fix
This commit is contained in:
148
compositor.cm
148
compositor.cm
@@ -25,21 +25,53 @@ compositor.compile = function(config) {
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if (config.clear)
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ctx.passes.push({type: 'clear', target: 'screen', color: config.clear})
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// Process each layer
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var layers = config.layers || []
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for (var i = 0; i < layers.length; i++)
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compile_layer(layers[i], ctx, group_effects)
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// Process each plane (supports both 'planes' and legacy 'layers' key)
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var planes = config.planes || config.layers || []
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for (var i = 0; i < planes.length; i++) {
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var plane = planes[i]
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var type = plane.type || 'film2d'
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if (type == 'imgui') {
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compile_imgui_layer(plane, ctx)
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} else {
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compile_plane(plane, ctx, group_effects)
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}
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}
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return {passes: ctx.passes, targets: ctx.targets, screen_size: ctx.screen_size}
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}
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function compile_layer(layer, ctx, group_effects) {
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var group = layer.group
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var res = layer.resolution || ctx.screen_size
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var camera = layer.camera
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function compile_imgui_layer(layer, ctx) {
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ctx.passes.push({
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type: 'imgui',
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target: 'screen',
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draw: layer.draw
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})
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}
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function compile_plane(plane_config, ctx, group_effects) {
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var plane_name = plane_config.plane || plane_config.name
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var res = plane_config.resolution || ctx.screen_size
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var camera = plane_config.camera
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var layer_sort = plane_config.layer_sort || {} // layer -> 'y' or 'explicit'
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// Get all sprites in this group
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var all_sprites = film2d.query({group: group})
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// Build set of groups used as masks (these should not be drawn directly)
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var mask_groups = {}
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for (var gname in group_effects) {
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var effects = group_effects[gname].effects || []
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for (var e = 0; e < effects.length; e++) {
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if (effects[e].type == 'mask' && effects[e].mask_group)
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mask_groups[effects[e].mask_group] = true
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}
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}
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// Get all sprites in this plane
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var all_sprites = film2d.query({plane: plane_name})
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// Add manual drawables
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if (plane_config.drawables) {
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for (var i = 0; i < plane_config.drawables.length; i++)
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all_sprites.push(plane_config.drawables[i])
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}
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// Find which sprites belong to groups with effects
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var effect_groups = {} // group_name -> {sprites: [], effects: []}
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@@ -47,10 +79,20 @@ function compile_layer(layer, ctx, group_effects) {
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for (var i = 0; i < all_sprites.length; i++) {
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var s = all_sprites[i]
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var assigned = false
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// Check if sprite belongs to any effect group
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var sprite_groups = s.groups || []
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var assigned = false
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var is_mask_only = sprite_groups.length > 0
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// First pass: check if sprite has any non-mask group
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for (var g = 0; g < sprite_groups.length; g++) {
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var gname = sprite_groups[g]
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if (!mask_groups[gname]) {
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is_mask_only = false
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break
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}
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}
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// Second pass: assign to effect groups
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for (var g = 0; g < sprite_groups.length; g++) {
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var gname = sprite_groups[g]
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if (group_effects[gname]) {
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@@ -62,15 +104,16 @@ function compile_layer(layer, ctx, group_effects) {
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}
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}
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if (!assigned) base_sprites.push(s)
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// Add to base sprites if not assigned to effect group and not mask-only
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if (!assigned && !is_mask_only) base_sprites.push(s)
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}
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// Allocate layer target
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var layer_target = ctx.alloc(res.width, res.height, layer.name)
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// Allocate plane target
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var plane_target = ctx.alloc(res.width, res.height, plane_config.name)
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// Clear layer
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if (layer.clear)
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ctx.passes.push({type: 'clear', target: layer_target, color: layer.clear})
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// Clear plane
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if (plane_config.clear)
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ctx.passes.push({type: 'clear', target: plane_target, color: plane_config.clear})
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// Render each effect group to temp target, apply effects, composite back
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for (var gname in effect_groups) {
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@@ -87,6 +130,7 @@ function compile_layer(layer, ctx, group_effects) {
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camera: camera,
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target: group_target,
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target_size: res,
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layer_sort: layer_sort,
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clear: {r: 0, g: 0, b: 0, a: 0}
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})
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@@ -94,14 +138,14 @@ function compile_layer(layer, ctx, group_effects) {
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var current = group_target
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for (var e = 0; e < eg.effects.length; e++) {
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var effect = eg.effects[e]
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current = apply_effect(effect, current, res, gname, group_effects)
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current = apply_effect(ctx, effect, current, res, camera, gname, plane_name, group_effects)
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}
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// Composite result to layer
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// Composite result to plane
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ctx.passes.push({
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type: 'composite',
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source: current,
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dest: layer_target,
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dest: plane_target,
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source_size: res,
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dest_size: res,
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blend: 'over'
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@@ -115,32 +159,33 @@ function compile_layer(layer, ctx, group_effects) {
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renderer: 'film2d',
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drawables: base_sprites,
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camera: camera,
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target: layer_target,
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target: plane_target,
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target_size: res,
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layer_sort: layer_sort,
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clear: null // Don't clear, blend on top
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})
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}
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// Composite layer to screen
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// Composite plane to screen
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ctx.passes.push({
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type: 'blit_to_screen',
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source: layer_target,
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source: plane_target,
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source_size: res,
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dest_size: ctx.screen_size,
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presentation: layer.presentation || 'stretch'
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presentation: plane_config.presentation || 'stretch'
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})
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}
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function apply_effect(effect, input, size, hint, group_effects) {
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var output = alloc(size.width, size.height, hint + '_' + effect.type)
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function apply_effect(ctx, effect, input, size, camera, hint, current_plane, group_effects) {
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var output = ctx.alloc(size.width, size.height, hint + '_' + effect.type)
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if (effect.type == 'bloom') {
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var bright = alloc(size.width, size.height, hint + '_bright')
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var blur1 = alloc(size.width, size.height, hint + '_blur1')
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var blur2 = alloc(size.width, size.height, hint + '_blur2')
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var bright = ctx.alloc(size.width, size.height, hint + '_bright')
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var blur1 = ctx.alloc(size.width, size.height, hint + '_blur1')
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var blur2 = ctx.alloc(size.width, size.height, hint + '_blur2')
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// Threshold
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passes.push({
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ctx.passes.push({
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type: 'shader_pass',
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shader: 'threshold',
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input: input,
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@@ -152,34 +197,35 @@ function apply_effect(effect, input, size, hint, group_effects) {
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var blur_passes = effect.blur_passes || 2
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var blur_in = bright
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for (var p = 0; p < blur_passes; p++) {
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passes.push({type: 'shader_pass', shader: 'blur', input: blur_in, output: blur1, uniforms: {direction: {x: 1, y: 0}, texel_size: {x: 1/size.width, y: 1/size.height}}})
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passes.push({type: 'shader_pass', shader: 'blur', input: blur1, output: blur2, uniforms: {direction: {x: 0, y: 1}, texel_size: {x: 1/size.width, y: 1/size.height}}})
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ctx.passes.push({type: 'shader_pass', shader: 'blur', input: blur_in, output: blur1, uniforms: {direction: {x: 1, y: 0}, texel_size: {x: 1/size.width, y: 1/size.height}}})
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ctx.passes.push({type: 'shader_pass', shader: 'blur', input: blur1, output: blur2, uniforms: {direction: {x: 0, y: 1}, texel_size: {x: 1/size.width, y: 1/size.height}}})
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blur_in = blur2
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}
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// Composite bloom
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passes.push({type: 'composite_textures', base: input, overlay: blur2, output: output, mode: 'add'})
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ctx.passes.push({type: 'composite_textures', base: input, overlay: blur2, output: output, mode: 'add'})
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} else if (effect.type == 'mask') {
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var mask_group = effect.mask_group
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var mask_sprites = film2d.query({group: mask_group})
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// Query masks within the same plane to avoid cross-plane mask issues
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var mask_sprites = film2d.query({group: mask_group, plane: current_plane})
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if (mask_sprites.length > 0) {
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var mask_target = alloc(size.width, size.height, hint + '_mask')
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var mask_target = ctx.alloc(size.width, size.height, hint + '_mask')
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// Render mask
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passes.push({
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ctx.passes.push({
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type: 'render',
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renderer: 'film2d',
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drawables: mask_sprites,
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camera: null, // Same camera as parent? Need to pass this
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camera: camera,
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target: mask_target,
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target_size: size,
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clear: {r: 0, g: 0, b: 0, a: 0}
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})
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// Apply mask
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passes.push({
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ctx.passes.push({
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type: 'apply_mask',
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content: input,
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mask: mask_target,
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@@ -189,11 +235,11 @@ function apply_effect(effect, input, size, hint, group_effects) {
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})
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} else {
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// No mask sprites, pass through
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passes.push({type: 'blit', source: input, dest: output})
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ctx.passes.push({type: 'blit', source: input, dest: output})
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}
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} else {
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// Unknown effect, pass through
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passes.push({type: 'blit', source: input, dest: output})
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ctx.passes.push({type: 'blit', source: input, dest: output})
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}
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return output
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@@ -230,6 +276,7 @@ compositor.execute = function(plan) {
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camera: pass.camera,
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target: resolve(pass.target),
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target_size: pass.target_size,
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layer_sort: pass.layer_sort || {},
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clear: pass.clear
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}, backend)
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for (var c = 0; c < result.commands.length; c++)
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@@ -280,10 +327,25 @@ compositor.execute = function(plan) {
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dst_rect: rect,
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filter: pass.presentation == 'integer_scale' ? 'nearest' : 'linear'
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})
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} else if (pass.type == 'blit') {
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var src = resolve(pass.source)
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var dst = resolve(pass.dest)
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commands.push({
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cmd: 'blit',
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texture: src,
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target: dst,
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dst_rect: {x: 0, y: 0, width: dst.width, height: dst.height}
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})
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} else if (pass.type == 'imgui') {
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commands.push({
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cmd: 'imgui',
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target: resolve(pass.target),
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draw: pass.draw
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})
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}
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}
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return {commands: commands}
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return {commands: commands, plan: plan}
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}
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function _calc_presentation(src, dst, mode) {
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56
core.cm
56
core.cm
@@ -13,6 +13,7 @@
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var video = use('sdl3/video')
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var events = use('sdl3/input')
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var time_mod = use('time')
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var debug_imgui = use('debug_imgui')
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var core = {}
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@@ -48,7 +49,7 @@ core.start = function(config) {
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_window = _backend.get_window()
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if (config.imgui && imgui.init) {
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if ((config.imgui || config.editor) && imgui.init) {
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imgui.init(_window, _backend.get_device())
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}
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@@ -75,12 +76,19 @@ core.window_size = function() {
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core.backend = function() {
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return _backend
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}
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// FPS tracking
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var _fps_samples = []
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var _fps_sample_count = 60
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var _current_fps = 0
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var _frame_time_ms = 0
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// Main loop
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function _main_loop() {
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var frame_start = time_mod.number()
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if (!_running) return
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var now = time_mod.number()
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var now = frame_start
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var dt = now - _last_time
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_last_time = now
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@@ -90,7 +98,7 @@ function _main_loop() {
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var win_size = _backend.get_window_size()
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for (var ev of evts) {
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if (_config.imgui) {
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if (_config.imgui || _config.editor) {
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imgui.process_event(ev)
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}
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@@ -117,9 +125,12 @@ function _main_loop() {
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_config.update(dt)
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}
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var imgui_mod = use('imgui')
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var debug_imgui = use('debug_imgui')
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// ImGui Frame
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if (_config.imgui) {
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imgui.newframe()
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if (_config.imgui || _config.editor) {
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imgui_mod.newframe()
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}
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// Render
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@@ -133,12 +144,24 @@ function _main_loop() {
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}
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var dbg = _config.debug == 'cmd'
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// Build stats for debug_imgui
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var stats = {
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fps: _current_fps,
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frame_time_ms: _frame_time_ms
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}
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// Handle both compositor result ({commands: [...]}) and fx_graph (graph object)
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if (render_result.commands) {
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if (_config.imgui) {
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if (_config.imgui || _config.editor) {
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render_result.commands.push({
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cmd: 'imgui',
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draw: _config.imgui,
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draw: function(ui) {
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if (_config.imgui) _config.imgui(ui)
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if (_config.editor) {
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debug_imgui.render(ui, null, render_result.plan, stats)
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_config.editor(ui)
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}
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},
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target: 'screen'
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})
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}
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@@ -156,9 +179,26 @@ function _main_loop() {
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}
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}
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// Measure actual frame work time (excluding delay)
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var frame_end = time_mod.number()
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var actual_frame_time = frame_end - frame_start
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// Track FPS based on actual work time
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_frame_time_ms = actual_frame_time * 1000
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_fps_samples.push(actual_frame_time)
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if (_fps_samples.length > _fps_sample_count) {
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_fps_samples.shift()
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}
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var avg_frame_time = 0
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for (var i = 0; i < _fps_samples.length; i++) {
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avg_frame_time += _fps_samples[i]
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}
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avg_frame_time = avg_frame_time / _fps_samples.length
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_current_fps = avg_frame_time > 0 ? 1 / avg_frame_time : 0
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// Schedule next frame
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var frame_time = 1 / _framerate
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var elapsed = time_mod.number() - now
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var elapsed = frame_end - frame_start
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var delay = frame_time - elapsed
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if (delay < 0) delay = 0
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@@ -8,11 +8,13 @@
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var debug_imgui = {}
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var json = use('json')
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// State
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var _show_scene_tree = false
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var _show_render_graph = false
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var _show_effects = false
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var _show_stats = false
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var _show_stats = true
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var _show_targets = false
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var _selected_node = null
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138
film2d.cm
138
film2d.cm
@@ -3,13 +3,20 @@ var film2d = {}
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var next_id = 1
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var registry = {} // id -> drawable
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var group_index = {} // group_name -> [id, id, ...]
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var plane_index = {} // plane_name -> [id, id, ...]
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film2d.register = function(drawable) {
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var id = text(next_id++)
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drawable._id = id
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registry[id] = drawable
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var groups = drawable.groups || ['default']
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// Index by plane
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var plane = drawable.plane || 'default'
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if (!plane_index[plane]) plane_index[plane] = []
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plane_index[plane].push(id)
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// Index by groups (effect routing only)
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var groups = drawable.groups || []
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for (var i = 0; i < groups.length; i++) {
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var g = groups[i]
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if (!group_index[g]) group_index[g] = []
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@@ -24,6 +31,14 @@ film2d.unregister = function(id) {
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var drawable = registry[id_str]
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if (!drawable) return
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// Remove from plane index
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var plane = drawable.plane || 'default'
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if (plane_index[plane]) {
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var idx = plane_index[plane].indexOf(id_str)
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if (idx >= 0) plane_index[plane].splice(idx, 1)
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}
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// Remove from group indices
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var groups = drawable.groups || []
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for (var i = 0; i < groups.length; i++) {
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var g = groups[i]
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@@ -59,10 +74,29 @@ film2d.get = function(id) {
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return registry[text(id)]
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}
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// Query by group - returns array of drawables
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// Query by plane and/or group - returns array of drawables
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film2d.query = function(selector) {
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var result = []
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// Query by plane (primary selection)
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if (selector.plane) {
|
||||
var ids = plane_index[selector.plane] || []
|
||||
for (var i = 0; i < ids.length; i++) {
|
||||
var d = registry[ids[i]]
|
||||
if (d && d.visible != false) {
|
||||
// If also filtering by group, check membership
|
||||
if (selector.group) {
|
||||
var groups = d.groups || []
|
||||
if (groups.indexOf(selector.group) >= 0) result.push(d)
|
||||
} else {
|
||||
result.push(d)
|
||||
}
|
||||
}
|
||||
}
|
||||
return result
|
||||
}
|
||||
|
||||
// Query by group only (for effect routing)
|
||||
if (selector.group) {
|
||||
var ids = group_index[selector.group] || []
|
||||
for (var i = 0; i < ids.length; i++) {
|
||||
@@ -116,14 +150,43 @@ film2d.render = function(params, backend) {
|
||||
var target = params.target
|
||||
var target_size = params.target_size
|
||||
var clear_color = params.clear
|
||||
var layer_sort = params.layer_sort || {} // layer -> 'y' or 'explicit'
|
||||
|
||||
if (drawables.length == 0) return {commands: []}
|
||||
|
||||
function _y_sort_key(d) {
|
||||
if (!d || !d.pos) return 0
|
||||
var y = d.pos.y || 0
|
||||
var h = d.height || 0
|
||||
var ay = d.anchor_y
|
||||
if (ay == null) ay = 0.5
|
||||
// Convert "pos.y at anchor" -> "feet y"
|
||||
return y + h * (1 - ay)
|
||||
}
|
||||
|
||||
// Sort by layer, then Y
|
||||
// Sort by layer, then optionally by Y based on layer_sort policy
|
||||
drawables.sort(function(a, b) {
|
||||
var dl = (a.layer || 0) - (b.layer || 0)
|
||||
var al = a.layer || 0
|
||||
var bl = b.layer || 0
|
||||
var dl = al - bl
|
||||
if (dl != 0) return dl
|
||||
return (b.pos.y || 0) - (a.pos.y || 0)
|
||||
|
||||
var sort_mode = layer_sort[text(al)] || 'explicit'
|
||||
if (sort_mode == 'y') {
|
||||
var ay = _y_sort_key(a)
|
||||
var by = _y_sort_key(b)
|
||||
|
||||
// Make this explicit instead of guessing
|
||||
var y_down = camera && camera.y_down == true
|
||||
|
||||
// If y_down: bigger y is lower on screen => should draw later (on top)
|
||||
// If y_up: smaller y is lower on screen => should draw later (on top)
|
||||
if (ay != by) return y_down ? (ay - by) : (by - ay)
|
||||
}
|
||||
|
||||
var aid = a._id || 0
|
||||
var bid = b._id || 0
|
||||
return aid < bid ? -1 : 1
|
||||
})
|
||||
|
||||
var commands = []
|
||||
@@ -164,6 +227,71 @@ function _batch_drawables(drawables) {
|
||||
if (current) batches.push(current)
|
||||
current = {type: 'sprite_batch', texture: tex, material: mat, sprites: [d]}
|
||||
}
|
||||
} else if (d.type == 'particles') {
|
||||
// Convert particles to sprites
|
||||
var tex = d.texture || d.image
|
||||
var mat = d.material || default_mat
|
||||
var particles = d.particles || []
|
||||
|
||||
for (var p = 0; p < particles.length; p++) {
|
||||
var part = particles[p]
|
||||
var sprite = {
|
||||
type: 'sprite',
|
||||
pos: part.pos,
|
||||
width: (d.width || 16) * (part.scale || 1),
|
||||
height: (d.height || 16) * (part.scale || 1),
|
||||
anchor_x: 0.5,
|
||||
anchor_y: 0.5,
|
||||
color: part.color || {r: 1, g: 1, b: 1, a: 1}
|
||||
}
|
||||
|
||||
if (current && current.type == 'sprite_batch' && current.texture == tex && _mat_eq(current.material, mat)) {
|
||||
current.sprites.push(sprite)
|
||||
} else {
|
||||
if (current) batches.push(current)
|
||||
current = {type: 'sprite_batch', texture: tex, material: mat, sprites: [sprite]}
|
||||
}
|
||||
}
|
||||
} else if (d.type == 'tilemap') {
|
||||
// Expand tilemap to sprites
|
||||
var tiles = d.tiles || []
|
||||
var tile_w = d.tile_width || 1
|
||||
var tile_h = d.tile_height || 1
|
||||
var off_x = d.offset_x || 0
|
||||
var off_y = d.offset_y || 0
|
||||
|
||||
for (var x = 0; x < tiles.length; x++) {
|
||||
if (!tiles[x]) continue
|
||||
for (var y = 0; y < tiles[x].length; y++) {
|
||||
var img = tiles[x][y]
|
||||
if (!img) continue
|
||||
|
||||
var wx = (x + off_x) * tile_w
|
||||
var wy = (y + off_y) * tile_h
|
||||
|
||||
// Center anchor for sprite
|
||||
var sprite = {
|
||||
type: 'sprite',
|
||||
image: img,
|
||||
pos: {x: wx + tile_w/2, y: wy + tile_h/2},
|
||||
width: tile_w,
|
||||
height: tile_h,
|
||||
anchor_x: 0.5,
|
||||
anchor_y: 0.5,
|
||||
color: {r: 1, g: 1, b: 1, a: 1}
|
||||
}
|
||||
|
||||
// Batching
|
||||
var tex = img
|
||||
var mat = default_mat
|
||||
if (current && current.type == 'sprite_batch' && current.texture == tex && _mat_eq(current.material, mat)) {
|
||||
current.sprites.push(sprite)
|
||||
} else {
|
||||
if (current) batches.push(current)
|
||||
current = {type: 'sprite_batch', texture: tex, material: mat, sprites: [sprite]}
|
||||
}
|
||||
}
|
||||
}
|
||||
} else {
|
||||
if (current) {
|
||||
batches.push(current)
|
||||
|
||||
@@ -116,12 +116,13 @@ function lerp(a, b, t) { return a + (b - a) * t }
|
||||
var factory = function(props) {
|
||||
var defaults = {
|
||||
type: 'particles',
|
||||
pos: {x: 0, y: 0},
|
||||
image: null,
|
||||
width: 16,
|
||||
height: 16,
|
||||
plane: 'default',
|
||||
layer: 0,
|
||||
tags: [],
|
||||
groups: [],
|
||||
particles: []
|
||||
}
|
||||
|
||||
|
||||
@@ -1627,9 +1627,8 @@ function _do_blit(cmd_buffer, cmd, current_target, get_swapchain_tex) {
|
||||
var pass = cmd_buffer.render_pass({
|
||||
color_targets: [{
|
||||
texture: swap_tex,
|
||||
load: "clear",
|
||||
store: "store",
|
||||
clear_color: {r: 0, g: 0, b: 0, a: 1}
|
||||
load: "load", // Load existing content to blend layers properly
|
||||
store: "store"
|
||||
}]
|
||||
})
|
||||
|
||||
|
||||
@@ -52,8 +52,9 @@ return function(props) {
|
||||
rotation: 0,
|
||||
color: {r: 1, g: 1, b: 1, a: 1},
|
||||
opacity: 1,
|
||||
plane: 'default',
|
||||
layer: 0,
|
||||
groups: ['default'],
|
||||
groups: [],
|
||||
visible: true
|
||||
}
|
||||
|
||||
@@ -62,7 +63,7 @@ return function(props) {
|
||||
for (var k in props) data[k] = props[k]
|
||||
|
||||
// Ensure groups is array
|
||||
if (!data.groups) data.groups = ['default']
|
||||
if (!data.groups) data.groups = []
|
||||
if (is_text(data.groups)) data.groups = [data.groups]
|
||||
|
||||
var s = meme(sprite_proto, data)
|
||||
|
||||
@@ -31,14 +31,14 @@ return function(props) {
|
||||
pos: {x: 0, y: 0},
|
||||
plane: 'default',
|
||||
layer: 0,
|
||||
groups: [],
|
||||
font: "fonts/dos",
|
||||
size: 16,
|
||||
color: {r: 1, g: 1, b: 1, a: 1},
|
||||
mode: null,
|
||||
sdf: null,
|
||||
outline_width: null,
|
||||
outline_color: null,
|
||||
tags: []
|
||||
outline_color: null
|
||||
}
|
||||
|
||||
var data = {}
|
||||
|
||||
@@ -32,7 +32,7 @@ var tilemap = {
|
||||
}
|
||||
}
|
||||
|
||||
stone(tilemap)
|
||||
//stone(tilemap)
|
||||
|
||||
// Factory function - auto-registers with film2d
|
||||
return function(props) {
|
||||
@@ -43,9 +43,9 @@ return function(props) {
|
||||
offset_y: 0,
|
||||
plane: 'default',
|
||||
layer: 0,
|
||||
groups: [],
|
||||
tile_width: 1,
|
||||
tile_height: 1,
|
||||
tags: []
|
||||
tile_height: 1
|
||||
}
|
||||
|
||||
var data = {}
|
||||
@@ -53,7 +53,7 @@ return function(props) {
|
||||
for(var k in props) data[k] = props[k]
|
||||
|
||||
var newtilemap = meme(tilemap, data)
|
||||
newtilemap.tiles = [] // Initialize tiles
|
||||
// newtilemap.tiles = [] // Initialize tiles
|
||||
film2d.register(newtilemap)
|
||||
return newtilemap
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user