Tiny refactor
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@@ -1,6 +1,6 @@
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calc_tight_light_projection :: (camera: Camera, light_direction: Vector3) -> Matrix4 {
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// View space camera frustum
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aspect_ratio := cast(float)renderer.render_target_height / cast(float)renderer.render_target_width;
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aspect_ratio := cast(float)engine.renderer.render_target_height / cast(float)engine.renderer.render_target_width;
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frustum := get_frustum(camera.fov, aspect_ratio, camera.z_near, camera.z_far);
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// View frustum back to world space
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@@ -46,7 +46,7 @@ calc_tight_light_projection :: (camera: Camera, light_direction: Vector3) -> Mat
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}
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update_light_buffer :: () {
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scene := current_scene;
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scene := engine.current_scene;
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camera := scene.camera;
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light_data : Directional_Light_Buffer_Data;
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@@ -56,44 +56,44 @@ update_light_buffer :: () {
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light_matrix := calc_tight_light_projection(camera, scene.directional_light.direction.xyz);
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light_data.light_matrix = light_matrix;
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upload_data_to_buffer(renderer, directional_light_buffer, *light_data, size_of(Directional_Light_Buffer_Data));
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upload_data_to_buffer(engine.renderer, engine.directional_light_buffer, *light_data, size_of(Directional_Light_Buffer_Data));
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}
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sync_engine_buffers :: () {
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update_light_buffer();
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// Camera buffer
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camera := *current_scene.camera;
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camera := *engine.current_scene.camera;
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camera_data : Camera_Data;
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camera_data.projection_matrix = camera.projection_matrix;
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camera_data.view_matrix = camera.view_matrix;
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camera_data.position = to_v4(camera.position);
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upload_data_to_buffer(renderer, camera_buffer, *camera_data, size_of(Camera_Data));
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upload_data_to_buffer(engine.renderer, engine.camera_buffer, *camera_data, size_of(Camera_Data));
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shader_time : Shader_Time;
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shader_time.time = time;
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upload_data_to_buffer(renderer, time_buffer, *shader_time, size_of(Shader_Time));
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upload_data_to_buffer(engine.renderer, engine.time_buffer, *shader_time, size_of(Shader_Time));
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// Sync entity transforms
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for current_scene.entities {
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for engine.current_scene.entities {
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if it.flags & .RENDERABLE {
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if it.renderable.type == {
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case .MODEL; {
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for n, i: it.renderable.model.nodes {
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if n.meshes.count > 0 {
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node_data := *it.renderable.nodes[i];
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upload_data_to_buffer(renderer, node_data.transform_buffer, *node_data.transform.world_matrix, size_of(Matrix4));
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upload_data_to_buffer(engine.renderer, node_data.transform_buffer, *node_data.transform.world_matrix, size_of(Matrix4));
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if node_data.num_bones > 0 {
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for handle, mesh_index: n.meshes {
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m := parray_get(*renderer.meshes, handle);
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m := parray_get(*engine.renderer.meshes, handle);
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bones : [MAX_BONES] Matrix4;
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for bone_index: 0..m.num_bones-1 {
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bone := *it.renderable.nodes[m.bone_indices[bone_index]];
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bones[bone_index] = bone.transform.world_matrix * m.bone_matrices[bone_index];
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}
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upload_data_to_buffer(renderer, node_data.bone_buffers[mesh_index], bones.data, size_of(Matrix4) * m.num_bones);
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upload_data_to_buffer(engine.renderer, node_data.bone_buffers[mesh_index], bones.data, size_of(Matrix4) * m.num_bones);
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}
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}
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}
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