This commit is contained in:
2025-12-22 16:21:21 -06:00
parent 3525a1610b
commit 22adec77cd
14 changed files with 2320 additions and 945 deletions

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@@ -1,329 +1,188 @@
// compositor.cm - High-level compositing API built on fx_graph
//
// Provides a simple interface for common rendering patterns:
// - World view with camera
// - UI overlay
// - Masking
// - Post-effects
//
// Usage:
// var comp = compositor()
// comp.set_world(scene_root, world_camera)
// comp.set_ui(ui_root, ui_camera)
// comp.set_mask(mask_root) // optional
// var cmds = comp.render(backend, window_size)
var fx_graph = use('fx_graph')
var compositor = {}
// High-level API: Set what to render
compositor.set_world = function(root_or_fn, camera) {
// Set the world view (main game scene)
compositor.set_world = function(root_or_fn, camera, target_spec) {
this.world_view = {
root: typeof root_or_fn == 'function' ? root_or_fn : (_ => root_or_fn),
camera: camera
root: typeof root_or_fn == 'function' ? root_or_fn : function() { return root_or_fn },
camera: camera,
target: target_spec || this.world_target_spec
}
}
compositor.set_ui = function(root_or_fn, camera) {
// Set the UI overlay
compositor.set_ui = function(root_or_fn, camera, target_spec) {
this.ui_view = {
root: typeof root_or_fn == 'function' ? root_or_fn : (_ => root_or_fn),
camera: camera
root: typeof root_or_fn == 'function' ? root_or_fn : function() { return root_or_fn },
camera: camera,
target: target_spec || this.ui_target_spec
}
}
// High-level API: Masking
compositor.set_world_mask = function(mask_root_or_fn, invert) {
if (!mask_root_or_fn) {
this.world_mask = null
// Set a mask for the world view
compositor.set_mask = function(content_root_or_fn, mask_root_or_fn, opts) {
opts = opts || {}
if (!content_root_or_fn || !mask_root_or_fn) {
this.mask_config = null
return
}
this.world_mask = {
root: typeof mask_root_or_fn == 'function' ? mask_root_or_fn : (_ => mask_root_or_fn),
invert: !!invert
this.mask_config = {
content: typeof content_root_or_fn == 'function' ? content_root_or_fn : function() { return content_root_or_fn },
mask: typeof mask_root_or_fn == 'function' ? mask_root_or_fn : function() { return mask_root_or_fn },
invert: opts.invert || false,
mode: opts.mode || 'alpha'
}
}
// High-level API: Effects (recipes)
compositor.add_emissive_lighting = function(opts) {
this.recipes.push({
type: 'emissive_lighting',
tag: opts.tag,
bloom_radius: opts.bloom_radius || 50,
bloom_intensity: opts.bloom_intensity || 1.5,
light_color: opts.light_color || [1, 1, 1, 1]
})
// Add a named layer for more complex compositing
compositor.add_layer = function(name, opts) {
this.layers[name] = {
root: typeof opts.root == 'function' ? opts.root : function() { return opts.root },
camera: opts.camera,
target: opts.target || this.world_target_spec,
clear_color: opts.clear_color,
blend: opts.blend || 'over',
opacity: opts.opacity != null ? opts.opacity : 1
}
}
compositor.add_post_effect = function(effect_name, params) {
this.recipes.push({
type: 'post_effect',
effect: effect_name,
params: params || {}
})
compositor.remove_layer = function(name) {
delete this.layers[name]
}
compositor.add_layer_effect = function(opts) {
this.recipes.push({
type: 'layer_effect',
layers: opts.layers,
effect: opts.effect,
params: opts.params || {}
})
}
// Main render entry point
compositor.present = function(window_size) {
// Step 1: Build node graph from recipes
// Build and execute the render graph
compositor.render = function(backend, window_size) {
var graph = this.build_graph(window_size)
// Step 2: Execute graph (backend-agnostic)
var result = graph.execute(this.backend)
// Step 3: Backend returns final commands
return result.commands
return backend.render(graph, window_size)
}
// ========================================================================
// GRAPH BUILDER: Expands recipes into node graph
// ========================================================================
// Build the fx_graph from current configuration
compositor.build_graph = function(window_size) {
var graph = fx_graph()
var fit = fx_graph.fit_to_screen
// Get scene trees (call functions if needed)
// Get scene trees
var world_root = this.world_view ? this.world_view.root() : null
var ui_root = this.ui_view ? this.ui_view.root() : null
if (!world_root && !ui_root) {
// Nothing to render
return graph
}
var outputs = []
var current_world_output = null
// Render world
if (world_root) {
// Render world view
if (world_root && this.world_view) {
var world_node = graph.add_node('render_view', {
root: world_root,
camera: this.world_view.camera,
target_spec: this.world_target_spec
target: this.world_view.target,
clear_color: this.world_view.camera.background || {r: 0, g: 0, b: 0, a: 1}
})
current_world_output = world_node.output
outputs.push({output: world_node.output, target_spec: this.world_view.target, name: 'world'})
}
// Render additional layers
for (var name in this.layers) {
var layer = this.layers[name]
var layer_root = layer.root()
if (!layer_root) continue
// Apply masking if configured
if (this.world_mask) {
var mask_root = this.world_mask.root()
var layer_node = graph.add_node('render_view', {
root: layer_root,
camera: layer.camera,
target: layer.target,
clear_color: layer.clear_color || {r: 0, g: 0, b: 0, a: 0}
})
outputs.push({output: layer_node.output, target_spec: layer.target, blend: layer.blend, opacity: layer.opacity, name: name})
}
// Handle masking if configured
if (this.mask_config) {
var content_root = this.mask_config.content()
var mask_root = this.mask_config.mask()
if (content_root && mask_root) {
var content_node = graph.add_node('render_view', {
root: content_root,
camera: this.world_view ? this.world_view.camera : this.ui_view.camera,
target: this.world_target_spec,
clear_color: {r: 0, g: 0, b: 0, a: 0}
})
var mask_node = graph.add_node('render_view', {
root: mask_root,
camera: this.world_view.camera,
target_spec: this.world_target_spec,
camera: this.world_view ? this.world_view.camera : this.ui_view.camera,
target: this.world_target_spec,
clear_color: {r: 0, g: 0, b: 0, a: 0}
})
var masked_node = graph.add_node('mask', {
content: current_world_output,
content: content_node.output,
mask: mask_node.output,
invert: this.world_mask.invert
mode: this.mask_config.mode,
invert: this.mask_config.invert
})
current_world_output = masked_node.output
}
// Expand recipes that affect world
for (var recipe of this.recipes) {
if (recipe.type == 'emissive_lighting') {
current_world_output = this.expand_emissive_lighting(graph, world_root, current_world_output, recipe)
}
if (recipe.type == 'layer_effect') {
current_world_output = this.expand_layer_effect(graph, world_root, current_world_output, recipe)
}
outputs.push({output: masked_node.output, target_spec: this.world_target_spec, name: 'masked'})
}
}
// Render UI
var ui_output = null
if (ui_root) {
if (ui_root && this.ui_view) {
var ui_node = graph.add_node('render_view', {
root: ui_root,
camera: this.ui_view.camera,
target_spec: this.ui_target_spec,
target: this.ui_view.target,
clear_color: {r: 0, g: 0, b: 0, a: 0}
})
ui_output = ui_node.output
outputs.push({output: ui_node.output, target_spec: this.ui_view.target, name: 'ui'})
}
// Apply post-effects to world
for (var recipe of this.recipes) {
if (recipe.type == 'post_effect' && current_world_output) {
var post_node = graph.add_node(recipe.effect, {
input: current_world_output,
params: recipe.params
})
current_world_output = post_node.output
}
}
// Final composition to screen
var screen_node = graph.add_node('screen_composite', {
world: current_world_output,
ui: ui_output,
window_size: window_size,
world_target_spec: this.world_target_spec,
ui_target_spec: this.ui_target_spec
// Blit all outputs to screen
var screen_clear = graph.add_node('render_view', {
root: {type: 'group', children: []},
camera: {pos: [0, 0], width: window_size.width, height: window_size.height, anchor: [0, 0], ortho: true},
target: 'screen',
clear_color: {r: 0, g: 0, b: 0, a: 1}
})
graph.set_output(screen_node.output)
for (var out of outputs) {
var dst_rect = fit(out.target_spec, window_size)
graph.add_node('blit', {
input: out.output,
target: 'screen',
dst_rect: dst_rect,
filter: out.target_spec.filter || 'nearest'
})
}
// Present
var present_node = graph.add_node('present', {})
graph.set_output(present_node.output)
return graph
}
// Expand emissive_lighting recipe into nodes
compositor.expand_emissive_lighting = function(graph, world_root, current_output, recipe) {
// Extract tagged sprites
var emissive_root = this.extract_tagged(world_root, recipe.tag)
if (!emissive_root || !emissive_root.children || !emissive_root.children.length)
return current_output
// Render emissive objects
var emissive_node = graph.add_node('render_view', {
root: emissive_root,
camera: this.world_view.camera,
target_spec: this.world_target_spec,
clear_color: {r: 0, g: 0, b: 0, a: 0}
})
// Apply bloom
var bloom_node = graph.add_node('bloom', {
input: emissive_node.output,
radius: recipe.bloom_radius,
intensity: recipe.bloom_intensity
})
// Composite additively onto world
var composite_node = graph.add_node('composite', {
base: current_output,
overlay: bloom_node.output,
mode: 'add'
})
return composite_node.output
}
compositor.expand_layer_effect = function(graph, world_root, current_output, recipe) {
var layer_root = this.extract_layers(world_root, recipe.layers)
if (!layer_root || !layer_root.children || !layer_root.children.length)
return current_output
var layer_node = graph.add_node('render_view', {
root: layer_root,
camera: this.world_view.camera,
target_spec: this.world_target_spec,
clear_color: {r: 0, g: 0, b: 0, a: 0}
})
var effect_node = graph.add_node(recipe.effect, {
input: layer_node.output,
params: recipe.params
})
var composite_node = graph.add_node('composite', {
base: current_output,
overlay: effect_node.output,
mode: 'over'
})
return composite_node.output
}
// Helper: Extract nodes with specific tag
compositor.extract_tagged = function(root, tag) {
var results = []
function walk(node) {
if (!node) return
if (node.tags && node.tags.indexOf(tag) >= 0)
results.push(node)
if (node.children)
for (var child of node.children) walk(child)
}
walk(root)
return {type: 'group', children: results}
}
// Helper: Extract nodes on specific layers
compositor.extract_layers = function(root, layers) {
var results = []
var layer_set = {}
for (var l of layers) layer_set[l] = true
function walk(node) {
if (!node) return
if (node.layer != null && layer_set[node.layer])
results.push(node)
if (node.children)
for (var child of node.children) walk(child)
}
walk(root)
return {type: 'group', children: results}
}
return function() {
return meme(compositor, {
world_view: null,
ui_view: null,
mask_config: null,
layers: {},
world_target_spec: {width: 1280, height: 720, filter: 'nearest'},
ui_target_spec: {width: 640, height: 360, filter: 'nearest'},
world_mask: null,
recipes: [],
backend: null // Set during init
ui_target_spec: {width: 640, height: 360, filter: 'nearest'}
})
}
// ========================================================================
// USAGE EXAMPLE
// ========================================================================
var compositor = new Compositor()
function game_startup() {
// Scene trees (just data)
function build_world() {
return {
type: 'group',
children: [
{type: 'sprite', pos: [0, 0], texture: 'bg.png', layer: 0},
{type: 'sprite', pos: [100, 100], texture: 'player.png', layer: 5},
// Bullets emit light
...bullets.map(b => ({
type: 'sprite',
pos: b.pos,
texture: 'bullet.png',
layer: 5,
tags: ['emissive']
}))
]
}
}
function build_ui() {
return {
type: 'group',
children: [
{type: 'sprite', pos: [10, 10], texture: 'health.png'},
{type: 'text', pos: [10, 30], text: `Score: ${score}`, font: 'main', size: 16}
]
}
}
// Configure compositor (high-level, no backend knowledge)
compositor.set_world(build_world, camera)
compositor.set_ui(build_ui, hudcam)
// Add effects (declarative recipes)
compositor.add_emissive_lighting({tag: 'emissive', bloom_radius: 50})
compositor.add_post_effect('crt', {scanlines: 0.5})
// Initialize backend (see Part 2)
compositor.backend = new SDL3GPUBackend()
loop()
}
function loop() {
update(1/60)
// ONE LINE - no backend knowledge
var cmds = compositor.present({width: 1280, height: 720})
// Backend executes commands (see Part 4)
compositor.backend.execute(cmds)
$delay(loop, 1/60)
}

139
core.cm Normal file
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@@ -0,0 +1,139 @@
// core.cm - Minimal entry point for prosperon rendering
//
// Usage:
// var core = use('prosperon/core')
// core.start({
// width: 1280,
// height: 720,
// title: "My Game",
// update: function(dt) { ... },
// render: function() { return graph }
// })
var video = use('sdl3/video')
var events = use('sdl3/events')
var time_mod = use('time')
var core = {}
// Private state
var _running = false
var _config = null
var _backend = null
var _window = null
var _last_time = 0
var _framerate = 60
// Start the application
core.start = function(config) {
_config = config
_framerate = config.framerate || 60
// Initialize SDL GPU backend
var sdl_gpu = use('sdl_gpu')
_backend = sdl_gpu
var init_result = _backend.init({
width: config.width || 1280,
height: config.height || 720,
title: config.title || "Prosperon"
})
if (!init_result) {
log.console("core: Failed to initialize backend")
return false
}
_window = _backend.get_window()
_running = true
_last_time = time_mod.number()
// Start main loop
_main_loop()
return true
}
// Stop the application
core.stop = function() {
_running = false
}
// Get window size
core.window_size = function() {
return _backend.get_window_size()
}
// Get backend for direct access
core.backend = function() {
return _backend
}
// Main loop
function _main_loop() {
if (!_running) return
var now = time_mod.number()
var dt = now - _last_time
_last_time = now
// Process events
var evts = []
var ev
while ((ev = events.poll()) != null) {
evts.push(ev)
}
var win_size = _backend.get_window_size()
for (var ev of evts) {
if (ev.type == 'quit') {
_running = false
$stop()
return
}
if (ev.type == 'window_pixel_size_changed') {
win_size.width = ev.data1
win_size.height = ev.data2
if (_backend.set_window_size) {
_backend.set_window_size(ev.width, ev.height)
}
}
if (_config.input) {
_config.input(ev)
}
}
// Update
if (_config.update) {
_config.update(dt)
}
// Render
if (_config.render) {
var graph = _config.render()
if (graph) {
if (_config.debug== 'graph') {
log.console(graph)
$stop()
return
}
var dbg = _config.debug == 'cmd'
_backend.execute_graph(graph, win_size, dbg)
if (dbg) {
$stop()
return
}
}
}
// Schedule next frame
var frame_time = 1 / _framerate
var elapsed = time_mod.number() - now
var delay = frame_time - elapsed
if (delay < 0) delay = 0
$delay(_main_loop, delay)
}
return core

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@@ -1,62 +1,114 @@
// fx_graph
// fx_graph.cm - Compositing graph for rendering
//
// Core node types (minimal, generic primitives):
//
// render_view
// Render a scene root with a camera into a target.
// Params:
// root - Scene tree root node (or array of drawables)
// camera - Camera object with pos, width, height, anchor, etc.
// target - Target spec: {width, height} or 'screen' or existing target
// clear_color - Optional RGBA clear color, null = no clear
// Output: {target, commands}
//
// composite
// Combine two inputs with a blend mode.
// Params:
// base - Base layer (output from another node)
// overlay - Overlay layer (output from another node)
// mode - 'over' (default), 'add', 'multiply'
// opacity - 0-1, overlay opacity
// Output: {target, commands}
//
// mask
// Apply a mask to content.
// Params:
// content - Content to mask (output from another node)
// mask - Mask source (output from another node)
// mode - 'binary' | 'alpha' (default 'alpha')
// invert - bool, invert mask
// Output: {target, commands}
//
// clip_rect
// Clip/scissor to a rectangle.
// Params:
// input - Input to clip
// rect - {x, y, width, height} in target coords
// Output: {target, commands} (same target, adds scissor command)
//
// blit
// Copy/scale an image into a target.
// Params:
// input - Source (output from another node or texture)
// target - Destination target spec or 'screen'
// dst_rect - {x, y, width, height} destination rectangle
// filter - 'nearest' | 'linear'
// Output: {target, commands}
//
// present
// Present a chosen image to the display.
// Params:
// input - Final image to present
// Output: {commands} (no target, just present command)
//
// Optimization notes:
// - Nodes track whether they need an offscreen target or can render directly
// - render_view to 'screen' skips intermediate target
// - Sequential composites can be merged when possible
// - mask uses stencil when available, falls back to RT+sample
var fx_graph = {}
// Add a node to the graph
fx_graph.add_node = function(type, params) {
params = params || {}
var node = {
id: this.next_id++,
type: type,
params: params || {},
output: {node_id: this.next_id - 1, slot: 'output'} // Output handle
params: params,
output: {node_id: this.next_id - 1, slot: 'output'}
}
this.nodes.push(node)
return node
}
// Set final output
fx_graph.set_output = function(output_handle) {
this.output_node = output_handle
}
// Execute graph using backend
fx_graph.execute = function(backend) {
// Topological sort (simple version - assumes DAG)
var sorted = this.topological_sort()
// Execute each node
var node_outputs = {} // node_id -> output data
var node_outputs = {}
var all_commands = []
for (var node of sorted) {
var executor = NODE_EXECUTORS[node.type]
if (!executor) {
console.error(`No executor for node type: ${node.type}`)
log.console(`fx_graph: No executor for node type: ${node.type}`)
continue
}
// Resolve input handles to actual data
var resolved_params = this.resolve_inputs(node.params, node_outputs)
resolved_params._node_id = node.id
// Execute node (backend-specific)
var result = executor(resolved_params, backend)
// Store output
node_outputs[node.id] = result
// Collect commands from this node
if (result && result.commands) {
for (var cmd of result.commands) {
all_commands.push(cmd)
}
}
}
// Return final output
if (this.output_node)
return node_outputs[this.output_node.node_id]
return {commands: []}
return {commands: all_commands}
}
// Resolve input handles to actual data
fx_graph.resolve_inputs = function(params, node_outputs) {
var resolved = {}
for (var key in params) {
var value = params[key]
// If value is an output handle, resolve it
if (value && value.node_id != null)
resolved[key] = node_outputs[value.node_id]
else
@@ -65,59 +117,89 @@ fx_graph.resolve_inputs = function(params, node_outputs) {
return resolved
}
// Simple topological sort
fx_graph.topological_sort = function() {
// For now, just return nodes in order (assumes order == dependency order)
// Real implementation would build dependency graph and sort properly
// Nodes are added in dependency order by construction - you can't reference
// a node's output before the node is created. So insertion order is already
// a valid topological order.
return this.nodes
}
// ========================================================================
// NODE EXECUTORS (Backend-agnostic logic)
// NODE EXECUTORS
// ========================================================================
// Each executor produces a RenderTarget or command list
var NODE_EXECUTORS = {}
// render_view: Traverse scene tree, collect drawables, render to target
// render_view: Render scene tree to target
NODE_EXECUTORS.render_view = function(params, backend) {
var root = params.root
var camera = params.camera
var target_spec = params.target_spec
var target_spec = params.target
var clear_color = params.clear_color
// Allocate render target
var target = backend.get_or_create_target(
target_spec.width,
target_spec.height,
params.node_id || 'view'
)
// Determine if we need an offscreen target
var needs_offscreen = target_spec != 'screen' && params._needs_offscreen != false
var target
if (target_spec == 'screen') {
target = 'screen'
} else if (target_spec && target_spec.texture) {
// Reuse existing target
target = target_spec
} else {
// Allocate render target
target = backend.get_or_create_target(
target_spec.width,
target_spec.height,
'view_' + params._node_id
)
}
// Collect drawables from scene tree
var drawables = collect_drawables(root, camera, [1,1,1,1], 1)
var drawables = collect_drawables(root, camera)
// Sort drawables (SORTING HAPPENS HERE)
// Sort by layer, then by Y for depth sorting
drawables.sort((a, b) => {
// First by layer
return 0
if (a.layer != b.layer) return a.layer - b.layer
// Then by Y for depth sorting within layer
return b.world_y - a.world_y
})
// Batch drawables by material
var batches = batch_drawables(drawables)
// Convert to render commands (backend-agnostic)
// Build render commands
var commands = []
commands.push({cmd: 'begin_render', target: target, clear: clear_color})
commands.push({cmd: 'set_camera', camera: camera})
// Batch and emit draw commands
var batches = batch_drawables(drawables)
for (var batch of batches) {
commands.push({
cmd: 'draw_batch',
geometry: batch.geometry,
material: batch.material
})
if (batch.type == 'sprite_batch') {
commands.push({
cmd: 'draw_batch',
batch_type: 'sprites',
geometry: {sprites: batch.sprites},
texture: batch.texture,
material: batch.material
})
} else if (batch.type == 'text') {
commands.push({
cmd: 'draw_text',
drawable: batch.drawable
})
} else if (batch.type == 'rect') {
commands.push({
cmd: 'draw_rect',
drawable: batch.drawable
})
} else if (batch.type == 'particles') {
commands.push({
cmd: 'draw_batch',
batch_type: 'particles',
geometry: {sprites: batch.sprites},
texture: batch.texture,
material: batch.material
})
}
}
commands.push({cmd: 'end_render'})
@@ -125,213 +207,311 @@ NODE_EXECUTORS.render_view = function(params, backend) {
return {target: target, commands: commands}
}
// composite: Combine two layers
NODE_EXECUTORS.composite = function(params, backend) {
var base = params.base
var overlay = params.overlay
var mode = params.mode || 'over'
var opacity = params.opacity != null ? params.opacity : 1
// Optimization: if overlay opacity is 0, just return base
if (opacity == 0) return base
// Optimization: if base is null/empty, just return overlay
if (!base || !base.target) return overlay
// Optimization: if overlay is null/empty, just return base
if (!overlay || !overlay.target) return base
var target = backend.get_or_create_target(
base.target.width,
base.target.height,
'composite_' + params._node_id
)
// Emit composite_textures command (handled outside render pass)
var commands = []
commands.push({
cmd: 'composite_textures',
base: base.target,
overlay: overlay.target,
output: target,
mode: mode,
opacity: opacity
})
return {target: target, commands: commands}
}
// mask: Apply mask to content
NODE_EXECUTORS.mask = function(params, backend) {
var content = params.content
var mask = params.mask
var invert = params.invert
var mode = params.mode || 'alpha'
var invert = params.invert || false
if (!content || !content.target) return {target: null, commands: []}
if (!mask || !mask.target) return content
var target = backend.get_or_create_target(
content.target.width,
content.target.height,
'mask_' + params.node_id
'mask_' + params._node_id
)
// Emit apply_mask command (handled via shader pass outside render pass)
var commands = []
commands.push({cmd: 'begin_render', target: target})
commands.push({
cmd: 'apply_mask',
content_texture: content.target,
mask_texture: mask.target,
output: target,
mode: mode,
invert: invert
})
commands.push({cmd: 'end_render'})
return {target: target, commands: commands}
}
// bloom: Blur bright pixels
NODE_EXECUTORS.bloom = function(params, backend) {
// clip_rect: Apply scissor clipping
NODE_EXECUTORS.clip_rect = function(params, backend) {
var input = params.input
var radius = params.params.radius || params.radius || 10
var intensity = params.params.intensity || params.intensity || 1.0
var rect = params.rect
// Allocate temp targets for multi-pass
var bright = backend.get_or_create_target(input.target.width, input.target.height, 'bloom_bright')
var blurred = backend.get_or_create_target(input.target.width, input.target.height, 'bloom_blur')
var result = backend.get_or_create_target(input.target.width, input.target.height, 'bloom_result')
if (!input) return {target: null, commands: []}
var commands = []
// Clip doesn't need a new target, just adds scissor to commands
var commands = input.commands ? input.commands.slice() : []
// Pass 1: Extract bright pixels
commands.push({cmd: 'begin_render', target: bright})
commands.push({
cmd: 'shader_pass',
shader: 'threshold',
input: input.target,
params: {threshold: 0.5}
})
commands.push({cmd: 'end_render'})
// Pass 2: Blur
commands.push({cmd: 'begin_render', target: blurred})
commands.push({
cmd: 'shader_pass',
shader: 'gaussian_blur',
input: bright,
params: {radius: radius}
})
commands.push({cmd: 'end_render'})
// Pass 3: Composite
commands.push({cmd: 'begin_render', target: result})
commands.push({
cmd: 'shader_pass',
shader: 'add_textures',
inputs: [input.target, blurred],
params: {intensity: intensity}
})
commands.push({cmd: 'end_render'})
return {target: result, commands: commands}
}
// composite: Combine two textures
NODE_EXECUTORS.composite = function(params, backend) {
var base = params.base
var overlay = params.overlay
var mode = params.mode || 'over'
var target = backend.get_or_create_target(base.target.width, base.target.height, 'composite')
var commands = []
commands.push({cmd: 'begin_render', target: target})
commands.push({
cmd: 'composite',
base_texture: base.target,
overlay_texture: overlay.target,
mode: mode
})
commands.push({cmd: 'end_render'})
return {target: target, commands: commands}
}
// crt: CRT filter post-effect
NODE_EXECUTORS.crt = function(params, backend) {
var input = params.input
var scanlines = params.params.scanlines || 0.5
var curvature = params.params.curvature || 0.1
var target = backend.get_or_create_target(input.target.width, input.target.height, 'crt')
var commands = []
commands.push({cmd: 'begin_render', target: target})
commands.push({
cmd: 'shader_pass',
shader: 'crt_filter',
input: input.target,
params: {scanlines: scanlines, curvature: curvature}
})
commands.push({cmd: 'end_render'})
return {target: target, commands: commands}
}
// screen_composite: Final blit to screen with aspect fitting
NODE_EXECUTORS.screen_composite = function(params, backend) {
var world = params.world
var ui = params.ui
var window_size = params.window_size
var commands = []
commands.push({cmd: 'begin_render', target: 'screen'})
commands.push({cmd: 'clear', color: {r: 0, g: 0, b: 0, a: 1}})
if (world) {
var world_rect = fit_to_screen(params.world_target_spec, window_size)
commands.push({
cmd: 'blit',
texture: world.target,
dst_rect: world_rect,
filter: params.world_target_spec.filter
})
// Insert scissor after begin_render
var insert_idx = 0
for (var i = 0; i < commands.length; i++) {
if (commands[i].cmd == 'begin_render') {
insert_idx = i + 1
break
}
}
if (ui) {
var ui_rect = fit_to_screen(params.ui_target_spec, window_size)
commands.push({
cmd: 'blit',
texture: ui.target,
dst_rect: ui_rect,
filter: params.ui_target_spec.filter
})
commands.splice(insert_idx, 0, {cmd: 'scissor', rect: rect})
// Add scissor reset before end_render
for (var i = commands.length - 1; i >= 0; i--) {
if (commands[i].cmd == 'end_render') {
commands.splice(i, 0, {cmd: 'scissor', rect: null})
break
}
}
commands.push({cmd: 'end_render'})
return {target: input.target, commands: commands}
}
// blit: Copy/scale image to target
NODE_EXECUTORS.blit = function(params, backend) {
var input = params.input
var target_spec = params.target
var dst_rect = params.dst_rect
var filter = params.filter || 'nearest'
var src_target = input && input.target ? input.target : input
if (!src_target) return {target: null, commands: []}
var target
if (target_spec == 'screen') {
target = 'screen'
} else if (target_spec && target_spec.target) {
// Output reference from another node - use its target
target = target_spec.target
} else if (target_spec && target_spec.texture) {
// Already a render target
target = target_spec
} else if (target_spec && target_spec.width) {
// Target spec - use a consistent key based on the spec itself
var key = `blit_${target_spec.width}x${target_spec.height}`
target = backend.get_or_create_target(target_spec.width, target_spec.height, key)
} else {
return {target: null, commands: []}
}
var commands = []
commands.push({
cmd: 'blit',
texture: src_target,
target: target,
dst_rect: dst_rect,
filter: filter
})
return {target: target, commands: commands}
}
// present: Present to display
NODE_EXECUTORS.present = function(params, backend) {
var input = params.input
var commands = []
commands.push({cmd: 'present'})
return {commands: commands}
}
// shader_pass: Generic shader pass
NODE_EXECUTORS.shader_pass = function(params, backend) {
var input = params.input
var shader = params.shader
var uniforms = params.uniforms || {}
var output_spec = params.output
if (!input || !input.target) return {target: null, commands: []}
var src = input.target
var target
if (output_spec == 'screen') {
target = 'screen'
} else if (output_spec && output_spec.texture) {
target = output_spec
} else {
// Default to input size if not specified
var w = output_spec && output_spec.width ? output_spec.width : src.width
var h = output_spec && output_spec.height ? output_spec.height : src.height
target = backend.get_or_create_target(w, h, 'shader_' + shader + '_' + params._node_id)
}
var commands = []
commands.push({
cmd: 'shader_pass',
shader: shader,
input: src,
output: target,
uniforms: uniforms
})
return {target: target, commands: commands}
}
// ========================================================================
// SCENE TREE TRAVERSAL (Backend-agnostic)
// SCENE TREE TRAVERSAL
// ========================================================================
function collect_drawables(node, camera, parent_tint, parent_opacity) {
if (!node) return []
parent_tint = parent_tint || [1, 1, 1, 1]
parent_opacity = parent_opacity != null ? parent_opacity : 1
var drawables = []
// Compute inherited tint/opacity
var node_tint = node.tint || node.color
var world_tint = [
parent_tint[0] * (node.tint ? node.tint[0] : 1),
parent_tint[1] * (node.tint ? node.tint[1] : 1),
parent_tint[2] * (node.tint ? node.tint[2] : 1),
parent_tint[3] * (node.tint ? node.tint[3] : 1)
parent_tint[0] * (node_tint ? (node_tint.r != null ? node_tint.r : node_tint[0] || 1) : 1),
parent_tint[1] * (node_tint ? (node_tint.g != null ? node_tint.g : node_tint[1] || 1) : 1),
parent_tint[2] * (node_tint ? (node_tint.b != null ? node_tint.b : node_tint[2] || 1) : 1),
parent_tint[3] * (node_tint ? (node_tint.a != null ? node_tint.a : node_tint[3] || 1) : 1)
]
var world_opacity = parent_opacity * (node.opacity != null ? node.opacity : 1)
// If drawable, add it
if (node.type == 'sprite') {
// Handle different node types
if (node.type == 'sprite' || (node.image && !node.type)) {
var pos = node.pos || {x: 0, y: 0}
drawables.push({
type: 'sprite',
layer: node.layer || 0,
world_y: node.pos ? node.pos[1] : 0,
pos: node.pos || [0, 0],
world_y: pos.y != null ? pos.y : (pos[1] || 0),
pos: pos,
image: node.image,
texture: node.texture,
width: node.width,
height: node.height,
color: multiply_color(node.color || {r:1,g:1,b:1,a:1}, world_tint, world_opacity),
width: node.width || 1,
height: node.height || 1,
anchor_x: node.anchor_x || 0,
anchor_y: node.anchor_y || 0,
color: tint_to_color(world_tint, world_opacity),
material: node.material
})
}
if (node.type == 'text') {
var pos = node.pos || {x: 0, y: 0}
drawables.push({
type: 'text',
layer: node.layer || 0,
world_y: node.pos ? node.pos[1] : 0,
pos: node.pos || [0, 0],
world_y: pos.y != null ? pos.y : (pos[1] || 0),
pos: pos,
text: node.text,
font: node.font,
size: node.size,
color: multiply_color(node.color || {r:1,g:1,b:1,a:1}, world_tint, world_opacity)
color: tint_to_color(world_tint, world_opacity)
})
}
if (node.type == 'rect') {
var pos = node.pos || {x: 0, y: 0}
drawables.push({
type: 'rect',
layer: node.layer || 0,
world_y: node.pos ? node.pos[1] : 0,
pos: node.pos || [0, 0],
width: node.width,
height: node.height,
color: multiply_color(node.color || {r:1,g:1,b:1,a:1}, world_tint, world_opacity)
world_y: pos.y != null ? pos.y : (pos[1] || 0),
pos: pos,
width: node.width || 1,
height: node.height || 1,
color: tint_to_color(world_tint, world_opacity)
})
}
if (node.type == 'particles' || node.particles) {
var particles = node.particles || []
for (var p of particles) {
drawables.push({
type: 'sprite',
layer: node.layer || 0,
world_y: p.pos ? p.pos.y : 0,
pos: p.pos || {x: 0, y: 0},
image: node.image,
texture: node.texture,
width: (node.width || 1) * (p.scale || 1),
height: (node.height || 1) * (p.scale || 1),
anchor_x: 0.5,
anchor_y: 0.5,
color: p.color || tint_to_color(world_tint, world_opacity),
material: node.material
})
}
}
if (node.type == 'tilemap' || node.tiles) {
// Tilemap emits multiple sprites
var tiles = node.tiles || []
var offset_x = node.offset_x || 0
var offset_y = node.offset_y || 0
var scale_x = node.scale_x || 1
var scale_y = node.scale_y || 1
for (var x = 0; x < tiles.length; x++) {
if (!tiles[x]) continue
for (var y = 0; y < tiles[x].length; y++) {
var tile = tiles[x][y]
if (!tile) continue
var world_x = (x + offset_x) * scale_x
var world_y_pos = (y + offset_y) * scale_y
drawables.push({
type: 'sprite',
layer: node.layer || 0,
world_y: world_y_pos,
pos: {x: world_x, y: world_y_pos},
image: tile,
texture: tile,
width: scale_x,
height: scale_y,
anchor_x: 0,
anchor_y: 0,
color: tint_to_color(world_tint, world_opacity),
material: node.material
})
}
}
}
// Recurse children
if (node.children) {
for (var child of node.children) {
@@ -343,17 +523,17 @@ function collect_drawables(node, camera, parent_tint, parent_opacity) {
return drawables
}
function multiply_color(color, tint, opacity) {
function tint_to_color(tint, opacity) {
return {
r: color.r * tint[0],
g: color.g * tint[1],
b: color.b * tint[2],
a: color.a * tint[3] * opacity
r: tint[0],
g: tint[1],
b: tint[2],
a: tint[3] * opacity
}
}
// ========================================================================
// BATCHING (Backend-agnostic, but sprite-specific)
// BATCHING
// ========================================================================
function batch_drawables(drawables) {
@@ -362,11 +542,12 @@ function batch_drawables(drawables) {
for (var drawable of drawables) {
if (drawable.type == 'sprite') {
var texture = drawable.texture
var texture = drawable.texture || drawable.image
var material = drawable.material || {blend: 'alpha', sampler: 'nearest'}
// Start new batch if texture/material changed
if (!current_batch ||
current_batch.type != 'sprite_batch' ||
current_batch.texture != texture ||
!materials_equal(current_batch.material, material)) {
if (current_batch) batches.push(current_batch)
@@ -380,7 +561,7 @@ function batch_drawables(drawables) {
current_batch.sprites.push(drawable)
} else {
// Non-sprite drawable: flush batch, add individually
// Non-sprite: flush batch, add individually
if (current_batch) {
batches.push(current_batch)
current_batch = null
@@ -391,16 +572,11 @@ function batch_drawables(drawables) {
if (current_batch) batches.push(current_batch)
// Convert sprite batches to geometry
for (var batch of batches) {
if (batch.type == 'sprite_batch')
batch.geometry = sprites_to_geometry(batch.sprites)
}
return batches
}
function materials_equal(a, b) {
if (!a || !b) return a == b
return a.blend == b.blend && a.sampler == b.sampler && a.shader == b.shader
}
@@ -410,24 +586,30 @@ function sprites_to_geometry(sprites) {
var vertex_count = 0
for (var s of sprites) {
var x = s.pos[0]
var y = s.pos[1]
var px = s.pos.x != null ? s.pos.x : (s.pos[0] || 0)
var py = s.pos.y != null ? s.pos.y : (s.pos[1] || 0)
var w = s.width || 1
var h = s.height || 1
var c = s.color
var ax = s.anchor_x || 0
var ay = s.anchor_y || 0
var c = s.color || {r: 1, g: 1, b: 1, a: 1}
// Apply anchor offset
var x = px - w * ax
var y = py - h * ay
// Quad vertices (pos, uv, color)
vertices.push(
{pos: [x, y], uv: [0, 0], color: c},
{pos: [x+w, y], uv: [1, 0], color: c},
{pos: [x+w, y+h], uv: [1, 1], color: c},
{pos: [x, y+h], uv: [0, 1], color: c}
{pos: [x + w, y], uv: [1, 0], color: c},
{pos: [x + w, y + h], uv: [1, 1], color: c},
{pos: [x, y + h], uv: [0, 1], color: c}
)
// Two triangles
indices.push(
vertex_count, vertex_count+1, vertex_count+2,
vertex_count, vertex_count+2, vertex_count+3
vertex_count, vertex_count + 1, vertex_count + 2,
vertex_count, vertex_count + 2, vertex_count + 3
)
vertex_count += 4
}
@@ -435,13 +617,17 @@ function sprites_to_geometry(sprites) {
return {vertices: vertices, indices: indices}
}
// ========================================================================
// UTILITY: Fit rectangle to screen with aspect preservation
// ========================================================================
function fit_to_screen(target_spec, window_size) {
var src_aspect = target_spec.width / target_spec.height
var dst_aspect = window_size.width / window_size.height
var scale = src_aspect > dst_aspect ?
window_size.width / target_spec.width :
window_size.height / target_spec.height
var scale = src_aspect > dst_aspect
? window_size.width / target_spec.width
: window_size.height / target_spec.height
var w = target_spec.width * scale
var h = target_spec.height * scale
@@ -451,10 +637,16 @@ function fit_to_screen(target_spec, window_size) {
return {x: x, y: y, width: w, height: h}
}
return function() {
// Export fit_to_screen for external use
fx_graph.fit_to_screen = fit_to_screen
function make_fxgraph() {
return meme(fx_graph, {
nodes:[],
nodes: [],
output_node: null,
next_id: 0
})
}
}
make_fxgraph.fit_to_screen = fit_to_screen
return make_fxgraph

View File

@@ -17,6 +17,7 @@ Resources.scripts = ["js"]
Resources.images = ["qoi", "png", "gif", "jpg", "jpeg", "ase", "aseprite"]
Resources.sounds = ["wav", "flac", "mp3", "qoa"]
Resources.fonts = ["ttf"]
Resources.lib = [".so", ".dll", ".dylib"]
// Helper function: get extension from path in lowercase (e.g., "image.png" -> "png")
function getExtension(path) {

1880
sdl_gpu.cm

File diff suppressed because it is too large Load Diff

15
shaders/msl/blit.frag.msl Normal file
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@@ -0,0 +1,15 @@
#include <metal_stdlib>
using namespace metal;
struct FragmentIn {
float4 position [[position]];
float2 uv;
};
fragment float4 fragment_main(
FragmentIn in [[stage_in]],
texture2d<float> tex [[texture(0)]],
sampler samp [[sampler(0)]]
) {
return tex.sample(samp, in.uv);
}

19
shaders/msl/blit.vert.msl Normal file
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@@ -0,0 +1,19 @@
#include <metal_stdlib>
using namespace metal;
struct VertexIn {
float2 position [[attribute(0)]];
float2 uv [[attribute(1)]];
};
struct VertexOut {
float4 position [[position]];
float2 uv;
};
vertex VertexOut vertex_main(VertexIn in [[stage_in]]) {
VertexOut out;
out.position = float4(in.position, 0.0, 1.0);
out.uv = in.uv;
return out;
}

34
shaders/msl/blur.frag.msl Normal file
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@@ -0,0 +1,34 @@
#include <metal_stdlib>
using namespace metal;
struct Uniforms {
float2 direction; // (1,0) for horizontal, (0,1) for vertical
float2 texel_size; // 1.0 / texture_size
};
struct FragmentIn {
float4 position [[position]];
float2 uv;
};
// 9-tap Gaussian blur
fragment float4 fragment_main(
FragmentIn in [[stage_in]],
constant Uniforms &uniforms [[buffer(0)]],
texture2d<float> tex [[texture(0)]],
sampler samp [[sampler(0)]]
) {
float2 offset = uniforms.direction * uniforms.texel_size;
// Gaussian weights for 9 samples
float weights[5] = {0.227027, 0.1945946, 0.1216216, 0.054054, 0.016216};
float4 result = tex.sample(samp, in.uv) * weights[0];
for (int i = 1; i < 5; i++) {
result += tex.sample(samp, in.uv + offset * float(i)) * weights[i];
result += tex.sample(samp, in.uv - offset * float(i)) * weights[i];
}
return result;
}

63
shaders/msl/crt.frag.msl Normal file
View File

@@ -0,0 +1,63 @@
#include <metal_stdlib>
using namespace metal;
struct Uniforms {
float curvature;
float scanline_intensity;
float vignette;
float padding;
float2 resolution;
float2 padding2;
};
struct FragmentIn {
float4 position [[position]];
float2 uv;
};
float2 curve_uv(float2 uv, float curvature) {
uv = uv * 2.0 - 1.0;
float2 offset = abs(uv.yx) / float2(curvature, curvature);
uv = uv + uv * offset * offset;
uv = uv * 0.5 + 0.5;
return uv;
}
fragment float4 fragment_main(
FragmentIn in [[stage_in]],
constant Uniforms &uniforms [[buffer(0)]],
texture2d<float> tex [[texture(0)]],
sampler samp [[sampler(0)]]
) {
float2 uv = in.uv;
// Apply curvature
if (uniforms.curvature > 0.0) {
uv = curve_uv(uv, 6.0 / uniforms.curvature);
}
// Check if outside screen after curvature
if (uv.x < 0.0 || uv.x > 1.0 || uv.y < 0.0 || uv.y > 1.0) {
return float4(0.0, 0.0, 0.0, 1.0);
}
float4 color = tex.sample(samp, uv);
// Scanlines
float scanline = sin(uv.y * uniforms.resolution.y * 3.14159) * 0.5 + 0.5;
scanline = pow(scanline, 1.5);
color.rgb *= 1.0 - uniforms.scanline_intensity * (1.0 - scanline);
// Vignette
float2 vig_uv = uv * (1.0 - uv.yx);
float vig = vig_uv.x * vig_uv.y * 15.0;
vig = pow(vig, uniforms.vignette);
color.rgb *= vig;
// Slight RGB shift for chromatic aberration
float2 offset = (uv - 0.5) * 0.002;
color.r = tex.sample(samp, uv + offset).r;
color.b = tex.sample(samp, uv - offset).b;
return color;
}

40
shaders/msl/mask.frag.msl Normal file
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@@ -0,0 +1,40 @@
#include <metal_stdlib>
using namespace metal;
struct Uniforms {
float invert;
float mode; // 0 = alpha, 1 = binary
float2 padding;
};
struct FragmentIn {
float4 position [[position]];
float2 uv;
};
fragment float4 fragment_main(
FragmentIn in [[stage_in]],
constant Uniforms &uniforms [[buffer(0)]],
texture2d<float> content_tex [[texture(0)]],
texture2d<float> mask_tex [[texture(1)]],
sampler samp [[sampler(0)]]
) {
float4 content = content_tex.sample(samp, in.uv);
float4 mask = mask_tex.sample(samp, in.uv);
// Get mask value (use alpha channel)
float mask_value = mask.a;
// Binary mode: threshold at 0.5
if (uniforms.mode > 0.5) {
mask_value = mask_value > 0.5 ? 1.0 : 0.0;
}
// Invert if requested
if (uniforms.invert > 0.5) {
mask_value = 1.0 - mask_value;
}
// Apply mask to content alpha
return float4(content.rgb, content.a * mask_value);
}

View File

@@ -0,0 +1,17 @@
#include <metal_stdlib>
using namespace metal;
struct FragmentIn {
float4 position [[position]];
float2 uv;
float4 color;
};
fragment float4 fragment_main(
FragmentIn in [[stage_in]],
texture2d<float> tex [[texture(0)]],
sampler samp [[sampler(0)]]
) {
float4 tex_color = tex.sample(samp, in.uv);
return tex_color * in.color;
}

View File

@@ -0,0 +1,29 @@
#include <metal_stdlib>
using namespace metal;
struct Uniforms {
float4x4 projection;
};
struct VertexIn {
float2 position [[attribute(0)]];
float2 uv [[attribute(1)]];
float4 color [[attribute(2)]];
};
struct VertexOut {
float4 position [[position]];
float2 uv;
float4 color;
};
vertex VertexOut vertex_main(
VertexIn in [[stage_in]],
constant Uniforms &uniforms [[buffer(0)]]
) {
VertexOut out;
out.position = uniforms.projection * float4(in.position, 0.0, 1.0);
out.uv = in.uv;
out.color = in.color;
return out;
}

View File

@@ -0,0 +1,31 @@
#include <metal_stdlib>
using namespace metal;
struct Uniforms {
float threshold;
float intensity;
float2 padding;
};
struct FragmentIn {
float4 position [[position]];
float2 uv;
};
fragment float4 fragment_main(
FragmentIn in [[stage_in]],
constant Uniforms &uniforms [[buffer(0)]],
texture2d<float> tex [[texture(0)]],
sampler samp [[sampler(0)]]
) {
float4 color = tex.sample(samp, in.uv);
// Calculate luminance
float luma = dot(color.rgb, float3(0.299, 0.587, 0.114));
// Extract bright pixels above threshold
float brightness = max(0.0, luma - uniforms.threshold);
// Return bright pixels multiplied by intensity
return float4(color.rgb * brightness * uniforms.intensity, color.a);
}

View File

@@ -4,7 +4,7 @@ var sprite = {
layer: 0,
image: null,
width: 1,
height: null,
height: 1,
anchor_x: 0,
anchor_y: 0,
scale_x: 1,