Sprite rendered in javascript initial

This commit is contained in:
John Alanbrook 2024-04-21 10:05:18 -05:00
parent 0c2d344259
commit 9d93f603f0
5 changed files with 81 additions and 101 deletions

View file

@ -117,7 +117,7 @@ Object.mixin(os.sprite(true), {
}
stop = self.gameobject.delay(advance, playing.frames[f].time);
}
this.tex(game.texture(playing.path));
advance();
},
stop() {
@ -133,7 +133,6 @@ Object.mixin(os.sprite(true), {
this._p = p;
this.del_anim?.();
this.texture = game.texture(p);
this.tex(this.texture);
var anim = SpriteAnim.make(p);
if (!anim) return;
@ -150,6 +149,7 @@ Object.mixin(os.sprite(true), {
this.anim = undefined;
this.gameobject = undefined;
this.anim_done = undefined;
delete allsprites[this.guid];
},
toString() { return "sprite"; },
move(d) { this.pos = this.pos.add(d); },
@ -176,12 +176,14 @@ Object.mixin(os.sprite(true), {
width() { return this.dimensions().x; },
height() { return this.dimensions().y; },
});
globalThis.allsprites = {};
os.sprite(true).make = function(go)
{
var sp = os.sprite();
sp.go = go;
sp.gameobject = go;
sp.guid = prosperon.guid();
allsprites[sp.guid] = sp;
return sp;
}

View file

@ -320,18 +320,27 @@ function process()
while (physlag > phys_step) {
physlag -= phys_step;
var st = profile.now();
prosperon.phys2d_step(phys_step*game.timescale);
prosperon.physupdate(phys_step*game.timescale);
profile.addreport(profcache, "physics step", st);
}
}
var st = profile.now();
if (!game.camera)
prosperon.window_render(world, 1);
else
prosperon.window_render(game.camera, game.camera.zoom);
render.set_camera();
render.sprites(); // blits all sprites
os.sprite_pipe();
allsprites.forEach(function(x) {
render.set_sprite_tex(x.texture);
x.draw(x.go);
render.sprite_flush();
});
render.sprite_flush();
render.emitters(); // blits emitters
prosperon.draw(); // draw calls
debug.draw(); // calls needed debugs
@ -347,6 +356,7 @@ function process()
render.flush();
render.end_pass();
profile.addreport(profcache, "render frame", st);
}
game.timescale = 1;

View file

@ -605,14 +605,13 @@ JSC_CCALL(render_line3d,
arrfree(v1);
);
JSC_CCALL(render_sprites, sprite_draw_all())
JSC_CCALL(render_emitters, emitters_draw(&useproj))
JSC_CCALL(render_flush, debug_flush(&useproj); text_flush(&useproj); )
JSC_CCALL(render_end_pass,
sg_end_pass();
sg_commit();
debug_newframe();
sprite_flush();
sprite_newframe();
)
JSC_SCALL(render_text_size, ret = bb2js(text_bb(str, js2number(argv[1]), js2number(argv[2]), 1)))
JSC_CCALL(render_set_camera, useproj = projection)
@ -626,6 +625,9 @@ JSC_CCALL(render_clear_color,
pass_action.colors[0].clear_value = c;
)
JSC_CCALL(render_set_sprite_tex, sprite_tex(js2texture(argv[0])))
JSC_CCALL(render_sprite_flush, sprite_flush())
static const JSCFunctionListEntry js_render_funcs[] = {
MIST_FUNC_DEF(render, grid, 3),
MIST_FUNC_DEF(render, point, 3),
@ -633,7 +635,6 @@ static const JSCFunctionListEntry js_render_funcs[] = {
MIST_FUNC_DEF(render, poly, 2),
MIST_FUNC_DEF(render, line, 3),
MIST_FUNC_DEF(render, line3d, 2),
MIST_FUNC_DEF(render, sprites, 0),
MIST_FUNC_DEF(render, emitters, 0),
MIST_FUNC_DEF(render, flush, 0),
MIST_FUNC_DEF(render, end_pass, 0),
@ -641,6 +642,8 @@ static const JSCFunctionListEntry js_render_funcs[] = {
MIST_FUNC_DEF(render, set_camera, 0),
MIST_FUNC_DEF(render, hud_res, 1),
MIST_FUNC_DEF(render, clear_color, 1),
MIST_FUNC_DEF(render, set_sprite_tex, 1),
MIST_FUNC_DEF(render, sprite_flush, 0),
};
JSC_CCALL(gui_flush, text_flush(&useproj));
@ -1317,27 +1320,22 @@ static const JSCFunctionListEntry js_pshape_funcs[] = {
JSC_GETSET(sprite, color, color)
JSC_GETSET(sprite, emissive, color)
JSC_GETSET(sprite, enabled, boolean)
JSC_GETSET(sprite, parallax, number)
JSC_GETSET(sprite, tex, texture)
JSC_GETSET(sprite, pos, vec2)
JSC_GETSET(sprite, scale, vec2)
JSC_GETSET(sprite, angle, number)
JSC_GETSET(sprite, frame, rect)
JSC_GETSET(sprite,go,gameobject)
JSC_CCALL(sprite_tex, js2sprite(this)->tex = js2texture(argv[0]))
JSC_CCALL(sprite_draw, sprite_draw(js2sprite(this), js2gameobject(argv[0])))
static const JSCFunctionListEntry js_sprite_funcs[] = {
CGETSET_ADD(sprite,pos),
CGETSET_ADD(sprite,scale),
CGETSET_ADD(sprite,angle),
MIST_FUNC_DEF(sprite, tex, 1),
CGETSET_ADD(sprite,color),
CGETSET_ADD(sprite,emissive),
CGETSET_ADD(sprite,enabled),
CGETSET_ADD(sprite,parallax),
CGETSET_ADD(sprite,frame),
CGETSET_ADD(sprite,go)
MIST_FUNC_DEF(sprite, draw, 1)
};
JSC_GET(texture, width, number)
@ -1545,6 +1543,8 @@ JSC_SCALL(os_system, system(str); )
JSC_SCALL(os_make_model, return model2js(model_make(str)))
JSC_CCALL(os_sprite_pipe, sprite_pipe())
static const JSCFunctionListEntry js_os_funcs[] = {
MIST_FUNC_DEF(os,sprite,1),
MIST_FUNC_DEF(os, cwd, 0),
@ -1563,7 +1563,8 @@ static const JSCFunctionListEntry js_os_funcs[] = {
MIST_FUNC_DEF(os, make_edge2d, 2),
MIST_FUNC_DEF(os, make_texture, 1),
MIST_FUNC_DEF(os, make_font, 2),
MIST_FUNC_DEF(os, make_model, 1)
MIST_FUNC_DEF(os, make_model, 1),
MIST_FUNC_DEF(os, sprite_pipe, 0)
};
#include "steam.h"

View file

@ -10,11 +10,9 @@
#include "sprite.sglsl.h"
#include "9slice.sglsl.h"
static sprite **sprites = NULL;
static sg_shader shader_sprite;
static sg_pipeline pip_sprite;
static sg_bindings bind_sprite;
sg_bindings bind_sprite;
struct sprite_vert {
HMM_Vec2 pos;
@ -50,82 +48,48 @@ sprite *sprite_make()
sp->angle = 0;
sp->color = color_white;
sp->emissive = color_clear;
sp->go = NULL;
sp->tex = NULL;
sp->frame = ST_UNIT;
sp->drawmode = DRAW_SIMPLE;
sp->enabled = 1;
sp->parallax = 1;
arrpush(sprites,sp);
return sp;
}
void sprite_free(sprite *sprite)
{
free(sprite);
for (int i = arrlen(sprites)-1; i >= 0; i--)
if (sprites[i] == sprite) {
arrdelswap(sprites,i);
return;
}
}
void sprite_free(sprite *sprite) { free(sprite); }
static int sprite_draws = 0;
static int sprite_count = 0;
static texture *loadedtex;
void sprite_flush() { sprite_count = 0; }
int sprite_sort(sprite **sa, sprite **sb)
{
sprite *a = *sa;
sprite *b = *sb;
struct gameobject *goa = a->go;
struct gameobject *gob= b->go;
if (!goa && !gob) return 0;
if (!goa) return -1;
if (!gob) return 1;
if (goa->drawlayer > gob->drawlayer) return 1;
if (gob->drawlayer > goa->drawlayer) return -1;
if (*sa > *sb) return 1;
return -1;
}
void sprite_draw_all() {
if (arrlen(sprites) == 0) return;
sg_apply_pipeline(pip_sprite);
sg_apply_uniforms(SG_SHADERSTAGE_VS, 0, SG_RANGE_REF(useproj));
qsort(sprites, arrlen(sprites), sizeof(*sprites), sprite_sort);
for (int i = 0; i < arrlen(sprites); i++) {
if (!sprites[i]->enabled) continue;
sprite_draw(sprites[i]);
}
void sprite_flush() {
if (!loadedtex) return;
sg_apply_bindings(&bind_sprite);
sg_draw(sprite_count * 4, 4, sprite_draws);
sprite_count += sprite_draws;
sprite_draws = 0;
}
void sprite_newframe() { sprite_count = 0; sprite_draws = 0;}
void sprite_initialize() {
shader_sprite = sg_make_shader(sprite_shader_desc(sg_query_backend()));
pip_sprite = sg_make_pipeline(&(sg_pipeline_desc){
.shader = shader_sprite,
.layout = {
.attrs = {
[0].format = SG_VERTEXFORMAT_FLOAT2,
[1].format = SG_VERTEXFORMAT_FLOAT2,
[2].format = SG_VERTEXFORMAT_UBYTE4N,
[3].format = SG_VERTEXFORMAT_UBYTE4N}},
.primitive_type = SG_PRIMITIVETYPE_TRIANGLE_STRIP,
.label = "sprite pipeline",
.colors[0].blend = blend_trans,
.shader = shader_sprite,
.layout = {
.attrs = {
[0].format = SG_VERTEXFORMAT_FLOAT2,
[1].format = SG_VERTEXFORMAT_FLOAT2,
[2].format = SG_VERTEXFORMAT_UBYTE4N,
[3].format = SG_VERTEXFORMAT_UBYTE4N}},
.primitive_type = SG_PRIMITIVETYPE_TRIANGLE_STRIP,
.label = "sprite pipeline",
.colors[0].blend = blend_trans,
});
bind_sprite.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){
.size = sizeof(struct sprite_vert) * num_spriteverts,
.type = SG_BUFFERTYPE_VERTEXBUFFER,
.usage = SG_USAGE_STREAM,
.label = "sprite vertex buffer",
.size = sizeof(struct sprite_vert) * num_spriteverts,
.type = SG_BUFFERTYPE_VERTEXBUFFER,
.usage = SG_USAGE_STREAM,
.label = "sprite vertex buffer",
});
bind_sprite.fs.samplers[0] = sg_make_sampler(&(sg_sampler_desc){});
@ -152,10 +116,16 @@ void sprite_initialize() {
});
}
void tex_draw(struct texture *tex, HMM_Mat3 m, struct rect r, struct rgba color, int wrap, HMM_Vec2 wrapoffset, HMM_Vec2 wrapscale, struct rgba emissive, float parallax) {
void sprite_pipe()
{
sg_apply_pipeline(pip_sprite);
sg_apply_uniforms(SG_SHADERSTAGE_VS, 0, 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) {
struct sprite_vert verts[4];
float w = tex->width*r.w;
float h = tex->height*r.h;
float w = loadedtex->width*r.w;
float h = loadedtex->height*r.h;
HMM_Vec2 sposes[4] = {
{0,0},
@ -184,13 +154,8 @@ void tex_draw(struct texture *tex, HMM_Mat3 m, struct rect r, struct rgba color,
verts[3].uv.X = r.x+r.w;
verts[3].uv.Y = r.y;
bind_sprite.fs.images[0] = tex->id;
sg_append_buffer(bind_sprite.vertex_buffers[0], SG_RANGE_REF(verts));
sg_apply_bindings(&bind_sprite);
sg_draw(sprite_count * 4, 4, 1);
sprite_count++;
sprite_draws++;
}
transform2d sprite2t(sprite *s)
@ -202,23 +167,26 @@ transform2d sprite2t(sprite *s)
};
}
void sprite_draw(struct sprite *sprite) {
if (!sprite->tex) return;
transform2d t;
if (!sprite->go) t = t2d_unit;
else t = go2t(sprite->go);
void sprite_tex(texture *t)
{
loadedtex = t;
bind_sprite.fs.images[0] = t->id;
}
void sprite_draw(struct sprite *sprite, gameobject *go) {
transform2d t = go2t(go);
t.pos.x += (campos.x - (campos.x/sprite->parallax));
t.pos.y += (campos.y - (campos.y/sprite->parallax));
HMM_Mat3 m = transform2d2mat(t);
HMM_Mat3 sm = transform2d2mat(sprite2t(sprite));
tex_draw(sprite->tex, HMM_MulM3(m,sm), sprite->frame, sprite->color, sprite->drawmode, (HMM_Vec2){0,0}, sprite->scale, sprite->emissive, sprite->parallax);
tex_draw(HMM_MulM3(m,sm), sprite->frame, sprite->color, 0, (HMM_Vec2){0,0}, sprite->scale, sprite->emissive, sprite->parallax);
}
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_uniforms(SG_SHADERSTAGE_VS, 0, SG_RANGE_REF(useproj));
tex_draw(tex, transform2d2mat(t), ST_UNIT, color, wrap, wrapoffset, (HMM_Vec2){wrapscale,wrapscale}, (struct rgba){0,0,0,0}, 0);
sprite_tex(tex);
tex_draw(transform2d2mat(t), ST_UNIT, color, wrap, wrapoffset, (HMM_Vec2){wrapscale,wrapscale}, (struct rgba){0,0,0,0}, 0);
}
void slice9_draw(texture *tex, transform2d *t, HMM_Vec4 border, struct rgba color)

View file

@ -16,25 +16,24 @@ struct sprite {
float angle;
struct rgba color;
struct rgba emissive;
gameobject *go;
texture *tex;
struct rect frame;
int enabled;
int drawmode;
float parallax;
unsigned int next;
};
typedef struct sprite sprite;
extern sg_bindings bind_sprite;
sprite *sprite_make();
int make_sprite(gameobject *go);
void sprite_free(sprite *sprite);
void sprite_delete(int id);
void sprite_tex(texture *t);
void sprite_initialize();
void sprite_draw(struct sprite *sprite);
void sprite_draw(struct sprite *sprite, gameobject *go);
void sprite_pipe();
void sprite_draw_all();
void sprite_flush();
void sprite_newframe();
void gui_draw_img(texture *tex, transform2d t, int wrap, HMM_Vec2 wrapoffset, float wrapscale, struct rgba color);