Removing old vector math.
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11729403f4
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7b98546fd7
@ -162,40 +162,39 @@ void setViewRectMask(uint32_t _viewMask, uint16_t _x, uint16_t _y, uint16_t _wid
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}
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}
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void mtxReflected(float*__restrict _result
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, const float* __restrict _p /* plane */
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, const float* __restrict _n /* normal */
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)
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void mtxReflected(float* _result, const bx::Vec3& _pos, const bx::Vec3& _normal)
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{
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float dot = bx::vec3Dot(_p, _n);
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const float nx = _normal.x;
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const float ny = _normal.y;
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const float nz = _normal.z;
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_result[ 0] = 1.0f - 2.0f * _n[0] * _n[0]; //1-2Nx^2
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_result[ 1] = -2.0f * _n[0] * _n[1]; //-2*Nx*Ny
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_result[ 2] = -2.0f * _n[0] * _n[2]; //-2*NxNz
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_result[ 3] = 0.0f; //0
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_result[ 0] = 1.0f - 2.0f * nx * nx;
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_result[ 1] = - 2.0f * nx * ny;
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_result[ 2] = - 2.0f * nx * nz;
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_result[ 3] = 0.0f;
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_result[ 4] = -2.0f * _n[0] * _n[1]; //-2*NxNy
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_result[ 5] = 1.0f - 2.0f * _n[1] * _n[1]; //1-2*Ny^2
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_result[ 6] = -2.0f * _n[1] * _n[2]; //-2*NyNz
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_result[ 7] = 0.0f; //0
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_result[ 4] = - 2.0f * nx * ny;
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_result[ 5] = 1.0f - 2.0f * ny * ny;
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_result[ 6] = - 2.0f * ny * nz;
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_result[ 7] = 0.0f;
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_result[ 8] = -2.0f * _n[0] * _n[2]; //-2*NxNz
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_result[ 9] = -2.0f * _n[1] * _n[2]; //-2NyNz
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_result[10] = 1.0f - 2.0f * _n[2] * _n[2]; //1-2*Nz^2
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_result[11] = 0.0f; //0
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_result[ 8] = - 2.0f * nx * nz;
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_result[ 9] = - 2.0f * ny * nz;
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_result[10] = 1.0f - 2.0f * nz * nz;
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_result[11] = 0.0f;
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_result[12] = 2.0f * dot * _n[0]; //2*dot*Nx
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_result[13] = 2.0f * dot * _n[1]; //2*dot*Ny
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_result[14] = 2.0f * dot * _n[2]; //2*dot*Nz
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_result[15] = 1.0f; //1
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const float dot = bx::dot(_pos, _normal);
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_result[12] = 2.0f * dot * nx;
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_result[13] = 2.0f * dot * ny;
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_result[14] = 2.0f * dot * nz;
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_result[15] = 1.0f;
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}
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void mtxShadow(float* __restrict _result
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, const float* __restrict _ground
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, const float* __restrict _light
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)
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void mtxShadow(float* _result, const float* _ground, const float* _light)
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{
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float dot = _ground[0] * _light[0]
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const float dot =
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_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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@ -222,10 +221,7 @@ void mtxShadow(float* __restrict _result
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_result[15] = dot - _light[3] * _ground[3];
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}
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void mtxBillboard(float* __restrict _result
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, const float* __restrict _view
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, const float* __restrict _pos
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, const float* __restrict _scale)
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void mtxBillboard(float* _result, const float* _view, const float* _pos, const float* _scale)
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{
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_result[ 0] = _view[0] * _scale[0];
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_result[ 1] = _view[4] * _scale[0];
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@ -1125,9 +1121,7 @@ public:
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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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mtxReflected(reflectMtx, { 0.0f, 0.01f, 0.0f }, { 0.0f, 1.0f, 0.0f });
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// Reflect lights.
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float reflectedLights[MAX_NUM_LIGHTS][4];
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@ -1226,11 +1220,7 @@ public:
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}
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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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bx::memCopy(ground, normal, sizeof(float) * 3);
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ground[3] = -bx::vec3Dot(plane_pos, normal) - 0.01f; // - 0.01 against z-fighting
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float ground[4] = { 0.0f, 1.0f, 0.0f, -bx::dot(bx::Vec3{ 0.0f, 0.0f, 0.0f }, bx::Vec3{ 0.0f, 1.0f, 0.0f }) - 0.01f };
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for (uint8_t ii = 0, viewId = RENDER_VIEWID_RANGE5_PASS_6; ii < numLights; ++ii, ++viewId)
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{
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@ -1381,7 +1381,7 @@ void shadowVolumeCreate(ShadowVolume& _shadowVolume
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const Face& face = *iter;
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bool frontFacing = false;
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float f = bx::vec3Dot(face.m_plane, _light) + face.m_plane[3];
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const float f = bx::dot(bx::load(face.m_plane), bx::load(_light) ) + face.m_plane[3];
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if (f > 0.0f)
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{
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frontFacing = true;
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@ -1569,8 +1569,8 @@ void shadowVolumeCreate(ShadowVolume& _shadowVolume
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const Edge& edge = edges[ii];
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const Plane* edgePlane = &edgePlanes[ii*2];
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int16_t s0 = ( (vec3Dot(edgePlane[0].m_plane, _light) + edgePlane[0].m_plane[3]) > 0.0f) ^ edge.m_faceReverseOrder[0];
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int16_t s1 = ( (vec3Dot(edgePlane[1].m_plane, _light) + edgePlane[1].m_plane[3]) > 0.0f) ^ edge.m_faceReverseOrder[1];
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int16_t s0 = ( (bx::dot(bx::load(edgePlane[0].m_plane), bx::load(_light) ) + edgePlane[0].m_plane[3]) > 0.0f) ^ edge.m_faceReverseOrder[0];
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int16_t s1 = ( (bx::dot(bx::load(edgePlane[1].m_plane), bx::load(_light) ) + edgePlane[1].m_plane[3]) > 0.0f) ^ edge.m_faceReverseOrder[1];
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int16_t kk = ( (s0 + s1) << 1) - 2;
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if (kk != 0)
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@ -1607,7 +1607,7 @@ void shadowVolumeCreate(ShadowVolume& _shadowVolume
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{
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const Face& face = *iter;
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float f = bx::vec3Dot(face.m_plane, _light) + face.m_plane[3];
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const float f = bx::dot(bx::load(face.m_plane), bx::load(_light) ) + face.m_plane[3];
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bool frontFacing = (f > 0.0f);
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for (uint8_t ii = 0, num = 1 + uint8_t(!_textureAsStencil); ii < num; ++ii)
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@ -1699,8 +1699,8 @@ void createNearClipVolume(float* __restrict _outPlanes24f
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const float delta = 0.1f;
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float nearNormal[4] = { 0.0f, 0.0f, 1.0f, _near };
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float d = bx::vec3Dot(lightPosV, nearNormal) + lightPosV[3] * nearNormal[3];
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const float nearNormal[4] = { 0.0f, 0.0f, 1.0f, _near };
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const float d = bx::dot(bx::load(lightPosV), bx::load(nearNormal) ) + lightPosV[3] * nearNormal[3];
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// Light is:
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// 1.0f - in front of near plane
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@ -1755,17 +1755,14 @@ void createNearClipVolume(float* __restrict _outPlanes24f
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bx::vec4MulMtx(volumePlanes[4], nearPlaneV, mtxViewTrans);
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float* lightPlane = volumePlanes[5];
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float lightPlaneNormal[3] = { 0.0f, 0.0f, -_near * lightSide };
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float tmp[3];
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bx::vec3MulMtx(tmp, lightPlaneNormal, mtxViewInv);
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bx::vec3Sub(lightPlaneNormal, tmp, _lightPos);
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const bx::Vec3 lightPlaneNormal = bx::sub(bx::mul({ 0.0f, 0.0f, -_near * lightSide }, mtxViewInv), bx::load(_lightPos) );
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float lenInv = 1.0f / bx::sqrt(bx::vec3Dot(lightPlaneNormal, lightPlaneNormal) );
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float lenInv = 1.0f / bx::sqrt(bx::dot(lightPlaneNormal, lightPlaneNormal) );
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lightPlane[0] = lightPlaneNormal[0] * lenInv;
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lightPlane[1] = lightPlaneNormal[1] * lenInv;
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lightPlane[2] = lightPlaneNormal[2] * lenInv;
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lightPlane[3] = -bx::vec3Dot(lightPlaneNormal, _lightPos) * lenInv;
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lightPlane[0] = lightPlaneNormal.x * lenInv;
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lightPlane[1] = lightPlaneNormal.y * lenInv;
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lightPlane[2] = lightPlaneNormal.z * lenInv;
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lightPlane[3] = -bx::dot(lightPlaneNormal, bx::load(_lightPos) ) * lenInv;
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}
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bool clipTest(const float* _planes, uint8_t _planeNum, const Mesh& _mesh, const float* _scale, const float* _translate)
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@ -1789,7 +1786,7 @@ bool clipTest(const float* _planes, uint8_t _planeNum, const Mesh& _mesh, const
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{
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const float* plane = volumePlanes[ii];
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float positiveSide = bx::vec3Dot(plane, sphere.m_center) + plane[3] + sphere.m_radius;
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float positiveSide = bx::dot(bx::load(plane), bx::load(sphere.m_center) ) + plane[3] + sphere.m_radius;
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if (positiveSide < 0.0f)
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{
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@ -2333,9 +2333,8 @@ public:
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lightProj[ProjType::Horizontal][14] /= currentSmSettings->m_far;
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}
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float at[3];
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bx::vec3Add(at, m_pointLight.m_position.m_v, m_pointLight.m_spotDirectionInner.m_v);
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bx::mtxLookAt(lightView[TetrahedronFaces::Green], bx::load(m_pointLight.m_position.m_v), bx::load(at) );
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const bx::Vec3 at = bx::add(bx::load(m_pointLight.m_position.m_v), bx::load(m_pointLight.m_spotDirectionInner.m_v) );
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bx::mtxLookAt(lightView[TetrahedronFaces::Green], bx::load(m_pointLight.m_position.m_v), at);
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}
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else if (LightType::PointLight == m_settings.m_lightType)
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{
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@ -2404,9 +2403,9 @@ public:
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float tmp[3] =
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{
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-bx::vec3Dot(m_pointLight.m_position.m_v, &mtxTmp[0]),
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-bx::vec3Dot(m_pointLight.m_position.m_v, &mtxTmp[4]),
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-bx::vec3Dot(m_pointLight.m_position.m_v, &mtxTmp[8]),
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-bx::dot(bx::load(m_pointLight.m_position.m_v), bx::load(&mtxTmp[0]) ),
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-bx::dot(bx::load(m_pointLight.m_position.m_v), bx::load(&mtxTmp[4]) ),
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-bx::dot(bx::load(m_pointLight.m_position.m_v), bx::load(&mtxTmp[8]) ),
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};
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bx::mtxTranspose(mtxYpr[ii], mtxTmp);
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@ -357,30 +357,26 @@ public:
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float ray_world[4];
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bx::vec4MulMtx(ray_world, ray_eye, invViewMtx);
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float ray_dir[3];
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bx::store(ray_dir, bx::normalize(bx::load(ray_world) ) );
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ray_dir[0] *= -1.0;
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ray_dir[1] *= -1.0;
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ray_dir[2] *= -1.0;
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const bx::Vec3 rayDir = bx::mul(bx::normalize(bx::load(ray_world) ), -1.0f);
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float pos[3];
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cameraGetPosition(pos);
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bx::Vec3 pos;
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cameraGetPosition(&pos.x);
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for (int i = 0; i < 1000; ++i)
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{
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bx::vec3Add(pos, pos, ray_dir);
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pos = bx::add(pos, rayDir);
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if (pos[0] < 0
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|| pos[0] >= s_terrainSize
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|| pos[2] < 0
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|| pos[2] >= s_terrainSize)
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if (pos.x < 0
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|| pos.x >= s_terrainSize
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|| pos.z < 0
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|| pos.z >= s_terrainSize)
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{
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continue;
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}
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uint32_t heightMapPos = ( (uint32_t)pos[2] * s_terrainSize) + (uint32_t)pos[0];
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if ( pos[1] < m_terrain.m_heightMap[heightMapPos] )
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uint32_t heightMapPos = ( (uint32_t)pos.z * s_terrainSize) + (uint32_t)pos.x;
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if (pos.y < m_terrain.m_heightMap[heightMapPos])
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{
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paintTerrainHeight( (uint32_t)pos[0], (uint32_t)pos[2]);
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paintTerrainHeight( (uint32_t)pos.x, (uint32_t)pos.z);
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return;
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}
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}
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