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-rw-r--r--3rdparty/bgfx/examples/14-shadowvolumes/shadowvolumes.cpp241
1 files changed, 122 insertions, 119 deletions
diff --git a/3rdparty/bgfx/examples/14-shadowvolumes/shadowvolumes.cpp b/3rdparty/bgfx/examples/14-shadowvolumes/shadowvolumes.cpp
index 3b1bc71daeb..ce8b5aac61c 100644
--- a/3rdparty/bgfx/examples/14-shadowvolumes/shadowvolumes.cpp
+++ b/3rdparty/bgfx/examples/14-shadowvolumes/shadowvolumes.cpp
@@ -675,7 +675,7 @@ struct HalfEdges
m_offsets[ii] = uint32_t(he - m_data);
std::vector<uint16_t>& row = edges[ii];
- for (uint32_t jj = 0, end = (uint32_t)row.size(); jj < end; ++jj)
+ for (uint32_t jj = 0, size = (uint32_t)row.size(); jj < size; ++jj)
{
he->m_secondIndex = row[jj];
he->m_marked = false;
@@ -880,9 +880,9 @@ struct Group
for (uint32_t ii = 0, size = m_numIndices/3; ii < size; ++ii)
{
const uint16_t* indices = &m_indices[ii*3];
- const uint16_t i0 = indices[0];
- const uint16_t i1 = indices[1];
- const uint16_t i2 = indices[2];
+ uint16_t i0 = indices[0];
+ uint16_t i1 = indices[1];
+ uint16_t i2 = indices[2];
const float* v0 = (float*)&m_vertices[i0*stride];
const float* v1 = (float*)&m_vertices[i1*stride];
const float* v2 = (float*)&m_vertices[i2*stride];
@@ -899,15 +899,15 @@ struct Group
//Use unique indices for EdgeMap.
const uint16_t* uindices = &uniqueIndices[ii*3];
- const uint16_t ui0 = uindices[0];
- const uint16_t ui1 = uindices[1];
- const uint16_t ui2 = uindices[2];
+ i0 = uindices[0];
+ i1 = uindices[1];
+ i2 = uindices[2];
const uint16_t triangleEdge[3][2] =
{
- {ui0, ui1},
- {ui1, ui2},
- {ui2, ui0},
+ { i0, i1 },
+ { i1, i2 },
+ { i2, i0 },
};
for (uint8_t jj = 0; jj < 3; ++jj)
@@ -1511,128 +1511,131 @@ void shadowVolumeCreate(ShadowVolume& _shadowVolume
}
else // ShadowVolumeAlgorithm::EdgeBased:
{
- uint32_t ii = 0;
+ {
+ uint32_t ii = 0;
#if SV_USE_SIMD
- uint32_t numEdgesRounded = numEdges & (~0x1);
+ uint32_t numEdgesRounded = numEdges & (~0x1);
- using namespace bx;
+ using namespace bx;
- const float4_t lx = float4_splat(_light[0]);
- const float4_t ly = float4_splat(_light[1]);
- const float4_t lz = float4_splat(_light[2]);
+ const float4_t lx = float4_splat(_light[0]);
+ const float4_t ly = float4_splat(_light[1]);
+ const float4_t lz = float4_splat(_light[2]);
- for (; ii < numEdgesRounded; ii+=2)
- {
- const Edge& edge0 = edges[ii];
- const Edge& edge1 = edges[ii+1];
- const Plane* edgePlane0 = &edgePlanes[ii*2];
- const Plane* edgePlane1 = &edgePlanes[ii*2 + 2];
-
- const float4_t reverse = float4_ild(edge0.m_faceReverseOrder[0]
- , edge1.m_faceReverseOrder[0]
- , edge0.m_faceReverseOrder[1]
- , edge1.m_faceReverseOrder[1]
- );
-
- const float4_t v0 = float4_ld(edgePlane0[0].m_plane);
- const float4_t v1 = float4_ld(edgePlane1[0].m_plane);
- const float4_t v2 = float4_ld(edgePlane0[1].m_plane);
- const float4_t v3 = float4_ld(edgePlane1[1].m_plane);
-
- const float4_t xxyy0 = float4_shuf_xAyB(v0, v2);
- const float4_t zzww0 = float4_shuf_zCwD(v0, v2);
- const float4_t xxyy1 = float4_shuf_xAyB(v1, v3);
- const float4_t zzww1 = float4_shuf_zCwD(v1, v3);
-
- const float4_t vX = float4_shuf_xAyB(xxyy0, xxyy1);
- const float4_t vY = float4_shuf_zCwD(xxyy0, xxyy1);
- const float4_t vZ = float4_shuf_xAyB(zzww0, zzww1);
- const float4_t vW = float4_shuf_zCwD(zzww0, zzww1);
-
- const float4_t r0 = float4_mul(vX, lx);
- const float4_t r1 = float4_mul(vY, ly);
- const float4_t r2 = float4_mul(vZ, lz);
-
- const float4_t dot = float4_add(r0, float4_add(r1, r2));
- const float4_t f = float4_add(dot, vW);
-
- const float4_t zero = float4_zero();
- const float4_t mask = float4_cmpgt(f, zero);
- const float4_t onef = float4_splat(1.0f);
- const float4_t tmp0 = float4_and(mask, onef);
- const float4_t tmp1 = float4_ftoi(tmp0);
- const float4_t tmp2 = float4_xor(tmp1, reverse);
- const float4_t tmp3 = float4_sll(tmp2, 1);
- const float4_t onei = float4_isplat(1);
- const float4_t tmp4 = float4_isub(tmp3, onei);
-
- BX_ALIGN_DECL_16(int32_t res[4]);
- float4_st(&res, tmp4);
-
- for (uint16_t jj = 0; jj < 2; ++jj)
+ for (; ii < numEdgesRounded; ii+=2)
{
- int16_t k = res[jj] + res[jj+2];
- if (k != 0)
+ const Edge& edge0 = edges[ii];
+ const Edge& edge1 = edges[ii+1];
+ const Plane* edgePlane0 = &edgePlanes[ii*2];
+ const Plane* edgePlane1 = &edgePlanes[ii*2 + 2];
+
+ const float4_t reverse =
+ float4_ild(edge0.m_faceReverseOrder[0]
+ , edge1.m_faceReverseOrder[0]
+ , edge0.m_faceReverseOrder[1]
+ , edge1.m_faceReverseOrder[1]
+ );
+
+ const float4_t p00 = float4_ld(edgePlane0[0].m_plane);
+ const float4_t p10 = float4_ld(edgePlane1[0].m_plane);
+ const float4_t p01 = float4_ld(edgePlane0[1].m_plane);
+ const float4_t p11 = float4_ld(edgePlane1[1].m_plane);
+
+ const float4_t xxyy0 = float4_shuf_xAyB(p00, p01);
+ const float4_t zzww0 = float4_shuf_zCwD(p00, p01);
+ const float4_t xxyy1 = float4_shuf_xAyB(p10, p11);
+ const float4_t zzww1 = float4_shuf_zCwD(p10, p11);
+
+ const float4_t vX = float4_shuf_xAyB(xxyy0, xxyy1);
+ const float4_t vY = float4_shuf_zCwD(xxyy0, xxyy1);
+ const float4_t vZ = float4_shuf_xAyB(zzww0, zzww1);
+ const float4_t vW = float4_shuf_zCwD(zzww0, zzww1);
+
+ const float4_t r0 = float4_mul(vX, lx);
+ const float4_t r1 = float4_mul(vY, ly);
+ const float4_t r2 = float4_mul(vZ, lz);
+
+ const float4_t dot = float4_add(r0, float4_add(r1, r2));
+ const float4_t f = float4_add(dot, vW);
+
+ const float4_t zero = float4_zero();
+ const float4_t mask = float4_cmpgt(f, zero);
+ const float4_t onef = float4_splat(1.0f);
+ const float4_t tmp0 = float4_and(mask, onef);
+ const float4_t tmp1 = float4_ftoi(tmp0);
+ const float4_t tmp2 = float4_xor(tmp1, reverse);
+ const float4_t tmp3 = float4_sll(tmp2, 1);
+ const float4_t onei = float4_isplat(1);
+ const float4_t tmp4 = float4_isub(tmp3, onei);
+
+ BX_ALIGN_DECL_16(int32_t res[4]);
+ float4_st(&res, tmp4);
+
+ for (uint16_t jj = 0; jj < 2; ++jj)
{
- float* v0 = (float*)&vertices[edges[ii+jj].m_i0*_stride];
- float* v1 = (float*)&vertices[edges[ii+jj].m_i1*_stride];
- verticesSide[vsideI++] = VertexData(v0, 0.0f, float(k));
- verticesSide[vsideI++] = VertexData(v0, 1.0f, float(k));
- verticesSide[vsideI++] = VertexData(v1, 0.0f, float(k));
- verticesSide[vsideI++] = VertexData(v1, 1.0f, float(k));
-
- k = _textureAsStencil ? 1 : k;
- uint16_t winding = uint16_t(k > 0);
- for (uint8_t ii = 0, end = abs(k); ii < end; ++ii)
+ int16_t kk = res[jj] + res[jj+2];
+ if (kk != 0)
{
- indicesSide[sideI++] = indexSide;
- indicesSide[sideI++] = indexSide + 2 - winding;
- indicesSide[sideI++] = indexSide + 1 + winding;
+ float* v0 = (float*)&vertices[edges[ii+jj].m_i0*_stride];
+ float* v1 = (float*)&vertices[edges[ii+jj].m_i1*_stride];
+ verticesSide[vsideI++] = VertexData(v0, 0.0f, float(kk) );
+ verticesSide[vsideI++] = VertexData(v0, 1.0f, float(kk) );
+ verticesSide[vsideI++] = VertexData(v1, 0.0f, float(kk) );
+ verticesSide[vsideI++] = VertexData(v1, 1.0f, float(kk) );
+
+ kk = _textureAsStencil ? 1 : kk;
+ uint16_t winding = uint16_t(kk > 0);
+ for (uint8_t ll = 0, end = abs(kk); ll < end; ++ll)
+ {
+ indicesSide[sideI++] = indexSide;
+ indicesSide[sideI++] = indexSide + 2 - winding;
+ indicesSide[sideI++] = indexSide + 1 + winding;
- indicesSide[sideI++] = indexSide + 2;
- indicesSide[sideI++] = indexSide + 3 - winding*2;
- indicesSide[sideI++] = indexSide + 1 + winding*2;
- }
+ indicesSide[sideI++] = indexSide + 2;
+ indicesSide[sideI++] = indexSide + 3 - winding*2;
+ indicesSide[sideI++] = indexSide + 1 + winding*2;
+ }
- indexSide += 4;
+ indexSide += 4;
+ }
}
}
- }
#endif
- for (; ii < numEdges; ++ii)
- {
- const Edge& edge = edges[ii];
- const Plane* edgePlane = &edgePlanes[ii*2];
+ for (; ii < numEdges; ++ii)
+ {
+ const Edge& edge = edges[ii];
+ const Plane* edgePlane = &edgePlanes[ii*2];
- int16_t s0 = ( (vec3Dot(edgePlane[0].m_plane, _light) + edgePlane[0].m_plane[3]) > 0.0f) ^ edge.m_faceReverseOrder[0];
- int16_t s1 = ( (vec3Dot(edgePlane[1].m_plane, _light) + edgePlane[1].m_plane[3]) > 0.0f) ^ edge.m_faceReverseOrder[1];
- int16_t k = ( (s0 + s1) << 1) - 2;
+ int16_t s0 = ( (vec3Dot(edgePlane[0].m_plane, _light) + edgePlane[0].m_plane[3]) > 0.0f) ^ edge.m_faceReverseOrder[0];
+ int16_t s1 = ( (vec3Dot(edgePlane[1].m_plane, _light) + edgePlane[1].m_plane[3]) > 0.0f) ^ edge.m_faceReverseOrder[1];
+ int16_t kk = ( (s0 + s1) << 1) - 2;
- if (k != 0)
- {
- float* v0 = (float*)&vertices[edge.m_i0*_stride];
- float* v1 = (float*)&vertices[edge.m_i1*_stride];
- verticesSide[vsideI++] = VertexData(v0, 0.0f, k);
- verticesSide[vsideI++] = VertexData(v0, 1.0f, k);
- verticesSide[vsideI++] = VertexData(v1, 0.0f, k);
- verticesSide[vsideI++] = VertexData(v1, 1.0f, k);
-
- k = _textureAsStencil ? 1 : k;
- uint16_t winding = uint16_t(k > 0);
- for (uint8_t ii = 0, end = abs(k); ii < end; ++ii)
+ if (kk != 0)
{
- indicesSide[sideI++] = indexSide;
- indicesSide[sideI++] = indexSide + 2 - winding;
- indicesSide[sideI++] = indexSide + 1 + winding;
+ float* v0 = (float*)&vertices[edge.m_i0*_stride];
+ float* v1 = (float*)&vertices[edge.m_i1*_stride];
+ verticesSide[vsideI++] = VertexData(v0, 0.0f, kk);
+ verticesSide[vsideI++] = VertexData(v0, 1.0f, kk);
+ verticesSide[vsideI++] = VertexData(v1, 0.0f, kk);
+ verticesSide[vsideI++] = VertexData(v1, 1.0f, kk);
+
+ kk = _textureAsStencil ? 1 : kk;
+ uint16_t winding = uint16_t(kk > 0);
+ for (uint8_t jj = 0, end = abs(kk); jj < end; ++jj)
+ {
+ indicesSide[sideI++] = indexSide;
+ indicesSide[sideI++] = indexSide + 2 - winding;
+ indicesSide[sideI++] = indexSide + 1 + winding;
- indicesSide[sideI++] = indexSide + 2;
- indicesSide[sideI++] = indexSide + 3 - winding*2;
- indicesSide[sideI++] = indexSide + 1 + winding*2;
- }
+ indicesSide[sideI++] = indexSide + 2;
+ indicesSide[sideI++] = indexSide + 3 - winding*2;
+ indicesSide[sideI++] = indexSide + 1 + winding*2;
+ }
- indexSide += 4;
+ indexSide += 4;
+ }
}
}
@@ -1643,10 +1646,10 @@ void shadowVolumeCreate(ShadowVolume& _shadowVolume
{
const Face& face = *iter;
- float f = vec3Dot(face.m_plane, _light) + face.m_plane[3];
+ float f = bx::vec3Dot(face.m_plane, _light) + face.m_plane[3];
bool frontFacing = (f > 0.0f);
- for (uint8_t ii = 0, end = 1 + uint8_t(!_textureAsStencil); ii < end; ++ii)
+ for (uint8_t ii = 0, num = 1 + uint8_t(!_textureAsStencil); ii < num; ++ii)
{
if (frontFacing)
{
@@ -2791,15 +2794,15 @@ int _main_(int /*_argc*/, char** /*_argv*/)
viewId += uint8_t(settings_useStencilTexture);
// Draw shadow casters.
- for (uint8_t ii = 0; ii < shadowCastersCount[currentScene]; ++ii)
+ for (uint8_t jj = 0; jj < shadowCastersCount[currentScene]; ++jj)
{
- shadowCasters[currentScene][ii].submit(viewId, drawDiffuse);
+ shadowCasters[currentScene][jj].submit(viewId, drawDiffuse);
}
// Draw shadow receivers.
- for (uint8_t ii = 0; ii < shadowReceiversCount[currentScene]; ++ii)
+ for (uint8_t jj = 0; jj < shadowReceiversCount[currentScene]; ++jj)
{
- shadowReceivers[currentScene][ii].submit(viewId, drawDiffuse);
+ shadowReceivers[currentScene][jj].submit(viewId, drawDiffuse);
}
}