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@ -4072,7 +4072,7 @@ Vec4 inverse_perspective_divide(Vec4 divided_point, float what_was_w)
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return V4(divided_point.x * what_was_w, divided_point.y * what_was_w, divided_point.z * what_was_w, what_was_w);
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return V4(divided_point.x * what_was_w, divided_point.y * what_was_w, divided_point.z * what_was_w, what_was_w);
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}
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}
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Vec3 screenspace_point_to_camera_point(Vec2 screenspace)
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Vec3 screenspace_point_to_camera_point(Vec2 screenspace, Mat4 view)
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{
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{
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/*
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/*
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gl_Position = perspective_divide(projection * view * world_space_point);
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gl_Position = perspective_divide(projection * view * world_space_point);
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@ -5218,15 +5218,6 @@ Shadow_State init_shadow_state() {
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return shadows;
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return shadows;
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}
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}
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typedef struct {
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float l;
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float r;
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float t;
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float b;
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float n;
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float f;
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} Shadow_Volume_Params;
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float round_to_nearest(float input, float round_target)
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float round_to_nearest(float input, float round_target)
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{
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{
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float result = 0.0f;
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float result = 0.0f;
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@ -5245,114 +5236,6 @@ typedef struct
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Vec3 vertices[5];
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Vec3 vertices[5];
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} FrustumVertices;
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} FrustumVertices;
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FrustumVertices get_frustum_vertices(Vec3 cam_pos, Vec3 cam_forward, Vec3 cam_right) {
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FrustumVertices result = {0};
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float aspect_ratio = (float)sapp_width() / (float)sapp_height();
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const float cascade_distance = FAR_PLANE_DISTANCE;
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Vec2 far_plane_half_dims;
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far_plane_half_dims.y = cascade_distance * tanf(FIELD_OF_VIEW * 0.5f);
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far_plane_half_dims.x = far_plane_half_dims.y * aspect_ratio;
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Vec3 cam_up = Cross(cam_right, cam_forward);
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Vec3 far_plane_centre = AddV3(cam_pos, MulV3F(cam_forward, cascade_distance));
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Vec3 far_plane_offset_to_right_side = MulV3F(cam_right, far_plane_half_dims.x);
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Vec3 far_plane_offset_to_top_side = MulV3F(cam_up , far_plane_half_dims.y);
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Vec3 far_plane_offset_to_left_side = MulV3F(far_plane_offset_to_right_side, -1.0);
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Vec3 far_plane_offset_to_bot_side = MulV3F(far_plane_offset_to_top_side , -1.0);
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result.vertices[0] = cam_pos;
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result.vertices[1] = AddV3(far_plane_centre, AddV3(far_plane_offset_to_bot_side, far_plane_offset_to_left_side ));
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result.vertices[2] = AddV3(far_plane_centre, AddV3(far_plane_offset_to_bot_side, far_plane_offset_to_right_side));
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result.vertices[3] = AddV3(far_plane_centre, AddV3(far_plane_offset_to_top_side, far_plane_offset_to_right_side));
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result.vertices[4] = AddV3(far_plane_centre, AddV3(far_plane_offset_to_top_side, far_plane_offset_to_left_side ));
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return result;
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}
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Shadow_Volume_Params calculate_shadow_volume_params(Vec3 light_dir, Vec3 cam_pos, Vec3 cam_forward, Vec3 cam_right)
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{
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Shadow_Volume_Params result = {0};
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//first, we calculate the scene bound
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//NOTE: Once we are moved to a pre-pass queue making type deal, this could be moved into that
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// loop.
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//For simplicity and speed, at the moment we consider only entity positions, not their extents when constructing the scene bounds.
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//To make up for this, we add an extra padding-skirt to the bounds.
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Mat4 light_space_matrix = LookAt_RH((Vec3){0}, light_dir, V3(0, 1, 0));
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Vec3 frustum_min = V3( INFINITY, INFINITY, INFINITY);
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Vec3 frustum_max = V3(-INFINITY, -INFINITY, -INFINITY);
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FrustumVertices frustum_vertices_worldspace = get_frustum_vertices(cam_pos, cam_forward, cam_right);
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const int num_frustum_vertices = sizeof(frustum_vertices_worldspace.vertices)/sizeof(frustum_vertices_worldspace.vertices[0]);
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for (int i = 0; i < num_frustum_vertices; ++i) {
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Vec3 p = frustum_vertices_worldspace.vertices[i];
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p = MulM4V3(light_space_matrix, p);
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frustum_min.x = fminf(frustum_min.x, p.x);
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frustum_max.x = fmaxf(frustum_max.x, p.x);
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frustum_min.y = fminf(frustum_min.y, p.y);
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frustum_max.y = fmaxf(frustum_max.y, p.y);
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frustum_min.z = fminf(frustum_min.z, p.z);
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frustum_max.z = fmaxf(frustum_max.z, p.z);
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}
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result.l = frustum_min.x;
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result.r = frustum_max.x;
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result.b = frustum_min.y;
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result.t = frustum_max.y;
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float w = result.r - result.l;
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float h = result.t - result.b;
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float actual_size = fmaxf(w, h);
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{//Make sure it is square
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float diff = actual_size - h;
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if (diff > 0) {
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float half_diff = diff * 0.5f;
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result.t += half_diff;
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result.b -= half_diff;
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}
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diff = actual_size - w;
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if (diff > 0) {
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float half_diff = diff * 0.5f;
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result.r += half_diff;
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result.l -= half_diff;
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}
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}
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{//Snap the light position to shadow_map texel grid, to reduce shimmering when moving
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float texel_size = actual_size / (float)SHADOW_MAP_DIMENSION;
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result.l = round_to_nearest(result.l, texel_size);
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result.r = round_to_nearest(result.r, texel_size);
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result.b = round_to_nearest(result.b, texel_size);
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result.t = round_to_nearest(result.t, texel_size);
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}
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result.n = -100.0;
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result.f = 200.0;
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return result;
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}
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void debug_draw_img(sg_image img, int index) {
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void debug_draw_img(sg_image img, int index) {
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draw_quad((DrawParams){quad_at(V2(512.0f*index, 512.0), V2(512.0, 512.0)), IMG(img), WHITE, .layer=LAYER_UI});
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draw_quad((DrawParams){quad_at(V2(512.0f*index, 512.0), V2(512.0, 512.0)), IMG(img), WHITE, .layer=LAYER_UI});
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}
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}
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@ -5362,43 +5245,6 @@ void debug_draw_img_with_border(sg_image img, int index) {
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draw_quad((DrawParams){quad_at(V2(512.0f*index, 512.0), V2(512.0, 512.0)), img, (AABB){V2(-bs, -bs), AddV2(img_size(img), V2(bs, bs))}, WHITE, .layer=LAYER_UI});
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draw_quad((DrawParams){quad_at(V2(512.0f*index, 512.0), V2(512.0, 512.0)), img, (AABB){V2(-bs, -bs), AddV2(img_size(img), V2(bs, bs))}, WHITE, .layer=LAYER_UI});
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}
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}
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void debug_draw_shadow_info(Vec3 frustum_tip, Vec3 cam_forward, Vec3 cam_right, Mat4 light_space_matrix) {
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debug_draw_img(state.shadows.color_img, 0);
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FrustumVertices fv = get_frustum_vertices(frustum_tip, cam_forward, cam_right);
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Vec2 projs[5];
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for (int i = 0; i < 5; ++i) {
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Vec3 v = fv.vertices[i];
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Vec4 p = V4(v.x, v.y, v.z, 1.0);
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Vec4 proj = MulM4V4(light_space_matrix, p);
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proj.x /= proj.w;
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proj.y /= proj.w;
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proj.z /= proj.w;
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proj.x *= 0.5f;
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proj.x += 0.5f;
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proj.y *= 0.5f;
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proj.y += 0.5f;
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proj.z *= 0.5f;
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proj.z += 0.5f;
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proj.x *= 512.0f;
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proj.y *= 512.0f;
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projs[i] = proj.XY;
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dbgsquare(proj.XY);
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}
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dbgline(projs[0], projs[1]);
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dbgline(projs[0], projs[2]);
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dbgline(projs[0], projs[3]);
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dbgline(projs[0], projs[4]);
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dbgline(projs[1], projs[2]);
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dbgline(projs[2], projs[3]);
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dbgline(projs[3], projs[4]);
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dbgline(projs[4], projs[1]);
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}
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void actually_draw_thing(DrawnThing *it, Mat4 light_space_matrix, bool for_outline)
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void actually_draw_thing(DrawnThing *it, Mat4 light_space_matrix, bool for_outline)
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{
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{
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int num_vertices_to_draw = 0;
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int num_vertices_to_draw = 0;
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@ -5496,11 +5342,17 @@ void actually_draw_thing(DrawnThing *it, Mat4 light_space_matrix, bool for_outli
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sg_draw(0, num_vertices_to_draw, 1);
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sg_draw(0, num_vertices_to_draw, 1);
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}
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}
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typedef struct
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{
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Mat4 view;
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Mat4 projection;
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} ShadowMats;
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// I moved this out into its own separate function so that you could
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// I moved this out into its own separate function so that you could
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// define helper functions to be used multiple times in it, and those functions
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// define helper functions to be used multiple times in it, and those functions
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// would be near the actual 3d drawing in the file
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// would be near the actual 3d drawing in the file
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// @Place(the actual 3d rendering)
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// @Place(the actual 3d rendering)
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void flush_all_drawn_things(Vec3 light_dir, Vec3 cam_pos, Vec3 cam_facing, Vec3 cam_right)
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void flush_all_drawn_things(ShadowMats shadow)
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{
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{
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// Draw all the 3D drawn things. Draw the shadows, then draw the things with the shadows.
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// Draw all the 3D drawn things. Draw the shadows, then draw the things with the shadows.
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// Process armatures and upload their skeleton textures
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// Process armatures and upload their skeleton textures
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@ -5585,11 +5437,7 @@ void flush_all_drawn_things(Vec3 light_dir, Vec3 cam_pos, Vec3 cam_facing, Vec3
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// do the shadow pass
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// do the shadow pass
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Mat4 light_space_matrix;
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Mat4 light_space_matrix;
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{
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{
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Shadow_Volume_Params svp = calculate_shadow_volume_params(light_dir, cam_pos, cam_facing, cam_right);
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light_space_matrix = MulM4(shadow.projection, shadow.view);
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Mat4 shadow_view = LookAt_RH(V3(0, 0, 0), light_dir, V3(0, 1, 0));
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Mat4 shadow_projection = Orthographic_RH_NO(svp.l, svp.r, svp.b, svp.t, svp.n, svp.f);
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light_space_matrix = MulM4(shadow_projection, shadow_view);
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//debug_draw_shadow_info(cam_pos, cam_facing, cam_right, light_space_matrix);
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//debug_draw_shadow_info(cam_pos, cam_facing, cam_right, light_space_matrix);
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sg_begin_pass(state.shadows.pass, &state.shadows.pass_action);
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sg_begin_pass(state.shadows.pass, &state.shadows.pass_action);
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@ -5611,8 +5459,8 @@ void flush_all_drawn_things(Vec3 light_dir, Vec3 cam_pos, Vec3 cam_facing, Vec3
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Mat4 model = transform_to_matrix(it->t);
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Mat4 model = transform_to_matrix(it->t);
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threedee_vs_params_t vs_params = {
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threedee_vs_params_t vs_params = {
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.model = model,
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.model = model,
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.view = shadow_view,
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.view = shadow.view,
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.projection = shadow_projection,
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.projection = shadow.projection,
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.time = (float)elapsed_time,
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.time = (float)elapsed_time,
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};
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};
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sg_apply_uniforms(SG_SHADERSTAGE_VS, SLOT_threedee_vs_params, &SG_RANGE(vs_params));
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sg_apply_uniforms(SG_SHADERSTAGE_VS, SLOT_threedee_vs_params, &SG_RANGE(vs_params));
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@ -5639,8 +5487,8 @@ void flush_all_drawn_things(Vec3 light_dir, Vec3 cam_pos, Vec3 cam_facing, Vec3
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Mat4 model = transform_to_matrix(it->t);
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Mat4 model = transform_to_matrix(it->t);
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threedee_skeleton_vs_params_t params = {
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threedee_skeleton_vs_params_t params = {
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.model = model,
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.model = model,
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.view = shadow_view,
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.view = shadow.view,
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.projection = shadow_projection,
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.projection = shadow.projection,
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.directional_light_space_matrix = light_space_matrix,
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.directional_light_space_matrix = light_space_matrix,
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.bones_tex_size = V2((float)it->armature->bones_texture_width,(float)it->armature->bones_texture_height),
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.bones_tex_size = V2((float)it->armature->bones_texture_width,(float)it->armature->bones_texture_height),
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};
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};
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@ -5767,6 +5615,15 @@ String8List words_on_current_page_without_unsaid(Entity *it, TextPlacementSettin
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return to_return;
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return to_return;
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}
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}
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Vec3 point_on_plane_from_camera_point(Mat4 view, Vec2 screenspace_camera_point)
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{
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Vec3 view_cam_pos = MulM4V4(InvGeneralM4(view), V4(0,0,0,1)).xyz;
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Vec3 world_point = screenspace_point_to_camera_point(screenspace_camera_point, view);
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Vec3 point_ray = NormV3(SubV3(world_point, view_cam_pos));
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Vec3 marker = ray_intersect_plane(view_cam_pos, point_ray, V3(0,0,0), V3(0,1,0));
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return marker;
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}
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void frame(void)
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void frame(void)
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{
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{
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static float speed_factor = 1.0f;
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static float speed_factor = 1.0f;
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@ -5867,7 +5724,7 @@ void frame(void)
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movement = V2(0,0);
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movement = V2(0,0);
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view = Translate(V3(0.0, 1.0, -5.0f));
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view = Translate(V3(0.0, 1.0, -5.0f));
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//view = LookAt_RH(V3(0,1,-5
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Mat4 normal_cam_view = LookAt_RH(cam_pos, player_pos, V3(0, 1, 0));
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if(flycam)
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if(flycam)
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{
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{
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Basis basis = flycam_basis();
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Basis basis = flycam_basis();
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@ -5876,12 +5733,43 @@ void frame(void)
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}
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}
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else
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else
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{
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{
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view = LookAt_RH(cam_pos, player_pos, V3(0, 1, 0));
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view = normal_cam_view;
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}
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}
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projection = Perspective_RH_NO(FIELD_OF_VIEW, screen_size().x / screen_size().y, NEAR_PLANE_DISTANCE, FAR_PLANE_DISTANCE);
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projection = Perspective_RH_NO(FIELD_OF_VIEW, screen_size().x / screen_size().y, NEAR_PLANE_DISTANCE, FAR_PLANE_DISTANCE);
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// calculate light stuff
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Vec3 camera_bounds[] = {
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point_on_plane_from_camera_point(normal_cam_view, V2(0.0,0.0)),
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point_on_plane_from_camera_point(normal_cam_view, V2(screen_size().x,0.0)),
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point_on_plane_from_camera_point(normal_cam_view, V2(screen_size().x,screen_size().y)),
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point_on_plane_from_camera_point(normal_cam_view, V2(0.0,screen_size().y)),
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};
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for(int i = 0; i < ARRLEN(camera_bounds); i++)
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dbgcol(PINK)
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dbg3dline(camera_bounds[i], camera_bounds[(i + 1) % ARRLEN(camera_bounds)]);
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Vec3 center = V3(0,0,0);
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ARR_ITER(Vec3, camera_bounds) center = AddV3(center, *it);
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center = MulV3F(center, 1.0f / (float)ARRLEN(camera_bounds));
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Vec3 shadows_focused_on = center;
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float max_radius = 0.0f;
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ARR_ITER(Vec3, camera_bounds)
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{
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float l = LenV3(SubV3(*it, shadows_focused_on));
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if(l > max_radius)
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{
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max_radius = l;
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}
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}
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ShadowMats shadow = {
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.view = LookAt_RH(shadows_focused_on, AddV3(shadows_focused_on,light_dir), V3(0, 1, 0)),
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.projection = Orthographic_RH_NO(-max_radius, max_radius, -max_radius, max_radius, -100.0f, 400.0f),
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//.projection = Orthographic_RH_NO(svp.l, svp.r, svp.b, svp.t, svp.n, svp.f),
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};
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// @Place(draw 3d things)
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// @Place(draw 3d things)
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for(PlacedMesh *cur = get_cur_room(&gs, &level_threedee)->placed_mesh_list; cur; cur = cur->next)
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for(PlacedMesh *cur = get_cur_room(&gs, &level_threedee)->placed_mesh_list; cur; cur = cur->next)
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@ -6049,7 +5937,7 @@ void frame(void)
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}
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}
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}
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}
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flush_all_drawn_things(light_dir, cam_pos, facing, right);
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flush_all_drawn_things(shadow);
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// draw the 3d render
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// draw the 3d render
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draw_quad((DrawParams){quad_at(V2(0.0, screen_size().y), screen_size()), IMG(state.threedee_pass_resolve_image), WHITE, .layer = LAYER_WORLD, .custom_pipeline = state.twodee_colorcorrect_pip });
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draw_quad((DrawParams){quad_at(V2(0.0, screen_size().y), screen_size()), IMG(state.threedee_pass_resolve_image), WHITE, .layer = LAYER_WORLD, .custom_pipeline = state.twodee_colorcorrect_pip });
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|
@ -7349,7 +7237,7 @@ ISANERROR("Don't know how to do this stuff on this platform.")
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//if(view_cam_pos.y >= 4.900f) // causes nan if not true... not good...
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//if(view_cam_pos.y >= 4.900f) // causes nan if not true... not good...
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if(true)
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if(true)
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{
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{
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Vec3 world_mouse = screenspace_point_to_camera_point(mouse_pos);
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Vec3 world_mouse = screenspace_point_to_camera_point(mouse_pos, view);
|
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Vec3 mouse_ray = NormV3(SubV3(world_mouse, view_cam_pos));
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Vec3 mouse_ray = NormV3(SubV3(world_mouse, view_cam_pos));
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Vec3 marker = ray_intersect_plane(view_cam_pos, mouse_ray, V3(0,0,0), V3(0,1,0));
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Vec3 marker = ray_intersect_plane(view_cam_pos, mouse_ray, V3(0,0,0), V3(0,1,0));
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Vec2 mouse_on_floor = point_plane(marker);
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Vec2 mouse_on_floor = point_plane(marker);
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