Begin raymarcher example and math module, fixing parsing bugs
This commit is contained in:
@@ -57,7 +57,6 @@ For modules it's a bit different cause they should be distributed as valid.
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-------------------------------------------------------------------------------
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- [ ] Basic
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- [ ] Calculate size and alignment of struct data types
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- [ ] Pass size and alignment calculations to C ?
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- [ ] Fix . operator lookups
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- [ ] Combining casts with . operator
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@@ -72,9 +71,13 @@ For modules it's a bit different cause they should be distributed as valid.
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- [ ] Hash tables
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- [ ] C Codegen
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- [ ] Function renaming to prevent colissions
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- [ ] Function renaming to prevent colissions, we can't really touch other stuff cause I want it to be easily debuggable
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- [ ] Using language construct
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- [ ] Programming constructs
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- [ ] Using language construct
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- [ ] Function polimorphism
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- [ ] Operator Overloading
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- [ ] Named loops and breaking out of them
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- [ ] Bytecode interpreter
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- [ ] Ir
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@@ -83,7 +86,8 @@ For modules it's a bit different cause they should be distributed as valid.
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- [ ] Parametric Polymorphism
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- [ ] Conditional compilation #if
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- [ ] Conditional compilation #if (maybe just do something like a conditional load or import?) #import "windows.kl" when os == "windows"
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- [ ] Any
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- [ ] Assigning to any values like ints etc. should work perhaps? But what type they should have?
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@@ -123,6 +127,7 @@ For modules it's a bit different cause they should be distributed as valid.
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## Done
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- [x] Calculate size and alignment of struct data types
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- [x] Consider changing syntax of scopes to use braces { } NO
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- [x] Disable ability to parse inner structs, functions, constants etc. ?
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- [x] Fix language_basics.kl string index error
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@@ -261,6 +266,4 @@ int main(int argument_count, char **arguments){
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compile_file(it.absolute_path, COMPILE_AND_RUN);
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}
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}
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__debugbreak();
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}
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@@ -180,7 +180,9 @@ parse_expr_call(Ast_Expr *left, Token_Kind close_kind){
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Ast_Call_Item *item_comp = ast_new(Ast_Call_Item, AST_CALL_ITEM, token_get(), AST_EXPR);
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item_comp->item = parse_expr();
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if(token_match(TK_Assign)){
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assert(is_flag_set(item_comp->item->flags, AST_ATOM));
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if(!is_flag_set(item_comp->item->flags, AST_ATOM)){
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compiler_error(item_comp->pos, "Invalid value specifier, it's required to be a simple identifier/index");
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}
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if(item_comp->item->kind != AST_IDENT){
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item_comp->index = item_comp->item;
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@@ -1287,8 +1287,9 @@ resolve_expr(Ast_Expr *ast, Resolve_Flag flags, Ast_Type *compound_context){
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else {
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Operand name = resolve_expr(node->name, inherit_flag(flags, AST_CANT_BE_NULL));
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if(name.type->kind != TYPE_LAMBDA)
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if(name.type->kind != TYPE_LAMBDA){
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compiler_error(node->pos, "Calling %Q which is not a [Lambda]", typestring(name.type));
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}
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Scratch scratch;
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Array<Ast_Call_Item *> items = {scratch};
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@@ -59,7 +59,7 @@ WinMain :: (hInstance: HINSTANCE, hPrevInstance: HINSTANCE, lpCmdLine: LPSTR, nS
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arena: Arena.Arena
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window_name := StringToString16(&arena, "Have a wonderful day! 豈 更 車 賈 滑 串 句 龜 ")
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window_name := StringToString16(&arena, "Have a wonderful day! 你好世界 ")
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w := WNDCLASSW{
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lpfnWndProc = WindowProc,
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hInstance = hInstance,
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164
examples/raymarcher.kl
Normal file
164
examples/raymarcher.kl
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@@ -0,0 +1,164 @@
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#import "math.kl"
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Epsilon :: 0.00001
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Screen : *U32
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X : S64
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Y : S64
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SphereSDF :: (pos: Vec3): F32
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result := Vec3_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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bug := Vec3_Dot(side, forward, d, e)
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Xf := 1 / X->F32
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Yf := 1 / Y->F32
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ratio := X->F32 / Y->F32
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for y := 0, y < Y, y+=1
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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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pos := Vec3{0, 0, 5}
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t: F32
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end: F32 = 100.0
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hit := true
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for i := 0, i < 255, i+=1
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p := Vec3_Add(pos, Vec3_MulF32(dir, t))
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distance := SphereSDF(p)
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if distance < Epsilon
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break
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t += distance
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if distance >= end
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hit = false
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break
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if hit
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Screen[x + y*X] = Vec3_ConvertToARGB({1, uv.y, 0})
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/////////////////////////////////////
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//
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// Windows specific code
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//
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#import "base.kl"
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#import "arena.kl"
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#import "os_windows.kl"
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#import "kernel32.kl"
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#import "gdi32.kl"
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#import "user32.kl"
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#import "winmm.kl"
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Windows_Bitmap :: struct
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size: Vec2I
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data: *U32
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hdc: HDC
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dib: HBITMAP
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CreateBitmap :: (size: Vec2I, bottom_up: Bool = true): Windows_Bitmap
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result: Windows_Bitmap = {size = size}
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if bottom_up == false
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result.size.y = -result.size.y
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header_size: U32 = SizeOf(BITMAPINFOHEADER)
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Assert(header_size == 40)
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bminfo := BITMAPINFO{
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BITMAPINFOHEADER{
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biSize = header_size,
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biWidth = size.x->LONG,
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biHeight = size.y->LONG,
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biPlanes = 1,
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biBitCount = 32,
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biCompression = BI_RGB,
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biXPelsPerMeter = 1,
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biYPelsPerMeter = 1,
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}
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}
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hdc := GetDC(0)
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result.dib = CreateDIBSection(hdc, &bminfo, DIB_RGB_COLORS, (&result.data)->**void, 0, 0)
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result.hdc = CreateCompatibleDC(hdc)
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return result
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AppIsRunning := true
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WindowProc :: (hwnd: HWND, msg: UINT, wparam: WPARAM, lparam: LPARAM): LRESULT
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if msg == WM_DESTROY
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PostQuitMessage(0)
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AppIsRunning = false
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return 0
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else;; return DefWindowProcW(hwnd, msg, wparam, lparam)
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WinMain :: (hInstance: HINSTANCE, hPrevInstance: HINSTANCE, lpCmdLine: LPSTR, nShowCmd: int): int
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if good_scheduling := false, timeBeginPeriod(1) == TIMERR_NOERROR
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good_scheduling = true
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arena: Arena
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window_name := StringToString16(&arena, "Have a wonderful day! 你好世界 ")
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w := WNDCLASSW{
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lpfnWndProc = WindowProc,
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hInstance = hInstance,
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lpszClassName = window_name.str,
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}
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Assert(RegisterClassW(&w) != 0)
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screen_size: Vec2I = {1280, 720}
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window := CreateWindowExW(
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dwExStyle = 0, hWndParent = 0, hMenu = 0, lpParam = 0,
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X = CW_USEDEFAULT, Y = CW_USEDEFAULT, nWidth = screen_size.x->int, nHeight = screen_size.y->int,
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lpClassName = window_name.str,
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lpWindowName = window_name.str,
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dwStyle = WS_OVERLAPPEDWINDOW,
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hInstance = hInstance
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)
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Assert(window != 0)
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ShowWindow(window, nShowCmd)
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window_dc := GetDC(window)
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bitmap := CreateBitmap(screen_size)
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requested_time_per_frame := 1.0 / 60.0
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frame_start_time := Time()
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frame_number: S64
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total_time: F64
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for AppIsRunning
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msg: MSG
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for PeekMessageW(&msg, window, 0, 0, PM_REMOVE) > 0
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TranslateMessage(&msg)
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DispatchMessageW(&msg)
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Screen = bitmap.data; X = bitmap.size.x; Y = bitmap.size.y
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Raymarcher_Update()
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SelectObject(bitmap.hdc, bitmap.dib)
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BitBlt(window_dc, 0, 0, (bitmap.size.x)->int, (bitmap.size.y)->int, bitmap.hdc, 0, 0, SRCCOPY)
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frame_time := Time() - frame_start_time
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if frame_time < requested_time_per_frame
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if good_scheduling
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time_to_sleep := (requested_time_per_frame - frame_time) * 1000
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if time_to_sleep > 0
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time_to_sleep_dword := time_to_sleep->DWORD
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// @check if time_to_sleep_dword truncates down
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Sleep(time_to_sleep_dword)
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new_frame_time := Time()
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for new_frame_time < requested_time_per_frame
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new_frame_time = Time() - frame_start_time
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frame_time = new_frame_time
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frame_number += 1
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total_time += frame_time
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64
modules/math.kl
Normal file
64
modules/math.kl
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@@ -0,0 +1,64 @@
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sqrtf :: #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_Length :: (a: Vec3): F32
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result := sqrtf(a.x*a.x + a.y*a.y + a.z*a.z)
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return result
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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 := Vec3{
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a.x / length,
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a.y / length,
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a.z / length,
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}
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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_Dot :: (a: Vec3, b: Vec3): F32
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result := a.x*b.x + a.y*b.y + a.z*b.z
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return result
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Vec3_Mul :: (a: Vec3, b: Vec3): Vec3
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result := Vec3{a.x*b.x, a.y*b.y, a.z*b.z}
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return result
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Vec3_MulF32 :: (a: Vec3, b: F32): Vec3
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result := Vec3{a.x*b, a.y*b, a.z*b}
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return result
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Vec3_Add :: (a: Vec3, b: Vec3): Vec3
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result := Vec3{a.x+b.x, a.y+b.y, a.z+b.z}
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return result
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Vec3_Div :: (a: Vec3, b: Vec3): Vec3
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result := Vec3{a.x/b.x, a.y/b.y, a.z/b.z}
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return result
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Vec3_Sub :: (a: Vec3, b: Vec3): Vec3
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result := Vec3{a.x-b.x, a.y-b.y, a.z-b.z}
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return result
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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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if value < min;; return min
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return value
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F32_Absolute :: (val: F32): F32
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if val < 0;; return -val
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return val
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@@ -34,6 +34,7 @@ Commit :: (m: *Memory, size: SizeU): Bool
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flAllocationType = MEM_COMMIT,
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flProtect = PAGE_READWRITE,
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)
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Assert(result != 0)
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m.commit += adjusted_commit
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return true
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return false
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