Move rendering functions into prosperon

This commit is contained in:
John Alanbrook 2024-05-15 14:16:05 -05:00
parent f1813a046a
commit cadf10b3a9
5 changed files with 343 additions and 35 deletions

View file

@ -110,6 +110,7 @@ var sprite = {
if (!self.gameobject) return; if (!self.gameobject) return;
//self.path = playing.path; //self.path = playing.path;
self.frame = playing.frames[f].rect; self.frame = playing.frames[f].rect;
self.rect = [self.frame.x, self.frame.y, self.frame.w, self.frame.h];
f = (f+1)%playing.frames.length; f = (f+1)%playing.frames.length;
if (f === 0) { if (f === 0) {
self.anim_done?.(); self.anim_done?.();
@ -133,6 +134,8 @@ var sprite = {
this._p = p; this._p = p;
this.del_anim?.(); this.del_anim?.();
this.texture = game.texture(p); this.texture = game.texture(p);
this.diffuse = this.texture;
this.rect = [0,0,1,1];
var anim = SpriteAnim.make(p); var anim = SpriteAnim.make(p);
if (!anim) return; if (!anim) return;
@ -140,6 +143,7 @@ var sprite = {
this.play(); this.play();
this.pos = this.dimensions().scale(this.anchor); this.pos = this.dimensions().scale(this.anchor);
}, },
get path() { get path() {
return this._p; return this._p;
@ -179,6 +183,7 @@ var sprite = {
globalThis.allsprites = {}; globalThis.allsprites = {};
sprite.make = function(go) sprite.make = function(go)
{ {
var sp = Object.create(sprite);
sp.go = go; sp.go = go;
sp.gameobject = go; sp.gameobject = go;
sp.guid = prosperon.guid(); sp.guid = prosperon.guid();

View file

@ -296,6 +296,31 @@ game.engine_start = function(s) {
Object.readonly(window.__proto__, 'high_dpi'); Object.readonly(window.__proto__, 'high_dpi');
Object.readonly(window.__proto__, 'sample_count'); Object.readonly(window.__proto__, 'sample_count');
s(); s();
shape.quad = {
pos:os.make_buffer([
0,0,0,
1,0,0,
0,1,0,
1,1,0
],0),
verts: 4,
uv: os.make_buffer([0,1,1,1,0,0,1,0],2),
index: os.make_buffer([0,1,2,2,1,3], 1),
count: 6
};
shape.triangle = {
pos: os.make_buffer([
0,0,0,
0.5,1,0,
1,0,0]
,0),
uv: os.make_buffer([0,0,0.5,1,1,0],2),
verts: 3,
count: 3,
index: os.make_buffer([0,2,1],1),
};
}, process); }, process);
} }
@ -327,30 +352,11 @@ function process()
} }
} }
var st = profile.now(); var st = profile.now();
if (!game.camera) prosperon.window_render();
prosperon.window_render(world.transform, 1); prosperon.draw();
else
prosperon.window_render(game.camera.transform, game.camera.zoom);
//render.set_camera();
/*os.sprite_pipe();
allsprites.forEach(function(x) {
render.set_sprite_tex(x.texture);
x.draw(x.go);
render.sprite_flush();
});
render.sprite_flush();*/
prosperon.draw(); // draw calls
debug.draw(); // calls needed debugs
prosperon.hook3d?.();
prosperon.gui(); prosperon.gui();
prosperon.screengui(); prosperon.screengui();
prosperon.hookend?.(); prosperon.hookend?.();
//render.end_pass();
profile.addreport(profcache, "render frame", st); profile.addreport(profcache, "render frame", st);
frames.push(profile.secs(profile.now()-startframe)); frames.push(profile.secs(profile.now()-startframe));
if (frames.length > 20) frames.shift(); if (frames.length > 20) frames.shift();

View file

@ -44,6 +44,8 @@ var entity = {
return p; return p;
}, },
drawlayer: 0,
full_path() { return this.path_from(world); }, full_path() { return this.path_from(world); },
clear() { clear() {

View file

@ -144,4 +144,300 @@ 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.";
var shaderlang = {
macos: "metal_macos",
windows: "hlsl5",
linux: "glsl330",
web: "wgsl",
ios: "metal_ios",
}
var attr_map = {
a_pos: 0,
a_uv: 1,
a_norm: 2,
a_bone: 3,
a_weight: 4,
a_color: 5,
a_tan: 6,
a_angle: 7,
a_wh: 8,
a_st: 9,
a_ppos: 10,
a_scale: 11
}
var blend_map = {
mix: true,
none: false
}
var primitive_map = {
point: 1,
line: 2,
linestrip: 3,
triangle: 4,
trianglestrip: 5
}
var cull_map = {
none: 1,
front: 2,
back: 3
}
var depth_map = {
off: false,
on: true
}
var face_map = {
cw: 2,
ccw: 1
}
render.poly_prim = function(verts)
{
var index = [];
if (verts.length < 1) return undefined;
for (var i = 0; i < verts.length; i++)
verts[i][2] = 0;
for (var i = 2; i < verts.length; i++) {
index.push(0);
index.push(i-1);
index.push(i);
}
return {
pos: os.make_buffer(verts.flat()),
verts: verts.length,
index: os.make_buffer(index, 1),
count: index.length
};
}
function shader_directive(shader, name, map)
{
var reg = new RegExp(`#${name}.*`, 'g');
var mat = shader.match(reg);
if (!mat) return 0;
reg = new RegExp(`#${name}\s*`, 'g');
var ff = mat.map(d=>d.replace(reg,''))[0].trim();
return map[ff];
}
function global_uni(uni, stage)
{
switch(uni.name) {
case "time":
render.setuniv(stage, uni.slot, profile.secs(profile.now()));
return true;
case "projection":
render.setuniproj(stage, uni.slot);
return true;
case "view":
render.setuniview(stage, uni.slot);
return true;
case "vp":
render.setunivp(stage, uni.slot);
return true;
}
return false;
}
render.make_shader = function(shader)
{
var file = shader;
shader = io.slurp(shader);
var writejson = `${file.name()}_c.json`;
var st = profile.now();
breakme: if (io.exists(writejson)) {
var data = json.decode(io.slurp(writejson));
var filemod = io.mod(writejson);
if (!data.files) break breakme;
for (var i of data.files)
if (io.mod(i) > filemod)
break breakme;
profile.report(st, `CACHE make shader from ${file}`);
var shaderobj = json.decode(io.slurp(writejson));
shaderobj.pipe = render.pipeline(shaderobj);
return shaderobj;
}
var out = `${file.name()}.shader`;
var files = [file];
var incs = shader.match(/#include <.*>/g);
if (incs)
for (var inc of incs) {
var filez = inc.match(/#include <(.*)>/)[1];
var macro = io.slurp(filez);
shader = shader.replace(inc, macro);
files.push(filez);
}
var blend = shader_directive(shader, 'blend', blend_map);
var primitive = shader_directive(shader, 'primitive', primitive_map);
var cull = shader_directive(shader, 'cull', cull_map);
var depth = shader_directive(shader, 'depth', depth_map);
var face = shader_directive(shader, 'face', face_map);
shader = shader.replace(/uniform\s+(\w+)\s+(\w+);/g, "uniform _$2 { $1 $2; };");
shader = shader.replace(/(texture2D|sampler) /g, "uniform $1 ");
shader = shader.replace(/uniform texture2D ?(.*);/g, "uniform _$1_size { vec2 $1_size; };\nuniform texture2D $1;");
io.slurpwrite(out, shader);
var backend = shaderlang[os.sys()];
var ret = os.system(`sokol-shdc -b -f bare_yaml --slang=${backend} -i ${out} -o ${out}`);
if (ret) {
console.info(`error compiling shader`);
return;
}
io.rm(out);
/* Take YAML and create the shader object */
var yamlfile = `${out}_reflection.yaml`;
console.info(`slurping ${yamlfile}`);
var obj = json.decode(yaml.tojson(io.slurp(yamlfile)));
io.rm(yamlfile);
obj = obj.shaders[0].programs[0];
function add_code(stage) {
console.info(json.encode(stage));
stage.code = io.slurp(stage.path);
io.rm(stage.path);
delete stage.path;
}
console.info(json.encode(obj));
add_code(obj.vs);
if (!obj.fs)
if (obj.vs.fs) {
obj.fs = obj.vs.fs;
delete obj.vs.fs;
}
add_code(obj.fs);
obj.blend = blend;
obj.cull = cull;
obj.primitive = primitive;
obj.depth = depth;
obj.face = face;
if (obj.vs.inputs)
for (var i of obj.vs.inputs) {
if (!(i.name in attr_map))
i.mat = -1;
else
i.mat = attr_map[i.name];
}
function make_unimap(stage) {
if (!stage.uniform_blocks) return {};
var unimap = {};
for (var uni of stage.uniform_blocks) {
if (uni.struct_name[0] == "_")
uni.struct_name = uni.struct_name.slice(1);
unimap[uni.struct_name] = {
name: uni.struct_name,
slot: Number(uni.slot),
size: Number(uni.size)
};
}
return unimap;
}
obj.vs.unimap = make_unimap(obj.vs);
obj.fs.unimap = make_unimap(obj.fs);
obj.files = files;
obj.name = file;
io.slurpwrite(writejson, json.encode(obj));
profile.report(st, `make shader from ${file}`);
console.info(`pipeline for ${file}`);
obj.pipe = render.pipeline(obj);
return obj;
}
var shader_unisize = {
4: render.setuniv,
8: render.setuniv2,
12: render.setuniv3,
16: render.setuniv4
};
render.shader_apply_material = function(shader, material = {})
{
for (var p in shader.vs.unimap) {
if (global_uni(shader.vs.unimap[p], 0)) continue;
if (!(p in material)) continue;
var s = shader.vs.unimap[p];
shader_unisize[s.size](0, s.slot, material[p]);
}
for (var p in shader.fs.unimap) {
if (global_uni(shader.fs.unimap[p], 1)) continue;
if (!(p in material)) continue;
var s = shader.fs.unimap[p];
shader_unisize[s.size](1, s.slot, material[p]);
}
if ("diffuse_size" in shader.fs.unimap)
render.setuniv2(1, shader.fs.unimap.diffuse_size.slot, [material.diffuse.width, material.diffuse.height]);
if ("diffuse_size" in shader.vs.unimap)
render.setuniv2(0, shader.vs.unimap.diffuse_size.slot, [material.diffuse.width, material.diffuse.height]);
}
render.sg_bind = function(shader, mesh = {}, material = {}, ssbo)
{
var bind = {};
bind.attrib = [];
if (shader.vs.inputs)
for (var a of shader.vs.inputs) {
if (!(a.name 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.`);
return undefined;
} else
bind.attrib.push(mesh[a.name.slice(2)]);
} else
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 (mesh.index) {
bind.index = mesh.index;
bind.count = mesh.count;
} else
bind.count = mesh.verts;
bind.ssbo = [];
if (shader.vs.storage_buffers)
for (var b of shader.vs.storage_buffers)
bind.ssbo.push(ssbo);
return bind;
}
return {render}; return {render};

View file

@ -79,8 +79,6 @@ QJSCLASS(texture)
QJSCLASS(font) QJSCLASS(font)
QJSCLASS(warp_gravity) QJSCLASS(warp_gravity)
QJSCLASS(warp_damp) QJSCLASS(warp_damp)
QJSCLASS(material)
QJSCLASS(model)
QJSCLASS(window) QJSCLASS(window)
QJSCLASS(constraint) QJSCLASS(constraint)
QJSCLASS(sg_buffer) QJSCLASS(sg_buffer)
@ -1367,14 +1365,6 @@ static const JSCFunctionListEntry js_physics_funcs[] = {
MIST_FUNC_DEF(physics, make_gravity, 0), MIST_FUNC_DEF(physics, make_gravity, 0),
}; };
JSC_CCALL(model_draw_go,
model_draw_go(js2model(this), js2gameobject(argv[0]))
);
static const JSCFunctionListEntry js_model_funcs[] = {
MIST_FUNC_DEF(model, draw_go, 1)
};
static const JSCFunctionListEntry js_emitter_funcs[] = { static const JSCFunctionListEntry js_emitter_funcs[] = {
CGETSET_ADD(emitter, life), CGETSET_ADD(emitter, life),
CGETSET_ADD(emitter, life_var), CGETSET_ADD(emitter, life_var),
@ -1891,8 +1881,15 @@ JSValue primitive2js(primitive *p)
PRIMCHECK(p,v,index) PRIMCHECK(p,v,index)
js_setpropstr(v, "count", number2js(p->idx_count)); js_setpropstr(v, "count", number2js(p->idx_count));
printf("new primitive with count %d\n", p->idx_count); return v;
}
JSValue material2js(material *m)
{
JSValue v = JS_NewObject(js);
if (m->diffuse)
js_setpropstr(v, "diffuse", texture2js(m->diffuse));
return v; return v;
} }
@ -1901,7 +1898,10 @@ JSC_SCALL(os_make_model,
if (arrlen(m->meshes) != 1) return JSUNDEF; if (arrlen(m->meshes) != 1) return JSUNDEF;
mesh *me = m->meshes+0; mesh *me = m->meshes+0;
return primitive2js(me->primitives+0); JSValue v = JS_NewObject(js);
js_setpropstr(v, "mesh", primitive2js(me->primitives+0));
js_setpropstr(v, "material", material2js(me->primitives[0].mat));
return v;
) )
JSC_CCALL(os_make_emitter, JSC_CCALL(os_make_emitter,
emitter *e = make_emitter(); emitter *e = make_emitter();
@ -2122,7 +2122,6 @@ void ffi_load() {
QJSCLASSPREP_FUNCS(font); QJSCLASSPREP_FUNCS(font);
QJSCLASSPREP_FUNCS(constraint); QJSCLASSPREP_FUNCS(constraint);
QJSCLASSPREP_FUNCS(window); QJSCLASSPREP_FUNCS(window);
QJSCLASSPREP_FUNCS(model);
QJSCLASSPREP_FUNCS(datastream); QJSCLASSPREP_FUNCS(datastream);
QJSGLOBALCLASS(nota); QJSGLOBALCLASS(nota);