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+/*
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+ * Copyright 2011-2017 Branimir Karadzic. All rights reserved.
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+ * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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+ */
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+
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+#include "common.h"
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+#include "bgfx_utils.h"
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+
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+#include <imgui/imgui.h>
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+
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+struct PosTangentBitangentTexcoordVertex
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+{
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+ float m_x;
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+ float m_y;
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+ float m_z;
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+ uint32_t m_tangent;
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+ uint32_t m_bitangent;
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+ float m_u;
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+ float m_v;
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+
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+ static void init()
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+ {
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+ ms_decl
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+ .begin()
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+ .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
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+ .add(bgfx::Attrib::Tangent, 4, bgfx::AttribType::Uint8, true, true)
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+ .add(bgfx::Attrib::Bitangent, 4, bgfx::AttribType::Uint8, true, true)
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+ .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float, true, true)
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+ .end();
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+ }
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+
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+ static bgfx::VertexDecl ms_decl;
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+};
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+
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+bgfx::VertexDecl PosTangentBitangentTexcoordVertex::ms_decl;
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+
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+uint32_t packUint32(uint8_t _x, uint8_t _y, uint8_t _z, uint8_t _w)
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+{
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+ union
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+ {
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+ uint32_t ui32;
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+ uint8_t arr[4];
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+ } un;
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+
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+ un.arr[0] = _x;
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+ un.arr[1] = _y;
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+ un.arr[2] = _z;
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+ un.arr[3] = _w;
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+
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+ return un.ui32;
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+}
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+
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+uint32_t packF4u(float _x, float _y = 0.0f, float _z = 0.0f, float _w = 0.0f)
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+{
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+ const uint8_t xx = uint8_t(_x*127.0f + 128.0f);
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+ const uint8_t yy = uint8_t(_y*127.0f + 128.0f);
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+ const uint8_t zz = uint8_t(_z*127.0f + 128.0f);
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+ const uint8_t ww = uint8_t(_w*127.0f + 128.0f);
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+ return packUint32(xx, yy, zz, ww);
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+}
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+
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+static PosTangentBitangentTexcoordVertex s_cubeVertices[24] =
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+{
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+ {-1, -1, 1, packF4u(-1, 0, 0), packF4u( 0, -1, 0), 1, 1 }, // Back
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+ { 1, 1, 1, packF4u(-1, 0, 0), packF4u( 0, -1, 0), 0, 0 },
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+ {-1, 1, 1, packF4u(-1, 0, 0), packF4u( 0, -1, 0), 1, 0 },
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+ { 1, -1, 1, packF4u(-1, 0, 0), packF4u( 0, -1, 0), 0, 1 },
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+ {-1, -1, -1, packF4u( 1, 0, 0), packF4u( 0, -1, 0), 0, 1 }, // Front
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+ { 1, 1, -1, packF4u( 1, 0, 0), packF4u( 0, -1, 0), 1, 0 },
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+ {-1, 1, -1, packF4u( 1, 0, 0), packF4u( 0, -1, 0), 0, 0 },
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+ { 1, -1, -1, packF4u( 1, 0, 0), packF4u( 0, -1, 0), 1, 1 },
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+ { 1, -1, -1, packF4u( 0, 0, 1), packF4u( 0, -1, 0), 0, 1 }, // Right
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+ { 1, 1, 1, packF4u( 0, 0, 1), packF4u( 0, -1, 0), 1, 0 },
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+ { 1, -1, 1, packF4u( 0, 0, 1), packF4u( 0, -1, 0), 1, 1 },
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+ { 1, 1, -1, packF4u( 0, 0, 1), packF4u( 0, -1, 0), 0, 0 },
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+ {-1, -1, -1, packF4u( 0, 0, -1), packF4u( 0, -1, 0), 1, 1 }, // Left
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+ {-1, 1, 1, packF4u( 0, 0, -1), packF4u( 0, -1, 0), 0, 0 },
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+ {-1, -1, 1, packF4u( 0, 0, -1), packF4u( 0, -1, 0), 0, 1 },
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+ {-1, 1, -1, packF4u( 0, 0, -1), packF4u( 0, -1, 0), 1, 0 },
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+ {-1, 1, -1, packF4u( 1, 0, 0), packF4u( 0, 0, -1), 0, 1 }, // Top
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+ { 1, 1, 1, packF4u( 1, 0, 0), packF4u( 0, 0, -1), 1, 0 },
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+ {-1, 1, 1, packF4u( 1, 0, 0), packF4u( 0, 0, -1), 0, 0 },
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+ { 1, 1, -1, packF4u( 1, 0, 0), packF4u( 0, 0, -1), 1, 1 },
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+ {-1, -1, -1, packF4u( 1, 0, 0), packF4u( 0, 0, 1), 0, 0 }, // Bottom
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+ { 1, -1, 1, packF4u( 1, 0, 0), packF4u( 0, 0, 1), 1, 1 },
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+ {-1, -1, 1, packF4u( 1, 0, 0), packF4u( 0, 0, 1), 0, 1 },
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+ { 1, -1, -1, packF4u( 1, 0, 0), packF4u( 0, 0, 1), 1, 0 },
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+};
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+
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+static const uint16_t s_cubeIndices[36] =
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+{
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+ 0 , 1 , 2 ,
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+ 0 , 3 , 1 ,
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+ 4 , 6 , 5 ,
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+ 4 , 5 , 7 ,
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+
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+ 8 , 9 , 10,
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+ 8 , 11, 9 ,
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+ 12, 14, 13,
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+ 12, 13, 15,
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+
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+ 16, 18, 17,
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+ 16, 17, 19,
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+ 20, 21, 22,
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+ 20, 23, 21,
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+};
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+
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+class ExamplePom : public entry::AppI
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+{
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+ void init(int _argc, char** _argv) BX_OVERRIDE
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+ {
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+ Args args(_argc, _argv);
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+
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+ m_width = 1280;
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+ m_height = 720;
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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_width, 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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+ // Set view 0 clear state.
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+ bgfx::setViewClear(0
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+ , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
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+ , 0x303030ff
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+ , 1.0f
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+ , 0
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+ );
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+
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+ // Create vertex stream declaration.
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+ PosTangentBitangentTexcoordVertex::init();
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+
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+ // Create static vertex buffer.
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+ m_vbh = bgfx::createVertexBuffer(bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) ),
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+ PosTangentBitangentTexcoordVertex::ms_decl);
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+
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+ // Create static index buffer.
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+ m_ibh = bgfx::createIndexBuffer(bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) ) );
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+
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+ // Create texture sampler uniforms.
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+ s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
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+ s_texNormal = bgfx::createUniform("s_texNormal", bgfx::UniformType::Int1);
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+ s_texDepth = bgfx::createUniform("s_texDepth", bgfx::UniformType::Int1);
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+
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+
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+ u_light_pos = bgfx::createUniform("u_light_pos", bgfx::UniformType::Vec4);
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+ u_norm_mtx = bgfx::createUniform("u_norm_mtx", bgfx::UniformType::Mat4);
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+ u_shading_type = bgfx::createUniform("u_shading_type", bgfx::UniformType::Int1);
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+ u_show_diffuse_texture = bgfx::createUniform("u_show_diffuse_texture", bgfx::UniformType::Int1);
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+ u_parallax_scale = bgfx::createUniform("u_parallax_scale", bgfx::UniformType::Int1);
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+ u_num_steps = bgfx::createUniform("u_num_steps", bgfx::UniformType::Int1);
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+
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+ // Create program from shaders.
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+ m_program = loadProgram("vs_pom", "fs_pom");
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+
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+ // Load diffuse texture.
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+ m_textureColor = loadTexture("textures/parallax-d.png");
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+
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+ // Load normal texture.
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+ m_textureNormal = loadTexture("textures/parallax-n.png");
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+
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+ // Load depth texture.
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+ m_textureDepth = loadTexture("textures/parallax-h.png");
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+
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+ imguiCreate();
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+
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+ m_timeOffset = bx::getHPCounter();
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+ m_shading_type = 4;
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+ m_show_diffuse_texture = true;
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+ m_parallax_scale = 50;
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+ m_num_steps = 4;
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+ }
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+
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+ virtual int shutdown() BX_OVERRIDE
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+ {
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+ // Cleanup.
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+ bgfx::destroyIndexBuffer(m_ibh);
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+ bgfx::destroyVertexBuffer(m_vbh);
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+ bgfx::destroyProgram(m_program);
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+ bgfx::destroyTexture(m_textureColor);
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+ bgfx::destroyTexture(m_textureNormal);
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+ bgfx::destroyTexture(m_textureDepth);
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+ bgfx::destroyUniform(s_texColor);
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+ bgfx::destroyUniform(s_texNormal);
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+ bgfx::destroyUniform(s_texDepth);
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+ bgfx::destroyUniform(u_light_pos);
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+ bgfx::destroyUniform(u_norm_mtx);
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+ bgfx::destroyUniform(u_shading_type);
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+ bgfx::destroyUniform(u_show_diffuse_texture);
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+ bgfx::destroyUniform(u_parallax_scale);
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+ bgfx::destroyUniform(u_num_steps);
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+
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+ imguiDestroy();
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+
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+ // Shutdown bgfx.
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+ bgfx::shutdown();
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+
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+ return 0;
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+ }
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+
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+ bool update() BX_OVERRIDE
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+ {
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+ if (!entry::processEvents(m_width, m_height, m_debug, m_reset, &m_mouseState) )
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+ {
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+ // Set view 0 default viewport.
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+ bgfx::setViewRect(0, 0, 0, uint16_t(m_width), uint16_t(m_height) );
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+
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+ // This dummy draw call is here to make sure that view 0 is cleared
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+ // if no other draw calls are submitted to view 0.
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+ bgfx::touch(0);
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+
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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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+
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+ float time = (float)( (now-m_timeOffset)/freq);
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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/33-pom");
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+ bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Parallax mapping.");
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+ bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
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+
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+ float at[3] = { 0.0f, 0.0f, 1.0f };
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+ float eye[3] = { 0.0f, 0.0f, 0.0f };
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+
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+ // Set view and projection matrix for view 0.
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+ const bgfx::HMD* hmd = bgfx::getHMD();
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+ if (NULL != hmd && 0 != (hmd->flags & BGFX_HMD_RENDERING) )
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+ {
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+ float view[16];
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+ bx::mtxQuatTranslationHMD(view, hmd->eye[0].rotation, eye);
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+ bgfx::setViewTransform(0, view, hmd->eye[0].projection, BGFX_VIEW_STEREO, hmd->eye[1].projection);
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+
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+ // Set view 0 default viewport.
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+ //
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+ // Use HMD's width/height since HMD's internal frame buffer size
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+ // might be much larger than window size.
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+ bgfx::setViewRect(0, 0, 0, hmd->width, hmd->height);
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+ }
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+ else
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+ {
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+ float view[16];
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+ bx::mtxLookAt(view, eye, at);
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+
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+ float proj[16];
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+ bx::mtxProj(proj, 60.0f, float(m_width) / float(m_height), 0.1f, 100.0f, bgfx::getCaps()->homogeneousDepth);
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+ bgfx::setViewTransform(0, view, proj);
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+
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+ // Set view 0 default viewport.
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+ bgfx::setViewRect(0, 0, 0, uint16_t(m_width), uint16_t(m_height) );
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+ }
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+
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+ imguiBeginFrame(
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+ m_mouseState.m_mx
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+ , m_mouseState.m_my
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+ , (m_mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
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+ | (m_mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
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+ | (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
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+ , m_mouseState.m_mz
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+ , uint16_t(m_width)
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+ , uint16_t(m_height)
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+ );
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+
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+ ImGui::Begin("Properties");
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+
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+ ImGui::RadioButton("No bump mapping", &m_shading_type, 0);
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+ ImGui::RadioButton("Normal mapping", &m_shading_type, 1);
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+ ImGui::RadioButton("Parallax mapping", &m_shading_type, 2);
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+ ImGui::RadioButton("Steep parallax mapping", &m_shading_type, 3);
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+ ImGui::RadioButton("Parallax occlusion mapping", &m_shading_type, 4);
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+ bgfx::setUniform(u_shading_type, &m_shading_type);
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+
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+ ImGui::Separator();
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+
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+ ImGui::Checkbox("Show diffuse texture", &m_show_diffuse_texture);
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+ bgfx::setUniform(u_show_diffuse_texture, &m_show_diffuse_texture);
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+
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+ if (m_shading_type > 1)
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+ {
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+ ImGui::Separator();
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+
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+ float multiplier = 1000.0f;
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+ float x = (float)m_parallax_scale / multiplier;
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+ ImGui::SliderFloat("Parallax scale", &x, 0.0f, 0.1f);
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+ m_parallax_scale = (int32_t)(x * multiplier);
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+ bgfx::setUniform(u_parallax_scale, &m_parallax_scale);
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+ }
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+
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+ if (m_shading_type > 2)
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+ {
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+ ImGui::Separator();
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+
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+ ImGui::SliderInt("Number of steps", &m_num_steps, 1, 32);
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+ bgfx::setUniform(u_num_steps, &m_num_steps);
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|
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+ }
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+
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+ ImGui::End();
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+
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+ imguiEndFrame();
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+
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+ float light_pos[4] = { 1, 2, 0, 0 };
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+ bgfx::setUniform(u_light_pos, light_pos);
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+
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+ float a[16];
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+ float b[16];
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+ float c[16];
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+ float d[16];
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+ float mtx[16];
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+ bx::mtxRotateY(a, time * 0.4f);
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+ bx::mtxRotateX(b, 0.4f);
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+ bx::mtxMul(c, a, b);
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+ bx::mtxTranslate(d, 0, 0, 4);
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+ bx::mtxMul(mtx, c, d);
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+
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|
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+ // Set transform for draw call.
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|
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|
|
+ bgfx::setTransform(mtx);
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+
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|
|
+ // Set normal matrix uniform
|
|
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|
|
+ float inv[16];
|
|
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|
|
+ float transpose[16];
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|
|
+ bx::mtxInverse(inv, mtx);
|
|
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|
|
+ bx::mtxTranspose(transpose, inv);
|
|
|
|
|
+ bgfx::setUniform(u_norm_mtx, transpose);
|
|
|
|
|
+
|
|
|
|
|
+ // Set vertex and index buffer.
|
|
|
|
|
+ bgfx::setVertexBuffer(m_vbh);
|
|
|
|
|
+ bgfx::setIndexBuffer(m_ibh);
|
|
|
|
|
+
|
|
|
|
|
+ // Bind textures.
|
|
|
|
|
+ bgfx::setTexture(0, s_texColor, m_textureColor);
|
|
|
|
|
+ bgfx::setTexture(1, s_texNormal, m_textureNormal);
|
|
|
|
|
+ bgfx::setTexture(2, s_texDepth, m_textureDepth);
|
|
|
|
|
+
|
|
|
|
|
+ // Set render states.
|
|
|
|
|
+ bgfx::setState(0
|
|
|
|
|
+ | BGFX_STATE_RGB_WRITE
|
|
|
|
|
+ | BGFX_STATE_ALPHA_WRITE
|
|
|
|
|
+ | BGFX_STATE_DEPTH_WRITE
|
|
|
|
|
+ | BGFX_STATE_DEPTH_TEST_LESS
|
|
|
|
|
+ | BGFX_STATE_MSAA
|
|
|
|
|
+ );
|
|
|
|
|
+
|
|
|
|
|
+ // Submit primitive for rendering to view 0.
|
|
|
|
|
+ bgfx::submit(0, m_program);
|
|
|
|
|
+
|
|
|
|
|
+ // Advance to next frame. Rendering thread will be kicked to
|
|
|
|
|
+ // process submitted rendering primitives.
|
|
|
|
|
+ bgfx::frame();
|
|
|
|
|
+
|
|
|
|
|
+ return true;
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ return false;
|
|
|
|
|
+ }
|
|
|
|
|
+
|
|
|
|
|
+ bgfx::VertexBufferHandle m_vbh;
|
|
|
|
|
+ bgfx::IndexBufferHandle m_ibh;
|
|
|
|
|
+ bgfx::UniformHandle s_texColor;
|
|
|
|
|
+ bgfx::UniformHandle s_texNormal;
|
|
|
|
|
+ bgfx::UniformHandle s_texDepth;
|
|
|
|
|
+ bgfx::UniformHandle u_light_pos;
|
|
|
|
|
+ bgfx::UniformHandle u_norm_mtx;
|
|
|
|
|
+ bgfx::UniformHandle u_shading_type;
|
|
|
|
|
+ bgfx::UniformHandle u_show_diffuse_texture;
|
|
|
|
|
+ bgfx::UniformHandle u_parallax_scale;
|
|
|
|
|
+ bgfx::UniformHandle u_num_steps;
|
|
|
|
|
+ bgfx::ProgramHandle m_program;
|
|
|
|
|
+ bgfx::TextureHandle m_textureColor;
|
|
|
|
|
+ bgfx::TextureHandle m_textureNormal;
|
|
|
|
|
+ bgfx::TextureHandle m_textureDepth;
|
|
|
|
|
+ bool m_instancingSupported;
|
|
|
|
|
+
|
|
|
|
|
+ entry::MouseState m_mouseState;
|
|
|
|
|
+
|
|
|
|
|
+ uint32_t m_width;
|
|
|
|
|
+ uint32_t m_height;
|
|
|
|
|
+ uint32_t m_debug;
|
|
|
|
|
+ uint32_t m_reset;
|
|
|
|
|
+ int64_t m_timeOffset;
|
|
|
|
|
+
|
|
|
|
|
+ int32_t m_shading_type;
|
|
|
|
|
+ bool m_show_diffuse_texture;
|
|
|
|
|
+ int32_t m_parallax_scale;
|
|
|
|
|
+ int32_t m_num_steps;
|
|
|
|
|
+};
|
|
|
|
|
+
|
|
|
|
|
+ENTRY_IMPLEMENT_MAIN(ExamplePom);
|