mirror of
https://github.com/Ed94/Odin.git
synced 2026-06-27 16:01:47 -07:00
763 lines
13 KiB
Odin
763 lines
13 KiB
Odin
// Demo 001
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#load "basic.odin"
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#load "game.odin"
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main :: proc() {
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// _ = hellope();
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// variables();
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// procedures();
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// constants();
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// types();
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// data_control();
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// using_fields();
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Entity :: type struct {
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guid: u64;
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name: string;
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}
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Frog :: type struct {
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using entity: Entity;
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jump_height: f32;
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}
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e: Entity;
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frog : Frog;
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frog.name = "Ribbit";
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a: [16]u32;
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x := ^a[1];
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y := ^a[5];
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d := ptr_sub(y, ptr_offset(x, 1));
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print_int(d); nl();
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Thing :: type struct {
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CONSTANT :: 123;
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Thing :: type struct {
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y: f32;
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z: int;
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w: int;
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}
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x: Thing;
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}
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test :: proc() -> int {
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t_outer: Thing;
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t_outer.x = Thing.Thing{};
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using Thing;
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t_inner: Thing;
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t_inner.y = 1;
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print_int(CONSTANT); nl();
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return CONSTANT;
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}
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test__ := test();
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// run_game();
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}
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hellope :: proc() -> int {
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print_string("Hellope, 世界\n");
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return 1;
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}
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// Line comment
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/*
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Block Comment
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*/
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/*
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Nested /*
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Block /*
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Comment
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*/
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*/
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*/
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apple, banana, carrot: bool;
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box, carboard: bool = true, false;
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hellope_value: int = hellope(); // The procedure is ran just before `main`
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variables :: proc() {
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i: int; // initialized with zero value
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j: int = 1;
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x, y: int = 1, 2;
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// Type inference
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apple, banana, 世界 := true, 123, "world";
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// Basic Types of the Language
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//
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// bool
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//
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// i8 i16 i32 i64 i128
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// u8 u16 u32 u64 u128
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//
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// f32 f64
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//
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// int uint (size_of(int) == size_of(uint) == size_of(rawptr))
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//
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// rawptr (equivalent to void * in C/C++)
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//
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// string
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//
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// byte - alias for u8
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// rune - alias for i32 // Unicode Codepoint
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//
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// "untyped" types can implicitly convert to any of the "typed" types
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// Default Type
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// untyped bool - bool
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// untyped integer - int
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// untyped float - f64
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// untyped pointer - rawptr
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// untyped string - string
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// untyped rune - rune/i32
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// Zero values
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zero_numeric := 0;
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zero_boolean := false;
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zero_pointer := null;
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zero_string1 := ""; // Escaped string
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zero_string2 := ``; // Raw string
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// Compound types have a different kind of zero value
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// Unary operators
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// +a
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// -a
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// ~a
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// !a
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// Binary operators
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// a + b add
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// a - b sub
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// a ~ b xor
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// a | b or
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// a * b mul
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// a / b quo
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// a % b mod
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// a & b and
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// a &~ b bitclear == a & (~b)
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// a << b shl
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// a >> b shr
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// a as Type // Type cast
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// a transmute Type // Bit cast
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// a == b eq
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// a != b ne
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// a < b lt
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// a > b gt
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// a <= b le
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// a >= b ge
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}
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procedures :: proc() {
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add :: proc(x: int, y: int) -> int {
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return x + y;
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}
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print_int(add(3, 4)); // 7
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print_nl();
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add_v2 :: proc(x, y: int) -> int {
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return x + y;
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}
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fibonacci :: proc(n: int) -> int {
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if n < 2 {
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return n;
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}
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return fibonacci(n-1) + fibonacci(n-2);
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}
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print_int(fibonacci(12)); nl();
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swap_strings :: proc(x, y: string) -> (string, string) {
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return y, x;
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}
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a, b := swap_strings("Hellope\n", "World\n");
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print_string(a);
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print_string(b);
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a, b = b, a; // Quirk of grammar the of multiple assignments
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// Swap variables
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print_string(a);
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print_string(b);
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// Not a hint like C/C++, it's mandatory (unless it cannot do it but it will warn)
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proc1 :: proc(a, b: int) #inline {
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print_int(a + b);
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}
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proc2 :: proc(a, b: int) #no_inline {
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print_int(a + b);
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}
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print_int(3 ''add 4); // Infix style
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print_nl();
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print_int(12 'fibonacci); // Postfix style
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print_nl();
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}
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TAU :: 6.28318530718;
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constants :: proc() {
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TAU :: 6.28318530718; // untyped float
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WORLD_JAPANESE :: "世界"; // untyped string
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TAU_32 : f32 : 6.28318530718;
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TAU_AS_32 :: 6.28318530718 as f32;
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PI :: TAU / 2;
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CLOSE_TO_PI :: 3;
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DIFF :: (PI - CLOSE_TO_PI) / PI; // Evaluated at compile time
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a := TAU; // the constant's value becomes typed as f64
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b := CLOSE_TO_PI; // the constant's value becomes typed as int
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c := DIFF;
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}
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nl :: proc() { print_nl(); }
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types :: proc() {
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x: int = 123;
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y := x; // y: int = x;
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// z: f32 = x; // invalid
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z: f32 = x as f32;
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ptr_z := ^z; // Pascal notation
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ptr_z^ = 123; // Derefence Notation
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w: f32 = ptr_z^; // 123
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print_f32(z); nl();
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// ^z - pointer to z
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// z^ - z from pointer
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// Implicit conversion to and from rawptr
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r_ptr: rawptr = ptr_z;
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ptr_z = r_ptr;
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f32_array: [12]f32; // Array of 12 f32
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f32_array[0] = 2;
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f32_array[1] = 3;
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// f32_array[-1] = 2; // Error - compile time check
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// f32_array[13] = 2; // Error - compile time check
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f32_array_len := len(f32_array); // builtin procedure
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f32_array_cap := cap(f32_array); // == len(f32_array)
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mda: [2][3][4]int; // Column-major
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// mda[x][y][z]
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api: [2]^f32;
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papi: ^[2]^f32;
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f32_slice: []f32; // Slice / Array reference
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f32_slice = f32_array[0:5];
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f32_slice = f32_array[:5];
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f32_slice = f32_array[:]; // f32_array[0:len(f32_array)-1];
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f32_slice = f32_array[1:5:7]; // low:1, high:5, max:7
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// len: 5-1 == 4
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// cap: 7-1 == 6
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append_success := append(^f32_slice, 1);
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_ = append(^f32_slice, 2);
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_ = copy(f32_array[0:2], f32_array[2:4]); // You can use memcpy/memmove if you want
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s := "Hellope World";
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sub_string: string = s[5:10];
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v0: {4}f32; // Vector of 4 f32
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v0[0] = 1;
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v0[1] = 3;
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v0[2] = 6;
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v0[3] = 10;
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v1 := v0 + v0; // Simd Arithmetic
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v1 = v1 - v0;
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v1 *= v0; // i.e. hadamard product
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v1 /= v0;
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// builtin procedure
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v2 := swizzle(v0, 3, 2, 1, 0); // {10, 6, 3, 1}
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v3: {4}bool = v0 == v2;
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// LLVM rant?
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Vec4 :: type {4}f32;
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Array3Int :: type [3]int;
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Vec3 :: type struct {
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x, y, z: f32;
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}
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BinaryNode :: type struct {
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left, right: ^BinaryNode; // same format as procedure argument
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data: rawptr;
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}
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AddProc :: type proc(a, b: int) -> int
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Packed :: type struct #packed {
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a: u8;
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b: u16;
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c: u32;
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}
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static_assert(size_of(Packed) == 7); // builtin procedure
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{
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MyInt :: type int;
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x: int = 1;
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y: MyInt = 2;
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// z := x + y; // Failure - types cannot implicit convert*
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z := x as MyInt + y; // Type cast using `as`
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}
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{
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// From: Quake III Arena
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Q_rsqrt :: proc(number: f32) -> f32 {
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i: i32;
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x2, y: f32;
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THREE_HALFS :: 1.5;
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x2 = number * 0.5;
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y = number;
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i = (^y as ^i32)^; // evil floating point bit level hacking
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i = 0x5f3759df - i>>1; // what the fuck?
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y = (^i as ^f32)^;
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y = y * (THREE_HALFS - (x2 * y *y)); // 1st iteration
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// y = y * (THREE_HALFS - (x2 * y *y)); // 2nd iteration, this can be removed
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return y;
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}
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Q_rsqrt_v2 :: proc(number: f32) -> f32 {
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THREE_HALFS :: 1.5;
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x2 := number * 0.5;
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y := number;
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i := y transmute i32; // evil floating point bit level hacking
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i = 0x5f3759df - i>>1; // what the fuck?
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y = i transmute f32;
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y = y * (THREE_HALFS - (x2 * y *y)); // 1st iteration
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// y = y * (THREE_HALFS - (x2 * y *y)); // 2nd iteration, this can be removed
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return y;
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}
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// NOTE(bill): transmute only works if the size of the types are equal
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/*
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// in C
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union {
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i32 i;
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f32 y;
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};
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*/
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}
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{ // Enumeration
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Thing :: type enum {
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APPLE,
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FROG,
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TREE,
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TOMB,
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}
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a := Thing.APPLE;
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Sized :: type enum u64 {
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APPLE,
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FROG,
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TREE,
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TOMB,
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}
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static_assert(size_of(Sized) == size_of(u64));
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Certain :: type enum {
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APPLE = 3,
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FROG,
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TREE = 7,
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TOMB,
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}
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static_assert(Certain.TOMB == 8);
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}
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{ // Untagged union
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BitHack :: type union {
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i: i32;
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f: f32;
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}
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b: BitHack;
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b.f = 123;
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print_int_base(b.i as int, 16); print_nl();
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// Manually tagged union
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EntityKind :: type enum {
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Invalid,
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Constant,
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Variable,
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TypeName,
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Procedure,
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Builtin,
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Count,
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}
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Entity :: type struct {
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kind: EntityKind;
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guid: u64;
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// Other data
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/*using*/
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data: union {
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constant: struct{};
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variable: struct{
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visited, is_field, used, anonymous: bool;
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};
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procedure: struct { used: bool; };
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buitlin: struct { id: i32; };
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};
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}
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// NOTE(bill): Tagged unions are not added yet but are planned
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}
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{ // Compound Literals
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a := [3]int{1, 2, 3};
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b := [3]int{};
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c := [..]int{1, 2, 3};
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d := []int{1, 2, 3}; // slice
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e := {4}f32{1, 2, 3, 4};
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f := {4}f32{1}; // broadcasts to all
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// g := {4}f32{1, 2}; // require either 1 or 4 elements
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Vec2 :: type {2}f32;
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h := Vec2{1, 2};
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i := Vec2{5} * h; // For strong type safety
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// FORENOTE: 5 * h was originally allowed but it was an edge case in the
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// compiler I didn't think it was enough to justify have it it.
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print_f32(i[0]); print_rune(#rune ",");
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print_f32(i[1]); print_nl();
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}
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{ // First class procedures
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do_thing :: proc(p: proc(a, b: int) -> int) {
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print_int(p(3, 4)); nl();
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}
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add :: proc(a, b: int) -> int {
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return a + b;
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}
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add_lambda := proc(a, b: int) -> int {
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return a - b;
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}; // note semicolon
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do_thing(add);
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do_thing(add_lambda);
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do_thing(proc(a, b: int) -> int { // Anonymous
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return a * b;
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});
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}
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{ // strings and runes
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escaped := "Hellope World\n";
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raw := `Hellope World\n`;
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print_string(escaped);
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print_string(raw); nl();
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// Crap shader example
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shader_string :=
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`#version 410
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layout (location = 0) in vec3 a_position;
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layout (location = 1) in vec3 a_normal;
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layout (location = 2) in vec2 a_tex_coord;
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out vec3 v_position;
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out vec3 v_normal;
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out vec2 v_tex_coord;
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uniform mat4 u_model_view;
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uniform mat3 u_normal;
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uniform mat4 u_proj;
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uniform mat4 u_mvp;
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void main() {
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v_tex_coord = a_tex_coord;
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v_normal = normalize(u_normal * a_normal);
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v_position = vec3(u_model_view * vec4(a_position, 1.0));
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gl_Position = u_mvp * vec4(a_position, 1.0);
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}`;
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hearts1 := #rune "💕";
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hearts2 := #rune "\U0001f495"; // 32 bit
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hearts3 := #rune "\xf0\x9f\x92\x95";
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㐒 := #rune "㐒";
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㐒16 := #rune "\u4db5"; // 16 bit but will be `rune`
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// String ideas "nicked" from Go, so far. I think I might change how some of it works later.
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}
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{ // size, align, offset
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Thing :: type struct {
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a: u8;
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b: u16;
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c, d, e: u32;
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}
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s := size_of(Thing);
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a := align_of(Thing);
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o := offset_of(Thing, b);
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t: Thing;
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sv := size_of_val(t);
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av := align_of_val(t);
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ov := offset_of_val(t.b);
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}
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}
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data_control :: proc() {
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sum := 0;
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for i := 0; i < 12; i++ {
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sum += 1;
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}
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print_string("sum = "); print_int(sum); nl();
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sum = 1;
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for ; sum < 1000000; {
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sum += sum;
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}
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print_string("sum = "); print_int(sum); nl();
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sum = 1;
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for sum < 1000000 {
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sum += sum;
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}
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print_string("sum = "); print_int(sum); nl();
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// loop
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// for { } == for true {}
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// Question: Should I separate all these concepts and rename it?
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//
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// range - iterable
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// for - c style
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// while
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// loop - while true
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// Notes:
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// conditions _must_ a boolean expression
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// i++ and i-- are statements, not expressions
|
|
|
|
|
|
x := 2;
|
|
if x < 3 {
|
|
print_string("x < 2\n");
|
|
}
|
|
|
|
// Unified initializer syntax - same as for statements
|
|
if x := 2; x < 3 {
|
|
print_string("x < 2\n");
|
|
}
|
|
|
|
if x := 4; x < 3 {
|
|
print_string("Never called\n");
|
|
} else {
|
|
print_string("This is called\n");
|
|
}
|
|
|
|
{ // String comparison
|
|
a := "Hellope";
|
|
b := "World";
|
|
if a < b {
|
|
print_string("a < b\n");
|
|
}
|
|
if a != b {
|
|
print_string("a != b\n");
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
{ // Defer statement
|
|
defer print_string("日本語\n");
|
|
print_string("Japanese\n");
|
|
}
|
|
|
|
{
|
|
defer print_string("1\n");
|
|
defer print_string("2\n");
|
|
defer print_string("3\n");
|
|
}
|
|
|
|
{
|
|
prev_allocator := context.allocator;
|
|
context.allocator = __default_allocator();
|
|
defer context.allocator = prev_allocator;
|
|
|
|
File :: type struct { filename: string; };
|
|
FileError :: type int;
|
|
open_file :: proc(filename: string) -> (File, FileError) {
|
|
return File{}, 0;
|
|
}
|
|
close_file :: proc(f: ^File) {}
|
|
f, err := open_file("Test");
|
|
if err != 0 {
|
|
// handle error
|
|
}
|
|
defer close_file(^f);
|
|
|
|
// Rest of code!!!
|
|
}
|
|
|
|
for i := 0; i < 100; i++ {
|
|
blah := new(int);
|
|
defer {
|
|
defer print_string("!");
|
|
defer print_int(i);
|
|
defer print_string("dealloc");
|
|
delete(blah);
|
|
}
|
|
|
|
if i == 3 {
|
|
// defers called
|
|
continue;
|
|
}
|
|
|
|
if i == 5 {
|
|
// defers called
|
|
return; // End of procedure
|
|
}
|
|
|
|
if i == 8 {
|
|
// defers called
|
|
break; // never happens
|
|
}
|
|
}
|
|
|
|
defer print_string("It'll never happen, mate 1");
|
|
print_string("It'll never happen, mate 2");
|
|
print_string("It'll never happen, mate 3");
|
|
}
|
|
|
|
|
|
using_fields :: proc() {
|
|
{ // Everyday stuff
|
|
Vec3 :: type struct { x, y, z: f32; }
|
|
|
|
Entity :: type struct {
|
|
name: string;
|
|
using pos: Vec3;
|
|
vel: Vec3;
|
|
}
|
|
t: Entity;
|
|
t.y = 456;
|
|
print_f32(t.y); print_nl();
|
|
print_f32(t.pos.y); print_nl();
|
|
print_f32(t.vel.y); print_nl();
|
|
|
|
|
|
Frog :: type struct { // Subtype (kind of)
|
|
using entity: Entity;
|
|
colour: u32;
|
|
jump_height: f32;
|
|
}
|
|
|
|
f: Frog;
|
|
f.y = 1337;
|
|
print_f32(f.y); print_nl();
|
|
print_f32(f.pos.y); print_nl();
|
|
print_f32(f.vel.y); print_nl();
|
|
|
|
|
|
Buffalo :: type struct {
|
|
using entity: Entity;
|
|
speed: f32;
|
|
noise_level: f32;
|
|
}
|
|
}
|
|
|
|
|
|
{ // Crazy Shit
|
|
Vec2 :: type union {
|
|
using _xy: struct { x, y: f32; };
|
|
e: [2]f32;
|
|
v: {2}f32;
|
|
}
|
|
|
|
Entity :: type struct {
|
|
using pos: ^Vec2;
|
|
name: string;
|
|
}
|
|
t: Entity;
|
|
t.pos = new(Vec2);
|
|
defer delete(t.pos);
|
|
t.x = 123;
|
|
print_f32(t._xy.x); print_nl();
|
|
print_f32(t.pos.x); print_nl();
|
|
print_f32(t.pos._xy.x); print_nl();
|
|
}
|
|
}
|
|
|