#include "render.h" #include "config.h" #include "datastream.h" #include "debugdraw.h" #include "font.h" #include "gameobject.h" #include "log.h" #include "sprite.h" #include "particle.h" #include "window.h" #include "model.h" #include "stb_ds.h" #include "resources.h" #include "yugine.h" #include "sokol/sokol_app.h" #define SOKOL_GLUE_IMPL #include "sokol/sokol_glue.h" #include "stb_image_write.h" #include "box.sglsl.h" #include "shadow.sglsl.h" #include "sokol/sokol_gfx.h" #include "sokol_gfx_ext.h" #include "msf_gif.h" static struct { sg_swapchain swap; sg_pipeline pipe; sg_bindings bind; sg_shader shader; sg_image img; sg_image depth; } sg_gif; static struct { int w; int h; int cpf; int depth; double timer; double spf; int rec; uint8_t *buffer; } gif; MsfGifState gif_state = {}; void gif_rec_start(int w, int h, int cpf, int bitdepth) { gif.w = w; gif.h = h; gif.depth = bitdepth; msf_gif_begin(&gif_state, gif.w, gif.h); gif.cpf = cpf; gif.spf = cpf/100.0; gif.rec = 1; gif.timer = apptime(); if (gif.buffer) free(gif.buffer); gif.buffer = malloc(gif.w*gif.h*4); sg_destroy_image(sg_gif.img); sg_destroy_image(sg_gif.depth); sg_gif.img = sg_make_image(&(sg_image_desc){ .render_target = true, .width = gif.w, .height = gif.h, .pixel_format = SG_PIXELFORMAT_RGBA8, .label = "gif rt", }); sg_gif.depth = sg_make_image(&(sg_image_desc){ .render_target = true, .width = gif.w, .height = gif.h, .label = "gif depth", }); sg_gif.swap = sglue_swapchain(); } void gif_rec_end(const char *path) { if (!gif.rec) return; MsfGifResult gif_res = msf_gif_end(&gif_state); if (gif_res.data) { FILE *f = fopen(path, "wb"); fwrite(gif_res.data, gif_res.dataSize, 1, f); fclose(f); } msf_gif_free(gif_res); gif.rec = 0; } void capture_screen(int x, int y, int w, int h, const char *path) { int n = 4; void *data = malloc(w*h*n); sg_query_pixels(0,0,w,h,1,data,w*h*sizeof(char)*n); // sg_query_image_pixels(crt_post.img, crt_post.bind.fs.samplers[0], data, w*h*4); stbi_write_png("cap.png", w, h, n, data, n*w); // stbi_write_bmp("cap.bmp", w, h, n, data); free(data); } #include "sokol/sokol_app.h" #include "HandmadeMath.h" int renderMode = LIT; struct shader *spriteShader = NULL; struct shader *wireframeShader = NULL; struct shader *animSpriteShader = NULL; static struct shader *textShader; struct rgba editorClearColor = {35,60,92,255}; float shadowLookahead = 8.5f; struct rgba gridSmallColor = { .r = 255 * 0.35f, .g = 255, .b = 255 * 0.9f }; struct rgba gridBigColor = { .r = 255 * 0.92f, .g = 255 * 0.92f, .b = 255 * 0.68f }; float gridScale = 500.f; float smallGridUnit = 1.f; float bigGridUnit = 10.f; float gridSmallThickness = 2.f; float gridBigThickness = 7.f; float gridOpacity = 0.3f; // Debug render modes bool renderGizmos = false; bool showGrid = true; bool debugDrawPhysics = false; bool renderNav = false; // Lighting effect flags bool renderAO = true; bool renderDynamicShadows = true; bool renderRefraction = true; bool renderReflection = true; ///// for editing struct gameobject *selectedobject = NULL; char objectName[200] = {'\0'}; // object name buffer sg_image ddimg; void debug_draw_phys(int draw) { debugDrawPhysics = draw; } void opengl_rendermode(enum RenderMode r) { renderMode = r; } sg_pipeline mainpip; sg_pass_action pass_action = {0}; static struct { sg_pass_action pass_action; sg_pass pass; sg_pipeline pipe; sg_shader shader; } sg_shadow; void trace_make_image(const sg_image_desc *d, sg_image id, void *data) { YughSpam("Made image %s.", d->label); } void trace_init_image(sg_image id, const sg_image_desc *d, void *data) { YughSpam("Init image %s", d->label); } void trace_make_shader(const sg_shader_desc *d, sg_shader id, void *data) { YughSpam("Making shader %s", d->label); if (sg_query_shader_state(id) == SG_RESOURCESTATE_FAILED) YughError("FAILED MAKING A SHADER: %s\n%s\n%s", d->label); } void trace_fail_shader(sg_shader id, void *data) { YughError("Shader %u did not compile.", id); } void trace_destroy_shader(sg_shader id, void *data) { YughSpam("Destroyed shader %u.", id); } void trace_fail_image(sg_image id, void *data) { sg_image_desc desc = sg_query_image_desc(id); YughError("Failed to make image %u %s", id, desc.label); } void trace_make_pipeline(const sg_pipeline_desc *d, sg_pipeline id, void *data) { YughSpam("Making pipeline %u [%s].", id, d->label); } void trace_apply_pipeline(sg_pipeline pip, void *data) { YughSpam("Applying pipeline %u %s.", pip, sg_query_pipeline_desc(pip).label); } void trace_fail_pipeline(sg_pipeline pip, void *data) { YughError("Failed pipeline %s", sg_query_pipeline_desc(pip).label); } void trace_make_attachments(const sg_attachment_desc *d, sg_attachments result, void *data) { YughSpam("Making attachments %s", "IMPLEMENT"); } void trace_begin_pass(sg_pass pass, const sg_pass_action *action, void *data) { YughSpam("Begin pass %s", pass.label); } static sg_trace_hooks hooks = { .fail_shader = trace_fail_shader, .make_shader = trace_make_shader, .destroy_shader = trace_destroy_shader, .fail_image = trace_fail_image, .make_image = trace_make_image, .init_image = trace_init_image, .make_pipeline = trace_make_pipeline, .fail_pipeline = trace_fail_pipeline, .apply_pipeline = trace_apply_pipeline, .begin_pass = trace_begin_pass, .make_attachments = trace_make_attachments, }; void render_init() { mainwin.size = (HMM_Vec2){sapp_width(), sapp_height()}; sg_setup(&(sg_desc){ .environment = sglue_environment(), .logger = { .func = sg_logging }, .buffer_pool_size = 1024 }); sg_trace_hooks hh = sg_install_trace_hooks(&hooks); font_init(); debugdraw_init(); sprite_initialize(); model_init(); sg_color c; rgba2floats((float*)&c, editorClearColor); pass_action = (sg_pass_action){ .colors[0] = {.load_action = SG_LOADACTION_CLEAR, .clear_value = c}, }; sg_gif.shader = sg_make_shader(box_shader_desc(sg_query_backend())); sg_gif.pipe = sg_make_pipeline(&(sg_pipeline_desc){ .shader = sg_gif.shader, .layout = { .attrs = { [0].format = SG_VERTEXFORMAT_FLOAT2, [1].format = SG_VERTEXFORMAT_FLOAT2 } }, .colors[0].pixel_format = SG_PIXELFORMAT_RGBA8, .label = "gif pipe", }); #if defined SOKOL_GLCORE33 || defined SOKOL_GLES3 float crt_quad[] = { -1, 1, 0, 1, -1, -1, 0, 0, 1, -1, 1, 0, -1, 1, 0, 1, 1, -1, 1, 0, 1, 1, 1, 1 }; #else float crt_quad[] = { -1, 1, 0, 0, -1, -1, 0, 1, 1, -1, 1, 1, -1, 1, 0, 0, 1, -1, 1, 1, 1, 1, 1, 0 }; #endif float gif_quad[] = { -1, 1, 0, 1, -1, -1, 0, 0, 1, -1, 1, 0, -1, 1, 0, 1, 1, -1, 1, 0, 1, 1, 1, 1 }; sg_gif.bind.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){ .size = sizeof(gif_quad), .data = gif_quad, }); sg_gif.bind.fs.samplers[0] = sg_make_sampler(&(sg_sampler_desc){}); /* sg_image_desc shadow_desc = { .render_target = true, .width = 1024, .height = 1024, .pixel_format = SG_PIXELFORMAT_R32F, }; sg_image depth_img = sg_make_image(&shadow_desc); shadow_desc.pixel_format = sapp_depth_format(); ddimg = sg_make_image(&shadow_desc); sg_shadow.pass = sg_make_pass(&(sg_pass_desc){ .color_attachments[0].image = depth_img, .depth_stencil_attachment.image = ddimg, }); sg_shadow.pass_action = (sg_pass_action) { .colors[0] = { .action=SG_ACTION_CLEAR, .value = {1,1,1,1} } }; sg_shadow.shader = sg_make_shader(shadow_shader_desc(sg_query_backend())); sg_shadow.pipe = sg_make_pipeline(&(sg_pipeline_desc){ .shader = sg_shadow.shader, .layout = { .attrs = { [0].format = SG_VERTEXFORMAT_FLOAT3, } }, .depth = { .compare = SG_COMPAREFUNC_LESS_EQUAL, .write_enabled = true, .pixel_format = sapp_depth_format() }, .colors[0].pixel_format = SG_PIXELFORMAT_R32F, .index_type = SG_INDEXTYPE_UINT16, .cull_mode = SG_CULLMODE_BACK, }); */ } static cpBody *camera = NULL; void set_cam_body(cpBody *body) { camera = body; } cpVect cam_pos() { return camera ? cpBodyGetPosition(camera) : cpvzero; } static float zoom = 1.f; float cam_zoom() { return zoom; } void add_zoom(float val) { zoom = val; } HMM_Vec2 world2screen(HMM_Vec2 pos) { pos = HMM_SubV2(pos, HMM_V2(cam_pos().x, cam_pos().y)); pos = HMM_ScaleV2(pos, 1.0/zoom); pos = HMM_AddV2(pos, HMM_ScaleV2(mainwin.size,0.5)); return pos; } HMM_Vec2 screen2world(HMM_Vec2 pos) { pos = HMM_ScaleV2(pos, 1/mainwin.dpi); pos = HMM_SubV2(pos, HMM_ScaleV2(mainwin.size, 0.5)); pos = HMM_ScaleV2(pos, zoom); pos = HMM_AddV2(pos, HMM_V2(cam_pos().x, cam_pos().y)); return pos; } HMM_Mat4 projection = {0.f}; HMM_Mat4 hudproj = {0.f}; HMM_Vec3 dirl_pos = {4, 100, 20}; #define MODE_STRETCH 0 #define MODE_KEEP 1 #define MODE_WIDTH 2 #define MODE_HEIGHT 3 #define MODE_EXPAND 4 #define MODE_FULL 5 void full_2d_pass(struct window *window) { HMM_Vec2 usesize = window->rendersize; switch(window->mode) { case MODE_STRETCH: sg_apply_viewportf(0,0,window->size.x,window->size.y,1); break; case MODE_WIDTH: sg_apply_viewportf(0, window->top, window->size.x, window->psize.y,1); // keep width break; case MODE_HEIGHT: sg_apply_viewportf(window->left,0,window->psize.x, window->size.y,1); // keep height break; case MODE_KEEP: sg_apply_viewportf(0,0,window->rendersize.x, window->rendersize.y, 1); // no scaling break; case MODE_EXPAND: if (window->aspect < window->raspect) sg_apply_viewportf(0, window->top, window->size.x, window->psize.y,1); // keep width else sg_apply_viewportf(window->left,0,window->psize.x, window->size.y,1); // keep height break; case MODE_FULL: usesize = window->size; break; } // 2D projection cpVect pos = cam_pos(); projection = HMM_Orthographic_LH_NO( pos.x - zoom * usesize.x / 2, pos.x + zoom * usesize.x / 2, pos.y - zoom * usesize.y / 2, pos.y + zoom * usesize.y / 2, -10000.f, 10000.f); hudproj = HMM_Orthographic_LH_ZO(0, usesize.x, 0, usesize.y, -1.f, 1.f); sprite_draw_all(); model_draw_all(); script_evalf("prosperon.draw();"); emitters_draw(); //// DEBUG if (debugDrawPhysics) { gameobject_draw_debugs(); script_evalf("prosperon.debug();"); } debug_flush(&projection); text_flush(&projection); ////// TEXT && GUI debug_nextpass(); script_evalf("prosperon.gui();"); debug_flush(&hudproj); text_flush(&hudproj); sprite_flush(); } void full_3d_pass(struct window *window) { HMM_Mat4 model = HMM_M4D(1.f); float scale = 0.08; model = HMM_MulM4(model, HMM_Scale((HMM_Vec3){scale,scale,scale})); // Shadow pass // sg_begin_pass(sg_shadow.pass, &sg_shadow.pass_action); // sg_apply_pipeline(sg_shadow.pipe); HMM_Mat4 light_proj = HMM_Orthographic_RH_ZO(-100.f, 100.f, -100.f, 100.f, 1.f, 100.f); HMM_Mat4 light_view = HMM_LookAt_RH(dirl_pos, (HMM_Vec3){0,0,0}, (HMM_Vec3){0,1,0}); HMM_Mat4 lsm = HMM_MulM4(light_proj, light_view); HMM_Mat4 subo[2]; subo[0] = lsm; subo[1] = model; sg_apply_uniforms(SG_SHADERSTAGE_VS, 0, SG_RANGE_REF(subo)); } void openglRender(struct window *window) { sg_swapchain sch = sglue_swapchain(); sg_begin_pass(&(sg_pass){ .action = pass_action, .swapchain = sglue_swapchain(), .label = "window pass" }); full_2d_pass(window); sg_end_pass(); /* if (gif.rec && (apptime() - gif.timer) > gif.spf) { sg_begin_pass(&(sg_pass){ .action = pass_action, .swapchain = sg_gif.swap }); sg_apply_pipeline(sg_gif.pipe); sg_apply_bindings(&sg_gif.bind); sg_draw(0,6,1); sg_end_pass(); gif.timer = apptime(); sg_query_image_pixels(sg_gif.img, crt_post.bind.fs.samplers[0], gif.buffer, gif.w*gif.h*4); msf_gif_frame(&gif_state, gif.buffer, gif.cpf, gif.depth, gif.w * -4); } */ sg_commit(); debug_newframe(); } sg_shader sg_compile_shader(const char *v, const char *f, sg_shader_desc *d) { YughInfo("Making shader with %s and %s", v, f); char *vs = slurp_text(v, NULL); char *fs = slurp_text(f, NULL); d->vs.source = vs; d->fs.source = fs; d->label = v; sg_shader ret = sg_make_shader(d); free(vs); free(fs); return ret; } struct boundingbox cwh2bb(HMM_Vec2 c, HMM_Vec2 wh) { struct boundingbox bb = { .t = c.Y + wh.Y/2, .b = c.Y - wh.Y/2, .r = c.X + wh.X/2, .l = c.X - wh.X/2 }; return bb; } float *rgba2floats(float *r, struct rgba c) { r[0] = (float)c.r / RGBA_MAX; r[1] = (float)c.g / RGBA_MAX; r[2] = (float)c.b / RGBA_MAX; r[3] = (float)c.a / RGBA_MAX; return r; } sg_blend_state blend_trans = { .enabled = true, .src_factor_rgb = SG_BLENDFACTOR_SRC_ALPHA, .dst_factor_rgb = SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, .src_factor_alpha = SG_BLENDFACTOR_SRC_ALPHA, .dst_factor_alpha = SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA };