work on level editing
This commit is contained in:
parent
d63261a5b4
commit
e36908096a
@ -43,7 +43,7 @@ current_tab : Level_Editor_Tab = .TOOLS;
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get_level_editor_camera :: () -> Camera {
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camera: Camera;
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camera.near = 0.1;
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camera.far = 1000;
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camera.far = 5000;
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camera.target = .{cameraCenter.x, xx editY, cameraCenter.y};
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cameraDir : Vector3 = .{1, 0, 0};
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qrotation : Quaternion = .{cos(-cameraRotation/2.0),0,sin(-cameraRotation/2.0),0};
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@ -194,29 +194,44 @@ tick_level_editor :: () {
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}
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draw_level_editor :: () {
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positions : [4096]Vector4;
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positions[0] = .{1, 0, 0, 1};
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positions[1] = .{0, 1, 1, 1};
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draw_sky(*get_level_editor_camera(), *world.conf);
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cam := get_level_editor_camera();
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mvp := create_viewproj(*cam);
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vs_params : Trile_Vs_Params;
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vs_params.mvp = mvp.floats;
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vs_params.camera = cam.position.component;
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trilegfx := get_trile_gfx("test");
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sg_update_buffer(gPipelines.trile.bind.vertex_buffers[3], *(sg_range.{
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ptr = positions.data,
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size = size_of(type_of(positions)),
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}));
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sg_apply_pipeline(gPipelines.trile.pipeline);
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world_conf : Trile_World_Config;
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world_config_to_shader_type(*world.conf, *world_conf);
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bindings : sg_bindings;
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bindings.vertex_buffers[0] = trilegfx.vertex_buffer;
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bindings.vertex_buffers[1] = trilegfx.normal_buffer;
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bindings.vertex_buffers[2] = trilegfx.centre_buffer;
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bindings.vertex_buffers[3] = gPipelines.trile.bind.vertex_buffers[3];
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bindings.samplers[0] = gPipelines.trile.bind.samplers[0];
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bindings.images[0] = trilegfx.trixel_colors;
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sg_apply_bindings(*bindings);
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sg_apply_uniforms(UB_trile_vs_params, *(sg_range.{ ptr = *vs_params, size = size_of(type_of(vs_params))}));
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sg_apply_uniforms(UB_trile_world_config, *(sg_range.{ptr = *world_conf, size = size_of(type_of(world_conf))}));
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sg_draw(0, cast(s32) trilegfx.vertex_count, 1);
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sg_draw(0, cast(s32) trilegfx.vertex_count, 2);
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}
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@ -150,7 +150,7 @@ tick_trile_editor :: () {
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get_trile_editor_camera :: () -> Camera {
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camera: Camera;
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camera.near = 0.1;
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camera.far = 100;
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camera.far = 5000;
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cameraDir : Vector3 = .{1, 0, 0};
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qrotation : Quaternion = .{cos(rotation/2.0),0,sin(rotation/2.0),0};
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34
src/load.jai
34
src/load.jai
@ -47,6 +47,40 @@ add_font_from_pack :: (path: string) {
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state.font_default.fons_font = fonsAddFontMem(state.fons, "sans", entry.data.data, xx entry.data.count, 0);
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}
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create_texture_from_pack :: (path: string) -> sg_image {
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ok, entry := table_find_new(*g_asset_pack.lookup, path);
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if !ok {
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print("Failed to find texture % from pack...\n", path);
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img : sg_image;
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return img;
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}
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x : s32;
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y : s32;
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channels : s32;
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data := stbi.stbi_load_from_memory(entry.data.data, xx entry.data.count, *x, *y, *channels, 4);
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img := sg_alloc_image();
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subimg : [6][16]sg_range;
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subimg[0][0] = .{
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ptr = data,
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size = xx (x * y * 4)
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};
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sg_init_image(*img, *(sg_image_desc.{
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width = x,
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height = y,
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pixel_format = sg_pixel_format.RGBA8,
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data = .{
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subimage = subimg
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}
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}));
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stbi.stbi_image_free(data);
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return img;
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}
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asset_list :: () -> string #expand {
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count := 0;
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for v : g_asset_pack.lookup {
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@ -3,6 +3,8 @@ Pipeline_Binding :: struct {
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bind : sg_bindings;
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}
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g_specular_lut : sg_image;
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gPipelines : struct {
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// Arbitrary triangle rendering for rendering 2D things on the screen.
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@ -158,11 +160,15 @@ create_trile_pipeline :: () {
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pipeline.shader = sg_make_shader(*shader_desc);
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pipeline.layout.buffers[0].stride = 4*3;
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pipeline.layout.buffers[1].stride = 4*3;
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pipeline.layout.buffers[1].stride = 4*3;
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pipeline.layout.buffers[3].step_func = .PER_INSTANCE;
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instance_buffer := sg_buffer_desc.{ usage = .STREAM, size = 4096 * 4 * 4};
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pipeline.layout.attrs[ATTR_trile_position] = .{ format = .FLOAT3, buffer_index = 0 };
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pipeline.layout.attrs[ATTR_trile_normal] = .{ format = .FLOAT3, buffer_index = 1 };
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pipeline.layout.attrs[ATTR_trile_centre] = .{ format = .FLOAT3, buffer_index = 2 };
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pipeline.layout.attrs[ATTR_trile_instance] = .{ format = .MAT4, buffer_index = 3 };
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pipeline.depth = .{
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write_enabled = true,
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compare = .LESS_EQUAL,
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@ -188,6 +194,7 @@ create_trile_pipeline :: () {
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min_filter = .NEAREST,
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mag_filter = .NEAREST,
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}));
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gPipelines.trile.bind.vertex_buffers[3] = sg_make_buffer(*instance_buffer);
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}
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create_sky_pipeline :: () {
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@ -214,30 +221,30 @@ create_sky_pipeline :: () {
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vertices : [24]Vector3 = .[
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.{-TRIXEL_SIZE/2, -TRIXEL_SIZE/2, TRIXEL_SIZE/2},
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.{TRIXEL_SIZE/2, -TRIXEL_SIZE/2, TRIXEL_SIZE/2},
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.{TRIXEL_SIZE/2, TRIXEL_SIZE/2, TRIXEL_SIZE/2},
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.{-TRIXEL_SIZE/2, TRIXEL_SIZE/2, TRIXEL_SIZE/2},
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.{-TRIXEL_SIZE/2, -TRIXEL_SIZE/2, -TRIXEL_SIZE/2},
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.{-TRIXEL_SIZE/2, TRIXEL_SIZE/2, -TRIXEL_SIZE/2},
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.{TRIXEL_SIZE/2, TRIXEL_SIZE/2, -TRIXEL_SIZE/2},
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.{TRIXEL_SIZE/2, -TRIXEL_SIZE/2, -TRIXEL_SIZE/2},
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.{-TRIXEL_SIZE/2, TRIXEL_SIZE/2, -TRIXEL_SIZE/2},
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.{-TRIXEL_SIZE/2, TRIXEL_SIZE/2, TRIXEL_SIZE/2},
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.{TRIXEL_SIZE/2, TRIXEL_SIZE/2, TRIXEL_SIZE/2},
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.{TRIXEL_SIZE/2, TRIXEL_SIZE/2, -TRIXEL_SIZE/2},
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.{-TRIXEL_SIZE/2, -TRIXEL_SIZE/2, -TRIXEL_SIZE/2},
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.{TRIXEL_SIZE/2, -TRIXEL_SIZE/2, -TRIXEL_SIZE/2},
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.{TRIXEL_SIZE/2, -TRIXEL_SIZE/2, TRIXEL_SIZE/2},
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.{-TRIXEL_SIZE/2, -TRIXEL_SIZE/2, TRIXEL_SIZE/2},
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.{TRIXEL_SIZE/2, -TRIXEL_SIZE/2, -TRIXEL_SIZE/2},
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.{TRIXEL_SIZE/2, TRIXEL_SIZE/2, -TRIXEL_SIZE/2},
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.{TRIXEL_SIZE/2, TRIXEL_SIZE/2, TRIXEL_SIZE/2},
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.{TRIXEL_SIZE/2, -TRIXEL_SIZE/2, TRIXEL_SIZE/2},
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.{-TRIXEL_SIZE/2, -TRIXEL_SIZE/2, -TRIXEL_SIZE/2},
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.{-TRIXEL_SIZE/2, -TRIXEL_SIZE/2, TRIXEL_SIZE/2},
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.{-TRIXEL_SIZE/2, TRIXEL_SIZE/2, TRIXEL_SIZE/2},
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.{-TRIXEL_SIZE/2, TRIXEL_SIZE/2, -TRIXEL_SIZE/2}
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.{-1, -1, 1},
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.{1, -1, 1},
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.{1, 1, 1},
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.{-1, 1, 1},
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.{-1, -1, -1},
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.{-1, 1, -1},
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.{1, 1, -1},
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.{1, -1, -1},
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.{-1, 1, -1},
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.{-1, 1, 1},
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.{1, 1, 1},
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.{1, 1, -1},
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.{-1, -1, -1},
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.{1, -1, -1},
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.{1, -1, 1},
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.{-1, -1, 1},
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.{1, -1, -1},
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.{1, 1, -1},
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.{1, 1, 1},
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.{1, -1, 1},
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.{-1, -1, -1},
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.{-1, -1, 1},
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.{-1, 1, 1},
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.{-1, 1, -1}
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];
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k : u16 = 0;
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File diff suppressed because it is too large
Load Diff
@ -3,27 +3,49 @@
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in vec4 position;
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in vec4 normal;
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in vec4 centre;
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in vec4 instance;
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layout(binding=0) uniform trile_vs_params {
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mat4 mvp;
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vec3 camera;
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};
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out vec3 cam;
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out vec3 to_center;
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out vec3 vpos;
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out vec4 fnormal;
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void main() {
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gl_Position = mvp * vec4(position.xyz, 1.0);
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gl_Position = mvp * vec4(position.xyz + instance.xyz, 1.0);
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fnormal = normal;
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to_center = centre.xyz - position.xyz;
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vpos = position.xyz;
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vpos = position.xyz + instance.xyz;
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cam = camera;
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}
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@end
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@fs fs_trile
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layout(binding=1) uniform trile_world_config {
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vec3 skyBase;
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vec3 skyTop;
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vec3 sunDisk;
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vec3 horizonHalo;
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vec3 sunHalo;
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vec3 sunLightColor;
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vec3 sunPosition;
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float sunIntensity;
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int hasClouds;
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int hasPlane;
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float planeHeight;
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int planeType;
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float time;
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};
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in vec3 cam;
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in vec3 to_center;
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in vec3 vpos;
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in vec4 fnormal;
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@ -32,6 +54,124 @@ out vec4 frag_color;
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layout(binding = 0) uniform texture2D triletex;
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layout(binding = 0) uniform sampler trilesmp;
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const float PI = 3.1412854;
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// --- SKY START ---
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const float cirrus = 0.5;
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const float cumulus = 20.0;
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float hash(float n)
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{
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return fract(sin(n) * 43758.5453123);
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}
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float noise(vec3 x)
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{
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vec3 f = fract(x);
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float n = dot(floor(x), vec3(1.0, 157.0, 113.0));
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return mix(mix(mix(hash(n + 0.0), hash(n + 1.0), f.x),
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mix(hash(n + 157.0), hash(n + 158.0), f.x), f.y),
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mix(mix(hash(n + 113.0), hash(n + 114.0), f.x),
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mix(hash(n + 270.0), hash(n + 271.0), f.x), f.y), f.z);
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}
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const mat3 m = mat3(0.0, 1.60, 1.20, -1.6, 0.72, -0.96, -1.2, -0.96, 1.28);
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float fbm(vec3 p)
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{
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float f = 0.0;
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f += noise(p) / 2.0; p = m * p * 1.1;
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f += noise(p) / 4.0; p = m * p * 1.2;
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f += noise(p) / 6.0; p = m * p * 1.3;
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f += noise(p) / 12.0; p = m * p * 1.4;
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f += noise(p) / 24.0;
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return f;
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}
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vec3 filmic_aces(vec3 v)
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{
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v = v * mat3(
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0.59719f, 0.35458f, 0.04823f,
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0.07600f, 0.90834f, 0.01566f,
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0.02840f, 0.13383f, 0.83777f
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);
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return (v * (v + 0.0245786f) - 9.0537e-5f) /
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(v * (0.983729f * v + 0.4329510f) + 0.238081f) * mat3(
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1.60475f, -0.53108f, -0.07367f,
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-0.10208f, 1.10813f, -0.00605f,
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-0.00327f, -0.07276f, 1.07602f
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);
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}
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vec3 sky(vec3 skypos, vec3 sunpos) {
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vec3 sunCol = sunDisk.xyz;
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vec3 baseSky = skyBase.xyz;
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vec3 topSky = skyTop.xyz;
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float sDist = dot(normalize(skypos), normalize(sunpos));
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vec3 npos = normalize(skypos);
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vec3 skyGradient = mix(baseSky, topSky, clamp(skypos.y * 2.0, 0.0, 0.7));
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vec3 final = skyGradient;
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final += sunHalo.xyz * clamp((sDist - 0.95) * 10.0, 0.0, 0.8) * 0.2;
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// Sun disk
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if(sDist > 0.9999) {
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final = sunDisk.xyz;
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}
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// Horizon halo
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final += mix(horizonHalo.xyz, vec3(0.0,0.0,0.0), clamp(abs(npos.y) * 80.0, 0.0, 1.0)) * 0.1;
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final = vec3(final);
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// Cirrus Clouds
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if(hasClouds == 1) {
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float density = smoothstep(1.0 - cirrus, 1.0, fbm(npos.xyz / npos.y * 2.0 + time * 0.05)) * 0.3;
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final.rgb = mix(final.rgb, vec3(1.0, 1.0, 1.0), max(0.0, npos.y) * density * 2.0);
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}
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return final;
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}
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// ---- SKY END ----
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float DistributionGGX(vec3 N, vec3 H, float roughness) {
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float a = roughness*roughness;
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float a2 = a*a;
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float NdotH = max(dot(N, H), 0.0);
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float NdotH2 = NdotH*NdotH;
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float num = a2;
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float denom = (NdotH2 * (a2 - 1.0) + 1.0);
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denom = PI * denom * denom;
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return num / denom;
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}
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float GeometrySchlickGGX(float NdotV, float roughness) {
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float r = (roughness + 1.0);
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float k = (r*r) / 8.0;
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float num = NdotV;
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float denom = NdotV * (1.0 - k) + k;
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return num / denom;
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}
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float GeometrySmith(vec3 N, vec3 V, vec3 L, float roughness) {
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float NdotV = max(dot(N, V), 0.0);
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float NdotL = max(dot(N, L), 0.0);
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float ggx2 = GeometrySchlickGGX(NdotV, roughness);
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float ggx1 = GeometrySchlickGGX(NdotL, roughness);
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return ggx1 * ggx2;
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}
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vec3 fresnelSchlick(float cosTheta, vec3 F0) {
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return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
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}
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void main() {
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//frag_color = vec4((fnormal.xyz + vec3(1.0, 1.0, 1.0)) * 0.5, 1.0);
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vec3 pos_after_adjust = vpos - fnormal.xyz * 0.02;
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@ -47,8 +187,47 @@ void main() {
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pos_after_adjust += to_center * 0.1;
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count++;
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}
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// frag_color = vec4(vec3(length(to_center)), 1.0);
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frag_color = vec4(trixel_material.xyz, 1.0);
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vec3 albedo = trixel_material.xyz;
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int packedMaterial = int(round(trixel_material.w*255.0));
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float emittance = float((packedMaterial >> 1) & 0x3) / 3.0;
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int roughnessInt = (packedMaterial >> 5) & 0x7;
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float roughness = max(float(roughnessInt) / 7.0, 0.05);
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float metallic = float((packedMaterial >> 3) & 0x3) / 3.0;
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// Ambient light.
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vec3 light = 0.2 * albedo;
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vec3 N = normalize(fnormal.xyz);
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vec3 V = normalize(cam - vpos.xyz);
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vec3 L = normalize(sunPosition);
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vec3 H = normalize(V + L);
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vec3 F0 = vec3(0.04);
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F0 = mix(F0, albedo, metallic);
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vec3 F = fresnelSchlick(max(dot(H,V), 0.0), F0);
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float NDF = DistributionGGX(N, H, roughness);
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float G = GeometrySmith(N, V, L, roughness);
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vec3 numerator = NDF * G * F;
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float denominator = 4.0 * max(dot(N, V), 0.0) * max(dot(N, L), 0.0) + 0.0001;
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vec3 specular = numerator / denominator;
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float NdotL = max(dot(N, L), 0.0);
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vec3 kD = vec3(1.0) - F;
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kD *= 1.0 - metallic;
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light += (kD * albedo / PI + specular) * NdotL * sunLightColor * sunIntensity;
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vec3 R = reflect(-V, N);
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vec3 modifier = vec3(1.0);
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if(R.y < 0.0) {
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R = reflect(R, vec3(0.0,1.0,0.0));
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modifier = vec3(0.7, 0.9, 0.7);
|
||||
}
|
||||
vec3 samp = sky(R, sunPosition);
|
||||
// light += F * samp * modifier;
|
||||
|
||||
frag_color = vec4(vec3(light), 1.0);
|
||||
|
||||
}
|
||||
@end
|
||||
|
||||
|
||||
@ -56,6 +56,7 @@ note_to_autoedit_conf :: (notes: []string) -> Autoedit_Conf {
|
||||
}
|
||||
assert(false, "Input must have either 1 or 3 parts");
|
||||
}
|
||||
return .{};
|
||||
}
|
||||
|
||||
input_code_from_type_and_notes :: (name: string, type: *Type_Info, notes: []string) -> string {
|
||||
|
||||
Loading…
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Reference in New Issue
Block a user