3d rendering
This commit is contained in:
parent
a854764636
commit
366a20e7ed
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@ -104,6 +104,15 @@ component.sprite.impl = {
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Object.freeze(sprite);
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component.model = Object.copy(component, {
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path:"",
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_enghook: make_model,
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});
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component.model.impl = {
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set path(x) { cmd(149, this.id, x); },
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draw() { cmd(150, this.id); },
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};
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var sprite = component.sprite;
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sprite.doc = {
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@ -6,8 +6,11 @@
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#include "stb_ds.h"
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#include "font.h"
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#include "window.h"
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#include "gameobject.h"
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#include "libgen.h"
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#include "diffuse.sglsl.h"
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//#include "diffuse.sglsl.h"
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#include "unlit.sglsl.h"
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#include "render.h"
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@ -39,18 +42,14 @@ static sg_shader model_shader;
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static sg_pipeline model_pipe;
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void model_init() {
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model_shader = sg_make_shader(diffuse_shader_desc(sg_query_backend()));
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/* model_shader = sg_make_shader(diffuse_shader_desc(sg_query_backend()));
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model_pipe = sg_make_pipeline(&(sg_pipeline_desc){
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.shader = model_shader,
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.layout = {
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.attrs = {
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[0].format = SG_VERTEXFORMAT_FLOAT3,
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[0].buffer_index = 0, /* position */
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[1].format = SG_VERTEXFORMAT_USHORT2N,
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[1].buffer_index = 1, /* tex coords */
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[2].format = SG_VERTEXFORMAT_UINT10_N2,
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[2].buffer_index = 2, /* normal */
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},
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},
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.index_type = SG_INDEXTYPE_UINT16,
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@ -58,6 +57,24 @@ void model_init() {
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.depth.write_enabled = true,
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.depth.compare = SG_COMPAREFUNC_LESS_EQUAL
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});
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*/
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model_shader = sg_make_shader(unlit_shader_desc(sg_query_backend()));
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model_pipe = sg_make_pipeline(&(sg_pipeline_desc){
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.shader = model_shader,
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.layout = {
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.attrs = {
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[0].format = SG_VERTEXFORMAT_FLOAT3,
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[1].format = SG_VERTEXFORMAT_USHORT2N,
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[1].buffer_index = 1,
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},
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},
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.index_type = SG_INDEXTYPE_UINT16,
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.cull_mode = SG_CULLMODE_FRONT,
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.depth.write_enabled = true,
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.depth.compare = SG_COMPAREFUNC_LESS_EQUAL
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});
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}
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struct model *GetExistingModel(const char *path) {
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@ -118,6 +135,7 @@ struct model *MakeModel(const char *path) {
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struct model *model = calloc(1, sizeof(*model));
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/* TODO: Optimize by grouping by material. One material per draw. */
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YughWarn("Model has %d materials.", data->materials_count);
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const char *dir = dirname(path);
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float vs[65535*3];
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uint16_t idxs[65535];
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@ -156,19 +174,21 @@ struct model *MakeModel(const char *path) {
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}
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if (primitive.material->has_pbr_metallic_roughness && primitive.material->pbr_metallic_roughness.base_color_texture.texture) {
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// YughWarn("Texture is %s.", primitive.material->pbr_metallic_roughness.base_color_texture.texture->image->uri);
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const char *imp = seprint("%s/%s", dir, primitive.material->pbr_metallic_roughness.base_color_texture.texture->image->uri);
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YughInfo("Texture is %s.", imp);
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model->meshes[j].bind.fs.images[0] = texture_pullfromfile(primitive.material->pbr_metallic_roughness.base_color_texture.texture->image->uri)->id;
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model->meshes[j].bind.fs.images[0] = texture_pullfromfile(imp)->id;
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free(imp);
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} else
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model->meshes[j].bind.fs.images[0] = texture_pullfromfile("k")->id;
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cgltf_texture *tex;
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if (tex = primitive.material->normal_texture.texture) {
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model->meshes[j].bind.fs.images[1] = texture_pullfromfile(tex->image->uri)->id;
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} else
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model->meshes[j].bind.fs.images[1] = texture_pullfromfile("k")->id;
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model->meshes[j].bind.fs.samplers[0] = sg_make_sampler(&(sg_sampler_desc){});
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model->meshes[j].bind.fs.images[2] = ddimg;
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cgltf_texture *tex;
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// if (tex = primitive.material->normal_texture.texture) {
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// model->meshes[j].bind.fs.images[1] = texture_pullfromfile(tex->image->uri)->id;
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// }// else
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// model->meshes[j].bind.fs.images[1] = texture_pullfromfile("k")->id;
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int has_norm = 0;
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@ -184,6 +204,7 @@ struct model *MakeModel(const char *path) {
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switch (attribute.type) {
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case cgltf_attribute_type_position:
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model->meshes[j].bind.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){
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.data.ptr = vs,
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.data.size = sizeof(float) * n});
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@ -195,9 +216,9 @@ struct model *MakeModel(const char *path) {
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for (int i = 0; i < model->meshes[j].face_count; i++)
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packed_norms[i] = pack_int10_n2(vs + i*3);
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model->meshes[j].bind.vertex_buffers[2] = sg_make_buffer(&(sg_buffer_desc){
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.data.ptr = packed_norms,
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.data.size = sizeof(uint32_t) * model->meshes[j].face_count});
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// model->meshes[j].bind.vertex_buffers[2] = sg_make_buffer(&(sg_buffer_desc){
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// .data.ptr = packed_norms,
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// .data.size = sizeof(uint32_t) * model->meshes[j].face_count});
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free (packed_norms);
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break;
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@ -243,10 +264,10 @@ struct model *MakeModel(const char *path) {
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norms[i*3+j] = packed_norm;
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}
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model->meshes[j].bind.vertex_buffers[2] = sg_make_buffer(&(sg_buffer_desc){
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.data.ptr = norms,
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.data.size = sizeof(uint32_t) * model->meshes[j].face_count
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});
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// model->meshes[j].bind.vertex_buffers[2] = sg_make_buffer(&(sg_buffer_desc){
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// .data.ptr = norms,
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// .data.size = sizeof(uint32_t) * model->meshes[j].face_count
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// });
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}
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}
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}
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@ -256,7 +277,7 @@ struct model *MakeModel(const char *path) {
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HMM_Vec3 eye = {50,10,5};
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void draw_model(struct model *model, HMM_Mat4 amodel, HMM_Mat4 lsm) {
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void draw_model(struct model *model, HMM_Mat4 amodel) {
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HMM_Mat4 proj = HMM_Perspective_RH_ZO(45, (float)mainwin.width / mainwin.height, 0.1, 10000);
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HMM_Vec3 center = {0.f, 0.f, 0.f};
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HMM_Vec3 up = {0.f, 1.f, 0.f};
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@ -268,23 +289,13 @@ void draw_model(struct model *model, HMM_Mat4 amodel, HMM_Mat4 lsm) {
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HMM_Vec3 lp = {1, 1, 1};
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HMM_Vec3 dir_dir = HMM_NormV3(HMM_SubV3(center, dirl_pos));
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HMM_Mat4 m2[4];
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m2[0] = view;
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m2[1] = amodel;
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m2[2] = proj;
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m2[3] = lsm;
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HMM_Vec3 f_ubo[5];
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f_ubo[0] = lp;
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f_ubo[1] = dir_dir;
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f_ubo[2] = eye;
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f_ubo[3] = eye;
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f_ubo[4] = eye;
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vs_p_t vs_p;
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memcpy(vs_p.vp, view.Elements, sizeof(float)*16);
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memcpy(vs_p.model, amodel.Elements, sizeof(float)*16);
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memcpy(vs_p.proj, proj.Elements, sizeof(float)*16);
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sg_apply_pipeline(model_pipe);
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sg_apply_uniforms(SG_SHADERSTAGE_VS, 0, SG_RANGE_REF(m2));
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sg_apply_uniforms(SG_SHADERSTAGE_FS, 0, SG_RANGE_REF(f_ubo));
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sg_apply_uniforms(SG_SHADERSTAGE_VS, SLOT_vs_p, SG_RANGE_REF(vs_p));
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for (int i = 0; i < arrlen(model->meshes); i++) {
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sg_apply_bindings(&model->meshes[i].bind);
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@ -292,3 +303,32 @@ void draw_model(struct model *model, HMM_Mat4 amodel, HMM_Mat4 lsm) {
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}
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}
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struct drawmodel *make_drawmodel(int go)
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{
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struct drawmodel *dm = malloc(sizeof(struct drawmodel));
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dm->model = NULL;
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dm->amodel = HMM_M4D(1.f);
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dm->go = go;
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return dm;
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}
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void draw_drawmodel(struct drawmodel *dm)
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{
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if (!dm->model) return;
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struct gameobject *go = id2go(dm->go);
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cpVect pos = cpBodyGetPosition(go->body);
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HMM_Mat4 scale = HMM_Scale(id2go(dm->go)->scale3);
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HMM_Mat4 trans = HMM_M4D(1.f);
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trans.Elements[3][2] = -pos.x;
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trans.Elements[3][1] = pos.y;
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HMM_Mat4 rot = HMM_Rotate_RH(cpBodyGetAngle(go->body), vUP);
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/* model matrix = trans * rot * scale */
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draw_model(dm->model, HMM_MulM4(trans, HMM_MulM4(rot, scale)));
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}
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void free_drawmodel(struct drawmodel *dm)
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{
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free(dm);
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}
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@ -8,15 +8,24 @@
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extern HMM_Vec3 eye;
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struct shader;
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/* A single mesh */
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struct mesh {
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sg_bindings bind;
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uint32_t face_count;
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};
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/* A collection of meshes which create a full figure */
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struct model {
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struct mesh *meshes;
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};
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/* A model with draw information */
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struct drawmodel {
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struct model *model;
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HMM_Mat4 amodel;
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int go;
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};
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/* Get the model at a path, or create and return if it doesn't exist */
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struct model *GetExistingModel(const char *path);
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@ -28,7 +37,11 @@ void loadmodel(struct model *model);
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void model_init();
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void draw_model(struct model *model, HMM_Mat4 amodel, HMM_Mat4 lsm);
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void draw_model(struct model *model, HMM_Mat4 amodel);
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void draw_models(struct model *model, struct shader *shader);
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struct drawmodel *make_drawmodel(int go);
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void draw_drawmodel(struct drawmodel *dm);
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void free_drawmodel(struct drawmodel *dm);
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#endif
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@ -542,6 +542,11 @@ static inline HMM_Vec3 HMM_V3(float X, float Y, float Z) {
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return Result;
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}
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static inline HMM_Vec3 HMM_V3i(float i)
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{
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return (HMM_Vec3){i,i,i};
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}
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static inline HMM_Vec4 HMM_V4(float X, float Y, float Z, float W) {
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HMM_Vec4 Result;
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@ -650,6 +650,7 @@ JSValue duk_cmd(JSContext *js, JSValueConst this, int argc, JSValueConst *argv)
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case 36:
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id2go(js2int(argv[1]))->scale = js2number(argv[2]);
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id2go(js2int(argv[1]))->scale3 = HMM_V3i(js2number(argv[2]));
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gameobject_apply(id2go(js2int(argv[1])));
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cpSpaceReindexShapesForBody(space, id2go(js2int(argv[1]))->body);
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break;
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@ -1123,6 +1124,14 @@ JSValue duk_cmd(JSContext *js, JSValueConst this, int argc, JSValueConst *argv)
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case 148:
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ret = color2js(id2sprite(js2int(argv[1]))->color);
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break;
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case 149:
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((struct drawmodel *)js2ptr(argv[1]))->model = GetExistingModel(js2str(argv[2]));
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break;
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case 150:
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draw_drawmodel(js2ptr(argv[1]));
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break;
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}
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if (str)
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@ -1491,6 +1500,15 @@ JSValue duk_make_circle2d(JSContext *js, JSValueConst this, int argc, JSValueCon
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return circleval;
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}
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JSValue duk_make_model(JSContext *js, JSValueConst this, int argc, JSValueConst *argv)
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{
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int go = js2int(argv[0]);
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struct drawmodel *dm = make_drawmodel(go);
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JSValue ret = JS_NewObject(js);
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js_setprop_str(ret, "id", ptr2js(dm));
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return ret;
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}
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JSValue duk_cmd_circle2d(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
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int cmd = js2int(argv[0]);
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struct phys2d_circle *circle = js2ptr(argv[1]);
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DUK_FUNC(cmd_poly2d, 6)
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DUK_FUNC(make_edge2d, 3)
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DUK_FUNC(cmd_edge2d, 6)
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DUK_FUNC(make_model,2);
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DUK_FUNC(make_timer, 3)
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DUK_FUNC(cmd_points, 5);
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@ -144,6 +144,7 @@ static void gameobject_setpickcolor(struct gameobject *go) {
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int MakeGameobject() {
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struct gameobject go = {
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.scale = 1.f,
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.scale3 = (HMM_Vec3){1.f,1.f,1.f},
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.bodytype = CP_BODY_TYPE_STATIC,
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.mass = 1.f,
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.next = -1,
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@ -7,6 +7,7 @@
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#include <stdbool.h>
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#include <stdio.h>
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#include "quickjs/quickjs.h"
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#include "HandmadeMath.h"
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struct shader;
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struct sprite;
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@ -16,6 +17,7 @@ struct gameobject {
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cpBodyType bodytype;
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int next;
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float scale;
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HMM_Vec3 scale3;
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float mass;
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float f; /* friction */
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float e; /* elasticity */
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44
source/engine/thirdparty/sokol/sokol_app.h
vendored
44
source/engine/thirdparty/sokol/sokol_app.h
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@ -3471,6 +3471,50 @@ _SOKOL_PRIVATE void _sapp_macos_run(const sapp_desc* desc) {
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// set the application dock icon as early as possible, otherwise
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// the dummy icon will be visible for a short time
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sapp_set_icon(&_sapp.desc.icon);
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NSMenu* menu_bar = [[NSMenu alloc] init];
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NSMenuItem* app_menu_item = [[NSMenuItem alloc] init];
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[menu_bar addItem:app_menu_item];
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NSApp.mainMenu = menu_bar;
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NSMenu* app_menu = [[NSMenu alloc] init];
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NSString* window_title_as_nsstring = [NSString stringWithUTF8String:desc->window_title];
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NSString* quit_title = [@"Quit " stringByAppendingString:window_title_as_nsstring];
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NSMenuItem* quit_menu_item = [[NSMenuItem alloc]
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initWithTitle:quit_title
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action:@selector(terminate:)
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keyEquivalent:@"q"];
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NSString* hide_title = [@"Hide " stringByAppendingString:window_title_as_nsstring];
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NSMenuItem* hide_menu_item = [[NSMenuItem alloc]
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initWithTitle:hide_title
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action:@selector(hide:)
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keyEquivalent:@"h"];
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NSMenuItem* hide_others_item = [[NSMenuItem alloc]
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initWithTitle:@"Hide Others"
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action:@selector(hideOtherApplications:)
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keyEquivalent:@"h"];
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[hide_others_item setKeyEquivalentModifierMask: NSEventModifierFlagOption];
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NSMenuItem* show_all_item = [[NSMenuItem alloc]
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initWithTitle:@"Show All"
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action:@selector(unhideAllApplications:)
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keyEquivalent:@""];
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[app_menu addItem:hide_menu_item];
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[app_menu addItem:hide_others_item];
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[app_menu addItem:show_all_item];
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[app_menu addItem:[NSMenuItem separatorItem]];
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[app_menu addItem:quit_menu_item];
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app_menu_item.submenu = app_menu;
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_SAPP_OBJC_RELEASE(window_title_as_nsstring);
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_SAPP_OBJC_RELEASE(app_menu);
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_SAPP_OBJC_RELEASE(app_menu_item);
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_SAPP_OBJC_RELEASE(menu_bar);
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_sapp.macos.app_dlg = [[_sapp_macos_app_delegate alloc] init];
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NSApp.delegate = _sapp.macos.app_dlg;
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@ -8,7 +8,6 @@ out vec3 normal;
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out vec3 frag_pos;
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out vec4 frag_pos_light;
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uniform vs_p {
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uniform mat4 vp;
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uniform mat4 model;
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