prosperon/scripts/render.js
2024-10-06 17:18:18 -05:00

1469 lines
38 KiB
JavaScript

/*
Anatomy of rendering an image
render.image(path)
Path can be a file like "toad"
If this is a gif, this would display the entire range of the animation
It can be a frame of animation, like "frog.0"
If it's an aseprite, it can have multiple animations, like "frog.walk.0"
file^ frame^ idx
render.image("frog.walk.0",
game.image("frog.walk.0") ==> retrieve
image = {
texture: "spritesheet.png",
rect: [x,y,w,h],
time: 100
},
frames: {
toad: {
x: 4,
y: 5,
w: 10,
h: 10
},
frog: {
walk: [
{ texture: spritesheet.png, x: 10, y:10, w:6,h:6, time: 100 },
{ texture: spritesheet.png, x:16,y:10,w:6,h:6,time:100} <--- two frame walk animation
],
},
},
}
texture frog {
texture: {"frog.png"}, <--- this is the actual thing to send to the gpu
x:0,
y:0,
w:10,
h:10
},
*/
render.doc = {
doc: "Functions for rendering modes.",
normal: "Final render with all lighting.",
wireframe: "Show only wireframes of models.",
};
var cur = {};
cur.images = [];
cur.samplers = [];
/* A pipeline defines the characteristics of the incoming draw.
{
shader <--- the shader determines the vertex layout,
depth
compare always (never/less/equal/less_equal/greater/not_equal/greater_equal/always)
write false
bias 0
bias_slope_scale 0
bias_clamp 0
stencil
enabled false
front/back
compare always
fail_op keep (zero/replace/incr_clamp/decr_clamp/invert/incr_wrap/decr_wrap)
depth_fail_op keep
pass_op keep
read true
write false
ref 0 (0-255)
color
write_mask rgba
blend
enabled false
src_factor_rgb one
dst_factor_rgb zero
op_rgb add
src_factor_alpha one
dst_factor_alpha zero
op_alpha add
cull none
face_winding cw
alpha_to_coverage false
label ""
*/
var blendop = {
add: 1,
subtract: 2,
reverse_subtract: 3
};
var blendfactor = {
zero: 1,
one: 2,
src_color: 3,
one_minus_src_color: 4,
src_alpha: 5,
one_minus_src_alpha: 6,
dst_color: 7,
one_minus_dst_color: 8,
dst_alpha: 9,
one_minus_dst_alpha: 10,
src_alpha_saturated: 11,
blend_color: 12,
one_minus_blend_color: 13,
blend_alpha: 14,
one_minus_blend_alpha: 15
};
var colormask = {
none: 0x10,
r: 0x1,
g: 0x2,
rg: 0x3,
b: 0x4,
rb: 0x5,
gb: 0x6,
rgb: 0x7,
a: 0x8,
ra: 0x9,
ga: 0xA,
rga: 0xB,
ba: 0xC,
rba: 0xD,
gba: 0xE,
rgba: 0xF
};
var primitive_map = {
point: 1,
line: 2,
linestrip: 3,
triangle: 4,
trianglestrip: 5,
};
var cull_map = {
none: 1,
front: 2,
back: 3,
};
var stencilop = {
keep: 1,
zero: 2,
replace: 3,
incr_clamp: 4,
decr_clamp: 5,
invert: 6,
incr_wrap: 7,
decr_wrap: 8
};
var face_map = {
ccw: 1,
cw: 2,
};
var compare = {
never: 1,
less: 2,
equal: 3,
less_equal: 4,
greater: 5,
not_equal: 6,
greater_equal: 7,
always: 8
};
var base_pipeline = {
primitive: primitive_map.triangle,
depth: {
compare: compare.always,
write: false,
bias: 0,
bias_slope_scale: 0,
bias_clamp: 0
},
stencil: {
enabled: true,
front: {
compare: compare.equal,
fail_op: stencilop.keep,
depth_fail_op: stencilop.keep,
pass_op: stencilop.keep
},
back: {
compare: compare.equal,
fail_op: stencilop.keep,
depth_fail_op: stencilop.keep,
pass_op: stencilop.keep
},
read: true,
write: false,
ref: 0
},
write_mask: colormask.rgba,
blend: {
enabled: false,
src_factor_rgb: blendfactor.one,
dst_factor_rgb: blendfactor.zero,
op_rgb: blendop.add,
src_factor_alpha: blendfactor.one,
dst_factor_alpha: blendfactor.zero,
op_alpha: blendop.add,
},
cull: cull_map.none,
face: face_map.cw,
alpha_to_coverage: false,
label: "scripted pipeline"
}
render.base_pipeline = base_pipeline;
render.colormask = colormask;
render.primitive_map = primitive_map;
render.cull_map = cull_map;
render.stencilop = stencilop;
render.face_map = face_map;
render.compare = compare;
render.blendfactor = blendfactor;
render.use_pipeline = function use_pipeline(pipeline)
{
}
var pipe_shaders = new WeakMap();
// Uses the shader with the specified pipeline. If none specified, uses the base pipeline
render.use_shader = function use_shader(shader, pipeline) {
pipeline ??= base_pipeline;
if (typeof shader === "string") shader = make_shader(shader);
if (!pipe_shaders.has(shader)) pipe_shaders.set(shader, new WeakMap());
var shader_pipelines = pipe_shaders.get(shader);
if (!shader_pipelines.has(pipeline)) {
var new_pipeline = render.make_pipeline(shader,pipeline);
shader_pipelines.set(pipeline, new_pipeline);
}
var use_pipeline = shader_pipelines.get(pipeline);
if (cur.shader === shader && cur.pipeline === use_pipeline) return;
cur.shader = shader;
cur.bind = undefined;
cur.mesh = undefined;
cur.ssbo = undefined;
cur.images = [];
cur.pipeline = use_pipeline;
// Grab or create a pipeline obj that utilizes the specific shader and pipeline
render.setpipeline(use_pipeline);
shader_globals(cur.shader);
};
render.use_pipeline = function use_pipeline(pipeline) {
}
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.length = 0;
cur.samplers.length = 0;
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"));
}
for (var smp of cur.shader.fs.samplers) {
var std = smp.sampler_type === "nonfiltering";
cur.samplers.push(std);
}
};
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,
};
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,
};
};
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 ${i}`);
shader_times[i] = io.mod(i);
var obj = create_shader_obj(i);
obj = obj[os.sys()];
var old = shader_cache[i];
Object.assign(shader_cache[i], obj);
cur.bind = undefined;
cur.mesh = undefined;
}
};
function create_shader_obj(file) {
var files = [file];
var out = ".prosperon/tmp.shader";
var shader = io.slurp(file);
var incs = shader.match(/#include <.*>/g);
if (incs)
for (var inc of incs) {
var filez = inc.match(/#include <(.*)>/)[1];
var macro = io.slurp(filez);
if (!macro) {
filez = `shaders/${filez}`;
macro = io.slurp(filez);
}
shader = shader.replace(inc, macro);
files.push(filez);
}
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 = `${out}_reflection.yaml`;
var jjson = yaml.tojson(io.slurp(yamlfile));
var obj = json.decode(jjson);
io.rm(yamlfile);
obj = obj.shaders[0].programs[0];
function add_code(stage) {
stage.code = io.slurp(stage.path);
io.rm(stage.path);
delete stage.path;
}
add_code(obj.vs);
if (!obj.fs && obj.vs.fs) {
obj.fs = obj.vs.fs;
delete obj.vs.fs;
}
add_code(obj.fs);
obj.indexed = true;
if (obj.vs.inputs)
for (var i of obj.vs.inputs) {
if (!(i.name in attr_map)) i.mat = -1;
else i.mat = attr_map[i.name];
}
function make_unimap(stage) {
if (!stage.uniform_blocks) return {};
var unimap = {};
for (var uni of stage.uniform_blocks) {
var uniname = uni.struct_name[0] == "_" ? uni.struct_name.slice(1) : uni.struct_name;
unimap[uniname] = {
name: uniname,
slot: Number(uni.slot),
size: Number(uni.size),
};
}
return unimap;
}
obj.vs.unimap = make_unimap(obj.vs);
obj.fs.unimap = make_unimap(obj.fs);
obj.name = file;
strip_shader_inputs(obj);
compiled[platform] = obj;
}
compiled.files = files;
compiled.source = shader;
return compiled;
}
function make_shader(shader, pipe) {
if (shader_cache[shader]) return shader_cache[shader];
var file = shader;
shader = io.slurp(file);
if (!shader) {
console.info(`not found! slurping shaders/${file}`);
shader = io.slurp(`shaders/${file}`);
}
var writejson = `.prosperon/${file.name()}.shader.json`;
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;
}
}
var shaderobj = json.decode(io.slurp(writejson));
var obj = shaderobj[os.sys()];
shader_cache[file] = obj;
shader_times[file] = io.mod(file);
return obj;
}
profile.report(`shader_${file}`);
var compiled = create_shader_obj(file);
io.slurpwrite(writejson, json.encode(compiled));
var obj = compiled[os.sys()];
shader_cache[file] = obj;
shader_times[file] = io.mod(file);
profile.endreport(`shader_${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_texel" in shader.fs.unimap) render.setuniv2(1, shader.fs.unimap.diffuse_texel.slot, [1,1].div([material.diffuse.width, material.diffuse.height]));
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]);
}
// Creates a binding object for a given mesh and shader
var bcache = new WeakMap();
function sg_bind(mesh, ssbo) {
/* if (cur.bind && cur.mesh === mesh && cur.ssbo === ssbo) {
cur.bind.ssbo = [ssbo];
cur.bind.images = cur.images;
cur.bind.samplers = cur.samplers;
console.info(json.encode(cur.bind));
render.setbind(cur.bind);
return;
}*/
/* if (bcache.has(cur.shader) && bcache.get(cur.shader).has(mesh)) {
cur.bind = bcache.get(cur.shader).get(mesh);
cur.bind.images = cur.images;
cur.bind.samplers = cur.samplers;
if (ssbo)
cur.bind.ssbo = [ssbo];
render.setbind(cur.bind);
return;
}*/
var bind = {};/* if (!bcache.has(cur.shader)) bcache.set(cur.shader, new WeakMap());
if (!bcache.get(cur.shader).has(mesh)) bcache.get(cur.shader).set(mesh, bind);*/
cur.mesh = mesh;
cur.ssbo = ssbo;
cur.bind = 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.images = cur.images;
bind.samplers = cur.samplers;
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");
var postpipe = Object.create(base_pipeline);
postpipe.cull = cull_map.none;
postpipe.primitive = primitive_map.triangle;
render.postshader = make_shader("shaders/simplepost.cg", postpipe);
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.buckets = [];
render.sprites = function render_sprites() {
profile.report("drawing");
render.use_shader(spritessboshader);
var buckets = component.sprite_buckets();
for (var l in buckets) {
var layer = buckets[l];
for (var img in layer) {
var sparray = layer[img];
if (sparray.length === 0) continue;
var ss = sparray[0];
ss.baseinstance = render.make_sprite_ssbo(sparray, sprite_ssbo);
render.use_mat(ss);
render.draw(shape.quad, sprite_ssbo, sparray.length);
}
}
profile.endreport("drawing");
};
render.circle = function render_circle(pos, radius, color, inner_radius = 1) {
check_flush();
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;
}
// If flush_fn was already on deck, it does not flush. Otherwise, flushes and then sets the flush fn
function check_flush(flush_fn) {
if (!nextflush) nextflush = flush_fn;
else if (nextflush !== flush_fn) {
nextflush();
nextflush = flush_fn;
}
}
render.flush = check_flush;
render.forceflush = function()
{
if (nextflush) nextflush();
nextflush = undefined;
}
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(queued_shader, queued_pipe);
var base = render.make_particle_ssbo(poly_cache.slice(0, poly_idx), poly_ssbo);
render.use_mat({baseinstance:base});
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);
};
var queued_shader;
var queued_pipe;
render.rectangle = function render_rectangle(lowerleft, upperright, color, shader = polyssboshader, pipe = base_pipeline) {
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;
queued_shader = shader;
queued_pipe = pipe;
flush_poly();
};
render.rect = function(rect, color, shader, pipe)
{
render.rectangle([rect.x-rect.w/2, rect.y-rect.h/2], [rect.x+rect.w/2, rect.y+rect.h/2], color, shader, pipe);
}
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;
};
var lasttex = undefined;
var img_cache = [];
var img_idx = 0;
function flush_img() {
if (img_idx === 0) return;
render.use_shader(spritessboshader);
var startidx = render.make_sprite_ssbo(img_cache.slice(0, img_idx), sprite_ssbo);
render.use_mat({baseinstance:startidx});
cur.images = [lasttex];
render.draw(shape.quad, sprite_ssbo, img_idx);
lasttex = undefined;
img_idx = 0;
}
function img_e() {
img_idx++;
if (img_idx > img_cache.length) {
var e = {
transform: os.make_transform(),
shade: Color.white,
};
img_cache.push(e);
return e;
}
return img_cache[img_idx - 1];
}
var stencil_write = {
compare: compare.always,
fail_op: stencilop.replace,
depth_fail_op:stencilop.replace,
pass_op: stencilop.replace
};
var stencil_writer = function stencil_writer(ref)
{
var pipe = Object.create(base_pipeline);
Object.assign(pipe, {
stencil: {
enabled: true,
front: stencil_write,
back: stencil_write,
write:true,
read:true,
ref:ref
},
write_mask: colormask.none
});
return pipe;
}.hashify();
render.stencil_writer = stencil_writer;
// objects by default draw where the stencil buffer is 0
render.fillmask = function(ref)
{
render.forceflush();
var pipe = stencil_writer(ref);
render.use_shader('shaders/screenfill.cg', pipe);
render.draw(shape.quad);
}
var stencil_invert = {
compare: compare.always,
fail_op: stencilop.invert,
depth_fail_op: stencilop.invert,
pass_op: stencilop.invert
};
var stencil_inverter = Object.create(base_pipeline);
Object.assign(stencil_inverter, {
stencil: {
enabled: true,
front: stencil_invert,
back:stencil_invert,
write:true,
read:true,
ref: 0
},
write_mask: colormask.none
});
render.invertmask = function()
{
render.forceflush();
render.use_shader('shaders/screenfill.cg', stencil_inverter);
render.draw(shape.quad);
}
render.mask = function mask(tex, pos, scale, rotation = 0, ref = 1)
{
if (typeof tex === 'string')
tex = game.texture(tex);
var pipe = stencil_writer(ref);
render.use_shader('shaders/sprite.cg', pipe);
var t = os.make_transform();
t.pos = pos;
t.scale = scale.div(tex.dimensions);
set_model(t);
render.use_mat({
diffuse:tex.texture,
rect: tex.rect,
shade: Color.white
});
render.draw(shape.quad);
}
render.image = function image(image, pos, scale, rotation = 0, color = Color.white) {
if (typeof image === "string")
image = game.texture(image);
var tex = image.texture;
if (scale)
scale = scale.div([tex.width, tex.height]);
else
scale = vector.v3one;
if (!tex) return;
if (!lasttex) {
check_flush(flush_img);
lasttex = tex;
}
if (lasttex !== tex) {
flush_img();
lasttex = tex;
}
var e = img_e();
e.transform.trs(pos, undefined, scale);
e.image = image;
e.shade = color;
flush_img();
lasttex = undefined;
return;
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.report("gpu_draw");
render.spdraw(e_start, cur.bind.count, inst);
profile.endreport("gpu_draw");
};
// 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 = -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) {
var changed = false;
var old = obj[field];
obj[field] = imgui.checkbox(name, obj[field]);
if (old !== obj[field]) return true;
return false;
};
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.postvals = {};
prosperon.postvals.offset_amt = 300;
prosperon.render = function () {
profile.report("world");
render.set_camera(prosperon.camera);
// figure out the highest resolution we can render at that's an integer
var basesize = prosperon.camera.size.slice();
var baseview = prosperon.camera.view();
var wh = [baseview[2]-baseview[0], baseview[3]-baseview[1]];
var mult = 1;
var trysize = basesize.scale(mult);
while (trysize.x <= wh.x && trysize.y <= wh.y) {
mult++;
trysize = basesize.scale(mult);
}
if (Math.abs(wh.x - basesize.scale(mult-1).x) < Math.abs(wh.x - trysize.x))
mult--;
prosperon.window_render(basesize.scale(mult));
profile.report("sprites");
if (render.draw_sprites) render.sprites();
if (render.draw_particles) draw_emitters();
profile.endreport("sprites");
profile.report("draws");
prosperon.draw();
profile.endreport("draws");
profile.endreport("world");
render.fillmask(0);
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.report("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.endreport("hud");
/* draw the image of the game world first */
render.glue_pass();
profile.report("frame");
profile.report("render");
profile.report("post process");
render.viewport(...prosperon.camera.view());
render.use_shader(render.postshader);
prosperon.postvals.diffuse = prosperon.screencolor;
render.use_mat(prosperon.postvals);
render.draw((os.backend() === "directx" || os.backend() === 'metal') ? shape.flipquad : shape.quad);
profile.endreport("post process");
profile.report("app");
// Flush & render
prosperon.appcam.transform.pos = [window.size.x / 2, window.size.y / 2, -100];
prosperon.appcam.size = window.size.slice();
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.endreport("app");
profile.report("imgui");
if (debug.show) imgui_fn();
profile.endreport("imgui");
render.end_pass();
render.commit();
profile.report_frame(profile.secs(profile.now()) - frame_t);
endframe();
};
prosperon.process = function process() {
profile.report("frame");
var dt = profile.secs(profile.now()) - frame_t;
frame_t = profile.secs(profile.now());
var sst = profile.now();
/* debugging: check for gc */
profile.print_gc();
var cycles = os.check_cycles();
if (cycles) say(cycles);
profile.report("app update");
prosperon.appupdate(dt);
profile.endreport("app update");
profile.report("input");
input.procdown();
profile.endreport("input");
if (sim.mode === "play" || sim.mode === "step") {
profile.report("update");
prosperon.update(dt * game.timescale);
update_emitters(dt * game.timescale);
os.update_timers(dt * game.timescale);
profile.endreport("update");
if (sim.mode === "step") sim.pause();
}
profile.pushdata(profile.data.cpu.scripts, profile.now() - sst);
sst = profile.now();
if (sim.mode === "play" || sim.mode === "step") {
profile.report("physics");
physlag += dt;
while (physlag > physics.delta) {
physlag -= physics.delta;
prosperon.phys2d_step(physics.delta * game.timescale);
prosperon.physupdate(physics.delta * game.timescale);
}
profile.endreport("physics");
profile.pushdata(profile.data.cpu.physics, profile.now() - sst);
sst = profile.now();
}
profile.report("render");
prosperon.render();
profile.endreport("render");
profile.pushdata(profile.data.cpu.render, profile.now() - sst);
profile.endreport('frame');
profile.capture_data();
};
return { render };