diff options
author | 2019-10-13 13:50:38 +0200 | |
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committer | 2019-10-13 07:50:38 -0400 | |
commit | 0837e7451a84f95c29dbdb9bd6b8b931fee1635d (patch) | |
tree | 626bcbd250a7fbebdf5958a288d2f438d4f9fb5a /3rdparty/bgfx/examples/30-picking/picking.cpp | |
parent | c913ccb59d713ce0b91135520719ac5385e54358 (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.cpp | 22 |
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" + ); |