mirror of https://github.com/bkaradzic/bgfx
Cleanup.
This commit is contained in:
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@ -15,6 +15,15 @@
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#include <string>
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#include <vector>
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#define RENDER_VIEWID_RANGE1_PASS_0 1
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#define RENDER_VIEWID_RANGE1_PASS_1 2
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#define RENDER_VIEWID_RANGE1_PASS_2 3
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#define RENDER_VIEWID_RANGE1_PASS_3 4
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#define RENDER_VIEWID_RANGE1_PASS_4 5
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#define RENDER_VIEWID_RANGE1_PASS_5 6
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#define RENDER_VIEWID_RANGE5_PASS_6 7
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#define RENDER_VIEWID_RANGE1_PASS_7 13
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uint32_t packUint32(uint8_t _x, uint8_t _y, uint8_t _z, uint8_t _w)
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{
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union
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@ -273,10 +282,11 @@ void mtxShadow(float* __restrict _result
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, const float* __restrict _light
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)
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{
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float dot = _ground[0] * _light[0] +
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_ground[1] * _light[1] +
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_ground[2] * _light[2] +
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_ground[3] * _light[3];
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float dot = _ground[0] * _light[0]
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+ _ground[1] * _light[1]
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+ _ground[2] * _light[2]
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+ _ground[3] * _light[3]
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;
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_result[ 0] = dot - _light[0] * _ground[0];
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_result[ 1] = 0.0f - _light[1] * _ground[0];
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@ -322,10 +332,6 @@ void mtxBillboard(float* __restrict _result
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_result[15] = 1.0f;
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}
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//-------------------------------------------------
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// Render state
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//-------------------------------------------------
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struct RenderState
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{
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enum Enum
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@ -934,26 +940,30 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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int64_t timeOffset = bx::getHPCounter();
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entry::MouseState mouseState;
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while (!entry::processEvents(viewState.m_width, viewState.m_height, debug, reset, &mouseState) )
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{
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//imgui
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static float settings_numLights = 4.0f;
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static float settings_reflectionValue = 0.8f;
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static bool settings_updateLights = true;
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static bool settings_updateScene = true;
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static enum Scene
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enum Scene
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{
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StencilReflectionScene = 0,
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ProjectionShadowsScene,
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} scene = StencilReflectionScene;
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}
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static std::string titles[3] =
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Scene scene = StencilReflectionScene;
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float settings_numLights = 4.0f;
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float settings_reflectionValue = 0.8f;
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bool settings_updateLights = true;
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bool settings_updateScene = true;
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static const char* titles[3] =
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{
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"Stencil Reflection Scene",
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"Projection Shadows Scene",
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};
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entry::MouseState mouseState;
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while (!entry::processEvents(viewState.m_width, viewState.m_height, debug, reset, &mouseState) )
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{
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//imgui
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imguiBeginFrame(mouseState.m_mx
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, mouseState.m_my
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, (mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
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@ -966,13 +976,13 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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static int32_t scrollArea = 0;
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imguiBeginScrollArea("Settings", viewState.m_width - 256 - 10, 10, 256, 215, &scrollArea);
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if (imguiCheck(titles[StencilReflectionScene].c_str(), StencilReflectionScene == scene))
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if (imguiCheck(titles[StencilReflectionScene], StencilReflectionScene == scene) )
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{
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scene = StencilReflectionScene;
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settings_numLights = 4.0f;
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}
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if (imguiCheck(titles[ProjectionShadowsScene].c_str(), ProjectionShadowsScene == scene))
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if (imguiCheck(titles[ProjectionShadowsScene], ProjectionShadowsScene == scene) )
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{
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scene = ProjectionShadowsScene;
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settings_numLights = 1.0f;
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@ -985,20 +995,27 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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imguiSlider("Reflection value", &settings_reflectionValue, 0.0f, 1.0f, 0.01f);
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}
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if (imguiCheck("Update lights", settings_updateLights)) { settings_updateLights = !settings_updateLights; }
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if (imguiCheck("Update scene", settings_updateScene)) { settings_updateScene = !settings_updateScene; }
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if (imguiCheck("Update lights", settings_updateLights) )
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{
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settings_updateLights = !settings_updateLights;
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}
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if (imguiCheck("Update scene", settings_updateScene) )
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{
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settings_updateScene = !settings_updateScene;
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}
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imguiEndScrollArea();
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imguiEndFrame();
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//update settings
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// Update settings.
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numLights = (uint8_t)settings_numLights;
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params.m_ambientPass = 1.0f;
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params.m_lightningPass = 1.0f;
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params.m_lightCount = settings_numLights;
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bgfx::setUniform(u_params, (const void*)¶ms);
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//time
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// Time.
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int64_t now = bx::getHPCounter();
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static int64_t last = now;
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const int64_t frameTime = now - last;
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@ -1009,13 +1026,13 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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const float deltaTime = float(frameTime/freq);
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bgfx::setUniform(u_time, &time);
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//use debug font to print information about this example.
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// Use debug font to print information about this example.
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bgfx::dbgTextClear();
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bgfx::dbgTextPrintf(0, 1, 0x4f, "bgfx/examples/13-stencil");
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bgfx::dbgTextPrintf(0, 2, 0x6f, "Description: Stencil reflections and shadows.");
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bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
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//set view and projection matrices
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// Set view and projection matrices.
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const float aspect = float(viewState.m_width)/float(viewState.m_height);
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mtxProj(viewState.m_proj, 60.0f, aspect, 0.1f, 100.0f);
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float at[3] = { 0.0f, 5.0f, 0.0f };
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@ -1039,7 +1056,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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for (uint8_t ii = 0; ii < numLights; ++ii)
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{
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lightPosRadius[ii][0] = sin( (lightTimeAccumulator*(1.1f + ii*0.07f) + float(ii*M_PI_2)*1.07f ) )*25.0f;
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lightPosRadius[ii][1] = 7.0f + (1.0f - cos( (lightTimeAccumulator*(1.2f + ii*0.29f) + float(ii*M_PI_2)*1.49f )))*5.0f;
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lightPosRadius[ii][1] = 7.0f + (1.0f - cos( (lightTimeAccumulator*(1.2f + ii*0.29f) + float(ii*M_PI_2)*1.49f ) ))*5.0f;
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lightPosRadius[ii][2] = cos( (lightTimeAccumulator*(1.3f + ii*0.09f) + float(ii*M_PI_2)*1.79f ) )*20.0f;
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lightPosRadius[ii][3] = radius;
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}
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@ -1131,43 +1148,28 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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color[2] = 1.0f;
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bgfx::setUniform(u_color, color);
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#define RENDER_VIEWID_RANGE1_PASS_0 1
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#define RENDER_VIEWID_RANGE1_PASS_1 2
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#define RENDER_VIEWID_RANGE1_PASS_2 3
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#define RENDER_VIEWID_RANGE1_PASS_3 4
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#define RENDER_VIEWID_RANGE1_PASS_4 5
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#define RENDER_VIEWID_RANGE1_PASS_5 6
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#define RENDER_VIEWID_RANGE5_PASS_6 7
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#define RENDER_VIEWID_RANGE1_PASS_7 13
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switch (scene)
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{
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case StencilReflectionScene:
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{
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/**
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* First pass
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* Draw plane.
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*/
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// First pass - Draw plane.
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//floor
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// Floor
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hplaneMesh.submit(RENDER_VIEWID_RANGE1_PASS_0
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, floorMtx
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, programColorBlack
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, s_renderStates[RenderState::StencilReflection_CraftStencil]
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);
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/**
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* Second pass
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* Draw reflected objects.
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*/
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// Second pass - Draw reflected objects.
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//compute reflected mtx
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// Compute reflected matrix.
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float reflectMtx[16];
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float plane_pos[3] = { 0.0f, 0.01f, 0.0f };
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float normal[3] = { 0.0f, 1.0f, 0.0f };
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mtxReflected(reflectMtx, plane_pos, normal);
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//reflect lights
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// Reflect lights.
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float reflectedLights[MAX_NUM_LIGHTS][4];
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for (uint8_t ii = 0; ii < numLights; ++ii)
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{
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}
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bgfx::setUniform(u_lightPosRadius, reflectedLights, numLights);
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//reflect and submit bunny
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// Reflect and submit bunny.
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float mtxReflectedBunny[16];
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mtxMul(mtxReflectedBunny, bunnyMtx, reflectMtx);
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bunnyMesh.submit(RENDER_VIEWID_RANGE1_PASS_1
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, s_renderStates[RenderState::StencilReflection_DrawReflected]
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);
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//reflect and submit columns
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// Reflect and submit columns.
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float mtxReflectedColumn[16];
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for (uint8_t ii = 0; ii < 4; ++ii)
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{
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@ -1197,13 +1199,10 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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);
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}
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//set lights back
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// Set lights back.
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bgfx::setUniform(u_lightPosRadius, lightPosRadius, numLights);
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/**
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* Third pass
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* Darken reflected objects
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*/
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// Third pass - Darken reflected objects.
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uint8_t val = uint8_t(settings_reflectionValue * UINT8_MAX);
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uint32_t factor = (val << 24)
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;
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s_renderStates[RenderState::StencilReflection_DarkenReflections].m_blendFactorRgba = factor;
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//floor
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// Floor.
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hplaneMesh.submit(RENDER_VIEWID_RANGE1_PASS_2
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, floorMtx
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, programColorBlack
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, s_renderStates[RenderState::StencilReflection_DarkenReflections]
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);
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/**
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* Fourth pass
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* Draw plane. (blend plane with what's behind it)
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*/
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// Fourth pass - Draw plane. (blend plane with what's behind it)
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//floor
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// Floor.
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hplaneMesh.submit(RENDER_VIEWID_RANGE1_PASS_3
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, floorMtx
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, programTextureLightning
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@ -1233,19 +1229,16 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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, fieldstoneTex
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);
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/**
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* Fifth pass
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* Draw everything else but the plane.
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*/
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// Fifth pass - Draw everything else but the plane.
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//bunny
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// Bunny.
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bunnyMesh.submit(RENDER_VIEWID_RANGE1_PASS_4
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, bunnyMtx
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, programColorLightning
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, s_renderStates[RenderState::StencilReflection_DrawScene]
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);
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//columns
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// Columns.
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for (uint8_t ii = 0; ii < 4; ++ii)
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{
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columnMesh.submit(RENDER_VIEWID_RANGE1_PASS_4
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@ -1256,24 +1249,22 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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}
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}
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break;
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case ProjectionShadowsScene:
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{
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/**
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* First pass
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* Draw entire scene. (ambient only)
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*/
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// First pass - Draw entire scene. (ambient only).
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params.m_ambientPass = 1.0f;
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params.m_lightningPass = 1.0f;
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bgfx::setUniform(u_params, (const void*)¶ms);
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//bunny
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// Bunny.
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bunnyMesh.submit(RENDER_VIEWID_RANGE1_PASS_0
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, bunnyMtx
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, programColorLightning
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, s_renderStates[RenderState::ProjectionShadows_DrawAmbient]
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);
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//floor
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// Floor.
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hplaneMesh.submit(RENDER_VIEWID_RANGE1_PASS_0
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, floorMtx
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, programTextureLightning
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@ -1281,7 +1272,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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, fieldstoneTex
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);
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//cubes
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// Cubes.
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for (uint8_t ii = 0; ii < numCubes; ++ii)
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{
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cubeMesh.submit(RENDER_VIEWID_RANGE1_PASS_0
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@ -1292,36 +1283,31 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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);
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}
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//ground plane
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// Ground plane.
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float ground[4];
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float plane_pos[3] = { 0.0f, 0.0f, 0.0f };
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float normal[3] = { 0.0f, 1.0f, 0.0f };
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memcpy(ground, normal, sizeof(float) * 3);
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ground[3] = -vec3Dot(plane_pos, normal) - 0.01f; // - 0.01 against z-fighting
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/**
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* For each light:
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*/
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for (uint8_t ii = 0; ii < numLights; ++ii)
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{
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uint8_t viewId = RENDER_VIEWID_RANGE5_PASS_6+ii;
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clearView(viewId, BGFX_CLEAR_STENCIL_BIT, clearValues);
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/**
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* Draw shadow projection of scene objects.
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*/
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// Draw shadow projection of scene objects.
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//get homogeneous light pos
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// Get homogeneous light pos.
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float* lightPos = lightPosRadius[ii];
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float pos[4];
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memcpy(pos, lightPos, sizeof(float) * 3);
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pos[3] = 1.0f;
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//calculate shadow mtx for current light
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// Calculate shadow mtx for current light.
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float shadowMtx[16];
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mtxShadow(shadowMtx, ground, pos);
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//submit bunny's shadow
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// Submit bunny's shadow.
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float mtxShadowedBunny[16];
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mtxMul(mtxShadowedBunny, bunnyMtx, shadowMtx);
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bunnyMesh.submit(viewId
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@ -1330,7 +1316,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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, s_renderStates[RenderState::ProjectionShadows_CraftStencil]
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);
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//submit cube shadows
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// Submit cube shadows.
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float mtxShadowedCube[16];
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for (uint8_t ii = 0; ii < numCubes; ++ii)
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{
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@ -1342,14 +1328,13 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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);
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}
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/**
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* Draw entire scene. (lightning pass only. blending is on)
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*/
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// Draw entire scene. (lightning pass only. blending is on)
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params.m_ambientPass = 0.0f;
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params.m_lightningPass = 1.0f;
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bgfx::setUniform(u_params, (const void*)¶ms);
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//set blending factor based on number of lights
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// Set blending factor based on number of lights.
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uint32_t factor = 0xff / (numLights < 1 ? 1 : numLights);
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factor = (factor << 24)
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| (factor << 16)
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@ -1358,14 +1343,14 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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;
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s_renderStates[RenderState::ProjectionShadows_DrawDiffuse].m_blendFactorRgba = factor;
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//bunny
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// Bunny.
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bunnyMesh.submit(viewId
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, bunnyMtx
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, programColorLightning
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, s_renderStates[RenderState::ProjectionShadows_DrawDiffuse]
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);
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//floor
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// Floor.
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hplaneMesh.submit(viewId
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, floorMtx
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, programTextureLightning
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@ -1373,7 +1358,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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, fieldstoneTex
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);
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//cubes
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// Cubes.
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for (uint8_t ii = 0; ii < numCubes; ++ii)
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{
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cubeMesh.submit(viewId
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|
@ -1385,7 +1370,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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}
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}
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//reset these to default
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// Reset these to default..
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params.m_ambientPass = 1.0f;
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params.m_lightningPass = 1.0f;
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bgfx::setUniform(u_params, (const void*)¶ms);
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|
@ -1412,7 +1397,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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);
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}
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//draw floor bottom
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// Draw floor bottom.
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float floorBottomMtx[16];
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mtxScaleRotateTranslate(floorBottomMtx
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, 20.0f //scaleX
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@ -1433,7 +1418,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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, figureTex
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);
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//setup view rect and transform for all used views
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// Setup view rect and transform for all used views.
|
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setViewRectTransformMask(s_viewMask, viewState);
|
||||
s_viewMask = 0;
|
||||
|
||||
|
@ -1446,7 +1431,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
|
|||
s_clearMask = 0;
|
||||
}
|
||||
|
||||
// Cleanup
|
||||
// Cleanup.
|
||||
bunnyMesh.unload();
|
||||
columnMesh.unload();
|
||||
cubeMesh.unload();
|
||||
|
|
Loading…
Reference in New Issue