Cleanup.
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@ -60,7 +60,6 @@
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#define SHADOW_RT_DEPTH 1 // Shadow maps always write a depth
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// Random meshes we draw
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#define MESH_COUNT 6 // Mesh (which is a vert/index buffer)
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#define MODEL_COUNT 222 // In this demo, a model is a mesh plus a transform and a color
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#define SHADOW_MAP_DIM 512
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@ -248,9 +247,9 @@ public:
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m_combineProgram = loadProgram("vs_rsm_combine", "fs_rsm_combine"); // Combiner
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// Load some meshes
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for (uint32_t i = 0; i < MESH_COUNT; i++)
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for (uint32_t ii = 0; ii < BX_COUNTOF(s_meshPaths); ++ii)
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{
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m_meshes[i] = meshLoad(s_meshPaths[i]);
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m_meshes[ii] = meshLoad(s_meshPaths[ii]);
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}
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// Randomly create some models
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@ -262,7 +261,7 @@ public:
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uint32_t rr = mwc.gen() % 256;
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uint32_t gg = mwc.gen() % 256;
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uint32_t bb = mwc.gen() % 256;
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model.mesh = 1+mwc.gen()%(MESH_COUNT-1);
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model.mesh = 1+mwc.gen()%(BX_COUNTOF(s_meshPaths)-1);
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model.color[0] = rr/255.0f;
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model.color[1] = gg/255.0f;
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model.color[2] = bb/255.0f;
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@ -355,9 +354,9 @@ public:
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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 ii = 0; ii < BX_COUNTOF(s_meshPaths); ++ii)
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{
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meshUnload(m_meshes[i]);
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meshUnload(m_meshes[ii]);
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}
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meshUnload(m_ground);
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@ -707,7 +706,7 @@ public:
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};
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Model m_models[MODEL_COUNT];
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Mesh * m_meshes[MESH_COUNT];
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Mesh * m_meshes[BX_COUNTOF(s_meshPaths)];
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uint32_t m_reading;
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uint32_t m_currFrame;
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