Browse Source

stencil to entry::AppI (#1153)

attilaz 8 years ago
parent
commit
4e8f944d1a
1 changed files with 600 additions and 555 deletions
  1. 600 555
      examples/13-stencil/stencil.cpp

+ 600 - 555
examples/13-stencil/stencil.cpp

@@ -789,586 +789,631 @@ struct Mesh
 	GroupArray m_groups;
 	GroupArray m_groups;
 };
 };
 
 
-int _main_(int _argc, char** _argv)
-{
-	Args args(_argc, _argv);
-
-	ViewState viewState(1280, 720);
-	ClearValues clearValues(0x30303000, 1.0f, 0);
-
-	uint32_t debug = BGFX_DEBUG_TEXT;
-	uint32_t reset = BGFX_RESET_VSYNC;
-
-	bgfx::init(args.m_type, args.m_pciId);
-	bgfx::reset(viewState.m_width, viewState.m_height, reset);
-
-	// Enable debug text.
-	bgfx::setDebug(debug);
-
-	// Setup root path for binary shaders. Shader binaries are different
-	// for each renderer.
-	switch (bgfx::getRendererType() )
-	{
-	case bgfx::RendererType::OpenGL:
-	case bgfx::RendererType::OpenGLES:
-		s_flipV = true;
-		break;
-
-	default:
-		break;
-	}
-
-	// Imgui.
-	imguiCreate();
-
-	PosNormalTexcoordVertex::init();
-
-	s_uniforms.init();
-	s_uniforms.submitConstUniforms();
-
-	s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
-
-	bgfx::ProgramHandle programTextureLighting = loadProgram("vs_stencil_texture_lighting", "fs_stencil_texture_lighting");
-	bgfx::ProgramHandle programColorLighting   = loadProgram("vs_stencil_color_lighting",   "fs_stencil_color_lighting"  );
-	bgfx::ProgramHandle programColorTexture    = loadProgram("vs_stencil_color_texture",    "fs_stencil_color_texture"   );
-	bgfx::ProgramHandle programColorBlack      = loadProgram("vs_stencil_color",            "fs_stencil_color_black"     );
-	bgfx::ProgramHandle programTexture         = loadProgram("vs_stencil_texture",          "fs_stencil_texture"         );
-
-	Mesh bunnyMesh;
-	Mesh columnMesh;
-	Mesh cubeMesh;
-	Mesh hplaneMesh;
-	Mesh vplaneMesh;
-	bunnyMesh.load("meshes/bunny.bin");
-	columnMesh.load("meshes/column.bin");
-	cubeMesh.load(s_cubeVertices, BX_COUNTOF(s_cubeVertices), PosNormalTexcoordVertex::ms_decl, s_cubeIndices, BX_COUNTOF(s_cubeIndices) );
-	hplaneMesh.load(s_hplaneVertices, BX_COUNTOF(s_hplaneVertices), PosNormalTexcoordVertex::ms_decl, s_planeIndices, BX_COUNTOF(s_planeIndices) );
-	vplaneMesh.load(s_vplaneVertices, BX_COUNTOF(s_vplaneVertices), PosNormalTexcoordVertex::ms_decl, s_planeIndices, BX_COUNTOF(s_planeIndices) );
-
-	bgfx::TextureHandle figureTex     = loadTexture("textures/figure-rgba.dds");
-	bgfx::TextureHandle flareTex      = loadTexture("textures/flare.dds");
-	bgfx::TextureHandle fieldstoneTex = loadTexture("textures/fieldstone-rgba.dds");
-
-	// Setup lights.
-	const float rgbInnerR[][4] =
-	{
-		{ 1.0f, 0.7f, 0.2f, 0.0f }, //yellow
-		{ 0.7f, 0.2f, 1.0f, 0.0f }, //purple
-		{ 0.2f, 1.0f, 0.7f, 0.0f }, //cyan
-		{ 1.0f, 0.4f, 0.2f, 0.0f }, //orange
-		{ 0.7f, 0.7f, 0.7f, 0.0f }, //white
-	};
 
 
-	float lightRgbInnerR[MAX_NUM_LIGHTS][4];
-	for (uint8_t ii = 0, jj = 0; ii < MAX_NUM_LIGHTS; ++ii, ++jj)
-	{
-		const uint8_t index = jj%BX_COUNTOF(rgbInnerR);
-		lightRgbInnerR[ii][0] = rgbInnerR[index][0];
-		lightRgbInnerR[ii][1] = rgbInnerR[index][1];
-		lightRgbInnerR[ii][2] = rgbInnerR[index][2];
-		lightRgbInnerR[ii][3] = rgbInnerR[index][3];
-	}
-	bx::memCopy(s_uniforms.m_lightRgbInnerR, lightRgbInnerR, MAX_NUM_LIGHTS * 4*sizeof(float) );
-
-	// Set view and projection matrices.
-	const float aspect = float(viewState.m_width)/float(viewState.m_height);
-	mtxProj(viewState.m_proj, 60.0f, aspect, 0.1f, 100.0f);
-
-	float initialPos[3] = { 0.0f, 18.0f, -40.0f };
-	cameraCreate();
-	cameraSetPosition(initialPos);
-	cameraSetVerticalAngle(-0.35f);
-	cameraGetViewMtx(viewState.m_view);
-
-	int64_t timeOffset = bx::getHPCounter();
-
-	enum Scene
-	{
-		StencilReflectionScene = 0,
-		ProjectionShadowsScene,
-	};
-
-	Scene scene = StencilReflectionScene;
-	float settings_numLights       = 4.0f;
-	float settings_reflectionValue = 0.8f;
-	bool  settings_updateLights    = true;
-	bool  settings_updateScene     = true;
-
-	static const char* titles[3] =
-	{
-		"Stencil Reflection Scene",
-		"Projection Shadows Scene",
-	};
-
-	entry::MouseState mouseState;
-	while (!entry::processEvents(viewState.m_width, viewState.m_height, debug, reset, &mouseState) )
+class ExampleStencil : public entry::AppI
+{
+public:
+	virtual void init(int _argc, char** _argv) BX_OVERRIDE
 	{
 	{
-		imguiBeginFrame(mouseState.m_mx
-			, mouseState.m_my
-			, (mouseState.m_buttons[entry::MouseButton::Left  ] ? IMGUI_MBUT_LEFT   : 0)
-			| (mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT  : 0)
-			| (mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
-			, mouseState.m_mz
-			, uint16_t(viewState.m_width)
-			, uint16_t(viewState.m_height)
-			);
-
-		static int32_t scrollArea = 0;
-		imguiBeginScrollArea("Settings", viewState.m_width - 256 - 10, 10, 256, 215, &scrollArea);
-
-		if (imguiCheck(titles[StencilReflectionScene], StencilReflectionScene == scene) )
-		{
-			scene = StencilReflectionScene;
-			settings_numLights = 4.0f;
-		}
-
-		if (imguiCheck(titles[ProjectionShadowsScene], ProjectionShadowsScene == scene) )
-		{
-			scene = ProjectionShadowsScene;
-			settings_numLights = 1.0f;
-		}
-
-		imguiSeparatorLine();
-		imguiSlider("Lights", settings_numLights, 1.0f, float(MAX_NUM_LIGHTS), 1.0f);
-		if (scene == StencilReflectionScene)
+		Args args(_argc, _argv);
+		
+		m_viewState = ViewState(1280, 720);
+		m_clearValues = ClearValues(0x30303000, 1.0f, 0);
+		
+		m_debug = BGFX_DEBUG_TEXT;
+		m_reset = BGFX_RESET_VSYNC;
+		
+		bgfx::init(args.m_type, args.m_pciId);
+		bgfx::reset(m_viewState.m_width, m_viewState.m_height, m_reset);
+		
+		// Enable debug text.
+		bgfx::setDebug(m_debug);
+		
+		// Setup root path for binary shaders. Shader binaries are different
+		// for each renderer.
+		switch (bgfx::getRendererType() )
 		{
 		{
-			imguiSlider("Reflection value", settings_reflectionValue, 0.0f, 1.0f, 0.01f);
-		}
-
-		if (imguiCheck("Update lights", settings_updateLights) )
-		{
-			settings_updateLights = !settings_updateLights;
-		}
-
-		if (imguiCheck("Update scene", settings_updateScene) )
-		{
-			settings_updateScene = !settings_updateScene;
-		}
-
-		imguiEndScrollArea();
-		imguiEndFrame();
-
-		// Update settings.
-		uint8_t numLights = (uint8_t)settings_numLights;
-		s_uniforms.m_params.m_ambientPass     = 1.0f;
-		s_uniforms.m_params.m_lightingPass    = 1.0f;
-		s_uniforms.m_params.m_lightCount      = settings_numLights;
-		s_uniforms.m_params.m_lightIndex      = 0.0f;
-		s_uniforms.m_color[3]                 = settings_reflectionValue;
-
-		// Time.
-		int64_t now = bx::getHPCounter();
-		static int64_t last = now;
-		const int64_t frameTime = now - last;
-		last = now;
-		const double freq = double(bx::getHPFrequency() );
-		const double toMs = 1000.0/freq;
-		const float time = (float)( (now - timeOffset)/double(bx::getHPFrequency() ) );
-		const float deltaTime = float(frameTime/freq);
-		s_uniforms.m_time = time;
-
-		// Use debug font to print information about this example.
-		bgfx::dbgTextClear();
-		bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/13-stencil");
-		bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Stencil reflections and shadows.");
-		bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
-
-		// Update camera.
-		cameraUpdate(deltaTime, mouseState);
-		cameraGetViewMtx(viewState.m_view);
-
-		static float lightTimeAccumulator = 0.0f;
-		if (settings_updateLights)
-		{
-			lightTimeAccumulator += deltaTime;
-		}
-
-		static float sceneTimeAccumulator = 0.0f;
-		if (settings_updateScene)
-		{
-			sceneTimeAccumulator += deltaTime;
-		}
-
-		float lightPosRadius[MAX_NUM_LIGHTS][4];
-		const float radius = (scene == StencilReflectionScene) ? 15.0f : 25.0f;
-		for (uint8_t ii = 0; ii < numLights; ++ii)
-		{
-			lightPosRadius[ii][0] = 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;
+			case bgfx::RendererType::OpenGL:
+			case bgfx::RendererType::OpenGLES:
+				s_flipV = true;
+				break;
+				
+			default:
+				break;
 		}
 		}
-		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] =
+		
+		// Imgui.
+		imguiCreate();
+		
+		PosNormalTexcoordVertex::init();
+		
+		s_uniforms.init();
+		
+		s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
+		
+		m_programTextureLighting = loadProgram("vs_stencil_texture_lighting", "fs_stencil_texture_lighting");
+		m_programColorLighting   = loadProgram("vs_stencil_color_lighting",   "fs_stencil_color_lighting"  );
+		m_programColorTexture    = loadProgram("vs_stencil_color_texture",    "fs_stencil_color_texture"   );
+		m_programColorBlack      = loadProgram("vs_stencil_color",            "fs_stencil_color_black"     );
+		m_programTexture         = loadProgram("vs_stencil_texture",          "fs_stencil_texture"         );
+		
+		m_bunnyMesh.load("meshes/bunny.bin");
+		m_columnMesh.load("meshes/column.bin");
+		m_cubeMesh.load(s_cubeVertices, BX_COUNTOF(s_cubeVertices), PosNormalTexcoordVertex::ms_decl, s_cubeIndices, BX_COUNTOF(s_cubeIndices) );
+		m_hplaneMesh.load(s_hplaneVertices, BX_COUNTOF(s_hplaneVertices), PosNormalTexcoordVertex::ms_decl, s_planeIndices, BX_COUNTOF(s_planeIndices) );
+		m_vplaneMesh.load(s_vplaneVertices, BX_COUNTOF(s_vplaneVertices), PosNormalTexcoordVertex::ms_decl, s_planeIndices, BX_COUNTOF(s_planeIndices) );
+		
+		m_figureTex     = loadTexture("textures/figure-rgba.dds");
+		m_flareTex      = loadTexture("textures/flare.dds");
+		m_fieldstoneTex = loadTexture("textures/fieldstone-rgba.dds");
+		
+		// Setup lights.
+		const float rgbInnerR[][4] =
 		{
 		{
-			{  dist, 0.0f,  dist },
-			{ -dist, 0.0f,  dist },
-			{  dist, 0.0f, -dist },
-			{ -dist, 0.0f, -dist },
+			{ 1.0f, 0.7f, 0.2f, 0.0f }, //yellow
+			{ 0.7f, 0.2f, 1.0f, 0.0f }, //purple
+			{ 0.2f, 1.0f, 0.7f, 0.0f }, //cyan
+			{ 1.0f, 0.4f, 0.2f, 0.0f }, //orange
+			{ 0.7f, 0.7f, 0.7f, 0.0f }, //white
 		};
 		};
-
-		float columnMtx[4][16];
-		for (uint8_t ii = 0; ii < 4; ++ii)
+		
+		for (uint8_t ii = 0, jj = 0; ii < MAX_NUM_LIGHTS; ++ii, ++jj)
 		{
 		{
-			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 index = jj%BX_COUNTOF(rgbInnerR);
+			m_lightRgbInnerR[ii][0] = rgbInnerR[index][0];
+			m_lightRgbInnerR[ii][1] = rgbInnerR[index][1];
+			m_lightRgbInnerR[ii][2] = rgbInnerR[index][2];
+			m_lightRgbInnerR[ii][3] = rgbInnerR[index][3];
 		}
 		}
+		bx::memCopy(s_uniforms.m_lightRgbInnerR, m_lightRgbInnerR, MAX_NUM_LIGHTS * 4*sizeof(float) );
+		
+		// Set view and projection matrices.
+		const float aspect = float(m_viewState.m_width)/float(m_viewState.m_height);
+		mtxProj(m_viewState.m_proj, 60.0f, aspect, 0.1f, 100.0f);
+		
+		float initialPos[3] = { 0.0f, 18.0f, -40.0f };
+		cameraCreate();
+		cameraSetPosition(initialPos);
+		cameraSetVerticalAngle(-0.35f);
+		cameraGetViewMtx(m_viewState.m_view);
+		
+		m_timeOffset = bx::getHPCounter();
+		
+		m_scene = StencilReflectionScene;
+		m_settings_numLights       = 4.0f;
+		m_settings_reflectionValue = 0.8f;
+		m_settings_updateLights    = true;
+		m_settings_updateScene     = true;
+	}
 
 
-		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.
 					// 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.
 					// 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.
 					// 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);