#include "RuntimeModule.h" #include "Globals.h" #include "RenderModule.h" #include "3rdparty/ocornut-imgui/imgui.h" #include "imgui/imgui.h" #include #include "SimpleMath/SimpleMath.h" #include "SimpleMath/SimpleMathMap.h" #include #include #include #include #include #include #include #define TINYOBJLOADER_IMPLEMENTATION #include "tiny_obj_loader.h" #include "math_types.h" #include #include #include typedef SimpleMath::Matrix44f Matrix44f; typedef SimpleMath::Vector4f Vector4f; typedef SimpleMath::Matrix33f Matrix33f; typedef SimpleMath::Vector3f Vector3f; typedef SimpleMath::MatrixNNf MatrixNNf; typedef SimpleMath::VectorNf VectorNf; struct Renderer; struct module_state { Renderer *renderer; }; static struct module_state *module_init() { std::cout << "RenderModule init called" << std::endl; assert (gWindow != nullptr && "Cannot initialize renderer module without gWindow!"); module_state *state = (module_state*) malloc(sizeof(*state)); state->renderer = new Renderer(); assert (state->renderer != nullptr); return state; } static void module_finalize(struct module_state *state) { std::cout << "RenderModule finalize called" << std::endl; assert (state->renderer != nullptr); delete state->renderer; free(state); } static void module_reload(struct module_state *state) { std::cout << "RenderModule reload called" << std::endl; assert (gWindow != nullptr); int width, height; glfwGetWindowSize(gWindow, &width, &height); assert (state != nullptr); state->renderer->initialize(width, height); gRenderer = state->renderer; } static void module_unload(struct module_state *state) { gRenderer = nullptr; state->renderer->shutdown(); std::cout << "RenderModule unload called" << std::endl; } static bool module_step(struct module_state *state) { float deltaTime = 0.3; std::ostringstream s; s << "RenderModule: 2 Runtime Object 4 " << deltaTime << " update called!"; int width, height; assert (gWindow != nullptr); glfwGetWindowSize(gWindow, &width, &height); state->renderer->resize (width, height); state->renderer->paintGL(); return true; } extern "C" { const struct module_api MODULE_API = { .init = module_init, .reload = module_reload, .step = module_step, .unload = module_unload, .finalize = module_finalize }; } // 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 // 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 PosNormalColorTexcoordVertex s_hplaneVertices[] = { { -1.0f, 0.0f, 1.0f, packF4u(0.0f, 1.0f, 0.0f), packF4u(1.0f, 1.0f, 1.0f), 0.f, 0.f }, { 1.0f, 0.0f, 1.0f, packF4u(0.0f, 1.0f, 0.0f), packF4u(1.0f, 1.0f, 1.0f), 10.f, 0.f }, { -1.0f, 0.0f, -1.0f, packF4u(0.0f, 1.0f, 0.0f), packF4u(1.0f, 1.0f, 1.0f), 0.f, 10.f}, { 1.0f, 0.0f, -1.0f, packF4u(0.0f, 1.0f, 0.0f), packF4u(1.0f, 1.0f, 1.0f), 10.f, 10.f }, }; const uint16_t s_planeIndices[] = { 0, 1, 2, 1, 3, 2, }; // Cube PosColorVertex s_cubeVertices[8] = { {-1.0f, 1.0f, 1.0f, 0xffffffff }, { 1.0f, 1.0f, 1.0f, 0xffffffff }, {-1.0f, -1.0f, 1.0f, 0xffffffff }, { 1.0f, -1.0f, 1.0f, 0xffffffff }, {-1.0f, 1.0f, -1.0f, 0xffffffff }, { 1.0f, 1.0f, -1.0f, 0xffffffff }, {-1.0f, -1.0f, -1.0f, 0xffffffff }, { 1.0f, -1.0f, -1.0f, 0xffffffff }, }; const uint16_t s_cubeEdgeIndices[24] = { 0, 1, 1, 3, 3, 2, 2, 0, 4, 5, 5, 7, 7, 6, 6, 4, 0, 4, 1, 5, 2, 6, 3, 7 }; const uint16_t s_cubeIndices[36] = { 0, 1, 2, // 0 1, 3, 2, 4, 6, 5, // 2 5, 6, 7, 0, 2, 4, // 4 4, 2, 6, 1, 5, 3, // 6 5, 7, 3, 0, 4, 1, // 8 4, 5, 1, 2, 3, 6, // 10 6, 3, 7, }; bool flipV = false; 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; bgfx::reset(width, height, reset); bgfx::setViewClear(0 , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH , 0x303030ff , 1.0f , 0 ); bgfx::setViewRect(0, 0, 0, width, height); bgfx::RendererType::Enum renderer = bgfx::getRendererType(); flipV = false || renderer == bgfx::RendererType::OpenGL || renderer == bgfx::RendererType::OpenGLES ; bgfx::setDebug(debug); cameras.push_back (Camera()); activeCameraIndex = 0; lights.push_back (Light()); // set the clear state // for (int i = 0; i < 2; i++) { // bgfx::setViewClear(i // , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH // , 0x303030ff // , 1.0f // , 0 // ); // } createGeometries(); setupShaders(); setupRenderPasses(); // Start the imgui frame such that widgets can be submitted imguiBeginFrame (inputState.mouseX, inputState.mouseY, inputState.mouseButton, inputState.mouseScroll, width, height); initialized = true; resize (width, height); bgfx::frame(); } void Renderer::shutdown() { bgfx::destroyFrameBuffer(lights[0].shadowMapFB); bgfx::destroyUniform(lights[0].u_shadowMap); bgfx::destroyUniform(lights[0].u_shadowMapParams); bgfx::destroyUniform(lights[0].u_lightPos); bgfx::destroyUniform(lights[0].u_lightMtx); bgfx::destroyIndexBuffer(cube_ibh); bgfx::destroyIndexBuffer(cube_edges_ibh); bgfx::destroyVertexBuffer(cube_vbh); bgfx::destroyIndexBuffer(plane_ibh); bgfx::destroyVertexBuffer(plane_vbh); bgfx::destroyUniform(u_time); bgfx::destroyUniform(u_color); for (size_t i = 0; i < entities.size(); i++) { delete entities[i]; entities[i] = NULL; } for (size_t i = 0; i < meshes.size(); i++) { bgfxutils::meshUnload(meshes[i]); meshes[i] = NULL; } lights.clear(); } void Renderer::resize (int width, int height) { if (initialized) { bgfx::reset (width, height); this->width = width; this->height = height; for (uint32_t i = 0; i < cameras.size(); i++) { cameras[i].width = static_cast(width); cameras[i].height = static_cast(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(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 shapes; std::vector 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; }