add constants

This commit is contained in:
Alexander Klingenbeck (SHS DI SY R&D DEV4) 2023-05-11 20:54:49 +02:00
parent 277a85f527
commit eb2d42165d
12 changed files with 236 additions and 1210 deletions

View File

@ -39,6 +39,7 @@ function main(){
api.defines.filter(x => x.type === "COLOR").map(x => ({ name: x.name, values: (x.value.match(/\{([^}]+)\}/) || "")[1].split(',').map(x => x.trim()) })).forEach(x => {
core_gen.exportGlobalStruct("Color", x.name, x.values)
})
api.enums.find(x => x.name === "KeyboardKey")?.values.forEach(x => core_gen.exportGlobalConstant(x.name))
core_gen.writeTo("src/bindings/js_raylib_core.h")
const texture_gen = new RayLibHeader("raylib_texture", apiDesc)

View File

@ -102,6 +102,11 @@ export class RayLibHeader extends QuickJsHeader {
this.moduleEntry.call("JS_AddModuleExport", ["ctx","m",`"${exportName}"`])
}
exportGlobalConstant(name: string){
this.moduleInit.statement(`JS_SetModuleExport(ctx, m, "${name}", JS_NewInt32(ctx, ${name}))`)
this.moduleEntry.statement(`JS_AddModuleExport(ctx, m, "${name}")`)
}
addApiStructByName(structName: string, options?: StructBindingOptions){
const struct = this.api.getStruct(structName)
if(!struct) throw new Error("Struct not in API: "+ structName)

View File

@ -1,10 +1,5 @@
import * as rlc from "raylib.core"
const KEY_RIGHT = 262 // Key: Cursor right
const KEY_LEFT = 263 // Key: Cursor left
const KEY_DOWN = 264 // Key: Cursor down
const KEY_UP = 265 // Key: Cursor up
// Initialization
//--------------------------------------------------------------------------------------
const screenWidth = 800;
@ -22,10 +17,10 @@ while (!rlc.windowShouldClose()) // Detect window close button or ESC key
{
// Update
//----------------------------------------------------------------------------------
if (rlc.isKeyDown(KEY_RIGHT)) ballPosition.x += 2;
if (rlc.isKeyDown(KEY_LEFT)) ballPosition.x -= 2;
if (rlc.isKeyDown(KEY_UP)) ballPosition.y -= 2;
if (rlc.isKeyDown(KEY_DOWN)) ballPosition.y += 2;
if (rlc.isKeyDown(rlc.KEY_RIGHT)) ballPosition.x += 2;
if (rlc.isKeyDown(rlc.KEY_LEFT)) ballPosition.x -= 2;
if (rlc.isKeyDown(rlc.KEY_UP)) ballPosition.y -= 2;
if (rlc.isKeyDown(rlc.KEY_DOWN)) ballPosition.y += 2;
//----------------------------------------------------------------------------------
// Draw

View File

@ -595,6 +595,10 @@ class RayLibHeader extends quickjs_1.QuickJsHeader {
this.moduleInit.call("JS_SetModuleExport", ["ctx", "m", `"${exportName}"`, exportName + "_js"]);
this.moduleEntry.call("JS_AddModuleExport", ["ctx", "m", `"${exportName}"`]);
}
exportGlobalConstant(name) {
this.moduleInit.statement(`JS_SetModuleExport(ctx, m, "${name}", JS_NewInt32(ctx, ${name}))`);
this.moduleEntry.statement(`JS_AddModuleExport(ctx, m, "${name}")`);
}
addApiStructByName(structName, options) {
const struct = this.api.getStruct(structName);
if (!struct)
@ -697,6 +701,7 @@ function main() {
api.defines.filter(x => x.type === "COLOR").map(x => ({ name: x.name, values: (x.value.match(/\{([^}]+)\}/) || "")[1].split(',').map(x => x.trim()) })).forEach(x => {
core_gen.exportGlobalStruct("Color", x.name, x.values);
});
api.enums.find(x => x.name === "KeyboardKey")?.values.forEach(x => core_gen.exportGlobalConstant(x.name));
core_gen.writeTo("src/bindings/js_raylib_core.h");
const texture_gen = new raylib_header_1.RayLibHeader("raylib_texture", apiDesc);
texture_gen.addApiStructByName("Image", {

View File

@ -1,730 +0,0 @@
/*
* 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__

View File

@ -1,4 +0,0 @@
vec4 v_color0 : COLOR0 = vec4(1.0, 0.0, 0.0, 1.0);
vec3 a_position : POSITION;
vec4 a_color0 : COLOR0;

View File

@ -1,15 +0,0 @@
$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;
}

View File

@ -517,6 +517,116 @@ static int js_raylib_core_init(JSContext * ctx, JSModuleDef * m) {
JSValue RAYWHITE_js = JS_NewObjectClass(ctx, js_Color_class_id);
JS_SetOpaque(RAYWHITE_js, RAYWHITE_js_ptr);
JS_SetModuleExport(ctx, m, "RAYWHITE", RAYWHITE_js);
JS_SetModuleExport(ctx, m, "KEY_NULL", JS_NewInt32(ctx, KEY_NULL));
JS_SetModuleExport(ctx, m, "KEY_APOSTROPHE", JS_NewInt32(ctx, KEY_APOSTROPHE));
JS_SetModuleExport(ctx, m, "KEY_COMMA", JS_NewInt32(ctx, KEY_COMMA));
JS_SetModuleExport(ctx, m, "KEY_MINUS", JS_NewInt32(ctx, KEY_MINUS));
JS_SetModuleExport(ctx, m, "KEY_PERIOD", JS_NewInt32(ctx, KEY_PERIOD));
JS_SetModuleExport(ctx, m, "KEY_SLASH", JS_NewInt32(ctx, KEY_SLASH));
JS_SetModuleExport(ctx, m, "KEY_ZERO", JS_NewInt32(ctx, KEY_ZERO));
JS_SetModuleExport(ctx, m, "KEY_ONE", JS_NewInt32(ctx, KEY_ONE));
JS_SetModuleExport(ctx, m, "KEY_TWO", JS_NewInt32(ctx, KEY_TWO));
JS_SetModuleExport(ctx, m, "KEY_THREE", JS_NewInt32(ctx, KEY_THREE));
JS_SetModuleExport(ctx, m, "KEY_FOUR", JS_NewInt32(ctx, KEY_FOUR));
JS_SetModuleExport(ctx, m, "KEY_FIVE", JS_NewInt32(ctx, KEY_FIVE));
JS_SetModuleExport(ctx, m, "KEY_SIX", JS_NewInt32(ctx, KEY_SIX));
JS_SetModuleExport(ctx, m, "KEY_SEVEN", JS_NewInt32(ctx, KEY_SEVEN));
JS_SetModuleExport(ctx, m, "KEY_EIGHT", JS_NewInt32(ctx, KEY_EIGHT));
JS_SetModuleExport(ctx, m, "KEY_NINE", JS_NewInt32(ctx, KEY_NINE));
JS_SetModuleExport(ctx, m, "KEY_SEMICOLON", JS_NewInt32(ctx, KEY_SEMICOLON));
JS_SetModuleExport(ctx, m, "KEY_EQUAL", JS_NewInt32(ctx, KEY_EQUAL));
JS_SetModuleExport(ctx, m, "KEY_A", JS_NewInt32(ctx, KEY_A));
JS_SetModuleExport(ctx, m, "KEY_B", JS_NewInt32(ctx, KEY_B));
JS_SetModuleExport(ctx, m, "KEY_C", JS_NewInt32(ctx, KEY_C));
JS_SetModuleExport(ctx, m, "KEY_D", JS_NewInt32(ctx, KEY_D));
JS_SetModuleExport(ctx, m, "KEY_E", JS_NewInt32(ctx, KEY_E));
JS_SetModuleExport(ctx, m, "KEY_F", JS_NewInt32(ctx, KEY_F));
JS_SetModuleExport(ctx, m, "KEY_G", JS_NewInt32(ctx, KEY_G));
JS_SetModuleExport(ctx, m, "KEY_H", JS_NewInt32(ctx, KEY_H));
JS_SetModuleExport(ctx, m, "KEY_I", JS_NewInt32(ctx, KEY_I));
JS_SetModuleExport(ctx, m, "KEY_J", JS_NewInt32(ctx, KEY_J));
JS_SetModuleExport(ctx, m, "KEY_K", JS_NewInt32(ctx, KEY_K));
JS_SetModuleExport(ctx, m, "KEY_L", JS_NewInt32(ctx, KEY_L));
JS_SetModuleExport(ctx, m, "KEY_M", JS_NewInt32(ctx, KEY_M));
JS_SetModuleExport(ctx, m, "KEY_N", JS_NewInt32(ctx, KEY_N));
JS_SetModuleExport(ctx, m, "KEY_O", JS_NewInt32(ctx, KEY_O));
JS_SetModuleExport(ctx, m, "KEY_P", JS_NewInt32(ctx, KEY_P));
JS_SetModuleExport(ctx, m, "KEY_Q", JS_NewInt32(ctx, KEY_Q));
JS_SetModuleExport(ctx, m, "KEY_R", JS_NewInt32(ctx, KEY_R));
JS_SetModuleExport(ctx, m, "KEY_S", JS_NewInt32(ctx, KEY_S));
JS_SetModuleExport(ctx, m, "KEY_T", JS_NewInt32(ctx, KEY_T));
JS_SetModuleExport(ctx, m, "KEY_U", JS_NewInt32(ctx, KEY_U));
JS_SetModuleExport(ctx, m, "KEY_V", JS_NewInt32(ctx, KEY_V));
JS_SetModuleExport(ctx, m, "KEY_W", JS_NewInt32(ctx, KEY_W));
JS_SetModuleExport(ctx, m, "KEY_X", JS_NewInt32(ctx, KEY_X));
JS_SetModuleExport(ctx, m, "KEY_Y", JS_NewInt32(ctx, KEY_Y));
JS_SetModuleExport(ctx, m, "KEY_Z", JS_NewInt32(ctx, KEY_Z));
JS_SetModuleExport(ctx, m, "KEY_LEFT_BRACKET", JS_NewInt32(ctx, KEY_LEFT_BRACKET));
JS_SetModuleExport(ctx, m, "KEY_BACKSLASH", JS_NewInt32(ctx, KEY_BACKSLASH));
JS_SetModuleExport(ctx, m, "KEY_RIGHT_BRACKET", JS_NewInt32(ctx, KEY_RIGHT_BRACKET));
JS_SetModuleExport(ctx, m, "KEY_GRAVE", JS_NewInt32(ctx, KEY_GRAVE));
JS_SetModuleExport(ctx, m, "KEY_SPACE", JS_NewInt32(ctx, KEY_SPACE));
JS_SetModuleExport(ctx, m, "KEY_ESCAPE", JS_NewInt32(ctx, KEY_ESCAPE));
JS_SetModuleExport(ctx, m, "KEY_ENTER", JS_NewInt32(ctx, KEY_ENTER));
JS_SetModuleExport(ctx, m, "KEY_TAB", JS_NewInt32(ctx, KEY_TAB));
JS_SetModuleExport(ctx, m, "KEY_BACKSPACE", JS_NewInt32(ctx, KEY_BACKSPACE));
JS_SetModuleExport(ctx, m, "KEY_INSERT", JS_NewInt32(ctx, KEY_INSERT));
JS_SetModuleExport(ctx, m, "KEY_DELETE", JS_NewInt32(ctx, KEY_DELETE));
JS_SetModuleExport(ctx, m, "KEY_RIGHT", JS_NewInt32(ctx, KEY_RIGHT));
JS_SetModuleExport(ctx, m, "KEY_LEFT", JS_NewInt32(ctx, KEY_LEFT));
JS_SetModuleExport(ctx, m, "KEY_DOWN", JS_NewInt32(ctx, KEY_DOWN));
JS_SetModuleExport(ctx, m, "KEY_UP", JS_NewInt32(ctx, KEY_UP));
JS_SetModuleExport(ctx, m, "KEY_PAGE_UP", JS_NewInt32(ctx, KEY_PAGE_UP));
JS_SetModuleExport(ctx, m, "KEY_PAGE_DOWN", JS_NewInt32(ctx, KEY_PAGE_DOWN));
JS_SetModuleExport(ctx, m, "KEY_HOME", JS_NewInt32(ctx, KEY_HOME));
JS_SetModuleExport(ctx, m, "KEY_END", JS_NewInt32(ctx, KEY_END));
JS_SetModuleExport(ctx, m, "KEY_CAPS_LOCK", JS_NewInt32(ctx, KEY_CAPS_LOCK));
JS_SetModuleExport(ctx, m, "KEY_SCROLL_LOCK", JS_NewInt32(ctx, KEY_SCROLL_LOCK));
JS_SetModuleExport(ctx, m, "KEY_NUM_LOCK", JS_NewInt32(ctx, KEY_NUM_LOCK));
JS_SetModuleExport(ctx, m, "KEY_PRINT_SCREEN", JS_NewInt32(ctx, KEY_PRINT_SCREEN));
JS_SetModuleExport(ctx, m, "KEY_PAUSE", JS_NewInt32(ctx, KEY_PAUSE));
JS_SetModuleExport(ctx, m, "KEY_F1", JS_NewInt32(ctx, KEY_F1));
JS_SetModuleExport(ctx, m, "KEY_F2", JS_NewInt32(ctx, KEY_F2));
JS_SetModuleExport(ctx, m, "KEY_F3", JS_NewInt32(ctx, KEY_F3));
JS_SetModuleExport(ctx, m, "KEY_F4", JS_NewInt32(ctx, KEY_F4));
JS_SetModuleExport(ctx, m, "KEY_F5", JS_NewInt32(ctx, KEY_F5));
JS_SetModuleExport(ctx, m, "KEY_F6", JS_NewInt32(ctx, KEY_F6));
JS_SetModuleExport(ctx, m, "KEY_F7", JS_NewInt32(ctx, KEY_F7));
JS_SetModuleExport(ctx, m, "KEY_F8", JS_NewInt32(ctx, KEY_F8));
JS_SetModuleExport(ctx, m, "KEY_F9", JS_NewInt32(ctx, KEY_F9));
JS_SetModuleExport(ctx, m, "KEY_F10", JS_NewInt32(ctx, KEY_F10));
JS_SetModuleExport(ctx, m, "KEY_F11", JS_NewInt32(ctx, KEY_F11));
JS_SetModuleExport(ctx, m, "KEY_F12", JS_NewInt32(ctx, KEY_F12));
JS_SetModuleExport(ctx, m, "KEY_LEFT_SHIFT", JS_NewInt32(ctx, KEY_LEFT_SHIFT));
JS_SetModuleExport(ctx, m, "KEY_LEFT_CONTROL", JS_NewInt32(ctx, KEY_LEFT_CONTROL));
JS_SetModuleExport(ctx, m, "KEY_LEFT_ALT", JS_NewInt32(ctx, KEY_LEFT_ALT));
JS_SetModuleExport(ctx, m, "KEY_LEFT_SUPER", JS_NewInt32(ctx, KEY_LEFT_SUPER));
JS_SetModuleExport(ctx, m, "KEY_RIGHT_SHIFT", JS_NewInt32(ctx, KEY_RIGHT_SHIFT));
JS_SetModuleExport(ctx, m, "KEY_RIGHT_CONTROL", JS_NewInt32(ctx, KEY_RIGHT_CONTROL));
JS_SetModuleExport(ctx, m, "KEY_RIGHT_ALT", JS_NewInt32(ctx, KEY_RIGHT_ALT));
JS_SetModuleExport(ctx, m, "KEY_RIGHT_SUPER", JS_NewInt32(ctx, KEY_RIGHT_SUPER));
JS_SetModuleExport(ctx, m, "KEY_KB_MENU", JS_NewInt32(ctx, KEY_KB_MENU));
JS_SetModuleExport(ctx, m, "KEY_KP_0", JS_NewInt32(ctx, KEY_KP_0));
JS_SetModuleExport(ctx, m, "KEY_KP_1", JS_NewInt32(ctx, KEY_KP_1));
JS_SetModuleExport(ctx, m, "KEY_KP_2", JS_NewInt32(ctx, KEY_KP_2));
JS_SetModuleExport(ctx, m, "KEY_KP_3", JS_NewInt32(ctx, KEY_KP_3));
JS_SetModuleExport(ctx, m, "KEY_KP_4", JS_NewInt32(ctx, KEY_KP_4));
JS_SetModuleExport(ctx, m, "KEY_KP_5", JS_NewInt32(ctx, KEY_KP_5));
JS_SetModuleExport(ctx, m, "KEY_KP_6", JS_NewInt32(ctx, KEY_KP_6));
JS_SetModuleExport(ctx, m, "KEY_KP_7", JS_NewInt32(ctx, KEY_KP_7));
JS_SetModuleExport(ctx, m, "KEY_KP_8", JS_NewInt32(ctx, KEY_KP_8));
JS_SetModuleExport(ctx, m, "KEY_KP_9", JS_NewInt32(ctx, KEY_KP_9));
JS_SetModuleExport(ctx, m, "KEY_KP_DECIMAL", JS_NewInt32(ctx, KEY_KP_DECIMAL));
JS_SetModuleExport(ctx, m, "KEY_KP_DIVIDE", JS_NewInt32(ctx, KEY_KP_DIVIDE));
JS_SetModuleExport(ctx, m, "KEY_KP_MULTIPLY", JS_NewInt32(ctx, KEY_KP_MULTIPLY));
JS_SetModuleExport(ctx, m, "KEY_KP_SUBTRACT", JS_NewInt32(ctx, KEY_KP_SUBTRACT));
JS_SetModuleExport(ctx, m, "KEY_KP_ADD", JS_NewInt32(ctx, KEY_KP_ADD));
JS_SetModuleExport(ctx, m, "KEY_KP_ENTER", JS_NewInt32(ctx, KEY_KP_ENTER));
JS_SetModuleExport(ctx, m, "KEY_KP_EQUAL", JS_NewInt32(ctx, KEY_KP_EQUAL));
JS_SetModuleExport(ctx, m, "KEY_BACK", JS_NewInt32(ctx, KEY_BACK));
JS_SetModuleExport(ctx, m, "KEY_MENU", JS_NewInt32(ctx, KEY_MENU));
JS_SetModuleExport(ctx, m, "KEY_VOLUME_UP", JS_NewInt32(ctx, KEY_VOLUME_UP));
JS_SetModuleExport(ctx, m, "KEY_VOLUME_DOWN", JS_NewInt32(ctx, KEY_VOLUME_DOWN));
return 0;
}
@ -553,6 +663,116 @@ JSModuleDef * js_init_module_raylib_core(JSContext * ctx, const char * module_na
JS_AddModuleExport(ctx, m, "BLANK");
JS_AddModuleExport(ctx, m, "MAGENTA");
JS_AddModuleExport(ctx, m, "RAYWHITE");
JS_AddModuleExport(ctx, m, "KEY_NULL");
JS_AddModuleExport(ctx, m, "KEY_APOSTROPHE");
JS_AddModuleExport(ctx, m, "KEY_COMMA");
JS_AddModuleExport(ctx, m, "KEY_MINUS");
JS_AddModuleExport(ctx, m, "KEY_PERIOD");
JS_AddModuleExport(ctx, m, "KEY_SLASH");
JS_AddModuleExport(ctx, m, "KEY_ZERO");
JS_AddModuleExport(ctx, m, "KEY_ONE");
JS_AddModuleExport(ctx, m, "KEY_TWO");
JS_AddModuleExport(ctx, m, "KEY_THREE");
JS_AddModuleExport(ctx, m, "KEY_FOUR");
JS_AddModuleExport(ctx, m, "KEY_FIVE");
JS_AddModuleExport(ctx, m, "KEY_SIX");
JS_AddModuleExport(ctx, m, "KEY_SEVEN");
JS_AddModuleExport(ctx, m, "KEY_EIGHT");
JS_AddModuleExport(ctx, m, "KEY_NINE");
JS_AddModuleExport(ctx, m, "KEY_SEMICOLON");
JS_AddModuleExport(ctx, m, "KEY_EQUAL");
JS_AddModuleExport(ctx, m, "KEY_A");
JS_AddModuleExport(ctx, m, "KEY_B");
JS_AddModuleExport(ctx, m, "KEY_C");
JS_AddModuleExport(ctx, m, "KEY_D");
JS_AddModuleExport(ctx, m, "KEY_E");
JS_AddModuleExport(ctx, m, "KEY_F");
JS_AddModuleExport(ctx, m, "KEY_G");
JS_AddModuleExport(ctx, m, "KEY_H");
JS_AddModuleExport(ctx, m, "KEY_I");
JS_AddModuleExport(ctx, m, "KEY_J");
JS_AddModuleExport(ctx, m, "KEY_K");
JS_AddModuleExport(ctx, m, "KEY_L");
JS_AddModuleExport(ctx, m, "KEY_M");
JS_AddModuleExport(ctx, m, "KEY_N");
JS_AddModuleExport(ctx, m, "KEY_O");
JS_AddModuleExport(ctx, m, "KEY_P");
JS_AddModuleExport(ctx, m, "KEY_Q");
JS_AddModuleExport(ctx, m, "KEY_R");
JS_AddModuleExport(ctx, m, "KEY_S");
JS_AddModuleExport(ctx, m, "KEY_T");
JS_AddModuleExport(ctx, m, "KEY_U");
JS_AddModuleExport(ctx, m, "KEY_V");
JS_AddModuleExport(ctx, m, "KEY_W");
JS_AddModuleExport(ctx, m, "KEY_X");
JS_AddModuleExport(ctx, m, "KEY_Y");
JS_AddModuleExport(ctx, m, "KEY_Z");
JS_AddModuleExport(ctx, m, "KEY_LEFT_BRACKET");
JS_AddModuleExport(ctx, m, "KEY_BACKSLASH");
JS_AddModuleExport(ctx, m, "KEY_RIGHT_BRACKET");
JS_AddModuleExport(ctx, m, "KEY_GRAVE");
JS_AddModuleExport(ctx, m, "KEY_SPACE");
JS_AddModuleExport(ctx, m, "KEY_ESCAPE");
JS_AddModuleExport(ctx, m, "KEY_ENTER");
JS_AddModuleExport(ctx, m, "KEY_TAB");
JS_AddModuleExport(ctx, m, "KEY_BACKSPACE");
JS_AddModuleExport(ctx, m, "KEY_INSERT");
JS_AddModuleExport(ctx, m, "KEY_DELETE");
JS_AddModuleExport(ctx, m, "KEY_RIGHT");
JS_AddModuleExport(ctx, m, "KEY_LEFT");
JS_AddModuleExport(ctx, m, "KEY_DOWN");
JS_AddModuleExport(ctx, m, "KEY_UP");
JS_AddModuleExport(ctx, m, "KEY_PAGE_UP");
JS_AddModuleExport(ctx, m, "KEY_PAGE_DOWN");
JS_AddModuleExport(ctx, m, "KEY_HOME");
JS_AddModuleExport(ctx, m, "KEY_END");
JS_AddModuleExport(ctx, m, "KEY_CAPS_LOCK");
JS_AddModuleExport(ctx, m, "KEY_SCROLL_LOCK");
JS_AddModuleExport(ctx, m, "KEY_NUM_LOCK");
JS_AddModuleExport(ctx, m, "KEY_PRINT_SCREEN");
JS_AddModuleExport(ctx, m, "KEY_PAUSE");
JS_AddModuleExport(ctx, m, "KEY_F1");
JS_AddModuleExport(ctx, m, "KEY_F2");
JS_AddModuleExport(ctx, m, "KEY_F3");
JS_AddModuleExport(ctx, m, "KEY_F4");
JS_AddModuleExport(ctx, m, "KEY_F5");
JS_AddModuleExport(ctx, m, "KEY_F6");
JS_AddModuleExport(ctx, m, "KEY_F7");
JS_AddModuleExport(ctx, m, "KEY_F8");
JS_AddModuleExport(ctx, m, "KEY_F9");
JS_AddModuleExport(ctx, m, "KEY_F10");
JS_AddModuleExport(ctx, m, "KEY_F11");
JS_AddModuleExport(ctx, m, "KEY_F12");
JS_AddModuleExport(ctx, m, "KEY_LEFT_SHIFT");
JS_AddModuleExport(ctx, m, "KEY_LEFT_CONTROL");
JS_AddModuleExport(ctx, m, "KEY_LEFT_ALT");
JS_AddModuleExport(ctx, m, "KEY_LEFT_SUPER");
JS_AddModuleExport(ctx, m, "KEY_RIGHT_SHIFT");
JS_AddModuleExport(ctx, m, "KEY_RIGHT_CONTROL");
JS_AddModuleExport(ctx, m, "KEY_RIGHT_ALT");
JS_AddModuleExport(ctx, m, "KEY_RIGHT_SUPER");
JS_AddModuleExport(ctx, m, "KEY_KB_MENU");
JS_AddModuleExport(ctx, m, "KEY_KP_0");
JS_AddModuleExport(ctx, m, "KEY_KP_1");
JS_AddModuleExport(ctx, m, "KEY_KP_2");
JS_AddModuleExport(ctx, m, "KEY_KP_3");
JS_AddModuleExport(ctx, m, "KEY_KP_4");
JS_AddModuleExport(ctx, m, "KEY_KP_5");
JS_AddModuleExport(ctx, m, "KEY_KP_6");
JS_AddModuleExport(ctx, m, "KEY_KP_7");
JS_AddModuleExport(ctx, m, "KEY_KP_8");
JS_AddModuleExport(ctx, m, "KEY_KP_9");
JS_AddModuleExport(ctx, m, "KEY_KP_DECIMAL");
JS_AddModuleExport(ctx, m, "KEY_KP_DIVIDE");
JS_AddModuleExport(ctx, m, "KEY_KP_MULTIPLY");
JS_AddModuleExport(ctx, m, "KEY_KP_SUBTRACT");
JS_AddModuleExport(ctx, m, "KEY_KP_ADD");
JS_AddModuleExport(ctx, m, "KEY_KP_ENTER");
JS_AddModuleExport(ctx, m, "KEY_KP_EQUAL");
JS_AddModuleExport(ctx, m, "KEY_BACK");
JS_AddModuleExport(ctx, m, "KEY_MENU");
JS_AddModuleExport(ctx, m, "KEY_VOLUME_UP");
JS_AddModuleExport(ctx, m, "KEY_VOLUME_DOWN");
return m;
}

2
thirdparty/raylib vendored

@ -1 +1 @@
Subproject commit a48bb6e1ed7b33190e486ba65b7875f0dff73701
Subproject commit 5573f0f1c7b29bfe46d0b70487e4adb4d01cba62