Run shadow render pass and compute light position in vertex shaders
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73340b3a39
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6 files changed
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@@ -59,9 +59,12 @@ int main(int argc, char *argv[])
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const vec3_t cam = { 0, 4, -8 };
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const vec3_t tgt = { 0, 0, 0 };
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const mat4_t view = mat4_lookat(cam, tgt, (vec3_t) { 0, 1, 0 });
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const vec3_t up = { 0, 1, 0 };
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const vec3_t light = { 2, 2, -1 };
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const mat4_t view = mat4_lookat(cam, tgt, up);
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const mat4_t proj = mat4_perspective((float)W / H, PI / 8, 0.1, 100.0);
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const mat4_t vp = mat4_mul(proj, view);
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const mat4_t light_vp = mat4_lookat(light, tgt, up);
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mat4_t transforms[NELEMS(gpu_models)] = {
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mat4_mul(
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MAT4_TRANSLATE(1, 0, 0),
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@@ -100,8 +103,8 @@ int main(int argc, char *argv[])
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anim.bone_matrices,
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};
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gpu_render(
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&gpu, vp, NELEMS(gpu_models), gpu_models, bone_matrices,
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transforms);
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&gpu, vp, light_vp, NELEMS(gpu_models), gpu_models,
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bone_matrices, transforms);
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}
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// Clean up
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