Add quickjs

This commit is contained in:
Alexander Klingenbeck 2023-05-01 18:24:56 +02:00
parent e2a7717139
commit 92276f1ca6
22 changed files with 3050 additions and 1 deletions

6
.gitignore vendored Normal file
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build/
runtime/
shaderc
hello-bgfx
include/generated/
.DS_Store

7
.vscode/settings.json vendored Normal file
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{
"files.associations": {
"sdl.h": "c",
"vs.sc.mtl.bin.h": "c",
"embedded_shader.h": "c"
}
}

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CMakeLists.txt Normal file
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cmake_minimum_required(VERSION 3.1)
project(hello-bgfx)
# set(BGFX_AMALGAMATED OFF CACHE INTERNAL "" FORCE)
# set(BGFX_BUILD_EXAMPLES OFF CACHE INTERNAL "" FORCE)
set(BGFX_CONFIG_DEBUG OFF CACHE INTERNAL "" FORCE)
set(BX_CONFIG_DEBUG OFF CACHE INTERNAL "" FORCE)
# set(BGFX_CUSTOM_TARGETS OFF CACHE INTERNAL "" FORCE)
# set(BGFX_INSTALL OFF CACHE INTERNAL "" FORCE)
# set(BGFX_INSTALL_EXAMPLES OFF CACHE INTERNAL "" FORCE)
# set(BGFX_USE_DEBUG_SUFFIX OFF CACHE INTERNAL "" FORCE)
# set(BGFX_USE_OVR OFF CACHE INTERNAL "" FORCE)
# set(BUILD_SHARED_LIBS OFF CACHE INTERNAL "" FORCE)
# set(BX_AMALGAMATED OFF CACHE INTERNAL "" FORCE)
# if (HELLO_BGFX_BUILD_SHADERS)
# set(BGFX_BUILD_TOOLS ON CACHE INTERNAL "" FORCE)
# else()
# set(BGFX_BUILD_TOOLS OFF CACHE INTERNAL "" FORCE)
# endif()
add_subdirectory(${CMAKE_CURRENT_SOURCE_DIR}/thirdparty/bgfx.cmake)
add_subdirectory(${CMAKE_CURRENT_SOURCE_DIR}/thirdparty/SDL)
# add quickjs
set(quickjs_version 2021-03-27)
set(quickjs_sources_root ${CMAKE_CURRENT_SOURCE_DIR}/thirdparty/quickjs)
set(quickjs_sources
${quickjs_sources_root}/quickjs.h
${quickjs_sources_root}/quickjs-libc.h
${quickjs_sources_root}/quickjs.c
${quickjs_sources_root}/libregexp.c
${quickjs_sources_root}/libunicode.c
${quickjs_sources_root}/libbf.c
${quickjs_sources_root}/cutils.c
${quickjs_sources_root}/quickjs-libc.c
)
add_library(quickjs STATIC
${quickjs_sources}
)
target_compile_definitions(quickjs
PRIVATE
CONFIG_VERSION="${quickjs_version}"
)
target_include_directories(quickjs
PRIVATE
${quickjs_sources_root}
)
# Note: This was necessary to avoid a run-time error on macOS/OpenGL. Without
# this option, the NSOpenGLViewContext's setView method was called from a
# wrong (?) thread during bgfx::init and then the app crashes. This needs to be
# investigated further.
#target_compile_definitions(bgfx PUBLIC BGFX_CONFIG_MULTITHREADED=0)
# workaraound to resolve shaderc
if (NOT TARGET bgfx::shaderc AND TARGET shaderc)
add_executable(bgfx::shaderc ALIAS shaderc)
endif()
bgfx_compile_shader_to_header(
TYPE VERTEX
SHADERS ${CMAKE_CURRENT_SOURCE_DIR}/shaders/vs.sc
VARYING_DEF ${CMAKE_CURRENT_SOURCE_DIR}/shaders/varying.def.sc
OUTPUT_DIR ${CMAKE_CURRENT_SOURCE_DIR}/include/generated/shaders
)
bgfx_compile_shader_to_header(
TYPE FRAGMENT
SHADERS ${CMAKE_CURRENT_SOURCE_DIR}/shaders/fs.sc
VARYING_DEF ${CMAKE_CURRENT_SOURCE_DIR}/shaders/varying.def.sc
OUTPUT_DIR ${CMAKE_CURRENT_SOURCE_DIR}/include/generated/shaders
)
set(CMAKE_RUNTIME_OUTPUT_DIRECTORY ${CMAKE_CURRENT_SOURCE_DIR})
file(GLOB files src/*.cpp)
add_executable(hello-bgfx ${files} shaders/vs.sc shaders/fs.sc shaders/varying.def.sc)
#target_include_directories(hello-bgfx PRIVATE ${quickjs_sources_root})
target_include_directories(hello-bgfx PRIVATE include)
target_include_directories(hello-bgfx PRIVATE src)
target_link_libraries(hello-bgfx bgfx bx SDL2-static quickjs)

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include/quickjs-libc.h Normal file
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/*
* QuickJS C library
*
* Copyright (c) 2017-2018 Fabrice Bellard
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL
* THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#ifndef QUICKJS_LIBC_H
#define QUICKJS_LIBC_H
#include <stdio.h>
#include <stdlib.h>
#include "quickjs.h"
#ifdef __cplusplus
extern "C" {
#endif
JSModuleDef *js_init_module_std(JSContext *ctx, const char *module_name);
JSModuleDef *js_init_module_os(JSContext *ctx, const char *module_name);
void js_std_add_helpers(JSContext *ctx, int argc, char **argv);
void js_std_loop(JSContext *ctx);
void js_std_init_handlers(JSRuntime *rt);
void js_std_free_handlers(JSRuntime *rt);
void js_std_dump_error(JSContext *ctx);
uint8_t *js_load_file(JSContext *ctx, size_t *pbuf_len, const char *filename);
int js_module_set_import_meta(JSContext *ctx, JSValueConst func_val,
JS_BOOL use_realpath, JS_BOOL is_main);
JSModuleDef *js_module_loader(JSContext *ctx,
const char *module_name, void *opaque);
void js_std_eval_binary(JSContext *ctx, const uint8_t *buf, size_t buf_len,
int flags);
void js_std_promise_rejection_tracker(JSContext *ctx, JSValueConst promise,
JSValueConst reason,
JS_BOOL is_handled, void *opaque);
void js_std_set_worker_new_context_func(JSContext *(*func)(JSRuntime *rt));
#ifdef __cplusplus
} /* extern "C" { */
#endif
#endif /* QUICKJS_LIBC_H */

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include/quickjs.h Normal file

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main.js Normal file
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import { test } from "./my-module.js";
console.log(test())
async function main(){
await Promise.resolve()
console.log("Test")
}

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my-module.js Normal file
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export function test() {
return 42
}

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shaders/bgfx_shader.sh Normal file
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/*
* Copyright 2011-2023 Branimir Karadzic. All rights reserved.
* License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
*/
#ifndef BGFX_SHADER_H_HEADER_GUARD
#define BGFX_SHADER_H_HEADER_GUARD
#if !defined(BGFX_CONFIG_MAX_BONES)
# define BGFX_CONFIG_MAX_BONES 32
#endif // !defined(BGFX_CONFIG_MAX_BONES)
#ifndef __cplusplus
#if BGFX_SHADER_LANGUAGE_HLSL > 300
# define BRANCH [branch]
# define LOOP [loop]
# define UNROLL [unroll]
#else
# define BRANCH
# define LOOP
# define UNROLL
#endif // BGFX_SHADER_LANGUAGE_HLSL > 300
#if (BGFX_SHADER_LANGUAGE_HLSL > 300 || BGFX_SHADER_LANGUAGE_METAL || BGFX_SHADER_LANGUAGE_SPIRV) && BGFX_SHADER_TYPE_FRAGMENT
# define EARLY_DEPTH_STENCIL [earlydepthstencil]
#else
# define EARLY_DEPTH_STENCIL
#endif // BGFX_SHADER_LANGUAGE_HLSL > 300 && BGFX_SHADER_TYPE_FRAGMENT
#if BGFX_SHADER_LANGUAGE_GLSL
# define ARRAY_BEGIN(_type, _name, _count) _type _name[_count] = _type[](
# define ARRAY_END() )
#else
# define ARRAY_BEGIN(_type, _name, _count) _type _name[_count] = {
# define ARRAY_END() }
#endif // BGFX_SHADER_LANGUAGE_GLSL
#if BGFX_SHADER_LANGUAGE_HLSL \
|| BGFX_SHADER_LANGUAGE_PSSL \
|| BGFX_SHADER_LANGUAGE_SPIRV \
|| BGFX_SHADER_LANGUAGE_METAL
# define CONST(_x) static const _x
# define dFdx(_x) ddx(_x)
# define dFdy(_y) ddy(-(_y))
# define inversesqrt(_x) rsqrt(_x)
# define fract(_x) frac(_x)
# define bvec2 bool2
# define bvec3 bool3
# define bvec4 bool4
// To be able to patch the uav registers on the DXBC SPDB Chunk (D3D11 renderer) the whitespaces around
// '_type[_reg]' are necessary. This only affects shaders with debug info (i.e., those that have the SPDB Chunk).
# if BGFX_SHADER_LANGUAGE_HLSL > 400 || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_SPIRV || BGFX_SHADER_LANGUAGE_METAL
# define REGISTER(_type, _reg) register( _type[_reg] )
# else
# define REGISTER(_type, _reg) register(_type ## _reg)
# endif // BGFX_SHADER_LANGUAGE_HLSL
# if BGFX_SHADER_LANGUAGE_HLSL > 300 || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_SPIRV || BGFX_SHADER_LANGUAGE_METAL
# if BGFX_SHADER_LANGUAGE_HLSL > 400 || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_SPIRV || BGFX_SHADER_LANGUAGE_METAL
# define dFdxCoarse(_x) ddx_coarse(_x)
# define dFdxFine(_x) ddx_fine(_x)
# define dFdyCoarse(_y) ddy_coarse(-(_y))
# define dFdyFine(_y) ddy_fine(-(_y))
# endif // BGFX_SHADER_LANGUAGE_HLSL > 400
# if BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_SPIRV || BGFX_SHADER_LANGUAGE_METAL
float intBitsToFloat(int _x) { return asfloat(_x); }
vec2 intBitsToFloat(uint2 _x) { return asfloat(_x); }
vec3 intBitsToFloat(uint3 _x) { return asfloat(_x); }
vec4 intBitsToFloat(uint4 _x) { return asfloat(_x); }
# endif // BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_SPIRV || BGFX_SHADER_LANGUAGE_METAL
float uintBitsToFloat(uint _x) { return asfloat(_x); }
vec2 uintBitsToFloat(uint2 _x) { return asfloat(_x); }
vec3 uintBitsToFloat(uint3 _x) { return asfloat(_x); }
vec4 uintBitsToFloat(uint4 _x) { return asfloat(_x); }
uint floatBitsToUint(float _x) { return asuint(_x); }
uvec2 floatBitsToUint(vec2 _x) { return asuint(_x); }
uvec3 floatBitsToUint(vec3 _x) { return asuint(_x); }
uvec4 floatBitsToUint(vec4 _x) { return asuint(_x); }
int floatBitsToInt(float _x) { return asint(_x); }
ivec2 floatBitsToInt(vec2 _x) { return asint(_x); }
ivec3 floatBitsToInt(vec3 _x) { return asint(_x); }
ivec4 floatBitsToInt(vec4 _x) { return asint(_x); }
uint bitfieldReverse(uint _x) { return reversebits(_x); }
uint2 bitfieldReverse(uint2 _x) { return reversebits(_x); }
uint3 bitfieldReverse(uint3 _x) { return reversebits(_x); }
uint4 bitfieldReverse(uint4 _x) { return reversebits(_x); }
# if !BGFX_SHADER_LANGUAGE_SPIRV
uint packHalf2x16(vec2 _x)
{
return (f32tof16(_x.y)<<16) | f32tof16(_x.x);
}
vec2 unpackHalf2x16(uint _x)
{
return vec2(f16tof32(_x & 0xffff), f16tof32(_x >> 16) );
}
# endif // !BGFX_SHADER_LANGUAGE_SPIRV
struct BgfxSampler2D
{
SamplerState m_sampler;
Texture2D m_texture;
};
struct BgfxISampler2D
{
Texture2D<ivec4> m_texture;
};
struct BgfxUSampler2D
{
Texture2D<uvec4> m_texture;
};
struct BgfxSampler2DArray
{
SamplerState m_sampler;
Texture2DArray m_texture;
};
struct BgfxSampler2DShadow
{
SamplerComparisonState m_sampler;
Texture2D m_texture;
};
struct BgfxSampler2DArrayShadow
{
SamplerComparisonState m_sampler;
Texture2DArray m_texture;
};
struct BgfxSampler3D
{
SamplerState m_sampler;
Texture3D m_texture;
};
struct BgfxISampler3D
{
Texture3D<ivec4> m_texture;
};
struct BgfxUSampler3D
{
Texture3D<uvec4> m_texture;
};
struct BgfxSamplerCube
{
SamplerState m_sampler;
TextureCube m_texture;
};
struct BgfxSamplerCubeShadow
{
SamplerComparisonState m_sampler;
TextureCube m_texture;
};
struct BgfxSampler2DMS
{
Texture2DMS<vec4> m_texture;
};
vec4 bgfxTexture2D(BgfxSampler2D _sampler, vec2 _coord)
{
return _sampler.m_texture.Sample(_sampler.m_sampler, _coord);
}
vec4 bgfxTexture2DBias(BgfxSampler2D _sampler, vec2 _coord, float _bias)
{
return _sampler.m_texture.SampleBias(_sampler.m_sampler, _coord, _bias);
}
vec4 bgfxTexture2DLod(BgfxSampler2D _sampler, vec2 _coord, float _level)
{
return _sampler.m_texture.SampleLevel(_sampler.m_sampler, _coord, _level);
}
vec4 bgfxTexture2DLodOffset(BgfxSampler2D _sampler, vec2 _coord, float _level, ivec2 _offset)
{
return _sampler.m_texture.SampleLevel(_sampler.m_sampler, _coord, _level, _offset);
}
vec4 bgfxTexture2DProj(BgfxSampler2D _sampler, vec3 _coord)
{
vec2 coord = _coord.xy * rcp(_coord.z);
return _sampler.m_texture.Sample(_sampler.m_sampler, coord);
}
vec4 bgfxTexture2DProj(BgfxSampler2D _sampler, vec4 _coord)
{
vec2 coord = _coord.xy * rcp(_coord.w);
return _sampler.m_texture.Sample(_sampler.m_sampler, coord);
}
vec4 bgfxTexture2DGrad(BgfxSampler2D _sampler, vec2 _coord, vec2 _dPdx, vec2 _dPdy)
{
return _sampler.m_texture.SampleGrad(_sampler.m_sampler, _coord, _dPdx, _dPdy);
}
vec4 bgfxTexture2DArray(BgfxSampler2DArray _sampler, vec3 _coord)
{
return _sampler.m_texture.Sample(_sampler.m_sampler, _coord);
}
vec4 bgfxTexture2DArrayLod(BgfxSampler2DArray _sampler, vec3 _coord, float _lod)
{
return _sampler.m_texture.SampleLevel(_sampler.m_sampler, _coord, _lod);
}
vec4 bgfxTexture2DArrayLodOffset(BgfxSampler2DArray _sampler, vec3 _coord, float _level, ivec2 _offset)
{
return _sampler.m_texture.SampleLevel(_sampler.m_sampler, _coord, _level, _offset);
}
float bgfxShadow2D(BgfxSampler2DShadow _sampler, vec3 _coord)
{
return _sampler.m_texture.SampleCmpLevelZero(_sampler.m_sampler, _coord.xy, _coord.z);
}
float bgfxShadow2DProj(BgfxSampler2DShadow _sampler, vec4 _coord)
{
vec3 coord = _coord.xyz * rcp(_coord.w);
return _sampler.m_texture.SampleCmpLevelZero(_sampler.m_sampler, coord.xy, coord.z);
}
vec2 bgfxTextureSize(BgfxSampler2DShadow _sampler, int _lod)
{
vec2 result;
float numberOfMipMapLevels;
_sampler.m_texture.GetDimensions(_lod, result.x, result.y, numberOfMipMapLevels);
return result;
}
vec4 bgfxShadow2DArray(BgfxSampler2DArrayShadow _sampler, vec4 _coord)
{
return _sampler.m_texture.SampleCmpLevelZero(_sampler.m_sampler, _coord.xyz, _coord.w);
}
vec2 bgfxTextureSize(BgfxSampler2DArrayShadow _sampler, int _lod)
{
vec2 result;
float numberOfMipMapLevels;
float numberOfElements;
_sampler.m_texture.GetDimensions(_lod, result.x, result.y, numberOfElements, numberOfMipMapLevels);
return result;
}
vec4 bgfxTexture3D(BgfxSampler3D _sampler, vec3 _coord)
{
return _sampler.m_texture.Sample(_sampler.m_sampler, _coord);
}
vec4 bgfxTexture3DLod(BgfxSampler3D _sampler, vec3 _coord, float _level)
{
return _sampler.m_texture.SampleLevel(_sampler.m_sampler, _coord, _level);
}
ivec4 bgfxTexture3D(BgfxISampler3D _sampler, vec3 _coord)
{
uvec3 size;
_sampler.m_texture.GetDimensions(size.x, size.y, size.z);
return _sampler.m_texture.Load(ivec4(_coord * size, 0) );
}
uvec4 bgfxTexture3D(BgfxUSampler3D _sampler, vec3 _coord)
{
uvec3 size;
_sampler.m_texture.GetDimensions(size.x, size.y, size.z);
return _sampler.m_texture.Load(ivec4(_coord * size, 0) );
}
vec4 bgfxTextureCube(BgfxSamplerCube _sampler, vec3 _coord)
{
return _sampler.m_texture.Sample(_sampler.m_sampler, _coord);
}
vec4 bgfxTextureCubeBias(BgfxSamplerCube _sampler, vec3 _coord, float _bias)
{
return _sampler.m_texture.SampleBias(_sampler.m_sampler, _coord, _bias);
}
vec4 bgfxTextureCubeLod(BgfxSamplerCube _sampler, vec3 _coord, float _level)
{
return _sampler.m_texture.SampleLevel(_sampler.m_sampler, _coord, _level);
}
float bgfxShadowCube(BgfxSamplerCubeShadow _sampler, vec4 _coord)
{
return _sampler.m_texture.SampleCmpLevelZero(_sampler.m_sampler, _coord.xyz, _coord.w);
}
vec4 bgfxTexelFetch(BgfxSampler2D _sampler, ivec2 _coord, int _lod)
{
return _sampler.m_texture.Load(ivec3(_coord, _lod) );
}
vec4 bgfxTexelFetchOffset(BgfxSampler2D _sampler, ivec2 _coord, int _lod, ivec2 _offset)
{
return _sampler.m_texture.Load(ivec3(_coord, _lod), _offset );
}
vec2 bgfxTextureSize(BgfxSampler2D _sampler, int _lod)
{
vec2 result;
float numberOfMipMapLevels;
_sampler.m_texture.GetDimensions(_lod, result.x, result.y, numberOfMipMapLevels);
return result;
}
vec2 bgfxTextureSize(BgfxISampler2D _sampler, int _lod)
{
vec2 result;
float numberOfMipMapLevels;
_sampler.m_texture.GetDimensions(_lod, result.x, result.y, numberOfMipMapLevels);
return result;
}
vec2 bgfxTextureSize(BgfxUSampler2D _sampler, int _lod)
{
vec2 result;
float numberOfMipMapLevels;
_sampler.m_texture.GetDimensions(_lod, result.x, result.y, numberOfMipMapLevels);
return result;
}
vec4 bgfxTextureGather0(BgfxSampler2D _sampler, vec2 _coord)
{
return _sampler.m_texture.GatherRed(_sampler.m_sampler, _coord);
}
vec4 bgfxTextureGather1(BgfxSampler2D _sampler, vec2 _coord)
{
return _sampler.m_texture.GatherGreen(_sampler.m_sampler, _coord);
}
vec4 bgfxTextureGather2(BgfxSampler2D _sampler, vec2 _coord)
{
return _sampler.m_texture.GatherBlue(_sampler.m_sampler, _coord);
}
vec4 bgfxTextureGather3(BgfxSampler2D _sampler, vec2 _coord)
{
return _sampler.m_texture.GatherAlpha(_sampler.m_sampler, _coord);
}
vec4 bgfxTextureGatherOffset0(BgfxSampler2D _sampler, vec2 _coord, ivec2 _offset)
{
return _sampler.m_texture.GatherRed(_sampler.m_sampler, _coord, _offset);
}
vec4 bgfxTextureGatherOffset1(BgfxSampler2D _sampler, vec2 _coord, ivec2 _offset)
{
return _sampler.m_texture.GatherGreen(_sampler.m_sampler, _coord, _offset);
}
vec4 bgfxTextureGatherOffset2(BgfxSampler2D _sampler, vec2 _coord, ivec2 _offset)
{
return _sampler.m_texture.GatherBlue(_sampler.m_sampler, _coord, _offset);
}
vec4 bgfxTextureGatherOffset3(BgfxSampler2D _sampler, vec2 _coord, ivec2 _offset)
{
return _sampler.m_texture.GatherAlpha(_sampler.m_sampler, _coord, _offset);
}
vec4 bgfxTextureGather0(BgfxSampler2DArray _sampler, vec3 _coord)
{
return _sampler.m_texture.GatherRed(_sampler.m_sampler, _coord);
}
vec4 bgfxTextureGather1(BgfxSampler2DArray _sampler, vec3 _coord)
{
return _sampler.m_texture.GatherGreen(_sampler.m_sampler, _coord);
}
vec4 bgfxTextureGather2(BgfxSampler2DArray _sampler, vec3 _coord)
{
return _sampler.m_texture.GatherBlue(_sampler.m_sampler, _coord);
}
vec4 bgfxTextureGather3(BgfxSampler2DArray _sampler, vec3 _coord)
{
return _sampler.m_texture.GatherAlpha(_sampler.m_sampler, _coord);
}
ivec4 bgfxTexelFetch(BgfxISampler2D _sampler, ivec2 _coord, int _lod)
{
return _sampler.m_texture.Load(ivec3(_coord, _lod) );
}
uvec4 bgfxTexelFetch(BgfxUSampler2D _sampler, ivec2 _coord, int _lod)
{
return _sampler.m_texture.Load(ivec3(_coord, _lod) );
}
vec4 bgfxTexelFetch(BgfxSampler2DMS _sampler, ivec2 _coord, int _sampleIdx)
{
return _sampler.m_texture.Load(_coord, _sampleIdx);
}
vec4 bgfxTexelFetch(BgfxSampler2DArray _sampler, ivec3 _coord, int _lod)
{
return _sampler.m_texture.Load(ivec4(_coord, _lod) );
}
vec4 bgfxTexelFetch(BgfxSampler3D _sampler, ivec3 _coord, int _lod)
{
return _sampler.m_texture.Load(ivec4(_coord, _lod) );
}
vec3 bgfxTextureSize(BgfxSampler3D _sampler, int _lod)
{
vec3 result;
float numberOfMipMapLevels;
_sampler.m_texture.GetDimensions(_lod, result.x, result.y, result.z, numberOfMipMapLevels);
return result;
}
# define SAMPLER2D(_name, _reg) \
uniform SamplerState _name ## Sampler : REGISTER(s, _reg); \
uniform Texture2D _name ## Texture : REGISTER(t, _reg); \
static BgfxSampler2D _name = { _name ## Sampler, _name ## Texture }
# define ISAMPLER2D(_name, _reg) \
uniform Texture2D<ivec4> _name ## Texture : REGISTER(t, _reg); \
static BgfxISampler2D _name = { _name ## Texture }
# define USAMPLER2D(_name, _reg) \
uniform Texture2D<uvec4> _name ## Texture : REGISTER(t, _reg); \
static BgfxUSampler2D _name = { _name ## Texture }
# define sampler2D BgfxSampler2D
# define texture2D(_sampler, _coord) bgfxTexture2D(_sampler, _coord)
# define texture2DBias(_sampler, _coord, _bias) bgfxTexture2DBias(_sampler, _coord, _bias)
# define texture2DLod(_sampler, _coord, _level) bgfxTexture2DLod(_sampler, _coord, _level)
# define texture2DLodOffset(_sampler, _coord, _level, _offset) bgfxTexture2DLodOffset(_sampler, _coord, _level, _offset)
# define texture2DProj(_sampler, _coord) bgfxTexture2DProj(_sampler, _coord)
# define texture2DGrad(_sampler, _coord, _dPdx, _dPdy) bgfxTexture2DGrad(_sampler, _coord, _dPdx, _dPdy)
# define SAMPLER2DARRAY(_name, _reg) \
uniform SamplerState _name ## Sampler : REGISTER(s, _reg); \
uniform Texture2DArray _name ## Texture : REGISTER(t, _reg); \
static BgfxSampler2DArray _name = { _name ## Sampler, _name ## Texture }
# define sampler2DArray BgfxSampler2DArray
# define texture2DArray(_sampler, _coord) bgfxTexture2DArray(_sampler, _coord)
# define texture2DArrayLod(_sampler, _coord, _lod) bgfxTexture2DArrayLod(_sampler, _coord, _lod)
# define texture2DArrayLodOffset(_sampler, _coord, _level, _offset) bgfxTexture2DArrayLodOffset(_sampler, _coord, _level, _offset)
# define SAMPLER2DMS(_name, _reg) \
uniform Texture2DMS<vec4> _name ## Texture : REGISTER(t, _reg); \
static BgfxSampler2DMS _name = { _name ## Texture }
# define sampler2DMS BgfxSampler2DMS
# define SAMPLER2DSHADOW(_name, _reg) \
uniform SamplerComparisonState _name ## SamplerComparison : REGISTER(s, _reg); \
uniform Texture2D _name ## Texture : REGISTER(t, _reg); \
static BgfxSampler2DShadow _name = { _name ## SamplerComparison, _name ## Texture }
# define sampler2DShadow BgfxSampler2DShadow
# define shadow2D(_sampler, _coord) bgfxShadow2D(_sampler, _coord)
# define shadow2DProj(_sampler, _coord) bgfxShadow2DProj(_sampler, _coord)
# define SAMPLER2DARRAYSHADOW(_name, _reg) \
uniform SamplerComparisonState _name ## SamplerComparison : REGISTER(s, _reg); \
uniform Texture2DArray _name ## Texture : REGISTER(t, _reg); \
static BgfxSampler2DArrayShadow _name = { _name ## SamplerComparison, _name ## Texture }
# define sampler2DArrayShadow BgfxSampler2DArrayShadow
# define shadow2DArray(_sampler, _coord) bgfxShadow2DArray(_sampler, _coord)
# define SAMPLER3D(_name, _reg) \
uniform SamplerState _name ## Sampler : REGISTER(s, _reg); \
uniform Texture3D _name ## Texture : REGISTER(t, _reg); \
static BgfxSampler3D _name = { _name ## Sampler, _name ## Texture }
# define ISAMPLER3D(_name, _reg) \
uniform Texture3D<ivec4> _name ## Texture : REGISTER(t, _reg); \
static BgfxISampler3D _name = { _name ## Texture }
# define USAMPLER3D(_name, _reg) \
uniform Texture3D<uvec4> _name ## Texture : REGISTER(t, _reg); \
static BgfxUSampler3D _name = { _name ## Texture }
# define sampler3D BgfxSampler3D
# define texture3D(_sampler, _coord) bgfxTexture3D(_sampler, _coord)
# define texture3DLod(_sampler, _coord, _level) bgfxTexture3DLod(_sampler, _coord, _level)
# define SAMPLERCUBE(_name, _reg) \
uniform SamplerState _name ## Sampler : REGISTER(s, _reg); \
uniform TextureCube _name ## Texture : REGISTER(t, _reg); \
static BgfxSamplerCube _name = { _name ## Sampler, _name ## Texture }
# define samplerCube BgfxSamplerCube
# define textureCube(_sampler, _coord) bgfxTextureCube(_sampler, _coord)
# define textureCubeBias(_sampler, _coord, _bias) bgfxTextureCubeBias(_sampler, _coord, _bias)
# define textureCubeLod(_sampler, _coord, _level) bgfxTextureCubeLod(_sampler, _coord, _level)
# define SAMPLERCUBESHADOW(_name, _reg) \
uniform SamplerComparisonState _name ## SamplerComparison : REGISTER(s, _reg); \
uniform TextureCube _name ## Texture : REGISTER(t, _reg); \
static BgfxSamplerCubeShadow _name = { _name ## SamplerComparison, _name ## Texture }
# define samplerCubeShadow BgfxSamplerCubeShadow
# define shadowCube(_sampler, _coord) bgfxShadowCube(_sampler, _coord)
# define texelFetch(_sampler, _coord, _lod) bgfxTexelFetch(_sampler, _coord, _lod)
# define texelFetchOffset(_sampler, _coord, _lod, _offset) bgfxTexelFetchOffset(_sampler, _coord, _lod, _offset)
# define textureSize(_sampler, _lod) bgfxTextureSize(_sampler, _lod)
# define textureGather(_sampler, _coord, _comp) bgfxTextureGather ## _comp(_sampler, _coord)
# define textureGatherOffset(_sampler, _coord, _offset, _comp) bgfxTextureGatherOffset ## _comp(_sampler, _coord, _offset)
# else
# define sampler2DShadow sampler2D
vec4 bgfxTexture2DProj(sampler2D _sampler, vec3 _coord)
{
return tex2Dproj(_sampler, vec4(_coord.xy, 0.0, _coord.z) );
}
vec4 bgfxTexture2DProj(sampler2D _sampler, vec4 _coord)
{
return tex2Dproj(_sampler, _coord);
}
float bgfxShadow2D(sampler2DShadow _sampler, vec3 _coord)
{
#if 0
float occluder = tex2D(_sampler, _coord.xy).x;
return step(_coord.z, occluder);
#else
return tex2Dproj(_sampler, vec4(_coord.xy, _coord.z, 1.0) ).x;
#endif // 0
}
float bgfxShadow2DProj(sampler2DShadow _sampler, vec4 _coord)
{
#if 0
vec3 coord = _coord.xyz * rcp(_coord.w);
float occluder = tex2D(_sampler, coord.xy).x;
return step(coord.z, occluder);
#else
return tex2Dproj(_sampler, _coord).x;
#endif // 0
}
# define SAMPLER2D(_name, _reg) uniform sampler2D _name : REGISTER(s, _reg)
# define SAMPLER2DMS(_name, _reg) uniform sampler2DMS _name : REGISTER(s, _reg)
# define texture2D(_sampler, _coord) tex2D(_sampler, _coord)
# define texture2DProj(_sampler, _coord) bgfxTexture2DProj(_sampler, _coord)
# define SAMPLER2DARRAY(_name, _reg) SAMPLER2D(_name, _reg)
# define texture2DArray(_sampler, _coord) texture2D(_sampler, (_coord).xy)
# define texture2DArrayLod(_sampler, _coord, _lod) texture2DLod(_sampler, _coord, _lod)
# define SAMPLER2DSHADOW(_name, _reg) uniform sampler2DShadow _name : REGISTER(s, _reg)
# define shadow2D(_sampler, _coord) bgfxShadow2D(_sampler, _coord)
# define shadow2DProj(_sampler, _coord) bgfxShadow2DProj(_sampler, _coord)
# define SAMPLER3D(_name, _reg) uniform sampler3D _name : REGISTER(s, _reg)
# define texture3D(_sampler, _coord) tex3D(_sampler, _coord)
# define SAMPLERCUBE(_name, _reg) uniform samplerCUBE _name : REGISTER(s, _reg)
# define textureCube(_sampler, _coord) texCUBE(_sampler, _coord)
# define texture2DLod(_sampler, _coord, _level) tex2Dlod(_sampler, vec4( (_coord).xy, 0.0, _level) )
# define texture2DGrad(_sampler, _coord, _dPdx, _dPdy) tex2Dgrad(_sampler, _coord, _dPdx, _dPdy)
# define texture3DLod(_sampler, _coord, _level) tex3Dlod(_sampler, vec4( (_coord).xyz, _level) )
# define textureCubeLod(_sampler, _coord, _level) texCUBElod(_sampler, vec4( (_coord).xyz, _level) )
# endif // BGFX_SHADER_LANGUAGE_HLSL > 300
vec3 instMul(vec3 _vec, mat3 _mtx) { return mul(_mtx, _vec); }
vec3 instMul(mat3 _mtx, vec3 _vec) { return mul(_vec, _mtx); }
vec4 instMul(vec4 _vec, mat4 _mtx) { return mul(_mtx, _vec); }
vec4 instMul(mat4 _mtx, vec4 _vec) { return mul(_vec, _mtx); }
bvec2 lessThan(vec2 _a, vec2 _b) { return _a < _b; }
bvec3 lessThan(vec3 _a, vec3 _b) { return _a < _b; }
bvec4 lessThan(vec4 _a, vec4 _b) { return _a < _b; }
bvec2 lessThanEqual(vec2 _a, vec2 _b) { return _a <= _b; }
bvec3 lessThanEqual(vec3 _a, vec3 _b) { return _a <= _b; }
bvec4 lessThanEqual(vec4 _a, vec4 _b) { return _a <= _b; }
bvec2 greaterThan(vec2 _a, vec2 _b) { return _a > _b; }
bvec3 greaterThan(vec3 _a, vec3 _b) { return _a > _b; }
bvec4 greaterThan(vec4 _a, vec4 _b) { return _a > _b; }
bvec2 greaterThanEqual(vec2 _a, vec2 _b) { return _a >= _b; }
bvec3 greaterThanEqual(vec3 _a, vec3 _b) { return _a >= _b; }
bvec4 greaterThanEqual(vec4 _a, vec4 _b) { return _a >= _b; }
bvec2 notEqual(vec2 _a, vec2 _b) { return _a != _b; }
bvec3 notEqual(vec3 _a, vec3 _b) { return _a != _b; }
bvec4 notEqual(vec4 _a, vec4 _b) { return _a != _b; }
bvec2 equal(vec2 _a, vec2 _b) { return _a == _b; }
bvec3 equal(vec3 _a, vec3 _b) { return _a == _b; }
bvec4 equal(vec4 _a, vec4 _b) { return _a == _b; }
float mix(float _a, float _b, float _t) { return lerp(_a, _b, _t); }
vec2 mix(vec2 _a, vec2 _b, vec2 _t) { return lerp(_a, _b, _t); }
vec3 mix(vec3 _a, vec3 _b, vec3 _t) { return lerp(_a, _b, _t); }
vec4 mix(vec4 _a, vec4 _b, vec4 _t) { return lerp(_a, _b, _t); }
float mod(float _a, float _b) { return _a - _b * floor(_a / _b); }
vec2 mod(vec2 _a, vec2 _b) { return _a - _b * floor(_a / _b); }
vec3 mod(vec3 _a, vec3 _b) { return _a - _b * floor(_a / _b); }
vec4 mod(vec4 _a, vec4 _b) { return _a - _b * floor(_a / _b); }
#else
# define CONST(_x) const _x
# define atan2(_x, _y) atan(_x, _y)
# define mul(_a, _b) ( (_a) * (_b) )
# define saturate(_x) clamp(_x, 0.0, 1.0)
# define SAMPLER2D(_name, _reg) uniform sampler2D _name
# define SAMPLER2DMS(_name, _reg) uniform sampler2DMS _name
# define SAMPLER3D(_name, _reg) uniform sampler3D _name
# define SAMPLERCUBE(_name, _reg) uniform samplerCube _name
# define SAMPLER2DSHADOW(_name, _reg) uniform sampler2DShadow _name
# define SAMPLER2DARRAY(_name, _reg) uniform sampler2DArray _name
# define SAMPLER2DMSARRAY(_name, _reg) uniform sampler2DMSArray _name
# define SAMPLERCUBEARRAY(_name, _reg) uniform samplerCubeArray _name
# define SAMPLER2DARRAYSHADOW(_name, _reg) uniform sampler2DArrayShadow _name
# define ISAMPLER2D(_name, _reg) uniform isampler2D _name
# define USAMPLER2D(_name, _reg) uniform usampler2D _name
# define ISAMPLER3D(_name, _reg) uniform isampler3D _name
# define USAMPLER3D(_name, _reg) uniform usampler3D _name
# if BGFX_SHADER_LANGUAGE_GLSL >= 130
# define texture2D(_sampler, _coord) texture(_sampler, _coord)
# define texture2DArray(_sampler, _coord) texture(_sampler, _coord)
# define texture3D(_sampler, _coord) texture(_sampler, _coord)
# define textureCube(_sampler, _coord) texture(_sampler, _coord)
# define texture2DLod(_sampler, _coord, _lod) textureLod(_sampler, _coord, _lod)
# define texture2DLodOffset(_sampler, _coord, _lod, _offset) textureLodOffset(_sampler, _coord, _lod, _offset)
# define texture2DBias(_sampler, _coord, _bias) texture(_sampler, _coord, _bias)
# define textureCubeBias(_sampler, _coord, _bias) texture(_sampler, _coord, _bias)
# else
# define texture2DBias(_sampler, _coord, _bias) texture2D(_sampler, _coord, _bias)
# define textureCubeBias(_sampler, _coord, _bias) textureCube(_sampler, _coord, _bias)
# endif // BGFX_SHADER_LANGUAGE_GLSL >= 130
vec3 instMul(vec3 _vec, mat3 _mtx) { return mul(_vec, _mtx); }
vec3 instMul(mat3 _mtx, vec3 _vec) { return mul(_mtx, _vec); }
vec4 instMul(vec4 _vec, mat4 _mtx) { return mul(_vec, _mtx); }
vec4 instMul(mat4 _mtx, vec4 _vec) { return mul(_mtx, _vec); }
float rcp(float _a) { return 1.0/_a; }
vec2 rcp(vec2 _a) { return vec2(1.0)/_a; }
vec3 rcp(vec3 _a) { return vec3(1.0)/_a; }
vec4 rcp(vec4 _a) { return vec4(1.0)/_a; }
#endif // BGFX_SHADER_LANGUAGE_*
vec2 vec2_splat(float _x) { return vec2(_x, _x); }
vec3 vec3_splat(float _x) { return vec3(_x, _x, _x); }
vec4 vec4_splat(float _x) { return vec4(_x, _x, _x, _x); }
#if BGFX_SHADER_LANGUAGE_GLSL >= 130 || BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_SPIRV || BGFX_SHADER_LANGUAGE_METAL
uvec2 uvec2_splat(uint _x) { return uvec2(_x, _x); }
uvec3 uvec3_splat(uint _x) { return uvec3(_x, _x, _x); }
uvec4 uvec4_splat(uint _x) { return uvec4(_x, _x, _x, _x); }
#endif // BGFX_SHADER_LANGUAGE_GLSL >= 130 || BGFX_SHADER_LANGUAGE_HLSL || BGFX_SHADER_LANGUAGE_PSSL || BGFX_SHADER_LANGUAGE_SPIRV || BGFX_SHADER_LANGUAGE_METAL
mat4 mtxFromRows(vec4 _0, vec4 _1, vec4 _2, vec4 _3)
{
#if BGFX_SHADER_LANGUAGE_GLSL
return transpose(mat4(_0, _1, _2, _3) );
#else
return mat4(_0, _1, _2, _3);
#endif // BGFX_SHADER_LANGUAGE_GLSL
}
mat4 mtxFromCols(vec4 _0, vec4 _1, vec4 _2, vec4 _3)
{
#if BGFX_SHADER_LANGUAGE_GLSL
return mat4(_0, _1, _2, _3);
#else
return transpose(mat4(_0, _1, _2, _3) );
#endif // BGFX_SHADER_LANGUAGE_GLSL
}
mat3 mtxFromRows(vec3 _0, vec3 _1, vec3 _2)
{
#if BGFX_SHADER_LANGUAGE_GLSL
return transpose(mat3(_0, _1, _2) );
#else
return mat3(_0, _1, _2);
#endif // BGFX_SHADER_LANGUAGE_GLSL
}
mat3 mtxFromCols(vec3 _0, vec3 _1, vec3 _2)
{
#if BGFX_SHADER_LANGUAGE_GLSL
return mat3(_0, _1, _2);
#else
return transpose(mat3(_0, _1, _2) );
#endif // BGFX_SHADER_LANGUAGE_GLSL
}
#if BGFX_SHADER_LANGUAGE_GLSL
#define mtxFromRows3(_0, _1, _2) transpose(mat3(_0, _1, _2) )
#define mtxFromRows4(_0, _1, _2, _3) transpose(mat4(_0, _1, _2, _3) )
#define mtxFromCols3(_0, _1, _2) mat3(_0, _1, _2)
#define mtxFromCols4(_0, _1, _2, _3) mat4(_0, _1, _2, _3)
#else
#define mtxFromRows3(_0, _1, _2) mat3(_0, _1, _2)
#define mtxFromRows4(_0, _1, _2, _3) mat4(_0, _1, _2, _3)
#define mtxFromCols3(_0, _1, _2) transpose(mat3(_0, _1, _2) )
#define mtxFromCols4(_0, _1, _2, _3) transpose(mat4(_0, _1, _2, _3) )
#endif // BGFX_SHADER_LANGUAGE_GLSL
uniform vec4 u_viewRect;
uniform vec4 u_viewTexel;
uniform mat4 u_view;
uniform mat4 u_invView;
uniform mat4 u_proj;
uniform mat4 u_invProj;
uniform mat4 u_viewProj;
uniform mat4 u_invViewProj;
uniform mat4 u_model[BGFX_CONFIG_MAX_BONES];
uniform mat4 u_modelView;
uniform mat4 u_modelViewProj;
uniform vec4 u_alphaRef4;
#define u_alphaRef u_alphaRef4.x
#endif // __cplusplus
#endif // BGFX_SHADER_H_HEADER_GUARD

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/*
* Copyright 2011-2023 Branimir Karadzic. All rights reserved.
* License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
*/
#include <bgfx_shader.sh>
#include "shaderlib.sh"

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$input v_color0
/*
* Copyright 2011-2023 Branimir Karadzic. All rights reserved.
* License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
*/
#include "common.sh"
void main()
{
gl_FragColor = v_color0;
}

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/*
* Copyright 2011-2023 Branimir Karadzic. All rights reserved.
* License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
*/
#ifndef __SHADERLIB_SH__
#define __SHADERLIB_SH__
vec4 encodeRE8(float _r)
{
float exponent = ceil(log2(_r) );
return vec4(_r / exp2(exponent)
, 0.0
, 0.0
, (exponent + 128.0) / 255.0
);
}
float decodeRE8(vec4 _re8)
{
float exponent = _re8.w * 255.0 - 128.0;
return _re8.x * exp2(exponent);
}
vec4 encodeRGBE8(vec3 _rgb)
{
vec4 rgbe8;
float maxComponent = max(max(_rgb.x, _rgb.y), _rgb.z);
float exponent = ceil(log2(maxComponent) );
rgbe8.xyz = _rgb / exp2(exponent);
rgbe8.w = (exponent + 128.0) / 255.0;
return rgbe8;
}
vec3 decodeRGBE8(vec4 _rgbe8)
{
float exponent = _rgbe8.w * 255.0 - 128.0;
vec3 rgb = _rgbe8.xyz * exp2(exponent);
return rgb;
}
vec3 encodeNormalUint(vec3 _normal)
{
return _normal * 0.5 + 0.5;
}
vec3 decodeNormalUint(vec3 _encodedNormal)
{
return _encodedNormal * 2.0 - 1.0;
}
vec2 encodeNormalSphereMap(vec3 _normal)
{
return normalize(_normal.xy) * sqrt(_normal.z * 0.5 + 0.5);
}
vec3 decodeNormalSphereMap(vec2 _encodedNormal)
{
float zz = dot(_encodedNormal, _encodedNormal) * 2.0 - 1.0;
return vec3(normalize(_encodedNormal.xy) * sqrt(1.0 - zz*zz), zz);
}
vec2 octahedronWrap(vec2 _val)
{
// Reference(s):
// - Octahedron normal vector encoding
// https://web.archive.org/web/20191027010600/https://knarkowicz.wordpress.com/2014/04/16/octahedron-normal-vector-encoding/comment-page-1/
return (1.0 - abs(_val.yx) )
* mix(vec2_splat(-1.0), vec2_splat(1.0), vec2(greaterThanEqual(_val.xy, vec2_splat(0.0) ) ) );
}
vec2 encodeNormalOctahedron(vec3 _normal)
{
_normal /= abs(_normal.x) + abs(_normal.y) + abs(_normal.z);
_normal.xy = _normal.z >= 0.0 ? _normal.xy : octahedronWrap(_normal.xy);
_normal.xy = _normal.xy * 0.5 + 0.5;
return _normal.xy;
}
vec3 decodeNormalOctahedron(vec2 _encodedNormal)
{
_encodedNormal = _encodedNormal * 2.0 - 1.0;
vec3 normal;
normal.z = 1.0 - abs(_encodedNormal.x) - abs(_encodedNormal.y);
normal.xy = normal.z >= 0.0 ? _encodedNormal.xy : octahedronWrap(_encodedNormal.xy);
return normalize(normal);
}
vec3 convertRGB2XYZ(vec3 _rgb)
{
// Reference(s):
// - RGB/XYZ Matrices
// https://web.archive.org/web/20191027010220/http://www.brucelindbloom.com/index.html?Eqn_RGB_XYZ_Matrix.html
vec3 xyz;
xyz.x = dot(vec3(0.4124564, 0.3575761, 0.1804375), _rgb);
xyz.y = dot(vec3(0.2126729, 0.7151522, 0.0721750), _rgb);
xyz.z = dot(vec3(0.0193339, 0.1191920, 0.9503041), _rgb);
return xyz;
}
vec3 convertXYZ2RGB(vec3 _xyz)
{
vec3 rgb;
rgb.x = dot(vec3( 3.2404542, -1.5371385, -0.4985314), _xyz);
rgb.y = dot(vec3(-0.9692660, 1.8760108, 0.0415560), _xyz);
rgb.z = dot(vec3( 0.0556434, -0.2040259, 1.0572252), _xyz);
return rgb;
}
vec3 convertXYZ2Yxy(vec3 _xyz)
{
// Reference(s):
// - XYZ to xyY
// https://web.archive.org/web/20191027010144/http://www.brucelindbloom.com/index.html?Eqn_XYZ_to_xyY.html
float inv = 1.0/dot(_xyz, vec3(1.0, 1.0, 1.0) );
return vec3(_xyz.y, _xyz.x*inv, _xyz.y*inv);
}
vec3 convertYxy2XYZ(vec3 _Yxy)
{
// Reference(s):
// - xyY to XYZ
// https://web.archive.org/web/20191027010036/http://www.brucelindbloom.com/index.html?Eqn_xyY_to_XYZ.html
vec3 xyz;
xyz.x = _Yxy.x*_Yxy.y/_Yxy.z;
xyz.y = _Yxy.x;
xyz.z = _Yxy.x*(1.0 - _Yxy.y - _Yxy.z)/_Yxy.z;
return xyz;
}
vec3 convertRGB2Yxy(vec3 _rgb)
{
return convertXYZ2Yxy(convertRGB2XYZ(_rgb) );
}
vec3 convertYxy2RGB(vec3 _Yxy)
{
return convertXYZ2RGB(convertYxy2XYZ(_Yxy) );
}
vec3 convertRGB2Yuv(vec3 _rgb)
{
vec3 yuv;
yuv.x = dot(_rgb, vec3(0.299, 0.587, 0.114) );
yuv.y = (_rgb.x - yuv.x)*0.713 + 0.5;
yuv.z = (_rgb.z - yuv.x)*0.564 + 0.5;
return yuv;
}
vec3 convertYuv2RGB(vec3 _yuv)
{
vec3 rgb;
rgb.x = _yuv.x + 1.403*(_yuv.y-0.5);
rgb.y = _yuv.x - 0.344*(_yuv.y-0.5) - 0.714*(_yuv.z-0.5);
rgb.z = _yuv.x + 1.773*(_yuv.z-0.5);
return rgb;
}
vec3 convertRGB2YIQ(vec3 _rgb)
{
vec3 yiq;
yiq.x = dot(vec3(0.299, 0.587, 0.114 ), _rgb);
yiq.y = dot(vec3(0.595716, -0.274453, -0.321263), _rgb);
yiq.z = dot(vec3(0.211456, -0.522591, 0.311135), _rgb);
return yiq;
}
vec3 convertYIQ2RGB(vec3 _yiq)
{
vec3 rgb;
rgb.x = dot(vec3(1.0, 0.9563, 0.6210), _yiq);
rgb.y = dot(vec3(1.0, -0.2721, -0.6474), _yiq);
rgb.z = dot(vec3(1.0, -1.1070, 1.7046), _yiq);
return rgb;
}
vec3 toLinear(vec3 _rgb)
{
return pow(abs(_rgb), vec3_splat(2.2) );
}
vec4 toLinear(vec4 _rgba)
{
return vec4(toLinear(_rgba.xyz), _rgba.w);
}
vec3 toLinearAccurate(vec3 _rgb)
{
vec3 lo = _rgb / 12.92;
vec3 hi = pow( (_rgb + 0.055) / 1.055, vec3_splat(2.4) );
vec3 rgb = mix(hi, lo, vec3(lessThanEqual(_rgb, vec3_splat(0.04045) ) ) );
return rgb;
}
vec4 toLinearAccurate(vec4 _rgba)
{
return vec4(toLinearAccurate(_rgba.xyz), _rgba.w);
}
float toGamma(float _r)
{
return pow(abs(_r), 1.0/2.2);
}
vec3 toGamma(vec3 _rgb)
{
return pow(abs(_rgb), vec3_splat(1.0/2.2) );
}
vec4 toGamma(vec4 _rgba)
{
return vec4(toGamma(_rgba.xyz), _rgba.w);
}
vec3 toGammaAccurate(vec3 _rgb)
{
vec3 lo = _rgb * 12.92;
vec3 hi = pow(abs(_rgb), vec3_splat(1.0/2.4) ) * 1.055 - 0.055;
vec3 rgb = mix(hi, lo, vec3(lessThanEqual(_rgb, vec3_splat(0.0031308) ) ) );
return rgb;
}
vec4 toGammaAccurate(vec4 _rgba)
{
return vec4(toGammaAccurate(_rgba.xyz), _rgba.w);
}
vec3 toReinhard(vec3 _rgb)
{
return toGamma(_rgb/(_rgb+vec3_splat(1.0) ) );
}
vec4 toReinhard(vec4 _rgba)
{
return vec4(toReinhard(_rgba.xyz), _rgba.w);
}
vec3 toFilmic(vec3 _rgb)
{
_rgb = max(vec3_splat(0.0), _rgb - 0.004);
_rgb = (_rgb*(6.2*_rgb + 0.5) ) / (_rgb*(6.2*_rgb + 1.7) + 0.06);
return _rgb;
}
vec4 toFilmic(vec4 _rgba)
{
return vec4(toFilmic(_rgba.xyz), _rgba.w);
}
vec3 toAcesFilmic(vec3 _rgb)
{
// Reference(s):
// - ACES Filmic Tone Mapping Curve
// https://web.archive.org/web/20191027010704/https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/
float aa = 2.51f;
float bb = 0.03f;
float cc = 2.43f;
float dd = 0.59f;
float ee = 0.14f;
return saturate( (_rgb*(aa*_rgb + bb) )/(_rgb*(cc*_rgb + dd) + ee) );
}
vec4 toAcesFilmic(vec4 _rgba)
{
return vec4(toAcesFilmic(_rgba.xyz), _rgba.w);
}
vec3 luma(vec3 _rgb)
{
float yy = dot(vec3(0.2126729, 0.7151522, 0.0721750), _rgb);
return vec3_splat(yy);
}
vec4 luma(vec4 _rgba)
{
return vec4(luma(_rgba.xyz), _rgba.w);
}
vec3 conSatBri(vec3 _rgb, vec3 _csb)
{
vec3 rgb = _rgb * _csb.z;
rgb = mix(luma(rgb), rgb, _csb.y);
rgb = mix(vec3_splat(0.5), rgb, _csb.x);
return rgb;
}
vec4 conSatBri(vec4 _rgba, vec3 _csb)
{
return vec4(conSatBri(_rgba.xyz, _csb), _rgba.w);
}
vec3 posterize(vec3 _rgb, float _numColors)
{
return floor(_rgb*_numColors) / _numColors;
}
vec4 posterize(vec4 _rgba, float _numColors)
{
return vec4(posterize(_rgba.xyz, _numColors), _rgba.w);
}
vec3 sepia(vec3 _rgb)
{
vec3 color;
color.x = dot(_rgb, vec3(0.393, 0.769, 0.189) );
color.y = dot(_rgb, vec3(0.349, 0.686, 0.168) );
color.z = dot(_rgb, vec3(0.272, 0.534, 0.131) );
return color;
}
vec4 sepia(vec4 _rgba)
{
return vec4(sepia(_rgba.xyz), _rgba.w);
}
vec3 blendOverlay(vec3 _base, vec3 _blend)
{
vec3 lt = 2.0 * _base * _blend;
vec3 gte = 1.0 - 2.0 * (1.0 - _base) * (1.0 - _blend);
return mix(lt, gte, step(vec3_splat(0.5), _base) );
}
vec4 blendOverlay(vec4 _base, vec4 _blend)
{
return vec4(blendOverlay(_base.xyz, _blend.xyz), _base.w);
}
vec3 adjustHue(vec3 _rgb, float _hue)
{
vec3 yiq = convertRGB2YIQ(_rgb);
float angle = _hue + atan2(yiq.z, yiq.y);
float len = length(yiq.yz);
return convertYIQ2RGB(vec3(yiq.x, len*cos(angle), len*sin(angle) ) );
}
vec4 packFloatToRgba(float _value)
{
const vec4 shift = vec4(256 * 256 * 256, 256 * 256, 256, 1.0);
const vec4 mask = vec4(0, 1.0 / 256.0, 1.0 / 256.0, 1.0 / 256.0);
vec4 comp = fract(_value * shift);
comp -= comp.xxyz * mask;
return comp;
}
float unpackRgbaToFloat(vec4 _rgba)
{
const vec4 shift = vec4(1.0 / (256.0 * 256.0 * 256.0), 1.0 / (256.0 * 256.0), 1.0 / 256.0, 1.0);
return dot(_rgba, shift);
}
vec2 packHalfFloat(float _value)
{
const vec2 shift = vec2(256, 1.0);
const vec2 mask = vec2(0, 1.0 / 256.0);
vec2 comp = fract(_value * shift);
comp -= comp.xx * mask;
return comp;
}
float unpackHalfFloat(vec2 _rg)
{
const vec2 shift = vec2(1.0 / 256.0, 1.0);
return dot(_rg, shift);
}
float random(vec2 _uv)
{
return fract(sin(dot(_uv.xy, vec2(12.9898, 78.233) ) ) * 43758.5453);
}
vec3 fixCubeLookup(vec3 _v, float _lod, float _topLevelCubeSize)
{
// Reference(s):
// - Seamless cube-map filtering
// https://web.archive.org/web/20190411181934/http://the-witness.net/news/2012/02/seamless-cube-map-filtering/
float ax = abs(_v.x);
float ay = abs(_v.y);
float az = abs(_v.z);
float vmax = max(max(ax, ay), az);
float scale = 1.0 - exp2(_lod) / _topLevelCubeSize;
if (ax != vmax) { _v.x *= scale; }
if (ay != vmax) { _v.y *= scale; }
if (az != vmax) { _v.z *= scale; }
return _v;
}
vec2 texture2DBc5(sampler2D _sampler, vec2 _uv)
{
#if BGFX_SHADER_LANGUAGE_HLSL && BGFX_SHADER_LANGUAGE_HLSL <= 300
return texture2D(_sampler, _uv).yx;
#else
return texture2D(_sampler, _uv).xy;
#endif
}
mat3 cofactor(mat4 _m)
{
// Reference:
// Cofactor of matrix. Use to transform normals. The code assumes the last column of _m is [0,0,0,1].
// https://www.shadertoy.com/view/3s33zj
// https://github.com/graphitemaster/normals_revisited
return mat3(
_m[1][1]*_m[2][2]-_m[1][2]*_m[2][1],
_m[1][2]*_m[2][0]-_m[1][0]*_m[2][2],
_m[1][0]*_m[2][1]-_m[1][1]*_m[2][0],
_m[0][2]*_m[2][1]-_m[0][1]*_m[2][2],
_m[0][0]*_m[2][2]-_m[0][2]*_m[2][0],
_m[0][1]*_m[2][0]-_m[0][0]*_m[2][1],
_m[0][1]*_m[1][2]-_m[0][2]*_m[1][1],
_m[0][2]*_m[1][0]-_m[0][0]*_m[1][2],
_m[0][0]*_m[1][1]-_m[0][1]*_m[1][0]
);
}
float toClipSpaceDepth(float _depthTextureZ)
{
#if BGFX_SHADER_LANGUAGE_GLSL
return _depthTextureZ * 2.0 - 1.0;
#else
return _depthTextureZ;
#endif // BGFX_SHADER_LANGUAGE_GLSL
}
vec3 clipToWorld(mat4 _invViewProj, vec3 _clipPos)
{
vec4 wpos = mul(_invViewProj, vec4(_clipPos, 1.0) );
return wpos.xyz / wpos.w;
}
#endif // __SHADERLIB_SH__

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vec4 v_color0 : COLOR0 = vec4(1.0, 0.0, 0.0, 1.0);
vec3 a_position : POSITION;
vec4 a_color0 : COLOR0;

15
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$input a_position, a_color0
$output v_color0
/*
* Copyright 2011-2023 Branimir Karadzic. All rights reserved.
* License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE
*/
#include "common.sh"
void main()
{
gl_Position = mul(u_modelViewProj, vec4(a_position, 1.0) );
v_color0 = a_color0;
}

99
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#include <bgfx/c99/bgfx.h>
#include <SDL_syswm.h>
#include "common.h"
#include "logo.h"
static bgfx_platform_data_t get_platform_data(SDL_Window* win);
uint16_t uint16_max(uint16_t _a, uint16_t _b)
{
return _a < _b ? _b : _a;
}
int app_init_bgfx(){
bgfx_init_t init;
bgfx_init_ctor(&init);
init.platformData = get_platform_data(app_state.window);
init.resolution.width = app_config.width;
init.resolution.height = app_config.height;
init.resolution.reset = BGFX_RESET_VSYNC;
// calling render_frame on the same thread before init to force single-threaded mode
bgfx_render_frame(16);
bgfx_init(&init);
//bgfx_reset(WIDTH, HEIGHT, BGFX_RESET_VSYNC, init.resolution.format);
bgfx_set_debug(BGFX_DEBUG_TEXT);
bgfx_set_view_clear(0
, BGFX_CLEAR_COLOR|BGFX_CLEAR_DEPTH
, 0x303030ff
, 1.0f
, 0
);
return 0;
}
int app_update_bgfx(){
// Set view 0 default viewport.
bgfx_set_view_rect(0, 0, 0, (uint16_t)app_config.width, (uint16_t)app_config.height);
// This dummy draw call is here to make sure that view 0 is cleared
// if no other draw calls are submitted to view 0.
bgfx_encoder_t* encoder = bgfx_encoder_begin(true);
bgfx_encoder_touch(encoder, 0);
bgfx_encoder_end(encoder);
// Use debug font to print information about this example.
bgfx_dbg_text_clear(0, false);
bgfx_dbg_text_image(
uint16_max( (uint16_t)app_config.width/2/8, 20)-20
, uint16_max( (uint16_t)app_config.height/2/16, 6)-6
, 40
, 12
, s_logo
, 160
);
bgfx_dbg_text_printf(0, 1, 0x0f, "Color can be changed with ANSI \x1b[9;me\x1b[10;ms\x1b[11;mc\x1b[12;ma\x1b[13;mp\x1b[14;me\x1b[0m code too.");
bgfx_dbg_text_printf(80, 1, 0x0f, "\x1b[;0m \x1b[;1m \x1b[; 2m \x1b[; 3m \x1b[; 4m \x1b[; 5m \x1b[; 6m \x1b[; 7m \x1b[0m");
bgfx_dbg_text_printf(80, 2, 0x0f, "\x1b[;8m \x1b[;9m \x1b[;10m \x1b[;11m \x1b[;12m \x1b[;13m \x1b[;14m \x1b[;15m \x1b[0m");
bgfx_dbg_text_printf(0, 3, 0x1f, "hello-bgfx");
bgfx_dbg_text_printf(0, 4, 0x3f, "Description: Initialization and debug text with C99 API.");
// Advance to next frame. Rendering thread will be kicked to
// process submitted rendering primitives.
bgfx_frame(false);
}
int app_dispose_bgfx(){
bgfx_shutdown();
}
static bgfx_platform_data_t get_platform_data(SDL_Window* win){
bgfx_platform_data_t pd = {0};
#if !BX_PLATFORM_EMSCRIPTEN
SDL_SysWMinfo wmi;
SDL_VERSION(&wmi.version);
if (!SDL_GetWindowWMInfo(win, &wmi)) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "SDL_SysWMinfo could not be retrieved: %s", SDL_GetError());
return pd;
}
#endif
#if BX_PLATFORM_WINDOWS
pd.nwh = wmi.info.win.window;
#elif BX_PLATFORM_OSX
pd.nwh = wmi.info.cocoa.window;
#elif BX_PLATFORM_LINUX
pd.ndt = wmi.info.x11.display;
pd.nwh = (void*)(uintptr_t)wmi.info.x11.window;
#elif BX_PLATFORM_EMSCRIPTEN
pd.nwh = (void*)"#canvas";
#endif
return pd;
}

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#ifndef COMMON_H
#define COMMON_H
#include <assert.h>
#include <stdbool.h>
#include <stdio.h>
#include <stdlib.h>
#include <SDL.h>
typedef struct {
uint width;
uint height;
} App_Config;
typedef struct {
SDL_Window* window;
bool quit;
} App_State;
extern App_Config app_config;
extern App_State app_state;;
int app_init_sdl();
int app_update_sdl();
int app_dispose_sdl();
int app_init_quickjs(int argc, char** argv);
int app_update_quickjs();
int app_dispose_quickjs();
int app_init_bgfx();
int app_update_bgfx();
int app_dispose_bgfx();
// utiles
char* app_read_file(const char* filename, size_t* out_size);
#endif

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static const uint8_t s_logo[4000] =
{
0xdc, 0x03, 0xdc, 0x03, 0xdc, 0x03, 0xdc, 0x03, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // ........ . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0xdc, 0x08, // . . . . . . ...
0xdc, 0x03, 0xdc, 0x07, 0xdc, 0x07, 0xdc, 0x08, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // ........ . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0xde, 0x03, 0xb0, 0x3b, 0xb1, 0x3b, 0xb2, 0x3b, 0xdb, 0x3b, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // ...;.;.;.; . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0xdc, 0x03, 0xb1, 0x3b, 0xb2, 0x3b, // . . . . ....;.;
0xdb, 0x3b, 0xdf, 0x03, 0xdf, 0x3b, 0xb2, 0x3f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // .;...;.? . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0xb1, 0x3b, 0xb1, 0x3b, 0xb2, 0x3b, 0xb2, 0x3f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // ..;.;.;.? . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0xb1, 0x3b, 0xb1, 0x3b, 0xb2, 0x3b, // . . . . ..;.;.;
0xb2, 0x3f, 0x20, 0x0f, 0x20, 0x0f, 0xdf, 0x03, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // .? . ... . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0xb1, 0x3b, 0xb1, 0x3b, 0xb1, 0x3b, 0xb1, 0x3f, 0xdc, 0x0b, 0xdc, 0x03, 0xdc, 0x03, // ..;.;.;.?......
0xdc, 0x03, 0xdc, 0x03, 0x20, 0x0f, 0x20, 0x0f, 0xdc, 0x08, 0xdc, 0x03, 0xdc, 0x03, 0xdc, 0x03, // .... . .........
0xdc, 0x03, 0xdc, 0x03, 0xdc, 0x03, 0xdc, 0x08, 0x20, 0x0f, 0xb1, 0x3b, 0xb1, 0x3b, 0xb1, 0x3b, // ........ ..;.;.;
0xb1, 0x3f, 0xb1, 0x3f, 0xb2, 0x0b, 0x20, 0x0f, 0x20, 0x0f, 0xdc, 0x03, 0xdc, 0x03, 0xdc, 0x03, // .?.?.. . .......
0x20, 0x0f, 0x20, 0x0f, 0xdc, 0x03, 0xdc, 0x03, 0xdc, 0x03, 0x20, 0x0f, 0x20, 0x01, 0x20, 0x0f, // . ....... . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0xb2, 0x3b, 0xb1, 0x3b, 0xb0, 0x3b, 0xb0, 0x3f, 0x20, 0x0f, 0xde, 0x03, 0xb0, 0x3f, // ..;.;.;.? ....?
0xb1, 0x3f, 0xb2, 0x3f, 0xdd, 0x03, 0xde, 0x03, 0xdb, 0x03, 0xdb, 0x03, 0xb2, 0x3f, 0x20, 0x0f, // .?.?.........? .
0x20, 0x0f, 0xb0, 0x3f, 0xb1, 0x3f, 0xb2, 0x3f, 0xde, 0x38, 0xb2, 0x3b, 0xb1, 0x3b, 0xb0, 0x3b, // ..?.?.?.8.;.;.;
0xb0, 0x3f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0xb0, 0x3b, 0xb1, 0x3b, 0xb2, 0x3b, 0xb2, 0x3f, // .? . . ..;.;.;.?
0xdd, 0x03, 0xde, 0x03, 0xb0, 0x3f, 0xb1, 0x3f, 0xb2, 0x3f, 0xdd, 0x03, 0x20, 0x01, 0x20, 0x0f, // .....?.?.?.. . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0xb2, 0x3b, 0xb1, 0x3b, 0xb0, 0x3b, 0xb0, 0x3f, 0x20, 0x0f, 0x20, 0x0f, 0xdb, 0x03, // ..;.;.;.? . ...
0xb0, 0x3f, 0xb1, 0x3f, 0xdd, 0x03, 0xb1, 0x3b, 0xb0, 0x3b, 0xdb, 0x03, 0xb1, 0x3f, 0x20, 0x0f, // .?.?...;.;...? .
0x20, 0x0f, 0x20, 0x3f, 0xb0, 0x3f, 0xb1, 0x3f, 0xb0, 0x3b, 0xb2, 0x3b, 0xb1, 0x3b, 0xb0, 0x3b, // . ?.?.?.;.;.;.;
0xb0, 0x3f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0xdc, 0x08, 0xdc, 0x3b, 0xb1, 0x3b, 0xb1, 0x3f, // .? . . ....;.;.?
0xb1, 0x3b, 0xb0, 0x3b, 0xb2, 0x3b, 0xb0, 0x3f, 0xdc, 0x03, 0x20, 0x0f, 0x20, 0x01, 0x20, 0x0f, // .;.;.;.?.. . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0xb2, 0x3b, 0xb1, 0x3b, 0xb0, 0x3b, 0xb0, 0x3f, 0xdc, 0x0b, 0xdc, 0x07, 0xdb, 0x03, // ..;.;.;.?......
0xdb, 0x03, 0xdc, 0x38, 0x20, 0x0f, 0xdf, 0x03, 0xb1, 0x3b, 0xb0, 0x3b, 0xb0, 0x3f, 0xdc, 0x03, // ...8 ....;.;.?..
0xdc, 0x07, 0xb0, 0x3f, 0xb1, 0x3f, 0xb2, 0x3f, 0xdd, 0x3b, 0xb2, 0x3b, 0xb1, 0x3b, 0xdc, 0x78, // ...?.?.?.;.;.;.x
0xdf, 0x08, 0x20, 0x0f, 0x20, 0x0f, 0xde, 0x08, 0xb2, 0x3b, 0xb1, 0x3b, 0xb0, 0x3b, 0xb0, 0x3f, // .. . ....;.;.;.?
0x20, 0x0f, 0xdf, 0x03, 0xb1, 0x3b, 0xb2, 0x3b, 0xdb, 0x03, 0xdd, 0x03, 0x20, 0x01, 0x20, 0x0f, // ....;.;.... . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0xdc, 0x08, 0xdc, 0x08, 0xdc, 0x08, 0x20, 0x0f, // . . . ....... .
0x20, 0x0f, 0xb0, 0x3f, 0xb0, 0x3f, 0xb1, 0x3f, 0xdd, 0x3b, 0xdb, 0x0b, 0xdf, 0x03, 0x20, 0x0f, // ..?.?.?.;.... .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0xdf, 0x08, 0xdf, 0x03, 0xdf, 0x03, 0xdf, 0x08, // . . . .........
0x20, 0x0f, 0x20, 0x0f, 0xdf, 0x08, 0xdf, 0x03, 0xdf, 0x03, 0x20, 0x0f, 0x20, 0x01, 0x20, 0x0f, // . ....... . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0xdb, 0x08, 0xb2, 0x38, 0xb1, 0x38, 0xdc, 0x03, // . . . ....8.8..
0xdc, 0x07, 0xb0, 0x3b, 0xb1, 0x3b, 0xdf, 0x3b, 0xdf, 0x08, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // ...;.;.;.. . . .
0x20, 0x0b, 0x20, 0x0b, 0x20, 0x0b, 0x20, 0x0b, 0x20, 0x0b, 0x20, 0x0b, 0x20, 0x0b, 0x20, 0x0b, // . . . . . . . .
0x20, 0x0b, 0x20, 0x0b, 0x20, 0x0b, 0x20, 0x0b, 0x20, 0x0b, 0x20, 0x0b, 0x20, 0x0b, 0x20, 0x0b, // . . . . . . . .
0x20, 0x0b, 0x20, 0x0b, 0x20, 0x0b, 0x20, 0x0b, 0x20, 0x0b, 0x20, 0x0b, 0x20, 0x0b, 0x20, 0x0b, // . . . . . . . .
0x20, 0x0b, 0x20, 0x0b, 0x20, 0x0b, 0x20, 0x0b, 0x20, 0x0b, 0x20, 0x0b, 0x20, 0x0b, 0x20, 0x0b, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0b, 0x20, 0x0b, 0x20, 0x0b, 0x20, 0x0b, // . . . . . . . .
0x20, 0x0b, 0x20, 0x0b, 0x20, 0x0b, 0x20, 0x0b, 0x20, 0x0b, 0x20, 0x0b, 0x20, 0x0b, 0x20, 0x0b, // . . . . . . . .
0x20, 0x0b, 0x20, 0x0b, 0x20, 0x0b, 0x20, 0x0b, 0x20, 0x0b, 0x20, 0x0b, 0x20, 0x0b, 0x20, 0x0b, // . . . . . . . .
0x20, 0x0b, 0x20, 0x0b, 0x20, 0x0b, 0x20, 0x0b, 0x20, 0x0b, 0x20, 0x0b, 0x20, 0x0b, 0x20, 0x0b, // . . . . . . . .
0x20, 0x0b, 0x20, 0x0b, 0x20, 0x0b, 0x20, 0x0b, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x2d, 0x08, 0x3d, 0x08, 0x20, 0x0a, 0x43, 0x0b, 0x72, 0x0b, 0x6f, 0x0b, 0x73, 0x0b, 0x73, 0x0b, // -.=. .C.r.o.s.s.
0x2d, 0x0b, 0x70, 0x0b, 0x6c, 0x0b, 0x61, 0x0b, 0x74, 0x0b, 0x66, 0x0b, 0x6f, 0x0b, 0x72, 0x0b, // -.p.l.a.t.f.o.r.
0x6d, 0x0b, 0x20, 0x0b, 0x72, 0x0b, 0x65, 0x0b, 0x6e, 0x0b, 0x64, 0x0b, 0x65, 0x0b, 0x72, 0x0b, // m. .r.e.n.d.e.r.
0x69, 0x0b, 0x6e, 0x0b, 0x67, 0x0b, 0x20, 0x0b, 0x6c, 0x0b, 0x69, 0x0b, 0x62, 0x0b, 0x72, 0x0b, // i.n.g. .l.i.b.r.
0x61, 0x0b, 0x72, 0x0b, 0x79, 0x0b, 0x20, 0x0f, 0x3d, 0x08, 0x2d, 0x08, 0x20, 0x01, 0x20, 0x0f, // a.r.y. .=.-. . .
0x20, 0x0a, 0x20, 0x0a, 0x20, 0x0a, 0x20, 0x0a, 0x20, 0x0a, 0x20, 0x0a, 0x20, 0x0a, 0x20, 0x0a, // . . . . . . . .
0x20, 0x0a, 0x20, 0x0a, 0x20, 0x0a, 0x20, 0x0a, 0x20, 0x0a, 0x20, 0x0a, 0x20, 0x0a, 0x20, 0x0a, // . . . . . . . .
0x20, 0x0a, 0x20, 0x0a, 0x20, 0x0a, 0x20, 0x0a, 0x20, 0x0a, 0x20, 0x0a, 0x20, 0x0a, 0x20, 0x0a, // . . . . . . . .
0x20, 0x0a, 0x20, 0x0a, 0x20, 0x0a, 0x20, 0x0a, 0x20, 0x0a, 0x20, 0x0a, 0x20, 0x0a, 0x20, 0x0a, // . . . . . . . .
0x20, 0x0a, 0x20, 0x0a, 0x20, 0x0a, 0x20, 0x0a, 0x20, 0x0a, 0x20, 0x0a, 0x20, 0x0a, 0x20, 0x0a, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, 0x20, 0x0f, // . . . . . . . .
};

27
src/main.cpp Normal file
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#include <bgfx/c99/bgfx.h>
#include "common.h"
#include "shaders.h"
App_Config app_config = { 640, 480 };
App_State app_state = { NULL, 0 };
int main(int argc, char *argv[]) {
app_init_quickjs(argc, argv);
app_init_sdl();
app_init_bgfx();
// Main loop
while (!app_state.quit) {
app_update_sdl();
app_update_quickjs();
app_update_bgfx();
}
app_dispose_bgfx();
app_dispose_sdl();
app_dispose_quickjs();
return 0;
}

113
src/quickjs.cpp Normal file
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#include <quickjs.h>
#include "common.h"
#include <quickjs-libc.h>
static JSContext *JS_NewCustomContext(JSRuntime *rt);
static int eval_buf(JSContext *ctx, const void *buf, int buf_len,
const char *filename, int eval_flags);
static JSRuntime* rt;
static JSContext* ctx;
int app_init_quickjs(int argc, char** argv){
rt = JS_NewRuntime();
if (!rt)
{
fprintf(stderr, "qjs: cannot allocate JS runtime\n");
return -1;
}
js_std_set_worker_new_context_func(JS_NewCustomContext);
js_std_init_handlers(rt);
ctx = JS_NewCustomContext(rt);
if (!ctx) {
fprintf(stderr, "qjs: cannot allocate JS context\n");
return -1;
}
JS_SetModuleLoaderFunc(rt, NULL, js_module_loader, NULL);
js_std_add_helpers(ctx, argc, argv);
const char *str = "import * as std from 'std';\n"
"import * as os from 'os';\n"
"globalThis.std = std;\n"
"globalThis.os = os;\n";
eval_buf(ctx, str, strlen(str), "<input>", JS_EVAL_TYPE_MODULE);
const char* filename = "main.js";
size_t len;
const char* buf = app_read_file(filename, &len);
if (!buf) {
JS_ThrowReferenceError(ctx, "could not load module filename '%s'",
filename);
return -1;
}
int res = eval_buf(ctx, buf, len, "main", JS_EVAL_TYPE_MODULE);
if(res){
return res;
}
return 0;
}
int app_update_quickjs(){
JSContext *ctx1;
int err;
/* execute the pending jobs */
for(;;) {
err = JS_ExecutePendingJob(JS_GetRuntime(ctx), &ctx1);
if (err <= 0) {
if (err < 0) {
js_std_dump_error(ctx1);
}
break;
}
}
}
int app_dispose_quickjs(){
js_std_free_handlers(rt);
JS_FreeContext(ctx);
JS_FreeRuntime(rt);
}
/* also used to initialize the worker context */
static JSContext *JS_NewCustomContext(JSRuntime *rt)
{
JSContext *ctx;
ctx = JS_NewContext(rt);
if (!ctx)
return NULL;
/* system modules */
js_init_module_std(ctx, "std");
js_init_module_os(ctx, "os");
return ctx;
}
static int eval_buf(JSContext *ctx, const void *buf, int buf_len,
const char *filename, int eval_flags)
{
JSValue val;
int ret;
if ((eval_flags & JS_EVAL_TYPE_MASK) == JS_EVAL_TYPE_MODULE) {
/* for the modules, we compile then run to be able to set
import.meta */
val = JS_Eval(ctx, (const char*)buf, buf_len, filename,
eval_flags | JS_EVAL_FLAG_COMPILE_ONLY);
if (!JS_IsException(val)) {
js_module_set_import_meta(ctx, val, 1, 1);
val = JS_EvalFunction(ctx, val);
}
} else {
val = JS_Eval(ctx, (const char*)buf, buf_len, filename, eval_flags);
}
if (JS_IsException(val)) {
js_std_dump_error(ctx);
ret = -1;
} else {
ret = 0;
}
JS_FreeValue(ctx, val);
return ret;
}

52
src/sdl.cpp Normal file
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#include "common.h"
static SDL_Event event;
static bool is_initialized = false;
static bool is_window_created = false;
static Uint32 init_flags = SDL_INIT_VIDEO;
int app_init_sdl(){
// Initialize SDL
if (SDL_Init(init_flags) < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to initialize SDL: %s", SDL_GetError());
return -1;
}
is_initialized = true;
// Create a window and renderer
app_state.window = SDL_CreateWindow("hello bgfx",
SDL_WINDOWPOS_UNDEFINED,
SDL_WINDOWPOS_UNDEFINED,
app_config.width,
app_config.height,
SDL_WINDOW_SHOWN | SDL_WINDOW_RESIZABLE | SDL_WINDOW_ALLOW_HIGHDPI);
if (!app_state.window) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Failed to create window: %s", SDL_GetError());
return -1;
}
is_window_created = true;
return 0;
}
int app_update_sdl(){
// Handle events
while (SDL_PollEvent(&event)) {
SDL_KeyCode keycode;
switch (event.type) {
case SDL_QUIT:
app_state.quit = true;
break;
default:
break;
}
}
return 0;
}
int app_dispose_sdl(){
if(is_window_created)
SDL_DestroyWindow(app_state.window);
if(is_initialized)
SDL_Quit();
}

19
src/shaders.h Normal file
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#ifndef SHADERS_H
#define SHADERS_H
#include <bgfx/c99/bgfx.h>
#if BX_PLATFORM_WINDOWS
#include <vs.sc.dx9.bin.h>
#include <vs.sc.dx11.bin.h>
#include <fs.sc.dx9.bin.h>
#include <fs.sc.dx11.bin.h>
#elif BX_PLATFORM_OSX
#include <generated/shaders/vs.sc.mtl.bin.h>
#include <generated/shaders/fs.sc.mtl.bin.h>
#elif (BX_PLATFORM_LINUX || BX_PLATFORM_EMSCRIPTEN)
#include <vs.sc.glsl.bin.h>
#include <fs.sc.glsl.bin.h>
#endif
#endif

33
src/utils.cpp Normal file
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#include "common.h"
// Function to read a file into a string
char* app_read_file(const char* filename, size_t* out_size) {
FILE* file = fopen(filename, "rb");
if (!file) {
fprintf(stderr, "Failed to open file: %s\n", filename);
return NULL;
}
// Get the file size
fseek(file, 0, SEEK_END);
long size = ftell(file);
if(out_size) *out_size = (size_t)size;
rewind(file);
// Allocate a buffer to hold the file contents
char* buffer = (char*) malloc(size + 1);
if (!buffer) {
fprintf(stderr, "Failed to allocate memory for file contents\n");
fclose(file);
return NULL;
}
// Read the file contents into the buffer
size_t bytesRead = fread(buffer, 1, size, file);
buffer[bytesRead] = '\0';
// Clean up
fclose(file);
return buffer;
}

2
thirdparty/SDL vendored

@ -1 +1 @@
Subproject commit f7df966b417d351301cf4a3ded5a54d4a29804e8
Subproject commit ac13ca9ab691e13e8eebe9684740ddcb0d716203