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			324 lines
		
	
	
		
			9.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
			
		
		
	
	
			324 lines
		
	
	
		
			9.3 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
	
	
// Copyright (C) 2011-2012 The Android Open Source Project
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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//      http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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#pragma version(1)
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#pragma rs java_package_name(com.android.scenegraph)
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#ifndef _TRANSFORM_DEF_
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#define _TRANSFORM_DEF_
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#include "rs_graphics.rsh"
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#define TRANSFORM_NONE      0
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#define TRANSFORM_TRANSLATE 1
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#define TRANSFORM_ROTATE    2
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#define TRANSFORM_SCALE     3
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#define CULL_FRUSTUM 0
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#define CULL_ALWAYS  2
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#define LIGHT_POINT       0
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#define LIGHT_DIRECTIONAL 1
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// Shader params that involve only data
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#define SHADER_PARAM_DATA_ONLY                 10000
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#define SHADER_PARAM_FLOAT4_DATA               10001
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#define SHADER_PARAM_TRANSFORM_DATA            10002
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#define SHADER_PARAM_TRANSFORM_MODEL           10003
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// Shader params that involve camera
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#define SHADER_PARAM_CAMERA                    1000
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#define SHADER_PARAM_FLOAT4_CAMERA_POS         1001
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#define SHADER_PARAM_FLOAT4_CAMERA_DIR         1002
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#define SHADER_PARAM_TRANSFORM_VIEW            1003
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#define SHADER_PARAM_TRANSFORM_PROJ            1004
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#define SHADER_PARAM_TRANSFORM_VIEW_PROJ       1005
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#define SHADER_PARAM_TRANSFORM_MODEL_VIEW      1006
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#define SHADER_PARAM_TRANSFORM_MODEL_VIEW_PROJ 1007
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// Shader Params that only involve lights
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#define SHADER_PARAM_LIGHT                     100
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#define SHADER_PARAM_FLOAT4_LIGHT_COLOR        103
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#define SHADER_PARAM_FLOAT4_LIGHT_POS          104
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#define SHADER_PARAM_FLOAT4_LIGHT_DIR          105
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#define SHADER_PARAM_TEXTURE                   10
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#define TEXTURE_NONE          0
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#define TEXTURE_2D            1
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#define TEXTURE_CUBE          2
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#define TEXTURE_RENDER_TARGET 3
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typedef struct TransformComponent_s {
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    float4 value;
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    int type;
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    rs_allocation name;
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} SgTransformComponent;
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typedef struct __attribute__((packed, aligned(4))) SgTransform {
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    rs_matrix4x4 globalMat;
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    rs_matrix4x4 localMat;
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    rs_allocation components;
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    int isDirty;
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    rs_allocation children;
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    rs_allocation name;
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    // Used to check whether transform params need to be updated
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    uint32_t timestamp;
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} SgTransform;
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typedef struct VertexShader_s {
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    rs_program_vertex program;
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    // Buffer with vertex constant data
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    rs_allocation shaderConst;
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    // ShaderParam's that populate data
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    rs_allocation shaderConstParams;
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    // location of the per object constants on the buffer
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    int objectConstIndex;
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} SgVertexShader;
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typedef struct FragmentShader_s {
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    rs_program_fragment program;
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    // Buffer with vertex constant data
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    rs_allocation shaderConst;
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    // ShaderParam's that populate data
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    rs_allocation shaderConstParams;
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    // ShaderParam's that set textures
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    rs_allocation shaderTextureParams;
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    // location of the per object constants on the buffer
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    int objectConstIndex;
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} SgFragmentShader;
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typedef struct RenderState_s {
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    rs_allocation pv; // VertexShader struct
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    rs_allocation pf; // FragmentShader struct
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    rs_program_store ps;
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    rs_program_raster pr;
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} SgRenderState;
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typedef struct Renderable_s {
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    rs_allocation render_state;
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    // Buffer with vertex constant data
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    rs_allocation pv_const;
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    // ShaderParam's that populate data
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    rs_allocation pv_constParams;
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    // Buffer with fragment constant data
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    rs_allocation pf_const;
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    // ShaderParam's that populate data
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    rs_allocation pf_constParams;
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    rs_allocation pf_textures[8];
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    int pf_num_textures;
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    rs_mesh mesh;
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    int meshIndex;
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    rs_allocation transformMatrix;
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    rs_allocation name;
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    float4 boundingSphere;
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    float4 worldBoundingSphere;
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    int bVolInitialized;
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    int cullType; // specifies whether to frustum cull
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    int isVisible;
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} SgRenderable;
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typedef struct RenderPass_s {
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    rs_allocation color_target;
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    rs_allocation depth_target;
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    rs_allocation camera;
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    rs_allocation objects;
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    float4 clear_color;
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    float clear_depth;
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    bool should_clear_color;
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    bool should_clear_depth;
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} SgRenderPass;
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typedef struct Camera_s {
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    rs_matrix4x4 proj;
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    rs_matrix4x4 view;
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    rs_matrix4x4 viewProj;
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    float4 position;
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    float near;
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    float far;
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    float horizontalFOV;
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    float aspect;
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    rs_allocation name;
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    rs_allocation transformMatrix;
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    float4 frustumPlanes[6];
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    int isDirty;
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    // Timestamp of the camera itself to signal params if anything changes
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    uint32_t timestamp;
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    // Timestamp of our transform
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    uint32_t transformTimestamp;
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} SgCamera;
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typedef struct Light_s {
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    float4 position;
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    float4 color;
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    float intensity;
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    int type;
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    rs_allocation name;
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    rs_allocation transformMatrix;
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} SgLight;
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// This represents the shader parameter data needed to set a float or transform data
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typedef struct ShaderParamData_s {
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    int type;
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    float4 float_value;
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    uint32_t timestamp;
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    rs_allocation paramName;
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    rs_allocation camera;
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    rs_allocation light;
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    rs_allocation transform;
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    rs_allocation texture;
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} SgShaderParamData;
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// This represents a shader parameter that knows how to update itself for a given
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// renderable or shader and contains a timestamp for the last time this buffer was updated
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typedef struct ShaderParam_s {
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    // Used to check whether transform params need to be updated
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    uint32_t transformTimestamp;
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    // Used to check whether data params need to be updated
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    // These are used when somebody set the matrix of float value directly in java
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    uint32_t dataTimestamp;
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    // Specifies where in the constant buffer data gets written to
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    int bufferOffset;
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    // An instance of SgShaderParamData that could be shared by multiple objects
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    rs_allocation data;
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    // How many components of the vector we need to write
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    int float_vecSize;
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} SgShaderParam;
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// This represents a texture object
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typedef struct Texture_s {
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    uint32_t type;
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    rs_allocation texture;
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} SgTexture;
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static void printName(rs_allocation name) {
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    if (!rsIsObject(name)) {
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        rsDebug("no name", 0);
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        return;
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    }
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    rsDebug((const char*)rsGetElementAt(name, 0), 0);
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}
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static void printCameraInfo(const SgCamera *cam) {
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    rsDebug("***** Camera information. ptr:", cam);
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    printName(cam->name);
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    const SgTransform *camTransform = (const SgTransform *)rsGetElementAt(cam->transformMatrix, 0);
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    rsDebug("Transform name:", camTransform);
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    printName(camTransform->name);
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    rsDebug("Aspect: ", cam->aspect);
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    rsDebug("Near: ", cam->near);
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    rsDebug("Far: ", cam->far);
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    rsDebug("Fov: ", cam->horizontalFOV);
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    rsDebug("Position: ", cam->position);
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    rsDebug("Proj: ", &cam->proj);
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    rsDebug("View: ", &cam->view);
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}
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static void printLightInfo(const SgLight *light) {
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    rsDebug("***** Light information. ptr:", light);
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    printName(light->name);
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    const SgTransform *lTransform = (const SgTransform *)rsGetElementAt(light->transformMatrix, 0);
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    rsDebug("Transform name:", lTransform);
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    printName(lTransform->name);
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    rsDebug("Position: ", light->position);
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    rsDebug("Color : ", light->color);
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    rsDebug("Intensity: ", light->intensity);
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    rsDebug("Type: ", light->type);
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}
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static void getCameraRay(const SgCamera *cam, int screenX, int screenY, float3 *pnt, float3 *vec) {
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    rsDebug("=================================", screenX);
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    rsDebug("Point X", screenX);
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    rsDebug("Point Y", screenY);
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    rs_matrix4x4 mvpInv;
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    rsMatrixLoad(&mvpInv, &cam->viewProj);
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    rsMatrixInverse(&mvpInv);
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    float width = (float)rsgGetWidth();
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    float height = (float)rsgGetHeight();
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    float4 pos = {(float)screenX, height - (float)screenY, 0.0f, 1.0f};
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    pos.x /= width;
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    pos.y /= height;
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    rsDebug("Pre Norm X", pos.x);
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    rsDebug("Pre Norm Y", pos.y);
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    pos.xy = pos.xy * 2.0f - 1.0f;
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    rsDebug("Norm X", pos.x);
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    rsDebug("Norm Y", pos.y);
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    pos = rsMatrixMultiply(&mvpInv, pos);
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    float oneOverW = 1.0f / pos.w;
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    pos.xyz *= oneOverW;
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    rsDebug("World X", pos.x);
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    rsDebug("World Y", pos.y);
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    rsDebug("World Z", pos.z);
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    rsDebug("Cam X", cam->position.x);
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    rsDebug("Cam Y", cam->position.y);
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    rsDebug("Cam Z", cam->position.z);
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    *vec = normalize(pos.xyz - cam->position.xyz);
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    rsDebug("Vec X", vec->x);
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    rsDebug("Vec Y", vec->y);
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    rsDebug("Vec Z", vec->z);
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    *pnt = cam->position.xyz;
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}
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static bool intersect(const SgRenderable *obj, float3 pnt, float3 vec) {
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    // Solving for t^2 + Bt + C = 0
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    float3 originMinusCenter = pnt - obj->worldBoundingSphere.xyz;
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    float B = dot(originMinusCenter, vec) * 2.0f;
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    float C = dot(originMinusCenter, originMinusCenter) -
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              obj->worldBoundingSphere.w * obj->worldBoundingSphere.w;
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    float discriminant = B * B - 4.0f * C;
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    if (discriminant < 0.0f) {
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        return false;
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    }
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    discriminant = sqrt(discriminant);
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    float t0 = (-B - discriminant) * 0.5f;
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    float t1 = (-B + discriminant) * 0.5f;
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    if (t0 > t1) {
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        float temp = t0;
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        t0 = t1;
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        t1 = temp;
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    }
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    // The sphere is behind us
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    if (t1 < 0.0f) {
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        return false;
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    }
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    return true;
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}
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#endif // _TRANSFORM_DEF_
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