Fix rendering regressions; update image and screen pixel pulling
This commit is contained in:
parent
d86133a317
commit
d15c4ec6d1
22
Makefile
22
Makefile
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@ -94,10 +94,8 @@ else
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ifeq ($(UNAME), Darwin)
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CFLAGS += -x objective-c
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# LDLIBS += Cocoa QuartzCore OpenGL
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LDFLAGS += -framework Cocoa -framework QuartzCore -framework OpenGL -framework AudioToolbox
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PLAT = mac-$(ARCH)$(INFO)
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#LDLIBS += Foundation UIKit OpenGLES GLKit
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PLAT = osx-$(ARCH)$(INFO)
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endif
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endif
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@ -115,7 +113,7 @@ includeflag != find source -type d -name include
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includeflag += $(engineincs) source/engine/thirdparty/Nuklear source/engine/thirdparty/tinycdb-0.78 source/shaders
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includeflag := $(addprefix -I, $(includeflag))
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WARNING_FLAGS = -Wno-incompatible-function-pointer-types -Wno-incompatible-pointer-types #-Wall -Wno-incompatible-function-pointer-types -Wno-unused-function# -pedantic -Wextra -Wwrite-strings -Wno-incompatible-function-pointer-types -Wno-incompatible-pointer-types -Wno-unused-function -Wno-int-conversion
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WARNING_FLAGS = -Wno-incompatible-function-pointer-types -Wno-incompatible-pointer-types -Wno-unused-function -Wno-unused-const-variable
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NAME = yugine$(EXT)
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SEM = 0.0.1
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@ -158,21 +156,20 @@ $(DISTDIR)/$(DIST): $(BIN)/$(NAME) $(SCRIPTS) assets/*
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@cp -rf source/scripts $(BIN)
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@$(PKGCMD)
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$(BIN)/libengine.a: $(SHADERS) $(OBJS)
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$(BIN)/libengine.a: $(OBJS)
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@$(AR) rcs $@ $(OBJS)
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$(BIN)/libquickjs.a:
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make -C quickjs clean
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make -C quickjs OPT=$(OPT) libquickjs.a libquickjs.lto.a CC=$(CC)
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cp quickjs/libquickjs.* $(BIN)
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make -C quickjs OPT=$(OPT) HOST_CC=$(CC) libquickjs.a libquickjs.lto.a CC=$(CC)
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@mkdir -p $(BIN)
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cp -rf quickjs/libquickjs.* $(BIN)
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$(OBJDIR)/%.o:%.c
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$(OBJDIR)/%.o: %.c $(SHADERS)
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@mkdir -p $(@D)
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@echo Making C object $@
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@$(CC) $(CFLAGS) -c $< -o $@
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%.c: $(SHADERS)
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shaders: $(SHADERS)
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@echo Making shaders
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@ -184,9 +181,10 @@ clean:
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@echo Cleaning project
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@rm -rf bin/*
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@rm -f *.gz
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@rm source/shaders/*.sglsl.h
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@rm source/shaders/*.metal
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@rm -f source/shaders/*.sglsl.h
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@rm -f source/shaders/*.metal
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@rm -rf dist/*
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@rm TAGS
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TAGINC != find . -name "*.[chj]"
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tags: $(TAGINC)
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@ -70,6 +70,7 @@ ifdef CONFIG_CLANG
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CFLAGS += -Wextra
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CFLAGS += -Wno-sign-compare
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CFLAGS += -Wno-missing-field-initializers
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CFLAGS += -Wno-unused-function -Wno-unused-const-variable
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CFLAGS += -Wundef -Wuninitialized
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CFLAGS += -Wunused -Wno-unused-parameter
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CFLAGS += -Wwrite-strings
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@ -89,6 +90,7 @@ else
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CC=$(CROSS_PREFIX)gcc
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CFLAGS=-g -Wall -MMD -MF $(OBJDIR)/$(@F).d
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CFLAGS += -Wno-array-bounds -Wno-format-truncation
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CFLAGS += -Wno-unused-function -Wno-unused-const-variable
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ifdef CONFIG_LTO
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AR=$(CROSS_PREFIX)gcc-ar
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else
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@ -288,7 +288,6 @@ void debugdraw_init()
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grid_bind.vertex_buffers[0] = circle_bind.vertex_buffers[1];
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poly_shader = sg_make_shader(poly_shader_desc(sg_query_backend()));
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poly_pipe = sg_make_pipeline(&(sg_pipeline_desc){
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.shader = poly_shader,
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.layout = {
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@ -300,7 +299,6 @@ void debugdraw_init()
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.index_type = SG_INDEXTYPE_UINT32,
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.colors[0].blend = blend_trans,
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});
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poly_bind.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){
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.size = sizeof(struct poly_vertex)*v_amt,
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.usage = SG_USAGE_STREAM,
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@ -23,7 +23,7 @@
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struct sFont *font;
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#define max_chars 400
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#define max_chars 4000
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static sg_shader fontshader;
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static sg_bindings bind_text;
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@ -36,9 +36,10 @@ struct text_vert {
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struct rgba color;
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};
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static struct text_vert text_buffer[max_chars];
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static struct text_vert *text_buffer;
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void font_init() {
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text_buffer = malloc(sizeof(*text_buffer)*max_chars);
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fontshader = sg_make_shader(text_shader_desc(sg_query_backend()));
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pipe_text = sg_make_pipeline(&(sg_pipeline_desc){
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.shader = fontshader,
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@ -215,6 +216,9 @@ void text_flush(HMM_Mat4 *proj) {
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static int drawcaret = 0;
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void sdrawCharacter(struct Character c, HMM_Vec2 cursor, float scale, struct rgba color) {
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if (curchar == max_chars)
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return;
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struct text_vert vert;
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float lsize = 1.0 / 1024.0;
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@ -24,8 +24,8 @@
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#define SOKOL_GFX_IMPL
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#include "sokol/sokol_gfx.h"
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//#define SOKOL_GFX_EXT_IMPL
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//#include "sokol/sokol_gfx_ext.h"
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#define SOKOL_GFX_EXT_IMPL
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#include "sokol/sokol_gfx_ext.h"
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#define MSF_GIF_IMPL
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#include "msf_gif.h"
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@ -458,7 +458,7 @@ void openglRender(struct window *window) {
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sg_end_pass();
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gif.timer = appTime;
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// sg_query_image_pixels(sg_gif.img, gif.buffer, gif.w*gif.h*4);
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sg_query_image_pixels(sg_gif.img, crt_post.bind.fs.samplers[0], gif.buffer, gif.w*gif.h*4);
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msf_gif_frame(&gif_state, gif.buffer, gif.cpf, gif.depth, gif.w * -4);
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}
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72
source/engine/thirdparty/sokol/sokol_gfx_ext.h
vendored
72
source/engine/thirdparty/sokol/sokol_gfx_ext.h
vendored
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@ -21,9 +21,8 @@ https://github.com/edubart/sokol_gp
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extern "C" {
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#endif
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SOKOL_GFX_API_DECL void sg_query_image_pixels(sg_image img_id, void* pixels, int size);
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SOKOL_GFX_API_DECL void sg_query_image_pixels(sg_image img_id, sg_sampler smp_id, void* pixels, int size);
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SOKOL_GFX_API_DECL void sg_query_pixels(int x, int y, int w, int h, bool origin_top_left, void *pixels, int size);
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SOKOL_GFX_API_DECL void sg_update_texture_filter(sg_image img_id, sg_filter min_filter, sg_filter mag_filter);
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#ifdef __cplusplus
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} // extern "C"
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@ -41,15 +40,15 @@ SOKOL_GFX_API_DECL void sg_update_texture_filter(sg_image img_id, sg_filter min_
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#if defined(_SOKOL_ANY_GL)
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static void _sg_gl_query_image_pixels(_sg_image_t* img, void* pixels) {
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static void _sg_gl_query_image_pixels(_sg_image_t* img, _sg_sampler_t *smp, void* pixels) {
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SOKOL_ASSERT(img->gl.target == GL_TEXTURE_2D);
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SOKOL_ASSERT(0 != img->gl.tex[img->cmn.active_slot]);
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#if defined(SOKOL_GLCORE33)
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_sg_gl_cache_store_texture_binding(0);
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_sg_gl_cache_bind_texture(0, img->gl.target, img->gl.tex[img->cmn.active_slot]);
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_sg_gl_cache_store_texture_sampler_binding(0);
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_sg_gl_cache_bind_texture_sampler(0, img->gl.target, img->gl.tex[img->cmn.active_slot], smp->gl.smp);
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glGetTexImage(img->gl.target, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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_SG_GL_CHECK_ERROR();
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_sg_gl_cache_restore_texture_binding(0);
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_sg_gl_cache_restore_texture_sampler_binding(0);
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#else
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static GLuint newFbo = 0;
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GLuint oldFbo = 0;
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@ -86,18 +85,6 @@ static void _sg_gl_query_pixels(int x, int y, int w, int h, bool origin_top_left
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_SG_GL_CHECK_ERROR();
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}
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static void _sg_gl_update_texture_filter(_sg_image_t* img, sg_filter min_filter, sg_filter mag_filter) {
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_sg_gl_cache_store_texture_binding(0);
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_sg_gl_cache_bind_texture(0, img->gl.target, img->gl.tex[img->cmn.active_slot]);
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img->cmn.min_filter = min_filter;
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img->cmn.mag_filter = mag_filter;
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GLenum gl_min_filter = _sg_gl_filter(img->cmn.min_filter);
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GLenum gl_mag_filter = _sg_gl_filter(img->cmn.mag_filter);
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glTexParameteri(img->gl.target, GL_TEXTURE_MIN_FILTER, (GLint)gl_min_filter);
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glTexParameteri(img->gl.target, GL_TEXTURE_MAG_FILTER, (GLint)gl_mag_filter);
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_sg_gl_cache_restore_texture_binding(0);
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}
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#elif defined(SOKOL_D3D11)
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static inline void _sgext_d3d11_Texture2D_GetDesc(ID3D11Texture2D* self, D3D11_TEXTURE2D_DESC* pDesc) {
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if(staging_tex) _sg_d3d11_Release(staging_tex);
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}
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static void _sg_d3d11_update_texture_filter(_sg_image_t* img, sg_filter min_filter, sg_filter mag_filter) {
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SOKOL_ASSERT(img->d3d11.tex2d || img->d3d11.tex3d);
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HRESULT hr;
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_SOKOL_UNUSED(hr);
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D3D11_SAMPLER_DESC d3d11_smp_desc;
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memset(&d3d11_smp_desc, 0, sizeof(d3d11_smp_desc));
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_sgext_d3d11_SamplerState_GetDesc(img->d3d11.smp, &d3d11_smp_desc);
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_sg_d3d11_Release(img->d3d11.smp);
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img->cmn.min_filter = min_filter;
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img->cmn.mag_filter = mag_filter;
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d3d11_smp_desc.Filter = _sg_d3d11_filter(img->cmn.min_filter, img->cmn.mag_filter, img->cmn.max_anisotropy);
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hr = _sg_d3d11_CreateSamplerState(_sg.d3d11.dev, &d3d11_smp_desc, &img->d3d11.smp);
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SOKOL_ASSERT(SUCCEEDED(hr) && img->d3d11.smp);
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}
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#elif defined(SOKOL_METAL)
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#import <Metal/Metal.h>
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@ -339,33 +311,18 @@ static void _sg_metal_query_pixels(int x, int y, int w, int h, bool origin_top_l
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_sg_metal_encode_texture_pixels(x, y, w, h, origin_top_left, mtl_drawable.texture, pixels);
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}
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static void _sg_metal_update_texture_filter(_sg_image_t* img, sg_filter min_filter, sg_filter mag_filter) {
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sg_image_desc image_desc = {
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.min_filter = min_filter,
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.mag_filter = mag_filter,
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.wrap_u = img->cmn.wrap_u,
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.wrap_v = img->cmn.wrap_v,
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.wrap_w = img->cmn.wrap_w,
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.max_anisotropy = img->cmn.max_anisotropy,
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.border_color = img->cmn.border_color,
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};
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sg_image_desc desc_def = _sg_image_desc_defaults(&image_desc);
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img->mtl.sampler_state = _sg_mtl_create_sampler(_sg.mtl.device, &desc_def);
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img->cmn.min_filter = min_filter;
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img->cmn.mag_filter = mag_filter;
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}
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#endif
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void sg_query_image_pixels(sg_image img_id, void* pixels, int size) {
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void sg_query_image_pixels(sg_image img_id, sg_sampler smp_id, void* pixels, int size) {
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SOKOL_ASSERT(pixels);
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SOKOL_ASSERT(img_id.id != SG_INVALID_ID);
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_sg_image_t* img = _sg_lookup_image(&_sg.pools, img_id.id);
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_sg_sampler_t *smp = _sg_lookup_sampler(&_sg.pools, smp_id.id);
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SOKOL_ASSERT(img);
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SOKOL_ASSERT(size >= (img->cmn.width * img->cmn.height * 4));
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_SOKOL_UNUSED(size);
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#if defined(_SOKOL_ANY_GL)
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_sg_gl_query_image_pixels(img, pixels);
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_sg_gl_query_image_pixels(img, smp, pixels);
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#elif defined(SOKOL_D3D11)
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_sg_d3d11_query_image_pixels(img, pixels);
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#elif defined(SOKOL_METAL)
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#endif
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}
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void sg_update_texture_filter(sg_image img_id, sg_filter min_filter, sg_filter mag_filter) {
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SOKOL_ASSERT(img_id.id != SG_INVALID_ID);
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_sg_image_t* img = _sg_lookup_image(&_sg.pools, img_id.id);
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SOKOL_ASSERT(img);
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#if defined(_SOKOL_ANY_GL)
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_sg_gl_update_texture_filter(img, min_filter, mag_filter);
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#elif defined(SOKOL_D3D11)
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_sg_d3d11_update_texture_filter(img, min_filter, mag_filter);
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#elif defined(SOKOL_METAL)
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_sg_metal_update_texture_filter(img, min_filter, mag_filter);
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#endif
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}
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#endif // SOKOL_GFX_EXT_IMPL_INCLUDED
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#endif // SOKOL_GFX_EXT_IMPL
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@ -653,14 +653,6 @@ function bb_expand(oldbb, x) {
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return bb;
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};
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function bb_draw(bb, color) {
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if (!bb) return;
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var draw = bb2cwh(bb);
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draw.wh[0] /= Game.camera.zoom;
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draw.wh[1] /= Game.camera.zoom;
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Debug.box(world2screen(draw.c), draw.wh, color);
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};
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function bb_from_objects(objs) {
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var bb = objs[0].boundingbox;
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objs.forEach(function(obj) { bb = bb_expand(bb, obj.boundingbox); });
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@ -52,7 +52,7 @@ var sprite = clone(component, {
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get layer() { return undefined; },
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boundingbox() {
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var dim = this.dimensions;
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var dim = this.dimensions();
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dim = dim.scale(this.gameobject.scale);
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var realpos = this.pos.copy();
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realpos.x = realpos.x * dim.x + (dim.x/2);
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@ -85,7 +85,7 @@ var Debug = {
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draw() {
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if (this.draw_bb)
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Game.objects.forEach(function(x) { bb_draw(x.boundingbox()); });
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Game.objects.forEach(function(x) { Debug.boundingbox(x.boundingbox(), [255,255,255,10]); });
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if (Game.paused()) gui_text("PAUSED", [0,0],1);
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@ -58,7 +58,7 @@ vec2 uv9slice(vec2 uv, vec2 s, vec4 b)
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void main()
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{
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vec2 nuv = uv9slice(uv, scale, border);
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color = fcolor * texture(sampler2D(image,smp), uv);
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color = fcolor * texture(sampler2D(image,smp), nuv);
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}
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@end
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@ -1,22 +1,22 @@
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@vs pvs
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@vs polyvs
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in vec2 apos;
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in vec2 auv;
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in vec2 vuv;
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in vec4 acolor;
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out vec4 color;
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out vec2 uv;
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uniform pvs_params { mat4 proj; };
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uniform polyvs_params { mat4 proj; };
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void main()
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{
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gl_Position = proj * vec4(apos, 0.0, 1.0);
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color = acolor;
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uv = auv;
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uv = vuv;
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gl_Position = proj * vec4(apos, 0.0, 1.0);
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}
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@end
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@fs pfs
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@fs polyfs
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in vec4 color;
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in vec2 uv;
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out vec4 fcolor;
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void main()
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{
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fcolor = color;
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fcolor.x *= (1 + uv.x/100.0); /* Temp dbg fix so vuv compiles */
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}
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@end
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@program poly pvs pfs
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@program poly polyvs polyfs
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