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https://github.com/vlang/v.git
synced 2023-08-10 21:13:21 +03:00
tools: format most examples and tutorials, add them to v test-cleancode (#9826)
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@@ -44,7 +44,6 @@ import sokol.sapp
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import sokol.gfx
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import sokol.sgl
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import time
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import os
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import obj
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@@ -52,6 +51,7 @@ import obj
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#flag -I @VMODROOT/.
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#include "gouraud.h" #Please use sokol-shdc to generate the necessary rt_glsl.h file from rt_glsl.glsl (see the instructions at the top of this file)
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fn C.gouraud_shader_desc(gfx.Backend) &C.sg_shader_desc
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const (
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@@ -67,19 +67,16 @@ mut:
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init_flag bool
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frame_count int
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mouse_x int = -1
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mouse_y int = -1
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scroll_y int //mouse wheel value
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mouse_x int = -1
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mouse_y int = -1
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scroll_y int // mouse wheel value
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// time
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ticks i64
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ticks i64
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// model
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obj_part &obj.ObjPart
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n_vertex u32
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obj_part &obj.ObjPart
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n_vertex u32
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// init parameters
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file_name string
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file_name string
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single_material_flag bool
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}
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@@ -88,12 +85,15 @@ mut:
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******************************************************************************/
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[inline]
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fn vec4(x f32, y f32, z f32, w f32) m4.Vec4 {
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return m4.Vec4{e:[x, y, z, w]!}
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return m4.Vec4{
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e: [x, y, z, w]!
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}
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}
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fn calc_matrices(w f32, h f32, rx f32, ry f32, in_scale f32, pos m4.Vec4) obj.Mats {
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proj := m4.perspective(60, w/h, 0.01, 100.0) // set far plane to 100 fro the zoom function
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view := m4.look_at(vec4(f32(0.0) ,0 , 6, 0), vec4(f32(0), 0, 0, 0), vec4(f32(0), 1, 0, 0))
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proj := m4.perspective(60, w / h, 0.01, 100.0) // set far plane to 100 fro the zoom function
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view := m4.look_at(vec4(f32(0.0), 0, 6, 0), vec4(f32(0), 0, 0, 0), vec4(f32(0), 1,
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0, 0))
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view_proj := view * proj
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rxm := m4.rotate(m4.rad(rx), vec4(f32(1), 0, 0, 0))
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@@ -101,14 +101,18 @@ fn calc_matrices(w f32, h f32, rx f32, ry f32, in_scale f32, pos m4.Vec4) obj.Ma
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model_pos := m4.unit_m4().translate(pos)
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model_m := (rym * rxm) * model_pos
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model_m := (rym * rxm) * model_pos
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scale_m := m4.scale(vec4(in_scale, in_scale, in_scale, 1))
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mv := scale_m * model_m // model view
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mv := scale_m * model_m // model view
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nm := mv.inverse().transpose() // normal matrix
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mvp := mv * view_proj // model view projection
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mvp := mv * view_proj // model view projection
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return obj.Mats{mv:mv, mvp:mvp, nm:nm}
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return obj.Mats{
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mv: mv
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mvp: mvp
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nm: nm
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}
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}
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fn draw_model(app App, model_pos m4.Vec4) u32 {
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@@ -117,12 +121,12 @@ fn draw_model(app App, model_pos m4.Vec4) u32 {
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}
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ws := gg.window_size_real_pixels()
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dw := ws.width/2
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dh := ws.height/2
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dw := ws.width / 2
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dh := ws.height / 2
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mut scale := f32(1)
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if app.obj_part.radius > 1 {
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scale = 1/(app.obj_part.radius)
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scale = 1 / (app.obj_part.radius)
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} else {
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scale = app.obj_part.radius
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}
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@@ -130,29 +134,29 @@ fn draw_model(app App, model_pos m4.Vec4) u32 {
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// *** vertex shader uniforms ***
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rot := [f32(app.mouse_y), f32(app.mouse_x)]
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mut zoom_scale := scale + f32(app.scroll_y) / (app.obj_part.radius*4)
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mats := calc_matrices(dw, dh, rot[0], rot[1] , zoom_scale, model_pos)
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mut zoom_scale := scale + f32(app.scroll_y) / (app.obj_part.radius * 4)
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mats := calc_matrices(dw, dh, rot[0], rot[1], zoom_scale, model_pos)
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mut tmp_vs_param := obj.Tmp_vs_param{
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mv: mats.mv,
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mvp: mats.mvp,
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nm: mats.nm
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mv: mats.mv
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mvp: mats.mvp
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nm: mats.nm
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}
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// *** fragment shader uniforms ***
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time_ticks := f32(time.ticks() - app.ticks) / 1000
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radius_light := f32(app.obj_part.radius)
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x_light := f32(math.cos(time_ticks) * radius_light)
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z_light := f32(math.sin(time_ticks) * radius_light)
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radius_light := f32(app.obj_part.radius)
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x_light := f32(math.cos(time_ticks) * radius_light)
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z_light := f32(math.sin(time_ticks) * radius_light)
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mut tmp_fs_params := obj.Tmp_fs_param{}
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tmp_fs_params.ligth = m4.vec3(x_light, radius_light, z_light)
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sd := obj.Shader_data{
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vs_data: &tmp_vs_param
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vs_len: int(sizeof(tmp_vs_param))
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vs_len: int(sizeof(tmp_vs_param))
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fs_data: &tmp_fs_params
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fs_len: int(sizeof(tmp_fs_params))
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fs_len: int(sizeof(tmp_fs_params))
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}
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return app.obj_part.bind_and_draw_all(sd)
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@@ -179,8 +183,8 @@ fn frame(mut app App) {
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// render the data
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draw_start_glsl(app)
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draw_model(app, m4.Vec4{})
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// uncoment if you want a raw benchmark mode
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/*
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// uncoment if you want a raw benchmark mode
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/*
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mut n_vertex_drawn := u32(0)
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n_x_obj := 20
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@@ -191,14 +195,14 @@ fn frame(mut app App) {
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}
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}
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}
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*/
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*/
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draw_end_glsl(app)
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//println("v:$n_vertex_drawn")
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// println("v:$n_vertex_drawn")
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app.frame_count++
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}
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fn draw_start_glsl(app App){
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fn draw_start_glsl(app App) {
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if app.init_flag == false {
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return
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}
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@@ -206,7 +210,7 @@ fn draw_start_glsl(app App){
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gfx.apply_viewport(0, 0, ws.width, ws.height, true)
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}
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fn draw_end_glsl(app App){
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fn draw_end_glsl(app App) {
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gfx.end_pass()
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gfx.commit()
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}
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@@ -240,7 +244,6 @@ fn my_init(mut app App) {
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app.texture = obj.create_texture(1, 1, tmp_txt)
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free(tmp_txt)
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}
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// glsl
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app.obj_part.init_render_data(app.texture)
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app.init_flag = true
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@@ -248,11 +251,11 @@ fn my_init(mut app App) {
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fn cleanup(mut app App) {
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gfx.shutdown()
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/*
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/*
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for _, mat in app.obj_part.texture {
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obj.destroy_texture(mat)
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}
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*/
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*/
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}
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/******************************************************************************
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@@ -280,20 +283,21 @@ fn my_event_manager(mut ev gg.Event, mut app App) {
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/******************************************************************************
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* Main
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******************************************************************************/
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[console] // is needed for easier diagnostics on windows
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// is needed for easier diagnostics on windows
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[console]
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fn main() {
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/*
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/*
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obj.tst()
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exit(0)
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*/
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*/
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// App init
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mut app := &App{
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gg: 0
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gg: 0
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obj_part: 0
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}
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app.file_name = "v.obj_" // default object is the v logo
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app.file_name = 'v.obj_' // default object is the v logo
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app.single_material_flag = false
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$if !android {
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@@ -302,7 +306,7 @@ fn main() {
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eprintln('file_name : name of the .obj file, it must be in the folder "assets/models"')
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eprintln(' if no file name is passed the default V logo will be showed.')
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eprintln(' if you want custom models you can put them in the folder "assets/models".')
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eprintln('single_material_flag: if true the viewer use for all the model\'s parts the default material\n')
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eprintln("single_material_flag: if true the viewer use for all the model's parts the default material\n")
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exit(0)
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}
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@@ -312,8 +316,8 @@ fn main() {
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if os.args.len >= 3 {
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app.single_material_flag = os.args[2].bool()
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}
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println("Loading model: $app.file_name")
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println("Using single material: $app.single_material_flag")
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println('Loading model: $app.file_name')
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println('Using single material: $app.single_material_flag')
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}
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app.gg = gg.new_context(
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