sprites don't warp

This commit is contained in:
2025-10-24 11:06:37 -05:00
parent ef7b492984
commit 175146ab37
6 changed files with 4 additions and 1985 deletions

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@@ -1,655 +0,0 @@
var render = {}
var io = use('io')
var controller = use('controller')
var tracy = use('tracy')
var graphics = use('graphics')
var imgui = use('imgui')
var transform = use('transform')
var color = use('color')
var base_pipeline = {
vertex: "sprite.vert",
fragment: "sprite.frag",
primitive: "triangle", // point, line, linestrip, triangle, trianglestrip
fill: true, // false for lines
depth: {
compare: "greater_equal", // never/less/equal/less_equal/greater/not_equal/greater_equal/always
test: false,
write: false,
bias: 0,
bias_slope_scale: 0,
bias_clamp: 0
},
stencil: {
enabled: true,
front: {
compare: "equal", // never/less/equal/less_equal/greater/neq/greq/always
fail: "keep", // keep/zero/replace/incr_clamp/decr_clamp/invert/incr_wrap/decr_wrap
depth_fail: "keep",
pass: "keep"
},
back: {
compare: "equal", // never/less/equal/less_equal/greater/neq/greq/always
fail: "keep", // keep/zero/replace/incr_clamp/decr_clamp/invert/incr_wrap/decr_wrap
depth_fail: "keep",
pass: "keep"
},
test: true,
compare_mask: 0,
write_mask: 0
},
blend: {
enabled: false,
src_rgb: "zero", // zero/one/src_color/one_minus_src_color/dst_color/one_minus_dst_color/src_alpha/one_minus_src_alpha/dst_alpha/one_minus_dst_alpha/constant_color/one_minus_constant_color/src_alpha_saturate
dst_rgb: "zero",
op_rgb: "add", // add/sub/rev_sub/min/max
src_alpha: "one",
dst_alpha: "zero",
op_alpha: "add"
},
cull: "none", // none/front/back
face: "cw", // cw/ccw
alpha_to_coverage: false,
multisample: {
count: 1, // number of multisamples
mask: 0xFFFFFFFF,
domask: false
},
label: "scripted pipeline",
target: {}
}
var sprite_pipeline = Object.create(base_pipeline);
sprite_pipeline.blend = {
enabled:true,
src_rgb: "src_alpha",
dst_rgb: "one_minus_src_alpha",
op_rgb: "add", // add/sub/rev_sub/min/max
src_alpha: "one",
dst_alpha: "zero",
op_alpha: "add"
};
var context;
sprite_pipeline.target = {
color_targets: [{
format:"rgba8",
blend:sprite_pipeline.blend
}],
depth: "d32 float s8"
};
var driver = "vulkan"
switch(os.platform()) {
case "Linux":
driver = "vulkan"
break
case "Windows":
// driver = "direct3d12"
driver = "vulkan"
break
case "macOS":
driver = "metal"
break
}
var unit_transform = new transform;
var cur = {};
cur.images = [];
cur.samplers = [];
var tbuffer;
function full_upload(buffers) {
var cmds = context.acquire_cmd_buffer();
tbuffer = context.upload(cmds, buffers, tbuffer);
cmds.submit();
}
function bind_pipeline(pass, pipeline) {
make_pipeline(pipeline)
pass.bind_pipeline(pipeline.gpu)
pass.pipeline = pipeline;
}
var main_pass;
var cornflower = [62/255,96/255,113/255,1];
function get_pipeline_ubo_slot(pipeline, name) {
if (!pipeline.vertex.reflection.ubos) return;
for (var i = 0; i < pipeline.vertex.reflection.ubos.length; i++) {
var ubo = pipeline.vertex.reflection.ubos[i];
if (ubo.name.endsWith(name))
return i;
}
return null;
}
function transpose4x4(val) {
var out = [];
out[0] = val[0]; out[1] = val[4]; out[2] = val[8]; out[3] = val[12];
out[4] = val[1]; out[5] = val[5]; out[6] = val[9]; out[7] = val[13];
out[8] = val[2]; out[9] = val[6]; out[10] = val[10];out[11] = val[14];
out[12] = val[3];out[13] = val[7];out[14] = val[11];out[15] = val[15];
return out;
}
function ubo_obj_to_array(pipeline, name, obj) {
var ubo;
for (var i = 0; i < pipeline.vertex.reflection.ubos.length; i++) {
ubo = pipeline.vertex.reflection.ubos[i];
if (ubo.name.endsWith(name)) break;
}
var type = pipeline.vertex.reflection.types[ubo.type];
var len = 0;
for (var mem of type.members)
len += type_to_byte_count(mem.type);
var buf = new ArrayBuffer(len);
var view = new DataView(buf);
for (var mem of type.members) {
var val = obj[mem.name];
if (!val) throw new Error (`Could not find ${mem.name} on supplied object`);
if (mem.name == 'model')
val = transpose4x4(val.array());
for (var i = 0; i < val.length; i++)
view.setFloat32(mem.offset + i*4, val[i],true);
}
return buf;
}
function type_to_byte_count(type) {
switch (type) {
case 'float': return 4;
case 'vec2': return 8;
case 'vec3': return 12;
case 'vec4': return 16;
case 'mat4': return 64;
default: throw new Error("Unknown or unsupported float-based type: " + type);
}
}
var sprite_model_ubo = {
model: unit_transform,
color: [1,1,1,1]
};
var shader_cache = {};
var shader_times = {};
function make_pipeline(pipeline) {
if (pipeline.hasOwnProperty("gpu")) return; // this pipeline has already been made
if (typeof pipeline.vertex == 'string')
pipeline.vertex = make_shader(pipeline.vertex);
if (typeof pipeline.fragment == 'string')
pipeline.fragment = make_shader(pipeline.fragment)
// 1) Reflection data for vertex shader
var refl = pipeline.vertex.reflection
if (!refl || !refl.inputs || !Array.isArray(refl.inputs)) {
pipeline.gpu = context.make_pipeline(pipeline);
return;
}
var inputs = refl.inputs
var buffer_descriptions = []
var attributes = []
// 2) Build buffer + attribute for each reflection input
for (var i = 0; i < inputs.length; i++) {
var inp = inputs[i]
var typeStr = inp.type
var nameStr = (inp.name || "").toUpperCase()
var pitch = 4
var fmt = "float1"
if (typeStr == "vec2") {
pitch = 8
fmt = "float2"
} else if (typeStr == "vec3") {
pitch = 12
fmt = "float3"
} else if (typeStr == "vec4") {
if (nameStr.indexOf("COLOR") >= 0) {
pitch = 16
fmt = "color"
} else {
pitch = 16
fmt = "float4"
}
}
buffer_descriptions.push({
slot: i,
pitch: pitch,
input_rate: "vertex",
instance_step_rate: 0,
name:inp.name.split(".").pop()
})
attributes.push({
location: inp.location,
buffer_slot: i,
format: fmt,
offset: 0
})
}
pipeline.vertex_buffer_descriptions = buffer_descriptions
pipeline.vertex_attributes = attributes
pipeline.gpu = context.make_pipeline(pipeline);
}
var shader_type;
function make_shader(sh_file) {
var file = `shaders/${shader_type}/${sh_file}.${shader_type}`
if (shader_cache[file]) return shader_cache[file]
var refl = json.decode(io.slurp(`shaders/reflection/${sh_file}.json`))
var shader = {
code: io.slurpbytes(file),
format: shader_type,
stage: sh_file.endsWith("vert") ? "vertex" : "fragment",
num_samplers: refl.separate_samplers ? refl.separate_samplers.length : 0,
num_textures: 0,
num_storage_buffers: refl.separate_storage_buffers ? refl.separate_storage_buffers.length : 0,
num_uniform_buffers: refl.ubos ? refl.ubos.length : 0,
entrypoint: shader_type == "msl" ? "main0" : "main"
}
shader.gpu = context.make_shader(shader)
shader.reflection = refl;
shader_cache[file] = shader
shader.file = sh_file
return shader
}
var render_queue = [];
var hud_queue = [];
var current_queue = render_queue;
var std_sampler = {
min_filter: "nearest",
mag_filter: "nearest",
mipmap: "linear",
u: "repeat",
v: "repeat",
w: "repeat",
mip_bias: 0,
max_anisotropy: 0,
compare_op: "none",
min_lod: 0,
max_lod: 0,
anisotropy: false,
compare: false
};
function upload_model(model) {
var bufs = [];
for (var i in model) {
if (typeof model[i] != 'object') continue;
bufs.push(model[i]);
}
context.upload(this, bufs);
}
function bind_model(pass, pipeline, model) {
var buffers = pipeline.vertex_buffer_descriptions;
var bufs = [];
if (buffers)
for (var b of buffers) {
if (b.name in model) bufs.push(model[b.name])
else throw Error (`could not find buffer ${b.name} on model`);
}
pass.bind_buffers(0,bufs);
pass.bind_index_buffer(model.indices);
}
function bind_mat(pass, pipeline, mat) {
var imgs = [];
var refl = pipeline.fragment.reflection;
if (refl.separate_images) {
for (var i of refl.separate_images) {
if (i.name in mat) {
var tex = mat[i.name];
imgs.push({texture:tex.texture, sampler:tex.sampler});
} else
throw Error (`could not find all necessary images: ${i.name}`)
}
pass.bind_samplers(false, 0,imgs);
}
}
function group_sprites_by_texture(sprites, mesh) {
if (sprites.length == 0) return;
for (var i = 0; i < sprites.length; i++) {
sprites[i].mesh = mesh;
sprites[i].first_index = i*6;
sprites[i].num_indices = 6;
}
return;
// The code below is an alternate approach to grouping by image. Currently not in use.
/*
var groups = [];
var group = {image:sprites[0].image, first_index:0};
var count = 1;
for (var i = 1; i < sprites.length; i++) {
if (sprites[i].image == group.image) {
count++;
continue;
}
group.num_indices = count*6;
var newgroup = {image:sprites[i].image, first_index:group.first_index+group.num_indices};
group = newgroup;
groups.push(group);
count=1;
}
group.num_indices = count*6;
return groups;
*/
}
var main_color = {
type:"2d",
format: "rgba8",
layers: 1,
mip_levels: 1,
samples: 0,
sampler:true,
color_target:true
};
var main_depth = {
type: "2d",
format: "d32 float s8",
layers:1,
mip_levels:1,
samples:0,
sampler:true,
depth_target:true
};
function render_camera(cmds, camera) {
var pass;
delete camera.target // TODO: HORRIBLE
if (!camera.target) {
main_color.width = main_depth.width = camera.size.x;
main_color.height = main_depth.height = camera.size.y;
camera.target = {
color_targets: [{
texture: context.texture(main_color),
mip_level:0,
layer: 0,
load:"clear",
store:"store",
clear: cornflower
}],
depth_stencil: {
texture: context.texture(main_depth),
clear:1,
load:"dont_care",
store:"dont_care",
stencil_load:"dont_care",
stencil_store:"dont_care",
stencil_clear:0
}
};
}
var buffers = [];
buffers = buffers.concat(graphics.queue_sprite_mesh(render_queue));
var unique_meshes = [...new Set(render_queue.map(x => x.mesh))];
for (var q of unique_meshes)
buffers = buffers.concat([q.pos, q.color, q.uv, q.indices]);
buffers = buffers.concat(graphics.queue_sprite_mesh(hud_queue));
for (var q of hud_queue)
if (q.type == 'geometry') buffers = buffers.concat([q.mesh.pos, q.mesh.color, q.mesh.uv, q.mesh.indices]);
full_upload(buffers)
var pass = cmds.render_pass(camera.target);
var pipeline = sprite_pipeline;
bind_pipeline(pass,pipeline);
var camslot = get_pipeline_ubo_slot(pipeline, 'TransformBuffer');
if (camslot != null)
cmds.camera(camera, camslot);
modelslot = get_pipeline_ubo_slot(pipeline, "model");
if (modelslot != null) {
var ubo = ubo_obj_to_array(pipeline, 'model', sprite_model_ubo);
cmds.push_vertex_uniform_data(modelslot, ubo);
}
var mesh;
var img;
var modelslot;
cmds.push_debug_group("draw")
for (var group of render_queue) {
if (mesh != group.mesh) {
mesh = group.mesh;
bind_model(pass,pipeline,mesh);
}
if (group.image && img != group.image) {
img = group.image;
img.sampler = std_sampler;
bind_mat(pass,pipeline,{diffuse:img});
}
pass.draw_indexed(group.num_indices, 1, group.first_index, 0, 0);
}
cmds.pop_debug_group()
cmds.push_debug_group("hud")
var camslot = get_pipeline_ubo_slot(pipeline, 'TransformBuffer');
if (camslot != null)
cmds.hud(camera.size, camslot);
for (var group of hud_queue) {
if (mesh != group.mesh) {
mesh = group.mesh;
bind_model(pass,pipeline,mesh);
}
if (group.image && img != group.image) {
img = group.image;
img.sampler = std_sampler;
bind_mat(pass,pipeline,{diffuse:img});
}
pass.draw_indexed(group.num_indices, 1, group.first_index, 0, 0);
}
cmds.pop_debug_group();
pass?.end();
render_queue = [];
hud_queue = [];
}
var swaps = [];
render.present = function() {
os.clean_transforms();
var cmds = context.acquire_cmd_buffer();
render_camera(cmds, prosperon.camera);
var swapchain_tex = cmds.acquire_swapchain();
if (!swapchain_tex)
cmds.cancel();
else {
var torect = prosperon.camera.draw_rect(prosperon.window.size);
torect.texture = swapchain_tex;
if (swapchain_tex) {
cmds.blit({
src: prosperon.camera.target.color_targets[0].texture,
dst: torect,
filter:"nearest",
load: "clear"
});
if (imgui) { // draws any imgui commands present
cmds.push_debug_group("imgui")
imgui.prepend(cmds);
var pass = cmds.render_pass({
color_targets:[{texture:swapchain_tex}]});
imgui.endframe(cmds,pass);
pass.end();
cmds.pop_debug_group()
}
}
cmds.submit()
}
}
var stencil_write = {
compare: "always",
fail_op: "replace",
depth_fail_op: "replace",
pass_op: "replace"
};
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();
// objects by default draw where the stencil buffer is 0
function fillmask(ref) {
var pipe = stencil_writer(ref);
render.use_shader('screenfill.cg', pipe);
render.draw(shape.quad);
}
var stencil_invert = {
compare: "always",
fail_op: "invert",
depth_fail_op: "invert",
pass_op: "invert"
};
function mask(image, pos, scale, rotation = 0, ref = 1) {
if (typeof image == 'string')
image = graphics.texture(image);
var tex = image.texture;
if (scale) scale = scale.div([tex.width,tex.height]);
else scale = [1,1,1]
var pipe = stencil_writer(ref);
render.use_shader('sprite.cg', pipe);
var t = new transform;
t.trs(pos, null, scale);
set_model(t);
render.use_mat({
diffuse:image.texture,
rect: image.rect,
shade: color.white
});
render.draw(shape.quad);
}
render.viewport = function(rect) {
context.viewport(rect);
}
render.scissor = function(rect) {
render.viewport(rect)
}
var std_sampler
if (tracy) tracy.gpu_init()
render.queue = function(cmd) {
if (Array.isArray(cmd))
for (var i of cmd) current_queue.push(i)
else
current_queue.push(cmd)
}
render.setup_draw = function() {
current_queue = render_queue;
prosperon.draw();
}
render.setup_hud = function() {
current_queue = hud_queue;
prosperon.hud();
}
render.initialize = function(config)
{
var default_conf = {
title:`Prosperon [${prosperon.version}-${prosperon.revision}]`,
width: 1280,
height: 720,
icon: graphics.make_texture(io.slurpbytes('icons/moon.gif')),
high_dpi:0,
alpha:1,
fullscreen:0,
sample_count:1,
enable_clipboard:true,
enable_dragndrop: true,
max_dropped_files: 1,
swap_interval: 1,
name: "Prosperon",
version:prosperon.version + "-" + prosperon.revision,
identifier: "world.pockle.prosperon",
creator: "Pockle World LLC",
copyright: "Copyright Pockle World 2025",
type: "game",
url: "https://prosperon.dev"
}
config.__proto__ = default_conf
prosperon.camera = use('ext/camera').make()
prosperon.camera.size = [config.width,config.height]
prosperon.window = prosperon.engine_start(config)
context = prosperon.window.make_gpu(false,driver)
context.window = prosperon.window
context.claim_window(prosperon.window)
context.set_swapchain('sdr', 'vsync')
if (imgui) imgui.init(context, prosperon.window)
shader_type = context.shader_format()[0];
std_sampler = context.make_sampler({
min_filter: "nearest",
mag_filter: "nearest",
mipmap_mode: "nearest",
address_mode_u: "repeat",
address_mode_v: "repeat",
address_mode_w: "repeat"
});
}
return render

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@@ -1,241 +0,0 @@
var graphics = use('graphics')
var color = use('color')
var sprite = {
image: null,
set color(x) { this._sprite.color = x; },
get color() { return this._sprite.color; },
anim_speed: 1,
play(str, loop = true, reverse = false, fn) {
if (!this.animset) {
fn?.();
return;
}
if (typeof str == 'string') {
if (!this.animset[str]) {
fn?.();
return;
}
this.anim = this.animset[str];
}
var playing = this.anim;
var stop;
this.del_anim?.();
this.del_anim = () => {
this.del_anim = null;
advance = null;
stop?.();
};
var f = 0;
if (reverse) f = playing.frames.length - 1;
var advance = (time) => {
var done = false;
if (reverse) {
f = (((f - 1) % playing.frames.length) + playing.frames.length) % playing.frames.length;
if (f == playing.frames.length - 1) done = true;
} else {
f = (f + 1) % playing.frames.length;
if (f == 0) done = true;
}
this.image = playing.frames[f];
if (done) {
// notify requestor
fn?.();
if (!loop) {
this?.stop();
return;
}
}
return playing.frames[f].time/this.anim_speed;
}
stop = this.delay(advance, playing.frames[f].time/this.anim_speed);
advance();
},
stop() {
this.del_anim?.();
},
set path(p) {
var image = graphics.texture(p);
if (!image) {
log.warn(`Could not find image ${p}.`);
return;
}
this._p = p;
this.del_anim?.();
if (image.texture)
this.image = image;
else if (image.frames) {
// It's an animation
this.anim = image;
this.image = image.frames[0];
this.animset = [this.anim]
this.play()
} else {
// Maybe an animset; try to grab the first one
for (var anim in image) {
if (image[anim].frames) {
this.anim = image[anim];
this.image = image[anim].frames[0];
this.animset = image;
this.play()
break;
}
}
}
this.transform.scale = this.image.texture.dim //[this.image.texture.width, this.image.texture.height]
this._sprite.set_image(this.image)
},
get path() {
return this._p;
},
garbage: function() {
this.del_anim?.();
this.anim = null;
tree.delete(this._sprite)
this.transform.parent = null
for (var t of this.transform.children())
t.parent = null
delete this.transform.sprite
delete this._sprite
// log.console("CLEARED SPRITE")
},
anchor: [0, 0],
set layer(v) { this._sprite.layer = v; },
get layer() { return this._sprite.layer; },
pick() {
return this;
},
boundingbox() {
return Object.freeze(this._sprite.rect) // freeze so it can't be modified on the outside
}
};
sprite.setanchor = function (anch) {
var off = [0, 0];
switch (anch) {
case "ll":
break;
case "lm":
off = [-0.5, 0];
break;
case "lr":
off = [-1, 0];
break;
case "ml":
off = [0, -0.5];
break;
case "mm":
off = [-0.5, -0.5];
break;
case "mr":
off = [-1, -0.5];
break;
case "ul":
off = [0, -1];
break;
case "um":
off = [-0.5, -1];
break;
case "ur":
off = [-1, -1];
break;
}
this.anchor = off;
this.pos = this.dimensions().scale(off);
};
sprite.inputs = {};
sprite.inputs.kp9 = function () {
this.setanchor("ll");
};
sprite.inputs.kp8 = function () {
this.setanchor("lm");
};
sprite.inputs.kp7 = function () {
this.setanchor("lr");
};
sprite.inputs.kp6 = function () {
this.setanchor("ml");
};
sprite.inputs.kp5 = function () {
this.setanchor("mm");
};
sprite.inputs.kp4 = function () {
this.setanchor("mr");
};
sprite.inputs.kp3 = function () {
this.setanchor("ur");
};
sprite.inputs.kp2 = function () {
this.setanchor("um");
};
sprite.inputs.kp1 = function () {
this.setanchor("ul");
};
var rtree = use('rtree')
var tree = new rtree
sprite.tree = tree;
var IN = Symbol()
sprite.t_hook = function() {
var msp = this.sprite._sprite;
if (this[IN])
tree.delete(msp);
msp.rect = this.torect()
msp.set_affine(this)
tree.add(msp)
this[IN] = true
}
Object.mixin(sprite,use("transform"))
sprite.to_queue = function(ysort = false)
{
var pos = prosperon.camera.transform.pos;
var size = prosperon.camera.size;
var camrect = {
x:pos.x-size.x/2,
y:pos.y-size.y/2,
width:size.x,
height:size.y
};
var culled = sprite.tree.query(camrect)
if (culled.length == 0) return [];
var cmd = graphics.make_sprite_queue(culled, prosperon.camera, null, 1);
return cmd;
}
return sprite;
---
var color = use('color')
var transform = use('transform')
var sprite = use('sprite')
this.transform = new transform;
if (this.overling.transform)
this.transform.parent = this.overling.transform;
this.transform.change_hook = $.t_hook;
var msp = new sprite
this._sprite = msp;
msp.color = color.white;
this.transform.sprite = this

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@@ -1,504 +0,0 @@
var os = use('os');
var io = use('io');
var transform = use('transform');
var rasterize = use('rasterize');
var time = use('time')
var tilemap = use('tilemap')
var json = use('json')
// Frame timing variables
var framerate = 60
var game = args[0]
io.writepath(game)
var video
//var cnf = use('accio/config')
$_.start(e => {
if (e.type != 'greet') return
video = e.actor
graphics = use('graphics', video)
send(video, {kind:"window", op:"makeRenderer"}, e => {
$_.start(e => {
if (gameactor) return
gameactor = e.actor
$_.couple(gameactor)
start_pipeline()
}, args[0], $_, video)
})
}, 'prosperon/sdl_video', {})
var geometry = use('geometry')
var dmon = use('dmon')
var res = use('resources')
// Start watching for file changes
dmon.watch('.')
var camera = {}
function updateCameraMatrix(cam) {
def win_w = logical.width
def win_h = logical.height
def view_w = (cam.size?.[0] ?? win_w) / cam.zoom
def view_h = (cam.size?.[1] ?? win_h) / cam.zoom
def ox = cam.pos[0] - view_w * (cam.anchor?.[0] ?? 0)
def oy = cam.pos[1] - view_h * (cam.anchor?.[1] ?? 0)
def vx = (cam.viewport?.x ?? 0) * win_w
def vy = (cam.viewport?.y ?? 0) * win_h
def vw = (cam.viewport?.width ?? 1) * win_w
def vh = (cam.viewport?.height ?? 1) * win_h
def sx = vw / view_w
def sy = vh / view_h // flip-Y later
/* affine matrix that SDL wants (Y going down) */
cam.a = sx
cam.c = vx - sx * ox
cam.e = -sy // <-- minus = flip Y
cam.f = vy + vh + sy * oy
/* convenience inverses */
cam.ia = 1 / cam.a
cam.ic = -cam.c / cam.a
cam.ie = 1 / cam.e
cam.if = -cam.f / cam.e
camera = cam
}
//---- forward transform ----
function worldToScreenPoint([x,y], camera) {
return {
x: camera.a * x + camera.c,
y: camera.e * y + camera.f
};
}
//---- inverse transform ----
function screenToWorldPoint(pos, camera) {
return {
x: camera.ia * pos[0] + camera.ic,
y: camera.ie * pos[1] + camera.if
};
}
//---- rectangle (two corner) ----
function worldToScreenRect({x,y,width,height}, camera) {
// map bottom-left and top-right
def x1 = camera.a * x + camera.c;
def y1 = camera.e * y + camera.f;
def x2 = camera.a * (x + width) + camera.c;
def y2 = camera.e * (y + height) + camera.f;
return {
x:Math.min(x1,x2),
y:Math.min(y1,y2),
width:Math.abs(x2-x1),
height:Math.abs(y2-y1)
}
}
var graphics
var gameactor
var images = {}
var renderer_commands = []
var win_size = {width:500,height:500}
var logical = {width:500,height:500}
// Convert high-level draw commands to low-level renderer commands
function translate_draw_commands(commands) {
if (!graphics) return
renderer_commands.length = 0
commands.forEach(function(cmd) {
if (cmd.material && cmd.material.color) {
renderer_commands.push({
op: "set",
prop: "drawColor",
value: cmd.material.color
})
}
switch(cmd.cmd) {
case "camera":
updateCameraMatrix(cmd.camera, win_size.width, win_size.height)
break
case "draw_rect":
cmd.rect = worldToScreenRect(cmd.rect, camera)
// Handle rectangles with optional rounding and thickness
if (cmd.opt && cmd.opt.radius && cmd.opt.radius > 0) {
// Rounded rectangle
var thickness = (cmd.opt.thickness == 0) ? 0 : (cmd.opt.thickness || 1)
var raster_result = rasterize.round_rect(cmd.rect, cmd.opt.radius, thickness)
if (raster_result.type == 'rect') {
renderer_commands.push({
op: "fillRect",
data: {rect: raster_result.data}
})
} else if (raster_result.type == 'rects') {
raster_result.data.forEach(function(rect) {
renderer_commands.push({
op: "fillRect",
data: {rect: rect}
})
})
}
} else if (cmd.opt && cmd.opt.thickness && cmd.opt.thickness > 0) {
// Outlined rectangle
var raster_result = rasterize.outline_rect(cmd.rect, cmd.opt.thickness)
if (raster_result.type == 'rect') {
renderer_commands.push({
op: "fillRect",
data: {rect: raster_result.data}
})
} else if (raster_result.type == 'rects') {
renderer_commands.push({
op: "rects",
data: {rects: raster_result.data}
})
}
} else {
renderer_commands.push({
op: "fillRect",
data: {rect: cmd.rect}
})
}
break
case "draw_circle":
case "draw_ellipse":
cmd.pos = worldToScreenPoint(cmd.pos, camera)
// Rasterize ellipse to points or rects
var radii = cmd.radii || [cmd.radius, cmd.radius]
var raster_result = rasterize.ellipse(cmd.pos, radii, cmd.opt || {})
if (raster_result.type == 'points') {
renderer_commands.push({
op: "point",
data: {points: raster_result.data}
})
} else if (raster_result.type == 'rects') {
// Use 'rects' operation for multiple rectangles
renderer_commands.push({
op: "rects",
data: {rects: raster_result.data}
})
}
break
case "draw_line":
renderer_commands.push({
op: "line",
data: {points: cmd.points.map(p => {
var pt = worldToScreenPoint(p, camera)
return [pt.x, pt.y]
})}
})
break
case "draw_point":
cmd.pos = worldToScreenPoint(cmd.pos, camera)
renderer_commands.push({
op: "point",
data: {points: [cmd.pos]}
})
break
case "draw_image":
var img = graphics.texture(cmd.image)
var gpu = img.gpu
if (!gpu) break
cmd.rect.width ??= img.width
cmd.rect.height ??= img.height
cmd.rect = worldToScreenRect(cmd.rect, camera)
renderer_commands.push({
op: "texture",
data: {
texture_id: gpu.id,
dst: cmd.rect,
src: img.rect
}
})
break
case "draw_text":
if (!cmd.text) break
if (!cmd.pos) break
var rect = worldToScreenRect({x:cmd.pos.x, y:cmd.pos.y, width:8, height:8}, camera)
var pos = {x: rect.x, y: rect.y}
renderer_commands.push({
op: "debugText",
data: {
pos,
text: cmd.text
}
})
break
case "draw_slice9":
var img = graphics.texture(cmd.image)
var gpu = img.gpu
if (!gpu) break
cmd.rect = worldToScreenRect(cmd.rect, camera)
renderer_commands.push({
op: "texture9Grid",
data: {
texture_id: gpu.id,
src: img.rect,
leftWidth: cmd.slice,
rightWidth: cmd.slice,
topHeight: cmd.slice,
bottomHeight: cmd.slice,
scale: 1.0,
dst: cmd.rect
}
})
break
case "tilemap":
// Group tiles by texture to batch draw calls
var textureGroups = {}
var tilePositions = []
// Collect all tiles and their positions
tilemap.for(cmd.tilemap, (tile, {x,y}) => {
if (tile) {
tilePositions.push({tile, x, y})
}
})
// Group tiles by texture
tilePositions.forEach(({tile, x, y}) => {
var img = graphics.texture(tile)
if (img && img.gpu) {
var texId = img.gpu.id
if (!textureGroups[texId]) {
textureGroups[texId] = {
texture: img,
tiles: []
}
}
textureGroups[texId].tiles.push({x, y, img})
}
})
// Generate draw commands for each texture group
Object.keys(textureGroups).forEach(texId => {
var group = textureGroups[texId]
var tiles = group.tiles
// Create a temporary tilemap with only tiles from this texture
// Apply tilemap position to the offset to shift the world coordinates
var tempMap = {
tiles: [],
offset_x: cmd.tilemap.offset_x + (cmd.tilemap.pos.x / cmd.tilemap.size_x),
offset_y: cmd.tilemap.offset_y + (cmd.tilemap.pos.y / cmd.tilemap.size_y),
size_x: cmd.tilemap.size_x,
size_y: cmd.tilemap.size_y
}
// Build sparse array for this texture's tiles
tiles.forEach(({x, y, img}) => {
var arrayX = x - cmd.tilemap.offset_x
var arrayY = y - cmd.tilemap.offset_y
if (!tempMap.tiles[arrayX]) tempMap.tiles[arrayX] = []
tempMap.tiles[arrayX][arrayY] = img
})
// Generate geometry for this texture group
var geom = geometry.tilemap_to_data(tempMap)
geom.texture_id = parseInt(texId)
renderer_commands.push({
op: "geometry_raw",
data: geom
})
})
break
}
})
return renderer_commands
}
var parseq = use('parseq', $_.delay)
// Wrap `send(actor,msg,cb)` into a parseq “requestor”
// • on success: cb(data) → value=data, reason=null
// • on failure: cb(null,err)
function rpc_req(actor, msg) {
return (cb, _) => {
send(actor, msg, data => {
if (data.error)
cb(null, data)
else
cb(data)
})
}
}
var pending_draw = null
var pending_next = null
var last_time = time.number()
var input = use('input')
var input_state = {
poll: 1/framerate
}
// 1) input runs completely independently
function poll_input() {
send(video, {kind:'input', op:'get'}, evs => {
for (var ev of evs) {
if (ev.type == 'window_pixel_size_changed') {
win_size.width = ev.width
win_size.height = ev.height
}
if (ev.type == 'quit')
$_.stop()
if (ev.type.includes('key')) {
if (ev.key)
ev.key = input.keyname(ev.key)
}
if (ev.type.startsWith('mouse_'))
ev.pos.y = -ev.pos.y + logical.height
}
send(gameactor, evs)
})
$_.delay(poll_input, input_state.poll)
}
// 2) helper to build & send a batch, then call done()
function create_batch(draw_cmds, done) {
def batch = [
{op:'set', prop:'drawColor', value:{r:0.1,g:0.1,b:0.15,a:1}},
{op:'clear'}
]
if (draw_cmds && draw_cmds.length)
batch.push(...translate_draw_commands(draw_cmds))
batch.push(
{op:'set', prop:'drawColor', value:{r:1,g:1,b:1,a:1}},
{op:'imgui_render'},
{op:'present'}
)
send(video, {kind:'renderer', op:'batch', data:batch}, done)
}
// File watching loop
function poll_file_changes() {
dmon.poll(e => {
if (e.action == 'modify' || e.action == 'create') {
// Check if it's an image file
var ext = e.file.split('.').pop().toLowerCase()
var imageExts = ['png', 'jpg', 'jpeg', 'gif', 'bmp', 'tga', 'webp', 'qoi', 'ase', 'aseprite']
if (imageExts.includes(ext)) {
// Try to find the full path for this image
var possiblePaths = [
e.file,
e.root + e.file,
res.find_image(e.file.split('/').pop().split('.')[0])
].filter(p => p)
for (var path of possiblePaths) {
graphics.tex_hotreload(path)
}
}
}
})
// Schedule next poll in 0.5 seconds
$_.delay(poll_file_changes, 0.5)
}
// 3) kick off the very first update→draw
function start_pipeline() {
poll_input()
poll_file_changes() // Start file watching loop
send(gameactor, {kind:'update', dt:0}, () => {
send(gameactor, {kind:'draw'}, cmds => {
pending_draw = cmds
render_step()
})
})
}
function render_step() {
// a) Calculate actual dt since last frame
def now = time.number()
def dt = now - last_time
last_time = now
// b) Send update with actual dt, then wait for draw response
send(gameactor, {kind:'update', dt}, () => {
send(gameactor, {kind:'draw'}, cmds => {
// Only render after receiving draw commands
pending_draw = cmds
// c) render the current frame
create_batch(pending_draw, _ => { // time to render
def frame_end = time.number()
def wait_time = Math.max(0, (frame_end - now) - 1/framerate)
// e) Schedule next frame
$_.delay(render_step, wait_time)
})
})
})
}
$_.receiver(e => {
switch(e.op) {
case 'resolution':
log.console(json.encode(e))
send(video, {
kind:'renderer',
op:'set',
prop:'logicalPresentation',
value: {...e}
})
logical.width = e.width
logical.height = e.height
break
case 'window_size':
send(video, {
kind:'window',
op:'set',
data: {property: 'size', value: [e.width, e.height]}
})
break
case 'framerate':
// Allow setting target framerate dynamically
if (e.fps && e.fps > 0) {
framerate = e.fps
input_state.poll = 1/framerate
}
break
}
})

View File

@@ -48,7 +48,6 @@ function make_camera_pblob(camera) {
return geometry.array_blob(mat);
}
var driver = "vulkan"
switch(os.platform()) {
case "Linux":
@@ -689,8 +688,10 @@ cmd_fns.draw_image = function(cmd)
else
img = cmd.image
cmd.rect.width ??= img.width
cmd.rect.height ??= img.height
if (cmd.rect.width && !cmd.rect.height)
cmd.rect.height = cmd.rect.width * img.height / img.width
else if (cmd.rect.height && !cmd.rect.width)
cmd.rect.width = cmd.rect.height * img.width / img.height
var geom = geometry.make_rect_quad(cmd.rect)
geom.indices = geometry.make_quad_indices(1)

View File

@@ -1,502 +0,0 @@
var prosperon = {}
// This file is hard coded for the SDL renderer case
var video = use('sdl_video')
var imgui = use('imgui')
var surface = use('surface')
var default_window = {
// Basic properties
title: "Prosperon Window",
width: 640,
height: 480,
// Position - can be numbers or "centered"
x: null, // SDL_WINDOWPOS_null by default
y: null, // SDL_WINDOWPOS_null by default
// Window behavior flags
resizable: true,
fullscreen: false,
hidden: false,
borderless: false,
alwaysOnTop: false,
minimized: false,
maximized: false,
// Input grabbing
mouseGrabbed: false,
keyboardGrabbed: false,
// Display properties
highPixelDensity: false,
transparent: false,
opacity: 1.0, // 0.0 to 1.0
// Focus behavior
notFocusable: false,
// Special window types (mutually exclusive)
utility: false, // Utility window (not in taskbar)
tooltip: false, // Tooltip window (requires parent)
popupMenu: false, // Popup menu window (requires parent)
// Graphics API flags (let SDL choose if not specified)
opengl: false, // Force OpenGL context
vulkan: false, // Force Vulkan context
metal: false, // Force Metal context (macOS)
// Advanced properties
parent: null, // Parent window for tooltips/popups/modal
modal: false, // Modal to parent window (requires parent)
externalGraphicsContext: false, // Use external graphics context
// Input handling
textInput: true, // Enable text input on creation
}
var win_config = arg[0] || {}
win_config.__proto__ = default_window
var window = new video.window(win_config)
var renderer = window.make_renderer()
// Initialize ImGui with the window and renderer
imgui.init(window, renderer)
imgui.newframe()
var os = use('os');
var io = use('io');
var rasterize = use('rasterize');
var time = use('time')
var tilemap = use('tilemap')
var geometry = use('geometry')
var res = use('resources')
var input = use('input')
var graphics = use('graphics')
var camera = {}
function updateCameraMatrix(cam) {
def win_w = logical.width
def win_h = logical.height
def view_w = (cam.size?.[0] ?? win_w) / cam.zoom
def view_h = (cam.size?.[1] ?? win_h) / cam.zoom
def ox = cam.pos[0] - view_w * (cam.anchor?.[0] ?? 0)
def oy = cam.pos[1] - view_h * (cam.anchor?.[1] ?? 0)
def vx = (cam.viewport?.x ?? 0) * win_w
def vy = (cam.viewport?.y ?? 0) * win_h
def vw = (cam.viewport?.width ?? 1) * win_w
def vh = (cam.viewport?.height ?? 1) * win_h
def sx = vw / view_w
def sy = vh / view_h // flip-Y later
/* affine matrix that SDL wants (Y going down) */
cam.a = sx
cam.c = vx - sx * ox
cam.e = -sy // <-- minus = flip Y
cam.f = vy + vh + sy * oy
/* convenience inverses */
cam.ia = 1 / cam.a
cam.ic = -cam.c / cam.a
cam.ie = 1 / cam.e
cam.if = -cam.f / cam.e
camera = cam
}
//---- forward transform ----
function worldToScreenPoint([x,y], camera) {
return {
x: camera.a * x + camera.c,
y: camera.e * y + camera.f
};
}
//---- inverse transform ----
function screenToWorldPoint(pos, camera) {
return {
x: camera.ia * pos[0] + camera.ic,
y: camera.ie * pos[1] + camera.if
};
}
//---- rectangle (two corner) ----
function worldToScreenRect({x,y,width,height}, camera) {
// map bottom-left and top-right
def x1 = camera.a * x + camera.c;
def y1 = camera.e * y + camera.f;
def x2 = camera.a * (x + width) + camera.c;
def y2 = camera.e * (y + height) + camera.f;
return {
x:Math.min(x1,x2),
y:Math.min(y1,y2),
width:Math.abs(x2-x1),
height:Math.abs(y2-y1)
}
}
var gameactor
var images = {}
var renderer_commands = []
var win_size = {width:500,height:500}
var logical = {width:500,height:500}
function get_img_gpu(img)
{
if (img.gpu) return img.gpu
var surf = new surface(img.cpu)
img.gpu = renderer.load_texture(surf)
return img.gpu
}
// Convert high-level draw commands to low-level renderer commands
function translate_draw_commands(commands) {
renderer_commands.length = 0
commands.forEach(function(cmd) {
if (cmd.material && cmd.material.color && typeof cmd.material.color == 'object') {
renderer.drawColor = cmd.material.color
}
switch(cmd.cmd) {
case "camera":
updateCameraMatrix(cmd.camera, win_size.width, win_size.height)
break
case "draw_rect":
cmd.rect = worldToScreenRect(cmd.rect, camera)
renderer.fillRect(cmd.rect)
break
case "draw_line":
var points = cmd.points.map(p => {
var pt = worldToScreenPoint(p, camera)
return[pt.x, pt.y]
})
renderer.line(points)
break
case "draw_point":
cmd.pos = worldToScreenPoint(cmd.pos, camera)
renderer.point(cmd.pos)
break
case "draw_image":
var img = graphics.texture(cmd.image)
var gpu = get_img_gpu(img)
if (!cmd.scale) cmd.scale = {x:1,y:1}
cmd.rect.width ??= img.width
cmd.rect.height ??= img.height
cmd.rect.width = cmd.rect.width * cmd.scale.x
cmd.rect.height = cmd.rect.height * cmd.scale.y
cmd.rect = worldToScreenRect(cmd.rect, camera)
renderer.texture(
gpu,
img.rect,
cmd.rect,
0,
{x:0,y:0}
)
break
case "draw_slice9":
var img = graphics.texture(cmd.image)
var gpu = get_img_gpu(img)
if (!gpu) break
var rect = worldToScreenRect(cmd.rect, camera)
renderer.texture9Grid(
gpu,
img.rect,
cmd.slice,
cmd.slice,
cmd.slice,
cmd.slice,
1,
rect
)
break
case "draw_text":
if (!cmd.text) break
if (!cmd.pos) break
// Get font from the font string (e.g., "smalle.16")
var font = graphics.get_font(cmd.font)
if (!font.gpu) {
var surf = new surface(font.surface)
font.gpu = renderer.load_texture(surf)
}
var gpu = font.gpu
// Create text geometry buffer
var text_mesh = graphics.make_text_buffer(
cmd.text,
{x: cmd.pos.x, y: cmd.pos.y},
[cmd.material.color.r, cmd.material.color.g, cmd.material.color.b, cmd.material.color.a],
cmd.wrap || 0,
font
)
if (!text_mesh) break
if (text_mesh.xy.length == 0) break
// Transform XY coordinates using camera matrix
var camera_params = [camera.a, camera.c, camera.e, camera.f]
var transformed_xy = geometry.transform_xy_blob(text_mesh.xy, camera_params)
// Create transformed geometry object
var geom = {
xy: transformed_xy,
xy_stride: text_mesh.xy_stride,
uv: text_mesh.uv,
uv_stride: text_mesh.uv_stride,
color: text_mesh.color,
color_stride: text_mesh.color_stride,
indices: text_mesh.indices,
num_vertices: text_mesh.num_vertices,
num_indices: text_mesh.num_indices,
size_indices: text_mesh.size_indices
}
renderer.geometry_raw(gpu, geom.xy, geom.xy_stride, geom.color, geom.color_stride, geom.uv, geom.uv_stride, geom.num_vertices, geom.indices, geom.num_indices, geom.size_indices)
break
case "tilemap":
var geometryCommands = cmd.tilemap.draw()
for (var geomCmd of geometryCommands) {
var img = graphics.texture(geomCmd.image)
if (!img) continue
if (!img.gpu) {
var surf = new surface(img.cpu)
img.gpu = renderer.load_texture(surf)
}
var gpu = img.gpu
var geom = geomCmd.geometry
var camera_params = [camera.a, camera.c, camera.e, camera.f]
var transformed_xy = geometry.transform_xy_blob(geom.xy, camera_params)
renderer.geometry_raw(gpu, transformed_xy, geom.xy_stride, geom.color, geom.color_stride, geom.uv, geom.uv_stride, geom.num_vertices, geom.indices, geom.num_indices, geom.size_indices)
}
break
case "geometry":
var gpu = get_img_gpu(cmd.image)
log.console(json.encode(cmd))
var geom = cmd.geometry
var camera_params = [camera.a, camera.c, camera.e, camera.f]
var transformed_xy = geometry.transform_xy_blob(geom.xy, camera_params)
renderer.geometry_raw(gpu, transformed_xy, geom.xy_stride, geom.color, geom.color_stride, geom.uv, geom.uv_stride, geom.num_vertices, geom.indices, geom.num_indices, geom.size_indices)
break
}
})
return renderer_commands
}
///// input /////
var input_cb
var input_rate = 1/60
function poll_input() {
var evs = input.get_events()
// Filter and transform events
if (renderer && Array.isArray(evs)) {
var filteredEvents = []
var wantMouse = imgui.wantmouse()
var wantKeys = imgui.wantkeys()
for (var i = 0; i < evs.length; i++) {
var event = evs[i]
var shouldInclude = true
// Filter mouse events if ImGui wants mouse input
if (wantMouse && (event.type == 'mouse_motion' ||
event.type == 'mouse_button_down' ||
event.type == 'mouse_button_up' ||
event.type == 'mouse_wheel')) {
shouldInclude = false
}
// Filter keyboard events if ImGui wants keyboard input
if (wantKeys && (event.type == 'key_down' ||
event.type == 'key_up' ||
event.type == 'text_input' ||
event.type == 'text_editing')) {
shouldInclude = false
}
if (shouldInclude) {
// Transform mouse coordinates from window to renderer coordinates
if (event.pos && (event.type == 'mouse_motion' ||
event.type == 'mouse_button_down' ||
event.type == 'mouse_button_up' ||
event.type == 'mouse_wheel')) {
// Convert window coordinates to renderer logical coordinates
var logicalPos = renderer.coordsFromWindow(event.pos)
event.pos = logicalPos
}
// Handle drop events which also have position
if (event.pos && (event.type == 'drop_file' ||
event.type == 'drop_text' ||
event.type == 'drop_position')) {
var logicalPos = renderer.coordsFromWindow(event.pos)
event.pos = logicalPos
}
// Handle window events
if (event.type == 'window_pixel_size_changed') {
win_size.width = event.width
win_size.height = event.height
}
if (event.type == 'quit')
$_.stop()
if (event.type.includes('key')) {
if (event.key)
event.key = input.keyname(event.key)
}
if (event.type.startsWith('mouse_') && event.pos && event.pos.y)
event.pos.y = -event.pos.y + logical.height
filteredEvents.push(event)
}
}
evs = filteredEvents
}
input_cb(evs)
$_.delay(poll_input, input_rate)
}
prosperon.input = function(fn)
{
input_cb = fn
poll_input()
}
// 2) helper to build & send a batch, then call done()
prosperon.create_batch = function create_batch(draw_cmds, done) {
renderer.drawColor = {r:0.1,g:0.1,b:0.15,a:1}
renderer.clear()
if (draw_cmds && draw_cmds.length)
var commands = translate_draw_commands(draw_cmds)
renderer.drawColor = {r:1,g:1,b:1,a:1}
imgui.endframe(renderer)
imgui.newframe()
renderer.present()
if (done) done()
}
////////// dmon hot reload ////////
function poll_file_changes() {
dmon.poll(e => {
if (e.action == 'modify' || e.action == 'create') {
// Check if it's an image file
var ext = e.file.split('.').pop().toLowerCase()
var imageExts = ['png', 'jpg', 'jpeg', 'gif', 'bmp', 'tga', 'webp', 'qoi', 'ase', 'aseprite']
if (imageExts.includes(ext)) {
// Try to find the full path for this image
var possiblePaths = [
e.file,
e.root + e.file,
res.find_image(e.file.split('/').pop().split('.')[0])
].filter(p => p)
for (var path of possiblePaths) {
graphics.tex_hotreload(path)
}
}
}
})
// Schedule next poll in 0.5 seconds
$_.delay(poll_file_changes, 0.5)
}
var dmon = use('dmon')
prosperon.dmon = function()
{
dmon.watch('.')
poll_file_changes()
}
var window_cmds = {
size(size) {
window.size = size
},
}
prosperon.set_window = function(config)
{
for (var c in config)
if (window_cmds[c]) window_cmds[c](config[c])
}
var renderer_cmds = {
resolution(e) {
logical.width = e.width
logical.height = e.height
renderer.logicalPresentation = {...e}
}
}
prosperon.set_renderer = function(config)
{
for (var c in config)
if (renderer_cmds[c]) renderer_cmds[c](config[c])
}
prosperon.init = function() {
// No longer needed since we initialize directly
}
// Function to load textures directly to the renderer
prosperon.load_texture = function(surface_data) {
var surf = new surface(surface_data)
if (!surf) return null
var tex = renderer.load_texture(surf)
if (!tex) return null
// Set pixel mode to nearest for all textures
tex.scaleMode = "nearest"
var tex_id = allocate_id()
resources.texture[tex_id] = tex
return {
id: tex_id,
texture: tex,
width: tex.width,
height: tex.height
}
}
return prosperon

View File

@@ -230,75 +230,7 @@ graphics.texture = function texture(path) {
if (!cache[id]) {
var ipath = res.find_image(id)
// If not found normally, check in accio/32k folder
if (!ipath) {
// First check if we have a cached QOI version
var cache_dir = '.prosperon/texture_cache'
var qoi_cache_path = `${cache_dir}/${id}.qoi`
if (io.exists(qoi_cache_path)) {
// Load the cached QOI file
var qoi_bytes = io.slurpbytes(qoi_cache_path)
var cached_img = qoi.decode(qoi_bytes)
if (cached_img) {
var result = new graphics.Image(cached_img)
cache[id] = result
return cache[id]
}
}
// Try to find the file in accio/32k with any extension
var accio_base = `accio/32k/${id}`
var found_path = null
// Check for common image extensions
var extensions = ['', '.qoi', '.png', '.jpg', '.jpeg', '.bmp', '.tiff', '.gif', '.ase', '.aseprite']
for (var ext of extensions) {
var test_path = accio_base + ext
if (io.exists(test_path)) {
found_path = test_path
break
}
}
if (found_path) {
// Load the 32k image
var bytes = io.slurpbytes(found_path)
var img_32k = decode_image(bytes, found_path.ext())
// Handle single surface images
if (img_32k && img_32k.width && img_32k.pixels) {
// Get the surface module for scaling
var surface = use('surface')
var surf_4k = surface.scale(img_32k, {
width: Math.floor(img_32k.width / 8),
height: Math.floor(img_32k.height / 8),
mode: 'linear'
})
var qoi_data = qoi.encode(surf_4k)
if (qoi_data && qoi_data.pixels) {
if (!io.exists(cache_dir)) {
io.mkdir(cache_dir)
}
io.slurpwrite(qoi_cache_path, qoi_data.pixels)
}
// Use the 4k version
var result = new graphics.Image(surf_4k)
cache[id] = result
return cache[id]
}
// For now, if it's not a simple surface, just return it as-is
// (animations, etc. would need more complex handling)
var result = create_image(found_path)
cache[id] = result
return cache[id]
}
// If still not found, return notex
return graphics.texture('notex')
}
@@ -378,18 +310,6 @@ graphics.texture = function texture(path) {
return cached
}
graphics.texture.total_size = function() {
var size = 0
// Not yet implemented, presumably sum of (texture.width * texture.height * 4) for images in RAM
return size
}
graphics.texture.total_vram = function() {
var vram = 0
// Not yet implemented, presumably sum of GPU memory usage
return vram
}
graphics.tex_hotreload = function tex_hotreload(file) {
var basename = file.split('/').pop().split('.')[0]