more sdl gpu work
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115
docs/graphics.md
115
docs/graphics.md
@@ -32,4 +32,117 @@ Now that layer will draw at the -5 layer.
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# CAMERAS
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Everything is drawn via cameras. Cameras can draw directly to the screen, or they can draw to an offscreen render target. By default, everything is drawn to all cameras. There will eventually be a tag that lets you filter what is drawn to specifc cameras.
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Cameras have a resolution they draw at, "size".
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Cameras have a resolution they draw at, "size".
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## TEXTURES
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Anatomy of rendpering an image render.image(path)
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Path can be a file like "toad"
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If this is a gif, this would display the entire range of the animation
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It can be a frame of animation, like "frog.0"
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If it's an aseprite, it can have multiple animations, like "frog.walk.0"
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file^ frame^ idx
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render.image("frog.walk.0",
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game.image("frog.walk.0") ==> retrieve
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image = {
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texture: "spritesheet.png",
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rect: [x,y,w,h],
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time: 100
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},
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frames: {
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toad: {
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x: 4,
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y: 5,
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w: 10,
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h: 10
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},
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frog: {
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walk: [
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{ texture: spritesheet.png, x: 10, y:10, w:6,h:6, time: 100 },
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{ texture: spritesheet.png, x:16,y:10,w:6,h:6,time:100} <--- two frame walk animation
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],
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},
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},
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}
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texture frog {
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texture: {"frog.png"}, <--- this is the actual thing to send to the gpu
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x:0,
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y:0,
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w:10,
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h:10
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},
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## RENDER MODES
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/* rendering modes
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ps1
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gouraud
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diffuse // 16 bit color, 5-5-5
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7 dynamic lights, 1 ambient
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textures are affine
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no vertex skinning
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256x256 texture max (generally 128x128)
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320x240, variable up to 640x480
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n64
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gouraud
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diffuse
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combiner // a secondary texture sometimes used to combine
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7 dynamic lights, 1 ambient
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320x240, or 640x480
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sega saturn
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gouraud
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diffuse
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320x240 or 640x480
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ps2
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phong
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diffuse
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combiner // second texture for modulation of diffuse
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combine_mode // int for how to combine
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dreamcast
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phong
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diffuse
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combiner // second texture; could be an environment map, or emboss bump mapping
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fog
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640x480
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640x448, special mode to 1280x1024
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gamecube
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phong
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diffuse
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+7 textures // wow!
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8 dynamic lights
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640x480
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*/
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/* meshes
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position (float3)
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color (rgba)
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uv
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*/
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/* materials, modern pbr
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any object can act as a "material". The engine expects some standardized things:
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diffuse - base color texture
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bump - a normal map for dot3 bump maping used in phong shading
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height - a grayscale heightmap
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occlusion - ambient occlusion texture
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emission - texture for where model emits light
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bump2 - a second normal map for detail
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metallic - a metal/smoothness map
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specular - specular map, alternative for the metallic workflow
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*/
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// world coordinates, the "actual" view relative to the game's universe
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// camera coordinates, normalized from 0 to 1 inside of a camera's viewport, bottom left is 0,0, top right is 1,1
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// screen coordinates, pixels, 0,0 at the top left of the window and [w,h] at the bottom right of the window
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// hud coordinates, same as screen coordinates but the top left is 0,0
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