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3 commits

16 changed files with 143 additions and 105 deletions

12
.gitmodules vendored
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@ -1,9 +1,15 @@
[submodule "libs/vmath"]
path = libs/vmath
url = https://git.myou.dev/MyouProject/vmath
[submodule "libs/pixie"]
path = libs/pixie
url = https://git.myou.dev/MyouProject/pixie
[submodule "libs/nim_zstd"]
path = libs/nim_zstd
url = https://github.com/DiThi/nim_zstd
[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
libs/stb_image_nim Submodule

@ -0,0 +1 @@
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:

View file

@ -78,17 +78,18 @@ func toInternalFormat*(format: TextureFormat): GLenum
# import sugar
when not defined(no_pixie):
when defined(myouUsePixie):
import pixie
else:
type PixieError = Exception
import stb_image/read as stbi
const myouConvertHdrToFloat16 {.booldefine.} = true
when not defined(nimdoc):
import tinyexr
import std/bitops
import std/strformat
# import float16
import float16
import loadable
import ddx_ktx
@ -117,10 +118,10 @@ proc stride*(format: TextureFormat): int =
of RG_u8: 2
of RGB_u8: 3
of RGBA_u8: 4
of R_f16: 2
of RG_f16: 4
of RGB_f16: 6
of RGBA_f16: 8
of R_u16, R_f16: 2
of RG_u16, RG_f16: 4
of RGB_u16, RGB_f16: 6
of RGBA_u16, RGBA_f16: 8
of R_f32: 4
of RG_f32: 8
of RGB_f32: 12
@ -132,9 +133,9 @@ proc stride*(format: TextureFormat): int =
proc channel_count*(format: TextureFormat): int =
case format:
of R_u8, R_f16, R_f32, Depth_u16, Depth_u24, Depth_f32: 1
of RG_u8, RG_f16, RG_f32: 2
of SRGB_u8, RGB_u8, RGB_f16, RGB_f32: 3
of R_u8, R_u16, R_f16, R_f32, Depth_u16, Depth_u24, Depth_f32: 1
of RG_u8, RG_u16, RG_f16, RG_f32: 2
of SRGB_u8, RGB_u8, RGB_u16, RGB_f16, RGB_f32: 3
else: 4
func samplerType*(tex_type: TextureType): string =
@ -155,6 +156,10 @@ func toInternalFormat*(format: TextureFormat): GLenum =
of RG_u8: GL_RG8
of RGB_u8: GL_RGB8
of RGBA_u8: GL_RGBA8
of R_u16: GL_R16
of RG_u16: GL_RG16
of RGB_u16: GL_RGB16
of RGBA_u16: GL_RGBA16
of R_f16: GL_R16F
of RG_f16: GL_RG16F
of RGB_f16: GL_RGB16F
@ -209,10 +214,10 @@ proc newTextureStorage*(ttype: TextureType, width, height, depth: int, format: T
of TexExternal: GL_TEXTURE_EXTERNAL_OES
ts.iformat = format.toInternalFormat
ts.format = case format:
of R_u8, R_f16, R_f32: GL_RED
of RG_u8, RG_f16, RG_f32: GL_RG
of SRGB_u8, RGB_u8, RGB_f16, RGB_f32: GL_RGB
of SRGB_Alpha_u8, RGBA_u8, RGBA_f16, RGBA_f32: GL_RGBA
of R_u8, R_u16, R_f16, R_f32: GL_RED
of RG_u8, RG_u16, RG_f16, RG_f32: GL_RG
of SRGB_u8, RGB_u8, RGB_u16, RGB_f16, RGB_f32: GL_RGB
of SRGB_Alpha_u8, RGBA_u8, RGBA_u16, RGBA_f16, RGBA_f32: GL_RGBA
of Depth_u16, Depth_u24, Depth_f32: GL_DEPTH_COMPONENT
# of Depth_u24_s8: GL_DEPTH_COMPONENT
# else:
@ -221,7 +226,7 @@ proc newTextureStorage*(ttype: TextureType, width, height, depth: int, format: T
of SRGB_u8, SRGB_Alpha_u8, R_u8, RG_u8, RGB_u8, RGBA_u8: GL_UNSIGNED_BYTE
of R_f16, RG_f16, RGB_f16, RGBA_f16: GL_HALF_FLOAT
of R_f32, RG_f32, RGB_f32, RGBA_f32, Depth_f32: cGL_FLOAT
of Depth_u16: GL_UNSIGNED_SHORT
of R_u16, RG_u16, RGB_u16, RGBA_u16, Depth_u16: GL_UNSIGNED_SHORT
of Depth_u24: GL_UNSIGNED_INT
# of Depth_u24_s8: GL_UNSIGNED_INT
ts.layer = 0
@ -404,6 +409,16 @@ proc loadCompressedData*(self: Texture, info: KtxInfo, data: seq[KtxPart]) =
info.internal_format.GLenum, self.width.GLsizei, self.height.GLsizei,
0, part.len.GLsizei, part.data)
template toOpenArrayByte(p: pointer, a,b: untyped): untyped =
cast[ptr UncheckedArray[byte]](p).toOpenArray(a,b)
template toOpenArray[T](p: pointer, a,b: untyped): untyped =
cast[ptr UncheckedArray[T]](p).toOpenArray(a,b)
proc f32_to_f16(source: ptr UncheckedArray[float32], dest: ptr UncheckedArray[Float16], len: int) =
for i in 0 ..< len:
dest[i] = source[i].tofloat16(clamp=true)
proc loadFileFromPointersLen*(self: Texture, pointers: seq[(pointer, int)], flip = true) =
when not defined(nimdoc):
assert self.tex_type != TexCube, "Loading a cube texture from file is not supported yet"
@ -414,12 +429,17 @@ proc loadFileFromPointersLen*(self: Texture, pointers: seq[(pointer, int)], flip
multilayer_buffer = newArrRef[byte](layer_stride * self.depth)
var pos = 0
for (p, len) in pointers:
when not defined(no_pixie):
when defined(myouUsePixie):
var image: Image
else:
var image: imagePixelData[byte]
var image_16: imagePixelData[uint16]
var image_f: imagePixelData[float32]
var buffer: ArrRef[byte]
# a reference to this pointer is kept with one of the vars above
var pixels_ptr: pointer
var pixels_len: int
var flip = flip
if isEXR(p, len):
let (width, height, pixels) = decodeEXR(p, len)
assert width == self.width and height == self.height, "Image size mismatch"
@ -427,11 +447,33 @@ proc loadFileFromPointersLen*(self: Texture, pointers: seq[(pointer, int)], flip
pixels_ptr = buffer[0].addr
pixels_len = buffer.len
else:
when not defined(no_pixie):
when defined(myouUsePixie):
image = decodeImage(p, len)
assert image.width == self.width and image.height == self.height, "Image size mismatch"
pixels_ptr = image.data[0].addr
pixels_len = image.data.len * sizeof image.data[0]
else:
setFlipVerticallyOnLoad(flip)
flip = false
var w,h,c = 0
if isHDRFromMemory(p.toOpenArrayByte(0, len-1)):
image_f = loadFFromMemory(p.toOpenArrayByte(0, len-1), w,h,c,0)
pixels_ptr = image_f.data
pixels_len = image_f.byteLen
when myouConvertHdrToFloat16:
f32_to_f16(
cast[ptr UncheckedArray[float32]](pixels_ptr),
cast[ptr UncheckedArray[Float16]](pixels_ptr),
image_f.len)
pixels_len = pixels_len div 2
elif is16BitFromMemory(p.toOpenArrayByte(0, len-1)):
image_16 = load16FromMemory(p.toOpenArrayByte(0, len-1), w,h,c,0)
pixels_ptr = image_16.data
pixels_len = image_16.byteLen
else:
image = loadFromMemory(p.toOpenArrayByte(0, len-1), w,h,c,0)
pixels_ptr = image.data
pixels_len = image.len
assert layer_stride == pixels_len,
&"Image '{self.name}' has a length of {pixels_len}, expected {layer_stride}"
if flip:
@ -508,19 +550,25 @@ proc generateMipmap*(self: Texture) =
proc getDimensionsFormat(p: pointer, len: int): (int, int, TextureFormat) =
when not defined(nimdoc):
try:
when not defined(no_pixie):
let dims = decodeImageDimensions(p, len)
return (dims.width, dims.height, RGBA_u8)
else: raise PixieError.newException("Pixie not compiled in")
except PixieError as e:
# TODO: abstract these functions to e.g. be able to replace these by oiio, etc
# and avoid repetitions
if isEXR(p, len):
let dims = getEXRDimensions(p, len)
return (dims[0], dims[1], RGBA_f16)
else:
raise e
if isEXR(p, len):
let dims = getEXRDimensions(p, len)
return (dims[0], dims[1], RGBA_f16)
when defined(myouUsePixie):
let dims = decodeImageDimensions(p, len)
return (dims.width, dims.height, RGBA_u8)
else:
var width, height, channels = 0
if not infoFromMemory(p.toOpenArrayByte(0, len-1), width, height, channels):
raise ValueError.newException "Could not read image"
let hdr = isHDRFromMemory(p.toOpenArrayByte(0, len-1))
let is16 = is16BitFromMemory(p.toOpenArrayByte(0, len-1))
# Calculate format with channels, and whether it's hdr or 16 bit
assert (RG_u8.int - R_u8.int) == 1 # (just in case someone changes the enum)
const toHDR = when myouConvertHdrToFloat16: (R_f16.int-R_u8.int) else: (R_f32.int-R_u8.int)
let format = (R_u8.int - 1 + channels +
hdr.int * toHDR + is16.int * (R_u16.int-R_u8.int)).TextureFormat
dump format
return (width, height, format)
func to_sRGB*(format: TextureFormat): TextureFormat =
return case format:
@ -530,15 +578,14 @@ func to_sRGB*(format: TextureFormat): TextureFormat =
proc newTexture*(engine: MyouEngine, name: string, p: pointer, len: int, is_sRGB: bool, filter: TextureFilter = Trilinear, depth=1, flip=true): Texture =
# TODO: replace this function by one taking a LoadableResource
when not defined(no_pixie):
var (width, height, format) = getDimensionsFormat(p, len)
if is_sRGB:
format = format.to_sRGB
let self = engine.newTexture(name, width, height, depth, format, filter=filter)
engine.renderer.enqueue proc() =
self.loadFileFromPointersLen(@[(p, len)], flip=flip)
self.loaded = true
return self
var (width, height, format) = getDimensionsFormat(p, len)
if is_sRGB:
format = format.to_sRGB
let self = engine.newTexture(name, width, height, depth, format, filter=filter)
engine.renderer.enqueue proc() =
self.loadFileFromPointersLen(@[(p, len)], flip=flip)
self.loaded = true
return self
proc newTexture*(engine: MyouEngine, name: string, file_name: string, is_sRGB: bool,
filter: TextureFilter = Trilinear,

View file

@ -1234,17 +1234,17 @@ node_functions = {
let outn = if data_type == 10: # float
value = ins["Value"].flt
min0 = ins["From Min", 1].flt
max0 = ins["From Max1", 1].flt
max0 = ins["From Max", 1].flt
min1 = ins["To Min", 1].flt
max1 = ins["To Max1", 1].flt
max1 = ins["To Max", 1].flt
steps = ins["Steps", 1].flt
"$0"
elif data_type == 48: # vec3
value = ins["Vector"].vec3
min0 = ins["From Min", 3].vec3
max0 = ins["From Max1", 3].vec3
max0 = ins["From Max", 3].vec3
min1 = ins["To Min", 3].vec3
max1 = ins["To Max1", 3].vec3
max1 = ins["To Max", 3].vec3
steps = ins["Steps", 3].vec3
"$1"
else:

View file

@ -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
@ -585,7 +567,7 @@ iterator children_recursive*(self: GameObject, include_self: static[bool] = fals
# return self.scene?.load_objects(self.get_descendants(true), options)
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()
@ -561,7 +557,7 @@ 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

View file

@ -97,6 +97,7 @@ type
TArmature
GameObject* = ref object of RootObj
# TODO: remove otype
otype*: ObjectType ## private
engine*: MyouEngine ## private
debug*: bool ## private
@ -590,7 +591,6 @@ type
TextureFormat* = enum
# TODO: signed normalized formats
# TODO: Float16
# TODO: uncommon formats
SRGB_u8
SRGB_Alpha_u8
@ -598,6 +598,10 @@ type
RG_u8
RGB_u8
RGBA_u8
R_u16
RG_u16
RGB_u16
RGBA_u16
R_f16
RG_f16
RGB_f16

View file

@ -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