diff --git a/.gitmodules b/.gitmodules index ae3766341..18e9f0856 100644 --- a/.gitmodules +++ b/.gitmodules @@ -875,6 +875,9 @@ [submodule "vendor/grammars/llvm.tmbundle"] path = vendor/grammars/llvm.tmbundle url = https://github.com/whitequark/llvm.tmbundle +[submodule "vendor/grammars/lobster_ling"] + path = vendor/grammars/lobster_ling + url = https://github.com/inferrna/lobster_ling.git [submodule "vendor/grammars/logos"] path = vendor/grammars/logos url = https://github.com/Cykey/Sublime-Logos diff --git a/grammars.yml b/grammars.yml index aaea7a180..f0e9db42a 100644 --- a/grammars.yml +++ b/grammars.yml @@ -832,6 +832,8 @@ vendor/grammars/lisp.tmbundle: - source.lisp vendor/grammars/llvm.tmbundle: - source.llvm +vendor/grammars/lobster_ling: +- source.lobster vendor/grammars/logos: - source.logos vendor/grammars/logtalk.tmbundle: diff --git a/lib/linguist/languages.yml b/lib/linguist/languages.yml index bcba5cc18..b7ed136e4 100644 --- a/lib/linguist/languages.yml +++ b/lib/linguist/languages.yml @@ -4029,6 +4029,14 @@ LiveScript: codemirror_mode: livescript codemirror_mime_type: text/x-livescript language_id: 208 +Lobster: + type: programming + color: "#f95428" + extensions: + - ".lobster" + ace_mode: python + tm_scope: source.lobster + language_id: 790066842 Logos: type: programming extensions: diff --git a/samples/Lobster/lobstercraft.lobster b/samples/Lobster/lobstercraft.lobster new file mode 100644 index 000000000..94abcf6c6 --- /dev/null +++ b/samples/Lobster/lobstercraft.lobster @@ -0,0 +1,91 @@ +// A minecraft clone in very few lines of code +// implements random world generation, chunks, rendering, and mining/building of blocks +// created in response to https://github.com/fogleman/Minecraft (which is 10x bigger in code) + +import std +import vec +import color +import gl +import texture +import camera + +fatal(gl.window("LobsterCraft(tm)", 1280, 800)) + +let lssize = int3 { 128, 128, 32 } +let csize = 16 +let inventory = []::int // blocks we've mined +let camera = Camera { float(lssize) / 2.0, 45.0, 0.0 } + +def inside(v): return all(v > 0) and all(v < lssize - 1) // keep the outer blocks empty for simplicity + +let cells = mapxyz(lssize) v: + // Generate blocks using noise. + let h = simplex(float(v) / float3 { 64.0, 64.0, 32.0 } + 11.0, 6, 1.0, 0.55) + // more likely to be solid the lower it is, and only when not on the outside: + let solid = h / 1.5 > div(v.z, lssize.z) - 0.5 and inside(v) + // pick material with noise too: + if solid: int((simplex(float(v) / float(lssize), 8, 3.0, 0.55) + 1.0) * 2.0) + 1 + else: 0 + +let colors = [ color_dark_red, color_olive, color_green, color_dark_grey, color_grey ] +let nbdirs = [ int3_x, -int3_x, int3_y, -int3_y, int3_z, -int3_z ] +let nbpolys = map([ "4576", "0231", "2673", "0154", "1375", "0462" ]) s: + map(s) c: vec3_v(map(3) i: float(c & (1 << (2 - i)) != 0)) +let tris = [ 0, 1, 2, 2, 3, 0 ] + +let meshes = mapxyz(lssize / csize): nil +def generate_mesh(ci): + let vpositions = [] + let vcolors = [] + let vnormals = [] + forxyz(int3_1 * csize) cv: // For all cells in a chunk + let v = ci * csize + cv + let e = cells[v] + guard e // if this cell is solid + for(nbdirs) nv, i: + guard not cells[nv + v] // and neighbor is empty + for(tris) ti: + vpositions.push(float(v) + nbpolys[i][ti]) + vcolors.push(colors[e - 1]) + vnormals.push(float(nv)) + meshes[ci] = gl.new_mesh("PCN", vpositions, vcolors, vnormals, [], [], []) +forxyz(lssize / csize) v: generate_mesh(v) + +while gl.frame(): + if gl.button("escape") == 1: return + gl.clear(color_light_blue) + gl.cursor(false) + gl.perspective(70.0, 0.1, 1000.0) + camera.FPS_update("w", "a", "s", "d", 10.0, 4.0, true) + camera.FPS_view() + gl.light(camera.position, float2 { 64.0, 0.25 }) + gl.blend(blend_none) + gl.set_shader("phong") + forxyz(lssize / csize) v: + gl.render_mesh(assert meshes[v]) + var first_solid = int3_1 * -1 // find the first solid and last empty block we're looking at + var last_empty = int3_1 * -1 + let camvec = camera.forward_vector() + for(100) i: // look at most 10 cubes ahead + let pos = int(camera.position + camvec * (i / 10.0)) + if inside(pos) and first_solid.x < 0: + if cells[pos]: first_solid = pos + else: last_empty = pos + // LMB places blocks and RMB removes blocks + if gl.button("mouse1") == 1 and last_empty.x >= 0 and inventory.length: + cells[last_empty] = inventory.pop() + if gl.button("mouse3") == 1 and first_solid.x >= 0: + inventory.push(cells[first_solid]) + cells[first_solid] = 0 + // Blindly regen chunk looked at each frame is the easiest way to deal with cross-chunk edits ;) + generate_mesh(first_solid / csize) + gl.set_shader("color") + gl.blend(blend_alpha) + let wh = 11.7 // let's add some water! + gl.color(color { 0.5, 0.5, 1.0, 0.5 }) + gl.polygon([ float3 { 1.0, 1.0, wh }, float3 { 1.0, lssize.y - 1.0, wh }, + float3 { lssize.x - 1.0, lssize.y - 1.0, wh }, float3 { lssize.x - 1.0, 1.0, wh } ]) + gl.ortho() + gl.color(color_white) + gl.translate gl.window_size() / 2: + gl.circle(5.0, 20) // simplified crosshairs diff --git a/samples/Lobster/reach.lobster b/samples/Lobster/reach.lobster new file mode 100644 index 000000000..afdffa01f --- /dev/null +++ b/samples/Lobster/reach.lobster @@ -0,0 +1,57 @@ +// graphics demo showing very simple link based physics, based on a processing.js example + +import std +import vec +import color +import gl + +class segment: + pos:float2 + dir = float2_0 + +let segs = map 7: segment { float2 { 0.5, 1.0 } } + +let ballradius = 0.1 +var ball = float2_h +var ballvel = float2 { 0.005, -0.004 } + +fatal(gl.window("reach", 600, 600)) + +while gl.frame(): + if gl.button("escape") == 1: return + gl.clear(color_black) + + gl.scale(min(gl.window_size().x, gl.window_size().y)) + + ball += ballvel + + if(ball.x > 1.0 - ballradius or ball.x < ballradius): ballvel *= float2 { -1.0, 1.0 } + if(ball.y > 1.0 - ballradius or ball.y < ballradius): ballvel *= float2 { 1.0, -1.0 } + + gl.translate ball: + gl.color(color_dark_grey) + gl.circle(ballradius, 50) + gl.color(color_light_grey) + gl.circle(ballradius / 5.0, 20) + + var target = float2_0 + let seglength = 0.1 + + for(segs) seg, i: + let in = if i: target else: ball + seg.dir = normalize(in - seg.pos) * seglength + target = in - seg.dir + + reduce_reverse(segs) b, a: + b.pos = a.pos + a.dir + b + + for(segs) seg, i: + gl.translate seg.pos: + let segwidth = 0.01 + i * 0.005 + gl.color(color_white) + gl.line(float2_0, seg.dir, segwidth) + gl.translate(seg.dir) + gl.color(color_grey) + gl.circle(segwidth / 2.0 + 0.005, 20) + diff --git a/vendor/README.md b/vendor/README.md index 9abe3a704..77ce11e7d 100644 --- a/vendor/README.md +++ b/vendor/README.md @@ -327,6 +327,7 @@ This is a list of grammars that Linguist selects to provide syntax highlighting - **Literate Haskell:** [atom-haskell/language-haskell](https://github.com/atom-haskell/language-haskell) - **LiveCode Script:** [Ferruslogic/vscode-livecodescript](https://github.com/Ferruslogic/vscode-livecodescript) - **LiveScript:** [paulmillr/LiveScript.tmbundle](https://github.com/paulmillr/LiveScript.tmbundle) +- **Lobster:** [inferrna/lobster_ling](https://github.com/inferrna/lobster_ling) - **Logos:** [Cykey/Sublime-Logos](https://github.com/Cykey/Sublime-Logos) - **Logtalk:** [textmate/logtalk.tmbundle](https://github.com/textmate/logtalk.tmbundle) - **LookML:** [atom/language-yaml](https://github.com/atom/language-yaml) diff --git a/vendor/grammars/lobster_ling b/vendor/grammars/lobster_ling new file mode 160000 index 000000000..8579c6223 --- /dev/null +++ b/vendor/grammars/lobster_ling @@ -0,0 +1 @@ +Subproject commit 8579c622374c36e3cfd4f6764ffad8445d66a61d diff --git a/vendor/licenses/git_submodule/lobster_ling.dep.yml b/vendor/licenses/git_submodule/lobster_ling.dep.yml new file mode 100644 index 000000000..9bb50e325 --- /dev/null +++ b/vendor/licenses/git_submodule/lobster_ling.dep.yml @@ -0,0 +1,212 @@ +--- +name: lobster_ling +version: 8579c622374c36e3cfd4f6764ffad8445d66a61d +type: git_submodule +homepage: https://github.com/inferrna/lobster_ling.git +license: apache-2.0 +licenses: +- sources: LICENSE.txt + text: |2 + + Apache License + Version 2.0, January 2004 + http://www.apache.org/licenses/ + + TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION + + 1. 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