render.doc = { doc: "Functions for rendering modes.", normal: "Final render with all lighting.", wireframe: "Show only wireframes of models." }; var cur = {}; render.use_shader = function use_shader(shader) { if (typeof shader === 'string') shader = make_shader(shader); if (cur.shader === shader) return; cur.shader = shader; cur.bind = undefined; cur.mesh = undefined; render.setpipeline(shader.pipe); shader_globals(cur.shader); } render.use_mat = function use_mat(mat) { if (!cur.shader) return; if (cur.mat === mat) return; shader_apply_material(cur.shader, mat, cur.mat); cur.mat = mat; cur.images = []; if (!cur.shader.fs.images) return; for (var img of cur.shader.fs.images) if (mat[img.name]) cur.images.push(mat[img.name]); else cur.images.push(game.texture("icons/no_tex.gif")); } var models_array = []; function set_model(t) { if (cur.shader.vs.unimap.model) render.setunim4(0, cur.shader.vs.unimap.model.slot, t); } render.set_model = set_model; var shaderlang = { macos: "metal_macos", windows: "hlsl5", linux: "glsl430", web: "wgsl", ios: "metal_ios", } var attr_map = { a_pos: 0, a_uv: 1, a_norm: 2, a_joint: 3, a_weight: 4, a_color: 5, a_tan: 6, a_angle: 7, a_wh: 8, a_st: 9, a_ppos: 10, a_scale: 11 } var blend_map = { mix: true, none: false } var primitive_map = { point: 1, line: 2, linestrip: 3, triangle: 4, trianglestrip: 5 } var cull_map = { none: 1, front: 2, back: 3 } var depth_map = { off: false, on: true } var face_map = { cw: 2, ccw: 1 } render.poly_prim = function poly_prim(verts) { var index = []; if (verts.length < 1) return undefined; for (var i = 0; i < verts.length; i++) verts[i][2] = 0; for (var i = 2; i < verts.length; i++) { index.push(0); index.push(i-1); index.push(i); } return { pos: os.make_buffer(verts.flat()), verts: verts.length, index: os.make_buffer(index, 1), count: index.length }; } function shader_directive(shader, name, map) { var reg = new RegExp(`#${name}.*`, 'g'); var mat = shader.match(reg); if (!mat) return undefined; reg = new RegExp(`#${name}\s*`, 'g'); var ff = mat.map(d=>d.replace(reg,''))[0].trim(); if (map) return map[ff]; return ff; } var uni_globals = { time(stage, slot) { render.setuniv(stage, slot, profile.secs(profile.now())); }, projection(stage,slot) { render.setuniproj(stage, slot); }, view(stage,slot) { render.setuniview(stage, slot); }, vp(stage,slot) { render.setunivp(stage,slot); }, } function set_global_uni(uni, stage) { uni_globals[uni.name]?.(stage, uni.slot); } var setcam = render.set_camera; render.set_camera = function(cam) { if (nextflush) { nextflush(); nextflush = undefined; } delete cur.shader; setcam(cam); } var shader_cache = {}; var shader_times = {}; function strip_shader_inputs(shader) { for (var a of shader.vs.inputs) a.name = a.name.slice(2); } render.hotreload = function() { for (var i in shader_times) { if (io.mod(i) <= shader_times[i]) continue; say(`HOT RELOADING SHADER ${i}`); shader_times[i] = io.mod(i); var obj = create_shader_obj(i); obj = obj[os.sys()]; obj.pipe = render.pipeline(obj); var old = shader_cache[i]; Object.assign(shader_cache[i], obj); cur.bind = undefined; cur.mesh = undefined; } } function create_shader_obj(file) { var files = [file]; var out = ".prosperon/tmp.shader"; var shader = io.slurp(file); var incs = shader.match(/#include <.*>/g); if (incs) for (var inc of incs) { var filez = inc.match(/#include <(.*)>/)[1]; var macro = io.slurp(filez); if (!macro) { filez = `shaders/${filez}`; macro = io.slurp(filez); } shader = shader.replace(inc, macro); files.push(filez); } var blend = shader_directive(shader, 'blend', blend_map); var primitive = shader_directive(shader, 'primitive', primitive_map); var cull = shader_directive(shader, 'cull', cull_map); var depth = shader_directive(shader, 'depth', depth_map); var face = shader_directive(shader, 'face', face_map); var indexed = shader_directive(shader, 'indexed'); if (typeof indexed == 'undefined') indexed = true; if (indexed === 'false') indexed = false; shader = shader.replace(/uniform\s+(\w+)\s+(\w+);/g, "uniform _$2 { $1 $2; };"); shader = shader.replace(/(texture2D|sampler) /g, "uniform $1 "); io.slurpwrite(out, shader); var compiled = {}; // shader file is created, now cross compile to all targets for (var platform in shaderlang) { var backend = shaderlang[platform]; var ret = os.system(`sokol-shdc -f bare_yaml --slang=${backend} -i ${out} -o ${out}`); if (ret) { console.error(`error compiling shader ${file}. No compilation found for ${platform}:${backend}, and no cross compiler available.`); return; } /* Take YAML and create the shader object */ var yamlfile = `${out}_reflection.yaml`; var jjson = yaml.tojson(io.slurp(yamlfile)); var obj = json.decode(jjson); io.rm(yamlfile); obj = obj.shaders[0].programs[0]; function add_code(stage) { stage.code = io.slurp(stage.path); io.rm(stage.path); delete stage.path; } add_code(obj.vs); if (!obj.fs && obj.vs.fs) { obj.fs = obj.vs.fs; delete obj.vs.fs; } add_code(obj.fs); obj.blend = blend; obj.cull = cull; obj.primitive = primitive; obj.depth = depth; obj.face = face; obj.indexed = indexed; if (obj.vs.inputs) for (var i of obj.vs.inputs) { if (!(i.name in attr_map)) i.mat = -1; else i.mat = attr_map[i.name]; } function make_unimap(stage) { if (!stage.uniform_blocks) return {}; var unimap = {}; for (var uni of stage.uniform_blocks) { var uniname = uni.struct_name[0] == "_" ? uni.struct_name.slice(1) : uni.struct_name; unimap[uniname] = { name: uniname, slot: Number(uni.slot), size: Number(uni.size) }; } return unimap; } obj.vs.unimap = make_unimap(obj.vs); obj.fs.unimap = make_unimap(obj.fs); obj.name = file; strip_shader_inputs(obj); compiled[platform] = obj; } compiled.files = files; compiled.source = shader; return compiled; } function make_shader(shader) { if (shader_cache[shader]) return shader_cache[shader]; var file = shader; shader = io.slurp(file); if (!shader) { console.info(`not found! slurping shaders/${file}`); shader = io.slurp(`shaders/${file}`); } var writejson = `.prosperon/${file.name()}.shader.json`; profile.cache("shader", file); breakme: if (io.exists(writejson)) { var data = json.decode(io.slurp(writejson)); var filemod = io.mod(writejson); if (!data.files) break breakme; for (var i of data.files) { if (io.mod(i) > filemod) { break breakme; } } profile.endcache(" [cached]"); var shaderobj = json.decode(io.slurp(writejson)); var obj = shaderobj[os.sys()]; obj.pipe = render.pipeline(obj); shader_cache[file] = obj; shader_times[file] = io.mod(file); return obj; } var compiled = create_shader_obj(file); io.slurpwrite(writejson, json.encode(compiled)); var obj = compiled[os.sys()]; obj.pipe = render.pipeline(obj); shader_cache[file] = obj; shader_times[file] = io.mod(file); return obj; } var shader_unisize = { 4: render.setuniv, 8: render.setuniv2, 12: render.setuniv3, 16: render.setuniv4 }; function shader_globals(shader) { for (var p in shader.vs.unimap) set_global_uni(shader.vs.unimap[p], 0); for (var p in shader.fs.unimap) set_global_uni(shader.fs.unimap[p], 1); } function shader_apply_material(shader, material = {}, old = {}) { for (var p in shader.vs.unimap) { if (!(p in material)) continue; if (material[p] === old[p]) continue; assert(p in material, `shader ${shader.name} has no uniform for ${p}`); var s = shader.vs.unimap[p]; if (p === 'bones') { render.setunibones(0, s.slot, material[p]); continue; } shader_unisize[s.size](0, s.slot, material[p]); } for (var p in shader.fs.unimap) { if (!(p in material)) continue; if (material[p] === old[p]) continue; assert(p in material, `shader ${shader.name} has no uniform for ${p}`); var s = shader.fs.unimap[p]; shader_unisize[s.size](1, s.slot, material[p]); } if (!material.diffuse) return; if (material.diffuse === old.diffuse) return; if ("diffuse_size" in shader.fs.unimap) render.setuniv2(1, shader.fs.unimap.diffuse_size.slot, [material.diffuse.width, material.diffuse.height]); if ("diffuse_size" in shader.vs.unimap) render.setuniv2(0, shader.vs.unimap.diffuse_size.slot, [material.diffuse.width, material.diffuse.height]); } function sg_bind(mesh, ssbo) { cur.mesh = mesh; var bind = {}; bind.attrib = []; if (cur.shader.vs.inputs) for (var a of cur.shader.vs.inputs) { if (!(a.name in mesh)) { console.error(`cannot draw shader ${cur.shader.name}; there is no attrib ${a.name} in the given mesh. ${json.encode(mesh)}`); return undefined; } else bind.attrib.push(mesh[a.name]); } if (cur.shader.indexed) { bind.index = mesh.index; bind.count = mesh.count; } else bind.count = mesh.verts; bind.ssbo = []; if (cur.shader.vs.storage_buffers) for (var b of cur.shader.vs.storage_buffers) bind.ssbo.push(ssbo); bind.inst = 1; bind.images = cur.images; cur.bind = bind; render.setbind(cur.bind); return bind; } render.device = { pc: [1920,1080], macbook_m2: [2560,1664, 13.6], ds_top: [400,240, 3.53], ds_bottom: [320,240, 3.02], playdate: [400,240,2.7], switch: [1280,720, 6.2], switch_lite: [1280,720,5.5], switch_oled: [1280,720,7], dsi: [256,192,3.268], ds: [256,192, 3], dsixl: [256,192,4.2], ipad_air_m2: [2360,1640, 11.97], iphone_se: [1334, 750, 4.7], iphone_12_pro: [2532,1170,6.06], iphone_15: [2556,1179,6.1], gba: [240,160,2.9], gameboy: [160,144,2.48], gbc: [160,144,2.28], steamdeck: [1280,800,7], vita: [960,544,5], psp: [480,272,4.3], imac_m3: [4480,2520,23.5], macbook_pro_m3: [3024,1964, 14.2], ps1: [320,240,5], ps2: [640,480], snes: [256,224], gamecube: [640,480], n64: [320,240], c64: [320,200], macintosh: [512,342,9], gamegear: [160,144,3.2], }; render.device.doc = `Device resolutions given as [x,y,inches diagonal].`; var textshader; var circleshader; var polyshader; var slice9shader; var parshader; var spritessboshader; var polyssboshader; var sprite_ssbo; render.init = function() { textshader = make_shader("shaders/text_base.cg"); render.spriteshader = make_shader("shaders/sprite.cg"); spritessboshader = make_shader("shaders/sprite_ssbo.cg"); render.postshader = make_shader("shaders/simplepost.cg"); slice9shader = make_shader("shaders/9slice.cg"); circleshader = make_shader("shaders/circle.cg"); polyshader = make_shader("shaders/poly.cg"); parshader = make_shader("shaders/baseparticle.cg"); polyssboshader = make_shader("shaders/poly_ssbo.cg"); poly_ssbo = render.make_textssbo(); sprite_ssbo = render.make_textssbo(); render.textshader = textshader; os.make_circle2d().draw = function() { render.circle(this.body().transform().pos, this.radius, [1,1,0,1]); } var disabled = [148/255,148/255, 148/255, 1]; var sleep = [1, 140/255, 228/255, 1]; var dynamic = [1, 70/255, 46/255, 1]; var kinematic = [1, 194/255, 64/255, 1]; var static_color = [73/255, 209/255, 80/255, 1]; os.make_poly2d().draw = function() { var body = this.body(); var color = body.sleeping() ? [0,0.3,0,0.4] : [0,1,0,0.4]; var t = body.transform(); render.poly(this.points, color, body.transform()); color.a = 1; render.line(this.points.wrapped(1), color, 1, body.transform()); } os.make_seg2d().draw = function() { render.line([this.a(), this.b()], [1,0,1,1], Math.max(this.radius/2, 1), this.body().transform()); } joint.pin().draw = function() { var a = this.bodyA(); var b = this.bodyB(); render.line([a.transform().pos.xy, b.transform().pos.xy], [0,1,1,1], 1); } } render.draw_sprites = true; render.draw_particles = true; render.draw_hud = true; render.draw_gui = true; render.draw_gizmos = true; render.sprites = function render_sprites(gridsize = 1) { // When y sorting, draw layer is firstly important followed by the gameobject position var buckets; if (render.y_sort) { profile.frame("y bucketing"); var sps = Object.values(allsprites); buckets = {}; for (var sprite of sps) { var layer = (sprite.gameobject.drawlayer*10000)-sprite.gameobject.pos.y; buckets[layer] ??= {}; if (buckets[layer][sprite.path]) buckets[layer][sprite.path].push(sprite); else buckets[layer][sprite.path] = [sprite]; } profile.endframe(); profile.frame("y sorting"); buckets = Object.entries(buckets).sort((a,b) => { var na = Number(a[0]); var nb = Number(b[0]); if (na < nb) return -1; return 1; }); profile.endframe(); } else { profile.frame("sorting"); var sprite_buckets = component.sprite_buckets(); var buckets = Object.entries(sprite_buckets).sort((a,b) => { var na = Number(a[0]); var nb = Number(b[0]); if (na < nb) return -1; return 1; }); profile.endframe(); } /* profile.frame("bucketing"); var sps = Object.values(allsprites); var buckets = []; for (var i = 0; i <= 20; i++) buckets[i] = {}; for (var sprite of sps) { var layer = sprite.gameobject.drawlayer+10; if (buckets[layer][sprite.path]) buckets[layer][sprite.path].push(sprite); else buckets[layer][sprite.path] = [sprite]; } profile.endframe(); */ profile.frame("drawing"); render.use_shader(spritessboshader); for (var layer of buckets) { for (var img of Object.values(layer[1])) { var sparray = Object.values(img); if (sparray.length === 0) continue; var ss = sparray[0]; render.use_mat(ss); render.make_sprite_ssbo(sparray, sprite_ssbo); render.draw(shape.quad, sprite_ssbo, sparray.length); if (debug.sprite_nums) render.text(ss.diffuse.getid(), ss.transform.pos); } } profile.endframe(); } render.circle = function render_circle(pos, radius, color, inner_radius = 1) { check_flush(undefined); if (inner_radius >= 1) inner_radius = inner_radius/radius; else if (inner_radius < 0) inner_radius = 1.0; var mat = { radius: radius, inner_r: inner_radius, coord: pos, shade: color, }; render.use_shader(circleshader); render.use_mat(mat); render.draw(shape.quad); } render.circle.doc = "Draw a circle at pos, with a given radius and color. If inner_radius is between 0 and 1, it acts as a percentage of radius. If it is above 1, is acts as a unit (usually a pixel)."; render.poly = function render_poly(points, color, transform) { var buffer = render.poly_prim(points); var mat = { shade: color}; render.use_shader(polyshader); set_model(transform); render.use_mat(mat); render.draw(buffer); } var nextflush = undefined; function flush() { nextflush?.(); nextflush = undefined; } function check_flush(flush_fn) { if (!nextflush) nextflush = flush_fn; else if (nextflush !== flush_fn) { nextflush(); nextflush = flush_fn; } } render.flush = check_flush; var poly_cache = []; var poly_idx = 0; var poly_ssbo; function poly_e() { var e; poly_idx++; if (poly_idx > poly_cache.length) { e = { transform:os.make_transform(), color: Color.white }; poly_cache.push(e); return e; } var e = poly_cache[poly_idx-1]; e.transform.unit(); return e; } function flush_poly() { if (poly_idx === 0) return; render.use_shader(polyssboshader); render.use_mat({}); render.make_particle_ssbo(poly_cache.slice(0,poly_idx), poly_ssbo); render.draw(shape.centered_quad, poly_ssbo, poly_idx); poly_idx = 0; } render.line = function render_line(points, color = Color.white, thickness = 1) { for (var i = 0; i < points.length-1; i++) { var a = points[i]; var b = points[i+1]; var poly = poly_e(); var dist = vector.distance(a,b); poly.transform.move(vector.midpoint(a,b)); poly.transform.rotate([0,0,-1], vector.angle([b.x-a.x, b.y-a.y])); poly.transform.scale = [dist, thickness, 1]; poly.color = color; } check_flush(flush_poly); } /* All draw in screen space */ render.point = function(pos,size,color = Color.blue) { render.circle(pos,size,size,color); }; render.cross = function render_cross(pos, size, color = Color.red, thickness = 1) { var a = [ pos.add([0,size]), pos.add([0,-size]) ]; var b = [ pos.add([size,0]), pos.add([-size,0]) ]; render.line(a,color,thickness); render.line(b,color,thickness); }; render.arrow = function render_arrow(start, end, color = Color.red, wingspan = 4, wingangle = 10) { var dir = end.sub(start).normalized(); var wing1 = [ Vector.rotate(dir, wingangle).scale(wingspan).add(end), end ]; var wing2 = [ Vector.rotate(dir,-wingangle).scale(wingspan).add(end), end ]; render.line([start,end],color); render.line(wing1,color); render.line(wing2,color); }; render.coordinate = function render_coordinate(pos, size, color) { render.text(JSON.stringify(pos.map(p=>Math.round(p))), pos, size, color); render.point(pos, 2, color); } render.boundingbox = function render_boundingbox(bb, color = Color.white) { render.line(bbox.topoints(bb).wrapped(1), color); } render.rectangle = function render_rectangle(lowerleft, upperright, color) { var transform = os.make_transform(); var wh = [upperright.x-lowerleft.x, upperright.y-lowerleft.y]; var poly = poly_e(); poly.transform.move(vector.midpoint(lowerleft,upperright)); poly.transform.scale = [wh.x,wh.y,1]; poly.color = color; check_flush(flush_poly); }; render.box = function render_box(pos, wh, color = Color.white) { var poly = poly_e(); poly.transform.move(pos); poly.transform.scale = [wh.x,wh.y,1]; poly.color = color; check_flush(flush_poly); }; render.window = function render_window(pos, wh, color) { render.box(pos.add(wh.scale(0.5)),wh,color); }; render.text_bb = function(str, size = 1, wrap = -1, pos = [0,0]) { var bb = render.text_size(str,size,wrap); var w = (bb.r - bb.l); var h = (bb.t - bb.b); bb.r += pos.x; bb.l += pos.x; bb.t += pos.y; bb.b += pos.y; return bb; } render.text = function(str, pos, size = 1, color = Color.white, wrap = -1, anchor = [0,1], cursor = -1) { var bb = render.text_bb(str, size, wrap, pos); gui.text(str, pos, size, color, wrap, cursor); // this puts text into buffer check_flush(render.flush_text); return bb; p.x -= w * anchor.x; bb.r += (w*anchor.x); bb.l += (w*anchor.x); p.y += h * (1 - anchor.y); bb.t += h*(1-anchor.y); bb.b += h*(1-anchor.y); return bb; }; render.image = function(tex, pos, scale = [tex.width, tex.height], rotation = 0, color = Color.white) { if (typeof tex === 'string') { tex = game.texture(tex); scale.x ??= tex.width; scale.y ??= tex.height; } if (!tex) return; flush(); var t = os.make_transform(); t.pos = pos; t.scale = [scale.x/tex.width,scale.y/tex.height,1]; render.use_shader(render.spriteshader); set_model(t); render.use_mat({ shade: color, diffuse: tex, rect:[0,0,1,1] }); render.draw(shape.quad); var bb = {}; bb.b = pos.y; bb.l = pos.x; bb.t = pos.y + tex.height*scale; bb.r = pos.x + tex.width*scale; return bb; } // pos is the lower left corner, scale is the width and height render.slice9 = function(tex, pos, bb, scale = [tex.width,tex.height], color = Color.white) { var t = os.make_transform(); t.pos = pos; t.scale = [scale.x/tex.width,scale.y/tex.height,1]; var border; if (typeof bb === 'number') border = [bb/tex.width,bb/tex.height,bb/tex.width,bb/tex.height]; else border = [bb.l/tex.width, bb.b/tex.height, bb.r/tex.width, bb.t/tex.height]; render.use_shader(slice9shader); set_model(t); render.use_mat({ shade: color, diffuse:tex, rect:[0,0,1,1], border: border, scale: [scale.x/tex.width,scale.y/tex.height] }); render.draw(shape.quad); } function endframe() { tdraw = 0; } var textssbos = []; var tdraw = 0; render.flush_text = function() { if (!render.textshader) return; tdraw++; if (textssbos.length < tdraw) textssbos.push(render.make_textssbo()); var textssbo = textssbos[tdraw-1]; var amt = render.flushtext(textssbo); // load from buffer into ssbo if (amt === 0) { tdraw--; return; } render.use_shader(render.textshader); render.use_mat({text:render.font.texture}); render.draw(shape.quad, textssbo, amt); } var fontcache = {}; render.set_font = function(path, size) { var fontstr = `${path}-${size}`; if (render.font && fontcache[fontstr] === render.font) return; if (!fontcache[fontstr]) fontcache[fontstr] = os.make_font(path, size); render.flush_text(); gui.font_set(fontcache[fontstr]); render.font = fontcache[fontstr]; } render.doc = "Draw shapes in screen space."; render.cross.doc = "Draw a cross centered at pos, with arm length size."; render.arrow.doc = "Draw an arrow from start to end, with wings of length wingspan at angle wingangle."; render.rectangle.doc = "Draw a rectangle, with its corners at lowerleft and upperright."; render.draw = function render_draw(mesh, ssbo, inst = 1, e_start = 0) { sg_bind(mesh, ssbo); profile.frame("gpu"); render.spdraw(e_start, cur.bind.count, inst); profile.endframe(); } // Returns an array in the form of [left, bottom, right, top] in pixels of the camera to render to // Camera viewport is [left,bottom,width,height] in relative values function camviewport() { var aspect = (this.viewport[2]-this.viewport[0])/(this.viewport[3]-this.viewport[1])*window.size.x/window.size.y; var raspect = this.size.x/this.size.y; var left = this.viewport[0]*window.size.x; var bottom = this.viewport[1]*window.size.y; var usemode = this.mode; if (this.break && this.size.x > window.size.x && this.size.y > window.size.y) usemode = this.break; if (usemode === "fit") if (raspect < aspect) usemode = "height"; else usemode = "width"; switch(usemode) { case "stretch": case "expand": return [0, 0, window.size.x, window.size.y]; case "keep": return [left, bottom, left+this.size.x, bottom+this.size.y]; case "height": var ret = [left, 0, this.size.x*(window.size.y/this.size.y), window.size.y]; ret[0] = (window.size.x-(ret[2]-ret[0]))/2; return ret; case "width": var ret = [0, bottom, window.size.x, this.size.y*(window.size.x/this.size.x)]; ret[1] = (window.size.y-(ret[3]-ret[1]))/2; return ret; } return [0, 0, window.size.x, window.size.y]; } // pos is pixels on the screen, lower left[0,0] function camscreen2world(pos) { var view = this.screen2cam(pos); view.x *= this.size.x; view.y *= this.size.y; view = view.sub([this.size.x/2, this.size.y/2]); view = view.add(this.pos.xy); return view; } // three coordinatse // world coordinates, the "actual" view relative to the game's universe // camera coordinates, normalized from 0 to 1 inside of a camera's viewport, bottom left is 0,0, top right is 1,1 // screen coordinates, pixels, 0,0 at the bottom left of the window and [w,h] at the top right of the screen camscreen2world.doc = "Convert a view position for a camera to world." // return camera coordinates given a screen position function screen2cam(pos) { var viewport = this.view(); var width = viewport[2]; var height = viewport[3]; var viewpos = pos.sub([viewport[0],viewport[1]]); return viewpos.div([width,height]); } function camextents() { var half = this.size;//.scale(0.5); return { l: this.pos.x-half.x, r: this.pos.x+half.x, t:this.pos.y+half.y, b:this.pos.y-half.y }; } screen2cam.doc = "Convert a screen space position in pixels to a normalized viewport position in a camera." prosperon.gizmos = function() { game.all_objects(o => { if (o.gizmo) render.image(game.texture(o.gizmo), o.pos); }); } prosperon.make_camera = function() { var cam = world.spawn(); cam.near = 0.1; cam.far = 1000; cam.ortho = true; cam.viewport = [0,0,1,1]; cam.size = window.size.slice(); // The render size of this camera in pixels // In ortho mode, this determines how many pixels it will see cam.mode = "stretch"; cam.screen2world = camscreen2world; cam.screen2cam = screen2cam; cam.extents = camextents; cam.mousepos = function() { return this.screen2world(input.mouse.screenpos()); } cam.view = camviewport; cam.offscreen = false; return cam; } var screencolor; globalThis.imtoggle = function(name, obj, field) { obj[field] = imgui.checkbox(name, obj[field]); } var replstr = ""; var imdebug = function() { imtoggle("Physics", debug, 'draw_phys'); imtoggle("Bouning boxes", debug, 'draw_bb'); imtoggle("Gizmos", debug, 'draw_gizmos'); imtoggle("Names", debug, 'draw_names'); imtoggle("Sprite nums", debug, 'sprite_nums'); imtoggle("Debug overlay", debug, 'show'); imtoggle("Show ur names", debug, 'urnames'); } var imgui_fn = function() { render.imgui_new(window.size.x, window.size.y, 0.01); if (debug.console) debug.console = imgui.window("console", _ => { imgui.text(console.transcript); replstr = imgui.textinput(undefined, replstr); imgui.button("submit", _ => { eval(replstr); replstr = ""; }); }); imgui.mainmenubar(_=>{ imgui.menu("File", _ => { imgui.menu("Game settings", _ => { window.title = imgui.textinput("Title", window.title); window.icon = imgui.textinput("Icon", window.icon); imgui.button("Refresh window", _ => { window.set_icon(game.texture(window.icon)); }); }); imgui.button("quit", os.quit); }); imgui.menu("Debug", imdebug); imgui.menu("View", _ => { imtoggle("Profiler", debug, 'showprofiler'); imtoggle("Terminal out", debug, 'termout'); imtoggle("Meta [f7]", debug, 'meta'); imtoggle("Cheats [f8]", debug, 'cheat'); imtoggle("Console [f9]", debug, 'console'); }); imgui.sokol_gfx(); imgui.menu("Graphics", _ => { imtoggle("Draw sprites", render, 'draw_sprites'); imtoggle("Draw particles", render, 'draw_particles'); imtoggle("Draw HUD", render, 'draw_hud'); imtoggle("Draw GUI", render, 'draw_gui'); imtoggle("Draw gizmos", render, 'draw_gizmos'); imgui.menu("Window", _ => { window.fullscreen = imgui.checkbox("fullscreen", window.fullscreen); // window.vsync = imgui.checkbox("vsync", window.vsync); imgui.menu("MSAA", _ => { for (var msaa of gamestate.msaa) imgui.button(msaa + "x", _ => window.sample_count = msaa); }); imgui.menu("Resolution", _ => { for (var res of gamestate.resolutions) imgui.button(res, _ => window.resolution = res); }); }); }); prosperon.menu_hook?.(); }); prosperon.imgui(); render.imgui_end(); } prosperon.render = function() { profile.frame("world"); render.set_camera(prosperon.camera); profile.frame("sprites"); if (render.draw_sprites) render.sprites(); if (render.draw_particles) draw_emitters(); profile.endframe(); profile.frame("draws"); prosperon.draw(); profile.endframe(); prosperon.hudcam.size = prosperon.camera.size; prosperon.hudcam.transform.pos = [prosperon.hudcam.size.x/2, prosperon.hudcam.size.y/2, -100]; render.set_camera(prosperon.hudcam); profile.endframe(); profile.frame("hud"); if (render.draw_hud) prosperon.hud(); render.flush_text(); render.set_camera(prosperon.camera); if (render.draw_gizmos && prosperon.gizmos) prosperon.gizmos(); render.flush_text(); render.end_pass(); profile.endframe(); profile.endframe(); profile.endframe(); /* draw the image of the game world first */ render.glue_pass(); profile.frame("frame"); profile.frame("render"); profile.frame("post process"); render.viewport(...prosperon.camera.view()); render.use_shader(render.postshader); render.use_mat({diffuse:prosperon.screencolor}); render.draw(shape.quad); profile.endframe(); profile.frame("app"); // Flush & render prosperon.appcam.transform.pos = [window.size.x/2, window.size.y/2, -100]; prosperon.appcam.size = window.size.slice(); if (os.sys() !== 'macos') prosperon.appcam.size.y *= -1; render.set_camera(prosperon.appcam); render.viewport(...prosperon.appcam.view()); // Call gui functions mum.style = mum.dbg_style; if (render.draw_gui) prosperon.gui(); if (mum.drawinput) mum.drawinput(); render.flush_text(); mum.style = mum.base; check_flush(); profile.endframe(); profile.frame("imgui"); if (debug.show) imgui_fn(); profile.endframe(); render.end_pass(); render.commit(); endframe(); } prosperon.process = function process() { profile.frame("frame"); var dt = profile.secs(profile.now()) - frame_t; frame_t = profile.secs(profile.now()); profile.frame("hotreload"); actor.hotreload(); render.hotreload(); game.tex_hotreload(); repl.hotreload(); profile.endframe(); /* debugging: check for gc */ profile.print_gc(); var cycles = os.check_cycles(); if (cycles) say(cycles); profile.frame("app update"); prosperon.appupdate(dt); profile.endframe(); profile.frame("input"); input.procdown(); profile.endframe(); if (sim.mode === "play" || sim.mode === "step") { profile.frame("update"); prosperon.update(dt * game.timescale); update_emitters(dt * game.timescale); profile.endframe(); if (sim.mode === "step") sim.pause(); profile.frame("physics"); physlag += dt; while (physlag > physics.delta) { physlag -= physics.delta; prosperon.phys2d_step(physics.delta * game.timescale); prosperon.physupdate(physics.delta * game.timescale); } profile.endframe(); } profile.frame("render"); prosperon.window_render(window.size); prosperon.render(); profile.endframe(); profile.endframe(); } return {render};