diff --git a/main.c b/main.c index a74a64b..2f625ee 100644 --- a/main.c +++ b/main.c @@ -2737,13 +2737,13 @@ void create_screenspace_gfx_state() .label = "outline-pass", }); - desc.sample_count = 0; + desc.sample_count = 1; desc.label = "threedee-pass-render-target"; state.threedee_pass_image = sg_make_image(&desc); desc.label = "threedee-pass-depth-render-target"; - desc.pixel_format = SG_PIXELFORMAT_DEPTH_STENCIL; + desc.pixel_format = SG_PIXELFORMAT_DEPTH; state.threedee_pass_depth_image = sg_make_image(&desc); state.threedee_pass = sg_make_pass(&(sg_pass_desc){ @@ -3300,21 +3300,19 @@ void init(void) assert(desc); shd = sg_make_shader(desc); - state.threedee_pip = sg_make_pipeline(&(sg_pipeline_desc) - { - .shader = shd, - .depth = { + state.threedee_pip = sg_make_pipeline(&(sg_pipeline_desc){ + .shader = shd, + .layout = {.attrs = { + [ATTR_threedee_vs_pos_in].format = SG_VERTEXFORMAT_FLOAT3, + [ATTR_threedee_vs_uv_in].format = SG_VERTEXFORMAT_FLOAT2, + }}, + .depth = { + .pixel_format = SG_PIXELFORMAT_DEPTH, .compare = SG_COMPAREFUNC_LESS_EQUAL, - .write_enabled = true - }, - .layout = { - .attrs = - { - [ATTR_threedee_vs_pos_in].format = SG_VERTEXFORMAT_FLOAT3, - [ATTR_threedee_vs_uv_in].format = SG_VERTEXFORMAT_FLOAT2, - } - }, - .colors[0].blend = (sg_blend_state) { // allow transparency + .write_enabled = true, + }, + .colors[0].blend = (sg_blend_state){ + // allow transparency .enabled = true, .src_factor_rgb = SG_BLENDFACTOR_SRC_ALPHA, .dst_factor_rgb = SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, @@ -3322,9 +3320,9 @@ void init(void) .src_factor_alpha = SG_BLENDFACTOR_ONE, .dst_factor_alpha = SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, .op_alpha = SG_BLENDOP_ADD, - }, - .label = "threedee", - }); + }, + .label = "threedee", + }); desc = threedee_armature_shader_desc(sg_query_backend()); assert(desc); @@ -3334,8 +3332,9 @@ void init(void) { .shader = shd, .depth = { - .compare = SG_COMPAREFUNC_LESS_EQUAL, - .write_enabled = true + .pixel_format = SG_PIXELFORMAT_DEPTH, + .compare = SG_COMPAREFUNC_LESS_EQUAL, + .write_enabled = true }, .layout = { .attrs = @@ -7346,7 +7345,7 @@ sapp_desc sokol_main(int argc, char* argv[]) .frame_cb = frame, .cleanup_cb = cleanup, .event_cb = event, - .sample_count = 4, + .sample_count = 1, // bumping this back to 4 is troublesome for web, because there's a mismatch in sample counts. Perhaps we must upgrade to gles3, in doing so, we should upgrade to the newest sokol gfx. .width = 800, .height = 600, //.gl_force_gles2 = true, not sure why this was here in example, look into diff --git a/server/main.go b/server/main.go index 98fe2f9..8e0a0e7 100644 --- a/server/main.go +++ b/server/main.go @@ -508,6 +508,7 @@ func main() { logResponses = os.Getenv("LOG_RESPONSES") != "" doCors = os.Getenv("CORS") != "" + if doCors { log.Println("Doing cors"); } c = openai.NewClient(api_key) http.HandleFunc("/completion", completion) diff --git a/threedee.glsl b/threedee.glsl index 79b5656..6f6c2e7 100644 --- a/threedee.glsl +++ b/threedee.glsl @@ -5,6 +5,50 @@ @ctype vec3 Vec3 @ctype vec2 Vec2 +@block inverse_functions + // Webgl 1 doesn't have inverse() but we need it, pulled from https://github.com/glslify/glsl-inverse/blob/master/index.glsl + mat4 my_inverse(mat4 m) { + float + a00 = m[0][0], a01 = m[0][1], a02 = m[0][2], a03 = m[0][3], + a10 = m[1][0], a11 = m[1][1], a12 = m[1][2], a13 = m[1][3], + a20 = m[2][0], a21 = m[2][1], a22 = m[2][2], a23 = m[2][3], + a30 = m[3][0], a31 = m[3][1], a32 = m[3][2], a33 = m[3][3], + + b00 = a00 * a11 - a01 * a10, + b01 = a00 * a12 - a02 * a10, + b02 = a00 * a13 - a03 * a10, + b03 = a01 * a12 - a02 * a11, + b04 = a01 * a13 - a03 * a11, + b05 = a02 * a13 - a03 * a12, + b06 = a20 * a31 - a21 * a30, + b07 = a20 * a32 - a22 * a30, + b08 = a20 * a33 - a23 * a30, + b09 = a21 * a32 - a22 * a31, + b10 = a21 * a33 - a23 * a31, + b11 = a22 * a33 - a23 * a32, + + det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; + + return mat4( + a11 * b11 - a12 * b10 + a13 * b09, + a02 * b10 - a01 * b11 - a03 * b09, + a31 * b05 - a32 * b04 + a33 * b03, + a22 * b04 - a21 * b05 - a23 * b03, + a12 * b08 - a10 * b11 - a13 * b07, + a00 * b11 - a02 * b08 + a03 * b07, + a32 * b02 - a30 * b05 - a33 * b01, + a20 * b05 - a22 * b02 + a23 * b01, + a10 * b10 - a11 * b08 + a13 * b06, + a01 * b08 - a00 * b10 - a03 * b06, + a30 * b04 - a31 * b02 + a33 * b00, + a21 * b02 - a20 * b04 - a23 * b00, + a11 * b07 - a10 * b09 - a12 * b06, + a00 * b09 - a01 * b07 + a02 * b06, + a31 * b01 - a30 * b03 - a32 * b00, + a20 * b03 - a21 * b01 + a22 * b00) / det; + } +@end + // for this block, define a variable called `model_space_pos` to be used as an input @block vs_compute_light_output @@ -12,7 +56,7 @@ vec4 frag_pos = view * world_space_frag_pos; //@Speed I think we can just take the third row here and be fine. - light_dir = normalize(inverse(directional_light_space_matrix) * vec4(0.0, 0.0, -1.0, 0.0)).xyz; + light_dir = normalize(my_inverse(directional_light_space_matrix) * vec4(0.0, 0.0, -1.0, 0.0)).xyz; light_space_fragment_position = directional_light_space_matrix * vec4(world_space_frag_pos.xyz, 1.0); @@ -47,6 +91,8 @@ float decode_normalized_float32(vec4 v) return sign * (v.z*255.0 + v.y); } +@include_block inverse_functions + void main() { vec4 total_position = vec4(0.0f); @@ -104,6 +150,8 @@ uniform vs_params { vec3 wobble_world_source; }; +@include_block inverse_functions + void main() { //vec3 transformed_pos = vec3(pos_in.x, pos_in.y + sin(pos_in.x * 5.0 + pos_in.y * 9.0 + time*1.9)*0.045, pos_in.z); diff --git a/tuning.h b/tuning.h index 429fe7b..34a75f0 100644 --- a/tuning.h +++ b/tuning.h @@ -23,8 +23,8 @@ #define BUBBLE_LINES_PER_PAGE 2 #define AI_MAX_BUBBLE_PAGES_IN_OUTPUT 2 -#define ARENA_SIZE (1024*1024*10) -#define BIG_ARENA_SIZE (ARENA_SIZE * 8) +#define ARENA_SIZE (1024*1024*20) +#define BIG_ARENA_SIZE (ARENA_SIZE * 4) #ifdef DEVTOOLS // server url cannot have trailing slash