add sprite and rendering to engine js
This commit is contained in:
parent
08725d474d
commit
ef802bb6f2
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@ -15,6 +15,24 @@ var make_point_obj = function(o, p)
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var fullrect = [0,0,1,1];
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var sprite_addbucket = function(sprite)
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{
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return;
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var pp = sprite.gameobject.drawlayer.toString();
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sprite_buckets[pp] ??= {};
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sprite_buckets[pp][sprite.path] ??= {};
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sprite_buckets[pp][sprite.path][sprite.guid] = sprite;
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}
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var sprite_rmbucket = function(sprite)
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{
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return;
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var pp = sprite.gameobject.drawlayer.toString();
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if (!sprite_buckets[pp]) return;
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if (!sprite_buckets[pp][sprite.path]) return;
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delete sprite_buckets[pp][sprite.path][sprite.guid];
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}
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var sprite = {
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loop: true,
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rect: fullrect,
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@ -61,7 +79,10 @@ var sprite = {
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return;
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}
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if (p === this.path) return;
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sprite_rmbucket(this);
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this._p = p;
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sprite_addbucket(this);
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this.del_anim?.();
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this.texture = game.texture(p);
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@ -74,12 +95,12 @@ var sprite = {
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this.play();
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this.pos = this.dimensions().scale(this.anchor);
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},
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get path() {
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return this._p;
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},
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kill() {
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sprite_rmbucket(this);
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this.del_anim?.();
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this.anim = undefined;
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this.gameobject = undefined;
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@ -111,6 +132,7 @@ var sprite = {
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height() { return this.dimensions().y; },
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};
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globalThis.allsprites = {};
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globalThis.sprite_buckets = [];
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sprite.doc = {
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path: "Path to the texture.",
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@ -152,8 +174,11 @@ component.sprite = function(obj) {
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sp.transform = obj.transform;
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sp.guid = prosperon.guid();
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allsprites[sp.guid] = sp;
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sprite_addbucket(sp);
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if (component.sprite.make_hook) component.sprite.make_hook(sp);
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return sp;
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}
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sprite.shade = [1,1,1,1];
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Object.mixin(os.make_seg2d(), {
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@ -324,6 +324,25 @@ game.engine_start = function (s) {
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};
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render.init();
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camera = make_camera();
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camera.transform.pos = [0,0,-100];
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camera.mode = "keep";
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camera.break = "fit";
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camera.size = game.size;
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gamestate.camera = camera;
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hudcam = make_camera();
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hudcam.near = 0;
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hudcam.size = camera.size;
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hudcam.mode = "keep";
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hudcam.break = "fit";
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appcam = make_camera();
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appcam.near = 0;
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appcam.size = window.size;
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appcam.transform.pos = [window.size.x,window.size.y,-100];
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screencolor = render.screencolor();
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},
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process,
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window.size.x,
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@ -342,6 +361,141 @@ prosperon.release_mode = function()
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}
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prosperon.debug = true;
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// Returns an array in the form of [left, bottom, right, top] in pixels of the camera to render to
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// Camera viewport is [left,bottom,right,top] in relative values
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function camviewport()
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{
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var aspect = (this.viewport[2]-this.viewport[0])/(this.viewport[3]-this.viewport[1])*window.size.x/window.size.y;
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var raspect = this.size.x/this.size.y;
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var left = this.viewport[0]*window.size.x;
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var bottom = this.viewport[1]*window.size.y;
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var usemode = this.mode;
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if (this.break && this.size.x > window.size.x && this.size.y > window.size.y)
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usemode = this.break;
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if (usemode === "fit")
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if (raspect < aspect) usemode = "height";
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else usemode = "width";
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switch(usemode) {
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case "stretch":
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case "expand":
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return [0, 0, window.size.x, window.size.y];
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case "keep":
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return [left, bottom, left+this.size.x, bottom+this.size.y];
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case "height":
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var ret = [left, 0, this.size.x*(window.size.y/this.size.y), window.size.y];
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ret[0] = (window.size.x-(ret[2]-ret[0]))/2;
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return ret;
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case "width":
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var ret = [0, bottom, window.size.x, this.size.y*(window.size.x/this.size.x)];
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ret[1] = (window.size.y-(ret[3]-ret[1]))/2;
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return ret;
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}
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return [0, 0, window.size.x, window.size.y];
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}
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// pos is pixels on the screen, lower left[0,0]
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function camscreen2world(pos)
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{
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var view = this.screen2cam(pos);
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view.x *= this.size.x;
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view.y *= this.size.y;
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view = view.sub([this.size.x/2, this.size.y/2]);
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view = view.add(this.pos.xy);
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return view;
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}
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camscreen2world.doc = "Convert a view position for a camera to world."
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function screen2cam(pos)
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{
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var viewport = this.view();
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var width = viewport[2]-viewport[0];
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var height = viewport[3]-viewport[1];
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var left = pos.x-viewport[0];
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var bottom = pos.y-viewport[1];
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var p = [left/width, bottom/height];
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return p;
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}
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screen2cam.doc = "Convert a screen space position in pixels to a normalized viewport position in a camera."
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function make_camera()
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{
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var cam = world.spawn();
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cam.near = 0.1;
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cam.far = 1000;
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cam.ortho = true;
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cam.viewport = [0,0,1,1];
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cam.size = window.size.slice(); // The render size of this camera in pixels
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// In ortho mode, this determines how many pixels it will see
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cam.mode = "stretch";
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cam.screen2world = camscreen2world;
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cam.screen2cam = screen2cam;
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cam.mousepos = function() { return this.screen2world(input.mouse.screenpos()); }
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cam.view = camviewport;
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cam.offscreen = false;
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return cam;
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}
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var camera;
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var hudcam;
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var appcam;
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var screencolor;
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prosperon.render = function()
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{
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render.set_camera(camera);
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render.sprites();
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prosperon.draw();
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hudcam.size = camera.size;
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hudcam.transform.pos = [hudcam.size.x/2, hudcam.size.y/2, -100];
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render.set_camera(hudcam);
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prosperon.hud();
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render.flush_text();
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render.end_pass();
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/* draw the image of the game world first */
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render.glue_pass();
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render.viewport(...camera.view());
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render.use_shader(render.postshader);
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render.use_mat({diffuse:screencolor});
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render.draw(shape.quad);
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// Flush & render
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appcam.transform.pos = [window.size.x/2, window.size.y/2, -100];
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appcam.size = window.size.slice();
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if (os.sys() !== 'macos')
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appcam.size.y *= -1;
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render.set_camera(appcam);
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render.viewport(...appcam.view());
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// Call gui functions
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mum.style = mum.dbg_style;
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prosperon.gui();
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if (mum.drawinput) mum.drawinput();
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prosperon.gui_dbg();
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render.flush_text();
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mum.style = mum.base;
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render.imgui_new(window.size.x, window.size.y, 0.01);
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// if (gfx_gui) render.gfx_gui();
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render.imgui_end();
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render.end_pass();
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render.commit();
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}
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function process() {
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var startframe = profile.now();
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var dt = profile.secs(profile.now()) - frame_t;
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@ -354,6 +354,7 @@ dup(diff) {
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this.components[key].enabled = false;
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delete this.components[key];
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}
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delete this.components;
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this.clear();
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@ -367,7 +368,6 @@ dup(diff) {
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}
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},
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make_objs(objs) {
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for (var prop in objs) {
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say(`spawning ${json.encode(objs[prop])}`);
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@ -274,3 +274,41 @@ mum.ex_hud = function()
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mum.label("TOP RIGHT", {pos:game.size, anchor:[1,1]});
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mum.label("BOTTOM RIGHT", {pos:[game.size.x, 0], anchor:[1,0]});
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}
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mum.drawinput = undefined;
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var ptext = "";
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var panpan = {
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draw() {
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mum.rectangle({pos:[0,0], anchor:[0,0], height:20, width: window.size.x, padding:[10,16], color:Color.black});
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mum.label("input level: ");
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mum.label(ptext, {offset:[50,0], color:Color.red});
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},
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inputs: {
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block: true,
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char(c) {
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ptext += c
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},
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enter() {
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delete mum.drawinput;
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player[0].uncontrol(panpan);
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},
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escape() {
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delete mum.drawinput;
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player[0].uncontrol(panpan);
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},
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backspace() {
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ptext = ptext.slice(0,ptext.length-1);
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}
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},
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}
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mum.textinput = function (fn, str = "") {
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mum.drawinput = panpan.draw;
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ptext = str;
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player[0].control(panpan);
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panpan.inputs.enter = function() {
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fn(ptext);
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delete mum.drawinput;
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player[0].uncontrol(panpan);
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}
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}
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@ -108,7 +108,7 @@ var make_emitter = function()
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{
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var e = Object.create(emitter);
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e.ssbo = render.make_textssbo();
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e.shape = shape.quad;
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e.shape = shape.centered_quad;
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e.shader = render.make_shader("shaders/baseparticle.cg");
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e.dead = [];
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return e;
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@ -444,6 +444,8 @@ var parshader;
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var spritessboshader;
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var polyssboshader;
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var sprite_ssbo;
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render.init = function() {
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textshader = render.make_shader("shaders/text_base.cg");
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render.spriteshader = render.make_shader("shaders/sprite.cg");
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@ -456,6 +458,7 @@ render.init = function() {
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polyssboshader = render.make_shader("shaders/poly_ssbo.cg");
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textssbo = render.make_textssbo();
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poly_ssbo = render.make_textssbo();
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sprite_ssbo = render.make_textssbo();
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render.textshader = textshader;
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@ -489,6 +492,30 @@ render.init = function() {
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}
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}
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render.sprites = function(gridsize = 1)
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{
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var sps = Object.values(allsprites);
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var sprite_buckets = {};
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for (var sprite of sps) {
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var pp = sprite.gameobject.drawlayer.toString();
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sprite_buckets[pp] ??= {};
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sprite_buckets[pp][sprite.path] ??= {};
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sprite_buckets[pp][sprite.path][sprite.guid] = sprite;
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}
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render.use_shader(spritessboshader);
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for (var bucket of Object.values(sprite_buckets)){
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for (var img of Object.values(bucket)) {
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var sparray = Object.values(img);
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if (sparray.length === 0) continue;
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var ss = sparray[0];
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render.use_mat(ss);
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render.make_sprite_ssbo(Object.values(sparray), sprite_ssbo);
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render.draw(shape.quad, sprite_ssbo, sparray.length);
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}
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}
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}
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render.circle = function(pos, radius, color) {
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check_flush();
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var mat = {
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@ -19,15 +19,13 @@ readonly buffer ssbo {
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out vec2 uv;
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out vec4 color0;
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vec2 pos;
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uniform mat4 vp;
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void main()
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{
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particle p = par[gl_InstanceIndex];
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pos = a_pos - 0.5;
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gl_Position = vp * p.model * vec4(pos, 0.0, 1.0);
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uv = a_pos;
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gl_Position = vp * p.model * vec4(a_pos, 0.0, 1.0);
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uv = a_uv;
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color0 = p.color;
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}
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@end
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@ -1533,9 +1533,9 @@ static const JSCFunctionListEntry js_physics_funcs[] = {
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CGETSET_ADD(physics, collision_persistence),
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};
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JSC_GETSET_APPLY(transform, pos, vec3)
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JSC_GETSET_APPLY(transform, scale, vec3)
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JSC_GETSET_APPLY(transform, rotation, quat)
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JSC_GETSET(transform, pos, vec3)
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JSC_GETSET(transform, scale, vec3)
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JSC_GETSET(transform, rotation, quat)
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JSC_CCALL(transform_move, transform_move(js2transform(self), js2vec3(argv[0])); )
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JSC_CCALL(transform_lookat,
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@ -56,6 +56,8 @@ HMM_Vec3 mat3_t_dir(HMM_Mat4 m, HMM_Vec3 dir)
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}
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HMM_Mat4 transform2mat(transform *t) {
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return HMM_M4TRS(t->pos, t->rotation, t->scale);
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if (t->dirty) {
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t->cache = HMM_M4TRS(t->pos, t->rotation, t->scale);
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t->dirty = 0;
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