Move rendering functions into prosperon
This commit is contained in:
parent
f1813a046a
commit
cadf10b3a9
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@ -110,6 +110,7 @@ var sprite = {
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if (!self.gameobject) return;
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//self.path = playing.path;
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self.frame = playing.frames[f].rect;
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self.rect = [self.frame.x, self.frame.y, self.frame.w, self.frame.h];
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f = (f+1)%playing.frames.length;
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if (f === 0) {
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self.anim_done?.();
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@ -133,6 +134,8 @@ var sprite = {
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this._p = p;
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this.del_anim?.();
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this.texture = game.texture(p);
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this.diffuse = this.texture;
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this.rect = [0,0,1,1];
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var anim = SpriteAnim.make(p);
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if (!anim) return;
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@ -140,6 +143,7 @@ var sprite = {
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this.play();
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this.pos = this.dimensions().scale(this.anchor);
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},
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get path() {
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return this._p;
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@ -179,6 +183,7 @@ var sprite = {
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globalThis.allsprites = {};
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sprite.make = function(go)
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{
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var sp = Object.create(sprite);
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sp.go = go;
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sp.gameobject = go;
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sp.guid = prosperon.guid();
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@ -296,6 +296,31 @@ game.engine_start = function(s) {
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Object.readonly(window.__proto__, 'high_dpi');
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Object.readonly(window.__proto__, 'sample_count');
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s();
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shape.quad = {
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pos:os.make_buffer([
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0,0,0,
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1,0,0,
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0,1,0,
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1,1,0
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],0),
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verts: 4,
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uv: os.make_buffer([0,1,1,1,0,0,1,0],2),
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index: os.make_buffer([0,1,2,2,1,3], 1),
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count: 6
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};
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shape.triangle = {
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pos: os.make_buffer([
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0,0,0,
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0.5,1,0,
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1,0,0]
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,0),
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uv: os.make_buffer([0,0,0.5,1,1,0],2),
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verts: 3,
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count: 3,
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index: os.make_buffer([0,2,1],1),
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};
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}, process);
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}
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@ -327,30 +352,11 @@ function process()
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}
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}
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var st = profile.now();
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if (!game.camera)
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prosperon.window_render(world.transform, 1);
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else
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prosperon.window_render(game.camera.transform, game.camera.zoom);
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//render.set_camera();
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/*os.sprite_pipe();
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allsprites.forEach(function(x) {
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render.set_sprite_tex(x.texture);
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x.draw(x.go);
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render.sprite_flush();
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});
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render.sprite_flush();*/
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prosperon.draw(); // draw calls
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debug.draw(); // calls needed debugs
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prosperon.hook3d?.();
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prosperon.window_render();
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prosperon.draw();
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prosperon.gui();
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prosperon.screengui();
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prosperon.hookend?.();
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//render.end_pass();
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profile.addreport(profcache, "render frame", st);
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frames.push(profile.secs(profile.now()-startframe));
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if (frames.length > 20) frames.shift();
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@ -44,6 +44,8 @@ var entity = {
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return p;
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},
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drawlayer: 0,
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full_path() { return this.path_from(world); },
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clear() {
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@ -144,4 +144,300 @@ render.cross.doc = "Draw a cross centered at pos, with arm length size.";
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render.arrow.doc = "Draw an arrow from start to end, with wings of length wingspan at angle wingangle.";
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render.rectangle.doc = "Draw a rectangle, with its corners at lowerleft and upperright.";
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var shaderlang = {
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macos: "metal_macos",
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windows: "hlsl5",
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linux: "glsl330",
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web: "wgsl",
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ios: "metal_ios",
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}
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var attr_map = {
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a_pos: 0,
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a_uv: 1,
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a_norm: 2,
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a_bone: 3,
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a_weight: 4,
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a_color: 5,
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a_tan: 6,
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a_angle: 7,
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a_wh: 8,
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a_st: 9,
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a_ppos: 10,
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a_scale: 11
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}
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var blend_map = {
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mix: true,
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none: false
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}
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var primitive_map = {
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point: 1,
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line: 2,
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linestrip: 3,
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triangle: 4,
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trianglestrip: 5
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}
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var cull_map = {
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none: 1,
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front: 2,
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back: 3
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}
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var depth_map = {
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off: false,
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on: true
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}
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var face_map = {
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cw: 2,
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ccw: 1
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}
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render.poly_prim = function(verts)
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{
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var index = [];
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if (verts.length < 1) return undefined;
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for (var i = 0; i < verts.length; i++)
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verts[i][2] = 0;
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for (var i = 2; i < verts.length; i++) {
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index.push(0);
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index.push(i-1);
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index.push(i);
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}
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return {
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pos: os.make_buffer(verts.flat()),
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verts: verts.length,
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index: os.make_buffer(index, 1),
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count: index.length
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};
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}
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function shader_directive(shader, name, map)
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{
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var reg = new RegExp(`#${name}.*`, 'g');
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var mat = shader.match(reg);
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if (!mat) return 0;
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reg = new RegExp(`#${name}\s*`, 'g');
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var ff = mat.map(d=>d.replace(reg,''))[0].trim();
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return map[ff];
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}
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function global_uni(uni, stage)
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{
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switch(uni.name) {
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case "time":
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render.setuniv(stage, uni.slot, profile.secs(profile.now()));
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return true;
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case "projection":
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render.setuniproj(stage, uni.slot);
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return true;
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case "view":
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render.setuniview(stage, uni.slot);
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return true;
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case "vp":
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render.setunivp(stage, uni.slot);
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return true;
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}
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return false;
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}
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render.make_shader = function(shader)
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{
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var file = shader;
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shader = io.slurp(shader);
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var writejson = `${file.name()}_c.json`;
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var st = profile.now();
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breakme: if (io.exists(writejson)) {
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var data = json.decode(io.slurp(writejson));
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var filemod = io.mod(writejson);
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if (!data.files) break breakme;
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for (var i of data.files)
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if (io.mod(i) > filemod)
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break breakme;
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profile.report(st, `CACHE make shader from ${file}`);
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var shaderobj = json.decode(io.slurp(writejson));
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shaderobj.pipe = render.pipeline(shaderobj);
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return shaderobj;
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}
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var out = `${file.name()}.shader`;
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var files = [file];
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var incs = shader.match(/#include <.*>/g);
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if (incs)
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for (var inc of incs) {
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var filez = inc.match(/#include <(.*)>/)[1];
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var macro = io.slurp(filez);
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shader = shader.replace(inc, macro);
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files.push(filez);
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}
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var blend = shader_directive(shader, 'blend', blend_map);
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var primitive = shader_directive(shader, 'primitive', primitive_map);
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var cull = shader_directive(shader, 'cull', cull_map);
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var depth = shader_directive(shader, 'depth', depth_map);
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var face = shader_directive(shader, 'face', face_map);
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shader = shader.replace(/uniform\s+(\w+)\s+(\w+);/g, "uniform _$2 { $1 $2; };");
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shader = shader.replace(/(texture2D|sampler) /g, "uniform $1 ");
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shader = shader.replace(/uniform texture2D ?(.*);/g, "uniform _$1_size { vec2 $1_size; };\nuniform texture2D $1;");
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io.slurpwrite(out, shader);
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var backend = shaderlang[os.sys()];
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var ret = os.system(`sokol-shdc -b -f bare_yaml --slang=${backend} -i ${out} -o ${out}`);
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if (ret) {
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console.info(`error compiling shader`);
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return;
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}
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io.rm(out);
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/* Take YAML and create the shader object */
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var yamlfile = `${out}_reflection.yaml`;
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console.info(`slurping ${yamlfile}`);
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var obj = json.decode(yaml.tojson(io.slurp(yamlfile)));
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io.rm(yamlfile);
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obj = obj.shaders[0].programs[0];
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function add_code(stage) {
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console.info(json.encode(stage));
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stage.code = io.slurp(stage.path);
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io.rm(stage.path);
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delete stage.path;
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}
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console.info(json.encode(obj));
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add_code(obj.vs);
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if (!obj.fs)
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if (obj.vs.fs) {
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obj.fs = obj.vs.fs;
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delete obj.vs.fs;
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}
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add_code(obj.fs);
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obj.blend = blend;
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obj.cull = cull;
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obj.primitive = primitive;
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obj.depth = depth;
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obj.face = face;
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if (obj.vs.inputs)
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for (var i of obj.vs.inputs) {
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if (!(i.name in attr_map))
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i.mat = -1;
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else
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i.mat = attr_map[i.name];
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}
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function make_unimap(stage) {
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if (!stage.uniform_blocks) return {};
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var unimap = {};
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for (var uni of stage.uniform_blocks) {
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if (uni.struct_name[0] == "_")
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uni.struct_name = uni.struct_name.slice(1);
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unimap[uni.struct_name] = {
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name: uni.struct_name,
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slot: Number(uni.slot),
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size: Number(uni.size)
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};
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}
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return unimap;
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}
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obj.vs.unimap = make_unimap(obj.vs);
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obj.fs.unimap = make_unimap(obj.fs);
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obj.files = files;
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obj.name = file;
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io.slurpwrite(writejson, json.encode(obj));
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profile.report(st, `make shader from ${file}`);
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console.info(`pipeline for ${file}`);
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obj.pipe = render.pipeline(obj);
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return obj;
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}
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var shader_unisize = {
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4: render.setuniv,
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8: render.setuniv2,
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12: render.setuniv3,
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16: render.setuniv4
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};
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render.shader_apply_material = function(shader, material = {})
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{
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for (var p in shader.vs.unimap) {
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if (global_uni(shader.vs.unimap[p], 0)) continue;
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if (!(p in material)) continue;
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var s = shader.vs.unimap[p];
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shader_unisize[s.size](0, s.slot, material[p]);
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}
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for (var p in shader.fs.unimap) {
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if (global_uni(shader.fs.unimap[p], 1)) continue;
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if (!(p in material)) continue;
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var s = shader.fs.unimap[p];
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shader_unisize[s.size](1, s.slot, material[p]);
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}
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if ("diffuse_size" in shader.fs.unimap)
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render.setuniv2(1, shader.fs.unimap.diffuse_size.slot, [material.diffuse.width, material.diffuse.height]);
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if ("diffuse_size" in shader.vs.unimap)
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render.setuniv2(0, shader.vs.unimap.diffuse_size.slot, [material.diffuse.width, material.diffuse.height]);
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}
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render.sg_bind = function(shader, mesh = {}, material = {}, ssbo)
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{
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var bind = {};
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bind.attrib = [];
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if (shader.vs.inputs)
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for (var a of shader.vs.inputs) {
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if (!(a.name in mesh)) {
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if (!(a.name.slice(2) in mesh)) {
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console.error(`cannot draw shader ${shader.name}; there is no attrib ${a.name} in the given mesh.`);
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return undefined;
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} else
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bind.attrib.push(mesh[a.name.slice(2)]);
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} else
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bind.attrib.push(mesh[a.name]);
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}
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bind.images = [];
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if (shader.fs.images)
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for (var img of shader.fs.images) {
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if (material[img.name])
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bind.images.push(material[img.name]);
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else
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bind.images.push(game.texture("icons/no_tex.gif"));
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}
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if (mesh.index) {
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bind.index = mesh.index;
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bind.count = mesh.count;
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} else
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bind.count = mesh.verts;
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bind.ssbo = [];
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if (shader.vs.storage_buffers)
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for (var b of shader.vs.storage_buffers)
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bind.ssbo.push(ssbo);
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return bind;
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}
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return {render};
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@ -79,8 +79,6 @@ QJSCLASS(texture)
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QJSCLASS(font)
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QJSCLASS(warp_gravity)
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QJSCLASS(warp_damp)
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QJSCLASS(material)
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QJSCLASS(model)
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QJSCLASS(window)
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QJSCLASS(constraint)
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QJSCLASS(sg_buffer)
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@ -1367,14 +1365,6 @@ static const JSCFunctionListEntry js_physics_funcs[] = {
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MIST_FUNC_DEF(physics, make_gravity, 0),
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};
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JSC_CCALL(model_draw_go,
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model_draw_go(js2model(this), js2gameobject(argv[0]))
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);
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static const JSCFunctionListEntry js_model_funcs[] = {
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MIST_FUNC_DEF(model, draw_go, 1)
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};
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static const JSCFunctionListEntry js_emitter_funcs[] = {
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CGETSET_ADD(emitter, life),
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CGETSET_ADD(emitter, life_var),
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@ -1891,8 +1881,15 @@ JSValue primitive2js(primitive *p)
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PRIMCHECK(p,v,index)
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js_setpropstr(v, "count", number2js(p->idx_count));
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printf("new primitive with count %d\n", p->idx_count);
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return v;
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}
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JSValue material2js(material *m)
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{
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JSValue v = JS_NewObject(js);
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if (m->diffuse)
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js_setpropstr(v, "diffuse", texture2js(m->diffuse));
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return v;
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}
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@ -1901,7 +1898,10 @@ JSC_SCALL(os_make_model,
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if (arrlen(m->meshes) != 1) return JSUNDEF;
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mesh *me = m->meshes+0;
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return primitive2js(me->primitives+0);
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JSValue v = JS_NewObject(js);
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js_setpropstr(v, "mesh", primitive2js(me->primitives+0));
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js_setpropstr(v, "material", material2js(me->primitives[0].mat));
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return v;
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)
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JSC_CCALL(os_make_emitter,
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emitter *e = make_emitter();
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@ -2122,7 +2122,6 @@ void ffi_load() {
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QJSCLASSPREP_FUNCS(font);
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QJSCLASSPREP_FUNCS(constraint);
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QJSCLASSPREP_FUNCS(window);
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QJSCLASSPREP_FUNCS(model);
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QJSCLASSPREP_FUNCS(datastream);
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QJSGLOBALCLASS(nota);
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