camera
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@@ -35,6 +35,7 @@ App :: struct {
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transfer_buffer: ^sdl.GPUTransferBuffer,
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draw_list: [dynamic]Queued_Sprite,
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clear_color: sdl.FColor,
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camera: Camera,
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}
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Shader_Backend :: enum {
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@@ -124,6 +125,8 @@ init :: proc(app: ^App, title: cstring, width, height: i32) -> bool {
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app.draw_list = make([dynamic]Queued_Sprite)
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app.camera = camera_default()
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return true
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}
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@@ -0,0 +1,17 @@
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package engine
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Camera :: struct {
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position: Vec2,
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anchor: Vec2,
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}
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camera_default :: proc() -> Camera {
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return Camera{position = {0, 0}, anchor = {0.5, 0.5}}
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}
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world_to_screen :: proc(cam: Camera, world: Vec2, viewport: Vec2) -> Vec2 {
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return {
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world.x - cam.position.x + viewport.x * cam.anchor[0],
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world.y - cam.position.y + viewport.y * cam.anchor[1],
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}
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}
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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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@@ -39,6 +39,8 @@ main :: proc() {
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} else {
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eng.set_sprite_clip(&toad, "idle")
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}
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app.camera.position = toad.position - {0, 100}
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eng.update_sprite(&toad, dt)
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eng.begin_frame(&app)
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