Add missing changes that causes failures

This commit is contained in:
2026-08-03 00:39:30 -07:00
parent cf888f26cd
commit 4dced062a5
2 changed files with 52 additions and 22 deletions
+44 -18
View File
@@ -112,19 +112,15 @@ draw_sprite :: proc(app: ^App, sprite: ^Sprite) {
viewport := Vec2{f32(app.swapchain_w), f32(app.swapchain_h)}
feet := world_to_screen(app.camera, sprite.position, viewport)
canvas_top := feet.y - src_h * pivot[1]
x0_px, y0_px: f32
if sprite.flip_x {
canvas_left := feet.x - (1.0 - pivot[0]) * src_w
x0_px = canvas_left + (src_w - trim_x - fw)
y0_px = canvas_top + trim_y
} else {
canvas_left := feet.x - src_w * pivot[0]
x0_px = canvas_left + trim_x
y0_px = canvas_top + trim_y
}
x1_px := x0_px + fw
y1_px := y0_px + fh
x0_px, y0_px, x1_px, y1_px := sprite_feet_quad(
feet,
src_w,
src_h,
{trim_x, trim_y},
{fw, fh},
pivot,
sprite.flip_x,
)
sw := f32(app.swapchain_w)
sh := f32(app.swapchain_h)
@@ -135,11 +131,7 @@ draw_sprite :: proc(app: ^App, sprite: ^Sprite) {
tex_w := f32(sprite.data.width)
tex_h := f32(sprite.data.height)
u0 := f32(frame.rect[0]) / tex_w
v0 := f32(frame.rect[1]) / tex_h
u1 := f32(frame.rect[0] + frame.rect[2]) / tex_w
v1 := f32(frame.rect[1] + frame.rect[3]) / tex_h
if sprite.flip_x do u0, u1 = u1, u0
u0, v0, u1, v1 := frame_uvs(frame.rect, tex_w, tex_h, sprite.flip_x)
verts := [SPRITE_VERT_COUNT]Vertex {
{pos = p0, uv = {u0, v0}},
@@ -170,6 +162,40 @@ sprite_quad_origin :: proc(position: Vec2, size: Vec2, pivot: [2]f32) -> Vec2 {
return {position.x - size.x * pivot[0], position.y - size.y * pivot[1]}
}
frame_uvs :: proc(rect: [4]int, tex_w, tex_h: f32, flip_x: bool) -> (u0, v0, u1, v1: f32) {
u0 = f32(rect[0]) / tex_w
v0 = f32(rect[1]) / tex_h
u1 = f32(rect[0] + rect[2]) / tex_w
v1 = f32(rect[1] + rect[3]) / tex_h
if flip_x do u0, u1 = u1, u0
return
}
sprite_feet_quad :: proc(
feet: Vec2,
src_w, src_h: f32,
trim: Vec2,
size: Vec2,
pivot: [2]f32,
flip_x: bool,
) -> (
x0, y0, x1, y1: f32,
) {
canvas_top := feet.y - src_h * pivot[1]
if flip_x {
canvas_left := feet.x - (1.0 - pivot[0]) * src_w
x0 = canvas_left + (src_w - trim.x - size.x)
y0 = canvas_top + trim.y
} else {
canvas_left := feet.x - src_w * pivot[0]
x0 = canvas_left + trim.x
y0 = canvas_top + trim.y
}
x1 = x0 + size.x
y1 = y0 + size.y
return
}
set_sprite_flip_x :: proc(sprite: ^Sprite, flip: bool) {
if sprite == nil do return
sprite.flip_x = flip