Fix everything except for casts
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				| @ -5,5 +5,7 @@ fn main() -> u32 { | ||||
|   let value = 0b110; | ||||
|   let other = 0o17; | ||||
| 
 | ||||
|   return value * other + 7 * -value; | ||||
|   let b = [5.0, 0.0 -5.0]; | ||||
| 
 | ||||
|   return value -1; | ||||
| } | ||||
|  | ||||
							
								
								
									
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								foo.reid
									
									
									
									
									
										Normal file
									
								
							
							
						
						
									
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								foo.reid
									
									
									
									
									
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							| @ -0,0 +1,469 @@ | ||||
| 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_malloc(1) as *SDL_Window; | ||||
|     let mut renderer = SDL_malloc(1) as *SDL_Renderer; | ||||
|     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 {}; | ||||
|     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, | ||||
| } | ||||
| 
 | ||||
| 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 ray_distance = 100.0; | ||||
|     let mut closest_hit = Hit { hit: false, front_face: false, distance: ray_distance }; | ||||
|     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 Hit { hit: false }; | ||||
|     } | ||||
| 
 | ||||
|     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 Hit { hit: false }; | ||||
|         } | ||||
|     } | ||||
|     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); | ||||
| } | ||||
| @ -38,7 +38,7 @@ pub fn new_string() -> String { | ||||
| } | ||||
| 
 | ||||
| pub fn from_str(str: *char) -> String { | ||||
|     let length = str_length(str); | ||||
|     let length = str_length(str) as u64; | ||||
|     let mut new = new_string(); | ||||
|     let static = String { | ||||
|         inner: str, | ||||
|  | ||||
| @ -131,6 +131,14 @@ pub fn form_intrinsic_binops() -> Vec<BinopDefinition> { | ||||
|         intrinsics.push(simple_binop_def(BinaryOperator::Minus, &ty, |scope, lhs, rhs| { | ||||
|             scope.block.build(Instr::FSub(lhs, rhs)).unwrap() | ||||
|         })); | ||||
|         intrinsics.push(simple_binop_def(Div, &ty, |scope, lhs, rhs| { | ||||
|             scope.block.build(Instr::FDiv(lhs, rhs)).unwrap() | ||||
|         })); | ||||
|         intrinsics.push(simple_binop_def(Mod, &ty, |scope, lhs, rhs| { | ||||
|             let div = scope.block.build(Instr::FDiv(lhs, rhs)).unwrap(); | ||||
|             let mul = scope.block.build(Instr::Mul(rhs, div)).unwrap(); | ||||
|             scope.block.build(Instr::Sub(lhs, mul)).unwrap() | ||||
|         })); | ||||
|         intrinsics.push(boolean_binop_def(Cmp(CmpOperator::EQ), &ty, |scope, lhs, rhs| { | ||||
|             scope.block.build(Instr::FCmp(CmpPredicate::EQ, lhs, rhs)).unwrap() | ||||
|         })); | ||||
| @ -151,6 +159,10 @@ pub fn form_intrinsic_binops() -> Vec<BinopDefinition> { | ||||
|         })); | ||||
|     } | ||||
| 
 | ||||
|     intrinsics.push(boolean_binop_def(And, &TypeKind::Bool, |scope, lhs, rhs| { | ||||
|         scope.block.build(Instr::And(lhs, rhs)).unwrap() | ||||
|     })); | ||||
| 
 | ||||
|     intrinsics | ||||
| } | ||||
| 
 | ||||
|  | ||||
| @ -217,9 +217,10 @@ impl Block { | ||||
|                         variable_reference.2, | ||||
|                     ); | ||||
| 
 | ||||
|                     dbg!(&var_t_resolved); | ||||
| 
 | ||||
|                     // Typecheck (and coerce) expression with said type
 | ||||
|                     let res = expression.typecheck(&mut state, &typerefs, Some(&var_t_resolved)); | ||||
| 
 | ||||
|                     // If expression resolution itself was erronous, resolve as
 | ||||
|                     // Unknown and note error.
 | ||||
|                     let res = state.or_else(res, TypeKind::Vague(Vague::Unknown), expression.1); | ||||
| @ -413,10 +414,18 @@ impl Expression { | ||||
|             ExprKind::BinOp(op, lhs, rhs, ret_ty) => { | ||||
|                 // First find unfiltered parameters to binop
 | ||||
|                 let lhs_res = lhs.typecheck(state, &typerefs, None); | ||||
|                 let lhs_type = state.or_else(lhs_res, TypeKind::Vague(Vague::Unknown), lhs.1); | ||||
|                 let rhs_res = rhs.typecheck(state, &typerefs, None); | ||||
|                 let lhs_type = state.or_else(lhs_res, TypeKind::Vague(Vague::Unknown), lhs.1); | ||||
|                 let rhs_type = state.or_else(rhs_res, TypeKind::Vague(Vague::Unknown), rhs.1); | ||||
|                 let expected_return_ty = ret_ty.resolve_ref(typerefs); | ||||
| 
 | ||||
|                 let mut expected_return_ty = ret_ty.resolve_ref(typerefs); | ||||
|                 if let Some(hint_t) = hint_t { | ||||
|                     expected_return_ty = state.or_else( | ||||
|                         expected_return_ty.narrow_into(hint_t), | ||||
|                         TypeKind::Vague(VagueType::Unknown), | ||||
|                         self.1, | ||||
|                     ); | ||||
|                 }; | ||||
| 
 | ||||
|                 let binops = state.scope.binops.filter(&pass::ScopeBinopKey { | ||||
|                     params: (lhs_type.clone(), rhs_type.clone()), | ||||
| @ -433,11 +442,6 @@ impl Expression { | ||||
|                     *ret_ty = binop.narrow(&lhs_type, &rhs_type).unwrap().2; | ||||
|                     Ok(ret_ty.clone()) | ||||
|                 } else { | ||||
|                     dbg!(&binops); | ||||
|                     dbg!(&op, &lhs, &rhs); | ||||
|                     dbg!(&lhs_type); | ||||
|                     dbg!(&rhs_type); | ||||
|                     dbg!(&expected_return_ty); | ||||
|                     panic!() | ||||
|                 } | ||||
|             } | ||||
| @ -537,7 +541,7 @@ impl Expression { | ||||
|                 }); | ||||
| 
 | ||||
|                 // Typecheck and narrow index-expression
 | ||||
|                 let idx_expr_res = idx_expr.typecheck(state, typerefs, Some(&TypeKind::U32)); | ||||
|                 let idx_expr_res = idx_expr.typecheck(state, typerefs, Some(&TypeKind::Vague(VagueType::Integer))); | ||||
|                 state.ok(idx_expr_res, idx_expr.1); | ||||
| 
 | ||||
|                 // TODO it could be possible to check length against constants..
 | ||||
| @ -559,7 +563,7 @@ impl Expression { | ||||
|             ExprKind::Array(expressions) => { | ||||
|                 // Try to unwrap hint type from array if possible
 | ||||
|                 let hint_t = hint_t.map(|t| match t { | ||||
|                     TypeKind::Array(type_kind, _) => &type_kind, | ||||
|                     TypeKind::Array(type_kind, _) => type_kind, | ||||
|                     _ => t, | ||||
|                 }); | ||||
| 
 | ||||
| @ -704,7 +708,7 @@ impl Expression { | ||||
|                 Ok(*inner) | ||||
|             } | ||||
|             ExprKind::CastTo(expression, type_kind) => { | ||||
|                 let expr = expression.typecheck(state, typerefs, Some(&type_kind))?; | ||||
|                 let expr = expression.typecheck(state, typerefs, None)?; | ||||
|                 expr.resolve_ref(typerefs).cast_into(type_kind) | ||||
|             } | ||||
|         } | ||||
|  | ||||
| @ -197,6 +197,9 @@ impl Block { | ||||
|         let mut state = state.inner(); | ||||
|         let inner_refs = outer_refs.inner(); | ||||
| 
 | ||||
|         // Keep track of variables created in this scope
 | ||||
|         let mut scope_variables = Vec::new(); | ||||
| 
 | ||||
|         for statement in &mut self.statements { | ||||
|             match &mut statement.0 { | ||||
|                 StmtKind::Let(var, mutable, expr) => { | ||||
| @ -217,6 +220,9 @@ impl Block { | ||||
|                     if let (Some(var_ref), Some(expr_ty_ref)) = (var_ref.as_mut(), expr_ty_ref.as_mut()) { | ||||
|                         var_ref.narrow(&expr_ty_ref); | ||||
|                     } | ||||
| 
 | ||||
|                     // Add variable to list of tracked variables
 | ||||
|                     scope_variables.push(var.clone()); | ||||
|                 } | ||||
|                 StmtKind::Set(lhs, rhs) => { | ||||
|                     // Infer hints for the expression itself
 | ||||
| @ -266,6 +272,12 @@ impl Block { | ||||
|             } | ||||
|         } | ||||
| 
 | ||||
|         // if variables aren't known at this time, they will never be. Default
 | ||||
|         // their types.
 | ||||
|         for variable in scope_variables { | ||||
|             inner_refs.try_default_deep(&variable.0); | ||||
|         } | ||||
| 
 | ||||
|         Ok((kind, ret_type_ref)) | ||||
|     } | ||||
| } | ||||
| @ -328,15 +340,9 @@ impl Expression { | ||||
|                         widened_rhs = widened_rhs.widen_into(&binop.hands.1); | ||||
|                     } | ||||
|                     let binop_res = type_refs.from_binop(*op, &lhs_ref, &rhs_ref); | ||||
|                     dbg!(&type_refs.types.type_refs); | ||||
|                     dbg!(&type_refs.types.hints); | ||||
|                     lhs_ref.narrow(&type_refs.from_type(&widened_lhs).unwrap()); | ||||
|                     rhs_ref.narrow(&type_refs.from_type(&widened_rhs).unwrap()); | ||||
|                     dbg!(&lhs_ref, &rhs_ref); | ||||
|                     *return_ty = binop_res.as_type(); | ||||
|                     dbg!(&type_refs.types.hints, &type_refs.types.type_refs); | ||||
|                     dbg!(&return_ty); | ||||
|                     dbg!(&type_refs.from_type(&return_ty)); | ||||
|                     Ok(binop_res) | ||||
|                 } else { | ||||
|                     Err(ErrorKind::InvalidBinop( | ||||
|  | ||||
| @ -302,6 +302,27 @@ impl<'outer> ScopeTypeRefs<'outer> { | ||||
|         } | ||||
|     } | ||||
| 
 | ||||
|     pub fn try_default_deep(&self, ty: &TypeKind) -> Option<TypeKind> { | ||||
|         Some(match &ty { | ||||
|             TypeKind::Array(type_kind, _) => self.try_default_deep(type_kind)?, | ||||
|             TypeKind::CustomType(_) => ty.clone(), | ||||
|             TypeKind::Borrow(type_kind, _) => self.try_default_deep(type_kind)?, | ||||
|             TypeKind::UserPtr(type_kind) => self.try_default_deep(type_kind)?, | ||||
|             TypeKind::CodegenPtr(type_kind) => self.try_default_deep(type_kind)?, | ||||
|             TypeKind::Vague(vague_type) => match vague_type { | ||||
|                 VagueType::Unknown => ty.clone(), | ||||
|                 VagueType::Integer => ty.or_default().unwrap(), | ||||
|                 VagueType::Decimal => ty.or_default().unwrap(), | ||||
|                 VagueType::TypeRef(idx) => { | ||||
|                     let typeref = TypeRef(Rc::new(RefCell::new(*idx)), self); | ||||
|                     self.narrow_to_type(&typeref, &self.try_default_deep(&typeref.resolve_deep()?)?)? | ||||
|                         .resolve_deep()? | ||||
|                 } | ||||
|             }, | ||||
|             _ => ty.clone(), | ||||
|         }) | ||||
|     } | ||||
| 
 | ||||
|     fn combine_vars(&'outer self, hint1: &TypeRef, hint2: &TypeRef) -> Option<TypeRef<'outer>> { | ||||
|         unsafe { | ||||
|             let ty = self | ||||
|  | ||||
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