Fix pass for inner expressions
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							| @ -0,0 +1,6 @@ | |||||||
|  | import std::String; | ||||||
|  | import std::print; | ||||||
|  | 
 | ||||||
|  | fn main() { | ||||||
|  |     print(String::new() + "hello") | ||||||
|  | } | ||||||
							
								
								
									
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								foo.reid
									
									
									
									
									
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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); | ||||||
|  | } | ||||||
| @ -276,7 +276,6 @@ impl<'map> Pass for LinkerPass<'map> { | |||||||
|                         } |                         } | ||||||
| 
 | 
 | ||||||
|                         let func_name = func.name.clone(); |                         let func_name = func.name.clone(); | ||||||
|                         dbg!(&func_name); |  | ||||||
| 
 | 
 | ||||||
|                         if !func.is_pub { |                         if !func.is_pub { | ||||||
|                             state.ok::<_, Infallible>( |                             state.ok::<_, Infallible>( | ||||||
|  | |||||||
| @ -569,48 +569,48 @@ impl Expression { | |||||||
|         match &mut self.0 { |         match &mut self.0 { | ||||||
|             ExprKind::Variable(_) => {} |             ExprKind::Variable(_) => {} | ||||||
|             ExprKind::Indexed(value_expr, _, index_expr) => { |             ExprKind::Indexed(value_expr, _, index_expr) => { | ||||||
|                 pass.expr(value_expr.as_mut(), PassState::from(state, scope, Some(mod_id)))?; |                 value_expr.pass(pass, state, scope, mod_id)?; | ||||||
|                 pass.expr(index_expr.as_mut(), PassState::from(state, scope, Some(mod_id)))?; |                 index_expr.pass(pass, state, scope, mod_id)?; | ||||||
|             } |             } | ||||||
|             ExprKind::Accessed(value_expr, ..) => { |             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) => { |             ExprKind::Array(expressions) => { | ||||||
|                 for expr in 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) => { |             ExprKind::Struct(_, items) => { | ||||||
|                 for (_, expr) in 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::Literal(_) => {} | ||||||
|             ExprKind::BinOp(_, lhs, rhs, _) => { |             ExprKind::BinOp(_, lhs, rhs, _) => { | ||||||
|                 pass.expr(lhs.as_mut(), PassState::from(state, scope, Some(mod_id)))?; |                 lhs.pass(pass, state, scope, mod_id)?; | ||||||
|                 pass.expr(rhs.as_mut(), PassState::from(state, scope, Some(mod_id)))?; |                 rhs.pass(pass, state, scope, mod_id)?; | ||||||
|             } |             } | ||||||
|             ExprKind::FunctionCall(FunctionCall { parameters, .. }) => { |             ExprKind::FunctionCall(FunctionCall { parameters, .. }) => { | ||||||
|                 for expr in 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, .. }) => { |             ExprKind::AssociatedFunctionCall(_, FunctionCall { parameters, .. }) => { | ||||||
|                 for expr in 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)) => { |             ExprKind::If(IfExpression(cond, lhs, rhs)) => { | ||||||
|                 pass.expr(cond.as_mut(), PassState::from(state, scope, Some(mod_id)))?; |                 cond.pass(pass, state, scope, mod_id)?; | ||||||
|                 pass.expr(lhs.as_mut(), PassState::from(state, scope, Some(mod_id)))?; |                 lhs.pass(pass, state, scope, mod_id)?; | ||||||
|                 if let Some(rhs) = rhs.as_mut() { |                 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::Block(block) => block.pass(pass, state, scope, mod_id)?, | ||||||
|             ExprKind::Borrow(expression, _) => pass.expr(expression, PassState::from(state, scope, Some(mod_id)))?, |             ExprKind::Borrow(expression, _) => expression.pass(pass, state, scope, mod_id)?, | ||||||
|             ExprKind::Deref(expression) => pass.expr(expression, PassState::from(state, scope, Some(mod_id)))?, |             ExprKind::Deref(expression) => expression.pass(pass, state, scope, mod_id)?, | ||||||
|             ExprKind::CastTo(expression, _) => pass.expr(expression, PassState::from(state, scope, Some(mod_id)))?, |             ExprKind::CastTo(expression, _) => expression.pass(pass, state, scope, mod_id)?, | ||||||
|         } |         } | ||||||
|         Ok(()) |         Ok(()) | ||||||
|     } |     } | ||||||
|  | |||||||
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