Smaller matrices in uniforms, texcoord transform to rotate voxel faces
This commit is contained in:
@@ -1,22 +1,28 @@
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{
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"walls": {
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"positive_x": {
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"material": "OakLogTop.json"
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"material": "OakLogTop.json",
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"transform": "identity"
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},
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"negative_x": {
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"material": "OakLogTop.json"
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"material": "OakLogTop.json",
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"transform": "mirror"
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},
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"positive_y": {
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"material": "OakLog.json"
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"material": "OakLog.json",
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"transform": "rotate_ccw"
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},
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"negative_y": {
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"material": "OakLog.json"
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"material": "OakLog.json",
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"transform": "rotate_cw"
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},
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"positive_z": {
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"material": "OakLog.json"
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"material": "OakLog.json",
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"transform": "rotate_cw"
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},
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"negative_z": {
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"material": "OakLog.json"
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"material": "OakLog.json",
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"transform": "rotate_cw"
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}
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}
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}
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@@ -1,22 +1,28 @@
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{
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"walls": {
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"positive_x": {
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"material": "OakLog.json"
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"material": "OakLog.json",
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"transform": "rotate_cw"
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},
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"negative_x": {
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"material": "OakLog.json"
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"material": "OakLog.json",
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"transform": "rotate_ccw"
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},
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"positive_y": {
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"material": "OakLogTop.json"
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"material": "OakLogTop.json",
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"transform": "identity"
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},
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"negative_y": {
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"material": "OakLogTop.json"
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"material": "OakLogTop.json",
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"transform": "mirror"
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},
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"positive_z": {
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"material": "OakLog.json"
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"material": "OakLog.json",
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"transform": "identity"
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},
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"negative_z": {
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"material": "OakLog.json"
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"material": "OakLog.json",
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"transform": "rotate_180"
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}
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}
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}
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@@ -1,22 +1,28 @@
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{
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"walls": {
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"positive_x": {
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"material": "OakLog.json"
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"material": "OakLog.json",
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"transform": "identity"
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},
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"negative_x": {
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"material": "OakLog.json"
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"material": "OakLog.json",
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"transform": "identity"
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},
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"positive_y": {
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"material": "OakLog.json"
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"material": "OakLog.json",
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"transform": "identity"
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},
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"negative_y": {
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"material": "OakLog.json"
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"material": "OakLog.json",
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"transform": "identity"
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},
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"positive_z": {
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"material": "OakLogTop.json"
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"material": "OakLogTop.json",
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"transform": "identity"
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},
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"negative_z": {
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"material": "OakLogTop.json"
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"material": "OakLogTop.json",
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"transform": "mirror_rotate_180"
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}
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}
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}
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@@ -1,5 +1,5 @@
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struct GlobalUniforms {
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float4x4 matrixWStoVS;
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float3x4 matrixWStoVS;
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float4x4 matrixVStoCS;
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float2x3 matrixSSPXtoCS;
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@@ -12,10 +12,10 @@ struct PointLight {
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float3 positionWS;
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float3 color;
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IncomingLight getIncoming(float4x4 matrixWStoVS, float3 positionVS) {
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IncomingLight getIncoming(float3x4 matrixWStoVS, float3 positionVS) {
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IncomingLight light;
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let lightPositionVS = mul(matrixWStoVS, float4(positionWS, 1.0)).xyz;
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let lightPositionVS = mul(matrixWStoVS, float4(positionWS, 1.0));
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let lightDirectionVS = normalize(lightPositionVS - positionVS);
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let lightDistance = distance(positionVS, lightPositionVS);
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let lightAttenuation = 1.0 / (lightDistance * lightDistance);
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@@ -31,11 +31,11 @@ struct DirectionalLight {
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float3 directionWS;
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float3 color;
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IncomingLight getIncoming(float4x4 matrixWStoVS) {
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IncomingLight getIncoming(float3x4 matrixWStoVS) {
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IncomingLight light;
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light.radiance = color;
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light.directionVS = normalize(mul(matrixWStoVS, float4(-directionWS, 0.0)).xyz);
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light.directionVS = normalize(mul(matrixWStoVS, float4(-directionWS, 0.0)));
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return light;
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}
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}
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@@ -56,8 +56,9 @@ struct Material {
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}
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struct ObjectUniforms {
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float4x4 matrixOStoWS;
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float4x4 matrixOStoWSNormal;
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// Limited to a composition of translation and rotation
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float3x4 matrixOStoWS;
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float2x3 texCoordTransform;
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uint16_t material;
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}
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@@ -33,22 +33,24 @@ Varyings vertexMain(Vertex vert, uint instanceID : SV_VulkanInstanceID) {
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let object = _Objects[instanceID];
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let positionWS = mul(object.matrixOStoWS, float4(vert.positionOS, 1.0)).xyz;
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let positionVS = mul(_Global.matrixWStoVS, float4(positionWS, 1.0)).xyz;
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let positionWS = mul(object.matrixOStoWS, float4(vert.positionOS, 1.0));
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let positionVS = mul(_Global.matrixWStoVS, float4(positionWS, 1.0));
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let positionCS = mul(_Global.matrixVStoCS, float4(positionVS, 1.0));
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let normalWS = normalize(mul(object.matrixOStoWSNormal, float4(vert.normalOS, 0.0)).xyz);
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let normalVS = normalize(mul(_Global.matrixWStoVS, float4(normalWS, 0.0)).xyz);
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let texCoord = mul(object.texCoordTransform, float3(vert.texCoord, 1.0));
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let tangentWS = normalize(mul(object.matrixOStoWSNormal, float4(vert.tangentOS.xyz, 0.0)).xyz);
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let tangentVS = normalize(mul(_Global.matrixWStoVS, float4(tangentWS, 0.0)).xyz);
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let normalWS = normalize(mul(object.matrixOStoWS, float4(vert.normalOS, 0.0)));
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let normalVS = normalize(mul(_Global.matrixWStoVS, float4(normalWS, 0.0)));
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let tangentWS = normalize(mul(object.matrixOStoWS, float4(vert.tangentOS.xyz, 0.0)));
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let tangentVS = normalize(mul(_Global.matrixWStoVS, float4(tangentWS, 0.0)));
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let bitangentVS = vert.tangentOS.w * normalize(cross(normalVS, tangentVS));
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out.positionCS = positionCS;
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out.instance = instanceID;
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out.positionVS = positionVS;
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out.texCoord = vert.texCoord;
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out.texCoord = texCoord;
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out.normalVS = normalVS;
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out.tangentVS = tangentVS;
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out.bitangentVS = bitangentVS;
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@@ -18,7 +18,7 @@ struct Varyings {
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Varyings vertexMain(Vertex vert) {
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Varyings out;
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let directionVS = mul(_Global.matrixWStoVS, float4(vert.directionWS, 0.0)).xyz;
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let directionVS = mul(_Global.matrixWStoVS, float4(vert.directionWS, 0.0));
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let directionCS = mul(_Global.matrixVStoCS, float4(directionVS, 0.0));
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out.positionCS = float4(directionCS.xy, 0.0, directionCS.w);
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@@ -119,13 +119,18 @@ pub fn refresh(self: *Chunk, blocks: *const Blocks, neighbors: Neighbors) !void
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inline for (@typeInfo(voxels.Orientation).@"enum".fields) |field| {
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const side = @field(voxels.Orientation, field.name);
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const material = @field(block.walls, field.name).material;
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if (material != .empty and self.getOpposite(side, ix, iy, iz, blocks, neighbors) == .empty) {
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const wall: Blocks.Definition.Wall = @field(block.walls, field.name);
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if (wall.material != .empty and self.getOpposite(side, ix, iy, iz, blocks, neighbors) == .empty) {
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const matrix = getMatrix(side, origin);
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try uniforms.append(allocator_frame, .{
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.matrixOStoWS = matrix,
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.matrixOStoWSNormal = matrix,
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.material = material,
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.matrixOStoWS_i = matrix.getIVersor().dropW(),
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.matrixOStoWS_j = matrix.getJVersor().dropW(),
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.matrixOStoWS_k = matrix.getKVersor().dropW(),
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.matrixOStoWS_t = matrix.getTranslationVector().dropW(),
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.texCoordTransform = wall.transform.getMatrix(),
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.material = wall.material,
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});
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}
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}
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@@ -909,7 +909,11 @@ fn render(self: *Game) !void {
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const ambient_light = vm.Vector3.init(0.01, 0.01, 0.01);
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self.global_uniforms_staging_ptr.* = .{
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.matrixWStoVS = matrix_ws_to_vs,
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.matrixWStoVS_i = matrix_ws_to_vs.getIVersor().dropW(),
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.matrixWStoVS_j = matrix_ws_to_vs.getJVersor().dropW(),
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.matrixWStoVS_k = matrix_ws_to_vs.getKVersor().dropW(),
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.matrixWStoVS_t = matrix_ws_to_vs.getTranslationVector().dropW(),
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.matrixVStoCS = matrix_vs_to_cs,
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.matrixSSPXtoCS = matrix_sspx_to_cs,
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@@ -184,9 +184,9 @@ pub const blocks = [9][:0]const u8{
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"Bricks.json",
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"ChiseledStoneBricks.json",
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"Cobblestone.json",
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"DiamondBlock.json",
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"GoldBlock.json",
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"IronBlock.json",
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"OakLogX.json",
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"OakLogY.json",
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"OakLogZ.json",
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"OakPlanks.json",
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"SmoothStone.json",
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"StoneBricks.json",
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@@ -44,7 +44,11 @@ pub const Vertex = extern struct {
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pub const Index = u16;
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pub const GlobalUniforms = extern struct {
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matrixWStoVS: vm.Matrix4x4,
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matrixWStoVS_i: vm.Vector3,
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matrixWStoVS_j: vm.Vector3,
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matrixWStoVS_k: vm.Vector3,
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matrixWStoVS_t: vm.Vector3,
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matrixVStoCS: vm.Matrix4x4,
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matrixSSPXtoCS: vm.Matrix3x2,
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@@ -93,8 +97,13 @@ pub const Material = extern struct {
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};
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pub const ObjectUniforms = extern struct {
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matrixOStoWS: vm.Matrix4x4,
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matrixOStoWSNormal: vm.Matrix4x4,
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// Limited to a composition of translation and rotation
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matrixOStoWS_i: vm.Vector3,
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matrixOStoWS_j: vm.Vector3,
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matrixOStoWS_k: vm.Vector3,
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matrixOStoWS_t: vm.Vector3,
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texCoordTransform: vm.Matrix3x2,
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material: Materials.Id,
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};
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@@ -59,6 +59,49 @@ pub const Transform = enum(u3) {
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mirror_rotate_cw = 5,
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mirror_rotate_ccw = 6,
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mirror_rotate_180 = 7,
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pub fn getMatrix(self: Transform) vm.Matrix3x2 {
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return switch (self) {
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// zig fmt: off
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.identity => .identity,
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.rotate_cw => .init(
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0, -1,
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1, 0,
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0, 1,
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),
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.rotate_ccw => .init(
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0, 1,
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-1, 0,
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1, 0,
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),
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.rotate_180 => .init(
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-1, 0,
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0, -1,
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1, 1,
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),
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.mirror => .init(
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-1, 0,
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0, 1,
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1, 0,
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),
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.mirror_rotate_cw => .init(
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0, -1,
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-1, 0,
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1, 1,
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),
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.mirror_rotate_ccw => .init(
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0, 1,
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1, 0,
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0, 0,
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),
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.mirror_rotate_180 => .init(
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0, 1,
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-1, 0,
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1, 0,
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),
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// zig fmt: on
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};
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}
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};
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// ┌──────────────────── x
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