stencil.cpp 37 KB

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  1. /*
  2. * Copyright 2013-2014 Dario Manesku. All rights reserved.
  3. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
  4. */
  5. #include <string>
  6. #include <vector>
  7. #include "common.h"
  8. #include "bgfx_utils.h"
  9. #include <bx/file.h>
  10. #include "camera.h"
  11. #include "imgui/imgui.h"
  12. namespace bgfx
  13. {
  14. int32_t read(bx::ReaderI* _reader, bgfx::VertexLayout& _layout, bx::Error* _err);
  15. }
  16. namespace
  17. {
  18. #define RENDER_VIEWID_RANGE1_PASS_0 1
  19. #define RENDER_VIEWID_RANGE1_PASS_1 2
  20. #define RENDER_VIEWID_RANGE1_PASS_2 3
  21. #define RENDER_VIEWID_RANGE1_PASS_3 4
  22. #define RENDER_VIEWID_RANGE1_PASS_4 5
  23. #define RENDER_VIEWID_RANGE1_PASS_5 6
  24. #define RENDER_VIEWID_RANGE5_PASS_6 7
  25. #define RENDER_VIEWID_RANGE1_PASS_7 13
  26. #define MAX_NUM_LIGHTS 5
  27. struct PosNormalTexcoordVertex
  28. {
  29. float m_x;
  30. float m_y;
  31. float m_z;
  32. uint32_t m_normal;
  33. float m_u;
  34. float m_v;
  35. static void init()
  36. {
  37. ms_layout
  38. .begin()
  39. .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
  40. .add(bgfx::Attrib::Normal, 4, bgfx::AttribType::Uint8, true, true)
  41. .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
  42. .end();
  43. }
  44. static bgfx::VertexLayout ms_layout;
  45. };
  46. bgfx::VertexLayout PosNormalTexcoordVertex::ms_layout;
  47. static const float s_texcoord = 5.0f;
  48. static PosNormalTexcoordVertex s_hplaneVertices[] =
  49. {
  50. { -1.0f, 0.0f, 1.0f, encodeNormalRgba8(0.0f, 1.0f, 0.0f), s_texcoord, s_texcoord },
  51. { 1.0f, 0.0f, 1.0f, encodeNormalRgba8(0.0f, 1.0f, 0.0f), s_texcoord, 0.0f },
  52. { -1.0f, 0.0f, -1.0f, encodeNormalRgba8(0.0f, 1.0f, 0.0f), 0.0f, s_texcoord },
  53. { 1.0f, 0.0f, -1.0f, encodeNormalRgba8(0.0f, 1.0f, 0.0f), 0.0f, 0.0f },
  54. };
  55. static PosNormalTexcoordVertex s_vplaneVertices[] =
  56. {
  57. { -1.0f, 1.0f, 0.0f, encodeNormalRgba8(0.0f, 0.0f, -1.0f), 1.0f, 1.0f },
  58. { 1.0f, 1.0f, 0.0f, encodeNormalRgba8(0.0f, 0.0f, -1.0f), 1.0f, 0.0f },
  59. { -1.0f, -1.0f, 0.0f, encodeNormalRgba8(0.0f, 0.0f, -1.0f), 0.0f, 1.0f },
  60. { 1.0f, -1.0f, 0.0f, encodeNormalRgba8(0.0f, 0.0f, -1.0f), 0.0f, 0.0f },
  61. };
  62. static const PosNormalTexcoordVertex s_cubeVertices[] =
  63. {
  64. { -1.0f, 1.0f, 1.0f, encodeNormalRgba8( 0.0f, 1.0f, 0.0f), 1.0f, 1.0f },
  65. { 1.0f, 1.0f, 1.0f, encodeNormalRgba8( 0.0f, 1.0f, 0.0f), 0.0f, 1.0f },
  66. { -1.0f, 1.0f, -1.0f, encodeNormalRgba8( 0.0f, 1.0f, 0.0f), 1.0f, 0.0f },
  67. { 1.0f, 1.0f, -1.0f, encodeNormalRgba8( 0.0f, 1.0f, 0.0f), 0.0f, 0.0f },
  68. { -1.0f, -1.0f, 1.0f, encodeNormalRgba8( 0.0f, -1.0f, 0.0f), 1.0f, 1.0f },
  69. { 1.0f, -1.0f, 1.0f, encodeNormalRgba8( 0.0f, -1.0f, 0.0f), 0.0f, 1.0f },
  70. { -1.0f, -1.0f, -1.0f, encodeNormalRgba8( 0.0f, -1.0f, 0.0f), 1.0f, 0.0f },
  71. { 1.0f, -1.0f, -1.0f, encodeNormalRgba8( 0.0f, -1.0f, 0.0f), 0.0f, 0.0f },
  72. { 1.0f, -1.0f, 1.0f, encodeNormalRgba8( 0.0f, 0.0f, 1.0f), 0.0f, 0.0f },
  73. { 1.0f, 1.0f, 1.0f, encodeNormalRgba8( 0.0f, 0.0f, 1.0f), 0.0f, 1.0f },
  74. { -1.0f, -1.0f, 1.0f, encodeNormalRgba8( 0.0f, 0.0f, 1.0f), 1.0f, 0.0f },
  75. { -1.0f, 1.0f, 1.0f, encodeNormalRgba8( 0.0f, 0.0f, 1.0f), 1.0f, 1.0f },
  76. { 1.0f, -1.0f, -1.0f, encodeNormalRgba8( 0.0f, 0.0f, -1.0f), 0.0f, 0.0f },
  77. { 1.0f, 1.0f, -1.0f, encodeNormalRgba8( 0.0f, 0.0f, -1.0f), 0.0f, 1.0f },
  78. { -1.0f, -1.0f, -1.0f, encodeNormalRgba8( 0.0f, 0.0f, -1.0f), 1.0f, 0.0f },
  79. { -1.0f, 1.0f, -1.0f, encodeNormalRgba8( 0.0f, 0.0f, -1.0f), 1.0f, 1.0f },
  80. { 1.0f, 1.0f, -1.0f, encodeNormalRgba8( 1.0f, 0.0f, 0.0f), 1.0f, 1.0f },
  81. { 1.0f, 1.0f, 1.0f, encodeNormalRgba8( 1.0f, 0.0f, 0.0f), 0.0f, 1.0f },
  82. { 1.0f, -1.0f, -1.0f, encodeNormalRgba8( 1.0f, 0.0f, 0.0f), 1.0f, 0.0f },
  83. { 1.0f, -1.0f, 1.0f, encodeNormalRgba8( 1.0f, 0.0f, 0.0f), 0.0f, 0.0f },
  84. { -1.0f, 1.0f, -1.0f, encodeNormalRgba8(-1.0f, 0.0f, 0.0f), 1.0f, 1.0f },
  85. { -1.0f, 1.0f, 1.0f, encodeNormalRgba8(-1.0f, 0.0f, 0.0f), 0.0f, 1.0f },
  86. { -1.0f, -1.0f, -1.0f, encodeNormalRgba8(-1.0f, 0.0f, 0.0f), 1.0f, 0.0f },
  87. { -1.0f, -1.0f, 1.0f, encodeNormalRgba8(-1.0f, 0.0f, 0.0f), 0.0f, 0.0f },
  88. };
  89. static const uint16_t s_cubeIndices[] =
  90. {
  91. 0, 1, 2,
  92. 1, 3, 2,
  93. 4, 6, 5,
  94. 5, 6, 7,
  95. 8, 9, 10,
  96. 9, 11, 10,
  97. 12, 14, 13,
  98. 13, 14, 15,
  99. 16, 17, 18,
  100. 17, 19, 18,
  101. 20, 22, 21,
  102. 21, 22, 23,
  103. };
  104. static const uint16_t s_planeIndices[] =
  105. {
  106. 0, 1, 2,
  107. 1, 3, 2,
  108. };
  109. static uint32_t s_viewMask = 0;
  110. static uint32_t s_clearMask = 0;
  111. static bgfx::UniformHandle s_texColor;
  112. void setViewClearMask(uint32_t _viewMask, uint8_t _flags, uint32_t _rgba, float _depth, uint8_t _stencil)
  113. {
  114. for (uint32_t view = 0, viewMask = _viewMask; 0 != viewMask; viewMask >>= 1, view += 1 )
  115. {
  116. const uint32_t ntz = bx::uint32_cnttz(viewMask);
  117. viewMask >>= ntz;
  118. view += ntz;
  119. bgfx::setViewClear( (uint8_t)view, _flags, _rgba, _depth, _stencil);
  120. }
  121. }
  122. void setViewTransformMask(uint32_t _viewMask, const void* _view, const void* _proj)
  123. {
  124. for (uint32_t view = 0, viewMask = _viewMask; 0 != viewMask; viewMask >>= 1, view += 1 )
  125. {
  126. const uint32_t ntz = bx::uint32_cnttz(viewMask);
  127. viewMask >>= ntz;
  128. view += ntz;
  129. bgfx::setViewTransform( (uint8_t)view, _view, _proj);
  130. }
  131. }
  132. void setViewRectMask(uint32_t _viewMask, uint16_t _x, uint16_t _y, uint16_t _width, uint16_t _height)
  133. {
  134. for (uint32_t view = 0, viewMask = _viewMask; 0 != viewMask; viewMask >>= 1, view += 1 )
  135. {
  136. const uint32_t ntz = bx::uint32_cnttz(viewMask);
  137. viewMask >>= ntz;
  138. view += ntz;
  139. bgfx::setViewRect( (uint8_t)view, _x, _y, _width, _height);
  140. }
  141. }
  142. void mtxReflected(float* _result, const bx::Vec3& _pos, const bx::Vec3& _normal)
  143. {
  144. const float nx = _normal.x;
  145. const float ny = _normal.y;
  146. const float nz = _normal.z;
  147. _result[ 0] = 1.0f - 2.0f * nx * nx;
  148. _result[ 1] = - 2.0f * nx * ny;
  149. _result[ 2] = - 2.0f * nx * nz;
  150. _result[ 3] = 0.0f;
  151. _result[ 4] = - 2.0f * nx * ny;
  152. _result[ 5] = 1.0f - 2.0f * ny * ny;
  153. _result[ 6] = - 2.0f * ny * nz;
  154. _result[ 7] = 0.0f;
  155. _result[ 8] = - 2.0f * nx * nz;
  156. _result[ 9] = - 2.0f * ny * nz;
  157. _result[10] = 1.0f - 2.0f * nz * nz;
  158. _result[11] = 0.0f;
  159. const float dot = bx::dot(_pos, _normal);
  160. _result[12] = 2.0f * dot * nx;
  161. _result[13] = 2.0f * dot * ny;
  162. _result[14] = 2.0f * dot * nz;
  163. _result[15] = 1.0f;
  164. }
  165. void mtxShadow(float* _result, const float* _ground, const float* _light)
  166. {
  167. const float dot =
  168. _ground[0] * _light[0]
  169. + _ground[1] * _light[1]
  170. + _ground[2] * _light[2]
  171. + _ground[3] * _light[3]
  172. ;
  173. _result[ 0] = dot - _light[0] * _ground[0];
  174. _result[ 1] = 0.0f - _light[1] * _ground[0];
  175. _result[ 2] = 0.0f - _light[2] * _ground[0];
  176. _result[ 3] = 0.0f - _light[3] * _ground[0];
  177. _result[ 4] = 0.0f - _light[0] * _ground[1];
  178. _result[ 5] = dot - _light[1] * _ground[1];
  179. _result[ 6] = 0.0f - _light[2] * _ground[1];
  180. _result[ 7] = 0.0f - _light[3] * _ground[1];
  181. _result[ 8] = 0.0f - _light[0] * _ground[2];
  182. _result[ 9] = 0.0f - _light[1] * _ground[2];
  183. _result[10] = dot - _light[2] * _ground[2];
  184. _result[11] = 0.0f - _light[3] * _ground[2];
  185. _result[12] = 0.0f - _light[0] * _ground[3];
  186. _result[13] = 0.0f - _light[1] * _ground[3];
  187. _result[14] = 0.0f - _light[2] * _ground[3];
  188. _result[15] = dot - _light[3] * _ground[3];
  189. }
  190. void mtxBillboard(float* _result, const float* _view, const float* _pos, const float* _scale)
  191. {
  192. _result[ 0] = _view[0] * _scale[0];
  193. _result[ 1] = _view[4] * _scale[0];
  194. _result[ 2] = _view[8] * _scale[0];
  195. _result[ 3] = 0.0f;
  196. _result[ 4] = _view[1] * _scale[1];
  197. _result[ 5] = _view[5] * _scale[1];
  198. _result[ 6] = _view[9] * _scale[1];
  199. _result[ 7] = 0.0f;
  200. _result[ 8] = _view[2] * _scale[2];
  201. _result[ 9] = _view[6] * _scale[2];
  202. _result[10] = _view[10] * _scale[2];
  203. _result[11] = 0.0f;
  204. _result[12] = _pos[0];
  205. _result[13] = _pos[1];
  206. _result[14] = _pos[2];
  207. _result[15] = 1.0f;
  208. }
  209. struct Uniforms
  210. {
  211. void init()
  212. {
  213. m_params.m_ambientPass = 1.0f;
  214. m_params.m_lightingPass = 1.0f;
  215. m_params.m_lightCount = 4.0f;
  216. m_params.m_lightIndex = 4.0f;
  217. m_ambient[0] = 0.02f;
  218. m_ambient[1] = 0.02f;
  219. m_ambient[2] = 0.02f;
  220. m_ambient[3] = 0.0f; //unused
  221. m_diffuse[0] = 0.2f;
  222. m_diffuse[1] = 0.2f;
  223. m_diffuse[2] = 0.2f;
  224. m_diffuse[3] = 0.0f; //unused
  225. m_specular_shininess[0] = 1.0f;
  226. m_specular_shininess[1] = 1.0f;
  227. m_specular_shininess[2] = 1.0f;
  228. m_specular_shininess[3] = 10.0f; //shininess
  229. m_color[0] = 1.0f;
  230. m_color[1] = 1.0f;
  231. m_color[2] = 1.0f;
  232. m_color[3] = 1.0f;
  233. m_time = 0.0f;
  234. for (uint8_t ii = 0; ii < MAX_NUM_LIGHTS; ++ii)
  235. {
  236. m_lightPosRadius[ii][0] = 0.0f;
  237. m_lightPosRadius[ii][1] = 0.0f;
  238. m_lightPosRadius[ii][2] = 0.0f;
  239. m_lightPosRadius[ii][3] = 1.0f;
  240. m_lightRgbInnerR[ii][0] = 1.0f;
  241. m_lightRgbInnerR[ii][1] = 1.0f;
  242. m_lightRgbInnerR[ii][2] = 1.0f;
  243. m_lightRgbInnerR[ii][3] = 1.0f;
  244. }
  245. u_params = bgfx::createUniform("u_params", bgfx::UniformType::Vec4);
  246. u_ambient = bgfx::createUniform("u_ambient", bgfx::UniformType::Vec4);
  247. u_diffuse = bgfx::createUniform("u_diffuse", bgfx::UniformType::Vec4);
  248. u_specular_shininess = bgfx::createUniform("u_specular_shininess", bgfx::UniformType::Vec4);
  249. u_color = bgfx::createUniform("u_color", bgfx::UniformType::Vec4);
  250. u_lightPosRadius = bgfx::createUniform("u_lightPosRadius", bgfx::UniformType::Vec4, MAX_NUM_LIGHTS);
  251. u_lightRgbInnerR = bgfx::createUniform("u_lightRgbInnerR", bgfx::UniformType::Vec4, MAX_NUM_LIGHTS);
  252. }
  253. //call this once at initialization
  254. void submitConstUniforms()
  255. {
  256. bgfx::setUniform(u_ambient, &m_ambient);
  257. bgfx::setUniform(u_diffuse, &m_diffuse);
  258. bgfx::setUniform(u_specular_shininess, &m_specular_shininess);
  259. }
  260. //call this before each draw call
  261. void submitPerDrawUniforms()
  262. {
  263. bgfx::setUniform(u_params, &m_params);
  264. bgfx::setUniform(u_color, &m_color);
  265. bgfx::setUniform(u_lightPosRadius, &m_lightPosRadius, MAX_NUM_LIGHTS);
  266. bgfx::setUniform(u_lightRgbInnerR, &m_lightRgbInnerR, MAX_NUM_LIGHTS);
  267. }
  268. void destroy()
  269. {
  270. bgfx::destroy(u_params);
  271. bgfx::destroy(u_ambient);
  272. bgfx::destroy(u_diffuse);
  273. bgfx::destroy(u_specular_shininess);
  274. bgfx::destroy(u_color);
  275. bgfx::destroy(u_lightPosRadius);
  276. bgfx::destroy(u_lightRgbInnerR);
  277. }
  278. struct Params
  279. {
  280. float m_ambientPass;
  281. float m_lightingPass;
  282. float m_lightCount;
  283. float m_lightIndex;
  284. };
  285. struct SvParams
  286. {
  287. float m_useStencilTex;
  288. float m_dfail;
  289. float m_unused0;
  290. float m_unused1;
  291. };
  292. Params m_params;
  293. SvParams m_svparams;
  294. float m_ambient[4];
  295. float m_diffuse[4];
  296. float m_specular_shininess[4];
  297. float m_color[4];
  298. float m_time;
  299. float m_lightPosRadius[MAX_NUM_LIGHTS][4];
  300. float m_lightRgbInnerR[MAX_NUM_LIGHTS][4];
  301. /**
  302. * u_params.x - u_ambientPass
  303. * u_params.y - u_lightingPass
  304. * u_params.z - u_lightCount
  305. * u_params.w - u_lightIndex
  306. */
  307. bgfx::UniformHandle u_params;
  308. bgfx::UniformHandle u_ambient;
  309. bgfx::UniformHandle u_diffuse;
  310. bgfx::UniformHandle u_specular_shininess;
  311. bgfx::UniformHandle u_color;
  312. bgfx::UniformHandle u_lightPosRadius;
  313. bgfx::UniformHandle u_lightRgbInnerR;
  314. };
  315. static Uniforms s_uniforms;
  316. //-------------------------------------------------
  317. // Render state
  318. //-------------------------------------------------
  319. struct RenderState
  320. {
  321. enum Enum
  322. {
  323. StencilReflection_CraftStencil = 0,
  324. StencilReflection_DrawReflected,
  325. StencilReflection_BlendPlane,
  326. StencilReflection_DrawScene,
  327. ProjectionShadows_DrawAmbient,
  328. ProjectionShadows_CraftStencil,
  329. ProjectionShadows_DrawDiffuse,
  330. Custom_BlendLightTexture,
  331. Custom_DrawPlaneBottom,
  332. Count
  333. };
  334. uint64_t m_state;
  335. uint32_t m_blendFactorRgba;
  336. uint32_t m_fstencil;
  337. uint32_t m_bstencil;
  338. };
  339. static RenderState s_renderStates[RenderState::Count] =
  340. {
  341. { // StencilReflection_CraftStencil
  342. BGFX_STATE_WRITE_RGB
  343. | BGFX_STATE_WRITE_Z
  344. | BGFX_STATE_DEPTH_TEST_LESS
  345. | BGFX_STATE_MSAA
  346. , UINT32_MAX
  347. , BGFX_STENCIL_TEST_ALWAYS // pass always
  348. | BGFX_STENCIL_FUNC_REF(1) // value = 1
  349. | BGFX_STENCIL_FUNC_RMASK(0xff)
  350. | BGFX_STENCIL_OP_FAIL_S_REPLACE
  351. | BGFX_STENCIL_OP_FAIL_Z_REPLACE
  352. | BGFX_STENCIL_OP_PASS_Z_REPLACE // store the value
  353. , BGFX_STENCIL_NONE
  354. },
  355. { // StencilReflection_DrawReflected
  356. BGFX_STATE_WRITE_RGB
  357. | BGFX_STATE_WRITE_A
  358. | BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_SRC_ALPHA, BGFX_STATE_BLEND_INV_SRC_ALPHA)
  359. | BGFX_STATE_WRITE_Z
  360. | BGFX_STATE_DEPTH_TEST_LESS
  361. | BGFX_STATE_CULL_CW //reflection matrix has inverted normals. using CCW instead of CW.
  362. | BGFX_STATE_MSAA
  363. , UINT32_MAX
  364. , BGFX_STENCIL_TEST_EQUAL
  365. | BGFX_STENCIL_FUNC_REF(1)
  366. | BGFX_STENCIL_FUNC_RMASK(1)
  367. | BGFX_STENCIL_OP_FAIL_S_KEEP
  368. | BGFX_STENCIL_OP_FAIL_Z_KEEP
  369. | BGFX_STENCIL_OP_PASS_Z_KEEP
  370. , BGFX_STENCIL_NONE
  371. },
  372. { // StencilReflection_BlendPlane
  373. BGFX_STATE_WRITE_RGB
  374. | BGFX_STATE_WRITE_Z
  375. | BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_SRC_COLOR)
  376. | BGFX_STATE_DEPTH_TEST_LESS
  377. | BGFX_STATE_CULL_CCW
  378. | BGFX_STATE_MSAA
  379. , UINT32_MAX
  380. , BGFX_STENCIL_NONE
  381. , BGFX_STENCIL_NONE
  382. },
  383. { // StencilReflection_DrawScene
  384. BGFX_STATE_WRITE_RGB
  385. | BGFX_STATE_WRITE_Z
  386. | BGFX_STATE_DEPTH_TEST_LESS
  387. | BGFX_STATE_CULL_CCW
  388. | BGFX_STATE_MSAA
  389. , UINT32_MAX
  390. , BGFX_STENCIL_NONE
  391. , BGFX_STENCIL_NONE
  392. },
  393. { // ProjectionShadows_DrawAmbient
  394. BGFX_STATE_WRITE_RGB
  395. | BGFX_STATE_WRITE_Z // write depth !
  396. | BGFX_STATE_DEPTH_TEST_LESS
  397. | BGFX_STATE_CULL_CCW
  398. | BGFX_STATE_MSAA
  399. , UINT32_MAX
  400. , BGFX_STENCIL_NONE
  401. , BGFX_STENCIL_NONE
  402. },
  403. { // ProjectionShadows_CraftStencil
  404. BGFX_STATE_DEPTH_TEST_LESS
  405. | BGFX_STATE_MSAA
  406. , UINT32_MAX
  407. , BGFX_STENCIL_TEST_ALWAYS // pass always
  408. | BGFX_STENCIL_FUNC_REF(1) // value = 1
  409. | BGFX_STENCIL_FUNC_RMASK(0xff)
  410. | BGFX_STENCIL_OP_FAIL_S_KEEP
  411. | BGFX_STENCIL_OP_FAIL_Z_KEEP
  412. | BGFX_STENCIL_OP_PASS_Z_REPLACE // store the value
  413. , BGFX_STENCIL_NONE
  414. },
  415. { // ProjectionShadows_DrawDiffuse
  416. BGFX_STATE_WRITE_RGB
  417. | BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE)
  418. | BGFX_STATE_DEPTH_TEST_EQUAL
  419. | BGFX_STATE_CULL_CCW
  420. | BGFX_STATE_MSAA
  421. , UINT32_MAX
  422. , BGFX_STENCIL_TEST_NOTEQUAL
  423. | BGFX_STENCIL_FUNC_REF(1)
  424. | BGFX_STENCIL_FUNC_RMASK(1)
  425. | BGFX_STENCIL_OP_FAIL_S_KEEP
  426. | BGFX_STENCIL_OP_FAIL_Z_KEEP
  427. | BGFX_STENCIL_OP_PASS_Z_KEEP
  428. , BGFX_STENCIL_NONE
  429. },
  430. { // Custom_BlendLightTexture
  431. BGFX_STATE_WRITE_RGB
  432. | BGFX_STATE_WRITE_A
  433. | BGFX_STATE_WRITE_Z
  434. | BGFX_STATE_DEPTH_TEST_LESS
  435. | BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_SRC_COLOR, BGFX_STATE_BLEND_INV_SRC_COLOR)
  436. | BGFX_STATE_CULL_CCW
  437. | BGFX_STATE_MSAA
  438. , UINT32_MAX
  439. , BGFX_STENCIL_NONE
  440. , BGFX_STENCIL_NONE
  441. },
  442. { // Custom_DrawPlaneBottom
  443. BGFX_STATE_WRITE_RGB
  444. | BGFX_STATE_CULL_CW
  445. | BGFX_STATE_MSAA
  446. , UINT32_MAX
  447. , BGFX_STENCIL_NONE
  448. , BGFX_STENCIL_NONE
  449. },
  450. };
  451. struct ViewState
  452. {
  453. ViewState(uint32_t _width = 0, uint32_t _height = 0)
  454. : m_width(_width)
  455. , m_height(_height)
  456. {
  457. }
  458. uint32_t m_width;
  459. uint32_t m_height;
  460. float m_view[16];
  461. float m_proj[16];
  462. };
  463. struct ClearValues
  464. {
  465. ClearValues(uint32_t _clearRgba = 0x30303000
  466. , float _clearDepth = 1.0f
  467. , uint8_t _clearStencil = 0
  468. )
  469. : m_clearRgba(_clearRgba)
  470. , m_clearDepth(_clearDepth)
  471. , m_clearStencil(_clearStencil)
  472. { }
  473. uint32_t m_clearRgba;
  474. float m_clearDepth;
  475. uint8_t m_clearStencil;
  476. };
  477. void clearView(bgfx::ViewId _id, uint8_t _flags, const ClearValues& _clearValues)
  478. {
  479. bgfx::setViewClear(_id
  480. , _flags
  481. , _clearValues.m_clearRgba
  482. , _clearValues.m_clearDepth
  483. , _clearValues.m_clearStencil
  484. );
  485. // Keep track of cleared views
  486. s_clearMask |= 1 << _id;
  487. }
  488. void clearViewMask(uint32_t _viewMask, uint8_t _flags, const ClearValues& _clearValues)
  489. {
  490. setViewClearMask(_viewMask
  491. , _flags
  492. , _clearValues.m_clearRgba
  493. , _clearValues.m_clearDepth
  494. , _clearValues.m_clearStencil
  495. );
  496. // Keep track of cleared views
  497. s_clearMask |= _viewMask;
  498. }
  499. struct Aabb
  500. {
  501. float m_min[3];
  502. float m_max[3];
  503. };
  504. struct Obb
  505. {
  506. float m_mtx[16];
  507. };
  508. struct Sphere
  509. {
  510. float m_center[3];
  511. float m_radius;
  512. };
  513. struct Primitive
  514. {
  515. uint32_t m_startIndex;
  516. uint32_t m_numIndices;
  517. uint32_t m_startVertex;
  518. uint32_t m_numVertices;
  519. Sphere m_sphere;
  520. Aabb m_aabb;
  521. Obb m_obb;
  522. };
  523. typedef std::vector<Primitive> PrimitiveArray;
  524. struct Group
  525. {
  526. Group()
  527. {
  528. reset();
  529. }
  530. void reset()
  531. {
  532. m_vbh.idx = bgfx::kInvalidHandle;
  533. m_ibh.idx = bgfx::kInvalidHandle;
  534. m_prims.clear();
  535. }
  536. bgfx::VertexBufferHandle m_vbh;
  537. bgfx::IndexBufferHandle m_ibh;
  538. Sphere m_sphere;
  539. Aabb m_aabb;
  540. Obb m_obb;
  541. PrimitiveArray m_prims;
  542. };
  543. struct Mesh
  544. {
  545. void load(const void* _vertices, uint32_t _numVertices, const bgfx::VertexLayout _layout, const uint16_t* _indices, uint32_t _numIndices)
  546. {
  547. Group group;
  548. const bgfx::Memory* mem;
  549. uint32_t size;
  550. size = _numVertices*_layout.getStride();
  551. mem = bgfx::makeRef(_vertices, size);
  552. group.m_vbh = bgfx::createVertexBuffer(mem, _layout);
  553. size = _numIndices*2;
  554. mem = bgfx::makeRef(_indices, size);
  555. group.m_ibh = bgfx::createIndexBuffer(mem);
  556. m_groups.push_back(group);
  557. }
  558. void load(const char* _filePath)
  559. {
  560. #define BGFX_CHUNK_MAGIC_VB BX_MAKEFOURCC('V', 'B', ' ', 0x1)
  561. #define BGFX_CHUNK_MAGIC_IB BX_MAKEFOURCC('I', 'B', ' ', 0x0)
  562. #define BGFX_CHUNK_MAGIC_PRI BX_MAKEFOURCC('P', 'R', 'I', 0x0)
  563. bx::FileReaderI* reader = entry::getFileReader();
  564. bx::open(reader, _filePath);
  565. Group group;
  566. bx::Error err;
  567. uint32_t chunk;
  568. while (4 == bx::read(reader, chunk, &err) )
  569. {
  570. switch (chunk)
  571. {
  572. case BGFX_CHUNK_MAGIC_VB:
  573. {
  574. bx::read(reader, group.m_sphere, &err);
  575. bx::read(reader, group.m_aabb, &err);
  576. bx::read(reader, group.m_obb, &err);
  577. bgfx::read(reader, m_layout, &err);
  578. uint16_t stride = m_layout.getStride();
  579. uint16_t numVertices;
  580. bx::read(reader, numVertices, &err);
  581. const bgfx::Memory* mem = bgfx::alloc(numVertices*stride);
  582. bx::read(reader, mem->data, mem->size, &err);
  583. group.m_vbh = bgfx::createVertexBuffer(mem, m_layout);
  584. }
  585. break;
  586. case BGFX_CHUNK_MAGIC_IB:
  587. {
  588. uint32_t numIndices;
  589. bx::read(reader, numIndices, &err);
  590. const bgfx::Memory* mem = bgfx::alloc(numIndices*2);
  591. bx::read(reader, mem->data, mem->size, &err);
  592. group.m_ibh = bgfx::createIndexBuffer(mem);
  593. }
  594. break;
  595. case BGFX_CHUNK_MAGIC_PRI:
  596. {
  597. uint16_t len;
  598. bx::read(reader, len, &err);
  599. std::string material;
  600. material.resize(len);
  601. bx::read(reader, const_cast<char*>(material.c_str() ), len, &err);
  602. uint16_t num;
  603. bx::read(reader, num, &err);
  604. for (uint32_t ii = 0; ii < num; ++ii)
  605. {
  606. bx::read(reader, len, &err);
  607. std::string name;
  608. name.resize(len);
  609. bx::read(reader, const_cast<char*>(name.c_str() ), len, &err);
  610. Primitive prim;
  611. bx::read(reader, prim.m_startIndex, &err);
  612. bx::read(reader, prim.m_numIndices, &err);
  613. bx::read(reader, prim.m_startVertex, &err);
  614. bx::read(reader, prim.m_numVertices, &err);
  615. bx::read(reader, prim.m_sphere, &err);
  616. bx::read(reader, prim.m_aabb, &err);
  617. bx::read(reader, prim.m_obb, &err);
  618. group.m_prims.push_back(prim);
  619. }
  620. m_groups.push_back(group);
  621. group.reset();
  622. }
  623. break;
  624. default:
  625. DBG("%08x at %d", chunk, bx::seek(reader) );
  626. abort();
  627. break;
  628. }
  629. }
  630. bx::close(reader);
  631. }
  632. void unload()
  633. {
  634. for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it)
  635. {
  636. const Group& group = *it;
  637. bgfx::destroy(group.m_vbh);
  638. if (bgfx::isValid(group.m_ibh) )
  639. {
  640. bgfx::destroy(group.m_ibh);
  641. }
  642. }
  643. m_groups.clear();
  644. }
  645. void submit(bgfx::ViewId _id, float* _mtx, bgfx::ProgramHandle _program, const RenderState& _renderState)
  646. {
  647. bgfx::TextureHandle texture = BGFX_INVALID_HANDLE;
  648. submit(_id, _mtx, _program, _renderState, texture);
  649. }
  650. void submit(bgfx::ViewId _id, float* _mtx, bgfx::ProgramHandle _program, const RenderState& _renderState, bgfx::TextureHandle _texture)
  651. {
  652. for (GroupArray::const_iterator it = m_groups.begin(), itEnd = m_groups.end(); it != itEnd; ++it)
  653. {
  654. const Group& group = *it;
  655. // Set uniforms
  656. s_uniforms.submitPerDrawUniforms();
  657. // Set model matrix for rendering.
  658. bgfx::setTransform(_mtx);
  659. bgfx::setIndexBuffer(group.m_ibh);
  660. bgfx::setVertexBuffer(0, group.m_vbh);
  661. // Set texture
  662. bgfx::setTexture(0, s_texColor, _texture);
  663. // Apply render state
  664. bgfx::setStencil(_renderState.m_fstencil, _renderState.m_bstencil);
  665. bgfx::setState(_renderState.m_state, _renderState.m_blendFactorRgba);
  666. // Submit
  667. bgfx::submit(_id, _program);
  668. // Keep track of submited view ids
  669. s_viewMask |= 1 << _id;
  670. }
  671. }
  672. bgfx::VertexLayout m_layout;
  673. typedef std::vector<Group> GroupArray;
  674. GroupArray m_groups;
  675. };
  676. class ExampleStencil : public entry::AppI
  677. {
  678. public:
  679. ExampleStencil(const char* _name, const char* _description, const char* _url)
  680. : entry::AppI(_name, _description, _url)
  681. {
  682. }
  683. virtual void init(int32_t _argc, const char* const* _argv, uint32_t _width, uint32_t _height) override
  684. {
  685. Args args(_argc, _argv);
  686. m_viewState = ViewState(_width, _height);
  687. m_clearValues = ClearValues(0x30303000, 1.0f, 0);
  688. m_debug = BGFX_DEBUG_NONE;
  689. m_reset = BGFX_RESET_VSYNC;
  690. bgfx::Init init;
  691. init.type = args.m_type;
  692. init.vendorId = args.m_pciId;
  693. init.resolution.width = m_viewState.m_width;
  694. init.resolution.height = m_viewState.m_height;
  695. init.resolution.reset = m_reset;
  696. bgfx::init(init);
  697. // Enable debug text.
  698. bgfx::setDebug(m_debug);
  699. // Imgui.
  700. imguiCreate();
  701. PosNormalTexcoordVertex::init();
  702. s_uniforms.init();
  703. s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Sampler);
  704. m_programTextureLighting = loadProgram("vs_stencil_texture_lighting", "fs_stencil_texture_lighting");
  705. m_programColorLighting = loadProgram("vs_stencil_color_lighting", "fs_stencil_color_lighting" );
  706. m_programColorTexture = loadProgram("vs_stencil_color_texture", "fs_stencil_color_texture" );
  707. m_programColorBlack = loadProgram("vs_stencil_color", "fs_stencil_color_black" );
  708. m_programTexture = loadProgram("vs_stencil_texture", "fs_stencil_texture" );
  709. m_bunnyMesh.load("meshes/bunny.bin");
  710. m_columnMesh.load("meshes/column.bin");
  711. m_cubeMesh.load(s_cubeVertices, BX_COUNTOF(s_cubeVertices), PosNormalTexcoordVertex::ms_layout, s_cubeIndices, BX_COUNTOF(s_cubeIndices) );
  712. m_hplaneMesh.load(s_hplaneVertices, BX_COUNTOF(s_hplaneVertices), PosNormalTexcoordVertex::ms_layout, s_planeIndices, BX_COUNTOF(s_planeIndices) );
  713. m_vplaneMesh.load(s_vplaneVertices, BX_COUNTOF(s_vplaneVertices), PosNormalTexcoordVertex::ms_layout, s_planeIndices, BX_COUNTOF(s_planeIndices) );
  714. m_figureTex = loadTexture("textures/figure-rgba.dds");
  715. m_flareTex = loadTexture("textures/flare.dds");
  716. m_fieldstoneTex = loadTexture("textures/fieldstone-rgba.dds");
  717. // Setup lights.
  718. const float rgbInnerR[][4] =
  719. {
  720. { 1.0f, 0.7f, 0.2f, 0.0f }, //yellow
  721. { 0.7f, 0.2f, 1.0f, 0.0f }, //purple
  722. { 0.2f, 1.0f, 0.7f, 0.0f }, //cyan
  723. { 1.0f, 0.4f, 0.2f, 0.0f }, //orange
  724. { 0.7f, 0.7f, 0.7f, 0.0f }, //white
  725. };
  726. for (uint8_t ii = 0, jj = 0; ii < MAX_NUM_LIGHTS; ++ii, ++jj)
  727. {
  728. const uint8_t index = jj%BX_COUNTOF(rgbInnerR);
  729. m_lightRgbInnerR[ii][0] = rgbInnerR[index][0];
  730. m_lightRgbInnerR[ii][1] = rgbInnerR[index][1];
  731. m_lightRgbInnerR[ii][2] = rgbInnerR[index][2];
  732. m_lightRgbInnerR[ii][3] = rgbInnerR[index][3];
  733. }
  734. bx::memCopy(s_uniforms.m_lightRgbInnerR, m_lightRgbInnerR, MAX_NUM_LIGHTS * 4*sizeof(float) );
  735. // Set view and projection matrices.
  736. const float aspect = float(m_viewState.m_width)/float(m_viewState.m_height);
  737. const bgfx::Caps* caps = bgfx::getCaps();
  738. bx::mtxProj(m_viewState.m_proj, 60.0f, aspect, 0.1f, 100.0f, caps->homogeneousDepth);
  739. cameraCreate();
  740. cameraSetPosition({ 0.0f, 18.0f, -40.0f });
  741. cameraSetVerticalAngle(-0.35f);
  742. cameraGetViewMtx(m_viewState.m_view);
  743. m_timeOffset = bx::getHPCounter();
  744. m_scene = StencilReflectionScene;
  745. m_numLights = 4;
  746. m_reflectionValue = 0.8f;
  747. m_updateLights = true;
  748. m_updateScene = true;
  749. }
  750. virtual int shutdown() override
  751. {
  752. // Cleanup.
  753. m_bunnyMesh.unload();
  754. m_columnMesh.unload();
  755. m_cubeMesh.unload();
  756. m_hplaneMesh.unload();
  757. m_vplaneMesh.unload();
  758. bgfx::destroy(m_figureTex);
  759. bgfx::destroy(m_fieldstoneTex);
  760. bgfx::destroy(m_flareTex);
  761. bgfx::destroy(m_programTextureLighting);
  762. bgfx::destroy(m_programColorLighting);
  763. bgfx::destroy(m_programColorTexture);
  764. bgfx::destroy(m_programColorBlack);
  765. bgfx::destroy(m_programTexture);
  766. bgfx::destroy(s_texColor);
  767. s_uniforms.destroy();
  768. cameraDestroy();
  769. imguiDestroy();
  770. // Shutdown bgfx.
  771. bgfx::shutdown();
  772. return 0;
  773. }
  774. virtual bool update() override
  775. {
  776. if (!entry::processEvents(m_viewState.m_width, m_viewState.m_height, m_debug, m_reset, &m_mouseState) )
  777. {
  778. imguiBeginFrame(m_mouseState.m_mx
  779. , m_mouseState.m_my
  780. , (m_mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
  781. | (m_mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
  782. | (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
  783. , m_mouseState.m_mz
  784. , uint16_t(m_viewState.m_width)
  785. , uint16_t(m_viewState.m_height)
  786. );
  787. showExampleDialog(this);
  788. ImGui::SetNextWindowPos(
  789. ImVec2(m_viewState.m_width - m_viewState.m_width / 5.0f - 10.0f, 10.0f)
  790. , ImGuiCond_FirstUseEver
  791. );
  792. ImGui::SetNextWindowSize(
  793. ImVec2(m_viewState.m_width / 5.0f, m_viewState.m_height / 2.0f)
  794. , ImGuiCond_FirstUseEver
  795. );
  796. ImGui::Begin("Settings"
  797. , NULL
  798. , 0
  799. );
  800. {
  801. bool check = StencilReflectionScene == m_scene;
  802. if (ImGui::Checkbox("Stencil Reflection Scene", &check) )
  803. {
  804. m_scene = StencilReflectionScene;
  805. m_numLights = 4;
  806. }
  807. }
  808. {
  809. bool check = ProjectionShadowsScene == m_scene;
  810. if (ImGui::Checkbox("Projection Shadows Scene", &check) )
  811. {
  812. m_scene = ProjectionShadowsScene;
  813. m_numLights = 1;
  814. }
  815. }
  816. ImGui::SliderInt("Lights", &m_numLights, 1, MAX_NUM_LIGHTS);
  817. if (m_scene == StencilReflectionScene)
  818. {
  819. ImGui::SliderFloat("Reflection value", &m_reflectionValue, 0.0f, 1.0f);
  820. }
  821. ImGui::Checkbox("Update lights", &m_updateLights);
  822. ImGui::Checkbox("Update scene", &m_updateScene);
  823. ImGui::End();
  824. imguiEndFrame();
  825. s_uniforms.submitConstUniforms();
  826. // Update settings.
  827. uint8_t numLights = (uint8_t)m_numLights;
  828. s_uniforms.m_params.m_ambientPass = 1.0f;
  829. s_uniforms.m_params.m_lightingPass = 1.0f;
  830. s_uniforms.m_params.m_lightCount = float(m_numLights);
  831. s_uniforms.m_params.m_lightIndex = 0.0f;
  832. s_uniforms.m_color[3] = m_reflectionValue;
  833. // Time.
  834. int64_t now = bx::getHPCounter();
  835. static int64_t last = now;
  836. const int64_t frameTime = now - last;
  837. last = now;
  838. const double freq = double(bx::getHPFrequency() );
  839. const float time = (float)( (now - m_timeOffset)/double(bx::getHPFrequency() ) );
  840. const float deltaTime = float(frameTime/freq);
  841. s_uniforms.m_time = time;
  842. // Update camera.
  843. cameraUpdate(deltaTime, m_mouseState, ImGui::MouseOverArea() );
  844. cameraGetViewMtx(m_viewState.m_view);
  845. static float lightTimeAccumulator = 0.0f;
  846. if (m_updateLights)
  847. {
  848. lightTimeAccumulator += deltaTime;
  849. }
  850. static float sceneTimeAccumulator = 0.0f;
  851. if (m_updateScene)
  852. {
  853. sceneTimeAccumulator += deltaTime;
  854. }
  855. float lightPosRadius[MAX_NUM_LIGHTS][4];
  856. const float radius = (m_scene == StencilReflectionScene) ? 15.0f : 25.0f;
  857. for (uint8_t ii = 0; ii < numLights; ++ii)
  858. {
  859. lightPosRadius[ii][0] = bx::sin( (lightTimeAccumulator*1.1f + ii*0.03f + ii*bx::kPiHalf*1.07f ) )*20.0f;
  860. lightPosRadius[ii][1] = 8.0f + (1.0f - bx::cos( (lightTimeAccumulator*1.5f + ii*0.29f + bx::kPiHalf*1.49f ) ) )*4.0f;
  861. lightPosRadius[ii][2] = bx::cos( (lightTimeAccumulator*1.3f + ii*0.13f + ii*bx::kPiHalf*1.79f ) )*20.0f;
  862. lightPosRadius[ii][3] = radius;
  863. }
  864. bx::memCopy(s_uniforms.m_lightPosRadius, lightPosRadius, numLights * 4*sizeof(float) );
  865. // Floor position.
  866. float floorMtx[16];
  867. bx::mtxSRT(floorMtx
  868. , 20.0f //scaleX
  869. , 20.0f //scaleY
  870. , 20.0f //scaleZ
  871. , 0.0f //rotX
  872. , 0.0f //rotY
  873. , 0.0f //rotZ
  874. , 0.0f //translateX
  875. , 0.0f //translateY
  876. , 0.0f //translateZ
  877. );
  878. // Bunny position.
  879. float bunnyMtx[16];
  880. bx::mtxSRT(bunnyMtx
  881. , 5.0f
  882. , 5.0f
  883. , 5.0f
  884. , 0.0f
  885. , 1.56f - sceneTimeAccumulator
  886. , 0.0f
  887. , 0.0f
  888. , 2.0f
  889. , 0.0f
  890. );
  891. // Columns position.
  892. const float dist = 14.0f;
  893. const float columnPositions[4][3] =
  894. {
  895. { dist, 0.0f, dist },
  896. { -dist, 0.0f, dist },
  897. { dist, 0.0f, -dist },
  898. { -dist, 0.0f, -dist },
  899. };
  900. float columnMtx[4][16];
  901. for (uint8_t ii = 0; ii < 4; ++ii)
  902. {
  903. bx::mtxSRT(columnMtx[ii]
  904. , 1.0f
  905. , 1.0f
  906. , 1.0f
  907. , 0.0f
  908. , 0.0f
  909. , 0.0f
  910. , columnPositions[ii][0]
  911. , columnPositions[ii][1]
  912. , columnPositions[ii][2]
  913. );
  914. }
  915. const uint8_t numCubes = 9;
  916. float cubeMtx[numCubes][16];
  917. for (uint16_t ii = 0; ii < numCubes; ++ii)
  918. {
  919. bx::mtxSRT(cubeMtx[ii]
  920. , 1.0f
  921. , 1.0f
  922. , 1.0f
  923. , 0.0f
  924. , 0.0f
  925. , 0.0f
  926. , bx::sin(ii * 2.0f + 13.0f - sceneTimeAccumulator) * 13.0f
  927. , 4.0f
  928. , bx::cos(ii * 2.0f + 13.0f - sceneTimeAccumulator) * 13.0f
  929. );
  930. }
  931. // Make sure at the beginning everything gets cleared.
  932. clearView(0, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH | BGFX_CLEAR_STENCIL, m_clearValues);
  933. bgfx::touch(0);
  934. s_viewMask |= 1;
  935. // Bunny and columns color.
  936. s_uniforms.m_color[0] = 0.70f;
  937. s_uniforms.m_color[1] = 0.65f;
  938. s_uniforms.m_color[2] = 0.60f;
  939. switch (m_scene)
  940. {
  941. case StencilReflectionScene:
  942. {
  943. // First pass - Draw plane.
  944. // Setup params for this scene.
  945. s_uniforms.m_params.m_ambientPass = 1.0f;
  946. s_uniforms.m_params.m_lightingPass = 1.0f;
  947. // Floor.
  948. m_hplaneMesh.submit(RENDER_VIEWID_RANGE1_PASS_0
  949. , floorMtx
  950. , m_programColorBlack
  951. , s_renderStates[RenderState::StencilReflection_CraftStencil]
  952. );
  953. // Second pass - Draw reflected objects.
  954. // Clear depth from previous pass.
  955. clearView(RENDER_VIEWID_RANGE1_PASS_1, BGFX_CLEAR_DEPTH, m_clearValues);
  956. // Compute reflected matrix.
  957. float reflectMtx[16];
  958. mtxReflected(reflectMtx, { 0.0f, 0.01f, 0.0f }, { 0.0f, 1.0f, 0.0f });
  959. // Reflect lights.
  960. for (uint8_t ii = 0; ii < numLights; ++ii)
  961. {
  962. bx::Vec3 reflected = bx::mul(bx::load<bx::Vec3>(lightPosRadius[ii]), reflectMtx);
  963. bx::store(&s_uniforms.m_lightPosRadius[ii], reflected);
  964. s_uniforms.m_lightPosRadius[ii][3] = lightPosRadius[ii][3];
  965. }
  966. // Reflect and submit bunny.
  967. float mtxReflectedBunny[16];
  968. bx::mtxMul(mtxReflectedBunny, bunnyMtx, reflectMtx);
  969. m_bunnyMesh.submit(RENDER_VIEWID_RANGE1_PASS_1
  970. , mtxReflectedBunny
  971. , m_programColorLighting
  972. , s_renderStates[RenderState::StencilReflection_DrawReflected]
  973. );
  974. // Reflect and submit columns.
  975. float mtxReflectedColumn[16];
  976. for (uint8_t ii = 0; ii < 4; ++ii)
  977. {
  978. bx::mtxMul(mtxReflectedColumn, columnMtx[ii], reflectMtx);
  979. m_columnMesh.submit(RENDER_VIEWID_RANGE1_PASS_1
  980. , mtxReflectedColumn
  981. , m_programColorLighting
  982. , s_renderStates[RenderState::StencilReflection_DrawReflected]
  983. );
  984. }
  985. // Set lights back.
  986. bx::memCopy(s_uniforms.m_lightPosRadius, lightPosRadius, numLights * 4*sizeof(float) );
  987. // Third pass - Blend plane.
  988. // Floor.
  989. m_hplaneMesh.submit(RENDER_VIEWID_RANGE1_PASS_2
  990. , floorMtx
  991. , m_programTextureLighting
  992. , s_renderStates[RenderState::StencilReflection_BlendPlane]
  993. , m_fieldstoneTex
  994. );
  995. // Fourth pass - Draw everything else but the plane.
  996. // Bunny.
  997. m_bunnyMesh.submit(RENDER_VIEWID_RANGE1_PASS_3
  998. , bunnyMtx
  999. , m_programColorLighting
  1000. , s_renderStates[RenderState::StencilReflection_DrawScene]
  1001. );
  1002. // Columns.
  1003. for (uint8_t ii = 0; ii < 4; ++ii)
  1004. {
  1005. m_columnMesh.submit(RENDER_VIEWID_RANGE1_PASS_3
  1006. , columnMtx[ii]
  1007. , m_programColorLighting
  1008. , s_renderStates[RenderState::StencilReflection_DrawScene]
  1009. );
  1010. }
  1011. }
  1012. break;
  1013. case ProjectionShadowsScene:
  1014. {
  1015. // First pass - Draw entire scene. (ambient only).
  1016. s_uniforms.m_params.m_ambientPass = 1.0f;
  1017. s_uniforms.m_params.m_lightingPass = 0.0f;
  1018. // Bunny.
  1019. m_bunnyMesh.submit(RENDER_VIEWID_RANGE1_PASS_0
  1020. , bunnyMtx
  1021. , m_programColorLighting
  1022. , s_renderStates[RenderState::ProjectionShadows_DrawAmbient]
  1023. );
  1024. // Floor.
  1025. m_hplaneMesh.submit(RENDER_VIEWID_RANGE1_PASS_0
  1026. , floorMtx
  1027. , m_programTextureLighting
  1028. , s_renderStates[RenderState::ProjectionShadows_DrawAmbient]
  1029. , m_fieldstoneTex
  1030. );
  1031. // Cubes.
  1032. for (uint8_t ii = 0; ii < numCubes; ++ii)
  1033. {
  1034. m_cubeMesh.submit(RENDER_VIEWID_RANGE1_PASS_0
  1035. , cubeMtx[ii]
  1036. , m_programTextureLighting
  1037. , s_renderStates[RenderState::ProjectionShadows_DrawAmbient]
  1038. , m_figureTex
  1039. );
  1040. }
  1041. // Ground plane.
  1042. float ground[4] = { 0.0f, 1.0f, 0.0f, -bx::dot(bx::Vec3{ 0.0f, 0.0f, 0.0f }, bx::Vec3{ 0.0f, 1.0f, 0.0f }) - 0.01f };
  1043. for (uint8_t ii = 0, viewId = RENDER_VIEWID_RANGE5_PASS_6; ii < numLights; ++ii, ++viewId)
  1044. {
  1045. // Clear stencil for this light source.
  1046. clearView(viewId, BGFX_CLEAR_STENCIL, m_clearValues);
  1047. // Draw shadow projection of scene objects.
  1048. // Get homogeneous light pos.
  1049. float* lightPos = lightPosRadius[ii];
  1050. float pos[4];
  1051. bx::memCopy(pos, lightPos, sizeof(float) * 3);
  1052. pos[3] = 1.0f;
  1053. // Calculate shadow mtx for current light.
  1054. float shadowMtx[16];
  1055. mtxShadow(shadowMtx, ground, pos);
  1056. // Submit bunny's shadow.
  1057. float mtxShadowedBunny[16];
  1058. bx::mtxMul(mtxShadowedBunny, bunnyMtx, shadowMtx);
  1059. m_bunnyMesh.submit(viewId
  1060. , mtxShadowedBunny
  1061. , m_programColorBlack
  1062. , s_renderStates[RenderState::ProjectionShadows_CraftStencil]
  1063. );
  1064. // Submit cube shadows.
  1065. float mtxShadowedCube[16];
  1066. for (uint8_t jj = 0; jj < numCubes; ++jj)
  1067. {
  1068. bx::mtxMul(mtxShadowedCube, cubeMtx[jj], shadowMtx);
  1069. m_cubeMesh.submit(viewId
  1070. , mtxShadowedCube
  1071. , m_programColorBlack
  1072. , s_renderStates[RenderState::ProjectionShadows_CraftStencil]
  1073. );
  1074. }
  1075. // Draw entire scene. (lighting pass only. blending is on)
  1076. s_uniforms.m_params.m_ambientPass = 0.0f;
  1077. s_uniforms.m_params.m_lightingPass = 1.0f;
  1078. s_uniforms.m_params.m_lightCount = 1.0f;
  1079. s_uniforms.m_params.m_lightIndex = float(ii);
  1080. // Bunny.
  1081. m_bunnyMesh.submit(viewId
  1082. , bunnyMtx
  1083. , m_programColorLighting
  1084. , s_renderStates[RenderState::ProjectionShadows_DrawDiffuse]
  1085. );
  1086. // Floor.
  1087. m_hplaneMesh.submit(viewId
  1088. , floorMtx
  1089. , m_programTextureLighting
  1090. , s_renderStates[RenderState::ProjectionShadows_DrawDiffuse]
  1091. , m_fieldstoneTex
  1092. );
  1093. // Cubes.
  1094. for (uint8_t jj = 0; jj < numCubes; ++jj)
  1095. {
  1096. m_cubeMesh.submit(viewId
  1097. , cubeMtx[jj]
  1098. , m_programTextureLighting
  1099. , s_renderStates[RenderState::ProjectionShadows_DrawDiffuse]
  1100. , m_figureTex
  1101. );
  1102. }
  1103. }
  1104. // Reset these to default..
  1105. s_uniforms.m_params.m_ambientPass = 1.0f;
  1106. s_uniforms.m_params.m_lightingPass = 1.0f;
  1107. }
  1108. break;
  1109. };
  1110. //lights
  1111. const float lightScale[3] = { 1.5f, 1.5f, 1.5f };
  1112. float lightMtx[16];
  1113. for (uint8_t ii = 0; ii < numLights; ++ii)
  1114. {
  1115. s_uniforms.m_color[0] = m_lightRgbInnerR[ii][0];
  1116. s_uniforms.m_color[1] = m_lightRgbInnerR[ii][1];
  1117. s_uniforms.m_color[2] = m_lightRgbInnerR[ii][2];
  1118. mtxBillboard(lightMtx, m_viewState.m_view, lightPosRadius[ii], lightScale);
  1119. m_vplaneMesh.submit(RENDER_VIEWID_RANGE1_PASS_7
  1120. , lightMtx
  1121. , m_programColorTexture
  1122. , s_renderStates[RenderState::Custom_BlendLightTexture]
  1123. , m_flareTex
  1124. );
  1125. }
  1126. // Draw floor bottom.
  1127. float floorBottomMtx[16];
  1128. bx::mtxSRT(floorBottomMtx
  1129. , 20.0f //scaleX
  1130. , 20.0f //scaleY
  1131. , 20.0f //scaleZ
  1132. , 0.0f //rotX
  1133. , 0.0f //rotY
  1134. , 0.0f //rotZ
  1135. , 0.0f //translateX
  1136. , -0.1f //translateY
  1137. , 0.0f //translateZ
  1138. );
  1139. m_hplaneMesh.submit(RENDER_VIEWID_RANGE1_PASS_7
  1140. , floorBottomMtx
  1141. , m_programTexture
  1142. , s_renderStates[RenderState::Custom_DrawPlaneBottom]
  1143. , m_figureTex
  1144. );
  1145. // Setup view rect and transform for all used views.
  1146. setViewRectMask(s_viewMask, 0, 0, uint16_t(m_viewState.m_width), uint16_t(m_viewState.m_height) );
  1147. setViewTransformMask(s_viewMask, m_viewState.m_view, m_viewState.m_proj);
  1148. s_viewMask = 0;
  1149. // Advance to next frame. Rendering thread will be kicked to
  1150. // process submitted rendering primitives.
  1151. bgfx::frame();
  1152. //reset clear values on used views
  1153. clearViewMask(s_clearMask, BGFX_CLEAR_NONE, m_clearValues);
  1154. s_clearMask = 0;
  1155. return true;
  1156. }
  1157. return false;
  1158. }
  1159. ViewState m_viewState;
  1160. entry::MouseState m_mouseState;
  1161. ClearValues m_clearValues;
  1162. uint32_t m_debug;
  1163. uint32_t m_reset;
  1164. bgfx::ProgramHandle m_programTextureLighting;
  1165. bgfx::ProgramHandle m_programColorLighting;
  1166. bgfx::ProgramHandle m_programColorTexture;
  1167. bgfx::ProgramHandle m_programColorBlack;
  1168. bgfx::ProgramHandle m_programTexture;
  1169. Mesh m_bunnyMesh;
  1170. Mesh m_columnMesh;
  1171. Mesh m_cubeMesh;
  1172. Mesh m_hplaneMesh;
  1173. Mesh m_vplaneMesh;
  1174. bgfx::TextureHandle m_figureTex;
  1175. bgfx::TextureHandle m_flareTex;
  1176. bgfx::TextureHandle m_fieldstoneTex;
  1177. float m_lightRgbInnerR[MAX_NUM_LIGHTS][4];
  1178. int64_t m_timeOffset;
  1179. enum Scene
  1180. {
  1181. StencilReflectionScene = 0,
  1182. ProjectionShadowsScene,
  1183. };
  1184. Scene m_scene;
  1185. int32_t m_numLights;
  1186. float m_reflectionValue;
  1187. bool m_updateLights;
  1188. bool m_updateScene;
  1189. };
  1190. } // namespace
  1191. ENTRY_IMPLEMENT_MAIN(
  1192. ExampleStencil
  1193. , "13-stencil"
  1194. , "Stencil reflections and shadows."
  1195. , "https://bkaradzic.github.io/bgfx/examples.html#stencil"
  1196. );