Cleanup.
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@ -66,6 +66,16 @@
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#define SHADOW_MAP_DIM 512
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#define LIGHT_DIST 10.0f
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static const char * m_meshPaths[MESH_COUNT] =
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{
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"meshes/cube.bin",
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"meshes/orb.bin",
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"meshes/column.bin",
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"meshes/bunny.bin",
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"meshes/tree.bin",
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"meshes/hollowcube.bin"
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};
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// Vertex decl for our screen space quad (used in deferred rendering)
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struct PosTexCoord0Vertex
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{
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@ -318,9 +328,11 @@ class ExampleReflectiveShadowMap : public entry::AppI
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int shutdown() BX_OVERRIDE
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{
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for (uint32_t i = 0; i < MESH_COUNT; i++) {
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for (uint32_t i = 0; i < MESH_COUNT; i++)
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{
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meshUnload(m_meshes[i]);
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}
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meshUnload(m_ground);
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meshUnload(m_lightSphere);
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@ -553,8 +565,10 @@ class ExampleReflectiveShadowMap : public entry::AppI
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return false;
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}
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void drawAllModels(uint8_t _pass, bgfx::ProgramHandle _program) {
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for (const Model & m : m_models) {
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void drawAllModels(uint8_t _pass, bgfx::ProgramHandle _program)
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{
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for (const Model & m : m_models)
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{
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// Set up transform matrix for each model
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float scale = m_meshScale[m.mesh];
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float mtx[16];
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@ -576,7 +590,7 @@ class ExampleReflectiveShadowMap : public entry::AppI
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}
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// Draw ground
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const float white[4] = {1.0f, 1.0f, 1.0f, 1.0f};
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const float white[4] = { 1.0f, 1.0f, 1.0f, 1.0f };
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bgfx::setUniform(u_tint, white);
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float mtxScale[16];
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float scale = 10.0;
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@ -596,7 +610,8 @@ class ExampleReflectiveShadowMap : public entry::AppI
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meshSubmit(m_ground, _pass, _program, mtx);
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}
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void updateLightDir () {
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void updateLightDir()
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{
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float el = m_lightElevation * (bx::pi/180.0f);
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float az = m_lightAzimuth * (bx::pi/180.0f);
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m_lightDir[0] = cos(el)*cos(az);
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@ -653,7 +668,8 @@ class ExampleReflectiveShadowMap : public entry::AppI
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// UI
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bool m_cameraSpin = false;
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struct Model {
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struct Model
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{
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uint32_t mesh; // Index of mesh in m_meshes
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float color[4];
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float position[3];
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@ -661,15 +677,6 @@ class ExampleReflectiveShadowMap : public entry::AppI
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Model m_models[MODEL_COUNT];
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const char * m_meshPaths[MESH_COUNT] = {
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"meshes/cube.bin"
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,"meshes/orb.bin"
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,"meshes/column.bin"
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,"meshes/bunny.bin"
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,"meshes/tree.bin"
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,"meshes/hollowcube.bin"
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};
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// Light position;
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float m_lightDir[4];
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float m_lightElevation = 35.0f;
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