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@ -0,0 +1,933 @@
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#include "RuntimeModule.h"
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#include "Globals.h"
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#include "RenderModule.h"
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#include "3rdparty/ocornut-imgui/imgui.h"
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#include "imgui/imgui.h"
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#include <GLFW/glfw3.h>
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#include "SimpleMath/SimpleMath.h"
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#include "SimpleMath/SimpleMathMap.h"
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#include <assert.h>
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#include <bgfx/bgfxplatform.h>
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#include <bx/thread.h>
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#include <bx/timer.h>
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#include <bx/fpumath.h>
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#include <bx/uint32_t.h>
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#include <dbg.h>
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#define TINYOBJLOADER_IMPLEMENTATION
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#include "tiny_obj_loader.h"
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#include "math_types.h"
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#include <string>
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#include <iostream>
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#include <sstream>
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typedef SimpleMath::Matrix44f Matrix44f;
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typedef SimpleMath::Vector4f Vector4f;
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typedef SimpleMath::Matrix33f Matrix33f;
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typedef SimpleMath::Vector3f Vector3f;
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typedef SimpleMath::MatrixNNf MatrixNNf;
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typedef SimpleMath::VectorNf VectorNf;
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struct Renderer;
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struct module_state {
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Renderer *renderer;
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};
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static struct module_state *module_init() {
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std::cout << "RenderModule init called" << std::endl;
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assert (gWindow != nullptr && "Cannot initialize renderer module without gWindow!");
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module_state *state = (module_state*) malloc(sizeof(*state));
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state->renderer = new Renderer();
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assert (state->renderer != nullptr);
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return state;
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}
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static void module_finalize(struct module_state *state) {
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std::cout << "RenderModule finalize called" << std::endl;
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assert (state->renderer != nullptr);
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delete state->renderer;
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free(state);
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}
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static void module_reload(struct module_state *state) {
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std::cout << "RenderModule reload called" << std::endl;
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assert (gWindow != nullptr);
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int width, height;
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glfwGetWindowSize(gWindow, &width, &height);
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assert (state != nullptr);
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state->renderer->initialize(width, height);
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gRenderer = state->renderer;
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}
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static void module_unload(struct module_state *state) {
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gRenderer = nullptr;
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state->renderer->shutdown();
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std::cout << "RenderModule unload called" << std::endl;
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}
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static bool module_step(struct module_state *state) {
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float deltaTime = 0.3;
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std::ostringstream s;
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s << "RenderModule: 2 Runtime Object 4 " << deltaTime << " update called!";
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int width, height;
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assert (gWindow != nullptr);
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glfwGetWindowSize(gWindow, &width, &height);
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state->renderer->resize (width, height);
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double mouse_x, mouse_y;
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glfwGetCursorPos(gWindow, &mouse_x, &mouse_y);
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state->renderer->inputState.mousedX = mouse_x - state->renderer->inputState.mouseX;
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state->renderer->inputState.mousedY = mouse_y - state->renderer->inputState.mouseY;
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state->renderer->inputState.mouseX = mouse_x;
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state->renderer->inputState.mouseY = mouse_y;
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state->renderer->inputState.mouseButton =
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glfwGetMouseButton(gWindow, 0)
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+ (glfwGetMouseButton(gWindow, 1) << 1)
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+ (glfwGetMouseButton(gWindow, 2) << 2);
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state->renderer->paintGL();
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return true;
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}
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extern "C" {
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const struct module_api MODULE_API = {
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.init = module_init,
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.reload = module_reload,
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.step = module_step,
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.unload = module_unload,
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.finalize = module_finalize
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};
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}
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// BGFX globals
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bgfx::VertexBufferHandle cube_vbh;
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bgfx::IndexBufferHandle cube_ibh;
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bgfx::IndexBufferHandle cube_edges_ibh;
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bgfx::VertexBufferHandle plane_vbh;
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bgfx::IndexBufferHandle plane_ibh;
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bgfx::UniformHandle u_time;
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bgfx::UniformHandle u_color;
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int64_t m_timeOffset;
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//
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// Vertex packing utilities
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//
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uint32_t packUint32(uint8_t _x, uint8_t _y, uint8_t _z, uint8_t _w)
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{
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union
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{
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uint32_t ui32;
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uint8_t arr[4];
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} un;
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un.arr[0] = _x;
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un.arr[1] = _y;
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un.arr[2] = _z;
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un.arr[3] = _w;
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return un.ui32;
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}
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uint32_t packF4u(float _x, float _y = 0.0f, float _z = 0.0f, float _w = 0.0f)
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{
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const uint8_t xx = uint8_t(_x*127.0f + 128.0f);
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const uint8_t yy = uint8_t(_y*127.0f + 128.0f);
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const uint8_t zz = uint8_t(_z*127.0f + 128.0f);
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const uint8_t ww = uint8_t(_w*127.0f + 128.0f);
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return packUint32(xx, yy, zz, ww);
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}
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//
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// Render states
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//
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RenderState s_renderStates[RenderState::Count] = {
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{ // ShadowMap
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0
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| BGFX_STATE_RGB_WRITE
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| BGFX_STATE_ALPHA_WRITE
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| BGFX_STATE_DEPTH_WRITE
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| BGFX_STATE_DEPTH_TEST_LESS
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| BGFX_STATE_CULL_CCW
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| BGFX_STATE_MSAA,
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0,
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UINT16_MAX,
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RenderState::ShadowMap
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},
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{ // Scene
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0
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| BGFX_STATE_RGB_WRITE
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| BGFX_STATE_ALPHA_WRITE
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| BGFX_STATE_DEPTH_WRITE
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| BGFX_STATE_DEPTH_TEST_LESS
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| BGFX_STATE_CULL_CCW
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| BGFX_STATE_MSAA,
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0,
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UINT16_MAX,
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RenderState::Scene
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},
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{ // SceneTextured
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0
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| BGFX_STATE_RGB_WRITE
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| BGFX_STATE_ALPHA_WRITE
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| BGFX_STATE_DEPTH_WRITE
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| BGFX_STATE_DEPTH_TEST_LESS
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| BGFX_STATE_CULL_CCW
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| BGFX_STATE_MSAA,
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0,
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UINT16_MAX,
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RenderState::SceneTextured
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},
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{ // Debug
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0
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| BGFX_STATE_RGB_WRITE
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| BGFX_STATE_ALPHA_WRITE
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| BGFX_STATE_DEPTH_WRITE
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| BGFX_STATE_DEPTH_TEST_LESS
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| BGFX_STATE_CULL_CCW
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| BGFX_STATE_PT_LINES
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| BGFX_STATE_MSAA,
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0,
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UINT16_MAX,
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RenderState::Debug
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}
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};
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//
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// Vertex formats
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//
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struct PosColorVertex
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{
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float m_x;
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float m_y;
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float m_z;
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uint32_t m_abgr;
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static void init()
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{
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ms_decl
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.begin()
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.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
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.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
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.end();
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};
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static bgfx::VertexDecl ms_decl;
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};
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bgfx::VertexDecl PosColorVertex::ms_decl;
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struct PosNormalVertex
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{
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float m_x;
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float m_y;
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float m_z;
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uint32_t m_normal;
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static void init()
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{
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ms_decl
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.begin()
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.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
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.add(bgfx::Attrib::Normal, 4, bgfx::AttribType::Uint8, true, true)
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.end();
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}
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static bgfx::VertexDecl ms_decl;
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};
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bgfx::VertexDecl PosNormalVertex::ms_decl;
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struct PosNormalColorTexcoordVertex
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{
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float m_x;
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float m_y;
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float m_z;
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uint32_t m_normal;
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uint32_t m_color;
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float m_u;
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float m_v;
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static void init()
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{
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ms_decl
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.begin()
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.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
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.add(bgfx::Attrib::Normal, 4, bgfx::AttribType::Uint8, true, true)
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.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
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.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float, false)
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.end();
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}
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static bgfx::VertexDecl ms_decl;
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};
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bgfx::VertexDecl PosNormalColorTexcoordVertex::ms_decl;
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//
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// Static geometries
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//
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// Plane
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PosNormalColorTexcoordVertex s_hplaneVertices[] =
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{
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{ -1.0f, 0.0f, 1.0f, packF4u(0.0f, 1.0f, 0.0f), packF4u(1.0f, 1.0f, 1.0f), 0.f, 0.f },
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{ 1.0f, 0.0f, 1.0f, packF4u(0.0f, 1.0f, 0.0f), packF4u(1.0f, 1.0f, 1.0f), 10.f, 0.f },
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{ -1.0f, 0.0f, -1.0f, packF4u(0.0f, 1.0f, 0.0f), packF4u(1.0f, 1.0f, 1.0f), 0.f, 10.f},
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{ 1.0f, 0.0f, -1.0f, packF4u(0.0f, 1.0f, 0.0f), packF4u(1.0f, 1.0f, 1.0f), 10.f, 10.f },
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};
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const uint16_t s_planeIndices[] =
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{
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0, 1, 2,
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1, 3, 2,
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};
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// Cube
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PosColorVertex s_cubeVertices[8] =
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{
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{-1.0f, 1.0f, 1.0f, 0xffffffff },
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{ 1.0f, 1.0f, 1.0f, 0xffffffff },
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{-1.0f, -1.0f, 1.0f, 0xffffffff },
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{ 1.0f, -1.0f, 1.0f, 0xffffffff },
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{-1.0f, 1.0f, -1.0f, 0xffffffff },
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{ 1.0f, 1.0f, -1.0f, 0xffffffff },
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{-1.0f, -1.0f, -1.0f, 0xffffffff },
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{ 1.0f, -1.0f, -1.0f, 0xffffffff },
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};
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const uint16_t s_cubeEdgeIndices[24] =
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{
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0, 1,
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1, 3,
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3, 2,
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2, 0,
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4, 5,
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5, 7,
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7, 6,
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6, 4,
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0, 4,
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1, 5,
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2, 6,
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3, 7
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};
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|
const uint16_t s_cubeIndices[36] =
|
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|
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|
{
|
|
|
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|
0, 1, 2, // 0
|
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|
1, 3, 2,
|
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|
4, 6, 5, // 2
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|
5, 6, 7,
|
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|
0, 2, 4, // 4
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|
4, 2, 6,
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|
1, 5, 3, // 6
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|
5, 7, 3,
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|
0, 4, 1, // 8
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|
4, 5, 1,
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|
2, 3, 6, // 10
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6, 3, 7,
|
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|
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|
};
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bool flipV = false;
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|
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|
|
|
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|
void Camera::updateMatrices() {
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|
|
|
assert (width != -1.f && height != -1.f);
|
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|
|
|
float aspect = width / height;
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|
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|
bx::mtxLookAt (mtxView, eye, poi, up);
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|
|
|
|
|
|
|
|
if (orthographic) {
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|
|
|
|
bx::mtxOrtho(mtxProj,
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|
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|
-width * 0.5f, width * 0.5f,
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|
-height * 0.5f, height * 0.5f,
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|
near, far);
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|
} else {
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|
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|
bx::mtxProj(mtxProj, fov, aspect, near, far);
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|
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|
}
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|
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|
}
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|
|
void Renderer::createGeometries() {
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|
|
|
// Create vertex stream declaration.
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|
|
|
PosColorVertex::init();
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|
PosNormalVertex::init();
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|
PosNormalColorTexcoordVertex::init();
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|
// Create static vertex buffer.
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|
cube_vbh = bgfx::createVertexBuffer(
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|
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|
// Static data can be passed with bgfx::makeRef
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|
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|
bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) )
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|
|
|
, PosColorVertex::ms_decl
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|
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|
);
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|
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|
|
// Create static index buffer.
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|
cube_ibh = bgfx::createIndexBuffer(
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|
|
|
// Static data can be passed with bgfx::makeRef
|
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|
|
|
bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) )
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|
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|
);
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|
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|
|
|
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|
|
// Create static index buffer.
|
|
|
|
|
cube_edges_ibh = bgfx::createIndexBuffer(
|
|
|
|
|
// Static data can be passed with bgfx::makeRef
|
|
|
|
|
bgfx::makeRef(s_cubeEdgeIndices, sizeof(s_cubeEdgeIndices) )
|
|
|
|
|
);
|
|
|
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|
|
|
|
|
|
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) )
|
|
|
|
|
);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Renderer::setupShaders() {
|
|
|
|
|
// Create uniforms
|
|
|
|
|
sceneDefaultTextureSampler = bgfx::createUniform("sceneDefaultTexture", bgfx::UniformType::Int1);
|
|
|
|
|
|
|
|
|
|
int grid_size = 1024;
|
|
|
|
|
int grid_border = 12;
|
|
|
|
|
uint8_t grid_color_border [4] = {255, 255, 255, 255};
|
|
|
|
|
uint8_t grid_color_0[4] = {192, 192, 192, 255};
|
|
|
|
|
uint8_t grid_color_1[4] = {96, 96, 96, 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;
|
|
|
|
|
|
|
|
|
|
// sceneDefaultTexture = bgfxutils::loadTexture("fieldstone-rgba.dds");
|
|
|
|
|
|
|
|
|
|
u_time = bgfx::createUniform("u_time", bgfx::UniformType::Vec4);
|
|
|
|
|
u_color = bgfx::createUniform("u_color", bgfx::UniformType::Vec4);
|
|
|
|
|
|
|
|
|
|
m_timeOffset = bx::getHPCounter();
|
|
|
|
|
|
|
|
|
|
// Initialize light
|
|
|
|
|
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::Int1);
|
|
|
|
|
lights[0].u_lightMtx = bgfx::createUniform("u_lightMtx", bgfx::UniformType::Int1);
|
|
|
|
|
|
|
|
|
|
// 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.
|
|
|
|
|
s_renderStates[RenderState::ShadowMap].m_program = bgfxutils::loadProgramFromFiles("shaders/src/vs_sms_mesh.sc", "shaders/src/fs_sms_shadow.sc");
|
|
|
|
|
s_renderStates[RenderState::Scene].m_program = bgfxutils::loadProgramFromFiles("shaders/src/vs_sms_mesh.sc", "shaders/src/fs_sms_mesh.sc");
|
|
|
|
|
s_renderStates[RenderState::SceneTextured].m_program = bgfxutils::loadProgramFromFiles("shaders/src/vs_sms_mesh_textured.sc", "shaders/src/fs_sms_mesh_textured.sc");
|
|
|
|
|
|
|
|
|
|
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 };
|
|
|
|
|
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.
|
|
|
|
|
s_renderStates[RenderState::ShadowMap].m_program = bgfxutils::loadProgram("vs_sms_shadow_pd", "fs_sms_shadow_pd");
|
|
|
|
|
s_renderStates[RenderState::Scene].m_program = bgfxutils::loadProgram("vs_sms_mesh", "fs_sms_mesh_pd");
|
|
|
|
|
s_renderStates[RenderState::SceneTextured].m_program = bgfxutils::loadProgram("vs_sms_mesh_textured", "fs_sms_mesh_pd_textured");
|
|
|
|
|
|
|
|
|
|
lights[0].shadowMapTexture = bgfx::createTexture2D(lights[0].shadowMapSize, lights[0].shadowMapSize, false, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT);
|
|
|
|
|
bgfx::TextureHandle fbtextures[] =
|
|
|
|
|
{
|
|
|
|
|
lights[0].shadowMapTexture,
|
|
|
|
|
bgfx::createTexture2D(lights[0].shadowMapSize, lights[0].shadowMapSize, false, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT_WRITE_ONLY),
|
|
|
|
|
};
|
|
|
|
|
lights[0].shadowMapFB = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
s_renderStates[RenderState::Debug].m_program = bgfxutils::loadProgramFromFiles("shaders/src/vs_debug.sc", "shaders/src/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;
|
|
|
|
|
|
|
|
|
|
// 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) {
|
|
|
|
|
};
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
void Renderer::initialize(int width, int height) {
|
|
|
|
|
this->width = width;
|
|
|
|
|
this->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;
|
|
|
|
|
bgfx::reset(width, height, reset);
|
|
|
|
|
|
|
|
|
|
bgfx::setViewClear(0
|
|
|
|
|
, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
|
|
|
|
|
, 0x303030ff
|
|
|
|
|
, 1.0f
|
|
|
|
|
, 0
|
|
|
|
|
);
|
|
|
|
|
bgfx::setViewRect(0, 0, 0, width, height);
|
|
|
|
|
|
|
|
|
|
bgfx::RendererType::Enum renderer = bgfx::getRendererType();
|
|
|
|
|
flipV = false
|
|
|
|
|
|| renderer == bgfx::RendererType::OpenGL
|
|
|
|
|
|| renderer == bgfx::RendererType::OpenGLES
|
|
|
|
|
;
|
|
|
|
|
|
|
|
|
|
bgfx::setDebug(debug);
|
|
|
|
|
|
|
|
|
|
cameras.push_back (Camera());
|
|
|
|
|
activeCameraIndex = 0;
|
|
|
|
|
lights.push_back (Light());
|
|
|
|
|
|
|
|
|
|
// set the clear state
|
|
|
|
|
// for (int i = 0; i < 2; i++) {
|
|
|
|
|
// bgfx::setViewClear(i
|
|
|
|
|
// , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
|
|
|
|
|
// , 0x303030ff
|
|
|
|
|
// , 1.0f
|
|
|
|
|
// , 0
|
|
|
|
|
// );
|
|
|
|
|
// }
|
|
|
|
|
|
|
|
|
|
createGeometries();
|
|
|
|
|
|
|
|
|
|
setupShaders();
|
|
|
|
|
|
|
|
|
|
setupRenderPasses();
|
|
|
|
|
|
|
|
|
|
// Start the imgui frame such that widgets can be submitted
|
|
|
|
|
imguiBeginFrame (inputState.mouseX,
|
|
|
|
|
inputState.mouseY,
|
|
|
|
|
inputState.mouseButton,
|
|
|
|
|
inputState.mouseScroll,
|
|
|
|
|
width,
|
|
|
|
|
height);
|
|
|
|
|
|
|
|
|
|
initialized = true;
|
|
|
|
|
resize (width, height);
|
|
|
|
|
bgfx::frame();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Renderer::shutdown() {
|
|
|
|
|
bgfx::destroyFrameBuffer(lights[0].shadowMapFB);
|
|
|
|
|
|
|
|
|
|
bgfx::destroyUniform(lights[0].u_shadowMap);
|
|
|
|
|
bgfx::destroyUniform(lights[0].u_shadowMapParams);
|
|
|
|
|
bgfx::destroyUniform(lights[0].u_lightPos);
|
|
|
|
|
bgfx::destroyUniform(lights[0].u_lightMtx);
|
|
|
|
|
|
|
|
|
|
bgfx::destroyIndexBuffer(cube_ibh);
|
|
|
|
|
bgfx::destroyIndexBuffer(cube_edges_ibh);
|
|
|
|
|
bgfx::destroyVertexBuffer(cube_vbh);
|
|
|
|
|
bgfx::destroyIndexBuffer(plane_ibh);
|
|
|
|
|
bgfx::destroyVertexBuffer(plane_vbh);
|
|
|
|
|
|
|
|
|
|
bgfx::destroyUniform(u_time);
|
|
|
|
|
bgfx::destroyUniform(u_color);
|
|
|
|
|
|
|
|
|
|
for (size_t i = 0; i < entities.size(); i++) {
|
|
|
|
|
delete entities[i];
|
|
|
|
|
entities[i] = NULL;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (size_t i = 0; i < meshes.size(); i++) {
|
|
|
|
|
bgfxutils::meshUnload(meshes[i]);
|
|
|
|
|
meshes[i] = NULL;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
lights.clear();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Renderer::resize (int width, int height) {
|
|
|
|
|
if (initialized) {
|
|
|
|
|
bgfx::reset (width, height);
|
|
|
|
|
|
|
|
|
|
this->width = width;
|
|
|
|
|
this->height = height;
|
|
|
|
|
|
|
|
|
|
for (uint32_t i = 0; i < cameras.size(); i++) {
|
|
|
|
|
cameras[i].width = static_cast<float>(width);
|
|
|
|
|
cameras[i].height = static_cast<float>(height);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void Renderer::paintGLSimple() {
|
|
|
|
|
// Set view 0 default viewport.
|
|
|
|
|
bgfx::setViewRect(0, 0, 0, width, height);
|
|
|
|
|
|
|
|
|
|
// 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);
|
|
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
|
|
|
|
|
// Use debug font to print information about this example.
|
|
|
|
|
bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/00-helloworld");
|
|
|
|
|
bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Initialization and debug text.");
|
|
|
|
|
bgfx::dbgTextPrintf(0, 3, 0x8f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
|
|
|
|
|
|
|
|
|
|
// Advance to next frame. Rendering thread will be kicked to
|
|
|
|
|
// process submitted rendering primitives.
|
|
|
|
|
bgfx::frame();
|
|
|
|
|
bgfx::dbgTextClear();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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();
|
|
|
|
|
bgfx::dbgTextPrintf(0, 0, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
|
|
|
|
|
|
|
|
|
|
// submit the imgui widgets
|
|
|
|
|
imguiEndFrame();
|
|
|
|
|
|
|
|
|
|
// 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++) {
|
|
|
|
|
bgfx::setUniform(lights[i].u_lightPos, lights[i].pos);
|
|
|
|
|
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];
|
|
|
|
|
eye[0] = -lights[i].pos[0];
|
|
|
|
|
eye[1] = -lights[i].pos[1];
|
|
|
|
|
eye[2] = -lights[0].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::mtxLookAt(lights[i].mtxView, eye, at);
|
|
|
|
|
|
|
|
|
|
lights[i].area = 2.5f;
|
|
|
|
|
lights[i].near = 0.f;
|
|
|
|
|
lights[i].far = 5.f;
|
|
|
|
|
|
|
|
|
|
// bx::mtxProj(lightProj, 20.0f, 1., 5.f, 10.0f);
|
|
|
|
|
|
|
|
|
|
bx::mtxOrtho(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,
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
float mtxTmp[16];
|
|
|
|
|
bx::mtxMul(mtxTmp, lights[i].mtxProj, mtxCrop);
|
|
|
|
|
bx::mtxMul(lights[i].mtxShadow, lights[i].mtxView, mtxTmp);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// setup render passes
|
|
|
|
|
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);
|
|
|
|
|
|
|
|
|
|
bgfx::setViewRect(RenderState::Scene, 0, 0, width, height);
|
|
|
|
|
bgfx::setViewTransform(RenderState::Scene, cameras[activeCameraIndex].mtxView, cameras[activeCameraIndex].mtxProj);
|
|
|
|
|
|
|
|
|
|
bgfx::setViewRect(RenderState::SceneTextured, 0, 0, width, height);
|
|
|
|
|
bgfx::setViewTransform(RenderState::SceneTextured, cameras[activeCameraIndex].mtxView, cameras[activeCameraIndex].mtxProj);
|
|
|
|
|
|
|
|
|
|
bgfx::setViewRect(RenderState::Debug, 0, 0, width, height);
|
|
|
|
|
bgfx::setViewTransform(RenderState::Debug, cameras[activeCameraIndex].mtxView, cameras[activeCameraIndex].mtxProj);
|
|
|
|
|
|
|
|
|
|
// setup floor
|
|
|
|
|
float mtxFloor[16];
|
|
|
|
|
bx::mtxSRT(mtxFloor
|
|
|
|
|
, 10.0f, 10.0f, 10.0f
|
|
|
|
|
, 0.0f, 0.0f, 0.0f
|
|
|
|
|
, 0.0f, 0.0f, 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::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);
|
|
|
|
|
|
|
|
|
|
// 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];
|
|
|
|
|
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);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// render entities
|
|
|
|
|
for (size_t i = 0; i < entities.size(); i++) {
|
|
|
|
|
// shadow map pass
|
|
|
|
|
bx::mtxMul(lightMtx, entities[i]->transform, lights[0].mtxShadow);
|
|
|
|
|
bgfx::setUniform(lights[0].u_lightMtx, lightMtx);
|
|
|
|
|
bgfx::setUniform(u_color, entities[i]->color, 4);
|
|
|
|
|
meshSubmit(entities[i]->mesh, &s_renderStates[RenderState::ShadowMap], 1, entities[i]->transform);
|
|
|
|
|
|
|
|
|
|
// scene pass
|
|
|
|
|
bx::mtxMul(lightMtx, entities[i]->transform, lights[0].mtxShadow);
|
|
|
|
|
bgfx::setUniform(lights[0].u_lightMtx, lightMtx);
|
|
|
|
|
bgfx::setUniform(u_color, entities[i]->color, 4);
|
|
|
|
|
meshSubmit(entities[i]->mesh, &s_renderStates[RenderState::Scene], 1, entities[i]->transform);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// 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);
|
|
|
|
|
bgfx::submit(st.m_viewId, st.m_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);
|
|
|
|
|
bgfx::submit(st.m_viewId, st.m_program);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// Advance to next frame. Rendering thread will be kicked to
|
|
|
|
|
// process submitted rendering primitives.
|
|
|
|
|
bgfx::frame();
|
|
|
|
|
|
|
|
|
|
// Start the next imgui frame
|
|
|
|
|
imguiBeginFrame (inputState.mouseX,
|
|
|
|
|
inputState.mouseY,
|
|
|
|
|
inputState.mouseButton,
|
|
|
|
|
inputState.mouseScroll,
|
|
|
|
|
width,
|
|
|
|
|
height);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Entity* Renderer::createEntity() {
|
|
|
|
|
Entity* result = new Entity();
|
|
|
|
|
entities.push_back(result);
|
|
|
|
|
|
|
|
|
|
return result;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
bgfxutils::Mesh* Renderer::loadMesh(const char* filename) {
|
|
|
|
|
MeshIdMap::iterator mesh_iter = meshIdMap.find (filename);
|
|
|
|
|
bgfxutils::Mesh* result = NULL;
|
|
|
|
|
|
|
|
|
|
if (mesh_iter == meshIdMap.end()) {
|
|
|
|
|
std::string filename_str (filename);
|
|
|
|
|
if (filename_str.substr(filename_str.size() - 4, 4) == ".obj") {
|
|
|
|
|
std::vector<tinyobj::shape_t> shapes;
|
|
|
|
|
std::vector<tinyobj::material_t> materials;
|
|
|
|
|
|
|
|
|
|
std::string err;
|
|
|
|
|
bool result = tinyobj::LoadObj(shapes, materials, err, filename);
|
|
|
|
|
|
|
|
|
|
if (!result) {
|
|
|
|
|
std::cerr << "Error loading '" << filename << "': " << err << std::endl;
|
|
|
|
|
exit(-1);
|
|
|
|
|
}
|
|
|
|
|
// result = bgfxutils::createMeshFromVBO (vbo);
|
|
|
|
|
} else {
|
|
|
|
|
result = bgfxutils::meshLoad(filename);
|
|
|
|
|
}
|
|
|
|
|
meshes.push_back (result);
|
|
|
|
|
meshIdMap[filename] = meshes.size() - 1;
|
|
|
|
|
} else {
|
|
|
|
|
result = meshes[mesh_iter->second];
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return result;
|
|
|
|
|
}
|
|
|
|
|
|