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author Julian Sikorski <belegdol+github@gmail.com>2019-10-13 13:50:38 +0200
committer R. Belmont <rb6502@users.noreply.github.com>2019-10-13 07:50:38 -0400
commit0837e7451a84f95c29dbdb9bd6b8b931fee1635d (patch)
tree626bcbd250a7fbebdf5958a288d2f438d4f9fb5a /3rdparty/bgfx/examples/30-picking/picking.cpp
parentc913ccb59d713ce0b91135520719ac5385e54358 (diff)
WIP: sync bgfx, bx and bimg with latest upstream (#5723)
* Sync with bgfx upstream revision b91d0b6 * Sync with bx upstream revision d60912b * Sync with bimg upstream revision bd81f60 * Add astc-codec decoder * Rename VertexDecl to VertexLayout * Rename UniformType enum Int1 to Sampler. * Add NVN stub * Fix unused-const-variable error on macOS * Drop redundant explicit language parameters buildoptions_cpp are only applied to c++ files and buildoptions_objcpp are only applied to objective c++ files. As such, hardcoding -x offers no benefit while preventing overrides (such as one needed by 3rdparty/bgfx/src/renderer_vk.cpp on macOS) from working. * Re-introduce -x c++ in places where C code is compiled as C++ to prevent clang from throwing a warning * Build bgfx as Objective-C++ on macOS It is needed due to included headers * Enable Direct3D12 and Vulkan bgfx rendering backends * Enable building of spirv shaders * Properly escape /c in cmd call * Comment out dx12 bgfx renderer * Honor VERBOSE setting during shaders build * Only invert hlsl shader XYZ_TO_sRGB matrix for opengl * Add spirv shaders * OpenGL ES needs transposed matrix too * Metal needs transposed matrix as well
Diffstat (limited to '3rdparty/bgfx/examples/30-picking/picking.cpp')
-rw-r--r--3rdparty/bgfx/examples/30-picking/picking.cpp22
1 files changed, 11 insertions, 11 deletions
diff --git a/3rdparty/bgfx/examples/30-picking/picking.cpp b/3rdparty/bgfx/examples/30-picking/picking.cpp
index 7847e1ba406..0b9d7484670 100644
--- a/3rdparty/bgfx/examples/30-picking/picking.cpp
+++ b/3rdparty/bgfx/examples/30-picking/picking.cpp
@@ -21,8 +21,8 @@ namespace
class ExamplePicking : public entry::AppI
{
public:
- ExamplePicking(const char* _name, const char* _description)
- : entry::AppI(_name, _description)
+ ExamplePicking(const char* _name, const char* _description, const char* _url)
+ : entry::AppI(_name, _description, _url)
{
}
@@ -268,17 +268,12 @@ public:
float mouseXNDC = ( m_mouseState.m_mx / (float)m_width ) * 2.0f - 1.0f;
float mouseYNDC = ((m_height - m_mouseState.m_my) / (float)m_height) * 2.0f - 1.0f;
- float pickEye[3];
- float mousePosNDC[3] = { mouseXNDC, mouseYNDC, 0.0f };
- bx::vec3MulMtxH(pickEye, mousePosNDC, invViewProj);
-
- float pickAt[3];
- float mousePosNDCEnd[3] = { mouseXNDC, mouseYNDC, 1.0f };
- bx::vec3MulMtxH(pickAt, mousePosNDCEnd, invViewProj);
+ const bx::Vec3 pickEye = bx::mulH({ mouseXNDC, mouseYNDC, 0.0f }, invViewProj);
+ const bx::Vec3 pickAt = bx::mulH({ mouseXNDC, mouseYNDC, 1.0f }, invViewProj);
// Look at our unprojected point
float pickView[16];
- bx::mtxLookAt(pickView, bx::load(pickEye), bx::load(pickAt) );
+ bx::mtxLookAt(pickView, pickEye, pickAt);
// Tight FOV is best for picking
float pickProj[16];
@@ -447,4 +442,9 @@ public:
} // namespace
-ENTRY_IMPLEMENT_MAIN(ExamplePicking, "30-picking", "Mouse picking via GPU texture readback.");
+ENTRY_IMPLEMENT_MAIN(
+ ExamplePicking
+ , "30-picking"
+ , "Mouse picking via GPU texture readback."
+ , "https://bkaradzic.github.io/bgfx/examples.html#picking"
+ );