shadowing is back, need to figure out how I want to handle these direcitonal lights....
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@@ -42,5 +42,15 @@ mesh = "light.obj"
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[entities.position]
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[entities.position]
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x = 25.0
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x = 25.0
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y = 25.0
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y = 75.0
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z = 20.0
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[[entities]]
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name = "light.2"
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type = "Light"
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mesh = "light.obj"
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[entities.position]
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x = 50.0
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y = 75.0
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z = 20.0
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z = 20.0
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@@ -33,7 +33,7 @@ impl DirectionalLight {
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let point3d = Point3::new(pos.x, pos.y, pos.z);
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let point3d = Point3::new(pos.x, pos.y, pos.z);
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let point3d_2 = Point3::new(pos.x, pos.y - 1.0, pos.z);
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let point3d_2 = Point3::new(pos.x, pos.y - 1.0, pos.z);
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let mx_view = Matrix4::look_at(point3d, point3d_2, Vector3::unit_y());
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let mx_view = Matrix4::look_at(point3d, point3d_2, Vector3::unit_z());
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let projection = PerspectiveFov {
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let projection = PerspectiveFov {
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fovy: Deg(self.fov).into(),
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fovy: Deg(self.fov).into(),
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@@ -74,8 +74,8 @@ impl RenderState {
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const MAX_LIGHTS: usize = 10;
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const MAX_LIGHTS: usize = 10;
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const SHADOW_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
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const SHADOW_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
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const SHADOW_SIZE: wgpu::Extent3d = wgpu::Extent3d {
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const SHADOW_SIZE: wgpu::Extent3d = wgpu::Extent3d {
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width: 512,
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width: 1024,
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height: 512,
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height: 1024,
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depth: Self::MAX_LIGHTS as u32,
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depth: Self::MAX_LIGHTS as u32,
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};
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};
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const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
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const DEPTH_FORMAT: wgpu::TextureFormat = wgpu::TextureFormat::Depth32Float;
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@@ -196,10 +196,10 @@ impl RenderState {
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b: 0.5,
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b: 0.5,
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a: 1.0,
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a: 1.0,
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},
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},
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fov: 45.0,
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fov: 90.0,
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depth: RangeCopy {
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depth: RangeCopy {
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start: 1.0,
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start: 1.0,
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end: 20.0,
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end: 200.0,
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},
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},
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target_view: target.clone(),
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target_view: target.clone(),
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}
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}
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@@ -149,8 +149,8 @@ pub fn runtime_spawn(
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y: position.y,
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y: position.y,
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z: position.z,
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z: position.z,
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},
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},
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yaw: Rad(-PI),
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yaw: Rad(PI / 2.0),
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pitch: Rad(PI / 2.0),
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pitch: Rad(PI / 2.0 + 25.0),
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},
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},
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CameraController::new(5.0, 1.0),
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CameraController::new(5.0, 1.0),
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));
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));
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