cache animation frame

This commit is contained in:
2026-08-06 23:26:38 -07:00
parent e6be17fb71
commit 64fe782bf6
4 changed files with 1994 additions and 16 deletions
+85 -16
View File
@@ -11,6 +11,19 @@ Sprite :: struct {
frame: int,
time: f32,
flip_x: bool,
draw_ok: bool,
draw_cache_dirty: bool,
draw_src_w: f32,
draw_src_h: f32,
draw_fw: f32,
draw_fh: f32,
draw_trim_x: f32,
draw_trim_y: f32,
draw_u0: f32,
draw_v0: f32,
draw_u1: f32,
draw_v1: f32,
}
spawn_sprite :: proc(
@@ -36,6 +49,7 @@ spawn_sprite :: proc(
}
}
}
invalidate_sprite_draw_cache(&sprite)
return sprite
}
@@ -57,6 +71,8 @@ update_sprite :: proc(sprite: ^Sprite, dt: f32) {
sprite.time += dt
frame_duration := 1.0 / clip.fps
frame_changed := false
for sprite.time >= frame_duration {
sprite.time -= frame_duration
next := sprite.frame + 1
@@ -64,6 +80,7 @@ update_sprite :: proc(sprite: ^Sprite, dt: f32) {
if next >= frame_count {
if clip.loop {
sprite.frame = 0
frame_changed = true
} else {
sprite.frame = frame_count - 1
sprite.time = 0
@@ -71,8 +88,13 @@ update_sprite :: proc(sprite: ^Sprite, dt: f32) {
}
} else {
sprite.frame = next
frame_changed = true
}
}
if frame_changed {
invalidate_sprite_draw_cache(sprite)
}
}
to_clip :: proc(px, py, sw, sh: f32) -> [2]f32 {
@@ -82,6 +104,50 @@ to_clip :: proc(px, py, sw, sh: f32) -> [2]f32 {
}
}
refresh_sprite_draw_cache :: proc(sprite: ^Sprite) {
if sprite == nil || sprite.data == nil {
return
}
if !sprite.draw_cache_dirty {
return
}
frame, ok := character_frame(sprite.data, sprite.clip, sprite.frame)
if !ok {
sprite.draw_ok = false
sprite.draw_cache_dirty = false
return
}
src_w := f32(frame.source_size[0])
src_h := f32(frame.source_size[1])
if src_w <= 0 do src_w = f32(frame.rect[2])
if src_h <= 0 do src_h = f32(frame.rect[3])
tex_w := f32(sprite.data.width)
tex_h := f32(sprite.data.height)
u0, v0, u1, v1 := frame_uvs(frame.rect, tex_w, tex_h, false)
sprite.draw_src_w = src_w
sprite.draw_src_h = src_h
sprite.draw_fw = f32(frame.rect[2])
sprite.draw_fh = f32(frame.rect[3])
sprite.draw_trim_x = f32(frame.trim_offset[0])
sprite.draw_trim_y = f32(frame.trim_offset[1])
sprite.draw_u0 = u0
sprite.draw_v0 = v0
sprite.draw_u1 = u1
sprite.draw_v1 = v1
sprite.draw_ok = true
sprite.draw_cache_dirty = false
}
invalidate_sprite_draw_cache :: proc(sprite: ^Sprite) {
if sprite == nil do return
sprite.draw_cache_dirty = true
refresh_sprite_draw_cache(sprite)
}
draw_sprite :: proc(app: ^App, sprite: ^Sprite) {
if app.cmd == nil || app.swapchain_texture == nil {
return
@@ -92,23 +158,24 @@ draw_sprite :: proc(app: ^App, sprite: ^Sprite) {
if len(app.draw_list) >= MAX_SPRITES {
return
}
frame, ok := character_frame(sprite.data, sprite.clip, sprite.frame)
if !ok {
if !sprite.draw_ok {
return
}
src_w := f32(frame.source_size[0])
src_h := f32(frame.source_size[1])
if src_w <= 0 do src_w = f32(frame.rect[2])
if src_h <= 0 do src_h = f32(frame.rect[3])
fw := f32(frame.rect[2])
fh := f32(frame.rect[3])
trim_x := f32(frame.trim_offset[0])
trim_y := f32(frame.trim_offset[1])
src_w := sprite.draw_src_w
src_h := sprite.draw_src_h
fw := sprite.draw_fw
fh := sprite.draw_fh
trim_x := sprite.draw_trim_x
trim_y := sprite.draw_trim_y
pivot := sprite.data.def.pivot
u0, v0 := sprite.draw_u0, sprite.draw_v0
u1, v1 := sprite.draw_u1, sprite.draw_v1
if sprite.flip_x {
u0, u1 = u1, u0
}
viewport := Vec2{f32(app.swapchain_w), f32(app.swapchain_h)}
feet := world_to_screen(app.camera, sprite.position, viewport)
@@ -124,15 +191,16 @@ draw_sprite :: proc(app: ^App, sprite: ^Sprite) {
sw := f32(app.swapchain_w)
sh := f32(app.swapchain_h)
if x1_px < 0 || y1_px < 0 || x0_px > sw || y0_px > sh {
return
}
p0 := to_clip(x0_px, y0_px, sw, sh)
p1 := to_clip(x1_px, y0_px, sw, sh)
p2 := to_clip(x1_px, y1_px, sw, sh)
p3 := to_clip(x0_px, y1_px, sw, sh)
tex_w := f32(sprite.data.width)
tex_h := f32(sprite.data.height)
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}},
{pos = p1, uv = {u1, v0}},
@@ -156,6 +224,7 @@ set_sprite_clip :: proc(sprite: ^Sprite, clip: string) {
sprite.clip = clip
sprite.frame = 0
sprite.time = 0
invalidate_sprite_draw_cache(sprite)
}
sprite_quad_origin :: proc(position: Vec2, size: Vec2, pivot: [2]f32) -> Vec2 {