Work
This commit is contained in:
parent
f6e754ff73
commit
e90a4495e7
2
build.sh
2
build.sh
@ -4,5 +4,5 @@ cd src/shaders/
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./compile_shaders.sh
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./compile_shaders.sh
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cd ..
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cd ..
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cd ..
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cd ..
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jai-linux -x64 first.jai
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jai -x64 first.jai
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./first
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./first
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BIN
resources/lut.png
Normal file
BIN
resources/lut.png
Normal file
Binary file not shown.
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After Width: | Height: | Size: 35 KiB |
@ -61,12 +61,6 @@ arb_tri_add :: (tri: Arb_Tri) {
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array_add(*arbTriState.trilist, tri);
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array_add(*arbTriState.trilist, tri);
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}
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}
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arb_tri_flush :: () {
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if !arbTriState.active {
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return;
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}
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transform_to_screen_x :: (coord: float) -> float {
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transform_to_screen_x :: (coord: float) -> float {
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w, h := get_window_size();
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w, h := get_window_size();
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return (coord / cast(float) w) * 2.0 - 1.0;
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return (coord / cast(float) w) * 2.0 - 1.0;
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@ -77,6 +71,13 @@ arb_tri_flush :: () {
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return (coord / cast(float) h) * 2.0 - 1.0;
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return (coord / cast(float) h) * 2.0 - 1.0;
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}
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}
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arb_tri_flush :: () {
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if !arbTriState.active {
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return;
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}
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arbTriState.active = false;
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arbTriState.active = false;
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for tri, i : arbTriState.trilist {
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for tri, i : arbTriState.trilist {
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@ -69,6 +69,8 @@ init_profiler :: () {
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iprof_conf.text_width = text_width;
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iprof_conf.text_width = text_width;
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iprof_conf.draw_rectangle = draw_rectangle_prof;
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iprof_conf.draw_rectangle = draw_rectangle_prof;
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iprof_conf.draw_line = draw_line;
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iprof_conf.draw_line = draw_line;
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iprof_conf.graph_begin = graph_begin;
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iprof_conf.graph_end = graph_end;
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}
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}
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draw_profiler :: () {
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draw_profiler :: () {
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@ -240,6 +240,11 @@ draw_trile :: () {
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mvp := create_viewproj(*cam);
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mvp := create_viewproj(*cam);
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vs_params : Vs_Params;
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vs_params : Vs_Params;
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vs_params.mvp = mvp.floats;
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vs_params.mvp = mvp.floats;
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vs_params.camera = cam.position.component;
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world_conf : Trixel_World_Config;
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wc : *World_Config = *(World_Config.{});
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world_config_to_shader_type(wc, *world_conf);
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trixels : [4096]Position_Color;
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trixels : [4096]Position_Color;
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@ -272,8 +277,6 @@ draw_trile :: () {
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for y: 0..15 {
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for y: 0..15 {
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for z: 0..15 {
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for z: 0..15 {
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if current_trile.trixels[x][y][z].empty then continue;
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if current_trile.trixels[x][y][z].empty then continue;
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hit := does_ray_hit_cube(ray, .{ .{x * TRIXEL_SIZE, y * TRIXEL_SIZE, z * TRIXEL_SIZE}, .{TRIXEL_SIZE, TRIXEL_SIZE, TRIXEL_SIZE}});
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trixels[trixel_count].pos.x = x * (1.0 / 16.0) + TRIXEL_SIZE_HALF;
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trixels[trixel_count].pos.x = x * (1.0 / 16.0) + TRIXEL_SIZE_HALF;
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trixels[trixel_count].pos.y = y * (1.0 / 16.0) + TRIXEL_SIZE_HALF;
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trixels[trixel_count].pos.y = y * (1.0 / 16.0) + TRIXEL_SIZE_HALF;
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@ -287,7 +290,7 @@ draw_trile :: () {
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trixel_color = .{1.0, 0.0, 0.0};
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trixel_color = .{1.0, 0.0, 0.0};
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}
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}
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trixels[trixel_count].col = .{trixel_color.x, trixel_color.y, trixel_color.z, 1.0};
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trixels[trixel_count].col = .{trixel_color.x, trixel_color.y, trixel_color.z, material_encode_to_float(current_trile.trixels[x][y][z].material)};
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trixel_count += 1;
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trixel_count += 1;
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}
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}
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}
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}
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@ -301,6 +304,7 @@ draw_trile :: () {
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sg_apply_pipeline(gPipelines.trixel.pipeline);
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sg_apply_pipeline(gPipelines.trixel.pipeline);
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sg_apply_bindings(*gPipelines.trixel.bind);
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sg_apply_bindings(*gPipelines.trixel.bind);
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sg_apply_uniforms(UB_vs_params, *(sg_range.{ ptr = *vs_params, size = size_of(type_of(vs_params)) }));
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sg_apply_uniforms(UB_vs_params, *(sg_range.{ ptr = *vs_params, size = size_of(type_of(vs_params)) }));
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sg_apply_uniforms(UB_trixel_world_config, *(sg_range.{ptr = *world_conf, size = size_of(type_of(world_conf))}));
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sg_draw(0, 36, trixel_count);
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sg_draw(0, 36, trixel_count);
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}
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}
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@ -1,15 +1,14 @@
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MAX_FILE_SIZE :: 200_000;
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MAX_FILE_SIZE :: 200_000;
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buf : [MAX_FILE_SIZE]u8;
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buf : [MAX_FILE_SIZE]u8;
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mandatory_done : bool = false;
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mandatory_loads_left : s32 = 0;
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init_after_mandatory_done : bool = false;
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init_after_mandatory_done : bool = false;
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mandatory_loads_done :: () -> bool {
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mandatory_loads_done :: () -> bool {
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return mandatory_done;
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return mandatory_loads_left <= 0;
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}
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}
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init_font_loads :: () {
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init_font_loads :: () {
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print("SENDING LOAD!!!!\n");
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sfetch_send(*(sfetch_request_t.{
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sfetch_send(*(sfetch_request_t.{
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path = "./resources/DroidSerif-Regular.ttf".data,
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path = "./resources/DroidSerif-Regular.ttf".data,
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callback = fontcb,
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callback = fontcb,
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@ -22,7 +21,6 @@ init_font_loads :: () {
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fontcb :: (res: *sfetch_response_t) #c_call {
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fontcb :: (res: *sfetch_response_t) #c_call {
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push_context,defer_pop default_context;
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push_context,defer_pop default_context;
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print("RDY! Finished? % Fetched? % \n", res.fetched, res.finished);
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state.font_default.fons_font = fonsAddFontMem(state.fons, "sans", res.data.ptr, xx res.data.size, 0);
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state.font_default.fons_font = fonsAddFontMem(state.fons, "sans", res.data.ptr, xx res.data.size, 0);
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ui_init_font_fields(*state.font_default);
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ui_init_font_fields(*state.font_default);
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mandatory_done = true;
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mandatory_done = true;
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@ -1,4 +1,4 @@
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#import "Basic";
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#import "Basic"()(MEMORY_DEBUGGER=true);
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#import "Math";
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#import "Math";
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#import "Input";
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#import "Input";
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#import "Hash_Table";
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#import "Hash_Table";
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@ -131,7 +131,7 @@ frame :: () {
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input_per_frame_event_and_flag_update();
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input_per_frame_event_and_flag_update();
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memory_visualizer_per_frame_update();
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// memory_visualizer_per_frame_update();
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profiler_update();
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profiler_update();
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reset_temporary_storage();
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reset_temporary_storage();
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File diff suppressed because it is too large
Load Diff
@ -7,12 +7,13 @@ in vec4 inst_col;
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layout(binding=0) uniform vs_params {
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layout(binding=0) uniform vs_params {
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mat4 mvp;
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mat4 mvp;
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vec3 camera;
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};
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};
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out vec4 color;
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out vec4 color;
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out vec4 fnormal;
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out vec4 fnormal;
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out vec4 pos;
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out vec4 pos;
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out vec3 cam;
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void main() {
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void main() {
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vec3 instancepos = inst.xyz;
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vec3 instancepos = inst.xyz;
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@ -20,30 +21,107 @@ void main() {
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fnormal = normal;
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fnormal = normal;
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color = inst_col;
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color = inst_col;
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pos = gl_Position;
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pos = gl_Position;
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cam = camera;
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}
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}
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@end
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@end
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@fs fs_trixel
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@fs fs_trixel
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layout(binding=1) uniform trixel_world_config {
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vec3 skyBase;
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vec3 skyTop;
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vec3 sunDisk;
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vec3 horizonHalo;
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vec3 sunHalo;
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vec3 sunLightColor;
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vec3 sunPosition;
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float sunIntensity;
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int hasClouds;
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int hasPlane;
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float planeHeight;
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int planeType;
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float time;
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};
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in vec4 color;
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in vec4 color;
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in vec4 fnormal;
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in vec4 fnormal;
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in vec4 pos;
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in vec4 pos;
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in vec3 cam;
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out vec4 frag_color;
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out vec4 frag_color;
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const float PI = 3.1412854;
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float DistributionGGX(vec3 N, vec3 H, float roughness) {
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float a = roughness*roughness;
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float a2 = a*a;
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float NdotH = max(dot(N, H), 0.0);
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float NdotH2 = NdotH*NdotH;
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float num = a2;
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float denom = (NdotH2 * (a2 - 1.0) + 1.0);
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denom = PI * denom * denom;
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return num / denom;
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}
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float GeometrySchlickGGX(float NdotV, float roughness) {
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float r = (roughness + 1.0);
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float k = (r*r) / 8.0;
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float num = NdotV;
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float denom = NdotV * (1.0 - k) + k;
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return num / denom;
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}
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float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness) {
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float NdotV = max(dot(N, V), 0.0);
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float NdotL = max(dot(N, L), 0.0);
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float ggx2 = GeometrySchlickGGX(NdotV, roughness);
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float ggx1 = GeometrySchlickGGX(NdotL, roughness);
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return ggx1 * ggx2;
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}
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vec3 fresnelSchlick(float cosTheta, vec3 F0) {
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return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
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}
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void main() {
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void main() {
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// Get the material info.
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// 2 lights.
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vec3 light1 = vec3(5.0, 5.0, 2.0);
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vec3 light2 = vec3(-5.0, -2.0, -2.0);
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vec3 albedo = color.xyz;
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vec3 albedo = color.xyz;
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int packedMaterial = int(round(color.w*255.0));
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float emittance = float((packedMaterial >> 1) & 0x3) / 3.0;
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int roughnessInt = (packedMaterial >> 5) & 0x7;
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float roughness = max(float(roughnessInt) / 7.0, 0.05);
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float metallic = float((packedMaterial >> 3) & 0x3) / 3.0;
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// Ambient light.
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vec3 light = 0.3 * albedo;
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vec3 light = 0.3 * albedo;
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vec3 light1dir = normalize(light1 - pos.xyz);
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// // Make emitting things look bright.
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vec3 light2dir = normalize(light2 - pos.xyz);
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// if(emittance > 0.01) return vec4(albedo, 1.0);
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light += max(0.0, dot(light1dir, fnormal.xyz)) * albedo * 0.5;
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light += max(0.0, dot(light2dir, fnormal.xyz)) * albedo * 0.3 * vec3(1.0, 0.7, 0.7);
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vec3 N = normalize(fnormal.xyz);
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frag_color = vec4(light, 1.0);
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vec3 V = normalize(cam - pos.xyz);
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vec3 L = normalize(sunPosition);
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vec3 H = normalize(V + L);
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vec3 F0 = vec3(0.04);
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F0 = mix(F0, albedo, metallic);
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vec3 F = fresnelSchlick(max(dot(H,V), 0.0), F0);
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float NDF = DistributionGGX(N, H, roughness);
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float G = GeometrySmith(N, V, L, roughness);
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vec3 numerator = NDF * G * F;
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float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001;
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vec3 specular = numerator / denominator;
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float NdotL = max(dot(N, L), 0.0);
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vec3 kD = vec3(1.0) - F;
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kD *= 1.0 - metallic;
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light += (kD * albedo / PI + specular) * NdotL * vec3(1.0, 1.0, 1.0);
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frag_color = vec4(vec3(light), 1.0);
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}
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}
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@end
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@end
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@ -94,7 +94,7 @@ material_to_rgba :: (mat: Material) -> (r: u8, g: u8, b: u8, a: u8) {
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r : u8 = cast(u8) (mat.color.x * 255.0);
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r : u8 = cast(u8) (mat.color.x * 255.0);
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g : u8 = cast(u8) (mat.color.y * 255.0);
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g : u8 = cast(u8) (mat.color.y * 255.0);
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b : u8 = cast(u8) (mat.color.z * 255.0);
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b : u8 = cast(u8) (mat.color.z * 255.0);
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a : u8 = material_encode_to_char(mat); // @ToDo: Do actual material value encode here.
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a : u8 = material_encode_to_char(mat);
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return r,g,b,a;
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return r,g,b,a;
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}
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}
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@ -5,23 +5,29 @@ World_Config :: struct {
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horizonHalo : Vector3 = .{1.0, 1.0, 1.0};
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horizonHalo : Vector3 = .{1.0, 1.0, 1.0};
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sunHalo : Vector3 = .{1.0, 1.0, 1.0};
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sunHalo : Vector3 = .{1.0, 1.0, 1.0};
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sunLightColor : Vector3 = .{1.0, 1.0, 1.0};
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sunLightColor : Vector3 = .{1.0, 1.0, 1.0};
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sunPosition : Vector3 = #run normalize(Vector3.{0.5, 0.5, 0.5});
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sunPosition : Vector3 = #run normalize(Vector3.{0.2, 0.3, 0.4});
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sunIntensity : float = 2.0;
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sunIntensity : float = 2.0;
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hasClouds : int = 1;
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hasClouds : s32 = 1;
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hasPlane : int = 0;
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hasPlane : s32 = 0;
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planeHeight : float = 0.0;
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planeHeight : float = 0.0;
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planeType : int = 0;
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planeType : s32 = 0;
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}
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}
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// Copies over all the fields of our world config into a given shader type.
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// Requires that the shader type has all of the fields the world config has.
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world_config_to_shader_type :: (wc: *World_Config, data: *$T) {
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world_config_to_shader_type :: (wc: *World_Config, data: *$T) {
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data.skyBase = wc.skyBase.component;
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generate_copy_code :: () -> string {
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data.skyTop = wc.skyTop.component;
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builder : String_Builder;
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data.sunDisk = wc.sunDisk.component;
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ti := type_info(World_Config);
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data.horizonHalo = wc.horizonHalo.component;
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for ti.members {
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data.sunHalo = wc.sunHalo.component;
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if it.type == type_info(Vector3) then print_to_builder(*builder, "data.% = wc.%.component;\n", it.name, it.name);
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data.time = cast(float) get_time();
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else print_to_builder(*builder, "data.% = wc.%;\n", it.name, it.name);
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}
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return builder_to_string(*builder);
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}
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#insert #run generate_copy_code();
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}
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}
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IVector3 :: struct {
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IVector3 :: struct {
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