prosperon module

This commit is contained in:
2025-07-14 03:14:06 -05:00
parent 0d97b47728
commit d1c7ff768d
4 changed files with 434 additions and 74 deletions

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@@ -15,3 +15,5 @@ main = true
main = true main = true
[actors.prosperon] [actors.prosperon]
main = true main = true
[actors.accio]
main=true

426
prosperon/prosperon.cm Normal file
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@@ -0,0 +1,426 @@
var prosperon = {}
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 video = arg[0]
var graphics = use('graphics', arg[0])
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}
// 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(cmd.tilemap)
geom.texture_id = parseInt(texId)
renderer_commands.push({
op: "geometry_raw",
data: geom
})
})
break
}
})
return renderer_commands
}
///// input /////
var input = use('input')
var input_cb
var input_rate = 1/60
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
}
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) {
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)
}
////////// 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) {
send(video, {kind: 'window', op:'set', data: {property: 'size', value: size}})
},
}
prosperon.set_window = function(config)
{
for (var c in config)
if (window_cmds[c]) window_cmds[c](config[c])
}
var renderer_cmds = {
resolution(size) {
send(video, {kind:"renderer", op:'set', prop:'logicalPresentation', value: {...e}})
}
}
prosperon.set_renderer = function(config)
{
for (var c in config)
if (renderer_cmds[c]) renderer_cmds[c](config[c])
}
return prosperon

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@@ -10,7 +10,7 @@ function tilemap()
return this; return this;
} }
tilemap.for = function (map, fn) { tilemap.for = function tilemap_for(map, fn) {
for (var x = 0; x < map.tiles.length; x++) { for (var x = 0; x < map.tiles.length; x++) {
if (!map.tiles[x]) continue; if (!map.tiles[x]) continue;
for (var y = 0; y < map.tiles[x].length; y++) { for (var y = 0; y < map.tiles[x].length; y++) {

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@@ -20,6 +20,11 @@ var LOADING = Symbol()
var cache = {} var cache = {}
graphics.setup = function(renderer)
{
renderer_actor = renderer
}
// Image constructor function // Image constructor function
graphics.Image = function(surfaceData) { graphics.Image = function(surfaceData) {
// Initialize private properties // Initialize private properties
@@ -402,12 +407,6 @@ graphics.get_font = function get_font(path, size) {
return font return font
} }
graphics.get_font[cell.DOC] = `
:param path: A string path to a font file, optionally with ".size" appended.
:param size: Pixel size of the font, if not included in 'path'.
:return: A font object with .surface and .texture for rendering text.
Load a font from file if not cached, or retrieve from cache if already loaded.
`
graphics.queue_sprite_mesh = function(queue) { graphics.queue_sprite_mesh = function(queue) {
var sprites = queue.filter(x => x.type == 'sprite') var sprites = queue.filter(x => x.type == 'sprite')
@@ -420,72 +419,5 @@ graphics.queue_sprite_mesh = function(queue) {
} }
return [mesh.pos, mesh.uv, mesh.color, mesh.indices] return [mesh.pos, mesh.uv, mesh.color, mesh.indices]
} }
graphics.queue_sprite_mesh[cell.DOC] = `
:param queue: An array of draw commands, some of which are {type:'sprite'} objects.
:return: An array of references to GPU buffers [pos,uv,color,indices].
Builds a single geometry mesh for all sprite-type commands in the queue, storing first_index/num_indices
so they can be rendered in one draw call.
`
graphics.make_text_buffer[cell.DOC] = `
:param text: The string to render.
:param rect: A rectangle specifying position and possibly wrapping.
:param angle: Rotation angle (unused or optional).
:param color: A color for the text (could be a vec4).
:param wrap: The width in pixels to wrap text, or 0 for no wrap.
:param font: A font object created by graphics.make_font or graphics.get_font.
:return: A geometry buffer mesh (pos, uv, color, indices) for rendering text.
Generate a GPU buffer mesh of text quads for rendering with a font, etc.
`
graphics.rectpack[cell.DOC] = `
:param width: The width of the area to pack into.
:param height: The height of the area to pack into.
:param sizes: An array of [w,h] pairs for the rectangles to pack.
:return: An array of [x,y] coordinates placing each rect, or null if they don't fit.
Perform a rectangle packing using the stbrp library. Return positions for each rect.
`
graphics.make_texture[cell.DOC] = `
:param data: Raw image bytes (PNG, JPG, etc.) as an ArrayBuffer.
:return: An SDL_Surface object representing the decoded image in RAM, for use with GPU or software rendering.
Convert raw image bytes into an SDL_Surface object.
`
graphics.make_gif[cell.DOC] = `
:param data: An ArrayBuffer containing GIF data.
:return: An object with frames[], each frame having its own .surface. Some also have a .texture for GPU use.
Load a GIF, returning its frames. If it's a single-frame GIF, the result may have .surface only.
`
graphics.make_aseprite[cell.DOC] = `
:param data: An ArrayBuffer containing Aseprite (ASE) file data.
:return: An object containing frames or animations, each with .surface. May also have top-level .surface for a single-layer case.
Load an Aseprite/ASE file from an array of bytes, returning frames or animations.
`
graphics.cull_sprites[cell.DOC] = `
:param sprites: An array of sprite objects (each has rect or transform).
:param camera: A camera or bounding rectangle defining the view area.
:return: A new array of sprites that are visible in the camera's view.
Filter an array of sprites to only those visible in the provided cameras view.
`
graphics.make_font[cell.DOC] = `
:param data: TTF/OTF file data as an ArrayBuffer.
:param size: Pixel size for rendering glyphs.
:return: A font object with surface, texture, and glyph data, for text rendering with make_text_buffer.
Load a font from TTF/OTF data at the given size.
`
graphics.make_line_prim[cell.DOC] = `
:param points: An array of [x,y] points forming the line.
:param thickness: The thickness (width) of the polyline.
:param startCap: (Unused) Possibly the type of cap for the start.
:param endCap: (Unused) Possibly the type of cap for the end.
:param color: A color to apply to the line.
:return: A geometry mesh object suitable for rendering the line via a pipeline command.
Build a GPU mesh representing a thick polyline from an array of points, using parsl or a similar library under the hood.
`
return graphics return graphics