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@ -14,7 +14,7 @@ struct Output
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struct Scene
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{
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float4x4 Model;
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float3 Color;
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float4 Color;
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};
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StructuredBuffer<Scene> scene: register(t0, space0);
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@ -31,7 +31,7 @@ Output main(Input input)
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float4 pos = float4(input.Position, 1.0);
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output.Position = mul(ViewProjection, mul(scene[input.Instance].Model, pos));
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output.Color = scene[input.Instance].Color;
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output.Color = scene[input.Instance].Color.xyz;
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return output;
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}
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@ -18,7 +18,7 @@
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},
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{
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"name" : "Color",
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"type" : "vec3",
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"type" : "vec4",
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"offset" : 64
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}
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]
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@ -59,19 +59,25 @@ float4 main(
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float3 Normal: TEXCOORD2
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) : SV_Target0
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{
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float4 s = Texture.Sample(Sampler, UV);
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float alpha = s.w;
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if(alpha < 0.01)
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{
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discard;
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}
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float3 lightPos = float3(0, 20 + -4, -5);
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float3 lightColor = float3(0.8, 0.8, 0.5);
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float3 ambient = lerp(float3(0.01, 0.01, 0.003), float3(0.004, 0.004, 0.06), dot(Normal, float3(0.0,1.0,0.0)) );
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float4 s = Texture.Sample(Sampler, UV);
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float alpha = s.w;
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float3 col = s.xyz;
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float3 c2 = col * ambient + col * BlinnPhong(Normal, WorldPos, lightPos, lightColor);
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float4 rv = float4(pow(c2, 1.0 / 2.2), alpha);
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return rv;
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}
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@ -51,6 +51,7 @@ pub fn resolve(self: *@This()) void {
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position.z = -position.z;
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position.y = -position.y;
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position.x = -position.x;
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{
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var base = core.zm.identity();
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base = mul(core.zm.rotationY(-self.yaw), base);
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@ -95,7 +95,7 @@ pub fn onUpload(p: *anyopaque, copyPass: *gpu.GPUCopyPass) void {
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var primitive: DebugPrimitive = self.debugDraws.pop().?;
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uploadMapped[offset] = .{
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.Model = primitive.resolve(),
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.Color = @bitCast(primitive.color),
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.Color = @bitCast(primitive.color.toZm()),
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};
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self.drawsThisFrame.append(self.allocator, primitive) catch unreachable;
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@ -6,7 +6,7 @@ using namespace metal;
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struct Scene
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{
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float4x4 Model;
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float3 Color;
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float4 Color;
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};
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struct type_StructuredBuffer_Scene
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@ -33,7 +33,7 @@ struct main0_in
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vertex main0_out main0(main0_in in [[stage_in]], constant type_Uniforms& Uniforms [[buffer(0)]], const device type_StructuredBuffer_Scene& scene [[buffer(1)]], uint gl_InstanceIndex [[instance_id]])
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{
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main0_out out = {};
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out.out_var_TEXCOORD0 = scene._m0[gl_InstanceIndex].Color;
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out.out_var_TEXCOORD0 = scene._m0[gl_InstanceIndex].Color.xyz;
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out.gl_Position = Uniforms.ViewProjection * (scene._m0[gl_InstanceIndex].Model * float4(in.in_var_TEXCOORD0, 1.0));
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return out;
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}
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@ -24,11 +24,16 @@ struct main0_in
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fragment main0_out main0(main0_in in [[stage_in]], constant type_Uniforms& Uniforms [[buffer(0)]], texture2d<float> Texture [[texture(0)]], sampler Sampler [[sampler(0)]])
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{
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main0_out out = {};
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float4 _56 = Texture.sample(Sampler, in.in_var_TEXCOORD0);
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float3 _59 = float3(0.0, 16.0, -5.0) - in.in_var_TEXCOORD1;
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float3 _60 = fast::normalize(_59);
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float _76 = 0.5 / length(_59);
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out.out_var_SV_Target0 = float4(powr(_56.xyz * (mix(float3(0.00999999977648258209228515625, 0.00999999977648258209228515625, 0.0030000000260770320892333984375), float3(0.0040000001899898052215576171875, 0.0040000001899898052215576171875, 0.0599999986588954925537109375), float3(in.in_var_TEXCOORD2.y)) + (((float3(0.800000011920928955078125, 0.800000011920928955078125, 0.5) * precise::max(dot(_60, in.in_var_TEXCOORD2), 0.0)) * _76) + (((float3(0.800000011920928955078125, 0.800000011920928955078125, 0.5) * powr(precise::max(dot(in.in_var_TEXCOORD2, fast::normalize(_60 + fast::normalize(in.in_var_TEXCOORD1 - float3(Uniforms.viewPos)))), 0.0), 30.0)) * 2.0) * _76))), float3(0.4545454680919647216796875)), _56.w);
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float4 _54 = Texture.sample(Sampler, in.in_var_TEXCOORD0);
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float _55 = _54.w;
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if (_55 < 0.00999999977648258209228515625)
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{
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discard_fragment();
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}
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float3 _63 = float3(0.0, 16.0, -5.0) - in.in_var_TEXCOORD1;
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float3 _64 = fast::normalize(_63);
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float _80 = 0.5 / length(_63);
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out.out_var_SV_Target0 = float4(powr(_54.xyz * (mix(float3(0.00999999977648258209228515625, 0.00999999977648258209228515625, 0.0030000000260770320892333984375), float3(0.0040000001899898052215576171875, 0.0040000001899898052215576171875, 0.0599999986588954925537109375), float3(in.in_var_TEXCOORD2.y)) + (((float3(0.800000011920928955078125, 0.800000011920928955078125, 0.5) * precise::max(dot(_64, in.in_var_TEXCOORD2), 0.0)) * _80) + (((float3(0.800000011920928955078125, 0.800000011920928955078125, 0.5) * powr(precise::max(dot(in.in_var_TEXCOORD2, fast::normalize(_64 + fast::normalize(in.in_var_TEXCOORD1 - float3(Uniforms.viewPos)))), 0.0), 30.0)) * 2.0) * _80))), float3(0.4545454680919647216796875)), _55);
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return out;
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}
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@ -62,6 +62,14 @@ pub fn prepare(self: *@This()) !void {
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_ = exitInput.data.addListener(null, onExit);
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exitInput.activate();
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{
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const inp = try core.ActionBinding.create(core.MakeName("slow"));
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inp.addKey(.lshift, .keyDown);
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inp.addKey(.lshift, .keyUp);
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_ = inp.data.addListener(self, slowDown);
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inp.activate();
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}
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self.camera = try core.createEntity();
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const cameraScene = self.camera.addComponent(core.Scene).?;
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cameraScene.setPosition(.{ .z = -15 });
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@ -131,6 +139,17 @@ fn onShaderReload(ctx: ?*anyopaque, action: core.ActionEvent) void {
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rend.renderer.reloadShaders() catch unreachable;
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}
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fn slowDown(ctx: ?*anyopaque, action: core.ActionEvent) void {
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const self: *@This() = @ptrCast(@alignCast(ctx));
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if (action == .keyUp) {
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self.cameraSpeed = 10.0;
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}
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if (action == .keyDown) {
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self.cameraSpeed = 4.0;
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}
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}
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fn verticalMovement(ctx: ?*anyopaque, axis: f32) void {
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const self: *@This() = @ptrCast(@alignCast(ctx));
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self.verticalMove = axis;
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@ -138,7 +157,7 @@ fn verticalMovement(ctx: ?*anyopaque, axis: f32) void {
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fn onMove(ctx: ?*anyopaque, axis: core.Vector2f) void {
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const self: *@This() = @ptrCast(@alignCast(ctx));
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self.moveVector = .{ .x = -axis.x, .z = axis.y, .y = 0.0 };
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self.moveVector = .{ .x = axis.x, .z = axis.y, .y = 0.0 };
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}
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pub fn onExit(ctx: ?*anyopaque, action: core.ActionEvent) void {
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@ -153,11 +172,14 @@ pub fn tick(self: *@This(), dt: f64) void {
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if (self.camera.fetch(core.Scene)) |scene| {
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const vector = core.Vectorf{ .x = self.moveVector.x, .z = self.moveVector.z, .y = self.verticalMove };
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scene.getPosRot().position = scene.getPosRot().position.add(vector.fmul(self.cameraSpeed * fdt));
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// core.engine_log(" camera position >> {any}", .{scene.getPosRot().position});
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core.debugSphere(scene.getPosRot().position.add(.{ .z = 2 }), 0.3, .{});
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core.debugSphere(
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scene.getPosRot().position.add(.{ .z = 2 }),
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0.1,
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.{ .color = .{ .x = 1.0 } },
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);
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}
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core.debugSphere(.{ .y = 0 }, 4, .{});
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var show: bool = true;
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ig.showDemoWindow(&show);
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