Cleanup.
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9215db2154
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793f260be1
@ -281,11 +281,11 @@ class ExampleOIT : public entry::AppI
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ImGui::SetNextWindowPos(ImVec2((float)m_width - (float)m_width / 4.0f - 10.0f, 10.0f) );
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ImGui::SetNextWindowSize(ImVec2((float)m_width / 4.0f, (float)m_height / 3.0f) );
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ImGui::Begin("Settings"
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, NULL
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, ImVec2((float)m_width / 4.0f, (float)m_height / 3.0f)
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, ImGuiWindowFlags_AlwaysAutoResize
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);
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, NULL
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, ImVec2((float)m_width / 4.0f, (float)m_height / 3.0f)
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, ImGuiWindowFlags_AlwaysAutoResize
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);
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ImGui::Separator();
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ImGui::Text("Blend mode:");
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@ -295,7 +295,7 @@ class ExampleOIT : public entry::AppI
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ImGui::RadioButton("MRT Independent", &m_mode, 2);
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ImGui::Separator();
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ImGui::Checkbox("Front to back", &m_frontToBack);
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ImGui::Checkbox("Fade in/out", &m_fadeInOut);
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@ -410,48 +410,48 @@ class ExampleOIT : public entry::AppI
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;
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const uint64_t stateNoDepth = 0
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| BGFX_STATE_CULL_CW
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| BGFX_STATE_RGB_WRITE
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| BGFX_STATE_ALPHA_WRITE
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| BGFX_STATE_DEPTH_TEST_ALWAYS
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| BGFX_STATE_MSAA
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;
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| BGFX_STATE_CULL_CW
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| BGFX_STATE_RGB_WRITE
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| BGFX_STATE_ALPHA_WRITE
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| BGFX_STATE_DEPTH_TEST_ALWAYS
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| BGFX_STATE_MSAA
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;
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bgfx::ProgramHandle program = BGFX_INVALID_HANDLE;
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switch (m_mode)
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{
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case 0:
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// Set vertex and fragment shaders.
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program = m_blend;
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case 0:
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// Set vertex and fragment shaders.
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program = m_blend;
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// Set render states.
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bgfx::setState(state
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| BGFX_STATE_BLEND_ALPHA
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);
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break;
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// Set render states.
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bgfx::setState(state
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| BGFX_STATE_BLEND_ALPHA
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);
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break;
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case 1:
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// Set vertex and fragment shaders.
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program = m_wbSeparatePass;
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case 1:
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// Set vertex and fragment shaders.
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program = m_wbSeparatePass;
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// Set render states.
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bgfx::setState(stateNoDepth
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| BGFX_STATE_BLEND_FUNC_SEPARATE(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ZERO, BGFX_STATE_BLEND_INV_SRC_ALPHA)
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);
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break;
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// Set render states.
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bgfx::setState(stateNoDepth
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| BGFX_STATE_BLEND_FUNC_SEPARATE(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ZERO, BGFX_STATE_BLEND_INV_SRC_ALPHA)
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);
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break;
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default:
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// Set vertex and fragment shaders.
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program = m_wbPass;
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default:
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// Set vertex and fragment shaders.
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program = m_wbPass;
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// Set render states.
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bgfx::setState(stateNoDepth
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| BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE)
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| BGFX_STATE_BLEND_INDEPENDENT
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, 0
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| BGFX_STATE_BLEND_FUNC_RT_1(BGFX_STATE_BLEND_ZERO, BGFX_STATE_BLEND_SRC_COLOR)
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);
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break;
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// Set render states.
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bgfx::setState(stateNoDepth
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| BGFX_STATE_BLEND_FUNC(BGFX_STATE_BLEND_ONE, BGFX_STATE_BLEND_ONE)
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| BGFX_STATE_BLEND_INDEPENDENT
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, 0
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| BGFX_STATE_BLEND_FUNC_RT_1(BGFX_STATE_BLEND_ZERO, BGFX_STATE_BLEND_SRC_COLOR)
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);
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break;
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}
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// Submit primitive for rendering to view 0.
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@ -75,11 +75,11 @@ class ExampleTerrain : public entry::AppI
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// Set view 0 clear state.
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bgfx::setViewClear(0
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, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
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, 0x303030ff
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, 1.0f
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, 0
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);
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, BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
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, 0x303030ff
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, 1.0f
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, 0
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);
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// Create vertex stream declaration.
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PosTexCoord0Vertex::init();
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@ -104,8 +104,6 @@ class ExampleTerrain : public entry::AppI
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m_oldHeight = 0;
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m_oldReset = m_reset;
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m_scrollArea = 0;
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m_brush.m_power = 0.5f;
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m_brush.m_size = 10;
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m_brush.m_raise = true;
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@ -393,30 +391,29 @@ class ExampleTerrain : public entry::AppI
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bgfx::dbgTextPrintf(0, 3, 0x0f, "Frame: % 7.3f[ms]", double(frameTime)*toMs);
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imguiBeginFrame(m_mouseState.m_mx
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, m_mouseState.m_my
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, (m_mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
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| (m_mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
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| (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
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, m_mouseState.m_mz
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, uint16_t(m_width)
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, uint16_t(m_height)
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);
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, m_mouseState.m_my
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, (m_mouseState.m_buttons[entry::MouseButton::Left ] ? IMGUI_MBUT_LEFT : 0)
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| (m_mouseState.m_buttons[entry::MouseButton::Right ] ? IMGUI_MBUT_RIGHT : 0)
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| (m_mouseState.m_buttons[entry::MouseButton::Middle] ? IMGUI_MBUT_MIDDLE : 0)
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, m_mouseState.m_mz
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, uint16_t(m_width)
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, uint16_t(m_height)
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);
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ImGui::SetNextWindowPos(ImVec2((float)m_width - (float)m_width / 5.0f - 10.0f, 10.0f) );
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ImGui::SetNextWindowSize(ImVec2((float)m_width / 5.0f, (float)m_height / 3.0f) );
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ImGui::Begin("Settings"
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, NULL
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, ImVec2((float)m_width / 5.0f, (float)m_height / 3.0f)
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, ImGuiWindowFlags_AlwaysAutoResize
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);
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, NULL
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, ImVec2((float)m_width / 5.0f, (float)m_height / 3.0f)
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, ImGuiWindowFlags_AlwaysAutoResize
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);
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ImGui::Separator();
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m_terrain.m_dirty |= ImGui::RadioButton("Vertex Buffer", &m_terrain.m_mode, 0);
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m_terrain.m_dirty |= ImGui::RadioButton("Dynamic Vertex Buffer", &m_terrain.m_mode, 1);
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m_terrain.m_dirty |= ImGui::RadioButton("Height Texture", &m_terrain.m_mode, 2);
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ImGui::Separator();
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ImGui::Checkbox("Raise Terrain", &m_brush.m_raise);
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@ -507,8 +504,6 @@ class ExampleTerrain : public entry::AppI
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uint32_t m_oldHeight;
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uint32_t m_oldReset;
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int32_t m_scrollArea;
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TerrainData m_terrain;
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BrushData m_brush;
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