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4 commits
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119a0fa801
Author | SHA1 | Date | |
---|---|---|---|
119a0fa801 | |||
808898eaef | |||
6b029cb83c | |||
c3581a6054 |
11 changed files with 146 additions and 122 deletions
3
.gitmodules
vendored
3
.gitmodules
vendored
|
@ -4,3 +4,6 @@
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[submodule "libs/pixie"]
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path = libs/pixie
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url = https://git.myou.dev/MyouProject/pixie
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[submodule "libs/nim_zstd"]
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path = libs/nim_zstd
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url = https://github.com/DiThi/nim_zstd
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|
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@ -131,78 +131,9 @@ when defined(isNimSkull):
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if a.len != 0:
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copyMem(result[0].addr, a.arr.addr, result.len * sizeof(T))
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# The following is just copied straight from hashes.nim, just replacing openArray by ArrRef...
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when defined(js):
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proc imul(a, b: uint32): uint32 =
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# https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Global_Objects/Math/imul
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let mask = 0xffff'u32
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var
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aHi = (a shr 16) and mask
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aLo = a and mask
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bHi = (b shr 16) and mask
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bLo = b and mask
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result = (aLo * bLo) + (aHi * bLo + aLo * bHi) shl 16
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else:
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template imul(a, b: uint32): untyped = a * b
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proc rotl32(x: uint32, r: int): uint32 {.inline.} =
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(x shl r) or (x shr (32 - r))
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proc hash*[T](arr: ArrRef[T]): Hash =
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# https://github.com/PeterScott/murmur3/blob/master/murmur3.c
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const
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c1 = 0xcc9e2d51'u32
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c2 = 0x1b873593'u32
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n1 = 0xe6546b64'u32
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m1 = 0x85ebca6b'u32
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m2 = 0xc2b2ae35'u32
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let
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x = arr.to byte
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size = len(x)
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stepSize = 4 # 32-bit
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n = size div stepSize
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var
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h1: uint32
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i = 0
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# body
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while i < n * stepSize:
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var k1: uint32
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when defined(js) or defined(sparc) or defined(sparc64):
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var j = stepSize
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while j > 0:
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dec j
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k1 = (k1 shl 8) or (ord(x[i+j])).uint32
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else:
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k1 = cast[ptr uint32](unsafeAddr x[i])[]
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inc i, stepSize
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k1 = imul(k1, c1)
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k1 = rotl32(k1, 15)
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k1 = imul(k1, c2)
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h1 = h1 xor k1
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h1 = rotl32(h1, 13)
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h1 = h1*5 + n1
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# tail
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var k1: uint32
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var rem = size mod stepSize
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while rem > 0:
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dec rem
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k1 = (k1 shl 8) or (ord(x[i+rem])).uint32
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k1 = imul(k1, c1)
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k1 = rotl32(k1, 15)
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k1 = imul(k1, c2)
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h1 = h1 xor k1
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# finalization
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h1 = h1 xor size.uint32
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h1 = h1 xor (h1 shr 16)
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h1 = imul(h1, m1)
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h1 = h1 xor (h1 shr 13)
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h1 = imul(h1, m2)
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h1 = h1 xor (h1 shr 16)
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return cast[Hash](h1)
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# Make use of stdlib's murmur3
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# NOTE: We use the size of elements in bytes instead of the actual size
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# just in case the actual size is bigger than that.
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hash(cast[ptr UncheckedArray[byte]](arr.arr.addr).toOpenArray(0, arr.len * sizeof(T) - 1))
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# TODO: for bigger elements, would a different algorithm be faster?
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1
libs/nim_zstd
Submodule
1
libs/nim_zstd
Submodule
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@ -0,0 +1 @@
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Subproject commit 75ee00aa3da80903dc509f1ff1605304cc77c173
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@ -192,7 +192,24 @@ proc draw_all*(self: RenderManager) =
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continue
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scene.update_all_matrices()
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scene.update_lights()
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# TODO: render probes required by cameras of enabled screens
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# TODO: move this
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var update_probe_ubo = false
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for probe in scene.cubemap_probes:
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let upd = case probe.update_strategy:
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of UpdateNever: false
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of UpdateOnFirstUse:
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# TODO: detect when relevant objects are fully loaded
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# and also when anything that affects it is visible and
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# nearby
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not probe.used
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of UpdateAlways: true
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if upd:
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probe.render_cubemap(true)
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probe.used = true
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update_probe_ubo = true
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if update_probe_ubo:
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scene.cubemap_UBO.update()
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# TODO: render shadows required by cameras of enabled screens
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for screen in self.engine.screens:
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if not screen.enabled:
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|
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@ -33,8 +33,11 @@
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{.warning[UseBase]: off.} # can't seem to satisy this...
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{.warning[UnusedImport]: off.} # for ./loader_base
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const myouUseBlendLoader {.booldefine.} = true
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import ../types
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import ./loader_base
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export loader_base
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import std/tables
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import std/strutils
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import std/strformat
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@ -66,8 +69,9 @@ import float16
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when defined(nimdoc):
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type TYPES* = BlendLoader
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proc newBlendLoader*(engine: MyouEngine, use_indices:bool = true,
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shader_library: string = "", shader_textures = initTable[string, Texture]()): BlendLoader =
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proc newBlendLoader*(engine: MyouEngine,
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shader_library: string = "",
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shader_textures = initTable[string, Texture]()): BlendLoader =
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result = new BlendLoader
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result.engine = engine
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if shader_library != "":
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@ -76,8 +80,13 @@ proc newBlendLoader*(engine: MyouEngine, use_indices:bool = true,
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else:
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result.shader_library = get_builtin_shader_library()
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result.shader_textures = get_builtin_shader_textures()
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result.file_extensions = @["blend"]
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result.use_indices = use_indices
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result.use_indices = true
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proc registerBlendLoader*(engine: MyouEngine) =
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when myouUseBlendLoader:
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engine.registerLoader(@["blend"], proc(e: MyouEngine): Loader =
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e.newBlendLoader()
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)
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var used_resources: seq[LoadableResource]
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@ -575,10 +584,16 @@ method loadScene*(self: BlendLoader, name: string="", scene: Scene=nil, callback
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if scn["id"]["name"].cstr == idname.cstring:
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let node = scn
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var scene = scene
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let was_first_scene = self.engine.scenes.len == 0
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if scene == nil:
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scene = self.engine.new_scene(name=name)
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self.loadSceneImpl(node, scene)
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callback(scene)
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# TODO: when loading is async, move this stuff after loading has
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# finished
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if was_first_scene and not scene.enabled:
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echo "Warning: Your scene is not enabled, use 'scene.enable_render()' or 'scene.enable_all()'"
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scene.render_all_cubemaps(true)
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return
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assert false, &"Scene {name} not found"
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@ -32,10 +32,11 @@
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{.experimental: "dotOperators".}
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import strutils, tables, algorithm, sequtils, strformat, bitops
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import memfiles
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import std/[strutils, tables, algorithm, sequtils, strformat, bitops]
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import std/memfiles
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# import sugar
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import hashes
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import std/hashes
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import zstd/decompress
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# TODO!! ADD BOUND CHECKS TO ALL FNODES AND DNA1 PARSING!
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# TODO: implement big endian, test 32 bit
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@ -56,6 +57,8 @@ type
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old_mem_ptr: pointer
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# end pointer for bounds checking
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endp: pointer
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# byte seq in case we used zstd
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byte_seq: seq[byte]
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BlendFile* = ref BlendFileVal
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@ -142,13 +145,16 @@ template `-`(p, q: pointer): int = cast[int](cast[int](p) -% cast[int](q))
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template `+=`(p: pointer, i: Natural) = p = cast[pointer](cast[int](p) +% cast[int](i))
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# this is for getting a string that may not be null terminated
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# otherwise you can just do $cast[cstring](x.addr)
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# otherwise you could just do $cast[cstring](x.addr)
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proc getString(data: pointer, max_size: Natural): string =
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let u8 = cast[ptr UncheckedArray[char]](data)
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for i in 0 ..< max_size:
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var i = 0
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while i < max_size:
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if u8[i] == '\0':
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break
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result &= u8[i]
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inc(i)
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result.setLen i
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copyMem(result.cstring, data, i)
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proc build_dna_table(dna_table: ptr FBlock64): (TypeAttrsRef, StructToTypeMap, seq[cstring], TypeLengths) =
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var type_attrs = new TypeAttrsRef
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@ -230,25 +236,21 @@ proc build_dna_table(dna_table: ptr FBlock64): (TypeAttrsRef, StructToTypeMap, s
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)
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aoffset += asize
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offset += 4
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# if true:
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# # if lengths[type_id] != aoffset:
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# echo &"{types[type_id]}: {lengths[type_id]}, {aoffset}"
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# var offsets = toSeq(type_attrs[type_id].pairs)
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# for _,(k,v) in offsets.sortedByIt(it[1].offset):
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# echo &"{types[type_id]}.{k}:\t\t{v.offset}"
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assert lengths[type_id] == aoffset
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# type_attrs[type_id]["(size)"] = AttrOffset(offset: lengths[type_id])
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return (type_attrs, struct_to_type, types, lengths)
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proc openBlendFile*(path: string, data: pointer, len: int): BlendFile =
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result = new BlendFile
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# result.mem_file = memfiles.open(path, mode=fmRead)
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result.file_path = path
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# let mem = result.mem_file.mem
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# result.mem = mem
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# let file_length = result.mem_file.size
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let mem = data
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let file_length = len
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let (mem, file_length) = if cast[ptr uint32](data)[] == 0xFD2FB528'u32:
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# Zstandard compressed file
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# TODO: store offsets of each zstd frame so we can semi-random access
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# big files later
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result.byte_seq = decompress cast[ptr UncheckedArray[byte]](data).toOpenArray(0, len-1)
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(result.byte_seq[0].addr.pointer, result.byte_seq.len)
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else:
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(data, len)
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assert file_length > 32, "Invalid file size"
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result.endp = mem + file_length
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let u8 = cast[ptr UncheckedArray[uint8]](mem)
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|
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@ -31,13 +31,22 @@
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# version of this file under either the CPAL or the [AGPL-3] License.
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import ../types
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import std/tables
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when defined(nimdoc):
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type TYPES* = Loader
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method openAssetFile*(self: Loader, path: string) {.base, locks: "unknown".} =
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method openAssetFile*(self: Loader, path: string) {.base.} =
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discard
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method loadScene*(self: Loader, name: string="", scene: Scene=nil): Scene {.base, locks: "unknown".} =
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method loadScene*(self: Loader, name: string="", scene: Scene=nil,
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callback: proc(scene: Scene)) {.base.} =
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discard
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method loadImageImpl*(self: Loader) {.base, locks: "unknown".} =
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discard
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method loadImageImpl*(self: Loader) {.base.} =
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discard
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proc registerLoader*(engine: MyouEngine,
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extensions: seq[string],
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constructor: proc(e: MyouEngine): Loader) =
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for ext in extensions:
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engine.loaders_by_ext.mgetOrPut(ext, @[]).add constructor
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|
|
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@ -74,6 +74,7 @@ import std/monotimes
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import ./graphics/render
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import ./screen
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import ./platform/platform
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import ./loaders/blend
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import ./util
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import arr_ref
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|
@ -129,6 +130,8 @@ proc newMyouEngine*(
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when not defined(nimdoc):
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init_graphics(result, width, height, title, opengl_version, opengl_es)
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discard result.newScreen(width, height, title)
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registerBlendLoader(result)
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proc get_builtin_shader_library*(use_cubemap_prefiltering = true): string =
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## Returns a string with the code of the default shader library of the
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|
@ -179,3 +182,18 @@ proc run*(self: MyouEngine) =
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last_time = getmonotime().ticks.float/1000000000
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when not defined(nimdoc):
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start_platform_main_loop(self, myou_main_loop)
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proc loadScene*(self: MyouEngine, uri: string, callback: proc(scene: Scene), name = "", ext = "") =
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let ext = if ext == "":
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uri.rsplit('.', 1)[1]
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else:
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ext
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|
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if ext notin self.loaders_by_ext:
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raise ValueError.newException "File extension not supported: " & ext
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# TODO: use the next loader if the first one fails
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let loaders = self.loaders_by_ext[ext]
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let loader = loaders[0](self)
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loader.openAssetFile(uri)
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loader.loadScene(name, nil, callback)
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|
|
|
@ -38,6 +38,16 @@ when defined(nimdoc):
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type TYPES* = ProbeInfluenceType | ProbeParallaxType | CubemapProbe | CubemapProbeUniform | SH9Uniform
|
||||
|
||||
# Forward declarations and ob type methods
|
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proc newCubemapProbe*(engine: MyouEngine, name: string="camera", scene: Scene = nil,
|
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influence_type: ProbeInfluenceType = SphereInfluence,
|
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influence_distance: float32 = 2.5,
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falloff: float32 = 0.2,
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||||
intensity: float32 = 1,
|
||||
clipping_start: float32 = 0.8,
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clipping_end: float32 = 40,
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parallax_type: ProbeParallaxType = NoParallax,
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parallax_distance: float32 = 0.0, # 0 means auto
|
||||
): CubemapProbe
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func getCubemapSideMatrix*(side: int, position = vec3()): Mat4
|
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proc render_cubemap*(self: CubemapProbe, use_roughness_prefiltering = false, mipmap_shader: Material = nil)
|
||||
proc render_background_cubemap*(scene: Scene, use_roughness_prefiltering = false, mipmap_shader: Material = nil, world_to_cube_matrix: Mat4 = mat4(), upload_UBO = true)
|
||||
|
@ -86,6 +96,7 @@ proc newCubemapProbe*(engine: MyouEngine, name: string="camera", scene: Scene =
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parallax_distance
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else:
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influence_distance
|
||||
self.update_strategy = UpdateOnFirstUse
|
||||
return self
|
||||
|
||||
|
||||
|
|
|
@ -351,6 +351,17 @@ proc destroy*(self: Scene) =
|
|||
self.engine.scenes.del(self.name)
|
||||
return
|
||||
|
||||
proc enable_render*(self: Scene) =
|
||||
self.enabled = true
|
||||
|
||||
proc enable_physics*(self: Scene) =
|
||||
if self.world != nil:
|
||||
self.world.enabled = true
|
||||
|
||||
proc enable_all*(self: Scene) =
|
||||
self.enable_render()
|
||||
self.enable_physics()
|
||||
|
||||
proc new_gameobject*(self: Scene, name: string): GameObject =
|
||||
return self.engine.new_gameobject(name=name, scene=self)
|
||||
|
||||
|
@ -528,10 +539,6 @@ proc get_lighting_code*(self: Scene): string =
|
|||
code.add staticOrDebugRead "shadows/simple_shadow.glsl"
|
||||
return code.join "\n"
|
||||
|
||||
|
||||
# template as_float_array(x: untyped): untyped =
|
||||
# cast[array[sizeof(typeof(x)) div 4, float]](x)
|
||||
|
||||
proc update_lights*(self: Scene) =
|
||||
if self.lighting_UBOs.len == 0:
|
||||
return
|
||||
|
|
|
@ -81,6 +81,7 @@ type
|
|||
renderer*: RenderManager
|
||||
tone_mapping_library*: string
|
||||
tone_mapping_function*: string
|
||||
loaders_by_ext*: Table[string, seq[proc(e: MyouEngine): Loader]]
|
||||
# TODO: remove this and query it when screen is created
|
||||
width*, height*: int
|
||||
glsl_version*: string
|
||||
|
@ -693,6 +694,11 @@ type
|
|||
|
||||
# cubemap_probe.nim
|
||||
|
||||
ProbeUpdateStrategy* = enum
|
||||
UpdateNever
|
||||
UpdateOnFirstUse
|
||||
UpdateAlways
|
||||
|
||||
ProbeInfluenceType* = enum
|
||||
SphereInfluence
|
||||
BoxInfluence
|
||||
|
@ -714,6 +720,8 @@ type
|
|||
intensity*: float32
|
||||
clipping_start*: float32
|
||||
clipping_end*: float32
|
||||
update_strategy*: ProbeUpdateStrategy
|
||||
used*: bool
|
||||
|
||||
# NOTE: layout must match struct CubemapInfo in scene.nim
|
||||
CubemapProbeUniform* = object
|
||||
|
@ -738,6 +746,16 @@ type
|
|||
influence_distance*: float32
|
||||
falloff*: float32
|
||||
|
||||
# loader_base.nim
|
||||
|
||||
Loader* = ref object of RootObj
|
||||
engine*: MyouEngine
|
||||
shader_library*: string
|
||||
shader_textures*: Table[string, Texture]
|
||||
# on_destroy*: OnDestroy
|
||||
path_handler*: proc(path: string): string
|
||||
override_textures_sampler_type*: Table[string, string]
|
||||
|
||||
# INCOMPLETE
|
||||
|
||||
Armature* = ref object of GameObject
|
||||
|
@ -750,6 +768,8 @@ type
|
|||
parent_object*: GameObject
|
||||
|
||||
World* = ref object of RootObj
|
||||
enabled*: bool
|
||||
|
||||
DebugDraw* = ref object of RootObj
|
||||
Body* = ref object
|
||||
|
||||
|
@ -806,15 +826,6 @@ const HARDCODED_MAXUBOS* = 80
|
|||
|
||||
# LOADERS
|
||||
|
||||
type Loader* = ref object of RootObj
|
||||
engine*: MyouEngine
|
||||
file_extensions*: seq[string]
|
||||
shader_library*: string
|
||||
shader_textures*: Table[string, Texture]
|
||||
# on_destroy*: OnDestroy
|
||||
path_handler*: proc(path: string): string
|
||||
override_textures_sampler_type*: Table[string, string]
|
||||
|
||||
type BlendLoader* = ref object of Loader
|
||||
blend_file_path*: string ## private
|
||||
blend_file*: BlendFile ## private
|
||||
|
@ -822,16 +833,15 @@ type BlendLoader* = ref object of Loader
|
|||
cached_materials*: Table[(FNode, string, bool),
|
||||
(string, seq[Varying], OrderedTable[string, string], OrderedTable[string, TexturePixels])] ## private
|
||||
resource*: LoadableResource
|
||||
|
||||
template AllLoaders*: untyped = @[
|
||||
newBlendLoader,
|
||||
]
|
||||
|
||||
template enqueue*(self: RenderManager, fun: proc()) =
|
||||
if self.initialized:
|
||||
|
||||
template enqueue*(renderer: RenderManager, fun: proc()) =
|
||||
## Run a proc after the renderer has been initialized.
|
||||
##
|
||||
## If it was already initialized, it runs it immediately.
|
||||
if renderer.initialized:
|
||||
fun()
|
||||
else:
|
||||
self.queue.add fun
|
||||
renderer.queue.add fun
|
||||
|
||||
when not defined(release):
|
||||
from sugar import dump
|
||||
|
|
Loading…
Reference in a new issue