mirror of https://github.com/bkaradzic/bgfx
Cleanup.
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@ -1333,7 +1333,7 @@ void shadowVolumeTransform(float* __restrict _outMtx
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, const float* __restrict _lightPos // world pos
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)
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{
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/*
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/**
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* Instead of transforming all the vertices, transform light instead:
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* mtx = pivotTranslate -> rotateZYX -> invScale
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* light = mtx * origin
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@ -2236,9 +2236,8 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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//setup light positions
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float lightPosRadius[MAX_NUM_LIGHTS][4];
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switch (lightPattern)
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if (LightPattern0 == lightPattern)
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{
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case LightPattern0:
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for (uint8_t ii = 0; ii < settings_numLights; ++ii)
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{
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lightPosRadius[ii][0] = cos(2.0f*float(M_PI)/settings_numLights * float(ii) + lightTimeAccumulator * 1.1f + 3.0f) * 20.0f;
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@ -2246,8 +2245,9 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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lightPosRadius[ii][2] = sin(2.0f*float(M_PI)/settings_numLights * float(ii) + lightTimeAccumulator * 1.1f + 3.0f) * 20.0f;
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lightPosRadius[ii][3] = 20.0f;
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}
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break;
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case LightPattern1:
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}
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else
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{
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for (uint8_t ii = 0; ii < settings_numLights; ++ii)
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{
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lightPosRadius[ii][0] = cos(float(ii) * 2.0f/settings_numLights + lightTimeAccumulator * 1.3f + float(M_PI) ) * 40.0f;
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@ -2255,7 +2255,6 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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lightPosRadius[ii][2] = sin(float(ii) * 2.0f/settings_numLights + lightTimeAccumulator * 1.3f + float(M_PI) ) * 40.0f;
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lightPosRadius[ii][3] = 20.0f;
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}
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break;
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}
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//use debug font to print information about this example.
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@ -2426,52 +2425,55 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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}
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// Scene 1 - shadow casters - Bunny instances
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enum Direction
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{
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Left = 0,
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Down,
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Right,
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Up,
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DirectionCount,
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};
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uint8_t currentDirection = Left;
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float currX = 0.0f;
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float currY = 0.0f;
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const float stepX = 20.0f;
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const float stepY = 20.0f;
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uint8_t stateStep = 0;
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float stateChange = 1.0f;
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for (uint8_t ii = 0; ii < settings_instanceCount; ++ii)
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{
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Instance& inst = shadowCasters[Scene1][shadowCastersCount[Scene1]++];
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inst.m_scale[0] = 5.0f;
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inst.m_scale[1] = 5.0f;
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inst.m_scale[2] = 5.0f;
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inst.m_rotation[0] = 0.0f;
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inst.m_rotation[1] = float(M_PI);
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inst.m_rotation[2] = 0.0f;
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inst.m_pos[0] = currX;
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inst.m_pos[1] = 0.0f;
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inst.m_pos[2] = currY;
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inst.m_model = bunnyModel;
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stateStep++;
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if (stateStep >= floor(stateChange/2.0f) )
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enum Direction
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{
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currentDirection = (currentDirection+1)%DirectionCount;
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stateStep = 0;
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stateChange += 1.0f;
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}
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Left = 0,
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Down,
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Right,
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Up,
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switch (currentDirection)
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DirectionCount,
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};
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uint8_t currentDirection = Left;
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float currX = 0.0f;
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float currY = 0.0f;
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const float stepX = 20.0f;
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const float stepY = 20.0f;
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uint8_t stateStep = 0;
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float stateChange = 1.0f;
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for (uint8_t ii = 0; ii < settings_instanceCount; ++ii)
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{
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case Left: currX -= stepX; break;
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case Down: currY -= stepY; break;
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case Right: currX += stepX; break;
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case Up: currY += stepY; break;
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default: break;
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Instance& inst = shadowCasters[Scene1][shadowCastersCount[Scene1]++];
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inst.m_scale[0] = 5.0f;
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inst.m_scale[1] = 5.0f;
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inst.m_scale[2] = 5.0f;
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inst.m_rotation[0] = 0.0f;
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inst.m_rotation[1] = float(M_PI);
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inst.m_rotation[2] = 0.0f;
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inst.m_pos[0] = currX;
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inst.m_pos[1] = 0.0f;
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inst.m_pos[2] = currY;
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inst.m_model = bunnyModel;
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stateStep++;
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if (stateStep >= floor(stateChange/2.0f) )
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{
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currentDirection = (currentDirection+1)%DirectionCount;
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stateStep = 0;
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stateChange += 1.0f;
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}
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switch (currentDirection)
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{
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case Left: currX -= stepX; break;
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case Down: currY -= stepY; break;
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case Right: currX += stepX; break;
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case Up: currY += stepY; break;
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default: break;
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}
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}
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}
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@ -2541,10 +2543,10 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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profTime = bx::getHPCounter();
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/**
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* For each light:
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* 1. Compute and draw shadow volume to stencil buffer
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* 2. Draw diffuse with stencil test
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*/
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* For each light:
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* 1. Compute and draw shadow volume to stencil buffer
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* 2. Draw diffuse with stencil test
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*/
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for (uint8_t ii = 0, viewId = VIEWID_RANGE15_PASS2; ii < settings_numLights; ++ii, ++viewId)
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{
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const float* lightPos = lightPosRadius[ii];
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@ -2565,7 +2567,7 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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}
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// Create near clip volume for current light.
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float nearClipVolume[6 * 4];
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float nearClipVolume[6 * 4] = {};
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float pointLight[4];
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if (settings_mixedSvImpl)
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{
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@ -2714,9 +2716,10 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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s_uniforms.m_params.m_ambientPass = 0.0f;
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s_uniforms.m_params.m_lightningPass = 1.0f;
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RenderState& drawDiffuse = (settings_useStencilTexture ?
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s_renderStates[RenderState::ShadowVolume_UsingStencilTexture_DrawDiffuse] :
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s_renderStates[RenderState::ShadowVolume_UsingStencilBuffer_DrawDiffuse]);
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RenderState& drawDiffuse = settings_useStencilTexture
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? s_renderStates[RenderState::ShadowVolume_UsingStencilTexture_DrawDiffuse]
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: s_renderStates[RenderState::ShadowVolume_UsingStencilBuffer_DrawDiffuse]
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;
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// If using stencil texture, viewId is set to render target. Incr it to render to default back buffer.
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viewId += uint8_t(settings_useStencilTexture);
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