protot/src/modules/RenderModule.cc

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#include "RuntimeModule.h"
#include "Globals.h"
#include "RenderModule.h"
#include "3rdparty/ocornut-imgui/imgui.h"
#include "3rdparty/ocornut-imgui/imgui_internal.h"
#include "imgui/imgui.h"
#include "imgui_dock.h"
#define GLFW_EXPOSE_NATIVE_GLX
#define GLFW_EXPOSE_NATIVE_X11
#include <GLFW/glfw3.h>
#include <GLFW/glfw3native.h>
#include "SimpleMath/SimpleMath.h"
#include "SimpleMath/SimpleMathMap.h"
#include <assert.h>
#include <bgfx/platform.h>
#include <bx/thread.h>
#include <bx/timer.h>
#include <bx/fpumath.h>
#include <bx/uint32_t.h>
#include <bx/string.h>
#include <dbg.h>
#define TINYOBJLOADER_IMPLEMENTATION
#include "tiny_obj_loader.h"
#include "math_types.h"
#include <string>
#include <iostream>
#include <sstream>
#include "Serializer.h"
using namespace std;
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using namespace SimpleMath::GL;
typedef Matrix44f Matrix44f;
typedef Vector4f Vector4f;
typedef Matrix33f Matrix33f;
typedef Vector3f Vector3f;
typedef MatrixNNf MatrixNNf;
typedef VectorNf VectorNf;
static bool show_scene0 = true;
static bool show_scene1 = true;
static bool show_scene2 = true;
struct Renderer;
struct module_state {
Renderer *renderer;
};
static struct module_state *module_init() {
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gLog ("RenderModule init called.");
assert (gWindow != nullptr && "Cannot initialize renderer module without gWindow!");
module_state *state = (module_state*) malloc(sizeof(*state));
state->renderer = new Renderer();
assert (state->renderer != nullptr);
return state;
}
template <typename Serializer>
static void module_serialize (
struct module_state *state,
Serializer* serializer) {
// get the state from the serializer
Camera* camera = &gRenderer->cameras[gRenderer->activeCameraIndex];
assert (camera != nullptr);
SerializeBool (*serializer, "protot.RenderModule.draw_floor", gRenderer->drawFloor);
SerializeBool (*serializer, "protot.RenderModule.draw_skybox", gRenderer->drawSkybox);
SerializeBool (*serializer, "protot.RenderModule.debug_enabled", gRenderer->drawDebug);
SerializeVec3 (*serializer, "protot.RenderModule.camera.eye", camera->eye);
SerializeVec3 (*serializer, "protot.RenderModule.camera.poi", camera->poi);
}
static void module_finalize(struct module_state *state) {
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gLog ("RenderModule finalize called");
assert (state->renderer != nullptr);
delete state->renderer;
free(state);
}
static void module_reload(struct module_state *state, void *read_serializer) {
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gLog ("RenderModule reload called");
assert (gWindow != nullptr);
int width, height;
glfwGetWindowSize(gWindow, &width, &height);
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gLog ("Renderer initialize");
assert (state != nullptr);
state->renderer->initialize(width, height);
gRenderer = state->renderer;
// load the state of the module
if (read_serializer != nullptr) {
module_serialize(state, static_cast<ReadSerializer*>(read_serializer));
}
// get the state from the serializer
Camera* camera = &gRenderer->cameras[gRenderer->activeCameraIndex];
assert (camera != nullptr);
camera->updateMatrices();
}
static void module_unload(struct module_state *state, void* write_serializer) {
// serialize the state of the module
if (write_serializer != nullptr) {
module_serialize(state, static_cast<WriteSerializer*>(write_serializer));
}
gRenderer = nullptr;
state->renderer->shutdown();
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gLog ("RenderModule unload called");
}
static bool module_step(struct module_state *state, float dt) {
int width, height;
assert (gWindow != nullptr);
glfwGetWindowSize(gWindow, &width, &height);
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state->renderer->updateShaders();
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bgfx::reset (width, height);
int dock_top_offset = 0.0f;
int dock_width = 0;
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state->renderer->resize (0, dock_top_offset, width - dock_width, height - dock_top_offset);
ImGuizmo::Enable(true);
state->renderer->paintGL();
state->renderer->DrawGui();
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return true;
}
extern "C" {
const struct module_api MODULE_API = {
.init = module_init,
.reload = module_reload,
.step = module_step,
.unload = module_unload,
.finalize = module_finalize
};
}
void Skeleton::UpdateMatrices(const Matrix44f &world_transform) {
for (uint32_t i = 0; i < mBoneMatrices.size(); ++i) {
Matrix44f parent_matrix (world_transform);
if (mParent[i] != -1) {
parent_matrix = mBoneMatrices[mParent[i]];
}
mBoneMatrices[i] = mLocalTransforms[i].toMatrix() * parent_matrix;
}
}
// BGFX globals
bgfx::VertexBufferHandle cube_vbh;
bgfx::IndexBufferHandle cube_ibh;
bgfx::IndexBufferHandle cube_edges_ibh;
bgfx::VertexBufferHandle plane_vbh;
bgfx::IndexBufferHandle plane_ibh;
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bgfx::UniformHandle u_time;
bgfx::UniformHandle u_color;
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bgfx::UniformHandle u_line_params;
bgfx::UniformHandle u_mtx;
bgfx::UniformHandle u_exposure;
bgfx::UniformHandle u_flags;
bgfx::UniformHandle u_camPos;
bgfx::UniformHandle s_texCube;
bgfx::UniformHandle s_texCubeIrr;
namespace IBL {
struct Uniforms
{
enum { NumVec4 = 12 };
void init()
{
u_params = bgfx::createUniform("u_params", bgfx::UniformType::Vec4, NumVec4);
}
void submit()
{
bgfx::setUniform(u_params, m_params, NumVec4);
}
void destroy()
{
bgfx::destroyUniform(u_params);
}
union
{
struct
{
union
{
float m_mtx[16];
/* 0*/ struct { float m_mtx0[4]; };
/* 1*/ struct { float m_mtx1[4]; };
/* 2*/ struct { float m_mtx2[4]; };
/* 3*/ struct { float m_mtx3[4]; };
};
/* 4*/ struct { float m_glossiness, m_reflectivity, m_exposure, m_bgType; };
/* 5*/ struct { float m_metalOrSpec, m_unused5[3]; };
/* 6*/ struct { float m_doDiffuse, m_doSpecular, m_doDiffuseIbl, m_doSpecularIbl; };
/* 7*/ struct { float m_cameraPos[3], m_unused7[1]; };
/* 8*/ struct { float m_rgbDiff[4]; };
/* 9*/ struct { float m_rgbSpec[4]; };
/*10*/ struct { float m_lightDir[3], m_unused10[1]; };
/*11*/ struct { float m_lightCol[3], m_unused11[1]; };
};
float m_params[NumVec4*4];
};
bgfx::UniformHandle u_params;
};
struct Settings
{
Settings()
{
m_envRotCurr = 0.0f;
m_envRotDest = 0.0f;
m_lightDir[0] = -0.8f;
m_lightDir[1] = 0.2f;
m_lightDir[2] = -0.5f;
m_lightCol[0] = 1.0f;
m_lightCol[1] = 1.0f;
m_lightCol[2] = 1.0f;
m_glossiness = 0.7f;
m_exposure = 0.0f;
m_bgType = 3.0f;
m_radianceSlider = 2.0f;
m_reflectivity = 0.85f;
m_rgbDiff[0] = 1.0f;
m_rgbDiff[1] = 1.0f;
m_rgbDiff[2] = 1.0f;
m_rgbSpec[0] = 1.0f;
m_rgbSpec[1] = 1.0f;
m_rgbSpec[2] = 1.0f;
m_lod = 0.0f;
m_doDiffuse = false;
m_doSpecular = false;
m_doDiffuseIbl = true;
m_doSpecularIbl = true;
m_showLightColorWheel = true;
m_showDiffColorWheel = true;
m_showSpecColorWheel = true;
m_metalOrSpec = 0;
m_meshSelection = 0;
m_crossCubemapPreview = ImguiCubemap::Latlong;
}
float m_envRotCurr;
float m_envRotDest;
float m_lightDir[3];
float m_lightCol[3];
float m_glossiness;
float m_exposure;
float m_radianceSlider;
float m_bgType;
float m_reflectivity;
float m_rgbDiff[3];
float m_rgbSpec[3];
float m_lod;
bool m_doDiffuse;
bool m_doSpecular;
bool m_doDiffuseIbl;
bool m_doSpecularIbl;
bool m_showLightColorWheel;
bool m_showDiffColorWheel;
bool m_showSpecColorWheel;
uint8_t m_metalOrSpec;
uint8_t m_meshSelection;
ImguiCubemap::Enum m_crossCubemapPreview;
};
Settings settings;
Uniforms uniforms;
};
int64_t m_timeOffset;
//
// Vertex packing utilities
//
uint32_t packUint32(uint8_t _x, uint8_t _y, uint8_t _z, uint8_t _w)
{
union
{
uint32_t ui32;
uint8_t arr[4];
} un;
un.arr[0] = _x;
un.arr[1] = _y;
un.arr[2] = _z;
un.arr[3] = _w;
return un.ui32;
}
uint32_t packF4u(float _x, float _y = 0.0f, float _z = 0.0f, float _w = 0.0f)
{
const uint8_t xx = uint8_t(_x*127.0f + 128.0f);
const uint8_t yy = uint8_t(_y*127.0f + 128.0f);
const uint8_t zz = uint8_t(_z*127.0f + 128.0f);
const uint8_t ww = uint8_t(_w*127.0f + 128.0f);
return packUint32(xx, yy, zz, ww);
}
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//
// Render programs
//
bool RenderProgram::checkModified() const {
// early out if we don't have filenames
if (vertexShaderFileName == ""
|| fragmentShaderFileName == "") {
return false;
}
struct stat attr;
bool stat_result = false;
// check mtime of vertex shader
stat_result = stat(vertexShaderFileName.c_str(), &attr);
if (stat_result == 0
&& attr.st_mtime != vertexShaderFileModTime) {
return true;
}
// check mtime of fragment shader
stat_result = stat(fragmentShaderFileName.c_str(), &attr);
if (stat_result == 0
&& attr.st_mtime != fragmentShaderFileModTime) {
return true;
}
return false;
}
bool RenderProgram::reload() {
int vertex_mtime = -1;
int fragment_mtime = -1;
struct stat attr;
bool stat_result = false;
// get mtime of vertex shader
stat_result = stat(vertexShaderFileName.c_str(), &attr);
if (stat_result == 0)
vertex_mtime = attr.st_mtime;
stat_result = stat(fragmentShaderFileName.c_str(), &attr);
if (stat_result == 0)
fragment_mtime = attr.st_mtime;
// we need to update the mod times, otherwise we keep reloading
// the same faulty files again and again.
vertexShaderFileModTime = vertex_mtime;
fragmentShaderFileModTime = fragment_mtime;
bgfx::ProgramHandle new_handle =
bgfxutils::loadProgramFromFiles (
vertexShaderFileName.c_str(),
fragmentShaderFileName.c_str()
);
if (bgfx::isValid(new_handle)) {
if (bgfx::isValid(program)) {
bgfx::destroyProgram(program);
}
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gLog ("Reload of shaders %s and %s success!",
vertexShaderFileName.c_str(), fragmentShaderFileName.c_str());
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program = new_handle;
return true;
} else {
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gLog ("Reload of shaders %s and %s failed!",
vertexShaderFileName.c_str(), fragmentShaderFileName.c_str());
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}
return false;
}
//
// Render states
//
RenderState s_renderStates[RenderState::Count] = {
{ // Skybox
0
| BGFX_STATE_RGB_WRITE
| BGFX_STATE_ALPHA_WRITE
| BGFX_STATE_DEPTH_WRITE
| BGFX_STATE_DEPTH_TEST_LESS
| BGFX_STATE_CULL_CW
| BGFX_STATE_MSAA,
0,
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RenderProgram(),
RenderState::Skybox
},
{ // ShadowMap
0
| BGFX_STATE_RGB_WRITE
| BGFX_STATE_ALPHA_WRITE
| BGFX_STATE_DEPTH_WRITE
| BGFX_STATE_DEPTH_TEST_LESS
| BGFX_STATE_CULL_CW
| BGFX_STATE_MSAA,
0,
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RenderProgram(),
RenderState::ShadowMap
},
{ // Scene
0
| BGFX_STATE_RGB_WRITE
| BGFX_STATE_ALPHA_WRITE
| BGFX_STATE_DEPTH_WRITE
| BGFX_STATE_DEPTH_TEST_LESS
| BGFX_STATE_CULL_CW
| BGFX_STATE_MSAA,
0,
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RenderProgram(),
RenderState::Scene
},
{ // SceneTextured
0
| BGFX_STATE_RGB_WRITE
| BGFX_STATE_ALPHA_WRITE
| BGFX_STATE_DEPTH_WRITE
| BGFX_STATE_DEPTH_TEST_LESS
| BGFX_STATE_CULL_CW
| BGFX_STATE_MSAA,
0,
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RenderProgram(),
RenderState::SceneTextured
},
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{ // Lines
0
| BGFX_STATE_RGB_WRITE
| BGFX_STATE_ALPHA_WRITE
| BGFX_STATE_DEPTH_TEST_LESS
// | BGFX_STATE_DEPTH_TEST_GREATER
// | BGFX_STATE_PT_LINES
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| BGFX_STATE_MSAA,
0,
RenderProgram(),
RenderState::Lines
},
{ // LinesOccluded
0
| BGFX_STATE_RGB_WRITE
| BGFX_STATE_ALPHA_WRITE
| BGFX_STATE_DEPTH_TEST_GREATER
// | BGFX_STATE_PT_LINES
| BGFX_STATE_MSAA,
0,
RenderProgram(),
RenderState::LinesOccluded
},
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{ // Debug
0
| BGFX_STATE_RGB_WRITE
| BGFX_STATE_ALPHA_WRITE
| BGFX_STATE_DEPTH_WRITE
| BGFX_STATE_DEPTH_TEST_LESS
| BGFX_STATE_CULL_CCW
| BGFX_STATE_PT_LINES
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// | BGFX_STATE_PT_POINTS
| BGFX_STATE_MSAA,
0,
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RenderProgram(),
RenderState::Debug
}
};
//
// Vertex formats
//
struct PosColorVertex
{
float m_x;
float m_y;
float m_z;
uint32_t m_abgr;
static void init()
{
ms_decl
.begin()
.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
.end();
};
static bgfx::VertexDecl ms_decl;
};
bgfx::VertexDecl PosColorVertex::ms_decl;
struct PosNormalVertex
{
float m_x;
float m_y;
float m_z;
uint32_t m_normal;
static void init()
{
ms_decl
.begin()
.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
.add(bgfx::Attrib::Normal, 4, bgfx::AttribType::Uint8, true, true)
.end();
}
static bgfx::VertexDecl ms_decl;
};
bgfx::VertexDecl PosNormalVertex::ms_decl;
struct PosNormalColorTexcoordVertex
{
float m_x;
float m_y;
float m_z;
uint32_t m_normal;
uint32_t m_color;
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::Color0, 4, bgfx::AttribType::Uint8, true)
.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float, false)
.end();
}
static bgfx::VertexDecl ms_decl;
};
bgfx::VertexDecl PosNormalColorTexcoordVertex::ms_decl;
struct PosColorTexCoord0Vertex
{
float m_x;
float m_y;
float m_z;
uint32_t m_rgba;
float m_u;
float m_v;
static void init()
{
ms_decl
.begin()
.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
.end();
}
static bgfx::VertexDecl ms_decl;
};
bgfx::VertexDecl PosColorTexCoord0Vertex::ms_decl;
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// Used for lines
struct PathVertex
{
float position[3];
float prev[3];
float next[3];
// TODO: use an int for the direction
float info[2]; // direction and length in screen space
float color[4];
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static void init()
{
ms_decl
.begin()
.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
.add(bgfx::Attrib::TexCoord0, 3, bgfx::AttribType::Float)
.add(bgfx::Attrib::TexCoord1, 3, bgfx::AttribType::Float)
.add(bgfx::Attrib::TexCoord2, 2, bgfx::AttribType::Float)
.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Float)
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.end();
}
static bgfx::VertexDecl ms_decl;
};
bgfx::VertexDecl PathVertex::ms_decl;
//
// Static geometries
//
// Plane
PosNormalColorTexcoordVertex s_hplaneVertices[] =
{
{ -1.0f, 0.0f, 1.0f, packF4u(0.0f, 1.0f, 0.0f), packF4u(1.0f, 1.0f, 1.0f), 0.f, 0.f },
{ 1.0f, 0.0f, 1.0f, packF4u(0.0f, 1.0f, 0.0f), packF4u(1.0f, 1.0f, 1.0f), 10.f, 0.f },
{ -1.0f, 0.0f, -1.0f, packF4u(0.0f, 1.0f, 0.0f), packF4u(1.0f, 1.0f, 1.0f), 0.f, 10.f},
{ 1.0f, 0.0f, -1.0f, packF4u(0.0f, 1.0f, 0.0f), packF4u(1.0f, 1.0f, 1.0f), 10.f, 10.f },
};
const uint16_t s_planeIndices[] =
{
0, 1, 2,
1, 3, 2,
};
// Cube
PosColorVertex s_cubeVertices[8] =
{
{-1.0f, 1.0f, 1.0f, 0xffffffff },
{ 1.0f, 1.0f, 1.0f, 0xffffffff },
{-1.0f, -1.0f, 1.0f, 0xffffffff },
{ 1.0f, -1.0f, 1.0f, 0xffffffff },
{-1.0f, 1.0f, -1.0f, 0xffffffff },
{ 1.0f, 1.0f, -1.0f, 0xffffffff },
{-1.0f, -1.0f, -1.0f, 0xffffffff },
{ 1.0f, -1.0f, -1.0f, 0xffffffff },
};
const uint16_t s_cubeEdgeIndices[24] =
{
0, 1,
1, 3,
3, 2,
2, 0,
4, 5,
5, 7,
7, 6,
6, 4,
0, 4,
1, 5,
2, 6,
3, 7
};
const uint16_t s_cubeIndices[36] =
{
0, 1, 2, // 0
1, 3, 2,
4, 6, 5, // 2
5, 6, 7,
0, 2, 4, // 4
4, 2, 6,
1, 5, 3, // 6
5, 7, 3,
0, 4, 1, // 8
4, 5, 1,
2, 3, 6, // 10
6, 3, 7,
};
bool flipV = false;
static float s_texelHalf = 0.0f;
void screenSpaceQuad(float _textureWidth, float _textureHeight, bool _originBottomLeft = false, float _width = 1.0f, float _height = 1.0f)
{
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if (bgfx::getAvailTransientVertexBuffer(3, PosColorTexCoord0Vertex::ms_decl) )
{
bgfx::TransientVertexBuffer vb;
bgfx::allocTransientVertexBuffer(&vb, 3, PosColorTexCoord0Vertex::ms_decl);
PosColorTexCoord0Vertex* vertex = (PosColorTexCoord0Vertex*)vb.data;
const float zz = 0.0f;
const float minx = -_width;
const float maxx = _width;
const float miny = 0.0f;
const float maxy = _height*2.0f;
const float texelHalfW = s_texelHalf/_textureWidth;
const float texelHalfH = s_texelHalf/_textureHeight;
const float minu = -1.0f + texelHalfW;
const float maxu = 1.0f + texelHalfW;
float minv = texelHalfH;
float maxv = 2.0f + texelHalfH;
if (_originBottomLeft)
{
std::swap(minv, maxv);
minv -= 1.0f;
maxv -= 1.0f;
}
vertex[0].m_x = minx;
vertex[0].m_y = miny;
vertex[0].m_z = zz;
vertex[0].m_rgba = 0xffffffff;
vertex[0].m_u = minu;
vertex[0].m_v = minv;
vertex[1].m_x = maxx;
vertex[1].m_y = miny;
vertex[1].m_z = zz;
vertex[1].m_rgba = 0xffffffff;
vertex[1].m_u = maxu;
vertex[1].m_v = minv;
vertex[2].m_x = maxx;
vertex[2].m_y = maxy;
vertex[2].m_z = zz;
vertex[2].m_rgba = 0xffffffff;
vertex[2].m_u = maxu;
vertex[2].m_v = maxv;
bgfx::setVertexBuffer(&vb);
}
}
void Camera::updateMatrices() {
assert (width != -1.f && height != -1.f);
// view matrix
bx::mtxLookAtRh (mtxView, eye.data(), poi.data(), up.data());
// projection matrix
if (orthographic) {
bx::mtxOrthoRh(mtxProj,
-width * 0.5f, width * 0.5f,
-height * 0.5f, height * 0.5f,
near, far);
} else {
float aspect = static_cast<float>(width) / height;
float mtx_proj[16];
bx::mtxProjRh(mtxProj, fov, aspect, near, far);
}
// environment matrix
const float dir[3] =
{
poi[0] - eye[0],
poi[1] - eye[1],
poi[2] - eye[2]
};
const float dirLen = bx::vec3Length(dir);
const float invDirLen = 1.0f / (dirLen + FLT_MIN);
const float dirNorm[3] =
{
dir[0] * invDirLen,
dir[1] * invDirLen,
dir[2] * invDirLen
};
float tmp[3];
const float fakeUp[3] = { 0.0f, 1.0f, 0.0f };
float right[3];
bx::vec3Cross (tmp, fakeUp, dirNorm);
bx::vec3Norm(right, tmp);
float up[3];
bx::vec3Cross(tmp, dirNorm, right);
bx::vec3Norm(up, tmp);
mtxEnv[ 0] = -right[0];
mtxEnv[ 1] = -right[1];
mtxEnv[ 2] = -right[2];
mtxEnv[ 3] = 0.0f;
mtxEnv[ 4] = up[0];
mtxEnv[ 5] = up[1];
mtxEnv[ 6] = up[2];
mtxEnv[ 7] = 0.0f;
mtxEnv[ 8] = dirNorm[0];
mtxEnv[ 9] = dirNorm[1];
mtxEnv[10] = dirNorm[2];
mtxEnv[11] = 0.0f;
mtxEnv[12] = 0.0f;
mtxEnv[13] = 0.0f;
mtxEnv[14] = 0.0f;
mtxEnv[15] = 1.0f;
}
void LightProbe::load(const char* _name) {
char filePath[512];
bx::snprintf(filePath, BX_COUNTOF(filePath), "data/textures/%s_lod.dds", _name);
m_tex = bgfxutils::loadTexture(filePath, BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP|BGFX_TEXTURE_W_CLAMP);
bx::snprintf(filePath, BX_COUNTOF(filePath), "data/textures/%s_irr.dds", _name);
m_texIrr = bgfxutils::loadTexture(filePath, BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP|BGFX_TEXTURE_W_CLAMP);
}
void Renderer::createGeometries() {
// Create vertex stream declaration.
PosColorVertex::init();
PosNormalVertex::init();
PosNormalColorTexcoordVertex::init();
PosColorTexCoord0Vertex::init();
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PathVertex::init();
// Create static vertex buffer.
cube_vbh = bgfx::createVertexBuffer(
// Static data can be passed with bgfx::makeRef
bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) )
, PosColorVertex::ms_decl
);
// Create static index buffer.
cube_ibh = bgfx::createIndexBuffer(
// Static data can be passed with bgfx::makeRef
bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) )
);
// Create static index buffer.
cube_edges_ibh = bgfx::createIndexBuffer(
// Static data can be passed with bgfx::makeRef
bgfx::makeRef(s_cubeEdgeIndices, sizeof(s_cubeEdgeIndices) )
);
plane_vbh = bgfx::createVertexBuffer(
bgfx::makeRef(s_hplaneVertices, sizeof(s_hplaneVertices) )
, PosNormalColorTexcoordVertex::ms_decl
);
plane_ibh = bgfx::createIndexBuffer(
bgfx::makeRef(s_planeIndices, sizeof(s_planeIndices) )
);
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// debugBoneMesh.Merge(
// *Mesh::sCreateCuboid (1., 1., 1.),
// TranslateMat44(0.f, .0f, 0.5f)
// );
Mesh* sphere = Mesh::sCreateUVSphere (4, 4, 0.1f);
debugBoneMesh.Merge(
*sphere,
TranslateMat44(0.f, .0f, 0.0f)
);
debugBoneMesh.Merge(
*sphere,
TranslateMat44(0.f, .0f, 1.0f)
);
Mesh* cuboid = Mesh::sCreateCuboid (0.1f, 0.1f, 1.0f);
debugBoneMesh.Merge(
*cuboid,
TranslateMat44(0.f, .0f, 0.5f)
);
delete sphere;
debugBoneMesh.Update();
delete cuboid;
}
Path::~Path() {
if (bgfx::isValid(mVertexBufferHandle))
bgfx::destroyDynamicVertexBuffer(mVertexBufferHandle);
if (bgfx::isValid(mIndexBufferHandle))
bgfx::destroyDynamicIndexBuffer(mIndexBufferHandle);
}
void Path::UpdateBuffers() {
// create an array for the actual buffer
std::vector<PathVertex> path_vertices;
float path_length = 0;
// Copy points to the vertex buffer
for (int i = 0; i < points.size(); i++) {
PathVertex vertex;
memcpy (vertex.position, points[i].data(), sizeof(float) * 3);
memcpy (vertex.color, colors[i].data(), sizeof(float) * 4);
if (i == 0) {
assert (points.size() > 1);
memcpy (vertex.prev, points[i].data(), sizeof(float) * 3);
memcpy (vertex.next, points[i + 1].data(), sizeof(float) * 3);
} else if (i == points.size() - 1) {
memcpy (vertex.next, points[i].data(), sizeof(float) * 3);
memcpy (vertex.prev, points[i - 1].data(), sizeof(float) * 3);
} else {
memcpy (vertex.prev, points[i - 1].data(), sizeof(float) * 3);
memcpy (vertex.next, points[i + 1].data(), sizeof(float) * 3);
}
if (i > 0) {
path_length += (points[i] - points[i - 1]).norm();
}
vertex.info[0] = -1.0f;
vertex.info[1] = path_length;
path_vertices.push_back(vertex);
vertex.info[0] = 1.0f;
vertex.info[1] = path_length;
path_vertices.push_back(vertex);
PathVertex &last_vertex = path_vertices[path_vertices.size() - 1];
assert (last_vertex.color[0] == colors[i][0]);
assert (last_vertex.color[1] == colors[i][1]);
assert (last_vertex.color[2] == colors[i][2]);
assert (last_vertex.color[3] == 1.0f);
}
// Assemble the index buffer (every point is submitted twice
// and gets extruded in the vertex shader)
std::vector<uint16_t> line_indices;
int index = 0;
for (int i = 0; i < (path_vertices.size() / 2) - 1; i++) {
int j = index;
line_indices.push_back(j + 0);
line_indices.push_back(j + 1);
line_indices.push_back(j + 2);
line_indices.push_back(j + 2);
line_indices.push_back(j + 1);
line_indices.push_back(j + 3);
index += 2;
}
// create buffers if they are not yet valid
if (!bgfx::isValid(mVertexBufferHandle)) {
mVertexBufferHandle = bgfx::createDynamicVertexBuffer(
bgfx::copy(
path_vertices.data(),
sizeof(PathVertex) * path_vertices.size()
),
PathVertex::ms_decl
);
mIndexBufferHandle = bgfx::createDynamicIndexBuffer(
bgfx::copy(line_indices.data(), sizeof(uint16_t) * line_indices.size())
);
} else {
bgfx::updateDynamicVertexBuffer(
mVertexBufferHandle,
0,
bgfx::copy(
path_vertices.data(),
sizeof(PathVertex) * path_vertices.size()
)
);
bgfx::updateDynamicIndexBuffer(
mIndexBufferHandle,
0,
bgfx::copy(line_indices.data(), sizeof(uint16_t) * line_indices.size())
);
}
assert (bgfx::isValid(mVertexBufferHandle));
assert (bgfx::isValid(mIndexBufferHandle));
}
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void Renderer::setupTextures() {
int grid_size = 1024;
int grid_border = 12;
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uint8_t grid_color_border [4] = {32, 32, 32, 255};
// uint8_t grid_color_border [4] = {0, 0, 0, 0};
uint8_t grid_color_0[4] = {192, 192, 192, 255};
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uint8_t grid_color_1[4] = {128, 128, 128, 255};
uint8_t* texture_data = NULL;
texture_data = new uint8_t[grid_size * grid_size * 4];
for (int i = 0; i < grid_size; i++) {
for (int j = 0; j < grid_size; j++) {
uint8_t *texel = &texture_data[i * (grid_size * 4) + j * 4];
if ( (i < (grid_border / 2))
|| (i > grid_size - (grid_border / 2))
|| (j < (grid_border / 2))
|| (j > grid_size - (grid_border / 2)) ) {
memcpy (texel, grid_color_border, sizeof (uint8_t) * 4);
}
else {
if ( (i * 2) / grid_size + (j * 2) / grid_size == 1) {
memcpy (texel, grid_color_0, sizeof (uint8_t) * 4);
} else {
memcpy (texel, grid_color_1, sizeof (uint8_t) * 4);
}
}
}
}
sceneDefaultTexture = bgfx::createTexture2D(grid_size, grid_size, false, 1, bgfx::TextureFormat::RGBA8, BGFX_TEXTURE_NONE, bgfx::copy (texture_data, grid_size * grid_size * 4));
delete[] texture_data;
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}
void Renderer::setupShaders() {
// Create uniforms
sceneDefaultTextureSampler = bgfx::createUniform("sceneDefaultTexture", bgfx::UniformType::Int1);
u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Mat4);
u_flags = bgfx::createUniform("u_flags", bgfx::UniformType::Vec4);
u_camPos = bgfx::createUniform("u_camPos", bgfx::UniformType::Vec4);
s_texCube = bgfx::createUniform("s_texCube", bgfx::UniformType::Int1);
s_texCubeIrr = bgfx::createUniform("s_texCubeIrr", bgfx::UniformType::Int1);
// sceneDefaultTexture = bgfxutils::loadTexture("fieldstone-rgba.dds");
u_time = bgfx::createUniform("u_time", bgfx::UniformType::Vec4);
u_color = bgfx::createUniform("u_color", bgfx::UniformType::Vec4);
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u_line_params = bgfx::createUniform("u_line_params", bgfx::UniformType::Vec4);
m_timeOffset = bx::getHPCounter();
// Initialize light
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gLog ("Creating light uniforms...");
lights[0].u_shadowMap = bgfx::createUniform("u_shadowMap", bgfx::UniformType::Int1);
lights[0].u_shadowMapParams = bgfx::createUniform("u_shadowMapParams", bgfx::UniformType::Vec4);
lights[0].u_lightPos = bgfx::createUniform("u_lightPos", bgfx::UniformType::Vec4);
lights[0].u_lightMtx = bgfx::createUniform("u_lightMtx", bgfx::UniformType::Int1);
// Setup the light probe pass
IBL::uniforms.init();
IBL::uniforms.m_glossiness = IBL::settings.m_glossiness;
IBL::uniforms.m_reflectivity = IBL::settings.m_reflectivity;
IBL::uniforms.m_exposure = IBL::settings.m_exposure;
IBL::uniforms.m_bgType = IBL::settings.m_bgType;
IBL::uniforms.m_metalOrSpec = float(IBL::settings.m_metalOrSpec);
IBL::uniforms.m_doDiffuse = float(IBL::settings.m_doDiffuse);
IBL::uniforms.m_doSpecular = float(IBL::settings.m_doSpecular);
IBL::uniforms.m_doDiffuseIbl = float(IBL::settings.m_doDiffuseIbl);
IBL::uniforms.m_doSpecularIbl = float(IBL::settings.m_doSpecularIbl);
memcpy(IBL::uniforms.m_rgbDiff, IBL::settings.m_rgbDiff, 3*sizeof(float) );
memcpy(IBL::uniforms.m_rgbSpec, IBL::settings.m_rgbSpec, 3*sizeof(float) );
memcpy(IBL::uniforms.m_lightDir, IBL::settings.m_lightDir, 3*sizeof(float) );
memcpy(IBL::uniforms.m_lightCol, IBL::settings.m_lightCol, 3*sizeof(float) );
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s_renderStates[RenderState::Skybox].m_program = RenderProgram(
"shaders/skybox/vs_ibl_skybox.sc",
"shaders/skybox/fs_ibl_skybox.sc"
);
// Get renderer capabilities info.
const bgfx::Caps* caps = bgfx::getCaps();
// Shadow samplers are supported at least partially supported if texture
// compare less equal feature is supported.
bool shadowSamplerSupported = 0 != (caps->supported & BGFX_CAPS_TEXTURE_COMPARE_LEQUAL);
if (shadowSamplerSupported)
{
// Depth textures and shadow samplers are supported.
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s_renderStates[RenderState::ShadowMap].m_program =
RenderProgram(
"shaders/shadowmap/vs_sms_mesh.sc",
"shaders/shadowmap/fs_sms_shadow.sc"
);
s_renderStates[RenderState::Scene].m_program =
RenderProgram(
"shaders/scene/vs_sms_mesh.sc",
"shaders/scene/fs_sms_mesh.sc"
);
s_renderStates[RenderState::SceneTextured].m_program =
RenderProgram(
"shaders/scene/vs_sms_mesh_textured.sc",
"shaders/scene/fs_sms_mesh_textured.sc"
);
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// Setup render target for the shadow maps
lights[0].shadowMapTexture= bgfx::createTexture2D(
lights[0].shadowMapSize,
lights[0].shadowMapSize,
false, 1,
bgfx::TextureFormat::D16, BGFX_TEXTURE_COMPARE_LEQUAL);
bgfx::TextureHandle fbtextures[] = { lights[0].shadowMapTexture };
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lights[0].shadowMapFB = bgfx::createFrameBuffer(
BX_COUNTOF(fbtextures), fbtextures, true
);
}
else
{
// Depth textures and shadow samplers are not supported. Use float
// depth packing into color buffer instead.
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assert(false);
}
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s_renderStates[RenderState::Lines].m_program = RenderProgram(
"shaders/lines/vs_lines.sc",
"shaders/lines/fs_lines.sc"
);
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s_renderStates[RenderState::LinesOccluded].m_program = RenderProgram(
"shaders/lines/vs_lines.sc",
"shaders/lines/fs_lines_occluded.sc"
);
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s_renderStates[RenderState::Debug].m_program = RenderProgram(
"shaders/debug/vs_debug.sc",
"shaders/debug/fs_debug.sc"
);
}
void Renderer::setupRenderPasses() {
// ShadowMap
s_renderStates[RenderState::ShadowMap].m_viewId = RenderState::ShadowMap;
// Scene
s_renderStates[RenderState::Scene].m_viewId = RenderState::Scene;
s_renderStates[RenderState::Scene].m_numTextures = 1;
// Scene: shadow map texture
s_renderStates[RenderState::Scene].m_textures[0].m_flags = UINT32_MAX;
s_renderStates[RenderState::Scene].m_textures[0].m_stage = 0;
s_renderStates[RenderState::Scene].m_textures[0].m_sampler = lights[0].u_shadowMap;
s_renderStates[RenderState::Scene].m_textures[0].m_texture = lights[0].shadowMapTexture;
// Scene: default texture
s_renderStates[RenderState::SceneTextured].m_viewId = RenderState::SceneTextured;
s_renderStates[RenderState::SceneTextured].m_numTextures = 2;
s_renderStates[RenderState::SceneTextured].m_textures[0].m_flags = UINT32_MAX;
s_renderStates[RenderState::SceneTextured].m_textures[0].m_stage = 0;
s_renderStates[RenderState::SceneTextured].m_textures[0].m_sampler = lights[0].u_shadowMap;
s_renderStates[RenderState::SceneTextured].m_textures[0].m_texture = lights[0].shadowMapTexture;
s_renderStates[RenderState::SceneTextured].m_textures[1].m_flags = UINT32_MAX;
s_renderStates[RenderState::SceneTextured].m_textures[1].m_stage = 1;
s_renderStates[RenderState::SceneTextured].m_textures[1].m_sampler = sceneDefaultTextureSampler;
s_renderStates[RenderState::SceneTextured].m_textures[1].m_texture = sceneDefaultTexture;
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// Lines
s_renderStates[RenderState::Lines].m_viewId = RenderState::Lines;
// Lines
s_renderStates[RenderState::LinesOccluded].m_viewId = RenderState::LinesOccluded;
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// Debug
s_renderStates[RenderState::Debug].m_viewId = RenderState::Debug;
}
// void Renderer::setupWindowX11 (Display* x11_display, int x11_window_id) {
// bgfx::x11SetDisplayWindow(x11_display, x11_window_id);
// }
class BGFXCallbacks: public bgfx::CallbackI {
virtual void fatal (bgfx::Fatal::Enum _code, const char *_str) {
std::cerr << "Fatal (" << _code << "): " << _str << std::endl;
}
virtual void traceVargs (const char *_filePath, uint16_t _line, const char* _format, va_list _argList) {
char output_buffer[255];
vsprintf (output_buffer, _format, _argList);
std::cerr << "Trace " << _filePath << ":" << _line << " : " << output_buffer;
}
virtual uint32_t cacheReadSize(uint64_t _id) {
return 0;
}
virtual bool cacheRead(uint64_t _id, void *_data, uint32_t _size) {
return false;
}
virtual void cacheWrite(uint64_t _id, const void *_data, uint32_t _size) {
}
virtual void screenShot(const char *_filePath, uint32_t _width, uint32_t _height, uint32_t _pitch, const void *_data, uint32_t _size, bool _yflip) {
}
virtual void captureBegin(uint32_t _width, uint32_t _height, uint32_t _pitch, bgfx::TextureFormat::Enum _format, bool _yflip) {
}
virtual void captureEnd() {
};
virtual void captureFrame(const void *_data, uint32_t _size) {
};
};
namespace bgfx {
inline void glfwSetWindow(GLFWwindow* _window)
{
bgfx::PlatformData pd;
# if BX_PLATFORM_LINUX || BX_PLATFORM_BSD
pd.ndt = glfwGetX11Display();
pd.nwh = (void*)(uintptr_t)glfwGetGLXWindow(_window);
pd.context = glfwGetGLXContext(_window);
# elif BX_PLATFORM_OSX
pd.ndt = NULL;
pd.nwh = glfwGetCocoaWindow(_window);
pd.context = glfwGetNSGLContext(_window);
# elif BX_PLATFORM_WINDOWS
pd.ndt = NULL;
pd.nwh = glfwGetWin32Window(_window);
pd.context = NULL;
# endif // BX_PLATFORM_WINDOWS
pd.backBuffer = NULL;
pd.backBufferDS = NULL;
bgfx::setPlatformData(pd);
}
}
void Renderer::initialize(int width, int height) {
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this->view_width = width;
this->view_height = height;
uint32_t debug = BGFX_DEBUG_TEXT;
uint32_t reset = BGFX_RESET_VSYNC;
reset = BGFX_RESET_VSYNC | BGFX_RESET_MAXANISOTROPY | BGFX_RESET_MSAA_X16;
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bgfx::reset(view_width, view_height, reset);
bgfx::setViewClear(0
, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
, 0x303030ff
, 1.0f
, 0
);
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bgfx::setViewRect(0, view_offset_x, view_offset_y, view_width, view_height);
bgfx::RendererType::Enum renderer = bgfx::getRendererType();
flipV = false
|| renderer == bgfx::RendererType::OpenGL
|| renderer == bgfx::RendererType::OpenGLES
;
bgfx::setDebug(debug);
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gLog ("Creating Cameras");
cameras.push_back (Camera());
activeCameraIndex = 0;
lights.push_back (Light());
createGeometries();
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setupTextures();
setupShaders();
setupRenderPasses();
mLightProbes[LightProbe::Bolonga].load("bolonga");
mLightProbes[LightProbe::Kyoto ].load("kyoto");
mCurrentLightProbe = LightProbe::Bolonga;
initialized = true;
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resize (view_offset_x, view_offset_y, view_width, view_height);
bgfx::frame();
}
void Renderer::shutdown() {
bgfx::destroyIndexBuffer(cube_ibh);
bgfx::destroyIndexBuffer(cube_edges_ibh);
bgfx::destroyVertexBuffer(cube_vbh);
bgfx::destroyIndexBuffer(plane_ibh);
bgfx::destroyVertexBuffer(plane_vbh);
bgfx::destroyUniform(u_camPos);
bgfx::destroyUniform(u_flags);
bgfx::destroyUniform(u_mtx);
IBL::uniforms.destroy();
bgfx::destroyUniform(s_texCube);
bgfx::destroyUniform(s_texCubeIrr);
bgfx::destroyUniform(u_time);
bgfx::destroyUniform(u_color);
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bgfx::destroyUniform(u_line_params);
for (uint8_t ii = 0; ii < RenderState::Count; ++ii) {
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if (bgfx::isValid(s_renderStates[ii].m_program.program)) {
bgfx::destroyProgram(s_renderStates[ii].m_program.program);
}
}
for (uint8_t ii = 0; ii < LightProbe::Count; ++ii) {
mLightProbes[ii].destroy();
}
for (size_t i = 0; i < entities.size(); i++) {
delete entities[i];
entities[i] = NULL;
}
for (size_t i = 0; i < lights.size(); i++) {
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gLog ("Destroying light uniforms for light %d", i);
bgfx::destroyFrameBuffer(lights[i].shadowMapFB);
bgfx::destroyUniform(lights[i].u_shadowMap);
bgfx::destroyUniform(lights[i].u_shadowMapParams);
bgfx::destroyUniform(lights[i].u_lightPos);
bgfx::destroyUniform(lights[i].u_lightMtx);
}
lights.clear();
cameras.clear();
}
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void Renderer::resize (int x, int y, int width, int height) {
if (initialized) {
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this->view_offset_x = x;
this->view_offset_y = y;
this->view_width = view_texture_width;
this->view_height = view_texture_height;
for (uint32_t i = 0; i < cameras.size(); i++) {
cameras[i].width = static_cast<float>(view_texture_width);
cameras[i].height = static_cast<float>(view_texture_height);
}
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if (bgfx::isValid(sceneViewBuffer)) {
bgfx::setViewFrameBuffer(RenderState::Skybox, sceneViewBuffer);
bgfx::setViewFrameBuffer(RenderState::Scene, sceneViewBuffer);
bgfx::setViewFrameBuffer(RenderState::SceneTextured, sceneViewBuffer);
bgfx::setViewFrameBuffer(RenderState::Lines, sceneViewBuffer);
bgfx::setViewFrameBuffer(RenderState::LinesOccluded, sceneViewBuffer);
bgfx::setViewFrameBuffer(RenderState::Debug, sceneViewBuffer);
}
}
}
void Renderer::paintGL() {
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() ) );
bgfx::setUniform (u_time, &time);
// Use debug font to print information about this example.
bgfx::dbgTextClear();
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// debug font is 8 pixels wide
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int num_chars = view_width / 8;
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bgfx::dbgTextPrintf(num_chars - 18, 0, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
// This dummy draw call is here to make sure that view 0 is cleared
// if no other draw calls are submitted to view 0.
bgfx::touch(0);
// update camera matrices
for (uint32_t i = 0; i < cameras.size(); i++) {
cameras[i].updateMatrices();
}
// lights: update view and projection matrices and shadow map parameters
for (uint32_t i = 0; i < lights.size(); i++) {
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bgfx::setUniform(lights[i].u_lightPos, lights[i].pos.data());
float shadow_map_params[4];
shadow_map_params[0] = static_cast<float>(lights[i].shadowMapSize);
shadow_map_params[1] = lights[0].shadowMapBias;
shadow_map_params[2] = 0.f;
shadow_map_params[3] = 0.f;
bgfx::setUniform(lights[i].u_shadowMapParams, &shadow_map_params);
float eye[3];
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eye[0] = lights[i].pos[0];
eye[1] = lights[i].pos[1];
eye[2] = lights[i].pos[2];
float at[3];
at[0] = - lights[i].pos[0] + lights[i].dir[0];
at[1] = - lights[i].pos[1] + lights[i].dir[1];
at[2] = - lights[i].pos[2] + lights[i].dir[2];
bx::mtxLookAtRh(lights[i].mtxView, eye, at);
lights[i].area = 10.0f;
lights[i].near = 10.f;
lights[i].far = 20.f;
// bx::mtxProj(lightProj, 20.0f, 1., 5.f, 10.0f);
bx::mtxOrthoRh(lights[i].mtxProj,
lights[i].area, -lights[i].area,
lights[i].area, -lights[i].area,
lights[i].near, lights[i].far);
// lights: shadow matrix
const float sy = flipV ? 0.5f : -0.5f;
const float mtxCrop[16] =
{
0.5f, 0.0f, 0.0f, 0.0f,
0.0f, sy, 0.0f, 0.0f,
0.0f, 0.0f, 0.5f, 0.0f,
0.5f, 0.5f, 0.5f, 1.0f,
};
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// compute mtxShadow = View * Proj * Crop
float mtxTmp[16];
bx::mtxMul(mtxTmp, lights[i].mtxProj, mtxCrop);
bx::mtxMul(lights[i].mtxShadow, lights[i].mtxView, mtxTmp);
}
// setup render passes
float view[16];
float proj[16];
bx::mtxIdentity(view);
bx::mtxOrthoRh(proj, 0.f, 1.f, 1.f, 0.f, 0.f, 100.0f);
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bgfx::setViewRect(RenderState::Skybox, view_offset_x, view_offset_y, view_width, view_height);
bgfx::setViewTransform(RenderState::Skybox, view, proj);
bgfx::setViewRect(RenderState::ShadowMap, 0, 0, lights[0].shadowMapSize, lights[0].shadowMapSize);
bgfx::setViewFrameBuffer(RenderState::ShadowMap, lights[0].shadowMapFB);
bgfx::setViewTransform(RenderState::ShadowMap, lights[0].mtxView, lights[0].mtxProj);
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bgfx::setViewRect(RenderState::Scene, view_offset_x, view_offset_y, view_width, view_height);
bgfx::setViewTransform(RenderState::Scene, cameras[activeCameraIndex].mtxView, cameras[activeCameraIndex].mtxProj);
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bgfx::setViewRect(RenderState::SceneTextured, view_offset_x, view_offset_y, view_width, view_height);
bgfx::setViewTransform(RenderState::SceneTextured, cameras[activeCameraIndex].mtxView, cameras[activeCameraIndex].mtxProj);
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bgfx::setViewRect(RenderState::Lines, view_offset_x, view_offset_y, view_width, view_height);
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bgfx::setViewTransform(RenderState::Lines, cameras[activeCameraIndex].mtxView, cameras[activeCameraIndex].mtxProj);
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bgfx::setViewRect(RenderState::LinesOccluded, view_offset_x, view_offset_y, view_width, view_height);
bgfx::setViewTransform(RenderState::LinesOccluded, cameras[activeCameraIndex].mtxView, cameras[activeCameraIndex].mtxProj);
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bgfx::setViewRect(RenderState::Debug, view_offset_x, view_offset_y, view_width, view_height);
bgfx::setViewTransform(RenderState::Debug, cameras[activeCameraIndex].mtxView, cameras[activeCameraIndex].mtxProj);
//
// Pass: floor
//
// setup floor
float mtxFloor[16];
bx::mtxSRT(mtxFloor
, 10.0f, 10.0f, 10.0f
, 0.0f, 0.0f, 0.0f
, 0.0f, -0.009f, 0.0f
);
float lightMtx[16];
// Floor.
bx::mtxMul(lightMtx, mtxFloor, lights[0].mtxShadow);
bgfx::setUniform(lights[0].u_lightMtx, lightMtx);
// Clear backbuffer and shadowmap framebuffer at beginning.
bgfx::setViewClear(RenderState::Skybox
, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
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, 0x000000ff, 1.0f, 0
);
bgfx::setViewClear(RenderState::ShadowMap
, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
, 0x303030ff, 1.0f, 0
);
// bgfx::setViewClear(RenderState::Scene
// , BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
// , 0x303030ff, 1.0f, 0
// );
bgfx::touch(RenderState::Scene);
bgfx::touch(RenderState::Skybox);
//
// Pass: skybox
//
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if (drawSkybox) {
// Skybox pass
memcpy (IBL::uniforms.m_cameraPos, cameras[activeCameraIndex].eye.data(), 3 * sizeof(float));
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const float amount = bx::fmin(0.012/0.12f, 1.0f);
IBL::settings.m_envRotCurr = bx::flerp(IBL::settings.m_envRotCurr, IBL::settings.m_envRotDest, amount);
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float mtxEnvRot[16];
float env_rot_cur = 0.0f;
float mtx_u_mtx[16];
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bx::mtxRotateY(mtxEnvRot, env_rot_cur);
bx::mtxMul(IBL::uniforms.m_mtx, cameras[activeCameraIndex].mtxEnv, mtxEnvRot); // Used for Skybox.
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bgfx::setTexture(0, s_texCube, mLightProbes[mCurrentLightProbe].m_tex);
bgfx::setTexture(1, s_texCubeIrr, mLightProbes[mCurrentLightProbe].m_texIrr);
bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE);
screenSpaceQuad(
(float)cameras[activeCameraIndex].width,
(float)cameras[activeCameraIndex].height, true);
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IBL::uniforms.submit();
bgfx::submit(RenderState::Skybox, s_renderStates[RenderState::Skybox].m_program.program);
}
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if (drawFloor)
{
// render the plane
uint32_t cached = bgfx::setTransform(mtxFloor);
for (uint32_t pass = 0; pass < RenderState::Count; ++pass) {
// Only draw plane textured or during the shadow map passes
if (pass != RenderState::SceneTextured
&& pass != RenderState::ShadowMap)
continue;
const RenderState& st = s_renderStates[pass];
if (!isValid(st.m_program.program)) {
continue;
}
bgfx::setTransform(cached);
for (uint8_t tex = 0; tex < st.m_numTextures; ++tex)
{
const RenderState::Texture& texture = st.m_textures[tex];
bgfx::setTexture(texture.m_stage
, texture.m_sampler
, texture.m_texture
, texture.m_flags
);
}
bgfx::setUniform(lights[0].u_lightMtx, lightMtx);
bgfx::setUniform(u_color, Vector4f(1.f, 1.f, 1.f, 1.f).data(), 4);
bgfx::setIndexBuffer(plane_ibh);
bgfx::setVertexBuffer(plane_vbh);
bgfx::setState(st.m_state);
bgfx::submit(st.m_viewId, st.m_program.program);
}
}
//
// Pass: shadow map and scene pass
//
// render entities
for (size_t i = 0; i < entities.size(); i++) {
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if (entities[i]->mDrawEntity == false)
continue;
for (uint32_t j = 0; j < entities[i]->mSkeletonMeshes.Length(); ++j) {
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// shadow map pass
bx::mtxMul(
lightMtx,
entities[i]->mSkeletonMeshes.GetBoneMatrix(j).data(),
lights[0].mtxShadow
);
bgfx::setUniform(lights[0].u_lightMtx, lightMtx);
entities[i]->mSkeletonMeshes.GetMesh(j)->Submit(
&s_renderStates[RenderState::ShadowMap],
entities[i]->mSkeletonMeshes.GetBoneMatrix(j).data()
);
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// scene pass
bgfx::setUniform(lights[0].u_lightMtx, lightMtx);
// compute world position of the light
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Vector4f light_pos4 (
lights[0].pos[0],
lights[0].pos[1],
lights[0].pos[2],
1.0f
);
Vector4f light_pos =
entities[i]->mSkeletonMeshes.GetBoneMatrix(j)
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* light_pos4;
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bgfx::setUniform(lights[0].u_lightPos, light_pos.data());
bgfx::setUniform(u_color, entities[i]->mColor.data());
entities[i]->mSkeletonMeshes.GetMesh(j)->Submit(
&s_renderStates[RenderState::Scene],
entities[i]->mSkeletonMeshes.GetBoneMatrix(j).data()
);
}
}
// render debug information
if (drawDebug) {
float tmp[16];
// render light frustums
for (uint32_t i = 0; i < lights.size(); i++) {
bx::mtxMul (tmp, lights[i].mtxView, lights[i].mtxProj);
float mtxLightViewProjInv[16];
bx::mtxInverse (mtxLightViewProjInv, tmp);
bgfx::setUniform(u_color, Vector4f(1.f, 1.f, 0.3f, 1.0f).data(), 4);
const RenderState& st = s_renderStates[RenderState::Debug];
bgfx::setTransform(mtxLightViewProjInv);
bgfx::setIndexBuffer(cube_edges_ibh);
bgfx::setVertexBuffer(cube_vbh);
bgfx::setState(st.m_state);
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bgfx::submit(st.m_viewId, st.m_program.program);
}
// render camera frustums
for (uint32_t i = 0; i < cameras.size(); i++) {
bx::mtxMul (tmp, cameras[i].mtxView, cameras[i].mtxProj);
float mtxCameraViewProjInv[16];
bx::mtxInverse (mtxCameraViewProjInv, tmp);
bgfx::setUniform(u_color, Vector4f(0.5f, 0.5f, 0.8f, 1.f).data(), 4);
const RenderState& st = s_renderStates[RenderState::Debug];
bgfx::setTransform(mtxCameraViewProjInv);
bgfx::setIndexBuffer(cube_edges_ibh);
bgfx::setVertexBuffer(cube_vbh);
bgfx::setState(st.m_state);
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bgfx::submit(st.m_viewId, st.m_program.program);
}
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// render debug skeletons
for (size_t i = 0; i < entities.size(); i++) {
debugBoneMesh.Submit(&s_renderStates[RenderState::Scene],
entities[i]->mTransform.toMatrix().data());
}
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// debug commands
bgfx::setUniform(u_color, Vector4f(1.0f, 1.0f, 1.0f, 1.f).data(), 4);
// assemble lines for alls debug lines
debugPaths.resize(debugCommands.size());
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for (uint32_t i = 0; i < debugCommands.size(); i++) {
Path &line = debugPaths[i];
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if (debugCommands[i].type == DebugCommand::Line) {
line.points.clear();
line.colors.clear();
line.points.push_back(debugCommands[i].from);
line.colors.push_back(debugCommands[i].color);
line.points.push_back(debugCommands[i].to);
line.colors.push_back(debugCommands[i].color);
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line.UpdateBuffers();
} else if (debugCommands[i].type == DebugCommand::Circle) {
line.points.clear();
line.colors.clear();
float radius = debugCommands[i].radius;
float c,s,angle;
// construct an orthogonal vector from the normal.
Vector3f plane1 (
debugCommands[i].to[1] - debugCommands[i].to[2],
debugCommands[i].to[0],
-debugCommands[i].to[0]
);
plane1.normalize();
Vector3f plane2 = debugCommands[i].to.cross(plane1);
const int cNumSegments = 64;
for (uint32_t j = 0; j < cNumSegments; j++) {
angle = M_PI * 0.5f + 2. * M_PI * static_cast<float>(j) / static_cast<float>(cNumSegments - 1);
s = sin(angle) * radius;
c = cos(angle) * radius;
line.points.push_back(debugCommands[i].from + plane1 * s + plane2 * c);
line.colors.push_back(debugCommands[i].color);
}
line.UpdateBuffers();
}
float thickness = 0.05143f;
float miter = 0.0f;
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float aspect = static_cast<float>(view_width) / static_cast<float>(view_height);
Vector4f params (thickness, miter, aspect, 0.0f);
// submit data to regular lines state
const RenderState& st = s_renderStates[RenderState::Lines];
bgfx::setUniform(u_line_params, params.data(), 1);
bgfx::setIndexBuffer(line.mIndexBufferHandle);
bgfx::setVertexBuffer(line.mVertexBufferHandle);
bgfx::setState(st.m_state);
bgfx::submit(st.m_viewId, st.m_program.program);
// submit data to state LinesOccluded
bgfx::setState(s_renderStates[RenderState::LinesOccluded].m_state);
bgfx::setUniform(u_line_params, params.data(), 1);
bgfx::setIndexBuffer(line.mIndexBufferHandle);
bgfx::setVertexBuffer(line.mVertexBufferHandle);
bgfx::submit(
s_renderStates[RenderState::LinesOccluded].m_viewId,
s_renderStates[RenderState::LinesOccluded].m_program.program
);
}
}
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// if (ImGui::BeginDock("Render Settings")) {
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if(ImGui::DragFloat3 ("Light0 Pos", lights[0].pos.data(), 1.0f, -10.0f, 10.0f)) {
}
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if(ImGui::DragFloat3 ("Light0 Dir", lights[0].dir.data(), 1.0f, -10.0f, 10.0f)) {
}
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float light_at[3];
light_at[0] = lights[0].dir[0] - lights[0].pos[0];
light_at[1] = lights[0].dir[1] - lights[0].pos[1];
light_at[2] = lights[0].dir[2] - lights[0].pos[2];
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if(ImGui::DragFloat3 ("Light0 At", light_at, 1.0f, -10.0f, 10.0f)) {
lights[0].dir[0] = lights[0].pos[0]- light_at[0];
lights[0].dir[1] = lights[0].pos[1]- light_at[1];
lights[0].dir[2] = lights[0].pos[2]- light_at[2];
}
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assert (lights.size() == 1);
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ImGui::Checkbox("Draw Floor", &drawFloor);
ImGui::Checkbox("Draw Skybox", &drawSkybox);
ImGui::Checkbox("Draw Debug", &drawDebug);
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for (int i = 0; i < lights.size(); i++) {
ImGui::SliderFloat("Bias",
&lights[i].shadowMapBias,
0.0001f,
0.10f
);
}
// }
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// ImGui::EndDock();
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// Advance to next frame. Rendering thread will be kicked to
// process submitted rendering primitives.
bgfx::frame();
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// clear debug commands as they have to be issued every frame
debugCommands.clear();
}
void Renderer::DrawGui() {
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static float docking_offset_x = 600.0f;
ImGuiStyle& style = ImGui::GetStyle();
if (ImGui::GetIO().DisplaySize.y > 0) {
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ImVec2 pos = ImVec2(docking_offset_x, 25);
ImVec2 size = ImGui::GetIO().DisplaySize;
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size.x -= pos.x;
size.y -= pos.y;
ImGui::RootDock(pos, ImVec2(size.x, size.y - 25.0f));
// Draw status bar (no docking)
ImGui::SetNextWindowSize(ImVec2(size.x, 25.0f), ImGuiSetCond_Always);
ImGui::SetNextWindowPos(ImVec2(0, size.y - 32.0f), ImGuiSetCond_Always);
ImGui::Begin("statusbar", nullptr, ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoSavedSettings | ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoResize);
ImGui::Text("FPS: %f", ImGui::GetIO().Framerate);
ImGui::End();
}
if (ImGui::BeginDock("Docks", &show_scene0)) {
ImGui::Print();
}
ImGui::EndDock();
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if (ImGui::BeginDock("Scene", &show_scene1)) {
ImVec2 size = ImGui::GetContentRegionAvail();
ImVec2 pos = ImGui::GetWindowPos();
if ((size.x > 0 && size.y > 0) &&
(view_texture_width != size.x || view_texture_height != size.y)) {
if (bgfx::isValid(sceneViewBuffer)) {
gLog("Destroying old view frame buffer of size %f, %f",
view_texture_width, view_texture_height);
bgfx::destroyFrameBuffer(sceneViewBuffer);
}
sceneViewTexture = bgfx::createTexture2D(
size.x, size.y,
false, 1,
bgfx::TextureFormat::RGBA8
);
sceneDepthTexture = bgfx::createTexture2D(
size.x, size.y,
false, 1,
bgfx::TextureFormat::D16
);
view_texture_width = size.x;
view_texture_height = size.y;
view_offset_x = pos.x;
view_offset_y = pos.y;
view_width = size.x;
view_height = size.y;
assert(view_texture_width > 0.0f);
assert(view_texture_height > 0.0f);
gLog("Creating view frame buffer of size %f, %f",
view_texture_width, view_texture_height);
bgfx::TextureHandle fbtextures[] = { sceneViewTexture, sceneDepthTexture };
sceneViewBuffer = bgfx::createFrameBuffer(
BX_COUNTOF(fbtextures), fbtextures, true
);
ImGuizmo::SetRect(
view_offset_x, view_offset_y,
view_texture_width, view_texture_height
);
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} else {
ImGui::Image(sceneViewTexture,
size,
ImVec2(0.0f, 1.0f),
ImVec2(1.0f, 0.0f)
);
}
}
ImGui::EndDock();
}
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bool Renderer::updateShaders() {
bool result = true;
for (int i = 0; i < RenderState::Count; i++) {
RenderState& st = s_renderStates[i];
if (st.m_program.vertexShaderFileName != ""
&& st.m_program.fragmentShaderFileName!= ""
) {
if (st.m_program.checkModified()) {
bool load_success = st.m_program.reload();
// if so far everything was successful but this one failed
// make sure to set the return value to false
if (result == true && ! load_success)
result = false;
}
}
}
return true;
}
Entity* Renderer::createEntity() {
Entity* result = new Entity();
entities.push_back(result);
return result;
}
bool Renderer::destroyEntity(Entity* entity) {
int i = 0;
for (i = 0; i < entities.size(); i++) {
if (entities[i] == entity) {
break;
}
}
if (i != entities.size()) {
delete entity;
entities.erase(entities.begin() + i);
return true;
}
return false;
}
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// debug commands
void Renderer::drawDebugLine (
const Vector3f &from,
const Vector3f &to,
const Vector3f &color) {
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DebugCommand cmd;
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cmd.type = DebugCommand::Line;
cmd.from = from;
cmd.to = to;
cmd.color = Vector4f (color[0], color[1], color[2], 1.0f);
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debugCommands.push_back(cmd);
}
void Renderer::drawDebugAxes (
const Vector3f &pos,
const Matrix33f &orientation,
const float &scale) {
drawDebugLine (pos, pos + Vector3f (orientation.block<3,1>(0,0)) * scale, Vector3f (1.f, 0.f, 0.f));
drawDebugLine (pos, pos + Vector3f (orientation.block<3,1>(0,1)) * scale, Vector3f (0.f, 1.f, 0.f));
drawDebugLine (pos, pos + Vector3f (orientation.block<3,1>(0,2)) * scale, Vector3f (0.f, 0.f, 1.f));
}
void Renderer::drawDebugCircle (
const Vector3f &pos,
const Vector3f &normal,
const float radius,
const Vector4f &color) {
DebugCommand cmd;
cmd.type = DebugCommand::Circle;
cmd.from = pos;
cmd.to = normal;
cmd.color = color;
cmd.radius = radius;
debugCommands.push_back(cmd);
}
void Renderer::drawDebugSphere (
const Vector3f &pos,
float radius,
const Vector4f &color) {
drawDebugCircle (
pos,
Vector3f (1.0f, 0.0f, 0.0f),
radius,
color);
drawDebugCircle (
pos,
Vector3f (0.0f, 1.0f, 0.0f),
radius,
color);
drawDebugCircle (
pos,
Vector3f (0.0f, 0.0f, 1.0f),
radius,
color);
}
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