflection_DrawScene]
|
|
|
+ );
|
|
|
+
|
|
|
+ // Columns.
|
|
|
+ for (uint8_t ii = 0; ii < 4; ++ii)
|
|
|
+ {
|
|
|
+ m_columnMesh.submit(RENDER_VIEWID_RANGE1_PASS_3
|
|
|
+ , columnMtx[ii]
|
|
|
+ , m_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.
|
|
|
+ m_bunnyMesh.submit(RENDER_VIEWID_RANGE1_PASS_0
|
|
|
+ , bunnyMtx
|
|
|
+ , m_programColorLighting
|
|
|
+ , s_renderStates[RenderState::ProjectionShadows_DrawAmbient]
|
|
|
+ );
|
|
|
+
|
|
|
// Floor.
|
|
|
- hplaneMesh.submit(viewId
|
|
|
- , floorMtx
|
|
|
- , programTextureLighting
|
|
|
- , s_renderStates[RenderState::ProjectionShadows_DrawDiffuse]
|
|
|
- , fieldstoneTex
|
|
|
- );
|
|
|
-
|
|
|
+ m_hplaneMesh.submit(RENDER_VIEWID_RANGE1_PASS_0
|
|
|
+ , floorMtx
|
|
|
+ , m_programTextureLighting
|
|
|
+ , s_renderStates[RenderState::ProjectionShadows_DrawAmbient]
|
|
|
+ , m_fieldstoneTex
|
|
|
+ );
|
|
|
+
|
|
|
// Cubes.
|
|
|
- for (uint8_t jj = 0; jj < numCubes; ++jj)
|
|
|
+ for (uint8_t ii = 0; ii < numCubes; ++ii)
|
|
|
{
|
|
|
- cubeMesh.submit(viewId
|
|
|
- , cubeMtx[jj]
|
|
|
- , programTextureLighting
|
|
|
- , s_renderStates[RenderState::ProjectionShadows_DrawDiffuse]
|
|
|
- , figureTex
|
|
|
- );
|
|
|
+ m_cubeMesh.submit(RENDER_VIEWID_RANGE1_PASS_0
|
|
|
+ , cubeMtx[ii]
|
|
|
+ , m_programTextureLighting
|
|
|
+ , s_renderStates[RenderState::ProjectionShadows_DrawAmbient]
|
|
|
+ , m_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 };
|
|
|
+ bx::memCopy(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, m_clearValues);
|
|
|
+
|
|
|
+ // Draw shadow projection of scene objects.
|
|
|
+
|
|
|
+ // Get homogeneous light pos.
|
|
|
+ float* lightPos = lightPosRadius[ii];
|
|
|
+ float pos[4];
|
|
|
+ bx::memCopy(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);
|
|
|
+ m_bunnyMesh.submit(viewId
|
|
|
+ , mtxShadowedBunny
|
|
|
+ , m_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);
|
|
|
+ m_cubeMesh.submit(viewId
|
|
|
+ , mtxShadowedCube
|
|
|
+ , m_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.
|
|
|
+ m_bunnyMesh.submit(viewId
|
|
|
+ , bunnyMtx
|
|
|
+ , m_programColorLighting
|
|
|
+ , s_renderStates[RenderState::ProjectionShadows_DrawDiffuse]
|
|
|
+ );
|
|
|
+
|
|
|
+ // Floor.
|
|
|
+ m_hplaneMesh.submit(viewId
|
|
|
+ , floorMtx
|
|
|
+ , m_programTextureLighting
|
|
|
+ , s_renderStates[RenderState::ProjectionShadows_DrawDiffuse]
|
|
|
+ , m_fieldstoneTex
|
|
|
+ );
|
|
|
+
|
|
|
+ // Cubes.
|
|
|
+ for (uint8_t jj = 0; jj < numCubes; ++jj)
|
|
|
+ {
|
|
|
+ m_cubeMesh.submit(viewId
|
|
|
+ , cubeMtx[jj]
|
|
|
+ , m_programTextureLighting
|
|
|
+ , s_renderStates[RenderState::ProjectionShadows_DrawDiffuse]
|
|
|
+ , m_figureTex
|
|
|
+ );
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ // Reset these to default..
|
|
|
+ s_uniforms.m_params.m_ambientPass = 1.0f;
|
|
|
+ s_uniforms.m_params.m_lightingPass = 1.0f;
|
|
|
}
|
|
|
-
|
|
|
- // 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] = m_lightRgbInnerR[ii][0];
|
|
|
+ s_uniforms.m_color[1] = m_lightRgbInnerR[ii][1];
|
|
|
+ s_uniforms.m_color[2] = m_lightRgbInnerR[ii][2];
|
|
|
+
|
|
|
+ mtxBillboard(lightMtx, m_viewState.m_view, lightPosRadius[ii], lightScale);
|
|
|
+ m_vplaneMesh.submit(RENDER_VIEWID_RANGE1_PASS_7
|
|
|
+ , lightMtx
|
|
|
+ , m_programColorTexture
|
|
|
+ , s_renderStates[RenderState::Custom_BlendLightTexture]
|
|
|
+ , m_flareTex
|
|
|
+ );
|
|
|
}
|
|
|
- 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
|
|
|
+ );
|
|
|
+
|
|
|
+ m_hplaneMesh.submit(RENDER_VIEWID_RANGE1_PASS_7
|
|
|
+ , floorBottomMtx
|
|
|
+ , m_programTexture
|
|
|
+ , s_renderStates[RenderState::Custom_DrawPlaneBottom]
|
|
|
+ , m_figureTex
|
|
|
+ );
|
|
|
+
|
|
|
+ // Setup view rect and transform for all used views.
|
|
|
+ setViewRectMask(s_viewMask, 0, 0, uint16_t(m_viewState.m_width), uint16_t(m_viewState.m_height) );
|
|
|
+ setViewTransformMask(s_viewMask, m_viewState.m_view, m_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, m_clearValues);
|
|
|
+ s_clearMask = 0;
|
|
|
+
|
|
|
+ return true;
|
|
|
}
|
|
|
-
|
|
|
- // 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, uint16_t(viewState.m_width), uint16_t(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;
|
|
|
+
|
|
|
+ return false;
|
|
|
}
|
|
|
|
|
|
- // 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();
|
|
|
+ ViewState m_viewState;
|
|
|
+ entry::MouseState m_mouseState;
|
|
|
+ ClearValues m_clearValues;
|
|
|
+
|
|
|
+ uint32_t m_debug;
|
|
|
+ uint32_t m_reset;
|
|
|
+
|
|
|
+ bgfx::ProgramHandle m_programTextureLighting;
|
|
|
+ bgfx::ProgramHandle m_programColorLighting;
|
|
|
+ bgfx::ProgramHandle m_programColorTexture;
|
|
|
+ bgfx::ProgramHandle m_programColorBlack;
|
|
|
+ bgfx::ProgramHandle m_programTexture;
|
|
|
+
|
|
|
+ Mesh m_bunnyMesh;
|
|
|
+ Mesh m_columnMesh;
|
|
|
+ Mesh m_cubeMesh;
|
|
|
+ Mesh m_hplaneMesh;
|
|
|
+ Mesh m_vplaneMesh;
|
|
|
+
|
|
|
+ bgfx::TextureHandle m_figureTex;
|
|
|
+ bgfx::TextureHandle m_flareTex;
|
|
|
+ bgfx::TextureHandle m_fieldstoneTex;
|
|
|
+
|
|
|
+ float m_lightRgbInnerR[MAX_NUM_LIGHTS][4];
|
|
|
+
|
|
|
+ int64_t m_timeOffset;
|
|
|
+
|
|
|
+ enum Scene
|
|
|
+ {
|
|
|
+ StencilReflectionScene = 0,
|
|
|
+ ProjectionShadowsScene,
|
|
|
+ };
|
|
|
+
|
|
|
+ Scene m_scene;
|
|
|
+ float m_settings_numLights;
|
|
|
+ float m_settings_reflectionValue;
|
|
|
+ bool m_settings_updateLights;
|
|
|
+ bool m_settings_updateScene;
|
|
|
+
|
|
|
+};
|
|
|
|
|
|
- return 0;
|
|
|
-}
|
|
|
+ENTRY_IMPLEMENT_MAIN(ExampleStencil);
|