399 lines
11 KiB
Odin
399 lines
11 KiB
Odin
package main
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import "core:fmt"
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import "core:log"
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import "core:math"
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import "core:math/linalg"
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import "core:math/rand"
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import rl "vendor:raylib"
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Buddy :: struct {
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pos: [3]f32,
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gothit: bool,
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hit_timer: f32,
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}
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Light :: struct {
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enabled: i32,
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used: bool,
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distanceNear: f32,
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distanceFar: f32,
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power: f32,
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position: [3]f32,
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color: [4]f32,
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enabledLoc: i32,
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distanceNearLoc: i32,
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distanceFarLoc: i32,
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powerLoc: i32,
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positionLoc: i32,
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colorLoc: i32,
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shader: ^rl.Shader,
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}
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light_find_unused :: proc() -> (^Light, int) {
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for &light, i in lights {
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if light.enabled == 0 do return &light, i
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}
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return nil, -1
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}
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light_new :: proc(
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shader: ^rl.Shader,
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pos: [3]f32,
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distanceNear: f32 = 0,
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distanceFar: f32 = 10,
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power: f32 = 1,
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color: [4]f32 = {1, 1, 1, 1},
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) -> ^Light {
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light, id := light_find_unused()
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if light == nil do return nil
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light.enabled = 1
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light.position = pos
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light.distanceNear = distanceNear
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light.distanceFar = distanceFar
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light.power = power
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light.color = color
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light.shader = shader
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light_set_uniforms(light, auto_cast id)
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light_update_uniforms(light)
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return light
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}
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light_destroy :: proc(light: ^Light) {
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light.enabled = 0
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light.used = false
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light_update_uniforms(light)
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}
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light_set_uniforms :: proc(light: ^Light, i: i32) {
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light.enabledLoc = rl.GetShaderLocation(light.shader^, rl.TextFormat("lights[%i].enabled", i))
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light.distanceNearLoc = rl.GetShaderLocation(
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light.shader^,
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rl.TextFormat("lights[%i].distanceNear", i),
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)
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light.distanceFarLoc = rl.GetShaderLocation(
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light.shader^,
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rl.TextFormat("lights[%i].distanceFar", i),
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)
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light.powerLoc = rl.GetShaderLocation(light.shader^, rl.TextFormat("lights[%i].power", i))
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light.positionLoc = rl.GetShaderLocation(
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light.shader^,
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rl.TextFormat("lights[%i].position", i),
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)
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light.colorLoc = rl.GetShaderLocation(light.shader^, rl.TextFormat("lights[%i].color", i))
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}
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light_update_uniforms :: proc(light: ^Light) {
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rl.SetShaderValue(light.shader^, light.enabledLoc, &(light.enabled), .INT)
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rl.SetShaderValue(light.shader^, light.distanceNearLoc, &(light.distanceNear), .FLOAT)
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rl.SetShaderValue(light.shader^, light.distanceFarLoc, &(light.distanceFar), .FLOAT)
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rl.SetShaderValue(light.shader^, light.powerLoc, &(light.power), .FLOAT)
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rl.SetShaderValue(light.shader^, light.enabledLoc, &(light.enabled), .INT)
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rl.SetShaderValue(light.shader^, light.enabledLoc, &(light.enabled), .INT)
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rl.SetShaderValue(light.shader^, light.positionLoc, &(light.position), .VEC3)
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rl.SetShaderValue(light.shader^, light.colorLoc, &(light.color), .VEC4)
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}
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move_light :: proc(light: ^Light, pos: [3]f32) {
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light.position = pos
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rl.SetShaderValue(light.shader^, light.positionLoc, &(light.position), .VEC3)
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}
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MAX_LIGHTS :: 32
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lights := [MAX_LIGHTS]Light{}
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main :: proc() {
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rl.SetConfigFlags({.WINDOW_RESIZABLE, .MSAA_4X_HINT})
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rl.InitWindow(900, 600, "flash")
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// rl.ToggleBorderlessWindowed()
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checker := rl.GenImageChecked(128, 128, 32, 32, {128, 128, 128, 255}, {150, 150, 150, 255})
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defer rl.UnloadImage(checker)
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checktex := rl.LoadTextureFromImage(checker)
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defer rl.UnloadTexture(checktex)
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checkmtl := rl.LoadMaterialDefault()
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rl.SetMaterialTexture(&checkmtl, .ALBEDO, checktex)
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checkplane := rl.GenMeshPlane(30, 30, 1, 1)
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rl.GenMeshTangents(&checkplane)
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w, h := rl.GetScreenWidth(), rl.GetScreenHeight()
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pixelize: i32 = 2
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target := rl.LoadRenderTexture(w / pixelize, h / pixelize)
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posttarget := rl.LoadRenderTexture(w / pixelize, h / pixelize)
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palette := rl.LoadTexture("assets/gfx/bluem0ld-1x.png")
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rl.SetTextureFilter(palette, .POINT)
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shader := rl.LoadShaderFromMemory(vshader, fshader)
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posterizer := rl.LoadShaderFromMemory(nil, postprocess)
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poster_palette := rl.GetShaderLocation(posterizer, "texture1")
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checkmtl.shader = shader
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for i := 0; i < 4; i += 1 {
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light_new(&shader, {}, 0, 10, 0.8)
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}
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lights[0].power = 0.9
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lights[0].distanceNear = 0
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lights[0].distanceFar = 15
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light_update_uniforms(&lights[0])
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rl.SetShaderValue(shader, lights[0].distanceNearLoc, &(lights[0].distanceNear), .FLOAT)
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rl.SetShaderValue(shader, lights[0].powerLoc, &(lights[0].power), .FLOAT)
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// sponza := rl.LoadModel("assets/models/sponza.glb")
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// for &material in sponza.materials[:sponza.materialCount] {
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// material.shader = shader
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// }
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mdl := rl.LoadModel("assets/models/unnamed.obj")
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for &material in mdl.materials[:mdl.materialCount] {
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material.shader = shader
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}
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Tri :: [3][3]f32
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tris := [dynamic]Tri{}
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// vtx := [dynamic]f32{}
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scale: f32 = 0.04
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for &mesh in mdl.meshes[:mdl.meshCount] {
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// mesh := mdl.meshes[mdl.meshCount-1]
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fmt.printf("Mesh: %d %d\n", mesh.vertexCount, mesh.triangleCount)
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for i: i32 = 0; i < mesh.vertexCount * 3; i += 9 {
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append(
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&tris,
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Tri {
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{
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mesh.vertices[i] * scale,
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mesh.vertices[i + 1] * scale,
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mesh.vertices[i + 2] * scale,
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},
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{
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mesh.vertices[i + 3] * scale,
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mesh.vertices[i + 4] * scale,
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mesh.vertices[i + 5] * scale,
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},
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{
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mesh.vertices[i + 6] * scale,
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mesh.vertices[i + 7] * scale,
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mesh.vertices[i + 8] * scale,
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},
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},
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)
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// append(&vtx, mesh.vertices[i] * scale)
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}
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}
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fmt.println("====\nMESH COUNT: ", mdl.meshCount, "\n===")
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// for tri in tris {
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// fmt.println(tri[0], tri[1], tri[2], sep = "\n")
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// }
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look_angles: rl.Vector2 = 0
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cam := rl.Camera3D {
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position = {0, 5, 0},
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target = {1, 2, 0},
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up = {0, 1, 0},
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fovy = 90,
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projection = .PERSPECTIVE,
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}
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vel: rl.Vector3
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rotation: f32 = 0.0
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rl.DisableCursor()
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for !rl.WindowShouldClose() {
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if rl.IsWindowResized() {
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w, h = rl.GetScreenWidth(), rl.GetScreenHeight()
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rl.UnloadRenderTexture(target)
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target = rl.LoadRenderTexture(w / pixelize, h / pixelize)
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rl.UnloadRenderTexture(posttarget)
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posttarget = rl.LoadRenderTexture(w / pixelize, h / pixelize)
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}
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// rl.UpdateCamera(&cam, .FIRST_PERSON)
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delta := rl.GetFrameTime()
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rot :=
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linalg.quaternion_from_euler_angle_y_f32(look_angles.y) *
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linalg.quaternion_from_euler_angle_x_f32(look_angles.x)
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forward := linalg.quaternion128_mul_vector3(rot, linalg.Vector3f32{0, 0, 1})
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right := linalg.quaternion128_mul_vector3(rot, linalg.Vector3f32{1, 0, 0})
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look_angles.y -= rl.GetMouseDelta().x * 0.0015
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look_angles.x += rl.GetMouseDelta().y * 0.0015
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SPEED :: 70
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RAD :: 1
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moving := false
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if rl.IsKeyDown(.W) {
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vel.xz += forward.xz * delta * SPEED
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moving = true
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}
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if rl.IsKeyDown(.S) {
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vel.xz -= forward.xz * delta * SPEED
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moving = true
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}
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if rl.IsKeyDown(.D) {
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vel.xz -= right.xz * delta * SPEED
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moving = true
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}
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if rl.IsKeyDown(.A) {
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vel.xz += right.xz * delta * SPEED
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moving = true
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}
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vel.xz = rl.Vector2ClampValue(vel.xz, 0, 3)
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if rl.IsKeyDown(.E) do vel.y += delta * SPEED
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if rl.IsKeyDown(.Q) do vel.y -= delta * SPEED
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// gravity
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vel.y -= delta * 10 * (vel.y < 0.0 ? 2 : 1)
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if rl.IsKeyPressed(.SPACE) do vel.y = 8
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// damping
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vel *= 1.0 / (1.0 + delta * 2)
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// Collide
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for t in tris {
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closest := closest_point_on_triangle(cam.position, t[0], t[1], t[2])
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diff := cam.position - closest
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diff.xz *= 2
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dist := linalg.length(diff)
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normal := diff / dist
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rl.DrawCubeV(closest, 0.05, dist > RAD ? rl.ORANGE : rl.WHITE)
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if dist < RAD {
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cam.position += normal * (RAD - dist)
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// project velocity to the normal plane, if moving towards it
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vel_normal_dot := linalg.dot(vel, normal)
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if vel_normal_dot < 0 {
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vel -= normal * vel_normal_dot
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if normal.y > 0.5 && !moving {
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vel.xz *= 0.5
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vel.y = 0
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}
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}
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}
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}
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cam.position += vel * delta
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cam.target = cam.position + forward
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rotation += delta
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rl.BeginTextureMode(target)
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rl.ClearBackground(rl.BLACK)
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rl.BeginMode3D(cam)
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for &light, i in lights[1:] {
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if light.enabled == 0 do continue
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color: [4]u8 = {
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u8(light.color.r * 255),
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u8(light.color.g * 255),
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u8(light.color.b * 255),
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u8(light.color.a * 255),
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}
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move_light(
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&light,
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{
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math.cos_f32(rotation + (f32(i) / f32(3)) * math.PI * 2) * 5,
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3,
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math.sin_f32(rotation + (f32(i) / f32(3)) * math.PI * 2) * 5,
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},
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)
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rl.DrawSphere(light.position, 0.1, transmute(rl.Color)color)
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}
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move_light(&lights[0], cam.position)
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// for &tri in tris {
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// rl.DrawSphere(tri[0], 0.5, rl.WHITE)
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// rl.DrawSphere(tri[1], 0.5, rl.WHITE)
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// rl.DrawSphere(tri[2], 0.5, rl.WHITE)
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// rl.DrawTriangle3D(tri[0], tri[1], tri[2], rl.RED)
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// }
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rl.BeginShaderMode(shader)
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rl.DrawModelEx(mdl, {}, {}, 0, 0.04, rl.WHITE)
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rl.EndShaderMode()
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rl.EndMode3D()
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rl.EndTextureMode()
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// rl.BeginDrawing()
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rl.BeginTextureMode(posttarget)
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// rl.BeginShaderMode(posterizer)
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rl.SetShaderValueTexture(posterizer, poster_palette, palette)
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rl.DrawTexture(target.texture, 0, 0, rl.WHITE)
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// rl.EndShaderMode()
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rl.EndTextureMode()
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rl.BeginDrawing()
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rl.DrawTexturePro(
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posttarget.texture,
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rl.Rectangle{0, 0, f32(w / pixelize), f32(h / pixelize)},
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{0, 0, f32(w), f32(h)},
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{},
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0,
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rl.WHITE,
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)
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rl.EndDrawing()
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}
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}
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vshader: cstring = #load("../assets/shaders/vshader.glsl", cstring)
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fshader: cstring = #load("../assets/shaders/fshader.glsl", cstring)
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postprocess: cstring = #load("../assets/shaders/postprocess.glsl", cstring)
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// Real Time collision detection 5.1.5
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closest_point_on_triangle :: proc(p, a, b, c: rl.Vector3) -> rl.Vector3 {
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// Check if P in vertex region outside A
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ab := b - a
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ac := c - a
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ap := p - a
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d1 := linalg.dot(ab, ap)
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d2 := linalg.dot(ac, ap)
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if d1 <= 0.0 && d2 <= 0.0 do return a // barycentric coordinates (1,0,0)
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// Check if P in vertex region outside B
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bp := p - b
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d3 := linalg.dot(ab, bp)
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d4 := linalg.dot(ac, bp)
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if d3 >= 0.0 && d4 <= d3 do return b // barycentric coordinates (0,1,0)
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// Check if P in edge region of AB, if so return projection of P onto AB
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vc := d1 * d4 - d3 * d2
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if vc <= 0.0 && d1 >= 0.0 && d3 <= 0.0 {
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v := d1 / (d1 - d3)
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return a + v * ab // barycentric coordinates (1-v,v,0)
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}
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// Check if P in vertex region outside C
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cp := p - c
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d5 := linalg.dot(ab, cp)
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d6 := linalg.dot(ac, cp)
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if d6 >= 0.0 && d5 <= d6 do return c // barycentric coordinates (0,0,1)
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// Check if P in edge region of AC, if so return projection of P onto AC
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vb := d5 * d2 - d1 * d6
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if vb <= 0.0 && d2 >= 0.0 && d6 <= 0.0 {
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w := d2 / (d2 - d6)
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return a + w * ac // barycentric coordinates (1-w,0,w)
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}
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// Check if P in edge region of BC, if so return projection of P onto BC
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va := d3 * d6 - d5 * d4
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if va <= 0.0 && (d4 - d3) >= 0.0 && (d5 - d6) >= 0.0 {
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w := (d4 - d3) / ((d4 - d3) + (d5 - d6))
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return b + w * (c - b) // barycentric coordinates (0,1-w,w)
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}
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// P inside face region. Compute Q through its barycentric coordinates (u,v,w)
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denom := 1.0 / (va + vb + vc)
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v := vb * denom
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w := vc * denom
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return a + ab * v + ac * w // = u*a + v*b + w*c, u = va * denom = 1.0-v-w
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}
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