Fix pass for inner expressions

This commit is contained in:
Sofia 2025-07-28 02:02:30 +03:00
parent 8e71c6a47d
commit 1c7a600b96
4 changed files with 497 additions and 17 deletions

6
examples/breaking.reid Normal file
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@ -0,0 +1,6 @@
import std::String;
import std::print;
fn main() {
print(String::new() + "hello")
}

475
foo.reid Normal file
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@ -0,0 +1,475 @@
import std::concat_strings;
import std::print;
import std::from_str;
import std::free_string;
import std::add_num_to_str;
///////////////////
/// SDL externs ///
///////////////////
// Helper struct for stack allocated const sized strings, because structs are
// easier to create uninit than arrays.
struct SDL_Window {}
struct SDL_Renderer {}
struct SDL_Texture {}
struct SDL_Event { type: u32, reserved: [u8; 124] }
struct SDL_FRect { x: f32, y: f32, w: f32, h: f32 }
struct SDL_Rect { x: i32, y: i32, w: i32, h: i32 }
extern fn SDL_malloc(size: u64) -> *u8;
extern fn SDL_Init(flags: u32) -> bool;
extern fn SDL_Quit();
extern fn SDL_CreateWindowAndRenderer(title: *char, width: i32, height: i32, flags: i32,
window_out: &mut *SDL_Window, renderer_out: &mut *SDL_Renderer) -> bool;
extern fn SDL_Delay(ms: u32);
extern fn SDL_SetRenderDrawColor(renderer: *SDL_Renderer, r: u8, g: u8, b: u8, a: u8);
extern fn SDL_RenderClear(renderer: *SDL_Renderer);
extern fn SDL_RenderPresent(renderer: *SDL_Renderer);
extern fn SDL_HasEvent(event_type: u32) -> bool;
extern fn SDL_PollEvent(event: &mut SDL_Event) -> bool;
extern fn SDL_PumpEvents();
extern fn SDL_FlushEvents(min_type: u32, max_type: u32);
extern fn SDL_GetTicks() -> u64;
extern fn SDL_SetWindowTitle(window: *SDL_Window, title: *char) -> bool;
extern fn SDL_CreateTexture(renderer: *SDL_Renderer,
pixel_format: u32, texture_access: u32, width: u32, height: u32) -> *SDL_Texture;
extern fn SDL_RenderTexture(renderer: *SDL_Renderer,
texture: *SDL_Texture, srcfrect: &SDL_FRect, dstfrect: &SDL_FRect) -> bool;
extern fn SDL_UpdateTexture(texture: *SDL_Texture, rect: &SDL_Rect, pixels: *u8, pitch: u32) -> bool;
extern fn SDL_GetError() -> *char;
extern fn SDL_GetWindowSize(window: *SDL_Window, w: &mut i32, h: &mut i32) -> bool;
extern fn SDL_rand(max_exclusive: u32) -> u32;
extern fn SDL_SetTextureScaleMode(texture: *SDL_Texture, scale_mode: i32) -> bool;
extern fn SDL_sqrtf(value: f32) -> f32;
extern fn SDL_randf() -> f32;
extern fn SDL_powf(value: f32, power: f32) -> f32;
// SDL error reporting helper
fn print_sdl_error(context: *char) {
let mut message = from_str(context);
let delim = from_str(": ");
concat_strings(&mut message, delim);
free_string(&delim);
let error_msg = from_str(SDL_GetError());
concat_strings(&mut message, error_msg);
free_string(&error_msg);
print(message);
free_string(&message);
}
/////////////////////////////////
/// Main setup and frame loop ///
/////////////////////////////////
struct GameState {
renderer: *SDL_Renderer,
window: *SDL_Window,
render_texture: *SDL_Texture,
frame_counter: u32,
last_fps_reset: u64,
pixels: *u8,
pixels_w: u32,
pixels_h: u32,
pixels_bpp: u32,
}
fn main() -> i32 {
let SDL_INIT_VIDEO = 32;
let SDL_WINDOW_RESIZABLE = 32;
let SDL_PIXELFORMAT_RGBA8888 = 373694468;
let SDL_PIXELFORMAT_ABGR8888 = 376840196;
let SDL_PIXELFORMAT_RGB24 = 386930691;
let SDL_PIXELFORMAT_BGR24 = 390076419;
let SDL_PIXELFORMAT_RGB96_FLOAT = 454057996;
let SDL_PIXELFORMAT_BGR96_FLOAT = 457203724;
let SDL_TEXTUREACCESS_STREAMING = 1;
let SDL_SCALEMODE_NEAREST = 0;
let SDL_SCALEMODE_LINEAR = 1;
let SDL_SCALEMODE_PIXELART = 2;
let init_success = SDL_Init(SDL_INIT_VIDEO);
if init_success == false {
print_sdl_error("SDL init failed");
return 1;
}
let mut window = SDL_Window::null();
let mut renderer = SDL_Renderer::null();
let gfx_init_success = SDL_CreateWindowAndRenderer(
"graphical reid program", 640, 480, SDL_WINDOW_RESIZABLE,
&mut window, &mut renderer
);
if gfx_init_success == false {
print_sdl_error("SDL renderer and window creation failed");
return 1;
}
let width = 320;
let height = 240;
let bpp = 4;
let render_texture = SDL_CreateTexture(renderer,
SDL_PIXELFORMAT_ABGR8888, SDL_TEXTUREACCESS_STREAMING, width, height);
SDL_SetTextureScaleMode(render_texture, SDL_SCALEMODE_NEAREST);
let pixels_len = (width * height * bpp) as u64;
let pixels = SDL_malloc(pixels_len);
let mut game_state = GameState {
renderer: renderer,
window: window,
render_texture: render_texture,
frame_counter: 0,
last_fps_reset: 0,
pixels: pixels,
pixels_w: width,
pixels_h: height,
pixels_bpp: bpp,
};
while frame_loop(&mut game_state) {}
SDL_Quit();
return 0;
}
fn frame_loop(game_state: &mut GameState) -> bool {
let mut event = SDL_Event { type: 0, reserved: [0; 124] };
while (SDL_PollEvent(&mut event)) {
if event.type == 256 { // SDL_EVENT_QUIT
return false;
}
}
let mut screen_width = 0;
let mut screen_height = 0;
SDL_GetWindowSize(*game_state.window, &mut screen_width, &mut screen_height);
let renderer = *game_state.renderer;
SDL_SetRenderDrawColor(renderer, 0, 50, 90, 255);
SDL_RenderClear(renderer);
let w = *game_state.pixels_w;
let h = *game_state.pixels_h;
let bpp = *game_state.pixels_bpp;
for y in 0..h {
for x in 0..w {
render_pixel(x, y, game_state);
}
}
let texture_area = SDL_Rect { x: 0, y: 0, w: w as i32, h: h as i32 };
if SDL_UpdateTexture(*game_state.render_texture, &texture_area, *game_state.pixels as *u8, bpp * w) == false {
print_sdl_error("UpdateTexture error");
}
let src = SDL_FRect { x: 0.0, y: 0.0, w: w as f32, h: h as f32 };
let aspect_ratio = src.w / src.h;
let scaled_width = screen_height as f32 * aspect_ratio;
let dst = SDL_FRect { x: (screen_width as f32 - scaled_width) / 2.0, y: 0.0, w: scaled_width, h: screen_height as f32 };
if SDL_RenderTexture(renderer, *game_state.render_texture, &src, &dst) == false {
print_sdl_error("RenderTexture error");
}
SDL_RenderPresent(renderer);
SDL_Delay(1);
*game_state.frame_counter = *game_state.frame_counter + 1;
let t = SDL_GetTicks();
if (t - *game_state.last_fps_reset) >= 1000 {
let mut title = from_str("graphical reid program ");
add_num_to_str(&mut title, *game_state.frame_counter as u64);
let fps_unit = from_str(" fps");
concat_strings(&mut title, fps_unit);
free_string(&fps_unit);
SDL_SetWindowTitle(*game_state.window, title.inner);
free_string(&title);
*game_state.frame_counter = 0;
*game_state.last_fps_reset = t;
}
return true;
}
fn render_pixel(x: u32, y: u32, game_state: &mut GameState) {
let w = *game_state.pixels_w;
let h = *game_state.pixels_h;
let bpp = *game_state.pixels_bpp;
let samples = 1;
let old_sample_weight = 0.75;
let new_sample_weight = 0.25 / samples as f32;
let mut rgb = vec_mul_scalar(old_sample_weight, [
srgb_to_linear(*game_state.pixels[(x + y * w) * bpp + 0]),
srgb_to_linear(*game_state.pixels[(x + y * w) * bpp + 1]),
srgb_to_linear(*game_state.pixels[(x + y * w) * bpp + 2])
]);
for sample in 0..samples {
rgb = vec_add(rgb, vec_mul_scalar(new_sample_weight, shade(x, y, *game_state.frame_counter, w, h)));
}
*game_state.pixels[(x + y * w) * bpp + 0] = linear_to_srgb(rgb[0]);
*game_state.pixels[(x + y * w) * bpp + 1] = linear_to_srgb(rgb[1]);
*game_state.pixels[(x + y * w) * bpp + 2] = linear_to_srgb(rgb[2]);
*game_state.pixels[(x + y * w) * bpp + 3] = 255;
}
/////////////////
/// Rendering ///
/////////////////
struct Ray {
origin: [f32; 3],
direction: [f32; 3],
}
struct Material {
// 0 = lambertian diffuse
// 1 = mirror
type: u32,
// Generally the "color" of the surface (linear factors of how much of each
// color channel this surface does not absorb), but the idea is that the
// type governs what this means.
linear_color: [f32; 3],
}
struct Hit {
hit: bool,
front_face: bool,
distance: f32,
normal: [f32; 3],
position: [f32; 3],
material: Material,
}
fn no_hit() -> Hit {
Hit {
hit: false, front_face: true, distance: 0.0, normal: [0.0; 3], position: [0.0; 3],
material: Material { type: 0, linear_color: [0.0; 3] },
}
}
struct Sphere {
center: [f32; 3],
radius: f32,
material: Material,
}
fn shade(x: u32, y: u32, t: u32, w: u32, h: u32) -> [f32; 3] {
let jitter_x = SDL_randf() - 0.5;
let jitter_y = SDL_randf() - 0.5;
let pixel_scale = 1.0 / h as f32;
let pixel_pos = [
(x as f32 + jitter_x) * pixel_scale,
1.0 - (y as f32 + jitter_y) * pixel_scale,
0.0 - 1.0
];
let camera_pos = [w as f32 * 0.5f32 * pixel_scale, h as f32 * 0.5f32 * pixel_scale, 0.0f32];
let dir = vec_normalize(vec_sub(pixel_pos, camera_pos));
let ray = Ray { origin: camera_pos, direction: dir };
let beige_lambertian = Material { type: 0, linear_color: [0.3, 0.2, 0.1] };
let green_lambertian = Material { type: 0, linear_color: [0.1, 0.5, 0.06] };
let greenish_mirror = Material { type: 1, linear_color: [0.9, 1.0, 0.95] };
let spheres = [
// Ground
Sphere { center: vec_sub(camera_pos, [0.0, 100001.0, 0.0]), radius: 100000.0, material: beige_lambertian },
// Centered unit sphere
Sphere { center: vec_add(camera_pos, [0.0, 0.0, 0.0 - 5.0]), radius: 1.0, material: green_lambertian },
// The unit sphere on the right
Sphere { center: vec_add(camera_pos, [2.0, 0.0, 0.0 - 6.0]), radius: 1.0, material: greenish_mirror }
];
return shade_world(ray, &spheres, 3);
}
fn shade_world(ray: Ray, spheres: &[Sphere; 3], bounces_left: u8) -> [f32; 3] {
if bounces_left == 0 {
return [0.0, 0.0, 0.0];
}
let mut closest_hit = no_hit();
closest_hit.distance = 100.0;
for i in 0..3 {
let sphere_hit = ray_sphere_closest_hit(ray, *spheres[i], [0.001, closest_hit.distance]);
if sphere_hit.hit {
closest_hit = sphere_hit;
}
}
if closest_hit.hit {
//return vec_mul_scalar(0.5, vec_add(closest_hit.normal, [1.0, 1.0, 1.0])); // normal
//return vec_mul_scalar(closest_hit.distance / 10.0, [1.0, 1.0, 1.0]); // depth
if closest_hit.material.type == 0 {
let bounce_dir = vec_normalize(vec_add(closest_hit.normal, random_unit_vec()));
let bounce_ray = Ray { origin: closest_hit.position, direction: bounce_dir };
return vec_mul_componentwise(
closest_hit.material.linear_color,
shade_world(bounce_ray, spheres, bounces_left - 1)
);
} else if closest_hit.material.type == 1 {
let bounce_dir = vec_reflect(ray.direction, closest_hit.normal);
let bounce_ray = Ray { origin: closest_hit.position, direction: bounce_dir };
return vec_mul_componentwise(
closest_hit.material.linear_color,
shade_world(bounce_ray, spheres, bounces_left - 1)
);
} else {
return [1.0, 0.0, 1.0];
}
}
return shade_sky(ray);
}
fn shade_sky(ray: Ray) -> [f32; 3] {
let a = 0.5 * (ray.direction[1] + 1.0);
return vec_add(
vec_mul_scalar(1.0 - a, [1.0, 1.0, 1.0]),
vec_mul_scalar(a, [0.5, 0.7, 1.0])
);
}
// Returns the distance from the ray origin to the sphere, or -1.0 if the ray doesn't hit.
fn ray_sphere_closest_hit(ray: Ray, sphere: Sphere, interval: [f32; 2]) -> Hit {
let to_sphere = vec_sub(sphere.center, ray.origin);
let h = vec_dot(ray.direction, to_sphere);
let c = vec_length_squared(to_sphere) - sphere.radius * sphere.radius;
let discriminant = h * h - c;
if discriminant < 0.0 {
return no_hit();
}
let discriminant_sqrt = SDL_sqrtf(discriminant);
let mut distance = h - discriminant_sqrt;
if interval_surrounds(interval, distance) == false {
distance = h - discriminant_sqrt;
if interval_surrounds(interval, distance) == false {
return no_hit();
}
}
let hit_position = vec_add(ray.origin, vec_mul_scalar(distance, ray.direction));
let mut front_face = true;
let mut normal = vec_normalize(vec_sub(hit_position, sphere.center));
if vec_dot(normal, ray.direction) > 0.0 {
normal = vec_mul_scalar(0.0 - 1.0, normal);
front_face = false;
}
return Hit {
hit: true,
front_face: front_face,
distance: distance,
normal: normal,
position: hit_position,
material: sphere.material,
};
}
//////////////////
/// Other math ///
//////////////////
fn clamp(min: f32, max: f32, value: f32) -> f32 {
if value > max {
return max;
}
if value < min {
return min;
}
return value;
}
fn abs(f: f32) -> f32 {
if f < 0.0 {
return f * (0.0 - 1.0);
}
return f;
}
fn vec_add(lhs: [f32; 3], rhs: [f32; 3]) -> [f32; 3] {
return [lhs[0] + rhs[0], lhs[1] + rhs[1], lhs[2] + rhs[2]];
}
fn vec_sub(lhs: [f32; 3], rhs: [f32; 3]) -> [f32; 3] {
return [lhs[0] - rhs[0], lhs[1] - rhs[1], lhs[2] - rhs[2]];
}
fn vec_dot(lhs: [f32; 3], rhs: [f32; 3]) -> f32 {
return lhs[0] * rhs[0] + lhs[1] * rhs[1] + lhs[2] * rhs[2];
}
fn vec_mul_componentwise(lhs: [f32; 3], rhs: [f32; 3]) -> [f32; 3] {
return [lhs[0] * rhs[0], lhs[1] * rhs[1], lhs[2] * rhs[2]];
}
fn vec_mul_scalar(lhs: f32, rhs: [f32; 3]) -> [f32; 3] {
return [lhs * rhs[0], lhs * rhs[1], lhs * rhs[2]];
}
fn vec_normalize(v: [f32; 3]) -> [f32; 3] {
let len_reciprocal = 1.0f32 / SDL_sqrtf(vec_length_squared(v));
return vec_mul_scalar(len_reciprocal, v);
}
fn vec_length_squared(v: [f32; 3]) -> f32 {
return v[0] * v[0] + v[1] * v[1] + v[2] * v[2];
}
fn vec_abs(v: [f32; 3]) -> [f32; 3] {
return [abs(v[0]), abs(v[1]), abs(v[2])];
}
fn vec_reflect(direction: [f32; 3], normal: [f32; 3]) -> [f32; 3] {
return vec_sub(direction, vec_mul_scalar(2.0f32 * vec_dot(direction, normal), normal));
}
fn interval_surrounds(interval: [f32; 2], value: f32) -> bool {
return (interval[0] < value) && (value < interval[1]);
}
fn random_unit_vec() -> [f32; 3] {
let mut point = [
SDL_randf() * 2.0f32 - 1.0f32,
SDL_randf() * 2.0f32 - 1.0f32,
SDL_randf() * 2.0f32 - 1.0f32
];
let mut lensq = vec_length_squared(point);
while lensq > 1.0 {
point = [
SDL_randf() * 2.0f32 - 1.0f32,
SDL_randf() * 2.0f32 - 1.0f32,
SDL_randf() * 2.0f32 - 1.0f32
];
lensq = vec_length_squared(point);
}
let len_reciprocal = 1.0f32 / SDL_sqrtf(lensq);
return vec_mul_scalar(len_reciprocal, point);
}
fn random_unit_vec_on_hemi(normal: [f32; 3]) -> [f32; 3] {
let rand_vec = random_unit_vec();
if vec_dot(rand_vec, normal) < 0.0f32 {
return vec_mul_scalar(0.0f32 - 1.0f32, rand_vec);
}
return rand_vec;
}
fn linear_to_srgb(linear: f32) -> u8 {
let mut floating_srgb = 0.0;
if linear <= 0.0031308f32 {
floating_srgb = 12.92f32 * linear;
} else {
floating_srgb = SDL_powf(linear as f32, 1.0 / 2.4) * 1.055f32 - 0.055f32;
}
let clamped = clamp(0.0, 1.0, floating_srgb);
return (clamped * 255.999) as u8;
}
fn srgb_to_linear(srgb: u8) -> f32 {
let floating_srgb = srgb as f32 / 255.0;
if floating_srgb <= 0.04045f32 {
return floating_srgb / 12.92f32;
}
return SDL_powf((floating_srgb as f32 + 0.055) / 1.055, 2.4);
}

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@ -276,7 +276,6 @@ impl<'map> Pass for LinkerPass<'map> {
}
let func_name = func.name.clone();
dbg!(&func_name);
if !func.is_pub {
state.ok::<_, Infallible>(

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@ -569,48 +569,48 @@ impl Expression {
match &mut self.0 {
ExprKind::Variable(_) => {}
ExprKind::Indexed(value_expr, _, index_expr) => {
pass.expr(value_expr.as_mut(), PassState::from(state, scope, Some(mod_id)))?;
pass.expr(index_expr.as_mut(), PassState::from(state, scope, Some(mod_id)))?;
value_expr.pass(pass, state, scope, mod_id)?;
index_expr.pass(pass, state, scope, mod_id)?;
}
ExprKind::Accessed(value_expr, ..) => {
pass.expr(value_expr.as_mut(), PassState::from(state, scope, Some(mod_id)))?;
value_expr.pass(pass, state, scope, mod_id)?;
}
ExprKind::Array(expressions) => {
for expr in expressions {
pass.expr(expr, PassState::from(state, scope, Some(mod_id)))?;
expr.pass(pass, state, scope, mod_id)?;
}
}
ExprKind::Struct(_, items) => {
for (_, expr) in items {
pass.expr(expr, PassState::from(state, scope, Some(mod_id)))?;
expr.pass(pass, state, scope, mod_id)?;
}
}
ExprKind::Literal(_) => {}
ExprKind::BinOp(_, lhs, rhs, _) => {
pass.expr(lhs.as_mut(), PassState::from(state, scope, Some(mod_id)))?;
pass.expr(rhs.as_mut(), PassState::from(state, scope, Some(mod_id)))?;
lhs.pass(pass, state, scope, mod_id)?;
rhs.pass(pass, state, scope, mod_id)?;
}
ExprKind::FunctionCall(FunctionCall { parameters, .. }) => {
for expr in parameters {
pass.expr(expr, PassState::from(state, scope, Some(mod_id)))?;
expr.pass(pass, state, scope, mod_id)?;
}
}
ExprKind::AssociatedFunctionCall(_, FunctionCall { parameters, .. }) => {
for expr in parameters {
pass.expr(expr, PassState::from(state, scope, Some(mod_id)))?;
expr.pass(pass, state, scope, mod_id)?;
}
}
ExprKind::If(IfExpression(cond, lhs, rhs)) => {
pass.expr(cond.as_mut(), PassState::from(state, scope, Some(mod_id)))?;
pass.expr(lhs.as_mut(), PassState::from(state, scope, Some(mod_id)))?;
cond.pass(pass, state, scope, mod_id)?;
lhs.pass(pass, state, scope, mod_id)?;
if let Some(rhs) = rhs.as_mut() {
pass.expr(rhs, PassState::from(state, scope, Some(mod_id)))?;
rhs.pass(pass, state, scope, mod_id)?;
}
}
ExprKind::Block(block) => pass.block(block, PassState::from(state, scope, Some(mod_id)))?,
ExprKind::Borrow(expression, _) => pass.expr(expression, PassState::from(state, scope, Some(mod_id)))?,
ExprKind::Deref(expression) => pass.expr(expression, PassState::from(state, scope, Some(mod_id)))?,
ExprKind::CastTo(expression, _) => pass.expr(expression, PassState::from(state, scope, Some(mod_id)))?,
ExprKind::Block(block) => block.pass(pass, state, scope, mod_id)?,
ExprKind::Borrow(expression, _) => expression.pass(pass, state, scope, mod_id)?,
ExprKind::Deref(expression) => expression.pass(pass, state, scope, mod_id)?,
ExprKind::CastTo(expression, _) => expression.pass(pass, state, scope, mod_id)?,
}
Ok(())
}