rendering improvements

This commit is contained in:
John Alanbrook 2024-07-11 14:25:45 -05:00
parent acb0fcdcd9
commit bb5e6b883a
7 changed files with 151 additions and 69 deletions

View file

@ -1,6 +1,9 @@
# GUI # GUI
Game GUIs are written by registering an entity's *gui* property to a function. Game GUIs are written by registering an entity's `gui` property to a function, or its `hud` property.
The GUI system which ships with Prosperon is called *MUM*. MUM is a declarative, immediate mode interface system. Immediate to eliminate the issue of data synchronization in the game. `gui` draws in window space, where the bottom left corner is `[0,0]`. `hud` draws in screen space. In either of these, you can call "render" functions directly.
All GUI objects derive from MUM. MUM has a list of properties, used for rendering. Mum also has functions which cause drawing to appear on the screen. `draw` draws in world space, and mum functions can equally be used there.
## MUM
The GUI system which ships with Prosperon is called *MUM*. MUM is a declarative, immediate mode HUD system. While Imgui is designed to make it easy to make editor-like controls, mum is designed to be easy to make video game huds.

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@ -13,6 +13,8 @@ var make_point_obj = function(o, p)
} }
} }
var fullrect = [0,0,1,1];
var sprite = { var sprite = {
loop: true, loop: true,
anim:{}, anim:{},
@ -63,7 +65,7 @@ var sprite = {
this.texture = game.texture(p); this.texture = game.texture(p);
this.diffuse = this.texture; this.diffuse = this.texture;
this.rect = [0,0,1,1]; this.rect = fullrect;
var anim = SpriteAnim.make(p); var anim = SpriteAnim.make(p);
if (!anim) return; if (!anim) return;

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@ -1,5 +1,7 @@
var debug = {}; var debug = {};
debug.build = function(fn) { fn(); }
debug.fn_break = function(fn,obj = globalThis) { debug.fn_break = function(fn,obj = globalThis) {
if (typeof fn !== 'function') return; if (typeof fn !== 'function') return;

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@ -128,8 +128,10 @@ profile.report = function (start, msg = "[undefined report]") {
}; };
profile.addreport = function (cache, line, start) { profile.addreport = function (cache, line, start) {
cache ??= profcache;
cache[line] ??= []; cache[line] ??= [];
cache[line].push(profile.now() - start); cache[line].push(profile.now() - start);
return profile.now();
}; };
profile.printreport = function (cache, name) { profile.printreport = function (cache, name) {

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@ -8,6 +8,7 @@ mum.inputs = {};
mum.inputs.lm = function() mum.inputs.lm = function()
{ {
if (!selected) return; if (!selected) return;
if (!selected.action) return;
selected.action(); selected.action();
} }
@ -19,7 +20,6 @@ mum.base = {
selectable: false, selectable: false,
selected: false, selected: false,
font_size: 16, font_size: 16,
text_align: "left", /* left, center, right */
scale: 1, scale: 1,
angle: 0, angle: 0,
anchor: [0,1], anchor: [0,1],
@ -31,6 +31,8 @@ mum.base = {
color: Color.white, color: Color.white,
}, },
text_outline: 1, /* outline in pixels */ text_outline: 1, /* outline in pixels */
text_align: "left", /* left, center, right */
text_shader: null,
color: Color.white, color: Color.white,
margin: [0,0], /* Distance between elements for things like columns */ margin: [0,0], /* Distance between elements for things like columns */
size: null, size: null,
@ -88,10 +90,6 @@ mum.list = function(fn, data = {})
if (mum.debug) if (mum.debug)
render.boundingbox(context.bb); render.boundingbox(context.bb);
if (context.background_image) {
mum.image(context.background_image, {
}
post = posts.pop(); post = posts.pop();
end(); end();
} }

View file

@ -4,6 +4,44 @@ render.doc = {
wireframe: "Show only wireframes of models." wireframe: "Show only wireframes of models."
}; };
var cur = {};
render.use_shader = function(shader)
{
if (cur.shader === shader) return;
cur.shader = shader;
cur.globals = {};
cur.bind = undefined;
cur.mesh = undefined;
render.setpipeline(shader.pipe);
}
render.use_mat = function(mat)
{
if (!cur.shader) return;
if (cur.mat === mat) return;
render.shader_apply_material(cur.shader, mat, cur.mat);
cur.mat = mat;
cur.images = [];
if (!cur.shader.fs.images) return;
for (var img of cur.shader.fs.images)
if (mat[img.name])
cur.images.push(mat[img.name]);
else
cur.images.push(game.texture("icons/no_tex.gif"));
}
var models_array = [];
render.set_model = function(t)
{
if (cur.shader.vs.unimap.model)
render.setunim4(0, cur.shader.vs.unimap.model.slot, t);
}
var shaderlang = { var shaderlang = {
macos: "metal_macos", macos: "metal_macos",
windows: "hlsl5", windows: "hlsl5",
@ -93,18 +131,25 @@ function shader_directive(shader, name, map)
function global_uni(uni, stage) function global_uni(uni, stage)
{ {
cur.globals[stage] ??= {};
if (cur.globals[stage][uni.name]) return true;
switch(uni.name) { switch(uni.name) {
case "time": case "time":
cur.globals[stage][uni.name]
render.setuniv(stage, uni.slot, profile.secs(profile.now())); render.setuniv(stage, uni.slot, profile.secs(profile.now()));
cur.globals[stage][uni.name] = true;
return true; return true;
case "projection": case "projection":
render.setuniproj(stage, uni.slot); render.setuniproj(stage, uni.slot);
cur.globals[stage][uni.name] = true;
return true; return true;
case "view": case "view":
render.setuniview(stage, uni.slot); render.setuniview(stage, uni.slot);
cur.globals[stage][uni.name] = true;
return true; return true;
case "vp": case "vp":
render.setunivp(stage, uni.slot); render.setunivp(stage, uni.slot);
cur.globals[stage][uni.name] = true;
return true; return true;
} }
@ -260,22 +305,26 @@ var shader_unisize = {
16: render.setuniv4 16: render.setuniv4
}; };
render.shader_apply_material = function(shader, material = {}) render.shader_apply_material = function(shader, material = {}, old = {})
{ {
for (var p in shader.vs.unimap) { for (var p in shader.vs.unimap) {
if (global_uni(shader.vs.unimap[p], 0)) continue; if (global_uni(shader.vs.unimap[p], 0)) continue;
if (!(p in material)) continue; if (material[p] === old[p]) continue;
assert(p in material, `shader ${shader.name} has no uniform for ${p}`);
var s = shader.vs.unimap[p]; var s = shader.vs.unimap[p];
shader_unisize[s.size](0, s.slot, material[p]); shader_unisize[s.size](0, s.slot, material[p]);
} }
for (var p in shader.fs.unimap) { for (var p in shader.fs.unimap) {
if (global_uni(shader.fs.unimap[p], 1)) continue; if (global_uni(shader.fs.unimap[p], 1)) continue;
if (!(p in material)) continue; if (material[p] === old[p]) continue;
assert(p in material, `shader ${shader.name} has no uniform for ${p}`);
var s = shader.fs.unimap[p]; var s = shader.fs.unimap[p];
shader_unisize[s.size](1, s.slot, material[p]); shader_unisize[s.size](1, s.slot, material[p]);
} }
if (!material.diffuse) return; if (!material.diffuse) return;
if (material.diffuse === old.diffuse) return;
if ("diffuse_size" in shader.fs.unimap) if ("diffuse_size" in shader.fs.unimap)
render.setuniv2(1, shader.fs.unimap.diffuse_size.slot, [material.diffuse.width, material.diffuse.height]); render.setuniv2(1, shader.fs.unimap.diffuse_size.slot, [material.diffuse.width, material.diffuse.height]);
@ -284,40 +333,48 @@ render.shader_apply_material = function(shader, material = {})
render.setuniv2(0, shader.vs.unimap.diffuse_size.slot, [material.diffuse.width, material.diffuse.height]); render.setuniv2(0, shader.vs.unimap.diffuse_size.slot, [material.diffuse.width, material.diffuse.height]);
} }
render.sg_bind = function(shader, mesh = {}, material = {}, ssbo) render.sg_bind = function(mesh, ssbo)
{ {
if (cur.mesh === mesh && cur.bind) {
cur.bind.inst = 1;
cur.bind.images = cur.images;
render.setbind(cur.bind);
return cur.bind;
}
cur.mesh = mesh;
var bind = {}; var bind = {};
bind.attrib = []; bind.attrib = [];
if (shader.vs.inputs) if (cur.shader.vs.inputs)
for (var a of shader.vs.inputs) { for (var a of cur.shader.vs.inputs) {
if (!(a.name in mesh)) { if (!(a.name in mesh)) {
if (!(a.name.slice(2) in mesh)) { if (!(a.name.slice(2) in mesh)) {
console.error(`cannot draw shader ${shader.name}; there is no attrib ${a.name} in the given mesh.`); console.error(`cannot draw shader ${cur.shader.name}; there is no attrib ${a.name} in the given mesh.`);
return undefined; return undefined;
} else } else
bind.attrib.push(mesh[a.name.slice(2)]); bind.attrib.push(mesh[a.name.slice(2)]);
} else } else
bind.attrib.push(mesh[a.name]); bind.attrib.push(mesh[a.name]);
} }
bind.images = [];
if (shader.fs.images)
for (var img of shader.fs.images) {
if (material[img.name])
bind.images.push(material[img.name]);
else
bind.images.push(game.texture("icons/no_tex.gif"));
}
if (shader.indexed) { if (cur.shader.indexed) {
bind.index = mesh.index; bind.index = mesh.index;
bind.count = mesh.count; bind.count = mesh.count;
} else } else
bind.count = mesh.verts; bind.count = mesh.verts;
bind.ssbo = []; bind.ssbo = [];
if (shader.vs.storage_buffers) if (cur.shader.vs.storage_buffers)
for (var b of shader.vs.storage_buffers) for (var b of cur.shader.vs.storage_buffers)
bind.ssbo.push(ssbo); bind.ssbo.push(ssbo);
bind.inst = 1;
bind.images = cur.images;
cur.bind = bind;
render.setbind(cur.bind);
return bind; return bind;
} }
@ -409,35 +466,29 @@ render.circle = function(pos, radius, color) {
coord: pos, coord: pos,
shade: color shade: color
}; };
render.setpipeline(circleshader.pipe); render.use_shader(circleshader);
render.shader_apply_material(circleshader, mat); render.use_mat(mat);
var bind = render.sg_bind(circleshader, shape.quad, mat); render.draw(shape.quad);
bind.inst = 1;
render.spdraw(bind);
} }
render.poly = function(points, color, transform) { render.poly = function(points, color, transform) {
var buffer = render.poly_prim(points); var buffer = render.poly_prim(points);
var mat = { shade: color}; var mat = { shade: color};
render.setpipeline(polyshader.pipe); render.use_shader(polyshader);
render.setunim4(0,polyshader.vs.unimap.model.slot, transform); render.set_model(transform);
render.shader_apply_material(polyshader, mat); render.use_mat(mat);
var bind = render.sg_bind(polyshader, buffer, mat); render.draw(buffer);
bind.inst = 1;
render.spdraw(bind);
} }
render.line = function(points, color = Color.white, thickness = 1, transform) { render.line = function(points, color = Color.white, thickness = 1, transform) {
var buffer = os.make_line_prim(points, thickness, 0, false); var buffer = os.make_line_prim(points, thickness, 0, false);
render.setpipeline(polyshader.pipe); render.use_shader(polyshader);
var mat = { var mat = {
shade: color shade: color
}; };
render.shader_apply_material(polyshader, mat); render.use_mat(mat);
render.setunim4(0,polyshader.vs.unimap.model.slot, transform); render.set_model(transform);
var bind = render.sg_bind(polyshader, buffer, mat); render.draw(buffer);
bind.inst = 1;
render.spdraw(bind);
} }
/* All draw in screen space */ /* All draw in screen space */
@ -531,15 +582,14 @@ render.image = function(tex, pos, scale = [tex.width, tex.height], rotation = 0,
var t = os.make_transform(); var t = os.make_transform();
t.pos = pos; t.pos = pos;
t.scale = [scale.x/tex.width,scale.y/tex.height,1]; t.scale = [scale.x/tex.width,scale.y/tex.height,1];
render.setpipeline(render.spriteshader.pipe); render.use_shader(render.spriteshader);
render.setunim4(0, render.spriteshader.vs.unimap.model.slot, t); render.set_model(t);
render.shader_apply_material(render.spriteshader, { render.use_mat({
shade: color, shade: color,
diffuse: tex diffuse: tex
}); });
var bind = render.sg_bind(render.spriteshader, shape.quad, {diffuse:tex});
bind.inst = 1; render.draw(shape.quad);
render.spdraw(bind);
var bb = {}; var bb = {};
bb.b = pos.y; bb.b = pos.y;
@ -559,19 +609,18 @@ render.slice9 = function(tex, pos, bb, scale = [tex.width,tex.height], color = C
border = [bb/tex.width,bb/tex.height,bb/tex.width,bb/tex.height]; border = [bb/tex.width,bb/tex.height,bb/tex.width,bb/tex.height];
else else
border = [bb.l/tex.width, bb.b/tex.height, bb.r/tex.width, bb.t/tex.height]; border = [bb.l/tex.width, bb.b/tex.height, bb.r/tex.width, bb.t/tex.height];
render.setpipeline(slice9shader.pipe); render.use_shader(slice9shader);
render.setunim4(0, slice9shader.vs.unimap.model.slot, t); render.set_model(t);
render.shader_apply_material(slice9shader, { render.use_mat({
shade: color, shade: color,
diffuse:tex, diffuse:tex,
rect:[0,0,1,1], rect:[0,0,1,1],
border: border, border: border,
scale: [scale.x/tex.width,scale.y/tex.height] scale: [scale.x/tex.width,scale.y/tex.height]
}); });
var bind = render.sg_bind(slice9shader, shape.quad, {diffuse:tex});
bind.inst = 1; render.draw(shape.quad);
render.spdraw(bind);
} }
var textssbo = render.text_ssbo(); var textssbo = render.text_ssbo();
@ -579,11 +628,10 @@ var textssbo = render.text_ssbo();
render.flush_text = function() render.flush_text = function()
{ {
if (!render.textshader) return; if (!render.textshader) return;
render.setpipeline(render.textshader.pipe); render.use_shader(render.textshader);
render.shader_apply_material(render.textshader); render.use_mat({text:render.font.texture});
var textbind = render.sg_bind(render.textshader, shape.quad, {text:render.font.texture}, textssbo);
textbind.inst = render.flushtext(); render.draw(shape.quad, textssbo, render.flushtext());
render.spdraw(textbind);
} }
render.fontcache = {}; render.fontcache = {};
@ -604,5 +652,10 @@ render.cross.doc = "Draw a cross centered at pos, with arm length size.";
render.arrow.doc = "Draw an arrow from start to end, with wings of length wingspan at angle wingangle."; render.arrow.doc = "Draw an arrow from start to end, with wings of length wingspan at angle wingangle.";
render.rectangle.doc = "Draw a rectangle, with its corners at lowerleft and upperright."; render.rectangle.doc = "Draw a rectangle, with its corners at lowerleft and upperright.";
render.draw = function(mesh, ssbo, inst = 1)
{
render.sg_bind(mesh, ssbo);
render.spdraw(cur.bind.count, inst);
}
return {render}; return {render};

View file

@ -655,9 +655,8 @@ sg_bindings js2bind(JSValue v)
} }
JSValue ssbo = js_getpropstr(v, "ssbo"); JSValue ssbo = js_getpropstr(v, "ssbo");
for (int i = 0; i < js_arrlen(ssbo); i++) { for (int i = 0; i < js_arrlen(ssbo); i++)
bind.vs.storage_buffers[i] = *js2sg_buffer(js_getpropidx(ssbo,i)); bind.vs.storage_buffers[i] = *js2sg_buffer(js_getpropidx(ssbo,i));
}
return bind; return bind;
} }
@ -948,12 +947,33 @@ JSC_CCALL(render_setunim4,
sg_apply_uniforms(js2number(argv[0]), js2number(argv[1]), SG_RANGE_REF(m.e)); sg_apply_uniforms(js2number(argv[0]), js2number(argv[1]), SG_RANGE_REF(m.e));
); );
JSC_CCALL(render_spdraw, JSC_CCALL(render_setbind,
sg_bindings bind = js2bind(argv[0]); sg_bindings bind = js2bind(argv[0]);
sg_apply_bindings(&bind); sg_apply_bindings(&bind);
int p = js2number(js_getpropstr(argv[0], "count")); )
int n = js2number(js_getpropstr(argv[0], "inst"));
sg_draw(0,p,n); JSC_CCALL(render_make_t_ssbo,
JSValue array = argv[0];
HMM_Mat4 ms[js_arrlen(array)];
for (int i = 0; i < js_arrlen(array); i++)
ms[i] = transform2mat(*js2transform(js_getpropidx(array, i)));
sg_buffer *rr = malloc(sizeof(sg_buffer));
*rr = sg_make_buffer(&(sg_buffer_desc){
.data = {
.ptr = ms,
.size = sizeof(HMM_Mat4)*js_arrlen(array),
},
.type = SG_BUFFERTYPE_STORAGEBUFFER,
.usage = SG_USAGE_IMMUTABLE,
.label = "transform buffer"
});
return sg_buffer2js(rr);
)
JSC_CCALL(render_spdraw,
sg_draw(0,js2number(argv[0]),js2number(argv[1]));
) )
JSC_CCALL(render_setpipeline, JSC_CCALL(render_setpipeline,
@ -988,7 +1008,8 @@ static const JSCFunctionListEntry js_render_funcs[] = {
MIST_FUNC_DEF(render, pipeline, 1), MIST_FUNC_DEF(render, pipeline, 1),
MIST_FUNC_DEF(render, setuniv3, 2), MIST_FUNC_DEF(render, setuniv3, 2),
MIST_FUNC_DEF(render, setuniv, 2), MIST_FUNC_DEF(render, setuniv, 2),
MIST_FUNC_DEF(render, spdraw, 1), MIST_FUNC_DEF(render, spdraw, 2),
MIST_FUNC_DEF(render, setbind, 1),
MIST_FUNC_DEF(render, setuniproj, 2), MIST_FUNC_DEF(render, setuniproj, 2),
MIST_FUNC_DEF(render, setuniview, 2), MIST_FUNC_DEF(render, setuniview, 2),
MIST_FUNC_DEF(render, setunivp, 2), MIST_FUNC_DEF(render, setunivp, 2),
@ -1001,6 +1022,7 @@ static const JSCFunctionListEntry js_render_funcs[] = {
MIST_FUNC_DEF(render, gfx_gui, 0), MIST_FUNC_DEF(render, gfx_gui, 0),
MIST_FUNC_DEF(render, imgui_end, 0), MIST_FUNC_DEF(render, imgui_end, 0),
MIST_FUNC_DEF(render, imgui_init, 0), MIST_FUNC_DEF(render, imgui_init, 0),
MIST_FUNC_DEF(render, make_t_ssbo, 1)
}; };
JSC_CCALL(gui_scissor, sg_apply_scissor_rect(js2number(argv[0]), js2number(argv[1]), js2number(argv[2]), js2number(argv[3]), 0)) JSC_CCALL(gui_scissor, sg_apply_scissor_rect(js2number(argv[0]), js2number(argv[1]), js2number(argv[2]), js2number(argv[3]), 0))