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author Miodrag Milanovic <mmicko@gmail.com>2015-02-01 10:14:17 +0100
committer Miodrag Milanovic <mmicko@gmail.com>2015-02-01 10:14:17 +0100
commitb3303c3a32b94b61f82e739d8d494752047f11c1 (patch)
tree1383c753eaebdfa039f1768f55c96fe800ce020f /3rdparty/bgfx/examples/21-deferred/deferred.cpp
parent09b6ec9869349cf9befd8c3589f1dccb32bacd1a (diff)
Added BGFX latest code to 3rdparty (nw)
Diffstat (limited to '3rdparty/bgfx/examples/21-deferred/deferred.cpp')
-rw-r--r--3rdparty/bgfx/examples/21-deferred/deferred.cpp739
1 files changed, 739 insertions, 0 deletions
diff --git a/3rdparty/bgfx/examples/21-deferred/deferred.cpp b/3rdparty/bgfx/examples/21-deferred/deferred.cpp
new file mode 100644
index 00000000000..1c472b6010d
--- /dev/null
+++ b/3rdparty/bgfx/examples/21-deferred/deferred.cpp
@@ -0,0 +1,739 @@
+/*
+ * Copyright 2011-2015 Branimir Karadzic. All rights reserved.
+ * License: http://www.opensource.org/licenses/BSD-2-Clause
+ */
+
+#include "common.h"
+#include "bgfx_utils.h"
+#include "imgui/imgui.h"
+#include "camera.h"
+#include "bounds.h"
+
+#define RENDER_PASS_GEOMETRY_ID 0
+#define RENDER_PASS_LIGHT_ID 1
+#define RENDER_PASS_COMBINE_ID 2
+#define RENDER_PASS_DEBUG_LIGHTS_ID 3
+#define RENDER_PASS_DEBUG_GBUFFER_ID 4
+
+static bool s_originBottomLeft = false;
+
+inline void mtxProj(float* _result, float _fovy, float _aspect, float _near, float _far)
+{
+ bx::mtxProj(_result, _fovy, _aspect, _near, _far, s_originBottomLeft);
+}
+
+struct PosNormalTangentTexcoordVertex
+{
+ float m_x;
+ float m_y;
+ float m_z;
+ uint32_t m_normal;
+ uint32_t m_tangent;
+ int16_t m_u;
+ int16_t m_v;
+
+ static void init()
+ {
+ ms_decl
+ .begin()
+ .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
+ .add(bgfx::Attrib::Normal, 4, bgfx::AttribType::Uint8, true, true)
+ .add(bgfx::Attrib::Tangent, 4, bgfx::AttribType::Uint8, true, true)
+ .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Int16, true, true)
+ .end();
+ }
+
+ static bgfx::VertexDecl ms_decl;
+};
+
+bgfx::VertexDecl PosNormalTangentTexcoordVertex::ms_decl;
+
+struct PosTexCoord0Vertex
+{
+ float m_x;
+ float m_y;
+ float m_z;
+ float m_u;
+ float m_v;
+
+ static void init()
+ {
+ ms_decl
+ .begin()
+ .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
+ .add(bgfx::Attrib::TexCoord0, 2, bgfx::AttribType::Float)
+ .end();
+ }
+
+ static bgfx::VertexDecl ms_decl;
+};
+
+bgfx::VertexDecl PosTexCoord0Vertex::ms_decl;
+
+struct DebugVertex
+{
+ float m_x;
+ float m_y;
+ float m_z;
+ uint32_t m_abgr;
+
+ static void init()
+ {
+ ms_decl
+ .begin()
+ .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
+ .add(bgfx::Attrib::Color0, 4, bgfx::AttribType::Uint8, true)
+ .end();
+ }
+
+ static bgfx::VertexDecl ms_decl;
+};
+
+bgfx::VertexDecl DebugVertex::ms_decl;
+
+uint32_t packUint32(uint8_t _x, uint8_t _y, uint8_t _z, uint8_t _w)
+{
+ union
+ {
+ uint32_t ui32;
+ uint8_t arr[4];
+ } un;
+
+ un.arr[0] = _x;
+ un.arr[1] = _y;
+ un.arr[2] = _z;
+ un.arr[3] = _w;
+
+ return un.ui32;
+}
+
+uint32_t packF4u(float _x, float _y = 0.0f, float _z = 0.0f, float _w = 0.0f)
+{
+ const uint8_t xx = uint8_t(_x*127.0f + 128.0f);
+ const uint8_t yy = uint8_t(_y*127.0f + 128.0f);
+ const uint8_t zz = uint8_t(_z*127.0f + 128.0f);
+ const uint8_t ww = uint8_t(_w*127.0f + 128.0f);
+ return packUint32(xx, yy, zz, ww);
+}
+
+static PosNormalTangentTexcoordVertex s_cubeVertices[24] =
+{
+ {-1.0f, 1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f), 0, 0, 0 },
+ { 1.0f, 1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f), 0, 0x7fff, 0 },
+ {-1.0f, -1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f), 0, 0, 0x7fff },
+ { 1.0f, -1.0f, 1.0f, packF4u( 0.0f, 0.0f, 1.0f), 0, 0x7fff, 0x7fff },
+ {-1.0f, 1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f), 0, 0, 0 },
+ { 1.0f, 1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f), 0, 0x7fff, 0 },
+ {-1.0f, -1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f), 0, 0, 0x7fff },
+ { 1.0f, -1.0f, -1.0f, packF4u( 0.0f, 0.0f, -1.0f), 0, 0x7fff, 0x7fff },
+ {-1.0f, 1.0f, 1.0f, packF4u( 0.0f, 1.0f, 0.0f), 0, 0, 0 },
+ { 1.0f, 1.0f, 1.0f, packF4u( 0.0f, 1.0f, 0.0f), 0, 0x7fff, 0 },
+ {-1.0f, 1.0f, -1.0f, packF4u( 0.0f, 1.0f, 0.0f), 0, 0, 0x7fff },
+ { 1.0f, 1.0f, -1.0f, packF4u( 0.0f, 1.0f, 0.0f), 0, 0x7fff, 0x7fff },
+ {-1.0f, -1.0f, 1.0f, packF4u( 0.0f, -1.0f, 0.0f), 0, 0, 0 },
+ { 1.0f, -1.0f, 1.0f, packF4u( 0.0f, -1.0f, 0.0f), 0, 0x7fff, 0 },
+ {-1.0f, -1.0f, -1.0f, packF4u( 0.0f, -1.0f, 0.0f), 0, 0, 0x7fff },
+ { 1.0f, -1.0f, -1.0f, packF4u( 0.0f, -1.0f, 0.0f), 0, 0x7fff, 0x7fff },
+ { 1.0f, -1.0f, 1.0f, packF4u( 1.0f, 0.0f, 0.0f), 0, 0, 0 },
+ { 1.0f, 1.0f, 1.0f, packF4u( 1.0f, 0.0f, 0.0f), 0, 0x7fff, 0 },
+ { 1.0f, -1.0f, -1.0f, packF4u( 1.0f, 0.0f, 0.0f), 0, 0, 0x7fff },
+ { 1.0f, 1.0f, -1.0f, packF4u( 1.0f, 0.0f, 0.0f), 0, 0x7fff, 0x7fff },
+ {-1.0f, -1.0f, 1.0f, packF4u(-1.0f, 0.0f, 0.0f), 0, 0, 0 },
+ {-1.0f, 1.0f, 1.0f, packF4u(-1.0f, 0.0f, 0.0f), 0, 0x7fff, 0 },
+ {-1.0f, -1.0f, -1.0f, packF4u(-1.0f, 0.0f, 0.0f), 0, 0, 0x7fff },
+ {-1.0f, 1.0f, -1.0f, packF4u(-1.0f, 0.0f, 0.0f), 0, 0x7fff, 0x7fff },
+};
+
+static const uint16_t s_cubeIndices[36] =
+{
+ 0, 2, 1,
+ 1, 2, 3,
+ 4, 5, 6,
+ 5, 7, 6,
+
+ 8, 10, 9,
+ 9, 10, 11,
+ 12, 13, 14,
+ 13, 15, 14,
+
+ 16, 18, 17,
+ 17, 18, 19,
+ 20, 21, 22,
+ 21, 23, 22,
+};
+
+void screenSpaceQuad(float _textureWidth, float _textureHeight, float _texelHalf, bool _originBottomLeft, float _width = 1.0f, float _height = 1.0f)
+{
+ if (bgfx::checkAvailTransientVertexBuffer(3, PosTexCoord0Vertex::ms_decl) )
+ {
+ bgfx::TransientVertexBuffer vb;
+ bgfx::allocTransientVertexBuffer(&vb, 3, PosTexCoord0Vertex::ms_decl);
+ PosTexCoord0Vertex* vertex = (PosTexCoord0Vertex*)vb.data;
+
+ const float minx = -_width;
+ const float maxx = _width;
+ const float miny = 0.0f;
+ const float maxy = _height*2.0f;
+
+ const float texelHalfW = _texelHalf/_textureWidth;
+ const float texelHalfH = _texelHalf/_textureHeight;
+ const float minu = -1.0f + texelHalfW;
+ const float maxu = 1.0f + texelHalfH;
+
+ const float zz = 0.0f;
+
+ float minv = texelHalfH;
+ float maxv = 2.0f + texelHalfH;
+
+ if (_originBottomLeft)
+ {
+ float temp = minv;
+ minv = maxv;
+ maxv = temp;
+
+ minv -= 1.0f;
+ maxv -= 1.0f;
+ }
+
+ vertex[0].m_x = minx;
+ vertex[0].m_y = miny;
+ vertex[0].m_z = zz;
+ vertex[0].m_u = minu;
+ vertex[0].m_v = minv;
+
+ vertex[1].m_x = maxx;
+ vertex[1].m_y = miny;
+ vertex[1].m_z = zz;
+ vertex[1].m_u = maxu;
+ vertex[1].m_v = minv;
+
+ vertex[2].m_x = maxx;
+ vertex[2].m_y = maxy;
+ vertex[2].m_z = zz;
+ vertex[2].m_u = maxu;
+ vertex[2].m_v = maxv;
+
+ bgfx::setVertexBuffer(&vb);
+ }
+}
+
+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 clear color palette for index 0
+ bgfx::setClearColor(0, UINT32_C(0x00000000) );
+
+ // Set clear color palette for index 1
+ bgfx::setClearColor(1, UINT32_C(0x303030ff) );
+
+ // Set geometry pass view clear state.
+ bgfx::setViewClear(RENDER_PASS_GEOMETRY_ID
+ , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
+ , 1.0f
+ , 0
+ , 1
+ );
+
+ // Set light pass view clear state.
+ bgfx::setViewClear(RENDER_PASS_LIGHT_ID
+ , BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
+ , 1.0f
+ , 0
+ , 0
+ );
+
+ // Create vertex stream declaration.
+ PosNormalTangentTexcoordVertex::init();
+ PosTexCoord0Vertex::init();
+ DebugVertex::init();
+
+ calcTangents(s_cubeVertices
+ , BX_COUNTOF(s_cubeVertices)
+ , PosNormalTangentTexcoordVertex::ms_decl
+ , s_cubeIndices
+ , BX_COUNTOF(s_cubeIndices)
+ );
+
+ // Create static vertex buffer.
+ bgfx::VertexBufferHandle vbh = bgfx::createVertexBuffer(
+ bgfx::makeRef(s_cubeVertices, sizeof(s_cubeVertices) )
+ , PosNormalTangentTexcoordVertex::ms_decl
+ );
+
+ // Create static index buffer.
+ bgfx::IndexBufferHandle ibh = bgfx::createIndexBuffer(bgfx::makeRef(s_cubeIndices, sizeof(s_cubeIndices) ) );
+
+ // Create texture sampler uniforms.
+ bgfx::UniformHandle s_texColor = bgfx::createUniform("s_texColor", bgfx::UniformType::Uniform1iv);
+ bgfx::UniformHandle s_texNormal = bgfx::createUniform("s_texNormal", bgfx::UniformType::Uniform1iv);
+
+ bgfx::UniformHandle s_albedo = bgfx::createUniform("s_albedo", bgfx::UniformType::Uniform1iv);
+ bgfx::UniformHandle s_normal = bgfx::createUniform("s_normal", bgfx::UniformType::Uniform1iv);
+ bgfx::UniformHandle s_depth = bgfx::createUniform("s_depth", bgfx::UniformType::Uniform1iv);
+ bgfx::UniformHandle s_light = bgfx::createUniform("s_light", bgfx::UniformType::Uniform1iv);
+
+ bgfx::UniformHandle u_mtx = bgfx::createUniform("u_mtx", bgfx::UniformType::Uniform4x4fv);
+ bgfx::UniformHandle u_lightPosRadius = bgfx::createUniform("u_lightPosRadius", bgfx::UniformType::Uniform4fv);
+ bgfx::UniformHandle u_lightRgbInnerR = bgfx::createUniform("u_lightRgbInnerR", bgfx::UniformType::Uniform4fv);
+
+ // Create program from shaders.
+ bgfx::ProgramHandle geomProgram = loadProgram("vs_deferred_geom", "fs_deferred_geom");
+ bgfx::ProgramHandle lightProgram = loadProgram("vs_deferred_light", "fs_deferred_light");
+ bgfx::ProgramHandle combineProgram = loadProgram("vs_deferred_combine", "fs_deferred_combine");
+ bgfx::ProgramHandle debugProgram = loadProgram("vs_deferred_debug", "fs_deferred_debug");
+ bgfx::ProgramHandle lineProgram = loadProgram("vs_deferred_debug_line", "fs_deferred_debug_line");
+
+ // Load diffuse texture.
+ bgfx::TextureHandle textureColor = loadTexture("fieldstone-rgba.dds");
+
+ // Load normal texture.
+ bgfx::TextureHandle textureNormal = loadTexture("fieldstone-n.dds");
+
+ bgfx::TextureHandle gbufferTex[3] = { BGFX_INVALID_HANDLE, BGFX_INVALID_HANDLE, BGFX_INVALID_HANDLE };
+ bgfx::FrameBufferHandle gbuffer = BGFX_INVALID_HANDLE;
+ bgfx::FrameBufferHandle lightBuffer = BGFX_INVALID_HANDLE;
+
+ // Imgui.
+ imguiCreate();
+
+ const int64_t timeOffset = bx::getHPCounter();
+ const bgfx::RendererType::Enum renderer = bgfx::getRendererType();
+ const float texelHalf = bgfx::RendererType::Direct3D9 == renderer ? 0.5f : 0.0f;
+ s_originBottomLeft = bgfx::RendererType::OpenGL == renderer || bgfx::RendererType::OpenGLES == renderer;
+
+ // Get renderer capabilities info.
+ const bgfx::Caps* caps = bgfx::getCaps();
+
+ uint32_t oldWidth = 0;
+ uint32_t oldHeight = 0;
+ uint32_t oldReset = reset;
+
+ int32_t scrollArea = 0;
+ int32_t numLights = 512;
+ float lightAnimationSpeed = 0.3f;
+ bool animateMesh = true;
+ bool showScissorRects = false;
+ bool showGBuffer = true;
+
+ float view[16];
+ float initialPos[3] = { 0.0f, 0.0f, -15.0f };
+ cameraCreate();
+ cameraSetPosition(initialPos);
+ cameraSetVerticalAngle(0.0f);
+ cameraGetViewMtx(view);
+
+ entry::MouseState mouseState;
+ while (!entry::processEvents(width, height, debug, reset, &mouseState) )
+ {
+ 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);
+
+ float time = (float)( (now-timeOffset)/freq);
+
+ // Use debug font to print information about this example.
+ bgfx::dbgTextClear();
+ bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/21-deferred");
+ bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: MRT rendering and deferred shading.");
+ bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
+
+ if (2 > caps->maxFBAttachments)
+ {
+ // When multiple render targets (MRT) is not supported by GPU,
+ // implement alternative code path that doesn't use MRT.
+ bool blink = uint32_t(time*3.0f)&1;
+ bgfx::dbgTextPrintf(0, 5, blink ? 0x1f : 0x01, " MRT not supported by GPU. ");
+
+ // 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);
+ }
+ else
+ {
+ if (oldWidth != width
+ || oldHeight != height
+ || oldReset != reset
+ || !bgfx::isValid(gbuffer) )
+ {
+ // Recreate variable size render targets when resolution changes.
+ oldWidth = width;
+ oldHeight = height;
+ oldReset = reset;
+
+ if (bgfx::isValid(gbuffer) )
+ {
+ bgfx::destroyFrameBuffer(gbuffer);
+ }
+
+ const uint32_t samplerFlags = 0
+ | BGFX_TEXTURE_RT
+ | BGFX_TEXTURE_MIN_POINT
+ | BGFX_TEXTURE_MAG_POINT
+ | BGFX_TEXTURE_MIP_POINT
+ | BGFX_TEXTURE_U_CLAMP
+ | BGFX_TEXTURE_V_CLAMP
+ ;
+ gbufferTex[0] = bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::BGRA8, samplerFlags);
+ gbufferTex[1] = bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::BGRA8, samplerFlags);
+ gbufferTex[2] = bgfx::createTexture2D(width, height, 1, bgfx::TextureFormat::D24, samplerFlags);
+ gbuffer = bgfx::createFrameBuffer(BX_COUNTOF(gbufferTex), gbufferTex, true);
+
+ if (bgfx::isValid(lightBuffer) )
+ {
+ bgfx::destroyFrameBuffer(lightBuffer);
+ }
+
+ lightBuffer = bgfx::createFrameBuffer(width, height, bgfx::TextureFormat::BGRA8, samplerFlags);
+ }
+
+ 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("Num lights", numLights, 1, 2048);
+
+ if (imguiCheck("Show G-Buffer.", showGBuffer) )
+ {
+ showGBuffer = !showGBuffer;
+ }
+
+ if (imguiCheck("Show light scissor.", showScissorRects) )
+ {
+ showScissorRects = !showScissorRects;
+ }
+
+ if (imguiCheck("Animate mesh.", animateMesh) )
+ {
+ animateMesh = !animateMesh;
+ }
+
+ imguiSlider("Lights animation speed", lightAnimationSpeed, 0.0f, 0.4f, 0.01f);
+
+ imguiEndScrollArea();
+ imguiEndFrame();
+
+ // Update camera.
+ cameraUpdate(deltaTime, mouseState);
+ cameraGetViewMtx(view);
+
+ // Setup views
+ float vp[16];
+ float invMvp[16];
+ {
+ bgfx::setViewRect(RENDER_PASS_GEOMETRY_ID, 0, 0, width, height);
+ bgfx::setViewRect(RENDER_PASS_LIGHT_ID, 0, 0, width, height);
+ bgfx::setViewRect(RENDER_PASS_COMBINE_ID, 0, 0, width, height);
+ bgfx::setViewRect(RENDER_PASS_DEBUG_LIGHTS_ID, 0, 0, width, height);
+ bgfx::setViewRect(RENDER_PASS_DEBUG_GBUFFER_ID, 0, 0, width, height);
+
+ bgfx::setViewFrameBuffer(RENDER_PASS_LIGHT_ID, lightBuffer);
+
+ float proj[16];
+ mtxProj(proj, 60.0f, float(width)/float(height), 0.1f, 100.0f);
+
+ bgfx::setViewFrameBuffer(RENDER_PASS_GEOMETRY_ID, gbuffer);
+ bgfx::setViewTransform(RENDER_PASS_GEOMETRY_ID, view, proj);
+
+ bx::mtxMul(vp, view, proj);
+ bx::mtxInverse(invMvp, vp);
+
+ bx::mtxOrtho(proj, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 100.0f);
+ bgfx::setViewTransform(RENDER_PASS_LIGHT_ID, NULL, proj);
+ bgfx::setViewTransform(RENDER_PASS_COMBINE_ID, NULL, proj);
+
+ const float aspectRatio = float(height)/float(width);
+ const float size = 10.0f;
+ bx::mtxOrtho(proj, -size, size, size*aspectRatio, -size*aspectRatio, 0.0f, 1000.0f);
+ bgfx::setViewTransform(RENDER_PASS_DEBUG_GBUFFER_ID, NULL, proj);
+
+ bx::mtxOrtho(proj, 0.0f, (float)width, 0.0f, (float)height, 0.0f, 1000.0f);
+ bgfx::setViewTransform(RENDER_PASS_DEBUG_LIGHTS_ID, NULL, proj);
+ }
+
+ const uint32_t dim = 11;
+ const float offset = (float(dim-1) * 3.0f) * 0.5f;
+
+ // Draw into geometry pass.
+ for (uint32_t yy = 0; yy < dim; ++yy)
+ {
+ for (uint32_t xx = 0; xx < dim; ++xx)
+ {
+ float mtx[16];
+ if (animateMesh)
+ {
+ bx::mtxRotateXY(mtx, time*1.023f + xx*0.21f, time*0.03f + yy*0.37f);
+ }
+ else
+ {
+ bx::mtxIdentity(mtx);
+ }
+ mtx[12] = -offset + float(xx)*3.0f;
+ mtx[13] = -offset + float(yy)*3.0f;
+ mtx[14] = 0.0f;
+
+ // Set transform for draw call.
+ bgfx::setTransform(mtx);
+
+ // Set vertex and fragment shaders.
+ bgfx::setProgram(geomProgram);
+
+ // Set vertex and index buffer.
+ bgfx::setVertexBuffer(vbh);
+ bgfx::setIndexBuffer(ibh);
+
+ // Bind textures.
+ bgfx::setTexture(0, s_texColor, textureColor);
+ bgfx::setTexture(1, s_texNormal, textureNormal);
+
+ // Set render states.
+ bgfx::setState(0
+ | BGFX_STATE_RGB_WRITE
+ | BGFX_STATE_ALPHA_WRITE
+ | BGFX_STATE_DEPTH_WRITE
+ | BGFX_STATE_DEPTH_TEST_LESS
+ | BGFX_STATE_MSAA
+ );
+
+ // Submit primitive for rendering to view 0.
+ bgfx::submit(RENDER_PASS_GEOMETRY_ID);
+ }
+ }
+
+ // Draw lights into light buffer.
+ for (int32_t light = 0; light < numLights; ++light)
+ {
+ Sphere lightPosRadius;
+
+ float lightTime = time * lightAnimationSpeed * (sin(light/float(numLights) * bx::piHalf ) * 0.5f + 0.5f);
+ lightPosRadius.m_center[0] = sin( ( (lightTime + light*0.47f) + bx::piHalf*1.37f ) )*offset;
+ lightPosRadius.m_center[1] = cos( ( (lightTime + light*0.69f) + bx::piHalf*1.49f ) )*offset;
+ lightPosRadius.m_center[2] = sin( ( (lightTime + light*0.37f) + bx::piHalf*1.57f ) )*2.0f;
+ lightPosRadius.m_radius = 2.0f;
+
+ Aabb aabb;
+ sphereToAabb(aabb, lightPosRadius);
+
+ float box[8][3] =
+ {
+ { aabb.m_min[0], aabb.m_min[1], aabb.m_min[2] },
+ { aabb.m_min[0], aabb.m_min[1], aabb.m_max[2] },
+ { aabb.m_min[0], aabb.m_max[1], aabb.m_min[2] },
+ { aabb.m_min[0], aabb.m_max[1], aabb.m_max[2] },
+ { aabb.m_max[0], aabb.m_min[1], aabb.m_min[2] },
+ { aabb.m_max[0], aabb.m_min[1], aabb.m_max[2] },
+ { aabb.m_max[0], aabb.m_max[1], aabb.m_min[2] },
+ { aabb.m_max[0], aabb.m_max[1], aabb.m_max[2] },
+ };
+
+ float xyz[3];
+ bx::vec3MulMtxH(xyz, box[0], vp);
+ float minx = xyz[0];
+ float miny = xyz[1];
+ float maxx = xyz[0];
+ float maxy = xyz[1];
+ float maxz = xyz[2];
+
+ for (uint32_t ii = 1; ii < 8; ++ii)
+ {
+ bx::vec3MulMtxH(xyz, box[ii], vp);
+ minx = bx::fmin(minx, xyz[0]);
+ miny = bx::fmin(miny, xyz[1]);
+ maxx = bx::fmax(maxx, xyz[0]);
+ maxy = bx::fmax(maxy, xyz[1]);
+ maxz = bx::fmax(maxz, xyz[2]);
+ }
+
+ // Cull light if it's fully behind camera.
+ if (maxz >= 0.0f)
+ {
+ float x0 = bx::fclamp( (minx * 0.5f + 0.5f) * width, 0.0f, (float)width);
+ float y0 = bx::fclamp( (miny * 0.5f + 0.5f) * height, 0.0f, (float)height);
+ float x1 = bx::fclamp( (maxx * 0.5f + 0.5f) * width, 0.0f, (float)width);
+ float y1 = bx::fclamp( (maxy * 0.5f + 0.5f) * height, 0.0f, (float)height);
+
+ if (showScissorRects)
+ {
+ bgfx::TransientVertexBuffer tvb;
+ bgfx::TransientIndexBuffer tib;
+ if (bgfx::allocTransientBuffers(&tvb, DebugVertex::ms_decl, 4, &tib, 8) )
+ {
+ uint32_t abgr = 0x8000ff00;
+
+ DebugVertex* vertex = (DebugVertex*)tvb.data;
+ vertex->m_x = x0;
+ vertex->m_y = y0;
+ vertex->m_z = 0.0f;
+ vertex->m_abgr = abgr;
+ ++vertex;
+
+ vertex->m_x = x1;
+ vertex->m_y = y0;
+ vertex->m_z = 0.0f;
+ vertex->m_abgr = abgr;
+ ++vertex;
+
+ vertex->m_x = x1;
+ vertex->m_y = y1;
+ vertex->m_z = 0.0f;
+ vertex->m_abgr = abgr;
+ ++vertex;
+
+ vertex->m_x = x0;
+ vertex->m_y = y1;
+ vertex->m_z = 0.0f;
+ vertex->m_abgr = abgr;
+
+ uint16_t* indices = (uint16_t*)tib.data;
+ *indices++ = 0;
+ *indices++ = 1;
+ *indices++ = 1;
+ *indices++ = 2;
+ *indices++ = 2;
+ *indices++ = 3;
+ *indices++ = 3;
+ *indices++ = 0;
+
+ bgfx::setProgram(lineProgram);
+ bgfx::setVertexBuffer(&tvb);
+ bgfx::setIndexBuffer(&tib);
+ bgfx::setState(0
+ | BGFX_STATE_RGB_WRITE
+ | BGFX_STATE_PT_LINES
+ | BGFX_STATE_BLEND_ALPHA
+ );
+ bgfx::submit(RENDER_PASS_DEBUG_LIGHTS_ID);
+ }
+ }
+
+ uint8_t val = light&7;
+ float lightRgbInnerR[4] =
+ {
+ val & 0x1 ? 1.0f : 0.25f,
+ val & 0x2 ? 1.0f : 0.25f,
+ val & 0x4 ? 1.0f : 0.25f,
+ 0.8f,
+ };
+
+ // Draw light.
+ bgfx::setUniform(u_lightPosRadius, &lightPosRadius);
+ bgfx::setUniform(u_lightRgbInnerR, lightRgbInnerR);
+ bgfx::setUniform(u_mtx, invMvp);
+ const uint16_t scissorHeight = uint16_t(y1-y0);
+ bgfx::setScissor(uint16_t(x0), height-scissorHeight-uint16_t(y0), uint16_t(x1-x0), scissorHeight);
+ bgfx::setTexture(0, s_normal, gbuffer, 1);
+ bgfx::setTexture(1, s_depth, gbuffer, 2);
+ bgfx::setProgram(lightProgram);
+ bgfx::setState(0
+ | BGFX_STATE_RGB_WRITE
+ | BGFX_STATE_ALPHA_WRITE
+ | BGFX_STATE_BLEND_ADD
+ );
+ screenSpaceQuad( (float)width, (float)height, texelHalf, s_originBottomLeft);
+ bgfx::submit(RENDER_PASS_LIGHT_ID);
+ }
+ }
+
+ // Combine color and light buffers.
+ bgfx::setTexture(0, s_albedo, gbuffer, 0);
+ bgfx::setTexture(1, s_light, lightBuffer, 0);
+ bgfx::setProgram(combineProgram);
+ bgfx::setState(0
+ | BGFX_STATE_RGB_WRITE
+ | BGFX_STATE_ALPHA_WRITE
+ );
+ screenSpaceQuad( (float)width, (float)height, texelHalf, s_originBottomLeft);
+ bgfx::submit(RENDER_PASS_COMBINE_ID);
+
+ if (showGBuffer)
+ {
+ const float aspectRatio = float(width)/float(height);
+
+ // Draw debug GBuffer.
+ for (uint32_t ii = 0; ii < BX_COUNTOF(gbufferTex); ++ii)
+ {
+ float mtx[16];
+ bx::mtxSRT(mtx
+ , aspectRatio, 1.0f, 1.0f
+ , 0.0f, 0.0f, 0.0f
+ , -7.9f - BX_COUNTOF(gbufferTex)*0.1f*0.5f + ii*2.1f*aspectRatio, 4.0f, 0.0f
+ );
+
+ bgfx::setTransform(mtx);
+ bgfx::setProgram(debugProgram);
+ bgfx::setVertexBuffer(vbh);
+ bgfx::setIndexBuffer(ibh, 0, 6);
+ bgfx::setTexture(0, s_texColor, gbufferTex[ii]);
+ bgfx::setState(BGFX_STATE_RGB_WRITE);
+ bgfx::submit(RENDER_PASS_DEBUG_GBUFFER_ID);
+ }
+ }
+ }
+
+ // Advance to next frame. Rendering thread will be kicked to
+ // process submitted rendering primitives.
+ bgfx::frame();
+ }
+
+ // Cleanup.
+ cameraDestroy();
+ imguiDestroy();
+
+ if (bgfx::isValid(gbuffer) )
+ {
+ bgfx::destroyFrameBuffer(gbuffer);
+ bgfx::destroyFrameBuffer(lightBuffer);
+ }
+
+ bgfx::destroyIndexBuffer(ibh);
+ bgfx::destroyVertexBuffer(vbh);
+
+ bgfx::destroyProgram(geomProgram);
+ bgfx::destroyProgram(lightProgram);
+ bgfx::destroyProgram(combineProgram);
+ bgfx::destroyProgram(debugProgram);
+ bgfx::destroyProgram(lineProgram);
+
+ bgfx::destroyTexture(textureColor);
+ bgfx::destroyTexture(textureNormal);
+ bgfx::destroyUniform(s_texColor);
+ bgfx::destroyUniform(s_texNormal);
+
+ bgfx::destroyUniform(s_albedo);
+ bgfx::destroyUniform(s_normal);
+ bgfx::destroyUniform(s_depth);
+ bgfx::destroyUniform(s_light);
+
+ bgfx::destroyUniform(u_lightPosRadius);
+ bgfx::destroyUniform(u_lightRgbInnerR);
+ bgfx::destroyUniform(u_mtx);
+
+ // Shutdown bgfx.
+ bgfx::shutdown();
+
+ return 0;
+}