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let flags = globalThis.flags; | ||
flags.with_iron = true; | ||
flags.lite = true; | ||
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let project = new Project("test"); | ||
project.add_project("../../"); | ||
project.add_tsfiles("sources"); | ||
project.add_cfiles("../../sources/libs/asim/asim.c"); | ||
project.add_tsfiles("../../sources/ts/iron"); | ||
project.add_shaders("../../shaders/draw/*.glsl"); | ||
project.add_shaders("shaders/*.glsl"); | ||
project.add_assets("assets/*", { destination: "data/{name}" }); | ||
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return project; |
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#version 450 | ||
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in vec2 tex_coord; | ||
in vec3 normal; | ||
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out vec4 frag_color; | ||
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uniform sampler2D my_texture; | ||
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void main() { | ||
vec3 l = vec3(0.5, 0.0, 0.5); | ||
vec3 base_color = vec3(1.0, 1.0, 1.0); // texture(my_texture, tex_coord).rgb; | ||
vec3 ambient = base_color * 0.5; | ||
vec3 n = normalize(normal); | ||
float dotnl = max(dot(n, l), 0.0); | ||
vec3 diffuse = dotnl * base_color; | ||
frag_color = vec4(ambient + diffuse, 1.0); | ||
} |
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#version 450 | ||
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in vec4 pos; | ||
in vec2 nor; | ||
in vec2 tex; | ||
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out vec3 normal; | ||
out vec2 tex_coord; | ||
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uniform mat4 WVP; | ||
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void main() { | ||
normal = vec3(nor.xy, pos.w); | ||
tex_coord = tex; | ||
gl_Position = WVP * vec4(pos.xyz, 1.0); | ||
} |
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function camera_update() { | ||
let camera: camera_object_t = scene_camera; | ||
let move_forward: bool = keyboard_down("w"); | ||
let move_backward: bool = keyboard_down("s"); | ||
let strafe_left: bool = keyboard_down("a"); | ||
let strafe_right: bool = keyboard_down("d"); | ||
let strafe_up: bool = keyboard_down("e"); | ||
let strafe_down: bool = keyboard_down("q"); | ||
let fast: f32 = keyboard_down("shift") ? 2.0 : 1.0; | ||
let speed: f32 = 5.0; | ||
let dir: vec4_t = vec4_create(); | ||
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if (move_forward || move_backward || strafe_right || strafe_left || strafe_up || strafe_down) { | ||
let clook: vec4_t = camera_object_look(camera); | ||
let cright: vec4_t = camera_object_right(camera); | ||
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if (move_forward) { | ||
dir = vec4_fadd(dir, clook.x, clook.y, clook.z); | ||
} | ||
if (move_backward) { | ||
dir = vec4_fadd(dir, -clook.x, -clook.y, -clook.z); | ||
} | ||
if (strafe_right) { | ||
dir = vec4_fadd(dir, cright.x, cright.y, cright.z); | ||
} | ||
if (strafe_left) { | ||
dir = vec4_fadd(dir, -cright.x, -cright.y, -cright.z); | ||
} | ||
if (strafe_up) { | ||
dir = vec4_fadd(dir, 0, 0, 1); | ||
} | ||
if (strafe_down) { | ||
dir = vec4_fadd(dir, 0, 0, -1); | ||
} | ||
} | ||
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let d: f32 = time_delta() * speed * fast; | ||
if (d > 0.0) { | ||
transform_move(camera.base.transform, dir, d); | ||
} | ||
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if (mouse_down()) { | ||
transform_rotate(camera.base.transform, vec4_z_axis(), -mouse_movement_x / 200); | ||
transform_rotate(camera.base.transform, camera_object_right(camera), -mouse_movement_y / 200); | ||
} | ||
} |
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// ../../../make --graphics vulkan --run | ||
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///include "../../sources/libs/asim/asim.h" | ||
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function main() { | ||
let ops: kinc_sys_ops_t = { | ||
title: "Empty", | ||
width: 1280, | ||
height: 720, | ||
x: -1, | ||
y: -1, | ||
features: window_features_t.RESIZABLE | window_features_t.MINIMIZABLE | window_features_t.MAXIMIZABLE, | ||
mode: window_mode_t.WINDOWED, | ||
frequency: 60, | ||
vsync: true, | ||
use_depth: true | ||
}; | ||
sys_start(ops); | ||
app_init(); | ||
app_ready(); | ||
} | ||
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function render_commands() { | ||
render_path_set_target(""); | ||
render_path_clear_target(0xff6495ed, 1.0, clear_flag_t.COLOR | clear_flag_t.DEPTH); | ||
render_path_draw_meshes("mesh"); | ||
} | ||
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function app_ready() { | ||
render_path_commands = render_commands; | ||
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let scene: scene_t = { | ||
name: "Scene", | ||
objects: [ | ||
{ | ||
name: "Cube", | ||
type: "mesh_object", | ||
data_ref: "cube.arm/Cube", | ||
material_refs: ["MyMaterial"], | ||
visible: true, | ||
spawn: true | ||
}, | ||
{ | ||
name: "Sphere", | ||
type: "mesh_object", | ||
data_ref: "sphere.arm/Sphere", | ||
material_refs: ["MyMaterial"], | ||
visible: true, | ||
spawn: true | ||
}, | ||
{ | ||
name: "Camera", | ||
type: "camera_object", | ||
data_ref: "MyCamera", | ||
visible: true, | ||
spawn: true | ||
} | ||
], | ||
camera_datas: [ | ||
{ | ||
name: "MyCamera", | ||
near_plane: 0.1, | ||
far_plane: 100.0, | ||
fov: 0.85 | ||
} | ||
], | ||
camera_ref: "Camera", | ||
material_datas: [ | ||
{ | ||
name: "MyMaterial", | ||
shader: "MyShader", | ||
contexts: [ | ||
{ | ||
name: "mesh", | ||
bind_textures: [ | ||
{ | ||
name: "my_texture", | ||
file: "texture.k" | ||
} | ||
] | ||
} | ||
] | ||
} | ||
], | ||
shader_datas: [ | ||
{ | ||
name: "MyShader", | ||
contexts: [ | ||
{ | ||
name: "mesh", | ||
vertex_shader: "mesh.vert", | ||
fragment_shader: "mesh.frag", | ||
compare_mode: "less", | ||
cull_mode: "clockwise", | ||
depth_write: true, | ||
vertex_elements: [ | ||
{ | ||
name: "pos", | ||
data: "short4norm" | ||
}, | ||
{ | ||
name: "nor", | ||
data: "short2norm" | ||
}, | ||
{ | ||
name: "tex", | ||
data: "short2norm" | ||
} | ||
], | ||
constants: [ | ||
{ | ||
name: "WVP", | ||
type: "mat4", | ||
link: "_world_view_proj_matrix" | ||
} | ||
], | ||
texture_units: [ | ||
{ | ||
name: "my_texture" | ||
} | ||
] | ||
} | ||
] | ||
} | ||
] | ||
}; | ||
map_set(data_cached_scene_raws, scene.name, scene); | ||
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// Instantiate scene | ||
scene_create(scene); | ||
scene_ready(); | ||
} | ||
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function scene_ready() { | ||
// Set camera | ||
let t: transform_t = scene_camera.base.transform; | ||
t.loc = vec4_create(0, -10, 0); | ||
t.rot = quat_from_to(vec4_create(0, 0, 1), vec4_create(0, -1, 0)); | ||
transform_build_matrix(t); | ||
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app_notify_on_update(scene_update); | ||
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let cube: object_t = scene_get_child("Cube"); | ||
let mesh: mesh_object_t = cube.ext; | ||
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asim_init(mesh.data.vertex_arrays[0].values, mesh.data.index_arrays[0].values, mesh.data.scale_pos); | ||
} | ||
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function scene_update() { | ||
asim_update(); | ||
camera_update(); | ||
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if (keyboard_started("space")) { | ||
asim_set_sphere(0, 0, 5); | ||
} | ||
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let sphere: object_t = scene_get_child("Sphere"); | ||
let t: transform_t = sphere.transform; | ||
t.loc.x = asim_get_sphere_x(); | ||
t.loc.y = asim_get_sphere_y(); | ||
t.loc.z = asim_get_sphere_z(); | ||
transform_build_matrix(t); | ||
} |
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