it kinda works!
This commit is contained in:
parent
e85dbb1a33
commit
078b7806dd
1
deps.ts
1
deps.ts
@ -2,6 +2,5 @@ export {
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createWindow,
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getProcAddress,
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mainloop,
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DwmWindow,
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} from "https://deno.land/x/dwm@0.3.3/mod.ts";
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export * as gl from "https://deno.land/x/gluten@0.1.6/api/gles23.2.ts";
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204
index.ts
204
index.ts
@ -1,162 +1,60 @@
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import {
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createWindow,
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getProcAddress,
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mainloop,
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gl,
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} from "./deps.ts";
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frame,
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setPixelColor,
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clearScreen,
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setPixelsInRect,
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} from "./window.ts";
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const window = createWindow({
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title: "Faux",
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width: 1024,
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height: 1024,
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resizable: false,
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glVersion: [3, 2],
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gles: true,
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});
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gl.load(getProcAddress);
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function loadShader(type: number, src: string) {
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const shader = gl.CreateShader(type);
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gl.ShaderSource(
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shader,
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1,
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new Uint8Array(
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new BigUint64Array([
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BigInt(
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Deno.UnsafePointer.value(
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Deno.UnsafePointer.of(new TextEncoder().encode(src)),
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),
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),
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]).buffer,
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),
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new Int32Array([src.length]),
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);
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gl.CompileShader(shader);
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const status = new Int32Array(1);
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gl.GetShaderiv(shader, gl.COMPILE_STATUS, status);
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if (status[0] === gl.FALSE) {
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const logLength = new Int32Array(1);
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gl.GetShaderiv(shader, gl.INFO_LOG_LENGTH, logLength);
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const log = new Uint8Array(logLength[0]);
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gl.GetShaderInfoLog(shader, logLength[0], logLength, log);
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console.log(new TextDecoder().decode(log));
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gl.DeleteShader(shader);
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return 0;
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}
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return shader;
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}
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const vShaderSrc = `
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attribute vec4 vPosition;
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attribute vec4 vCol;
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varying vec4 color;
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void main() {
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gl_Position = vPosition;
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color = vCol;
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}
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`;
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const fShaderSrc = `
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precision mediump float;
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varying vec4 color;
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void main() {
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gl_FragColor = color;
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}
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`;
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const vShader = loadShader(gl.VERTEX_SHADER, vShaderSrc);
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const fShader = loadShader(gl.FRAGMENT_SHADER, fShaderSrc);
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const program = gl.CreateProgram();
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gl.AttachShader(program, vShader);
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gl.AttachShader(program, fShader);
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gl.BindAttribLocation(program, 0, new TextEncoder().encode("vPosition\0"));
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gl.BindAttribLocation(program, 1, new TextEncoder().encode("vCol\0"));
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gl.LinkProgram(program);
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const status = new Int32Array(1);
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gl.GetProgramiv(program, gl.LINK_STATUS, status);
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if (status[0] === gl.FALSE) {
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const logLength = new Int32Array(1);
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gl.GetProgramiv(program, gl.INFO_LOG_LENGTH, logLength);
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const log = new Uint8Array(logLength[0]);
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gl.GetProgramInfoLog(program, logLength[0], logLength, log);
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console.log(new TextDecoder().decode(log));
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gl.DeleteProgram(program);
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Deno.exit(1);
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}
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gl.ClearColor(0.0, 0.0, 0.0, 1.0);
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addEventListener("resize", (event) => {
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gl.Viewport(0, 0, event.width, event.height);
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});
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const pixelsPerRow = 128;
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const top = 1;
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const left = -1;
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const cell = 2/pixelsPerRow;
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const px = (x: number, y: number) => {
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// deno-fmt-ignore
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return [
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left + x*cell, top - y*cell, 0,
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left + (x+1)*cell, top - y*cell, 0,
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left + x*cell, top - (y+1)*cell, 0,
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left + (x+1)*cell, top - y*cell, 0,
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left + x*cell, top - (y+1)*cell, 0,
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left + (x+1)*cell, top - (y+1)*cell, 0,
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];
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}
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const palette = [
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[0, 0, 0, 0],
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[0, 0, 0, 1],
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[1, 1, 1, 1],
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[1, 0, 0, 1],
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[1, 1, 0, 1],
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[0, 1, 0, 1],
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[0, 0, 1, 1],
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// deno-fmt-ignore
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const sprites = [
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[
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2, 2, 2, 2, 2, 2, 2, 2,
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2, 1, 1, 1, 1, 1, 1, 2,
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2, 1, 1, 1, 1, 1, 1, 2,
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2, 1, 1, 1, 1, 1, 1, 2,
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2, 1, 1, 1, 1, 1, 1, 2,
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2, 1, 1, 1, 1, 1, 1, 2,
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2, 1, 1, 1, 1, 1, 1, 2,
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2, 2, 2, 2, 2, 2, 2, 2,
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],
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[
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2, 2, 2, 2, 2, 2, 2, 2,
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2, 3, 3, 1, 1, 3, 3, 2,
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2, 3, 3, 1, 1, 3, 3, 2,
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2, 1, 1, 1, 1, 1, 1, 2,
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2, 1, 1, 1, 1, 1, 1, 2,
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2, 3, 3, 1, 1, 3, 3, 2,
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2, 3, 3, 1, 1, 3, 3, 2,
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2, 2, 2, 2, 2, 2, 2, 2,
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],
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[
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2, 2, 2, 2, 2, 2, 2, 2,
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2, 4, 4, 4, 4, 5, 5, 2,
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2, 4, 4, 4, 5, 5, 5, 2,
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2, 4, 4, 5, 5, 5, 6, 2,
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2, 4, 5, 5, 5, 6, 6, 2,
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2, 5, 5, 5, 6, 6, 6, 2,
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2, 5, 5, 6, 6, 6, 6, 2,
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2, 2, 2, 2, 2, 2, 2, 2,
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],
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]
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const c = (n: number) => {
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return [
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...palette[n],
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...palette[n],
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...palette[n],
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...palette[n],
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...palette[n],
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...palette[n],
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];
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const drawSprite = (x: number, y: number, spr: number) => {
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setPixelsInRect(x, y, 8, sprites[spr]);
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}
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const allPixelTriangles = new Float32Array(
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Array(pixelsPerRow*pixelsPerRow).fill(null).flatMap((_, i) => px(i%pixelsPerRow,Math.floor(i/pixelsPerRow)))
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)
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const choose = <T>(alts: Array<T>): T => {
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return alts[Math.floor(Math.random()*alts.length)];
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}
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const allPixelColors = new Float32Array(
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Array(pixelsPerRow*pixelsPerRow).fill(null).flatMap(() => c(choose([1,2,3,4,5,6])))
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)
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const frame = () => {
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gl.Clear(gl.COLOR_BUFFER_BIT);
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gl.UseProgram(program);
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gl.VertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, 0, allPixelTriangles);
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gl.VertexAttribPointer(1, 4, gl.FLOAT, gl.FALSE, 0, allPixelColors);
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gl.EnableVertexAttribArray(0);
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gl.EnableVertexAttribArray(1);
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gl.DrawArrays(gl.TRIANGLES, 0, 6*pixelsPerRow*pixelsPerRow);
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window.swapBuffers();
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}
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await mainloop(() => {
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await mainloop((t) => {
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console.log(t/1000);
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clearScreen();
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for (let i = 0; i < 256; i++) {
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drawSprite(Math.floor(Math.random()*120), Math.floor(Math.random()*120), 0);
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drawSprite(Math.floor(Math.random()*120), Math.floor(Math.random()*120), 1);
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drawSprite(Math.floor(Math.random()*120), Math.floor(Math.random()*120), 2);
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}
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setPixelColor(0, 0, 3);
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setPixelColor(0, 127, 4);
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setPixelColor(127, 0, 5);
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setPixelColor(127, 127, 6);
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frame();
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});
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164
window.ts
Normal file
164
window.ts
Normal file
@ -0,0 +1,164 @@
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import {
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createWindow,
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getProcAddress,
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gl,
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} from "./deps.ts";
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export {mainloop} from "./deps.ts";
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const window = createWindow({
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title: "Faux",
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width: 1024,
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height: 1024,
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resizable: false,
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glVersion: [3, 2],
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gles: true,
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});
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gl.load(getProcAddress);
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function loadShader(type: number, src: string) {
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const shader = gl.CreateShader(type);
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gl.ShaderSource(
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shader,
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1,
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new Uint8Array(
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new BigUint64Array([
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BigInt(
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Deno.UnsafePointer.value(
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Deno.UnsafePointer.of(new TextEncoder().encode(src)),
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),
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),
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]).buffer,
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),
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new Int32Array([src.length]),
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);
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gl.CompileShader(shader);
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const status = new Int32Array(1);
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gl.GetShaderiv(shader, gl.COMPILE_STATUS, status);
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if (status[0] === gl.FALSE) {
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const logLength = new Int32Array(1);
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gl.GetShaderiv(shader, gl.INFO_LOG_LENGTH, logLength);
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const log = new Uint8Array(logLength[0]);
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gl.GetShaderInfoLog(shader, logLength[0], logLength, log);
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console.log(new TextDecoder().decode(log));
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gl.DeleteShader(shader);
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return 0;
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}
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return shader;
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}
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const vShaderSrc = `
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attribute vec4 vPosition;
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attribute vec4 vCol;
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varying vec4 color;
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void main() {
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gl_Position = vPosition;
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color = vCol;
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}
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`;
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const fShaderSrc = `
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precision mediump float;
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varying vec4 color;
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void main() {
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gl_FragColor = color;
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}
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`;
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const vShader = loadShader(gl.VERTEX_SHADER, vShaderSrc);
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const fShader = loadShader(gl.FRAGMENT_SHADER, fShaderSrc);
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const program = gl.CreateProgram();
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gl.AttachShader(program, vShader);
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gl.AttachShader(program, fShader);
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gl.BindAttribLocation(program, 0, new TextEncoder().encode("vPosition\0"));
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gl.BindAttribLocation(program, 1, new TextEncoder().encode("vCol\0"));
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gl.LinkProgram(program);
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const status = new Int32Array(1);
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gl.GetProgramiv(program, gl.LINK_STATUS, status);
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if (status[0] === gl.FALSE) {
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const logLength = new Int32Array(1);
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gl.GetProgramiv(program, gl.INFO_LOG_LENGTH, logLength);
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const log = new Uint8Array(logLength[0]);
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gl.GetProgramInfoLog(program, logLength[0], logLength, log);
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console.log(new TextDecoder().decode(log));
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gl.DeleteProgram(program);
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Deno.exit(1);
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}
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gl.ClearColor(0.0, 0.0, 0.0, 1.0);
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addEventListener("resize", (event) => {
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gl.Viewport(0, 0, event.width, event.height);
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});
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const pixelsPerRow = 128;
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const top = 1;
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const left = -1;
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const cell = 2/pixelsPerRow;
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const px = (x: number, y: number) => {
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// deno-fmt-ignore
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return [
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left + x*cell, top - y*cell, 0,
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left + (x+1)*cell, top - y*cell, 0,
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left + x*cell, top - (y+1)*cell, 0,
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left + (x+1)*cell, top - y*cell, 0,
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left + x*cell, top - (y+1)*cell, 0,
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left + (x+1)*cell, top - (y+1)*cell, 0,
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];
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}
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const palette: Array<[number, number, number, number]> = [
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[0, 0, 0, 0],
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[0, 0, 0, 1],
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[1, 1, 1, 1],
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[1, 0, 0, 1],
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[1, 1, 0, 1],
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[0, 1, 0, 1],
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[0, 0, 1, 1],
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];
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const paletteX6 = palette.map(rgba => [...rgba, ...rgba, ...rgba, ...rgba, ...rgba, ...rgba]);
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const c = (n: number) => {
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return paletteX6[n];
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}
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const allPixelTriangles = new Float32Array(
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Array(pixelsPerRow*pixelsPerRow).fill(null).flatMap((_, i) => px(i%pixelsPerRow,Math.floor(i/pixelsPerRow)))
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)
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const allPixelColors = new Float32Array(
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Array(pixelsPerRow*pixelsPerRow).fill(null).flatMap(() => c(1))
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)
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export const setPixelColor = (x: number, y: number, color: number) => {
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const col = c(color);
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allPixelColors.set(col, 4*6*(128*y+x));
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}
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export const setPixelsInRect = (x: number, y: number, w: number, pixels: Array<number>) => {
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for (let i = 0; i < pixels.length; i++) {
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setPixelColor(x+i%w, y+Math.floor(i/w), pixels[i]);
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}
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}
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export const clearScreen = () => {
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allPixelColors.fill(0);
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}
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export const frame = () => {
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gl.Clear(gl.COLOR_BUFFER_BIT);
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gl.UseProgram(program);
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gl.VertexAttribPointer(0, 3, gl.FLOAT, gl.FALSE, 0, allPixelTriangles);
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gl.VertexAttribPointer(1, 4, gl.FLOAT, gl.FALSE, 0, allPixelColors);
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gl.EnableVertexAttribArray(0);
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gl.EnableVertexAttribArray(1);
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gl.DrawArrays(gl.TRIANGLES, 0, 6*pixelsPerRow*pixelsPerRow);
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window.swapBuffers();
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}
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