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cell/scripts/modules/sdl_render.js
John Alanbrook 3a4547fb80
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add blob; pull out crypto, time; add sdl_renderer
2025-03-27 14:31:02 -05:00

842 lines
23 KiB
JavaScript

var render = {}
var io = use('io')
var os = use('os')
var controller = use('controller')
var tracy = use('tracy')
var graphics = use('graphics')
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"
}
var config = use('config.js')
config.__proto__ = default_conf
prosperon.camera = use('ext/camera').make()
prosperon.camera.size = [config.width,config.height]
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", // 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: "one_minus_src_alpha",
op_rgb: "add", // add/sub/rev_sub/min/max
src_alpha: "one",
dst_alpha: "zero",
op_alpha: "add"
};
sprite_pipeline.target = {
color_targets: [{
format:"rgba8",
blend:sprite_pipeline.blend
}],
depth: "d32 float s8"
};
var appy = {};
appy.inputs = {};
if (os.platform() === "macos") {
appy.inputs["S-q"] = os.exit;
}
appy.inputs["M-f4"] = os.exit;
controller.player[0].control(appy);
prosperon.window = prosperon.engine_start(config);
var driver = "vulkan"
switch(os.platform()) {
case "Linux":
driver = "vulkan"
break
case "Windows":
// driver = "direct3d12"
driver = "vulkan"
break
case "macOS":
driver = "metal"
break
}
render._main = prosperon.window.make_gpu(false,driver)
prosperon.gpu = render._main
render._main.window = prosperon.window
render._main.claim_window(prosperon.window)
render._main.set_swapchain('sdr', 'vsync')
var whiteimage = {}
whiteimage.surface = graphics.make_surface([1,1])
whiteimage.surface.rect({x:0,y:0,width:1,height:1}, [1,1,1,1])
whiteimage.texture = render._main.load_texture(whiteimage.surface)
var imgui = use('imgui')
if (imgui) imgui.init(render._main, prosperon.window)
var unit_transform = os.make_transform();
var cur = {};
cur.images = [];
cur.samplers = [];
var tbuffer;
function full_upload(buffers) {
var cmds = render._main.acquire_cmd_buffer();
tbuffer = render._main.upload(cmds, buffers, tbuffer);
cmds.submit();
}
full_upload[prosperon.DOC] = `Acquire a command buffer and upload the provided data buffers to the GPU, then submit.
:param buffers: An array of data buffers to be uploaded.
:return: None
`
function bind_pipeline(pass, pipeline) {
make_pipeline(pipeline)
pass.bind_pipeline(pipeline.gpu)
pass.pipeline = pipeline;
}
bind_pipeline[prosperon.DOC] = `Ensure the specified pipeline is created on the GPU and bind it to the given render pass.
:param pass: The current render pass to bind the pipeline to.
:param pipeline: The pipeline object containing shader and state info.
:return: None
`
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 undefined;
}
get_pipeline_ubo_slot[prosperon.DOC] = `Return the index of a uniform buffer block within the pipeline's vertex reflection data by name suffix.
:param pipeline: The pipeline whose vertex reflection is inspected.
:param name: A string suffix to match against the uniform buffer block name.
:return: The integer index of the matching UBO, or undefined if not found.
`
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;
}
transpose4x4[prosperon.DOC] = `Return a new 4x4 matrix array that is the transpose of the passed matrix.
:param val: An array of length 16 representing a 4x4 matrix in row-major format.
:return: A new array of length 16 representing the transposed matrix.
`
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;
}
ubo_obj_to_array[prosperon.DOC] = `Construct an ArrayBuffer containing UBO data from the provided object, matching the pipeline's reflection info.
:param pipeline: The pipeline whose vertex reflection is read for UBO structure.
:param name: The name suffix that identifies the target UBO in the reflection data.
:param obj: An object whose properties match the UBO members.
:return: An ArrayBuffer containing packed UBO data.
`
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);
}
}
type_to_byte_count[prosperon.DOC] = `Return the byte size for known float-based types.
:param type: A string type identifier (e.g., 'float', 'vec2', 'vec3', 'vec4', 'mat4').
:return: Integer number of bytes.
`
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 = render._main.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 = render._main.make_pipeline(pipeline);
}
make_pipeline[prosperon.DOC] = `Create and store a GPU pipeline object if it has not already been created.
:param pipeline: An object describing the pipeline state, shaders, and reflection data.
:return: None
`
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 = render._main.make_shader(shader)
shader.reflection = refl;
shader_cache[file] = shader
shader.file = sh_file
return shader
}
make_shader[prosperon.DOC] = `Load and compile a shader from disk, caching the result. Reflective metadata is also loaded.
:param sh_file: The base filename (without extension) of the shader to compile.
:return: A shader object with GPU and reflection data attached.
`
// helpful render devices. width and height in pixels; diagonal in inches.
render.device = {
pc: { width: 1920, height: 1080 },
macbook_m2: { width: 2560, height: 1664, diagonal: 13.6 },
ds_top: { width: 400, height: 240, diagonal: 3.53 },
ds_bottom: { width: 320, height: 240, diagonal: 3.02 },
playdate: { width: 400, height: 240, diagonal: 2.7 },
switch: { width: 1280, height: 720, diagonal: 6.2 },
switch_lite: { width: 1280, height: 720, diagonal: 5.5 },
switch_oled: { width: 1280, height: 720, diagonal: 7 },
dsi: { width: 256, height: 192, diagonal: 3.268 },
ds: { width: 256, height: 192, diagonal: 3 },
dsixl: { width: 256, height: 192, diagonal: 4.2 },
ipad_air_m2: { width: 2360, height: 1640, diagonal: 11.97 },
iphone_se: { width: 1334, height: 750, diagonal: 4.7 },
iphone_12_pro: { width: 2532, height: 1170, diagonal: 6.06 },
iphone_15: { width: 2556, height: 1179, diagonal: 6.1 },
gba: { width: 240, height: 160, diagonal: 2.9 },
gameboy: { width: 160, height: 144, diagonal: 2.48 },
gbc: { width: 160, height: 144, diagonal: 2.28 },
steamdeck: { width: 1280, height: 800, diagonal: 7 },
vita: { width: 960, height: 544, diagonal: 5 },
psp: { width: 480, height: 272, diagonal: 4.3 },
imac_m3: { width: 4480, height: 2520, diagonal: 23.5 },
macbook_pro_m3: { width: 3024, height: 1964, diagonal: 14.2 },
ps1: { width: 320, height: 240, diagonal: 5 },
ps2: { width: 640, height: 480 },
snes: { width: 256, height: 224 },
gamecube: { width: 640, height: 480 },
n64: { width: 320, height: 240 },
c64: { width: 320, height: 200 },
macintosh: { width: 512, height: 342 },
gamegear: { width: 160, height: 144, diagonal: 3.2 }
};
render.device.doc = `Device resolutions given as [x,y,inches diagonal].`;
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]);
}
render._main.upload(this, bufs);
}
upload_model[prosperon.DOC] = `Upload all buffer-like properties of the given model to the GPU.
:param model: An object whose buffer properties are to be uploaded.
:return: None
`
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);
}
bind_model[prosperon.DOC] = `Bind the model's vertex and index buffers for the given pipeline and render pass.
:param pass: The current render pass.
:param pipeline: The pipeline object with vertex buffer descriptions.
:param model: The model object containing matching buffers and an index buffer.
:return: None
`
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);
}
}
bind_mat[prosperon.DOC] = `Bind the material images and samplers needed by the pipeline's fragment shader.
:param pass: The current render pass.
:param pipeline: The pipeline whose fragment shader reflection indicates required textures.
:param mat: An object mapping the required image names to {texture, sampler}.
:return: None
`
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;
*/
}
group_sprites_by_texture[prosperon.DOC] = `Assign each sprite to the provided mesh, generating index data as needed.
:param sprites: An array of sprite objects.
:param mesh: A mesh object (pos, color, uv, indices, etc.) to link to each sprite.
:return: None
`
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: render._main.texture(main_color),
mip_level:0,
layer: 0,
load:"clear",
store:"store",
clear: cornflower
}],
depth_stencil: {
texture: render._main.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 (typeof camslot !== 'undefined')
cmds.camera(camera, camslot);
modelslot = get_pipeline_ubo_slot(pipeline, "model");
if (typeof modelslot !== 'undefined') {
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 (typeof camslot !== 'undefined')
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 = [];
}
render_camera[prosperon.DOC] = `Render a scene using the provided camera, drawing both render queue and HUD queue items.
:param cmds: A command buffer obtained from the GPU context.
:param camera: The camera object (with size, optional target, etc.).
:return: None
`
var swaps = [];
function gpupresent() {
os.clean_transforms();
var cmds = render._main.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()
}
}
gpupresent[prosperon.DOC] = `Perform the per-frame rendering and present the final swapchain image, including imgui pass if available.
:return: None
`
var stencil_write = {
compare: "always",
fail_op: "replace",
depth_fail_op: "replace",
pass_op: "replace"
};
var stencil_writer = 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();
render.stencil_writer = stencil_writer;
// objects by default draw where the stencil buffer is 0
render.fillmask = function fillmask(ref) {
var pipe = stencil_writer(ref);
render.use_shader('screenfill.cg', pipe);
render.draw(shape.quad);
}
render.fillmask[prosperon.DOC] = `Draw a fullscreen shape using a 'screenfill' shader to populate the stencil buffer with a given reference.
:param ref: The stencil reference value to write.
:return: None
`
var stencil_invert = {
compare: "always",
fail_op: "invert",
depth_fail_op: "invert",
pass_op: "invert"
};
render.mask = 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 = os.make_transform();
t.trs(pos, undefined, scale);
set_model(t);
render.use_mat({
diffuse:image.texture,
rect: image.rect,
shade: Color.white
});
render.draw(shape.quad);
}
render.mask[prosperon.DOC] = `Draw an image to the stencil buffer, marking its area with a specified reference value.
:param image: A texture or string path (which is converted to a texture).
:param pos: The translation (x, y) for the image placement.
:param scale: Optional scaling applied to the texture.
:param rotation: Optional rotation in radians (unused by default).
:param ref: The stencil reference value to write.
:return: None
`
render.viewport = function(rect) {
render._main.viewport(rect);
}
render.viewport[prosperon.DOC] = `Set the GPU viewport to the specified rectangle.
:param rect: A rectangle [x, y, width, height].
:return: None
`
render.scissor = function(rect) {
render.viewport(rect)
}
render.scissor[prosperon.DOC] = `Set the GPU scissor region to the specified rectangle (alias of render.viewport).
:param rect: A rectangle [x, y, width, height].
:return: None
`
// Some initialization
shader_type = render._main.shader_format()[0];
std_sampler = render._main.make_sampler({
min_filter: "nearest",
mag_filter: "nearest",
mipmap_mode: "nearest",
address_mode_u: "repeat",
address_mode_v: "repeat",
address_mode_w: "repeat"
});
render._main.present = gpupresent;
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.queue[prosperon.DOC] = `Enqueue one or more draw commands. These commands are batched until render_camera is called.
:param cmd: Either a single command object or an array of command objects.
:return: None
`
render.setup_draw = function() {
current_queue = render_queue;
prosperon.draw();
}
render.setup_draw[prosperon.DOC] = `Switch the current queue to the primary scene render queue, then invoke 'prosperon.draw' if defined.
:return: None
`
render.setup_hud = function() {
current_queue = hud_queue;
prosperon.hud();
}
render.setup_hud[prosperon.DOC] = `Switch the current queue to the HUD render queue, then invoke 'prosperon.hud' if defined.
:return: None
`
return render