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@@ -1,4 +1,6 @@
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#include "Global.h"
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#include "bx/constants.h"
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#include "bx/math.h"
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#include <cassert>
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namespace
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@@ -7,6 +9,31 @@ namespace
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Game::GameInstance* GameInst = nullptr;
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}
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Quat Quat::FromEuler(float x, float y, float z)
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{
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x *= bx::kPi / 180.0f;
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y *= bx::kPi / 180.0f;
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z *= bx::kPi / 180.0f;
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float cX = bx::cos(x);
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float cY = bx::cos(y);
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float cZ = bx::cos(z);
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float sX = bx::sin(x);
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float sY = bx::sin(y);
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float sZ = bx::sin(z);
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return Quat{
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cX * cY * cZ - sX * sY * sZ,
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sY * cX * cZ - sX * sZ * cY,
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sX * sY * cZ + sZ * cX * cY,
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sX * cY * cZ + sY * sZ * cX };
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}
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Quat Quat::FromEuler(Vec3 rot)
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{
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return Quat::FromEuler(rot.X, rot.Y, rot.Z);
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}
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namespace Game
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{
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SharedData& GetShared()
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@@ -34,6 +34,9 @@ struct Quat
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float Y = 0.0f;
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float Z = 0.0f;
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float W = 1.0f;
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static Quat FromEuler(float x, float y, float z);
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static Quat FromEuler(Vec3 rot);
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};
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struct Mat4
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@@ -5,6 +5,23 @@
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#include <bx/math.h>
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#include <bgfx/bgfx.h>
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namespace
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{
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void CreateTransform(float* out, Vec3 pos, Quat rot = {}, Vec3 scale = {1.0f, 1.0f, 1.0f})
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{
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if (out == nullptr) return;
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float rMat[16]{0};
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float tMat[16]{0};
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float sMat[16]{0};
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bx::mtxFromQuaternion(rMat, bx::Quaternion{rot.X, rot.Y, rot.Z, rot.W});
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bx::mtxTranslate(tMat, pos.X, pos.Y, pos.Z);
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bx::mtxScale(sMat, scale.X, scale.Y, scale.Z);
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float buf[16]{0};
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bx::mtxMul(buf, rMat, sMat);
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bx::mtxMul(out, buf, tMat);
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}
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}
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namespace Game
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{
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void Level::Setup(GameData& data)
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@@ -25,6 +42,8 @@ namespace Game
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}
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}
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}
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Cube* floor = Cubes.New();
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}
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}
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@@ -40,23 +59,28 @@ namespace Game
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void Cube::Update()
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{
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double globalTime = GetInstance().Now;
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double time = TestY <= 5 ? globalTime * 0.1f : 0.0f;
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if (TestX == 4 && TestY == 4)
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if (TestX >= 0 && TestY >= 0)
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{
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bx::mtxTranslate(Transform.M, 0, 0, bx::lerp(-20.0f, -32.0f, bx::sin(globalTime* 0.5f) * 0.5 + 0.5));
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double globalTime = GetInstance().Now;
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double time = TestY <= 5 ? globalTime * 1.0f : 0.0f;
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if (TestX == 4 && TestY == 4)
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{
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bx::mtxTranslate(Transform.M, 0, 0, bx::lerp(-20.0f, -32.0f, bx::sin(globalTime* 0.5f) * 0.5 + 0.5));
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}
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else
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{
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float scale = 1.0f + TestX * 0.4f;
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CreateTransform(Transform.M,
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Vec3{TestX * 10.0f - 40.0f, TestY * 10.0f - 40.0f, (float)TestX},
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Quat::FromEuler(time * 10.0f + TestX, time * 5.0f * TestY, 0.0f),
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{scale, scale, scale}
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);
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}
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}
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else
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{
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float rot[16]{0};
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bx::mtxRotateXY(rot, time + TestX * 0.1f, time * 2 + TestY * .37f);
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float scale[16]{0};
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bx::mtxScale(scale, 1.0f + TestX * 0.4f);
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float pos[16]{0};
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bx::mtxTranslate(pos, TestX * 10.0f - 40.0f, TestY * 10.0f - 40.0f, TestX);
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float buf[16]{0};
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bx::mtxMul(buf, scale, rot);
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bx::mtxMul(Transform.M, buf, pos);
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CreateTransform(Transform.M, {0.0f, -30.0f, 100.0f}, {}, {100.0f, 10.0f, 100.0f});
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// Nothing for now
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}
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}
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}
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@@ -11,8 +11,8 @@ namespace Game
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struct Cube
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{
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int32_t TestX = 0;
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int32_t TestY = 0;
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int32_t TestX = -1;
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int32_t TestY = -1;
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Mat4 Transform;
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uint16_t MaterialIdx = 0;
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uint16_t ModelIdx = 0;
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@@ -172,7 +172,7 @@ namespace Game
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bx::mtxLookAt(view, eye, at);
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float proj[16];
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bx::mtxProj(proj, 75.0f, float(shared.Window.WindowWidth) / float(shared.Window.WindowHeight), 0.1f, 100.0f, bgfx::getCaps()->homogeneousDepth);
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bx::mtxProj(proj, 75.0f, float(shared.Window.WindowWidth) / float(shared.Window.WindowHeight), 0.1f, 1000.0f, bgfx::getCaps()->homogeneousDepth);
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bgfx::setViewTransform(0, view, proj);
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// Set view 0 default viewport.
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@@ -6,9 +6,11 @@ $input v_uv0
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float circle(vec2 uv, float radius)
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{
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float distSq = uv.x * uv.x + uv.y * uv.y;
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float result = distSq / (radius * radius);
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return result < 1.0;
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// return clamp(1.0 - result, 0.0, 1.0);
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// float result = distSq / (radius * radius);
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float result = sqrt(distSq) / radius / 2;
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// float result = sqrt(distSq) / radius;
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// return result < 1.0;
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return clamp(1.0 - result, 0.0, 1.0);
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}
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float circles(vec2 uv, float level, float subLevel)
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@@ -25,18 +27,23 @@ float circles(vec2 uv, float level, float subLevel)
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float step3 = clamp(step - 2, 0.0, 1.0);
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float sum = 0.0;
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sum += circle(baseUv, lerp(0.5, 0.25, subLevel));
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sum += circle(step1Uv, 0.25 * step1);
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sum += circle(step2Uv, 0.25 * step2);
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sum += circle(step3Uv, 0.25 * step3);
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// sum += circle(baseUv, lerp(0.5, 0.25, subLevel));
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// sum += circle(step1Uv, 0.25 * step1);
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// sum += circle(step2Uv, 0.25 * step2);
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// sum += circle(step3Uv, 0.25 * step3);
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sum = circle(baseUv, lerp(0.5, 0.25, subLevel));
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sum = max(sum, circle(step1Uv, 0.25 * step1));
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sum = max(sum, circle(step2Uv, 0.25 * step2));
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sum = max(sum, circle(step3Uv, 0.25 * step3));
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return min(sum, 1.0);
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}
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void main()
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{
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float2 dx = ddx(v_uv0);
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float2 dy = ddy(v_uv0);
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float baseScale = 4.0;
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float2 dx = ddx(v_uv0 * baseScale);
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float2 dy = ddy(v_uv0 * baseScale);
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float2x2 mat = float2x2(dx, dy);
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float4 vectorized = float4(dx, dy);
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float qq = dot(vectorized, vectorized);
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@@ -47,7 +54,7 @@ void main()
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float spacing = freq.y * exp2(2.0);
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spacing *= 128.0; // TODO: check reference to see how to calculate this!
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float spacingLog = log2(spacing);
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float spacingLog = max(log2(spacing), 1.0);
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int patternScaleLevel = floor(spacingLog);
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float patternFractional = spacingLog - patternScaleLevel;
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