public static unsafe void EncodeSimpleTransient(RendererBGFXInstance *sys, bgfx.Encoder *encoder, bgfx.TransientIndexBuffer *tib, bgfx.TransientVertexBuffer *tvb, int nvertices, int nindices, ushort viewId, ref float4x4 tx, ref SimpleMaterialBGFX mat, byte flipCulling, uint depth) { EncodeSimpleTransientBuffers(sys, encoder, tib, tvb, nvertices, nindices); EncodeSimple(sys, encoder, viewId, ref tx, ref mat, flipCulling, depth); }
// For uniforms and shaders setup. Does not handle vertex/index buffers private static unsafe void EncodeSimple(RendererBGFXInstance *sys, bgfx.Encoder *encoder, ushort viewId, ref float4x4 tx, ref SimpleMaterialBGFX mat, byte flipCulling, uint depth) { bgfx.set_state(mat.state, 0); fixed(float4x4 *p = &tx) bgfx.encoder_set_transform(encoder, p, 1); // material uniforms setup fixed(float4 *p = &mat.constAlbedo_Opacity) bgfx.encoder_set_uniform(encoder, sys->m_simpleShader.m_uniformColor0, p, 1); fixed(float4 *p = &mat.mainTextureScaleTranslate) bgfx.encoder_set_uniform(encoder, sys->m_simpleShader.m_uniformTexMad, p, 1); fixed(float4 *p = &mat.billboarded) bgfx.encoder_set_uniform(encoder, sys->m_simpleShader.m_uniformBillboarded, p, 1); bgfx.encoder_set_texture(encoder, 0, sys->m_simpleShader.m_samplerTexColor0, mat.texAlbedoOpacity, UInt32.MaxValue); bgfx.encoder_submit(encoder, viewId, sys->m_simpleShader.m_prog, depth, (byte)bgfx.DiscardFlags.All); }
public static unsafe void SubmitSimpleTransientDirect(RendererBGFXInstance *sys, bgfx.TransientIndexBuffer *tib, bgfx.TransientVertexBuffer *tvb, int nvertices, int nindices, ushort viewId, ref float4x4 tx, ref SimpleMaterialBGFX mat, byte flipCulling, uint depth) { bgfx.Encoder *encoder = bgfx.encoder_begin(false); EncodeSimpleTransient(sys, encoder, tib, tvb, nvertices, nindices, viewId, ref tx, ref mat, flipCulling, depth); bgfx.encoder_end(encoder); }
// ---------------- simple, unlit, with mesh ---------------------------------------------------------------------------------------------------------------------- public static unsafe void SubmitSimpleMeshDirect(RendererBGFXInstance *sys, ushort viewId, ref MeshBGFX mesh, ref float4x4 tx, ref SimpleMaterialBGFX mat, int startIndex, int indexCount, byte flipCulling, uint depth) { bgfx.Encoder *encoder = bgfx.encoder_begin(false); EncodeSimpleMesh(sys, encoder, viewId, ref mesh, ref tx, ref mat, startIndex, indexCount, flipCulling, depth); bgfx.encoder_end(encoder); }
public static unsafe void EncodeSimpleMesh(RendererBGFXInstance *sys, bgfx.Encoder *encoder, ushort viewId, ref MeshBGFX mesh, ref float4x4 tx, ref SimpleMaterialBGFX mat, int startIndex, int indexCount, byte flipCulling, uint depth) { mesh.SetForSubmit(encoder, startIndex, indexCount); EncodeSimple(sys, encoder, viewId, ref tx, ref mat, flipCulling, depth); }
// gizmos for debuging protected override void OnUpdate() { RendererBGFXInstance *sys = World.GetExistingSystem <RendererBGFXSystem>().InstancePointer(); if (!sys->m_initialized) { return; } Dependency.Complete(); bgfx.Encoder *encoder = bgfx.encoder_begin(false); // tangents & normals Entities.WithoutBurst().WithAll <RenderToPasses>().ForEach((Entity e, ref MeshRenderer mr, ref LocalToWorld tx, ref GizmoNormalsAndTangents giz) => { RenderToPasses toPassesRef = EntityManager.GetSharedComponentData <RenderToPasses>(e); DynamicBuffer <RenderToPassesEntry> toPasses = EntityManager.GetBufferRO <RenderToPassesEntry>(toPassesRef.e); for (int i = 0; i < toPasses.Length; i++) { Entity ePass = toPasses[i].e; var pass = EntityManager.GetComponentData <RenderPass>(ePass); float4x4 adjustedProjection = sys->GetAdjustedProjection(ref pass); if (EntityManager.HasComponent <LitMeshRenderData>(mr.mesh)) { var meshBase = EntityManager.GetComponentData <LitMeshRenderData>(mr.mesh); Assert.IsTrue(giz.length > 0); float2 normWidth = new float2(giz.width / pass.viewport.w, giz.width / pass.viewport.h); SubmitHelper.EncodeDebugTangents(sys, encoder, pass.viewId, normWidth, giz.length, ref meshBase, ref tx.Value, ref pass.viewTransform, ref adjustedProjection); } } }).Run(); // object bounding box Entities.WithoutBurst().ForEach((Entity e, ref MeshRenderer mr, ref LocalToWorld tx, ref GizmoObjectBoundingBox giz) => { if (!EntityManager.HasComponent <RenderToPasses>(e)) { return; } AABB b = EntityManager.GetComponentData <MeshBounds>(mr.mesh).Bounds; RenderToPasses toPassesRef = EntityManager.GetSharedComponentData <RenderToPasses>(e); DynamicBuffer <RenderToPassesEntry> toPasses = EntityManager.GetBufferRO <RenderToPassesEntry>(toPassesRef.e); for (int i = 0; i < toPasses.Length; i++) { Entity ePass = toPasses[i].e; EncodeBox(sys, encoder, ePass, ref tx.Value, b.Min, b.Max, giz.width, giz.color); } }).Run(); // world bounds Entities.WithoutBurst().ForEach((Entity e, ref WorldBounds b, ref LocalToWorld tx, ref GizmoWorldBoundingBox giz) => { if (!EntityManager.HasComponent <RenderToPasses>(e)) { return; } RenderToPasses toPassesRef = EntityManager.GetSharedComponentData <RenderToPasses>(e); DynamicBuffer <RenderToPassesEntry> toPasses = EntityManager.GetBufferRO <RenderToPassesEntry>(toPassesRef.e); float4x4 idm = float4x4.identity; for (int i = 0; i < toPasses.Length; i++) { Entity ePass = toPasses[i].e; var pass = EntityManager.GetComponentData <RenderPass>(ePass); float4x4 adjustedProjection = sys->GetAdjustedProjection(ref pass); float2 normWidth = new float2(giz.width / pass.viewport.w, giz.width / pass.viewport.h); for (int j = 0; j < Culling.EdgeTable.Length; j++) { float3 p0 = b.GetVertex(Culling.EdgeTable[j] & 7); float3 p1 = b.GetVertex(Culling.EdgeTable[j] >> 3); SubmitHelper.EncodeLine(sys, encoder, pass.viewId, p0, p1, giz.color, normWidth, ref idm, ref pass.viewTransform, ref adjustedProjection); } } }).Run(); // transform Entities.WithoutBurst().ForEach((Entity e, ref LocalToWorld tx, ref GizmoTransform giz) => { if (!EntityManager.HasComponent <RenderToPasses>(e)) { return; } RenderToPasses toPassesRef = EntityManager.GetSharedComponentData <RenderToPasses>(e); DynamicBuffer <RenderToPassesEntry> toPasses = EntityManager.GetBufferRO <RenderToPassesEntry>(toPassesRef.e); for (int i = 0; i < toPasses.Length; i++) { Entity ePass = toPasses[i].e; var pass = EntityManager.GetComponentData <RenderPass>(ePass); float4x4 adjustedProjection = sys->GetAdjustedProjection(ref pass); float2 normWidth = new float2(giz.width / pass.viewport.w, giz.width / pass.viewport.h); Assert.IsTrue(giz.length > 0); SubmitHelper.EncodeLine(sys, encoder, pass.viewId, new float3(0), new float3(giz.length, 0, 0), new float4(1, 0, 0, 1), normWidth, ref tx.Value, ref pass.viewTransform, ref adjustedProjection); SubmitHelper.EncodeLine(sys, encoder, pass.viewId, new float3(0), new float3(0, giz.length, 0), new float4(0, 1, 0, 1), normWidth, ref tx.Value, ref pass.viewTransform, ref adjustedProjection); SubmitHelper.EncodeLine(sys, encoder, pass.viewId, new float3(0), new float3(0, 0, giz.length), new float4(0, 0, 1, 1), normWidth, ref tx.Value, ref pass.viewTransform, ref adjustedProjection); } }).Run(); // sphere Entities.WithoutBurst().ForEach((Entity e, ref LocalToWorld tx, ref WorldBoundingSphere bs, ref GizmoBoundingSphere giz) => { if (!EntityManager.HasComponent <RenderToPasses>(e)) { return; } RenderToPasses toPassesRef = EntityManager.GetSharedComponentData <RenderToPasses>(e); DynamicBuffer <RenderToPassesEntry> toPasses = EntityManager.GetBufferRO <RenderToPassesEntry>(toPassesRef.e); float4x4 idm = float4x4.identity; for (int i = 0; i < toPasses.Length; i++) { Entity ePass = toPasses[i].e; var pass = EntityManager.GetComponentData <RenderPass>(ePass); float4x4 adjustedProjection = sys->GetAdjustedProjection(ref pass); float2 normWidth = new float2(giz.width / pass.viewport.w, giz.width / pass.viewport.h); Assert.IsTrue(giz.subdiv >= 4); Circle(sys, encoder, pass.viewId, bs.position, new float3(0, 0, 1), new float3(0, 1, 0), bs.radius, giz.subdiv, new float4(1, 0, 0, 1), normWidth, ref idm, ref pass.viewTransform, ref adjustedProjection); // z/y plane Circle(sys, encoder, pass.viewId, bs.position, new float3(1, 0, 0), new float3(0, 0, 1), bs.radius, giz.subdiv, new float4(0, 1, 0, 1), normWidth, ref idm, ref pass.viewTransform, ref adjustedProjection); // x/z plane Circle(sys, encoder, pass.viewId, bs.position, new float3(0, 1, 0), new float3(1, 0, 0), bs.radius, giz.subdiv, new float4(0, 0, 1, 1), normWidth, ref idm, ref pass.viewTransform, ref adjustedProjection); // y/x plane } }).Run(); // spot lights Entities.WithoutBurst().ForEach((Entity e, ref LocalToWorld tx, ref Light l, ref SpotLight sl, ref GizmoLight giz) => { if (!EntityManager.HasComponent <RenderToPasses>(e)) { return; } RenderToPasses toPassesRef = EntityManager.GetSharedComponentData <RenderToPasses>(e); DynamicBuffer <RenderToPassesEntry> toPasses = EntityManager.GetBufferRO <RenderToPassesEntry>(toPassesRef.e); float4 color = giz.overrideColor ? giz.color : new float4(l.color, 1.0f); for (int i = 0; i < toPasses.Length; i++) { Entity ePass = toPasses[i].e; var pass = EntityManager.GetComponentData <RenderPass>(ePass); float2 normWidth = new float2(giz.width / pass.viewport.w, giz.width / pass.viewport.h); float4x4 adjustedProjection = sys->GetAdjustedProjection(ref pass); // render frustum float t = math.tan(math.radians(sl.fov) * .5f); for (int j = 0; j < Culling.EdgeTable.Length; j++) { float3 pp0 = ProjectionHelper.FrustumVertexPerspective(Culling.EdgeTable[j] & 7, t, t, l.clipZNear, l.clipZFar); float3 pp1 = ProjectionHelper.FrustumVertexPerspective(Culling.EdgeTable[j] >> 3, t, t, l.clipZNear, l.clipZFar); SubmitHelper.EncodeLine(sys, encoder, pass.viewId, pp0, pp1, color, normWidth, ref tx.Value, ref pass.viewTransform, ref adjustedProjection); } } }).Run(); // directional lights Entities.WithoutBurst().ForEach((Entity e, ref LocalToWorld tx, ref Light l, ref DirectionalLight dl, ref GizmoLight giz) => { if (!EntityManager.HasComponent <RenderToPasses>(e)) { return; } RenderToPasses toPassesRef = EntityManager.GetSharedComponentData <RenderToPasses>(e); DynamicBuffer <RenderToPassesEntry> toPasses = EntityManager.GetBufferRO <RenderToPassesEntry>(toPassesRef.e); float4 color = giz.overrideColor ? giz.color : new float4(l.color, 1.0f); float3 cMin = new float3(-1, -1, l.clipZNear); float3 cMax = new float3(1, 1, l.clipZFar); for (int i = 0; i < toPasses.Length; i++) { Entity ePass = toPasses[i].e; EncodeBox(sys, encoder, ePass, ref tx.Value, cMin, cMax, giz.width, color); } }).Run(); // point lights // cameras Entities.WithoutBurst().ForEach((Entity e, ref LocalToWorld tx, ref Camera cam, ref GizmoCamera giz) => { if (!EntityManager.HasComponent <RenderToPasses>(e)) { return; } RenderToPasses toPassesRef = EntityManager.GetSharedComponentData <RenderToPasses>(e); DynamicBuffer <RenderToPassesEntry> toPasses = EntityManager.GetBufferRO <RenderToPassesEntry>(toPassesRef.e); for (int i = 0; i < toPasses.Length; i++) { Entity ePass = toPasses[i].e; var pass = EntityManager.GetComponentData <RenderPass>(ePass); float2 normWidth = new float2(giz.width / pass.viewport.w, giz.width / pass.viewport.h); float4x4 adjustedProjection = sys->GetAdjustedProjection(ref pass); // render box if (cam.mode == ProjectionMode.Orthographic) { float3 cMin = new float3(-cam.fov, -cam.fov, cam.clipZNear); float3 cMax = new float3(cam.fov, cam.fov, cam.clipZFar); EncodeBox(sys, encoder, ePass, ref tx.Value, cMin, cMax, giz.width, giz.color); } else if (cam.mode == ProjectionMode.Perspective) { float h = math.tan(math.radians(cam.fov) * .5f); float w = h * cam.aspect; for (int j = 0; j < Culling.EdgeTable.Length; j++) { float3 pp0 = ProjectionHelper.FrustumVertexPerspective(Culling.EdgeTable[j] & 7, w, h, cam.clipZNear, cam.clipZFar); float3 pp1 = ProjectionHelper.FrustumVertexPerspective(Culling.EdgeTable[j] >> 3, w, h, cam.clipZNear, cam.clipZFar); SubmitHelper.EncodeLine(sys, encoder, pass.viewId, pp0, pp1, giz.color, normWidth, ref tx.Value, ref pass.viewTransform, ref adjustedProjection); } } } }).Run(); // auto bounds Entities.WithoutBurst().ForEach((Entity e, ref LocalToWorld tx, ref AutoMovingDirectionalLight amd, ref GizmoAutoMovingDirectionalLight giz) => { if (!EntityManager.HasComponent <RenderToPasses>(e)) { return; } RenderToPasses toPassesRef = EntityManager.GetSharedComponentData <RenderToPasses>(e); DynamicBuffer <RenderToPassesEntry> toPasses = EntityManager.GetBufferRO <RenderToPassesEntry>(toPassesRef.e); float4x4 idm = float4x4.identity; for (int i = 0; i < toPasses.Length; i++) { Entity ePass = toPasses[i].e; EncodeBox(sys, encoder, ePass, ref idm, amd.bounds.Min, amd.bounds.Max, giz.width, giz.colorCasters); EncodeBox(sys, encoder, ePass, ref idm, amd.boundsClipped.Min, amd.boundsClipped.Max, giz.width, giz.colorClippedReceivers); } }).Run(); // debug display textures as overlays Entities.WithoutBurst().ForEach((Entity e, ref TextureBGFX tex, ref GizmoDebugOverlayTexture giz) => { if (!EntityManager.HasComponent <RenderToPasses>(e)) { return; } RenderToPasses toPassesRef = EntityManager.GetSharedComponentData <RenderToPasses>(e); DynamicBuffer <RenderToPassesEntry> toPasses = EntityManager.GetBufferRO <RenderToPassesEntry>(toPassesRef.e); float4x4 m = float4x4.identity; m.c3.xy = giz.pos; m.c0.x = giz.size.x; m.c1.y = giz.size.y; SimpleMaterialBGFX sm = new SimpleMaterialBGFX { texAlbedoOpacity = tex.handle, constAlbedo_Opacity = giz.color, mainTextureScaleTranslate = new float4(1, 1, 0, 0), state = (ulong)bgfx.StateFlags.WriteRgb }; for (int i = 0; i < toPasses.Length; i++) { Entity ePass = toPasses[i].e; var pass = EntityManager.GetComponentData <RenderPass>(ePass); SubmitHelper.EncodeSimpleMesh(sys, encoder, pass.viewId, ref sys->m_quadMesh, ref m, ref sm, 0, 6, pass.GetFlipCulling(), 0); } }).Run(); bgfx.encoder_end(encoder); }
public unsafe bool UpdateSimpleMaterialBGFX(RendererBGFXInstance *sys, ref SimpleMaterial mat, ref SimpleMaterialBGFX matBGFX, bool srgbColors) { // if constants changed, need to update packed value matBGFX.constAlbedo_Opacity = srgbColors ? new float4(Color.LinearToSRGB(mat.constAlbedo), mat.constOpacity) : new float4(mat.constAlbedo, mat.constOpacity); // if texture entity OR load state changed need to update texture handles // content of texture change should transparently update texture referenced by handle bool stillLoading = false; if (InitTexture(ref matBGFX.texAlbedoOpacity, mat.texAlbedoOpacity, sys->m_whiteTexture)) { stillLoading = true; } // if twoSided or hasalpha changed, need to update state matBGFX.state = (ulong)(bgfx.StateFlags.WriteRgb | bgfx.StateFlags.WriteA | bgfx.StateFlags.DepthTestLess); if (!mat.twoSided && !mat.billboarded) { matBGFX.state |= (ulong)bgfx.StateFlags.CullCw; } if (mat.transparent) { matBGFX.state |= RendererBGFXStatic.MakeBGFXBlend(bgfx.StateFlags.BlendOne, bgfx.StateFlags.BlendInvSrcAlpha); } else { matBGFX.state |= (ulong)bgfx.StateFlags.WriteZ; } matBGFX.mainTextureScaleTranslate = new float4(mat.scale, mat.offset); matBGFX.billboarded = new float4(mat.billboarded ? 1 : 0, 0, 0, 0); return(!stillLoading); }
public static unsafe void EncodeSimpleSkinnedmesh(RendererBGFXInstance *sys, bgfx.Encoder *encoder, ushort viewId, ref MeshBGFX mesh, ref float4x4 tx, ref SimpleMaterialBGFX mat, int startIndex, int indexCount, byte flipCulling, uint depth, float4x4[] boneMatrices) { mesh.SetForSubmit(encoder, startIndex, indexCount); fixed(float4x4 *p = boneMatrices) { bgfx.encoder_set_uniform(encoder, sys->m_simpleSkinnedMeshShader.m_uniformBoneMatrices, p, (ushort)boneMatrices.Length); } EncodeSimple(sys, encoder, ref sys->m_simpleSkinnedMeshShader.m_simpleShader, viewId, ref tx, ref mat, flipCulling, depth); }
public bool UpdateSimpleMaterialBGFX(RendererBGFXSystem sys, ref SimpleMaterial mat, ref SimpleMaterialBGFX matBGFX) { // if constants changed, need to update packed value matBGFX.constAlbedo_Opacity = new float4(mat.constAlbedo, mat.constOpacity); // if texture entity OR load state changed need to update texture handles // content of texture change should transparently update texture referenced by handle bool stillLoading = false; if (InitTexture(ref matBGFX.texAlbedo, mat.texAlbedo, sys.WhiteTexture)) { stillLoading = true; } if (InitTexture(ref matBGFX.texOpacity, mat.texOpacity, sys.WhiteTexture)) { stillLoading = true; } // if twoSided or hasalpha changed, need to update state matBGFX.state = (ulong)(bgfx.StateFlags.WriteRgb | bgfx.StateFlags.WriteA | bgfx.StateFlags.DepthTestLess); if (!mat.twoSided) { matBGFX.state |= (ulong)bgfx.StateFlags.CullCw; } if (mat.transparent) { matBGFX.state |= RendererBGFXSystem.MakeBGFXBlend(bgfx.StateFlags.BlendOne, bgfx.StateFlags.BlendInvSrcAlpha); } else { matBGFX.state |= (ulong)bgfx.StateFlags.WriteZ; } matBGFX.mainTextureScaleTranslate = new float4(mat.scale, mat.offset); return(!stillLoading); }
public static unsafe void EncodeSimpleTransient(RendererBGFXSystem sys, bgfx.Encoder *encoder, ushort viewId, SimpleVertex *vertices, int nvertices, ushort *indices, int nindices, ref float4x4 tx, ref SimpleMaterialBGFX mat) { EncodeSimpleTransient(sys, encoder, viewId, vertices, nvertices, indices, nindices, ref tx, mat.constAlbedo_Opacity, mat.texAlbedo, mat.state); }
// ---------------- simple, transient, for ui/text ---------------------------------------------------------------------------------------------------------------------- public static unsafe void SubmitSimpleTransientDirect(RendererBGFXSystem sys, ushort viewId, SimpleVertex *vertices, int nvertices, ushort *indices, int nindices, ref float4x4 tx, ref SimpleMaterialBGFX mat) { bgfx.Encoder *encoder = bgfx.encoder_begin(false); EncodeSimpleTransient(sys, encoder, viewId, vertices, nvertices, indices, nindices, ref tx, ref mat); bgfx.encoder_end(encoder); }
public static unsafe void EncodeSimple(RendererBGFXSystem sys, bgfx.Encoder *encoder, ushort viewId, ref SimpleMeshBGFX mesh, ref float4x4 tx, ref SimpleMaterialBGFX mat, int startIndex, int indexCount, byte flipCulling) { bgfx.set_state(mat.state, 0); fixed(float4x4 *p = &tx) bgfx.encoder_set_transform(encoder, p, 1); bgfx.encoder_set_index_buffer(encoder, mesh.indexBufferHandle, (uint)startIndex, (uint)indexCount); bgfx.encoder_set_vertex_buffer(encoder, 0, mesh.vertexBufferHandle, (uint)mesh.vertexFirst, (uint)mesh.vertexCount, mesh.vertexDeclHandle); // material uniforms setup fixed(float4 *p = &mat.constAlbedo_Opacity) bgfx.encoder_set_uniform(encoder, sys.SimpleShader.m_uniformColor0, p, 1); fixed(float4 *p = &mat.mainTextureScaleTranslate) bgfx.encoder_set_uniform(encoder, sys.SimpleShader.m_uniformTexMad, p, 1); bgfx.encoder_set_texture(encoder, 0, sys.SimpleShader.m_samplerTexColor0, mat.texAlbedo, UInt32.MaxValue); bgfx.encoder_submit(encoder, viewId, sys.SimpleShader.m_prog, 0, false); }