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render . doc = {
doc : "Functions for rendering modes." ,
normal : "Final render with all lighting." ,
wireframe : "Show only wireframes of models."
} ;
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var cur = { } ;
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render . use _shader = function use _shader ( shader )
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{
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if ( typeof shader === 'string' )
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shader = make _shader ( shader ) ;
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if ( cur . shader === shader ) return ;
cur . shader = shader ;
cur . bind = undefined ;
cur . mesh = undefined ;
render . setpipeline ( shader . pipe ) ;
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shader _globals ( cur . shader ) ;
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}
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render . use _mat = function use _mat ( mat )
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{
if ( ! cur . shader ) return ;
if ( cur . mat === mat ) return ;
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shader _apply _material ( cur . shader , mat , cur . mat ) ;
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cur . mat = mat ;
cur . images = [ ] ;
if ( ! cur . shader . fs . images ) return ;
for ( var img of cur . shader . fs . images )
if ( mat [ img . name ] )
cur . images . push ( mat [ img . name ] ) ;
else
cur . images . push ( game . texture ( "icons/no_tex.gif" ) ) ;
}
var models _array = [ ] ;
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function set _model ( t )
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{
if ( cur . shader . vs . unimap . model )
render . setunim4 ( 0 , cur . shader . vs . unimap . model . slot , t ) ;
}
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render . set _model = set _model ;
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var shaderlang = {
macos : "metal_macos" ,
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windows : "hlsl5" ,
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linux : "glsl430" ,
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web : "wgsl" ,
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ios : "metal_ios" ,
}
var attr _map = {
a _pos : 0 ,
a _uv : 1 ,
a _norm : 2 ,
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a _joint : 3 ,
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a _weight : 4 ,
a _color : 5 ,
a _tan : 6 ,
a _angle : 7 ,
a _wh : 8 ,
a _st : 9 ,
a _ppos : 10 ,
a _scale : 11
}
var blend _map = {
mix : true ,
none : false
}
var primitive _map = {
point : 1 ,
line : 2 ,
linestrip : 3 ,
triangle : 4 ,
trianglestrip : 5
}
var cull _map = {
none : 1 ,
front : 2 ,
back : 3
}
var depth _map = {
off : false ,
on : true
}
var face _map = {
cw : 2 ,
ccw : 1
}
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render . poly _prim = function poly _prim ( verts )
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{
var index = [ ] ;
if ( verts . length < 1 ) return undefined ;
for ( var i = 0 ; i < verts . length ; i ++ )
verts [ i ] [ 2 ] = 0 ;
for ( var i = 2 ; i < verts . length ; i ++ ) {
index . push ( 0 ) ;
index . push ( i - 1 ) ;
index . push ( i ) ;
}
return {
pos : os . make _buffer ( verts . flat ( ) ) ,
verts : verts . length ,
index : os . make _buffer ( index , 1 ) ,
count : index . length
} ;
}
function shader _directive ( shader , name , map )
{
var reg = new RegExp ( ` # ${ name } .* ` , 'g' ) ;
var mat = shader . match ( reg ) ;
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if ( ! mat ) return undefined ;
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reg = new RegExp ( ` # ${ name } \s * ` , 'g' ) ;
var ff = mat . map ( d => d . replace ( reg , '' ) ) [ 0 ] . trim ( ) ;
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if ( map ) return map [ ff ] ;
return ff ;
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}
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var uni _globals = {
time ( stage , slot ) { render . setuniv ( stage , slot , profile . secs ( profile . now ( ) ) ) ; } ,
projection ( stage , slot ) { render . setuniproj ( stage , slot ) ; } ,
view ( stage , slot ) { render . setuniview ( stage , slot ) ; } ,
vp ( stage , slot ) { render . setunivp ( stage , slot ) ; } ,
}
function set _global _uni ( uni , stage ) {
uni _globals [ uni . name ] ? . ( stage , uni . slot ) ;
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}
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var setcam = render . set _camera ;
render . set _camera = function ( cam )
{
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if ( nextflush ) {
nextflush ( ) ;
nextflush = undefined ;
}
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delete cur . shader ;
setcam ( cam ) ;
}
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var shader _cache = { } ;
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var shader _times = { } ;
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function strip _shader _inputs ( shader )
{
for ( var a of shader . vs . inputs )
a . name = a . name . slice ( 2 ) ;
}
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render . hotreload = function ( )
{
for ( var i in shader _times ) {
if ( io . mod ( i ) <= shader _times [ i ] ) continue ;
say ( ` HOT RELOADING SHADER ${ i } ` ) ;
shader _times [ i ] = io . mod ( i ) ;
var obj = create _shader _obj ( i ) ;
obj = obj [ os . sys ( ) ] ;
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obj . pipe = render . pipeline ( obj ) ;
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var old = shader _cache [ i ] ;
Object . assign ( shader _cache [ i ] , obj ) ;
cur . bind = undefined ;
cur . mesh = undefined ;
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}
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}
function create _shader _obj ( file )
{
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var files = [ file ] ;
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var out = ".prosperon/tmp.shader" ;
var shader = io . slurp ( file ) ;
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var incs = shader . match ( /#include <.*>/g ) ;
if ( incs )
for ( var inc of incs ) {
var filez = inc . match ( /#include <(.*)>/ ) [ 1 ] ;
var macro = io . slurp ( filez ) ;
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if ( ! macro ) {
filez = ` shaders/ ${ filez } ` ;
macro = io . slurp ( filez ) ;
}
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shader = shader . replace ( inc , macro ) ;
files . push ( filez ) ;
}
var blend = shader _directive ( shader , 'blend' , blend _map ) ;
var primitive = shader _directive ( shader , 'primitive' , primitive _map ) ;
var cull = shader _directive ( shader , 'cull' , cull _map ) ;
var depth = shader _directive ( shader , 'depth' , depth _map ) ;
var face = shader _directive ( shader , 'face' , face _map ) ;
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var indexed = shader _directive ( shader , 'indexed' ) ;
if ( typeof indexed == 'undefined' ) indexed = true ;
if ( indexed === 'false' ) indexed = false ;
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shader = shader . replace ( /uniform\s+(\w+)\s+(\w+);/g , "uniform _$2 { $1 $2; };" ) ;
shader = shader . replace ( /(texture2D|sampler) /g , "uniform $1 " ) ;
io . slurpwrite ( out , shader ) ;
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var compiled = { } ;
// shader file is created, now cross compile to all targets
for ( var platform in shaderlang ) {
var backend = shaderlang [ platform ] ;
var ret = os . system ( ` sokol-shdc -f bare_yaml --slang= ${ backend } -i ${ out } -o ${ out } ` ) ;
if ( ret ) {
console . error ( ` error compiling shader ${ file } . No compilation found for ${ platform } : ${ backend } , and no cross compiler available. ` ) ;
return ;
}
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/* Take YAML and create the shader object */
var yamlfile = ` ${ out } _reflection.yaml ` ;
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var jjson = yaml . tojson ( io . slurp ( yamlfile ) ) ;
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var obj = json . decode ( jjson ) ;
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io . rm ( yamlfile ) ;
obj = obj . shaders [ 0 ] . programs [ 0 ] ;
function add _code ( stage ) {
stage . code = io . slurp ( stage . path ) ;
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io . rm ( stage . path ) ;
delete stage . path ;
}
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add _code ( obj . vs ) ;
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if ( ! obj . fs && obj . vs . fs ) {
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obj . fs = obj . vs . fs ;
delete obj . vs . fs ;
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}
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add _code ( obj . fs ) ;
obj . blend = blend ;
obj . cull = cull ;
obj . primitive = primitive ;
obj . depth = depth ;
obj . face = face ;
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obj . indexed = indexed ;
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if ( obj . vs . inputs )
for ( var i of obj . vs . inputs ) {
if ( ! ( i . name in attr _map ) )
i . mat = - 1 ;
else
i . mat = attr _map [ i . name ] ;
}
function make _unimap ( stage ) {
if ( ! stage . uniform _blocks ) return { } ;
var unimap = { } ;
for ( var uni of stage . uniform _blocks ) {
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var uniname = uni . struct _name [ 0 ] == "_" ? uni . struct _name . slice ( 1 ) : uni . struct _name ;
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unimap [ uniname ] = {
name : uniname ,
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slot : Number ( uni . slot ) ,
size : Number ( uni . size )
} ;
}
return unimap ;
}
obj . vs . unimap = make _unimap ( obj . vs ) ;
obj . fs . unimap = make _unimap ( obj . fs ) ;
obj . name = file ;
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strip _shader _inputs ( obj ) ;
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compiled [ platform ] = obj ;
}
compiled . files = files ;
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compiled . source = shader ;
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return compiled ;
}
function make _shader ( shader )
{
if ( shader _cache [ shader ] ) return shader _cache [ shader ] ;
var file = shader ;
shader = io . slurp ( file ) ;
if ( ! shader ) {
console . info ( ` not found! slurping shaders/ ${ file } ` ) ;
shader = io . slurp ( ` shaders/ ${ file } ` ) ;
}
var writejson = ` .prosperon/ ${ file . name ( ) } .shader.json ` ;
profile . cache ( "shader" , file ) ;
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breakme : if ( io . exists ( writejson ) ) {
var data = json . decode ( io . slurp ( writejson ) ) ;
var filemod = io . mod ( writejson ) ;
if ( ! data . files ) break breakme ;
for ( var i of data . files ) {
if ( io . mod ( i ) > filemod ) {
break breakme ;
}
}
profile . endcache ( " [cached]" ) ;
var shaderobj = json . decode ( io . slurp ( writejson ) ) ;
var obj = shaderobj [ os . sys ( ) ] ;
obj . pipe = render . pipeline ( obj ) ;
shader _cache [ file ] = obj ;
shader _times [ file ] = io . mod ( file ) ;
return obj ;
}
var compiled = create _shader _obj ( file ) ;
io . slurpwrite ( writejson , json . encode ( compiled ) ) ;
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var obj = compiled [ os . sys ( ) ] ;
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obj . pipe = render . pipeline ( obj ) ;
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shader _cache [ file ] = obj ;
shader _times [ file ] = io . mod ( file ) ;
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return obj ;
}
var shader _unisize = {
4 : render . setuniv ,
8 : render . setuniv2 ,
12 : render . setuniv3 ,
16 : render . setuniv4
} ;
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function shader _globals ( shader )
{
for ( var p in shader . vs . unimap )
set _global _uni ( shader . vs . unimap [ p ] , 0 ) ;
for ( var p in shader . fs . unimap )
set _global _uni ( shader . fs . unimap [ p ] , 1 ) ;
}
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function shader _apply _material ( shader , material = { } , old = { } )
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{
for ( var p in shader . vs . unimap ) {
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if ( ! ( p in material ) ) continue ;
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if ( material [ p ] === old [ p ] ) continue ;
assert ( p in material , ` shader ${ shader . name } has no uniform for ${ p } ` ) ;
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var s = shader . vs . unimap [ p ] ;
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if ( p === 'bones' ) {
render . setunibones ( 0 , s . slot , material [ p ] ) ;
continue ;
}
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shader _unisize [ s . size ] ( 0 , s . slot , material [ p ] ) ;
}
for ( var p in shader . fs . unimap ) {
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if ( ! ( p in material ) ) continue ;
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if ( material [ p ] === old [ p ] ) continue ;
assert ( p in material , ` shader ${ shader . name } has no uniform for ${ p } ` ) ;
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var s = shader . fs . unimap [ p ] ;
shader _unisize [ s . size ] ( 1 , s . slot , material [ p ] ) ;
}
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if ( ! material . diffuse ) return ;
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if ( material . diffuse === old . diffuse ) return ;
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if ( "diffuse_size" in shader . fs . unimap )
render . setuniv2 ( 1 , shader . fs . unimap . diffuse _size . slot , [ material . diffuse . width , material . diffuse . height ] ) ;
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if ( "diffuse_size" in shader . vs . unimap )
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render . setuniv2 ( 0 , shader . vs . unimap . diffuse _size . slot , [ material . diffuse . width , material . diffuse . height ] ) ;
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}
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function sg _bind ( mesh , ssbo )
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{
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cur . mesh = mesh ;
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var bind = { } ;
bind . attrib = [ ] ;
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if ( cur . shader . vs . inputs )
for ( var a of cur . shader . vs . inputs ) {
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if ( ! ( a . name in mesh ) ) {
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console . error ( ` cannot draw shader ${ cur . shader . name } ; there is no attrib ${ a . name } in the given mesh. ${ json . encode ( mesh ) } ` ) ;
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return undefined ;
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} else
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bind . attrib . push ( mesh [ a . name ] ) ;
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}
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if ( cur . shader . indexed ) {
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bind . index = mesh . index ;
bind . count = mesh . count ;
} else
bind . count = mesh . verts ;
bind . ssbo = [ ] ;
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if ( cur . shader . vs . storage _buffers )
for ( var b of cur . shader . vs . storage _buffers )
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bind . ssbo . push ( ssbo ) ;
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bind . inst = 1 ;
bind . images = cur . images ;
cur . bind = bind ;
render . setbind ( cur . bind ) ;
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return bind ;
}
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render . device = {
pc : [ 1920 , 1080 ] ,
macbook _m2 : [ 2560 , 1664 , 13.6 ] ,
ds _top : [ 400 , 240 , 3.53 ] ,
ds _bottom : [ 320 , 240 , 3.02 ] ,
playdate : [ 400 , 240 , 2.7 ] ,
switch : [ 1280 , 720 , 6.2 ] ,
switch _lite : [ 1280 , 720 , 5.5 ] ,
switch _oled : [ 1280 , 720 , 7 ] ,
dsi : [ 256 , 192 , 3.268 ] ,
ds : [ 256 , 192 , 3 ] ,
dsixl : [ 256 , 192 , 4.2 ] ,
ipad _air _m2 : [ 2360 , 1640 , 11.97 ] ,
iphone _se : [ 1334 , 750 , 4.7 ] ,
iphone _12 _pro : [ 2532 , 1170 , 6.06 ] ,
iphone _15 : [ 2556 , 1179 , 6.1 ] ,
gba : [ 240 , 160 , 2.9 ] ,
gameboy : [ 160 , 144 , 2.48 ] ,
gbc : [ 160 , 144 , 2.28 ] ,
steamdeck : [ 1280 , 800 , 7 ] ,
vita : [ 960 , 544 , 5 ] ,
psp : [ 480 , 272 , 4.3 ] ,
imac _m3 : [ 4480 , 2520 , 23.5 ] ,
macbook _pro _m3 : [ 3024 , 1964 , 14.2 ] ,
ps1 : [ 320 , 240 , 5 ] ,
ps2 : [ 640 , 480 ] ,
snes : [ 256 , 224 ] ,
gamecube : [ 640 , 480 ] ,
n64 : [ 320 , 240 ] ,
c64 : [ 320 , 200 ] ,
macintosh : [ 512 , 342 , 9 ] ,
gamegear : [ 160 , 144 , 3.2 ] ,
} ;
render . device . doc = ` Device resolutions given as [x,y,inches diagonal]. ` ;
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var textshader ;
var circleshader ;
var polyshader ;
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var slice9shader ;
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var parshader ;
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var spritessboshader ;
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var polyssboshader ;
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var sprite _ssbo ;
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render . init = function ( ) {
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textshader = make _shader ( "shaders/text_base.cg" ) ;
render . spriteshader = make _shader ( "shaders/sprite.cg" ) ;
spritessboshader = make _shader ( "shaders/sprite_ssbo.cg" ) ;
render . postshader = make _shader ( "shaders/simplepost.cg" ) ;
slice9shader = make _shader ( "shaders/9slice.cg" ) ;
circleshader = make _shader ( "shaders/circle.cg" ) ;
polyshader = make _shader ( "shaders/poly.cg" ) ;
parshader = make _shader ( "shaders/baseparticle.cg" ) ;
polyssboshader = make _shader ( "shaders/poly_ssbo.cg" ) ;
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poly _ssbo = render . make _textssbo ( ) ;
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sprite _ssbo = render . make _textssbo ( ) ;
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render . textshader = textshader ;
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os . make _circle2d ( ) . draw = function ( ) {
render . circle ( this . body ( ) . transform ( ) . pos , this . radius , [ 1 , 1 , 0 , 1 ] ) ;
}
var disabled = [ 148 / 255 , 148 / 255 , 148 / 255 , 1 ] ;
var sleep = [ 1 , 140 / 255 , 228 / 255 , 1 ] ;
var dynamic = [ 1 , 70 / 255 , 46 / 255 , 1 ] ;
var kinematic = [ 1 , 194 / 255 , 64 / 255 , 1 ] ;
var static _color = [ 73 / 255 , 209 / 255 , 80 / 255 , 1 ] ;
os . make _poly2d ( ) . draw = function ( ) {
var body = this . body ( ) ;
var color = body . sleeping ( ) ? [ 0 , 0.3 , 0 , 0.4 ] : [ 0 , 1 , 0 , 0.4 ] ;
var t = body . transform ( ) ;
render . poly ( this . points , color , body . transform ( ) ) ;
color . a = 1 ;
render . line ( this . points . wrapped ( 1 ) , color , 1 , body . transform ( ) ) ;
}
os . make _seg2d ( ) . draw = function ( ) {
render . line ( [ this . a ( ) , this . b ( ) ] , [ 1 , 0 , 1 , 1 ] , Math . max ( this . radius / 2 , 1 ) , this . body ( ) . transform ( ) ) ;
}
joint . pin ( ) . draw = function ( ) {
var a = this . bodyA ( ) ;
var b = this . bodyB ( ) ;
render . line ( [ a . transform ( ) . pos . xy , b . transform ( ) . pos . xy ] , [ 0 , 1 , 1 , 1 ] , 1 ) ;
}
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}
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render . draw _sprites = true ;
render . draw _particles = true ;
render . draw _hud = true ;
render . draw _gui = true ;
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render . draw _gizmos = true ;
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render . sprites = function render _sprites ( gridsize = 1 )
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{
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// When y sorting, draw layer is firstly important followed by the gameobject position
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var buckets ;
if ( render . y _sort ) {
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profile . frame ( "y bucketing" ) ;
var sps = Object . values ( allsprites ) ;
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buckets = { } ;
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for ( var sprite of sps ) {
var layer = ( sprite . gameobject . drawlayer * 10000 ) - sprite . gameobject . pos . y ;
buckets [ layer ] ? ? = { } ;
if ( buckets [ layer ] [ sprite . path ] )
buckets [ layer ] [ sprite . path ] . push ( sprite ) ;
else
buckets [ layer ] [ sprite . path ] = [ sprite ] ;
}
profile . endframe ( ) ;
profile . frame ( "y sorting" ) ;
buckets = Object . entries ( buckets ) . sort ( ( a , b ) => {
var na = Number ( a [ 0 ] ) ;
var nb = Number ( b [ 0 ] ) ;
if ( na < nb ) return - 1 ;
return 1 ;
} ) ;
profile . endframe ( ) ;
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} else {
profile . frame ( "sorting" ) ;
var sprite _buckets = component . sprite _buckets ( ) ;
var buckets = Object . entries ( sprite _buckets ) . sort ( ( a , b ) => {
var na = Number ( a [ 0 ] ) ;
var nb = Number ( b [ 0 ] ) ;
if ( na < nb ) return - 1 ;
return 1 ;
} ) ;
profile . endframe ( ) ;
}
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/ *
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profile . frame ( "bucketing" ) ;
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var sps = Object . values ( allsprites ) ;
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var buckets = [ ] ;
for ( var i = 0 ; i <= 20 ; i ++ )
buckets [ i ] = { } ;
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for ( var sprite of sps ) {
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var layer = sprite . gameobject . drawlayer + 10 ;
if ( buckets [ layer ] [ sprite . path ] )
buckets [ layer ] [ sprite . path ] . push ( sprite ) ;
else
buckets [ layer ] [ sprite . path ] = [ sprite ] ;
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}
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profile . endframe ( ) ;
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* /
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profile . frame ( "drawing" ) ;
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render . use _shader ( spritessboshader ) ;
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for ( var layer of buckets ) {
for ( var img of Object . values ( layer [ 1 ] ) ) {
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var sparray = Object . values ( img ) ;
if ( sparray . length === 0 ) continue ;
var ss = sparray [ 0 ] ;
render . use _mat ( ss ) ;
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render . make _sprite _ssbo ( sparray , sprite _ssbo ) ;
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render . draw ( shape . quad , sprite _ssbo , sparray . length ) ;
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if ( debug . sprite _nums ) render . text ( ss . diffuse . getid ( ) , ss . transform . pos ) ;
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}
}
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profile . endframe ( ) ;
}
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render . circle = function render _circle ( pos , radius , color , inner _radius = 1 ) {
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check _flush ( undefined ) ;
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if ( inner _radius >= 1 )
inner _radius = inner _radius / radius ;
else if ( inner _radius < 0 )
inner _radius = 1.0 ;
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var mat = {
radius : radius ,
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inner _r : inner _radius ,
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coord : pos ,
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shade : color ,
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} ;
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render . use _shader ( circleshader ) ;
render . use _mat ( mat ) ;
render . draw ( shape . quad ) ;
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}
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render . circle . doc = "Draw a circle at pos, with a given radius and color. If inner_radius is between 0 and 1, it acts as a percentage of radius. If it is above 1, is acts as a unit (usually a pixel)." ;
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render . poly = function render _poly ( points , color , transform ) {
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var buffer = render . poly _prim ( points ) ;
var mat = { shade : color } ;
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render . use _shader ( polyshader ) ;
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set _model ( transform ) ;
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render . use _mat ( mat ) ;
render . draw ( buffer ) ;
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}
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var nextflush = undefined ;
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function flush ( )
{
nextflush ? . ( ) ;
nextflush = undefined ;
}
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// If flush_fn was already on deck, it does not flush. Otherwise, flushes and then sets the flush fn
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function check _flush ( flush _fn )
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{
if ( ! nextflush )
nextflush = flush _fn ;
else if ( nextflush !== flush _fn ) {
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nextflush ( ) ;
nextflush = flush _fn ;
}
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}
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render . flush = check _flush ;
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var poly _cache = [ ] ;
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var poly _idx = 0 ;
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var poly _ssbo ;
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function poly _e ( )
{
var e ;
poly _idx ++ ;
if ( poly _idx > poly _cache . length ) {
e = {
transform : os . make _transform ( ) ,
color : Color . white
} ;
poly _cache . push ( e ) ;
return e ;
}
var e = poly _cache [ poly _idx - 1 ] ;
e . transform . unit ( ) ;
return e ;
}
function flush _poly ( )
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{
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if ( poly _idx === 0 ) return ;
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render . use _shader ( polyssboshader ) ;
render . use _mat ( { } ) ;
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render . make _particle _ssbo ( poly _cache . slice ( 0 , poly _idx ) , poly _ssbo ) ;
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render . draw ( shape . centered _quad , poly _ssbo , poly _idx ) ;
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poly _idx = 0 ;
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}
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function flush _image ( )
{
}
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render . line = function render _line ( points , color = Color . white , thickness = 1 ) {
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for ( var i = 0 ; i < points . length - 1 ; i ++ ) {
var a = points [ i ] ;
var b = points [ i + 1 ] ;
var poly = poly _e ( ) ;
var dist = vector . distance ( a , b ) ;
poly . transform . move ( vector . midpoint ( a , b ) ) ;
poly . transform . rotate ( [ 0 , 0 , - 1 ] , vector . angle ( [ b . x - a . x , b . y - a . y ] ) ) ;
poly . transform . scale = [ dist , thickness , 1 ] ;
poly . color = color ;
}
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check _flush ( flush _poly ) ;
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}
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/* All draw in screen space */
render . point = function ( pos , size , color = Color . blue ) {
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render . circle ( pos , size , size , color ) ;
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} ;
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render . cross = function render _cross ( pos , size , color = Color . red , thickness = 1 ) {
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var a = [
pos . add ( [ 0 , size ] ) ,
pos . add ( [ 0 , - size ] )
] ;
var b = [
pos . add ( [ size , 0 ] ) ,
pos . add ( [ - size , 0 ] )
] ;
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render . line ( a , color , thickness ) ;
render . line ( b , color , thickness ) ;
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} ;
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render . arrow = function render _arrow ( start , end , color = Color . red , wingspan = 4 , wingangle = 10 ) {
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var dir = end . sub ( start ) . normalized ( ) ;
var wing1 = [
Vector . rotate ( dir , wingangle ) . scale ( wingspan ) . add ( end ) ,
end
] ;
var wing2 = [
Vector . rotate ( dir , - wingangle ) . scale ( wingspan ) . add ( end ) ,
end
] ;
render . line ( [ start , end ] , color ) ;
render . line ( wing1 , color ) ;
render . line ( wing2 , color ) ;
} ;
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render . coordinate = function render _coordinate ( pos , size , color ) {
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render . text ( JSON . stringify ( pos . map ( p => Math . round ( p ) ) ) , pos , size , color ) ;
render . point ( pos , 2 , color ) ;
}
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render . boundingbox = function render _boundingbox ( bb , color = Color . white ) {
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render . line ( bbox . topoints ( bb ) . wrapped ( 1 ) , color ) ;
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}
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render . rectangle = function render _rectangle ( lowerleft , upperright , color ) {
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var transform = os . make _transform ( ) ;
var wh = [ upperright . x - lowerleft . x , upperright . y - lowerleft . y ] ;
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var poly = poly _e ( ) ;
poly . transform . move ( vector . midpoint ( lowerleft , upperright ) ) ;
poly . transform . scale = [ wh . x , wh . y , 1 ] ;
poly . color = color ;
check _flush ( flush _poly ) ;
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} ;
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render . box = function render _box ( pos , wh , color = Color . white ) {
var poly = poly _e ( ) ;
poly . transform . move ( pos ) ;
poly . transform . scale = [ wh . x , wh . y , 1 ] ;
poly . color = color ;
check _flush ( flush _poly ) ;
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} ;
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render . window = function render _window ( pos , wh , color ) { render . box ( pos . add ( wh . scale ( 0.5 ) ) , wh , color ) ; } ;
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render . text _bb = function ( str , size = 1 , wrap = - 1 , pos = [ 0 , 0 ] )
{
var bb = render . text _size ( str , size , wrap ) ;
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var w = ( bb . r - bb . l ) ;
var h = ( bb . t - bb . b ) ;
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bb . r += pos . x ;
bb . l += pos . x ;
bb . t += pos . y ;
bb . b += pos . y ;
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return bb ;
}
render . text = function ( str , pos , size = 1 , color = Color . white , wrap = - 1 , anchor = [ 0 , 1 ] , cursor = - 1 ) {
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var bb = render . text _bb ( str , size , wrap , pos ) ;
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gui . text ( str , pos , size , color , wrap , cursor ) ; // this puts text into buffer
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check _flush ( render . flush _text ) ;
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return bb ;
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p . x -= w * anchor . x ;
bb . r += ( w * anchor . x ) ;
bb . l += ( w * anchor . x ) ;
p . y += h * ( 1 - anchor . y ) ;
bb . t += h * ( 1 - anchor . y ) ;
bb . b += h * ( 1 - anchor . y ) ;
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return bb ;
} ;
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var lasttex = undefined ;
var img _cache = [ ] ;
var img _idx = 0 ;
function flush _img ( )
{
if ( img _idx === 0 ) return ;
render . use _shader ( spritessboshader ) ;
render . use _mat ( { diffuse : lasttex } ) ;
render . make _sprite _ssbo ( img _cache . slice ( 0 , img _idx ) , poly _ssbo ) ;
render . draw ( shape . quad , poly _ssbo , img _idx ) ;
lasttex = undefined ;
img _idx = 0 ;
}
function img _e ( )
{
img _idx ++ ;
if ( img _idx > img _cache . length ) {
e = {
transform : os . make _transform ( ) ,
shade : Color . white ,
rect : [ 0 , 0 , 1 , 1 ]
} ;
img _cache . push ( e ) ;
return e ;
}
var e = img _cache [ img _idx - 1 ] ;
e . transform . unit ( ) ;
return e ;
}
render . image = function ( tex , pos , scale , rotation = 0 , color = Color . white ) {
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if ( typeof tex === 'string' ) {
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tex = game . texture ( tex ) ;
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scale . x ? ? = tex . width ;
scale . y ? ? = tex . height ;
}
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if ( ! tex ) return ;
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if ( ! lasttex ) {
check _flush ( flush _img ) ;
lasttex = tex ;
}
if ( lasttex !== tex ) {
flush _img ( ) ;
lasttex = tex ;
}
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var e = img _e ( ) ;
e . transform . move ( pos ) ;
if ( scale )
e . transform . scale = scale . div ( [ tex . width , tex . height ] ) ;
e . shade = color ;
return ;
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var bb = { } ;
bb . b = pos . y ;
bb . l = pos . x ;
bb . t = pos . y + tex . height * scale ;
bb . r = pos . x + tex . width * scale ;
return bb ;
}
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// pos is the lower left corner, scale is the width and height
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render . slice9 = function ( tex , pos , bb , scale = [ tex . width , tex . height ] , color = Color . white )
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{
var t = os . make _transform ( ) ;
t . pos = pos ;
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t . scale = [ scale . x / tex . width , scale . y / tex . height , 1 ] ;
var border ;
if ( typeof bb === 'number' )
border = [ bb / tex . width , bb / tex . height , bb / tex . width , bb / tex . height ] ;
else
border = [ bb . l / tex . width , bb . b / tex . height , bb . r / tex . width , bb . t / tex . height ] ;
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render . use _shader ( slice9shader ) ;
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set _model ( t ) ;
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render . use _mat ( {
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shade : color ,
diffuse : tex ,
rect : [ 0 , 0 , 1 , 1 ] ,
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border : border ,
scale : [ scale . x / tex . width , scale . y / tex . height ]
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} ) ;
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render . draw ( shape . quad ) ;
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}
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function endframe ( )
{
tdraw = 0 ;
}
var textssbos = [ ] ;
var tdraw = 0 ;
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render . flush _text = function ( )
{
if ( ! render . textshader ) return ;
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tdraw ++ ;
if ( textssbos . length < tdraw )
textssbos . push ( render . make _textssbo ( ) ) ;
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var textssbo = textssbos [ tdraw - 1 ] ;
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var amt = render . flushtext ( textssbo ) ; // load from buffer into ssbo
if ( amt === 0 ) {
tdraw -- ;
return ;
}
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render . use _shader ( render . textshader ) ;
render . use _mat ( { text : render . font . texture } ) ;
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render . draw ( shape . quad , textssbo , amt ) ;
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}
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var fontcache = { } ;
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render . set _font = function ( path , size ) {
var fontstr = ` ${ path } - ${ size } ` ;
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if ( render . font && fontcache [ fontstr ] === render . font ) return ;
if ( ! fontcache [ fontstr ] ) fontcache [ fontstr ] = os . make _font ( path , size ) ;
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render . flush _text ( ) ;
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gui . font _set ( fontcache [ fontstr ] ) ;
render . font = fontcache [ fontstr ] ;
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}
render . doc = "Draw shapes in screen space." ;
render . cross . doc = "Draw a cross centered at pos, with arm length size." ;
render . arrow . doc = "Draw an arrow from start to end, with wings of length wingspan at angle wingangle." ;
render . rectangle . doc = "Draw a rectangle, with its corners at lowerleft and upperright." ;
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render . draw = function render _draw ( mesh , ssbo , inst = 1 , e _start = 0 )
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{
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sg _bind ( mesh , ssbo ) ;
profile . frame ( "gpu" ) ;
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render . spdraw ( e _start , cur . bind . count , inst ) ;
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profile . endframe ( ) ;
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}
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// Returns an array in the form of [left, bottom, right, top] in pixels of the camera to render to
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// Camera viewport is [left,bottom,width,height] in relative values
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function camviewport ( )
{
var aspect = ( this . viewport [ 2 ] - this . viewport [ 0 ] ) / ( this . viewport [ 3 ] - this . viewport [ 1 ] ) * window . size . x / window . size . y ;
var raspect = this . size . x / this . size . y ;
var left = this . viewport [ 0 ] * window . size . x ;
var bottom = this . viewport [ 1 ] * window . size . y ;
var usemode = this . mode ;
if ( this . break && this . size . x > window . size . x && this . size . y > window . size . y )
usemode = this . break ;
if ( usemode === "fit" )
if ( raspect < aspect ) usemode = "height" ;
else usemode = "width" ;
switch ( usemode ) {
case "stretch" :
case "expand" :
return [ 0 , 0 , window . size . x , window . size . y ] ;
case "keep" :
return [ left , bottom , left + this . size . x , bottom + this . size . y ] ;
case "height" :
var ret = [ left , 0 , this . size . x * ( window . size . y / this . size . y ) , window . size . y ] ;
ret [ 0 ] = ( window . size . x - ( ret [ 2 ] - ret [ 0 ] ) ) / 2 ;
return ret ;
case "width" :
var ret = [ 0 , bottom , window . size . x , this . size . y * ( window . size . x / this . size . x ) ] ;
ret [ 1 ] = ( window . size . y - ( ret [ 3 ] - ret [ 1 ] ) ) / 2 ;
return ret ;
}
return [ 0 , 0 , window . size . x , window . size . y ] ;
}
// pos is pixels on the screen, lower left[0,0]
function camscreen2world ( pos )
{
var view = this . screen2cam ( pos ) ;
view . x *= this . size . x ;
view . y *= this . size . y ;
view = view . sub ( [ this . size . x / 2 , this . size . y / 2 ] ) ;
view = view . add ( this . pos . xy ) ;
return view ;
}
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// three coordinatse
// world coordinates, the "actual" view relative to the game's universe
// camera coordinates, normalized from 0 to 1 inside of a camera's viewport, bottom left is 0,0, top right is 1,1
// screen coordinates, pixels, 0,0 at the bottom left of the window and [w,h] at the top right of the screen
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camscreen2world . doc = "Convert a view position for a camera to world."
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// return camera coordinates given a screen position
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function screen2cam ( pos )
{
var viewport = this . view ( ) ;
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var width = viewport [ 2 ] ;
var height = viewport [ 3 ] ;
var viewpos = pos . sub ( [ viewport [ 0 ] , viewport [ 1 ] ] ) ;
return viewpos . div ( [ width , height ] ) ;
}
function camextents ( )
{
var half = this . size ; //.scale(0.5);
return {
l : this . pos . x - half . x ,
r : this . pos . x + half . x ,
t : this . pos . y + half . y ,
b : this . pos . y - half . y
} ;
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}
screen2cam . doc = "Convert a screen space position in pixels to a normalized viewport position in a camera."
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prosperon . gizmos = function ( )
{
game . all _objects ( o => {
if ( o . gizmo ) render . image ( game . texture ( o . gizmo ) , o . pos ) ;
} ) ;
}
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prosperon . make _camera = function ( )
{
var cam = world . spawn ( ) ;
cam . near = 0.1 ;
cam . far = 1000 ;
cam . ortho = true ;
cam . viewport = [ 0 , 0 , 1 , 1 ] ;
cam . size = window . size . slice ( ) ; // The render size of this camera in pixels
// In ortho mode, this determines how many pixels it will see
cam . mode = "stretch" ;
cam . screen2world = camscreen2world ;
cam . screen2cam = screen2cam ;
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cam . extents = camextents ;
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cam . mousepos = function ( ) { return this . screen2world ( input . mouse . screenpos ( ) ) ; }
cam . view = camviewport ;
cam . offscreen = false ;
return cam ;
}
var screencolor ;
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globalThis . imtoggle = function ( name , obj , field ) { obj [ field ] = imgui . checkbox ( name , obj [ field ] ) ; }
var replstr = "" ;
var imdebug = function ( )
{
imtoggle ( "Physics" , debug , 'draw_phys' ) ;
imtoggle ( "Bouning boxes" , debug , 'draw_bb' ) ;
imtoggle ( "Gizmos" , debug , 'draw_gizmos' ) ;
imtoggle ( "Names" , debug , 'draw_names' ) ;
imtoggle ( "Sprite nums" , debug , 'sprite_nums' ) ;
imtoggle ( "Debug overlay" , debug , 'show' ) ;
imtoggle ( "Show ur names" , debug , 'urnames' ) ;
}
var imgui _fn = function ( )
{
render . imgui _new ( window . size . x , window . size . y , 0.01 ) ;
if ( debug . console ) debug . console = imgui . window ( "console" , _ => { imgui . text ( console . transcript ) ; replstr = imgui . textinput ( undefined , replstr ) ; imgui . button ( "submit" , _ => { eval ( replstr ) ; replstr = "" ; } ) ; } ) ;
imgui . mainmenubar ( _ => {
imgui . menu ( "File" , _ => {
imgui . menu ( "Game settings" , _ => {
window . title = imgui . textinput ( "Title" , window . title ) ;
window . icon = imgui . textinput ( "Icon" , window . icon ) ;
imgui . button ( "Refresh window" , _ => {
window . set _icon ( game . texture ( window . icon ) ) ;
} ) ;
} ) ;
imgui . button ( "quit" , os . quit ) ;
} ) ;
imgui . menu ( "Debug" , imdebug ) ;
imgui . menu ( "View" , _ => {
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imtoggle ( "Profiler" , debug , 'showprofiler' ) ;
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imtoggle ( "Terminal out" , debug , 'termout' ) ;
imtoggle ( "Meta [f7]" , debug , 'meta' ) ;
imtoggle ( "Cheats [f8]" , debug , 'cheat' ) ;
imtoggle ( "Console [f9]" , debug , 'console' ) ;
} ) ;
imgui . sokol _gfx ( ) ;
imgui . menu ( "Graphics" , _ => {
imtoggle ( "Draw sprites" , render , 'draw_sprites' ) ;
imtoggle ( "Draw particles" , render , 'draw_particles' ) ;
imtoggle ( "Draw HUD" , render , 'draw_hud' ) ;
imtoggle ( "Draw GUI" , render , 'draw_gui' ) ;
imtoggle ( "Draw gizmos" , render , 'draw_gizmos' ) ;
imgui . menu ( "Window" , _ => {
window . fullscreen = imgui . checkbox ( "fullscreen" , window . fullscreen ) ;
// window.vsync = imgui.checkbox("vsync", window.vsync);
imgui . menu ( "MSAA" , _ => {
for ( var msaa of gamestate . msaa )
imgui . button ( msaa + "x" , _ => window . sample _count = msaa ) ;
} ) ;
imgui . menu ( "Resolution" , _ => {
for ( var res of gamestate . resolutions )
imgui . button ( res , _ => window . resolution = res ) ;
} ) ;
} ) ;
} ) ;
prosperon . menu _hook ? . ( ) ;
} ) ;
prosperon . imgui ( ) ;
render . imgui _end ( ) ;
}
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prosperon . render = function ( )
{
profile . frame ( "world" ) ;
render . set _camera ( prosperon . camera ) ;
profile . frame ( "sprites" ) ;
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if ( render . draw _sprites ) render . sprites ( ) ;
if ( render . draw _particles ) draw _emitters ( ) ;
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profile . endframe ( ) ;
profile . frame ( "draws" ) ;
prosperon . draw ( ) ;
profile . endframe ( ) ;
prosperon . hudcam . size = prosperon . camera . size ;
prosperon . hudcam . transform . pos = [ prosperon . hudcam . size . x / 2 , prosperon . hudcam . size . y / 2 , - 100 ] ;
render . set _camera ( prosperon . hudcam ) ;
profile . endframe ( ) ;
profile . frame ( "hud" ) ;
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if ( render . draw _hud ) prosperon . hud ( ) ;
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render . flush _text ( ) ;
render . set _camera ( prosperon . camera ) ;
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if ( render . draw _gizmos && prosperon . gizmos ) prosperon . gizmos ( ) ;
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render . flush _text ( ) ;
render . end _pass ( ) ;
profile . endframe ( ) ;
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profile . endframe ( ) ;
profile . endframe ( ) ;
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/* draw the image of the game world first */
render . glue _pass ( ) ;
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profile . frame ( "frame" ) ;
profile . frame ( "render" ) ;
profile . frame ( "post process" ) ;
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render . viewport ( ... prosperon . camera . view ( ) ) ;
render . use _shader ( render . postshader ) ;
render . use _mat ( { diffuse : prosperon . screencolor } ) ;
render . draw ( shape . quad ) ;
profile . endframe ( ) ;
profile . frame ( "app" ) ;
// Flush & render
prosperon . appcam . transform . pos = [ window . size . x / 2 , window . size . y / 2 , - 100 ] ;
prosperon . appcam . size = window . size . slice ( ) ;
if ( os . sys ( ) !== 'macos' )
prosperon . appcam . size . y *= - 1 ;
render . set _camera ( prosperon . appcam ) ;
render . viewport ( ... prosperon . appcam . view ( ) ) ;
// Call gui functions
mum . style = mum . dbg _style ;
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if ( render . draw _gui ) prosperon . gui ( ) ;
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if ( mum . drawinput ) mum . drawinput ( ) ;
render . flush _text ( ) ;
mum . style = mum . base ;
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check _flush ( ) ;
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profile . endframe ( ) ;
profile . frame ( "imgui" ) ;
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if ( debug . show )
imgui _fn ( ) ;
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profile . endframe ( ) ;
render . end _pass ( ) ;
render . commit ( ) ;
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endframe ( ) ;
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}
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prosperon . process = function process ( ) {
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profile . frame ( "frame" ) ;
var dt = profile . secs ( profile . now ( ) ) - frame _t ;
frame _t = profile . secs ( profile . now ( ) ) ;
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var sst = profile . now ( ) ;
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/* debugging: check for gc */
profile . print _gc ( ) ;
var cycles = os . check _cycles ( ) ;
if ( cycles ) say ( cycles ) ;
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profile . frame ( "app update" ) ;
prosperon . appupdate ( dt ) ;
profile . endframe ( ) ;
profile . frame ( "input" ) ;
input . procdown ( ) ;
profile . endframe ( ) ;
if ( sim . mode === "play" || sim . mode === "step" ) {
profile . frame ( "update" ) ;
prosperon . update ( dt * game . timescale ) ;
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update _emitters ( dt * game . timescale ) ;
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profile . endframe ( ) ;
if ( sim . mode === "step" ) sim . pause ( ) ;
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}
profile . pushdata ( profile . data . cpu . scripts , profile . now ( ) - sst ) ;
sst = profile . now ( ) ;
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if ( sim . mode === "play" || sim . mode === "step" ) {
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profile . frame ( "physics" ) ;
physlag += dt ;
while ( physlag > physics . delta ) {
physlag -= physics . delta ;
prosperon . phys2d _step ( physics . delta * game . timescale ) ;
prosperon . physupdate ( physics . delta * game . timescale ) ;
}
profile . endframe ( ) ;
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profile . pushdata ( profile . data . cpu . physics , profile . now ( ) - sst ) ;
sst = profile . now ( ) ;
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}
profile . frame ( "render" ) ;
prosperon . window _render ( window . size ) ;
prosperon . render ( ) ;
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profile . pushdata ( profile . data . cpu . render , profile . now ( ) - sst ) ;
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profile . endframe ( ) ;
profile . endframe ( ) ;
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profile . capture _data ( ) ;
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}
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return { render } ;