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547 lines
14 KiB
JavaScript
547 lines
14 KiB
JavaScript
var render = {}
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var io = use('io')
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var os = use('os')
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var controller = use('controller')
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var tracy = use('tracy')
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var graphics = use('graphics')
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var default_conf = {
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title:`Prosperon [${prosperon.version}-${prosperon.revision}]`,
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width: 1280,
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height: 720,
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icon: graphics.make_texture(io.slurpbytes('icons/moon.gif')),
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high_dpi:0,
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alpha:1,
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fullscreen:0,
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sample_count:1,
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enable_clipboard:true,
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enable_dragndrop: true,
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max_dropped_files: 1,
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swap_interval: 1,
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name: "Prosperon",
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version:prosperon.version + "-" + prosperon.revision,
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identifier: "world.pockle.prosperon",
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creator: "Pockle World LLC",
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copyright: "Copyright Pockle World 2025",
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type: "game",
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url: "https://prosperon.dev"
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}
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var config = use('config.js')
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config.__proto__ = default_conf
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prosperon.camera = use('ext/camera').make()
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prosperon.camera.size = [config.width,config.height]
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var base_pipeline = {
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vertex: "sprite.vert",
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fragment: "sprite.frag",
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primitive: "triangle", // point, line, linestrip, triangle, trianglestrip
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fill: true, // false for lines
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depth: {
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compare: "greater_equal", // never/less/equal/less_equal/greater/not_equal/greater_equal/always
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test: false,
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write: false,
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bias: 0,
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bias_slope_scale: 0,
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bias_clamp: 0
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},
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stencil: {
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enabled: true,
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front: {
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compare: "equal", // never/less/equal/less_equal/greater/neq/greq/always
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fail: "keep", // keep/zero/replace/incr_clamp/decr_clamp/invert/incr_wrap/decr_wrap
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depth_fail: "keep",
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pass: "keep"
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},
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back: {
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compare: "equal", // never/less/equal/less_equal/greater/neq/greq/always
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fail: "keep", // keep/zero/replace/incr_clamp/decr_clamp/invert/incr_wrap/decr_wrap
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depth_fail: "keep",
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pass: "keep"
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},
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test: true,
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compare_mask: 0,
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write_mask: 0
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},
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blend: {
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enabled: false,
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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
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dst_rgb: "zero",
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op_rgb: "add", // add/sub/rev_sub/min/max
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src_alpha: "one",
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dst_alpha: "zero",
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op_alpha: "add"
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},
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cull: "none", // none/front/back
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face: "cw", // cw/ccw
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alpha_to_coverage: false,
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multisample: {
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count: 1, // number of multisamples
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mask: 0xFFFFFFFF,
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domask: false
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},
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label: "scripted pipeline",
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target: {}
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}
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var sprite_pipeline = Object.create(base_pipeline);
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sprite_pipeline.blend = {
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enabled:true,
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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
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dst_rgb: "one_minus_src_alpha",
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op_rgb: "add", // add/sub/rev_sub/min/max
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src_alpha: "one",
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dst_alpha: "zero",
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op_alpha: "add"
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};
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sprite_pipeline.target = {
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color_targets: [{
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format:"rgba8",
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blend:sprite_pipeline.blend
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}],
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depth: "d32 float s8"
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};
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prosperon.window = prosperon.engine_start(config);
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var driver = "vulkan"
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switch(os.platform()) {
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case "Linux":
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driver = "vulkan"
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break
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case "Windows":
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driver = "direct3d12"
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break
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case "macOS":
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driver = "metal"
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break
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}
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render._main = prosperon.window.make_renderer(driver)
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prosperon.gpu = render._main
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render._main.window = prosperon.window
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//var imgui = use('imgui')
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//if (imgui) imgui.init(render._main, prosperon.window)
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var imgui
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var unit_transform = os.make_transform();
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var cornflower = [62/255,96/255,113/255,1];
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var sprite_model_ubo = {
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model: unit_transform,
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color: [1,1,1,1]
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};
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// helpful render devices. width and height in pixels; diagonal in inches.
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render.device = {
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pc: { width: 1920, height: 1080 },
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macbook_m2: { width: 2560, height: 1664, diagonal: 13.6 },
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ds_top: { width: 400, height: 240, diagonal: 3.53 },
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ds_bottom: { width: 320, height: 240, diagonal: 3.02 },
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playdate: { width: 400, height: 240, diagonal: 2.7 },
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switch: { width: 1280, height: 720, diagonal: 6.2 },
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switch_lite: { width: 1280, height: 720, diagonal: 5.5 },
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switch_oled: { width: 1280, height: 720, diagonal: 7 },
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dsi: { width: 256, height: 192, diagonal: 3.268 },
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ds: { width: 256, height: 192, diagonal: 3 },
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dsixl: { width: 256, height: 192, diagonal: 4.2 },
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ipad_air_m2: { width: 2360, height: 1640, diagonal: 11.97 },
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iphone_se: { width: 1334, height: 750, diagonal: 4.7 },
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iphone_12_pro: { width: 2532, height: 1170, diagonal: 6.06 },
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iphone_15: { width: 2556, height: 1179, diagonal: 6.1 },
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gba: { width: 240, height: 160, diagonal: 2.9 },
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gameboy: { width: 160, height: 144, diagonal: 2.48 },
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gbc: { width: 160, height: 144, diagonal: 2.28 },
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steamdeck: { width: 1280, height: 800, diagonal: 7 },
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vita: { width: 960, height: 544, diagonal: 5 },
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psp: { width: 480, height: 272, diagonal: 4.3 },
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imac_m3: { width: 4480, height: 2520, diagonal: 23.5 },
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macbook_pro_m3: { width: 3024, height: 1964, diagonal: 14.2 },
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ps1: { width: 320, height: 240, diagonal: 5 },
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ps2: { width: 640, height: 480 },
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snes: { width: 256, height: 224 },
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gamecube: { width: 640, height: 480 },
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n64: { width: 320, height: 240 },
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c64: { width: 320, height: 200 },
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macintosh: { width: 512, height: 342 },
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gamegear: { width: 160, height: 144, diagonal: 3.2 }
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};
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render.device.doc = `Device resolutions given as [x,y,inches diagonal].`;
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var render_queue = [];
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var hud_queue = [];
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var current_queue = render_queue;
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var std_sampler = {
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min_filter: "nearest",
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mag_filter: "nearest",
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mipmap: "linear",
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u: "repeat",
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v: "repeat",
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w: "repeat",
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mip_bias: 0,
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max_anisotropy: 0,
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compare_op: "none",
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min_lod: 0,
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max_lod: 0,
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anisotropy: false,
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compare: false
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};
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function group_sprites_by_texture(sprites, mesh) {
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if (sprites.length === 0) return;
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for (var i = 0; i < sprites.length; i++) {
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sprites[i].mesh = mesh;
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sprites[i].first_index = i*6;
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sprites[i].num_indices = 6;
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}
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return;
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// The code below is an alternate approach to grouping by image. Currently not in use.
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/*
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var groups = [];
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var group = {image:sprites[0].image, first_index:0};
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var count = 1;
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for (var i = 1; i < sprites.length; i++) {
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if (sprites[i].image === group.image) {
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count++;
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continue;
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}
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group.num_indices = count*6;
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var newgroup = {image:sprites[i].image, first_index:group.first_index+group.num_indices};
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group = newgroup;
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groups.push(group);
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count=1;
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}
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group.num_indices = count*6;
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return groups;
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*/
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}
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group_sprites_by_texture[prosperon.DOC] = `Assign each sprite to the provided mesh, generating index data as needed.
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:param sprites: An array of sprite objects.
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:param mesh: A mesh object (pos, color, uv, indices, etc.) to link to each sprite.
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:return: None
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`
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var main_color = {
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type:"2d",
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format: "rgba8",
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layers: 1,
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mip_levels: 1,
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samples: 0,
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sampler:true,
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color_target:true
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};
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var main_depth = {
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type: "2d",
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format: "d32 float s8",
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layers:1,
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mip_levels:1,
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samples:0,
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sampler:true,
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depth_target:true
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};
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function render_camera(cmds, camera) {
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var pass;
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delete camera.target // TODO: HORRIBLE
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if (!camera.target) {
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main_color.width = main_depth.width = camera.size.x;
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main_color.height = main_depth.height = camera.size.y;
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camera.target = {
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color_targets: [{
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texture: render._main.texture(main_color),
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mip_level:0,
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layer: 0,
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load:"clear",
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store:"store",
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clear: cornflower
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}],
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depth_stencil: {
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texture: render._main.texture(main_depth),
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clear:1,
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load:"dont_care",
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store:"dont_care",
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stencil_load:"dont_care",
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stencil_store:"dont_care",
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stencil_clear:0
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}
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};
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}
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var buffers = [];
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buffers = buffers.concat(graphics.queue_sprite_mesh(render_queue));
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var unique_meshes = [...new Set(render_queue.map(x => x.mesh))];
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for (var q of unique_meshes)
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buffers = buffers.concat([q.pos, q.color, q.uv, q.indices]);
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buffers = buffers.concat(graphics.queue_sprite_mesh(hud_queue));
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for (var q of hud_queue)
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if (q.type === 'geometry') buffers = buffers.concat([q.mesh.pos, q.mesh.color, q.mesh.uv, q.mesh.indices]);
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full_upload(buffers)
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var pass = cmds.render_pass(camera.target);
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var pipeline = sprite_pipeline;
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bind_pipeline(pass,pipeline);
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var camslot = get_pipeline_ubo_slot(pipeline, 'TransformBuffer');
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if (typeof camslot !== 'undefined')
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cmds.camera(camera, camslot);
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modelslot = get_pipeline_ubo_slot(pipeline, "model");
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if (typeof modelslot !== 'undefined') {
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var ubo = ubo_obj_to_array(pipeline, 'model', sprite_model_ubo);
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cmds.push_vertex_uniform_data(modelslot, ubo);
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}
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var mesh;
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var img;
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var modelslot;
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cmds.push_debug_group("draw")
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for (var group of render_queue) {
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if (mesh != group.mesh) {
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mesh = group.mesh;
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bind_model(pass,pipeline,mesh);
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}
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if (group.image && img != group.image) {
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img = group.image;
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img.sampler = std_sampler;
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bind_mat(pass,pipeline,{diffuse:img});
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}
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pass.draw_indexed(group.num_indices, 1, group.first_index, 0, 0);
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}
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cmds.pop_debug_group()
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cmds.push_debug_group("hud")
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var camslot = get_pipeline_ubo_slot(pipeline, 'TransformBuffer');
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if (typeof camslot !== 'undefined')
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cmds.hud(camera.size, camslot);
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for (var group of hud_queue) {
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if (mesh != group.mesh) {
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mesh = group.mesh;
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bind_model(pass,pipeline,mesh);
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}
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if (group.image && img != group.image) {
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img = group.image;
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img.sampler = std_sampler;
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bind_mat(pass,pipeline,{diffuse:img});
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}
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pass.draw_indexed(group.num_indices, 1, group.first_index, 0, 0);
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}
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cmds.pop_debug_group();
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pass?.end();
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render_queue = [];
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hud_queue = [];
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}
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render_camera[prosperon.DOC] = `Render a scene using the provided camera, drawing both render queue and HUD queue items.
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:param cmds: A command buffer obtained from the GPU context.
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:param camera: The camera object (with size, optional target, etc.).
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:return: None
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`
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var swaps = [];
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function gpupresent() {
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os.clean_transforms();
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var cmds = render._main.acquire_cmd_buffer();
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render_camera(cmds, prosperon.camera);
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var swapchain_tex = cmds.acquire_swapchain();
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if (!swapchain_tex)
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cmds.cancel();
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else {
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var torect = prosperon.camera.draw_rect(prosperon.window.size);
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torect.texture = swapchain_tex;
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if (swapchain_tex) {
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cmds.blit({
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src: prosperon.camera.target.color_targets[0].texture,
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dst: torect,
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filter:"nearest",
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load: "clear"
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});
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if (imgui) { // draws any imgui commands present
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cmds.push_debug_group("imgui")
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imgui.prepend(cmds);
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var pass = cmds.render_pass({
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color_targets:[{texture:swapchain_tex}]});
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imgui.endframe(cmds,pass);
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pass.end();
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cmds.pop_debug_group()
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}
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}
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cmds.submit()
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}
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}
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gpupresent[prosperon.DOC] = `Perform the per-frame rendering and present the final swapchain image, including imgui pass if available.
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:return: None
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`
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var stencil_write = {
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compare: "always",
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fail_op: "replace",
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depth_fail_op: "replace",
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pass_op: "replace"
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};
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var stencil_writer = function stencil_writer(ref) {
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var pipe = Object.create(base_pipeline);
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Object.assign(pipe, {
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stencil: {
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enabled: true,
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front: stencil_write,
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back: stencil_write,
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write:true,
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read:true,
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ref:ref
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},
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write_mask: colormask.none
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});
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return pipe;
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}.hashify();
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render.stencil_writer = stencil_writer;
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// objects by default draw where the stencil buffer is 0
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render.fillmask = function fillmask(ref) {
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var pipe = stencil_writer(ref);
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render.use_shader('screenfill.cg', pipe);
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render.draw(shape.quad);
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}
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render.fillmask[prosperon.DOC] = `Draw a fullscreen shape using a 'screenfill' shader to populate the stencil buffer with a given reference.
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:param ref: The stencil reference value to write.
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:return: None
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`
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var stencil_invert = {
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compare: "always",
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fail_op: "invert",
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depth_fail_op: "invert",
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pass_op: "invert"
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};
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render.mask = function mask(image, pos, scale, rotation = 0, ref = 1) {
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if (typeof image === 'string')
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image = graphics.texture(image);
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var tex = image.texture;
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if (scale) scale = scale.div([tex.width,tex.height]);
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else scale = [1,1,1]
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var pipe = stencil_writer(ref);
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render.use_shader('sprite.cg', pipe);
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var t = os.make_transform();
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t.trs(pos, undefined, scale);
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set_model(t);
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render.use_mat({
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diffuse:image.texture,
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rect: image.rect,
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shade: Color.white
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});
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render.draw(shape.quad);
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}
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render.mask[prosperon.DOC] = `Draw an image to the stencil buffer, marking its area with a specified reference value.
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:param image: A texture or string path (which is converted to a texture).
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:param pos: The translation (x, y) for the image placement.
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:param scale: Optional scaling applied to the texture.
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:param rotation: Optional rotation in radians (unused by default).
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:param ref: The stencil reference value to write.
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:return: None
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`
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render.viewport = function(rect) {
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render._main.viewport(rect);
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}
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render.viewport[prosperon.DOC] = `Set the GPU viewport to the specified rectangle.
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:param rect: A rectangle [x, y, width, height].
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:return: None
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`
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render.scissor = function(rect) {
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render.viewport(rect)
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}
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render.scissor[prosperon.DOC] = `Set the GPU scissor region to the specified rectangle (alias of render.viewport).
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:param rect: A rectangle [x, y, width, height].
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:return: None
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`
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// Some initialization
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shader_type = render._main.shader_format()[0];
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std_sampler = render._main.make_sampler({
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min_filter: "nearest",
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mag_filter: "nearest",
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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
|