fix missing shader

This commit is contained in:
2026-02-25 22:13:42 -06:00
parent 29818b1b0b
commit a840f32c4e
8 changed files with 557 additions and 149 deletions

View File

@@ -13,6 +13,9 @@
// Headless mode (no window, no input, no render, no audio):
// core.start({ headless: true, update: function(dt) { ... } })
var io = use('cellfs')
io.mount('/Users/john/work/prosperon')
var time_mod = use('time')
var core = {}

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@@ -0,0 +1,143 @@
var shape = use('shape2d')
var text2d = use('text2d')
var S = 60
var GW = S * 8
var GH = S * 8
var light_color = {r: 0.93, g: 0.93, b: 0.85, a: 1}
var dark_color = {r: 0.45, g: 0.55, b: 0.35, a: 1}
var select_color = {r: 1, g: 0.84, b: 0, a: 1}
var valid_color = {r: 0.6, g: 0.8, b: 0.4, a: 1}
var hover_color = {r: 0.8, g: 0.85, b: 0.6, a: 1}
var piece_letter = {
king: "K", queen: "Q", rook: "R",
bishop: "B", knight: "N", pawn: "P"
}
var white_text = {r: 1, g: 1, b: 1, a: 1}
var black_text = {r: 0.1, g: 0.1, b: 0.1, a: 1}
var board_shapes = []
var piece_labels = {}
var status_label = null
var next_id = 0
function init(grid) {
var bx = 0, by = 0, row = null, col = null
for (by = 0; by < 8; by++) {
row = []
for (bx = 0; bx < 8; bx++) {
col = ((bx + by) & 1) ? dark_color : light_color
push(row, shape.rect({
pos: {x: bx * S + S / 2, y: by * S + S / 2},
width: S, height: S,
fill: {r: col.r, g: col.g, b: col.b, a: col.a},
plane: 'game', layer: 0
}))
}
push(board_shapes, row)
}
next_id = 0
grid.each(function(p) {
next_id++
p._id = next_id
piece_labels[text(next_id)] = text2d({
text: piece_letter[p.kind],
pos: {x: p.coord[0] * S + S / 2, y: p.coord[1] * S + S / 2},
size: 36,
color: (p.colour == 'white') ? white_text : black_text,
plane: 'game', layer: 1
})
})
status_label = text2d({
text: "White's turn", pos: {x: 10, y: GH - 20},
plane: 'hud', size: 14, color: {r: 1, g: 1, b: 1, a: 1}
})
}
function sync_pieces(grid) {
var keys = array(piece_labels)
var i = 0
for (i = 0; i < length(keys); i++) {
piece_labels[keys[i]].visible = false
}
grid.each(function(p) {
var lbl = piece_labels[text(p._id)]
if (!lbl) return
lbl.pos.x = p.coord[0] * S + S / 2
lbl.pos.y = p.coord[1] * S + S / 2
lbl.visible = true
})
}
function rebuild_pieces(grid) {
var keys = array(piece_labels)
var i = 0
for (i = 0; i < length(keys); i++) {
piece_labels[keys[i]].visible = false
}
grid.each(function(p) {
var key = text(p._id)
var lbl = piece_labels[key]
if (!lbl) {
lbl = text2d({
text: piece_letter[p.kind],
pos: {x: p.coord[0] * S + S / 2, y: p.coord[1] * S + S / 2},
size: 36,
color: (p.colour == 'white') ? white_text : black_text,
plane: 'game', layer: 1
})
piece_labels[key] = lbl
}
lbl.pos.x = p.coord[0] * S + S / 2
lbl.pos.y = p.coord[1] * S + S / 2
lbl.text = piece_letter[p.kind]
lbl.visible = true
})
}
function highlight(selectPos, validMoves, hover_gx, hover_gy) {
var x = 0, y = 0, col = null
for (y = 0; y < 8; y++) {
for (x = 0; x < 8; x++) {
col = ((x + y) & 1) ? dark_color : light_color
board_shapes[y][x].fill = {r: col.r, g: col.g, b: col.b, a: col.a}
}
}
if (hover_gx >= 0 && hover_gx < 8 && hover_gy >= 0 && hover_gy < 8) {
board_shapes[hover_gy][hover_gx].fill = {
r: hover_color.r, g: hover_color.g, b: hover_color.b, a: hover_color.a
}
}
if (!selectPos) return
board_shapes[selectPos[1]][selectPos[0]].fill = {
r: select_color.r, g: select_color.g, b: select_color.b, a: select_color.a
}
var i = 0, m = null
for (i = 0; i < length(validMoves); i++) {
m = validMoves[i]
board_shapes[m[1]][m[0]].fill = {
r: valid_color.r, g: valid_color.g, b: valid_color.b, a: valid_color.a
}
}
}
function set_status(msg) {
status_label.text = msg
}
return {
S: S, GW: GW, GH: GH,
init: init,
sync_pieces: sync_pieces,
rebuild_pieces: rebuild_pieces,
highlight: highlight,
set_status: set_status
}

View File

@@ -2,16 +2,21 @@ var core = use('core')
var camera = use('camera')
var compositor = use('compositor')
var input = use('input')
var shape = use('shape2d')
var text2d = use('text2d')
var Grid = use('examples/chess/grid')
var MovementSystem = use('examples/chess/movement')
var startingPos = use('examples/chess/pieces').startingPosition
var rules = use('examples/chess/rules')
var board_view = use('examples/chess/board_view')
var S = 60
var GW = S * 8, GH = S * 8
var grid = Grid(8, 8)
grid.width = 8
grid.height = 8
var mover = MovementSystem(grid, rules)
startingPos(grid)
board_view.init(grid)
var S = board_view.S, GW = board_view.GW, GH = board_view.GH
var move_history = []
var game_cam = camera.make({width: GW, height: GH, pos: {x: GW / 2, y: GH / 2}})
@@ -24,119 +29,19 @@ input.configure({
}
})
// Build board
var grid = Grid(8, 8)
grid.width = 8
grid.height = 8
var mover = MovementSystem(grid, rules)
startingPos(grid)
// Board squares (shape2d)
var light_color = {r: 0.93, g: 0.93, b: 0.85, a: 1}
var dark_color = {r: 0.45, g: 0.55, b: 0.35, a: 1}
var select_color = {r: 1, g: 0.84, b: 0, a: 1}
var valid_color = {r: 0.6, g: 0.8, b: 0.4, a: 1}
var board_shapes = []
var bx = 0, by = 0, row = null, col = null
for (by = 0; by < 8; by++) {
row = []
for (bx = 0; bx < 8; bx++) {
col = ((bx + by) & 1) ? dark_color : light_color
push(row, shape.rect({
pos: {x: bx * S + S / 2, y: by * S + S / 2},
width: S, height: S,
fill: {r: col.r, g: col.g, b: col.b, a: col.a},
plane: 'game', layer: 0
}))
}
push(board_shapes, row)
}
// Piece letter abbreviations
var piece_letter = {
king: "K", queen: "Q", rook: "R",
bishop: "B", knight: "N", pawn: "P"
}
var white_color = {r: 1, g: 1, b: 1, a: 1}
var black_color = {r: 0.1, g: 0.1, b: 0.1, a: 1}
// Piece labels — one per piece, keyed by piece id
var piece_labels = {}
var piece_id = 0
grid.each(function(p) {
piece_id++
p._id = piece_id
piece_labels[text(piece_id)] = text2d({
text: piece_letter[p.kind],
pos: {x: p.coord[0] * S + S / 2, y: p.coord[1] * S + S / 2},
size: 36,
color: (p.colour == 'white') ? white_color : black_color,
plane: 'game', layer: 1
})
})
// Selection state
var selectPos = null
var validMoves = []
// Mouse position in grid coords
var hover_gx = -1, hover_gy = -1
// Status text
var status_label = text2d({
text: "White's turn", pos: {x: 10, y: GH - 20},
plane: 'hud', size: 14, color: {r: 1, g: 1, b: 1, a: 1}
})
function update_status() {
status_label.text = mover.turn + "'s turn"
}
function reset_board_colors() {
var x = 0, y = 0, col = null
for (y = 0; y < 8; y++) {
for (x = 0; x < 8; x++) {
col = ((x + y) & 1) ? dark_color : light_color
board_shapes[y][x].fill = {r: col.r, g: col.g, b: col.b, a: col.a}
}
}
}
var hover_color = {r: 0.8, g: 0.85, b: 0.6, a: 1}
function highlight_selection() {
reset_board_colors()
// Hover highlight
if (hover_gx >= 0 && hover_gx < 8 && hover_gy >= 0 && hover_gy < 8) {
board_shapes[hover_gy][hover_gx].fill = {
r: hover_color.r, g: hover_color.g, b: hover_color.b, a: hover_color.a
}
}
if (!selectPos) return
// Highlight selected square
board_shapes[selectPos[1]][selectPos[0]].fill = {
r: select_color.r, g: select_color.g, b: select_color.b, a: select_color.a
}
// Highlight valid moves
var i = 0, m = null
for (i = 0; i < length(validMoves); i++) {
m = validMoves[i]
board_shapes[m[1]][m[0]].fill = {
r: valid_color.r, g: valid_color.g, b: valid_color.b, a: valid_color.a
}
}
var file_letters = "abcdefgh"
function sq_name(x, y) {
return text(file_letters, x, x + 1) + text(y + 1)
}
function compute_valid_moves(from) {
validMoves = []
var piece = grid.at(from)[0]
if (!piece) return
var x = 0, y = 0, to = null, dest = null
for (y = 0; y < 8; y++) {
for (x = 0; x < 8; x++) {
@@ -149,22 +54,6 @@ function compute_valid_moves(from) {
}
}
function sync_piece_sprites() {
var keys = array(piece_labels)
var i = 0
for (i = 0; i < length(keys); i++) {
piece_labels[keys[i]].visible = false
}
grid.each(function(p) {
var lbl = piece_labels[text(p._id)]
if (!lbl) return
lbl.pos.x = p.coord[0] * S + S / 2
lbl.pos.y = p.coord[1] * S + S / 2
lbl.visible = true
})
}
// Input handler
var game_input = {
on_input: function(action, data) {
var clicked = null, cell = null, is_valid = false, i = 0, src_piece = null
@@ -173,7 +62,7 @@ var game_input = {
if (action == 'cancel') {
selectPos = null
validMoves = []
highlight_selection()
board_view.highlight(selectPos, validMoves, hover_gx, hover_gy)
return
}
@@ -182,9 +71,7 @@ var game_input = {
cell = grid.at(clicked)
if (selectPos) {
// Try to move
is_valid = false
i = 0
for (i = 0; i < length(validMoves); i++) {
if (validMoves[i][0] == clicked[0] && validMoves[i][1] == clicked[1]) {
is_valid = true
@@ -197,13 +84,12 @@ var game_input = {
if (src_piece && mover.tryMove(src_piece, clicked)) {
move_history[] = sq_name(selectPos[0], selectPos[1]) + "-" + sq_name(clicked[0], clicked[1])
log.chess("move " + sq_name(selectPos[0], selectPos[1]) + "-" + sq_name(clicked[0], clicked[1]) + " turn=" + mover.turn)
sync_piece_sprites()
update_status()
board_view.sync_pieces(grid)
board_view.set_status(mover.turn + "'s turn")
}
selectPos = null
validMoves = []
} else if (length(cell) && cell[0].colour == mover.turn) {
// Select different piece
selectPos = clicked
compute_valid_moves(selectPos)
} else {
@@ -211,13 +97,12 @@ var game_input = {
validMoves = []
}
} else {
// Select piece
if (length(cell) && cell[0].colour == mover.turn) {
selectPos = clicked
compute_valid_moves(selectPos)
}
}
highlight_selection()
board_view.highlight(selectPos, validMoves, hover_gx, hover_gy)
}
}
}
@@ -226,11 +111,6 @@ input.player1().possess(game_input)
// --- Probe endpoints for AI play ---
var probe = use('probe')
var file_letters = "abcdefgh"
function sq_name(x, y) {
return text(file_letters, x, x + 1) + text(y + 1)
}
function piece_char(p) {
var chars = {king: "K", queen: "Q", rook: "R", bishop: "B", knight: "N", pawn: "P"}
var c = chars[p.kind]
@@ -275,8 +155,8 @@ probe.register("chess", {
if (mover.tryMove(piece, to)) {
move_history[] = sq_name(fx, fy) + "-" + sq_name(tx, ty)
log.chess("move " + sq_name(fx, fy) + "-" + sq_name(tx, ty) + " turn=" + mover.turn)
sync_piece_sprites()
update_status()
board_view.sync_pieces(grid)
board_view.set_status(mover.turn + "'s turn")
return {ok: true, move: sq_name(fx, fy) + "-" + sq_name(tx, ty)}
}
return {ok: false, error: "move rejected"}
@@ -297,7 +177,6 @@ core.start({
input: function(ev) {
var wp = null
if (ev.type == 'mouse_motion') {
// Convert pixel coords to grid coords via camera
wp = game_cam.window_to_world(ev.pos[0], ev.pos[1])
if (wp) {
hover_gx = floor(wp.x / S)
@@ -307,7 +186,7 @@ core.start({
},
update: function(dt) {
highlight_selection()
board_view.highlight(selectPos, validMoves, hover_gx, hover_gy)
},
render: function() {

166
examples/chess/client.ce Normal file
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@@ -0,0 +1,166 @@
var core = use('core')
var camera = use('camera')
var compositor = use('compositor')
var input = use('input')
var Grid = use('examples/chess/grid')
var rules = use('examples/chess/rules')
var board_view = use('examples/chess/board_view')
var game_state = use('examples/chess/game_state')
var grid = Grid(8, 8)
grid.width = 8
grid.height = 8
board_view.init(grid)
var S = board_view.S, GW = board_view.GW, GH = board_view.GH
var game_cam = camera.make({width: GW, height: GH, pos: {x: GW / 2, y: GH / 2}})
var hud_cam = camera.make({width: GW, height: GH, pos: {x: GW / 2, y: GH / 2}})
input.configure({
action_map: {
select: ['mouse_button_left'],
cancel: ['escape', 'mouse_button_right']
}
})
// Network state
var my_color = null
var server_actor = null
var current_turn = "white"
// Selection state (declared early for $receiver access)
var selectPos = null
var validMoves = []
var hover_gx = -1, hover_gy = -1
board_view.set_status("Connecting to host...")
$contact(function(server) {
if (server) {
server_actor = server
log.console("Connected to host!")
board_view.set_status("Connected, waiting for game...")
} else {
log.error("Failed to connect to host")
board_view.set_status("Connection failed!")
}
}, {address: "127.0.0.1", port: 7777})
$receiver(function(msg) {
if (msg.type == "assign") {
my_color = msg.color
log.console("Assigned color: " + my_color)
board_view.set_status("Playing as " + my_color)
} else if (msg.type == "state") {
current_turn = game_state.deserialize(msg, grid, board_view)
board_view.set_status(current_turn + "'s turn")
selectPos = null
validMoves = []
} else if (msg.type == "result") {
if (!msg.ok) {
board_view.set_status("Move rejected: " + msg.error)
}
}
})
// Local input — client plays black
function compute_valid_moves(from) {
validMoves = []
var piece = grid.at(from)[0]
if (!piece) return
var x = 0, y = 0, to = null, dest = null
for (y = 0; y < 8; y++) {
for (x = 0; x < 8; x++) {
to = [x, y]
dest = grid.at(to)
if (length(dest) && dest[0].colour == piece.colour) continue
if (rules.canMove(piece, from, to, grid))
push(validMoves, to)
}
}
}
var game_input = {
on_input: function(action, data) {
var clicked = null, cell = null, is_valid = false, i = 0
if (!data.pressed) return
if (!my_color || current_turn != my_color) return
if (action == 'cancel') {
selectPos = null
validMoves = []
board_view.highlight(selectPos, validMoves, hover_gx, hover_gy)
return
}
if (action == 'select' && hover_gx >= 0 && hover_gx < 8 && hover_gy >= 0 && hover_gy < 8) {
clicked = [hover_gx, hover_gy]
cell = grid.at(clicked)
if (selectPos) {
is_valid = false
for (i = 0; i < length(validMoves); i++) {
if (validMoves[i][0] == clicked[0] && validMoves[i][1] == clicked[1]) {
is_valid = true
break
}
}
if (is_valid) {
// Send move to server — don't apply locally
if (server_actor) {
send(server_actor, {type: "move", fx: selectPos[0], fy: selectPos[1], tx: clicked[0], ty: clicked[1]})
}
selectPos = null
validMoves = []
} else if (length(cell) && cell[0].colour == my_color) {
selectPos = clicked
compute_valid_moves(selectPos)
} else {
selectPos = null
validMoves = []
}
} else {
if (length(cell) && cell[0].colour == my_color) {
selectPos = clicked
compute_valid_moves(selectPos)
}
}
board_view.highlight(selectPos, validMoves, hover_gx, hover_gy)
}
}
}
input.player1().possess(game_input)
var comp_config = {
clear: {r: 0.15, g: 0.15, b: 0.2, a: 1},
planes: [
{name: 'game', camera: game_cam, resolution: {width: GW, height: GH}, presentation: 'letterbox'},
{name: 'hud', camera: hud_cam, resolution: {width: GW, height: GH}, presentation: 'stretch'}
]
}
core.start({
width: 640, height: 640, title: "Chess - Client (Black)",
input: function(ev) {
var wp = null
if (ev.type == 'mouse_motion') {
wp = game_cam.window_to_world(ev.pos[0], ev.pos[1])
if (wp) {
hover_gx = floor(wp.x / S)
hover_gy = floor(wp.y / S)
}
}
},
update: function(dt) {
board_view.highlight(selectPos, validMoves, hover_gx, hover_gy)
},
render: function() {
return compositor.execute(compositor.compile(comp_config))
}
})

View File

@@ -0,0 +1,31 @@
var Piece = use('examples/chess/pieces').Piece
function serialize(grid, turn) {
var pieces = []
grid.each(function(p) {
pieces[] = {kind: p.kind, colour: p.colour, x: p.coord[0], y: p.coord[1], id: p._id}
})
return {type: "state", turn: turn, pieces: pieces}
}
function deserialize(state, grid, board_view) {
var x = 0, y = 0
for (y = 0; y < 8; y++) {
for (x = 0; x < 8; x++) {
grid.cells[y][x] = []
}
}
var i = 0, pd = null, p = null
for (i = 0; i < length(state.pieces); i++) {
pd = state.pieces[i]
p = Piece(pd.kind, pd.colour)
p._id = pd.id
grid.add(p, [pd.x, pd.y])
}
board_view.rebuild_pieces(grid)
return state.turn
}
return {serialize: serialize, deserialize: deserialize}

184
examples/chess/host.ce Normal file
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@@ -0,0 +1,184 @@
var core = use('core')
var camera = use('camera')
var compositor = use('compositor')
var input = use('input')
var Grid = use('examples/chess/grid')
var MovementSystem = use('examples/chess/movement')
var pieces = use('examples/chess/pieces')
var rules = use('examples/chess/rules')
var board_view = use('examples/chess/board_view')
var game_state = use('examples/chess/game_state')
var grid = Grid(8, 8)
grid.width = 8
grid.height = 8
var mover = MovementSystem(grid, rules)
pieces.startingPosition(grid)
board_view.init(grid)
var S = board_view.S, GW = board_view.GW, GH = board_view.GH
var game_cam = camera.make({width: GW, height: GH, pos: {x: GW / 2, y: GH / 2}})
var hud_cam = camera.make({width: GW, height: GH, pos: {x: GW / 2, y: GH / 2}})
input.configure({
action_map: {
select: ['mouse_button_left'],
cancel: ['escape', 'mouse_button_right']
}
})
// Network state
var client_actor = null
board_view.set_status("Waiting for client on port 7777...")
$portal(function(connection) {
log.console("Client connected!")
client_actor = connection
send(client_actor, {type: "assign", color: "black"})
send(client_actor, game_state.serialize(grid, mover.turn))
board_view.set_status("White's turn - Game started!")
}, 7777)
$receiver(function(msg) {
var from = null, to = null, cell = null, piece = null
if (msg.type == "move") {
from = [msg.fx, msg.fy]
to = [msg.tx, msg.ty]
cell = grid.at(from)
if (!length(cell)) {
send(client_actor, {type: "result", ok: false, error: "no piece"})
return
}
piece = cell[0]
if (piece.colour != "black") {
send(client_actor, {type: "result", ok: false, error: "not your piece"})
return
}
if (mover.turn != "black") {
send(client_actor, {type: "result", ok: false, error: "not your turn"})
return
}
if (!rules.canMove(piece, from, to, grid)) {
send(client_actor, {type: "result", ok: false, error: "illegal move"})
return
}
if (mover.tryMove(piece, to)) {
board_view.sync_pieces(grid)
board_view.set_status(mover.turn + "'s turn")
send(client_actor, game_state.serialize(grid, mover.turn))
} else {
send(client_actor, {type: "result", ok: false, error: "move rejected"})
}
}
})
// Local input — host plays white
var selectPos = null
var validMoves = []
var hover_gx = -1, hover_gy = -1
function compute_valid_moves(from) {
validMoves = []
var piece = grid.at(from)[0]
if (!piece) return
var x = 0, y = 0, to = null, dest = null
for (y = 0; y < 8; y++) {
for (x = 0; x < 8; x++) {
to = [x, y]
dest = grid.at(to)
if (length(dest) && dest[0].colour == piece.colour) continue
if (rules.canMove(piece, from, to, grid))
push(validMoves, to)
}
}
}
var game_input = {
on_input: function(action, data) {
var clicked = null, cell = null, is_valid = false, i = 0, src_piece = null
if (!data.pressed) return
if (mover.turn != 'white') return
if (action == 'cancel') {
selectPos = null
validMoves = []
board_view.highlight(selectPos, validMoves, hover_gx, hover_gy)
return
}
if (action == 'select' && hover_gx >= 0 && hover_gx < 8 && hover_gy >= 0 && hover_gy < 8) {
clicked = [hover_gx, hover_gy]
cell = grid.at(clicked)
if (selectPos) {
is_valid = false
for (i = 0; i < length(validMoves); i++) {
if (validMoves[i][0] == clicked[0] && validMoves[i][1] == clicked[1]) {
is_valid = true
break
}
}
if (is_valid) {
src_piece = grid.at(selectPos)[0]
if (src_piece && mover.tryMove(src_piece, clicked)) {
board_view.sync_pieces(grid)
board_view.set_status(mover.turn + "'s turn")
if (client_actor) {
send(client_actor, game_state.serialize(grid, mover.turn))
}
}
selectPos = null
validMoves = []
} else if (length(cell) && cell[0].colour == 'white') {
selectPos = clicked
compute_valid_moves(selectPos)
} else {
selectPos = null
validMoves = []
}
} else {
if (length(cell) && cell[0].colour == 'white') {
selectPos = clicked
compute_valid_moves(selectPos)
}
}
board_view.highlight(selectPos, validMoves, hover_gx, hover_gy)
}
}
}
input.player1().possess(game_input)
var comp_config = {
clear: {r: 0.15, g: 0.15, b: 0.2, a: 1},
planes: [
{name: 'game', camera: game_cam, resolution: {width: GW, height: GH}, presentation: 'letterbox'},
{name: 'hud', camera: hud_cam, resolution: {width: GW, height: GH}, presentation: 'stretch'}
]
}
core.start({
width: 640, height: 640, title: "Chess - Host (White)",
input: function(ev) {
var wp = null
if (ev.type == 'mouse_motion') {
wp = game_cam.window_to_world(ev.pos[0], ev.pos[1])
if (wp) {
hover_gx = floor(wp.x / S)
hover_gy = floor(wp.y / S)
}
}
},
update: function(dt) {
board_view.highlight(selectPos, validMoves, hover_gx, hover_gy)
},
render: function() {
return compositor.execute(compositor.compile(comp_config))
}
})

View File

@@ -6,7 +6,7 @@
var video = use('sdl3/video')
var gpu_mod = use('sdl3/gpu')
var blob_mod = use('blob')
var io = use('fd')
var io = use('cellfs')
var png = use('image/png')
var qoi = use('image/qoi')
var gif = use('image/gif')

18
staef.c
View File

@@ -9,8 +9,7 @@
#include <limits.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <string.h>
#define MSDF_IMPLEMENTATION
#include "msdf.h"
@@ -681,25 +680,28 @@ QJSCLASS(font,)
static void attach_font_texture(JSContext *js, JSValue *pret, font *f) {
JS_FRAME(js);
JS_ROOT(obj, *pret);
JS_ROOT(texData, JS_NULL);
JSValue tmp;
if (f->pixels) {
JS_ROOT(texData, JS_NewObject(js));
texData.val = JS_NewObject(js);
JS_SetPropertyStr(js, texData.val, "width", JS_NewInt32(js, f->atlas_size));
JS_SetPropertyStr(js, texData.val, "height", JS_NewInt32(js, f->atlas_size));
JS_SetPropertyStr(js, texData.val, "format", JS_NewString(js, "rgba8"));
tmp = JS_NewString(js, "rgba8");
JS_SetPropertyStr(js, texData.val, "format", tmp);
size_t byte_size = f->atlas_size * f->atlas_size * 4;
JS_SetPropertyStr(js, texData.val, "pixels", js_new_blob_stoned_copy(js, f->pixels, byte_size));
tmp = js_new_blob_stoned_copy(js, f->pixels, byte_size);
JS_SetPropertyStr(js, texData.val, "pixels", tmp);
JS_SetPropertyStr(js, obj.val, "texture", texData.val);
}
// Add mode string
const char *mode_str = "bitmap";
if (f->mode == FONT_MODE_SDF) mode_str = "sdf";
else if (f->mode == FONT_MODE_MSDF) mode_str = "msdf";
JS_SetPropertyStr(js, obj.val, "mode", JS_NewString(js, mode_str));
tmp = JS_NewString(js, mode_str);
JS_SetPropertyStr(js, obj.val, "mode", tmp);
// Add range_px and sharpness for SDF/MSDF fonts
JS_SetPropertyStr(js, obj.val, "range_px", JS_NewFloat64(js, f->range_px));
JS_SetPropertyStr(js, obj.val, "sharpness", JS_NewFloat64(js, f->sharpness));
*pret = obj.val;