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Repository: glouw/gel
Branch: master
Commit: 26194d77b2f4
Files: 5
Total size: 15.8 KB

Directory structure:
gitextract_9ojlyfb4/

├── .gitignore
├── LICENSE
├── Makefile
├── README.md
└── main.c

================================================
FILE CONTENTS
================================================

================================================
FILE: .gitignore
================================================
gel
obj/


================================================
FILE: LICENSE
================================================
MIT License

Copyright (c) 2018 Gustav Louw

Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.


================================================
FILE: Makefile
================================================
BIN = gel

CFLAGS = -std=c99 -Wall -Wextra -pedantic -Ofast -flto -march=native

LDFLAGS = -lm -lSDL2 -lSDL2_image

CC = gcc

SRC = main.c

all:
	$(CC) $(CFLAGS) $(LDFLAGS) $(SRC) -o $(BIN)

run:
	./$(BIN)

clean:
	rm -f $(BIN)


================================================
FILE: README.md
================================================
![screenshot](img/logo.png)

Gel (Graphical Emulation Layer) is an N64-like software renderer.

    make; ./gel path/to/obj path/to/bmp

Dependencies:

    SDL2-devel
    SDL2-image-devel

Models, for educational purposes, can be found here:

    https://www.models-resource.com/nintendo_64/

Models must be bundled with a single obj file and texture file. The obj file
must include vertex normals.

Rotate the screen with the mouse.

![screenshot](img/salesman.gif)


================================================
FILE: main.c
================================================
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <stdlib.h>
#include <stdio.h>
#include <float.h>
#include <math.h>

typedef struct
{
    float x, y, z;
}
Vertex;

typedef struct
{
    Vertex* vertex;
    int count;
    int max;
}
Vertices;

typedef struct
{
    int va, vb, vc;
    int ta, tb, tc;
    int na, nb, nc;
}
Face;

typedef struct
{
    Face* face;
    int count;
    int max;
}
Faces;

typedef struct
{
    Vertices vsv, vsn, vst;
    Faces fs;
}
Obj;

typedef struct
{
    Vertex a, b, c;
}
Triangle;

typedef struct
{
    Triangle* triangle;
    int count;
}
Triangles;

typedef struct
{
    Triangle vew, nrm, tex;
    SDL_Surface* fdif;
}
Target;

typedef struct
{
    SDL_Window* window;
    SDL_Renderer* renderer;
    SDL_Texture* canvas;
    int xres;
    int yres;
}
Sdl;

typedef struct
{
    float xt;
    float yt;
    float sens;
    int done;
}
Input;

static int flns(FILE* const file)
{
    int ch = EOF;
    int lines = 0;
    int pc = '\n';
    while((ch = getc(file)) != EOF)
    {
        if(ch == '\n')
            lines++;
        pc = ch;
    }
    if(pc != '\n')
        lines++;
    rewind(file);
    return lines;
}

static char* freadln(FILE* const file)
{
    int ch = EOF;
    int reads = 0;
    int size = 128;
    char* line = (char*) malloc(sizeof(char) * size);
    while((ch = getc(file)) != '\n' && ch != EOF)
    {
        line[reads++] = ch;
        if(reads + 1 == size)
            line = (char*) realloc(line, sizeof(char) * (size *= 2));
    }
    line[reads] = '\0';
    return line;
}

static Vertices vsnew(const int max)
{
    const Vertices vs = { (Vertex*) malloc(sizeof(Vertex) * max), 0, max };
    return vs;
}

static Faces fsnew(const int max)
{
    const Faces fs = { (Face*) malloc(sizeof(Face) * max), 0, max };
    return fs;
}

static Obj oparse(FILE* const file)
{
    const int lines = flns(file);
    const int size = 128;
    Vertices vsv = vsnew(size);
    Vertices vsn = vsnew(size);
    Vertices vst = vsnew(size);
    Faces fs = fsnew(size);
    for(int i = 0; i < lines; i++)
    {
        Face f;
        Vertex v;
        char* line = freadln(file);
        if(line[0] == 'v' && line[1] == 'n')
        {
            if(vsn.count == vsn.max)
                vsn.vertex = (Vertex*) realloc(vsn.vertex, sizeof(Vertex) * (vsn.max *= 2));
            sscanf(line, "vn %f %f %f", &v.x, &v.y, &v.z);
            vsn.vertex[vsn.count++] = v;
        }
        else if(line[0] == 'v' && line[1] == 't')
        {
            if(vst.count == vst.max)
                vst.vertex = (Vertex*) realloc(vst.vertex, sizeof(Vertex) * (vst.max *= 2));
            sscanf(line, "vt %f %f %f", &v.x, &v.y, &v.z);
            vst.vertex[vst.count++] = v;
        }
        else if(line[0] == 'v')
        {
            if(vsv.count == vsv.max)
                vsv.vertex = (Vertex*) realloc(vsv.vertex, sizeof(Vertex) * (vsv.max *= 2));
            sscanf(line, "v %f %f %f", &v.x, &v.y, &v.z);
            vsv.vertex[vsv.count++] = v;
        }
        else if(line[0] == 'f')
        {
            if(fs.count == fs.max)
                fs.face = (Face*) realloc(fs.face, sizeof(Face) * (fs.max *= 2));
            sscanf(line, "f %d/%d/%d %d/%d/%d %d/%d/%d", &f.va, &f.ta, &f.na, &f.vb, &f.tb, &f.nb, &f.vc, &f.tc, &f.nc);
            const Face indexed = {
                f.va - 1, f.vb - 1, f.vc - 1,
                f.ta - 1, f.tb - 1, f.tc - 1,
                f.na - 1, f.nb - 1, f.nc - 1
            };
            fs.face[fs.count++] = indexed;
        }
        free(line);
    }
    rewind(file);
    const Obj obj = { vsv, vsn, vst, fs };
    return obj;
}

static Vertex vsub(const Vertex a, const Vertex b)
{
    const Vertex v = { a.x - b.x, a.y - b.y, a.z - b.z };
    return v;
}

static Vertex vcross(const Vertex a, const Vertex b)
{
    const Vertex c = { a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x };
    return c;
}

static Vertex vmul(const Vertex v, const float n)
{
    const Vertex m = { v.x * n, v.y * n, v.z * n };
    return m;
}

static float vdot(const Vertex a, const Vertex b)
{
    return a.x * b.x + a.y * b.y + a.z * b.z;
}

static float vlen(const Vertex v)
{
    return sqrtf(v.x * v.x + v.y * v.y + v.z * v.z);
}

static Vertex vunit(const Vertex v)
{
    return vmul(v, 1.0f / vlen(v));
}

static Triangle tunit(const Triangle t)
{
    const Triangle u = { vunit(t.a), vunit(t.b), vunit(t.c) };
    return u;
}

static Triangle tmul(const Triangle t, const float scale)
{
    const Triangle s = { vmul(t.a, scale), vmul(t.b, scale), vmul(t.c, scale) };
    return s;
}

static Triangles tsnew(const int count)
{
    const Triangles ts = { (Triangle*) malloc(sizeof(Triangle) * count), count };
    return ts;
}

static float vmaxlen(const Vertices vsv)
{
    float max = 0.0f;
    for(int i = 0; i < vsv.count; i++)
        if(vlen(vsv.vertex[i]) > max)
            max = vlen(vsv.vertex[i]);
    return max;
}

static Triangles tvgen(const Obj obj)
{
    const int scale = vmaxlen(obj.vsv);
    Triangles tv = tsnew(obj.fs.count);
    for(int i = 0; i < obj.fs.count; i++)
    {
        const Triangle t = {
            obj.vsv.vertex[obj.fs.face[i].va],
            obj.vsv.vertex[obj.fs.face[i].vb],
            obj.vsv.vertex[obj.fs.face[i].vc],
        };
        tv.triangle[i] = tmul(t, 1.0f / scale);
    }
    return tv;
}

static Triangles tngen(const Obj obj)
{
    Triangles tn = tsnew(obj.fs.count);
    for(int i = 0; i < obj.fs.count; i++)
    {
        const Triangle t = {
            obj.vsn.vertex[obj.fs.face[i].na],
            obj.vsn.vertex[obj.fs.face[i].nb],
            obj.vsn.vertex[obj.fs.face[i].nc],
        };
        tn.triangle[i] = t;
    }
    return tn;
}

static Triangles ttgen(const Obj obj)
{
    Triangles tt = tsnew(obj.fs.count);
    for(int i = 0; i < obj.fs.count; i++)
    {
        const Triangle t = {
            obj.vst.vertex[obj.fs.face[i].ta],
            obj.vst.vertex[obj.fs.face[i].tb],
            obj.vst.vertex[obj.fs.face[i].tc],
        };
        tt.triangle[i] = t;
    }
    return tt;
}

static Triangle tviewport(const Triangle t, const Sdl sdl)
{
    const float w = sdl.yres / 1.5f;
    const float h = sdl.yres / 1.5f;
    const float x = sdl.xres / 2.0f;
    const float y = sdl.yres / 4.0f;
    const Triangle v = {
        { w * t.a.x + x, h * t.a.y + y, (t.a.z + 1.0f) / 1.5f },
        { w * t.b.x + x, h * t.b.y + y, (t.b.z + 1.0f) / 1.5f },
        { w * t.c.x + x, h * t.c.y + y, (t.c.z + 1.0f) / 1.5f },
    };
    return v;
}

static Triangle tperspective(const Triangle t)
{
    const float c = 3.0f;
    const float za = 1.0f - t.a.z / c;
    const float zb = 1.0f - t.b.z / c;
    const float zc = 1.0f - t.c.z / c;
    const Triangle p = {
        { t.a.x / za, t.a.y / za, t.a.z / za },
        { t.b.x / zb, t.b.y / zb, t.b.z / zb },
        { t.c.x / zc, t.c.y / zc, t.c.z / zc },
    };
    return p;
}

static Vertex tbarycenter(const Triangle t, const int x, const int y)
{
    const Vertex p = { (float) x, (float) y, 0.0f };
    const Vertex v0 = vsub(t.b, t.a);
    const Vertex v1 = vsub(t.c, t.a);
    const Vertex v2 = vsub(p, t.a);
    const float d00 = vdot(v0, v0);
    const float d01 = vdot(v0, v1);
    const float d11 = vdot(v1, v1);
    const float d20 = vdot(v2, v0);
    const float d21 = vdot(v2, v1);
    const float v = (d11 * d20 - d01 * d21) / (d00 * d11 - d01 * d01);
    const float w = (d00 * d21 - d01 * d20) / (d00 * d11 - d01 * d01);
    const float u = 1.0f - v - w;
    const Vertex vertex = { v, w, u };
    return vertex;
}

static uint32_t pshade(const uint32_t pixel, const int shading)
{
    const uint32_t r = (((pixel >> 0x10) /****/) * shading) >> 0x08;
    const uint32_t g = (((pixel >> 0x08) & 0xFF) * shading) >> 0x08;
    const uint32_t b = (((pixel /*****/) & 0xFF) * shading) >> 0x08;
    return r << 0x10 | g << 0x08 | b;
}

static void tdraw(const int yres, uint32_t* const pixel, float* const zbuff, const Target t, const Vertex lights)
{
    const int x0 = fminf(t.vew.a.x, fminf(t.vew.b.x, t.vew.c.x));
    const int y0 = fminf(t.vew.a.y, fminf(t.vew.b.y, t.vew.c.y));
    const int x1 = fmaxf(t.vew.a.x, fmaxf(t.vew.b.x, t.vew.c.x));
    const int y1 = fmaxf(t.vew.a.y, fmaxf(t.vew.b.y, t.vew.c.y));
    for(int x = x0; x <= x1; x++)
    for(int y = y0; y <= y1; y++)
    {
        const Vertex bc = tbarycenter(t.vew, x, y);
        if(bc.x >= 0.0f && bc.y >= 0.0f && bc.z >= 0.0f)
        {
            // Barycenter above is upwards. Everything below rotated 90 degrees to accomodate sideways renderer.
            const float z = bc.x * t.vew.b.z + bc.y * t.vew.c.z + bc.z * t.vew.a.z;
            if(z > zbuff[y + x * yres])
            {
                const Vertex varying = { vdot(lights, t.nrm.b), vdot(lights, t.nrm.c), vdot(lights, t.nrm.a) };
                const uint32_t* const pixels = (uint32_t*) t.fdif->pixels;
                const int xx = (t.fdif->w - 1) * (0.0f + (bc.x * t.tex.b.x + bc.y * t.tex.c.x + bc.z * t.tex.a.x));
                const int yy = (t.fdif->h - 1) * (1.0f - (bc.x * t.tex.b.y + bc.y * t.tex.c.y + bc.z * t.tex.a.y));
                const float intensity = vdot(bc, varying);
                const int shading = 0xFF * (intensity < 0.0f ? 0.0f : intensity > 1.0f ? 1.0f : intensity);
                // Image is upwards contrary to sideways renderer.
                zbuff[y + x * yres] = z;
                pixel[y + x * yres] = pshade(pixels[xx + yy * t.fdif->w], shading);
            }
        }
    }
}

static Triangle tviewtri(const Triangle t, const Vertex x, const Vertex y, const Vertex z, const Vertex eye)
{
    const Triangle o = {
        { vdot(t.a, x) - vdot(x, eye), vdot(t.a, y) - vdot(y, eye), vdot(t.a, z) - vdot(z, eye) },
        { vdot(t.b, x) - vdot(x, eye), vdot(t.b, y) - vdot(y, eye), vdot(t.b, z) - vdot(z, eye) },
        { vdot(t.c, x) - vdot(x, eye), vdot(t.c, y) - vdot(y, eye), vdot(t.c, z) - vdot(z, eye) },
    };
    return o;
}

static Triangle tviewnrm(const Triangle n, const Vertex x, const Vertex y, const Vertex z)
{
    const Triangle o = {
        { vdot(n.a, x), vdot(n.a, y), vdot(n.a, z) },
        { vdot(n.b, x), vdot(n.b, y), vdot(n.b, z) },
        { vdot(n.c, x), vdot(n.c, y), vdot(n.c, z) },
    };
    return tunit(o);
}

static Input iinit()
{
    const Input input = { 0.0f, 0.0f, 0.005f, 0 };
    SDL_SetRelativeMouseMode(SDL_FALSE);
    return input;
}

static Input ipump(Input input)
{
    int dx;
    int dy;
    SDL_Event event;
    SDL_PollEvent(&event);
    if(event.type == SDL_QUIT)
        input.done = 1;
    SDL_GetRelativeMouseState(&dx, &dy);
    input.xt -= input.sens * dx;
    input.yt += input.sens * dy;
    return input;
}

static void reset(float* const zbuff, uint32_t* const pixel, const int size)
{
    for(int i = 0; i < size; i++)
        zbuff[i] = -FLT_MAX, pixel[i] = 0x0;
}

static void spresent(const Sdl sdl)
{
    SDL_RenderPresent(sdl.renderer);
}

static void schurn(const Sdl sdl)
{
    const SDL_Rect dst = {
        (sdl.xres - sdl.yres) / 2,
        (sdl.yres - sdl.xres) / 2,
        sdl.yres, sdl.xres
    };
    SDL_RenderCopyEx(sdl.renderer, sdl.canvas, NULL, &dst, -90, NULL, SDL_FLIP_NONE);
}

static Sdl ssetup(const int xres, const int yres)
{
    Sdl sdl;
    SDL_Init(SDL_INIT_VIDEO);
    SDL_CreateWindowAndRenderer(xres, yres, 0, &sdl.window, &sdl.renderer);
    SDL_SetWindowTitle(sdl.window, "Gel-1.2");
    // Notice the flip between xres and yres - the renderer is on its side to maximize cache effeciency.
    sdl.canvas = SDL_CreateTexture(sdl.renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, yres, xres);
    sdl.xres = xres;
    sdl.yres = yres;
    return sdl;
}

static void sunlock(const Sdl sdl)
{
    SDL_UnlockTexture(sdl.canvas);
}

static uint32_t* slock(const Sdl sdl)
{
    void* pixel;
    int pitch;
    SDL_LockTexture(sdl.canvas, NULL, &pixel, &pitch);
    return (uint32_t*) pixel;
}

static FILE* oload(const char* const path)
{
    FILE* const file = fopen(path, "r");
    if(file == NULL)
    {
        printf("could not open %s\n", path);
        exit(1);
    }
    return file;
}

static SDL_Surface* sload(const char* const path)
{
    SDL_Surface* const bmp = IMG_Load(path);
    if(bmp == NULL)
    {
        puts(IMG_GetError());
        exit(1);
    }
    SDL_PixelFormat* const allocation = SDL_AllocFormat(SDL_PIXELFORMAT_RGB888);
    SDL_Surface* const converted = SDL_ConvertSurface(bmp, allocation, 0);
    SDL_FreeFormat(allocation);
    SDL_FreeSurface(bmp);
    return converted;
}

int main(int argc, char* argv[])
{
    if(argc != 3)
    {
        puts("args: path/to/obj path/to/bmp");
        return 1;
    }
    FILE* const fobj = oload(argv[1]);
    SDL_Surface* const fdif = sload(argv[2]);
    const Obj obj = oparse(fobj);
    const Triangles tv = tvgen(obj); // Triangle Vertices.
    const Triangles tt = ttgen(obj); // Triangle Textures.
    const Triangles tn = tngen(obj); // Triangle Normals.
    const Sdl sdl = ssetup(800, 600);
    float* const zbuff = (float*) malloc(sizeof(float) * sdl.xres * sdl.yres);
    for(Input input = iinit(); !input.done; input = ipump(input))
    {
        const int t0 = SDL_GetTicks();
        uint32_t* const pixel = slock(sdl);
        reset(zbuff, pixel, sdl.xres * sdl.yres);
        const Vertex center = { 0.0f, 0.0f, 0.0f };
        const Vertex upward = { 0.0f, 1.0f, 0.0f };
        const Vertex lights = { 0.0f, 0.0f, 1.0f };
        const Vertex eye = { sinf(input.xt), sinf(input.yt), cosf(input.xt) };
        const Vertex z = vunit(vsub(eye, center));
        const Vertex x = vunit(vcross(upward, z));
        const Vertex y = vcross(z, x);
        for(int i = 0; i < tv.count; i++)
        {
            const Triangle nrm = tviewnrm(tn.triangle[i], x, y, z);
            const Triangle tex = tt.triangle[i];
            const Triangle tri = tviewtri(tv.triangle[i], x, y, z, eye);
            const Triangle per = tperspective(tri);
            const Triangle vew = tviewport(per, sdl);
            const Target target = { vew, nrm, tex, fdif };
            tdraw(sdl.yres, pixel, zbuff, target, lights);
        }
        sunlock(sdl);
        schurn(sdl);
        spresent(sdl);
        const int t1 = SDL_GetTicks();
        const int ms = 1000.0f / 60.0f - (t1 - t0);
        SDL_Delay(ms < 0 ? 0 : ms);
    }
    return 0;
}
Download .txt
gitextract_9ojlyfb4/

├── .gitignore
├── LICENSE
├── Makefile
├── README.md
└── main.c
Download .txt
SYMBOL INDEX (44 symbols across 1 files)

FILE: main.c
  type Vertex (line 8) | typedef struct
  type Vertices (line 14) | typedef struct
  type Face (line 22) | typedef struct
  type Faces (line 30) | typedef struct
  type Obj (line 38) | typedef struct
  type Triangle (line 45) | typedef struct
  type Triangles (line 51) | typedef struct
  type Target (line 58) | typedef struct
  type Sdl (line 65) | typedef struct
  type Input (line 75) | typedef struct
  function flns (line 84) | static int flns(FILE* const file)
  function Vertices (line 117) | static Vertices vsnew(const int max)
  function Faces (line 123) | static Faces fsnew(const int max)
  function Obj (line 129) | static Obj oparse(FILE* const file)
  function Vertex (line 182) | static Vertex vsub(const Vertex a, const Vertex b)
  function Vertex (line 188) | static Vertex vcross(const Vertex a, const Vertex b)
  function Vertex (line 194) | static Vertex vmul(const Vertex v, const float n)
  function vdot (line 200) | static float vdot(const Vertex a, const Vertex b)
  function vlen (line 205) | static float vlen(const Vertex v)
  function Vertex (line 210) | static Vertex vunit(const Vertex v)
  function Triangle (line 215) | static Triangle tunit(const Triangle t)
  function Triangle (line 221) | static Triangle tmul(const Triangle t, const float scale)
  function Triangles (line 227) | static Triangles tsnew(const int count)
  function vmaxlen (line 233) | static float vmaxlen(const Vertices vsv)
  function Triangles (line 242) | static Triangles tvgen(const Obj obj)
  function Triangles (line 258) | static Triangles tngen(const Obj obj)
  function Triangles (line 273) | static Triangles ttgen(const Obj obj)
  function Triangle (line 288) | static Triangle tviewport(const Triangle t, const Sdl sdl)
  function Triangle (line 302) | static Triangle tperspective(const Triangle t)
  function Vertex (line 316) | static Vertex tbarycenter(const Triangle t, const int x, const int y)
  function pshade (line 334) | static uint32_t pshade(const uint32_t pixel, const int shading)
  function tdraw (line 342) | static void tdraw(const int yres, uint32_t* const pixel, float* const zb...
  function Triangle (line 372) | static Triangle tviewtri(const Triangle t, const Vertex x, const Vertex ...
  function Triangle (line 382) | static Triangle tviewnrm(const Triangle n, const Vertex x, const Vertex ...
  function Input (line 392) | static Input iinit()
  function Input (line 399) | static Input ipump(Input input)
  function reset (line 413) | static void reset(float* const zbuff, uint32_t* const pixel, const int s...
  function spresent (line 419) | static void spresent(const Sdl sdl)
  function schurn (line 424) | static void schurn(const Sdl sdl)
  function Sdl (line 434) | static Sdl ssetup(const int xres, const int yres)
  function sunlock (line 447) | static void sunlock(const Sdl sdl)
  function FILE (line 460) | static FILE* oload(const char* const path)
  function SDL_Surface (line 471) | static SDL_Surface* sload(const char* const path)
  function main (line 486) | int main(int argc, char* argv[])
Condensed preview — 5 files, each showing path, character count, and a content snippet. Download the .json file or copy for the full structured content (17K chars).
[
  {
    "path": ".gitignore",
    "chars": 9,
    "preview": "gel\nobj/\n"
  },
  {
    "path": "LICENSE",
    "chars": 1068,
    "preview": "MIT License\n\nCopyright (c) 2018 Gustav Louw\n\nPermission is hereby granted, free of charge, to any person obtaining a cop"
  },
  {
    "path": "Makefile",
    "chars": 228,
    "preview": "BIN = gel\n\nCFLAGS = -std=c99 -Wall -Wextra -pedantic -Ofast -flto -march=native\n\nLDFLAGS = -lm -lSDL2 -lSDL2_image\n\nCC ="
  },
  {
    "path": "README.md",
    "chars": 467,
    "preview": "![screenshot](img/logo.png)\n\nGel (Graphical Emulation Layer) is an N64-like software renderer.\n\n    make; ./gel path/to/"
  },
  {
    "path": "main.c",
    "chars": 14388,
    "preview": "#include <SDL2/SDL.h>\n#include <SDL2/SDL_image.h>\n#include <stdlib.h>\n#include <stdio.h>\n#include <float.h>\n#include <ma"
  }
]

About this extraction

This page contains the full source code of the glouw/gel GitHub repository, extracted and formatted as plain text for AI agents and large language models (LLMs). The extraction includes 5 files (15.8 KB), approximately 5.2k tokens, and a symbol index with 44 extracted functions, classes, methods, constants, and types. Use this with OpenClaw, Claude, ChatGPT, Cursor, Windsurf, or any other AI tool that accepts text input. You can copy the full output to your clipboard or download it as a .txt file.

Extracted by GitExtract — free GitHub repo to text converter for AI. Built by Nikandr Surkov.

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