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https://github.com/lxsang/Diya-API.git
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WIP: font rendering...
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@ -104,10 +104,11 @@ DiyaBoot >> render [
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event := SDL_Event new.
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event := SDL_Event new.
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root := DiyaRootNode new.
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root := DiyaRootNode new.
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DiyaRenderer uniqueInstance root: root.
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DiyaRenderer uniqueInstance root: root.
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rec := root addNode: (DiyaRectangle size: 120@160 shader: GLSimpleShader uniqueInstance) at: 120 @ 160.
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rec := root addNode: (DiyaRectangle size: 120@160 shader: GLSimpleShader uniqueInstance) at: 200 @ 200.
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rec rotation: (Float pi / -8.0).
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rec := root addNode: (DiyaRectangle size: 50@50 shader: GLSimpleShader uniqueInstance) at: 200 @ 500.
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rec scale: 1.5@1.5.
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"rec rotation: (Float pi / -8.0).
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text := root addNode: (DiyaText data: 'Hello,world' shader: GLTexShader uniqueInstance) at: 0@0.
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rec scale: 1.5@1.5."
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text := root addNode: (DiyaText data: 'Hello,world' shader: TotoShader uniqueInstance) at: 0@0.
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OpenGL viewportX: 0 Y:0 W: display w H: display h.
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OpenGL viewportX: 0 Y:0 W: display w H: display h.
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"TODO: maybe give node to customize this"
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"TODO: maybe give node to customize this"
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[ running ] whileTrue: [
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[ running ] whileTrue: [
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@ -37,14 +37,20 @@ DiyaText >> data: anObject [
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DiyaText >> draw [
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DiyaText >> draw [
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|face offset|
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|face offset|
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data ifNil: [ ^self ].
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data ifNil: [ ^self ].
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offset := 50.0@50.0.
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offset := 100.0@100.0.
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OpenGL enable: GL_CULL_FACE.
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OpenGL enable: GL_CULL_FACE.
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OpenGL enable: GL_BLEND.
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OpenGL enable: GL_BLEND.
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OpenGL blendFnWithSfactor: GL_SRC_ALPHA dfactor: GL_ONE_MINUS_SRC_ALPHA.
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OpenGL blendFnWithSfactor: GL_SRC_ALPHA dfactor: GL_ONE_MINUS_SRC_ALPHA.
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self shader use.
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self shader use.
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shader setUniform: #u_time value: DiyaClock uniqueInstance elapsedTime asFloat.
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self shader setUniform: #u_time value: DiyaClock uniqueInstance elapsedTime asFloat.
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shader setUniform: #u_projection value: context projection buffer.
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self shader setUniform: #u_projection value: context projection buffer.
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shader setUniform: #u_resolution value: { context resolution x. context resolution y }.
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self shader setUniform: #u_texture value: 0.
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self shader setUniform: #u_resolution value: { context resolution x. context resolution y }.
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context mouse ifNotNil: [
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"in shader, window origin is bottom left conor of the window
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the mouse position should be transformed to this coodinate"
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shader setUniform: #u_mouse value: { context mouse x. context resolution y - context mouse y }.
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].
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face := DiyaFontManager uniqueInstance face: self fontStyle from: self fontName.
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face := DiyaFontManager uniqueInstance face: self fontStyle from: self fontName.
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"set fontsize"
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"set fontsize"
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face setPixelWidth:0 height: self fontSize.
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face setPixelWidth:0 height: self fontSize.
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@ -52,11 +58,10 @@ DiyaText >> draw [
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"configure vao vbo for texture QUAD"
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"configure vao vbo for texture QUAD"
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context vao enableAttribute: 0.
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context vao enableAttribute: 0.
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OpenGLVertexArray vertexAttributePointerIndex: 0 size:4 type: GL_FLOAT normalized: GL_FALSE stride: 16 pointer: nil .
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OpenGLVertexArray vertexAttributePointerIndex: 0 size:4 type: GL_FLOAT normalized: GL_FALSE stride: 16 pointer: nil .
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data do:[:c | self drawCharacter: c at: offset with: face].
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data do:[:c | self drawCharacter: c at: offset with: face.].
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context vao disableAttribute: 0.
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context vao disableAttribute: 0.
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"reset value"
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"reset value"
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OpenGL pixelstorei: GL_UNPACK_ALIGNMENT param: 4.
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OpenGL pixelstorei: GL_UNPACK_ALIGNMENT param: 4.
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OpenGLTexture bind: GL_TEXTURE_2D texture: 0.
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OpenGL disable: GL_CULL_FACE.
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OpenGL disable: GL_CULL_FACE.
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OpenGL disable: GL_BLEND.
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OpenGL disable: GL_BLEND.
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@ -140,6 +145,6 @@ DiyaText >> initialize [
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super initialize.
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super initialize.
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fontStyle := 'Regular'.
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fontStyle := 'Regular'.
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fontName := 'Ubuntu'.
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fontName := 'Ubuntu'.
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fontSize := 20.
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fontSize := 40.
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data := nil.
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data := nil.
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]
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]
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@ -7,30 +7,158 @@ Class {
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{ #category : #'as yet unclassified' }
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{ #category : #'as yet unclassified' }
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TotoShader class >> fragmentShader [
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TotoShader class >> fragmentShader [
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^'
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^'
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#version 330 core
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#ifdef GL_ES
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in vec2 TexCoords;
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precision highp float;
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#endif
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uniform sampler2D text;
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varying vec2 texcoord;
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uniform sampler2D u_texture;
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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void main(void) {
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gl_FragColor = texture2D(u_texture, texcoord); //vec4(1, 1, 1, texture2D(u_texture, texcoord).r) * vec4(1,1,1,1);
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}'!
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void main()
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|pkgn dest pkg fileReference fileName writer core hePackage ignoresClasses|
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{
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FFIMethodRegistry resetAll.
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vec4 sampled = vec4(1.0, 1.0, 1.0, texture(text, TexCoords).r);
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dest := Smalltalk arguments first.
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gl_FragColor = vec4(1.0,1.0,1.0, 1.0) * sampled;
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pkgn := Smalltalk arguments at:2.
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} '
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core := HEPackage new.
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core classes: OrderedCollection new.
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core traits: OrderedCollection new.
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core extensionMethods: OrderedCollection new.
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core packageName: pkgn.
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packages := #(
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'Kernel-Chronology-Extras'
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'Jobs'
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'Collections-Arithmetic'
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'Ring-Deprecated-Core-Kernel'
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'Math-Operations-Extensions'
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'Collections-Atomic'
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'Collections-DoubleLinkedList'
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'DeprecatedFileStream'
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'Zinc-Resource-Meta-Core'
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'Zinc-Character-Encoding-Core'
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'FileSystem-Core'
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'FileSystem-Disk'
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'FileSystem-Memory'
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'Compression'
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'FileSystem-Zip'
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'Multilingual-Encodings'
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'Multilingual-Languages'
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'Multilingual-TextConversion'
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'Text-Core'
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'AST-Core'
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'Debugging-Core'
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'OpalCompiler-Core'
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'Kernel-Traits'
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'AST-Core-Traits'
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'Collections-Abstract-Traits'
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'Transcript-Core-Traits'
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'TraitsV2-Compatibility'
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'Alien-Core'
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'System-Model'
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'PragmaCollector'
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'UnifiedFFI'
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'UnifiedFFI-Legacy'
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'Slot-Core'
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'System-Localization'
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'STON-Core'
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'Diya'
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"
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'Graphics-Primitives'
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'Graphics-Transformations'
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'Graphics-Canvas'
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'FreeType'
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'Graphics-Display Objects'
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'EmbeddedFreeType'
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'Text-Scanning'
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'Multilingual-OtherLanguages'
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'Multilingual-TextConverterOtherLanguages'
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'Graphics-Fonts'
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'System-FileRegistry'
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'Graphics-Files'
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'Graphics-Shapes'"
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).
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ignoresClasses := {
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RGCommentDefinition.
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RGMethodDefinition.
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ChangeRecord.
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PluggableListMorph.
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TextLine.
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TransformMorph.
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StringMorph.
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AthensCairoSDLSurface.
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SourceFileArray.
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GlyphForm
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}.
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packages do:[:name | |pkg trait classes extensionMethods|
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Transcript show: 'Processing package ',name;cr.
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FFIMethodRegistry resetAll.
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pkg := RPackageOrganizer default packageNamed: name asSymbol.
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traits := (pkg definedClasses select: #isTrait) do: [ :e | core traits add:(HETrait for: e) ].
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(pkg definedClasses reject: #isTrait) do: [ :e |
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(ignoresClasses includes:e superclass) ifFalse:[
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core addClass: (HEClass for: e) ].
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].
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pkg extensionMethods do: [ :e |
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(ignoresClasses includes:e classBinding value) ifFalse:[
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core extensionMethods add:(HEMethod for: e)
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]
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].
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].
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"SDL binding class"
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pkg := RPackageOrganizer default packageNamed: 'OSWindow-SDL2' asSymbol.
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(pkg classNamesForClassTag: 'Bindings') do:[:e|
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(ignoresClasses includes:e asClass) ifFalse:[
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core addClass:(HEClass for:e asClass) ]].
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"FreeType binding class"
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pkg := RPackageOrganizer default packageNamed: 'FreeType' asSymbol.
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(pkg classNamesForClassTag: 'Base') do:[:e|
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(ignoresClasses includes:e asClass) ifFalse:[
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core addClass:(HEClass for:e asClass) ]].
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(pkg classNamesForClassTag: 'Bindings') do:[:e|
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(ignoresClasses includes:e asClass) ifFalse:[
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core addClass:(HEClass for:e asClass) ]].
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"fixing some missing classes"
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core addClass: (HEClass for:OSWindowPlatformSpecificHandle);
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addClass: (HEClass for:ChunkWriteStream);
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addClass: (HEClass for:ChunkReadStream);
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addClass: (HEClass for:STCommandLineHandler);
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addClass: (HEClass for:FreeTypeFace)
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.
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fileReference := (dest,'/',(pkgn replaceAll: Character space with: $-),'.hermes') asFileReference.
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fileName := fileReference fullName.
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writer := HEBinaryReaderWriter new
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stream: (File openForWriteFileNamed:fileName);
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yourself.
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core writeInto: writer.
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writer stream flush.
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Transcript show: 'File exported to ', dest, '/', pkgn, '.hermes'; cr.
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]
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]
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{ #category : #'as yet unclassified' }
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{ #category : #'as yet unclassified' }
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TotoShader class >> vertexShader [
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TotoShader class >> vertexShader [
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^'
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^'
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#version 330 core
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varying vec2 texcoord;
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layout (location = 0) in vec4 vertex; // <vec2 pos, vec2 tex>
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out vec2 TexCoords;
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uniform mat4 u_projection;
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uniform mat4 u_projection;
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void main(void) {
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void main()
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gl_Position = u_projection * vec4(gl_Vertex.xy, 0, 1);
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{
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texcoord = gl_Vertex.zw;
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gl_Position = u_projection * vec4(vertex.xy, 0.0, 1.0);
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}'
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TexCoords = vertex.zw;
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]
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} '
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{ #category : #initialization }
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TotoShader >> setUpUniforms [
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self addUniform: #u_texture of: Uniform1i.
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]
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]
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