Small refactor regarding shadow volume mtx computation.

This commit is contained in:
Dario Manesku 2013-10-30 06:44:41 +01:00
parent 46c8e1056a
commit 3c0e4c68b3

View file

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