Removed old shadow map code
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@@ -41,8 +41,6 @@ Engine_Core :: struct {
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directional_light_buffer : Buffer_Handle;
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point_light_buffer : Buffer_Handle;
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on_frustum_render: (Vector3, Vector3);
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procs: struct {
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on_scene_loaded: (*Scene, Engine_Mode);
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on_pre_scene_loaded: (*Scene, Engine_Mode);
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@@ -44,70 +44,6 @@ calc_tight_light_projection :: (camera: Camera, light_direction: Vector3) -> Mat
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return light_projection * light_view;
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}
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calculate_sun_transform :: (camera: Camera, light_direction: Vector3) -> Matrix4 {
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success, inv_viewproj := inverse(camera.projection_matrix * camera.view_matrix);
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view : Matrix4;
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proj : Matrix4;
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ndc : [8] Vector4 = .[
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.{-1, -1, 0, 1}, .{1, -1, 0, 1}, .{-1, 1, 0, 1}, .{1, 1, 0, 1}, // near plane
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.{-1, -1, 1, 1}, .{1, -1, 1, 1}, .{-1, 1, 1, 1}, .{1, 1, 1, 1} // far plane
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];
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corners : [8] Vector3;
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center : Vector3;
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for i: 0..7 {
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world := inv_viewproj * ndc[i];
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corners[i] = world.xyz / world.w;
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center += corners[i];
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}
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center /= 8.0;
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{
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// Build light basis
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forward := normalize(-light_direction);
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up := ifx abs(forward.y) > 0.99 then Vector3.{0, 0, 1} else .{0, 1, 0};
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right := normalize(cross(up, forward));
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up = cross(forward, right);
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// Build view matrix manually (row-major layout)
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view = Matrix4_Identity;
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view.v[0] = Vector4.{right.x, right.y, right.z, 0.0};
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view.v[1] = Vector4.{up.x, up.y, up.z, 0.0};
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view.v[2] = Vector4.{forward.x, forward.y, forward.z, 0.0};
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view.v[3] = Vector4.{-dot(right, center),
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-dot(up, center),
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-dot(forward, center),
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1.0};
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}
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{
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min_bounds : Vector3 = .{FLOAT32_MAX, FLOAT32_MAX, FLOAT32_MAX};
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max_bounds : Vector3 = .{-FLOAT32_MAX, -FLOAT32_MAX, -FLOAT32_MAX};
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for i: 0..7 {
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ls := transform_position(corners[i], view);
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min_bounds = min(min_bounds, ls);
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max_bounds = max(max_bounds, ls);
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}
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// Step 5: Build orthographic projection (DX11 Z: 0..1)
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left := min_bounds.x;
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right := max_bounds.x;
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bottom := min_bounds.y;
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top := max_bounds.y;
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near_z := min_bounds.z;
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far_z := max_bounds.z;
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proj = orthographic_lh_projection_matrix(left, right, bottom, top, near_z, far_z);
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}
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return proj * view;
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}
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update_light_buffer :: () {
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scene := engine.current_scene;
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