Damn I didn't even know this language could do that, I guess an issue
with namespacing fixed itself
This commit is contained in:
@@ -39,7 +39,7 @@ keyword_enum = l->intern("enum"_s);
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l->interns.first_keyword = keyword_struct.str;
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l->interns.last_keyword = keyword_enum.str;
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intern_sizeof = l->intern("SizeOf"_s);
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intern_length = l->intern("Length"_s);
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intern_len = l->intern("Len"_s);
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intern_alignof = l->intern("AlignOf"_s);
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intern_foreign = l->intern("foreign"_s);
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intern_strict = l->intern("strict"_s);
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@@ -28,7 +28,7 @@ Intern_String keyword_else;
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Intern_String keyword_for;
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Intern_String keyword_enum;
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Intern_String intern_sizeof;
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Intern_String intern_length;
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Intern_String intern_len;
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Intern_String intern_alignof;
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Intern_String intern_foreign;
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Intern_String intern_strict;
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@@ -1733,7 +1733,7 @@ resolve_expr(Ast_Expr *ast, Resolve_Flag flags, Ast_Type *compound_context){
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return operand_const_rvalue(v);
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}
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else if(expr_atom_is_equal_intern(node->name, intern_length)){
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else if(expr_atom_is_equal_intern(node->name, intern_len)){
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Ast_Expr *expr = unpack_ast_call_expr_for_builtin(node);
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Operand name = resolve_expr(expr, inherit_flag(flags, AST_CANT_BE_NULL));
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@@ -16,7 +16,7 @@ main :: (): int
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static_array: [8]int
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// We can get size of array using Length builtin
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#Assert(Length(static_array) == 8)
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#Assert(Len(static_array) == 8)
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// Accessing values is like in C
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// Variables are zeroed by default
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@@ -40,7 +40,7 @@ main :: (): int
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slice: []int = static_array
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// We can't do a compile time Assert anymore
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Assert(Length(slice) == 8)
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Assert(Len(slice) == 8)
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Assert(slice[4] == 1)
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// After we loop and reassign slice values
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@@ -3,7 +3,11 @@ Vec3 :: struct;; x: F32; y: F32; z: F32
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// We can define operator overloads for arbitrary types
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// these are just regular lambdas/functions
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"+" :: (a: Vec3, b: Vec3): Vec3 ;; return {a.x+b.x, a.y+b.y, a.z+b.z}
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"+" :: (a: Vec3, b: Vec3): Vec3
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return {a.x+b.x, a.y+b.y, a.z+b.z}
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// We can make a one liner out of these using ';;' operator
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// which functions as a new line with indent
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"-" :: (a: Vec3, b: Vec3): Vec3 ;; return {a.x-b.x, a.y-b.y, a.z-b.z}
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"-" :: (a: Vec3): Vec3 ;; return {-a.x, -a.y, -a.z}
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@@ -1,4 +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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Epsilon :: 0.00001
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Screen : *U32
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@@ -8,13 +10,13 @@ TotalTime: F64
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LightPos := Vec3{2,4,2}
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SphereSDF :: (pos: Vec3): F32
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result := Vec3_Length(pos) - 1.0
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result := V3.Length(pos) - 1.0
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return result
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Raymarcher_Update :: ()
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up := Vec3{0, 1, 0}
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forward := Vec3{0, 0, -1}
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side := Vec3_Normalize(Vec3_Cross(forward, up))
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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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@@ -32,7 +34,7 @@ Raymarcher_Update :: ()
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for x := 0, x < X, x+=1
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uv := Vec3{x->F32 * Xf * 2 - 1, y->F32 * Yf * 2 - 1, 1.0}
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uv.x *= ratio
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dir := Vec3_Normalize(Vec3{Vec3_Dot(side, uv), Vec3_Dot(up, uv), Vec3_Dot(forward, uv)})
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dir := V3.Normalize(Vec3{V3.Dot(side, uv), V3.Dot(up, uv), V3.Dot(forward, uv)})
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t: F32
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end: F32 = 100.0
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@@ -51,24 +53,24 @@ Raymarcher_Update :: ()
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break
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if hit
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normal := Vec3_Normalize(Vec3{
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normal := V3.Normalize(Vec3{
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SphereSDF({p.x + Epsilon, p.y, p.z}) - SphereSDF({p.x - Epsilon, p.y, p.z}),
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SphereSDF({p.x, p.y + Epsilon, p.z}) - SphereSDF({p.x, p.y - Epsilon, p.z}),
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SphereSDF({p.x, p.y, p.z + Epsilon}) - SphereSDF({p.x, p.y, p.z - Epsilon}),
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})
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light_to_point := Vec3_Normalize(LightPos - p)
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eye_to_point := Vec3_Normalize(eye - p)
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reflected_light := Vec3_Normalize(Vec3_Reflect(Vec3_Negate(light_to_point), normal))
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light_to_point := V3.Normalize(LightPos - p)
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eye_to_point := V3.Normalize(eye - p)
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reflected_light := V3.Normalize(V3.Reflect(V3.Negate(light_to_point), normal))
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ambient :: 0.2->F32
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diffuse := Vec3_Dot(normal, light_to_point)
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diffuse := V3.Dot(normal, light_to_point)
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color := ambient_color*ambient->F32
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if diffuse > Epsilon
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color = color + diffuse_color*diffuse
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specular := Vec3_Dot(reflected_light, eye_to_point)
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specular := V3.Dot(reflected_light, eye_to_point)
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if specular > Epsilon
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specular = specular*specular*specular*specular
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color = color + specular_color*specular*0.2->F32
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@@ -78,7 +80,7 @@ Raymarcher_Update :: ()
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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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Screen[x + y*X] = Vec3_ConvertToARGB(color)
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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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2
meta.py
2
meta.py
@@ -117,7 +117,7 @@ keywords = [
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interns = [
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"SizeOf",
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"Length",
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"Len",
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"AlignOf",
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"foreign",
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"strict",
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@@ -74,10 +74,10 @@ Utf32ToUtf16 :: (codepoint: U32): [2]U16, S64
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StringToString16 :: (arena: *Arena, in: String): String16
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in_str := &in[0]
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// @Note(Krzosa): Should be more then enough space
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alloc_size := (Length(in)*2)+1
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alloc_size := (Len(in)*2)+1
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result := String16{str = PushSize(arena, alloc_size->U64)}
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for i := 0, i < Length(in)
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s32, s32_len := Utf8ToUtf32(in_str + i, Length(in) - i)
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for i := 0, i < Len(in)
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s32, s32_len := Utf8ToUtf32(in_str + i, Len(in) - i)
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if s32_len != 0
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i += s32_len
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s16, s16_len := Utf32ToUtf16(s32)
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@@ -4,45 +4,6 @@ sinf :: #foreign (value: F32): F32
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Vec2I :: struct;; x: S64; y: S64
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Vec2 :: struct;; x: F32; y: F32
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Vec3 :: struct;; x: F32; y: F32; z: F32
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Vec3_Cross :: (a: Vec3, b: Vec3): Vec3
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result := Vec3{
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a.y * b.z - a.z * b.y,
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a.z * b.x - a.x * b.z,
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a.x * b.y - a.y * b.x,
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}
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return result
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Vec3_Normalize :: (a: Vec3): Vec3
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length := Vec3_Length(a)
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result := a / length
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return result
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Vec3_Reflect :: (a: Vec3, normal: Vec3): Vec3
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an := Vec3_Dot(a, normal)*2
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result := a - a * an
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return result
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Vec3_ConvertToARGB :: (a: Vec3): U32
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a.x = F32_Clamp(0, a.x, 1)
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a.y = F32_Clamp(0, a.y, 1)
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a.z = F32_Clamp(0, a.z, 1)
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r := (a.x * 255)->U32 << 16
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g := (a.y * 255)->U32 << 8
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b := (a.z * 255)->U32 << 0
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result := r | g | b
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return result
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Vec3_Length :: (a: Vec3): F32 ;; return sqrtf(a.x*a.x + a.y*a.y + a.z*a.z)
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Vec3_Negate :: (a: Vec3): Vec3 ;; return Vec3{-a.x, -a.y, -a.z}
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Vec3_Dot :: (a: Vec3, b: Vec3): F32 ;; return a.x*b.x + a.y*b.y + a.z*b.z
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"*" :: (a: Vec3, b: Vec3): Vec3 ;; return Vec3{a.x*b.x, a.y*b.y, a.z*b.z}
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"*" :: (a: Vec3, b: F32) : Vec3 ;; return Vec3{a.x*b, a.y*b, a.z*b}
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"+" :: (a: Vec3, b: Vec3): Vec3 ;; return Vec3{a.x+b.x, a.y+b.y, a.z+b.z}
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"/" :: (a: Vec3, b: Vec3): Vec3 ;; return Vec3{a.x/b.x, a.y/b.y, a.z/b.z}
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"/" :: (a: Vec3, b: F32): Vec3 ;; return Vec3{a.x/b, a.y/b, a.z/b}
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"-" :: (a: Vec3, b: Vec3): Vec3 ;; return Vec3{a.x-b.x, a.y-b.y, a.z-b.z}
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F32_Clamp :: (min: F32, value: F32, max: F32): F32
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if value > max;; return max
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41
modules/MathVec3.core
Normal file
41
modules/MathVec3.core
Normal file
@@ -0,0 +1,41 @@
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#import "Math.core"
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Vec3 :: struct;; x: F32; y: F32; z: F32
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Cross :: (a: Vec3, b: Vec3): Vec3
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result := Vec3{
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a.y * b.z - a.z * b.y,
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a.z * b.x - a.x * b.z,
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a.x * b.y - a.y * b.x,
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}
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return result
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Normalize :: (a: Vec3): Vec3
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length := Length(a)
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result := a / length
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return result
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Reflect :: (a: Vec3, normal: Vec3): Vec3
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an := Dot(a, normal)*2
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result := a - a * an
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return result
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ConvertToARGB :: (a: Vec3): U32
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a.x = F32_Clamp(0, a.x, 1)
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a.y = F32_Clamp(0, a.y, 1)
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a.z = F32_Clamp(0, a.z, 1)
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r := (a.x * 255)->U32 << 16
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g := (a.y * 255)->U32 << 8
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b := (a.z * 255)->U32 << 0
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result := r | g | b
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return result
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Length :: (a: Vec3): F32 ;; return sqrtf(a.x*a.x + a.y*a.y + a.z*a.z)
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Negate :: (a: Vec3): Vec3 ;; return Vec3{-a.x, -a.y, -a.z}
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Dot :: (a: Vec3, b: Vec3): F32 ;; return a.x*b.x + a.y*b.y + a.z*b.z
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"*" :: (a: Vec3, b: Vec3): Vec3 ;; return Vec3{a.x*b.x, a.y*b.y, a.z*b.z}
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"*" :: (a: Vec3, b: F32) : Vec3 ;; return Vec3{a.x*b, a.y*b, a.z*b}
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"+" :: (a: Vec3, b: Vec3): Vec3 ;; return Vec3{a.x+b.x, a.y+b.y, a.z+b.z}
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"/" :: (a: Vec3, b: Vec3): Vec3 ;; return Vec3{a.x/b.x, a.y/b.y, a.z/b.z}
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"/" :: (a: Vec3, b: F32): Vec3 ;; return Vec3{a.x/b, a.y/b, a.z/b}
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"-" :: (a: Vec3, b: Vec3): Vec3 ;; return Vec3{a.x-b.x, a.y-b.y, a.z-b.z}
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@@ -101,9 +101,9 @@ Print :: (string: String, args: ..)
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buffer_len: S64
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arg_counter := 0
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for i := 0, i < Length(string), i+=1
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for i := 0, i < Len(string), i+=1
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if string[i] == '%'
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Assert(arg_counter < Length(args), "Passing too many [%] to a print lambda")
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Assert(arg_counter < Len(args), "Passing too many [%] to a print lambda")
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arg := args[arg_counter++]
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if arg.type == S64
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