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Small refactor regarding shadow volume mtx computation.
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1 changed files with 23 additions and 39 deletions
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@ -1286,8 +1286,7 @@ struct ShadowVolume
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bool m_cap;
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bool m_cap;
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};
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};
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void shadowVolumeTransform(float* __restrict _outMtx
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void shadowVolumeLightTransform(float* __restrict _outLightPos
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, float* __restrict _outLightPos
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, const float* __restrict _scale
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, const float* __restrict _scale
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, const float* __restrict _rotate
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, const float* __restrict _rotate
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, const float* __restrict _translate
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, const float* __restrict _translate
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@ -1298,7 +1297,6 @@ void shadowVolumeTransform(float* __restrict _outMtx
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* Instead of transforming all the vertices, transform light instead:
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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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* mtx = pivotTranslate -> rotateZYX -> invScale
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* light = mtx * origin
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* light = mtx * origin
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* _outMtx = scale -> rotateXYZ -> translate
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*/
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*/
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float pivot[16];
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float pivot[16];
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@ -1328,34 +1326,8 @@ void shadowVolumeTransform(float* __restrict _outMtx
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float mtx[16];
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float mtx[16];
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mtxMul(mtx, tmp0, invScale);
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mtxMul(mtx, tmp0, invScale);
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float light[3];
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float origin[3] = { 0.0f, 0.0f, 0.0f };
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float origin[3] = { 0.0f, 0.0f, 0.0f };
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vec3MulMtx(light, origin, mtx);
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vec3MulMtx(_outLightPos, origin, mtx);
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memcpy(_outLightPos, light, 3*sizeof(float) );
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float scale[16];
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mtxScale(scale
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, _scale[0]
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, _scale[1]
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, _scale[2]
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);
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float mxyz[16];
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mtxRotateXYZ(mxyz
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, _rotate[0]
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, _rotate[1]
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, _rotate[2]
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);
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float translate[16];
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mtxTranslate(translate
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, _translate[0]
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, _translate[1]
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, _translate[2]
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);
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mtxMul(tmp0, scale, mxyz);
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mtxMul(_outMtx, tmp0, translate);
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}
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}
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void shadowVolumeCreate(ShadowVolume& _shadowVolume
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void shadowVolumeCreate(ShadowVolume& _shadowVolume
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@ -2561,11 +2533,9 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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}
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}
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s_uniforms.m_svparams.m_dfail = float(ShadowVolumeImpl::DepthFail == shadowVolumeImpl);
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s_uniforms.m_svparams.m_dfail = float(ShadowVolumeImpl::DepthFail == shadowVolumeImpl);
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// Compute transform for shadow volume.
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// Compute virtual light position for shadow volume generation.
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float shadowVolumeMtx[16];
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float transformedLightPos[3];
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float transformedLightPos[3];
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shadowVolumeTransform(shadowVolumeMtx
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shadowVolumeLightTransform(transformedLightPos
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, transformedLightPos
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, instance.m_scale
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, instance.m_scale
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, instance.m_rotation
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, instance.m_rotation
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, instance.m_pos
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, instance.m_pos
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@ -2576,6 +2546,20 @@ int _main_(int /*_argc*/, char** /*_argv*/)
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memcpy(s_uniforms.m_virtualLightPos_extrusionDist, transformedLightPos, 3*sizeof(float) );
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memcpy(s_uniforms.m_virtualLightPos_extrusionDist, transformedLightPos, 3*sizeof(float) );
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s_uniforms.m_virtualLightPos_extrusionDist[3] = instance.m_svExtrusionDistance;
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s_uniforms.m_virtualLightPos_extrusionDist[3] = instance.m_svExtrusionDistance;
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// Compute transform for shadow volume.
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float shadowVolumeMtx[16];
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mtxScaleRotateTranslate(shadowVolumeMtx
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, instance.m_scale[0]
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, instance.m_scale[1]
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, instance.m_scale[2]
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, instance.m_rotation[0]
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, instance.m_rotation[1]
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, instance.m_rotation[2]
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, instance.m_pos[0]
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, instance.m_pos[1]
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, instance.m_pos[2]
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);
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GroupArray& groups = model->m_mesh.m_groups;
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GroupArray& groups = model->m_mesh.m_groups;
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const uint16_t stride = model->m_mesh.m_decl.getStride();
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const uint16_t stride = model->m_mesh.m_decl.getStride();
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for (GroupArray::iterator it = groups.begin(), itEnd = groups.end(); it != itEnd; ++it)
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for (GroupArray::iterator it = groups.begin(), itEnd = groups.end(); it != itEnd; ++it)
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