1198 lines
30 KiB
JavaScript
1198 lines
30 KiB
JavaScript
render.doc = {
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doc: "Functions for rendering modes.",
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normal: "Final render with all lighting.",
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wireframe: "Show only wireframes of models."
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};
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var cur = {};
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render.use_shader = function use_shader(shader)
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{
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if (typeof shader === 'string')
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shader = make_shader(shader);
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if (cur.shader === shader) return;
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cur.shader = shader;
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cur.bind = undefined;
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cur.mesh = undefined;
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render.setpipeline(shader.pipe);
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shader_globals(cur.shader);
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}
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render.use_mat = function use_mat(mat)
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{
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if (!cur.shader) return;
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if (cur.mat === mat) return;
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shader_apply_material(cur.shader, mat, cur.mat);
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cur.mat = mat;
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cur.images = [];
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if (!cur.shader.fs.images) return;
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for (var img of cur.shader.fs.images)
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if (mat[img.name])
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cur.images.push(mat[img.name]);
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else
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cur.images.push(game.texture("icons/no_tex.gif"));
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}
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var models_array = [];
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function set_model(t)
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{
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if (cur.shader.vs.unimap.model)
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render.setunim4(0, cur.shader.vs.unimap.model.slot, t);
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}
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render.set_model = set_model;
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var shaderlang = {
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macos: "metal_macos",
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windows: "hlsl5",
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linux: "glsl430",
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web: "wgsl",
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ios: "metal_ios",
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}
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var attr_map = {
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a_pos: 0,
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a_uv: 1,
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a_norm: 2,
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a_joint: 3,
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a_weight: 4,
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a_color: 5,
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a_tan: 6,
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a_angle: 7,
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a_wh: 8,
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a_st: 9,
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a_ppos: 10,
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a_scale: 11
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}
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var blend_map = {
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mix: true,
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none: false
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}
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var primitive_map = {
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point: 1,
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line: 2,
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linestrip: 3,
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triangle: 4,
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trianglestrip: 5
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}
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var cull_map = {
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none: 1,
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front: 2,
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back: 3
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}
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var depth_map = {
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off: false,
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on: true
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}
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var face_map = {
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cw: 2,
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ccw: 1
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}
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render.poly_prim = function poly_prim(verts)
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{
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var index = [];
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if (verts.length < 1) return undefined;
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for (var i = 0; i < verts.length; i++)
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verts[i][2] = 0;
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for (var i = 2; i < verts.length; i++) {
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index.push(0);
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index.push(i-1);
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index.push(i);
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}
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return {
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pos: os.make_buffer(verts.flat()),
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verts: verts.length,
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index: os.make_buffer(index, 1),
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count: index.length
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};
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}
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function shader_directive(shader, name, map)
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{
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var reg = new RegExp(`#${name}.*`, 'g');
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var mat = shader.match(reg);
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if (!mat) return undefined;
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reg = new RegExp(`#${name}\s*`, 'g');
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var ff = mat.map(d=>d.replace(reg,''))[0].trim();
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if (map) return map[ff];
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return ff;
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}
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var uni_globals = {
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time(stage, slot) { render.setuniv(stage, slot, profile.secs(profile.now())); },
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projection(stage,slot) { render.setuniproj(stage, slot); },
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view(stage,slot) { render.setuniview(stage, slot); },
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vp(stage,slot) { render.setunivp(stage,slot); },
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}
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function set_global_uni(uni, stage) {
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uni_globals[uni.name]?.(stage, uni.slot);
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}
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var setcam = render.set_camera;
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render.set_camera = function(cam)
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{
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if (nextflush) {
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nextflush();
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nextflush = undefined;
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}
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delete cur.shader;
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setcam(cam);
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}
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var shader_cache = {};
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var shader_times = {};
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function strip_shader_inputs(shader)
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{
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for (var a of shader.vs.inputs)
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a.name = a.name.slice(2);
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}
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render.hotreload = function()
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{
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for (var i in shader_times) {
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if (io.mod(i) <= shader_times[i]) continue;
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say(`HOT RELOADING SHADER ${i}`);
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shader_times[i] = io.mod(i);
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var obj = create_shader_obj(i);
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obj = obj[os.sys()];
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obj.pipe = render.pipeline(obj);
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var old = shader_cache[i];
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Object.assign(shader_cache[i], obj);
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cur.bind = undefined;
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cur.mesh = undefined;
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}
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}
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function create_shader_obj(file)
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{
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var files = [file];
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var out = ".prosperon/tmp.shader";
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var shader = io.slurp(file);
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var incs = shader.match(/#include <.*>/g);
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if (incs)
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for (var inc of incs) {
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var filez = inc.match(/#include <(.*)>/)[1];
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var macro = io.slurp(filez);
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if (!macro) {
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filez = `shaders/${filez}`;
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macro = io.slurp(filez);
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}
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shader = shader.replace(inc, macro);
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files.push(filez);
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}
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var blend = shader_directive(shader, 'blend', blend_map);
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var primitive = shader_directive(shader, 'primitive', primitive_map);
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var cull = shader_directive(shader, 'cull', cull_map);
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var depth = shader_directive(shader, 'depth', depth_map);
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var face = shader_directive(shader, 'face', face_map);
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var indexed = shader_directive(shader, 'indexed');
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if (typeof indexed == 'undefined') indexed = true;
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if (indexed === 'false') indexed = false;
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shader = shader.replace(/uniform\s+(\w+)\s+(\w+);/g, "uniform _$2 { $1 $2; };");
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shader = shader.replace(/(texture2D|sampler) /g, "uniform $1 ");
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io.slurpwrite(out, shader);
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var compiled = {};
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// shader file is created, now cross compile to all targets
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for (var platform in shaderlang) {
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var backend = shaderlang[platform];
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var ret = os.system(`sokol-shdc -f bare_yaml --slang=${backend} -i ${out} -o ${out}`);
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if (ret) {
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console.error(`error compiling shader ${file}. No compilation found for ${platform}:${backend}, and no cross compiler available.`);
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return;
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}
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/* Take YAML and create the shader object */
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var yamlfile = `${out}_reflection.yaml`;
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var jjson = yaml.tojson(io.slurp(yamlfile));
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var obj = json.decode(jjson);
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io.rm(yamlfile);
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obj = obj.shaders[0].programs[0];
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function add_code(stage) {
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stage.code = io.slurp(stage.path);
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io.rm(stage.path);
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delete stage.path;
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}
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add_code(obj.vs);
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if (!obj.fs && obj.vs.fs) {
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obj.fs = obj.vs.fs;
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delete obj.vs.fs;
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}
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add_code(obj.fs);
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obj.blend = blend;
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obj.cull = cull;
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obj.primitive = primitive;
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obj.depth = depth;
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obj.face = face;
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obj.indexed = indexed;
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if (obj.vs.inputs)
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for (var i of obj.vs.inputs) {
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if (!(i.name in attr_map))
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i.mat = -1;
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else
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i.mat = attr_map[i.name];
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}
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function make_unimap(stage) {
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if (!stage.uniform_blocks) return {};
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var unimap = {};
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for (var uni of stage.uniform_blocks) {
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var uniname = uni.struct_name[0] == "_" ? uni.struct_name.slice(1) : uni.struct_name;
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unimap[uniname] = {
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name: uniname,
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slot: Number(uni.slot),
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size: Number(uni.size)
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};
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}
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return unimap;
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}
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obj.vs.unimap = make_unimap(obj.vs);
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obj.fs.unimap = make_unimap(obj.fs);
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obj.name = file;
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strip_shader_inputs(obj);
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compiled[platform] = obj;
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}
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compiled.files = files;
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compiled.source = shader;
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return compiled;
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}
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function make_shader(shader)
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{
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if (shader_cache[shader]) return shader_cache[shader];
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var file = shader;
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shader = io.slurp(file);
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if (!shader) {
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console.info(`not found! slurping shaders/${file}`);
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shader = io.slurp(`shaders/${file}`);
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}
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var writejson = `.prosperon/${file.name()}.shader.json`;
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profile.cache("shader", file);
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breakme: if (io.exists(writejson)) {
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var data = json.decode(io.slurp(writejson));
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var filemod = io.mod(writejson);
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if (!data.files) break breakme;
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for (var i of data.files) {
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if (io.mod(i) > filemod) {
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break breakme;
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}
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}
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profile.endcache(" [cached]");
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var shaderobj = json.decode(io.slurp(writejson));
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var obj = shaderobj[os.sys()];
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obj.pipe = render.pipeline(obj);
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shader_cache[file] = obj;
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shader_times[file] = io.mod(file);
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return obj;
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}
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var compiled = create_shader_obj(file);
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io.slurpwrite(writejson, json.encode(compiled));
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var obj = compiled[os.sys()];
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obj.pipe = render.pipeline(obj);
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shader_cache[file] = obj;
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shader_times[file] = io.mod(file);
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return obj;
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}
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var shader_unisize = {
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4: render.setuniv,
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8: render.setuniv2,
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12: render.setuniv3,
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16: render.setuniv4
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};
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function shader_globals(shader)
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{
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for (var p in shader.vs.unimap)
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set_global_uni(shader.vs.unimap[p], 0);
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for (var p in shader.fs.unimap)
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set_global_uni(shader.fs.unimap[p], 1);
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}
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function shader_apply_material(shader, material = {}, old = {})
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{
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for (var p in shader.vs.unimap) {
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if (!(p in material)) continue;
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if (material[p] === old[p]) continue;
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assert(p in material, `shader ${shader.name} has no uniform for ${p}`);
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var s = shader.vs.unimap[p];
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if (p === 'bones') {
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render.setunibones(0, s.slot, material[p]);
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continue;
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}
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shader_unisize[s.size](0, s.slot, material[p]);
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}
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for (var p in shader.fs.unimap) {
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if (!(p in material)) continue;
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if (material[p] === old[p]) continue;
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assert(p in material, `shader ${shader.name} has no uniform for ${p}`);
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var s = shader.fs.unimap[p];
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shader_unisize[s.size](1, s.slot, material[p]);
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}
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if (!material.diffuse) return;
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if (material.diffuse === old.diffuse) return;
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if ("diffuse_size" in shader.fs.unimap)
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render.setuniv2(1, shader.fs.unimap.diffuse_size.slot, [material.diffuse.width, material.diffuse.height]);
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if ("diffuse_size" in shader.vs.unimap)
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render.setuniv2(0, shader.vs.unimap.diffuse_size.slot, [material.diffuse.width, material.diffuse.height]);
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}
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function sg_bind(mesh, ssbo)
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{
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cur.mesh = mesh;
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var bind = {};
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bind.attrib = [];
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if (cur.shader.vs.inputs)
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for (var a of cur.shader.vs.inputs) {
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if (!(a.name in mesh)) {
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console.error(`cannot draw shader ${cur.shader.name}; there is no attrib ${a.name} in the given mesh. ${json.encode(mesh)}`);
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return undefined;
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} else
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bind.attrib.push(mesh[a.name]);
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}
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if (cur.shader.indexed) {
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bind.index = mesh.index;
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bind.count = mesh.count;
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} else
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bind.count = mesh.verts;
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bind.ssbo = [];
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if (cur.shader.vs.storage_buffers)
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for (var b of cur.shader.vs.storage_buffers)
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bind.ssbo.push(ssbo);
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bind.inst = 1;
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bind.images = cur.images;
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cur.bind = bind;
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render.setbind(cur.bind);
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return bind;
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}
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render.device = {
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pc: [1920,1080],
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macbook_m2: [2560,1664, 13.6],
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ds_top: [400,240, 3.53],
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ds_bottom: [320,240, 3.02],
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playdate: [400,240,2.7],
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switch: [1280,720, 6.2],
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switch_lite: [1280,720,5.5],
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switch_oled: [1280,720,7],
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dsi: [256,192,3.268],
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ds: [256,192, 3],
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dsixl: [256,192,4.2],
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ipad_air_m2: [2360,1640, 11.97],
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iphone_se: [1334, 750, 4.7],
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iphone_12_pro: [2532,1170,6.06],
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iphone_15: [2556,1179,6.1],
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gba: [240,160,2.9],
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gameboy: [160,144,2.48],
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gbc: [160,144,2.28],
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steamdeck: [1280,800,7],
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vita: [960,544,5],
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psp: [480,272,4.3],
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imac_m3: [4480,2520,23.5],
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macbook_pro_m3: [3024,1964, 14.2],
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ps1: [320,240,5],
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ps2: [640,480],
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snes: [256,224],
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gamecube: [640,480],
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n64: [320,240],
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c64: [320,200],
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macintosh: [512,342,9],
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gamegear: [160,144,3.2],
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};
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render.device.doc = `Device resolutions given as [x,y,inches diagonal].`;
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var textshader;
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var circleshader;
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var polyshader;
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var slice9shader;
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var parshader;
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var spritessboshader;
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var polyssboshader;
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var sprite_ssbo;
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render.init = function() {
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textshader = make_shader("shaders/text_base.cg");
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render.spriteshader = make_shader("shaders/sprite.cg");
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spritessboshader = make_shader("shaders/sprite_ssbo.cg");
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render.postshader = make_shader("shaders/simplepost.cg");
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slice9shader = make_shader("shaders/9slice.cg");
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circleshader = make_shader("shaders/circle.cg");
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polyshader = make_shader("shaders/poly.cg");
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parshader = make_shader("shaders/baseparticle.cg");
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polyssboshader = make_shader("shaders/poly_ssbo.cg");
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poly_ssbo = render.make_textssbo();
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sprite_ssbo = render.make_textssbo();
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render.textshader = textshader;
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os.make_circle2d().draw = function() {
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render.circle(this.body().transform().pos, this.radius, [1,1,0,1]);
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}
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var disabled = [148/255,148/255, 148/255, 1];
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var sleep = [1, 140/255, 228/255, 1];
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var dynamic = [1, 70/255, 46/255, 1];
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var kinematic = [1, 194/255, 64/255, 1];
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var static_color = [73/255, 209/255, 80/255, 1];
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os.make_poly2d().draw = function() {
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var body = this.body();
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var color = body.sleeping() ? [0,0.3,0,0.4] : [0,1,0,0.4];
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var t = body.transform();
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render.poly(this.points, color, body.transform());
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color.a = 1;
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render.line(this.points.wrapped(1), color, 1, body.transform());
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}
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os.make_seg2d().draw = function() {
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render.line([this.a(), this.b()], [1,0,1,1], Math.max(this.radius/2, 1), this.body().transform());
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}
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joint.pin().draw = function() {
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var a = this.bodyA();
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var b = this.bodyB();
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render.line([a.transform().pos.xy, b.transform().pos.xy], [0,1,1,1], 1);
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}
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}
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render.draw_sprites = true;
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render.draw_particles = true;
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render.draw_hud = true;
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render.draw_gui = true;
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render.draw_gizmos = true;
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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};
|