intermediate commit. Kinda works with reloading both modules
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5748f1a944
commit
65a2767c02
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@ -0,0 +1,386 @@
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/*
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* Copyright 2011-2016 Branimir Karadzic. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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*/
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#ifndef __SHADERLIB_SH__
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#define __SHADERLIB_SH__
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vec4 encodeRE8(float _r)
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{
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float exponent = ceil(log2(_r) );
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return vec4(_r / exp2(exponent)
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, 0.0
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, 0.0
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, (exponent + 128.0) / 255.0
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);
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}
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float decodeRE8(vec4 _re8)
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{
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float exponent = _re8.w * 255.0 - 128.0;
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return _re8.x * exp2(exponent);
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}
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vec4 encodeRGBE8(vec3 _rgb)
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{
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vec4 rgbe8;
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float maxComponent = max(max(_rgb.x, _rgb.y), _rgb.z);
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float exponent = ceil(log2(maxComponent) );
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rgbe8.xyz = _rgb / exp2(exponent);
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rgbe8.w = (exponent + 128.0) / 255.0;
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return rgbe8;
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}
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vec3 decodeRGBE8(vec4 _rgbe8)
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{
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float exponent = _rgbe8.w * 255.0 - 128.0;
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vec3 rgb = _rgbe8.xyz * exp2(exponent);
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return rgb;
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}
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vec3 encodeNormalUint(vec3 _normal)
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{
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return _normal * 0.5 + 0.5;
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}
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vec3 decodeNormalUint(vec3 _encodedNormal)
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{
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return _encodedNormal * 2.0 - 1.0;
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}
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vec2 encodeNormalSphereMap(vec3 _normal)
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{
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return normalize(_normal.xy) * sqrt(_normal.z * 0.5 + 0.5);
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}
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vec3 decodeNormalSphereMap(vec2 _encodedNormal)
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{
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float zz = dot(_encodedNormal, _encodedNormal) * 2.0 - 1.0;
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return vec3(normalize(_encodedNormal.xy) * sqrt(1.0 - zz*zz), zz);
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}
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vec2 octahedronWrap(vec2 _val)
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{
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// Reference:
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// Octahedron normal vector encoding
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// http://kriscg.blogspot.com/2014/04/octahedron-normal-vector-encoding.html
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return (1.0 - abs(_val.yx) )
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* mix(vec2_splat(-1.0), vec2_splat(1.0), vec2(greaterThanEqual(_val.xy, vec2_splat(0.0) ) ) );
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}
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vec2 encodeNormalOctahedron(vec3 _normal)
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{
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_normal /= abs(_normal.x) + abs(_normal.y) + abs(_normal.z);
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_normal.xy = _normal.z >= 0.0 ? _normal.xy : octahedronWrap(_normal.xy);
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_normal.xy = _normal.xy * 0.5 + 0.5;
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return _normal.xy;
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}
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vec3 decodeNormalOctahedron(vec2 _encodedNormal)
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{
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_encodedNormal = _encodedNormal * 2.0 - 1.0;
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vec3 normal;
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normal.z = 1.0 - abs(_encodedNormal.x) - abs(_encodedNormal.y);
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normal.xy = normal.z >= 0.0 ? _encodedNormal.xy : octahedronWrap(_encodedNormal.xy);
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return normalize(normal);
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}
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vec3 convertRGB2XYZ(vec3 _rgb)
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{
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// Reference:
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// RGB/XYZ Matrices
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// http://www.brucelindbloom.com/index.html?Eqn_RGB_XYZ_Matrix.html
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vec3 xyz;
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xyz.x = dot(vec3(0.4124564, 0.3575761, 0.1804375), _rgb);
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xyz.y = dot(vec3(0.2126729, 0.7151522, 0.0721750), _rgb);
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xyz.z = dot(vec3(0.0193339, 0.1191920, 0.9503041), _rgb);
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return xyz;
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}
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vec3 convertXYZ2RGB(vec3 _xyz)
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{
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vec3 rgb;
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rgb.x = dot(vec3( 3.2404542, -1.5371385, -0.4985314), _xyz);
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rgb.y = dot(vec3(-0.9692660, 1.8760108, 0.0415560), _xyz);
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rgb.z = dot(vec3( 0.0556434, -0.2040259, 1.0572252), _xyz);
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return rgb;
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}
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vec3 convertXYZ2Yxy(vec3 _xyz)
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{
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// Reference:
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// http://www.brucelindbloom.com/index.html?Eqn_XYZ_to_xyY.html
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float inv = 1.0/dot(_xyz, vec3(1.0, 1.0, 1.0) );
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return vec3(_xyz.y, _xyz.x*inv, _xyz.y*inv);
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}
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vec3 convertYxy2XYZ(vec3 _Yxy)
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{
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// Reference:
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// http://www.brucelindbloom.com/index.html?Eqn_xyY_to_XYZ.html
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vec3 xyz;
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xyz.x = _Yxy.x*_Yxy.y/_Yxy.z;
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xyz.y = _Yxy.x;
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xyz.z = _Yxy.x*(1.0 - _Yxy.y - _Yxy.z)/_Yxy.z;
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return xyz;
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}
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vec3 convertRGB2Yxy(vec3 _rgb)
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{
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return convertXYZ2Yxy(convertRGB2XYZ(_rgb) );
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}
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vec3 convertYxy2RGB(vec3 _Yxy)
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{
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return convertXYZ2RGB(convertYxy2XYZ(_Yxy) );
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}
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vec3 convertRGB2Yuv(vec3 _rgb)
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{
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vec3 yuv;
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yuv.x = dot(_rgb, vec3(0.299, 0.587, 0.114) );
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yuv.y = (_rgb.x - yuv.x)*0.713 + 0.5;
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yuv.z = (_rgb.z - yuv.x)*0.564 + 0.5;
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return yuv;
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}
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vec3 convertYuv2RGB(vec3 _yuv)
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{
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vec3 rgb;
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rgb.x = _yuv.x + 1.403*(_yuv.y-0.5);
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rgb.y = _yuv.x - 0.344*(_yuv.y-0.5) - 0.714*(_yuv.z-0.5);
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rgb.z = _yuv.x + 1.773*(_yuv.z-0.5);
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return rgb;
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}
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vec3 convertRGB2YIQ(vec3 _rgb)
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{
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vec3 yiq;
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yiq.x = dot(vec3(0.299, 0.587, 0.114 ), _rgb);
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yiq.y = dot(vec3(0.595716, -0.274453, -0.321263), _rgb);
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yiq.z = dot(vec3(0.211456, -0.522591, 0.311135), _rgb);
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return yiq;
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}
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vec3 convertYIQ2RGB(vec3 _yiq)
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{
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vec3 rgb;
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rgb.x = dot(vec3(1.0, 0.9563, 0.6210), _yiq);
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rgb.y = dot(vec3(1.0, -0.2721, -0.6474), _yiq);
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rgb.z = dot(vec3(1.0, -1.1070, 1.7046), _yiq);
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return rgb;
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}
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vec3 toLinear(vec3 _rgb)
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{
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return pow(abs(_rgb), vec3_splat(2.2) );
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}
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vec4 toLinear(vec4 _rgba)
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{
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return vec4(toLinear(_rgba.xyz), _rgba.w);
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}
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vec3 toLinearAccurate(vec3 _rgb)
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{
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vec3 lo = _rgb / 12.92;
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vec3 hi = pow( (_rgb + 0.055) / 1.055, vec3_splat(2.4) );
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vec3 rgb = mix(hi, lo, vec3(lessThanEqual(_rgb, vec3_splat(0.04045) ) ) );
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return rgb;
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}
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vec4 toLinearAccurate(vec4 _rgba)
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{
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return vec4(toLinearAccurate(_rgba.xyz), _rgba.w);
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}
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float toGamma(float _r)
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{
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return pow(abs(_r), 1.0/2.2);
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}
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vec3 toGamma(vec3 _rgb)
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{
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return pow(abs(_rgb), vec3_splat(1.0/2.2) );
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}
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vec4 toGamma(vec4 _rgba)
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{
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return vec4(toGamma(_rgba.xyz), _rgba.w);
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}
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vec3 toGammaAccurate(vec3 _rgb)
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{
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vec3 lo = _rgb * 12.92;
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vec3 hi = pow(abs(_rgb), vec3_splat(1.0/2.4) ) * 1.055 - 0.055;
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vec3 rgb = mix(hi, lo, vec3(lessThanEqual(_rgb, vec3_splat(0.0031308) ) ) );
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return rgb;
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}
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vec4 toGammaAccurate(vec4 _rgba)
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{
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return vec4(toGammaAccurate(_rgba.xyz), _rgba.w);
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}
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vec3 toReinhard(vec3 _rgb)
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{
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return toGamma(_rgb/(_rgb+vec3_splat(1.0) ) );
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}
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vec4 toReinhard(vec4 _rgba)
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{
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return vec4(toReinhard(_rgba.xyz), _rgba.w);
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}
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vec3 toFilmic(vec3 _rgb)
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{
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_rgb = max(vec3_splat(0.0), _rgb - 0.004);
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_rgb = (_rgb*(6.2*_rgb + 0.5) ) / (_rgb*(6.2*_rgb + 1.7) + 0.06);
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return _rgb;
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}
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vec4 toFilmic(vec4 _rgba)
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{
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return vec4(toFilmic(_rgba.xyz), _rgba.w);
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}
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vec3 toAcesFilmic(vec3 _rgb)
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{
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// Reference:
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// ACES Filmic Tone Mapping Curve
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// https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/
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float aa = 2.51f;
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float bb = 0.03f;
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float cc = 2.43f;
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float dd = 0.59f;
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float ee = 0.14f;
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return saturate( (_rgb*(aa*_rgb + bb) )/(_rgb*(cc*_rgb + dd) + ee) );
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}
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vec4 toAcesFilmic(vec4 _rgba)
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{
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return vec4(toAcesFilmic(_rgba.xyz), _rgba.w);
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}
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vec3 luma(vec3 _rgb)
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{
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float yy = dot(vec3(0.2126729, 0.7151522, 0.0721750), _rgb);
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return vec3_splat(yy);
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}
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vec4 luma(vec4 _rgba)
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{
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return vec4(luma(_rgba.xyz), _rgba.w);
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}
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vec3 conSatBri(vec3 _rgb, vec3 _csb)
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{
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vec3 rgb = _rgb * _csb.z;
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rgb = mix(luma(rgb), rgb, _csb.y);
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rgb = mix(vec3_splat(0.5), rgb, _csb.x);
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return rgb;
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}
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vec4 conSatBri(vec4 _rgba, vec3 _csb)
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{
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return vec4(conSatBri(_rgba.xyz, _csb), _rgba.w);
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}
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vec3 posterize(vec3 _rgb, float _numColors)
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{
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return floor(_rgb*_numColors) / _numColors;
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}
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vec4 posterize(vec4 _rgba, float _numColors)
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{
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return vec4(posterize(_rgba.xyz, _numColors), _rgba.w);
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}
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vec3 sepia(vec3 _rgb)
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{
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vec3 color;
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color.x = dot(_rgb, vec3(0.393, 0.769, 0.189) );
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color.y = dot(_rgb, vec3(0.349, 0.686, 0.168) );
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color.z = dot(_rgb, vec3(0.272, 0.534, 0.131) );
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return color;
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}
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vec4 sepia(vec4 _rgba)
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{
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return vec4(sepia(_rgba.xyz), _rgba.w);
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}
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vec3 blendOverlay(vec3 _base, vec3 _blend)
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{
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vec3 lt = 2.0 * _base * _blend;
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vec3 gte = 1.0 - 2.0 * (1.0 - _base) * (1.0 - _blend);
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return mix(lt, gte, step(vec3_splat(0.5), _base) );
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}
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vec4 blendOverlay(vec4 _base, vec4 _blend)
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{
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return vec4(blendOverlay(_base.xyz, _blend.xyz), _base.w);
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}
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vec3 adjustHue(vec3 _rgb, float _hue)
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{
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vec3 yiq = convertRGB2YIQ(_rgb);
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float angle = _hue + atan2(yiq.z, yiq.y);
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float len = length(yiq.yz);
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return convertYIQ2RGB(vec3(yiq.x, len*cos(angle), len*sin(angle) ) );
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}
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vec4 packFloatToRgba(float _value)
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{
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const vec4 shift = vec4(256 * 256 * 256, 256 * 256, 256, 1.0);
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const vec4 mask = vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
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vec4 comp = fract(_value * shift);
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comp -= comp.xxyz * mask;
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return comp;
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}
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float unpackRgbaToFloat(vec4 _rgba)
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{
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const vec4 shift = vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1.0);
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return dot(_rgba, shift);
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}
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vec2 packHalfFloat(float _value)
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{
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const vec2 shift = vec2(256, 1.0);
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const vec2 mask = vec2(0, 1.0 / 256.0);
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vec2 comp = fract(_value * shift);
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comp -= comp.xx * mask;
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return comp;
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}
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float unpackHalfFloat(vec2 _rg)
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{
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const vec2 shift = vec2(1.0 / 256.0, 1.0);
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return dot(_rg, shift);
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|
}
|
||||||
|
|
||||||
|
float random(vec2 _uv)
|
||||||
|
{
|
||||||
|
return fract(sin(dot(_uv.xy, vec2(12.9898, 78.233) ) ) * 43758.5453);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 fixCubeLookup(vec3 _v, float _lod, float _topLevelCubeSize)
|
||||||
|
{
|
||||||
|
// Reference:
|
||||||
|
// Seamless cube-map filtering
|
||||||
|
// http://the-witness.net/news/2012/02/seamless-cube-map-filtering/
|
||||||
|
float ax = abs(_v.x);
|
||||||
|
float ay = abs(_v.y);
|
||||||
|
float az = abs(_v.z);
|
||||||
|
float vmax = max(max(ax, ay), az);
|
||||||
|
float scale = 1.0 - exp2(_lod) / _topLevelCubeSize;
|
||||||
|
if (ax != vmax) { _v.x *= scale; }
|
||||||
|
if (ay != vmax) { _v.y *= scale; }
|
||||||
|
if (az != vmax) { _v.z *= scale; }
|
||||||
|
return _v;
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif // __SHADERLIB_SH__
|
|
@ -0,0 +1,466 @@
|
||||||
|
/*
|
||||||
|
* Copyright 2011-2016 Branimir Karadzic. All rights reserved.
|
||||||
|
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
|
||||||
|
*/
|
||||||
|
|
||||||
|
#ifndef BGFX_SHADER_H_HEADER_GUARD
|
||||||
|
#define BGFX_SHADER_H_HEADER_GUARD
|
||||||
|
|
||||||
|
#if !defined(BGFX_CONFIG_MAX_BONES)
|
||||||
|
# define BGFX_CONFIG_MAX_BONES 32
|
||||||
|
#endif // !defined(BGFX_CONFIG_MAX_BONES)
|
||||||
|
|
||||||
|
#ifndef __cplusplus
|
||||||
|
|
||||||
|
#if BGFX_SHADER_LANGUAGE_HLSL > 3
|
||||||
|
# define BRANCH [branch]
|
||||||
|
# define LOOP [loop]
|
||||||
|
# define UNROLL [unroll]
|
||||||
|
#else
|
||||||
|
# define BRANCH
|
||||||
|
# define LOOP
|
||||||
|
# define UNROLL
|
||||||
|
#endif // BGFX_SHADER_LANGUAGE_HLSL > 3
|
||||||
|
|
||||||
|
#if BGFX_SHADER_LANGUAGE_HLSL > 3 && BGFX_SHADER_TYPE_FRAGMENT
|
||||||
|
# define EARLY_DEPTH_STENCIL [earlydepthstencil]
|
||||||
|
#else
|
||||||
|
# define EARLY_DEPTH_STENCIL
|
||||||
|
#endif // BGFX_SHADER_LANGUAGE_HLSL > 3 && BGFX_SHADER_TYPE_FRAGMENT
|
||||||
|
|
||||||
|
#if BGFX_SHADER_LANGUAGE_HLSL
|
||||||
|
# define CONST(_x) static const _x
|
||||||
|
# define dFdx(_x) ddx(_x)
|
||||||
|
# define dFdy(_y) ddy(-_y)
|
||||||
|
# define inversesqrt(_x) rsqrt(_x)
|
||||||
|
# define fract(_x) frac(_x)
|
||||||
|
|
||||||
|
# define bvec2 bool2
|
||||||
|
# define bvec3 bool3
|
||||||
|
# define bvec4 bool4
|
||||||
|
|
||||||
|
# if BGFX_SHADER_LANGUAGE_HLSL > 3
|
||||||
|
# if BGFX_SHADER_LANGUAGE_HLSL > 4
|
||||||
|
# define dFdxCoarse(_x) ddx_coarse(_x)
|
||||||
|
# define dFdxFine(_x) ddx_fine(_x)
|
||||||
|
# define dFdyCoarse(_y) ddy_coarse(-_y)
|
||||||
|
# define dFdyFine(_y) ddy_fine(-_y)
|
||||||
|
# endif // BGFX_SHADER_LANGUAGE_HLSL > 4
|
||||||
|
|
||||||
|
float intBitsToFloat(int _x) { return asfloat(_x); }
|
||||||
|
vec2 intBitsToFloat(uint2 _x) { return asfloat(_x); }
|
||||||
|
vec3 intBitsToFloat(uint3 _x) { return asfloat(_x); }
|
||||||
|
vec4 intBitsToFloat(uint4 _x) { return asfloat(_x); }
|
||||||
|
|
||||||
|
float uintBitsToFloat(uint _x) { return asfloat(_x); }
|
||||||
|
vec2 uintBitsToFloat(uint2 _x) { return asfloat(_x); }
|
||||||
|
vec3 uintBitsToFloat(uint3 _x) { return asfloat(_x); }
|
||||||
|
vec4 uintBitsToFloat(uint4 _x) { return asfloat(_x); }
|
||||||
|
|
||||||
|
uint floatBitsToUint(float _x) { return asuint(_x); }
|
||||||
|
uvec2 floatBitsToUint(vec2 _x) { return asuint(_x); }
|
||||||
|
uvec3 floatBitsToUint(vec3 _x) { return asuint(_x); }
|
||||||
|
uvec4 floatBitsToUint(vec4 _x) { return asuint(_x); }
|
||||||
|
|
||||||
|
int floatBitsToInt(float _x) { return asint(_x); }
|
||||||
|
ivec2 floatBitsToInt(vec2 _x) { return asint(_x); }
|
||||||
|
ivec3 floatBitsToInt(vec3 _x) { return asint(_x); }
|
||||||
|
ivec4 floatBitsToInt(vec4 _x) { return asint(_x); }
|
||||||
|
|
||||||
|
uint bitfieldReverse(uint _x) { return reversebits(_x); }
|
||||||
|
uint2 bitfieldReverse(uint2 _x) { return reversebits(_x); }
|
||||||
|
uint3 bitfieldReverse(uint3 _x) { return reversebits(_x); }
|
||||||
|
uint4 bitfieldReverse(uint4 _x) { return reversebits(_x); }
|
||||||
|
|
||||||
|
uint packHalf2x16(vec2 _x)
|
||||||
|
{
|
||||||
|
return (f32tof16(_x.x)<<16) | f32tof16(_x.y);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec2 unpackHalf2x16(uint _x)
|
||||||
|
{
|
||||||
|
return vec2(f16tof32(_x >> 16), f16tof32(_x) );
|
||||||
|
}
|
||||||
|
|
||||||
|
struct BgfxSampler2D
|
||||||
|
{
|
||||||
|
SamplerState m_sampler;
|
||||||
|
Texture2D m_texture;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct BgfxISampler2D
|
||||||
|
{
|
||||||
|
Texture2D<ivec4> m_texture;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct BgfxUSampler2D
|
||||||
|
{
|
||||||
|
Texture2D<uvec4> m_texture;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct BgfxSampler2DArray
|
||||||
|
{
|
||||||
|
SamplerState m_sampler;
|
||||||
|
Texture2DArray m_texture;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct BgfxSampler2DShadow
|
||||||
|
{
|
||||||
|
SamplerComparisonState m_sampler;
|
||||||
|
Texture2D m_texture;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct BgfxSampler3D
|
||||||
|
{
|
||||||
|
SamplerState m_sampler;
|
||||||
|
Texture3D m_texture;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct BgfxISampler3D
|
||||||
|
{
|
||||||
|
Texture3D<ivec4> m_texture;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct BgfxUSampler3D
|
||||||
|
{
|
||||||
|
Texture3D<uvec4> m_texture;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct BgfxSamplerCube
|
||||||
|
{
|
||||||
|
SamplerState m_sampler;
|
||||||
|
TextureCube m_texture;
|
||||||
|
};
|
||||||
|
|
||||||
|
struct BgfxSampler2DMS
|
||||||
|
{
|
||||||
|
Texture2DMS<vec4> m_texture;
|
||||||
|
};
|
||||||
|
|
||||||
|
vec4 bgfxTexture2D(BgfxSampler2D _sampler, vec2 _coord)
|
||||||
|
{
|
||||||
|
return _sampler.m_texture.Sample(_sampler.m_sampler, _coord);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 bgfxTexture2DLod(BgfxSampler2D _sampler, vec2 _coord, float _level)
|
||||||
|
{
|
||||||
|
return _sampler.m_texture.SampleLevel(_sampler.m_sampler, _coord, _level);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 bgfxTexture2DProj(BgfxSampler2D _sampler, vec3 _coord)
|
||||||
|
{
|
||||||
|
vec2 coord = _coord.xy * rcp(_coord.z);
|
||||||
|
return _sampler.m_texture.Sample(_sampler.m_sampler, coord);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 bgfxTexture2DProj(BgfxSampler2D _sampler, vec4 _coord)
|
||||||
|
{
|
||||||
|
vec2 coord = _coord.xy * rcp(_coord.w);
|
||||||
|
return _sampler.m_texture.Sample(_sampler.m_sampler, coord);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 bgfxTexture2DArray(BgfxSampler2DArray _sampler, vec3 _coord)
|
||||||
|
{
|
||||||
|
return _sampler.m_texture.Sample(_sampler.m_sampler, _coord);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 bgfxTexture2DArrayLod(BgfxSampler2DArray _sampler, vec3 _coord, float _lod)
|
||||||
|
{
|
||||||
|
return _sampler.m_texture.SampleLevel(_sampler.m_sampler, _coord, _lod);
|
||||||
|
}
|
||||||
|
|
||||||
|
float bgfxShadow2D(BgfxSampler2DShadow _sampler, vec3 _coord)
|
||||||
|
{
|
||||||
|
return _sampler.m_texture.SampleCmpLevelZero(_sampler.m_sampler, _coord.xy, _coord.z);
|
||||||
|
}
|
||||||
|
|
||||||
|
float bgfxShadow2DProj(BgfxSampler2DShadow _sampler, vec4 _coord)
|
||||||
|
{
|
||||||
|
vec3 coord = _coord.xyz * rcp(_coord.w);
|
||||||
|
return _sampler.m_texture.SampleCmpLevelZero(_sampler.m_sampler, coord.xy, coord.z);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 bgfxTexture3D(BgfxSampler3D _sampler, vec3 _coord)
|
||||||
|
{
|
||||||
|
return _sampler.m_texture.Sample(_sampler.m_sampler, _coord);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 bgfxTexture3DLod(BgfxSampler3D _sampler, vec3 _coord, float _level)
|
||||||
|
{
|
||||||
|
return _sampler.m_texture.SampleLevel(_sampler.m_sampler, _coord, _level);
|
||||||
|
}
|
||||||
|
|
||||||
|
ivec4 bgfxTexture3D(BgfxISampler3D _sampler, vec3 _coord)
|
||||||
|
{
|
||||||
|
ivec3 size;
|
||||||
|
_sampler.m_texture.GetDimensions(size.x, size.y, size.z);
|
||||||
|
return _sampler.m_texture.Load(ivec4(_coord * size, 0) );
|
||||||
|
}
|
||||||
|
|
||||||
|
uvec4 bgfxTexture3D(BgfxUSampler3D _sampler, vec3 _coord)
|
||||||
|
{
|
||||||
|
uvec3 size;
|
||||||
|
_sampler.m_texture.GetDimensions(size.x, size.y, size.z);
|
||||||
|
return _sampler.m_texture.Load(uvec4(_coord * size, 0) );
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 bgfxTextureCube(BgfxSamplerCube _sampler, vec3 _coord)
|
||||||
|
{
|
||||||
|
return _sampler.m_texture.Sample(_sampler.m_sampler, _coord);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 bgfxTextureCubeLod(BgfxSamplerCube _sampler, vec3 _coord, float _level)
|
||||||
|
{
|
||||||
|
return _sampler.m_texture.SampleLevel(_sampler.m_sampler, _coord, _level);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 bgfxTexelFetch(BgfxSampler2D _sampler, ivec2 _coord, int _lod)
|
||||||
|
{
|
||||||
|
return _sampler.m_texture.Load(ivec3(_coord, _lod) );
|
||||||
|
}
|
||||||
|
|
||||||
|
ivec4 bgfxTexelFetch(BgfxISampler2D _sampler, ivec2 _coord, int _lod)
|
||||||
|
{
|
||||||
|
return _sampler.m_texture.Load(ivec3(_coord, _lod) );
|
||||||
|
}
|
||||||
|
|
||||||
|
uvec4 bgfxTexelFetch(BgfxUSampler2D _sampler, ivec2 _coord, int _lod)
|
||||||
|
{
|
||||||
|
return _sampler.m_texture.Load(ivec3(_coord, _lod) );
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 bgfxTexelFetch(BgfxSampler2DMS _sampler, ivec2 _coord, int _sampleIdx)
|
||||||
|
{
|
||||||
|
return _sampler.m_texture.Load(_coord, _sampleIdx);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 bgfxTexelFetch(BgfxSampler3D _sampler, ivec3 _coord, int _lod)
|
||||||
|
{
|
||||||
|
return _sampler.m_texture.Load(ivec4(_coord, _lod) );
|
||||||
|
}
|
||||||
|
|
||||||
|
# define SAMPLER2D(_name, _reg) \
|
||||||
|
uniform SamplerState _name ## Sampler : register(s[_reg]); \
|
||||||
|
uniform Texture2D _name ## Texture : register(t[_reg]); \
|
||||||
|
static BgfxSampler2D _name = { _name ## Sampler, _name ## Texture }
|
||||||
|
# define ISAMPLER2D(_name, _reg) \
|
||||||
|
uniform Texture2D<ivec4> _name ## Texture : register(t[_reg]); \
|
||||||
|
static BgfxISampler2D _name = { _name ## Texture }
|
||||||
|
# define USAMPLER2D(_name, _reg) \
|
||||||
|
uniform Texture2D<uvec4> _name ## Texture : register(t[_reg]); \
|
||||||
|
static BgfxUSampler2D _name = { _name ## Texture }
|
||||||
|
# define sampler2D BgfxSampler2D
|
||||||
|
# define texture2D(_sampler, _coord) bgfxTexture2D(_sampler, _coord)
|
||||||
|
# define texture2DLod(_sampler, _coord, _level) bgfxTexture2DLod(_sampler, _coord, _level)
|
||||||
|
# define texture2DProj(_sampler, _coord) bgfxTexture2DProj(_sampler, _coord)
|
||||||
|
|
||||||
|
# define SAMPLER2DARRAY(_name, _reg) \
|
||||||
|
uniform SamplerState _name ## Sampler : register(s[_reg]); \
|
||||||
|
uniform Texture2DArray _name ## Texture : register(t[_reg]); \
|
||||||
|
static BgfxSampler2DArray _name = { _name ## Sampler, _name ## Texture }
|
||||||
|
# define sampler2DArray BgfxSampler2DArray
|
||||||
|
# define texture2DArray(_sampler, _coord) bgfxTexture2DArray(_sampler, _coord)
|
||||||
|
# define texture2DArrayLod(_sampler, _coord, _lod) bgfxTexture2DArrayLod(_sampler, _coord, _lod)
|
||||||
|
|
||||||
|
# define SAMPLER2DMS(_name, _reg) \
|
||||||
|
uniform Texture2DMS<vec4> _name ## Texture : register(t[_reg]); \
|
||||||
|
static BgfxSampler2DMS _name = { _name ## Texture }
|
||||||
|
# define sampler2DMS BgfxSampler2DMS
|
||||||
|
|
||||||
|
# define SAMPLER2DSHADOW(_name, _reg) \
|
||||||
|
uniform SamplerComparisonState _name ## Sampler : register(s[_reg]); \
|
||||||
|
uniform Texture2D _name ## Texture : register(t[_reg]); \
|
||||||
|
static BgfxSampler2DShadow _name = { _name ## Sampler, _name ## Texture }
|
||||||
|
# define sampler2DShadow BgfxSampler2DShadow
|
||||||
|
# define shadow2D(_sampler, _coord) bgfxShadow2D(_sampler, _coord)
|
||||||
|
# define shadow2DProj(_sampler, _coord) bgfxShadow2DProj(_sampler, _coord)
|
||||||
|
|
||||||
|
# define SAMPLER3D(_name, _reg) \
|
||||||
|
uniform SamplerState _name ## Sampler : register(s[_reg]); \
|
||||||
|
uniform Texture3D _name ## Texture : register(t[_reg]); \
|
||||||
|
static BgfxSampler3D _name = { _name ## Sampler, _name ## Texture }
|
||||||
|
# define ISAMPLER3D(_name, _reg) \
|
||||||
|
uniform Texture3D<ivec4> _name ## Texture : register(t[_reg]); \
|
||||||
|
static BgfxISampler3D _name = { _name ## Texture }
|
||||||
|
# define USAMPLER3D(_name, _reg) \
|
||||||
|
uniform Texture3D<uvec4> _name ## Texture : register(t[_reg]); \
|
||||||
|
static BgfxUSampler3D _name = { _name ## Texture }
|
||||||
|
# define sampler3D BgfxSampler3D
|
||||||
|
# define texture3D(_sampler, _coord) bgfxTexture3D(_sampler, _coord)
|
||||||
|
# define texture3DLod(_sampler, _coord, _level) bgfxTexture3DLod(_sampler, _coord, _level)
|
||||||
|
|
||||||
|
# define SAMPLERCUBE(_name, _reg) \
|
||||||
|
uniform SamplerState _name ## Sampler : register(s[_reg]); \
|
||||||
|
uniform TextureCube _name ## Texture : register(t[_reg]); \
|
||||||
|
static BgfxSamplerCube _name = { _name ## Sampler, _name ## Texture }
|
||||||
|
# define samplerCube BgfxSamplerCube
|
||||||
|
# define textureCube(_sampler, _coord) bgfxTextureCube(_sampler, _coord)
|
||||||
|
# define textureCubeLod(_sampler, _coord, _level) bgfxTextureCubeLod(_sampler, _coord, _level)
|
||||||
|
|
||||||
|
# define texelFetch(_sampler, _coord, _lod) bgfxTexelFetch(_sampler, _coord, _lod)
|
||||||
|
# else
|
||||||
|
|
||||||
|
# define sampler2DShadow sampler2D
|
||||||
|
|
||||||
|
vec4 bgfxTexture2DProj(sampler2D _sampler, vec3 _coord)
|
||||||
|
{
|
||||||
|
return tex2Dproj(_sampler, vec4(_coord.xy, 0.0, _coord.z) );
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 bgfxTexture2DProj(sampler2D _sampler, vec4 _coord)
|
||||||
|
{
|
||||||
|
return tex2Dproj(_sampler, _coord);
|
||||||
|
}
|
||||||
|
|
||||||
|
float bgfxShadow2D(sampler2DShadow _sampler, vec3 _coord)
|
||||||
|
{
|
||||||
|
#if 0
|
||||||
|
float occluder = tex2D(_sampler, _coord.xy).x;
|
||||||
|
return step(_coord.z, occluder);
|
||||||
|
#else
|
||||||
|
return tex2Dproj(_sampler, vec4(_coord.xy, _coord.z, 1.0) ).x;
|
||||||
|
#endif // 0
|
||||||
|
}
|
||||||
|
|
||||||
|
float bgfxShadow2DProj(sampler2DShadow _sampler, vec4 _coord)
|
||||||
|
{
|
||||||
|
#if 0
|
||||||
|
vec3 coord = _coord.xyz * rcp(_coord.w);
|
||||||
|
float occluder = tex2D(_sampler, coord.xy).x;
|
||||||
|
return step(coord.z, occluder);
|
||||||
|
#else
|
||||||
|
return tex2Dproj(_sampler, _coord).x;
|
||||||
|
#endif // 0
|
||||||
|
}
|
||||||
|
|
||||||
|
# define SAMPLER2D(_name, _reg) uniform sampler2D _name : register(s ## _reg)
|
||||||
|
# define SAMPLER2DMS(_name, _reg) uniform sampler2DMS _name : register(s ## _reg)
|
||||||
|
# define texture2D(_sampler, _coord) tex2D(_sampler, _coord)
|
||||||
|
# define texture2DProj(_sampler, _coord) bgfxTexture2DProj(_sampler, _coord)
|
||||||
|
|
||||||
|
# define SAMPLER2DSHADOW(_name, _reg) uniform sampler2DShadow _name : register(s ## _reg)
|
||||||
|
# define shadow2D(_sampler, _coord) bgfxShadow2D(_sampler, _coord)
|
||||||
|
# define shadow2DProj(_sampler, _coord) bgfxShadow2DProj(_sampler, _coord)
|
||||||
|
|
||||||
|
# define SAMPLER3D(_name, _reg) uniform sampler3D _name : register(s ## _reg)
|
||||||
|
# define texture3D(_sampler, _coord) tex3D(_sampler, _coord)
|
||||||
|
|
||||||
|
# define SAMPLERCUBE(_name, _reg) uniform samplerCUBE _name : register(s[_reg])
|
||||||
|
# define textureCube(_sampler, _coord) texCUBE(_sampler, _coord)
|
||||||
|
|
||||||
|
# if BGFX_SHADER_LANGUAGE_HLSL == 2
|
||||||
|
# define texture2DLod(_sampler, _coord, _level) tex2D(_sampler, (_coord).xy)
|
||||||
|
# define texture3DLod(_sampler, _coord, _level) tex3D(_sampler, (_coord).xyz)
|
||||||
|
# define textureCubeLod(_sampler, _coord, _level) texCUBE(_sampler, (_coord).xyz)
|
||||||
|
# else
|
||||||
|
# define texture2DLod(_sampler, _coord, _level) tex2Dlod(_sampler, vec4( (_coord).xy, 0.0, _level) )
|
||||||
|
# define texture3DLod(_sampler, _coord, _level) tex3Dlod(_sampler, vec4( (_coord).xyz, _level) )
|
||||||
|
# define textureCubeLod(_sampler, _coord, _level) texCUBElod(_sampler, vec4( (_coord).xyz, _level) )
|
||||||
|
# endif // BGFX_SHADER_LANGUAGE_HLSL == 2
|
||||||
|
|
||||||
|
# endif // BGFX_SHADER_LANGUAGE_HLSL > 3
|
||||||
|
|
||||||
|
vec3 instMul(vec3 _vec, mat3 _mtx) { return mul(_mtx, _vec); }
|
||||||
|
vec3 instMul(mat3 _mtx, vec3 _vec) { return mul(_vec, _mtx); }
|
||||||
|
vec4 instMul(vec4 _vec, mat4 _mtx) { return mul(_mtx, _vec); }
|
||||||
|
vec4 instMul(mat4 _mtx, vec4 _vec) { return mul(_vec, _mtx); }
|
||||||
|
|
||||||
|
bvec2 lessThan(vec2 _a, vec2 _b) { return _a < _b; }
|
||||||
|
bvec3 lessThan(vec3 _a, vec3 _b) { return _a < _b; }
|
||||||
|
bvec4 lessThan(vec4 _a, vec4 _b) { return _a < _b; }
|
||||||
|
|
||||||
|
bvec2 lessThanEqual(vec2 _a, vec2 _b) { return _a <= _b; }
|
||||||
|
bvec3 lessThanEqual(vec3 _a, vec3 _b) { return _a <= _b; }
|
||||||
|
bvec4 lessThanEqual(vec4 _a, vec4 _b) { return _a <= _b; }
|
||||||
|
|
||||||
|
bvec2 greaterThan(vec2 _a, vec2 _b) { return _a > _b; }
|
||||||
|
bvec3 greaterThan(vec3 _a, vec3 _b) { return _a > _b; }
|
||||||
|
bvec4 greaterThan(vec4 _a, vec4 _b) { return _a > _b; }
|
||||||
|
|
||||||
|
bvec2 greaterThanEqual(vec2 _a, vec2 _b) { return _a >= _b; }
|
||||||
|
bvec3 greaterThanEqual(vec3 _a, vec3 _b) { return _a >= _b; }
|
||||||
|
bvec4 greaterThanEqual(vec4 _a, vec4 _b) { return _a >= _b; }
|
||||||
|
|
||||||
|
bvec2 notEqual(vec2 _a, vec2 _b) { return _a != _b; }
|
||||||
|
bvec3 notEqual(vec3 _a, vec3 _b) { return _a != _b; }
|
||||||
|
bvec4 notEqual(vec4 _a, vec4 _b) { return _a != _b; }
|
||||||
|
|
||||||
|
bvec2 equal(vec2 _a, vec2 _b) { return _a == _b; }
|
||||||
|
bvec3 equal(vec3 _a, vec3 _b) { return _a == _b; }
|
||||||
|
bvec4 equal(vec4 _a, vec4 _b) { return _a == _b; }
|
||||||
|
|
||||||
|
float mix(float _a, float _b, float _t) { return lerp(_a, _b, _t); }
|
||||||
|
vec2 mix(vec2 _a, vec2 _b, vec2 _t) { return lerp(_a, _b, _t); }
|
||||||
|
vec3 mix(vec3 _a, vec3 _b, vec3 _t) { return lerp(_a, _b, _t); }
|
||||||
|
vec4 mix(vec4 _a, vec4 _b, vec4 _t) { return lerp(_a, _b, _t); }
|
||||||
|
|
||||||
|
float mod(float _a, float _b) { return _a - _b * floor(_a / _b); }
|
||||||
|
vec2 mod(vec2 _a, vec2 _b) { return _a - _b * floor(_a / _b); }
|
||||||
|
vec3 mod(vec3 _a, vec3 _b) { return _a - _b * floor(_a / _b); }
|
||||||
|
vec4 mod(vec4 _a, vec4 _b) { return _a - _b * floor(_a / _b); }
|
||||||
|
|
||||||
|
#else
|
||||||
|
# define CONST(_x) const _x
|
||||||
|
# define atan2(_x, _y) atan(_x, _y)
|
||||||
|
# define mul(_a, _b) ( (_a) * (_b) )
|
||||||
|
# define saturate(_x) clamp(_x, 0.0, 1.0)
|
||||||
|
# define SAMPLER2D(_name, _reg) uniform sampler2D _name
|
||||||
|
# define SAMPLER2DMS(_name, _reg) uniform sampler2DMS _name
|
||||||
|
# define SAMPLER3D(_name, _reg) uniform sampler3D _name
|
||||||
|
# define SAMPLERCUBE(_name, _reg) uniform samplerCube _name
|
||||||
|
# define SAMPLER2DSHADOW(_name, _reg) uniform sampler2DShadow _name
|
||||||
|
|
||||||
|
# define SAMPLER2DARRAY(_name, _reg) uniform sampler2DArray _name
|
||||||
|
# define SAMPLER2DMSARRAY(_name, _reg) uniform sampler2DMSArray _name
|
||||||
|
# define SAMPLERCUBEARRAY(_name, _reg) uniform samplerCubeArray _name
|
||||||
|
# define SAMPLER2DARRAYSHADOW(_name, _reg) uniform sampler2DArrayShadow _name
|
||||||
|
|
||||||
|
# if BGFX_SHADER_LANGUAGE_GLSL >= 130
|
||||||
|
# define ISAMPLER2D(_name, _reg) uniform isampler2D _name
|
||||||
|
# define USAMPLER2D(_name, _reg) uniform usampler2D _name
|
||||||
|
# define ISAMPLER3D(_name, _reg) uniform isampler3D _name
|
||||||
|
# define USAMPLER3D(_name, _reg) uniform usampler3D _name
|
||||||
|
|
||||||
|
# define texture2D(_sampler, _coord) texture(_sampler, _coord)
|
||||||
|
# define texture2DArray(_sampler, _coord) texture(_sampler, _coord)
|
||||||
|
# define texture3D(_sampler, _coord) texture(_sampler, _coord)
|
||||||
|
# endif // BGFX_SHADER_LANGUAGE_GLSL >= 130
|
||||||
|
|
||||||
|
vec3 instMul(vec3 _vec, mat3 _mtx) { return mul(_vec, _mtx); }
|
||||||
|
vec3 instMul(mat3 _mtx, vec3 _vec) { return mul(_mtx, _vec); }
|
||||||
|
vec4 instMul(vec4 _vec, mat4 _mtx) { return mul(_vec, _mtx); }
|
||||||
|
vec4 instMul(mat4 _mtx, vec4 _vec) { return mul(_mtx, _vec); }
|
||||||
|
|
||||||
|
float rcp(float _a) { return 1.0/_a; }
|
||||||
|
vec2 rcp(vec2 _a) { return vec2(1.0)/_a; }
|
||||||
|
vec3 rcp(vec3 _a) { return vec3(1.0)/_a; }
|
||||||
|
vec4 rcp(vec4 _a) { return vec4(1.0)/_a; }
|
||||||
|
#endif // BGFX_SHADER_LANGUAGE_*
|
||||||
|
|
||||||
|
vec2 vec2_splat(float _x) { return vec2(_x, _x); }
|
||||||
|
vec3 vec3_splat(float _x) { return vec3(_x, _x, _x); }
|
||||||
|
vec4 vec4_splat(float _x) { return vec4(_x, _x, _x, _x); }
|
||||||
|
|
||||||
|
#if BGFX_SHADER_LANGUAGE_GLSL >= 130 || BGFX_SHADER_LANGUAGE_HLSL
|
||||||
|
uvec2 uvec2_splat(uint _x) { return uvec2(_x, _x); }
|
||||||
|
uvec3 uvec3_splat(uint _x) { return uvec3(_x, _x, _x); }
|
||||||
|
uvec4 uvec4_splat(uint _x) { return uvec4(_x, _x, _x, _x); }
|
||||||
|
#endif // BGFX_SHADER_LANGUAGE_GLSL >= 130 || BGFX_SHADER_LANGUAGE_HLSL
|
||||||
|
|
||||||
|
uniform vec4 u_viewRect;
|
||||||
|
uniform vec4 u_viewTexel;
|
||||||
|
uniform mat4 u_view;
|
||||||
|
uniform mat4 u_invView;
|
||||||
|
uniform mat4 u_proj;
|
||||||
|
uniform mat4 u_invProj;
|
||||||
|
uniform mat4 u_viewProj;
|
||||||
|
uniform mat4 u_invViewProj;
|
||||||
|
uniform mat4 u_model[BGFX_CONFIG_MAX_BONES];
|
||||||
|
uniform mat4 u_modelView;
|
||||||
|
uniform mat4 u_modelViewProj;
|
||||||
|
uniform vec4 u_alphaRef4;
|
||||||
|
#define u_alphaRef u_alphaRef4.x
|
||||||
|
|
||||||
|
#endif // __cplusplus
|
||||||
|
|
||||||
|
#endif // BGFX_SHADER_H_HEADER_GUARD
|
|
@ -0,0 +1,33 @@
|
||||||
|
$input v_dir
|
||||||
|
|
||||||
|
/*
|
||||||
|
* Copyright 2014-2016 Dario Manesku. All rights reserved.
|
||||||
|
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
|
||||||
|
*/
|
||||||
|
|
||||||
|
#include "bgfx_shader.sh"
|
||||||
|
#include "shaderlib.sh"
|
||||||
|
#include "uniforms.sh"
|
||||||
|
|
||||||
|
SAMPLERCUBE(s_texCube, 0);
|
||||||
|
SAMPLERCUBE(s_texCubeIrr, 1);
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
vec3 dir = normalize(v_dir);
|
||||||
|
|
||||||
|
vec4 color;
|
||||||
|
if (u_bgType == 7.0)
|
||||||
|
{
|
||||||
|
color = toLinear(textureCube(s_texCubeIrr, dir));
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
float lod = u_bgType;
|
||||||
|
dir = fixCubeLookup(dir, lod, 256.0);
|
||||||
|
color = toLinear(textureCubeLod(s_texCube, dir, lod));
|
||||||
|
}
|
||||||
|
color *= exp2(u_exposure);
|
||||||
|
|
||||||
|
gl_FragColor = toFilmic(color);
|
||||||
|
}
|
|
@ -0,0 +1,386 @@
|
||||||
|
/*
|
||||||
|
* Copyright 2011-2016 Branimir Karadzic. All rights reserved.
|
||||||
|
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
|
||||||
|
*/
|
||||||
|
|
||||||
|
#ifndef __SHADERLIB_SH__
|
||||||
|
#define __SHADERLIB_SH__
|
||||||
|
|
||||||
|
vec4 encodeRE8(float _r)
|
||||||
|
{
|
||||||
|
float exponent = ceil(log2(_r) );
|
||||||
|
return vec4(_r / exp2(exponent)
|
||||||
|
, 0.0
|
||||||
|
, 0.0
|
||||||
|
, (exponent + 128.0) / 255.0
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
float decodeRE8(vec4 _re8)
|
||||||
|
{
|
||||||
|
float exponent = _re8.w * 255.0 - 128.0;
|
||||||
|
return _re8.x * exp2(exponent);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 encodeRGBE8(vec3 _rgb)
|
||||||
|
{
|
||||||
|
vec4 rgbe8;
|
||||||
|
float maxComponent = max(max(_rgb.x, _rgb.y), _rgb.z);
|
||||||
|
float exponent = ceil(log2(maxComponent) );
|
||||||
|
rgbe8.xyz = _rgb / exp2(exponent);
|
||||||
|
rgbe8.w = (exponent + 128.0) / 255.0;
|
||||||
|
return rgbe8;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 decodeRGBE8(vec4 _rgbe8)
|
||||||
|
{
|
||||||
|
float exponent = _rgbe8.w * 255.0 - 128.0;
|
||||||
|
vec3 rgb = _rgbe8.xyz * exp2(exponent);
|
||||||
|
return rgb;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 encodeNormalUint(vec3 _normal)
|
||||||
|
{
|
||||||
|
return _normal * 0.5 + 0.5;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 decodeNormalUint(vec3 _encodedNormal)
|
||||||
|
{
|
||||||
|
return _encodedNormal * 2.0 - 1.0;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec2 encodeNormalSphereMap(vec3 _normal)
|
||||||
|
{
|
||||||
|
return normalize(_normal.xy) * sqrt(_normal.z * 0.5 + 0.5);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 decodeNormalSphereMap(vec2 _encodedNormal)
|
||||||
|
{
|
||||||
|
float zz = dot(_encodedNormal, _encodedNormal) * 2.0 - 1.0;
|
||||||
|
return vec3(normalize(_encodedNormal.xy) * sqrt(1.0 - zz*zz), zz);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec2 octahedronWrap(vec2 _val)
|
||||||
|
{
|
||||||
|
// Reference:
|
||||||
|
// Octahedron normal vector encoding
|
||||||
|
// http://kriscg.blogspot.com/2014/04/octahedron-normal-vector-encoding.html
|
||||||
|
return (1.0 - abs(_val.yx) )
|
||||||
|
* mix(vec2_splat(-1.0), vec2_splat(1.0), vec2(greaterThanEqual(_val.xy, vec2_splat(0.0) ) ) );
|
||||||
|
}
|
||||||
|
|
||||||
|
vec2 encodeNormalOctahedron(vec3 _normal)
|
||||||
|
{
|
||||||
|
_normal /= abs(_normal.x) + abs(_normal.y) + abs(_normal.z);
|
||||||
|
_normal.xy = _normal.z >= 0.0 ? _normal.xy : octahedronWrap(_normal.xy);
|
||||||
|
_normal.xy = _normal.xy * 0.5 + 0.5;
|
||||||
|
return _normal.xy;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 decodeNormalOctahedron(vec2 _encodedNormal)
|
||||||
|
{
|
||||||
|
_encodedNormal = _encodedNormal * 2.0 - 1.0;
|
||||||
|
|
||||||
|
vec3 normal;
|
||||||
|
normal.z = 1.0 - abs(_encodedNormal.x) - abs(_encodedNormal.y);
|
||||||
|
normal.xy = normal.z >= 0.0 ? _encodedNormal.xy : octahedronWrap(_encodedNormal.xy);
|
||||||
|
return normalize(normal);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 convertRGB2XYZ(vec3 _rgb)
|
||||||
|
{
|
||||||
|
// Reference:
|
||||||
|
// RGB/XYZ Matrices
|
||||||
|
// http://www.brucelindbloom.com/index.html?Eqn_RGB_XYZ_Matrix.html
|
||||||
|
vec3 xyz;
|
||||||
|
xyz.x = dot(vec3(0.4124564, 0.3575761, 0.1804375), _rgb);
|
||||||
|
xyz.y = dot(vec3(0.2126729, 0.7151522, 0.0721750), _rgb);
|
||||||
|
xyz.z = dot(vec3(0.0193339, 0.1191920, 0.9503041), _rgb);
|
||||||
|
return xyz;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 convertXYZ2RGB(vec3 _xyz)
|
||||||
|
{
|
||||||
|
vec3 rgb;
|
||||||
|
rgb.x = dot(vec3( 3.2404542, -1.5371385, -0.4985314), _xyz);
|
||||||
|
rgb.y = dot(vec3(-0.9692660, 1.8760108, 0.0415560), _xyz);
|
||||||
|
rgb.z = dot(vec3( 0.0556434, -0.2040259, 1.0572252), _xyz);
|
||||||
|
return rgb;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 convertXYZ2Yxy(vec3 _xyz)
|
||||||
|
{
|
||||||
|
// Reference:
|
||||||
|
// http://www.brucelindbloom.com/index.html?Eqn_XYZ_to_xyY.html
|
||||||
|
float inv = 1.0/dot(_xyz, vec3(1.0, 1.0, 1.0) );
|
||||||
|
return vec3(_xyz.y, _xyz.x*inv, _xyz.y*inv);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 convertYxy2XYZ(vec3 _Yxy)
|
||||||
|
{
|
||||||
|
// Reference:
|
||||||
|
// http://www.brucelindbloom.com/index.html?Eqn_xyY_to_XYZ.html
|
||||||
|
vec3 xyz;
|
||||||
|
xyz.x = _Yxy.x*_Yxy.y/_Yxy.z;
|
||||||
|
xyz.y = _Yxy.x;
|
||||||
|
xyz.z = _Yxy.x*(1.0 - _Yxy.y - _Yxy.z)/_Yxy.z;
|
||||||
|
return xyz;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 convertRGB2Yxy(vec3 _rgb)
|
||||||
|
{
|
||||||
|
return convertXYZ2Yxy(convertRGB2XYZ(_rgb) );
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 convertYxy2RGB(vec3 _Yxy)
|
||||||
|
{
|
||||||
|
return convertXYZ2RGB(convertYxy2XYZ(_Yxy) );
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 convertRGB2Yuv(vec3 _rgb)
|
||||||
|
{
|
||||||
|
vec3 yuv;
|
||||||
|
yuv.x = dot(_rgb, vec3(0.299, 0.587, 0.114) );
|
||||||
|
yuv.y = (_rgb.x - yuv.x)*0.713 + 0.5;
|
||||||
|
yuv.z = (_rgb.z - yuv.x)*0.564 + 0.5;
|
||||||
|
return yuv;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 convertYuv2RGB(vec3 _yuv)
|
||||||
|
{
|
||||||
|
vec3 rgb;
|
||||||
|
rgb.x = _yuv.x + 1.403*(_yuv.y-0.5);
|
||||||
|
rgb.y = _yuv.x - 0.344*(_yuv.y-0.5) - 0.714*(_yuv.z-0.5);
|
||||||
|
rgb.z = _yuv.x + 1.773*(_yuv.z-0.5);
|
||||||
|
return rgb;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 convertRGB2YIQ(vec3 _rgb)
|
||||||
|
{
|
||||||
|
vec3 yiq;
|
||||||
|
yiq.x = dot(vec3(0.299, 0.587, 0.114 ), _rgb);
|
||||||
|
yiq.y = dot(vec3(0.595716, -0.274453, -0.321263), _rgb);
|
||||||
|
yiq.z = dot(vec3(0.211456, -0.522591, 0.311135), _rgb);
|
||||||
|
return yiq;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 convertYIQ2RGB(vec3 _yiq)
|
||||||
|
{
|
||||||
|
vec3 rgb;
|
||||||
|
rgb.x = dot(vec3(1.0, 0.9563, 0.6210), _yiq);
|
||||||
|
rgb.y = dot(vec3(1.0, -0.2721, -0.6474), _yiq);
|
||||||
|
rgb.z = dot(vec3(1.0, -1.1070, 1.7046), _yiq);
|
||||||
|
return rgb;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 toLinear(vec3 _rgb)
|
||||||
|
{
|
||||||
|
return pow(abs(_rgb), vec3_splat(2.2) );
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 toLinear(vec4 _rgba)
|
||||||
|
{
|
||||||
|
return vec4(toLinear(_rgba.xyz), _rgba.w);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 toLinearAccurate(vec3 _rgb)
|
||||||
|
{
|
||||||
|
vec3 lo = _rgb / 12.92;
|
||||||
|
vec3 hi = pow( (_rgb + 0.055) / 1.055, vec3_splat(2.4) );
|
||||||
|
vec3 rgb = mix(hi, lo, vec3(lessThanEqual(_rgb, vec3_splat(0.04045) ) ) );
|
||||||
|
return rgb;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 toLinearAccurate(vec4 _rgba)
|
||||||
|
{
|
||||||
|
return vec4(toLinearAccurate(_rgba.xyz), _rgba.w);
|
||||||
|
}
|
||||||
|
|
||||||
|
float toGamma(float _r)
|
||||||
|
{
|
||||||
|
return pow(abs(_r), 1.0/2.2);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 toGamma(vec3 _rgb)
|
||||||
|
{
|
||||||
|
return pow(abs(_rgb), vec3_splat(1.0/2.2) );
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 toGamma(vec4 _rgba)
|
||||||
|
{
|
||||||
|
return vec4(toGamma(_rgba.xyz), _rgba.w);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 toGammaAccurate(vec3 _rgb)
|
||||||
|
{
|
||||||
|
vec3 lo = _rgb * 12.92;
|
||||||
|
vec3 hi = pow(abs(_rgb), vec3_splat(1.0/2.4) ) * 1.055 - 0.055;
|
||||||
|
vec3 rgb = mix(hi, lo, vec3(lessThanEqual(_rgb, vec3_splat(0.0031308) ) ) );
|
||||||
|
return rgb;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 toGammaAccurate(vec4 _rgba)
|
||||||
|
{
|
||||||
|
return vec4(toGammaAccurate(_rgba.xyz), _rgba.w);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 toReinhard(vec3 _rgb)
|
||||||
|
{
|
||||||
|
return toGamma(_rgb/(_rgb+vec3_splat(1.0) ) );
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 toReinhard(vec4 _rgba)
|
||||||
|
{
|
||||||
|
return vec4(toReinhard(_rgba.xyz), _rgba.w);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 toFilmic(vec3 _rgb)
|
||||||
|
{
|
||||||
|
_rgb = max(vec3_splat(0.0), _rgb - 0.004);
|
||||||
|
_rgb = (_rgb*(6.2*_rgb + 0.5) ) / (_rgb*(6.2*_rgb + 1.7) + 0.06);
|
||||||
|
return _rgb;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 toFilmic(vec4 _rgba)
|
||||||
|
{
|
||||||
|
return vec4(toFilmic(_rgba.xyz), _rgba.w);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 toAcesFilmic(vec3 _rgb)
|
||||||
|
{
|
||||||
|
// Reference:
|
||||||
|
// ACES Filmic Tone Mapping Curve
|
||||||
|
// https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/
|
||||||
|
float aa = 2.51f;
|
||||||
|
float bb = 0.03f;
|
||||||
|
float cc = 2.43f;
|
||||||
|
float dd = 0.59f;
|
||||||
|
float ee = 0.14f;
|
||||||
|
return saturate( (_rgb*(aa*_rgb + bb) )/(_rgb*(cc*_rgb + dd) + ee) );
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 toAcesFilmic(vec4 _rgba)
|
||||||
|
{
|
||||||
|
return vec4(toAcesFilmic(_rgba.xyz), _rgba.w);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 luma(vec3 _rgb)
|
||||||
|
{
|
||||||
|
float yy = dot(vec3(0.2126729, 0.7151522, 0.0721750), _rgb);
|
||||||
|
return vec3_splat(yy);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 luma(vec4 _rgba)
|
||||||
|
{
|
||||||
|
return vec4(luma(_rgba.xyz), _rgba.w);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 conSatBri(vec3 _rgb, vec3 _csb)
|
||||||
|
{
|
||||||
|
vec3 rgb = _rgb * _csb.z;
|
||||||
|
rgb = mix(luma(rgb), rgb, _csb.y);
|
||||||
|
rgb = mix(vec3_splat(0.5), rgb, _csb.x);
|
||||||
|
return rgb;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 conSatBri(vec4 _rgba, vec3 _csb)
|
||||||
|
{
|
||||||
|
return vec4(conSatBri(_rgba.xyz, _csb), _rgba.w);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 posterize(vec3 _rgb, float _numColors)
|
||||||
|
{
|
||||||
|
return floor(_rgb*_numColors) / _numColors;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 posterize(vec4 _rgba, float _numColors)
|
||||||
|
{
|
||||||
|
return vec4(posterize(_rgba.xyz, _numColors), _rgba.w);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 sepia(vec3 _rgb)
|
||||||
|
{
|
||||||
|
vec3 color;
|
||||||
|
color.x = dot(_rgb, vec3(0.393, 0.769, 0.189) );
|
||||||
|
color.y = dot(_rgb, vec3(0.349, 0.686, 0.168) );
|
||||||
|
color.z = dot(_rgb, vec3(0.272, 0.534, 0.131) );
|
||||||
|
return color;
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 sepia(vec4 _rgba)
|
||||||
|
{
|
||||||
|
return vec4(sepia(_rgba.xyz), _rgba.w);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 blendOverlay(vec3 _base, vec3 _blend)
|
||||||
|
{
|
||||||
|
vec3 lt = 2.0 * _base * _blend;
|
||||||
|
vec3 gte = 1.0 - 2.0 * (1.0 - _base) * (1.0 - _blend);
|
||||||
|
return mix(lt, gte, step(vec3_splat(0.5), _base) );
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 blendOverlay(vec4 _base, vec4 _blend)
|
||||||
|
{
|
||||||
|
return vec4(blendOverlay(_base.xyz, _blend.xyz), _base.w);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 adjustHue(vec3 _rgb, float _hue)
|
||||||
|
{
|
||||||
|
vec3 yiq = convertRGB2YIQ(_rgb);
|
||||||
|
float angle = _hue + atan2(yiq.z, yiq.y);
|
||||||
|
float len = length(yiq.yz);
|
||||||
|
return convertYIQ2RGB(vec3(yiq.x, len*cos(angle), len*sin(angle) ) );
|
||||||
|
}
|
||||||
|
|
||||||
|
vec4 packFloatToRgba(float _value)
|
||||||
|
{
|
||||||
|
const vec4 shift = vec4(256 * 256 * 256, 256 * 256, 256, 1.0);
|
||||||
|
const vec4 mask = vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
|
||||||
|
vec4 comp = fract(_value * shift);
|
||||||
|
comp -= comp.xxyz * mask;
|
||||||
|
return comp;
|
||||||
|
}
|
||||||
|
|
||||||
|
float unpackRgbaToFloat(vec4 _rgba)
|
||||||
|
{
|
||||||
|
const vec4 shift = vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1.0);
|
||||||
|
return dot(_rgba, shift);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec2 packHalfFloat(float _value)
|
||||||
|
{
|
||||||
|
const vec2 shift = vec2(256, 1.0);
|
||||||
|
const vec2 mask = vec2(0, 1.0 / 256.0);
|
||||||
|
vec2 comp = fract(_value * shift);
|
||||||
|
comp -= comp.xx * mask;
|
||||||
|
return comp;
|
||||||
|
}
|
||||||
|
|
||||||
|
float unpackHalfFloat(vec2 _rg)
|
||||||
|
{
|
||||||
|
const vec2 shift = vec2(1.0 / 256.0, 1.0);
|
||||||
|
return dot(_rg, shift);
|
||||||
|
}
|
||||||
|
|
||||||
|
float random(vec2 _uv)
|
||||||
|
{
|
||||||
|
return fract(sin(dot(_uv.xy, vec2(12.9898, 78.233) ) ) * 43758.5453);
|
||||||
|
}
|
||||||
|
|
||||||
|
vec3 fixCubeLookup(vec3 _v, float _lod, float _topLevelCubeSize)
|
||||||
|
{
|
||||||
|
// Reference:
|
||||||
|
// Seamless cube-map filtering
|
||||||
|
// http://the-witness.net/news/2012/02/seamless-cube-map-filtering/
|
||||||
|
float ax = abs(_v.x);
|
||||||
|
float ay = abs(_v.y);
|
||||||
|
float az = abs(_v.z);
|
||||||
|
float vmax = max(max(ax, ay), az);
|
||||||
|
float scale = 1.0 - exp2(_lod) / _topLevelCubeSize;
|
||||||
|
if (ax != vmax) { _v.x *= scale; }
|
||||||
|
if (ay != vmax) { _v.y *= scale; }
|
||||||
|
if (az != vmax) { _v.z *= scale; }
|
||||||
|
return _v;
|
||||||
|
}
|
||||||
|
|
||||||
|
#endif // __SHADERLIB_SH__
|
|
@ -0,0 +1,28 @@
|
||||||
|
/*
|
||||||
|
* Copyright 2016 Dario Manesku. All rights reserved.
|
||||||
|
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
|
||||||
|
*/
|
||||||
|
|
||||||
|
uniform vec4 u_params[12];
|
||||||
|
#define u_mtx0 u_params[0]
|
||||||
|
#define u_mtx1 u_params[1]
|
||||||
|
#define u_mtx2 u_params[2]
|
||||||
|
#define u_mtx3 u_params[3]
|
||||||
|
#define u_glossiness u_params[4].x
|
||||||
|
#define u_reflectivity u_params[4].y
|
||||||
|
#define u_exposure u_params[4].z
|
||||||
|
#define u_bgType u_params[4].w
|
||||||
|
#define u_metalOrSpec u_params[5].x
|
||||||
|
#define u_unused u_params[5].yzw
|
||||||
|
#define u_doDiffuse u_params[6].x
|
||||||
|
#define u_doSpecular u_params[6].y
|
||||||
|
#define u_doDiffuseIbl u_params[6].z
|
||||||
|
#define u_doSpecularIbl u_params[6].w
|
||||||
|
#define u_camPos u_params[7].xyz
|
||||||
|
#define u_unused7 u_params[7].w
|
||||||
|
#define u_rgbDiff u_params[8]
|
||||||
|
#define u_rgbSpec u_params[9]
|
||||||
|
#define u_lightDir u_params[10].xyz
|
||||||
|
#define u_unused10 u_params[10].w
|
||||||
|
#define u_lightCol u_params[11].xyz
|
||||||
|
#define u_unused11 u_params[11].w
|
|
@ -1,4 +1,5 @@
|
||||||
vec2 v_texcoord0 : TEXCOORD0 = vec2(0.0, 0.0);
|
vec2 v_texcoord0 : TEXCOORD0 = vec2(0.0, 0.0);
|
||||||
|
vec3 v_dir : TEXCOORD1 = vec3(0.0, 0.0, 0.0);
|
||||||
vec3 v_view : TEXCOORD1 = vec3(0.0, 0.0, 0.0);
|
vec3 v_view : TEXCOORD1 = vec3(0.0, 0.0, 0.0);
|
||||||
vec4 v_shadowcoord : TEXCOORD2 = vec4(0.0, 0.0, 0.0, 0.0);
|
vec4 v_shadowcoord : TEXCOORD2 = vec4(0.0, 0.0, 0.0, 0.0);
|
||||||
vec4 v_position : TEXCOORD3 = vec4(0.0, 0.0, 0.0, 0.0);
|
vec4 v_position : TEXCOORD3 = vec4(0.0, 0.0, 0.0, 0.0);
|
||||||
|
|
|
@ -0,0 +1,29 @@
|
||||||
|
$input a_position, a_texcoord0
|
||||||
|
$output v_dir
|
||||||
|
|
||||||
|
/*
|
||||||
|
* Copyright 2014-2016 Dario Manesku. All rights reserved.
|
||||||
|
* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
|
||||||
|
*/
|
||||||
|
|
||||||
|
#include "../common/common.sh"
|
||||||
|
#include "uniforms.sh"
|
||||||
|
|
||||||
|
uniform mat4 u_mtx;
|
||||||
|
|
||||||
|
void main()
|
||||||
|
{
|
||||||
|
gl_Position = mul(u_modelViewProj, vec4(a_position, 1.0) );
|
||||||
|
|
||||||
|
float fov = radians(45.0);
|
||||||
|
float height = tan(fov*0.5);
|
||||||
|
float aspect = height*(u_viewRect.z / u_viewRect.w);
|
||||||
|
vec2 tex = (2.0*a_texcoord0-1.0) * vec2(aspect, height);
|
||||||
|
|
||||||
|
mat4 mtx;
|
||||||
|
mtx[0] = u_mtx0;
|
||||||
|
mtx[1] = u_mtx1;
|
||||||
|
mtx[2] = u_mtx2;
|
||||||
|
mtx[3] = u_mtx3;
|
||||||
|
v_dir = instMul(mtx, vec4(tex, 1.0, 0.0) ).xyz;
|
||||||
|
}
|
850
src/Renderer.cc
850
src/Renderer.cc
|
@ -1,850 +0,0 @@
|
||||||
#include "Renderer.h"
|
|
||||||
|
|
||||||
#include <string>
|
|
||||||
#include <iostream>
|
|
||||||
|
|
||||||
#include <assert.h>
|
|
||||||
|
|
||||||
#include <bgfx/bgfxplatform.h>
|
|
||||||
#include <bx/thread.h>
|
|
||||||
|
|
||||||
#include <bx/timer.h>
|
|
||||||
#include <bx/fpumath.h>
|
|
||||||
#include <bx/uint32_t.h>
|
|
||||||
#include <dbg.h>
|
|
||||||
|
|
||||||
#include "imgui/imgui.h"
|
|
||||||
|
|
||||||
#define TINYOBJLOADER_IMPLEMENTATION
|
|
||||||
#include "tiny_obj_loader.h"
|
|
||||||
|
|
||||||
#include "math_types.h"
|
|
||||||
|
|
||||||
// BGFX globals
|
|
||||||
|
|
||||||
bgfx::VertexBufferHandle cube_vbh;
|
|
||||||
bgfx::IndexBufferHandle cube_ibh;
|
|
||||||
bgfx::IndexBufferHandle cube_edges_ibh;
|
|
||||||
bgfx::VertexBufferHandle plane_vbh;
|
|
||||||
bgfx::IndexBufferHandle plane_ibh;
|
|
||||||
bgfx::UniformHandle u_time;
|
|
||||||
bgfx::UniformHandle u_color;
|
|
||||||
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);
|
|
||||||
}
|
|
||||||
|
|
||||||
//
|
|
||||||
// Render states
|
|
||||||
//
|
|
||||||
|
|
||||||
static RenderState s_renderStates[RenderState::Count] = {
|
|
||||||
{ // ShadowMap
|
|
||||||
0
|
|
||||||
| BGFX_STATE_RGB_WRITE
|
|
||||||
| BGFX_STATE_ALPHA_WRITE
|
|
||||||
| BGFX_STATE_DEPTH_WRITE
|
|
||||||
| BGFX_STATE_DEPTH_TEST_LESS
|
|
||||||
| BGFX_STATE_CULL_CCW
|
|
||||||
| BGFX_STATE_MSAA,
|
|
||||||
0,
|
|
||||||
UINT16_MAX,
|
|
||||||
RenderState::ShadowMap
|
|
||||||
},
|
|
||||||
{ // Scene
|
|
||||||
0
|
|
||||||
| BGFX_STATE_RGB_WRITE
|
|
||||||
| BGFX_STATE_ALPHA_WRITE
|
|
||||||
| BGFX_STATE_DEPTH_WRITE
|
|
||||||
| BGFX_STATE_DEPTH_TEST_LESS
|
|
||||||
| BGFX_STATE_CULL_CCW
|
|
||||||
| BGFX_STATE_MSAA,
|
|
||||||
0,
|
|
||||||
UINT16_MAX,
|
|
||||||
RenderState::Scene
|
|
||||||
},
|
|
||||||
{ // SceneTextured
|
|
||||||
0
|
|
||||||
| BGFX_STATE_RGB_WRITE
|
|
||||||
| BGFX_STATE_ALPHA_WRITE
|
|
||||||
| BGFX_STATE_DEPTH_WRITE
|
|
||||||
| BGFX_STATE_DEPTH_TEST_LESS
|
|
||||||
| BGFX_STATE_CULL_CCW
|
|
||||||
| BGFX_STATE_MSAA,
|
|
||||||
0,
|
|
||||||
UINT16_MAX,
|
|
||||||
RenderState::SceneTextured
|
|
||||||
},
|
|
||||||
{ // 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
|
|
||||||
| BGFX_STATE_MSAA,
|
|
||||||
0,
|
|
||||||
UINT16_MAX,
|
|
||||||
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;
|
|
||||||
|
|
||||||
//
|
|
||||||
// Static geometries
|
|
||||||
//
|
|
||||||
|
|
||||||
// Plane
|
|
||||||
static 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 },
|
|
||||||
};
|
|
||||||
|
|
||||||
static const uint16_t s_planeIndices[] =
|
|
||||||
{
|
|
||||||
0, 1, 2,
|
|
||||||
1, 3, 2,
|
|
||||||
};
|
|
||||||
|
|
||||||
// Cube
|
|
||||||
static 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 },
|
|
||||||
};
|
|
||||||
|
|
||||||
static 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
|
|
||||||
};
|
|
||||||
|
|
||||||
static 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;
|
|
||||||
|
|
||||||
void Camera::updateMatrices() {
|
|
||||||
assert (width != -1.f && height != -1.f);
|
|
||||||
float aspect = width / height;
|
|
||||||
|
|
||||||
bx::mtxLookAt (mtxView, eye, poi, up);
|
|
||||||
|
|
||||||
if (orthographic) {
|
|
||||||
bx::mtxOrtho(mtxProj,
|
|
||||||
-width * 0.5f, width * 0.5f,
|
|
||||||
-height * 0.5f, height * 0.5f,
|
|
||||||
near, far);
|
|
||||||
} else {
|
|
||||||
bx::mtxProj(mtxProj, fov, aspect, near, far);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
void Renderer::createGeometries() {
|
|
||||||
// Create vertex stream declaration.
|
|
||||||
PosColorVertex::init();
|
|
||||||
PosNormalVertex::init();
|
|
||||||
PosNormalColorTexcoordVertex::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) )
|
|
||||||
);
|
|
||||||
}
|
|
||||||
|
|
||||||
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;
|
|
||||||
|
|
||||||
bool result = bgfx::init();
|
|
||||||
if (!result) {
|
|
||||||
std::cerr << "Error: could not initialize renderer!" << std::endl;
|
|
||||||
exit (EXIT_FAILURE);
|
|
||||||
}
|
|
||||||
|
|
||||||
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();
|
|
||||||
|
|
||||||
// imgui initialization.
|
|
||||||
imguiCreate();
|
|
||||||
|
|
||||||
// // 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() {
|
|
||||||
imguiDestroy();
|
|
||||||
|
|
||||||
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;
|
|
||||||
}
|
|
||||||
|
|
||||||
bgfx::shutdown();
|
|
||||||
}
|
|
||||||
|
|
||||||
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;
|
|
||||||
}
|
|
218
src/Renderer.h
218
src/Renderer.h
|
@ -1,218 +0,0 @@
|
||||||
#pragma once
|
|
||||||
|
|
||||||
#include <cstdint>
|
|
||||||
|
|
||||||
#include <map>
|
|
||||||
#include <vector>
|
|
||||||
|
|
||||||
#include <bgfx/bgfx.h>
|
|
||||||
|
|
||||||
#include "RenderUtils.h"
|
|
||||||
|
|
||||||
struct Entity;
|
|
||||||
|
|
||||||
struct InputState {
|
|
||||||
int32_t mousedX;
|
|
||||||
int32_t mousedY;
|
|
||||||
int32_t mouseX;
|
|
||||||
int32_t mouseY;
|
|
||||||
uint8_t mouseButton;
|
|
||||||
int32_t mouseScroll;
|
|
||||||
char key;
|
|
||||||
|
|
||||||
InputState() :
|
|
||||||
mouseX(0),
|
|
||||||
mouseY(0),
|
|
||||||
mouseButton(0),
|
|
||||||
mouseScroll(0),
|
|
||||||
key(0) {
|
|
||||||
}
|
|
||||||
};
|
|
||||||
|
|
||||||
struct Camera {
|
|
||||||
float eye[3];
|
|
||||||
float poi[3];
|
|
||||||
float up[3];
|
|
||||||
|
|
||||||
float near;
|
|
||||||
float far;
|
|
||||||
float fov;
|
|
||||||
bool orthographic;
|
|
||||||
float width;
|
|
||||||
float height;
|
|
||||||
|
|
||||||
float mtxProj[16];
|
|
||||||
float mtxView[16];
|
|
||||||
|
|
||||||
Camera() :
|
|
||||||
eye {5.f, 4.f, 5.f},
|
|
||||||
poi {0.f, 2.f, 0.f},
|
|
||||||
up {0.f, 1.f, 0.f},
|
|
||||||
near (1.f),
|
|
||||||
far (20.f),
|
|
||||||
fov (70.f),
|
|
||||||
orthographic (false),
|
|
||||||
width (-1.f),
|
|
||||||
height (-1.f),
|
|
||||||
|
|
||||||
mtxProj {
|
|
||||||
1.f, 0.f, 0.f, 0.f,
|
|
||||||
0.f, 1.f, 0.f, 0.f,
|
|
||||||
0.f, 0.f, 1.f, 0.f,
|
|
||||||
0.f, 0.f, 0.f, 1.f},
|
|
||||||
mtxView {
|
|
||||||
1.f, 0.f, 0.f, 0.f,
|
|
||||||
0.f, 1.f, 0.f, 0.f,
|
|
||||||
0.f, 0.f, 1.f, 0.f,
|
|
||||||
0.f, 0.f, 0.f, 1.f}
|
|
||||||
{}
|
|
||||||
|
|
||||||
void updateMatrices();
|
|
||||||
};
|
|
||||||
|
|
||||||
struct Light {
|
|
||||||
bgfx::UniformHandle u_shadowMap;
|
|
||||||
bgfx::UniformHandle u_shadowMapParams;
|
|
||||||
bgfx::UniformHandle u_lightPos;
|
|
||||||
bgfx::UniformHandle u_lightMtx;
|
|
||||||
|
|
||||||
bgfx::TextureHandle shadowMapTexture;
|
|
||||||
bgfx::FrameBufferHandle shadowMapFB;
|
|
||||||
float pos[3];
|
|
||||||
float dir[3];
|
|
||||||
|
|
||||||
float mtxView[16];
|
|
||||||
float mtxProj[16];
|
|
||||||
float mtxLight[16];
|
|
||||||
float mtxShadow[16];
|
|
||||||
|
|
||||||
float shadowMapBias;
|
|
||||||
uint16_t shadowMapSize;
|
|
||||||
|
|
||||||
bool enabled;
|
|
||||||
float near;
|
|
||||||
float far;
|
|
||||||
float area;
|
|
||||||
|
|
||||||
Light() :
|
|
||||||
u_shadowMap (BGFX_INVALID_HANDLE),
|
|
||||||
u_lightPos (BGFX_INVALID_HANDLE),
|
|
||||||
u_lightMtx (BGFX_INVALID_HANDLE),
|
|
||||||
shadowMapTexture (BGFX_INVALID_HANDLE),
|
|
||||||
shadowMapFB (BGFX_INVALID_HANDLE),
|
|
||||||
pos {1.f, 1.f, 1.f},
|
|
||||||
dir {-1.f, -1.f, -1.f},
|
|
||||||
mtxView {
|
|
||||||
1.f, 0.f, 0.f, 0.f,
|
|
||||||
0.f, 1.f, 0.f, 0.f,
|
|
||||||
0.f, 0.f, 1.f, 0.f,
|
|
||||||
0.f, 0.f, 0.f, 1.f
|
|
||||||
},
|
|
||||||
mtxProj {
|
|
||||||
1.f, 0.f, 0.f, 0.f,
|
|
||||||
0.f, 1.f, 0.f, 0.f,
|
|
||||||
0.f, 0.f, 1.f, 0.f,
|
|
||||||
0.f, 0.f, 0.f, 1.f
|
|
||||||
},
|
|
||||||
mtxShadow {
|
|
||||||
1.f, 0.f, 0.f, 0.f,
|
|
||||||
0.f, 1.f, 0.f, 0.f,
|
|
||||||
0.f, 0.f, 1.f, 0.f,
|
|
||||||
0.f, 0.f, 0.f, 1.f
|
|
||||||
},
|
|
||||||
shadowMapBias (0.0001f),
|
|
||||||
shadowMapSize (1024),
|
|
||||||
near (-100.f),
|
|
||||||
far (100.f),
|
|
||||||
area (10.f),
|
|
||||||
enabled (false)
|
|
||||||
{
|
|
||||||
}
|
|
||||||
};
|
|
||||||
|
|
||||||
struct Entity {
|
|
||||||
float transform[16];
|
|
||||||
float color[4];
|
|
||||||
bgfxutils::Mesh* mesh;
|
|
||||||
|
|
||||||
Entity() :
|
|
||||||
transform {
|
|
||||||
1.f, 0.f, 0.f, 0.f,
|
|
||||||
0.f, 1.f, 0.f, 0.f,
|
|
||||||
0.f, 0.f, 1.f, 0.f,
|
|
||||||
0.f, 0.0, 0.f, 1.f
|
|
||||||
},
|
|
||||||
color { 1.f, 1.f, 1.f, 1.f },
|
|
||||||
mesh (NULL) {};
|
|
||||||
};
|
|
||||||
|
|
||||||
struct Renderer {
|
|
||||||
bool initialized;
|
|
||||||
bool drawDebug;
|
|
||||||
uint32_t width;
|
|
||||||
uint32_t height;
|
|
||||||
|
|
||||||
bgfx::UniformHandle sceneDefaultTextureSampler;
|
|
||||||
bgfx::TextureHandle sceneDefaultTexture;
|
|
||||||
|
|
||||||
std::vector<bgfxutils::Mesh*> meshes;
|
|
||||||
typedef std::map<std::string, unsigned int> MeshIdMap;
|
|
||||||
MeshIdMap meshIdMap;
|
|
||||||
|
|
||||||
std::vector<Entity*> entities;
|
|
||||||
|
|
||||||
std::vector<Camera> cameras;
|
|
||||||
std::vector<Light> lights;
|
|
||||||
|
|
||||||
uint16_t activeCameraIndex;
|
|
||||||
|
|
||||||
// needed to forward inputs to IMGUI
|
|
||||||
InputState inputState;
|
|
||||||
|
|
||||||
Renderer() :
|
|
||||||
initialized(false),
|
|
||||||
drawDebug(false),
|
|
||||||
width (0),
|
|
||||||
height (0)
|
|
||||||
{}
|
|
||||||
|
|
||||||
// initialize simple geometries (cube, sphere, ...)
|
|
||||||
void createGeometries();
|
|
||||||
// create uniforms, load shaders, and create render targets
|
|
||||||
void setupShaders();
|
|
||||||
// setup renderpasses and wire up render targets
|
|
||||||
void setupRenderPasses();
|
|
||||||
|
|
||||||
void initialize(int width, int height);
|
|
||||||
void shutdown();
|
|
||||||
void paintGL();
|
|
||||||
void paintGLSimple();
|
|
||||||
void resize (int width, int height);
|
|
||||||
|
|
||||||
Entity* createEntity();
|
|
||||||
bgfxutils::Mesh* loadMesh(const char* filename);
|
|
||||||
};
|
|
||||||
|
|
||||||
struct RenderState {
|
|
||||||
enum {
|
|
||||||
ShadowMap,
|
|
||||||
Scene,
|
|
||||||
SceneTextured,
|
|
||||||
Debug,
|
|
||||||
Count
|
|
||||||
};
|
|
||||||
|
|
||||||
struct Texture {
|
|
||||||
uint32_t m_flags;
|
|
||||||
bgfx::UniformHandle m_sampler;
|
|
||||||
bgfx::TextureHandle m_texture;
|
|
||||||
uint8_t m_stage;
|
|
||||||
};
|
|
||||||
|
|
||||||
uint64_t m_state;
|
|
||||||
uint8_t m_numTextures;
|
|
||||||
bgfx::ProgramHandle m_program;
|
|
||||||
uint8_t m_viewId;
|
|
||||||
Texture m_textures[4];
|
|
||||||
};
|
|
||||||
|
|
|
@ -1,4 +1,5 @@
|
||||||
#include "RuntimeModuleManager.h"
|
#include "RuntimeModuleManager.h"
|
||||||
|
#include <GLFW/glfw3.h>
|
||||||
|
|
||||||
#define _BSD_SOURCE // usleep()
|
#define _BSD_SOURCE // usleep()
|
||||||
#include <stdio.h>
|
#include <stdio.h>
|
||||||
|
@ -10,11 +11,14 @@
|
||||||
#include "RuntimeModule.h"
|
#include "RuntimeModule.h"
|
||||||
#include <iostream>
|
#include <iostream>
|
||||||
|
|
||||||
|
#include "Globals.h"
|
||||||
|
|
||||||
struct RuntimeModule {
|
struct RuntimeModule {
|
||||||
std::string name = "";
|
std::string name = "";
|
||||||
void *handle = nullptr;
|
void *handle = nullptr;
|
||||||
ino_t id = 0;
|
ino_t id = 0;
|
||||||
void *data = nullptr;
|
void *data = nullptr;
|
||||||
|
int mtime = 0;
|
||||||
|
|
||||||
struct module_api api;
|
struct module_api api;
|
||||||
struct module_state *state = nullptr;
|
struct module_state *state = nullptr;
|
||||||
|
@ -28,40 +32,64 @@ void RuntimeModuleManager::RegisterModule(const char* name) {
|
||||||
|
|
||||||
void RuntimeModuleManager::LoadModule(RuntimeModule* module) {
|
void RuntimeModuleManager::LoadModule(RuntimeModule* module) {
|
||||||
struct stat attr;
|
struct stat attr;
|
||||||
if ((stat(module->name.c_str(), &attr) == 0) && (module->id != attr.st_ino)) {
|
|
||||||
std::cerr << "Detected update of module " << module->name << std::endl;
|
bool stat_result = stat(module->name.c_str(), &attr);
|
||||||
if (module->handle) {
|
if (glfwGetKey(gWindow, GLFW_KEY_F11) == GLFW_PRESS) {
|
||||||
std::cerr << "Unloading module " << module->name << std::endl;
|
std::cerr << "Module " << module->name << " id = " << module->id
|
||||||
module->api.unload(module->state);
|
<< " mtime " << ctime((time_t *) &module->mtime) << std::endl;
|
||||||
dlclose(module->handle);
|
|
||||||
}
|
}
|
||||||
std::cerr << "Opening module " << module->name << std::endl;
|
|
||||||
void *handle = dlopen(module->name.c_str(), RTLD_NOW);
|
if ( stat_result == 0 &&
|
||||||
|
(module->id != attr.st_ino || module->mtime != attr.st_mtime)
|
||||||
|
) {
|
||||||
|
std::cout << "Opening module " << module->name << std::endl;
|
||||||
|
void *handle = dlopen(module->name.c_str(), RTLD_NOW | RTLD_GLOBAL);
|
||||||
if (handle) {
|
if (handle) {
|
||||||
module->handle = handle;
|
module->handle = handle;
|
||||||
module->id = attr.st_ino;
|
module->id = attr.st_ino;
|
||||||
|
module->mtime = attr.st_mtime;
|
||||||
const struct module_api *api = (module_api*) dlsym(module->handle, "MODULE_API");
|
const struct module_api *api = (module_api*) dlsym(module->handle, "MODULE_API");
|
||||||
if (api != NULL) {
|
if (api != NULL) {
|
||||||
module->api = *api;
|
module->api = *api;
|
||||||
if (module->state == NULL) {
|
if (module->state == NULL) {
|
||||||
std::cerr << "Initializing module" << std::endl;
|
std::cout << "Initializing module " << module->name << std::endl;
|
||||||
module->state = module->api.init();
|
module->state = module->api.init();
|
||||||
}
|
}
|
||||||
std::cerr << "Reloading module " << module->name << std::endl;
|
std::cout << "Reloading module " << module->name << std::endl;
|
||||||
module->api.reload(module->state);
|
module->api.reload(module->state);
|
||||||
} else {
|
} else {
|
||||||
|
std::cerr << "Error: could not find API for module " << module->name << std::endl;
|
||||||
dlclose(module->handle);
|
dlclose(module->handle);
|
||||||
module->handle = NULL;
|
module->handle = NULL;
|
||||||
module->id = 0;
|
module->id = 0;
|
||||||
}
|
}
|
||||||
} else {
|
} else {
|
||||||
|
std::cerr << "Error: could not load module " << module->name << std::endl;
|
||||||
|
std::cerr << dlerror() << std::endl;
|
||||||
module->handle = NULL;
|
module->handle = NULL;
|
||||||
module->id = 0;
|
module->id = 0;
|
||||||
|
abort();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
void RuntimeModuleManager::Update(float dt) {
|
void RuntimeModuleManager::Update(float dt) {
|
||||||
|
if (CheckModulesChanged()) {
|
||||||
|
std::cout << "Detected module update. Unloading all modules." << std::endl;
|
||||||
|
for (int i = 0; i < mModules.size(); i++) {
|
||||||
|
if (mModules[i]->handle) {
|
||||||
|
std::cerr << "Unloading module " << mModules[i]->name << std::endl;
|
||||||
|
mModules[i]->api.unload(mModules[i]->state);
|
||||||
|
dlclose(mModules[i]->handle);
|
||||||
|
mModules[i]->handle = 0;
|
||||||
|
mModules[i]->id = 0;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// We need to sleep to make sure we load the new files
|
||||||
|
usleep(150000);
|
||||||
|
}
|
||||||
|
|
||||||
for (int i = 0; i < mModules.size(); i++) {
|
for (int i = 0; i < mModules.size(); i++) {
|
||||||
LoadModule(mModules[i]);
|
LoadModule(mModules[i]);
|
||||||
if (mModules[i]->handle) {
|
if (mModules[i]->handle) {
|
||||||
|
@ -70,6 +98,23 @@ void RuntimeModuleManager::Update(float dt) {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
bool RuntimeModuleManager::CheckModulesChanged() {
|
||||||
|
struct stat attr;
|
||||||
|
|
||||||
|
for (int i = 0; i < mModules.size(); i++) {
|
||||||
|
RuntimeModule* module = mModules[i];
|
||||||
|
bool stat_result = stat(module->name.c_str(), &attr);
|
||||||
|
|
||||||
|
if ( stat_result == 0 &&
|
||||||
|
(module->id != attr.st_ino || module->mtime != attr.st_mtime)
|
||||||
|
) {
|
||||||
|
return true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
return false;
|
||||||
|
}
|
||||||
|
|
||||||
void RuntimeModuleManager::UnloadModules() {
|
void RuntimeModuleManager::UnloadModules() {
|
||||||
for (int i = 0; i < mModules.size(); i++) {
|
for (int i = 0; i < mModules.size(); i++) {
|
||||||
if (mModules[i]->handle) {
|
if (mModules[i]->handle) {
|
||||||
|
@ -83,4 +128,3 @@ void RuntimeModuleManager::UnloadModules() {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
|
|
@ -10,6 +10,7 @@ struct RuntimeModuleManager {
|
||||||
|
|
||||||
void RegisterModule(const char* name);
|
void RegisterModule(const char* name);
|
||||||
void LoadModule(RuntimeModule* module);
|
void LoadModule(RuntimeModule* module);
|
||||||
|
bool CheckModulesChanged();
|
||||||
void UnloadModules();
|
void UnloadModules();
|
||||||
void Update(float dt);
|
void Update(float dt);
|
||||||
};
|
};
|
||||||
|
|
|
@ -90,10 +90,9 @@ int main(void)
|
||||||
|
|
||||||
printf("Initializing ModuleManager...\n");
|
printf("Initializing ModuleManager...\n");
|
||||||
RuntimeModuleManager module_manager;
|
RuntimeModuleManager module_manager;
|
||||||
module_manager.RegisterModule("src/modules/libTestModule.so");
|
|
||||||
module_manager.RegisterModule("src/modules/libRenderModule.so");
|
module_manager.RegisterModule("src/modules/libRenderModule.so");
|
||||||
|
module_manager.RegisterModule("src/modules/libTestModule.so");
|
||||||
|
|
||||||
printf("Starting main loop...\n");
|
|
||||||
glfwSetKeyCallback(gWindow, key_callback);
|
glfwSetKeyCallback(gWindow, key_callback);
|
||||||
int64_t time_offset = bx::getHPCounter();
|
int64_t time_offset = bx::getHPCounter();
|
||||||
|
|
||||||
|
@ -121,5 +120,3 @@ int main(void)
|
||||||
imguiDestroy();
|
imguiDestroy();
|
||||||
bgfx::shutdown();
|
bgfx::shutdown();
|
||||||
}
|
}
|
||||||
|
|
||||||
//! [code]
|
|
||||||
|
|
|
@ -10,3 +10,7 @@ ADD_LIBRARY (RenderModule SHARED
|
||||||
ADD_LIBRARY (TestModule SHARED
|
ADD_LIBRARY (TestModule SHARED
|
||||||
TestModule.cc
|
TestModule.cc
|
||||||
)
|
)
|
||||||
|
|
||||||
|
TARGET_LINK_LIBRARIES ( TestModule
|
||||||
|
RenderModule
|
||||||
|
)
|
||||||
|
|
|
@ -3,7 +3,12 @@
|
||||||
#include "RenderModule.h"
|
#include "RenderModule.h"
|
||||||
#include "3rdparty/ocornut-imgui/imgui.h"
|
#include "3rdparty/ocornut-imgui/imgui.h"
|
||||||
#include "imgui/imgui.h"
|
#include "imgui/imgui.h"
|
||||||
|
#define GLFW_EXPOSE_NATIVE_GLX
|
||||||
|
#define GLFW_EXPOSE_NATIVE_X11
|
||||||
#include <GLFW/glfw3.h>
|
#include <GLFW/glfw3.h>
|
||||||
|
#include <GLFW/glfw3native.h>
|
||||||
|
|
||||||
|
|
||||||
#include "SimpleMath/SimpleMath.h"
|
#include "SimpleMath/SimpleMath.h"
|
||||||
#include "SimpleMath/SimpleMathMap.h"
|
#include "SimpleMath/SimpleMathMap.h"
|
||||||
|
|
||||||
|
@ -15,6 +20,7 @@
|
||||||
#include <bx/timer.h>
|
#include <bx/timer.h>
|
||||||
#include <bx/fpumath.h>
|
#include <bx/fpumath.h>
|
||||||
#include <bx/uint32_t.h>
|
#include <bx/uint32_t.h>
|
||||||
|
#include <bx/string.h>
|
||||||
#include <dbg.h>
|
#include <dbg.h>
|
||||||
|
|
||||||
#define TINYOBJLOADER_IMPLEMENTATION
|
#define TINYOBJLOADER_IMPLEMENTATION
|
||||||
|
@ -65,6 +71,7 @@ static void module_reload(struct module_state *state) {
|
||||||
int width, height;
|
int width, height;
|
||||||
glfwGetWindowSize(gWindow, &width, &height);
|
glfwGetWindowSize(gWindow, &width, &height);
|
||||||
|
|
||||||
|
std::cout << "renderer initialize" << std::endl;
|
||||||
assert (state != nullptr);
|
assert (state != nullptr);
|
||||||
state->renderer->initialize(width, height);
|
state->renderer->initialize(width, height);
|
||||||
gRenderer = state->renderer;
|
gRenderer = state->renderer;
|
||||||
|
@ -111,6 +118,127 @@ bgfx::VertexBufferHandle plane_vbh;
|
||||||
bgfx::IndexBufferHandle plane_ibh;
|
bgfx::IndexBufferHandle plane_ibh;
|
||||||
bgfx::UniformHandle u_time;
|
bgfx::UniformHandle u_time;
|
||||||
bgfx::UniformHandle u_color;
|
bgfx::UniformHandle u_color;
|
||||||
|
|
||||||
|
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;
|
int64_t m_timeOffset;
|
||||||
|
|
||||||
//
|
//
|
||||||
|
@ -147,6 +275,18 @@ uint32_t packF4u(float _x, float _y = 0.0f, float _z = 0.0f, float _w = 0.0f)
|
||||||
//
|
//
|
||||||
|
|
||||||
RenderState s_renderStates[RenderState::Count] = {
|
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_CCW
|
||||||
|
| BGFX_STATE_MSAA,
|
||||||
|
0,
|
||||||
|
bgfx::invalidHandle,
|
||||||
|
RenderState::Skybox
|
||||||
|
},
|
||||||
{ // ShadowMap
|
{ // ShadowMap
|
||||||
0
|
0
|
||||||
| BGFX_STATE_RGB_WRITE
|
| BGFX_STATE_RGB_WRITE
|
||||||
|
@ -156,7 +296,7 @@ RenderState s_renderStates[RenderState::Count] = {
|
||||||
| BGFX_STATE_CULL_CCW
|
| BGFX_STATE_CULL_CCW
|
||||||
| BGFX_STATE_MSAA,
|
| BGFX_STATE_MSAA,
|
||||||
0,
|
0,
|
||||||
UINT16_MAX,
|
bgfx::invalidHandle,
|
||||||
RenderState::ShadowMap
|
RenderState::ShadowMap
|
||||||
},
|
},
|
||||||
{ // Scene
|
{ // Scene
|
||||||
|
@ -168,7 +308,7 @@ RenderState s_renderStates[RenderState::Count] = {
|
||||||
| BGFX_STATE_CULL_CCW
|
| BGFX_STATE_CULL_CCW
|
||||||
| BGFX_STATE_MSAA,
|
| BGFX_STATE_MSAA,
|
||||||
0,
|
0,
|
||||||
UINT16_MAX,
|
bgfx::invalidHandle,
|
||||||
RenderState::Scene
|
RenderState::Scene
|
||||||
},
|
},
|
||||||
{ // SceneTextured
|
{ // SceneTextured
|
||||||
|
@ -180,7 +320,7 @@ RenderState s_renderStates[RenderState::Count] = {
|
||||||
| BGFX_STATE_CULL_CCW
|
| BGFX_STATE_CULL_CCW
|
||||||
| BGFX_STATE_MSAA,
|
| BGFX_STATE_MSAA,
|
||||||
0,
|
0,
|
||||||
UINT16_MAX,
|
bgfx::invalidHandle,
|
||||||
RenderState::SceneTextured
|
RenderState::SceneTextured
|
||||||
},
|
},
|
||||||
{ // Debug
|
{ // Debug
|
||||||
|
@ -193,7 +333,7 @@ RenderState s_renderStates[RenderState::Count] = {
|
||||||
| BGFX_STATE_PT_LINES
|
| BGFX_STATE_PT_LINES
|
||||||
| BGFX_STATE_MSAA,
|
| BGFX_STATE_MSAA,
|
||||||
0,
|
0,
|
||||||
UINT16_MAX,
|
bgfx::invalidHandle,
|
||||||
RenderState::Debug
|
RenderState::Debug
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
@ -270,6 +410,30 @@ struct PosNormalColorTexcoordVertex
|
||||||
|
|
||||||
bgfx::VertexDecl PosNormalColorTexcoordVertex::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;
|
||||||
|
|
||||||
//
|
//
|
||||||
// Static geometries
|
// Static geometries
|
||||||
//
|
//
|
||||||
|
@ -336,23 +500,135 @@ const uint16_t s_cubeIndices[36] =
|
||||||
6, 3, 7,
|
6, 3, 7,
|
||||||
};
|
};
|
||||||
|
|
||||||
|
|
||||||
bool flipV = false;
|
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)
|
||||||
|
{
|
||||||
|
if (bgfx::checkAvailTransientVertexBuffer(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() {
|
void Camera::updateMatrices() {
|
||||||
assert (width != -1.f && height != -1.f);
|
assert (width != -1.f && height != -1.f);
|
||||||
float aspect = width / height;
|
|
||||||
|
|
||||||
|
// view matrix
|
||||||
bx::mtxLookAt (mtxView, eye, poi, up);
|
bx::mtxLookAt (mtxView, eye, poi, up);
|
||||||
|
|
||||||
|
// projection matrix
|
||||||
if (orthographic) {
|
if (orthographic) {
|
||||||
bx::mtxOrtho(mtxProj,
|
bx::mtxOrtho(mtxProj,
|
||||||
-width * 0.5f, width * 0.5f,
|
-width * 0.5f, width * 0.5f,
|
||||||
-height * 0.5f, height * 0.5f,
|
-height * 0.5f, height * 0.5f,
|
||||||
near, far);
|
near, far);
|
||||||
} else {
|
} else {
|
||||||
|
float aspect = width / height;
|
||||||
bx::mtxProj(mtxProj, fov, aspect, near, far);
|
bx::mtxProj(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() {
|
void Renderer::createGeometries() {
|
||||||
|
@ -360,6 +636,7 @@ void Renderer::createGeometries() {
|
||||||
PosColorVertex::init();
|
PosColorVertex::init();
|
||||||
PosNormalVertex::init();
|
PosNormalVertex::init();
|
||||||
PosNormalColorTexcoordVertex::init();
|
PosNormalColorTexcoordVertex::init();
|
||||||
|
PosColorTexCoord0Vertex::init();
|
||||||
|
|
||||||
// Create static vertex buffer.
|
// Create static vertex buffer.
|
||||||
cube_vbh = bgfx::createVertexBuffer(
|
cube_vbh = bgfx::createVertexBuffer(
|
||||||
|
@ -393,6 +670,11 @@ void Renderer::createGeometries() {
|
||||||
void Renderer::setupShaders() {
|
void Renderer::setupShaders() {
|
||||||
// Create uniforms
|
// Create uniforms
|
||||||
sceneDefaultTextureSampler = bgfx::createUniform("sceneDefaultTexture", bgfx::UniformType::Int1);
|
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);
|
||||||
|
|
||||||
int grid_size = 1024;
|
int grid_size = 1024;
|
||||||
int grid_border = 12;
|
int grid_border = 12;
|
||||||
|
@ -432,11 +714,30 @@ void Renderer::setupShaders() {
|
||||||
m_timeOffset = bx::getHPCounter();
|
m_timeOffset = bx::getHPCounter();
|
||||||
|
|
||||||
// Initialize light
|
// Initialize light
|
||||||
|
std::cout << "Creating light uniforms..." << std::endl;
|
||||||
lights[0].u_shadowMap = bgfx::createUniform("u_shadowMap", bgfx::UniformType::Int1);
|
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_shadowMapParams = bgfx::createUniform("u_shadowMapParams", bgfx::UniformType::Vec4);
|
||||||
lights[0].u_lightPos = bgfx::createUniform("u_lightPos", bgfx::UniformType::Int1);
|
lights[0].u_lightPos = bgfx::createUniform("u_lightPos", bgfx::UniformType::Int1);
|
||||||
lights[0].u_lightMtx = bgfx::createUniform("u_lightMtx", bgfx::UniformType::Int1);
|
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) );
|
||||||
|
|
||||||
|
s_renderStates[RenderState::Skybox].m_program = bgfxutils::loadProgramFromFiles("shaders/src/vs_ibl_skybox.sc", "shaders/src/fs_ibl_skybox.sc");
|
||||||
|
|
||||||
// Get renderer capabilities info.
|
// Get renderer capabilities info.
|
||||||
const bgfx::Caps* caps = bgfx::getCaps();
|
const bgfx::Caps* caps = bgfx::getCaps();
|
||||||
// Shadow samplers are supported at least partially supported if texture
|
// Shadow samplers are supported at least partially supported if texture
|
||||||
|
@ -545,6 +846,30 @@ class BGFXCallbacks: public bgfx::CallbackI {
|
||||||
};
|
};
|
||||||
};
|
};
|
||||||
|
|
||||||
|
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) {
|
void Renderer::initialize(int width, int height) {
|
||||||
this->width = width;
|
this->width = width;
|
||||||
this->height = height;
|
this->height = height;
|
||||||
|
@ -555,6 +880,8 @@ void Renderer::initialize(int width, int height) {
|
||||||
reset = BGFX_RESET_VSYNC | BGFX_RESET_MAXANISOTROPY | BGFX_RESET_MSAA_X16;
|
reset = BGFX_RESET_VSYNC | BGFX_RESET_MAXANISOTROPY | BGFX_RESET_MSAA_X16;
|
||||||
bgfx::reset(width, height, reset);
|
bgfx::reset(width, height, reset);
|
||||||
|
|
||||||
|
std::cout << "bla55aa" << std::endl;
|
||||||
|
|
||||||
bgfx::setViewClear(0
|
bgfx::setViewClear(0
|
||||||
, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
|
, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
|
||||||
, 0x303030ff
|
, 0x303030ff
|
||||||
|
@ -571,26 +898,21 @@ void Renderer::initialize(int width, int height) {
|
||||||
|
|
||||||
bgfx::setDebug(debug);
|
bgfx::setDebug(debug);
|
||||||
|
|
||||||
|
std::cout << "Creating Cameras" << std::endl;
|
||||||
cameras.push_back (Camera());
|
cameras.push_back (Camera());
|
||||||
activeCameraIndex = 0;
|
activeCameraIndex = 0;
|
||||||
lights.push_back (Light());
|
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();
|
createGeometries();
|
||||||
|
|
||||||
setupShaders();
|
setupShaders();
|
||||||
|
|
||||||
setupRenderPasses();
|
setupRenderPasses();
|
||||||
|
|
||||||
|
mLightProbes[LightProbe::Bolonga].load("bolonga");
|
||||||
|
mLightProbes[LightProbe::Kyoto ].load("kyoto");
|
||||||
|
mCurrentLightProbe = LightProbe::Bolonga;
|
||||||
|
|
||||||
// Start the imgui frame such that widgets can be submitted
|
// Start the imgui frame such that widgets can be submitted
|
||||||
imguiBeginFrame (inputState.mouseX,
|
imguiBeginFrame (inputState.mouseX,
|
||||||
inputState.mouseY,
|
inputState.mouseY,
|
||||||
|
@ -605,22 +927,34 @@ void Renderer::initialize(int width, int height) {
|
||||||
}
|
}
|
||||||
|
|
||||||
void Renderer::shutdown() {
|
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_ibh);
|
||||||
bgfx::destroyIndexBuffer(cube_edges_ibh);
|
bgfx::destroyIndexBuffer(cube_edges_ibh);
|
||||||
bgfx::destroyVertexBuffer(cube_vbh);
|
bgfx::destroyVertexBuffer(cube_vbh);
|
||||||
bgfx::destroyIndexBuffer(plane_ibh);
|
bgfx::destroyIndexBuffer(plane_ibh);
|
||||||
bgfx::destroyVertexBuffer(plane_vbh);
|
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_time);
|
||||||
bgfx::destroyUniform(u_color);
|
bgfx::destroyUniform(u_color);
|
||||||
|
|
||||||
|
for (uint8_t ii = 0; ii < RenderState::Count; ++ii) {
|
||||||
|
if (bgfx::isValid(s_renderStates[ii].m_program)) {
|
||||||
|
bgfx::destroyProgram(s_renderStates[ii].m_program);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
for (uint8_t ii = 0; ii < LightProbe::Count; ++ii) {
|
||||||
|
mLightProbes[ii].destroy();
|
||||||
|
}
|
||||||
|
|
||||||
for (size_t i = 0; i < entities.size(); i++) {
|
for (size_t i = 0; i < entities.size(); i++) {
|
||||||
delete entities[i];
|
delete entities[i];
|
||||||
entities[i] = NULL;
|
entities[i] = NULL;
|
||||||
|
@ -631,7 +965,18 @@ void Renderer::shutdown() {
|
||||||
meshes[i] = NULL;
|
meshes[i] = NULL;
|
||||||
}
|
}
|
||||||
|
|
||||||
|
for (size_t i = 0; i < lights.size(); i++) {
|
||||||
|
std::cout << "Destroying light uniforms for light " << i << std::endl;
|
||||||
|
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();
|
lights.clear();
|
||||||
|
|
||||||
|
cameras.clear();
|
||||||
}
|
}
|
||||||
|
|
||||||
void Renderer::resize (int width, int height) {
|
void Renderer::resize (int width, int height) {
|
||||||
|
@ -747,6 +1092,13 @@ void Renderer::paintGL() {
|
||||||
}
|
}
|
||||||
|
|
||||||
// setup render passes
|
// setup render passes
|
||||||
|
float view[16];
|
||||||
|
float proj[16];
|
||||||
|
bx::mtxIdentity(view);
|
||||||
|
bx::mtxOrtho(proj, 0.f, 1.f, 1.f, 0.f, 0.f, 100.0f);
|
||||||
|
bgfx::setViewRect(RenderState::Skybox, 0, 0, width, height);
|
||||||
|
bgfx::setViewTransform(RenderState::Skybox, view, proj);
|
||||||
|
|
||||||
bgfx::setViewRect(RenderState::ShadowMap, 0, 0, lights[0].shadowMapSize, lights[0].shadowMapSize);
|
bgfx::setViewRect(RenderState::ShadowMap, 0, 0, lights[0].shadowMapSize, lights[0].shadowMapSize);
|
||||||
bgfx::setViewFrameBuffer(RenderState::ShadowMap, lights[0].shadowMapFB);
|
bgfx::setViewFrameBuffer(RenderState::ShadowMap, lights[0].shadowMapFB);
|
||||||
bgfx::setViewTransform(RenderState::ShadowMap, lights[0].mtxView, lights[0].mtxProj);
|
bgfx::setViewTransform(RenderState::ShadowMap, lights[0].mtxView, lights[0].mtxProj);
|
||||||
|
@ -774,17 +1126,47 @@ void Renderer::paintGL() {
|
||||||
bgfx::setUniform(lights[0].u_lightMtx, lightMtx);
|
bgfx::setUniform(lights[0].u_lightMtx, lightMtx);
|
||||||
|
|
||||||
// Clear backbuffer and shadowmap framebuffer at beginning.
|
// Clear backbuffer and shadowmap framebuffer at beginning.
|
||||||
|
bgfx::setViewClear(RenderState::Skybox
|
||||||
|
, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
|
||||||
|
, 0xf03030ff, 1.0f, 0
|
||||||
|
);
|
||||||
|
|
||||||
bgfx::setViewClear(RenderState::ShadowMap
|
bgfx::setViewClear(RenderState::ShadowMap
|
||||||
, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
|
, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
|
||||||
, 0x303030ff, 1.0f, 0
|
, 0x303030ff, 1.0f, 0
|
||||||
);
|
);
|
||||||
|
|
||||||
bgfx::setViewClear(RenderState::Scene
|
// bgfx::setViewClear(RenderState::Scene
|
||||||
, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
|
// , BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
|
||||||
, 0x303030ff, 1.0f, 0
|
// , 0x303030ff, 1.0f, 0
|
||||||
);
|
// );
|
||||||
|
|
||||||
bgfx::touch(RenderState::Scene);
|
bgfx::touch(RenderState::Scene);
|
||||||
|
bgfx::touch(RenderState::Skybox);
|
||||||
|
|
||||||
|
// Skybox pass
|
||||||
|
memcpy (IBL::uniforms.m_cameraPos, cameras[activeCameraIndex].eye, 3 * sizeof(float));
|
||||||
|
|
||||||
|
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);
|
||||||
|
|
||||||
|
|
||||||
|
float mtxEnvRot[16];
|
||||||
|
float env_rot_cur = 0.0f;
|
||||||
|
float mtx_u_mtx[16];
|
||||||
|
|
||||||
|
bx::mtxRotateY(mtxEnvRot, env_rot_cur);
|
||||||
|
bx::mtxMul(IBL::uniforms.m_mtx, cameras[activeCameraIndex].mtxEnv, mtxEnvRot); // Used for Skybox.
|
||||||
|
|
||||||
|
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);
|
||||||
|
|
||||||
|
IBL::uniforms.submit();
|
||||||
|
bgfx::submit(RenderState::Skybox, s_renderStates[RenderState::Skybox].m_program);
|
||||||
|
|
||||||
// render the plane
|
// render the plane
|
||||||
uint32_t cached = bgfx::setTransform(mtxFloor);
|
uint32_t cached = bgfx::setTransform(mtxFloor);
|
||||||
|
@ -795,6 +1177,10 @@ void Renderer::paintGL() {
|
||||||
continue;
|
continue;
|
||||||
|
|
||||||
const RenderState& st = s_renderStates[pass];
|
const RenderState& st = s_renderStates[pass];
|
||||||
|
if (!isValid(st.m_program)) {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
bgfx::setTransform(cached);
|
bgfx::setTransform(cached);
|
||||||
for (uint8_t tex = 0; tex < st.m_numTextures; ++tex)
|
for (uint8_t tex = 0; tex < st.m_numTextures; ++tex)
|
||||||
{
|
{
|
||||||
|
|
|
@ -43,13 +43,14 @@ struct Camera {
|
||||||
|
|
||||||
float mtxProj[16];
|
float mtxProj[16];
|
||||||
float mtxView[16];
|
float mtxView[16];
|
||||||
|
float mtxEnv[16];
|
||||||
|
|
||||||
Camera() :
|
Camera() :
|
||||||
eye {5.f, 4.f, 5.f},
|
eye {5.f, 4.f, 5.f},
|
||||||
poi {0.f, 2.f, 0.f},
|
poi {0.f, 2.f, 0.f},
|
||||||
up {0.f, 1.f, 0.f},
|
up {0.f, 1.f, 0.f},
|
||||||
near (1.f),
|
near (0.1f),
|
||||||
far (20.f),
|
far (150.f),
|
||||||
fov (70.f),
|
fov (70.f),
|
||||||
orthographic (false),
|
orthographic (false),
|
||||||
width (-1.f),
|
width (-1.f),
|
||||||
|
@ -61,6 +62,11 @@ struct Camera {
|
||||||
0.f, 0.f, 1.f, 0.f,
|
0.f, 0.f, 1.f, 0.f,
|
||||||
0.f, 0.f, 0.f, 1.f},
|
0.f, 0.f, 0.f, 1.f},
|
||||||
mtxView {
|
mtxView {
|
||||||
|
1.f, 0.f, 0.f, 0.f,
|
||||||
|
0.f, 1.f, 0.f, 0.f,
|
||||||
|
0.f, 0.f, 1.f, 0.f,
|
||||||
|
0.f, 0.f, 0.f, 1.f},
|
||||||
|
mtxEnv {
|
||||||
1.f, 0.f, 0.f, 0.f,
|
1.f, 0.f, 0.f, 0.f,
|
||||||
0.f, 1.f, 0.f, 0.f,
|
0.f, 1.f, 0.f, 0.f,
|
||||||
0.f, 0.f, 1.f, 0.f,
|
0.f, 0.f, 1.f, 0.f,
|
||||||
|
@ -146,6 +152,30 @@ struct Entity {
|
||||||
mesh (NULL) {};
|
mesh (NULL) {};
|
||||||
};
|
};
|
||||||
|
|
||||||
|
struct LightProbe
|
||||||
|
{
|
||||||
|
enum Enum
|
||||||
|
{
|
||||||
|
Bolonga,
|
||||||
|
Kyoto,
|
||||||
|
|
||||||
|
Count
|
||||||
|
};
|
||||||
|
|
||||||
|
void load(const char* _name);
|
||||||
|
|
||||||
|
void destroy()
|
||||||
|
{
|
||||||
|
bgfx::destroyTexture(m_tex);
|
||||||
|
bgfx::destroyTexture(m_texIrr);
|
||||||
|
}
|
||||||
|
|
||||||
|
bgfx::TextureHandle m_tex;
|
||||||
|
bgfx::TextureHandle m_texIrr;
|
||||||
|
};
|
||||||
|
|
||||||
|
|
||||||
|
|
||||||
struct Renderer {
|
struct Renderer {
|
||||||
bool initialized;
|
bool initialized;
|
||||||
bool drawDebug;
|
bool drawDebug;
|
||||||
|
@ -159,6 +189,9 @@ struct Renderer {
|
||||||
typedef std::map<std::string, unsigned int> MeshIdMap;
|
typedef std::map<std::string, unsigned int> MeshIdMap;
|
||||||
MeshIdMap meshIdMap;
|
MeshIdMap meshIdMap;
|
||||||
|
|
||||||
|
LightProbe mLightProbes[LightProbe::Count];
|
||||||
|
LightProbe::Enum mCurrentLightProbe;
|
||||||
|
|
||||||
std::vector<Entity*> entities;
|
std::vector<Entity*> entities;
|
||||||
|
|
||||||
std::vector<Camera> cameras;
|
std::vector<Camera> cameras;
|
||||||
|
@ -195,6 +228,7 @@ struct Renderer {
|
||||||
|
|
||||||
struct RenderState {
|
struct RenderState {
|
||||||
enum {
|
enum {
|
||||||
|
Skybox,
|
||||||
ShadowMap,
|
ShadowMap,
|
||||||
Scene,
|
Scene,
|
||||||
SceneTextured,
|
SceneTextured,
|
||||||
|
|
|
@ -20,7 +20,7 @@ namespace stl = tinystl;
|
||||||
|
|
||||||
#include "shaderc.h"
|
#include "shaderc.h"
|
||||||
|
|
||||||
#include "Renderer.h"
|
#include "RenderModule.h"
|
||||||
#include "RenderUtils.h"
|
#include "RenderUtils.h"
|
||||||
//#include "MeshVBO.h"
|
//#include "MeshVBO.h"
|
||||||
|
|
||||||
|
@ -293,11 +293,13 @@ bgfx::TextureHandle loadTexture(bx::FileReaderI* _reader, const char* _name, uin
|
||||||
char filePath[512] = { '\0' };
|
char filePath[512] = { '\0' };
|
||||||
if (NULL == strchr(_name, '/') )
|
if (NULL == strchr(_name, '/') )
|
||||||
{
|
{
|
||||||
strcpy(filePath, "textures/");
|
strcpy(filePath, "data/textures/");
|
||||||
}
|
}
|
||||||
|
|
||||||
strcat(filePath, _name);
|
strcat(filePath, _name);
|
||||||
|
|
||||||
|
std::cout << "Loading texture " << filePath << std::endl;
|
||||||
|
|
||||||
if (NULL != bx::stristr(_name, ".dds")
|
if (NULL != bx::stristr(_name, ".dds")
|
||||||
|| NULL != bx::stristr(_name, ".pvr")
|
|| NULL != bx::stristr(_name, ".pvr")
|
||||||
|| NULL != bx::stristr(_name, ".ktx") )
|
|| NULL != bx::stristr(_name, ".ktx") )
|
||||||
|
|
|
@ -1,6 +1,6 @@
|
||||||
#include "RuntimeModule.h"
|
#include "RuntimeModule.h"
|
||||||
#include "Globals.h"
|
#include "Globals.h"
|
||||||
#include "Renderer.h"
|
#include "modules/RenderModule.h"
|
||||||
#include "3rdparty/ocornut-imgui/imgui.h"
|
#include "3rdparty/ocornut-imgui/imgui.h"
|
||||||
#include "imgui/imgui.h"
|
#include "imgui/imgui.h"
|
||||||
#include <bx/fpumath.h>
|
#include <bx/fpumath.h>
|
||||||
|
@ -73,9 +73,9 @@ void handle_mouse (struct module_state *state) {
|
||||||
if (glfwGetMouseButton(gWindow, 1)) {
|
if (glfwGetMouseButton(gWindow, 1)) {
|
||||||
Vector3f view_dir;
|
Vector3f view_dir;
|
||||||
|
|
||||||
view_dir = poi - eye;
|
view_dir = (poi - eye).normalized();
|
||||||
Vector3f right = camera_rot_inv.block<1,3>(0,0).transpose();
|
Vector3f right = camera_rot_inv.block<1,3>(0,0).transpose();
|
||||||
right = view_dir.normalized().cross (Vector3f (0.f, 1.f, 0.f));
|
right = view_dir.cross (Vector3f (0.f, 1.f, 0.f));
|
||||||
Matrix33f rot_matrix_y = SimpleMath::GL::RotateMat33(
|
Matrix33f rot_matrix_y = SimpleMath::GL::RotateMat33(
|
||||||
gRenderer->inputState.mousedY * 0.4f,
|
gRenderer->inputState.mousedY * 0.4f,
|
||||||
right[0], right[1], right[2]);
|
right[0], right[1], right[2]);
|
||||||
|
@ -87,15 +87,7 @@ void handle_mouse (struct module_state *state) {
|
||||||
memcpy (active_camera->poi, poi.data(), sizeof(float) * 3);
|
memcpy (active_camera->poi, poi.data(), sizeof(float) * 3);
|
||||||
}
|
}
|
||||||
|
|
||||||
// bx::mtxLookAt(
|
active_camera->updateMatrices();
|
||||||
// active_camera->mtxView,
|
|
||||||
// active_camera->eye,
|
|
||||||
// active_camera->poi,
|
|
||||||
// active_camera->up
|
|
||||||
// );
|
|
||||||
|
|
||||||
// Not working: why?!?
|
|
||||||
// active_camera->updateMatrices();
|
|
||||||
}
|
}
|
||||||
|
|
||||||
void handle_keyboard (struct module_state *state) {
|
void handle_keyboard (struct module_state *state) {
|
||||||
|
@ -159,7 +151,7 @@ static void module_finalize(struct module_state *state) {
|
||||||
}
|
}
|
||||||
|
|
||||||
static void module_reload(struct module_state *state) {
|
static void module_reload(struct module_state *state) {
|
||||||
std::cout << "Module reload called" << std::endl;
|
std::cout << "Module reload called. State: " << state << std::endl;
|
||||||
|
|
||||||
// reset mouse scrolling state
|
// reset mouse scrolling state
|
||||||
mouse_scroll_x = 0;
|
mouse_scroll_x = 0;
|
||||||
|
@ -169,7 +161,7 @@ static void module_reload(struct module_state *state) {
|
||||||
}
|
}
|
||||||
|
|
||||||
static void module_unload(struct module_state *state) {
|
static void module_unload(struct module_state *state) {
|
||||||
std::cout << "Module unload called" << std::endl;
|
std::cout << "TestModule unloaded. State: " << state << std::endl;
|
||||||
glfwSetScrollCallback (gWindow, nullptr);
|
glfwSetScrollCallback (gWindow, nullptr);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -194,7 +186,6 @@ static bool module_step(struct module_state *state) {
|
||||||
assert (active_camera != nullptr);
|
assert (active_camera != nullptr);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
if (ImGui::Button("Hallo Katrina Whaddup?")) {
|
if (ImGui::Button("Hallo Katrina Whaddup?")) {
|
||||||
if (gRenderer->drawDebug) {
|
if (gRenderer->drawDebug) {
|
||||||
gRenderer->drawDebug = false;
|
gRenderer->drawDebug = false;
|
||||||
|
|
Loading…
Reference in New Issue