Cleanup.
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9deb9dd035
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f84a53c071
@ -1970,14 +1970,14 @@ class ExampleShadowmaps : public entry::AppI
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, m_viewState.m_width
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, m_viewState.m_height
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);
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ImGui::SetNextWindowPos(ImVec2(m_viewState.m_width - 300 - 10, 10) );
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ImGui::Begin("Settings"
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, NULL
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, ImVec2(300, 660)
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, ImGuiWindowFlags_AlwaysAutoResize
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);
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#define IMGUI_FLOAT_SLIDER(_name, _val) \
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ImGui::SliderFloat(_name \
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, &_val \
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@ -1986,24 +1986,24 @@ ImGui::SliderFloat(_name \
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)
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#define IMGUI_RADIO_BUTTON(_name, _var, _val) \
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if ( ImGui::RadioButton(_name, _var == _val )) _var = _val;
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ImGui::Checkbox("Update lights", &m_settings.m_updateLights);
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ImGui::Checkbox("Update scene", &m_settings.m_updateScene);
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ImGui::Separator();
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ImGui::Text("Shadow map depth:");
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IMGUI_RADIO_BUTTON("InvZ", m_settings.m_depthImpl, DepthImpl::InvZ);
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IMGUI_RADIO_BUTTON("Linear", m_settings.m_depthImpl, DepthImpl::Linear);
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ShadowMapSettings* currentSmSettings = &m_smSettings[m_settings.m_lightType][m_settings.m_depthImpl][m_settings.m_smImpl];
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ImGui::Separator();
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ImGui::Checkbox("Draw depth buffer", &m_settings.m_drawDepthBuffer);
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if (m_settings.m_drawDepthBuffer)
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{
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IMGUI_FLOAT_SLIDER("Depth value pow", currentSmSettings->m_depthValuePow);
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}
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ImGui::Separator();
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ImGui::Text("Shadow Map implementation");
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IMGUI_RADIO_BUTTON("Hard", m_settings.m_smImpl, SmImpl::Hard);
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@ -2011,7 +2011,7 @@ if ( ImGui::RadioButton(_name, _var == _val )) _var = _val;
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IMGUI_RADIO_BUTTON("VSM", m_settings.m_smImpl, SmImpl::VSM);
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IMGUI_RADIO_BUTTON("ESM", m_settings.m_smImpl, SmImpl::ESM);
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currentSmSettings = &m_smSettings[m_settings.m_lightType][m_settings.m_depthImpl][m_settings.m_smImpl];
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ImGui::Separator();
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IMGUI_FLOAT_SLIDER("Bias", currentSmSettings->m_bias);
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IMGUI_FLOAT_SLIDER("Normal offset", currentSmSettings->m_normalOffset);
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@ -2021,20 +2021,20 @@ if ( ImGui::RadioButton(_name, _var == _val )) _var = _val;
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IMGUI_FLOAT_SLIDER("Near plane", currentSmSettings->m_near);
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}
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IMGUI_FLOAT_SLIDER("Far plane", currentSmSettings->m_far);
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ImGui::Separator();
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switch(m_settings.m_smImpl)
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{
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case SmImpl::Hard:
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//ImGui::Text("Hard");
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break;
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case SmImpl::PCF:
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ImGui::Text("PCF");
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IMGUI_FLOAT_SLIDER("X Offset", currentSmSettings->m_xOffset);
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IMGUI_FLOAT_SLIDER("Y Offset", currentSmSettings->m_yOffset);
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break;
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case SmImpl::VSM:
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ImGui::Text("VSM");
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IMGUI_FLOAT_SLIDER("Min variance", currentSmSettings->m_customParam0);
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@ -2046,7 +2046,7 @@ if ( ImGui::RadioButton(_name, _var == _val )) _var = _val;
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IMGUI_FLOAT_SLIDER("Blur Y Offset", currentSmSettings->m_yOffset);
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}
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break;
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case SmImpl::ESM:
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ImGui::Text("ESM");
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IMGUI_FLOAT_SLIDER("ESM Hardness", currentSmSettings->m_customParam0);
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@ -2058,11 +2058,11 @@ if ( ImGui::RadioButton(_name, _var == _val )) _var = _val;
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IMGUI_FLOAT_SLIDER("Blur Y Offset", currentSmSettings->m_yOffset);
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}
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break;
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default:
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break;
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};
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ImGui::End();
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#undef IMGUI_RADIO_BUTTON
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@ -2087,10 +2087,10 @@ if ( ImGui::RadioButton(_name, _var == _val )) _var = _val;
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{
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m_settings.m_lightType = LightType::DirectionalLight; bLtChanged = true;
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}
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ImGui::Separator();
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ImGui::Checkbox("Show shadow map coverage.", &m_settings.m_showSmCoverage);
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ImGui::Separator();
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ImGui::Text("Shadow map resolution: %ux%u", m_currentShadowMapSize, m_currentShadowMapSize);
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ImGui::SliderFloat("##SizePwrTwo", ¤tSmSettings->m_sizePwrTwo,
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@ -2102,7 +2102,7 @@ if ( ImGui::RadioButton(_name, _var == _val )) _var = _val;
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{
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ImGui::Text("Spot light");
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ImGui::SliderFloat("Shadow map area", &m_settings.m_coverageSpotL, 45.0f, 120.0f);
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ImGui::Separator();
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ImGui::SliderFloat("Spot outer cone", &m_settings.m_spotOuterAngle, 0.0f, 91.0f);
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ImGui::SliderFloat("Spot inner cone", &m_settings.m_spotInnerAngle, 0.0f, 90.0f);
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@ -2111,7 +2111,7 @@ if ( ImGui::RadioButton(_name, _var == _val )) _var = _val;
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{
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ImGui::Text("Point light");
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ImGui::Checkbox("Stencil pack", &m_settings.m_stencilPack);
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ImGui::SliderFloat("Fov X adjust", &m_settings.m_fovXAdjust, -20.0f, 20.0f);
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ImGui::SliderFloat("Fov Y adjust", &m_settings.m_fovYAdjust, -20.0f, 20.0f);
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}
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@ -2122,11 +2122,11 @@ if ( ImGui::RadioButton(_name, _var == _val )) _var = _val;
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ImGui::SliderInt("Cascade splits", &m_settings.m_numSplits, 1, 4);
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ImGui::SliderFloat("Cascade distribution", &m_settings.m_splitDistribution, 0.0f, 1.0f);
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}
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#undef IMGUI_FLOAT_SLIDER
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ImGui::End();
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imguiEndFrame();
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// Update uniforms.
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