Sprite rendered quad

This commit is contained in:
John Alanbrook 2024-04-23 15:58:08 -05:00
parent 9d93f603f0
commit 8e337db1e5
17 changed files with 203 additions and 153 deletions

View file

@ -301,9 +301,11 @@ game.engine_start = function(s) {
} }
game.startengine = 0; game.startengine = 0;
var frames = [];
function process() function process()
{ {
var startframe = profile.now();
var dt = profile.secs(profile.now()) - frame_t; var dt = profile.secs(profile.now()) - frame_t;
frame_t = profile.secs(profile.now()); frame_t = profile.secs(profile.now());
@ -357,6 +359,16 @@ function process()
render.end_pass(); render.end_pass();
profile.addreport(profcache, "render frame", st); profile.addreport(profcache, "render frame", st);
frames.push(profile.secs(profile.now()-startframe));
if (frames.length > 20) frames.shift();
}
globalThis.fps = function()
{
var sum = 0;
for (var i = 0; i < frames.length; i++)
sum += frames[i];
return frames.length/sum;
} }
game.timescale = 1; game.timescale = 1;

View file

@ -57,6 +57,8 @@ void model_init() {
[0].format = SG_VERTEXFORMAT_FLOAT3, [0].format = SG_VERTEXFORMAT_FLOAT3,
[1].format = SG_VERTEXFORMAT_USHORT2N, [1].format = SG_VERTEXFORMAT_USHORT2N,
[1].buffer_index = 1, [1].buffer_index = 1,
[2].format = SG_VERTEXFORMAT_FLOAT3,
[2].buffer_index = 2
}, },
}, },
.index_type = SG_INDEXTYPE_UINT16, .index_type = SG_INDEXTYPE_UINT16,
@ -112,14 +114,8 @@ void mesh_add_material(mesh *mesh, cgltf_material *mat)
mesh->bind.fs.images[0] = texture_from_file(img->uri)->id; mesh->bind.fs.images[0] = texture_from_file(img->uri)->id;
} else } else
mesh->bind.fs.images[0] = texture_from_file("icons/moon.gif")->id; mesh->bind.fs.images[0] = texture_from_file("icons/moon.gif")->id;
mesh->bind.fs.samplers[0] = sg_make_sampler(&(sg_sampler_desc){}); mesh->bind.fs.samplers[0] = std_sampler;
/*
cgltf_texture *tex;
if (tex = mat->normal_texture.texture)
mesh->bind.fs.images[1] = texture_from_file(tex->image->uri)->id;
else
mesh->bind.fs.images[1] = texture_from_file("k")->id;*/
} }
sg_buffer texcoord_floats(float *f, int verts, int comp) sg_buffer texcoord_floats(float *f, int verts, int comp)
@ -187,6 +183,7 @@ void mesh_add_primitive(mesh *mesh, cgltf_primitive *prim)
} }
free(idxs); free(idxs);
printf("adding material\n");
mesh_add_material(mesh, prim->material); mesh_add_material(mesh, prim->material);
int has_norm = 0; int has_norm = 0;
@ -209,8 +206,8 @@ void mesh_add_primitive(mesh *mesh, cgltf_primitive *prim)
break; break;
case cgltf_attribute_type_normal: case cgltf_attribute_type_normal:
// has_norm = 1; has_norm = 1;
// mesh->bind.vertex_buffers[2] = normal_floats(vs, verts, comp); mesh->bind.vertex_buffers[2] = normal_floats(vs, verts, comp);
break; break;
case cgltf_attribute_type_tangent: case cgltf_attribute_type_tangent:
@ -238,7 +235,7 @@ void mesh_add_primitive(mesh *mesh, cgltf_primitive *prim)
break; break;
} }
} }
/*
if (!has_norm) { if (!has_norm) {
cgltf_attribute *pa = get_attr_type(prim, cgltf_attribute_type_position); cgltf_attribute *pa = get_attr_type(prim, cgltf_attribute_type_position);
int n = cgltf_accessor_unpack_floats(pa->data, NULL,0); int n = cgltf_accessor_unpack_floats(pa->data, NULL,0);
@ -260,7 +257,7 @@ void mesh_add_primitive(mesh *mesh, cgltf_primitive *prim)
mesh->bind.vertex_buffers[2] = sg_make_buffer(&(sg_buffer_desc){ mesh->bind.vertex_buffers[2] = sg_make_buffer(&(sg_buffer_desc){
.data.ptr = face_norms, .data.ptr = face_norms,
.data.size = sizeof(uint32_t) * verts}); .data.size = sizeof(uint32_t) * verts});
}*/ }
} }
void model_add_cgltf_mesh(model *model, cgltf_mesh *gltf_mesh) void model_add_cgltf_mesh(model *model, cgltf_mesh *gltf_mesh)

View file

@ -221,6 +221,7 @@ typedef union HMM_Vec2 {
} HMM_Vec2; } HMM_Vec2;
static const HMM_Vec2 v2zero = {0,0}; static const HMM_Vec2 v2zero = {0,0};
static const HMM_Vec2 v2one = {1,1};
typedef union HMM_Vec3 { typedef union HMM_Vec3 {
struct struct

View file

@ -285,7 +285,7 @@ void debugdraw_init()
.label = "circle vert buffer", .label = "circle vert buffer",
}); });
float circleverts[8] = { float circleverts[] = {
-1,-1, -1,-1,
-1,1, -1,1,
1,-1, 1,-1,
@ -293,7 +293,7 @@ void debugdraw_init()
}; };
circle_bind.vertex_buffers[1] = sg_make_buffer(&(sg_buffer_desc){ circle_bind.vertex_buffers[1] = sg_make_buffer(&(sg_buffer_desc){
.data = (sg_range){.ptr = circleverts, .size = sizeof(float)*8}, .data = (sg_range){.ptr = circleverts, .size = sizeof(circleverts)},
.usage = SG_USAGE_IMMUTABLE, .usage = SG_USAGE_IMMUTABLE,
.label = "circle quarter buffer", .label = "circle quarter buffer",
}); });

View file

@ -22,8 +22,6 @@
struct sFont *use_font; struct sFont *use_font;
#define max_chars 100000
static sg_shader fontshader; static sg_shader fontshader;
static sg_bindings bind_text; static sg_bindings bind_text;
static sg_pipeline pipe_text; static sg_pipeline pipe_text;
@ -38,19 +36,18 @@ struct text_vert {
static struct text_vert *text_buffer; static struct text_vert *text_buffer;
void font_init() { void font_init() {
text_buffer = malloc(sizeof(*text_buffer)*max_chars);
fontshader = sg_make_shader(text_shader_desc(sg_query_backend())); fontshader = sg_make_shader(text_shader_desc(sg_query_backend()));
pipe_text = sg_make_pipeline(&(sg_pipeline_desc){ pipe_text = sg_make_pipeline(&(sg_pipeline_desc){
.shader = fontshader, .shader = fontshader,
.layout = { .layout = {
.attrs = { .attrs = {
[0].format = SG_VERTEXFORMAT_FLOAT2, /* verts */ [ATTR_vs_vert].format = SG_VERTEXFORMAT_FLOAT2,
[0].buffer_index = 1, [ATTR_vs_vert].buffer_index = 1,
[1].format = SG_VERTEXFORMAT_FLOAT2, /* pos */ [ATTR_vs_pos].format = SG_VERTEXFORMAT_FLOAT2,
[2].format = SG_VERTEXFORMAT_FLOAT2, /* width and height */ [ATTR_vs_wh].format = SG_VERTEXFORMAT_FLOAT2,
[3].format = SG_VERTEXFORMAT_USHORT2N, /* uv pos */ [ATTR_vs_uv].format = SG_VERTEXFORMAT_USHORT2N,
[4].format = SG_VERTEXFORMAT_USHORT2N, /* uv width and height */ [ATTR_vs_st].format = SG_VERTEXFORMAT_USHORT2N,
[5].format = SG_VERTEXFORMAT_UBYTE4N, /* color */ [ATTR_vs_vColor].format = SG_VERTEXFORMAT_UBYTE4N,
}, },
.buffers[0].step_func = SG_VERTEXSTEP_PER_INSTANCE .buffers[0].step_func = SG_VERTEXSTEP_PER_INSTANCE
}, },
@ -59,27 +56,16 @@ void font_init() {
.label = "text", .label = "text",
}); });
float text_verts[8] = { bind_text.vertex_buffers[1] = sprite_quad;
0,0,
0,1,
1,0,
1,1
};
bind_text.vertex_buffers[1] = sg_make_buffer(&(sg_buffer_desc){
.data = SG_RANGE(text_verts),
.usage = SG_USAGE_IMMUTABLE,
.label = "text rectangle buffer",
});
bind_text.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){ bind_text.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){
.size = sizeof(struct text_vert)*max_chars, .size = sizeof(struct text_vert),
.type = SG_BUFFERTYPE_VERTEXBUFFER, .type = SG_BUFFERTYPE_VERTEXBUFFER,
.usage = SG_USAGE_STREAM, .usage = SG_USAGE_STREAM,
.label = "text buffer" .label = "text buffer"
}); });
bind_text.fs.samplers[0] = sg_make_sampler(&(sg_sampler_desc){}); bind_text.fs.samplers[0] = std_sampler;
} }
void font_free(font *f) void font_free(font *f)
@ -192,8 +178,6 @@ struct sFont *MakeFont(const char *fontfile, int height) {
return newfont; return newfont;
} }
static int curchar = 0;
void draw_underline_cursor(HMM_Vec2 pos, float scale, struct rgba color) void draw_underline_cursor(HMM_Vec2 pos, float scale, struct rgba color)
{ {
pos.Y -= 2; pos.Y -= 2;
@ -218,24 +202,29 @@ void draw_char_box(struct Character c, HMM_Vec2 cursor, float scale, struct rgba
} }
void text_flush(HMM_Mat4 *proj) { void text_flush(HMM_Mat4 *proj) {
if (curchar == 0) return; if (arrlen(text_buffer) == 0) return;
sg_range verts; sg_range verts;
verts.ptr = text_buffer; verts.ptr = text_buffer;
verts.size = sizeof(struct text_vert) * curchar; verts.size = sizeof(struct text_vert) * arrlen(text_buffer);
int offset = sg_append_buffer(bind_text.vertex_buffers[0], &verts); if (sg_query_buffer_will_overflow(bind_text.vertex_buffers[0], verts.size))
bind_text.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){
.size = verts.size,
.type = SG_BUFFERTYPE_VERTEXBUFFER,
.usage = SG_USAGE_STREAM,
.label = "text buffer"
});
sg_append_buffer(bind_text.vertex_buffers[0], &verts);
bind_text.vertex_buffer_offsets[0] = offset;
sg_apply_pipeline(pipe_text); sg_apply_pipeline(pipe_text);
sg_apply_bindings(&bind_text); sg_apply_bindings(&bind_text);
sg_apply_uniforms(SG_SHADERSTAGE_VS, 0, SG_RANGE_REF(*proj)); sg_apply_uniforms(SG_SHADERSTAGE_VS, 0, SG_RANGE_REF(*proj));
sg_draw(0, 4, curchar); sg_draw(0, 4, arrlen(text_buffer));
curchar = 0; arrsetlen(text_buffer, 0);
} }
void sdrawCharacter(struct Character c, HMM_Vec2 cursor, float scale, struct rgba color) { void sdrawCharacter(struct Character c, HMM_Vec2 cursor, float scale, struct rgba color) {
if (curchar-10 >= max_chars)
return;
struct rgba colorbox = {0,0,0,255}; struct rgba colorbox = {0,0,0,255};
struct text_vert vert; struct text_vert vert;
@ -255,8 +244,7 @@ void sdrawCharacter(struct Character c, HMM_Vec2 cursor, float scale, struct rgb
vert.st.v = c.rect.h*USHRT_MAX; vert.st.v = c.rect.h*USHRT_MAX;
vert.color = color; vert.color = color;
memcpy(text_buffer + curchar, &vert, sizeof(struct text_vert)); arrput(text_buffer, vert);
curchar++;
} }
const char *esc_color(const char *c, struct rgba *color, struct rgba defc) const char *esc_color(const char *c, struct rgba *color, struct rgba defc)

View file

@ -569,7 +569,6 @@ JSC_GETSET(emitter, grow_for, number)
JSC_GETSET(emitter, shrink_for, number) JSC_GETSET(emitter, shrink_for, number)
JSC_GETSET(emitter, max, number) JSC_GETSET(emitter, max, number)
JSC_GETSET(emitter, explosiveness, number) JSC_GETSET(emitter, explosiveness, number)
JSC_GETSET(emitter, go, gameobject)
JSC_GETSET(emitter, bounce, number) JSC_GETSET(emitter, bounce, number)
JSC_GETSET(emitter, collision_mask, bitmask) JSC_GETSET(emitter, collision_mask, bitmask)
JSC_GETSET(emitter, die_after_collision, boolean) JSC_GETSET(emitter, die_after_collision, boolean)
@ -611,7 +610,6 @@ JSC_CCALL(render_end_pass,
sg_end_pass(); sg_end_pass();
sg_commit(); sg_commit();
debug_newframe(); debug_newframe();
sprite_newframe();
) )
JSC_SCALL(render_text_size, ret = bb2js(text_bb(str, js2number(argv[1]), js2number(argv[2]), 1))) JSC_SCALL(render_text_size, ret = bb2js(text_bb(str, js2number(argv[1]), js2number(argv[2]), 1)))
JSC_CCALL(render_set_camera, useproj = projection) JSC_CCALL(render_set_camera, useproj = projection)
@ -1055,7 +1053,6 @@ static const JSCFunctionListEntry js_emitter_funcs[] = {
CGETSET_ADD(emitter, shrink_for), CGETSET_ADD(emitter, shrink_for),
CGETSET_ADD(emitter, max), CGETSET_ADD(emitter, max),
CGETSET_ADD(emitter, explosiveness), CGETSET_ADD(emitter, explosiveness),
CGETSET_ADD(emitter, go),
CGETSET_ADD(emitter, bounce), CGETSET_ADD(emitter, bounce),
CGETSET_ADD(emitter, collision_mask), CGETSET_ADD(emitter, collision_mask),
CGETSET_ADD(emitter, die_after_collision), CGETSET_ADD(emitter, die_after_collision),
@ -1320,11 +1317,11 @@ static const JSCFunctionListEntry js_pshape_funcs[] = {
JSC_GETSET(sprite, color, color) JSC_GETSET(sprite, color, color)
JSC_GETSET(sprite, emissive, color) JSC_GETSET(sprite, emissive, color)
JSC_GETSET(sprite, parallax, number)
JSC_GETSET(sprite, pos, vec2) JSC_GETSET(sprite, pos, vec2)
JSC_GETSET(sprite, scale, vec2) JSC_GETSET(sprite, scale, vec2)
JSC_GETSET(sprite, angle, number) JSC_GETSET(sprite, angle, number)
JSC_GETSET(sprite, frame, rect) JSC_GETSET(sprite, spriteoffset, vec2)
JSC_GETSET(sprite, spritesize, vec2)
JSC_CCALL(sprite_draw, sprite_draw(js2sprite(this), js2gameobject(argv[0]))) JSC_CCALL(sprite_draw, sprite_draw(js2sprite(this), js2gameobject(argv[0])))
static const JSCFunctionListEntry js_sprite_funcs[] = { static const JSCFunctionListEntry js_sprite_funcs[] = {
@ -1333,8 +1330,8 @@ static const JSCFunctionListEntry js_sprite_funcs[] = {
CGETSET_ADD(sprite,angle), CGETSET_ADD(sprite,angle),
CGETSET_ADD(sprite,color), CGETSET_ADD(sprite,color),
CGETSET_ADD(sprite,emissive), CGETSET_ADD(sprite,emissive),
CGETSET_ADD(sprite,parallax), CGETSET_ADD(sprite, spriteoffset),
CGETSET_ADD(sprite,frame), CGETSET_ADD(sprite, spritesize),
MIST_FUNC_DEF(sprite, draw, 1) MIST_FUNC_DEF(sprite, draw, 1)
}; };

View file

@ -46,11 +46,11 @@ void particle_init()
.layout = { .layout = {
.attrs = { .attrs = {
[1].format = SG_VERTEXFORMAT_FLOAT2, [1].format = SG_VERTEXFORMAT_FLOAT2,
[2].format = SG_VERTEXFORMAT_FLOAT, [2].format = SG_VERTEXFORMAT_FLOAT,
[3].format = SG_VERTEXFORMAT_FLOAT2, [3].format = SG_VERTEXFORMAT_FLOAT2,
[4].format = SG_VERTEXFORMAT_UBYTE4N, [4].format = SG_VERTEXFORMAT_UBYTE4N,
[0].format = SG_VERTEXFORMAT_FLOAT2, [0].format = SG_VERTEXFORMAT_FLOAT2,
[0].buffer_index = 1 [0].buffer_index = 1
}, },
.buffers[0].step_func = SG_VERTEXSTEP_PER_INSTANCE, .buffers[0].step_func = SG_VERTEXSTEP_PER_INSTANCE,
}, },
@ -78,13 +78,8 @@ void particle_init()
1,1, 1,1,
}; };
par_bind.vertex_buffers[1] = sg_make_buffer(&(sg_buffer_desc){ par_bind.vertex_buffers[1] = sprite_quad;
.data = (sg_range){.ptr = circleverts, .size = sizeof(float)*8}, par_bind.fs.samplers[0] = std_sampler;
.usage = SG_USAGE_IMMUTABLE,
.label = "particle quater buffer"
});
par_bind.fs.samplers[0] = sg_make_sampler(&(sg_sampler_desc){});
} }
emitter *make_emitter() { emitter *make_emitter() {
@ -172,6 +167,20 @@ void parallel_pv(emitter *e, struct scheduler *sched, struct sched_task_partitio
} }
} }
void emitter_draw(emitter *e, gameobject *go)
{
sg_apply_pipeline(par_pipe);
sg_apply_uniforms(SG_SHADERSTAGE_VS, 0, SG_RANGE_REF(useproj));
sg_apply_bindings(&par_bind);
par_bind.fs.images[0] = e->texture->id;
struct sched_task task;
scheduler_add(&sched, &task, parallel_pv, e, arrlen(e->particles), arrlen(e->particles)/sched.threads_num);
scheduler_join(&sched, &task);
sg_append_buffer(par_bind.vertex_buffers[0], &(sg_range){.ptr=&pv, .size=sizeof(struct par_vert)*arrlen(e->particles)});
draw_count += arrlen(e->particles);
sg_draw(0,4,draw_count);
}
void emitters_draw(HMM_Mat4 *proj) void emitters_draw(HMM_Mat4 *proj)
{ {
if (arrlen(emitters) == 0) return; if (arrlen(emitters) == 0) return;

View file

@ -26,7 +26,6 @@ typedef struct particle {
typedef struct emitter { typedef struct emitter {
struct particle *particles; struct particle *particles;
transform3d t; transform3d t;
gameobject *go;
HMM_Vec3 *mesh; /* list of points to optionally spawn from */ HMM_Vec3 *mesh; /* list of points to optionally spawn from */
HMM_Vec3 *norm; /* norm at each point */ HMM_Vec3 *norm; /* norm at each point */
int type; /* spray, cloud, or mesh */ int type; /* spray, cloud, or mesh */
@ -70,6 +69,7 @@ void stop_emitter(emitter *e);
void emitter_emit(emitter *e, int count); void emitter_emit(emitter *e, int count);
void emitters_step(double dt); void emitters_step(double dt);
void emitter_draw(emitter *e, gameobject *go);
void emitters_draw(HMM_Mat4 *proj); void emitters_draw(HMM_Mat4 *proj);
void emitter_step(emitter *e, double dt); void emitter_step(emitter *e, double dt);

View file

@ -31,6 +31,9 @@
HMM_Vec2 campos = {0,0}; HMM_Vec2 campos = {0,0};
float camzoom = 1; float camzoom = 1;
sg_buffer sprite_quad;
sg_sampler std_sampler;
static struct { static struct {
sg_swapchain swap; sg_swapchain swap;
sg_pipeline pipe; sg_pipeline pipe;
@ -223,6 +226,22 @@ void render_init() {
.logger = { .func = sg_logging }, .logger = { .func = sg_logging },
.buffer_pool_size = 1024 .buffer_pool_size = 1024
}); });
float quad[] = {
0,0,
1,0,
0,1,
1,1
};
sprite_quad = sg_make_buffer(&(sg_buffer_desc){
.data = quad,
.size = sizeof(quad),
.usage = SG_USAGE_IMMUTABLE,
.label = "sprite quad"
});
std_sampler = sg_make_sampler(&(sg_sampler_desc){});
#ifndef NDEBUG #ifndef NDEBUG
sg_trace_hooks hh = sg_install_trace_hooks(&hooks); sg_trace_hooks hh = sg_install_trace_hooks(&hooks);
@ -276,7 +295,7 @@ void render_init() {
.data = gif_quad, .data = gif_quad,
.label = "gif vert buffer", .label = "gif vert buffer",
}); });
sg_gif.bind.fs.samplers[0] = sg_make_sampler(&(sg_sampler_desc){}); sg_gif.bind.fs.samplers[0] = std_sampler;
sg_crt.shader = sg_make_shader(crt_shader_desc(sg_query_backend())); sg_crt.shader = sg_make_shader(crt_shader_desc(sg_query_backend()));
sg_crt.pipe = sg_make_pipeline(&(sg_pipeline_desc){ sg_crt.pipe = sg_make_pipeline(&(sg_pipeline_desc){

View file

@ -32,6 +32,9 @@ extern HMM_Mat4 hudproj;
extern HMM_Mat4 useproj; extern HMM_Mat4 useproj;
extern sg_pass_action pass_action; extern sg_pass_action pass_action;
extern sg_buffer sprite_quad;
extern sg_sampler std_sampler;
struct draw_p { struct draw_p {
float x; float x;
float y; float y;

View file

@ -14,24 +14,10 @@ static sg_shader shader_sprite;
static sg_pipeline pip_sprite; static sg_pipeline pip_sprite;
sg_bindings bind_sprite; sg_bindings bind_sprite;
struct sprite_vert {
HMM_Vec2 pos;
HMM_Vec2 uv;
struct rgba color;
struct rgba emissive;
};
static int num_spriteverts = 5000;
static sg_shader slice9_shader; static sg_shader slice9_shader;
static sg_pipeline slice9_pipe; static sg_pipeline slice9_pipe;
static sg_bindings slice9_bind; static sg_bindings slice9_bind;
static float slice9_points[8] = {
0.0, 0.0,
0.0, 1.0,
1.0, 0.0,
1.0, 1.0
};
struct slice9_vert { struct slice9_vert {
HMM_Vec2 pos; HMM_Vec2 pos;
struct uv_n uv; struct uv_n uv;
@ -43,31 +29,45 @@ struct slice9_vert {
sprite *sprite_make() sprite *sprite_make()
{ {
sprite *sp = calloc(sizeof(*sp), 1); sprite *sp = calloc(sizeof(*sp), 1);
sp->pos = (HMM_Vec2){0,0}; sp->pos = v2zero;
sp->scale = (HMM_Vec2){1,1}; sp->scale = v2one;
sp->angle = 0; sp->angle = 0;
sp->color = color_white; sp->color = color_white;
sp->emissive = color_clear; sp->emissive = color_clear;
sp->frame = ST_UNIT; sp->spritesize = v2one;
sp->parallax = 1; sp->spriteoffset = v2zero;
return sp; return sp;
} }
void sprite_free(sprite *sprite) { free(sprite); } void sprite_free(sprite *sprite) { free(sprite); }
static int sprite_draws = 0;
static int sprite_count = 0;
static texture *loadedtex; static texture *loadedtex;
static int sprite_count = 0;
void sprite_flush() { void sprite_flush() {
return;
if (!loadedtex) return; if (!loadedtex) return;
/*
int flushed = arrlen(spverts)/4;
sg_apply_bindings(&bind_sprite); sg_apply_bindings(&bind_sprite);
sg_draw(sprite_count * 4, 4, sprite_draws); sg_range data = (sg_range){
sprite_count += sprite_draws; .ptr = spverts,
sprite_draws = 0; .size = sizeof(sprite_vert)*arrlen(spverts)
};
if (sg_query_buffer_will_overflow(bind_sprite.vertex_buffers[0], data.size))
bind_sprite.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){
.size = data.size,
.type = SG_BUFFERTYPE_VERTEXBUFFER,
.usage = SG_USAGE_STREAM,
.label = "sprite vertex buffer"
});
sg_update_buffer(bind_sprite.vertex_buffers[0], &data);
sg_draw(sprite_count * 4, 4, flushed);
sprite_count += flushed;
*/
} }
void sprite_newframe() { sprite_count = 0; sprite_draws = 0;}
void sprite_initialize() { void sprite_initialize() {
shader_sprite = sg_make_shader(sprite_shader_desc(sg_query_backend())); shader_sprite = sg_make_shader(sprite_shader_desc(sg_query_backend()));
@ -76,22 +76,17 @@ void sprite_initialize() {
.shader = shader_sprite, .shader = shader_sprite,
.layout = { .layout = {
.attrs = { .attrs = {
[0].format = SG_VERTEXFORMAT_FLOAT2, [0].format = SG_VERTEXFORMAT_FLOAT2
[1].format = SG_VERTEXFORMAT_FLOAT2, },
[2].format = SG_VERTEXFORMAT_UBYTE4N, .buffers[1].step_func = SG_VERTEXSTEP_PER_INSTANCE
[3].format = SG_VERTEXFORMAT_UBYTE4N}}, },
.primitive_type = SG_PRIMITIVETYPE_TRIANGLE_STRIP, .primitive_type = SG_PRIMITIVETYPE_TRIANGLE_STRIP,
.label = "sprite pipeline", .label = "sprite pipeline",
.colors[0].blend = blend_trans, .colors[0].blend = blend_trans,
}); });
bind_sprite.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){ bind_sprite.vertex_buffers[0] = sprite_quad;
.size = sizeof(struct sprite_vert) * num_spriteverts, bind_sprite.fs.samplers[0] = std_sampler;
.type = SG_BUFFERTYPE_VERTEXBUFFER,
.usage = SG_USAGE_STREAM,
.label = "sprite vertex buffer",
});
bind_sprite.fs.samplers[0] = sg_make_sampler(&(sg_sampler_desc){});
slice9_shader = sg_make_shader(slice9_shader_desc(sg_query_backend())); slice9_shader = sg_make_shader(slice9_shader_desc(sg_query_backend()));
@ -108,21 +103,17 @@ void sprite_initialize() {
.primitive_type = SG_PRIMITIVETYPE_TRIANGLE_STRIP, .primitive_type = SG_PRIMITIVETYPE_TRIANGLE_STRIP,
}); });
slice9_bind.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){ slice9_bind.vertex_buffers[0] = sprite_quad;
.size = sizeof(struct slice9_vert) * 100,
.type = SG_BUFFERTYPE_VERTEXBUFFER,
.usage = SG_USAGE_STREAM,
.label = "slice9 buffer"
});
} }
void sprite_pipe() void sprite_pipe()
{ {
sg_apply_pipeline(pip_sprite); sg_apply_pipeline(pip_sprite);
sg_apply_uniforms(SG_SHADERSTAGE_VS, 0, SG_RANGE_REF(useproj)); sg_apply_uniforms(SG_SHADERSTAGE_VS, SLOT_vp, SG_RANGE_REF(useproj));
} }
void tex_draw(HMM_Mat3 m, struct rect r, struct rgba color, int wrap, HMM_Vec2 wrapoffset, HMM_Vec2 wrapscale, struct rgba emissive, float parallax) { void tex_draw(HMM_Mat3 m, struct rect r, struct rgba color, int wrap, HMM_Vec2 wrapoffset, HMM_Vec2 wrapscale, struct rgba emissive) {
/*
struct sprite_vert verts[4]; struct sprite_vert verts[4];
float w = loadedtex->width*r.w; float w = loadedtex->width*r.w;
float h = loadedtex->height*r.h; float h = loadedtex->height*r.h;
@ -134,11 +125,8 @@ void tex_draw(HMM_Mat3 m, struct rect r, struct rgba color, int wrap, HMM_Vec2 w
{w,h} {w,h}
}; };
for (int i = 0; i < 4; i++) { for (int i = 0; i < 4; i++)
verts[i].pos = mat_t_pos(m, sposes[i]); verts[i].pos = mat_t_pos(m, sposes[i]);
verts[i].color = color;
verts[i].emissive = emissive;
}
if (wrap) { if (wrap) {
r.w *= wrapscale.x; r.w *= wrapscale.x;
@ -154,15 +142,16 @@ void tex_draw(HMM_Mat3 m, struct rect r, struct rgba color, int wrap, HMM_Vec2 w
verts[3].uv.X = r.x+r.w; verts[3].uv.X = r.x+r.w;
verts[3].uv.Y = r.y; verts[3].uv.Y = r.y;
sg_append_buffer(bind_sprite.vertex_buffers[0], SG_RANGE_REF(verts)); for (int i = 0; i < 4; i++)
sprite_draws++; arrput(spverts, verts[i]);
*/
} }
transform2d sprite2t(sprite *s) transform2d sprite2t(sprite *s)
{ {
return (transform2d){ return (transform2d){
.pos = s->pos, .pos = s->pos,
.scale = s->scale, .scale = HMM_MulV2(s->scale, (HMM_Vec2){loadedtex->width, loadedtex->height}),
.angle = HMM_TurnToRad*s->angle .angle = HMM_TurnToRad*s->angle
}; };
} }
@ -174,19 +163,26 @@ void sprite_tex(texture *t)
} }
void sprite_draw(struct sprite *sprite, gameobject *go) { void sprite_draw(struct sprite *sprite, gameobject *go) {
transform2d t = go2t(go); HMM_Mat4 m = transform2d2mat4(go2t(go));
t.pos.x += (campos.x - (campos.x/sprite->parallax)); HMM_Mat4 sm = transform2d2mat4(sprite2t(sprite));
t.pos.y += (campos.y - (campos.y/sprite->parallax)); struct spriteuni spv;
HMM_Mat3 m = transform2d2mat(t); rgba2floats(&spv.color.e, sprite->color);
HMM_Mat3 sm = transform2d2mat(sprite2t(sprite)); rgba2floats(spv.emissive.e, sprite->emissive);
tex_draw(HMM_MulM3(m,sm), sprite->frame, sprite->color, 0, (HMM_Vec2){0,0}, sprite->scale, sprite->emissive, sprite->parallax); spv.size = sprite->spritesize;
spv.offset = sprite->spriteoffset;
spv.model = HMM_MulM4(m,sm);
sg_apply_pipeline(pip_sprite);
sg_apply_uniforms(SG_SHADERSTAGE_VS, SLOT_sprite, SG_RANGE_REF(spv));
sg_apply_uniforms(SG_SHADERSTAGE_VS, SLOT_vp, SG_RANGE_REF(useproj));
sg_apply_bindings(&bind_sprite);
sg_draw(0,4,1);
} }
void gui_draw_img(texture *tex, transform2d t, int wrap, HMM_Vec2 wrapoffset, float wrapscale, struct rgba color) { void gui_draw_img(texture *tex, transform2d t, int wrap, HMM_Vec2 wrapoffset, float wrapscale, struct rgba color) {
sg_apply_pipeline(pip_sprite); sg_apply_pipeline(pip_sprite);
sg_apply_uniforms(SG_SHADERSTAGE_VS, 0, SG_RANGE_REF(useproj)); sg_apply_uniforms(SG_SHADERSTAGE_VS, SLOT_vp, SG_RANGE_REF(useproj));
sprite_tex(tex); sprite_tex(tex);
tex_draw(transform2d2mat(t), ST_UNIT, color, wrap, wrapoffset, (HMM_Vec2){wrapscale,wrapscale}, (struct rgba){0,0,0,0}, 0); tex_draw(transform2d2mat(t), ST_UNIT, color, wrap, wrapoffset, (HMM_Vec2){wrapscale,wrapscale}, (struct rgba){0,0,0,0});
} }
void slice9_draw(texture *tex, transform2d *t, HMM_Vec4 border, struct rgba color) void slice9_draw(texture *tex, transform2d *t, HMM_Vec4 border, struct rgba color)

View file

@ -7,18 +7,22 @@
#include "transform.h" #include "transform.h"
#include "gameobject.h" #include "gameobject.h"
#define DRAW_SIMPLE 0
#define DRAW_TILE 1
struct sprite { struct sprite {
HMM_Vec2 pos; HMM_Vec2 pos;
HMM_Vec2 scale; HMM_Vec2 scale;
float angle; float angle;
struct rgba color; struct rgba color;
struct rgba emissive; struct rgba emissive;
struct rect frame; HMM_Vec2 spritesize;
int drawmode; HMM_Vec2 spriteoffset;
float parallax; };
struct spriteuni {
HMM_Vec4 color;
HMM_Vec4 emissive;
HMM_Vec2 size;
HMM_Vec2 offset;
HMM_Mat4 model;
}; };
typedef struct sprite sprite; typedef struct sprite sprite;
@ -33,7 +37,6 @@ void sprite_draw(struct sprite *sprite, gameobject *go);
void sprite_pipe(); void sprite_pipe();
void sprite_draw_all(); void sprite_draw_all();
void sprite_flush(); void sprite_flush();
void sprite_newframe();
void gui_draw_img(texture *tex, transform2d t, int wrap, HMM_Vec2 wrapoffset, float wrapscale, struct rgba color); void gui_draw_img(texture *tex, transform2d t, int wrap, HMM_Vec2 wrapoffset, float wrapscale, struct rgba color);

View file

@ -40,6 +40,15 @@ HMM_Mat3 transform2d2mat(transform2d trn) {
return HMM_MulM3(HMM_Translate2D(trn.pos), HMM_MulM3(HMM_RotateM3(trn.angle), HMM_ScaleM3(trn.scale))); return HMM_MulM3(HMM_Translate2D(trn.pos), HMM_MulM3(HMM_RotateM3(trn.angle), HMM_ScaleM3(trn.scale)));
} }
HMM_Mat4 transform2d2mat4(transform2d trn)
{
transform3d t3d;
t3d.pos.xy = trn.pos;
t3d.scale.xy = trn.scale;
t3d.rotation = HMM_QFromAxisAngle_RH((HMM_Vec3){0,0,-1}, trn.angle);
return transform3d2mat(t3d);
}
transform2d mat2transform2d(HMM_Mat3 m) transform2d mat2transform2d(HMM_Mat3 m)
{ {
transform2d t; transform2d t;

View file

@ -27,6 +27,8 @@ HMM_Vec3 trans_down(const transform3d *trans);
HMM_Vec3 trans_right(const transform3d *trans); HMM_Vec3 trans_right(const transform3d *trans);
HMM_Vec3 trans_left(const transform3d *trans); HMM_Vec3 trans_left(const transform3d *trans);
HMM_Mat4 transform2d2mat4(transform2d trn);
/* Transform a position via the matrix */ /* Transform a position via the matrix */
HMM_Vec2 mat_t_pos(HMM_Mat3 m, HMM_Vec2 pos); HMM_Vec2 mat_t_pos(HMM_Mat3 m, HMM_Vec2 pos);
/* Transform a direction via the matrix - does not take into account translation of matrix */ /* Transform a direction via the matrix - does not take into account translation of matrix */

View file

@ -1,20 +1,30 @@
@vs vs @vs vs
in vec2 vertex; in vec2 vertex;
in vec2 uv;
in vec4 vc;
in vec4 emissive;
out vec2 texcoords; out vec2 texcoords;
out vec4 fcolor; out vec4 fcolor;
out vec4 femissive; out vec4 femissive;
uniform vs_p { mat4 proj; }; uniform app {
float time;
vec2 window;
};
uniform vp {
mat4 proj;
};
uniform sprite {
vec4 vcolor;
vec4 vemissive;
vec2 spritesize;
vec2 spriteoff;
mat4 model;
};
void main() void main()
{ {
fcolor = vc; texcoords = spriteoff + spritesize*vertex;
femissive = emissive;
texcoords = uv;
gl_Position = proj * vec4(vertex, 0, 1.0); gl_Position = proj * vec4(vertex, 0, 1.0);
} }
@end @end
@ -23,6 +33,7 @@ void main()
in vec2 texcoords; in vec2 texcoords;
in vec4 fcolor; in vec4 fcolor;
in vec4 femissive; in vec4 femissive;
out vec4 color; out vec4 color;
uniform texture2D image; uniform texture2D image;
@ -33,6 +44,8 @@ void main()
color = texture(sampler2D(image,smp), texcoords); color = texture(sampler2D(image,smp), texcoords);
color *= fcolor; color *= fcolor;
color.xyz = mix(color.xyz, femissive.xyz, femissive.a); color.xyz = mix(color.xyz, femissive.xyz, femissive.a);
color.a = 1.0;
} }
@end @end

View file

@ -1,5 +1,6 @@
@vs vs @vs vs
in vec2 vert; in vec2 vert;
in vec2 pos; in vec2 pos;
in vec2 wh; in vec2 wh;
in vec2 uv; in vec2 uv;

View file

@ -1,10 +1,10 @@
@vs vs @vs vs
in vec3 a_pos; in vec3 a_pos;
in vec2 a_tex_coords; in vec2 a_tex_coords;
//in vec3 a_norm; in vec3 a_norm;
out vec2 tex_coords; out vec2 tex_coords;
//out vec3 normal; out vec3 normal;
uniform vs_p { uniform vs_p {
uniform mat4 vp; uniform mat4 vp;
@ -14,21 +14,21 @@ uniform mat4 model;
void main() { void main() {
gl_Position = vp * vec4(vec3(model * vec4(a_pos,1.0)), 1.0); gl_Position = vp * vec4(vec3(model * vec4(a_pos,1.0)), 1.0);
tex_coords = a_tex_coords; tex_coords = a_tex_coords;
//normal = a_norm; normal = a_norm;
} }
@end @end
@fs fs @fs fs
in vec2 tex_coords; in vec2 tex_coords;
//in vec3 normal; in vec3 normal;
out vec4 color; out vec4 color;
uniform texture2D diffuse; uniform texture2D diffuse;
uniform sampler smp; uniform sampler smp;
void main() { void main() {
//vec3 lightDir = normalize(vec3(0.5f, 0.5f, 1.0f)); vec3 lightDir = normalize(vec3(0.5f, 0.5f, 1.0f));
//float diff = max(dot(normal, lightDir), 0.0f); float diff = max(dot(normal, lightDir), 0.0f);
color = texture(sampler2D(diffuse,smp),tex_coords); color = texture(sampler2D(diffuse,smp),tex_coords);
} }
@end @end