camera
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+7
-7
@@ -109,14 +109,17 @@ draw_sprite :: proc(app: ^App, sprite: ^Sprite) {
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trim_y := f32(frame.trim_offset[1])
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pivot := sprite.data.def.pivot
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canvas_top := sprite.position.y - src_h * pivot[1]
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viewport := Vec2{f32(app.swapchain_w), f32(app.swapchain_h)}
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feet := world_to_screen(app.camera, sprite.position, viewport)
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canvas_top := feet.y - src_h * pivot[1]
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x0_px, y0_px: f32
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if sprite.flip_x {
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canvas_left := sprite.position.x - (1.0 - pivot[0]) * src_w
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canvas_left := feet.x - (1.0 - pivot[0]) * src_w
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x0_px = canvas_left + (src_w - trim_x - fw)
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y0_px = canvas_top + trim_y
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} else {
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canvas_left := sprite.position.x - src_w * pivot[0]
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canvas_left := feet.x - src_w * pivot[0]
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x0_px = canvas_left + trim_x
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y0_px = canvas_top + trim_y
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}
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@@ -147,10 +150,7 @@ draw_sprite :: proc(app: ^App, sprite: ^Sprite) {
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{pos = p3, uv = {u0, v1}},
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}
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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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append(&app.draw_list, Queued_Sprite{texture = sprite.data.texture, verts = verts})
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}
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set_sprite_clip :: proc(sprite: ^Sprite, clip: string) {
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