Add scripting for rendering colors
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@ -8,6 +8,7 @@ game.loadurs();
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console.info(`window size: ${window.size}, render size: ${window.rendersize}`);
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player[0].control(debug);
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render.clear_color([35,60,92,255].map(x => x/255));
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var show_frame = true;
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@ -486,7 +487,7 @@ var editor = {
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render.text("lock", obj,screenpos());
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});
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render.grid(1, editor.grid_size, Color.Editor.grid.alpha(0.3));
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render.grid(1, editor.grid_size, editor.grid_color);
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var startgrid = game.camera.view2world([-20,0]).map(function(x) { return Math.snap(x, editor.grid_size); });
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var endgrid = game.camera.view2world([window.width, window.height]);
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@ -152,7 +152,6 @@ console.transcript = "";
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console.say = function(msg) {
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msg += "\n";
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console.print(msg);
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return;
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console.transcript += msg;
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};
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console.log = console.say;
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@ -611,6 +611,11 @@ JSC_CCALL(render_end_pass,
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JSC_SCALL(render_text_size, ret = bb2js(text_bb(str, js2number(argv[1]), js2number(argv[2]), 1)))
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JSC_CCALL(render_set_camera, useproj = projection)
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JSC_CCALL(render_set_window, useproj = hudproj)
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JSC_CCALL(render_clear_color,
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sg_color c;
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rgba2floats(&c, js2color(argv[0]));
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pass_action.colors[0].clear_value = c;
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)
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static const JSCFunctionListEntry js_render_funcs[] = {
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MIST_FUNC_DEF(render, grid, 3),
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@ -626,6 +631,7 @@ static const JSCFunctionListEntry js_render_funcs[] = {
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MIST_FUNC_DEF(render, text_size, 3),
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MIST_FUNC_DEF(render, set_camera, 0),
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MIST_FUNC_DEF(render, set_window, 0),
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MIST_FUNC_DEF(render, clear_color, 1),
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};
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JSC_CCALL(gui_flush, text_flush(&useproj));
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@ -898,8 +904,19 @@ static const JSCFunctionListEntry js_io_funcs[] = {
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JSC_CCALL(debug_draw_gameobject, gameobject_draw_debug(js2gameobject(argv[0]));)
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JSC_GETSET_GLOBAL(disabled_color, color)
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JSC_GETSET_GLOBAL(sleep_color, color)
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JSC_GETSET_GLOBAL(dynamic_color, color)
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JSC_GETSET_GLOBAL(kinematic_color, color)
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JSC_GETSET_GLOBAL(static_color, color)
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static const JSCFunctionListEntry js_debug_funcs[] = {
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MIST_FUNC_DEF(debug, draw_gameobject, 1)
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MIST_FUNC_DEF(debug, draw_gameobject, 1),
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CGETSET_ADD(global, disabled_color),
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CGETSET_ADD(global, sleep_color),
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CGETSET_ADD(global, dynamic_color),
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CGETSET_ADD(global, kinematic_color),
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CGETSET_ADD(global, static_color),
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};
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JSC_CCALL(physics_sgscale,
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@ -121,9 +121,6 @@ void capture_screen(int x, int y, int w, int h, const char *path)
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#include "HandmadeMath.h"
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//struct rgba editorClearColor = {35,60,92,255};
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struct rgba editorClearColor = {0,0,0,255};
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sg_pass_action pass_action = {0};
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static struct {
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@ -236,9 +233,8 @@ void render_init() {
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sprite_initialize();
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model_init();
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sg_color c;
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rgba2floats((float*)&c, editorClearColor);
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sg_color c = (sg_color){0,0,0,1};
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pass_action = (sg_pass_action){
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.colors[0] = {.load_action = SG_LOADACTION_CLEAR, .clear_value = c},
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};
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@ -30,6 +30,7 @@ extern HMM_Vec3 dirl_pos;
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extern HMM_Mat4 projection;
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extern HMM_Mat4 hudproj;
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extern HMM_Mat4 useproj;
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extern sg_pass_action pass_action;
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struct draw_p {
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float x;
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