int _main_(int /*_argc*/, char** /*_argv*/) { PosColorTexCoord0Vertex::init(); uint32_t width = 1280; uint32_t height = 720; uint32_t debug = BGFX_DEBUG_TEXT; uint32_t reset = BGFX_RESET_VSYNC; bgfx::init(); bgfx::reset(width, height, reset); // Enable debug text. bgfx::setDebug(debug); // Set view 0 clear state. bgfx::setViewClear(0 , BGFX_CLEAR_COLOR_BIT|BGFX_CLEAR_DEPTH_BIT , 0x303030ff , 1.0f , 0 ); bgfx::TextureHandle uffizi = loadTexture("uffizi.dds", BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP|BGFX_TEXTURE_W_CLAMP); bgfx::ProgramHandle skyProgram = loadProgram("vs_hdr_skybox", "fs_hdr_skybox"); bgfx::ProgramHandle lumProgram = loadProgram("vs_hdr_lum", "fs_hdr_lum"); bgfx::ProgramHandle lumAvgProgram = loadProgram("vs_hdr_lumavg", "fs_hdr_lumavg"); bgfx::ProgramHandle blurProgram = loadProgram("vs_hdr_blur", "fs_hdr_blur"); bgfx::ProgramHandle brightProgram = loadProgram("vs_hdr_bright", "fs_hdr_bright"); bgfx::ProgramHandle meshProgram = loadProgram("vs_hdr_mesh", "fs_hdr_mesh"); bgfx::ProgramHandle tonemapProgram = loadProgram("vs_hdr_tonemap", "fs_hdr_tonemap"); bgfx::UniformHandle u_time = bgfx::createUniform("u_time", bgfx::UniformType::Uniform1f); bgfx::UniformHandle u_texCube = bgfx::createUniform("u_texCube", bgfx::UniformType::Uniform1i); bgfx::UniformHandle u_texColor = bgfx::createUniform("u_texColor", bgfx::UniformType::Uniform1i); bgfx::UniformHandle u_texLum = bgfx::createUniform("u_texLum", bgfx::UniformType::Uniform1i); bgfx::UniformHandle u_texBlur = bgfx::createUniform("u_texBlur", bgfx::UniformType::Uniform1i); bgfx::UniformHandle u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Uniform4x4fv); bgfx::UniformHandle u_tonemap = bgfx::createUniform("u_tonemap", bgfx::UniformType::Uniform4fv); bgfx::UniformHandle u_offset = bgfx::createUniform("u_offset", bgfx::UniformType::Uniform4fv, 16); Mesh* mesh = meshLoad("meshes/bunny.bin"); bgfx::FrameBufferHandle fbh; bgfx::TextureHandle fbtextures[] = { bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT|BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP), bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT_BUFFER_ONLY), }; fbh = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true); bgfx::FrameBufferHandle lum[5]; lum[0] = bgfx::createFrameBuffer(128, 128, bgfx::TextureFormat::BGRA8); lum[1] = bgfx::createFrameBuffer( 64, 64, bgfx::TextureFormat::BGRA8); lum[2] = bgfx::createFrameBuffer( 16, 16, bgfx::TextureFormat::BGRA8); lum[3] = bgfx::createFrameBuffer( 4, 4, bgfx::TextureFormat::BGRA8); lum[4] = bgfx::createFrameBuffer( 1, 1, bgfx::TextureFormat::BGRA8); bgfx::FrameBufferHandle bright; bright = bgfx::createFrameBuffer(width/2, height/2, bgfx::TextureFormat::BGRA8); bgfx::FrameBufferHandle blur; blur = bgfx::createFrameBuffer(width/8, height/8, bgfx::TextureFormat::BGRA8); void* data = load("font/droidsans.ttf"); imguiCreate(data); free(data); const bgfx::RendererType::Enum renderer = bgfx::getRendererType(); s_texelHalf = bgfx::RendererType::Direct3D9 == renderer ? 0.5f : 0.0f; s_originBottomLeft = bgfx::RendererType::OpenGL == renderer || bgfx::RendererType::OpenGLES == renderer; uint32_t oldWidth = 0; uint32_t oldHeight = 0; uint32_t oldReset = reset; float speed = 0.37f; float middleGray = 0.18f; float white = 1.1f; float treshold = 1.5f; int32_t scrollArea = 0; float time = 0.0f; entry::MouseState mouseState; while (!entry::processEvents(width, height, debug, reset, &mouseState) ) { if (oldWidth != width || oldHeight != height || oldReset != reset) { // Recreate variable size render targets when resolution changes. oldWidth = width; oldHeight = height; oldReset = reset; uint32_t msaa = (reset&BGFX_RESET_MSAA_MASK)>>BGFX_RESET_MSAA_SHIFT; bgfx::destroyFrameBuffer(fbh); bgfx::destroyFrameBuffer(bright); bgfx::destroyFrameBuffer(blur); fbtextures[0] = bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::BGRA8, ( (msaa+1)<<BGFX_TEXTURE_RT_MSAA_SHIFT)|BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP); fbtextures[1] = bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT_BUFFER_ONLY|( (msaa+1)<<BGFX_TEXTURE_RT_MSAA_SHIFT) ); fbh = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true); bright = bgfx::createFrameBuffer(width/2, height/2, bgfx::TextureFormat::BGRA8); blur = bgfx::createFrameBuffer(width/8, height/8, bgfx::TextureFormat::BGRA8); } imguiBeginFrame(mouseState.m_mx , mouseState.m_my , (mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0) | (mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0) , 0 , width , height ); imguiBeginScrollArea("Settings", width - width / 5 - 10, 10, width / 5, height / 3, &scrollArea); imguiSeparatorLine(); imguiSlider("Speed", speed, 0.0f, 1.0f, 0.01f); imguiSeparator(); imguiSlider("Middle gray", middleGray, 0.1f, 1.0f, 0.01f); imguiSlider("White point", white, 0.1f, 2.0f, 0.01f); imguiSlider("Treshold", treshold, 0.1f, 2.0f, 0.01f); imguiEndScrollArea(); 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::submit(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; time += (float)(frameTime*speed/freq); bgfx::setUniform(u_time, &time); // Use debug font to print information about this example. bgfx::dbgTextClear(); bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/09-hdr"); bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Using multiple views and render targets."); bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs); // Set views. for (uint32_t ii = 0; ii < 6; ++ii) { bgfx::setViewRect(ii, 0, 0, width, height); } bgfx::setViewFrameBuffer(0, fbh); bgfx::setViewFrameBuffer(1, fbh); bgfx::setViewRect(2, 0, 0, 128, 128); bgfx::setViewFrameBuffer(2, lum[0]); bgfx::setViewRect(3, 0, 0, 64, 64); bgfx::setViewFrameBuffer(3, lum[1]); bgfx::setViewRect(4, 0, 0, 16, 16); bgfx::setViewFrameBuffer(4, lum[2]); bgfx::setViewRect(5, 0, 0, 4, 4); bgfx::setViewFrameBuffer(5, lum[3]); bgfx::setViewRect(6, 0, 0, 1, 1); bgfx::setViewFrameBuffer(6, lum[4]); bgfx::setViewRect(7, 0, 0, width/2, height/2); bgfx::setViewFrameBuffer(7, bright); bgfx::setViewRect(8, 0, 0, width/8, height/8); bgfx::setViewFrameBuffer(8, blur); bgfx::setViewRect(9, 0, 0, width, height); float view[16]; float proj[16]; bx::mtxIdentity(view); bx::mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f); // Set view and projection matrix for view 0. for (uint32_t ii = 0; ii < 10; ++ii) { bgfx::setViewTransform(ii, view, proj); } float at[3] = { 0.0f, 1.0f, 0.0f }; float eye[3] = { 0.0f, 1.0f, -2.5f }; float mtx[16]; bx::mtxRotateXY(mtx , 0.0f , time ); float temp[4]; bx::vec3MulMtx(temp, eye, mtx); bx::mtxLookAt(view, temp, at); bx::mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f); // Set view and projection matrix for view 1. bgfx::setViewTransform(1, view, proj); bgfx::setUniform(u_mtx, mtx); // Render skybox into view 0. bgfx::setTexture(0, u_texCube, uffizi); bgfx::setProgram(skyProgram); bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE); screenSpaceQuad( (float)width, (float)height, true); bgfx::submit(0); // Render mesh into view 1 bgfx::setTexture(0, u_texCube, uffizi); meshSubmit(mesh, 1, meshProgram, NULL); // Calculate luminance. setOffsets2x2Lum(u_offset, 128, 128); bgfx::setTexture(0, u_texColor, fbtextures[0]); bgfx::setProgram(lumProgram); bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE); screenSpaceQuad(128.0f, 128.0f, s_originBottomLeft); bgfx::submit(2); // Downscale luminance 0. setOffsets4x4Lum(u_offset, 128, 128); bgfx::setTexture(0, u_texColor, lum[0]); bgfx::setProgram(lumAvgProgram); bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE); screenSpaceQuad(64.0f, 64.0f, s_originBottomLeft); bgfx::submit(3); // Downscale luminance 1. setOffsets4x4Lum(u_offset, 64, 64); bgfx::setTexture(0, u_texColor, lum[1]); bgfx::setProgram(lumAvgProgram); bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE); screenSpaceQuad(16.0f, 16.0f, s_originBottomLeft); bgfx::submit(4); // Downscale luminance 2. setOffsets4x4Lum(u_offset, 16, 16); bgfx::setTexture(0, u_texColor, lum[2]); bgfx::setProgram(lumAvgProgram); bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE); screenSpaceQuad(4.0f, 4.0f, s_originBottomLeft); bgfx::submit(5); // Downscale luminance 3. setOffsets4x4Lum(u_offset, 4, 4); bgfx::setTexture(0, u_texColor, lum[3]); bgfx::setProgram(lumAvgProgram); bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE); screenSpaceQuad(1.0f, 1.0f, s_originBottomLeft); bgfx::submit(6); float tonemap[4] = { middleGray, square(white), treshold, 0.0f }; bgfx::setUniform(u_tonemap, tonemap); // Bright pass treshold is tonemap[3]. setOffsets4x4Lum(u_offset, width/2, height/2); bgfx::setTexture(0, u_texColor, fbtextures[0]); bgfx::setTexture(1, u_texLum, lum[4]); bgfx::setProgram(brightProgram); bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE); screenSpaceQuad( (float)width/2.0f, (float)height/2.0f, s_originBottomLeft); bgfx::submit(7); // Blur bright pass vertically. bgfx::setTexture(0, u_texColor, bright); bgfx::setProgram(blurProgram); bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE); screenSpaceQuad( (float)width/8.0f, (float)height/8.0f, s_originBottomLeft); bgfx::submit(8); // Blur bright pass horizontally, do tonemaping and combine. bgfx::setTexture(0, u_texColor, fbtextures[0]); bgfx::setTexture(1, u_texLum, lum[4]); bgfx::setTexture(2, u_texBlur, blur); bgfx::setProgram(tonemapProgram); bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE); screenSpaceQuad( (float)width, (float)height, s_originBottomLeft); bgfx::submit(9); // Advance to next frame. Rendering thread will be kicked to // process submitted rendering primitives. bgfx::frame(); }
int _main_(int /*_argc*/, char** /*_argv*/) { uint32_t width = 1280; uint32_t height = 720; uint32_t debug = BGFX_DEBUG_TEXT; uint32_t reset = BGFX_RESET_VSYNC; bgfx::init(); bgfx::reset(width, height, reset); // Enable debug text. bgfx::setDebug(debug); // Set view 0 clear state. bgfx::setViewClear(0 , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH , 0x303030ff , 1.0f , 0 ); bgfx::UniformHandle s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Int1); bgfx::UniformHandle s_texStipple = bgfx::createUniform("s_texStipple", bgfx::UniformType::Int1); bgfx::UniformHandle u_stipple = bgfx::createUniform("u_stipple", bgfx::UniformType::Vec4); bgfx::ProgramHandle program = loadProgram("vs_tree", "fs_tree"); bgfx::TextureHandle textureLeafs = loadTexture("leafs1.dds"); bgfx::TextureHandle textureBark = loadTexture("bark1.dds"); bgfx::TextureHandle textureStipple; const bgfx::Memory* stippleTex = bgfx::alloc(8*4); memset(stippleTex->data, 0, stippleTex->size); for (uint32_t ii = 0; ii < 32; ++ii) { stippleTex->data[knightTour[ii].m_y * 8 + knightTour[ii].m_x] = ii*4; } textureStipple = bgfx::createTexture2D(8, 4, 1 , bgfx::TextureFormat::R8 , BGFX_TEXTURE_MAG_POINT|BGFX_TEXTURE_MIN_POINT , stippleTex ); Mesh* meshTop[3] = { meshLoad("meshes/tree1b_lod0_1.bin"), meshLoad("meshes/tree1b_lod1_1.bin"), meshLoad("meshes/tree1b_lod2_1.bin"), }; Mesh* meshTrunk[3] = { meshLoad("meshes/tree1b_lod0_2.bin"), meshLoad("meshes/tree1b_lod1_2.bin"), meshLoad("meshes/tree1b_lod2_2.bin"), }; // Imgui. imguiCreate(); const uint64_t stateCommon = 0 | BGFX_STATE_RGB_WRITE | BGFX_STATE_ALPHA_WRITE | BGFX_STATE_DEPTH_TEST_LESS | BGFX_STATE_CULL_CCW | BGFX_STATE_MSAA ; const uint64_t stateTransparent = stateCommon | BGFX_STATE_BLEND_ALPHA ; const uint64_t stateOpaque = stateCommon | BGFX_STATE_DEPTH_WRITE ; int32_t scrollArea = 0; bool transitions = true; int transitionFrame = 0; int currLOD = 0; int targetLOD = 0; float at[3] = { 0.0f, 1.0f, 0.0f }; float eye[3] = { 0.0f, 1.0f, -2.0f }; entry::MouseState mouseState; while (!entry::processEvents(width, height, debug, reset, &mouseState) ) { imguiBeginFrame(mouseState.m_mx , mouseState.m_my , (mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0) | (mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0) , 0 , width , height ); imguiBeginScrollArea("Toggle transitions", width - width / 5 - 10, 10, width / 5, height / 6, &scrollArea); imguiSeparatorLine(); if (imguiButton(transitions ? "ON" : "OFF") ) { transitions = !transitions; } static float distance = 2.0f; imguiSlider("Distance", distance, 2.0f, 6.0f, .01f); imguiEndScrollArea(); imguiEndFrame(); // 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::submit(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::dbgTextClear(); bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/12-lod"); bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Mesh LOD transitions."); bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs); bgfx::dbgTextPrintf(0, 4, transitions ? 0x2f : 0x1f, transitions ? "Transitions on" : "Transitions off"); eye[2] = -distance; // Set view and projection matrix for view 0. const bgfx::HMD* hmd = bgfx::getHMD(); if (NULL != hmd && 0 != (hmd->flags & BGFX_HMD_RENDERING)) { float view[16]; bx::mtxQuatTranslationHMD(view, hmd->eye[0].rotation, eye); float proj[16]; bx::mtxProj(proj, hmd->eye[0].fov, 0.1f, 100.0f); bgfx::setViewTransform(0, view, proj); // Set view 0 default viewport. // // Use HMD's width/height since HMD's internal frame buffer size // might be much larger than window size. bgfx::setViewRect(0, 0, 0, hmd->width, hmd->height); } else { float view[16]; bx::mtxLookAt(view, eye, at); float proj[16]; bx::mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f); bgfx::setViewTransform(0, view, proj); // Set view 0 default viewport. bgfx::setViewRect(0, 0, 0, width, height); } float mtx[16]; bx::mtxScale(mtx, 0.1f, 0.1f, 0.1f); float stipple[3]; float stippleInv[3]; const int currentLODframe = transitions ? 32-transitionFrame : 32; const int mainLOD = transitions ? currLOD : targetLOD; stipple[0] = 0.0f; stipple[1] = -1.0f; stipple[2] = (float(currentLODframe)*4.0f/255.0f) - (1.0f/255.0f); stippleInv[0] = (float(31)*4.0f/255.0f); stippleInv[1] = 1.0f; stippleInv[2] = (float(transitionFrame)*4.0f/255.0f) - (1.0f/255.0f); bgfx::setTexture(0, s_texColor, textureBark); bgfx::setTexture(1, s_texStipple, textureStipple); bgfx::setUniform(u_stipple, stipple); meshSubmit(meshTrunk[mainLOD], 0, program, mtx, stateOpaque); bgfx::setTexture(0, s_texColor, textureLeafs); bgfx::setTexture(1, s_texStipple, textureStipple); bgfx::setUniform(u_stipple, stipple); meshSubmit(meshTop[mainLOD], 0, program, mtx, stateTransparent); if (transitions && (transitionFrame != 0) ) { bgfx::setTexture(0, s_texColor, textureBark); bgfx::setTexture(1, s_texStipple, textureStipple); bgfx::setUniform(u_stipple, stippleInv); meshSubmit(meshTrunk[targetLOD], 0, program, mtx, stateOpaque); bgfx::setTexture(0, s_texColor, textureLeafs); bgfx::setTexture(1, s_texStipple, textureStipple); bgfx::setUniform(u_stipple, stippleInv); meshSubmit(meshTop[targetLOD], 0, program, mtx, stateTransparent); } int lod = 0; if (eye[2] < -2.5f) { lod = 1; } if (eye[2] < -5.0f) { lod = 2; } if (targetLOD!=lod) { if (targetLOD==currLOD) { targetLOD = lod; } } if (currLOD != targetLOD) { transitionFrame++; } if (transitionFrame>32) { currLOD = targetLOD; transitionFrame = 0; } // Advance to next frame. Rendering thread will be kicked to // process submitted rendering primitives. bgfx::frame(); } imguiDestroy(); for (uint32_t ii = 0; ii < 3; ++ii) { meshUnload(meshTop[ii]); meshUnload(meshTrunk[ii]); } // Cleanup. bgfx::destroyProgram(program); bgfx::destroyUniform(s_texColor); bgfx::destroyUniform(s_texStipple); bgfx::destroyUniform(u_stipple); bgfx::destroyTexture(textureStipple); bgfx::destroyTexture(textureLeafs); bgfx::destroyTexture(textureBark); // Shutdown bgfx. bgfx::shutdown(); return 0; }
int _main_(int _argc, char** _argv) { Args args(_argc, _argv); uint32_t width = 1280; uint32_t height = 720; uint32_t debug = BGFX_DEBUG_TEXT; uint32_t reset = BGFX_RESET_VSYNC; bgfx::init(args.m_type, args.m_pciId); bgfx::reset(width, height, reset); // Enable debug text. bgfx::setDebug(debug); // Set views clear state. bgfx::setViewClear(0 , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH , 0x303030ff , 1.0f , 0 ); // Imgui. imguiCreate(); // Uniforms. s_uniforms.init(); // Vertex declarations. PosColorTexCoord0Vertex::init(); LightProbe lightProbes[LightProbe::Count]; lightProbes[LightProbe::Wells ].load("wells"); lightProbes[LightProbe::Uffizi].load("uffizi"); lightProbes[LightProbe::Pisa ].load("pisa"); lightProbes[LightProbe::Ennis ].load("ennis"); lightProbes[LightProbe::Grace ].load("grace"); LightProbe::Enum currentLightProbe = LightProbe::Wells; bgfx::UniformHandle u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Mat4); bgfx::UniformHandle u_params = bgfx::createUniform("u_params", bgfx::UniformType::Vec4); bgfx::UniformHandle u_flags = bgfx::createUniform("u_flags", bgfx::UniformType::Vec4); bgfx::UniformHandle u_camPos = bgfx::createUniform("u_camPos", bgfx::UniformType::Vec4); bgfx::UniformHandle s_texCube = bgfx::createUniform("s_texCube", bgfx::UniformType::Int1); bgfx::UniformHandle s_texCubeIrr = bgfx::createUniform("s_texCubeIrr", bgfx::UniformType::Int1); bgfx::ProgramHandle programMesh = loadProgram("vs_ibl_mesh", "fs_ibl_mesh"); bgfx::ProgramHandle programSky = loadProgram("vs_ibl_skybox", "fs_ibl_skybox"); Mesh* meshBunny; meshBunny = meshLoad("meshes/bunny.bin"); struct Settings { float m_speed; float m_glossiness; float m_exposure; float m_diffspec; float m_rgbDiff[3]; float m_rgbSpec[3]; bool m_diffuse; bool m_specular; bool m_diffuseIbl; bool m_specularIbl; bool m_showDiffColorWheel; bool m_showSpecColorWheel; ImguiCubemap::Enum m_crossCubemapPreview; }; Settings settings; settings.m_speed = 0.37f; settings.m_glossiness = 1.0f; settings.m_exposure = 0.0f; settings.m_diffspec = 0.65f; settings.m_rgbDiff[0] = 0.2f; settings.m_rgbDiff[1] = 0.2f; settings.m_rgbDiff[2] = 0.2f; settings.m_rgbSpec[0] = 1.0f; settings.m_rgbSpec[1] = 1.0f; settings.m_rgbSpec[2] = 1.0f; settings.m_diffuse = true; settings.m_specular = true; settings.m_diffuseIbl = true; settings.m_specularIbl = true; settings.m_showDiffColorWheel = true; settings.m_showSpecColorWheel = false; settings.m_crossCubemapPreview = ImguiCubemap::Cross; float time = 0.0f; int32_t leftScrollArea = 0; entry::MouseState mouseState; while (!entry::processEvents(width, height, debug, reset, &mouseState) ) { imguiBeginFrame(mouseState.m_mx , mouseState.m_my , (mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0) | (mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0) | (mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0) , mouseState.m_mz , width , height ); static int32_t rightScrollArea = 0; imguiBeginScrollArea("Settings", width - 256 - 10, 10, 256, 540, &rightScrollArea); imguiLabel("Shade:"); imguiSeparator(); imguiBool("Diffuse", settings.m_diffuse); imguiBool("Specular", settings.m_specular); imguiBool("IBL Diffuse", settings.m_diffuseIbl); imguiBool("IBL Specular", settings.m_specularIbl); imguiSeparatorLine(); imguiSlider("Speed", settings.m_speed, 0.0f, 1.0f, 0.01f); imguiSeparatorLine(); imguiSeparator(); imguiSlider("Exposure", settings.m_exposure, -8.0f, 8.0f, 0.01f); imguiSeparator(); imguiLabel("Environment:"); currentLightProbe = LightProbe::Enum(imguiChoose(currentLightProbe , "Wells" , "Uffizi" , "Pisa" , "Ennis" , "Grace" ) ); static float lod = 0.0f; if (imguiCube(lightProbes[currentLightProbe].m_tex, lod, settings.m_crossCubemapPreview, true) ) { settings.m_crossCubemapPreview = ImguiCubemap::Enum( (settings.m_crossCubemapPreview+1) % ImguiCubemap::Count); } imguiSlider("Texture LOD", lod, 0.0f, 10.1f, 0.1f); imguiEndScrollArea(); imguiBeginScrollArea("Settings", 10, 70, 256, 576, &leftScrollArea); imguiLabel("Material properties:"); imguiSeparator(); imguiSlider("Diffuse - Specular", settings.m_diffspec, 0.0f, 1.0f, 0.01f); imguiSlider("Glossiness" , settings.m_glossiness, 0.0f, 1.0f, 0.01f); imguiSeparator(); imguiColorWheel("Diffuse color:", &settings.m_rgbDiff[0], settings.m_showDiffColorWheel); imguiSeparator(); imguiColorWheel("Specular color:", &settings.m_rgbSpec[0], settings.m_showSpecColorWheel); imguiSeparator(); imguiLabel("Predefined materials:"); imguiSeparator(); if (imguiButton("Gold") ) { settings.m_glossiness = 0.8f; settings.m_diffspec = 1.0f; settings.m_rgbDiff[0] = 0.0f; settings.m_rgbDiff[1] = 0.0f; settings.m_rgbDiff[2] = 0.0f; settings.m_rgbSpec[0] = 1.0f; settings.m_rgbSpec[1] = 0.86f; settings.m_rgbSpec[2] = 0.58f; } if (imguiButton("Copper") ) { settings.m_glossiness = 0.67f; settings.m_diffspec = 1.0f; settings.m_rgbDiff[0] = 0.0f; settings.m_rgbDiff[1] = 0.0f; settings.m_rgbDiff[2] = 0.0f; settings.m_rgbSpec[0] = 0.98f; settings.m_rgbSpec[1] = 0.82f; settings.m_rgbSpec[2] = 0.76f; } if (imguiButton("Titanium") ) { settings.m_glossiness = 0.57f; settings.m_diffspec = 1.0f; settings.m_rgbDiff[0] = 0.0f; settings.m_rgbDiff[1] = 0.0f; settings.m_rgbDiff[2] = 0.0f; settings.m_rgbSpec[0] = 0.76f; settings.m_rgbSpec[1] = 0.73f; settings.m_rgbSpec[2] = 0.71f; } if (imguiButton("Steel") ) { settings.m_glossiness = 0.82f; settings.m_diffspec = 1.0f; settings.m_rgbDiff[0] = 0.0f; settings.m_rgbDiff[1] = 0.0f; settings.m_rgbDiff[2] = 0.0f; settings.m_rgbSpec[0] = 0.77f; settings.m_rgbSpec[1] = 0.78f; settings.m_rgbSpec[2] = 0.77f; } imguiEndScrollArea(); imguiEndFrame(); s_uniforms.m_glossiness = settings.m_glossiness; s_uniforms.m_exposure = settings.m_exposure; s_uniforms.m_diffspec = settings.m_diffspec; s_uniforms.m_flags[0] = float(settings.m_diffuse); s_uniforms.m_flags[1] = float(settings.m_specular); s_uniforms.m_flags[2] = float(settings.m_diffuseIbl); s_uniforms.m_flags[3] = float(settings.m_specularIbl); memcpy(s_uniforms.m_rgbDiff, settings.m_rgbDiff, 3*sizeof(float) ); memcpy(s_uniforms.m_rgbSpec, settings.m_rgbSpec, 3*sizeof(float) ); s_uniforms.submitPerFrameUniforms(); 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; time += (float)(frameTime*settings.m_speed/freq); s_uniforms.m_camPosTime[3] = time; // Use debug font to print information about this example. bgfx::dbgTextClear(); bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/18-ibl"); bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Image based lightning."); bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs); float at[3] = { 0.0f, 0.0f, 0.0f }; float eye[3] = { 0.0f, 0.0f, -3.0f }; bx::mtxRotateXY(s_uniforms.m_mtx , 0.0f , time ); float view[16]; float proj[16]; bx::mtxIdentity(view); bx::mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f); bgfx::setViewTransform(0, view, proj); bx::mtxLookAt(view, eye, at); memcpy(s_uniforms.m_camPosTime, eye, 3*sizeof(float) ); bx::mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f); bgfx::setViewTransform(1, view, proj); bgfx::setViewRect(0, 0, 0, width, height); bgfx::setViewRect(1, 0, 0, width, height); // View 0. bgfx::setTexture(0, s_texCube, lightProbes[currentLightProbe].m_tex); bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE); screenSpaceQuad( (float)width, (float)height, true); s_uniforms.submitPerDrawUniforms(); bgfx::submit(0, programSky); // View 1. float mtx[16]; bx::mtxSRT(mtx , 1.0f , 1.0f , 1.0f , 0.0f , bx::pi+time , 0.0f , 0.0f , -1.0f , 0.0f ); bgfx::setTexture(0, s_texCube, lightProbes[currentLightProbe].m_tex); bgfx::setTexture(1, s_texCubeIrr, lightProbes[currentLightProbe].m_texIrr); meshSubmit(meshBunny, 1, programMesh, mtx); // Advance to next frame. Rendering thread will be kicked to // process submitted rendering primitives. bgfx::frame(); } meshUnload(meshBunny); // Cleanup. bgfx::destroyProgram(programMesh); bgfx::destroyProgram(programSky); bgfx::destroyUniform(u_camPos); bgfx::destroyUniform(u_flags); bgfx::destroyUniform(u_params); bgfx::destroyUniform(u_mtx); bgfx::destroyUniform(s_texCube); bgfx::destroyUniform(s_texCubeIrr); for (uint8_t ii = 0; ii < LightProbe::Count; ++ii) { lightProbes[ii].destroy(); } s_uniforms.destroy(); imguiDestroy(); // Shutdown bgfx. bgfx::shutdown(); return 0; }
int _main_(int _argc, char** _argv) { Args args(_argc, _argv); uint32_t width = 1280; uint32_t height = 720; uint32_t debug = BGFX_DEBUG_TEXT; uint32_t reset = 0 | BGFX_RESET_VSYNC | BGFX_RESET_MSAA_X16 ; bgfx::init(args.m_type, args.m_pciId); bgfx::reset(width, height, reset); // Enable debug text. bgfx::setDebug(debug); // Set views clear state. bgfx::setViewClear(0 , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH , 0x303030ff , 1.0f , 0 ); // Imgui. imguiCreate(); // Uniforms. Uniforms uniforms; uniforms.init(); // Vertex declarations. PosColorTexCoord0Vertex::init(); LightProbe lightProbes[LightProbe::Count]; lightProbes[LightProbe::Bolonga].load("bolonga"); lightProbes[LightProbe::Kyoto ].load("kyoto"); LightProbe::Enum currentLightProbe = LightProbe::Bolonga; bgfx::UniformHandle u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Mat4); bgfx::UniformHandle u_params = bgfx::createUniform("u_params", bgfx::UniformType::Vec4); bgfx::UniformHandle u_flags = bgfx::createUniform("u_flags", bgfx::UniformType::Vec4); bgfx::UniformHandle u_camPos = bgfx::createUniform("u_camPos", bgfx::UniformType::Vec4); bgfx::UniformHandle s_texCube = bgfx::createUniform("s_texCube", bgfx::UniformType::Int1); bgfx::UniformHandle s_texCubeIrr = bgfx::createUniform("s_texCubeIrr", bgfx::UniformType::Int1); bgfx::ProgramHandle programMesh = loadProgram("vs_ibl_mesh", "fs_ibl_mesh"); bgfx::ProgramHandle programSky = loadProgram("vs_ibl_skybox", "fs_ibl_skybox"); Mesh* meshBunny; meshBunny = meshLoad("meshes/bunny.bin"); Mesh* meshOrb; meshOrb = meshLoad("meshes/orb.bin"); Camera camera; Mouse mouse; 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; int32_t leftScrollArea = 0; entry::MouseState mouseState; while (!entry::processEvents(width, height, debug, reset, &mouseState) ) { imguiBeginFrame(mouseState.m_mx , mouseState.m_my , (mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0) | (mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0) | (mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0) , mouseState.m_mz , uint16_t(width) , uint16_t(height) ); static int32_t rightScrollArea = 0; imguiBeginScrollArea("", width - 256 - 10, 10, 256, 700, &rightScrollArea); imguiLabel("Environment light:"); imguiIndent(); imguiBool("IBL Diffuse", settings.m_doDiffuseIbl); imguiBool("IBL Specular", settings.m_doSpecularIbl); currentLightProbe = LightProbe::Enum(imguiTabs( uint8_t(currentLightProbe) , true , ImguiAlign::LeftIndented , 16 , 2 , 2 , "Bolonga" , "Kyoto" ) ); if (imguiCube(lightProbes[currentLightProbe].m_tex, settings.m_lod, settings.m_crossCubemapPreview, true) ) { settings.m_crossCubemapPreview = ImguiCubemap::Enum( (settings.m_crossCubemapPreview+1) % ImguiCubemap::Count); } imguiSlider("Texture LOD", settings.m_lod, 0.0f, 10.1f, 0.1f); imguiUnindent(); imguiSeparator(8); imguiLabel("Directional light:"); imguiIndent(); imguiBool("Diffuse", settings.m_doDiffuse); imguiBool("Specular", settings.m_doSpecular); const bool doDirectLighting = settings.m_doDiffuse || settings.m_doSpecular; imguiSlider("Light direction X", settings.m_lightDir[0], -1.0f, 1.0f, 0.1f, doDirectLighting); imguiSlider("Light direction Y", settings.m_lightDir[1], -1.0f, 1.0f, 0.1f, doDirectLighting); imguiSlider("Light direction Z", settings.m_lightDir[2], -1.0f, 1.0f, 0.1f, doDirectLighting); imguiColorWheel("Color:", settings.m_lightCol, settings.m_showLightColorWheel, 0.6f, doDirectLighting); imguiUnindent(); imguiSeparator(8); imguiLabel("Background:"); imguiIndent(); { int32_t selection; if (0.0f == settings.m_bgType) { selection = UINT8_C(0); } else if (7.0f == settings.m_bgType) { selection = UINT8_C(2); } else { selection = UINT8_C(1); } selection = imguiTabs( uint8_t(selection) , true , ImguiAlign::LeftIndented , 16 , 2 , 3 , "Skybox" , "Radiance" , "Irradiance" ); if (0 == selection) { settings.m_bgType = 0.0f; } else if (2 == selection) { settings.m_bgType = 7.0f; } else { settings.m_bgType = settings.m_radianceSlider; } const bool isRadiance = (selection == 1); imguiSlider("Mip level", settings.m_radianceSlider, 1.0f, 6.0f, 0.1f, isRadiance); } imguiUnindent(); imguiSeparator(8); imguiLabel("Post processing:"); imguiIndent(); imguiSlider("Exposure", settings.m_exposure, -4.0f, 4.0f, 0.1f); imguiUnindent(); imguiSeparator(); imguiEndScrollArea(); imguiBeginScrollArea("", 10, 70, 256, 636, &leftScrollArea); imguiLabel("Mesh:"); imguiIndent(); settings.m_meshSelection = uint8_t(imguiChoose(settings.m_meshSelection, "Bunny", "Orbs") ); imguiUnindent(); const bool isBunny = (0 == settings.m_meshSelection); if (!isBunny) { settings.m_metalOrSpec = 0; } imguiSeparator(4); imguiLabel("Workflow:"); imguiIndent(); if (imguiCheck("Metalness", 0 == settings.m_metalOrSpec, isBunny) ) { settings.m_metalOrSpec = 0; } if (imguiCheck("Specular", 1 == settings.m_metalOrSpec, isBunny) ) { settings.m_metalOrSpec = 1; } imguiUnindent(); imguiSeparator(4); imguiLabel("Material:"); imguiIndent(); imguiSlider("Glossiness", settings.m_glossiness, 0.0f, 1.0f, 0.01f, isBunny); imguiSlider(0 == settings.m_metalOrSpec ? "Metalness" : "Diffuse - Specular", settings.m_reflectivity, 0.0f, 1.0f, 0.01f, isBunny); imguiUnindent(); imguiColorWheel("Diffuse:", &settings.m_rgbDiff[0], settings.m_showDiffColorWheel, 0.7f); imguiSeparator(); imguiColorWheel("Specular:", &settings.m_rgbSpec[0], settings.m_showSpecColorWheel, 0.7f, (1 == settings.m_metalOrSpec) && isBunny); imguiEndScrollArea(); imguiEndFrame(); uniforms.m_glossiness = settings.m_glossiness; uniforms.m_reflectivity = settings.m_reflectivity; uniforms.m_exposure = settings.m_exposure; uniforms.m_bgType = settings.m_bgType; uniforms.m_metalOrSpec = float(settings.m_metalOrSpec); uniforms.m_doDiffuse = float(settings.m_doDiffuse); uniforms.m_doSpecular = float(settings.m_doSpecular); uniforms.m_doDiffuseIbl = float(settings.m_doDiffuseIbl); uniforms.m_doSpecularIbl = float(settings.m_doSpecularIbl); bx::memCopy(uniforms.m_rgbDiff, settings.m_rgbDiff, 3*sizeof(float) ); bx::memCopy(uniforms.m_rgbSpec, settings.m_rgbSpec, 3*sizeof(float) ); bx::memCopy(uniforms.m_lightDir, settings.m_lightDir, 3*sizeof(float) ); bx::memCopy(uniforms.m_lightCol, settings.m_lightCol, 3*sizeof(float) ); 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; const float deltaTimeSec = float(double(frameTime)/freq); // Use debug font to print information about this example. bgfx::dbgTextClear(); bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/18-ibl"); bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Image-based lighting."); bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs); // Camera. const bool mouseOverGui = imguiMouseOverArea(); mouse.update(float(mouseState.m_mx), float(mouseState.m_my), mouseState.m_mz, width, height); if (!mouseOverGui) { if (mouseState.m_buttons[entry::MouseButton::Left]) { camera.orbit(mouse.m_dx, mouse.m_dy); } else if (mouseState.m_buttons[entry::MouseButton::Right]) { camera.dolly(mouse.m_dx + mouse.m_dy); } else if (mouseState.m_buttons[entry::MouseButton::Middle]) { settings.m_envRotDest += mouse.m_dx*2.0f; } else if (0 != mouse.m_scroll) { camera.dolly(float(mouse.m_scroll)*0.05f); } } camera.update(deltaTimeSec); bx::memCopy(uniforms.m_cameraPos, camera.m_pos.curr, 3*sizeof(float) ); // View Transform 0. float view[16]; float proj[16]; bx::mtxIdentity(view); bx::mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f); bgfx::setViewTransform(0, view, proj); // View Transform 1. camera.mtxLookAt(view); bx::mtxProj(proj, 45.0f, float(width)/float(height), 0.1f, 100.0f, bgfx::getCaps()->homogeneousDepth); bgfx::setViewTransform(1, view, proj); // View rect. bgfx::setViewRect(0, 0, 0, uint16_t(width), uint16_t(height) ); bgfx::setViewRect(1, 0, 0, uint16_t(width), uint16_t(height) ); // Env rotation. const float amount = bx::fmin(deltaTimeSec/0.12f, 1.0f); settings.m_envRotCurr = bx::flerp(settings.m_envRotCurr, settings.m_envRotDest, amount); // Env mtx. float mtxEnvView[16]; camera.envViewMtx(mtxEnvView); float mtxEnvRot[16]; bx::mtxRotateY(mtxEnvRot, settings.m_envRotCurr); bx::mtxMul(uniforms.m_mtx, mtxEnvView, mtxEnvRot); // Used for Skybox. // Submit view 0. bgfx::setTexture(0, s_texCube, lightProbes[currentLightProbe].m_tex); bgfx::setTexture(1, s_texCubeIrr, lightProbes[currentLightProbe].m_texIrr); bgfx::setState(BGFX_STATE_RGB_WRITE|BGFX_STATE_ALPHA_WRITE); screenSpaceQuad( (float)width, (float)height, true); uniforms.submit(); bgfx::submit(0, programSky); // Submit view 1. bx::memCopy(uniforms.m_mtx, mtxEnvRot, 16*sizeof(float)); // Used for IBL. if (0 == settings.m_meshSelection) { // Submit bunny. float mtx[16]; bx::mtxSRT(mtx, 1.0f, 1.0f, 1.0f, 0.0f, bx::pi, 0.0f, 0.0f, -0.80f, 0.0f); bgfx::setTexture(0, s_texCube, lightProbes[currentLightProbe].m_tex); bgfx::setTexture(1, s_texCubeIrr, lightProbes[currentLightProbe].m_texIrr); uniforms.submit(); meshSubmit(meshBunny, 1, programMesh, mtx); } else { // Submit orbs. for (float yy = 0, yend = 5.0f; yy < yend; yy+=1.0f) { for (float xx = 0, xend = 5.0f; xx < xend; xx+=1.0f) { const float scale = 1.2f; const float spacing = 2.2f; const float yAdj = -0.8f; float mtx[16]; bx::mtxSRT(mtx , scale/xend , scale/xend , scale/xend , 0.0f , 0.0f , 0.0f , 0.0f + (xx/xend)*spacing - (1.0f + (scale-1.0f)*0.5f - 1.0f/xend) , yAdj/yend + (yy/yend)*spacing - (1.0f + (scale-1.0f)*0.5f - 1.0f/yend) , 0.0f ); uniforms.m_glossiness = xx*(1.0f/xend); uniforms.m_reflectivity = (yend-yy)*(1.0f/yend); uniforms.m_metalOrSpec = 0.0f; uniforms.submit(); bgfx::setTexture(0, s_texCube, lightProbes[currentLightProbe].m_tex); bgfx::setTexture(1, s_texCubeIrr, lightProbes[currentLightProbe].m_texIrr); meshSubmit(meshOrb, 1, programMesh, mtx); } } } // Advance to next frame. Rendering thread will be kicked to // process submitted rendering primitives. bgfx::frame(); } meshUnload(meshBunny); meshUnload(meshOrb); // Cleanup. bgfx::destroyProgram(programMesh); bgfx::destroyProgram(programSky); bgfx::destroyUniform(u_camPos); bgfx::destroyUniform(u_flags); bgfx::destroyUniform(u_params); bgfx::destroyUniform(u_mtx); bgfx::destroyUniform(s_texCube); bgfx::destroyUniform(s_texCubeIrr); for (uint8_t ii = 0; ii < LightProbe::Count; ++ii) { lightProbes[ii].destroy(); } uniforms.destroy(); imguiDestroy(); // Shutdown bgfx. bgfx::shutdown(); return 0; }
int _main_(int /*_argc*/, char** /*_argv*/) { uint32_t width = 1280; uint32_t height = 720; uint32_t debug = BGFX_DEBUG_TEXT; uint32_t reset = BGFX_RESET_VSYNC; bgfx::init(); bgfx::reset(width, height, reset); // Enable debug text. bgfx::setDebug(debug); // Set view 0 clear state. bgfx::setViewClear(0 , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH , 0x303030ff , 1.0f , 0 ); bgfx::UniformHandle u_time = bgfx::createUniform("u_time", bgfx::UniformType::Vec4); // Create program from shaders. bgfx::ProgramHandle program = loadProgram("vs_mesh", "fs_mesh"); Mesh* mesh = meshLoad("meshes/bunny.bin"); int64_t timeOffset = bx::getHPCounter(); while (!entry::processEvents(width, height, debug, reset) ) { // 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::submit(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; float time = (float)( (bx::getHPCounter()-timeOffset)/double(bx::getHPFrequency() ) ); bgfx::setUniform(u_time, &time); // Use debug font to print information about this example. bgfx::dbgTextClear(); bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/04-mesh"); bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Loading meshes."); bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs); float at[3] = { 0.0f, 1.0f, 0.0f }; float eye[3] = { 0.0f, 1.0f, -2.5f }; // Set view and projection matrix for view 0. const bgfx::HMD* hmd = bgfx::getHMD(); if (NULL != hmd && 0 != (hmd->flags & BGFX_HMD_RENDERING) ) { float view[16]; bx::mtxQuatTranslationHMD(view, hmd->eye[0].rotation, eye); float proj[16]; bx::mtxProj(proj, hmd->eye[0].fov, 0.1f, 100.0f); bgfx::setViewTransform(0, view, proj); // Set view 0 default viewport. // // Use HMD's width/height since HMD's internal frame buffer size // might be much larger than window size. bgfx::setViewRect(0, 0, 0, hmd->width, hmd->height); } else { float view[16]; bx::mtxLookAt(view, eye, at); float proj[16]; bx::mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f); bgfx::setViewTransform(0, view, proj); // Set view 0 default viewport. bgfx::setViewRect(0, 0, 0, width, height); } float mtx[16]; bx::mtxRotateXY(mtx , 0.0f , time*0.37f ); meshSubmit(mesh, 0, program, mtx); // Advance to next frame. Rendering thread will be kicked to // process submitted rendering primitives. bgfx::frame(); } meshUnload(mesh); // Cleanup. bgfx::destroyProgram(program); bgfx::destroyUniform(u_time); // Shutdown bgfx. bgfx::shutdown(); return 0; }
int _main_(int _argc, char** _argv) { Args args(_argc, _argv); uint32_t width = 1280; uint32_t height = 720; uint32_t debug = BGFX_DEBUG_TEXT; uint32_t reset = BGFX_RESET_VSYNC; bgfx::init(args.m_type, args.m_pciId); bgfx::reset(width, height, reset); bgfx::RendererType::Enum renderer = bgfx::getRendererType(); bool flipV = false || renderer == bgfx::RendererType::OpenGL || renderer == bgfx::RendererType::OpenGLES ; // Enable debug text. bgfx::setDebug(debug); // Uniforms. bgfx::UniformHandle u_shadowMap = bgfx::createUniform("u_shadowMap", bgfx::UniformType::Int1); bgfx::UniformHandle u_lightPos = bgfx::createUniform("u_lightPos", bgfx::UniformType::Vec4); bgfx::UniformHandle u_lightMtx = bgfx::createUniform("u_lightMtx", bgfx::UniformType::Mat4); // Vertex declarations. bgfx::VertexDecl PosNormalDecl; PosNormalDecl.begin() .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float) .add(bgfx::Attrib::Normal, 4, bgfx::AttribType::Uint8, true, true) .end(); // Meshes. Mesh* bunny = meshLoad("meshes/bunny.bin"); Mesh* cube = meshLoad("meshes/cube.bin"); Mesh* hollowcube = meshLoad("meshes/hollowcube.bin"); bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer( bgfx::makeRef(s_hplaneVertices, sizeof(s_hplaneVertices) ) , PosNormalDecl ); bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer( bgfx::makeRef(s_planeIndices, sizeof(s_planeIndices) ) ); // Render targets. uint16_t shadowMapSize = 512; // 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); bgfx::ProgramHandle progShadow; bgfx::ProgramHandle progMesh; bgfx::TextureHandle shadowMapTexture; bgfx::FrameBufferHandle shadowMapFB; if (shadowSamplerSupported) { // Depth textures and shadow samplers are supported. progShadow = loadProgram("vs_sms_shadow", "fs_sms_shadow"); progMesh = loadProgram("vs_sms_mesh", "fs_sms_mesh"); shadowMapTexture = bgfx::createTexture2D(shadowMapSize, shadowMapSize, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_COMPARE_LEQUAL); bgfx::TextureHandle fbtextures[] = { shadowMapTexture }; 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. progShadow = loadProgram("vs_sms_shadow_pd", "fs_sms_shadow_pd"); progMesh = loadProgram("vs_sms_mesh", "fs_sms_mesh_pd"); shadowMapTexture = bgfx::createTexture2D(shadowMapSize, shadowMapSize, 1, bgfx::TextureFormat::BGRA8, BGFX_TEXTURE_RT); bgfx::TextureHandle fbtextures[] = { shadowMapTexture, bgfx::createTexture2D(shadowMapSize, shadowMapSize, 1, bgfx::TextureFormat::D16, BGFX_TEXTURE_RT_BUFFER_ONLY), }; shadowMapFB = bgfx::createFrameBuffer(BX_COUNTOF(fbtextures), fbtextures, true); } MeshState* state[2]; state[0] = meshStateCreate(); state[0]->m_state = 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 ; state[0]->m_program = progShadow; state[0]->m_viewId = RENDER_SHADOW_PASS_ID; state[0]->m_numTextures = 0; state[1] = meshStateCreate(); state[1]->m_state = 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 ; state[1]->m_program = progMesh; state[1]->m_viewId = RENDER_SCENE_PASS_ID; state[1]->m_numTextures = 1; state[1]->m_textures[0].m_flags = UINT32_MAX; state[1]->m_textures[0].m_stage = 0; state[1]->m_textures[0].m_sampler = u_shadowMap; state[1]->m_textures[0].m_texture = shadowMapTexture; // Set view and projection matrices. float view[16]; float proj[16]; float eye[3] = { 0.0f, 30.0f, -60.0f }; float at[3] = { 0.0f, 5.0f, 0.0f }; bx::mtxLookAt(view, eye, at); const float aspect = float(int32_t(width) ) / float(int32_t(height) ); bx::mtxProj(proj, 60.0f, aspect, 0.1f, 1000.0f, flipV); // Time acumulators. float timeAccumulatorLight = 0.0f; float timeAccumulatorScene = 0.0f; entry::MouseState mouseState; while (!entry::processEvents(width, height, debug, reset, &mouseState) ) { // Time. 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; const float deltaTime = float(frameTime/freq); // Update time accumulators. timeAccumulatorLight += deltaTime; timeAccumulatorScene += deltaTime; // Use debug font to print information about this example. bgfx::dbgTextClear(); bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/15-shadowmaps-simple"); bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Shadow maps example (technique: %s).", shadowSamplerSupported ? "depth texture and shadow samplers" : "shadow depth packed into color texture"); bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs); // Setup lights. float lightPos[4]; lightPos[0] = -cosf(timeAccumulatorLight); lightPos[1] = -1.0f; lightPos[2] = -sinf(timeAccumulatorLight); lightPos[3] = 0.0f; bgfx::setUniform(u_lightPos, lightPos); // Setup instance matrices. float mtxFloor[16]; bx::mtxSRT(mtxFloor , 30.0f, 30.0f, 30.0f , 0.0f, 0.0f, 0.0f , 0.0f, 0.0f, 0.0f ); float mtxBunny[16]; bx::mtxSRT(mtxBunny , 5.0f, 5.0f, 5.0f , 0.0f, bx::pi - timeAccumulatorScene, 0.0f , 15.0f, 5.0f, 0.0f ); float mtxHollowcube[16]; bx::mtxSRT(mtxHollowcube , 2.5f, 2.5f, 2.5f , 0.0f, 1.56f - timeAccumulatorScene, 0.0f , 0.0f, 10.0f, 0.0f ); float mtxCube[16]; bx::mtxSRT(mtxCube , 2.5f, 2.5f, 2.5f , 0.0f, 1.56f - timeAccumulatorScene, 0.0f , -15.0f, 5.0f, 0.0f ); // Define matrices. float lightView[16]; float lightProj[16]; eye[0] = -lightPos[0]; eye[1] = -lightPos[1]; eye[2] = -lightPos[2]; at[0] = 0.0f; at[1] = 0.0f; at[2] = 0.0f; bx::mtxLookAt(lightView, eye, at); const float area = 30.0f; bx::mtxOrtho(lightProj, -area, area, -area, area, -100.0f, 100.0f); bgfx::setViewRect(RENDER_SHADOW_PASS_ID, 0, 0, shadowMapSize, shadowMapSize); bgfx::setViewFrameBuffer(RENDER_SHADOW_PASS_ID, shadowMapFB); bgfx::setViewTransform(RENDER_SHADOW_PASS_ID, lightView, lightProj); bgfx::setViewRect(RENDER_SCENE_PASS_ID, 0, 0, width, height); bgfx::setViewTransform(RENDER_SCENE_PASS_ID, view, proj); // Clear backbuffer and shadowmap framebuffer at beginning. bgfx::setViewClear(RENDER_SHADOW_PASS_ID , BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH , 0x303030ff, 1.0f, 0 ); bgfx::setViewClear(RENDER_SCENE_PASS_ID , BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH , 0x303030ff, 1.0f, 0 ); // Render. float mtxShadow[16]; float lightMtx[16]; 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, lightProj, mtxCrop); bx::mtxMul(mtxShadow, lightView, mtxTmp); // Floor. bx::mtxMul(lightMtx, mtxFloor, mtxShadow); uint32_t cached = bgfx::setTransform(mtxFloor); for (uint32_t pass = 0; pass < 2; ++pass) { const MeshState& st = *state[pass]; bgfx::setTransform(cached); for (uint8_t tex = 0; tex < st.m_numTextures; ++tex) { const MeshState::Texture& texture = st.m_textures[tex]; bgfx::setTexture(texture.m_stage , texture.m_sampler , texture.m_texture , texture.m_flags ); } bgfx::setUniform(u_lightMtx, lightMtx); bgfx::setIndexBuffer(ibh); bgfx::setVertexBuffer(vbh); bgfx::setState(st.m_state); bgfx::submit(st.m_viewId, st.m_program); } // Bunny. bx::mtxMul(lightMtx, mtxBunny, mtxShadow); bgfx::setUniform(u_lightMtx, lightMtx); meshSubmit(bunny, &state[0], 1, mtxBunny); bgfx::setUniform(u_lightMtx, lightMtx); meshSubmit(bunny, &state[1], 1, mtxBunny); // Hollow cube. bx::mtxMul(lightMtx, mtxHollowcube, mtxShadow); bgfx::setUniform(u_lightMtx, lightMtx); meshSubmit(hollowcube, &state[0], 1, mtxHollowcube); bgfx::setUniform(u_lightMtx, lightMtx); meshSubmit(hollowcube, &state[1], 1, mtxHollowcube); // Cube. bx::mtxMul(lightMtx, mtxCube, mtxShadow); bgfx::setUniform(u_lightMtx, lightMtx); meshSubmit(cube, &state[0], 1, mtxCube); bgfx::setUniform(u_lightMtx, lightMtx); meshSubmit(cube, &state[1], 1, mtxCube); // Advance to next frame. Rendering thread will be kicked to // process submitted rendering primitives. bgfx::frame(); } meshUnload(bunny); meshUnload(cube); meshUnload(hollowcube); meshStateDestroy(state[0]); meshStateDestroy(state[1]); bgfx::destroyVertexBuffer(vbh); bgfx::destroyIndexBuffer(ibh); bgfx::destroyProgram(progShadow); bgfx::destroyProgram(progMesh); bgfx::destroyFrameBuffer(shadowMapFB); bgfx::destroyUniform(u_shadowMap); bgfx::destroyUniform(u_lightPos); bgfx::destroyUniform(u_lightMtx); // Shutdown bgfx. bgfx::shutdown(); return 0; }