Shadows
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@@ -35,7 +35,7 @@ Camera :: struct {
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dirty : bool;
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}
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create_perspective_camera :: (position: Vector3 = .{}, fov: float, aspect: float, yaw: float = 0.0, pitch: float = 0.0, roll: float = 0.0, z_near: float = 0.1, z_far: float = 1000.0) -> Camera {
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create_perspective_camera :: (position: Vector3 = .{}, fov: float, aspect: float, yaw: float = 0.0, pitch: float = 0.0, roll: float = 0.0, z_near: float = 0.1, z_far: float = 200.0) -> Camera {
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camera : Camera;
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camera.type = .PERSPECTIVE;
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camera.world_up = .{0,1,0};
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@@ -89,7 +89,6 @@ orthographic_lh_projection_matrix :: (left: float, right: float, bottom: float,
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return m;
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}
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make_lh_projection_matrix :: (fov_vertical: float, aspect_ratio_horizontal_over_vertical: float, z_near: float, z_far: float, x_offset:=0.0, y_offset:=0.0, depth_range_01:=false) -> Matrix4 {
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result := Matrix4_Identity;
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68
core/frustum.jai
Normal file
68
core/frustum.jai
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@@ -0,0 +1,68 @@
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Frustum :: struct {
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near_top_left: Vector3;
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near_bottom_left: Vector3;
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near_top_right: Vector3;
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near_bottom_right: Vector3;
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far_top_left: Vector3;
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far_bottom_left: Vector3;
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far_top_right: Vector3;
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far_bottom_right: Vector3;
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}
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get_frustum :: (fov: float, aspect_ratio: float, z_near: float, z_far: float) -> Frustum {
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frustum: Frustum = ---;
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tan_half_fov := tan(DEGREES_TO_RADIANS * fov * 0.5);
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near_z := z_near;
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near_x := near_z * tan_half_fov;
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near_y := near_z * tan_half_fov * aspect_ratio;
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frustum.near_top_left = .{-near_x, near_y, near_z};
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frustum.near_bottom_left = .{-near_x, -near_y, near_z};
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frustum.near_top_right = .{near_x, near_y, near_z};
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frustum.near_bottom_right = .{near_x, -near_y, near_z};
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far_z := z_far;
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far_x := far_z * tan_half_fov;
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far_y := far_z * tan_half_fov * aspect_ratio;
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frustum.far_top_left = .{-far_x, far_y, far_z};
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frustum.far_bottom_left = .{-far_x, -far_y, far_z};
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frustum.far_top_right = .{far_x, far_y, far_z};
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frustum.far_bottom_right = .{far_x, -far_y, far_z};
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return frustum;
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}
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get_frustum_aabb :: (frustum: Frustum) -> AABB {
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aabb: AABB;
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aabb_add(*aabb, frustum.near_top_left);
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aabb_add(*aabb, frustum.near_bottom_left);
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aabb_add(*aabb, frustum.near_top_right);
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aabb_add(*aabb, frustum.near_bottom_right);
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aabb_add(*aabb, frustum.far_top_left);
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aabb_add(*aabb, frustum.far_bottom_left);
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aabb_add(*aabb, frustum.far_top_right);
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aabb_add(*aabb, frustum.far_bottom_right);
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return aabb;
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}
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transform :: (frustum: Frustum, matrix: Matrix4) -> Frustum {
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transformed_frustum: Frustum = ---;
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transformed_frustum.near_top_left = transform_position(frustum.near_top_left, matrix);
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transformed_frustum.near_bottom_left = transform_position(frustum.near_bottom_left, matrix);
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transformed_frustum.near_top_right = transform_position(frustum.near_top_right, matrix);
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transformed_frustum.near_bottom_right = transform_position(frustum.near_bottom_right, matrix);
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transformed_frustum.far_top_left = transform_position(frustum.far_top_left, matrix);
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transformed_frustum.far_bottom_left = transform_position(frustum.far_bottom_left, matrix);
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transformed_frustum.far_top_right = transform_position(frustum.far_top_right, matrix);
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transformed_frustum.far_bottom_right = transform_position(frustum.far_bottom_right, matrix);
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return transformed_frustum;
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}
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@@ -69,6 +69,16 @@ point_inside_aabb :: (aabb: AABB, point: Vector3) -> bool {
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&& point.z >= aabb.min.z && point.z <= aabb.max.z;
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}
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aabb_add :: (aabb: *AABB, point: Vector3) {
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aabb.min.x = min(point.x, aabb.min.x);
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aabb.min.y = min(point.y, aabb.min.y);
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aabb.min.z = min(point.z, aabb.min.z);
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aabb.max.x = max(point.x, aabb.max.x);
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aabb.max.y = max(point.y, aabb.max.y);
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aabb.max.z = max(point.z, aabb.max.z);
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}
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operator == :: inline (a: Vector3i, b: Vector3i) -> bool {
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return a.x == b.x && a.y == b.y && a.z == b.z;
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}
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@@ -366,4 +376,5 @@ ease_in_out_sine :: (x: float) -> float {
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}
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#import "PCG";
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#import "Math";
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#import "Math";
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#load "frustum.jai";
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@@ -102,7 +102,7 @@ create_scene :: (name: string, max_entities: s64 = 256) -> *Scene {
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array_reserve(*scene.entities, max_entities);
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scene.directional_light.color_and_intensity = .{1,1,1,1};
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scene.directional_light.direction = to_v4(normalize(Vector3.{0.3, -0.3, 0.5}));
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scene.directional_light.direction = to_v4(normalize(Vector3.{0.2, -0.7, 0.4}));
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dir_light_data : Directional_Light_Buffer_Data;
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dir_light_data.color_and_intensity = scene.directional_light.color_and_intensity;
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