scriptable rendering pipeline
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0ffef3b602
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@ -739,6 +739,7 @@ render.flush = check_flush;
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render.forceflush = function()
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{
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if (nextflush) nextflush();
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nextflush = undefined;
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}
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var poly_cache = [];
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@ -893,12 +894,6 @@ function img_e() {
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return img_cache[img_idx - 1];
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}
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render.floodmask = function(val)
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{
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render.use_shader(polyshader);
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render.use_mat({});
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}
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var stencil_write = {
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compare: compare.always,
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fail_op: stencilop.replace,
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@ -906,7 +901,7 @@ var stencil_write = {
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pass_op: stencilop.replace
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};
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function stencil_writer(ref)
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var stencil_writer = function stencil_writer(ref)
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{
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var pipe = Object.create(base_pipeline);
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Object.assign(pipe, {
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@ -920,32 +915,56 @@ function stencil_writer(ref)
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},
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write_mask: colormask.none
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});
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}
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return pipe;
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}.hashify();
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// objects by default draw where the stencil buffer is 0
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var pipe_stencil_on = stencil_writer(1);
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var pipe_stencil_off = stencil_writer(0);
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render.fillmask = function(on)
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render.fillmask = function(ref)
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{
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var pipe = on ? pipe_stencil_on : pipe_stencil_off;
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render.forceflush();
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var pipe = stencil_writer(ref);
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render.use_shader('shaders/screenfill.cg', pipe);
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render.draw(shape.quad);
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}
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render.mask = function mask(tex, pos, scale, rotation = 0)
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var stencil_invert = {
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compare: compare.always,
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fail_op: stencilop.invert,
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depth_fail_op: stencilop.invert,
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pass_op: stencilop.invert
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};
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var stencil_inverter = Object.create(base_pipeline);
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Object.assign(stencil_inverter, {
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stencil: {
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enabled: true,
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front: stencil_invert,
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back:stencil_invert,
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write:true,
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read:true,
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ref: 0
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},
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write_mask: colormask.none
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});
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render.invertmask = function()
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{
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render.forceflush();
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render.use_shader('shaders/screenfill.cg', stencil_inverter);
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render.draw(shape.quad);
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}
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render.mask = function mask(tex, pos, scale, rotation = 0, ref = 1)
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{
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if (typeof tex === 'string') tex = game.texture(tex);
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render.use_shader(spritessboshader, pipe_stencil_on);
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var pipe = stencil_writer(ref);
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render.use_shader('shaders/sprite.cg', pipe);
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var t = os.make_transform();
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t.pos = pos;
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t.scale = scale;
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t.scale = scale.div(tex.dimensions);
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set_model(t);
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render.use_mat({
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diffuse:tex,
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rect: [0,0,1,1]
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rect: [0,0,1,1],
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shade: Color.white
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});
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render.draw(shape.quad);
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}
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@ -9,11 +9,11 @@ void vert()
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@end
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@block frag
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uniform vec4 shade;
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void frag()
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{
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color = texture(sampler2D(diffuse,smp), uv);
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color *= shade;
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if (color.a != 0) discard;
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}
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@end
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@ -995,6 +995,7 @@ sg_stencil_state js2stencil(JSValue v)
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stencil.write_mask = js2boolean(js_getpropstr(v, "write")) ? 0xFF : 0x00;
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stencil.front = js2face_state(js_getpropstr(v, "front"));
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stencil.back = js2face_state(js_getpropstr(v, "back"));
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stencil.ref = js2number(js_getpropstr(v, "ref"));
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return stencil;
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}
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