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# AGENTS.md # Agent Development Guide
## Project Overview ## Build Commands
This is a game engine developed using a QuickJS fork as its scripting language. It is an actor based system, based on Douglas Crockford's Misty. It is a Meson compiled project with a number of dependencies. - **Debug build**: `make debug` or `meson setup build_dbg -Dbuildtype=debugoptimized && meson compile -C build_dbg`
- **Release build**: `make release` or `meson setup -Dbuildtype=release -Db_lto=true build_release && meson compile -C build_release`
- **Fast build**: `make fast` or `meson setup build_fast && meson compile -C build_fast`
- **Web build**: `make web` or `meson setup -Deditor=false -Dbuildtype=minsize build_web && meson compile -C build_web`
- **Cross-platform**: `make crosswin` (Windows), `make dockerlinux` (Linux), `make dockeremc` (Emscripten)
## File Structure ## Test Commands
- `source/`: Contains the C source code - **Run all tests**: `meson test -C build_dbg`
- `scripts/`: Contains script code that is loaded on executable start, and modules - **Run single test**: `./cell tests/<test_name>` (e.g., `./cell tests/send`, `./cell tests/empty`)
- `shaders/`: Contains shaders that ship with the engine (for shader based backends) - **Available tests**: spawn_actor, empty, nota, wota, portalspawner, overling, send, delay
- `benchmarks/`: Benchmark programs for testing speed - **Test examples**: `./cell examples/nat`, `./cell examples/http_download_actor`
- `tests/`: Unit tests
- `examples/`: Contains full game examples
## Coding Practices ## Code Style Guidelines
- Use K&R style C
- Javascript style prefers objects and prototypical inheritence over ES6 classes, liberal use of closures, and var everywhere
## Instructions ### C Code Style (K&R)
- When generating code, adhere to the coding practices outlined above. - **Indentation**: 4 spaces, no tabs
- When adding new features, ensure they align with the project's goals. - **Naming**: `snake_case` for identifiers
- When fixing bugs, review the code carefully before making changes. - **Files**: Small, focused C files with header guards required
- When writing unit tests, cover all important scenarios. - **Formatting**: Use `.clang-format` (GNU style, 2-space continuation, attach braces)
- **Comments**: Focus on "why", keep lines to ~100 columns
## Compiling, running, and testing ### Cell Language Style (JavaScript-like)
- To compile the code, run "make", which generates a prosperon executable in build_dbg/, and copy it into the root folder - **Indentation**: 2 spaces
- Run a test by giving it as its command: so ./prosperon tests/overling.js would run the test overling.js, ./prosperon tests/nota.js runs the nota benchmark - **Declarations**: `def` for constants, `var` for block-scoped variables (like `let`)
- **Equality**: Use `==` only (strict equality, no coercion)
- **Null checks**: Use `== null` (no `undefined` in Cell)
- **Imports**: Use `use('path')` for modules (not ES6 import/export)
- **Modules**: `*.cm` files must return values, `*.ce` files are programs (don't return)
- **Patterns**: Prefer objects, prototypes, closures over classes
- **Formatting**: Use `.prettierrc` (semicolons, double quotes, trailing commas, 1000 char width)
### File Organization
- **Modules**: `*.cm` (return objects, get frozen with `stone()`)
- **Programs**: `*.ce` (execute top-to-bottom, register handlers)
- **Naming**: Lowercase paths with `/` separators
- **Resolution**: Engine appends `.cm`/`.ce` automatically when probing
### Error Handling
- Use `log.console()` and `log.error()` for logging
- Actor system handles message timeouts automatically
- Check for circular imports (detected and reported)
- Validate module returns before freezing
### Best Practices
- Keep modules small and composable
- Use actor messaging for communication (no shared objects)
- Follow hierarchical actor system (overlings/underlings)
- Prefer functional programming patterns
- Document with `cell.DOC` system

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nav: nav:
- index.md - index.md
- quickstart.md
- tutorial.md - tutorial.md
- actors.md - actors.md
- rendering.md - rendering.md
@@ -9,4 +10,4 @@ nav:
- ... - ...
- Appendix A - dull: dull - Appendix A - dull: dull
- Appendix B - api: api - Appendix B - api: api

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# Quickstart
This quickstart walks through running Cell programs, exploring examples, and creating your first module and program. It assumes the `./cell` executable is present at the repo root (already built or downloaded).
## 1) Initialize a Project Shop (.cell)
Create the project structure used for module management and bytecode cache:
- `./cell init`
This creates `.cell/` with `cell.toml`, `lock.toml`, `modules/`, `build/`, and `patches/`.
## 2) Run Builtin Examples
Examples under `examples/` are programs (`*.ce`) you can run directly:
- NAT portal server (introduction service):
- `./cell examples/nat`
- NAT client (contacts a portal):
- `./cell examples/nat_client`
- Nonblocking HTTP download actor:
- `./cell examples/http_download_actor`
Tip: Use these as references for portals, contacts, and nonblocking I/O.
## 3) Run the Accio Game
Accio lives under `accio/`. The program is `accio/accio.ce` and supports modes via arguments:
- Start menu: `./cell accio start`
- Load a level: `./cell accio level game/1.json`
- Analyze assets: `./cell accio analyze`
- Clean level data: `./cell accio clean`
Arguments after the program path are available inside the program via `arg` (e.g., `arg[0] == 'start'`).
## 4) Your First Module (.cm) and Program (.ce)
Create a module that returns a frozen API object, and a program that uses it.
- File: `examples/hello.cm` (module)
```javascript
// Returns a value (frozen by the engine)
return {
greet: function(name) {
return `Hello, ${name}!`
}
}
```
- File: `examples/hello.ce` (program)
```javascript
var hello = use('examples/hello')
log.console(hello.greet('Cell'))
$_.receiver(function(msg) {
if (msg.type == 'ping') {
send(msg, {type:'pong'})
}
})
$_.delay(_ => $_.stop(), 0.1)
```
Run it:
- `./cell examples/hello`
Notes:
- Modules are `*.cm` and must return a value. The engine deepfreezes return values, so mutate via new objects or closures rather than inplace.
- Programs are `*.ce` and must not return a value. They run toptobottom when spawned and can register handlers via `$_.receiver()` and schedule work via `$_.delay()` or `$_.clock()`.
## 5) Spawning Child Programs (Actors)
Programs can spawn other programs and receive lifecycle events.
- File: `examples/spawner.ce`
```javascript
$_.receiver(function(e) {
if (e.type == 'greet' && e.actor) {
log.console('Child greeted me')
}
})
$_.start(function(info) {
if (info.type == 'greet') {
log.console('Spawned child actor')
}
}, 'examples/hello.ce')
$_.delay(_ => $_.stop(), 0.5)
```
Run it:
- `./cell examples/spawner`
## 6) Module Shop Basics
The module shop manages vendored dependencies under `.cell/modules/` and caches compiled bytecode under `.cell/build/`.
Common commands (all are programs under `scripts/`):
- Initialize (if you havent already):
- `./cell init`
- See available commands:
- `./cell help`
- Configure system/actor settings:
- `./cell config list`
- `./cell config set system.reply_timeout 60`
- `./cell config actor prosperon/_sdl_video set resolution 1280x720`
- Download or vendor dependencies (from `.cell/cell.toml`):
- `./cell mod download`
## 7) How Module Resolution Works
- `use('path')` checks:
1) The current modules directory for `path.cm` while loading.
2) The mounted roots (the programs directory is mounted) for `path.cm`.
3) Embedded/native modules if no script file is found.
- Modules compile to `.cell/build/<canonical-path>.o` and reuse the cache if newer than the source.
- Scripted modules can extend embedded modules via prototype; if the script returns nothing, the embedded module is used asis.
## 8) Next Steps
- Language details: `docs/cell.md`
- Actors, programs, and messaging: `docs/actors.md`
- Rendering, input, and resources: `docs/rendering.md`, `docs/input.md`, `docs/resources.md`
- Full API reference: `docs/api/`

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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

View File

@@ -0,0 +1,502 @@
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

@@ -276,14 +276,9 @@ graphics.texture = function texture(path) {
height: Math.floor(img_32k.height / 8), height: Math.floor(img_32k.height / 8),
mode: 'linear' mode: 'linear'
}) })
log.console(img_32k.pixels.length)
log.console(surf_4k.pixels.length)
log.console(json.encode(surf_4k))
var qoi_data = surface.compress_qoi(surf_4k) var qoi_data = qoi.encode(surf_4k)
log.console(json.encode(qoi_data))
if (qoi_data && qoi_data.pixels) { if (qoi_data && qoi_data.pixels) {
if (!io.exists(cache_dir)) { if (!io.exists(cache_dir)) {
io.mkdir(cache_dir) io.mkdir(cache_dir)

View File

@@ -5,7 +5,6 @@
#include <stdint.h> #include <stdint.h>
#include "kim.h" #include "kim.h"
/* Nota type nibble values */
#define NOTA_BLOB 0x00 #define NOTA_BLOB 0x00
#define NOTA_TEXT 0x10 #define NOTA_TEXT 0x10
#define NOTA_ARR 0x20 #define NOTA_ARR 0x20
@@ -21,7 +20,6 @@
#define NOTA_PRIVATE 0x08 #define NOTA_PRIVATE 0x08
#define NOTA_SYSTEM 0x09 #define NOTA_SYSTEM 0x09
/* Some internal constants/macros (used in varint logic, etc.) */
#define NOTA_CONT 0x80 #define NOTA_CONT 0x80
#define NOTA_DATA 0x7f #define NOTA_DATA 0x7f
#define NOTA_INT_DATA 0x07 #define NOTA_INT_DATA 0x07
@@ -33,7 +31,6 @@
#define CONTINUE(CHAR) (CHAR>>7) #define CONTINUE(CHAR) (CHAR>>7)
#define UTF8_DATA 0x3f #define UTF8_DATA 0x3f
/* A helper to get the high-level Nota type nibble from a byte */
static inline int nota_type(const char *nota) { return (*nota) & 0x70; } static inline int nota_type(const char *nota) { return (*nota) & 0x70; }
char *nota_read_blob(long long *len, char **blob, char *nota); char *nota_read_blob(long long *len, char **blob, char *nota);
@@ -50,10 +47,8 @@ typedef struct NotaBuffer {
size_t capacity; /* allocated size of data */ size_t capacity; /* allocated size of data */
} NotaBuffer; } NotaBuffer;
/* Initialize a NotaBuffer with a given initial capacity. */
void nota_buffer_init(NotaBuffer *nb, size_t initial_capacity); void nota_buffer_init(NotaBuffer *nb, size_t initial_capacity);
/* Free the buffer's internal memory. (Does NOT free nb itself.) */
void nota_buffer_free(NotaBuffer *nb); void nota_buffer_free(NotaBuffer *nb);
void nota_write_blob (NotaBuffer *nb, unsigned long long nbits, const char *data); void nota_write_blob (NotaBuffer *nb, unsigned long long nbits, const char *data);
@@ -73,25 +68,18 @@ void nota_write_sym (NotaBuffer *nb, int sym);
#include "kim.h" #include "kim.h"
/* -------------------------------------------------------
HELPER: skip a varint
------------------------------------------------------- */
static inline char *nota_skip(char *nota) static inline char *nota_skip(char *nota)
{ {
while (CONTINUE(*nota)) { while (CONTINUE(*nota))
nota++; nota++;
}
return nota + 1; return nota + 1;
} }
/* -------------------------------------------------------
HELPER: read a varint
------------------------------------------------------- */
char *nota_read_num(long long *n, char *nota) char *nota_read_num(long long *n, char *nota)
{ {
if (!n) { if (!n)
return nota_skip(nota); return nota_skip(nota);
}
unsigned char b = (unsigned char)*nota; unsigned char b = (unsigned char)*nota;
long long result = b & NOTA_HEAD_DATA; long long result = b & NOTA_HEAD_DATA;
nota++; nota++;
@@ -106,7 +94,7 @@ char *nota_read_num(long long *n, char *nota)
} }
/* Count how many bits of varint we need to encode n, /* Count how many bits of varint we need to encode n,
with sb “special bits” in the first byte. */ with sb “special bits” in the first byte */
static inline int nota_bits(long long n, int sb) static inline int nota_bits(long long n, int sb)
{ {
if (n == 0) return sb; if (n == 0) return sb;
@@ -116,7 +104,6 @@ static inline int nota_bits(long long n, int sb)
return needed; return needed;
} }
/* Write a varint into *nota, with sb bits in the first char (which is already set). */
static inline char *nota_continue_num(long long n, char *nota, int sb) static inline char *nota_continue_num(long long n, char *nota, int sb)
{ {
int bits = nota_bits(n, sb); int bits = nota_bits(n, sb);
@@ -272,7 +259,6 @@ void nota_buffer_free(NotaBuffer *nb)
nb->capacity = 0; nb->capacity = 0;
} }
/* Allocate 'len' bytes in the buffer and return a pointer to them. */
static char *nota_buffer_alloc(NotaBuffer *nb, size_t len) static char *nota_buffer_alloc(NotaBuffer *nb, size_t len)
{ {
nota_buffer_grow(nb, len); nota_buffer_grow(nb, len);
@@ -363,183 +349,11 @@ void nota_write_record(NotaBuffer *nb, unsigned long long count)
nb->size -= (10 - used); nb->size -= (10 - used);
} }
void nota_write_number_str(NotaBuffer *nb, const char *str)
{
/* -------------------------------------------
1) Parse sign
------------------------------------------- */
int negative = 0;
if (*str == '+') {
str++;
}
else if (*str == '-') {
negative = 1;
str++;
}
/* -------------------------------------------
2) Parse integer part
------------------------------------------- */
long long coefficient = 0;
int got_digits = 0;
while (*str >= '0' && *str <= '9') {
got_digits = 1;
int d = (*str - '0');
str++;
// Basic overflow check (very naive):
if (coefficient <= (LLONG_MAX - d) / 10) {
coefficient = coefficient * 10 + d;
} else {
// If you want to handle overflow by switching to float, do that here.
// For simplicity, let's just keep wrapping. In production, be careful!
coefficient = coefficient * 10 + d;
}
}
/* -------------------------------------------
3) Check for decimal part
------------------------------------------- */
int has_decimal_point = 0;
int fraction_digits = 0;
if (*str == '.') {
has_decimal_point = 1;
str++;
while (*str >= '0' && *str <= '9') {
got_digits = 1;
int d = (*str - '0');
str++;
fraction_digits++;
if (coefficient <= (LLONG_MAX - d) / 10) {
coefficient = coefficient * 10 + d;
} else {
// Same naive overflow comment
coefficient = coefficient * 10 + d;
}
}
}
/* -------------------------------------------
4) Check for exponent part
------------------------------------------- */
int exponent_negative = 0;
long long exponent_val = 0;
if (*str == 'e' || *str == 'E') {
str++;
if (*str == '+') {
str++;
}
else if (*str == '-') {
exponent_negative = 1;
str++;
}
while (*str >= '0' && *str <= '9') {
int d = (*str - '0');
str++;
if (exponent_val <= (LLONG_MAX - d) / 10) {
exponent_val = exponent_val * 10 + d;
} else {
// Again, naive overflow handling
exponent_val = exponent_val * 10 + d;
}
}
}
/* -------------------------------------------
5) If there were no valid digits at all,
store 0 and return. (simple fallback)
------------------------------------------- */
if (!got_digits) {
nota_write_int_buf(nb, 0);
return;
}
/* -------------------------------------------
6) Combine fraction digits into exponent
final_exponent = exponent_val - fraction_digits
(apply exponent sign if any)
------------------------------------------- */
if (exponent_negative) {
exponent_val = -exponent_val;
}
long long final_exponent = exponent_val - fraction_digits;
/* -------------------------------------------
7) Decide if we are storing an integer
or a float in Nota format.
-------------------------------------------
Rule used here:
- If there's no decimal point AND final_exponent == 0,
=> integer
- If we do have a decimal point, but fraction_digits == 0
and exponent_val == 0, then the user typed something
like "123." or "100.0". That is effectively an integer,
so store it as an integer if you want a purely numeric approach.
- Otherwise store as float.
------------------------------------------- */
// If "no decimal" => definitely integer:
// or decimal present but fraction_digits=0 & exponent_val=0 => integer
int treat_as_integer = 0;
if (!has_decimal_point && final_exponent == 0) {
treat_as_integer = 1;
}
else if (has_decimal_point && fraction_digits == 0 && exponent_val == 0) {
// Means "123." or "123.0"
treat_as_integer = 1;
}
if (treat_as_integer) {
// If negative => flip the sign in the stored value
if (negative) {
coefficient = -coefficient;
}
// Write the integer in Nota format (varint with sign bit)
nota_write_int_buf(nb, coefficient);
return;
}
/* -------------------------------------------
8) Write as float in Nota format
We do basically the same approach as
nota_write_float_buf does:
- NOTA_FLOAT nibble
- sign bit if negative
- exponent sign bit if final_exponent < 0
- varint of |final_exponent|
- varint of |coefficient|
------------------------------------------- */
{
char *p = nota_buffer_alloc(nb, 21); // Up to ~21 bytes worst-case
p[0] = NOTA_FLOAT;
if (negative) {
p[0] |= (1 << 3); // Mantissa sign bit
}
if (final_exponent < 0) {
p[0] |= (1 << 4); // Exponent sign bit
final_exponent = -final_exponent;
}
// Write exponent as varint (with 3 bits used in the first byte)
char *c = nota_continue_num(final_exponent, p, 3);
// Write the absolute coefficient (7 bits used in the first byte)
char *end = nota_continue_num(coefficient, c, 7);
// Adjust the buffer size to the actual used length
size_t used = (size_t)(end - p);
nb->size -= (21 - used);
}
}
void nota_write_number(NotaBuffer *nb, double n) void nota_write_number(NotaBuffer *nb, double n)
{ {
nota_write_int_or_float_buf(nb, n); nota_write_int_or_float_buf(nb, n);
} }
/* Write an integer in varint form (with sign bit) */
static void nota_write_int_buf(NotaBuffer *nb, long long n) static void nota_write_int_buf(NotaBuffer *nb, long long n)
{ {
/* up to ~10 bytes for varint */ /* up to ~10 bytes for varint */

View File

@@ -146,19 +146,13 @@ static void nota_encode_value(NotaEncodeContext *enc, JSValueConst val, JSValueC
int tag = JS_VALUE_GET_TAG(replaced); int tag = JS_VALUE_GET_TAG(replaced);
switch (tag) { switch (tag) {
case JS_TAG_INT: { case JS_TAG_INT:
case JS_TAG_FLOAT64: {
double d; double d;
JS_ToFloat64(ctx, &d, replaced); JS_ToFloat64(ctx, &d, replaced);
nota_write_number(&enc->nb, d); nota_write_number(&enc->nb, d);
break; break;
} }
case JS_TAG_BIG_INT:
case JS_TAG_FLOAT64: {
const char *str = JS_ToCString(ctx, replaced);
nota_write_number_str(&enc->nb, str);
JS_FreeCString(ctx, str);
break;
}
case JS_TAG_STRING: { case JS_TAG_STRING: {
const char *str = JS_ToCString(ctx, replaced); const char *str = JS_ToCString(ctx, replaced);
nota_write_text(&enc->nb, str); nota_write_text(&enc->nb, str);