protot/src/modules/RenderModule.cc

1310 lines
36 KiB
C++

#include "RuntimeModule.h"
#include "Globals.h"
#include "RenderModule.h"
#include "3rdparty/ocornut-imgui/imgui.h"
#include "imgui/imgui.h"
#define GLFW_EXPOSE_NATIVE_GLX
#define GLFW_EXPOSE_NATIVE_X11
#include <GLFW/glfw3.h>
#include <GLFW/glfw3native.h>
#include "SimpleMath/SimpleMath.h"
#include "SimpleMath/SimpleMathMap.h"
#include <assert.h>
#include <bgfx/bgfxplatform.h>
#include <bx/thread.h>
#include <bx/timer.h>
#include <bx/fpumath.h>
#include <bx/uint32_t.h>
#include <bx/string.h>
#include <dbg.h>
#define TINYOBJLOADER_IMPLEMENTATION
#include "tiny_obj_loader.h"
#include "math_types.h"
#include <string>
#include <iostream>
#include <sstream>
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);
std::cout << "renderer initialize" << std::endl;
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;
bgfx::UniformHandle u_mtx;
bgfx::UniformHandle u_exposure;
bgfx::UniformHandle u_flags;
bgfx::UniformHandle u_camPos;
bgfx::UniformHandle s_texCube;
bgfx::UniformHandle s_texCubeIrr;
namespace IBL {
struct Uniforms
{
enum { NumVec4 = 12 };
void init()
{
u_params = bgfx::createUniform("u_params", bgfx::UniformType::Vec4, NumVec4);
}
void submit()
{
bgfx::setUniform(u_params, m_params, NumVec4);
}
void destroy()
{
bgfx::destroyUniform(u_params);
}
union
{
struct
{
union
{
float m_mtx[16];
/* 0*/ struct { float m_mtx0[4]; };
/* 1*/ struct { float m_mtx1[4]; };
/* 2*/ struct { float m_mtx2[4]; };
/* 3*/ struct { float m_mtx3[4]; };
};
/* 4*/ struct { float m_glossiness, m_reflectivity, m_exposure, m_bgType; };
/* 5*/ struct { float m_metalOrSpec, m_unused5[3]; };
/* 6*/ struct { float m_doDiffuse, m_doSpecular, m_doDiffuseIbl, m_doSpecularIbl; };
/* 7*/ struct { float m_cameraPos[3], m_unused7[1]; };
/* 8*/ struct { float m_rgbDiff[4]; };
/* 9*/ struct { float m_rgbSpec[4]; };
/*10*/ struct { float m_lightDir[3], m_unused10[1]; };
/*11*/ struct { float m_lightCol[3], m_unused11[1]; };
};
float m_params[NumVec4*4];
};
bgfx::UniformHandle u_params;
};
struct Settings
{
Settings()
{
m_envRotCurr = 0.0f;
m_envRotDest = 0.0f;
m_lightDir[0] = -0.8f;
m_lightDir[1] = 0.2f;
m_lightDir[2] = -0.5f;
m_lightCol[0] = 1.0f;
m_lightCol[1] = 1.0f;
m_lightCol[2] = 1.0f;
m_glossiness = 0.7f;
m_exposure = 0.0f;
m_bgType = 3.0f;
m_radianceSlider = 2.0f;
m_reflectivity = 0.85f;
m_rgbDiff[0] = 1.0f;
m_rgbDiff[1] = 1.0f;
m_rgbDiff[2] = 1.0f;
m_rgbSpec[0] = 1.0f;
m_rgbSpec[1] = 1.0f;
m_rgbSpec[2] = 1.0f;
m_lod = 0.0f;
m_doDiffuse = false;
m_doSpecular = false;
m_doDiffuseIbl = true;
m_doSpecularIbl = true;
m_showLightColorWheel = true;
m_showDiffColorWheel = true;
m_showSpecColorWheel = true;
m_metalOrSpec = 0;
m_meshSelection = 0;
m_crossCubemapPreview = ImguiCubemap::Latlong;
}
float m_envRotCurr;
float m_envRotDest;
float m_lightDir[3];
float m_lightCol[3];
float m_glossiness;
float m_exposure;
float m_radianceSlider;
float m_bgType;
float m_reflectivity;
float m_rgbDiff[3];
float m_rgbSpec[3];
float m_lod;
bool m_doDiffuse;
bool m_doSpecular;
bool m_doDiffuseIbl;
bool m_doSpecularIbl;
bool m_showLightColorWheel;
bool m_showDiffColorWheel;
bool m_showSpecColorWheel;
uint8_t m_metalOrSpec;
uint8_t m_meshSelection;
ImguiCubemap::Enum m_crossCubemapPreview;
};
Settings settings;
Uniforms uniforms;
};
int64_t m_timeOffset;
//
// Vertex packing utilities
//
uint32_t packUint32(uint8_t _x, uint8_t _y, uint8_t _z, uint8_t _w)
{
union
{
uint32_t ui32;
uint8_t arr[4];
} un;
un.arr[0] = _x;
un.arr[1] = _y;
un.arr[2] = _z;
un.arr[3] = _w;
return un.ui32;
}
uint32_t packF4u(float _x, float _y = 0.0f, float _z = 0.0f, float _w = 0.0f)
{
const uint8_t xx = uint8_t(_x*127.0f + 128.0f);
const uint8_t yy = uint8_t(_y*127.0f + 128.0f);
const uint8_t zz = uint8_t(_z*127.0f + 128.0f);
const uint8_t ww = uint8_t(_w*127.0f + 128.0f);
return packUint32(xx, yy, zz, ww);
}
//
// Render states
//
RenderState s_renderStates[RenderState::Count] = {
{ // Skybox
0
| BGFX_STATE_RGB_WRITE
| BGFX_STATE_ALPHA_WRITE
| BGFX_STATE_DEPTH_WRITE
| BGFX_STATE_DEPTH_TEST_LESS
| BGFX_STATE_CULL_CCW
| BGFX_STATE_MSAA,
0,
bgfx::invalidHandle,
RenderState::Skybox
},
{ // 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,
bgfx::invalidHandle,
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,
bgfx::invalidHandle,
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,
bgfx::invalidHandle,
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,
bgfx::invalidHandle,
RenderState::Debug
}
};
//
// Vertex formats
//
struct PosColorVertex
{
float m_x;
float m_y;
float m_z;
uint32_t m_abgr;
static void init()
{
ms_decl
.begin()
.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
.end();
};
static bgfx::VertexDecl ms_decl;
};
bgfx::VertexDecl PosColorVertex::ms_decl;
struct PosNormalVertex
{
float m_x;
float m_y;
float m_z;
uint32_t m_normal;
static void init()
{
ms_decl
.begin()
.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
.add(bgfx::Attrib::Normal, 4, bgfx::AttribType::Uint8, true, true)
.end();
}
static bgfx::VertexDecl ms_decl;
};
bgfx::VertexDecl PosNormalVertex::ms_decl;
struct PosNormalColorTexcoordVertex
{
float m_x;
float m_y;
float m_z;
uint32_t m_normal;
uint32_t m_color;
float m_u;
float m_v;
static void init()
{
ms_decl
.begin()
.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
.add(bgfx::Attrib::Normal, 4, bgfx::AttribType::Uint8, true, true)
.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float, false)
.end();
}
static bgfx::VertexDecl ms_decl;
};
bgfx::VertexDecl PosNormalColorTexcoordVertex::ms_decl;
struct PosColorTexCoord0Vertex
{
float m_x;
float m_y;
float m_z;
uint32_t m_rgba;
float m_u;
float m_v;
static void init()
{
ms_decl
.begin()
.add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
.add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
.add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
.end();
}
static bgfx::VertexDecl ms_decl;
};
bgfx::VertexDecl PosColorTexCoord0Vertex::ms_decl;
//
// Static geometries
//
// Plane
PosNormalColorTexcoordVertex s_hplaneVertices[] =
{
{ -1.0f, 0.0f, 1.0f, packF4u(0.0f, 1.0f, 0.0f), packF4u(1.0f, 1.0f, 1.0f), 0.f, 0.f },
{ 1.0f, 0.0f, 1.0f, packF4u(0.0f, 1.0f, 0.0f), packF4u(1.0f, 1.0f, 1.0f), 10.f, 0.f },
{ -1.0f, 0.0f, -1.0f, packF4u(0.0f, 1.0f, 0.0f), packF4u(1.0f, 1.0f, 1.0f), 0.f, 10.f},
{ 1.0f, 0.0f, -1.0f, packF4u(0.0f, 1.0f, 0.0f), packF4u(1.0f, 1.0f, 1.0f), 10.f, 10.f },
};
const uint16_t s_planeIndices[] =
{
0, 1, 2,
1, 3, 2,
};
// Cube
PosColorVertex s_cubeVertices[8] =
{
{-1.0f, 1.0f, 1.0f, 0xffffffff },
{ 1.0f, 1.0f, 1.0f, 0xffffffff },
{-1.0f, -1.0f, 1.0f, 0xffffffff },
{ 1.0f, -1.0f, 1.0f, 0xffffffff },
{-1.0f, 1.0f, -1.0f, 0xffffffff },
{ 1.0f, 1.0f, -1.0f, 0xffffffff },
{-1.0f, -1.0f, -1.0f, 0xffffffff },
{ 1.0f, -1.0f, -1.0f, 0xffffffff },
};
const uint16_t s_cubeEdgeIndices[24] =
{
0, 1,
1, 3,
3, 2,
2, 0,
4, 5,
5, 7,
7, 6,
6, 4,
0, 4,
1, 5,
2, 6,
3, 7
};
const uint16_t s_cubeIndices[36] =
{
0, 1, 2, // 0
1, 3, 2,
4, 6, 5, // 2
5, 6, 7,
0, 2, 4, // 4
4, 2, 6,
1, 5, 3, // 6
5, 7, 3,
0, 4, 1, // 8
4, 5, 1,
2, 3, 6, // 10
6, 3, 7,
};
bool flipV = false;
static float s_texelHalf = 0.0f;
void screenSpaceQuad(float _textureWidth, float _textureHeight, bool _originBottomLeft = false, float _width = 1.0f, float _height = 1.0f)
{
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() {
assert (width != -1.f && height != -1.f);
// view matrix
bx::mtxLookAt (mtxView, eye, poi, up);
// projection matrix
if (orthographic) {
bx::mtxOrtho(mtxProj,
-width * 0.5f, width * 0.5f,
-height * 0.5f, height * 0.5f,
near, far);
} else {
float aspect = width / height;
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() {
// Create vertex stream declaration.
PosColorVertex::init();
PosNormalVertex::init();
PosNormalColorTexcoordVertex::init();
PosColorTexCoord0Vertex::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);
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_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
std::cout << "Creating light uniforms..." << std::endl;
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);
// 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.
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) {
};
};
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) {
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);
std::cout << "bla55aa" << std::endl;
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);
std::cout << "Creating Cameras" << std::endl;
cameras.push_back (Camera());
activeCameraIndex = 0;
lights.push_back (Light());
createGeometries();
setupShaders();
setupRenderPasses();
mLightProbes[LightProbe::Bolonga].load("bolonga");
mLightProbes[LightProbe::Kyoto ].load("kyoto");
mCurrentLightProbe = LightProbe::Bolonga;
// 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::destroyIndexBuffer(cube_ibh);
bgfx::destroyIndexBuffer(cube_edges_ibh);
bgfx::destroyVertexBuffer(cube_vbh);
bgfx::destroyIndexBuffer(plane_ibh);
bgfx::destroyVertexBuffer(plane_vbh);
bgfx::destroyUniform(u_camPos);
bgfx::destroyUniform(u_flags);
bgfx::destroyUniform(u_mtx);
IBL::uniforms.destroy();
bgfx::destroyUniform(s_texCube);
bgfx::destroyUniform(s_texCubeIrr);
bgfx::destroyUniform(u_time);
bgfx::destroyUniform(u_color);
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++) {
delete entities[i];
entities[i] = NULL;
}
for (size_t i = 0; i < meshes.size(); i++) {
bgfxutils::meshUnload(meshes[i]);
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();
cameras.clear();
}
void Renderer::resize (int width, int height) {
if (initialized) {
bgfx::reset (width, height);
this->width = width;
this->height = height;
for (uint32_t i = 0; i < cameras.size(); i++) {
cameras[i].width = static_cast<float>(width);
cameras[i].height = static_cast<float>(height);
}
}
}
void Renderer::paintGLSimple() {
// Set view 0 default viewport.
bgfx::setViewRect(0, 0, 0, width, height);
// This dummy draw call is here to make sure that view 0 is cleared
// if no other draw calls are submitted to view 0.
bgfx::touch(0);
int64_t now = bx::getHPCounter();
static int64_t last = now;
const int64_t frameTime = now - last;
last = now;
const double freq = double(bx::getHPFrequency() );
const double toMs = 1000.0/freq;
// Use debug font to print information about this example.
bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/00-helloworld");
bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Initialization and debug text.");
bgfx::dbgTextPrintf(0, 3, 0x8f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
// Advance to next frame. Rendering thread will be kicked to
// process submitted rendering primitives.
bgfx::frame();
bgfx::dbgTextClear();
}
void Renderer::paintGL() {
int64_t now = bx::getHPCounter();
static int64_t last = now;
const int64_t frameTime = now - last;
last = now;
const double freq = double(bx::getHPFrequency() );
const double toMs = 1000.0/freq;
float time = (float)( (now-m_timeOffset)/double(bx::getHPFrequency() ) );
bgfx::setUniform (u_time, &time);
// Use debug font to print information about this example.
bgfx::dbgTextClear();
// debug font is 8 pixels wide
int num_chars = width / 8;
bgfx::dbgTextPrintf(num_chars - 18, 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
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::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::Skybox
, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
, 0xf03030ff, 1.0f, 0
);
bgfx::setViewClear(RenderState::ShadowMap
, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
, 0x303030ff, 1.0f, 0
);
// bgfx::setViewClear(RenderState::Scene
// , BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
// , 0x303030ff, 1.0f, 0
// );
bgfx::touch(RenderState::Scene);
bgfx::touch(RenderState::Skybox);
// 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
uint32_t cached = bgfx::setTransform(mtxFloor);
for (uint32_t pass = 0; pass < RenderState::Count; ++pass) {
// Only draw plane textured or during the shadow map passes
if (pass != RenderState::SceneTextured
&& pass != RenderState::ShadowMap)
continue;
const RenderState& st = s_renderStates[pass];
if (!isValid(st.m_program)) {
continue;
}
bgfx::setTransform(cached);
for (uint8_t tex = 0; tex < st.m_numTextures; ++tex)
{
const RenderState::Texture& texture = st.m_textures[tex];
bgfx::setTexture(texture.m_stage
, texture.m_sampler
, texture.m_texture
, texture.m_flags
);
}
bgfx::setUniform(lights[0].u_lightMtx, lightMtx);
bgfx::setUniform(u_color, Vector4f(1.f, 1.f, 1.f, 1.f).data(), 4);
bgfx::setIndexBuffer(plane_ibh);
bgfx::setVertexBuffer(plane_vbh);
bgfx::setState(st.m_state);
bgfx::submit(st.m_viewId, st.m_program);
}
// 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;
}