Point lights
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@@ -1,4 +1,5 @@
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#load "../renderer/directional_light.jai";
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#load "../renderer/point_light.jai";
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#load "particles.jai";
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MAX_CACHED_PILES :: 8;
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@@ -160,7 +161,7 @@ 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 = .{1,1,1,2};
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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.{0.2, -0.7, 0.4}));
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dir_light_data : Directional_Light_Buffer_Data;
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@@ -72,7 +72,7 @@ translate :: (transform: *Transform, translation: Vector3, calculate_matrix: boo
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}
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euler_to_quaternion :: (value: Vector3) -> Quaternion {
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return euler_to_quaternion(value.x, value.y, value.z);
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return euler_to_quaternion(value.y, value.x, value.z);
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}
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euler_to_quaternion :: (yaw: float, pitch: float, roll: float) -> Quaternion {
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@@ -102,8 +102,8 @@ quaternion_to_euler_v3 :: (q: Quaternion) -> Vector3 {
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yaw, pitch, roll := quaternion_to_euler(q);
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v : Vector3 = ---;
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v.x = yaw;
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v.y = pitch;
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v.x = pitch;
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v.y = yaw;
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v.z = roll;
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return v;
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@@ -130,7 +130,7 @@ quaternion_to_euler :: (q: Quaternion) -> yaw: float, pitch: float, roll: float
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cosy_cosp := 1.0 - 2.0 * (q.y * q.y + q.z * q.z);
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yaw = atan2(siny_cosp, cosy_cosp);
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return yaw, pitch, roll;
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return pitch, yaw, roll;
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}
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set_rotation :: (e: *Entity, orientation: Quaternion, calculate_matrix: bool = true) {
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@@ -148,6 +148,10 @@ set_rotation :: (transform: *Transform, euler_angles: Vector3, calculate_matrix:
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if calculate_matrix update_matrix(transform);
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}
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set_rotation :: (e: *Entity, euler_angles: Vector3, calculate_matrix: bool = true) {
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set_rotation(*e.transform, euler_angles, calculate_matrix);
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}
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set_scale :: (e: *Entity, scale: Vector3, calculate_matrix: bool = true) {
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set_scale(*e.transform, scale, calculate_matrix);
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}
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