minor rendering refactor
parent
73f432c266
commit
9ec3d00f5b
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@ -689,7 +689,6 @@ template <typename Serializer>
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static void module_serialize (
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struct module_state *state,
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Serializer* serializer) {
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// SerializeVec3(*serializer, "protot.TestModule.entity.mPosition", state->character->mPosition);
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}
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static void module_finalize(struct module_state *state) {
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@ -979,15 +979,7 @@ void Path::UpdateBuffers() {
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assert (bgfx::isValid(mIndexBufferHandle));
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}
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void Renderer::setupShaders() {
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// Create uniforms
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sceneDefaultTextureSampler = bgfx::createUniform("sceneDefaultTexture", bgfx::UniformType::Int1);
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u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Mat4);
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u_flags = bgfx::createUniform("u_flags", bgfx::UniformType::Vec4);
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u_camPos = bgfx::createUniform("u_camPos", bgfx::UniformType::Vec4);
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s_texCube = bgfx::createUniform("s_texCube", bgfx::UniformType::Int1);
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s_texCubeIrr = bgfx::createUniform("s_texCubeIrr", bgfx::UniformType::Int1);
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void Renderer::setupTextures() {
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int grid_size = 1024;
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int grid_border = 12;
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uint8_t grid_color_border [4] = {32, 32, 32, 255};
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@ -1018,6 +1010,16 @@ void Renderer::setupShaders() {
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sceneDefaultTexture = bgfx::createTexture2D(grid_size, grid_size, false, 1, bgfx::TextureFormat::RGBA8, BGFX_TEXTURE_NONE, bgfx::copy (texture_data, grid_size * grid_size * 4));
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delete[] texture_data;
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}
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void Renderer::setupShaders() {
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// Create uniforms
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sceneDefaultTextureSampler = bgfx::createUniform("sceneDefaultTexture", bgfx::UniformType::Int1);
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u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Mat4);
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u_flags = bgfx::createUniform("u_flags", bgfx::UniformType::Vec4);
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u_camPos = bgfx::createUniform("u_camPos", bgfx::UniformType::Vec4);
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s_texCube = bgfx::createUniform("s_texCube", bgfx::UniformType::Int1);
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s_texCubeIrr = bgfx::createUniform("s_texCubeIrr", bgfx::UniformType::Int1);
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// sceneDefaultTexture = bgfxutils::loadTexture("fieldstone-rgba.dds");
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@ -1217,6 +1219,8 @@ void Renderer::initialize(int width, int height) {
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createGeometries();
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setupTextures();
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setupShaders();
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setupRenderPasses();
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@ -1365,6 +1369,7 @@ void Renderer::paintGL() {
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0.5f, 0.5f, 0.5f, 1.0f,
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};
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// compute mtxShadow = View * Proj * Crop
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float mtxTmp[16];
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bx::mtxMul(mtxTmp, lights[i].mtxProj, mtxCrop);
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bx::mtxMul(lights[i].mtxShadow, lights[i].mtxView, mtxTmp);
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@ -1509,11 +1514,8 @@ void Renderer::paintGL() {
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if (entities[i]->mDrawEntity == false)
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continue;
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float mtxLightViewProjInv[16];
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float light_pos_world[3];
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// shadow map pass
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for (uint32_t j = 0; j < entities[i]->mSkeletonMeshes.Length(); ++j) {
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// shadow map pass
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bx::mtxMul(
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lightMtx,
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entities[i]->mSkeletonMeshes.GetBoneMatrix(j).data(),
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@ -1524,15 +1526,9 @@ void Renderer::paintGL() {
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&s_renderStates[RenderState::ShadowMap],
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entities[i]->mSkeletonMeshes.GetBoneMatrix(j).data()
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);
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}
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// scene pass
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for (uint32_t j = 0; j < entities[i]->mSkeletonMeshes.Length(); ++j) {
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bx::mtxMul(
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lightMtx,
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entities[i]->mSkeletonMeshes.GetBoneMatrix(j).data(),
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lights[0].mtxShadow
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);
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bgfx::setUniform(lights[0].u_lightMtx, lightMtx);
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// compute world position of the light
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Vector4f light_pos4 (
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@ -1545,15 +1541,16 @@ void Renderer::paintGL() {
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entities[i]->mSkeletonMeshes.GetBoneMatrix(j)
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* light_pos4;
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bgfx::setUniform(lights[0].u_lightPos, light_pos.data());
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gLog ("light pos: %5.2f, %5.2f, %5.2f",
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light_pos[0], light_pos[1], light_pos[2]);
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bgfx::setUniform(lights[0].u_lightPos, light_pos4.data());
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bgfx::setUniform(u_color, entities[i]->mColor.data());
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bgfx::setUniform(lights[0].u_lightMtx, lightMtx);
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entities[i]->mSkeletonMeshes.GetMesh(j)->Submit(
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&s_renderStates[RenderState::Scene],
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entities[i]->mSkeletonMeshes.GetBoneMatrix(j).data()
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);
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}
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}
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// render debug information
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@ -313,7 +313,7 @@ struct Entity {
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Vector4f mColor;
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Skeleton mSkeleton;
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SkeletonMeshes mSkeletonMeshes;
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bool mDrawEntity = false;
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bool mDrawEntity = true;
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Entity() :
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mColor (1.f, 1.f, 1.f, 1.f ),
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@ -407,6 +407,8 @@ struct Renderer {
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// initialize simple geometries (cube, sphere, ...)
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void createGeometries();
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// create default textures
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void setupTextures();
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// create uniforms, load shaders, and create render targets
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void setupShaders();
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// setup renderpasses and wire up render targets
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