queue drawing
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+9
-52
@@ -1,6 +1,5 @@
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package engine
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import "core:mem"
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import sdl "vendor:sdl3"
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Vec2 :: [2]f32
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@@ -40,7 +39,6 @@ spawn_sprite :: proc(
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return sprite
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}
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// stubbed for later
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update_sprite :: proc(sprite: ^Sprite, dt: f32) {
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if sprite == nil || sprite.data == nil do return
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if dt <= 0 do return
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@@ -85,12 +83,15 @@ to_clip :: proc(px, py, sw, sh: f32) -> [2]f32 {
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}
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draw_sprite :: proc(app: ^App, sprite: ^Sprite) {
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if app.render_pass == nil || app.cmd == nil || app.swapchain_texture == nil {
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if app.cmd == nil || app.swapchain_texture == nil {
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return // begin_frame may have skipped (minimized window, etc.)
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}
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if sprite == nil || sprite.data == nil || sprite.data.texture == nil {
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return
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}
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if len(app.draw_list) >= MAX_SPRITES {
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return
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}
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rect, ok := character_frame_rect(sprite.data, sprite.clip, sprite.frame)
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if !ok {
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@@ -123,7 +124,7 @@ draw_sprite :: proc(app: ^App, sprite: ^Sprite) {
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if sprite.flip_x do u0, u1 = u1, u0
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// Two triangles: (0,1,2) and (0,2,3)
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verts := [6]Vertex {
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verts := [SPRITE_VERT_COUNT]Vertex {
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{pos = p0, uv = {u0, v0}},
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{pos = p1, uv = {u1, v0}},
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{pos = p2, uv = {u1, v1}},
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@@ -132,54 +133,10 @@ draw_sprite :: proc(app: ^App, sprite: ^Sprite) {
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{pos = p3, uv = {u0, v1}},
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}
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map_ptr := sdl.MapGPUTransferBuffer(app.device, app.transfer_buffer, false)
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if map_ptr == nil {
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return
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}
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mem.copy(map_ptr, raw_data(verts[:]), size_of(verts))
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sdl.UnmapGPUTransferBuffer(app.device, app.transfer_buffer)
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// IMPORTANT: SDL does not allow beginning a copy pass while a render pass
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// is active on the same command buffer. Upload on a separate command buffer.
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copy_cmd := sdl.AcquireGPUCommandBuffer(app.device)
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if copy_cmd == nil {
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return
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}
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copy_pass := sdl.BeginGPUCopyPass(copy_cmd)
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src := sdl.GPUTransferBufferLocation {
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transfer_buffer = app.transfer_buffer,
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offset = 0,
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}
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dst := sdl.GPUBufferRegion {
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buffer = app.vertex_buffer,
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offset = 0,
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size = u32(size_of(verts)),
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}
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sdl.UploadToGPUBuffer(copy_pass, src, dst, false)
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sdl.EndGPUCopyPass(copy_pass)
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fence := sdl.SubmitGPUCommandBufferAndAcquireFence(copy_cmd)
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if fence == nil {
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return
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}
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defer sdl.ReleaseGPUFence(app.device, fence)
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if !sdl.WaitForGPUFences(app.device, true, &fence, 1) {
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return
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}
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sampler_binding := sdl.GPUTextureSamplerBinding {
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texture = sprite.data.texture,
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sampler = app.sampler,
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}
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sdl.BindGPUFragmentSamplers(app.render_pass, 0, &sampler_binding, 1)
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vb_binding := sdl.GPUBufferBinding {
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buffer = app.vertex_buffer,
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offset = 0,
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}
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sdl.BindGPUVertexBuffers(app.render_pass, 0, &vb_binding, 1)
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sdl.DrawGPUPrimitives(app.render_pass, 6, 1, 0, 0)
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append(
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&app.draw_list,
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Queued_Sprite{texture = sprite.data.texture, verts = verts},
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)
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}
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set_sprite_clip :: proc(sprite: ^Sprite, clip: string) {
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