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11 Commits

Author SHA1 Message Date
paladin eba41e4330 Implementing compiler. 2026-07-18 15:15:51 +01:00
Adebimpe Lincoln a894fc6689 Majority of untested implementation of Statement; Some changes to parser structure and code style; Added .gitignore 2026-07-10 20:59:17 +01:00
paladin f91d5a5091 Rewriting parser. 2026-07-02 00:43:49 +01:00
paladin d2e89dae3e Merge remote-tracking branch 'origin/master'
# Conflicts:
#	Cargo.lock
#	Cargo.toml
#	src/lang.rs
2026-06-15 12:46:39 +01:00
paladin c2fea96feb Reorganising file and module structure. 2026-06-15 12:46:25 +01:00
paladin e59e340777 Reorganising file and module structure. 2026-06-15 12:46:14 +01:00
paladin 10438691c2 Reorganising file and module structure. 2026-06-15 12:44:21 +01:00
paladin a4fb422b83 Merge remote-tracking branch 'origin/master' 2026-06-15 12:33:32 +01:00
paladin bae4d5aca6 Added Parse trait implementations for String, Name and Number; 2026-06-15 12:33:20 +01:00
paladin 843955f2b0 Added Lua parser implementation and Lua BNF through macro_rules!; 2026-06-14 23:19:17 +01:00
paladin 3eb69b3759 Added Lua parser implementation and Lua BNF through macro_rules!; 2026-06-14 23:18:26 +01:00
14 changed files with 2077 additions and 778 deletions
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target
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@@ -19,7 +19,6 @@ log = "0.4"
wgpu = "29.0.3"
pollster = "0.4.0"
console_error_panic_hook = "0.1.7"
parse = { path = "./parse" }
[target.'cfg(target_arch = "wasm32")'.dependencies]
console_error_panic_hook = "0.1.6"
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local two
do
local one
if something then
local three
print(something)
end
local four
if something2 then
end
end
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// Credit of most code to https://sotrh.github.io/learn-wgpu/ since I'm not familiar with wgpu
use std::sync::Arc;
#[cfg(target_arch = "wasm32")]
use wasm_bindgen::prelude::*;
use winit::dpi::PhysicalPosition;
#[cfg(target_arch = "wasm32")]
use winit::platform::web::EventLoopExtWebSys;
use winit::{
application::ApplicationHandler,
event::*,
event_loop::{ActiveEventLoop, EventLoop},
keyboard::{KeyCode, PhysicalKey},
window::Window,
};
// This will store the state of our game
pub struct State {
surface: wgpu::Surface<'static>,
device: wgpu::Device,
queue: wgpu::Queue,
config: wgpu::SurfaceConfiguration,
is_surface_configured: bool,
window: Arc<Window>,
render_pipeline1: wgpu::RenderPipeline,
render_pipeline2: wgpu::RenderPipeline,
other_pipeline: bool,
sky: wgpu::Color,
}
impl State {
// We don't need this to be async right now,
// but we will in the next tutorial
pub async fn new(window: Arc<Window>) -> anyhow::Result<Self> {
let size = window.inner_size();
// The instance is a handle to our GPU
// BackendBit::PRIMARY => Vulkan + Metal + DX12 + Browser WebGPU
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
#[cfg(not(target_arch = "wasm32"))]
backends: wgpu::Backends::PRIMARY,
#[cfg(target_arch = "wasm32")]
backends: wgpu::Backends::GL,
flags: Default::default(),
memory_budget_thresholds: Default::default(),
backend_options: Default::default(),
display: None,
});
let surface = instance.create_surface(window.clone()).unwrap();
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::default(),
compatible_surface: Some(&surface),
force_fallback_adapter: false,
})
.await?;
let (device, queue) = adapter
.request_device(&wgpu::DeviceDescriptor {
label: None,
required_features: wgpu::Features::empty(),
experimental_features: wgpu::ExperimentalFeatures::disabled(),
// WebGL doesn't support all of wgpu's features, so if
// we're building for the web we'll have to disable some.
required_limits: if cfg!(target_arch = "wasm32") {
wgpu::Limits::downlevel_webgl2_defaults()
} else {
wgpu::Limits::default()
},
memory_hints: Default::default(),
trace: wgpu::Trace::Off,
})
.await?;
let surface_caps = surface.get_capabilities(&adapter);
// Shader code in this tutorial assumes an sRGB surface texture. Using a different
// one will result in all the colors coming out darker. If you want to support non
// sRGB surfaces, you'll need to account for that when drawing to the frame.
let surface_format = surface_caps
.formats
.iter()
.find(|f| f.is_srgb())
.copied()
.unwrap_or(surface_caps.formats[0]);
let config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: surface_format,
width: size.width,
height: size.height,
present_mode: surface_caps.present_modes[0],
alpha_mode: surface_caps.alpha_modes[0],
view_formats: vec![],
desired_maximum_frame_latency: 2,
};
let shader1 = device.create_shader_module(wgpu::include_wgsl!("assets/shader.wgsl"));
let render_pipeline_layout1 =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"),
bind_group_layouts: &[],
immediate_size: 0,
});
let render_pipeline1 = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
layout: Some(&render_pipeline_layout1),
vertex: wgpu::VertexState {
module: &shader1,
entry_point: Some("vs_main"), // 1.
buffers: &[], // 2.
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
fragment: Some(wgpu::FragmentState {
// 3.
module: &shader1,
entry_point: Some("fs_main"),
targets: &[Some(wgpu::ColorTargetState {
// 4.
format: config.format,
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: wgpu::PipelineCompilationOptions::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList, // 1.
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw, // 2.
cull_mode: Some(wgpu::Face::Back),
// Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE
polygon_mode: wgpu::PolygonMode::Fill,
// Requires Features::DEPTH_CLIP_CONTROL
unclipped_depth: false,
// Requires Features::CONSERVATIVE_RASTERIZATION
conservative: false,
},
depth_stencil: None, // 1.
multisample: wgpu::MultisampleState {
count: 1, // 2.
mask: !0, // 3.
alpha_to_coverage_enabled: false, // 4.
},
multiview_mask: None, // 5.
cache: None, // 6.
});
let shader2 = device.create_shader_module(wgpu::include_wgsl!("assets/shader2.wgsl"));
let render_pipeline_layout2 =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"),
bind_group_layouts: &[],
immediate_size: 0,
});
let render_pipeline2 = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
layout: Some(&render_pipeline_layout2),
vertex: wgpu::VertexState {
module: &shader2,
entry_point: Some("vs_main"), // 1.
buffers: &[], // 2.
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
fragment: Some(wgpu::FragmentState {
// 3.
module: &shader2,
entry_point: Some("fs_main"),
targets: &[Some(wgpu::ColorTargetState {
// 4.
format: config.format,
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: wgpu::PipelineCompilationOptions::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList, // 1.
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw, // 2.
cull_mode: Some(wgpu::Face::Back),
// Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE
polygon_mode: wgpu::PolygonMode::Fill,
// Requires Features::DEPTH_CLIP_CONTROL
unclipped_depth: false,
// Requires Features::CONSERVATIVE_RASTERIZATION
conservative: false,
},
depth_stencil: None, // 1.
multisample: wgpu::MultisampleState {
count: 1, // 2.
mask: !0, // 3.
alpha_to_coverage_enabled: false, // 4.
},
multiview_mask: None, // 5.
cache: None, // 6.
});
Ok(Self {
surface,
device,
queue,
config,
is_surface_configured: false,
window,
render_pipeline1,
render_pipeline2,
other_pipeline: false,
sky: wgpu::Color {
r: 0.1,
g: 0.2,
b: 0.3,
a: 1.0,
},
})
}
pub fn resize(&mut self, width: u32, height: u32) {
if width > 0 && height > 0 {
let max = 2048;
self.config.width = width.min(max);
self.config.height = height.min(max);
self.surface.configure(&self.device, &self.config);
self.is_surface_configured = true;
}
}
fn update(&mut self) {
// ...
}
fn render(&mut self) -> anyhow::Result<()> {
self.window.request_redraw();
// We can't render unless the surface is configured
if !self.is_surface_configured {
return Ok(());
}
let output = match self.surface.get_current_texture() {
wgpu::CurrentSurfaceTexture::Success(surface_texture) => surface_texture,
wgpu::CurrentSurfaceTexture::Suboptimal(surface_texture) => {
self.surface.configure(&self.device, &self.config);
surface_texture
}
wgpu::CurrentSurfaceTexture::Timeout
| wgpu::CurrentSurfaceTexture::Occluded
| wgpu::CurrentSurfaceTexture::Validation => {
// Skip this frame
return Ok(());
}
wgpu::CurrentSurfaceTexture::Outdated => {
self.surface.configure(&self.device, &self.config);
return Ok(());
}
wgpu::CurrentSurfaceTexture::Lost => {
// You could recreate the devices and all resources
// created with it here, but we'll just bail
anyhow::bail!("Lost device");
}
};
let view = output
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
let mut encoder = self
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("Render Encoder"),
});
{
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Render Pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
depth_slice: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(self.sky),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
occlusion_query_set: None,
timestamp_writes: None,
multiview_mask: None,
});
if self.other_pipeline {
render_pass.set_pipeline(&self.render_pipeline1);
} else {
render_pass.set_pipeline(&self.render_pipeline2);
}
render_pass.draw(0..3, 0..1); // 3.
}
// submit will accept anything that implements IntoIter
self.queue.submit(std::iter::once(encoder.finish()));
output.present();
Ok(())
}
fn handle_key(&mut self, event_loop: &ActiveEventLoop, code: KeyCode, is_pressed: bool) {
match (code, is_pressed) {
(KeyCode::Escape, true) => event_loop.exit(),
(KeyCode::Space, true) => {
self.other_pipeline = !self.other_pipeline;
}
_ => {}
}
}
fn handle_mouse_moved(&mut self, position: PhysicalPosition<f64>) {
self.sky = wgpu::Color {
r: 0.3,
g: position.x / 1000.0,
b: position.y / 1000.0,
a: 1.0,
}
}
}
pub struct App {
#[cfg(target_arch = "wasm32")]
proxy: Option<winit::event_loop::EventLoopProxy<State>>,
state: Option<State>,
}
impl App {
pub fn new(#[cfg(target_arch = "wasm32")] event_loop: &EventLoop<State>) -> Self {
#[cfg(target_arch = "wasm32")]
let proxy = Some(event_loop.create_proxy());
Self {
state: None,
#[cfg(target_arch = "wasm32")]
proxy,
}
}
}
impl ApplicationHandler<State> for App {
fn resumed(&mut self, event_loop: &ActiveEventLoop) {
#[allow(unused_mut)]
let mut window_attributes = Window::default_attributes();
#[cfg(target_arch = "wasm32")]
{
use wasm_bindgen::JsCast;
use winit::platform::web::WindowAttributesExtWebSys;
const CANVAS_ID: &str = "canvas";
let window = wgpu::web_sys::window().unwrap_throw();
let document = window.document().unwrap_throw();
let canvas = document.get_element_by_id(CANVAS_ID).unwrap_throw();
let html_canvas_element = canvas.unchecked_into();
window_attributes = window_attributes.with_canvas(Some(html_canvas_element));
}
let window = Arc::new(event_loop.create_window(window_attributes).unwrap());
#[cfg(not(target_arch = "wasm32"))]
{
// If we are not on web we can use pollster to
// await the window creation
self.state = Some(pollster::block_on(State::new(window)).unwrap());
}
#[cfg(target_arch = "wasm32")]
{
// Run the future asynchronously and use the
// proxy to send the results to the event loop
if let Some(proxy) = self.proxy.take() {
wasm_bindgen_futures::spawn_local(async move {
assert!(
proxy
.send_event(
State::new(window)
.await
.expect("Unable to create canvas!!!")
)
.is_ok()
)
});
}
}
}
#[allow(unused_mut)]
fn user_event(&mut self, _event_loop: &ActiveEventLoop, mut event: State) {
// This is where proxy.send_event() ends up
#[cfg(target_arch = "wasm32")]
{
event.window.request_redraw();
event.resize(
event.window.inner_size().width,
event.window.inner_size().height,
);
}
self.state = Some(event);
}
fn window_event(
&mut self,
event_loop: &ActiveEventLoop,
_window_id: winit::window::WindowId,
event: WindowEvent,
) {
let state = match &mut self.state {
Some(canvas) => canvas,
None => return,
};
match event {
WindowEvent::CloseRequested => event_loop.exit(),
WindowEvent::Resized(size) => state.resize(size.width, size.height),
WindowEvent::RedrawRequested => {
state.update();
match state.render() {
Ok(_) => {}
Err(e) => {
// Log the error and exit gracefully
log::error!("{e}");
event_loop.exit();
}
}
}
WindowEvent::CursorMoved { position: pos, .. } => state.handle_mouse_moved(pos),
WindowEvent::KeyboardInput {
event:
KeyEvent {
physical_key: PhysicalKey::Code(code),
state: key_state,
..
},
..
} => state.handle_key(event_loop, code, key_state.is_pressed()),
_ => {}
}
}
}
pub fn run() -> anyhow::Result<()> {
#[cfg(not(target_arch = "wasm32"))]
{
env_logger::init();
}
#[cfg(target_arch = "wasm32")]
{
console_log::init_with_level(log::Level::Info).unwrap_throw();
}
let event_loop = EventLoop::with_user_event().build()?;
#[cfg(not(target_arch = "wasm32"))]
{
let mut app = App::new();
event_loop.run_app(&mut app)?;
}
#[cfg(target_arch = "wasm32")]
{
let app = App::new(&event_loop);
event_loop.spawn_app(app);
}
Ok(())
}
#[cfg(target_arch = "wasm32")]
#[wasm_bindgen(start)]
pub fn run_web() -> Result<(), wasm_bindgen::JsValue> {
console_error_panic_hook::set_once();
run().unwrap_throw();
Ok(())
}
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print("hello world")
-11
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@@ -1,11 +0,0 @@
/*
@native @inline
@expr(say (&a: String) (b: i32) times)
fn say_something(&a: String, b: i32) -> Pack<String,i32> {
for index in 0..b {
a += a
}
return {a,b}
}
*/
println("where the huzz")
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+2 -481
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@@ -1,482 +1,3 @@
#![recursion_limit = "256"]
mod lang;
mod neural;
// Credit of most code to https://sotrh.github.io/learn-wgpu/ since I come from OpenGl not wgpu
use std::sync::Arc;
#[cfg(target_arch = "wasm32")]
use wasm_bindgen::prelude::*;
use winit::dpi::PhysicalPosition;
#[cfg(target_arch = "wasm32")]
use winit::platform::web::EventLoopExtWebSys;
use winit::{
application::ApplicationHandler,
event::*,
event_loop::{ActiveEventLoop, EventLoop},
keyboard::{KeyCode, PhysicalKey},
window::Window,
};
// This will store the state of our game
pub struct State {
surface: wgpu::Surface<'static>,
device: wgpu::Device,
queue: wgpu::Queue,
config: wgpu::SurfaceConfiguration,
is_surface_configured: bool,
window: Arc<Window>,
render_pipeline1: wgpu::RenderPipeline,
render_pipeline2: wgpu::RenderPipeline,
other_pipeline: bool,
sky: wgpu::Color,
}
impl State {
// We don't need this to be async right now,
// but we will in the next tutorial
pub async fn new(window: Arc<Window>) -> anyhow::Result<Self> {
let size = window.inner_size();
// The instance is a handle to our GPU
// BackendBit::PRIMARY => Vulkan + Metal + DX12 + Browser WebGPU
let instance = wgpu::Instance::new(wgpu::InstanceDescriptor {
#[cfg(not(target_arch = "wasm32"))]
backends: wgpu::Backends::PRIMARY,
#[cfg(target_arch = "wasm32")]
backends: wgpu::Backends::GL,
flags: Default::default(),
memory_budget_thresholds: Default::default(),
backend_options: Default::default(),
display: None,
});
let surface = instance.create_surface(window.clone()).unwrap();
let adapter = instance
.request_adapter(&wgpu::RequestAdapterOptions {
power_preference: wgpu::PowerPreference::default(),
compatible_surface: Some(&surface),
force_fallback_adapter: false,
})
.await?;
let (device, queue) = adapter
.request_device(&wgpu::DeviceDescriptor {
label: None,
required_features: wgpu::Features::empty(),
experimental_features: wgpu::ExperimentalFeatures::disabled(),
// WebGL doesn't support all of wgpu's features, so if
// we're building for the web we'll have to disable some.
required_limits: if cfg!(target_arch = "wasm32") {
wgpu::Limits::downlevel_webgl2_defaults()
} else {
wgpu::Limits::default()
},
memory_hints: Default::default(),
trace: wgpu::Trace::Off,
})
.await?;
let surface_caps = surface.get_capabilities(&adapter);
// Shader code in this tutorial assumes an sRGB surface texture. Using a different
// one will result in all the colors coming out darker. If you want to support non
// sRGB surfaces, you'll need to account for that when drawing to the frame.
let surface_format = surface_caps
.formats
.iter()
.find(|f| f.is_srgb())
.copied()
.unwrap_or(surface_caps.formats[0]);
let config = wgpu::SurfaceConfiguration {
usage: wgpu::TextureUsages::RENDER_ATTACHMENT,
format: surface_format,
width: size.width,
height: size.height,
present_mode: surface_caps.present_modes[0],
alpha_mode: surface_caps.alpha_modes[0],
view_formats: vec![],
desired_maximum_frame_latency: 2,
};
let shader1 = device.create_shader_module(wgpu::include_wgsl!("shader.wgsl"));
let render_pipeline_layout1 =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"),
bind_group_layouts: &[],
immediate_size: 0,
});
let render_pipeline1 = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
layout: Some(&render_pipeline_layout1),
vertex: wgpu::VertexState {
module: &shader1,
entry_point: Some("vs_main"), // 1.
buffers: &[], // 2.
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
fragment: Some(wgpu::FragmentState {
// 3.
module: &shader1,
entry_point: Some("fs_main"),
targets: &[Some(wgpu::ColorTargetState {
// 4.
format: config.format,
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: wgpu::PipelineCompilationOptions::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList, // 1.
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw, // 2.
cull_mode: Some(wgpu::Face::Back),
// Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE
polygon_mode: wgpu::PolygonMode::Fill,
// Requires Features::DEPTH_CLIP_CONTROL
unclipped_depth: false,
// Requires Features::CONSERVATIVE_RASTERIZATION
conservative: false,
},
depth_stencil: None, // 1.
multisample: wgpu::MultisampleState {
count: 1, // 2.
mask: !0, // 3.
alpha_to_coverage_enabled: false, // 4.
},
multiview_mask: None, // 5.
cache: None, // 6.
});
let shader2 = device.create_shader_module(wgpu::include_wgsl!("shader2.wgsl"));
let render_pipeline_layout2 =
device.create_pipeline_layout(&wgpu::PipelineLayoutDescriptor {
label: Some("Render Pipeline Layout"),
bind_group_layouts: &[],
immediate_size: 0,
});
let render_pipeline2 = device.create_render_pipeline(&wgpu::RenderPipelineDescriptor {
label: Some("Render Pipeline"),
layout: Some(&render_pipeline_layout2),
vertex: wgpu::VertexState {
module: &shader2,
entry_point: Some("vs_main"), // 1.
buffers: &[], // 2.
compilation_options: wgpu::PipelineCompilationOptions::default(),
},
fragment: Some(wgpu::FragmentState {
// 3.
module: &shader2,
entry_point: Some("fs_main"),
targets: &[Some(wgpu::ColorTargetState {
// 4.
format: config.format,
blend: Some(wgpu::BlendState::REPLACE),
write_mask: wgpu::ColorWrites::ALL,
})],
compilation_options: wgpu::PipelineCompilationOptions::default(),
}),
primitive: wgpu::PrimitiveState {
topology: wgpu::PrimitiveTopology::TriangleList, // 1.
strip_index_format: None,
front_face: wgpu::FrontFace::Ccw, // 2.
cull_mode: Some(wgpu::Face::Back),
// Setting this to anything other than Fill requires Features::NON_FILL_POLYGON_MODE
polygon_mode: wgpu::PolygonMode::Fill,
// Requires Features::DEPTH_CLIP_CONTROL
unclipped_depth: false,
// Requires Features::CONSERVATIVE_RASTERIZATION
conservative: false,
},
depth_stencil: None, // 1.
multisample: wgpu::MultisampleState {
count: 1, // 2.
mask: !0, // 3.
alpha_to_coverage_enabled: false, // 4.
},
multiview_mask: None, // 5.
cache: None, // 6.
});
Ok(Self {
surface,
device,
queue,
config,
is_surface_configured: false,
window,
render_pipeline1,
render_pipeline2,
other_pipeline: false,
sky: wgpu::Color {
r: 0.1,
g: 0.2,
b: 0.3,
a: 1.0,
},
})
}
pub fn resize(&mut self, width: u32, height: u32) {
if width > 0 && height > 0 {
let max = 2048;
self.config.width = width.min(max);
self.config.height = height.min(max);
self.surface.configure(&self.device, &self.config);
self.is_surface_configured = true;
}
}
fn update(&mut self) {
// ...
}
fn render(&mut self) -> anyhow::Result<()> {
self.window.request_redraw();
// We can't render unless the surface is configured
if !self.is_surface_configured {
return Ok(());
}
let output = match self.surface.get_current_texture() {
wgpu::CurrentSurfaceTexture::Success(surface_texture) => surface_texture,
wgpu::CurrentSurfaceTexture::Suboptimal(surface_texture) => {
self.surface.configure(&self.device, &self.config);
surface_texture
}
wgpu::CurrentSurfaceTexture::Timeout
| wgpu::CurrentSurfaceTexture::Occluded
| wgpu::CurrentSurfaceTexture::Validation => {
// Skip this frame
return Ok(());
}
wgpu::CurrentSurfaceTexture::Outdated => {
self.surface.configure(&self.device, &self.config);
return Ok(());
}
wgpu::CurrentSurfaceTexture::Lost => {
// You could recreate the devices and all resources
// created with it here, but we'll just bail
anyhow::bail!("Lost device");
}
};
let view = output
.texture
.create_view(&wgpu::TextureViewDescriptor::default());
let mut encoder = self
.device
.create_command_encoder(&wgpu::CommandEncoderDescriptor {
label: Some("Render Encoder"),
});
{
let mut render_pass = encoder.begin_render_pass(&wgpu::RenderPassDescriptor {
label: Some("Render Pass"),
color_attachments: &[Some(wgpu::RenderPassColorAttachment {
view: &view,
resolve_target: None,
depth_slice: None,
ops: wgpu::Operations {
load: wgpu::LoadOp::Clear(self.sky),
store: wgpu::StoreOp::Store,
},
})],
depth_stencil_attachment: None,
occlusion_query_set: None,
timestamp_writes: None,
multiview_mask: None,
});
if self.other_pipeline {
render_pass.set_pipeline(&self.render_pipeline1);
} else {
render_pass.set_pipeline(&self.render_pipeline2);
}
render_pass.draw(0..3, 0..1); // 3.
}
// submit will accept anything that implements IntoIter
self.queue.submit(std::iter::once(encoder.finish()));
output.present();
Ok(())
}
fn handle_key(&mut self, event_loop: &ActiveEventLoop, code: KeyCode, is_pressed: bool) {
match (code, is_pressed) {
(KeyCode::Escape, true) => event_loop.exit(),
(KeyCode::Space, true) => {
self.other_pipeline = !self.other_pipeline;
}
_ => {}
}
}
fn handle_mouse_moved(&mut self, position: PhysicalPosition<f64>) {
self.sky = wgpu::Color {
r: 0.3,
g: position.x / 1000.0,
b: position.y / 1000.0,
a: 1.0,
}
}
}
pub struct App {
#[cfg(target_arch = "wasm32")]
proxy: Option<winit::event_loop::EventLoopProxy<State>>,
state: Option<State>,
}
impl App {
pub fn new(#[cfg(target_arch = "wasm32")] event_loop: &EventLoop<State>) -> Self {
#[cfg(target_arch = "wasm32")]
let proxy = Some(event_loop.create_proxy());
Self {
state: None,
#[cfg(target_arch = "wasm32")]
proxy,
}
}
}
impl ApplicationHandler<State> for App {
fn resumed(&mut self, event_loop: &ActiveEventLoop) {
#[allow(unused_mut)]
let mut window_attributes = Window::default_attributes();
#[cfg(target_arch = "wasm32")]
{
use wasm_bindgen::JsCast;
use winit::platform::web::WindowAttributesExtWebSys;
const CANVAS_ID: &str = "canvas";
let window = wgpu::web_sys::window().unwrap_throw();
let document = window.document().unwrap_throw();
let canvas = document.get_element_by_id(CANVAS_ID).unwrap_throw();
let html_canvas_element = canvas.unchecked_into();
window_attributes = window_attributes.with_canvas(Some(html_canvas_element));
}
let window = Arc::new(event_loop.create_window(window_attributes).unwrap());
#[cfg(not(target_arch = "wasm32"))]
{
// If we are not on web we can use pollster to
// await the window creation
self.state = Some(pollster::block_on(State::new(window)).unwrap());
}
#[cfg(target_arch = "wasm32")]
{
// Run the future asynchronously and use the
// proxy to send the results to the event loop
if let Some(proxy) = self.proxy.take() {
wasm_bindgen_futures::spawn_local(async move {
assert!(
proxy
.send_event(
State::new(window)
.await
.expect("Unable to create canvas!!!")
)
.is_ok()
)
});
}
}
}
#[allow(unused_mut)]
fn user_event(&mut self, _event_loop: &ActiveEventLoop, mut event: State) {
// This is where proxy.send_event() ends up
#[cfg(target_arch = "wasm32")]
{
event.window.request_redraw();
event.resize(
event.window.inner_size().width,
event.window.inner_size().height,
);
}
self.state = Some(event);
}
fn window_event(
&mut self,
event_loop: &ActiveEventLoop,
_window_id: winit::window::WindowId,
event: WindowEvent,
) {
let state = match &mut self.state {
Some(canvas) => canvas,
None => return,
};
match event {
WindowEvent::CloseRequested => event_loop.exit(),
WindowEvent::Resized(size) => state.resize(size.width, size.height),
WindowEvent::RedrawRequested => {
state.update();
match state.render() {
Ok(_) => {}
Err(e) => {
// Log the error and exit gracefully
log::error!("{e}");
event_loop.exit();
}
}
}
WindowEvent::CursorMoved { position: pos, .. } => state.handle_mouse_moved(pos),
WindowEvent::KeyboardInput {
event:
KeyEvent {
physical_key: PhysicalKey::Code(code),
state: key_state,
..
},
..
} => state.handle_key(event_loop, code, key_state.is_pressed()),
_ => {}
}
}
}
pub fn run() -> anyhow::Result<()> {
#[cfg(not(target_arch = "wasm32"))]
{
env_logger::init();
}
#[cfg(target_arch = "wasm32")]
{
console_log::init_with_level(log::Level::Info).unwrap_throw();
}
let event_loop = EventLoop::with_user_event().build()?;
#[cfg(not(target_arch = "wasm32"))]
{
let mut app = App::new();
event_loop.run_app(&mut app)?;
}
#[cfg(target_arch = "wasm32")]
{
let app = App::new(&event_loop);
event_loop.spawn_app(app);
}
Ok(())
}
#[cfg(target_arch = "wasm32")]
#[wasm_bindgen(start)]
pub fn run_web() -> Result<(), wasm_bindgen::JsValue> {
console_error_panic_hook::set_once();
run().unwrap_throw();
Ok(())
}
pub mod engine;
pub mod lang;
+3 -2
View File
@@ -1,7 +1,8 @@
#![recursion_limit = "256"]
use game::run;
use game::*;
fn main() {
run().unwrap();
//engine::run().unwrap();
}
+353
View File
@@ -0,0 +1,353 @@
// Macro for expanding syntax form into a struct
macro_rules! definition {
{@build ($n:ident structure) ($($t:tt)*) null () } => {
#[allow(unused)]
#[derive(Debug)]
struct $n ($($t)*);
};
{@build ($n:ident enumeration new ($($f:tt)*) ($m:ident($($mt:tt)*)$($r:tt)*)) () null ()} => {
definition!{@build ($n enumeration ($($f)*) ($m($($mt)*)$($r)*)) () null () $($mt)*}
};
{@build ($n:ident enumeration ($($f:tt)*) ($m:ident($($mt:tt)*)$($r:tt)*)) ($($t:tt)*) null ()} => {
definition!{@build ($n enumeration new ($($f)*$m($($t)*)) ($($r)*)) () null () }
};
{@build ($n:ident enumeration new ($($m:ident($($mt:tt)*))*) ()) () null () } => {
definition!{@build ($n enumeration filter () ($($m($($mt)*))*))}
};
{@build ($n:ident enumeration filter ($($e:tt)*) ($m:ident($($mt:tt)+)$($t:tt)*))} => {
definition!{@build ($n enumeration filter ($($e)*$m($($mt)*),) ($($t)*))}
};
{@build ($n:ident enumeration filter ($($e:tt)*) ($m:ident()$($t:tt)*))} => {
definition!{@build ($n enumeration filter ($($e)*$m,) ($($t)*))}
};
{@build ($n:ident enumeration filter ($($e:tt)*) ())} => {
#[allow(unused)]
#[derive(Debug)]
enum $n {
$($e)*
}
};
{@build $m:tt ($($t:tt)*) null () $l:literal $($r:tt)*} => {
definition!{@build $m ($($t)*) null () $($r)*}
};
{@build $m:tt ($($t:tt)*) null () $i:ident $($r:tt)*} => {
definition!{@build $m ($($t)*Box<$i>,) null () $($r)*}
};
{@build $m:tt ($($t:tt)*) option ($a:tt) () $($r:tt)*} => {
definition!{@build $m ($($t)*Option<$a>,) null () $($r)*}
};
{@build $m:tt ($($t:tt)*) vector ($a:tt) () $($r:tt)*} => {
definition!{@build $m ($($t)*Vec<$a>,) null () $($r)*}
};
{@build $m:tt ($($t:tt)*) option ($($a:tt)*) () $($r:tt)*} => {
definition!{@build $m ($($t)*Option<($($a),*)>,) null () $($r)*}
};
{@build $m:tt ($($t:tt)*) vector ($($a:tt)*) () $($r:tt)*} => {
definition!{@build $m ($($t)*Vec<($($a),*)>,) null () $($r)*}
};
{@build $m:tt ($($t:tt)*) null () [$($b:tt)*] $($r:tt)*} => {
definition!{@build $m ($($t)*) option () ($($b)*) $($r)*}
};
{@build $m:tt ($($t:tt)*) null () {$($b:tt)*} $($r:tt)*} => {
definition!{@build $m ($($t)*) vector () ($($b)*) $($r)*}
};
{@build $m:tt ($($t:tt)*) $i:ident ($($a:tt)*) ($l:literal $($b:tt)*) $($r:tt)*} => {
definition!{@build $m ($($t)*) $i ($($a)*) ($($b)*) $($r)*}
};
{@build $m:tt ($($t:tt)*) $i:ident ($($a:tt)*) ($n:ident $($b:tt)*) $($r:tt)*} => {
definition!{@build $m ($($t)*) $i ($($a)*$n) ($($b)*) $($r)*}
};
}
macro_rules! implement {
{@begin $n:ident structure $($t:tt)*} => {
implement!{@build (state result) (structure $n) {} {} $($t)*}
};
{@begin $n:ident enumeration ($m:ident ($($t2:tt)*)$($t:tt)*)} => {
implement!{@build (state result) (enumeration $m {} ($($t)*) $n) {} {} $($t2)*}
};
{@build ($st:ident $r:ident) $m:tt $f:tt {$($f2:tt)*} $s:literal $($t:tt)*} => {
implement!{@build ($st $r) $m $f {
$($f2)*
$st = $st.trim_start();
if $st.starts_with($s) {
$st = &$st[$s.len()..]
} else {
return Err("error".to_string())
}
} $($t)*}
};
{@build ($s:ident $r:ident) $m:tt {$($f:tt)*} {$($f2:tt)*} $i:ident $($t:tt)*} => {
implement!{@build ($s $r) $m {$($f)*{$($f2)*}} {
let $r;
match $i::consume($s) {
Ok((r,s)) => {
$s = s;
$r = r;
}
Err(error) => {
return Err(error);
}
}
} $($t)*}
};
{@build $va:tt ($($m:tt)*) {$($f:tt)*} {$($f2:tt)*} {$($r:tt)*} $($t:tt)*} => {
implement!{@build $va (vector {$($f)*{$($f2)*}} ($($t)*) $($m)*) {} {} $($r)*}
};
{@build $va:tt ($($m:tt)*) {$($f:tt)*} {$($f2:tt)*} [$($r:tt)*] $($t:tt)*} => {
implement!{@build $va (option {$($f)*{$($f2)*}} ($($t)*) $($m)*) {} {} $($r)*}
};
{@finish ($s:ident $re:ident) (option {$($l:tt)*} ($($t:tt)*) $($m:tt)*) {{$($f:tt)*}$({$($r:tt)*})*} } => {
implement!{@build ($s $re) ($($m)*) {$($l)*} {
let mut $re;
let taker = move |_state| {
let mut $s: &str = _state;
$($f)*
Ok(((
$({$($r)*$re}),*
),$s))
};
match taker($s) {
Ok((r,s)) => {
$s = s;
$re = Some(r);
}
Err(_) => {
$re = None;
}
}
} $($t)*}
};
{@finish ($s:ident $re:ident) (vector {$($l:tt)*} ($($t:tt)*) $($m:tt)*) {{$($f:tt)*}$({$($r:tt)*})*} } => {
implement!{@build ($s $re) ($($m)*) {$($l)*} {
let mut $re = Vec::new();
let taker = move |_state| {
let mut $s: &str = _state;
$($f)*
Ok(((
$({$($r)*$re}),*
),$s))
};
while !$s.is_empty() {
match taker($s) {
Ok((r,s)) => {
$s = s;
$re.push(r);
}
Err(error) => {
break;
}
};
}
} $($t)*}
};
{@build $va:tt $m:tt {$($r:tt)*} $r2:tt} => {
implement!{@finish $va $m {$($r)*$r2}}
};
{@finish ($s:ident $re:ident) (structure $n:ident) {{$($f:tt)*}$({$($r:tt)*})*} } => {
#[allow(unused)]
impl Parse for $n {
fn consume(_state: &str) -> Result<(Self, &str), Error> where Self: Sized {
let mut $s: &str = _state;
$($f)*
Ok((
$n($({$($r)*$re.into()}),*),$s
))
}
}
};
{@finish ($s:ident $re:ident) (enumeration $m2:ident {$($l:tt)*} ($m:ident ($($t2:tt)*)$($t:tt)*) $n:ident) {$f:tt$({$($r:tt)*})+} } => {
implement!{@build ($s $re) (enumeration $m {$($l)*{
$f
Ok((
$n::$m2($({$($r)*$re.into()}),+),$s
))
}} ($($t)*) $n) {} {} $($t2)*}
};
{@finish ($s:ident $re:ident) (enumeration $m3:ident {$($l:tt)*} ($m:ident ($($t2:tt)*)$($t:tt)*) $n:ident) {$f:tt} } => {
implement!{@build ($s $re) (enumeration $m {$($l)*{
$f
Ok((
$n::$m3,$s
))
}} ($($t)*) $n) {} {} $($t2)*}
};
{@finish ($s:ident $re:ident) (enumeration $m2:ident {$($l:tt)*} () $n:ident) {$f:tt$({$($r:tt)*})+}} => {
implement!{@finish ($s $re) (enumeration {$($l)*{
$f
Ok((
$n::$m2($({$($r)*$re.into()}),+),$s
))
}} () $n)} // straight to below
};
{@finish ($s:ident $re:ident) (enumeration $m2:ident {$($l:tt)*} () $n:ident) {$f:tt}} => {
implement!{@finish ($s $re) (enumeration {$($l)*{
$f
Ok((
$n::$m2,$s
))
}} () $n)} // straight to below
};
{@finish ($s:ident $re:ident) (enumeration {$({$($f:tt)*})*} () $n:ident)} => {
#[allow(unused)]
impl Parse for $n {
fn consume(_state: &str) -> Result<(Self, &str), Error> where Self: Sized {
let mut $s: &str = _state;
$(
let case = (||{
let mut state: &str = _state;
$($f)*
})(); // put it into a closure and run it (makes returning easier)
if case.is_ok() {
return case;
}
)*
Err("error".into())
}
}
};
}
macro_rules! class {
($i:ident($($t:tt)*)) => {
definition!{@build ($i structure) () null () $($t)*}
implement!{@begin $i structure $($t)*}
//display!{@begin $i structure $($t)*}
};
($i:ident{$($n:ident($($t:tt)*)),*}) => {
definition!{@build ($i enumeration new () ($($n($($t)*))*)) () null ()}
implement!{@begin $i enumeration ($($n($($t)*))*)}
//display!{@begin $i enumeration ($($n($($t)*))*)}
}
}
macro_rules! parser {
() => {};
($i:ident$t:tt;$($tail:tt)*) => {
class!($i$t);
parser!($($tail)*);
};
}
// todo: reimplement attrib here
// https://www.lua.org/manual/5.5/manual.html#9
parser!{
// LiteralString -> "..."
// LiteralNumber -> 0x... 123.456
Chunk ( Block );
Block ( {Statement} [Return] );
Statement {
Semicolon (";"),
Assignment (Variables "=" Expressions),
Call (RootAtom CallChain),
Label (Label),
Break ("break"),
Goto ("goto" Name),
Do ("do" Block "end"),
While ("while" Expression "do" Block "end"),
Repeat ("repeat" Block "until" Expression),
If ("if" Expression "then" Block {"elseif" Expression "then" Block} ["else" Block] "end"),
ForRange ("for" Name "=" Expression "," Expression ["," Expression] "do" Block "end"),
ForIn ("for" Names "in" Expressions "do" Block "end"),
Function ("function" FunctionName FunctionBody),
LocalFunction ("local" "function" Name FunctionBody),
GlobalFunction ("global" "function" Name FunctionBody),
Declaration ("local" Names ["=" Expressions]),
Global ("global" Names)
};
Return( "return" [Expressions] [";"] );
Label( "::" Name "::" );
FunctionName( Name {"." Name} [":" Name] );
Variables( Variable {"," Variable} );
Names( Name {"," Name} );
Expressions( Expression {"," Expression} );
// DEVIATION: This parser is greedy, so the manual's syntax breaks it.
RootAtom {
Variable (Name),
Expression ("(" Expression ")")
};
IndexAtom {
Dot ("." Name),
Index ("[" Expression "]")
};
CallAtom {
Normal (Arguments),
Method (":" Name Arguments)
};
PrefixAtom {
Call (CallAtom),
Index (IndexAtom)
};
VariableChain {
Link (PrefixAtom VariableChain),
Finish (IndexAtom)
};
CallChain {
Link (PrefixAtom CallChain),
Finish (CallAtom)
};
Variable (RootAtom VariableChain);
Expression {
Nil ("nil"),
False ("false"),
True ("true"),
VarArg ("..."),
Number (Number),
String (String),
FunctionDef (FunctionDef),
Prefix (RootAtom {PrefixAtom}),
Table (Table),
Binary (Expression BinaryOp Expression), // todo: .
Unary (UnaryOp Expression)
};
// -----------------------
Arguments {
Expressions ("(" [Expressions] ")"),
Table (Table),
String (String)
};
FunctionDef( "function" FunctionBody );
FunctionBody( "(" [Parameters] ")" Block "end" );
Parameters {
Names (Names ["," VarArg]),
VarArg (VarArg)
};
VarArg( "..." [Name] );
Table( "{" [Fields] "}" );
Fields( Field {FieldSep Field} [FieldSep] );
Field {
ExpressionIndex ("[" Expression "]" "=" Expression),
Name (Name "=" Expression),
Expression (Expression)
};
FieldSep {
Comma (","),
Semicolon (";")
};
BinaryOp {
Plus ("+"),
Minus ("-"),
Mul ("*"),
Divide ("/"),
DivFloor ("//"),
Caret ("^"),
Modulo ("%"),
Ampersand ("&"),
Tilde ("~"),
Pipe ("|"),
ShiftRight (">>"),
ShiftLeft ("<<"),
Concat (".."),
Less ("<"),
LessEqual ("<="),
Greater (">"),
GreatEqual (">="),
Equivalent ("=="),
NotEqual ("~="),
And ("and"),
Or ("or")
};
UnaryOp {
Negate ("-"),
Not ("not"),
Ampersand ("#"),
Tilde ("~")
};
}
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