prosperon/scripts/render.js
2024-07-03 16:38:29 -05:00

550 lines
14 KiB
JavaScript

render.doc = {
doc: "Functions for rendering modes.",
normal: "Final render with all lighting.",
wireframe: "Show only wireframes of models."
};
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_bone: 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(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;
}
function global_uni(uni, stage)
{
switch(uni.name) {
case "time":
render.setuniv(stage, uni.slot, profile.secs(profile.now()));
return true;
case "projection":
render.setuniproj(stage, uni.slot);
return true;
case "view":
render.setuniview(stage, uni.slot);
return true;
case "vp":
render.setunivp(stage, uni.slot);
return true;
}
return false;
}
render.make_shader = function(shader)
{
var file = shader;
shader = io.slurp(shader);
if (!shader) {
console.info(`not found! slurping shaders/${file}`);
shader = io.slurp(`shaders/${file}`);
}
var writejson = `.prosperon/${file.name()}.shader.json`;
var st = profile.now();
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.report(st, `CACHE make shader from ${file}`);
var shaderobj = json.decode(io.slurp(writejson));
var obj = shaderobj[os.sys()];
obj.pipe = render.pipeline(obj);
return obj;
}
var out = `.prosperon/${file.name()}.shader`;
var files = [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 ");
// shader = shader.replace(/uniform texture2D ?(.*);/g, "uniform _$1_size { vec2 $1_size; };\nuniform texture2D $1;");
io.slurpwrite(out, shader);
var compiled = {};
// shader file is created, now cross compile to all targets
for (var platform in shaderlang) {
var backend = shaderlang[platform];
var ret = os.system(`sokol-shdc -f bare_yaml --slang=${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)
if (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;
compiled[platform] = obj;
}
compiled.files = files;
io.slurpwrite(writejson, json.encode(compiled));
profile.report(st, `make shader from ${file}`);
var obj = compiled[os.sys()];
obj.pipe = render.pipeline(obj);
return obj;
}
var shader_unisize = {
4: render.setuniv,
8: render.setuniv2,
12: render.setuniv3,
16: render.setuniv4
};
render.shader_apply_material = function(shader, material = {})
{
for (var p in shader.vs.unimap) {
if (global_uni(shader.vs.unimap[p], 0)) continue;
if (!(p in material)) continue;
var s = shader.vs.unimap[p];
shader_unisize[s.size](0, s.slot, material[p]);
}
for (var p in shader.fs.unimap) {
if (global_uni(shader.fs.unimap[p], 1)) continue;
if (!(p in material)) continue;
var s = shader.fs.unimap[p];
shader_unisize[s.size](1, s.slot, material[p]);
}
if (!material.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]);
}
render.sg_bind = function(shader, mesh = {}, material = {}, ssbo)
{
var bind = {};
bind.attrib = [];
if (shader.vs.inputs)
for (var a of shader.vs.inputs) {
if (!(a.name in mesh)) {
if (!(a.name.slice(2) in mesh)) {
console.error(`cannot draw shader ${shader.name}; there is no attrib ${a.name} in the given mesh.`);
return undefined;
} else
bind.attrib.push(mesh[a.name.slice(2)]);
} else
bind.attrib.push(mesh[a.name]);
}
bind.images = [];
if (shader.fs.images)
for (var img of shader.fs.images) {
if (material[img.name])
bind.images.push(material[img.name]);
else
bind.images.push(game.texture("icons/no_tex.gif"));
}
if (shader.indexed) {
bind.index = mesh.index;
bind.count = mesh.count;
} else
bind.count = mesh.verts;
bind.ssbo = [];
if (shader.vs.storage_buffers)
for (var b of shader.vs.storage_buffers)
bind.ssbo.push(ssbo);
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;
render.init = function() {
textshader = render.make_shader("shaders/text_base.cg");
render.spriteshader = render.make_shader("shaders/sprite.cg");
render.postshader = render.make_shader("shaders/simplepost.cg");
circleshader = render.make_shader("shaders/circle.cg");
polyshader = render.make_shader("shaders/poly.cg");
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.circle = function(pos, radius, color) {
var mat = {
radius: radius,
coord: pos,
shade: color
};
render.setpipeline(circleshader.pipe);
render.shader_apply_material(circleshader, mat);
var bind = render.sg_bind(circleshader, shape.quad, mat);
bind.inst = 1;
render.spdraw(bind);
}
render.poly = function(points, color, transform) {
var buffer = render.poly_prim(points);
var mat = { shade: color};
render.setpipeline(polyshader.pipe);
render.setunim4(0,polyshader.vs.unimap.model.slot, transform);
render.shader_apply_material(polyshader, mat);
var bind = render.sg_bind(polyshader, buffer, mat);
bind.inst = 1;
render.spdraw(bind);
}
render.line = function(points, color = Color.white, thickness = 1, transform) {
var buffer = os.make_line_prim(points, thickness, 0, false);
render.setpipeline(polyshader.pipe);
var mat = {
shade: color
};
render.shader_apply_material(polyshader, mat);
render.setunim4(0,polyshader.vs.unimap.model.slot, transform);
var bind = render.sg_bind(polyshader, buffer, mat);
bind.inst = 1;
render.spdraw(bind);
}
/* All draw in screen space */
render.point = function(pos,size,color = Color.blue) {
render.circle(pos,size,size,color);
};
render.cross = function(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(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(pos, size, color) {
render.text(JSON.stringify(pos.map(p=>Math.round(p))), pos, size, color);
render.point(pos, 2, color);
}
render.boundingbox = function(bb, color = Color.white) {
render.poly(bbox.topoints(bb), color);
}
render.rectangle = function(lowerleft, upperright, color) {
var points = [lowerleft, lowerleft.add([upperright.x-lowerleft.x,0]), upperright, lowerleft.add([0,upperright.y-lowerleft.y])];
render.poly(points, color);
};
render.box = function(pos, wh, color = Color.white) {
var lower = pos.sub(wh.scale(0.5));
var upper = pos.add(wh.scale(0.5));
render.rectangle(lower,upper,color);
};
render.window = function(pos, wh, color) {
var p = pos.slice();
p = p.add(wh.scale(0.5));
render.box(p,wh,color);
};
render.text = function(str, pos, size = 1, color = Color.white, wrap = -1, anchor = [0,1], cursor = -1) {
var bb = render.text_size(str, size, wrap);
var w = bb.r*2;
var h = bb.t*2;
//render.text draws with an anchor on top left corner
var p = pos.slice();
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);
gui.text(str, p, size, color, wrap, cursor);
return bb;
};
render.image = function(tex, pos, scale = 1, rotation = 0, color = Color.white, dimensions = [tex.width, tex.height]) {
var t = os.make_transform();
t.pos = pos;
t.scale = [scale,scale,scale];
render.setpipeline(render.spriteshader.pipe);
render.setunim4(0, render.spriteshader.vs.unimap.model.slot, t);
render.shader_apply_material(render.spriteshader, {
shade: color,
diffuse: tex
});
var bind = render.sg_bind(render.spriteshader, shape.quad, {diffuse:tex});
bind.inst = 1;
render.spdraw(bind);
}
render.fontcache = {};
render.set_font = function(path, size) {
var fontstr = `${path}-${size}`;
if (!render.fontcache[fontstr]) render.fontcache[fontstr] = os.make_font(path, size);
gui.font_set(render.fontcache[fontstr]);
render.font = render.fontcache[fontstr];
}
render.doc = "Draw shapes in screen space.";
//render.circle.doc = "Draw a circle at pos, with a given radius and color.";
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.";
return {render};