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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