Huge demos update
-moved C stdlib function definitions to ecs_utils.utils -added function to calculate mix(linear interpolation) and rsqrt(fast inverse sqrt) -added some math to vec2 (length, normalize...) -improved renderer with possibility to use multiple materials (one per block, not perfect solution for parallel compute, but works with some requirements) -added blending support for material (opaque, additive, mixed) -added Android support -added gprahical representation for mouse tools (tool_circle.d) -added initial support for editing template components variables -better Component and Templates listing -added possibility to add/removes components using mouse -move CLocation to game_core.basic and reuse in every test -moved tools code from demos to App (now code is fully separated from demos!) -some improvement and fixes in Snake demo, with additional systems to handle adding and removing entities -added new demo: Particles. By now demo has several particles to spawn and support for attractors and vortexes (calculation is made as every attractor with every entity) -fixed bug with window hover and tools -improved tool behaviour -added new material -now window is always opened as maximized windowed mode -some minor fixes and improvements
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20 changed files with 1804 additions and 288 deletions
64
demos/assets/shaders/circle.fp
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64
demos/assets/shaders/circle.fp
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precision mediump int;
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precision mediump float;
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precision lowp sampler2D;
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precision lowp samplerCube;
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#ifdef GLES
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#define TEX(x,y) texture2D(x,y)
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#if __VERSION__ >290
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#define M_IN in mediump
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#define L_IN in lowp
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#else
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#define M_IN varying mediump
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#define L_IN varying lowp
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#endif
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#else
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#define TEX(x,y) texture(x,y)
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#if __VERSION__ > 320
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#define M_IN in
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#define L_IN in
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#else
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#define M_IN varying
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#define L_IN varying
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#endif
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#endif
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M_IN vec2 pos;
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M_IN float edge;
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//flat M_IN vec2 fpos;
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//M_IN vec2 uv;
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//M_IN vec4 color;
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/*
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#ifdef GLES
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#if __VERSION__ >290
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in mediump vec2 uv;
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#else
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varying mediump vec2 uv;
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#endif
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#else
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#if __VERSION__ > 320
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in vec2 uv;
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#else
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varying vec2 uv;
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#endif
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#endif*/
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//layout(binding = 0)uniform sampler2D tex;
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//uniform sampler2D tex;
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//layout(location = 0) out vec4 outColor;
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void main()
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{
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float len2 = dot(pos,pos);
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if(len2 > 1.0)discard;
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if(len2 > edge)gl_FragColor = vec4(0.4,0.8,1.0,0.8);//TEX(tex,uv) * color;
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else gl_FragColor = vec4(0,0.6,1.0,0.35);//TEX(tex,uv) * color;
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//gl_FragColor = vec4(pos,0,1);
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//if(gl_FragColor.a < 0.01)discard;
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}
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114
demos/assets/shaders/circle.vp
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114
demos/assets/shaders/circle.vp
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precision highp float;
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precision highp int;
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precision lowp sampler2D;
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precision lowp samplerCube;
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#ifdef GLES
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#if __VERSION__ >290
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#define LOC(x) layout(location = x)
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#define ATT in
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#define M_OUT out mediump
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#define L_OUT out lowp
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#else
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#define LOC(x)
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#define ATT attribute
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#define M_OUT varying mediump
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#define L_OUT varying lowp
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#endif
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#else
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#if __VERSION__ > 320
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#define LOC(x) layout(location = x)
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#define ATT in
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#define M_OUT out
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#define L_OUT out
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#else
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#define LOC(x)
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#define ATT attribute
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#define M_OUT varying
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#define L_OUT varying
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#endif
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#endif
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/*
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#ifdef GLES
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#if __VERSION__ >290
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uniform vec4 matrix_1;
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uniform vec4 matrix_2;
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uniform vec4 uv_transform;
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layout(location = 0) in vec2 positions;
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layout(location = 1) in vec2 tex_coords;
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out mediump vec2 uv;
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#else
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uniform vec4 matrix_1;
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uniform vec4 matrix_2;
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uniform vec4 uv_transform;
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attribute vec2 positions;
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attribute vec2 tex_coords;
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varying mediump vec2 uv;
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#endif
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#else
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#if __VERSION__ > 320
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uniform vec4 matrix_1;
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uniform vec4 matrix_2;
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uniform vec4 uv_transform;
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layout(location = 0) in vec2 positions;
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layout(location = 1) in vec2 tex_coords;
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out vec2 uv;
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#else
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uniform vec4 matrix_1;
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uniform vec4 matrix_2;
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uniform vec4 uv_transform;
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attribute vec2 positions;
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attribute vec2 tex_coords;
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varying vec2 uv;
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#endif
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#endif*/
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//#define VBO_BATCH 1
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//M_OUT vec2 uv;
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//L_OUT vec4 color;
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M_OUT vec2 pos;
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M_OUT float edge;
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//flat M_OUT vec2 fpos;
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LOC(0) ATT vec2 positions;
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//LOC(1) ATT vec2 tex_coords;
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#ifdef VBO_BATCH
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LOC(2) ATT float depth;
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LOC(3) ATT vec4 vcolor;
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#else
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uniform vec4 matrix_1;
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uniform vec4 matrix_2;
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//uniform vec4 uv_transform;
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//uniform vec4 vcolor;
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//float depth = matrix_2.z;
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#endif
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void main() {
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//#ifdef VBO_BATCH
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// vec3 position = vec3(positions*4.0,1.0);
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// uv = tex_coords;
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//#else
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//edge = mix(0.1, 0.96, (matrix_2.z / 256));
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edge = (matrix_1.w - matrix_2.z) / matrix_1.w;//matrix_2.z;//clamp((matrix_2,0.0,1.0);
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edge *= edge;
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pos = positions * 2.0;// / matrix_2.zw * 2;
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//fpos = positions * matrix_2.xy;
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vec3 position = mat3(matrix_1.x,matrix_1.y,0,matrix_1.z,matrix_1.w,0,matrix_2.xy,1.0) * vec3(positions,1.0);
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// uv = tex_coords * uv_transform.zw + uv_transform.xy;
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//#endif
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//color = vcolor * 2.0;
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gl_Position = vec4(position.xy,0,1.0);
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}
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