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@ -229,6 +229,8 @@ float AngleOfV2(Vec2 v)
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#define TAU (PI*2.0)
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float lerp_angle(float from, float t, float to)
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{
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double difference = fmod(to - from, TAU);
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@ -3813,6 +3815,7 @@ StacktraceInfo get_stacktrace()
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symbol->MaxNameLen = ARRLEN(new_elem.data);
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symbol->SizeOfStruct = sizeof(SYMBOL_INFO);
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if(!SymFromAddr(process, (DWORD64) stack[i], 0, symbol))
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{
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DWORD error_code = GetLastError();
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@ -3861,6 +3864,46 @@ Vec2 into_clip_space(Vec2 screen_space_point)
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return in_clip_space;
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}
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Vec4 inverse_perspective_divide(Vec4 divided_point, float what_was_w)
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{
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//return V4(v.x / v.w, v.y / v.w, v.z / v.w, v.w / v.w);
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// f(v).x = v.x / v.w;
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// output_x = input_x / input_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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Vec3 screenspace_point_to_camera_point(Vec2 screenspace)
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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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inverse_perspective_divide(gl_Position) = projection * view * world_space_point;
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proj_inverse * inverse_perspective_divide(gl_Position) = view * world_space_point;
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view_inverse * proj_inverse * inverse_perspective_divide(gl_Position) = world_space_point;
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*/
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Vec2 clip_space = into_clip_space(screenspace);
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Vec4 output_position = V4(clip_space.x, clip_space.y, -1.0, 1.0);
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float what_was_w = MulM4V4(projection, V4(0,0,-NEAR_PLANE_DISTANCE,1)).w;
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Vec3 to_return = MulM4V4(MulM4(InvGeneralM4(view), InvGeneralM4(projection)), inverse_perspective_divide(output_position, what_was_w)).xyz;
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return to_return;
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}
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Vec3 ray_intersect_plane(Vec3 ray_point, Vec3 ray_vector, Vec3 plane_point, Vec3 plane_normal)
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{
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float d = DotV3(plane_point, MulV3F(plane_normal, -1.0f));
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float denom = DotV3(plane_normal, ray_vector);
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assert(fabsf(denom) > 1e-4f); // avoid divide by zero
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float t = -(DotV3(plane_normal, ray_point) + d) / DotV3(plane_normal, ray_vector);
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assert(t > 1e-4);
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return AddV3(ray_point, MulV3F(ray_vector, t));
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}
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typedef BUFF(DrawParams, 1024*5) RenderingQueue;
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RenderingQueue rendering_queues[LAYER_LAST] = { 0 };
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@ -4374,7 +4417,7 @@ void draw_animated_sprite(DrawnAnimatedSprite d)
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}
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// gets aabbs overlapping the input aabb, including gs.entities and tiles
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// gets aabbs overlapping the input aabb, including gs.entities
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Overlapping get_overlapping(AABB aabb)
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{
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Overlapping to_return = { 0 };
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@ -4588,7 +4631,6 @@ Vec2 move_and_slide(MoveSlideParams p)
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if (p.col_info_out) *p.col_info_out = info;
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Vec2 result_pos = aabb_center(at_new);
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dbgplanerect(aabb_centered(result_pos, collision_aabb_size));
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return result_pos;
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}
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@ -4713,7 +4755,12 @@ typedef struct
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MD_String8List last_said_without_unsaid_words(MD_Arena *arena, Entity *it)
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{
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MD_ArenaTemp scratch = MD_GetScratch(&arena, 1);
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MD_String8List by_word = split_by_word(scratch.arena, last_said_sentence(it));
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MD_String8 sentence = last_said_sentence(it);
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if(sentence.size == 0)
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{
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return (MD_String8List){0};
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}
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MD_String8List by_word = split_by_word(scratch.arena, sentence);
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MD_String8Node *cur = by_word.first;
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MD_String8List without_unsaid_words = {0};
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for(int i = 0; i < by_word.node_count; i++)
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@ -5469,7 +5516,7 @@ void flush_all_drawn_things(Vec3 light_dir, Vec3 cam_pos, Vec3 cam_facing, Vec3
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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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@ -5951,6 +5998,9 @@ void frame(void)
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// @Place(UI rendering that happens before gameplay processing so can consume events before the gameplay needs them)
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PROFILE_SCOPE("Entity UI Rendering")
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{
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while(unread_first && !gete(unread_first->referring_to))
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MD_DblRemove(unread_first, unread_last, unread_first);
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ENTITIES_ITER(gs.entities)
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{
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if (it->is_npc)
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@ -6001,6 +6051,8 @@ void frame(void)
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dbgrect(placing_text_in);
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MD_String8List last = last_said_without_unsaid_words(frame_arena, it);
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if(last.node_count != 0)
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{
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PlacedWordList placed = place_wrapped_words(frame_arena, MD_S8ListJoin(frame_arena, last, &(MD_StringJoin){.mid = MD_S8Lit(" ")}), text_scale, aabb_size(placing_text_in).x, default_font);
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// translate_words_by(placed, V2(placing_text_in.upper_left.x, placing_text_in.lower_right.y));
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translate_words_by(placed, AddV2(placing_text_in.upper_left, V2(0, -get_vertical_dist_between_lines(default_font, text_scale))));
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@ -6011,6 +6063,7 @@ void frame(void)
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}
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}
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}
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}
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assert(gs.player != NULL);
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@ -6181,12 +6234,13 @@ ISANERROR("Don't know how to do this stuff on this platform.")
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Log("Failed to generate dialog! Fuck!\n");
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having_errors = true;
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// need somethin better here. Maybe each sentence has to know if it's player or NPC, that way I can remove the player's dialog
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/*
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Action to_perform = {0};
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MD_String8 speech_mdstring = MD_S8Lit("I'm not sure...");
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memcpy(to_perform.speech, speech_mdstring.str, speech_mdstring.size);
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to_perform.speech_length = (int)speech_mdstring.size;
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perform_action(&gs, it, to_perform);
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*/
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}
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else if (status == -1)
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{
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@ -7372,20 +7426,31 @@ ISANERROR("Don't know how to do this stuff on this platform.")
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#ifdef DEVTOOLS
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dbgsquare(mouse_pos);
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// debug draw font image
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{
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//draw_quad((DrawParams) { quad_centered(V2(0.0, 0.0), V2(250.0, 250.0)), image_font, full_region(image_font), WHITE });
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}
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// statistics @Place(debug statistics)
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// statistics @Place(devtools drawing developer menu drawing)
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if (show_devtools)
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PROFILE_SCOPE("statistics")
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PROFILE_SCOPE("devtools drawing")
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{
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draw_quad((DrawParams){quad_at(V2(screen_size().x - 512.0f, screen_size().y), V2(512.0f, 512.0f)), IMG(state.shadows.color_img), WHITE, .layer = LAYER_UI_FG});
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Vec2 depth_size = V2(200.0f, 200.0f);
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draw_quad((DrawParams){quad_at(V2(screen_size().x - depth_size.x, screen_size().y), depth_size), IMG(state.shadows.color_img), WHITE, .layer = LAYER_UI_FG});
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draw_quad((DrawParams){quad_at(V2(0.0, screen_size().y/2.0f), MulV2F(screen_size(), 0.1f)), IMG(state.outline_pass_image), WHITE, .layer = LAYER_UI_FG});
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//dbgsquare(mouse_pos);
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Vec3 view_cam_pos = MulM4V4(InvGeneralM4(view), V4(0,0,0,1)).xyz;
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Vec3 world_mouse = screenspace_point_to_camera_point(mouse_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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Vec2 mouse_on_floor = point_plane(marker);
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Overlapping mouse_over = get_overlapping(aabb_centered(mouse_on_floor, V2(1,1)));
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BUFF_ITER(Entity*, &mouse_over)
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{
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dbgcol(PINK)
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{
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dbgplanerect(entity_aabb(*it));
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}
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break;
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}
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//dbgsquare3d(plane_point(gs.player->pos));
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Vec2 pos = V2(0.0, screen_size().Y);
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int num_entities = 0;
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ENTITIES_ITER(gs.entities) num_entities++;
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