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- /*
- * Copyright 2013-2014 Dario Manesku. All rights reserved.
- * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
- */
- #include <string>
- #include <vector>
- #include <map>
- #include <tinystl/allocator.h>
- #include <tinystl/unordered_map.h>
- namespace stl = tinystl;
- #include "common.h"
- #include "bgfx_utils.h"
- #include <bgfx/bgfx.h>
- #include <bx/timer.h>
- #include <bx/allocator.h>
- #include <bx/hash.h>
- #include <bx/simd_t.h>
- #include <bx/fpumath.h>
- #include <bx/crtimpl.h>
- #include "entry/entry.h"
- #include "camera.h"
- #include "imgui/imgui.h"
- namespace bgfx
- {
- int32_t read(bx::ReaderI* _reader, bgfx::VertexDecl& _decl, bx::Error* _err = NULL);
- }
- namespace
- {
- #define SV_USE_SIMD 1
- #define MAX_INSTANCE_COUNT 25
- #define MAX_LIGHTS_COUNT 5
- #define VIEWID_RANGE1_PASS0 1
- #define VIEWID_RANGE1_RT_PASS1 2
- #define VIEWID_RANGE15_PASS2 3
- #define VIEWID_RANGE1_PASS3 20
- struct PosNormalTexcoordVertex
- {
- float m_x;
- float m_y;
- float m_z;
- uint32_t m_normal;
- float m_u;
- float m_v;
- static void init()
- {
- ms_decl
- .begin()
- .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
- .add(bgfx::Attrib::Normal, 4, bgfx::AttribType::Uint8, true, true)
- .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
- .end();
- }
- static bgfx::VertexDecl ms_decl;
- };
- bgfx::VertexDecl PosNormalTexcoordVertex::ms_decl;
- static const float s_texcoord = 50.0f;
- static PosNormalTexcoordVertex s_hplaneVertices[] =
- {
- { -1.0f, 0.0f, 1.0f, encodeNormalRgba8(0.0f, 1.0f, 0.0f), s_texcoord, s_texcoord },
- { 1.0f, 0.0f, 1.0f, encodeNormalRgba8(0.0f, 1.0f, 0.0f), s_texcoord, 0.0f },
- { -1.0f, 0.0f, -1.0f, encodeNormalRgba8(0.0f, 1.0f, 0.0f), 0.0f, s_texcoord },
- { 1.0f, 0.0f, -1.0f, encodeNormalRgba8(0.0f, 1.0f, 0.0f), 0.0f, 0.0f },
- };
- static PosNormalTexcoordVertex s_vplaneVertices[] =
- {
- { -1.0f, 1.0f, 0.0f, encodeNormalRgba8(0.0f, 0.0f, -1.0f), 1.0f, 1.0f },
- { 1.0f, 1.0f, 0.0f, encodeNormalRgba8(0.0f, 0.0f, -1.0f), 1.0f, 0.0f },
- { -1.0f, -1.0f, 0.0f, encodeNormalRgba8(0.0f, 0.0f, -1.0f), 0.0f, 1.0f },
- { 1.0f, -1.0f, 0.0f, encodeNormalRgba8(0.0f, 0.0f, -1.0f), 0.0f, 0.0f },
- };
- static const uint16_t s_planeIndices[] =
- {
- 0, 1, 2,
- 1, 3, 2,
- };
- static bool s_oglNdc = false;
- static float s_texelHalf = 0.0f;
- static uint32_t s_viewMask = 0;
- static bgfx::UniformHandle s_texColor;
- static bgfx::UniformHandle s_texStencil;
- static bgfx::FrameBufferHandle s_stencilFb;
- void setViewClearMask(uint32_t _viewMask, uint8_t _flags, uint32_t _rgba, float _depth, uint8_t _stencil)
- {
- for (uint32_t view = 0, viewMask = _viewMask, ntz = bx::uint32_cnttz(_viewMask); 0 != viewMask; viewMask >>= 1, view += 1, ntz = bx::uint32_cnttz(viewMask) )
- {
- viewMask >>= ntz;
- view += ntz;
- bgfx::setViewClear( (uint8_t)view, _flags, _rgba, _depth, _stencil);
- }
- }
- void setViewTransformMask(uint32_t _viewMask, const void* _view, const void* _proj)
- {
- for (uint32_t view = 0, viewMask = _viewMask, ntz = bx::uint32_cnttz(_viewMask); 0 != viewMask; viewMask >>= 1, view += 1, ntz = bx::uint32_cnttz(viewMask) )
- {
- viewMask >>= ntz;
- view += ntz;
- bgfx::setViewTransform( (uint8_t)view, _view, _proj);
- }
- }
- void setViewRectMask(uint32_t _viewMask, uint16_t _x, uint16_t _y, uint16_t _width, uint16_t _height)
- {
- for (uint32_t view = 0, viewMask = _viewMask, ntz = bx::uint32_cnttz(_viewMask); 0 != viewMask; viewMask >>= 1, view += 1, ntz = bx::uint32_cnttz(viewMask) )
- {
- viewMask >>= ntz;
- view += ntz;
- bgfx::setViewRect( (uint8_t)view, _x, _y, _width, _height);
- }
- }
- void mtxBillboard(float* __restrict _result
- , const float* __restrict _view
- , const float* __restrict _pos
- , const float* __restrict _scale
- )
- {
- _result[ 0] = _view[0] * _scale[0];
- _result[ 1] = _view[4] * _scale[0];
- _result[ 2] = _view[8] * _scale[0];
- _result[ 3] = 0.0f;
- _result[ 4] = _view[1] * _scale[1];
- _result[ 5] = _view[5] * _scale[1];
- _result[ 6] = _view[9] * _scale[1];
- _result[ 7] = 0.0f;
- _result[ 8] = _view[2] * _scale[2];
- _result[ 9] = _view[6] * _scale[2];
- _result[10] = _view[10] * _scale[2];
- _result[11] = 0.0f;
- _result[12] = _pos[0];
- _result[13] = _pos[1];
- _result[14] = _pos[2];
- _result[15] = 1.0f;
- }
- void planeNormal(float* __restrict _result
- , const float* __restrict _v0
- , const float* __restrict _v1
- , const float* __restrict _v2
- )
- {
- float vec0[3], vec1[3];
- float cross[3];
- vec0[0] = _v1[0] - _v0[0];
- vec0[1] = _v1[1] - _v0[1];
- vec0[2] = _v1[2] - _v0[2];
- vec1[0] = _v2[0] - _v1[0];
- vec1[1] = _v2[1] - _v1[1];
- vec1[2] = _v2[2] - _v1[2];
- bx::vec3Cross(cross, vec0, vec1);
- bx::vec3Norm(_result, cross);
- _result[3] = -bx::vec3Dot(_result, _v0);
- }
- struct Uniforms
- {
- void init()
- {
- m_params.m_ambientPass = 1.0f;
- m_params.m_lightingPass = 1.0f;
- m_params.m_texelHalf = 0.0f;
- m_ambient[0] = 0.05f;
- m_ambient[1] = 0.05f;
- m_ambient[2] = 0.05f;
- m_ambient[3] = 0.0f; //unused
- m_diffuse[0] = 0.8f;
- m_diffuse[1] = 0.8f;
- m_diffuse[2] = 0.8f;
- m_diffuse[3] = 0.0f; //unused
- m_specular_shininess[0] = 1.0f;
- m_specular_shininess[1] = 1.0f;
- m_specular_shininess[2] = 1.0f;
- m_specular_shininess[3] = 25.0f; //shininess
- m_fog[0] = 0.0f; //color
- m_fog[1] = 0.0f;
- m_fog[2] = 0.0f;
- m_fog[3] = 0.0055f; //density
- m_color[0] = 1.0f;
- m_color[1] = 1.0f;
- m_color[2] = 1.0f;
- m_color[3] = 1.0f;
- m_time = 0.0f;
- m_lightPosRadius[0] = 0.0f;
- m_lightPosRadius[1] = 0.0f;
- m_lightPosRadius[2] = 0.0f;
- m_lightPosRadius[3] = 1.0f;
- m_lightRgbInnerR[0] = 0.0f;
- m_lightRgbInnerR[1] = 0.0f;
- m_lightRgbInnerR[2] = 0.0f;
- m_lightRgbInnerR[3] = 1.0f;
- m_virtualLightPos_extrusionDist[0] = 0.0f;
- m_virtualLightPos_extrusionDist[1] = 0.0f;
- m_virtualLightPos_extrusionDist[2] = 0.0f;
- m_virtualLightPos_extrusionDist[3] = 100.0f;
- u_params = bgfx::createUniform("u_params", bgfx::UniformType::Vec4);
- u_svparams = bgfx::createUniform("u_svparams", bgfx::UniformType::Vec4);
- u_ambient = bgfx::createUniform("u_ambient", bgfx::UniformType::Vec4);
- u_diffuse = bgfx::createUniform("u_diffuse", bgfx::UniformType::Vec4);
- u_specular_shininess = bgfx::createUniform("u_specular_shininess", bgfx::UniformType::Vec4);
- u_fog = bgfx::createUniform("u_fog", bgfx::UniformType::Vec4);
- u_color = bgfx::createUniform("u_color", bgfx::UniformType::Vec4);
- u_lightPosRadius = bgfx::createUniform("u_lightPosRadius", bgfx::UniformType::Vec4);
- u_lightRgbInnerR = bgfx::createUniform("u_lightRgbInnerR", bgfx::UniformType::Vec4);
- u_virtualLightPos_extrusionDist = bgfx::createUniform("u_virtualLightPos_extrusionDist", bgfx::UniformType::Vec4);
- }
- //call this once at initialization
- void submitConstUniforms()
- {
- bgfx::setUniform(u_ambient, &m_ambient);
- bgfx::setUniform(u_diffuse, &m_diffuse);
- bgfx::setUniform(u_specular_shininess, &m_specular_shininess);
- bgfx::setUniform(u_fog, &m_fog);
- }
- //call this before each draw call
- void submitPerDrawUniforms()
- {
- bgfx::setUniform(u_params, &m_params);
- bgfx::setUniform(u_svparams, &m_svparams);
- bgfx::setUniform(u_color, &m_color);
- bgfx::setUniform(u_lightPosRadius, &m_lightPosRadius);
- bgfx::setUniform(u_lightRgbInnerR, &m_lightRgbInnerR);
- bgfx::setUniform(u_virtualLightPos_extrusionDist, &m_virtualLightPos_extrusionDist);
- }
- void destroy()
- {
- bgfx::destroyUniform(u_params);
- bgfx::destroyUniform(u_svparams);
- bgfx::destroyUniform(u_ambient);
- bgfx::destroyUniform(u_diffuse);
- bgfx::destroyUniform(u_specular_shininess);
- bgfx::destroyUniform(u_fog);
- bgfx::destroyUniform(u_color);
- bgfx::destroyUniform(u_lightPosRadius);
- bgfx::destroyUniform(u_lightRgbInnerR);
- bgfx::destroyUniform(u_virtualLightPos_extrusionDist);
- }
- struct Params
- {
- float m_ambientPass;
- float m_lightingPass;
- float m_texelHalf;
- float m_unused00;
- };
- struct SvParams
- {
- float m_useStencilTex;
- float m_dfail;
- float m_unused10;
- float m_unused11;
- };
- Params m_params;
- SvParams m_svparams;
- float m_ambient[4];
- float m_diffuse[4];
- float m_specular_shininess[4];
- float m_fog[4];
- float m_color[4];
- float m_time;
- float m_lightPosRadius[4];
- float m_lightRgbInnerR[4];
- float m_virtualLightPos_extrusionDist[4];
- /**
- * u_params.x - u_ambientPass
- * u_params.y - u_lightingPass
- * u_params.z - u_texelHalf
- * u_params.w - unused
- * u_svparams.x - u_useStencilTex
- * u_svparams.y - u_dfail
- * u_svparams.z - unused
- * u_svparams.w - unused
- */
- bgfx::UniformHandle u_params;
- bgfx::UniformHandle u_svparams;
- bgfx::UniformHandle u_ambient;
- bgfx::UniformHandle u_diffuse;
- bgfx::UniformHandle u_specular_shininess;
- bgfx::UniformHandle u_fog;
- bgfx::UniformHandle u_color;
- bgfx::UniformHandle u_lightPosRadius;
- bgfx::UniformHandle u_lightRgbInnerR;
- bgfx::UniformHandle u_virtualLightPos_extrusionDist;
- };
- static Uniforms s_uniforms;
- struct RenderState
- {
- enum Enum
- {
- ShadowVolume_UsingStencilTexture_DrawAmbient = 0,
- ShadowVolume_UsingStencilTexture_BuildDepth,
- ShadowVolume_UsingStencilTexture_CraftStencil_DepthPass,
- ShadowVolume_UsingStencilTexture_CraftStencil_DepthFail,
- ShadowVolume_UsingStencilTexture_DrawDiffuse,
- ShadowVolume_UsingStencilBuffer_DrawAmbient,
- ShadowVolume_UsingStencilBuffer_CraftStencil_DepthPass,
- ShadowVolume_UsingStencilBuffer_CraftStencil_DepthFail,
- ShadowVolume_UsingStencilBuffer_DrawDiffuse,
- Custom_Default,
- Custom_BlendLightTexture,
- Custom_DrawPlaneBottom,
- Custom_DrawShadowVolume_Lines,
- Count
- };
- uint64_t m_state;
- uint32_t m_blendFactorRgba;
- uint32_t m_fstencil;
- uint32_t m_bstencil;
- };
- static void setRenderState(const RenderState& _renderState)
- {
- bgfx::setStencil(_renderState.m_fstencil, _renderState.m_bstencil);
- bgfx::setState(_renderState.m_state, _renderState.m_blendFactorRgba);
- }
- static RenderState s_renderStates[RenderState::Count] =
- {
- { // ShadowVolume_UsingStencilTexture_DrawAmbient
- BGFX_STATE_RGB_WRITE
- | BGFX_STATE_ALPHA_WRITE
- | BGFX_STATE_DEPTH_WRITE
- | BGFX_STATE_DEPTH_TEST_LESS
- | BGFX_STATE_CULL_CCW
- | BGFX_STATE_MSAA
- , UINT32_MAX
- , BGFX_STENCIL_NONE
- , BGFX_STENCIL_NONE
- },
- { // ShadowVolume_UsingStencilTexture_BuildDepth
- BGFX_STATE_DEPTH_WRITE
- | BGFX_STATE_DEPTH_TEST_LESS
- | BGFX_STATE_CULL_CCW
- | BGFX_STATE_MSAA
- , UINT32_MAX
- , BGFX_STENCIL_NONE
- , BGFX_STENCIL_NONE
- },
- { // ShadowVolume_UsingStencilTexture_CraftStencil_DepthPass
- BGFX_STATE_RGB_WRITE
- | BGFX_STATE_ALPHA_WRITE
- | BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE)
- | BGFX_STATE_DEPTH_TEST_LEQUAL
- | BGFX_STATE_MSAA
- , UINT32_MAX
- , BGFX_STENCIL_NONE
- , BGFX_STENCIL_NONE
- },
- { // ShadowVolume_UsingStencilTexture_CraftStencil_DepthFail
- BGFX_STATE_RGB_WRITE
- | BGFX_STATE_ALPHA_WRITE
- | BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE)
- | BGFX_STATE_DEPTH_TEST_GEQUAL
- | BGFX_STATE_MSAA
- , UINT32_MAX
- , BGFX_STENCIL_NONE
- , BGFX_STENCIL_NONE
- },
- { // ShadowVolume_UsingStencilTexture_DrawDiffuse
- BGFX_STATE_RGB_WRITE
- | BGFX_STATE_ALPHA_WRITE
- | BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE)
- | BGFX_STATE_DEPTH_WRITE
- | BGFX_STATE_DEPTH_TEST_EQUAL
- | BGFX_STATE_CULL_CCW
- | BGFX_STATE_MSAA
- , UINT32_MAX
- , BGFX_STENCIL_NONE
- , BGFX_STENCIL_NONE
- },
- { // ShadowVolume_UsingStencilBuffer_DrawAmbient
- BGFX_STATE_RGB_WRITE
- | BGFX_STATE_ALPHA_WRITE
- | BGFX_STATE_DEPTH_WRITE
- | BGFX_STATE_DEPTH_TEST_LESS
- | BGFX_STATE_CULL_CCW
- | BGFX_STATE_MSAA
- , UINT32_MAX
- , BGFX_STENCIL_NONE
- , BGFX_STENCIL_NONE
- },
- { // ShadowVolume_UsingStencilBuffer_CraftStencil_DepthPass
- BGFX_STATE_DEPTH_TEST_LEQUAL
- | BGFX_STATE_MSAA
- , UINT32_MAX
- , BGFX_STENCIL_TEST_ALWAYS
- | BGFX_STENCIL_FUNC_REF(1)
- | BGFX_STENCIL_FUNC_RMASK(0xff)
- | BGFX_STENCIL_OP_FAIL_S_KEEP
- | BGFX_STENCIL_OP_FAIL_Z_KEEP
- | BGFX_STENCIL_OP_PASS_Z_DECR
- , BGFX_STENCIL_TEST_ALWAYS
- | BGFX_STENCIL_FUNC_REF(1)
- | BGFX_STENCIL_FUNC_RMASK(0xff)
- | BGFX_STENCIL_OP_FAIL_S_KEEP
- | BGFX_STENCIL_OP_FAIL_Z_KEEP
- | BGFX_STENCIL_OP_PASS_Z_INCR
- },
- { // ShadowVolume_UsingStencilBuffer_CraftStencil_DepthFail
- BGFX_STATE_DEPTH_TEST_LEQUAL
- | BGFX_STATE_MSAA
- , UINT32_MAX
- , BGFX_STENCIL_TEST_ALWAYS
- | BGFX_STENCIL_FUNC_REF(1)
- | BGFX_STENCIL_FUNC_RMASK(0xff)
- | BGFX_STENCIL_OP_FAIL_S_KEEP
- | BGFX_STENCIL_OP_FAIL_Z_INCR
- | BGFX_STENCIL_OP_PASS_Z_KEEP
- , BGFX_STENCIL_TEST_ALWAYS
- | BGFX_STENCIL_FUNC_REF(1)
- | BGFX_STENCIL_FUNC_RMASK(0xff)
- | BGFX_STENCIL_OP_FAIL_S_KEEP
- | BGFX_STENCIL_OP_FAIL_Z_DECR
- | BGFX_STENCIL_OP_PASS_Z_KEEP
- },
- { // ShadowVolume_UsingStencilBuffer_DrawDiffuse
- BGFX_STATE_RGB_WRITE
- | BGFX_STATE_ALPHA_WRITE
- | BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE)
- | BGFX_STATE_DEPTH_TEST_EQUAL
- | BGFX_STATE_CULL_CCW
- | BGFX_STATE_MSAA
- , UINT32_MAX
- , BGFX_STENCIL_TEST_EQUAL
- | BGFX_STENCIL_FUNC_REF(0)
- | BGFX_STENCIL_FUNC_RMASK(0xff)
- | BGFX_STENCIL_OP_FAIL_S_KEEP
- | BGFX_STENCIL_OP_FAIL_Z_KEEP
- | BGFX_STENCIL_OP_PASS_Z_KEEP
- , BGFX_STENCIL_NONE
- },
- { // Custom_Default
- BGFX_STATE_RGB_WRITE
- | BGFX_STATE_ALPHA_WRITE
- | BGFX_STATE_DEPTH_WRITE
- | BGFX_STATE_DEPTH_TEST_LESS
- | BGFX_STATE_CULL_CCW
- | BGFX_STATE_MSAA
- , UINT32_MAX
- , BGFX_STENCIL_NONE
- , BGFX_STENCIL_NONE
- },
- { // Custom_BlendLightTexture
- BGFX_STATE_RGB_WRITE
- | BGFX_STATE_ALPHA_WRITE
- | BGFX_STATE_DEPTH_WRITE
- | BGFX_STATE_DEPTH_TEST_LESS
- | BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_SRC_COLOR, BGFX_STATE_BLEND_INV_SRC_COLOR)
- | BGFX_STATE_CULL_CCW
- | BGFX_STATE_MSAA
- , UINT32_MAX
- , BGFX_STENCIL_NONE
- , BGFX_STENCIL_NONE
- },
- { // Custom_DrawPlaneBottom
- BGFX_STATE_RGB_WRITE
- | BGFX_STATE_ALPHA_WRITE
- | BGFX_STATE_DEPTH_WRITE
- | BGFX_STATE_CULL_CW
- | BGFX_STATE_MSAA
- , UINT32_MAX
- , BGFX_STENCIL_NONE
- , BGFX_STENCIL_NONE
- },
- { // Custom_DrawShadowVolume_Lines
- BGFX_STATE_RGB_WRITE
- | BGFX_STATE_DEPTH_TEST_LESS
- | BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_FACTOR, BGFX_STATE_BLEND_SRC_ALPHA)
- | BGFX_STATE_PT_LINES
- | BGFX_STATE_MSAA
- , 0x0f0f0fff
- , BGFX_STENCIL_NONE
- , BGFX_STENCIL_NONE
- }
- };
- struct ViewState
- {
- ViewState(uint32_t _width = 0, uint32_t _height = 0)
- : m_width(_width)
- , m_height(_height)
- {
- }
- uint32_t m_width;
- uint32_t m_height;
- float m_view[16];
- float m_proj[16];
- };
- struct ClearValues
- {
- uint32_t m_clearRgba;
- float m_clearDepth;
- uint8_t m_clearStencil;
- };
- void submit(uint8_t _id, bgfx::ProgramHandle _handle, int32_t _depth = 0)
- {
- bgfx::submit(_id, _handle, _depth);
- // Keep track of submited view ids.
- s_viewMask |= 1 << _id;
- }
- void touch(uint8_t _id)
- {
- bgfx::ProgramHandle handle = BGFX_INVALID_HANDLE;
- ::submit(_id, handle);
- }
- struct Aabb
- {
- float m_min[3];
- float m_max[3];
- };
- struct Obb
- {
- float m_mtx[16];
- };
- struct Sphere
- {
- float m_center[3];
- float m_radius;
- };
- struct Primitive
- {
- uint32_t m_startIndex;
- uint32_t m_numIndices;
- uint32_t m_startVertex;
- uint32_t m_numVertices;
- Sphere m_sphere;
- Aabb m_aabb;
- Obb m_obb;
- };
- typedef std::vector<Primitive> PrimitiveArray;
- struct Face
- {
- uint16_t m_i[3];
- float m_plane[4];
- };
- typedef std::vector<Face> FaceArray;
- struct Edge
- {
- bool m_faceReverseOrder[2];
- uint8_t m_faceIndex;
- uint16_t m_i0, m_i1;
- };
- struct Plane
- {
- float m_plane[4];
- };
- struct HalfEdge
- {
- #define INVALID_EDGE_INDEX UINT16_MAX
- uint16_t m_secondIndex;
- bool m_marked;
- };
- struct HalfEdges
- {
- HalfEdges()
- : m_data()
- , m_offsets()
- , m_endPtr()
- {
- }
- void init(uint16_t* _indices, uint32_t _numIndices)
- {
- m_data = (HalfEdge*)malloc(2 * _numIndices * sizeof(HalfEdge) );
- stl::unordered_map<uint16_t, std::vector<uint16_t> > edges;
- for (uint32_t ii = 0; ii < _numIndices; ii+=3)
- {
- uint16_t idx0 = _indices[ii];
- uint16_t idx1 = _indices[ii+1];
- uint16_t idx2 = _indices[ii+2];
- edges[idx0].push_back(idx1);
- edges[idx1].push_back(idx2);
- edges[idx2].push_back(idx0);
- }
- uint32_t numRows = (uint32_t)edges.size();
- m_offsets = (uint32_t*)malloc(numRows * sizeof(uint32_t) );
- HalfEdge* he = m_data;
- for (uint16_t ii = 0; ii < numRows; ++ii)
- {
- m_offsets[ii] = uint32_t(he - m_data);
- std::vector<uint16_t>& row = edges[ii];
- for (uint32_t jj = 0, size = (uint32_t)row.size(); jj < size; ++jj)
- {
- he->m_secondIndex = row[jj];
- he->m_marked = false;
- ++he;
- }
- he->m_secondIndex = INVALID_EDGE_INDEX;
- ++he;
- }
- he->m_secondIndex = 0;
- m_endPtr = he;
- }
- void destroy()
- {
- free(m_data);
- m_data = NULL;
- free(m_offsets);
- m_offsets = NULL;
- }
- void mark(uint16_t _firstIndex, uint16_t _secondIndex)
- {
- HalfEdge* ptr = &m_data[m_offsets[_firstIndex]];
- while (INVALID_EDGE_INDEX != ptr->m_secondIndex)
- {
- if (ptr->m_secondIndex == _secondIndex)
- {
- ptr->m_marked = true;
- break;
- }
- ++ptr;
- }
- }
- bool unmark(uint16_t _firstIndex, uint16_t _secondIndex)
- {
- bool ret = false;
- HalfEdge* ptr = &m_data[m_offsets[_firstIndex]];
- while (INVALID_EDGE_INDEX != ptr->m_secondIndex)
- {
- if (ptr->m_secondIndex == _secondIndex && ptr->m_marked)
- {
- ptr->m_marked = false;
- ret = true;
- break;
- }
- ++ptr;
- }
- return ret;
- }
- inline HalfEdge* begin() const
- {
- return m_data;
- }
- inline HalfEdge* end() const
- {
- return m_endPtr;
- }
- HalfEdge* m_data;
- uint32_t* m_offsets;
- HalfEdge* m_endPtr;
- };
- struct WeldedVertex
- {
- uint16_t m_v;
- bool m_welded;
- };
- inline float sqLength(const float _a[3], const float _b[3])
- {
- const float xx = _a[0] - _b[0];
- const float yy = _a[1] - _b[1];
- const float zz = _a[2] - _b[2];
- return xx*xx + yy*yy + zz*zz;
- }
- uint16_t weldVertices(WeldedVertex* _output, const bgfx::VertexDecl& _decl, const void* _data, uint16_t _num, float _epsilon)
- {
- const uint32_t hashSize = bx::uint32_nextpow2(_num);
- const uint32_t hashMask = hashSize-1;
- const float epsilonSq = _epsilon*_epsilon;
- uint16_t numVertices = 0;
- const uint32_t size = sizeof(uint16_t)*(hashSize + _num);
- uint16_t* hashTable = (uint16_t*)alloca(size);
- bx::memSet(hashTable, 0xff, size);
- uint16_t* next = hashTable + hashSize;
- for (uint16_t ii = 0; ii < _num; ++ii)
- {
- float pos[4];
- vertexUnpack(pos, bgfx::Attrib::Position, _decl, _data, ii);
- uint32_t hashValue = bx::hashMurmur2A(pos, 3*sizeof(float) ) & hashMask;
- uint16_t offset = hashTable[hashValue];
- for (; UINT16_MAX != offset; offset = next[offset])
- {
- float test[4];
- vertexUnpack(test, bgfx::Attrib::Position, _decl, _data, _output[offset].m_v);
- if (sqLength(test, pos) < epsilonSq)
- {
- _output[ii].m_v = _output[offset].m_v;
- _output[ii].m_welded = true;
- break;
- }
- }
- if (UINT16_MAX == offset)
- {
- _output[ii].m_v = ii;
- _output[ii].m_welded = false;
- next[ii] = hashTable[hashValue];
- hashTable[hashValue] = ii;
- numVertices++;
- }
- }
- return numVertices;
- }
- struct Group
- {
- Group()
- {
- reset();
- }
- void reset()
- {
- m_vbh.idx = bgfx::kInvalidHandle;
- m_ibh.idx = bgfx::kInvalidHandle;
- m_numVertices = 0;
- m_vertices = NULL;
- m_numIndices = 0;
- m_indices = NULL;
- m_numEdges = 0;
- m_edges = NULL;
- m_edgePlanesUnalignedPtr = NULL;
- m_prims.clear();
- }
- typedef struct { float f[6]; } f6_t;
- struct EdgeAndPlane
- {
- EdgeAndPlane(uint16_t _i0, uint16_t _i1)
- : m_faceIndex(0)
- , m_i0(_i0)
- , m_i1(_i1)
- {
- }
- bool m_faceReverseOrder[2];
- uint8_t m_faceIndex;
- uint16_t m_i0, m_i1;
- Plane m_plane[2];
- };
- void fillStructures(const bgfx::VertexDecl& _decl)
- {
- uint16_t stride = _decl.getStride();
- m_faces.clear();
- m_halfEdges.destroy();
- //Init halfedges.
- m_halfEdges.init(m_indices, m_numIndices);
- //Init faces and edges.
- m_faces.reserve(m_numIndices/3); //1 face = 3 indices
- m_edges = (Edge*)malloc(m_numIndices * sizeof(Edge) ); //1 triangle = 3 indices = 3 edges.
- m_edgePlanesUnalignedPtr = (Plane*)malloc(m_numIndices * sizeof(Plane) + 15);
- m_edgePlanes = (Plane*)bx::alignPtr(m_edgePlanesUnalignedPtr, 0, 16);
- typedef std::map<std::pair<uint16_t, uint16_t>, EdgeAndPlane> EdgeMap;
- EdgeMap edgeMap;
- //Get unique indices.
- WeldedVertex* uniqueVertices = (WeldedVertex*)malloc(m_numVertices*sizeof(WeldedVertex) );
- ::weldVertices(uniqueVertices, _decl, m_vertices, m_numVertices, 0.0001f);
- uint16_t* uniqueIndices = (uint16_t*)malloc(m_numIndices*sizeof(uint16_t) );
- for (uint32_t ii = 0; ii < m_numIndices; ++ii)
- {
- uint16_t index = m_indices[ii];
- if (uniqueVertices[index].m_welded)
- {
- uniqueIndices[ii] = uniqueVertices[index].m_v;
- }
- else
- {
- uniqueIndices[ii] = index;
- }
- }
- free(uniqueVertices);
- for (uint32_t ii = 0, size = m_numIndices/3; ii < size; ++ii)
- {
- const uint16_t* indices = &m_indices[ii*3];
- uint16_t i0 = indices[0];
- uint16_t i1 = indices[1];
- uint16_t i2 = indices[2];
- const float* v0 = (float*)&m_vertices[i0*stride];
- const float* v1 = (float*)&m_vertices[i1*stride];
- const float* v2 = (float*)&m_vertices[i2*stride];
- float plane[4];
- planeNormal(plane, v0, v2, v1);
- Face face;
- face.m_i[0] = i0;
- face.m_i[1] = i1;
- face.m_i[2] = i2;
- bx::memCopy(face.m_plane, plane, 4*sizeof(float) );
- m_faces.push_back(face);
- //Use unique indices for EdgeMap.
- const uint16_t* uindices = &uniqueIndices[ii*3];
- i0 = uindices[0];
- i1 = uindices[1];
- i2 = uindices[2];
- const uint16_t triangleEdge[3][2] =
- {
- { i0, i1 },
- { i1, i2 },
- { i2, i0 },
- };
- for (uint8_t jj = 0; jj < 3; ++jj)
- {
- const uint16_t ui0 = triangleEdge[jj][0];
- const uint16_t ui1 = triangleEdge[jj][1];
- std::pair<uint16_t, uint16_t> key = std::make_pair(ui0, ui1);
- std::pair<uint16_t, uint16_t> keyInv = std::make_pair(ui1, ui0);
- EdgeMap::iterator iter = edgeMap.find(keyInv);
- if (iter != edgeMap.end() )
- {
- EdgeAndPlane& ep = iter->second;
- bx::memCopy(ep.m_plane[ep.m_faceIndex].m_plane, plane, 4*sizeof(float) );
- ep.m_faceReverseOrder[ep.m_faceIndex] = true;
- }
- else
- {
- std::pair<EdgeMap::iterator, bool> result = edgeMap.insert(std::make_pair(key, EdgeAndPlane(ui0, ui1) ) );
- EdgeAndPlane& ep = result.first->second;
- bx::memCopy(ep.m_plane[ep.m_faceIndex].m_plane, plane, 4*sizeof(float) );
- ep.m_faceReverseOrder[ep.m_faceIndex] = false;
- ep.m_faceIndex++;
- }
- }
- }
- free(uniqueIndices);
- uint32_t index = 0;
- for (EdgeMap::const_iterator iter = edgeMap.begin(), end = edgeMap.end(); iter != end; ++iter)
- {
- Edge* edge = &m_edges[m_numEdges];
- Plane* plane = &m_edgePlanes[index];
- bx::memCopy(edge, iter->second.m_faceReverseOrder, sizeof(Edge) );
- bx::memCopy(plane, iter->second.m_plane, 2 * sizeof(Plane) );
- m_numEdges++;
- index += 2;
- }
- }
- void unload()
- {
- bgfx::destroyVertexBuffer(m_vbh);
- if (bgfx::kInvalidHandle != m_ibh.idx)
- {
- bgfx::destroyIndexBuffer(m_ibh);
- }
- free(m_vertices);
- m_vertices = NULL;
- free(m_indices);
- m_indices = NULL;
- free(m_edges);
- m_edges = NULL;
- free(m_edgePlanesUnalignedPtr);
- m_edgePlanesUnalignedPtr = NULL;
- m_halfEdges.destroy();
- }
- bgfx::VertexBufferHandle m_vbh;
- bgfx::IndexBufferHandle m_ibh;
- uint16_t m_numVertices;
- uint8_t* m_vertices;
- uint32_t m_numIndices;
- uint16_t* m_indices;
- Sphere m_sphere;
- Aabb m_aabb;
- Obb m_obb;
- PrimitiveArray m_prims;
- uint32_t m_numEdges;
- Edge* m_edges;
- Plane* m_edgePlanesUnalignedPtr;
- Plane* m_edgePlanes;
- FaceArray m_faces;
- HalfEdges m_halfEdges;
- };
- typedef std::vector<Group> GroupArray;
- struct Mesh
- {
- void load(const void* _vertices, uint16_t _numVertices, const bgfx::VertexDecl _decl, const uint16_t* _indices, uint32_t _numIndices)
- {
- Group group;
- const bgfx::Memory* mem;
- uint32_t size;
- //vertices
- group.m_numVertices = _numVertices;
- size = _numVertices*_decl.getStride();
- group.m_vertices = (uint8_t*)malloc(size);
- bx::memCopy(group.m_vertices, _vertices, size);
- mem = bgfx::makeRef(group.m_vertices, size);
- group.m_vbh = bgfx::createVertexBuffer(mem, _decl);
- //indices
- group.m_numIndices = _numIndices;
- size = _numIndices*2;
- group.m_indices = (uint16_t*)malloc(size);
- bx::memCopy(group.m_indices, _indices, size);
- mem = bgfx::makeRef(group.m_indices, size);
- group.m_ibh = bgfx::createIndexBuffer(mem);
- m_groups.push_back(group);
- }
- void load(const char* _filePath)
- {
- #define BGFX_CHUNK_MAGIC_VB BX_MAKEFOURCC('V', 'B', ' ', 0x1)
- #define BGFX_CHUNK_MAGIC_IB BX_MAKEFOURCC('I', 'B', ' ', 0x0)
- #define BGFX_CHUNK_MAGIC_PRI BX_MAKEFOURCC('P', 'R', 'I', 0x0)
- bx::FileReaderI* reader = entry::getFileReader();
- bx::open(reader, _filePath);
- Group group;
- uint32_t chunk;
- while (4 == bx::read(reader, chunk) )
- {
- switch (chunk)
- {
- case BGFX_CHUNK_MAGIC_VB:
- {
- bx::read(reader, group.m_sphere);
- bx::read(reader, group.m_aabb);
- bx::read(reader, group.m_obb);
- bgfx::read(reader, m_decl);
- uint16_t stride = m_decl.getStride();
- bx::read(reader, group.m_numVertices);
- const uint32_t size = group.m_numVertices*stride;
- group.m_vertices = (uint8_t*)malloc(size);
- bx::read(reader, group.m_vertices, size);
- const bgfx::Memory* mem = bgfx::makeRef(group.m_vertices, size);
- group.m_vbh = bgfx::createVertexBuffer(mem, m_decl);
- }
- break;
- case BGFX_CHUNK_MAGIC_IB:
- {
- bx::read(reader, group.m_numIndices);
- const uint32_t size = group.m_numIndices*2;
- group.m_indices = (uint16_t*)malloc(size);
- bx::read(reader, group.m_indices, size);
- const bgfx::Memory* mem = bgfx::makeRef(group.m_indices, size);
- group.m_ibh = bgfx::createIndexBuffer(mem);
- }
- break;
- case BGFX_CHUNK_MAGIC_PRI:
- {
- uint16_t len;
- bx::read(reader, len);
- std::string material;
- material.resize(len);
- bx::read(reader, const_cast<char*>(material.c_str() ), len);
- uint16_t num;
- bx::read(reader, num);
- for (uint32_t ii = 0; ii < num; ++ii)
- {
- bx::read(reader, len);
- std::string name;
- name.resize(len);
- bx::read(reader, const_cast<char*>(name.c_str() ), len);
- Primitive prim;
- bx::read(reader, prim.m_startIndex);
- bx::read(reader, prim.m_numIndices);
- bx::read(reader, prim.m_startVertex);
- bx::read(reader, prim.m_numVertices);
- bx::read(reader, prim.m_sphere);
- bx::read(reader, prim.m_aabb);
- bx::read(reader, prim.m_obb);
- group.m_prims.push_back(prim);
- }
- m_groups.push_back(group);
- group.reset();
- }
- break;
- default:
- DBG("%08x at %d", chunk, bx::seek(reader) );
- abort();
- break;
- }
- }
- bx::close(reader);
- for (GroupArray::iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it)
- {
- it->fillStructures(m_decl);
- }
- }
- void unload()
- {
- for (GroupArray::iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it)
- {
- it->unload();
- }
- m_groups.clear();
- }
- bgfx::VertexDecl m_decl;
- GroupArray m_groups;
- };
- struct Model
- {
- Model()
- {
- m_program.idx = bgfx::kInvalidHandle;
- m_texture.idx = bgfx::kInvalidHandle;
- }
- void load(const void* _vertices, uint16_t _numVertices, const bgfx::VertexDecl _decl, const uint16_t* _indices, uint32_t _numIndices)
- {
- m_mesh.load(_vertices, _numVertices, _decl, _indices, _numIndices);
- }
- void load(const char* _meshFilePath)
- {
- m_mesh.load(_meshFilePath);
- }
- void unload()
- {
- m_mesh.unload();
- }
- void submit(uint8_t _viewId, float* _mtx, const RenderState& _renderState)
- {
- for (GroupArray::const_iterator it = m_mesh.m_groups.begin(), itEnd = m_mesh.m_groups.end(); it != itEnd; ++it)
- {
- const Group& group = *it;
- // Set uniforms
- s_uniforms.submitPerDrawUniforms();
- // Set transform
- bgfx::setTransform(_mtx);
- // Set buffers
- bgfx::setIndexBuffer(group.m_ibh);
- bgfx::setVertexBuffer(0, group.m_vbh);
- // Set textures
- if (bgfx::kInvalidHandle != m_texture.idx)
- {
- bgfx::setTexture(0, s_texColor, m_texture);
- }
- bgfx::setTexture(1, s_texStencil, bgfx::getTexture(s_stencilFb) );
- // Apply render state
- ::setRenderState(_renderState);
- // Submit
- BX_CHECK(bgfx::kInvalidHandle != m_program, "Error, program is not set.");
- ::submit(_viewId, m_program);
- }
- }
- Mesh m_mesh;
- bgfx::ProgramHandle m_program;
- bgfx::TextureHandle m_texture;
- };
- struct Instance
- {
- Instance()
- : m_svExtrusionDistance(150.0f)
- {
- m_color[0] = 1.0f;
- m_color[1] = 1.0f;
- m_color[2] = 1.0f;
- }
- void submit(uint8_t _viewId, const RenderState& _renderState)
- {
- bx::memCopy(s_uniforms.m_color, m_color, 3*sizeof(float) );
- float mtx[16];
- bx::mtxSRT(mtx
- , m_scale[0]
- , m_scale[1]
- , m_scale[2]
- , m_rotation[0]
- , m_rotation[1]
- , m_rotation[2]
- , m_pos[0]
- , m_pos[1]
- , m_pos[2]
- );
- BX_CHECK(NULL != m_model, "Instance model cannot be NULL!");
- m_model->submit(_viewId, mtx, _renderState);
- }
- float m_scale[3];
- float m_rotation[3];
- float m_pos[3];
- float m_color[3];
- float m_svExtrusionDistance;
- Model* m_model;
- };
- #define SV_INSTANCE_MEM_SIZE (1500 << 10)
- #define SV_INSTANCE_COUNT ( (25 > MAX_INSTANCE_COUNT) ? 25 : MAX_INSTANCE_COUNT)
- #define SV_PAGE_SIZE (SV_INSTANCE_MEM_SIZE * SV_INSTANCE_COUNT * MAX_LIGHTS_COUNT)
- struct ShadowVolumeAllocator
- {
- ShadowVolumeAllocator()
- {
- m_mem = (uint8_t*)malloc(SV_PAGE_SIZE*2);
- m_ptr = m_mem;
- m_firstPage = true;
- }
- ~ShadowVolumeAllocator()
- {
- free(m_mem);
- }
- void* alloc(uint32_t _size)
- {
- void* ret = (void*)m_ptr;
- m_ptr += _size;
- BX_CHECK(m_ptr - m_mem < (m_firstPage ? SV_PAGE_SIZE : 2 * SV_PAGE_SIZE), "Buffer overflow!");
- return ret;
- }
- void swap()
- {
- m_ptr = m_firstPage ? m_mem + SV_PAGE_SIZE : m_mem;
- m_firstPage = !m_firstPage;
- }
- uint8_t* m_mem;
- uint8_t* m_ptr;
- bool m_firstPage;
- };
- static ShadowVolumeAllocator s_svAllocator;
- struct ShadowVolumeImpl
- {
- enum Enum
- {
- DepthPass,
- DepthFail,
- };
- };
- struct ShadowVolumeAlgorithm
- {
- enum Enum
- {
- FaceBased,
- EdgeBased,
- };
- };
- struct ShadowVolume
- {
- bgfx::VertexBufferHandle m_vbSides;
- bgfx::IndexBufferHandle m_ibSides;
- bgfx::IndexBufferHandle m_ibFrontCap;
- bgfx::IndexBufferHandle m_ibBackCap;
- uint32_t m_numVertices;
- uint32_t m_numIndices;
- const float* m_mtx;
- const float* m_lightPos;
- bool m_cap;
- };
- void shadowVolumeLightTransform(float* __restrict _outLightPos
- , const float* __restrict _scale
- , const float* __restrict _rotate
- , const float* __restrict _translate
- , const float* __restrict _lightPos // world pos
- )
- {
- /**
- * Instead of transforming all the vertices, transform light instead:
- * mtx = pivotTranslate -> rotateZYX -> invScale
- * light = mtx * origin
- */
- float pivot[16];
- bx::mtxTranslate(pivot
- , _lightPos[0] - _translate[0]
- , _lightPos[1] - _translate[1]
- , _lightPos[2] - _translate[2]
- );
- float mzyx[16];
- bx::mtxRotateZYX(mzyx
- , -_rotate[0]
- , -_rotate[1]
- , -_rotate[2]
- );
- float invScale[16];
- bx::mtxScale(invScale
- , 1.0f / _scale[0]
- , 1.0f / _scale[1]
- , 1.0f / _scale[2]
- );
- float tmp0[16];
- bx::mtxMul(tmp0, pivot, mzyx);
- float mtx[16];
- bx::mtxMul(mtx, tmp0, invScale);
- float origin[3] = { 0.0f, 0.0f, 0.0f };
- bx::vec3MulMtx(_outLightPos, origin, mtx);
- }
- void shadowVolumeCreate(ShadowVolume& _shadowVolume
- , Group& _group
- , uint16_t _stride
- , const float* _mtx
- , const float* _light // in model space
- , ShadowVolumeImpl::Enum _impl = ShadowVolumeImpl::DepthPass
- , ShadowVolumeAlgorithm::Enum _algo = ShadowVolumeAlgorithm::FaceBased
- , bool _textureAsStencil = false
- )
- {
- const uint8_t* vertices = _group.m_vertices;
- const FaceArray& faces = _group.m_faces;
- const Edge* edges = _group.m_edges;
- const Plane* edgePlanes = _group.m_edgePlanes;
- const uint32_t numEdges = _group.m_numEdges;
- HalfEdges& halfEdges = _group.m_halfEdges;
- struct VertexData
- {
- VertexData()
- {
- }
- VertexData(const float* _v3, float _extrude = 0.0f, float _k = 1.0f)
- {
- bx::memCopy(m_v, _v3, 3*sizeof(float) );
- m_extrude = _extrude;
- m_k = _k;
- }
- float m_v[3];
- float m_extrude;
- float m_k;
- };
- bool cap = (ShadowVolumeImpl::DepthFail == _impl);
- VertexData* verticesSide = (VertexData*) s_svAllocator.alloc(20000 * sizeof(VertexData) );
- uint16_t* indicesSide = (uint16_t*) s_svAllocator.alloc(20000 * 3*sizeof(uint16_t) );
- uint16_t* indicesFrontCap = 0;
- uint16_t* indicesBackCap = 0;
- if (cap)
- {
- indicesFrontCap = (uint16_t*)s_svAllocator.alloc(80000 * 3*sizeof(uint16_t) );
- indicesBackCap = (uint16_t*)s_svAllocator.alloc(80000 * 3*sizeof(uint16_t) );
- }
- uint32_t vsideI = 0;
- uint32_t sideI = 0;
- uint32_t frontCapI = 0;
- uint32_t backCapI = 0;
- uint16_t indexSide = 0;
- if (ShadowVolumeAlgorithm::FaceBased == _algo)
- {
- for (FaceArray::const_iterator iter = faces.begin(), end = faces.end(); iter != end; ++iter)
- {
- const Face& face = *iter;
- bool frontFacing = false;
- float f = bx::vec3Dot(face.m_plane, _light) + face.m_plane[3];
- if (f > 0.0f)
- {
- frontFacing = true;
- uint16_t triangleEdges[3][2] =
- {
- { face.m_i[0], face.m_i[1] },
- { face.m_i[1], face.m_i[2] },
- { face.m_i[2], face.m_i[0] },
- };
- for (uint8_t ii = 0; ii < 3; ++ii)
- {
- uint16_t first = triangleEdges[ii][0];
- uint16_t second = triangleEdges[ii][1];
- if (!halfEdges.unmark(second, first) )
- {
- halfEdges.mark(first, second);
- }
- }
- }
- if (cap)
- {
- if (frontFacing)
- {
- indicesFrontCap[frontCapI++] = face.m_i[0];
- indicesFrontCap[frontCapI++] = face.m_i[1];
- indicesFrontCap[frontCapI++] = face.m_i[2];
- }
- else
- {
- indicesBackCap[backCapI++] = face.m_i[0];
- indicesBackCap[backCapI++] = face.m_i[1];
- indicesBackCap[backCapI++] = face.m_i[2];
- }
- /**
- * if '_useFrontFacingFacesAsBackCap' is needed, implement it as such:
- *
- * bool condition0 = frontFacing && _useFrontFacingFacesAsBackCap;
- * bool condition1 = !frontFacing && !_useFrontFacingFacesAsBackCap;
- * if (condition0 || condition1)
- * {
- * indicesBackCap[backCapI++] = face.m_i[0];
- * indicesBackCap[backCapI++] = face.m_i[1+condition0];
- * indicesBackCap[backCapI++] = face.m_i[2-condition0];
- * }
- */
- }
- }
- // Fill side arrays.
- uint16_t firstIndex = 0;
- HalfEdge* he = halfEdges.begin();
- while (halfEdges.end() != he)
- {
- if (he->m_marked)
- {
- he->m_marked = false;
- const float* v0 = (float*)&vertices[firstIndex*_stride];
- const float* v1 = (float*)&vertices[he->m_secondIndex*_stride];
- verticesSide[vsideI++] = VertexData(v0, 0.0f);
- verticesSide[vsideI++] = VertexData(v0, 1.0f);
- verticesSide[vsideI++] = VertexData(v1, 0.0f);
- verticesSide[vsideI++] = VertexData(v1, 1.0f);
- indicesSide[sideI++] = indexSide+0;
- indicesSide[sideI++] = indexSide+1;
- indicesSide[sideI++] = indexSide+2;
- indicesSide[sideI++] = indexSide+2;
- indicesSide[sideI++] = indexSide+1;
- indicesSide[sideI++] = indexSide+3;
- indexSide += 4;
- }
- ++he;
- if (INVALID_EDGE_INDEX == he->m_secondIndex)
- {
- ++he;
- ++firstIndex;
- }
- }
- }
- else // ShadowVolumeAlgorithm::EdgeBased:
- {
- {
- uint32_t ii = 0;
- #if SV_USE_SIMD
- uint32_t numEdgesRounded = numEdges & (~0x1);
- using namespace bx;
- const simd128_t lx = simd_splat(_light[0]);
- const simd128_t ly = simd_splat(_light[1]);
- const simd128_t lz = simd_splat(_light[2]);
- for (; ii < numEdgesRounded; ii+=2)
- {
- const Edge& edge0 = edges[ii];
- const Edge& edge1 = edges[ii+1];
- const Plane* edgePlane0 = &edgePlanes[ii*2];
- const Plane* edgePlane1 = &edgePlanes[ii*2 + 2];
- const simd128_t reverse =
- simd_ild(edge0.m_faceReverseOrder[0]
- , edge1.m_faceReverseOrder[0]
- , edge0.m_faceReverseOrder[1]
- , edge1.m_faceReverseOrder[1]
- );
- const simd128_t p00 = simd_ld(edgePlane0[0].m_plane);
- const simd128_t p10 = simd_ld(edgePlane1[0].m_plane);
- const simd128_t p01 = simd_ld(edgePlane0[1].m_plane);
- const simd128_t p11 = simd_ld(edgePlane1[1].m_plane);
- const simd128_t xxyy0 = simd_shuf_xAyB(p00, p01);
- const simd128_t zzww0 = simd_shuf_zCwD(p00, p01);
- const simd128_t xxyy1 = simd_shuf_xAyB(p10, p11);
- const simd128_t zzww1 = simd_shuf_zCwD(p10, p11);
- const simd128_t vX = simd_shuf_xAyB(xxyy0, xxyy1);
- const simd128_t vY = simd_shuf_zCwD(xxyy0, xxyy1);
- const simd128_t vZ = simd_shuf_xAyB(zzww0, zzww1);
- const simd128_t vW = simd_shuf_zCwD(zzww0, zzww1);
- const simd128_t r0 = simd_mul(vX, lx);
- const simd128_t r1 = simd_mul(vY, ly);
- const simd128_t r2 = simd_mul(vZ, lz);
- const simd128_t dot = simd_add(r0, simd_add(r1, r2) );
- const simd128_t f = simd_add(dot, vW);
- const simd128_t zero = simd_zero();
- const simd128_t mask = simd_cmpgt(f, zero);
- const simd128_t onef = simd_splat(1.0f);
- const simd128_t tmp0 = simd_and(mask, onef);
- const simd128_t tmp1 = simd_ftoi(tmp0);
- const simd128_t tmp2 = simd_xor(tmp1, reverse);
- const simd128_t tmp3 = simd_sll(tmp2, 1);
- const simd128_t onei = simd_isplat(1);
- const simd128_t tmp4 = simd_isub(tmp3, onei);
- BX_ALIGN_DECL_16(int32_t res[4]);
- simd_st(&res, tmp4);
- for (uint16_t jj = 0; jj < 2; ++jj)
- {
- int32_t kk = res[jj] + res[jj+2];
- if (kk != 0)
- {
- float* v0 = (float*)&vertices[edges[ii+jj].m_i0*_stride];
- float* v1 = (float*)&vertices[edges[ii+jj].m_i1*_stride];
- verticesSide[vsideI++] = VertexData(v0, 0.0f, float(kk) );
- verticesSide[vsideI++] = VertexData(v0, 1.0f, float(kk) );
- verticesSide[vsideI++] = VertexData(v1, 0.0f, float(kk) );
- verticesSide[vsideI++] = VertexData(v1, 1.0f, float(kk) );
- kk = _textureAsStencil ? 1 : kk;
- uint16_t winding = uint16_t(kk > 0);
- for (int32_t ll = 0, end = abs(kk); ll < end; ++ll)
- {
- indicesSide[sideI++] = indexSide;
- indicesSide[sideI++] = indexSide + 2 - winding;
- indicesSide[sideI++] = indexSide + 1 + winding;
- indicesSide[sideI++] = indexSide + 2;
- indicesSide[sideI++] = indexSide + 3 - winding*2;
- indicesSide[sideI++] = indexSide + 1 + winding*2;
- }
- indexSide += 4;
- }
- }
- }
- #endif
- for (; ii < numEdges; ++ii)
- {
- const Edge& edge = edges[ii];
- const Plane* edgePlane = &edgePlanes[ii*2];
- int16_t s0 = ( (vec3Dot(edgePlane[0].m_plane, _light) + edgePlane[0].m_plane[3]) > 0.0f) ^ edge.m_faceReverseOrder[0];
- int16_t s1 = ( (vec3Dot(edgePlane[1].m_plane, _light) + edgePlane[1].m_plane[3]) > 0.0f) ^ edge.m_faceReverseOrder[1];
- int16_t kk = ( (s0 + s1) << 1) - 2;
- if (kk != 0)
- {
- float* v0 = (float*)&vertices[edge.m_i0*_stride];
- float* v1 = (float*)&vertices[edge.m_i1*_stride];
- verticesSide[vsideI++] = VertexData(v0, 0.0f, kk);
- verticesSide[vsideI++] = VertexData(v0, 1.0f, kk);
- verticesSide[vsideI++] = VertexData(v1, 0.0f, kk);
- verticesSide[vsideI++] = VertexData(v1, 1.0f, kk);
- kk = _textureAsStencil ? 1 : kk;
- uint16_t winding = uint16_t(kk > 0);
- for (int32_t jj = 0, end = abs(kk); jj < end; ++jj)
- {
- indicesSide[sideI++] = indexSide;
- indicesSide[sideI++] = indexSide + 2 - winding;
- indicesSide[sideI++] = indexSide + 1 + winding;
- indicesSide[sideI++] = indexSide + 2;
- indicesSide[sideI++] = indexSide + 3 - winding*2;
- indicesSide[sideI++] = indexSide + 1 + winding*2;
- }
- indexSide += 4;
- }
- }
- }
- if (cap)
- {
- // This could/should be done on GPU!
- for (FaceArray::const_iterator iter = faces.begin(), end = faces.end(); iter != end; ++iter)
- {
- const Face& face = *iter;
- float f = bx::vec3Dot(face.m_plane, _light) + face.m_plane[3];
- bool frontFacing = (f > 0.0f);
- for (uint8_t ii = 0, num = 1 + uint8_t(!_textureAsStencil); ii < num; ++ii)
- {
- if (frontFacing)
- {
- indicesFrontCap[frontCapI++] = face.m_i[0];
- indicesFrontCap[frontCapI++] = face.m_i[1];
- indicesFrontCap[frontCapI++] = face.m_i[2];
- }
- else
- {
- indicesBackCap[backCapI++] = face.m_i[0];
- indicesBackCap[backCapI++] = face.m_i[1];
- indicesBackCap[backCapI++] = face.m_i[2];
- }
- }
- }
- }
- }
- bgfx::VertexDecl decl;
- decl.begin()
- .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
- .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
- .end();
- //fill the structure
- _shadowVolume.m_numVertices = vsideI;
- _shadowVolume.m_numIndices = sideI + frontCapI + backCapI;
- _shadowVolume.m_mtx = _mtx;
- _shadowVolume.m_lightPos = _light;
- _shadowVolume.m_cap = cap;
- const bgfx::Memory* mem;
- //sides
- uint32_t vsize = vsideI * 5*sizeof(float);
- uint32_t isize = sideI * sizeof(uint16_t);
- mem = bgfx::makeRef(verticesSide, vsize);
- _shadowVolume.m_vbSides = bgfx::createVertexBuffer(mem, decl);
- mem = bgfx::makeRef(indicesSide, isize);
- _shadowVolume.m_ibSides = bgfx::createIndexBuffer(mem);
- // bgfx::destroy*Buffer doesn't actually destroy buffers now.
- // Instead, these bgfx::destroy*Buffer commands get queued to be executed after the end of the next frame.
- bgfx::destroyVertexBuffer(_shadowVolume.m_vbSides);
- bgfx::destroyIndexBuffer(_shadowVolume.m_ibSides);
- if (cap)
- {
- //front cap
- isize = frontCapI * sizeof(uint16_t);
- mem = bgfx::makeRef(indicesFrontCap, isize);
- _shadowVolume.m_ibFrontCap = bgfx::createIndexBuffer(mem);
- //gets destroyed after the end of the next frame
- bgfx::destroyIndexBuffer(_shadowVolume.m_ibFrontCap);
- //back cap
- isize = backCapI * sizeof(uint16_t);
- mem = bgfx::makeRef(indicesBackCap, isize);
- _shadowVolume.m_ibBackCap = bgfx::createIndexBuffer(mem);
- //gets destroyed after the end of the next frame
- bgfx::destroyIndexBuffer(_shadowVolume.m_ibBackCap);
- }
- }
- void createNearClipVolume(float* __restrict _outPlanes24f
- , float* __restrict _lightPos
- , float* __restrict _view
- , float _fovy
- , float _aspect
- , float _near
- )
- {
- float (*volumePlanes)[4] = (float(*)[4])_outPlanes24f;
- float mtxViewInv[16];
- float mtxViewTrans[16];
- bx::mtxInverse(mtxViewInv, _view);
- bx::mtxTranspose(mtxViewTrans, _view);
- float lightPosV[4];
- bx::vec4MulMtx(lightPosV, _lightPos, _view);
- const float delta = 0.1f;
- float nearNormal[4] = { 0.0f, 0.0f, 1.0f, _near };
- float d = bx::vec3Dot(lightPosV, nearNormal) + lightPosV[3] * nearNormal[3];
- // Light is:
- // 1.0f - in front of near plane
- // 0.0f - on the near plane
- // -1.0f - behind near plane
- float lightSide = float( (d > delta) - (d < -delta) );
- float t = bx::ftan(bx::toRad(_fovy)*0.5f) * _near;
- float b = -t;
- float r = t * _aspect;
- float l = -r;
- float cornersV[4][3] =
- {
- { r, t, _near },
- { l, t, _near },
- { l, b, _near },
- { r, b, _near },
- };
- float corners[4][3];
- bx::vec3MulMtx(corners[0], cornersV[0], mtxViewInv);
- bx::vec3MulMtx(corners[1], cornersV[1], mtxViewInv);
- bx::vec3MulMtx(corners[2], cornersV[2], mtxViewInv);
- bx::vec3MulMtx(corners[3], cornersV[3], mtxViewInv);
- float planeNormals[4][3];
- for (uint8_t ii = 0; ii < 4; ++ii)
- {
- float* normal = planeNormals[ii];
- float* plane = volumePlanes[ii];
- float planeVec[3];
- bx::vec3Sub(planeVec, corners[ii], corners[(ii-1)%4]);
- float light[3];
- float tmp[3];
- bx::vec3Mul(tmp, corners[ii], _lightPos[3]);
- bx::vec3Sub(light, _lightPos, tmp);
- bx::vec3Cross(normal, planeVec, light);
- normal[0] *= lightSide;
- normal[1] *= lightSide;
- normal[2] *= lightSide;
- float lenInv = 1.0f / bx::fsqrt(bx::vec3Dot(normal, normal) );
- plane[0] = normal[0] * lenInv;
- plane[1] = normal[1] * lenInv;
- plane[2] = normal[2] * lenInv;
- plane[3] = -bx::vec3Dot(normal, corners[ii]) * lenInv;
- }
- float nearPlaneV[4] =
- {
- 0.0f * lightSide,
- 0.0f * lightSide,
- 1.0f * lightSide,
- _near * lightSide,
- };
- bx::vec4MulMtx(volumePlanes[4], nearPlaneV, mtxViewTrans);
- float* lightPlane = volumePlanes[5];
- float lightPlaneNormal[3] = { 0.0f, 0.0f, -_near * lightSide };
- float tmp[3];
- bx::vec3MulMtx(tmp, lightPlaneNormal, mtxViewInv);
- bx::vec3Sub(lightPlaneNormal, tmp, _lightPos);
- float lenInv = 1.0f / bx::fsqrt(bx::vec3Dot(lightPlaneNormal, lightPlaneNormal) );
- lightPlane[0] = lightPlaneNormal[0] * lenInv;
- lightPlane[1] = lightPlaneNormal[1] * lenInv;
- lightPlane[2] = lightPlaneNormal[2] * lenInv;
- lightPlane[3] = -bx::vec3Dot(lightPlaneNormal, _lightPos) * lenInv;
- }
- bool clipTest(const float* _planes, uint8_t _planeNum, const Mesh& _mesh, const float* _scale, const float* _translate)
- {
- float (*volumePlanes)[4] = (float(*)[4])_planes;
- float scale = bx::fmax(bx::fmax(_scale[0], _scale[1]), _scale[2]);
- const GroupArray& groups = _mesh.m_groups;
- for (GroupArray::const_iterator it = groups.begin(), itEnd = groups.end(); it != itEnd; ++it)
- {
- const Group& group = *it;
- Sphere sphere = group.m_sphere;
- sphere.m_center[0] = sphere.m_center[0] * scale + _translate[0];
- sphere.m_center[1] = sphere.m_center[1] * scale + _translate[1];
- sphere.m_center[2] = sphere.m_center[2] * scale + _translate[2];
- sphere.m_radius *= (scale+0.4f);
- bool isInside = true;
- for (uint8_t ii = 0; ii < _planeNum; ++ii)
- {
- const float* plane = volumePlanes[ii];
- float positiveSide = bx::vec3Dot(plane, sphere.m_center) + plane[3] + sphere.m_radius;
- if (positiveSide < 0.0f)
- {
- isInside = false;
- break;
- }
- }
- if (isInside)
- {
- return true;
- }
- }
- return false;
- }
- struct ShadowVolumeProgramType
- {
- enum Enum
- {
- Blank = 0,
- Color,
- Tex1,
- Tex2,
- Count
- };
- };
- struct ShadowVolumePart
- {
- enum Enum
- {
- Back = 0,
- Side,
- Front,
- Count
- };
- };
- enum LightPattern
- {
- LightPattern0 = 0,
- LightPattern1
- };
- enum MeshChoice
- {
- BunnyHighPoly = 0,
- BunnyLowPoly
- };
- enum Scene
- {
- Scene0 = 0,
- Scene1,
- SceneCount
- };
- class ExampleShadowVolumes : public entry::AppI
- {
- public:
- ExampleShadowVolumes(const char* _name, const char* _description)
- : entry::AppI(_name, _description)
- {
- }
- void init(int32_t _argc, const char* const* _argv, uint32_t _width, uint32_t _height) BX_OVERRIDE
- {
- Args args(_argc, _argv);
- m_viewState = ViewState(_width, _height);
- m_clearValues = { 0x00000000, 1.0f, 0 };
- m_debug = BGFX_DEBUG_NONE;
- 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);
- const bgfx::Caps* caps = bgfx::getCaps();
- s_oglNdc = caps->homogeneousDepth;
- s_texelHalf = bgfx::RendererType::Direct3D9 == caps->rendererType ? 0.5f : 0.0f;
- // Imgui
- imguiCreate();
- PosNormalTexcoordVertex::init();
- s_uniforms.init();
- m_figureTex = loadTexture("textures/figure-rgba.dds");
- m_flareTex = loadTexture("textures/flare.dds");
- m_fieldstoneTex = loadTexture("textures/fieldstone-rgba.dds");
- bgfx::TextureHandle fbtextures[] =
- {
- bgfx::createTexture2D(uint16_t(m_viewState.m_width), uint16_t(m_viewState.m_height), false, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_U_CLAMP | BGFX_TEXTURE_V_CLAMP | BGFX_TEXTURE_RT),
- bgfx::createTexture2D(uint16_t(m_viewState.m_width), uint16_t(m_viewState.m_height), false, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT_WRITE_ONLY),
- };
- s_stencilFb = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
- s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1);
- s_texStencil = bgfx::createUniform("s_texStencil", bgfx::UniformType::Int1);
- m_programTextureLighting = loadProgram("vs_shadowvolume_texture_lighting", "fs_shadowvolume_texture_lighting");
- m_programColorLighting = loadProgram("vs_shadowvolume_color_lighting", "fs_shadowvolume_color_lighting" );
- m_programColorTexture = loadProgram("vs_shadowvolume_color_texture", "fs_shadowvolume_color_texture" );
- m_programTexture = loadProgram("vs_shadowvolume_texture", "fs_shadowvolume_texture" );
- m_programBackBlank = loadProgram("vs_shadowvolume_svback", "fs_shadowvolume_svbackblank" );
- m_programSideBlank = loadProgram("vs_shadowvolume_svside", "fs_shadowvolume_svsideblank" );
- m_programFrontBlank = loadProgram("vs_shadowvolume_svfront", "fs_shadowvolume_svfrontblank");
- m_programBackColor = loadProgram("vs_shadowvolume_svback", "fs_shadowvolume_svbackcolor" );
- m_programSideColor = loadProgram("vs_shadowvolume_svside", "fs_shadowvolume_svsidecolor" );
- m_programFrontColor = loadProgram("vs_shadowvolume_svfront", "fs_shadowvolume_svfrontcolor");
- m_programSideTex = loadProgram("vs_shadowvolume_svside", "fs_shadowvolume_svsidetex" );
- m_programBackTex1 = loadProgram("vs_shadowvolume_svback", "fs_shadowvolume_svbacktex1" );
- m_programBackTex2 = loadProgram("vs_shadowvolume_svback", "fs_shadowvolume_svbacktex2" );
- m_programFrontTex1 = loadProgram("vs_shadowvolume_svfront", "fs_shadowvolume_svfronttex1" );
- m_programFrontTex2 = loadProgram("vs_shadowvolume_svfront", "fs_shadowvolume_svfronttex2" );
- bgfx::ProgramHandle svProgs[ShadowVolumeProgramType::Count][ShadowVolumePart::Count] =
- {
- { m_programBackBlank, m_programSideBlank, m_programFrontBlank }, // Blank
- { m_programBackColor, m_programSideColor, m_programFrontColor }, // Color
- { m_programBackTex1, m_programSideTex, m_programFrontTex1 }, // Tex1
- { m_programBackTex2, m_programSideTex, m_programFrontTex2 }, // Tex2
- };
- bx::memCopy(m_svProgs, svProgs, sizeof(svProgs));
- m_bunnyHighPolyModel.load("meshes/bunny_patched.bin");
- m_bunnyHighPolyModel.m_program = m_programColorLighting;
- m_bunnyLowPolyModel.load("meshes/bunny_decimated.bin");
- m_bunnyLowPolyModel.m_program = m_programColorLighting;
- m_columnModel.load("meshes/column.bin");
- m_columnModel.m_program = m_programColorLighting;
- m_platformModel.load("meshes/platform.bin");
- m_platformModel.m_program = m_programTextureLighting;
- m_platformModel.m_texture = m_figureTex;
- m_cubeModel.load("meshes/cube.bin");
- m_cubeModel.m_program = m_programTextureLighting;
- m_cubeModel.m_texture = m_figureTex;
- m_hplaneFieldModel.load(s_hplaneVertices
- , BX_COUNTOF(s_hplaneVertices)
- , PosNormalTexcoordVertex::ms_decl
- , s_planeIndices
- , BX_COUNTOF(s_planeIndices)
- );
- m_hplaneFieldModel.m_program = m_programTextureLighting;
- m_hplaneFieldModel.m_texture = m_fieldstoneTex;
- m_hplaneFigureModel.load(s_hplaneVertices
- , BX_COUNTOF(s_hplaneVertices)
- , PosNormalTexcoordVertex::ms_decl
- , s_planeIndices
- , BX_COUNTOF(s_planeIndices)
- );
- m_hplaneFigureModel.m_program = m_programTextureLighting;
- m_hplaneFigureModel.m_texture = m_figureTex;
- m_vplaneModel.load(s_vplaneVertices
- , BX_COUNTOF(s_vplaneVertices)
- , PosNormalTexcoordVertex::ms_decl
- , s_planeIndices
- , BX_COUNTOF(s_planeIndices)
- );
- m_vplaneModel.m_program = m_programColorTexture;
- m_vplaneModel.m_texture = m_flareTex;
- // Setup lights.
- const float rgbInnerR[MAX_LIGHTS_COUNT][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
- };
- for (uint8_t ii = 0, jj = 0; ii < MAX_LIGHTS_COUNT; ++ii, ++jj)
- {
- const uint8_t index = jj%MAX_LIGHTS_COUNT;
- 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];
- }
- m_profTime = 0;
- m_timeOffset = bx::getHPCounter();
- m_numShadowVolumeVertices = 0;
- m_numShadowVolumeIndices = 0;
- m_oldWidth = 0;
- m_oldHeight = 0;
- // Imgui.
- m_showHelp = false;
- m_updateLights = true;
- m_updateScene = true;
- m_mixedSvImpl = true;
- m_useStencilTexture = false;
- m_drawShadowVolumes = false;
- m_numLights = 1;
- m_instanceCount = 9;
- m_shadowVolumeImpl = ShadowVolumeImpl::DepthFail;
- m_shadowVolumeAlgorithm = ShadowVolumeAlgorithm::EdgeBased;
- m_lightPattern = LightPattern0;
- m_currentMesh = BunnyLowPoly;
- m_currentScene = Scene0;
- // Set view matrix
- cameraCreate();
- float initialPos[3] = { 3.0f, 20.0f, -58.0f };
- cameraSetPosition(initialPos);
- cameraSetVerticalAngle(-0.25f);
- cameraGetViewMtx(m_viewState.m_view);
- }
- virtual int shutdown() BX_OVERRIDE
- {
- // Cleanup
- m_bunnyLowPolyModel.unload();
- m_bunnyHighPolyModel.unload();
- m_columnModel.unload();
- m_cubeModel.unload();
- m_platformModel.unload();
- m_hplaneFieldModel.unload();
- m_hplaneFigureModel.unload();
- m_vplaneModel.unload();
- s_uniforms.destroy();
- bgfx::destroyUniform(s_texColor);
- bgfx::destroyUniform(s_texStencil);
- bgfx::destroyFrameBuffer(s_stencilFb);
- 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_programTexture);
- bgfx::destroyProgram(m_programBackBlank);
- bgfx::destroyProgram(m_programSideBlank);
- bgfx::destroyProgram(m_programFrontBlank);
- bgfx::destroyProgram(m_programBackColor);
- bgfx::destroyProgram(m_programSideColor);
- bgfx::destroyProgram(m_programFrontColor);
- bgfx::destroyProgram(m_programSideTex);
- bgfx::destroyProgram(m_programBackTex1);
- bgfx::destroyProgram(m_programBackTex2);
- bgfx::destroyProgram(m_programFrontTex1);
- bgfx::destroyProgram(m_programFrontTex2);
- cameraDestroy();
- imguiDestroy();
- // Shutdown bgfx.
- bgfx::shutdown();
- return 0;
- }
- bool update() BX_OVERRIDE
- {
- if (!entry::processEvents(m_viewState.m_width, m_viewState.m_height, m_debug, m_reset, &m_mouseState) )
- {
- s_uniforms.submitConstUniforms();
- // Set projection matrices.
- const float fov = 60.0f;
- const float aspect = float(m_viewState.m_width)/float(m_viewState.m_height);
- const float nearPlane = 1.0f;
- const float farPlane = 1000.0f;
- // Respond properly on resize.
- if (m_oldWidth != m_viewState.m_width
- || m_oldHeight != m_viewState.m_height)
- {
- m_oldWidth = m_viewState.m_width;
- m_oldHeight = m_viewState.m_height;
- bgfx::destroyFrameBuffer(s_stencilFb);
- bgfx::TextureHandle fbtextures[] =
- {
- bgfx::createTexture2D(uint16_t(m_viewState.m_width), uint16_t(m_viewState.m_height), false, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP|BGFX_TEXTURE_RT),
- bgfx::createTexture2D(uint16_t(m_viewState.m_width), uint16_t(m_viewState.m_height), false, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT_WRITE_ONLY)
- };
- s_stencilFb = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
- }
- // 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;
- float time = (float)( (now - m_timeOffset)/double(bx::getHPFrequency() ) );
- const float deltaTime = float(frameTime/freq);
- s_uniforms.m_time = time;
- // Update camera.
- cameraUpdate(deltaTime, m_mouseState);
- // Set view and projection matrix for view 0.
- const bgfx::HMD* hmd = bgfx::getHMD();
- if (NULL != hmd && 0 != (hmd->flags & BGFX_HMD_RENDERING) )
- {
- float eye[3];
- cameraGetPosition(eye);
- bx::mtxQuatTranslationHMD(m_viewState.m_view, hmd->eye[0].rotation, eye);
- bx::mtxProj(m_viewState.m_proj, hmd->eye[0].fov, nearPlane, farPlane, s_oglNdc);
- m_viewState.m_width = hmd->width;
- m_viewState.m_height = hmd->height;
- }
- else
- {
- cameraGetViewMtx(m_viewState.m_view);
- bx::mtxProj(m_viewState.m_proj, fov, aspect, nearPlane, farPlane, s_oglNdc);
- }
- 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)
- );
- showExampleDialog(this);
- ImGui::SetNextWindowPos(ImVec2(m_viewState.m_width - 256.0f, 10.0f) );
- ImGui::Begin("Settings"
- , NULL
- , ImVec2(256.0f, 700.0f)
- , ImGuiWindowFlags_AlwaysAutoResize
- );
- const char* titles[2] =
- {
- "Scene 0",
- "Scene 1",
- };
- if (ImGui::RadioButton(titles[Scene0], Scene0 == m_currentScene) )
- {
- m_currentScene = Scene0;
- }
- if (ImGui::RadioButton(titles[Scene1], Scene1 == m_currentScene) )
- {
- m_currentScene = Scene1;
- }
- ImGui::SliderInt("Lights", &m_numLights, 1, MAX_LIGHTS_COUNT);
- ImGui::Checkbox("Update lights", &m_updateLights);
- ImGui::Indent();
- if (ImGui::RadioButton("Light pattern 0", LightPattern0 == m_lightPattern) )
- {
- m_lightPattern = LightPattern0;
- }
- if (ImGui::RadioButton("Light pattern 1", LightPattern1 == m_lightPattern) )
- {
- m_lightPattern = LightPattern1;
- }
- ImGui::Unindent();
- if ( Scene0 == m_currentScene )
- {
- ImGui::Checkbox("Update scene", &m_updateScene);
- }
- ImGui::Separator();
- ImGui::Text("Stencil buffer implementation:");
- ImGui::Checkbox("Mixed", &m_mixedSvImpl);
- if (!m_mixedSvImpl)
- {
- m_shadowVolumeImpl = (ImGui::RadioButton("Depth fail", ShadowVolumeImpl::DepthFail == m_shadowVolumeImpl) ? ShadowVolumeImpl::DepthFail : m_shadowVolumeImpl);
- m_shadowVolumeImpl = (ImGui::RadioButton("Depth pass", ShadowVolumeImpl::DepthPass == m_shadowVolumeImpl) ? ShadowVolumeImpl::DepthPass : m_shadowVolumeImpl);
- }
- ImGui::Text("Shadow volume implementation:");
- m_shadowVolumeAlgorithm = (ImGui::RadioButton("Face based impl.", ShadowVolumeAlgorithm::FaceBased == m_shadowVolumeAlgorithm) ? ShadowVolumeAlgorithm::FaceBased : m_shadowVolumeAlgorithm);
- m_shadowVolumeAlgorithm = (ImGui::RadioButton("Edge based impl.", ShadowVolumeAlgorithm::EdgeBased == m_shadowVolumeAlgorithm) ? ShadowVolumeAlgorithm::EdgeBased : m_shadowVolumeAlgorithm);
- ImGui::Text("Stencil:");
- if (ImGui::RadioButton("Use stencil buffer", !m_useStencilTexture) )
- {
- if (m_useStencilTexture)
- {
- m_useStencilTexture = false;
- }
- }
- if (ImGui::RadioButton("Use texture as stencil", m_useStencilTexture) )
- {
- if (!m_useStencilTexture)
- {
- m_useStencilTexture = true;
- }
- }
- ImGui::Separator();
- ImGui::Text("Mesh:");
- if (ImGui::RadioButton("Bunny - high poly", BunnyHighPoly == m_currentMesh) )
- {
- m_currentMesh = BunnyHighPoly;
- }
- if (ImGui::RadioButton("Bunny - low poly", BunnyLowPoly == m_currentMesh) )
- {
- m_currentMesh = BunnyLowPoly;
- }
- if (Scene1 == m_currentScene)
- {
- ImGui::SliderInt("Instance count", &m_instanceCount, 1, MAX_INSTANCE_COUNT);
- }
- ImGui::Text("CPU Time: %7.1f [ms]", double(m_profTime)*toMs);
- ImGui::Text("Volume Vertices: %5.uk", m_numShadowVolumeVertices/1000);
- ImGui::Text("Volume Indices: %6.uk", m_numShadowVolumeIndices/1000);
- m_numShadowVolumeVertices = 0;
- m_numShadowVolumeIndices = 0;
- ImGui::Separator();
- ImGui::Checkbox("Draw Shadow Volumes", &m_drawShadowVolumes);
- ImGui::End();
- ImGui::SetNextWindowPos(ImVec2(10, float(m_viewState.m_height) - 77.0f - 10.0f) );
- ImGui::Begin("Show help:"
- , NULL
- , ImVec2(120.0f, 77.0f)
- , ImGuiWindowFlags_AlwaysAutoResize
- );
- if (ImGui::Button(m_showHelp ? "ON" : "OFF") )
- {
- m_showHelp = !m_showHelp;
- }
- ImGui::End();
- imguiEndFrame();
- //update settings
- s_uniforms.m_params.m_ambientPass = 1.0f;
- s_uniforms.m_params.m_lightingPass = 1.0f;
- s_uniforms.m_params.m_texelHalf = s_texelHalf;
- s_uniforms.m_svparams.m_useStencilTex = float(m_useStencilTexture);
- //set picked bunny model
- Model* bunnyModel = BunnyLowPoly == m_currentMesh ? &m_bunnyLowPolyModel : &m_bunnyHighPolyModel;
- //update time accumulators
- static float sceneTimeAccumulator = 0.0f;
- if (m_updateScene)
- {
- sceneTimeAccumulator += deltaTime;
- }
- static float lightTimeAccumulator = 0.0f;
- if (m_updateLights)
- {
- lightTimeAccumulator += deltaTime;
- }
- //setup light positions
- float lightPosRadius[MAX_LIGHTS_COUNT][4];
- if (LightPattern0 == m_lightPattern)
- {
- for (uint8_t ii = 0; ii < m_numLights; ++ii)
- {
- lightPosRadius[ii][0] = bx::fcos(2.0f*bx::kPi/float(m_numLights) * float(ii) + lightTimeAccumulator * 1.1f + 3.0f) * 20.0f;
- lightPosRadius[ii][1] = 20.0f;
- lightPosRadius[ii][2] = bx::fsin(2.0f*bx::kPi/float(m_numLights) * float(ii) + lightTimeAccumulator * 1.1f + 3.0f) * 20.0f;
- lightPosRadius[ii][3] = 20.0f;
- }
- }
- else
- {
- for (uint8_t ii = 0; ii < m_numLights; ++ii)
- {
- lightPosRadius[ii][0] = bx::fcos(float(ii) * 2.0f/float(m_numLights) + lightTimeAccumulator * 1.3f + bx::kPi) * 40.0f;
- lightPosRadius[ii][1] = 20.0f;
- lightPosRadius[ii][2] = bx::fsin(float(ii) * 2.0f/float(m_numLights) + lightTimeAccumulator * 1.3f + bx::kPi) * 40.0f;
- lightPosRadius[ii][3] = 20.0f;
- }
- }
- if (m_showHelp)
- {
- uint8_t row = 5;
- bgfx::dbgTextPrintf(3, row++, 0x0f, "Stencil buffer implementation:");
- bgfx::dbgTextPrintf(8, row++, 0x0f, "Depth fail - Robust, but slower than 'Depth pass'. Requires computing and drawing of shadow volume caps.");
- bgfx::dbgTextPrintf(8, row++, 0x0f, "Depth pass - Faster, but not stable. Shadows are wrong when camera is in the shadow.");
- bgfx::dbgTextPrintf(8, row++, 0x0f, "Mixed - 'Depth pass' where possible, 'Depth fail' where necessary. Best of both words.");
- row++;
- bgfx::dbgTextPrintf(3, row++, 0x0f, "Shadow volume implementation:");
- bgfx::dbgTextPrintf(8, row++, 0x0f, "Face Based - Slower. Works fine with either stencil buffer or texture as stencil.");
- bgfx::dbgTextPrintf(8, row++, 0x0f, "Edge Based - Faster, but requires +2 incr/decr on stencil buffer. To avoid massive redraw, use RGBA texture as stencil.");
- row++;
- bgfx::dbgTextPrintf(3, row++, 0x0f, "Stencil:");
- bgfx::dbgTextPrintf(8, row++, 0x0f, "Stencil buffer - Faster, but capable only of +1 incr.");
- bgfx::dbgTextPrintf(8, row++, 0x0f, "Texture as stencil - Slower, but capable of +2 incr.");
- }
- // Setup instances
- Instance shadowCasters[SceneCount][60];
- uint16_t shadowCastersCount[SceneCount];
- for (uint8_t ii = 0; ii < SceneCount; ++ii)
- {
- shadowCastersCount[ii] = 0;
- }
- Instance shadowReceivers[SceneCount][10];
- uint16_t shadowReceiversCount[SceneCount];
- for (uint8_t ii = 0; ii < SceneCount; ++ii)
- {
- shadowReceiversCount[ii] = 0;
- }
- // Scene 0 - shadow casters - Bunny
- {
- Instance& inst = shadowCasters[Scene0][shadowCastersCount[Scene0]++];
- inst.m_scale[0] = 5.0f;
- inst.m_scale[1] = 5.0f;
- inst.m_scale[2] = 5.0f;
- inst.m_rotation[0] = 0.0f;
- inst.m_rotation[1] = float(4.0f - sceneTimeAccumulator * 0.7f);
- inst.m_rotation[2] = 0.0f;
- inst.m_pos[0] = 0.0f;
- inst.m_pos[1] = 10.0f;
- inst.m_pos[2] = 0.0f;
- inst.m_color[0] = 0.68f;
- inst.m_color[1] = 0.65f;
- inst.m_color[2] = 0.60f;
- inst.m_model = bunnyModel;
- }
- // Scene 0 - shadow casters - Cubes top.
- const uint8_t numCubesTop = 9;
- for (uint16_t ii = 0; ii < numCubesTop; ++ii)
- {
- Instance& inst = shadowCasters[Scene0][shadowCastersCount[Scene0]++];
- inst.m_scale[0] = 1.0f;
- inst.m_scale[1] = 1.0f;
- inst.m_scale[2] = 1.0f;
- inst.m_rotation[0] = 0.0f;
- inst.m_rotation[1] = 0.0f;
- inst.m_rotation[2] = 0.0f;
- inst.m_pos[0] = bx::fsin(ii * 2.0f + 13.0f + sceneTimeAccumulator * 1.1f) * 13.0f;
- inst.m_pos[1] = 6.0f;
- inst.m_pos[2] = bx::fcos(ii * 2.0f + 13.0f + sceneTimeAccumulator * 1.1f) * 13.0f;
- inst.m_model = &m_cubeModel;
- }
- // Scene 0 - shadow casters - Cubes bottom.
- const uint8_t numCubesBottom = 9;
- for (uint16_t ii = 0; ii < numCubesBottom; ++ii)
- {
- Instance& inst = shadowCasters[Scene0][shadowCastersCount[Scene0]++];
- inst.m_scale[0] = 1.0f;
- inst.m_scale[1] = 1.0f;
- inst.m_scale[2] = 1.0f;
- inst.m_rotation[0] = 0.0f;
- inst.m_rotation[1] = 0.0f;
- inst.m_rotation[2] = 0.0f;
- inst.m_pos[0] = bx::fsin(ii * 2.0f + 13.0f + sceneTimeAccumulator * 1.1f) * 13.0f;
- inst.m_pos[1] = 22.0f;
- inst.m_pos[2] = bx::fcos(ii * 2.0f + 13.0f + sceneTimeAccumulator * 1.1f) * 13.0f;
- inst.m_model = &m_cubeModel;
- }
- // Scene 0 - shadow casters - Columns.
- const float dist = 16.0f;
- const float columnPositions[][3] =
- {
- { dist, 3.3f, dist },
- { -dist, 3.3f, dist },
- { dist, 3.3f, -dist },
- { -dist, 3.3f, -dist },
- };
- for (uint8_t ii = 0; ii < 4; ++ii)
- {
- Instance& inst = shadowCasters[Scene0][shadowCastersCount[Scene0]++];
- inst.m_scale[0] = 1.5f;
- inst.m_scale[1] = 1.5f;
- inst.m_scale[2] = 1.5f;
- inst.m_rotation[0] = 0.0f;
- inst.m_rotation[1] = 1.57f;
- inst.m_rotation[2] = 0.0f;
- inst.m_pos[0] = columnPositions[ii][0];
- inst.m_pos[1] = columnPositions[ii][1];
- inst.m_pos[2] = columnPositions[ii][2];
- inst.m_color[0] = 0.25f;
- inst.m_color[1] = 0.25f;
- inst.m_color[2] = 0.25f;
- inst.m_model = &m_columnModel;
- }
- // Scene 0 - shadow casters - Ceiling.
- {
- Instance& inst = shadowCasters[Scene0][shadowCastersCount[Scene0]++];
- inst.m_scale[0] = 21.0f;
- inst.m_scale[1] = 21.0f;
- inst.m_scale[2] = 21.0f;
- inst.m_rotation[0] = bx::kPi;
- inst.m_rotation[1] = 0.0f;
- inst.m_rotation[2] = 0.0f;
- inst.m_pos[0] = 0.0f;
- inst.m_pos[1] = 28.2f;
- inst.m_pos[2] = 0.0f;
- inst.m_model = &m_platformModel;
- inst.m_svExtrusionDistance = 2.0f; //prevent culling on tight view frustum
- }
- // Scene 0 - shadow casters - Platform.
- {
- Instance& inst = shadowCasters[Scene0][shadowCastersCount[Scene0]++];
- inst.m_scale[0] = 24.0f;
- inst.m_scale[1] = 24.0f;
- inst.m_scale[2] = 24.0f;
- inst.m_rotation[0] = 0.0f;
- inst.m_rotation[1] = 0.0f;
- inst.m_rotation[2] = 0.0f;
- inst.m_pos[0] = 0.0f;
- inst.m_pos[1] = 0.0f;
- inst.m_pos[2] = 0.0f;
- inst.m_model = &m_platformModel;
- inst.m_svExtrusionDistance = 2.0f; //prevent culling on tight view frustum
- }
- // Scene 0 - shadow receivers - Floor.
- {
- Instance& inst = shadowReceivers[Scene0][shadowReceiversCount[Scene0]++];
- inst.m_scale[0] = 500.0f;
- inst.m_scale[1] = 500.0f;
- inst.m_scale[2] = 500.0f;
- inst.m_rotation[0] = 0.0f;
- inst.m_rotation[1] = 0.0f;
- inst.m_rotation[2] = 0.0f;
- inst.m_pos[0] = 0.0f;
- inst.m_pos[1] = 0.0f;
- inst.m_pos[2] = 0.0f;
- inst.m_model = &m_hplaneFieldModel;
- }
- // Scene 1 - shadow casters - Bunny instances
- {
- enum Direction
- {
- Left = 0x0,
- Down = 0x1,
- Right = 0x2,
- Up = 0x3,
- };
- const uint8_t directionMask = 0x3;
- uint8_t currentDirection = Left;
- float currX = 0.0f;
- float currY = 0.0f;
- const float stepX = 20.0f;
- const float stepY = 20.0f;
- uint8_t stateStep = 0;
- uint8_t stateChange = 1;
- for (uint8_t ii = 0; ii < m_instanceCount; ++ii)
- {
- Instance& inst = shadowCasters[Scene1][shadowCastersCount[Scene1]++];
- inst.m_scale[0] = 5.0f;
- inst.m_scale[1] = 5.0f;
- inst.m_scale[2] = 5.0f;
- inst.m_rotation[0] = 0.0f;
- inst.m_rotation[1] = bx::kPi;
- inst.m_rotation[2] = 0.0f;
- inst.m_pos[0] = currX;
- inst.m_pos[1] = 0.0f;
- inst.m_pos[2] = currY;
- inst.m_model = bunnyModel;
- ++stateStep;
- if (stateStep >= ( (stateChange & ~0x1) >> 1) )
- {
- currentDirection = (currentDirection + 1) & directionMask;
- stateStep = 0;
- ++stateChange;
- }
- switch (currentDirection)
- {
- case Left: currX -= stepX; break;
- case Down: currY -= stepY; break;
- case Right: currX += stepX; break;
- case Up: currY += stepY; break;
- }
- }
- }
- // Scene 1 - shadow receivers - Floor.
- {
- Instance& inst = shadowReceivers[Scene1][shadowReceiversCount[Scene1]++];
- inst.m_scale[0] = 500.0f;
- inst.m_scale[1] = 500.0f;
- inst.m_scale[2] = 500.0f;
- inst.m_rotation[0] = 0.0f;
- inst.m_rotation[1] = 0.0f;
- inst.m_rotation[2] = 0.0f;
- inst.m_pos[0] = 0.0f;
- inst.m_pos[1] = 0.0f;
- inst.m_pos[2] = 0.0f;
- inst.m_model = &m_hplaneFigureModel;
- }
- // Make sure at the beginning everything gets cleared.
- bgfx::setViewClear(0
- , BGFX_CLEAR_COLOR
- | BGFX_CLEAR_DEPTH
- | BGFX_CLEAR_STENCIL
- , m_clearValues.m_clearRgba
- , m_clearValues.m_clearDepth
- , m_clearValues.m_clearStencil
- );
- ::touch(0);
- // Draw ambient only.
- s_uniforms.m_params.m_ambientPass = 1.0f;
- s_uniforms.m_params.m_lightingPass = 0.0f;
- s_uniforms.m_color[0] = 1.0f;
- s_uniforms.m_color[1] = 1.0f;
- s_uniforms.m_color[2] = 1.0f;
- const RenderState& drawAmbient = m_useStencilTexture
- ? s_renderStates[RenderState::ShadowVolume_UsingStencilTexture_DrawAmbient]
- : s_renderStates[RenderState::ShadowVolume_UsingStencilBuffer_DrawAmbient]
- ;
- // Draw shadow casters.
- for (uint8_t ii = 0; ii < shadowCastersCount[m_currentScene]; ++ii)
- {
- shadowCasters[m_currentScene][ii].submit(VIEWID_RANGE1_PASS0, drawAmbient);
- }
- // Draw shadow receivers.
- for (uint8_t ii = 0; ii < shadowReceiversCount[m_currentScene]; ++ii)
- {
- shadowReceivers[m_currentScene][ii].submit(VIEWID_RANGE1_PASS0, drawAmbient);
- }
- // Using stencil texture requires rendering to separate render target. first pass is building depth buffer.
- if (m_useStencilTexture)
- {
- bgfx::setViewClear(VIEWID_RANGE1_RT_PASS1, BGFX_CLEAR_DEPTH, 0x00000000, 1.0f, 0);
- bgfx::setViewFrameBuffer(VIEWID_RANGE1_RT_PASS1, s_stencilFb);
- const RenderState& renderState = s_renderStates[RenderState::ShadowVolume_UsingStencilTexture_BuildDepth];
- for (uint8_t ii = 0; ii < shadowCastersCount[m_currentScene]; ++ii)
- {
- shadowCasters[m_currentScene][ii].submit(VIEWID_RANGE1_RT_PASS1, renderState);
- }
- for (uint8_t ii = 0; ii < shadowReceiversCount[m_currentScene]; ++ii)
- {
- shadowReceivers[m_currentScene][ii].submit(VIEWID_RANGE1_RT_PASS1, renderState);
- }
- }
- m_profTime = bx::getHPCounter();
- /**
- * For each light:
- * 1. Compute and draw shadow volume to stencil buffer
- * 2. Draw diffuse with stencil test
- */
- for (uint8_t ii = 0, viewId = VIEWID_RANGE15_PASS2; ii < m_numLights; ++ii, ++viewId)
- {
- const float* lightPos = lightPosRadius[ii];
- bx::memCopy(s_uniforms.m_lightPosRadius, lightPosRadius[ii], 4*sizeof(float) );
- bx::memCopy(s_uniforms.m_lightRgbInnerR, m_lightRgbInnerR[ii], 3*sizeof(float) );
- bx::memCopy(s_uniforms.m_color, m_lightRgbInnerR[ii], 3*sizeof(float) );
- if (m_useStencilTexture)
- {
- bgfx::setViewFrameBuffer(viewId, s_stencilFb);
- bgfx::setViewClear(viewId
- , BGFX_CLEAR_COLOR
- , 0x00000000
- , 1.0f
- , 0
- );
- }
- else
- {
- const bgfx::FrameBufferHandle invalid = BGFX_INVALID_HANDLE;
- bgfx::setViewFrameBuffer(viewId, invalid);
- bgfx::setViewClear(viewId
- , BGFX_CLEAR_STENCIL
- , m_clearValues.m_clearRgba
- , m_clearValues.m_clearDepth
- , m_clearValues.m_clearStencil
- );
- }
- // Create near clip volume for current light.
- float nearClipVolume[6 * 4] = {};
- float pointLight[4];
- if (m_mixedSvImpl)
- {
- pointLight[0] = lightPos[0];
- pointLight[1] = lightPos[1];
- pointLight[2] = lightPos[2];
- pointLight[3] = 1.0f;
- createNearClipVolume(nearClipVolume, pointLight, m_viewState.m_view, fov, aspect, nearPlane);
- }
- for (uint8_t jj = 0; jj < shadowCastersCount[m_currentScene]; ++jj)
- {
- const Instance& instance = shadowCasters[m_currentScene][jj];
- Model* model = instance.m_model;
- ShadowVolumeImpl::Enum shadowVolumeImpl = m_shadowVolumeImpl;
- if (m_mixedSvImpl)
- {
- // If instance is inside near clip volume, depth fail must be used, else depth pass is fine.
- bool isInsideVolume = clipTest(nearClipVolume, 6, model->m_mesh, instance.m_scale, instance.m_pos);
- shadowVolumeImpl = (isInsideVolume ? ShadowVolumeImpl::DepthFail : ShadowVolumeImpl::DepthPass);
- }
- s_uniforms.m_svparams.m_dfail = float(ShadowVolumeImpl::DepthFail == shadowVolumeImpl);
- // Compute virtual light position for shadow volume generation.
- float transformedLightPos[3];
- shadowVolumeLightTransform(transformedLightPos
- , instance.m_scale
- , instance.m_rotation
- , instance.m_pos
- , lightPos
- );
- // Set virtual light pos.
- bx::memCopy(s_uniforms.m_virtualLightPos_extrusionDist, transformedLightPos, 3*sizeof(float) );
- s_uniforms.m_virtualLightPos_extrusionDist[3] = instance.m_svExtrusionDistance;
- // Compute transform for shadow volume.
- float shadowVolumeMtx[16];
- bx::mtxSRT(shadowVolumeMtx
- , instance.m_scale[0]
- , instance.m_scale[1]
- , instance.m_scale[2]
- , instance.m_rotation[0]
- , instance.m_rotation[1]
- , instance.m_rotation[2]
- , instance.m_pos[0]
- , instance.m_pos[1]
- , instance.m_pos[2]
- );
- GroupArray& groups = model->m_mesh.m_groups;
- const uint16_t stride = model->m_mesh.m_decl.getStride();
- for (GroupArray::iterator it = groups.begin(), itEnd = groups.end(); it != itEnd; ++it)
- {
- Group& group = *it;
- // Create shadow volume.
- ShadowVolume shadowVolume;
- shadowVolumeCreate(shadowVolume
- , group
- , stride
- , shadowVolumeMtx
- , transformedLightPos
- , shadowVolumeImpl
- , m_shadowVolumeAlgorithm
- , m_useStencilTexture
- );
- m_numShadowVolumeVertices += shadowVolume.m_numVertices;
- m_numShadowVolumeIndices += shadowVolume.m_numIndices;
- ShadowVolumeProgramType::Enum programIndex = ShadowVolumeProgramType::Blank;
- RenderState::Enum renderStateIndex;
- if (m_useStencilTexture)
- {
- renderStateIndex = ShadowVolumeImpl::DepthFail == shadowVolumeImpl
- ? RenderState::ShadowVolume_UsingStencilTexture_CraftStencil_DepthFail
- : RenderState::ShadowVolume_UsingStencilTexture_CraftStencil_DepthPass
- ;
- programIndex = ShadowVolumeAlgorithm::FaceBased == m_shadowVolumeAlgorithm
- ? ShadowVolumeProgramType::Tex1
- : ShadowVolumeProgramType::Tex2
- ;
- }
- else
- {
- renderStateIndex = ShadowVolumeImpl::DepthFail == shadowVolumeImpl
- ? RenderState::ShadowVolume_UsingStencilBuffer_CraftStencil_DepthFail
- : RenderState::ShadowVolume_UsingStencilBuffer_CraftStencil_DepthPass
- ;
- }
- const RenderState& renderStateCraftStencil = s_renderStates[renderStateIndex];
- s_uniforms.submitPerDrawUniforms();
- bgfx::setTransform(shadowVolumeMtx);
- bgfx::setVertexBuffer(0, shadowVolume.m_vbSides);
- bgfx::setIndexBuffer(shadowVolume.m_ibSides);
- setRenderState(renderStateCraftStencil);
- ::submit(viewId, m_svProgs[programIndex][ShadowVolumePart::Side]);
- if (shadowVolume.m_cap)
- {
- s_uniforms.submitPerDrawUniforms();
- bgfx::setTransform(shadowVolumeMtx);
- bgfx::setVertexBuffer(0, group.m_vbh);
- bgfx::setIndexBuffer(shadowVolume.m_ibFrontCap);
- setRenderState(renderStateCraftStencil);
- ::submit(viewId, m_svProgs[programIndex][ShadowVolumePart::Front]);
- s_uniforms.submitPerDrawUniforms();
- bgfx::setTransform(shadowVolumeMtx);
- bgfx::setVertexBuffer(0, group.m_vbh);
- bgfx::setIndexBuffer(shadowVolume.m_ibBackCap);
- ::setRenderState(renderStateCraftStencil);
- ::submit(viewId, m_svProgs[programIndex][ShadowVolumePart::Back]);
- }
- if (m_drawShadowVolumes)
- {
- const RenderState& renderState = s_renderStates[RenderState::Custom_DrawShadowVolume_Lines];
- s_uniforms.submitPerDrawUniforms();
- bgfx::setTransform(shadowVolumeMtx);
- bgfx::setVertexBuffer(0, shadowVolume.m_vbSides);
- bgfx::setIndexBuffer(shadowVolume.m_ibSides);
- ::setRenderState(renderState);
- ::submit(VIEWID_RANGE1_PASS3, m_svProgs[ShadowVolumeProgramType::Color][ShadowVolumePart::Side]);
- if (shadowVolume.m_cap)
- {
- s_uniforms.submitPerDrawUniforms();
- bgfx::setTransform(shadowVolumeMtx);
- bgfx::setVertexBuffer(0, group.m_vbh);
- bgfx::setIndexBuffer(shadowVolume.m_ibFrontCap);
- ::setRenderState(renderState);
- ::submit(VIEWID_RANGE1_PASS3, m_svProgs[ShadowVolumeProgramType::Color][ShadowVolumePart::Front]);
- s_uniforms.submitPerDrawUniforms();
- bgfx::setTransform(shadowVolumeMtx);
- bgfx::setVertexBuffer(0, group.m_vbh);
- bgfx::setIndexBuffer(shadowVolume.m_ibBackCap);
- ::setRenderState(renderState);
- ::submit(VIEWID_RANGE1_PASS3, m_svProgs[ShadowVolumeProgramType::Color][ShadowVolumePart::Back]);
- }
- }
- }
- }
- // Draw diffuse only.
- s_uniforms.m_params.m_ambientPass = 0.0f;
- s_uniforms.m_params.m_lightingPass = 1.0f;
- RenderState& drawDiffuse = m_useStencilTexture
- ? s_renderStates[RenderState::ShadowVolume_UsingStencilTexture_DrawDiffuse]
- : s_renderStates[RenderState::ShadowVolume_UsingStencilBuffer_DrawDiffuse]
- ;
- // If using stencil texture, viewId is set to render target. Incr it to render to default back buffer.
- viewId += uint8_t(m_useStencilTexture);
- // Draw shadow casters.
- for (uint8_t jj = 0; jj < shadowCastersCount[m_currentScene]; ++jj)
- {
- shadowCasters[m_currentScene][jj].submit(viewId, drawDiffuse);
- }
- // Draw shadow receivers.
- for (uint8_t jj = 0; jj < shadowReceiversCount[m_currentScene]; ++jj)
- {
- shadowReceivers[m_currentScene][jj].submit(viewId, drawDiffuse);
- }
- }
- m_profTime = bx::getHPCounter() - m_profTime;
- // Lights.
- const float lightScale[3] = { 1.5f, 1.5f, 1.5f };
- for (uint8_t ii = 0; ii < m_numLights; ++ii)
- {
- bx::memCopy(s_uniforms.m_color, m_lightRgbInnerR[ii], 3*sizeof(float) );
- float lightMtx[16];
- mtxBillboard(lightMtx, m_viewState.m_view, lightPosRadius[ii], lightScale);
- m_vplaneModel.submit(VIEWID_RANGE1_PASS3, lightMtx, s_renderStates[RenderState::Custom_BlendLightTexture]);
- }
- // 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();
- // Swap memory pages.
- s_svAllocator.swap();
- // Reset clear values.
- setViewClearMask(UINT32_MAX
- , BGFX_CLEAR_NONE
- , m_clearValues.m_clearRgba
- , m_clearValues.m_clearDepth
- , m_clearValues.m_clearStencil
- );
- return true;
- }
- return false;
- }
- ViewState m_viewState;
- ClearValues m_clearValues;
- uint32_t m_debug;
- uint32_t m_reset;
- bgfx::TextureHandle m_figureTex;
- bgfx::TextureHandle m_flareTex;
- bgfx::TextureHandle m_fieldstoneTex;
- bgfx::ProgramHandle m_programTextureLighting;
- bgfx::ProgramHandle m_programColorLighting;
- bgfx::ProgramHandle m_programColorTexture;
- bgfx::ProgramHandle m_programTexture;
- bgfx::ProgramHandle m_programBackBlank;
- bgfx::ProgramHandle m_programSideBlank;
- bgfx::ProgramHandle m_programFrontBlank;
- bgfx::ProgramHandle m_programBackColor;
- bgfx::ProgramHandle m_programSideColor;
- bgfx::ProgramHandle m_programFrontColor;
- bgfx::ProgramHandle m_programSideTex;
- bgfx::ProgramHandle m_programBackTex1;
- bgfx::ProgramHandle m_programBackTex2;
- bgfx::ProgramHandle m_programFrontTex1;
- bgfx::ProgramHandle m_programFrontTex2;
- bgfx::ProgramHandle m_svProgs[ShadowVolumeProgramType::Count][ShadowVolumePart::Count];
- Model m_bunnyLowPolyModel;
- Model m_bunnyHighPolyModel;
- Model m_columnModel;
- Model m_platformModel;
- Model m_cubeModel;
- Model m_hplaneFieldModel;
- Model m_hplaneFigureModel;
- Model m_vplaneModel;
- float m_lightRgbInnerR[MAX_LIGHTS_COUNT][4];
- int64_t m_profTime;
- int64_t m_timeOffset;
- uint32_t m_numShadowVolumeVertices;
- uint32_t m_numShadowVolumeIndices;
- uint32_t m_oldWidth;
- uint32_t m_oldHeight;
- int32_t m_numLights;
- int32_t m_instanceCount;
- bool m_showHelp;
- bool m_updateLights;
- bool m_updateScene;
- bool m_mixedSvImpl;
- bool m_useStencilTexture;
- bool m_drawShadowVolumes;
- ShadowVolumeImpl::Enum m_shadowVolumeImpl;
- ShadowVolumeAlgorithm::Enum m_shadowVolumeAlgorithm;
- LightPattern m_lightPattern;
- MeshChoice m_currentMesh;
- Scene m_currentScene;
- entry::MouseState m_mouseState;
- };
- } // namespace
- ENTRY_IMPLEMENT_MAIN(ExampleShadowVolumes, "14-shadowvolumes", "Shadow volumes.");
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