Пример #1
0
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();
	}
Пример #2
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 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;
}
Пример #3
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;
}
Пример #4
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;
}
Пример #5
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;
}
Пример #6
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;
}