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No commits in common. "8e337db1e5fa2716eb99bb395c3082926779e328" and "0c2d344259f23e8a5e1405d817b06dd84aa01497" have entirely different histories.
8e337db1e5
...
0c2d344259
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@ -117,7 +117,7 @@ Object.mixin(os.sprite(true), {
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}
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stop = self.gameobject.delay(advance, playing.frames[f].time);
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}
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this.tex(game.texture(playing.path));
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advance();
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},
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stop() {
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@ -133,6 +133,7 @@ Object.mixin(os.sprite(true), {
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this._p = p;
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this.del_anim?.();
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this.texture = game.texture(p);
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this.tex(this.texture);
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var anim = SpriteAnim.make(p);
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if (!anim) return;
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@ -149,7 +150,6 @@ Object.mixin(os.sprite(true), {
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this.anim = undefined;
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this.gameobject = undefined;
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this.anim_done = undefined;
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delete allsprites[this.guid];
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},
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toString() { return "sprite"; },
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move(d) { this.pos = this.pos.add(d); },
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@ -176,14 +176,12 @@ Object.mixin(os.sprite(true), {
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width() { return this.dimensions().x; },
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height() { return this.dimensions().y; },
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});
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globalThis.allsprites = {};
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os.sprite(true).make = function(go)
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{
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var sp = os.sprite();
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sp.go = go;
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sp.gameobject = go;
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sp.guid = prosperon.guid();
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allsprites[sp.guid] = sp;
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return sp;
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}
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@ -301,11 +301,9 @@ game.engine_start = function(s) {
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}
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game.startengine = 0;
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var frames = [];
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function process()
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{
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var startframe = profile.now();
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var dt = profile.secs(profile.now()) - frame_t;
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frame_t = profile.secs(profile.now());
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@ -322,27 +320,18 @@ function process()
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while (physlag > phys_step) {
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physlag -= phys_step;
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var st = profile.now();
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prosperon.phys2d_step(phys_step*game.timescale);
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prosperon.physupdate(phys_step*game.timescale);
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profile.addreport(profcache, "physics step", st);
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}
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}
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var st = profile.now();
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if (!game.camera)
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prosperon.window_render(world, 1);
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else
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prosperon.window_render(game.camera, game.camera.zoom);
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render.set_camera();
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os.sprite_pipe();
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allsprites.forEach(function(x) {
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render.set_sprite_tex(x.texture);
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x.draw(x.go);
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render.sprite_flush();
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});
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render.sprite_flush();
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render.sprites(); // blits all sprites
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render.emitters(); // blits emitters
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prosperon.draw(); // draw calls
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debug.draw(); // calls needed debugs
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@ -358,17 +347,6 @@ function process()
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render.flush();
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render.end_pass();
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profile.addreport(profcache, "render frame", st);
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frames.push(profile.secs(profile.now()-startframe));
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if (frames.length > 20) frames.shift();
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}
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globalThis.fps = function()
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{
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var sum = 0;
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for (var i = 0; i < frames.length; i++)
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sum += frames[i];
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return frames.length/sum;
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}
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game.timescale = 1;
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@ -57,8 +57,6 @@ void model_init() {
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[0].format = SG_VERTEXFORMAT_FLOAT3,
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[1].format = SG_VERTEXFORMAT_USHORT2N,
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[1].buffer_index = 1,
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[2].format = SG_VERTEXFORMAT_FLOAT3,
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[2].buffer_index = 2
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},
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},
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.index_type = SG_INDEXTYPE_UINT16,
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@ -115,7 +113,13 @@ void mesh_add_material(mesh *mesh, cgltf_material *mat)
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} else
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mesh->bind.fs.images[0] = texture_from_file("icons/moon.gif")->id;
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mesh->bind.fs.samplers[0] = std_sampler;
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mesh->bind.fs.samplers[0] = sg_make_sampler(&(sg_sampler_desc){});
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/*
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cgltf_texture *tex;
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if (tex = mat->normal_texture.texture)
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mesh->bind.fs.images[1] = texture_from_file(tex->image->uri)->id;
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else
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mesh->bind.fs.images[1] = texture_from_file("k")->id;*/
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}
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sg_buffer texcoord_floats(float *f, int verts, int comp)
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@ -183,7 +187,6 @@ void mesh_add_primitive(mesh *mesh, cgltf_primitive *prim)
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}
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free(idxs);
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printf("adding material\n");
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mesh_add_material(mesh, prim->material);
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int has_norm = 0;
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@ -206,8 +209,8 @@ void mesh_add_primitive(mesh *mesh, cgltf_primitive *prim)
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break;
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case cgltf_attribute_type_normal:
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has_norm = 1;
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mesh->bind.vertex_buffers[2] = normal_floats(vs, verts, comp);
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// has_norm = 1;
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// mesh->bind.vertex_buffers[2] = normal_floats(vs, verts, comp);
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break;
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case cgltf_attribute_type_tangent:
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@ -235,7 +238,7 @@ void mesh_add_primitive(mesh *mesh, cgltf_primitive *prim)
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break;
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}
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}
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/*
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if (!has_norm) {
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cgltf_attribute *pa = get_attr_type(prim, cgltf_attribute_type_position);
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int n = cgltf_accessor_unpack_floats(pa->data, NULL,0);
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@ -257,7 +260,7 @@ void mesh_add_primitive(mesh *mesh, cgltf_primitive *prim)
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mesh->bind.vertex_buffers[2] = sg_make_buffer(&(sg_buffer_desc){
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.data.ptr = face_norms,
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.data.size = sizeof(uint32_t) * verts});
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}
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}*/
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}
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void model_add_cgltf_mesh(model *model, cgltf_mesh *gltf_mesh)
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@ -221,7 +221,6 @@ typedef union HMM_Vec2 {
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} HMM_Vec2;
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static const HMM_Vec2 v2zero = {0,0};
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static const HMM_Vec2 v2one = {1,1};
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typedef union HMM_Vec3 {
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struct
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@ -285,7 +285,7 @@ void debugdraw_init()
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.label = "circle vert buffer",
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});
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float circleverts[] = {
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float circleverts[8] = {
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-1,-1,
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-1,1,
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1,-1,
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@ -293,7 +293,7 @@ void debugdraw_init()
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};
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circle_bind.vertex_buffers[1] = sg_make_buffer(&(sg_buffer_desc){
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.data = (sg_range){.ptr = circleverts, .size = sizeof(circleverts)},
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.data = (sg_range){.ptr = circleverts, .size = sizeof(float)*8},
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.usage = SG_USAGE_IMMUTABLE,
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.label = "circle quarter buffer",
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});
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@ -22,6 +22,8 @@
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struct sFont *use_font;
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#define max_chars 100000
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static sg_shader fontshader;
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static sg_bindings bind_text;
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static sg_pipeline pipe_text;
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@ -36,18 +38,19 @@ struct text_vert {
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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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.layout = {
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.attrs = {
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[ATTR_vs_vert].format = SG_VERTEXFORMAT_FLOAT2,
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[ATTR_vs_vert].buffer_index = 1,
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[ATTR_vs_pos].format = SG_VERTEXFORMAT_FLOAT2,
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[ATTR_vs_wh].format = SG_VERTEXFORMAT_FLOAT2,
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[ATTR_vs_uv].format = SG_VERTEXFORMAT_USHORT2N,
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[ATTR_vs_st].format = SG_VERTEXFORMAT_USHORT2N,
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[ATTR_vs_vColor].format = SG_VERTEXFORMAT_UBYTE4N,
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[0].format = SG_VERTEXFORMAT_FLOAT2, /* verts */
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[0].buffer_index = 1,
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[1].format = SG_VERTEXFORMAT_FLOAT2, /* pos */
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[2].format = SG_VERTEXFORMAT_FLOAT2, /* width and height */
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[3].format = SG_VERTEXFORMAT_USHORT2N, /* uv pos */
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[4].format = SG_VERTEXFORMAT_USHORT2N, /* uv width and height */
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[5].format = SG_VERTEXFORMAT_UBYTE4N, /* color */
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},
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.buffers[0].step_func = SG_VERTEXSTEP_PER_INSTANCE
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},
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@ -56,16 +59,27 @@ void font_init() {
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.label = "text",
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});
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bind_text.vertex_buffers[1] = sprite_quad;
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float text_verts[8] = {
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0,0,
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0,1,
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1,0,
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1,1
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};
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bind_text.vertex_buffers[1] = sg_make_buffer(&(sg_buffer_desc){
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.data = SG_RANGE(text_verts),
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.usage = SG_USAGE_IMMUTABLE,
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.label = "text rectangle buffer",
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});
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bind_text.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){
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.size = sizeof(struct text_vert),
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.size = sizeof(struct text_vert)*max_chars,
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.type = SG_BUFFERTYPE_VERTEXBUFFER,
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.usage = SG_USAGE_STREAM,
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.label = "text buffer"
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});
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bind_text.fs.samplers[0] = std_sampler;
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bind_text.fs.samplers[0] = sg_make_sampler(&(sg_sampler_desc){});
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}
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void font_free(font *f)
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@ -178,6 +192,8 @@ struct sFont *MakeFont(const char *fontfile, int height) {
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return newfont;
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}
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static int curchar = 0;
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void draw_underline_cursor(HMM_Vec2 pos, float scale, struct rgba color)
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{
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pos.Y -= 2;
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@ -202,29 +218,24 @@ void draw_char_box(struct Character c, HMM_Vec2 cursor, float scale, struct rgba
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}
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void text_flush(HMM_Mat4 *proj) {
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if (arrlen(text_buffer) == 0) return;
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if (curchar == 0) return;
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sg_range verts;
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verts.ptr = text_buffer;
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verts.size = sizeof(struct text_vert) * arrlen(text_buffer);
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if (sg_query_buffer_will_overflow(bind_text.vertex_buffers[0], verts.size))
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bind_text.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){
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.size = verts.size,
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.type = SG_BUFFERTYPE_VERTEXBUFFER,
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.usage = SG_USAGE_STREAM,
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.label = "text buffer"
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});
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sg_append_buffer(bind_text.vertex_buffers[0], &verts);
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verts.size = sizeof(struct text_vert) * curchar;
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int offset = sg_append_buffer(bind_text.vertex_buffers[0], &verts);
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bind_text.vertex_buffer_offsets[0] = offset;
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sg_apply_pipeline(pipe_text);
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sg_apply_bindings(&bind_text);
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sg_apply_uniforms(SG_SHADERSTAGE_VS, 0, SG_RANGE_REF(*proj));
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sg_draw(0, 4, arrlen(text_buffer));
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arrsetlen(text_buffer, 0);
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sg_draw(0, 4, curchar);
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curchar = 0;
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}
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void sdrawCharacter(struct Character c, HMM_Vec2 cursor, float scale, struct rgba color) {
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if (curchar-10 >= max_chars)
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return;
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struct rgba colorbox = {0,0,0,255};
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struct text_vert vert;
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@ -244,7 +255,8 @@ void sdrawCharacter(struct Character c, HMM_Vec2 cursor, float scale, struct rgb
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vert.st.v = c.rect.h*USHRT_MAX;
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vert.color = color;
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arrput(text_buffer, vert);
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memcpy(text_buffer + curchar, &vert, sizeof(struct text_vert));
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curchar++;
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}
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const char *esc_color(const char *c, struct rgba *color, struct rgba defc)
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|
|
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@ -569,6 +569,7 @@ JSC_GETSET(emitter, grow_for, number)
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JSC_GETSET(emitter, shrink_for, number)
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JSC_GETSET(emitter, max, number)
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JSC_GETSET(emitter, explosiveness, number)
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JSC_GETSET(emitter, go, gameobject)
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JSC_GETSET(emitter, bounce, number)
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JSC_GETSET(emitter, collision_mask, bitmask)
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JSC_GETSET(emitter, die_after_collision, boolean)
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|
@ -604,12 +605,14 @@ JSC_CCALL(render_line3d,
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arrfree(v1);
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);
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JSC_CCALL(render_sprites, sprite_draw_all())
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JSC_CCALL(render_emitters, emitters_draw(&useproj))
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JSC_CCALL(render_flush, debug_flush(&useproj); text_flush(&useproj); )
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JSC_CCALL(render_end_pass,
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sg_end_pass();
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sg_commit();
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debug_newframe();
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sprite_flush();
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)
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JSC_SCALL(render_text_size, ret = bb2js(text_bb(str, js2number(argv[1]), js2number(argv[2]), 1)))
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JSC_CCALL(render_set_camera, useproj = projection)
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@ -623,9 +626,6 @@ JSC_CCALL(render_clear_color,
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pass_action.colors[0].clear_value = c;
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)
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JSC_CCALL(render_set_sprite_tex, sprite_tex(js2texture(argv[0])))
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JSC_CCALL(render_sprite_flush, sprite_flush())
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static const JSCFunctionListEntry js_render_funcs[] = {
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MIST_FUNC_DEF(render, grid, 3),
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MIST_FUNC_DEF(render, point, 3),
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|
@ -633,6 +633,7 @@ static const JSCFunctionListEntry js_render_funcs[] = {
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MIST_FUNC_DEF(render, poly, 2),
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MIST_FUNC_DEF(render, line, 3),
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MIST_FUNC_DEF(render, line3d, 2),
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MIST_FUNC_DEF(render, sprites, 0),
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MIST_FUNC_DEF(render, emitters, 0),
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MIST_FUNC_DEF(render, flush, 0),
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MIST_FUNC_DEF(render, end_pass, 0),
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|
@ -640,8 +641,6 @@ static const JSCFunctionListEntry js_render_funcs[] = {
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MIST_FUNC_DEF(render, set_camera, 0),
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MIST_FUNC_DEF(render, hud_res, 1),
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MIST_FUNC_DEF(render, clear_color, 1),
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MIST_FUNC_DEF(render, set_sprite_tex, 1),
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MIST_FUNC_DEF(render, sprite_flush, 0),
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};
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|
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JSC_CCALL(gui_flush, text_flush(&useproj));
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|
@ -1053,6 +1052,7 @@ static const JSCFunctionListEntry js_emitter_funcs[] = {
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CGETSET_ADD(emitter, shrink_for),
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CGETSET_ADD(emitter, max),
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CGETSET_ADD(emitter, explosiveness),
|
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CGETSET_ADD(emitter, go),
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CGETSET_ADD(emitter, bounce),
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CGETSET_ADD(emitter, collision_mask),
|
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CGETSET_ADD(emitter, die_after_collision),
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|
@ -1317,22 +1317,27 @@ static const JSCFunctionListEntry js_pshape_funcs[] = {
|
|||
|
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JSC_GETSET(sprite, color, color)
|
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JSC_GETSET(sprite, emissive, color)
|
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JSC_GETSET(sprite, enabled, boolean)
|
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JSC_GETSET(sprite, parallax, number)
|
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JSC_GETSET(sprite, tex, texture)
|
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JSC_GETSET(sprite, pos, vec2)
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JSC_GETSET(sprite, scale, vec2)
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JSC_GETSET(sprite, angle, number)
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JSC_GETSET(sprite, spriteoffset, vec2)
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JSC_GETSET(sprite, spritesize, vec2)
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JSC_CCALL(sprite_draw, sprite_draw(js2sprite(this), js2gameobject(argv[0])))
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JSC_GETSET(sprite, frame, rect)
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JSC_GETSET(sprite,go,gameobject)
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JSC_CCALL(sprite_tex, js2sprite(this)->tex = js2texture(argv[0]))
|
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|
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static const JSCFunctionListEntry js_sprite_funcs[] = {
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CGETSET_ADD(sprite,pos),
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CGETSET_ADD(sprite,scale),
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CGETSET_ADD(sprite,angle),
|
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MIST_FUNC_DEF(sprite, tex, 1),
|
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CGETSET_ADD(sprite,color),
|
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CGETSET_ADD(sprite,emissive),
|
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CGETSET_ADD(sprite, spriteoffset),
|
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CGETSET_ADD(sprite, spritesize),
|
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MIST_FUNC_DEF(sprite, draw, 1)
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CGETSET_ADD(sprite,enabled),
|
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CGETSET_ADD(sprite,parallax),
|
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CGETSET_ADD(sprite,frame),
|
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CGETSET_ADD(sprite,go)
|
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};
|
||||
|
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JSC_GET(texture, width, number)
|
||||
|
@ -1540,8 +1545,6 @@ JSC_SCALL(os_system, system(str); )
|
|||
|
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JSC_SCALL(os_make_model, return model2js(model_make(str)))
|
||||
|
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JSC_CCALL(os_sprite_pipe, sprite_pipe())
|
||||
|
||||
static const JSCFunctionListEntry js_os_funcs[] = {
|
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MIST_FUNC_DEF(os,sprite,1),
|
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MIST_FUNC_DEF(os, cwd, 0),
|
||||
|
@ -1560,8 +1563,7 @@ static const JSCFunctionListEntry js_os_funcs[] = {
|
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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, sprite_pipe, 0)
|
||||
MIST_FUNC_DEF(os, make_model, 1)
|
||||
};
|
||||
|
||||
#include "steam.h"
|
||||
|
|
|
@ -46,11 +46,11 @@ void particle_init()
|
|||
.layout = {
|
||||
.attrs = {
|
||||
[1].format = SG_VERTEXFORMAT_FLOAT2,
|
||||
[2].format = SG_VERTEXFORMAT_FLOAT,
|
||||
[3].format = SG_VERTEXFORMAT_FLOAT2,
|
||||
[4].format = SG_VERTEXFORMAT_UBYTE4N,
|
||||
[0].format = SG_VERTEXFORMAT_FLOAT2,
|
||||
[0].buffer_index = 1
|
||||
[2].format = SG_VERTEXFORMAT_FLOAT,
|
||||
[3].format = SG_VERTEXFORMAT_FLOAT2,
|
||||
[4].format = SG_VERTEXFORMAT_UBYTE4N,
|
||||
[0].format = SG_VERTEXFORMAT_FLOAT2,
|
||||
[0].buffer_index = 1
|
||||
},
|
||||
.buffers[0].step_func = SG_VERTEXSTEP_PER_INSTANCE,
|
||||
},
|
||||
|
@ -78,8 +78,13 @@ void particle_init()
|
|||
1,1,
|
||||
};
|
||||
|
||||
par_bind.vertex_buffers[1] = sprite_quad;
|
||||
par_bind.fs.samplers[0] = std_sampler;
|
||||
par_bind.vertex_buffers[1] = sg_make_buffer(&(sg_buffer_desc){
|
||||
.data = (sg_range){.ptr = circleverts, .size = sizeof(float)*8},
|
||||
.usage = SG_USAGE_IMMUTABLE,
|
||||
.label = "particle quater buffer"
|
||||
});
|
||||
|
||||
par_bind.fs.samplers[0] = sg_make_sampler(&(sg_sampler_desc){});
|
||||
}
|
||||
|
||||
emitter *make_emitter() {
|
||||
|
@ -167,20 +172,6 @@ void parallel_pv(emitter *e, struct scheduler *sched, struct sched_task_partitio
|
|||
}
|
||||
}
|
||||
|
||||
void emitter_draw(emitter *e, gameobject *go)
|
||||
{
|
||||
sg_apply_pipeline(par_pipe);
|
||||
sg_apply_uniforms(SG_SHADERSTAGE_VS, 0, SG_RANGE_REF(useproj));
|
||||
sg_apply_bindings(&par_bind);
|
||||
par_bind.fs.images[0] = e->texture->id;
|
||||
struct sched_task task;
|
||||
scheduler_add(&sched, &task, parallel_pv, e, arrlen(e->particles), arrlen(e->particles)/sched.threads_num);
|
||||
scheduler_join(&sched, &task);
|
||||
sg_append_buffer(par_bind.vertex_buffers[0], &(sg_range){.ptr=&pv, .size=sizeof(struct par_vert)*arrlen(e->particles)});
|
||||
draw_count += arrlen(e->particles);
|
||||
sg_draw(0,4,draw_count);
|
||||
}
|
||||
|
||||
void emitters_draw(HMM_Mat4 *proj)
|
||||
{
|
||||
if (arrlen(emitters) == 0) return;
|
||||
|
|
|
@ -26,6 +26,7 @@ typedef struct particle {
|
|||
typedef struct emitter {
|
||||
struct particle *particles;
|
||||
transform3d t;
|
||||
gameobject *go;
|
||||
HMM_Vec3 *mesh; /* list of points to optionally spawn from */
|
||||
HMM_Vec3 *norm; /* norm at each point */
|
||||
int type; /* spray, cloud, or mesh */
|
||||
|
@ -69,7 +70,6 @@ void stop_emitter(emitter *e);
|
|||
|
||||
void emitter_emit(emitter *e, int count);
|
||||
void emitters_step(double dt);
|
||||
void emitter_draw(emitter *e, gameobject *go);
|
||||
void emitters_draw(HMM_Mat4 *proj);
|
||||
void emitter_step(emitter *e, double dt);
|
||||
|
||||
|
|
|
@ -31,9 +31,6 @@
|
|||
HMM_Vec2 campos = {0,0};
|
||||
float camzoom = 1;
|
||||
|
||||
sg_buffer sprite_quad;
|
||||
sg_sampler std_sampler;
|
||||
|
||||
static struct {
|
||||
sg_swapchain swap;
|
||||
sg_pipeline pipe;
|
||||
|
@ -227,22 +224,6 @@ void render_init() {
|
|||
.buffer_pool_size = 1024
|
||||
});
|
||||
|
||||
float quad[] = {
|
||||
0,0,
|
||||
1,0,
|
||||
0,1,
|
||||
1,1
|
||||
};
|
||||
|
||||
sprite_quad = sg_make_buffer(&(sg_buffer_desc){
|
||||
.data = quad,
|
||||
.size = sizeof(quad),
|
||||
.usage = SG_USAGE_IMMUTABLE,
|
||||
.label = "sprite quad"
|
||||
});
|
||||
|
||||
std_sampler = sg_make_sampler(&(sg_sampler_desc){});
|
||||
|
||||
#ifndef NDEBUG
|
||||
sg_trace_hooks hh = sg_install_trace_hooks(&hooks);
|
||||
#endif
|
||||
|
@ -295,7 +276,7 @@ void render_init() {
|
|||
.data = gif_quad,
|
||||
.label = "gif vert buffer",
|
||||
});
|
||||
sg_gif.bind.fs.samplers[0] = std_sampler;
|
||||
sg_gif.bind.fs.samplers[0] = sg_make_sampler(&(sg_sampler_desc){});
|
||||
|
||||
sg_crt.shader = sg_make_shader(crt_shader_desc(sg_query_backend()));
|
||||
sg_crt.pipe = sg_make_pipeline(&(sg_pipeline_desc){
|
||||
|
|
|
@ -32,9 +32,6 @@ extern HMM_Mat4 hudproj;
|
|||
extern HMM_Mat4 useproj;
|
||||
extern sg_pass_action pass_action;
|
||||
|
||||
extern sg_buffer sprite_quad;
|
||||
extern sg_sampler std_sampler;
|
||||
|
||||
struct draw_p {
|
||||
float x;
|
||||
float y;
|
||||
|
|
|
@ -10,14 +10,30 @@
|
|||
#include "sprite.sglsl.h"
|
||||
#include "9slice.sglsl.h"
|
||||
|
||||
static sprite **sprites = NULL;
|
||||
|
||||
static sg_shader shader_sprite;
|
||||
static sg_pipeline pip_sprite;
|
||||
sg_bindings bind_sprite;
|
||||
static sg_bindings bind_sprite;
|
||||
|
||||
struct sprite_vert {
|
||||
HMM_Vec2 pos;
|
||||
HMM_Vec2 uv;
|
||||
struct rgba color;
|
||||
struct rgba emissive;
|
||||
};
|
||||
|
||||
static int num_spriteverts = 5000;
|
||||
|
||||
static sg_shader slice9_shader;
|
||||
static sg_pipeline slice9_pipe;
|
||||
static sg_bindings slice9_bind;
|
||||
|
||||
static float slice9_points[8] = {
|
||||
0.0, 0.0,
|
||||
0.0, 1.0,
|
||||
1.0, 0.0,
|
||||
1.0, 1.0
|
||||
};
|
||||
struct slice9_vert {
|
||||
HMM_Vec2 pos;
|
||||
struct uv_n uv;
|
||||
|
@ -29,64 +45,89 @@ struct slice9_vert {
|
|||
sprite *sprite_make()
|
||||
{
|
||||
sprite *sp = calloc(sizeof(*sp), 1);
|
||||
sp->pos = v2zero;
|
||||
sp->scale = v2one;
|
||||
sp->pos = (HMM_Vec2){0,0};
|
||||
sp->scale = (HMM_Vec2){1,1};
|
||||
sp->angle = 0;
|
||||
sp->color = color_white;
|
||||
sp->emissive = color_clear;
|
||||
sp->spritesize = v2one;
|
||||
sp->spriteoffset = v2zero;
|
||||
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); }
|
||||
void sprite_free(sprite *sprite)
|
||||
{
|
||||
free(sprite);
|
||||
for (int i = arrlen(sprites)-1; i >= 0; i--)
|
||||
if (sprites[i] == sprite) {
|
||||
arrdelswap(sprites,i);
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
static texture *loadedtex;
|
||||
static int sprite_count = 0;
|
||||
|
||||
void sprite_flush() {
|
||||
return;
|
||||
if (!loadedtex) return;
|
||||
/*
|
||||
int flushed = arrlen(spverts)/4;
|
||||
sg_apply_bindings(&bind_sprite);
|
||||
sg_range data = (sg_range){
|
||||
.ptr = spverts,
|
||||
.size = sizeof(sprite_vert)*arrlen(spverts)
|
||||
};
|
||||
if (sg_query_buffer_will_overflow(bind_sprite.vertex_buffers[0], data.size))
|
||||
bind_sprite.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){
|
||||
.size = data.size,
|
||||
.type = SG_BUFFERTYPE_VERTEXBUFFER,
|
||||
.usage = SG_USAGE_STREAM,
|
||||
.label = "sprite vertex buffer"
|
||||
});
|
||||
void sprite_flush() { sprite_count = 0; }
|
||||
|
||||
sg_update_buffer(bind_sprite.vertex_buffers[0], &data);
|
||||
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;
|
||||
}
|
||||
|
||||
sg_draw(sprite_count * 4, 4, flushed);
|
||||
sprite_count += flushed;
|
||||
*/
|
||||
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_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
|
||||
},
|
||||
.buffers[1].step_func = SG_VERTEXSTEP_PER_INSTANCE
|
||||
},
|
||||
.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] = sprite_quad;
|
||||
bind_sprite.fs.samplers[0] = std_sampler;
|
||||
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",
|
||||
});
|
||||
bind_sprite.fs.samplers[0] = sg_make_sampler(&(sg_sampler_desc){});
|
||||
|
||||
slice9_shader = sg_make_shader(slice9_shader_desc(sg_query_backend()));
|
||||
|
||||
|
@ -103,20 +144,18 @@ void sprite_initialize() {
|
|||
.primitive_type = SG_PRIMITIVETYPE_TRIANGLE_STRIP,
|
||||
});
|
||||
|
||||
slice9_bind.vertex_buffers[0] = sprite_quad;
|
||||
slice9_bind.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){
|
||||
.size = sizeof(struct slice9_vert) * 100,
|
||||
.type = SG_BUFFERTYPE_VERTEXBUFFER,
|
||||
.usage = SG_USAGE_STREAM,
|
||||
.label = "slice9 buffer"
|
||||
});
|
||||
}
|
||||
|
||||
void sprite_pipe()
|
||||
{
|
||||
sg_apply_pipeline(pip_sprite);
|
||||
sg_apply_uniforms(SG_SHADERSTAGE_VS, SLOT_vp, 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) {
|
||||
/*
|
||||
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) {
|
||||
struct sprite_vert verts[4];
|
||||
float w = loadedtex->width*r.w;
|
||||
float h = loadedtex->height*r.h;
|
||||
float w = tex->width*r.w;
|
||||
float h = tex->height*r.h;
|
||||
|
||||
HMM_Vec2 sposes[4] = {
|
||||
{0,0},
|
||||
|
@ -125,8 +164,11 @@ void tex_draw(HMM_Mat3 m, struct rect r, struct rgba color, int wrap, HMM_Vec2 w
|
|||
{w,h}
|
||||
};
|
||||
|
||||
for (int i = 0; i < 4; i++)
|
||||
for (int i = 0; i < 4; i++) {
|
||||
verts[i].pos = mat_t_pos(m, sposes[i]);
|
||||
verts[i].color = color;
|
||||
verts[i].emissive = emissive;
|
||||
}
|
||||
|
||||
if (wrap) {
|
||||
r.w *= wrapscale.x;
|
||||
|
@ -142,47 +184,41 @@ void tex_draw(HMM_Mat3 m, struct rect r, struct rgba color, int wrap, HMM_Vec2 w
|
|||
verts[3].uv.X = r.x+r.w;
|
||||
verts[3].uv.Y = r.y;
|
||||
|
||||
for (int i = 0; i < 4; i++)
|
||||
arrput(spverts, verts[i]);
|
||||
*/
|
||||
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++;
|
||||
}
|
||||
|
||||
transform2d sprite2t(sprite *s)
|
||||
{
|
||||
return (transform2d){
|
||||
.pos = s->pos,
|
||||
.scale = HMM_MulV2(s->scale, (HMM_Vec2){loadedtex->width, loadedtex->height}),
|
||||
.scale = s->scale,
|
||||
.angle = HMM_TurnToRad*s->angle
|
||||
};
|
||||
}
|
||||
|
||||
void sprite_tex(texture *t)
|
||||
{
|
||||
loadedtex = t;
|
||||
bind_sprite.fs.images[0] = t->id;
|
||||
}
|
||||
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_draw(struct sprite *sprite, gameobject *go) {
|
||||
HMM_Mat4 m = transform2d2mat4(go2t(go));
|
||||
HMM_Mat4 sm = transform2d2mat4(sprite2t(sprite));
|
||||
struct spriteuni spv;
|
||||
rgba2floats(&spv.color.e, sprite->color);
|
||||
rgba2floats(spv.emissive.e, sprite->emissive);
|
||||
spv.size = sprite->spritesize;
|
||||
spv.offset = sprite->spriteoffset;
|
||||
spv.model = HMM_MulM4(m,sm);
|
||||
sg_apply_pipeline(pip_sprite);
|
||||
sg_apply_uniforms(SG_SHADERSTAGE_VS, SLOT_sprite, SG_RANGE_REF(spv));
|
||||
sg_apply_uniforms(SG_SHADERSTAGE_VS, SLOT_vp, SG_RANGE_REF(useproj));
|
||||
sg_apply_bindings(&bind_sprite);
|
||||
sg_draw(0,4,1);
|
||||
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);
|
||||
}
|
||||
|
||||
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, SLOT_vp, SG_RANGE_REF(useproj));
|
||||
sprite_tex(tex);
|
||||
tex_draw(transform2d2mat(t), ST_UNIT, color, wrap, wrapoffset, (HMM_Vec2){wrapscale,wrapscale}, (struct rgba){0,0,0,0});
|
||||
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);
|
||||
}
|
||||
|
||||
void slice9_draw(texture *tex, transform2d *t, HMM_Vec4 border, struct rgba color)
|
||||
|
|
|
@ -7,34 +7,32 @@
|
|||
#include "transform.h"
|
||||
#include "gameobject.h"
|
||||
|
||||
#define DRAW_SIMPLE 0
|
||||
#define DRAW_TILE 1
|
||||
|
||||
struct sprite {
|
||||
HMM_Vec2 pos;
|
||||
HMM_Vec2 scale;
|
||||
float angle;
|
||||
struct rgba color;
|
||||
struct rgba emissive;
|
||||
HMM_Vec2 spritesize;
|
||||
HMM_Vec2 spriteoffset;
|
||||
};
|
||||
|
||||
struct spriteuni {
|
||||
HMM_Vec4 color;
|
||||
HMM_Vec4 emissive;
|
||||
HMM_Vec2 size;
|
||||
HMM_Vec2 offset;
|
||||
HMM_Mat4 model;
|
||||
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_tex(texture *t);
|
||||
void sprite_delete(int id);
|
||||
void sprite_initialize();
|
||||
void sprite_draw(struct sprite *sprite, gameobject *go);
|
||||
void sprite_pipe();
|
||||
void sprite_draw(struct sprite *sprite);
|
||||
void sprite_draw_all();
|
||||
void sprite_flush();
|
||||
|
||||
|
|
|
@ -40,15 +40,6 @@ HMM_Mat3 transform2d2mat(transform2d trn) {
|
|||
return HMM_MulM3(HMM_Translate2D(trn.pos), HMM_MulM3(HMM_RotateM3(trn.angle), HMM_ScaleM3(trn.scale)));
|
||||
}
|
||||
|
||||
HMM_Mat4 transform2d2mat4(transform2d trn)
|
||||
{
|
||||
transform3d t3d;
|
||||
t3d.pos.xy = trn.pos;
|
||||
t3d.scale.xy = trn.scale;
|
||||
t3d.rotation = HMM_QFromAxisAngle_RH((HMM_Vec3){0,0,-1}, trn.angle);
|
||||
return transform3d2mat(t3d);
|
||||
}
|
||||
|
||||
transform2d mat2transform2d(HMM_Mat3 m)
|
||||
{
|
||||
transform2d t;
|
||||
|
|
|
@ -27,8 +27,6 @@ HMM_Vec3 trans_down(const transform3d *trans);
|
|||
HMM_Vec3 trans_right(const transform3d *trans);
|
||||
HMM_Vec3 trans_left(const transform3d *trans);
|
||||
|
||||
HMM_Mat4 transform2d2mat4(transform2d trn);
|
||||
|
||||
/* Transform a position via the matrix */
|
||||
HMM_Vec2 mat_t_pos(HMM_Mat3 m, HMM_Vec2 pos);
|
||||
/* Transform a direction via the matrix - does not take into account translation of matrix */
|
||||
|
|
|
@ -1,30 +1,20 @@
|
|||
@vs vs
|
||||
in vec2 vertex;
|
||||
in vec2 uv;
|
||||
in vec4 vc;
|
||||
in vec4 emissive;
|
||||
|
||||
out vec2 texcoords;
|
||||
out vec4 fcolor;
|
||||
out vec4 femissive;
|
||||
|
||||
uniform app {
|
||||
float time;
|
||||
vec2 window;
|
||||
};
|
||||
|
||||
uniform vp {
|
||||
mat4 proj;
|
||||
};
|
||||
|
||||
uniform sprite {
|
||||
vec4 vcolor;
|
||||
vec4 vemissive;
|
||||
vec2 spritesize;
|
||||
vec2 spriteoff;
|
||||
mat4 model;
|
||||
};
|
||||
uniform vs_p { mat4 proj; };
|
||||
|
||||
void main()
|
||||
{
|
||||
texcoords = spriteoff + spritesize*vertex;
|
||||
fcolor = vc;
|
||||
femissive = emissive;
|
||||
texcoords = uv;
|
||||
gl_Position = proj * vec4(vertex, 0, 1.0);
|
||||
}
|
||||
@end
|
||||
|
@ -33,7 +23,6 @@ void main()
|
|||
in vec2 texcoords;
|
||||
in vec4 fcolor;
|
||||
in vec4 femissive;
|
||||
|
||||
out vec4 color;
|
||||
|
||||
uniform texture2D image;
|
||||
|
@ -44,8 +33,6 @@ void main()
|
|||
color = texture(sampler2D(image,smp), texcoords);
|
||||
color *= fcolor;
|
||||
color.xyz = mix(color.xyz, femissive.xyz, femissive.a);
|
||||
color.a = 1.0;
|
||||
|
||||
}
|
||||
@end
|
||||
|
||||
|
|
|
@ -1,6 +1,5 @@
|
|||
@vs vs
|
||||
in vec2 vert;
|
||||
|
||||
in vec2 pos;
|
||||
in vec2 wh;
|
||||
in vec2 uv;
|
||||
|
|
|
@ -1,10 +1,10 @@
|
|||
@vs vs
|
||||
in vec3 a_pos;
|
||||
in vec2 a_tex_coords;
|
||||
in vec3 a_norm;
|
||||
//in vec3 a_norm;
|
||||
|
||||
out vec2 tex_coords;
|
||||
out vec3 normal;
|
||||
//out vec3 normal;
|
||||
|
||||
uniform vs_p {
|
||||
uniform mat4 vp;
|
||||
|
@ -14,21 +14,21 @@ uniform mat4 model;
|
|||
void main() {
|
||||
gl_Position = vp * vec4(vec3(model * vec4(a_pos,1.0)), 1.0);
|
||||
tex_coords = a_tex_coords;
|
||||
normal = a_norm;
|
||||
//normal = a_norm;
|
||||
}
|
||||
@end
|
||||
|
||||
@fs fs
|
||||
in vec2 tex_coords;
|
||||
in vec3 normal;
|
||||
//in vec3 normal;
|
||||
out vec4 color;
|
||||
|
||||
uniform texture2D diffuse;
|
||||
uniform sampler smp;
|
||||
|
||||
void main() {
|
||||
vec3 lightDir = normalize(vec3(0.5f, 0.5f, 1.0f));
|
||||
float diff = max(dot(normal, lightDir), 0.0f);
|
||||
//vec3 lightDir = normalize(vec3(0.5f, 0.5f, 1.0f));
|
||||
//float diff = max(dot(normal, lightDir), 0.0f);
|
||||
color = texture(sampler2D(diffuse,smp),tex_coords);
|
||||
}
|
||||
@end
|
||||
|
|
Loading…
Reference in a new issue