fixes #531
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14 changed files with 663 additions and 1 deletions
61
tests/manyloc/named_argument_bug/tri_engine/gfx/gl/gl.nim
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61
tests/manyloc/named_argument_bug/tri_engine/gfx/gl/gl.nim
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import
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opengl,
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tri_engine/math/vec
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export
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opengl
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type
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EGL* = object of E_Base
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EGL_code* = object of EGL
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code*: EGL_err
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EGL_err {.pure.} = enum
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none = GL_NO_ERROR
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invalidEnum = GL_INVALID_ENUM
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invalidVal = GL_INVALID_VALUE
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invalidOp = GL_INVALID_OPERATION
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stackOverflow = GL_STACK_OVERFLOW
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stackUnderflow = GL_STACK_UNDERFLOW
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outOfMem = GL_OUT_OF_MEMORY
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invalidFramebufferOp = GL_INVALID_FRAMEBUFFER_OPERATION
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unknown
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proc newGL_codeException*(msg: string, code: EGL_err): ref EGL_code =
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result = newException(EGL_code, $code)
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result.code = code
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proc getErr*(): EGL_err =
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result = glGetError().EGL_err
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if result notin {EGL_err.none,
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EGL_err.invalidEnum,
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EGL_err.invalidVal,
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EGL_err.invalidOp,
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EGL_err.invalidFramebufferOp,
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EGL_err.outOfMem,
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EGL_err.stackUnderflow,
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EGL_err.stackOverflow}:
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return EGL_err.unknown
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proc errCheck*() =
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let err = getErr()
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if err != EGL_err.none:
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raise newGL_codeException($err, err)
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macro `?`*(call: expr{nkCall}): expr =
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result = call
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# Can't yet reference foreign symbols in macros.
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#errCheck()
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when defined(doublePrecision):
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const
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glRealType* = cGLdouble
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else:
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const
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glRealType* = cGLfloat
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proc setUniformV4*[T](loc: GLint, vecs: var openarray[TV4[T]]) =
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glUniform4fv(loc, vecs.len.GLsizei, cast[PGLfloat](vecs[0].addr))
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proc setUniformV4*[T](loc: GLint, vec: TV4[T]) =
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var vecs = [vec]
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setUniformV4(loc, vecs)
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157
tests/manyloc/named_argument_bug/tri_engine/gfx/gl/primitive.nim
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157
tests/manyloc/named_argument_bug/tri_engine/gfx/gl/primitive.nim
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import
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math,
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tri_engine/config,
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tri_engine/gfx/gl/gl,
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tri_engine/gfx/tex,
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tri_engine/gfx/color,
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tri_engine/math/vec,
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tri_engine/math/rect,
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tri_engine/math/circle
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import strutils
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type
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TVert* = tuple[pos: TV2[TR], texCoord: TV2[TR]]
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TVertAttrib* = object
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i* : GLuint
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size* : GLint
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stride* : GLsizei
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offset* : PGLvoid
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TVertMode* = enum
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vmTriStrip = GLtriangleStrip,
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vmTriFan = GLtriangleFan
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TZ_range* = range[-100_000..100_000]
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PPrimitive* = ref object
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verts* : seq[TVert]
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indices* : seq[GLushort]
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arrBufId* : GLuint
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elemArrBufId* : GLuint
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tex* : TTex
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color* : TColor
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vertMode* : TVertMode
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z* : int
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proc newVert*(pos, texCoord: TV2): TVert =
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(pos, texCoord)
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proc newVertQuad*(min, minRight, maxLeft, max: TV2[TR]): seq[TVert] =
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@[newVert(min, newV2()),
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newVert(minRight, newV2(x=1.0)),
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newVert(maxLeft, newV2(y=1.0)),
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newVert(max, newV2xy(1.0))
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]
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proc newVert*(rect: rect.TRect): seq[TVert] =
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newVertQuad(rect.min, newV2(rect.max.x, rect.min.y), newV2(rect.min.x, rect.max.y), rect.max)
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proc newVertAttrib(i: GLuint, size: GLint, stride: GLsizei, offset: PGLvoid): TVertAttrib =
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TVertAttrib(i: i, size: size, stride: stride, offset: offset)
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proc genBuf*[T](vboTarget, objUsage: GLenum, data: var openarray[T]): GLuint =
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result = 0.GLuint
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?glGenBuffers(1, result.addr)
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?glBindBuffer(vboTarget, result)
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let size = (data.len * T.sizeof).GLsizeiptr
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?glBufferData(vboTarget, size, data[0].addr, objUsage)
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proc newPrimitive*(verts: var seq[TVert],
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vertMode=vmTriStrip,
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tex=whiteTex(),
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color=white(),
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z: TZ_range=0): PPrimitive =
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var indices = newSeq[GLushort](verts.len)
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for i in 0 .. <verts.len:
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indices[i] = i.GLushort
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new(result)
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result.verts = verts
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result.indices = indices
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result.arrBufId = genBuf(GLarrayBuffer, GL_STATIC_DRAW, verts)
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result.elemArrBufId = genBuf(GLelementArrayBuffer, GL_STATIC_DRAW, indices)
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result.tex = tex
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result.color = color
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result.vertMode = vertMode
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result.z = z
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proc bindBufs*(o: PPrimitive) =
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?glBindBuffer(GLarrayBuffer, o.arrBufId)
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?glBindBuffer(GLelementArrayBuffer, o.elemArrBufId)
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proc enableVertAttribArrs*() =
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?glEnableVertexAttribArray(0)
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?glEnableVertexAttribArray(1)
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proc disableVertAttribArrs*() =
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?glDisableVertexAttribArray(1)
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?glDisableVertexAttribArray(0)
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proc setVertAttribPointers*() =
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let vertSize {.global.} = TVert.sizeof.GLint
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?glVertexAttribPointer(0, 2, glRealType, false, vertSize, nil)
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?glVertexAttribPointer(1, 2, glRealType, false, vertSize, cast[PGLvoid](TR.sizeof * 2))
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proc updVerts*(o: PPrimitive, start, `end`: int, f: proc(i: int, vert: var TVert)) =
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assert start <= `end`
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assert `end` < o.verts.len
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for i in start..`end`:
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f(i, o.verts[i])
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?glBindBuffer(GLarrayBuffer, o.arrBufId)
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let byteLen = `end` - start + 1 * TVert.sizeof
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let byteOffset = start * TVert.sizeof
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?glBufferSubData(GLarrayBuffer,
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byteOffset.GLintptr, # Offset. Is this right?
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byteLen.GLsizeiptr, # Size.
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cast[PGLvoid](cast[int](o.verts[0].addr) + byteOffset))
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proc updAllVerts(o: PPrimitive, f: proc(i: int, vert: var TVert)) =
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for i in 0 .. <o.verts.len:
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f(i, o.verts[i])
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?glBindBuffer(GLarrayBuffer, o.arrBufId)
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# Discard old buffer before creating a new one.
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let byteLen = (o.verts.len * TVert.sizeof).GLsizeiptr
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?glBufferData(GLarrayBuffer, byteLen, nil, GLstaticDraw)
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?glBufferData(GLarrayBuffer, byteLen, o.verts[0].addr, GLstaticDraw)
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proc newVertCircle*(circle: TCircle, nSegs: Natural=0): seq[TVert] =
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let nSegs = if nSegs == 0:
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(circle.r.sqrt() * 400.0).int # TODO: Base this on the window resolution?
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else:
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max(nSegs, 3)
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let theta: TR = (PI * 2.0) / (nSegs.TR)
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let tanFactor = theta.tan()
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let radialFactor = theta.cos()
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var x = circle.r
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var y: TR = 0.0
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result = newSeq[TVert](nSegs)
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#result[0] = newVert(circle.p, newV2xy(0.5))
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for i in 1 .. <nSegs:
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let pos = newV2(x + circle.p.x, y + circle.p.y)
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let texCoord = pos * newV2xy(1.0 / circle.r)
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result[i] = newVert(pos, texCoord)
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let tx = -y
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let ty = x
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x += tx * tanFactor
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y += ty * tanFactor
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x *= radialFactor
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y *= radialFactor
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result.add(result[1])
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proc newPrimitiveCircle*(circle: TCircle,
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nSegs: Natural=0,
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tex=whiteTex(),
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color=white(),
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z: TZ_range=0): PPrimitive =
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var verts = newVertCircle(circle, nSegs)
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newPrimitive(verts, vmTriFan, tex, color, z)
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103
tests/manyloc/named_argument_bug/tri_engine/gfx/gl/shader.nim
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103
tests/manyloc/named_argument_bug/tri_engine/gfx/gl/shader.nim
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@ -0,0 +1,103 @@
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import
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pure/os,
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tri_engine/gfx/gl/gl
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type
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TShader* = object
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id*: GL_handle
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TShaderType* {.pure.} = enum
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frag = GL_FRAGMENT_SHADER,
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vert = GL_VERTEX_SHADER
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E_Shader* = object of E_Base
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E_UnknownShaderType* = object of E_Shader
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converter pathToShaderType*(s: string): TShaderType =
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case s.splitFile().ext:
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of ".vs":
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return TShaderType.vert
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of ".fs":
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return TShaderType.frag
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else:
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raise newException(E_UnknownShaderType, "Can't determine shader type from file extension: " & s)
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proc setSrc*(shader: TShader, src: string) =
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var s = src.cstring
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?glShaderSource(shader.id, 1, cast[cstringarray](s.addr), nil)
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proc newShader*(id: GL_handle): TShader =
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if id != 0 and not (?glIsShader(id)).bool:
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raise newException(E_GL, "Invalid shader ID: " & $id)
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result.id = id
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proc shaderInfoLog*(o: TShader): string =
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var log {.global.}: array[0..1024, char]
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var logLen: GLsizei
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?glGetShaderInfoLog(o.id, log.len.GLsizei, logLen, cast[PGLchar](log.addr))
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cast[string](log.addr).substr(0, logLen)
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proc compile*(shader: TShader, path="") =
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?glCompileShader(shader.id)
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var compileStatus = 0.GLint
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?glGetShaderIv(shader.id, GL_COMPILE_STATUS, compileStatus.addr)
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if compileStatus == 0:
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raise newException(E_GL, if path.len == 0:
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shaderInfoLog(shader)
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else:
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path & ":\n" & shaderInfoLog(shader)
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)
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proc newShaderFromSrc*(src: string, `type`: TShaderType): TShader =
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result.id = ?glCreateShader(`type`.GLenum)
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result.setSrc(src)
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result.compile()
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proc newShaderFromFile*(path: string): TShader =
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newShaderFromSrc(readFile(path), path)
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type
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TProgram* = object
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id*: GL_handle
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shaders: seq[TShader]
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proc attach*(o: TProgram, shader: TShader) =
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?glAttachShader(o.id, shader.id)
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proc infoLog*(o: TProgram): string =
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var log {.global.}: array[0..1024, char]
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var logLen: GLsizei
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?glGetProgramInfoLog(o.id, log.len.GLsizei, logLen, cast[PGLchar](log.addr))
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cast[string](log.addr).substr(0, logLen)
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proc link*(o: TProgram) =
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?glLinkProgram(o.id)
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var linkStatus = 0.GLint
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?glGetProgramIv(o.id, GL_LINK_STATUS, linkStatus.addr)
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if linkStatus == 0:
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raise newException(E_GL, o.infoLog())
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proc validate*(o: TProgram) =
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?glValidateProgram(o.id)
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var validateStatus = 0.GLint
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?glGetProgramIv(o.id, GL_VALIDATE_STATUS, validateStatus.addr)
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if validateStatus == 0:
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raise newException(E_GL, o.infoLog())
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proc newProgram*(shaders: seq[TShader]): TProgram =
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result.id = ?glCreateProgram()
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if result.id == 0:
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return
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for shader in shaders:
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if shader.id == 0:
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return
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?result.attach(shader)
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result.shaders = shaders
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result.link()
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result.validate()
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proc use*(o: TProgram) =
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?glUseProgram(o.id)
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