Remove elvis and replace remaining nimble dependencies by git submodules.

This commit is contained in:
Alberto Torres 2024-08-23 00:33:38 +02:00
parent addaf2a9e2
commit f1768275f4
13 changed files with 45 additions and 59 deletions

6
.gitmodules vendored
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@ -7,3 +7,9 @@
[submodule "libs/stb_image_nim"]
path = libs/stb_image_nim
url = https://gitlab.com/kungfoobar/stb_image-Nim.git
[submodule "libs/tinyre"]
path = libs/tinyre
url = https://github.com/khchen/tinyre
[submodule "libs/nglfw"]
path = libs/nglfw
url = https://github.com/DiThi/nglfw

1
libs/nglfw Submodule

@ -0,0 +1 @@
Subproject commit 4ffed95fde502a86fd694b99e755300984d13ae1

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@ -1,3 +0,0 @@
import ../pixie/src/pixie
export pixie

@ -1 +0,0 @@
Subproject commit 84589810078f5b9ca85b510393e0cf1364481e65

@ -1 +1 @@
Subproject commit 11e49d00741d755e5bbc940cea8c98e16713653f
Subproject commit 57212e9dccd0bc4506a34101d69c32565eefa8fc

1
libs/tinyre Submodule

@ -0,0 +1 @@
Subproject commit 77469f58916369bc3863194cabb05238577fb257

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@ -61,7 +61,6 @@ proc use*(self: Shader): GLuint {.inline,discardable.}
proc destroy*(self: Shader)
# End forward declarations
import elvis
import tinyre
import std/sequtils
import std/strformat
@ -439,13 +438,13 @@ proc initShader*(self: Shader, engine: MyouEngine, material: Material,
glDeleteShader(fragment_shader)
if "ERROR: 0:" in gl_log:
# Show engine for first error
let line = error_msg.split(":")[2].parseInt ?: 0
let line = try: error_msg.split(":")[2].parseInt except: 0
# TODO: show only 4 lines of engine but also the previous
# line without indent to know which function it is
for i in max(1, line - 1000) ..< min(line + 4, lines.len):
console_error(&"{i} {lines[i - 1]}")
elif gl_log.startsWith "0(":
let line = error_msg.split({'(',')'})[1].parseInt ?: 0
let line = try: error_msg.split({'(',')'})[1].parseInt except: 0
for i in max(1, line - 1000) ..< min(line + 4, lines.len):
console_error(&"{i} {lines[i - 1]}")
else:

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@ -51,7 +51,6 @@ proc draw_cubemap*(self: RenderManager, scene: Scene, cubemap_fb: Framebuffer, c
proc get_render_uniform_blocks*(): string
# End forward declarations
import elvis
import std/algorithm
import std/options
import std/strformat
@ -266,7 +265,7 @@ proc draw_mesh*(self: RenderManager, mesh: Mesh, mesh2world: Mat4, cam_data: Ren
continue
var mat = if material_override == nil:
amesh.materials.get_or_default(submesh_idx) ?: self.no_material
amesh.materials.get_or_default(submesh_idx, self.no_material)
else:
material_override
@ -417,7 +416,10 @@ proc draw_quad*(self: RenderManager, material: Material, scene: Scene, cam_data:
proc draw_viewport*(self: RenderManager, viewport: Viewport, rect: (int32,int32,int32,int32), dest_buffer: Framebuffer, passes: seq[int]) =
# Configure camera data
let cam = viewport.debug_camera ?: viewport.camera
let cam = if viewport.debug_camera.nonNil:
viewport.debug_camera
else:
viewport.camera
let scene = cam.scene
if self.was_right_eye != viewport.is_right_eye:
self.was_right_eye = viewport.is_right_eye
@ -523,7 +525,7 @@ proc draw_viewport*(self: RenderManager, viewport: Viewport, rect: (int32,int32,
idx = idx shr 1
idx = num_meshes - idx - 1
let ob = scene.mesh_passes[1][idx]
# (ob.last_lod[cam_name].?mesh ? ob).sort_faces(cam_pos)
# TODO: LoDs
ob.sort_faces(cam_pos)
for ob in scene.mesh_passes[1]:
if ob.visible:

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@ -110,8 +110,6 @@ method get_armature*(self: GameObject): Armature {.base.} =
# End forward declarations and ob type methods
import json
import elvis
import std/math
import std/tables
import ../incomplete
@ -120,22 +118,6 @@ import ../graphics/ubo
import ../scene
import ./mesh
# Alternative to ob type methods using templates instead
# TODO: use or delete
# template is_camera*(self: GameObject): bool = ?self and self.otype == TCamera
# template is_light*(self: GameObject): bool = ?self and self.otype == TLight
# template is_mesh*(self: GameObject): bool = ?self and self.otype == TMesh
# template is_armature*(self: GameObject): bool = ?self and self.otype == TArmature
# template get_camera*(self: GameObject): Camera =
# if ?self and self.otype == TCamera: cast[Camera](self) else: nil
# template get_light*(self: GameObject): Light =
# if ?self and self.otype == TLight: cast[Light](self) else: nil
# template get_mesh*(self: GameObject): Mesh =
# if ?self and self.otype == TMesh: cast[Mesh](self) else: nil
# template get_armature*(self: GameObject): Armature =
# if ?self and self.otype == TArmature: cast[Armature](self) else: nil
proc initGameObject*(self: GameObject, engine: MyouEngine, name: string="", scene: Scene=nil): GameObject =
# Remember to add any new mutable reference to clone()
self.engine = engine
@ -500,7 +482,7 @@ iterator children_recursive*(self: GameObject, include_self: static[bool] = fals
break
proc remove*(self: GameObject, recursive: bool = true) =
if ?self.scene:
if self.scene.nonNil:
self.scene.remove_object(self, recursive)
proc destroy*(self: GameObject, recursive: bool = true) =

View file

@ -52,8 +52,6 @@ proc ensure_capacity*(self: Mesh, extra_elements: int)
proc write_vaos*(self: MeshData)
# End forward declarations and ob type methods
import elvis
import ../quat
import std/algorithm
# import std/sequtils
@ -65,6 +63,7 @@ import ./gameobject
import ../scene
import ../util
import ../attributes
import ../quat
export arr_ref
export tables
@ -167,7 +166,7 @@ proc gpu_buffers_upload*(self: MeshData) =
if not had_indices:
self.num_indices.add(num_indices.int32)
elif not had_indices:
self.num_indices.add((buffer_size div (self.stride ?: 0)).int32)
self.num_indices.add((buffer_size div self.stride).int32)
self.index_buffers.add(ib)
if self.use_tf:
self.tf_vbos.setLen 2
@ -405,10 +404,7 @@ proc load_from_va_ia*(self: Mesh,
if self.data != nil:
self.data.remove(self)
# if @hash and (@data = @engine.mesh_datas[@hash])?
# @data.users.push @
# @engine.main_loop?.reset_timeout()
# return
# TODO: hash meshes to reuse existing copies automatically
var data = newMeshData(self.engine)
when defined(myouUseRenderdoc):
data.name = self.name
@ -460,14 +456,14 @@ proc load_from_va_ia*(self: Mesh,
proc add_modifier*(self: Mesh, modifier: VertexModifier) =
self.vertex_modifiers.add(modifier)
if ?modifier.prepare_mesh and ?self.data:
if modifier.prepare_mesh.nonNil and self.data.nonNil:
echo &"applying modifiers of {self.name} after it was already loaded"
modifier.prepare_mesh(self)
# self.update_signature()
proc insert_modifier*(self: Mesh, index: int, modifier: VertexModifier) =
self.vertex_modifiers.insert(modifier, index)
if ?modifier.prepare_mesh and ?self.data:
if modifier.prepare_mesh.nonNil and self.data.nonNil:
echo &"applying modifiers of {self.name} after it was already loaded"
modifier.prepare_mesh(self)
# self.update_signature()
@ -483,7 +479,7 @@ proc remove_modifier*(self: Mesh, modifier: VertexModifier) =
proc clone_impl*(self: Mesh, clone: Mesh): Mesh =
clone.last_lod.clear()
if ?clone.data:
if clone.data.nonNil:
clone.data.users.add(clone)
return clone

View file

@ -35,7 +35,7 @@
import ../types
import vmath except Quat
import staticglfw as glfw
import nglfw as glfw
type Window* = glfw.Window
# proc make_window*(width, height: int32, title: string): Window
@ -154,7 +154,7 @@ proc init_graphics*(engine: MyouEngine, width, height: int32, title: string,
# TODO!! Option to delay this to simulate the situation in mobile platforms
# Init GLFW
if glfw.init() == 0:
if not glfw.init():
raise newException(Exception, "Failed to Initialize GLFW")
let major = opengl_version div 100
@ -209,12 +209,12 @@ var current_screen: Screen
proc platform_switch_screen*(screen: Screen): bool {.inline.} =
if current_screen != screen:
screen.window.makeContextCurrent()
cast[Window](screen.window).makeContextCurrent()
current_screen = screen
return true
# proc platform_swap_buffers*(screen: Screen) {.inline.} =
# screen.window.swapBuffers()
# cast[Window](screen.window).swapBuffers()
proc start_platform_main_loop*(engine: MyouEngine, main_loop: proc(self: MyouEngine)) =
while windows.len != 0:
@ -231,4 +231,4 @@ proc start_platform_main_loop*(engine: MyouEngine, main_loop: proc(self: MyouEng
glfw.terminate()
proc myouAndroidGetActivity*(): pointer =
assert false, "Not using Android"
assert false, "Not using Android"

View file

@ -64,7 +64,6 @@ proc render_all_cubemaps*(self: Scene, use_roughness_prefiltering: bool, mipmap_
import vmath except Quat
import ./quat
import elvis
import std/algorithm
import std/math
import std/options
@ -163,13 +162,13 @@ proc add_object*(self: Scene, ob: GameObject,
ob.parent = p
p.children.add(ob)
var armature = p.get_armature
if ?armature and ?parent_bone:
if armature.nonNil and parent_bone != "":
var bone = armature.bones[parent_bone]
if ?bone:
if bone.nonNil:
ob.parent_bone_index = armature.bone_list.find(bone)
bone.object_children.add(ob)
var mesh = ob.get_mesh
if ?mesh:
if mesh.nonNil:
# TODO: not having number of passes hardcoded
for p in 0'i32 .. 2:
if p in mesh.passes:
@ -196,12 +195,12 @@ proc remove_object*(self: Scene, ob: GameObject, recursive: bool = true) =
self.objects.del(ob.name)
self.parents.del(ob.original_name)
var mesh = ob.get_mesh
if ?mesh:
if mesh.nonNil:
self.mesh_passes[0].remove mesh
self.mesh_passes[1].remove mesh
self.fg_pass.remove mesh
self.bg_pass.remove mesh
if ?mesh.data:
if mesh.data.nonNil:
mesh.data.remove(mesh)
elif ob.is_camera:
for screen in self.engine.screens:
@ -217,9 +216,9 @@ proc remove_object*(self: Scene, ob: GameObject, recursive: bool = true) =
self.lights.remove light
elif ob.is_armature:
self.armatures.remove ob.get_armature
if ob.parent_bone_index != -1 and ?ob.parent:
if ob.parent_bone_index != -1 and ob.parent.nonNil:
var ar = ob.parent.get_armature
if ?ar and ar.bone_list.len > ob.parent_bone_index:
if ar.nonNil and ar.bone_list.len > ob.parent_bone_index:
ar.bone_list[ob.parent_bone_index].object_children.remove ob
ob.body.destroy()
# TODO: Remove probes if they have no users
@ -235,7 +234,7 @@ proc remove_object*(self: Scene, ob: GameObject, recursive: bool = true) =
proc make_parent*(self: Scene, parent: GameObject, child: GameObject,
keep_transform: bool = true) =
assert parent != nil and child != nil, "Arguments 'parent' and 'child' can't be nil."
if ?child.parent:
if child.parent.nonNil:
self.clear_parent(child, keep_transform)
# TODO: should we store the index in the objects
# to make this check faster?
@ -313,7 +312,7 @@ proc reorder_children*(self: Scene) =
reorder(c)
for ob in self.children:
if ?ob.parent:
if ob.parent.nonNil:
continue
reorder(ob)
self.children_are_ordered = true
@ -382,9 +381,10 @@ proc new_mesh*(self: Scene, name: string,
proc set_active_camera*(self: Scene, camera: Camera) =
self.active_camera = camera
if camera.scene != self:
self.add_object(camera, camera.name ?: "Camera")
let name = if camera.name != "": camera.name else: "Camera"
self.add_object(camera, name)
if self.add_viewport_automatically:
if not ?self.engine.screens[0].viewports:
if self.engine.screens[0].viewports.len == 0:
self.engine.screens[0].add_viewport(camera)
return

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@ -96,9 +96,10 @@ func align*[T: SomeInteger](n, align: T): T =
func bytelen*[T](s: seq[T]): int = s.len * sizeof(T)
func get_or_default*[T](s: seq[T], i: int): T =
func get_or_default*[T](s: seq[T], i: int, default: T = T.default): T =
if i >= s.low and i <= s.high:
return s[i]
return default
when defined(js):
@ -229,3 +230,5 @@ template staticOrDebugRead*(path: string): string =
readFile dir & path
else:
staticRead path
template nonNil*(x: untyped): bool = x != nil