Working on math libraries
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@@ -1,6 +1,6 @@
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#import "Math.core"
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V3 :: #import "MathVec3.core"
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Vec3 :: V3.Vec3
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F :: #import "MathF32.core"
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V3 :: #import "MathVec3.core"; Vec3 :: V3.Vec3
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V2 :: #import "MathVec2.core"; Vec2 :: V2.Vec2
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Epsilon :: 0.00001
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Screen : *U32
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@@ -18,8 +18,8 @@ Raymarcher_Update :: ()
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forward := Vec3{0, 0, -1}
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side := V3.Normalize(V3.Cross(forward, up))
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LightPos.x = cosf(TotalTime->F32)*4
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LightPos.y = sinf(TotalTime->F32)*4
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LightPos.x = F.Cos(TotalTime->F32)*4
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LightPos.y = F.Sin(TotalTime->F32)*4
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ambient_color := Vec3{0.2,0.2,0.2}
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diffuse_color := Vec3{0.7,0.2,0.2}
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@@ -77,9 +77,9 @@ Raymarcher_Update :: ()
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color = color * light_intensity
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// Gamma correction
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color.x = sqrtf(color.x)
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color.y = sqrtf(color.y)
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color.z = sqrtf(color.z)
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color.x = F.SquareRoot(color.x)
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color.y = F.SquareRoot(color.y)
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color.z = F.SquareRoot(color.z)
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Screen[x + y*X] = V3.ConvertToARGB(color)
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else;; Screen[x + y*X] = 0
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@@ -126,7 +126,7 @@ WinMain :: (hInstance: HINSTANCE, hPrevInstance: HINSTANCE, lpCmdLine: LPSTR, nS
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}
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Assert(RegisterClassW(&w) != 0)
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screen_size: Vec2I = {1280, 720}
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screen_size: V2.Vec2I = {1280, 720}
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window := CreateWindowExW(
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dwExStyle = 0, hWndParent = 0, hMenu = 0, lpParam = 0,
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X = CW_USEDEFAULT, Y = CW_USEDEFAULT, nWidth = screen_size.x->int, nHeight = screen_size.y->int,
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@@ -179,12 +179,12 @@ WinMain :: (hInstance: HINSTANCE, hPrevInstance: HINSTANCE, lpCmdLine: LPSTR, nS
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Windows_Bitmap :: struct
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size: Vec2I
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size: V2.Vec2I
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data: *U32
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hdc: HDC
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dib: HBITMAP
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CreateBitmap :: (size: Vec2I, bottom_up: Bool = true): Windows_Bitmap
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CreateBitmap :: (size: V2.Vec2I, bottom_up: Bool = true): Windows_Bitmap
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result: Windows_Bitmap = {size = size}
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if bottom_up == false
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result.size.y = -result.size.y
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