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prosperon/fx_graph.cm
2026-01-19 18:57:25 -06:00

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// fx_graph.cm - Low-level compositing graph primitives
//
// This module provides the low-level pass primitives for compositing.
// It does NOT know about scene trees, sprites, tilemaps, etc. - that's renderer territory.
//
// Core node types:
//
// render_view
// Render a scene using a renderer (film2d, etc.) into a target.
// Params:
// root - Scene tree root node
// camera - Camera object
// target - Target spec: {width, height} or 'screen' or existing target
// clear_color - Optional RGBA clear color
// renderer - Renderer module to use (defaults to film2d)
// 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}
//
// 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}
//
// shader_pass
// Apply a shader effect (blur, threshold, crt, etc.)
// Params:
// shader - Shader name ('blur', 'threshold', 'crt')
// input - Input texture/target
// output - Output target spec
// uniforms - Shader uniforms
// Output: {target, commands}
//
// present
// Present to display.
// Params:
// input - Final image to present
// Output: {commands}
var fx_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'}
}
this.nodes.push(node)
return node
}
fx_graph.set_output = function(output_handle) {
this.output_node = output_handle
}
// Execute graph using backend
fx_graph.execute = function(backend) {
var sorted = this.topological_sort()
var node_outputs = {}
var all_commands = []
arrfor(sorted, function(node) {
var executor = NODE_EXECUTORS[node.type]
if (!executor) {
log.console(`fx_graph: No executor for node type: ${node.type}`)
return
}
var resolved_params = this.resolve_inputs(node.params, node_outputs)
resolved_params._node_id = node.id
var result = executor(resolved_params, backend)
node_outputs[node.id] = result
// Collect commands from this node
if (result && result.commands) {
all_commands = array(all_commands, result.commands)
}
})
return {commands: all_commands}
}
fx_graph.resolve_inputs = function(params, node_outputs) {
var resolved = {}
arrfor(array(params), key => {
var value = params[key]
if (value && value.node_id != null)
resolved[key] = node_outputs[value.node_id]
else
resolved[key] = value
})
return resolved
}
fx_graph.topological_sort = function() {
// 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
// ========================================================================
var NODE_EXECUTORS = {}
// render_view: Render scene tree to target using a renderer
NODE_EXECUTORS.render_view = function(params, backend) {
var root = params.root
var camera = params.camera
var target_spec = params.target
var clear_color = params.clear_color
var renderer = params.renderer
// Determine target
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
)
}
// Get target size
var target_size = target == 'screen'
? backend.get_window_size()
: {width: target.width, height: target.height}
// Use renderer if provided, otherwise use default film2d
if (renderer && renderer.render) {
return renderer.render({
root: root,
camera: camera,
target: target,
target_size: target_size,
clear: clear_color
}, backend)
}
// Fallback: use film2d module
var film2d = use('prosperon/film2d')
return film2d.render({
root: root,
camera: camera,
target: target,
target_size: target_size,
clear: clear_color
}, backend)
}
// 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 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
)
// Emit apply_mask command (handled via shader pass outside render pass)
var commands = []
commands.push({
cmd: 'apply_mask',
content_texture: content.target,
mask_texture: mask.target,
output: target,
mode: mode,
invert: invert
})
return {target: target, commands: commands}
}
// clip_rect: Apply scissor clipping
NODE_EXECUTORS.clip_rect = function(params, backend) {
var input = params.input
var rect = params.rect
if (!input) return {target: null, commands: []}
// Clip doesn't need a new target, just adds scissor to commands
var commands = input.commands ? array(input.commands) : []
// Insert scissor after begin_render
var insert_idx = 0
for (var i = 0; i < length(commands); i++) {
if (commands[i].cmd == 'begin_render') {
insert_idx = i + 1
break
}
}
commands.splice(insert_idx, 0, {cmd: 'scissor', rect: rect})
// Add scissor reset before end_render
for (var i = length(commands) - 1; i >= 0; i--) {
if (commands[i].cmd == 'end_render') {
commands.splice(i, 0, {cmd: 'scissor', rect: null})
break
}
}
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}
}
// ========================================================================
// 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 w = target_spec.width * scale
var h = target_spec.height * scale
var x = (window_size.width - w) / 2
var y = (window_size.height - h) / 2
return {x: x, y: y, width: w, height: h}
}
// Export fit_to_screen for external use
fx_graph.fit_to_screen = fit_to_screen
function make_fxgraph() {
return meme(fx_graph, {
nodes: [],
output_node: null,
next_id: 0
})
}
make_fxgraph.fit_to_screen = fit_to_screen
return make_fxgraph