diff --git a/bindings/src/index.ts b/bindings/src/index.ts index 632c6f6..36ba873 100644 --- a/bindings/src/index.ts +++ b/bindings/src/index.ts @@ -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) diff --git a/bindings/src/raylib-header.ts b/bindings/src/raylib-header.ts index b22bd9c..e5d5c06 100644 --- a/bindings/src/raylib-header.ts +++ b/bindings/src/raylib-header.ts @@ -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) diff --git a/examples/input_keys.js b/examples/input_keys.js index c1bff89..69d414d 100644 --- a/examples/input_keys.js +++ b/examples/input_keys.js @@ -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 diff --git a/generate-bindings.js b/generate-bindings.js index 765928f..990ea7f 100644 --- a/generate-bindings.js +++ b/generate-bindings.js @@ -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", { diff --git a/shaders/bgfx_shader.sh b/shaders/bgfx_shader.sh deleted file mode 100644 index 48dbfd0..0000000 --- a/shaders/bgfx_shader.sh +++ /dev/null @@ -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 m_texture; -}; - -struct BgfxUSampler2D -{ - Texture2D 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 m_texture; -}; - -struct BgfxUSampler3D -{ - Texture3D m_texture; -}; - -struct BgfxSamplerCube -{ - SamplerState m_sampler; - TextureCube m_texture; -}; - -struct BgfxSamplerCubeShadow -{ - SamplerComparisonState m_sampler; - TextureCube m_texture; -}; - -struct BgfxSampler2DMS -{ - Texture2DMS 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 _name ## Texture : REGISTER(t, _reg); \ - static BgfxISampler2D _name = { _name ## Texture } -# define USAMPLER2D(_name, _reg) \ - uniform Texture2D _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 _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 _name ## Texture : REGISTER(t, _reg); \ - static BgfxISampler3D _name = { _name ## Texture } -# define USAMPLER3D(_name, _reg) \ - uniform Texture3D _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 diff --git a/shaders/common.sh b/shaders/common.sh deleted file mode 100644 index 6c649fe..0000000 --- a/shaders/common.sh +++ /dev/null @@ -1,7 +0,0 @@ -/* - * Copyright 2011-2023 Branimir Karadzic. All rights reserved. - * License: https://github.com/bkaradzic/bgfx/blob/master/LICENSE - */ - -#include -#include "shaderlib.sh" diff --git a/shaders/fs.sc b/shaders/fs.sc deleted file mode 100644 index 82f874b..0000000 --- a/shaders/fs.sc +++ /dev/null @@ -1,13 +0,0 @@ -$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; -} diff --git a/shaders/shaderlib.sh b/shaders/shaderlib.sh deleted file mode 100644 index 389a1ec..0000000 --- a/shaders/shaderlib.sh +++ /dev/null @@ -1,431 +0,0 @@ -/* - * 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__ diff --git a/shaders/varying.def.sc b/shaders/varying.def.sc deleted file mode 100644 index 9d9d83e..0000000 --- a/shaders/varying.def.sc +++ /dev/null @@ -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; diff --git a/shaders/vs.sc b/shaders/vs.sc deleted file mode 100644 index 83201d4..0000000 --- a/shaders/vs.sc +++ /dev/null @@ -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; -} diff --git a/src/bindings/js_raylib_core.h b/src/bindings/js_raylib_core.h index 51211ab..1dbc172 100644 --- a/src/bindings/js_raylib_core.h +++ b/src/bindings/js_raylib_core.h @@ -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; } diff --git a/thirdparty/raylib b/thirdparty/raylib index a48bb6e..5573f0f 160000 --- a/thirdparty/raylib +++ b/thirdparty/raylib @@ -1 +1 @@ -Subproject commit a48bb6e1ed7b33190e486ba65b7875f0dff73701 +Subproject commit 5573f0f1c7b29bfe46d0b70487e4adb4d01cba62