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@@ -14,6 +14,7 @@
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#include <bx/readerwriter.h>
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#include <bx/readerwriter.h>
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#include <bx/fpumath.h>
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#include <bx/fpumath.h>
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#include "entry/entry.h"
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#include "entry/entry.h"
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+#include "bgfx_utils.h"
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#define RENDER_SHADOW_PASS_ID 0
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#define RENDER_SHADOW_PASS_ID 0
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#define RENDER_SCENE_PASS_ID 1
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#define RENDER_SCENE_PASS_ID 1
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@@ -65,323 +66,6 @@ static const uint16_t s_planeIndices[] =
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1, 3, 2,
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1, 3, 2,
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};
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};
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-static const char* s_shaderPath = NULL;
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-static bool s_flipV = false;
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-static float s_texelHalf = 0.0f;
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-bgfx::FrameBufferHandle s_shadowMapFB;
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-static bgfx::UniformHandle u_shadowMap;
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-
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-inline void mtxProj(float* _result, float _fovy, float _aspect, float _near, float _far)
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-{
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- bx::mtxProj(_result, _fovy, _aspect, _near, _far, s_flipV);
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-}
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-
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-static void shaderFilePath(char* _out, const char* _name)
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-{
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- strcpy(_out, s_shaderPath);
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- strcat(_out, _name);
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- strcat(_out, ".bin");
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-}
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-
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-long int fsize(FILE* _file)
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-{
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- long int pos = ftell(_file);
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- fseek(_file, 0L, SEEK_END);
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- long int size = ftell(_file);
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- fseek(_file, pos, SEEK_SET);
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- return size;
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-}
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-
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-static const bgfx::Memory* load(const char* _filePath)
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-{
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- FILE* file = fopen(_filePath, "rb");
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- if (NULL != file)
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- {
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- uint32_t size = (uint32_t)fsize(file);
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- const bgfx::Memory* mem = bgfx::alloc(size+1);
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- size_t ignore = fread(mem->data, 1, size, file);
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- BX_UNUSED(ignore);
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- fclose(file);
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- mem->data[mem->size-1] = '\0';
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- return mem;
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- }
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-
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- return NULL;
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-}
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-
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-static const bgfx::Memory* loadShader(const char* _name)
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-{
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- char filePath[512];
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- shaderFilePath(filePath, _name);
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- return load(filePath);
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-}
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-
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-static bgfx::ProgramHandle loadProgram(const char* _vsName, const char* _fsName)
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-{
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- const bgfx::Memory* mem;
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-
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- // Load vertex shader.
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- mem = loadShader(_vsName);
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- bgfx::ShaderHandle vsh = bgfx::createShader(mem);
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-
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- // Load fragment shader.
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- mem = loadShader(_fsName);
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- bgfx::ShaderHandle fsh = bgfx::createShader(mem);
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-
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- // Create program from shaders.
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- return bgfx::createProgram(vsh, fsh, true /* destroy shaders when program is destroyed */);
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-}
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-
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-struct Aabb
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-{
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- float m_min[3];
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- float m_max[3];
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-};
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-
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-struct Obb
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-{
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- float m_mtx[16];
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-};
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-
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-struct Sphere
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-{
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- float m_center[3];
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- float m_radius;
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-};
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-
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-struct Primitive
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-{
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- uint32_t m_startIndex;
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- uint32_t m_numIndices;
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- uint32_t m_startVertex;
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- uint32_t m_numVertices;
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-
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- Sphere m_sphere;
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- Aabb m_aabb;
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- Obb m_obb;
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-};
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-
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-typedef std::vector<Primitive> PrimitiveArray;
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-
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-struct Group
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-{
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- Group()
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- {
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- reset();
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- }
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-
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- void reset()
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- {
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- m_vbh.idx = bgfx::invalidHandle;
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- m_ibh.idx = bgfx::invalidHandle;
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- m_prims.clear();
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- }
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-
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- bgfx::VertexBufferHandle m_vbh;
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- bgfx::IndexBufferHandle m_ibh;
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- Sphere m_sphere;
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- Aabb m_aabb;
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- Obb m_obb;
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- PrimitiveArray m_prims;
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-};
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-
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-namespace bgfx
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-{
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- int32_t read(bx::ReaderI* _reader, bgfx::VertexDecl& _decl);
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-}
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-
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-struct Mesh
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-{
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- void load(const void* _vertices, uint32_t _numVertices, const bgfx::VertexDecl _decl, const uint16_t* _indices, uint32_t _numIndices)
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- {
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- Group group;
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- const bgfx::Memory* mem;
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- uint32_t size;
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-
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- size = _numVertices*_decl.getStride();
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- mem = bgfx::makeRef(_vertices, size);
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- group.m_vbh = bgfx::createVertexBuffer(mem, _decl);
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-
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- size = _numIndices*2;
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- mem = bgfx::makeRef(_indices, size);
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- group.m_ibh = bgfx::createIndexBuffer(mem);
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-
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- //TODO:
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- // group.m_sphere = ...
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- // group.m_aabb = ...
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- // group.m_obb = ...
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- // group.m_prims = ...
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-
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- m_groups.push_back(group);
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- }
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-
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- void load(const char* _filePath)
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- {
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-#define BGFX_CHUNK_MAGIC_VB BX_MAKEFOURCC('V', 'B', ' ', 0x1)
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-#define BGFX_CHUNK_MAGIC_IB BX_MAKEFOURCC('I', 'B', ' ', 0x0)
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-#define BGFX_CHUNK_MAGIC_PRI BX_MAKEFOURCC('P', 'R', 'I', 0x0)
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-
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- bx::CrtFileReader reader;
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- reader.open(_filePath);
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-
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- Group group;
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-
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- uint32_t chunk;
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- while (4 == bx::read(&reader, chunk) )
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- {
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- switch (chunk)
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- {
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- case BGFX_CHUNK_MAGIC_VB:
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- {
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- bx::read(&reader, group.m_sphere);
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- bx::read(&reader, group.m_aabb);
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- bx::read(&reader, group.m_obb);
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-
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- bgfx::read(&reader, m_decl);
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- uint16_t stride = m_decl.getStride();
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-
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- uint16_t numVertices;
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- bx::read(&reader, numVertices);
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- const bgfx::Memory* mem = bgfx::alloc(numVertices*stride);
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- bx::read(&reader, mem->data, mem->size);
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-
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- group.m_vbh = bgfx::createVertexBuffer(mem, m_decl);
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- }
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- break;
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-
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- case BGFX_CHUNK_MAGIC_IB:
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- {
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- uint32_t numIndices;
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- bx::read(&reader, numIndices);
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- const bgfx::Memory* mem = bgfx::alloc(numIndices*2);
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- bx::read(&reader, mem->data, mem->size);
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- group.m_ibh = bgfx::createIndexBuffer(mem);
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- }
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- break;
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-
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- case BGFX_CHUNK_MAGIC_PRI:
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- {
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- uint16_t len;
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- bx::read(&reader, len);
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-
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- std::string material;
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- material.resize(len);
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- bx::read(&reader, const_cast<char*>(material.c_str() ), len);
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-
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- uint16_t num;
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- bx::read(&reader, num);
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-
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- for (uint32_t ii = 0; ii < num; ++ii)
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- {
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- bx::read(&reader, len);
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-
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- std::string name;
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- name.resize(len);
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- bx::read(&reader, const_cast<char*>(name.c_str() ), len);
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-
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- Primitive prim;
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- bx::read(&reader, prim.m_startIndex);
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- bx::read(&reader, prim.m_numIndices);
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- bx::read(&reader, prim.m_startVertex);
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- bx::read(&reader, prim.m_numVertices);
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- bx::read(&reader, prim.m_sphere);
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- bx::read(&reader, prim.m_aabb);
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- bx::read(&reader, prim.m_obb);
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-
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- group.m_prims.push_back(prim);
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- }
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-
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- m_groups.push_back(group);
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- group.reset();
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- }
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- break;
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-
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- default:
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- DBG("%08x at %d", chunk, reader.seek() );
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- break;
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- }
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- }
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-
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- reader.close();
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- }
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-
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- void unload()
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- {
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- for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it)
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- {
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- const Group& group = *it;
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- bgfx::destroyVertexBuffer(group.m_vbh);
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-
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- if (bgfx::isValid(group.m_ibh) )
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- {
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- bgfx::destroyIndexBuffer(group.m_ibh);
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- }
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- }
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- m_groups.clear();
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- }
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-
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- void submit(uint8_t _view, float* _mtx, bgfx::ProgramHandle _program)
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- {
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- for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it)
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- {
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- const Group& group = *it;
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-
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- // Set model matrix for rendering.
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- bgfx::setTransform(_mtx);
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- bgfx::setProgram(_program);
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- bgfx::setIndexBuffer(group.m_ibh);
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- bgfx::setVertexBuffer(group.m_vbh);
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-
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- // Set shadow map.
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- bgfx::setTexture(4, u_shadowMap, s_shadowMapFB);
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-
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- // Set render states.
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- bgfx::setState(0
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- | BGFX_STATE_RGB_WRITE
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- | BGFX_STATE_ALPHA_WRITE
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- | BGFX_STATE_DEPTH_WRITE
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- | BGFX_STATE_DEPTH_TEST_LESS
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- | BGFX_STATE_CULL_CCW
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- | BGFX_STATE_MSAA
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- );
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-
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- // Submit primitive for rendering.
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- bgfx::submit(_view);
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- }
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- }
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-
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- void submitShadow(uint8_t _view, float* _mtx, bgfx::ProgramHandle _program)
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- {
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- for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it)
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- {
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- const Group& group = *it;
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-
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- // Set model matrix for rendering.
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- bgfx::setTransform(_mtx);
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- bgfx::setProgram(_program);
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- bgfx::setIndexBuffer(group.m_ibh);
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- bgfx::setVertexBuffer(group.m_vbh);
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-
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- // Set render states.
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- bgfx::setState(0
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- | BGFX_STATE_RGB_WRITE
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- | BGFX_STATE_ALPHA_WRITE
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- | BGFX_STATE_DEPTH_WRITE
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- | BGFX_STATE_DEPTH_TEST_LESS
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- | BGFX_STATE_CULL_CCW
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- | BGFX_STATE_MSAA
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- );
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-
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- // Submit primitive for rendering.
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- bgfx::submit(_view);
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- }
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- }
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-
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- bgfx::VertexDecl m_decl;
|
|
|
|
|
- typedef std::vector<Group> GroupArray;
|
|
|
|
|
- GroupArray m_groups;
|
|
|
|
|
-};
|
|
|
|
|
-
|
|
|
|
|
int _main_(int /*_argc*/, char** /*_argv*/)
|
|
int _main_(int /*_argc*/, char** /*_argv*/)
|
|
|
{
|
|
{
|
|
|
uint32_t width = 1280;
|
|
uint32_t width = 1280;
|
|
@@ -392,39 +76,19 @@ int _main_(int /*_argc*/, char** /*_argv*/)
|
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|
bgfx::init();
|
|
bgfx::init();
|
|
|
bgfx::reset(width, height, reset);
|
|
bgfx::reset(width, height, reset);
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|
|
|
|
|
|
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|
+ bgfx::RendererType::Enum renderer = bgfx::getRendererType();
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|
|
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|
+ bool flipV = false
|
|
|
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|
+ || renderer == bgfx::RendererType::OpenGL
|
|
|
|
|
+ || renderer == bgfx::RendererType::OpenGLES
|
|
|
|
|
+ ;
|
|
|
|
|
+
|
|
|
// Enable debug text.
|
|
// Enable debug text.
|
|
|
bgfx::setDebug(debug);
|
|
bgfx::setDebug(debug);
|
|
|
|
|
|
|
|
- // Setup root path for binary shaders. Shader binaries are different
|
|
|
|
|
- // for each renderer.
|
|
|
|
|
- switch (bgfx::getRendererType() )
|
|
|
|
|
- {
|
|
|
|
|
- default:
|
|
|
|
|
- case bgfx::RendererType::Direct3D9:
|
|
|
|
|
- s_shaderPath = "shaders/dx9/";
|
|
|
|
|
- s_texelHalf = 0.5f;
|
|
|
|
|
- break;
|
|
|
|
|
-
|
|
|
|
|
- case bgfx::RendererType::Direct3D11:
|
|
|
|
|
- s_shaderPath = "shaders/dx11/";
|
|
|
|
|
- break;
|
|
|
|
|
-
|
|
|
|
|
- case bgfx::RendererType::OpenGL:
|
|
|
|
|
- s_shaderPath = "shaders/glsl/";
|
|
|
|
|
- s_flipV = true;
|
|
|
|
|
- break;
|
|
|
|
|
-
|
|
|
|
|
- case bgfx::RendererType::OpenGLES:
|
|
|
|
|
- s_shaderPath = "shaders/gles/";
|
|
|
|
|
- s_flipV = true;
|
|
|
|
|
- break;
|
|
|
|
|
- }
|
|
|
|
|
-
|
|
|
|
|
// Uniforms.
|
|
// Uniforms.
|
|
|
- u_shadowMap = bgfx::createUniform("u_shadowMap", bgfx::UniformType::Uniform1iv);
|
|
|
|
|
-
|
|
|
|
|
- bgfx::UniformHandle u_lightPos = bgfx::createUniform("u_lightPos", bgfx::UniformType::Uniform4fv);
|
|
|
|
|
- bgfx::UniformHandle u_lightMtx = bgfx::createUniform("u_lightMtx", bgfx::UniformType::Uniform4x4fv);
|
|
|
|
|
|
|
+ bgfx::UniformHandle u_shadowMap = bgfx::createUniform("u_shadowMap", bgfx::UniformType::Uniform1iv);
|
|
|
|
|
+ bgfx::UniformHandle u_lightPos = bgfx::createUniform("u_lightPos", bgfx::UniformType::Uniform4fv);
|
|
|
|
|
+ bgfx::UniformHandle u_lightMtx = bgfx::createUniform("u_lightMtx", bgfx::UniformType::Uniform4x4fv);
|
|
|
|
|
|
|
|
// Vertex declarations.
|
|
// Vertex declarations.
|
|
|
bgfx::VertexDecl PosNormalDecl;
|
|
bgfx::VertexDecl PosNormalDecl;
|
|
@@ -434,14 +98,18 @@ int _main_(int /*_argc*/, char** /*_argv*/)
|
|
|
.end();
|
|
.end();
|
|
|
|
|
|
|
|
// Meshes.
|
|
// Meshes.
|
|
|
- Mesh bunnyMesh;
|
|
|
|
|
- Mesh cubeMesh;
|
|
|
|
|
- Mesh hollowcubeMesh;
|
|
|
|
|
- Mesh hplaneMesh;
|
|
|
|
|
- bunnyMesh.load("meshes/bunny.bin");
|
|
|
|
|
- cubeMesh.load("meshes/cube.bin");
|
|
|
|
|
- hollowcubeMesh.load("meshes/hollowcube.bin");
|
|
|
|
|
- hplaneMesh.load(s_hplaneVertices, BX_COUNTOF(s_hplaneVertices), PosNormalDecl, s_planeIndices, BX_COUNTOF(s_planeIndices) );
|
|
|
|
|
|
|
+ Mesh* bunny = meshLoad("meshes/bunny.bin");
|
|
|
|
|
+ Mesh* cube = meshLoad("meshes/cube.bin");
|
|
|
|
|
+ Mesh* hollowcube = meshLoad("meshes/hollowcube.bin");
|
|
|
|
|
+
|
|
|
|
|
+ bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(
|
|
|
|
|
+ bgfx::makeRef(s_hplaneVertices, sizeof(s_hplaneVertices) )
|
|
|
|
|
+ , PosNormalDecl
|
|
|
|
|
+ );
|
|
|
|
|
+
|
|
|
|
|
+ bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(
|
|
|
|
|
+ bgfx::makeRef(s_planeIndices, sizeof(s_planeIndices) )
|
|
|
|
|
+ );
|
|
|
|
|
|
|
|
// Render targets.
|
|
// Render targets.
|
|
|
uint16_t shadowMapSize = 512;
|
|
uint16_t shadowMapSize = 512;
|
|
@@ -454,6 +122,8 @@ int _main_(int /*_argc*/, char** /*_argv*/)
|
|
|
|
|
|
|
|
bgfx::ProgramHandle progShadow;
|
|
bgfx::ProgramHandle progShadow;
|
|
|
bgfx::ProgramHandle progMesh;
|
|
bgfx::ProgramHandle progMesh;
|
|
|
|
|
+ bgfx::TextureHandle shadowMapTexture;
|
|
|
|
|
+ bgfx::FrameBufferHandle shadowMapFB;
|
|
|
|
|
|
|
|
if (shadowSamplerSupported)
|
|
if (shadowSamplerSupported)
|
|
|
{
|
|
{
|
|
@@ -461,11 +131,9 @@ int _main_(int /*_argc*/, char** /*_argv*/)
|
|
|
progShadow = loadProgram("vs_sms_shadow", "fs_sms_shadow");
|
|
progShadow = loadProgram("vs_sms_shadow", "fs_sms_shadow");
|
|
|
progMesh = loadProgram("vs_sms_mesh", "fs_sms_mesh");
|
|
progMesh = loadProgram("vs_sms_mesh", "fs_sms_mesh");
|
|
|
|
|
|
|
|
- bgfx::TextureHandle fbtextures[] =
|
|
|
|
|
- {
|
|
|
|
|
- bgfx::createTexture2D(shadowMapSize, shadowMapSize, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_COMPARE_LEQUAL),
|
|
|
|
|
- };
|
|
|
|
|
- s_shadowMapFB = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
|
|
|
|
|
|
|
+ shadowMapTexture = bgfx::createTexture2D(shadowMapSize, shadowMapSize, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_COMPARE_LEQUAL);
|
|
|
|
|
+ bgfx::TextureHandle fbtextures[] = { shadowMapTexture };
|
|
|
|
|
+ shadowMapFB = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
|
|
|
}
|
|
}
|
|
|
else
|
|
else
|
|
|
{
|
|
{
|
|
@@ -474,14 +142,46 @@ int _main_(int /*_argc*/, char** /*_argv*/)
|
|
|
progShadow = loadProgram("vs_sms_shadow_pd", "fs_sms_shadow_pd");
|
|
progShadow = loadProgram("vs_sms_shadow_pd", "fs_sms_shadow_pd");
|
|
|
progMesh = loadProgram("vs_sms_mesh", "fs_sms_mesh_pd");
|
|
progMesh = loadProgram("vs_sms_mesh", "fs_sms_mesh_pd");
|
|
|
|
|
|
|
|
|
|
+ shadowMapTexture = bgfx::createTexture2D(shadowMapSize, shadowMapSize, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT);
|
|
|
bgfx::TextureHandle fbtextures[] =
|
|
bgfx::TextureHandle fbtextures[] =
|
|
|
{
|
|
{
|
|
|
- bgfx::createTexture2D(shadowMapSize, shadowMapSize, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT),
|
|
|
|
|
|
|
+ shadowMapTexture,
|
|
|
bgfx::createTexture2D(shadowMapSize, shadowMapSize, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT_BUFFER_ONLY),
|
|
bgfx::createTexture2D(shadowMapSize, shadowMapSize, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT_BUFFER_ONLY),
|
|
|
};
|
|
};
|
|
|
- s_shadowMapFB = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
|
|
|
|
|
|
|
+ shadowMapFB = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
+ MeshState* state[2];
|
|
|
|
|
+ state[0] = meshStateCreate();
|
|
|
|
|
+ state[0]->m_state = 0
|
|
|
|
|
+ | BGFX_STATE_RGB_WRITE
|
|
|
|
|
+ | BGFX_STATE_ALPHA_WRITE
|
|
|
|
|
+ | BGFX_STATE_DEPTH_WRITE
|
|
|
|
|
+ | BGFX_STATE_DEPTH_TEST_LESS
|
|
|
|
|
+ | BGFX_STATE_CULL_CCW
|
|
|
|
|
+ | BGFX_STATE_MSAA
|
|
|
|
|
+ ;
|
|
|
|
|
+ state[0]->m_program = progShadow;
|
|
|
|
|
+ state[0]->m_viewId = RENDER_SHADOW_PASS_ID;
|
|
|
|
|
+ state[0]->m_numTextures = 0;
|
|
|
|
|
+
|
|
|
|
|
+ state[1] = meshStateCreate();
|
|
|
|
|
+ state[1]->m_state = 0
|
|
|
|
|
+ | BGFX_STATE_RGB_WRITE
|
|
|
|
|
+ | BGFX_STATE_ALPHA_WRITE
|
|
|
|
|
+ | BGFX_STATE_DEPTH_WRITE
|
|
|
|
|
+ | BGFX_STATE_DEPTH_TEST_LESS
|
|
|
|
|
+ | BGFX_STATE_CULL_CCW
|
|
|
|
|
+ | BGFX_STATE_MSAA
|
|
|
|
|
+ ;
|
|
|
|
|
+ state[1]->m_program = progMesh;
|
|
|
|
|
+ state[1]->m_viewId = RENDER_SCENE_PASS_ID;
|
|
|
|
|
+ state[1]->m_numTextures = 1;
|
|
|
|
|
+ state[1]->m_textures[0].m_flags = UINT32_MAX;
|
|
|
|
|
+ state[1]->m_textures[0].m_stage = 4;
|
|
|
|
|
+ state[1]->m_textures[0].m_sampler = u_shadowMap;
|
|
|
|
|
+ state[1]->m_textures[0].m_texture = shadowMapTexture;
|
|
|
|
|
+
|
|
|
// Set view and projection matrices.
|
|
// Set view and projection matrices.
|
|
|
float view[16];
|
|
float view[16];
|
|
|
float proj[16];
|
|
float proj[16];
|
|
@@ -491,7 +191,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
|
|
|
bx::mtxLookAt(view, eye, at);
|
|
bx::mtxLookAt(view, eye, at);
|
|
|
|
|
|
|
|
const float aspect = float(int32_t(width) ) / float(int32_t(height) );
|
|
const float aspect = float(int32_t(width) ) / float(int32_t(height) );
|
|
|
- mtxProj(proj, 60.0f, aspect, 0.1f, 1000.0f);
|
|
|
|
|
|
|
+ bx::mtxProj(proj, 60.0f, aspect, 0.1f, 1000.0f, flipV);
|
|
|
|
|
|
|
|
// Time acumulators.
|
|
// Time acumulators.
|
|
|
float timeAccumulatorLight = 0.0f;
|
|
float timeAccumulatorLight = 0.0f;
|
|
@@ -574,7 +274,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
|
|
|
bx::mtxOrtho(lightProj, -area, area, -area, area, -100.0f, 100.0f);
|
|
bx::mtxOrtho(lightProj, -area, area, -area, area, -100.0f, 100.0f);
|
|
|
|
|
|
|
|
bgfx::setViewRect(RENDER_SHADOW_PASS_ID, 0, 0, shadowMapSize, shadowMapSize);
|
|
bgfx::setViewRect(RENDER_SHADOW_PASS_ID, 0, 0, shadowMapSize, shadowMapSize);
|
|
|
- bgfx::setViewFrameBuffer(RENDER_SHADOW_PASS_ID, s_shadowMapFB);
|
|
|
|
|
|
|
+ bgfx::setViewFrameBuffer(RENDER_SHADOW_PASS_ID, shadowMapFB);
|
|
|
bgfx::setViewTransform(RENDER_SHADOW_PASS_ID, lightView, lightProj);
|
|
bgfx::setViewTransform(RENDER_SHADOW_PASS_ID, lightView, lightProj);
|
|
|
|
|
|
|
|
bgfx::setViewRect(RENDER_SCENE_PASS_ID, 0, 0, width, height);
|
|
bgfx::setViewRect(RENDER_SCENE_PASS_ID, 0, 0, width, height);
|
|
@@ -595,7 +295,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
|
|
|
float mtxShadow[16];
|
|
float mtxShadow[16];
|
|
|
float lightMtx[16];
|
|
float lightMtx[16];
|
|
|
|
|
|
|
|
- const float sy = s_flipV ? 0.5f : -0.5f;
|
|
|
|
|
|
|
+ const float sy = flipV ? 0.5f : -0.5f;
|
|
|
const float mtxCrop[16] =
|
|
const float mtxCrop[16] =
|
|
|
{
|
|
{
|
|
|
0.5f, 0.0f, 0.0f, 0.0f,
|
|
0.5f, 0.0f, 0.0f, 0.0f,
|
|
@@ -605,47 +305,71 @@ int _main_(int /*_argc*/, char** /*_argv*/)
|
|
|
};
|
|
};
|
|
|
|
|
|
|
|
float mtxTmp[16];
|
|
float mtxTmp[16];
|
|
|
- bx::mtxMul(mtxTmp, lightProj, mtxCrop);
|
|
|
|
|
|
|
+ bx::mtxMul(mtxTmp, lightProj, mtxCrop);
|
|
|
bx::mtxMul(mtxShadow, lightView, mtxTmp);
|
|
bx::mtxMul(mtxShadow, lightView, mtxTmp);
|
|
|
|
|
|
|
|
// Floor.
|
|
// Floor.
|
|
|
bx::mtxMul(lightMtx, mtxFloor, mtxShadow);
|
|
bx::mtxMul(lightMtx, mtxFloor, mtxShadow);
|
|
|
bgfx::setUniform(u_lightMtx, lightMtx);
|
|
bgfx::setUniform(u_lightMtx, lightMtx);
|
|
|
- hplaneMesh.submit(RENDER_SCENE_PASS_ID, mtxFloor, progMesh);
|
|
|
|
|
- hplaneMesh.submitShadow(RENDER_SHADOW_PASS_ID, mtxFloor, progShadow);
|
|
|
|
|
|
|
+ uint32_t cached = bgfx::setTransform(mtxFloor);
|
|
|
|
|
+ for (uint32_t pass = 0; pass < 2; ++pass)
|
|
|
|
|
+ {
|
|
|
|
|
+ const MeshState& st = *state[pass];
|
|
|
|
|
+ bgfx::setTransform(cached);
|
|
|
|
|
+ for (uint8_t tex = 0; tex < st.m_numTextures; ++tex)
|
|
|
|
|
+ {
|
|
|
|
|
+ const MeshState::Texture& texture = st.m_textures[tex];
|
|
|
|
|
+ bgfx::setTexture(texture.m_stage
|
|
|
|
|
+ , texture.m_sampler
|
|
|
|
|
+ , texture.m_texture
|
|
|
|
|
+ , texture.m_flags
|
|
|
|
|
+ );
|
|
|
|
|
+ }
|
|
|
|
|
+ bgfx::setUniform(u_lightMtx, lightMtx);
|
|
|
|
|
+ bgfx::setProgram(st.m_program);
|
|
|
|
|
+ bgfx::setIndexBuffer(ibh);
|
|
|
|
|
+ bgfx::setVertexBuffer(vbh);
|
|
|
|
|
+ bgfx::setState(st.m_state);
|
|
|
|
|
+ bgfx::submit(st.m_viewId);
|
|
|
|
|
+ }
|
|
|
|
|
|
|
|
// Bunny.
|
|
// Bunny.
|
|
|
bx::mtxMul(lightMtx, mtxBunny, mtxShadow);
|
|
bx::mtxMul(lightMtx, mtxBunny, mtxShadow);
|
|
|
bgfx::setUniform(u_lightMtx, lightMtx);
|
|
bgfx::setUniform(u_lightMtx, lightMtx);
|
|
|
- bunnyMesh.submit(RENDER_SCENE_PASS_ID, mtxBunny, progMesh);
|
|
|
|
|
- bunnyMesh.submitShadow(RENDER_SHADOW_PASS_ID, mtxBunny, progShadow);
|
|
|
|
|
|
|
+ meshSubmit(bunny, &state[0], 1, mtxBunny);
|
|
|
|
|
+ meshSubmit(bunny, &state[1], 1, mtxBunny);
|
|
|
|
|
|
|
|
// Hollow cube.
|
|
// Hollow cube.
|
|
|
bx::mtxMul(lightMtx, mtxHollowcube, mtxShadow);
|
|
bx::mtxMul(lightMtx, mtxHollowcube, mtxShadow);
|
|
|
bgfx::setUniform(u_lightMtx, lightMtx);
|
|
bgfx::setUniform(u_lightMtx, lightMtx);
|
|
|
- hollowcubeMesh.submit(RENDER_SCENE_PASS_ID, mtxHollowcube, progMesh);
|
|
|
|
|
- hollowcubeMesh.submitShadow(RENDER_SHADOW_PASS_ID, mtxHollowcube, progShadow);
|
|
|
|
|
|
|
+ meshSubmit(hollowcube, &state[0], 1, mtxHollowcube);
|
|
|
|
|
+ meshSubmit(hollowcube, &state[1], 1, mtxHollowcube);
|
|
|
|
|
|
|
|
// Cube.
|
|
// Cube.
|
|
|
bx::mtxMul(lightMtx, mtxCube, mtxShadow);
|
|
bx::mtxMul(lightMtx, mtxCube, mtxShadow);
|
|
|
bgfx::setUniform(u_lightMtx, lightMtx);
|
|
bgfx::setUniform(u_lightMtx, lightMtx);
|
|
|
- cubeMesh.submit(RENDER_SCENE_PASS_ID, mtxCube, progMesh);
|
|
|
|
|
- cubeMesh.submitShadow(RENDER_SHADOW_PASS_ID, mtxCube, progShadow);
|
|
|
|
|
|
|
+ meshSubmit(cube, &state[0], 1, mtxCube);
|
|
|
|
|
+ meshSubmit(cube, &state[1], 1, mtxCube);
|
|
|
|
|
|
|
|
// Advance to next frame. Rendering thread will be kicked to
|
|
// Advance to next frame. Rendering thread will be kicked to
|
|
|
// process submitted rendering primitives.
|
|
// process submitted rendering primitives.
|
|
|
bgfx::frame();
|
|
bgfx::frame();
|
|
|
}
|
|
}
|
|
|
|
|
|
|
|
- bunnyMesh.unload();
|
|
|
|
|
- cubeMesh.unload();
|
|
|
|
|
- hollowcubeMesh.unload();
|
|
|
|
|
- hplaneMesh.unload();
|
|
|
|
|
|
|
+ meshUnload(bunny);
|
|
|
|
|
+ meshUnload(cube);
|
|
|
|
|
+ meshUnload(hollowcube);
|
|
|
|
|
+
|
|
|
|
|
+ meshStateDestroy(state[0]);
|
|
|
|
|
+ meshStateDestroy(state[1]);
|
|
|
|
|
+
|
|
|
|
|
+ bgfx::destroyVertexBuffer(vbh);
|
|
|
|
|
+ bgfx::destroyIndexBuffer(ibh);
|
|
|
|
|
|
|
|
bgfx::destroyProgram(progShadow);
|
|
bgfx::destroyProgram(progShadow);
|
|
|
bgfx::destroyProgram(progMesh);
|
|
bgfx::destroyProgram(progMesh);
|
|
|
|
|
|
|
|
- bgfx::destroyFrameBuffer(s_shadowMapFB);
|
|
|
|
|
|
|
+ bgfx::destroyFrameBuffer(shadowMapFB);
|
|
|
|
|
|
|
|
bgfx::destroyUniform(u_shadowMap);
|
|
bgfx::destroyUniform(u_shadowMap);
|
|
|
bgfx::destroyUniform(u_lightPos);
|
|
bgfx::destroyUniform(u_lightPos);
|