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@@ -56,12 +56,6 @@ class ExampleShadowmapsSimple : public entry::AppI
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bgfx::init(args.m_type, args.m_pciId);
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bgfx::init(args.m_type, args.m_pciId);
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bgfx::reset(m_width, m_height, m_reset);
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bgfx::reset(m_width, m_height, m_reset);
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- bgfx::RendererType::Enum renderer = bgfx::getRendererType();
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- m_flipV = false
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- || renderer == bgfx::RendererType::OpenGL
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- || renderer == bgfx::RendererType::OpenGLES
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- ;
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-
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// Enable debug text.
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// Enable debug text.
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bgfx::setDebug(m_debug);
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bgfx::setDebug(m_debug);
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@@ -73,17 +67,24 @@ class ExampleShadowmapsSimple : public entry::AppI
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// When using GL clip space depth range [-1, 1] and packing depth into color buffer, we need to
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// When using GL clip space depth range [-1, 1] and packing depth into color buffer, we need to
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// adjust the depth range to be [0, 1] for writing to the color buffer
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// adjust the depth range to be [0, 1] for writing to the color buffer
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u_depthScaleOffset = bgfx::createUniform("u_depthScaleOffset", bgfx::UniformType::Vec4);
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u_depthScaleOffset = bgfx::createUniform("u_depthScaleOffset", bgfx::UniformType::Vec4);
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- m_depthScale = m_flipV ? 0.5f : 1.0f;
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- m_depthOffset = m_flipV ? 0.5f : 0.0f;
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- float depthScaleOffset[4] = {m_depthScale, m_depthOffset, 0.0f, 0.0f};
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+
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+ // Get renderer capabilities info.
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+ const bgfx::Caps* caps = bgfx::getCaps();
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+
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+ float depthScaleOffset[4] = { 1.0f, 0.0f, 0.0f, 0.0f };
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+ if (caps->homogeneousDepth)
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+ {
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+ depthScaleOffset[0] = 0.5f;
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+ depthScaleOffset[1] = 0.5f;
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+ }
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bgfx::setUniform(u_depthScaleOffset, depthScaleOffset);
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bgfx::setUniform(u_depthScaleOffset, depthScaleOffset);
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// Vertex declarations.
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// Vertex declarations.
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bgfx::VertexDecl PosNormalDecl;
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bgfx::VertexDecl PosNormalDecl;
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PosNormalDecl.begin()
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PosNormalDecl.begin()
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- .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
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- .add(bgfx::Attrib::Normal, 4, bgfx::AttribType::Uint8, true, true)
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- .end();
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+ .add(bgfx::Attrib::Position, 3, bgfx::AttribType::Float)
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+ .add(bgfx::Attrib::Normal, 4, bgfx::AttribType::Uint8, true, true)
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+ .end();
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// Meshes.
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// Meshes.
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m_bunny = meshLoad("meshes/bunny.bin");
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m_bunny = meshLoad("meshes/bunny.bin");
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@@ -91,19 +92,17 @@ class ExampleShadowmapsSimple : public entry::AppI
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m_hollowcube = meshLoad("meshes/hollowcube.bin");
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m_hollowcube = meshLoad("meshes/hollowcube.bin");
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m_vbh = bgfx::createVertexBuffer(
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m_vbh = bgfx::createVertexBuffer(
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- bgfx::makeRef(s_hplaneVertices, sizeof(s_hplaneVertices) )
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- , PosNormalDecl
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- );
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+ bgfx::makeRef(s_hplaneVertices, sizeof(s_hplaneVertices) )
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+ , PosNormalDecl
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+ );
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m_ibh = bgfx::createIndexBuffer(
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m_ibh = bgfx::createIndexBuffer(
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- bgfx::makeRef(s_planeIndices, sizeof(s_planeIndices) )
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- );
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+ bgfx::makeRef(s_planeIndices, sizeof(s_planeIndices) )
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+ );
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// Render targets.
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// Render targets.
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m_shadowMapSize = 512;
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m_shadowMapSize = 512;
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- // Get renderer capabilities info.
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- const bgfx::Caps* caps = bgfx::getCaps();
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// Shadow samplers are supported at least partially supported if texture
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// Shadow samplers are supported at least partially supported if texture
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// compare less equal feature is supported.
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// compare less equal feature is supported.
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m_shadowSamplerSupported = 0 != (caps->supported & BGFX_CAPS_TEXTURE_COMPARE_LEQUAL);
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m_shadowSamplerSupported = 0 != (caps->supported & BGFX_CAPS_TEXTURE_COMPARE_LEQUAL);
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@@ -138,26 +137,26 @@ class ExampleShadowmapsSimple : public entry::AppI
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m_state[0] = meshStateCreate();
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m_state[0] = meshStateCreate();
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m_state[0]->m_state = 0
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m_state[0]->m_state = 0
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- | BGFX_STATE_RGB_WRITE
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- | BGFX_STATE_ALPHA_WRITE
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- | BGFX_STATE_DEPTH_WRITE
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- | BGFX_STATE_DEPTH_TEST_LESS
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- | BGFX_STATE_CULL_CCW
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- | BGFX_STATE_MSAA
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- ;
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+ | BGFX_STATE_RGB_WRITE
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+ | BGFX_STATE_ALPHA_WRITE
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+ | BGFX_STATE_DEPTH_WRITE
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+ | BGFX_STATE_DEPTH_TEST_LESS
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+ | BGFX_STATE_CULL_CCW
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+ | BGFX_STATE_MSAA
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+ ;
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m_state[0]->m_program = m_progShadow;
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m_state[0]->m_program = m_progShadow;
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m_state[0]->m_viewId = RENDER_SHADOW_PASS_ID;
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m_state[0]->m_viewId = RENDER_SHADOW_PASS_ID;
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m_state[0]->m_numTextures = 0;
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m_state[0]->m_numTextures = 0;
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m_state[1] = meshStateCreate();
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m_state[1] = meshStateCreate();
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m_state[1]->m_state = 0
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m_state[1]->m_state = 0
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- | BGFX_STATE_RGB_WRITE
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- | BGFX_STATE_ALPHA_WRITE
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- | BGFX_STATE_DEPTH_WRITE
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- | BGFX_STATE_DEPTH_TEST_LESS
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- | BGFX_STATE_CULL_CCW
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- | BGFX_STATE_MSAA
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- ;
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+ | BGFX_STATE_RGB_WRITE
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+ | BGFX_STATE_ALPHA_WRITE
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+ | BGFX_STATE_DEPTH_WRITE
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+ | BGFX_STATE_DEPTH_TEST_LESS
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+ | BGFX_STATE_CULL_CCW
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+ | BGFX_STATE_MSAA
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+ ;
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m_state[1]->m_program = m_progMesh;
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m_state[1]->m_program = m_progMesh;
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m_state[1]->m_viewId = RENDER_SCENE_PASS_ID;
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m_state[1]->m_viewId = RENDER_SCENE_PASS_ID;
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m_state[1]->m_numTextures = 1;
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m_state[1]->m_numTextures = 1;
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@@ -243,31 +242,31 @@ class ExampleShadowmapsSimple : public entry::AppI
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// Setup instance matrices.
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// Setup instance matrices.
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float mtxFloor[16];
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float mtxFloor[16];
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bx::mtxSRT(mtxFloor
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bx::mtxSRT(mtxFloor
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- , 30.0f, 30.0f, 30.0f
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- , 0.0f, 0.0f, 0.0f
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- , 0.0f, 0.0f, 0.0f
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- );
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+ , 30.0f, 30.0f, 30.0f
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+ , 0.0f, 0.0f, 0.0f
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+ , 0.0f, 0.0f, 0.0f
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+ );
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float mtxBunny[16];
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float mtxBunny[16];
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bx::mtxSRT(mtxBunny
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bx::mtxSRT(mtxBunny
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- , 5.0f, 5.0f, 5.0f
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- , 0.0f, bx::kPi - m_timeAccumulatorScene, 0.0f
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- , 15.0f, 5.0f, 0.0f
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- );
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+ , 5.0f, 5.0f, 5.0f
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+ , 0.0f, bx::kPi - m_timeAccumulatorScene, 0.0f
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+ , 15.0f, 5.0f, 0.0f
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+ );
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float mtxHollowcube[16];
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float mtxHollowcube[16];
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bx::mtxSRT(mtxHollowcube
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bx::mtxSRT(mtxHollowcube
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- , 2.5f, 2.5f, 2.5f
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- , 0.0f, 1.56f - m_timeAccumulatorScene, 0.0f
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- , 0.0f, 10.0f, 0.0f
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- );
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+ , 2.5f, 2.5f, 2.5f
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+ , 0.0f, 1.56f - m_timeAccumulatorScene, 0.0f
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+ , 0.0f, 10.0f, 0.0f
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+ );
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float mtxCube[16];
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float mtxCube[16];
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bx::mtxSRT(mtxCube
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bx::mtxSRT(mtxCube
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- , 2.5f, 2.5f, 2.5f
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- , 0.0f, 1.56f - m_timeAccumulatorScene, 0.0f
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- , -15.0f, 5.0f, 0.0f
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- );
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+ , 2.5f, 2.5f, 2.5f
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+ , 0.0f, 1.56f - m_timeAccumulatorScene, 0.0f
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+ , -15.0f, 5.0f, 0.0f
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+ );
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// Define matrices.
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// Define matrices.
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float lightView[16];
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float lightView[16];
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@@ -278,8 +277,9 @@ class ExampleShadowmapsSimple : public entry::AppI
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bx::mtxLookAt(lightView, eye, at);
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bx::mtxLookAt(lightView, eye, at);
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+ const bgfx::Caps* caps = bgfx::getCaps();
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const float area = 30.0f;
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const float area = 30.0f;
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- bx::mtxOrtho(lightProj, -area, area, -area, area, -100.0f, 100.0f, 0.0f, m_flipV);
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+ bx::mtxOrtho(lightProj, -area, area, -area, area, -100.0f, 100.0f, 0.0f, caps->homogeneousDepth);
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bgfx::setViewRect(RENDER_SHADOW_PASS_ID, 0, 0, m_shadowMapSize, m_shadowMapSize);
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bgfx::setViewRect(RENDER_SHADOW_PASS_ID, 0, 0, m_shadowMapSize, m_shadowMapSize);
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bgfx::setViewFrameBuffer(RENDER_SHADOW_PASS_ID, m_shadowMapFB);
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bgfx::setViewFrameBuffer(RENDER_SHADOW_PASS_ID, m_shadowMapFB);
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@@ -290,26 +290,28 @@ class ExampleShadowmapsSimple : public entry::AppI
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// Clear backbuffer and shadowmap framebuffer at beginning.
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// Clear backbuffer and shadowmap framebuffer at beginning.
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bgfx::setViewClear(RENDER_SHADOW_PASS_ID
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bgfx::setViewClear(RENDER_SHADOW_PASS_ID
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- , BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
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- , 0x303030ff, 1.0f, 0
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- );
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+ , BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
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+ , 0x303030ff, 1.0f, 0
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+ );
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bgfx::setViewClear(RENDER_SCENE_PASS_ID
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bgfx::setViewClear(RENDER_SCENE_PASS_ID
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- , BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
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- , 0x303030ff, 1.0f, 0
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- );
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+ , BGFX_CLEAR_COLOR | BGFX_CLEAR_DEPTH
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+ , 0x303030ff, 1.0f, 0
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+ );
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// Render.
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// Render.
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float mtxShadow[16];
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float mtxShadow[16];
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float lightMtx[16];
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float lightMtx[16];
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- const float sy = m_flipV ? 0.5f : -0.5f;
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+ const float sy = caps->originBottomLeft ? 0.5f : -0.5f;
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+ const float sz = caps->homogeneousDepth ? 0.5f : 1.0f;
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+ const float tz = caps->homogeneousDepth ? 0.5f : 0.0f;
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const float mtxCrop[16] =
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const float mtxCrop[16] =
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{
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{
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0.5f, 0.0f, 0.0f, 0.0f,
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0.5f, 0.0f, 0.0f, 0.0f,
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0.0f, sy, 0.0f, 0.0f,
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0.0f, sy, 0.0f, 0.0f,
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- 0.0f, 0.0f, m_depthScale, 0.0f,
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- 0.5f, 0.5f, m_depthOffset, 1.0f,
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+ 0.0f, 0.0f, sz, 0.0f,
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+ 0.5f, 0.5f, tz, 1.0f,
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};
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};
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float mtxTmp[16];
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float mtxTmp[16];
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@@ -376,15 +378,11 @@ class ExampleShadowmapsSimple : public entry::AppI
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uint32_t m_debug;
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uint32_t m_debug;
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uint32_t m_reset;
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uint32_t m_reset;
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- bool m_flipV;
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-
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bgfx::UniformHandle u_shadowMap;
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bgfx::UniformHandle u_shadowMap;
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bgfx::UniformHandle u_lightPos;
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bgfx::UniformHandle u_lightPos;
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bgfx::UniformHandle u_lightMtx;
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bgfx::UniformHandle u_lightMtx;
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bgfx::UniformHandle u_depthScaleOffset;
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bgfx::UniformHandle u_depthScaleOffset;
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- float m_depthScale;
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- float m_depthOffset;
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Mesh* m_bunny;
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Mesh* m_bunny;
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Mesh* m_cube;
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Mesh* m_cube;
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@@ -408,7 +406,6 @@ class ExampleShadowmapsSimple : public entry::AppI
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float m_view[16];
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float m_view[16];
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float m_proj[16];
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float m_proj[16];
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-
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};
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};
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ENTRY_IMPLEMENT_MAIN(ExampleShadowmapsSimple);
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ENTRY_IMPLEMENT_MAIN(ExampleShadowmapsSimple);
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