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17 Commits
Author SHA1 Message Date
codegirl007 209e774230 add missing input file 2026-08-02 23:45:02 -07:00
codegirl007 4dc173ecee Add associated make commands for added examples 2026-08-02 23:37:29 -07:00
codegirl007 5041753bad add more examples 2026-08-02 23:37:29 -07:00
codegirl007 9e680c62fe Initial Camera implementation 2026-08-01 23:53:08 -07:00
codegirl007 589f2bd45c camera 2026-08-01 23:50:03 -07:00
codegirl007 c720774c79 sprite batching
Batch adjacent same-texture sprite draws in end_frame.
Replaces per-sprite DrawGPUPrimitives with texture runs so shared atlases issue one GPU draw.
2026-08-01 23:49:06 -07:00
codegirl007 c1f3d0e61b revert example testing 2026-08-01 23:27:08 -07:00
codegirl007 a85380fb71 sprite batching 2026-08-01 23:25:17 -07:00
codegirl007 21d2a2c0e4 trim atlas of excess transparent pixels from pngs 2026-08-01 12:42:21 -07:00
codegirl007 d488161433 trim atlas of excess transparent pixels 2026-08-01 12:34:11 -07:00
codegirl007 49a3b8a682 queue drawing
- `draw_sprite` now builds verts on the CPU and appends to a per-frame draw list instead of uploading mid-render-pass.
- `begin_frame` only acquires the command buffer / swapchain; `end_frame` does one copy pass on that same buffer, then the render pass, then submit.
- Removes the second command buffer + `WaitForGPUFences` that stalled the CPU once per sprite every frame.
- Vertex/transfer buffers sized for `MAX_SPRITES` (128). Example API unchanged: `begin_frame` → `draw_sprite` → `end_frame`.
2026-08-01 12:15:43 -07:00
codegirl007 35420b7344 queue drawing 2026-08-01 12:10:19 -07:00
codegirl007 2c209da3b2 Merge pull request #7 from Codegirl-Games/sprite-flipping-movement
Movement and sprite flipping
2026-08-01 12:03:41 -07:00
codegirl007 5040446ec1 movement and sprite flipping 2026-08-01 12:01:17 -07:00
codegirl007 269578548a Determine pivot based on manifest 2026-08-01 11:48:55 -07:00
codegirl007 90da5934d7 determine pivot based on manifest 2026-08-01 10:37:36 -07:00
codegirl007 4aa3ed6ed8 Merge pull request #5 from Codegirl-Games/animation
Add sprite clip animation player + unit tests
2026-08-01 08:40:32 -07:00
15 changed files with 853 additions and 422 deletions
+29 -9
View File
@@ -1,15 +1,19 @@
.PHONY: shaders-vulkan shaders-d3d12 shaders-metal shaders-all bake toad check test help .PHONY: shaders-vulkan shaders-d3d12 shaders-metal shaders-all bake toad hello_sprite crowd camera_sandbox clips check test help
help: help:
@echo "Targets:" @echo "Targets:"
@echo " bake Bake all characters under content/characters/" @echo " bake Bake all characters under content/characters/"
@echo " shaders-vulkan Compile SPIR-V into shaders/vulkan/" @echo " shaders-vulkan Compile SPIR-V into shaders/vulkan/"
@echo " shaders-d3d12 Compile DXIL into shaders/d3d12/ (needs shadercross)" @echo " shaders-d3d12 Compile DXIL into shaders/d3d12/ (needs shadercross)"
@echo " shaders-metal Compile MSL into shaders/metal/ (needs shadercross)" @echo " shaders-metal Compile MSL into shaders/metal/ (needs shadercross)"
@echo " shaders-all Build all shader backends" @echo " shaders-all Build all shader backends"
@echo " test Run engine unit tests" @echo " test Run engine unit tests"
@echo " check Typecheck examples/toad" @echo " check Typecheck all examples"
@echo " toad Run the toad example" @echo " toad Run the toad example (full demo)"
@echo " hello_sprite Minimal load + draw"
@echo " crowd Many sprites, one Character_Data"
@echo " camera_sandbox Pan camera / Space toggles follow"
@echo " clips Keys 1/2 switch idle/walk"
bake: bake:
./scripts/bake_all.sh ./scripts/bake_all.sh
@@ -30,6 +34,22 @@ test:
check: check:
odin check examples/toad -collection:pkg=. odin check examples/toad -collection:pkg=.
odin check examples/hello_sprite -collection:pkg=.
odin check examples/crowd -collection:pkg=.
odin check examples/camera_sandbox -collection:pkg=.
odin check examples/clips -collection:pkg=.
toad: toad:
odin run examples/toad -collection:pkg=. odin run examples/toad -collection:pkg=.
hello_sprite:
odin run examples/hello_sprite -collection:pkg=.
crowd:
odin run examples/crowd -collection:pkg=.
camera_sandbox:
odin run examples/camera_sandbox -collection:pkg=.
clips:
odin run examples/clips -collection:pkg=.
+63 -24
View File
@@ -56,10 +56,12 @@ Char_Def :: struct {
// Packed atlas pixels + per-frame rects (indexed like the combined frames list) // Packed atlas pixels + per-frame rects (indexed like the combined frames list)
Atlas :: struct { Atlas :: struct {
pixels: []u8, pixels: []u8,
width: int, width: int,
height: int, height: int,
rects: [][4]int, // [x, y, w, h] per frame; sizes may differ across clips rects: [][4]int,
source_sizes: [][2]int,
trim_offsets: [][2]int,
} }
// Where one clip's frames sit inside the packed atlas frame list // Where one clip's frames sit inside the packed atlas frame list
@@ -95,6 +97,8 @@ bake_character :: proc(in_dir, out_dir: string) {
atlas := pack_atlas(frames) atlas := pack_atlas(frames)
defer delete(atlas.pixels) defer delete(atlas.pixels)
defer delete(atlas.rects) defer delete(atlas.rects)
defer delete(atlas.source_sizes)
defer delete(atlas.trim_offsets)
ensure_dir(out_dir) ensure_dir(out_dir)
@@ -283,22 +287,56 @@ destroy_frames :: proc(frames: []^image.Image) {
delete(frames) delete(frames)
} }
// pack_atlas packs variable-size frames with stb_rect_pack and blits them into one sheet. opaque_bounds :: proc(img: ^image.Image, alpha_min: u8 = 1) -> (x, y, w, h: int) {
// Caller owns atlas.pixels and atlas.rects. iw, ih := int(img.width), int(img.height)
pixels := bytes.buffer_to_bytes(&img.pixels)
min_x, min_y := iw, ih
max_x, max_y := -1, -1
for py in 0 ..< ih {
for px in 0 ..< iw {
i := (py * iw + px) * 4
a := pixels[i + 3]
if a >= alpha_min {
if px < min_x do min_x = px
if py < min_y do min_y = py
if px > max_x do max_x = px
if py > max_y do max_y = py
}
}
}
if max_x < min_x {
return 0, 0, 1, 1
}
return min_x, min_y, max_x - min_x + 1, max_y - min_y + 1
}
pack_atlas :: proc(frames: []^image.Image) -> Atlas { pack_atlas :: proc(frames: []^image.Image) -> Atlas {
PADDING :: 1 // 1px gap to reduce bleeding if filtered later PADDING :: 1
pack_rects := make([]stbrp.Rect, len(frames)) pack_rects := make([]stbrp.Rect, len(frames))
defer delete(pack_rects) defer delete(pack_rects)
trims := make([][4]int, len(frames))
defer delete(trims)
source_sizes := make([][2]int, len(frames))
trim_offsets := make([][2]int, len(frames))
total_area := 0 total_area := 0
max_w := 0 max_w := 0
max_h := 0 max_h := 0
for frame, i in frames { for frame, i in frames {
w := frame.width + PADDING tx, ty, tw, th := opaque_bounds(frame)
h := frame.height + PADDING trims[i] = {tx, ty, tw, th}
source_sizes[i] = {int(frame.width), int(frame.height)}
trim_offsets[i] = {tx, ty}
w := tw + PADDING
h := th + PADDING
pack_rects[i] = stbrp.Rect { pack_rects[i] = stbrp.Rect {
id = c.int(i), // pack_rects may reorder; id maps back to frame index id = c.int(i),
w = stbrp.Coord(w), w = stbrp.Coord(w),
h = stbrp.Coord(h), h = stbrp.Coord(h),
} }
@@ -307,7 +345,6 @@ pack_atlas :: proc(frames: []^image.Image) -> Atlas {
max_h = max(max_h, h) max_h = max(max_h, h)
} }
// Grow a square-ish atlas until everything fits
side := max(max_w, max_h, int(math.ceil(math.sqrt(f64(total_area))))) side := max(max_w, max_h, int(math.ceil(math.sqrt(f64(total_area)))))
atlas_w, atlas_h := 0, 0 atlas_w, atlas_h := 0, 0
packed := false packed := false
@@ -326,10 +363,9 @@ pack_atlas :: proc(frames: []^image.Image) -> Atlas {
os.exit(1) os.exit(1)
} }
pixels := make([]u8, atlas_w * atlas_h * 4) // transparent pixels := make([]u8, atlas_w * atlas_h * 4)
rects := make([][4]int, len(frames)) rects := make([][4]int, len(frames))
// Blit using each rect's id (array order may have changed during packing)
for pr in pack_rects { for pr in pack_rects {
if !pr.was_packed { if !pr.was_packed {
fmt.eprintfln("frame %d was not packed", pr.id) fmt.eprintfln("frame %d was not packed", pr.id)
@@ -337,27 +373,30 @@ pack_atlas :: proc(frames: []^image.Image) -> Atlas {
} }
idx := int(pr.id) idx := int(pr.id)
frame := frames[idx] frame := frames[idx]
fw := frame.width trim := trims[idx]
fh := frame.height tx, ty, tw, th := trim[0], trim[1], trim[2], trim[3]
dst_x := int(pr.x) dst_x := int(pr.x)
dst_y := int(pr.y) dst_y := int(pr.y)
src := bytes.buffer_to_bytes(&frame.pixels) src := bytes.buffer_to_bytes(&frame.pixels)
for y in 0 ..< fh { src_w := int(frame.width)
src_row := src[y * fw * 4:(y + 1) * fw * 4] for y in 0 ..< th {
src_row := src[((ty + y) * src_w + tx) * 4:][:tw * 4]
dst_i := ((dst_y + y) * atlas_w + dst_x) * 4 dst_i := ((dst_y + y) * atlas_w + dst_x) * 4
copy(pixels[dst_i:], src_row) copy(pixels[dst_i:], src_row)
} }
rects[idx] = {dst_x, dst_y, fw, fh} rects[idx] = {dst_x, dst_y, tw, th}
} }
fmt.printfln("packed atlas %dx%d", atlas_w, atlas_h) fmt.printfln("packed atlas %dx%d", atlas_w, atlas_h)
return Atlas { return Atlas {
pixels = pixels, pixels = pixels,
width = atlas_w, width = atlas_w,
height = atlas_h, height = atlas_h,
rects = rects, rects = rects,
source_sizes = source_sizes,
trim_offsets = trim_offsets,
} }
} }
@@ -422,8 +461,8 @@ build_char_def :: proc(
r := atlas.rects[slot] r := atlas.rects[slot]
frame_defs[i] = Frame_Def { frame_defs[i] = Frame_Def {
rect = r, rect = r,
source_size = {r[2], r[3]}, source_size = atlas.source_sizes[slot],
trim_offset = {0, 0}, // no trimming in v1 trim_offset = atlas.trim_offsets[slot],
} }
} }
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+295 -295
View File
@@ -14,274 +14,274 @@
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"source_size": [ "source_size": [
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"trim_offset": [ "trim_offset": [
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{ {
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], ],
"source_size": [ "source_size": [
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], ],
"trim_offset": [ "trim_offset": [
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}, },
{ {
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0, 630,
268, 231,
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], ],
"source_size": [ "source_size": [
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], ],
"trim_offset": [ "trim_offset": [
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] ]
}, },
{ {
"rect": [ "rect": [
807, 643,
0, 943,
268, 243,
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], ],
"source_size": [ "source_size": [
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], ],
"trim_offset": [ "trim_offset": [
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] ]
}, },
{ {
"rect": [ "rect": [
1076, 881,
0, 1245,
268, 254,
326 278
], ],
"source_size": [ "source_size": [
268, 268,
326 326
], ],
"trim_offset": [ "trim_offset": [
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0 8
]
},
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"rect": [
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"source_size": [
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"trim_offset": [
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},
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],
"source_size": [
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"trim_offset": [
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"source_size": [ "source_size": [
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"trim_offset": [ "trim_offset": [
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"trim_offset": [ "trim_offset": [
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"source_size": [
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"trim_offset": [
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},
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],
"source_size": [
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"trim_offset": [
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},
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],
"source_size": [
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],
"trim_offset": [
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},
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],
"source_size": [
268,
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],
"trim_offset": [
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]
},
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],
"source_size": [
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"trim_offset": [
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"source_size": [
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"trim_offset": [
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"source_size": [
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"trim_offset": [
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} }
] ]
@@ -292,290 +292,290 @@
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654, 630,
213, 205,
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], ],
"source_size": [ "source_size": [
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], ],
"trim_offset": [ "trim_offset": [
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] ]
}, },
{ {
"rect": [ "rect": [
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654, 316,
213, 206,
319 313
], ],
"source_size": [ "source_size": [
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], ],
"trim_offset": [ "trim_offset": [
0, 5,
0 6
] ]
}, },
{ {
"rect": [ "rect": [
1235, 854,
654, 316,
213, 206,
319 313
], ],
"source_size": [ "source_size": [
213, 213,
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], ],
"trim_offset": [ "trim_offset": [
0, 5,
0 6
] ]
}, },
{ {
"rect": [ "rect": [
1449, 1684,
654, 0,
213, 207,
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], ],
"source_size": [ "source_size": [
213, 213,
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], ],
"trim_offset": [ "trim_offset": [
0, 4,
0 5
] ]
}, },
{ {
"rect": [ "rect": [
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654, 315,
213, 207,
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], ],
"source_size": [ "source_size": [
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], ],
"trim_offset": [ "trim_offset": [
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] ]
}, },
{ {
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], ],
"source_size": [ "source_size": [
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], ],
"trim_offset": [ "trim_offset": [
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] ]
}, },
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"source_size": [ "source_size": [
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"trim_offset": [ "trim_offset": [
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"source_size": [
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"trim_offset": [
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] ]
} }
] ]
+123 -20
View File
@@ -1,6 +1,7 @@
package engine package engine
import "core:fmt" import "core:fmt"
import "core:mem"
import "core:path/filepath" import "core:path/filepath"
import sdl "vendor:sdl3" import sdl "vendor:sdl3"
@@ -10,7 +11,14 @@ Vertex :: struct {
} }
SPRITE_VERT_COUNT :: 6 SPRITE_VERT_COUNT :: 6
VERTEX_BUFFER_SIZE :: SPRITE_VERT_COUNT * size_of(Vertex) MAX_SPRITES :: 128
SPRITE_VERTS_SIZE :: SPRITE_VERT_COUNT * size_of(Vertex)
VERTEX_BUFFER_SIZE :: MAX_SPRITES * SPRITE_VERTS_SIZE
Queued_Sprite :: struct {
texture: ^sdl.GPUTexture,
verts: [SPRITE_VERT_COUNT]Vertex,
}
App :: struct { App :: struct {
window: ^sdl.Window, window: ^sdl.Window,
@@ -25,6 +33,9 @@ App :: struct {
swapchain_h: u32, swapchain_h: u32,
vertex_buffer: ^sdl.GPUBuffer, vertex_buffer: ^sdl.GPUBuffer,
transfer_buffer: ^sdl.GPUTransferBuffer, transfer_buffer: ^sdl.GPUTransferBuffer,
draw_list: [dynamic]Queued_Sprite,
clear_color: sdl.FColor,
camera: Camera,
} }
Shader_Backend :: enum { Shader_Backend :: enum {
@@ -112,10 +123,16 @@ init :: proc(app: ^App, title: cstring, width, height: i32) -> bool {
return false return false
} }
app.draw_list = make([dynamic]Queued_Sprite)
app.camera = camera_default()
return true return true
} }
shutdown :: proc(app: ^App) { shutdown :: proc(app: ^App) {
delete(app.draw_list)
if app.device != nil { if app.device != nil {
ok := sdl.WaitForGPUIdle(app.device) ok := sdl.WaitForGPUIdle(app.device)
if !ok { if !ok {
@@ -164,9 +181,13 @@ events :: proc() -> bool {
return true return true
} }
begin_frame :: proc(app: ^App, clear: sdl.FColor = {0.12, 0.12, 0.16, 1}) { begin_frame :: proc(app: ^App, clear_color: sdl.FColor = {0.12, 0.12, 0.16, 1}) {
app.cmd = sdl.AcquireGPUCommandBuffer(app.device) clear(&app.draw_list)
app.clear_color = clear_color
app.render_pass = nil
app.swapchain_texture = nil
app.cmd = sdl.AcquireGPUCommandBuffer(app.device)
if app.cmd == nil { if app.cmd == nil {
fmt.eprintfln("AcquireGPUCommandBuffer failed: %s", sdl.GetError()) fmt.eprintfln("AcquireGPUCommandBuffer failed: %s", sdl.GetError())
return return
@@ -181,36 +202,104 @@ begin_frame :: proc(app: ^App, clear: sdl.FColor = {0.12, 0.12, 0.16, 1}) {
) )
if !ok || app.swapchain_texture == nil { if !ok || app.swapchain_texture == nil {
app.swapchain_texture = nil
return return
} }
}
end_frame :: proc(app: ^App) {
if app.cmd == nil {
clear(&app.draw_list)
return
}
cmd := app.cmd
defer {
app.render_pass = nil
app.swapchain_texture = nil
app.cmd = nil
clear(&app.draw_list)
}
if app.swapchain_texture == nil {
if !sdl.SubmitGPUCommandBuffer(cmd) {
fmt.eprintfln("SubmitGPUCommandBuffer failed")
}
return
}
n := len(app.draw_list)
if n > 0 {
map_ptr := sdl.MapGPUTransferBuffer(app.device, app.transfer_buffer, false)
if map_ptr == nil {
fmt.eprintfln("MapGPUTransferBuffer failed: %s", sdl.GetError())
if !sdl.SubmitGPUCommandBuffer(cmd) {
fmt.eprintfln("SubmitGPUCommandBuffer failed")
}
return
}
for i in 0 ..< n {
q := &app.draw_list[i]
offset := i * SPRITE_VERTS_SIZE
mem.copy(
rawptr(uintptr(map_ptr) + uintptr(offset)),
raw_data(q.verts[:]),
SPRITE_VERTS_SIZE,
)
}
sdl.UnmapGPUTransferBuffer(app.device, app.transfer_buffer)
copy_pass := sdl.BeginGPUCopyPass(cmd)
src := sdl.GPUTransferBufferLocation {
transfer_buffer = app.transfer_buffer,
offset = 0,
}
dst := sdl.GPUBufferRegion {
buffer = app.vertex_buffer,
offset = 0,
size = u32(n * SPRITE_VERTS_SIZE),
}
sdl.UploadToGPUBuffer(copy_pass, src, dst, false)
sdl.EndGPUCopyPass(copy_pass)
}
color_info := sdl.GPUColorTargetInfo { color_info := sdl.GPUColorTargetInfo {
texture = app.swapchain_texture, texture = app.swapchain_texture,
clear_color = clear, clear_color = app.clear_color,
load_op = .CLEAR, load_op = .CLEAR,
store_op = .STORE, store_op = .STORE,
} }
app.render_pass = sdl.BeginGPURenderPass(cmd, &color_info, 1, nil)
app.render_pass = sdl.BeginGPURenderPass(app.cmd, &color_info, 1, nil)
sdl.BindGPUGraphicsPipeline(app.render_pass, app.pipeline) sdl.BindGPUGraphicsPipeline(app.render_pass, app.pipeline)
}
end_frame :: proc(app: ^App) { i := 0
if app.render_pass != nil { for i < n {
sdl.EndGPURenderPass(app.render_pass) run := texture_run_len(app.draw_list[:], i)
app.render_pass = nil q0 := app.draw_list[i]
}
if app.cmd != nil { sampler_binding := sdl.GPUTextureSamplerBinding {
ok := sdl.SubmitGPUCommandBuffer(app.cmd) texture = q0.texture,
if !ok { sampler = app.sampler,
fmt.eprintfln("SubmitGPUCommandBuffer failed")
} }
app.cmd = nil sdl.BindGPUFragmentSamplers(app.render_pass, 0, &sampler_binding, 1)
}
app.swapchain_texture = nil vb_binding := sdl.GPUBufferBinding {
buffer = app.vertex_buffer,
offset = u32(i * SPRITE_VERTS_SIZE),
}
sdl.BindGPUVertexBuffers(app.render_pass, 0, &vb_binding, 1)
sdl.DrawGPUPrimitives(app.render_pass, u32(run * SPRITE_VERT_COUNT), 1, 0, 0)
i += run
}
sdl.EndGPURenderPass(app.render_pass)
app.render_pass = nil
if !sdl.SubmitGPUCommandBuffer(cmd) {
fmt.eprintfln("SubmitGPUCommandBuffer failed")
}
} }
load_gpu_shader :: proc( load_gpu_shader :: proc(
@@ -338,3 +427,17 @@ create_sprite_pipeline :: proc(app: ^App) -> ^sdl.GPUGraphicsPipeline {
return pipeline return pipeline
} }
texture_run_len :: proc(list: []Queued_Sprite, start: int) -> int {
if start < 0 || start >= len(list) do return 0
tex := list[start].texture
n := 1
for i in start + 1 ..< len(list) {
if list[i].texture != tex do break
n += 1
}
return n
}
+17
View File
@@ -0,0 +1,17 @@
package engine
Camera :: struct {
position: Vec2,
anchor: Vec2,
}
camera_default :: proc() -> Camera {
return Camera{position = {0, 0}, anchor = {0.5, 0.5}}
}
world_to_screen :: proc(cam: Camera, world: Vec2, viewport: Vec2) -> Vec2 {
return {
world.x - cam.position.x + viewport.x * cam.anchor[0],
world.y - cam.position.y + viewport.y * cam.anchor[1],
}
}
+19 -6
View File
@@ -210,6 +210,22 @@ character_clip :: proc(data: ^Character_Data, clip_name: string) -> (clip: Clip_
return character, true return character, true
} }
character_frame :: proc(
data: ^Character_Data,
clip_name: string,
frame_index: int,
) -> (
frame: Frame_Def,
ok: bool,
) {
if data == nil do return {}, false
clip, found := data.def.clips[clip_name]
if !found || frame_index < 0 || frame_index >= len(clip.frames) {
return {}, false
}
return clip.frames[frame_index], true
}
character_frame_rect :: proc( character_frame_rect :: proc(
data: ^Character_Data, data: ^Character_Data,
clip_name: string, clip_name: string,
@@ -218,10 +234,7 @@ character_frame_rect :: proc(
rect: [4]int, rect: [4]int,
ok: bool, ok: bool,
) { ) {
clip, found := data.def.clips[clip_name] frame, found := character_frame(data, clip_name, frame_index)
if !found || frame_index < 0 || frame_index >= len(clip.frames) { if !found do return {}, false
return {}, false return frame.rect, true
}
return clip.frames[frame_index].rect, true
} }
+43
View File
@@ -0,0 +1,43 @@
package engine
import sdl "vendor:sdl3"
Key :: enum {
A,
D,
Left,
Right,
Up,
Down,
Space,
N1,
N2,
}
key_down :: proc(key: Key) -> bool {
keys := sdl.GetKeyboardState(nil)
if keys == nil do return false
scan_code: sdl.Scancode
switch key {
case .A:
scan_code = .A
case .D:
scan_code = .D
case .Left:
scan_code = .LEFT
case .Right:
scan_code = .RIGHT
case .Up:
scan_code = .UP
case .Down:
scan_code = .DOWN
case .Space:
scan_code = .SPACE
case .N1:
scan_code = ._1
case .N2:
scan_code = ._2
}
return keys[scan_code]
}
+51 -68
View File
@@ -1,6 +1,5 @@
package engine package engine
import "core:mem"
import sdl "vendor:sdl3" import sdl "vendor:sdl3"
Vec2 :: [2]f32 Vec2 :: [2]f32
@@ -11,6 +10,7 @@ Sprite :: struct {
clip: string, clip: string,
frame: int, frame: int,
time: f32, time: f32,
flip_x: bool,
} }
spawn_sprite :: proc( spawn_sprite :: proc(
@@ -39,7 +39,6 @@ spawn_sprite :: proc(
return sprite return sprite
} }
// stubbed for later
update_sprite :: proc(sprite: ^Sprite, dt: f32) { update_sprite :: proc(sprite: ^Sprite, dt: f32) {
if sprite == nil || sprite.data == nil do return if sprite == nil || sprite.data == nil do return
if dt <= 0 do return if dt <= 0 do return
@@ -84,43 +83,65 @@ to_clip :: proc(px, py, sw, sh: f32) -> [2]f32 {
} }
draw_sprite :: proc(app: ^App, sprite: ^Sprite) { draw_sprite :: proc(app: ^App, sprite: ^Sprite) {
if app.render_pass == nil || app.cmd == nil || app.swapchain_texture == nil { if app.cmd == nil || app.swapchain_texture == nil {
return // begin_frame may have skipped (minimized window, etc.) return
} }
if sprite == nil || sprite.data == nil || sprite.data.texture == nil { if sprite == nil || sprite.data == nil || sprite.data.texture == nil {
return return
} }
if len(app.draw_list) >= MAX_SPRITES {
return
}
rect, ok := character_frame_rect(sprite.data, sprite.clip, sprite.frame) frame, ok := character_frame(sprite.data, sprite.clip, sprite.frame)
if !ok { if !ok {
return return
} }
fw := f32(rect[2]) src_w := f32(frame.source_size[0])
fh := f32(rect[3]) 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])
// Feet-centered placement, same as renderer version fw := f32(frame.rect[2])
x0_px := sprite.position.x - fw * 0.5 fh := f32(frame.rect[3])
y0_px := sprite.position.y - fh trim_x := f32(frame.trim_offset[0])
trim_y := f32(frame.trim_offset[1])
pivot := sprite.data.def.pivot
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 x1_px := x0_px + fw
y1_px := y0_px + fh y1_px := y0_px + fh
sw := f32(app.swapchain_w) sw := f32(app.swapchain_w)
sh := f32(app.swapchain_h) sh := f32(app.swapchain_h)
p0 := to_clip(x0_px, y0_px, sw, sh) // top-left p0 := to_clip(x0_px, y0_px, sw, sh)
p1 := to_clip(x1_px, y0_px, sw, sh) // top-right p1 := to_clip(x1_px, y0_px, sw, sh)
p2 := to_clip(x1_px, y1_px, sw, sh) // bottom-right p2 := to_clip(x1_px, y1_px, sw, sh)
p3 := to_clip(x0_px, y1_px, sw, sh) // bottom-left p3 := to_clip(x0_px, y1_px, sw, sh)
tex_w := f32(sprite.data.width) tex_w := f32(sprite.data.width)
tex_h := f32(sprite.data.height) tex_h := f32(sprite.data.height)
u0 := f32(rect[0]) / tex_w u0 := f32(frame.rect[0]) / tex_w
v0 := f32(rect[1]) / tex_h v0 := f32(frame.rect[1]) / tex_h
u1 := f32(rect[0] + rect[2]) / tex_w u1 := f32(frame.rect[0] + frame.rect[2]) / tex_w
v1 := f32(rect[1] + rect[3]) / tex_h v1 := f32(frame.rect[1] + frame.rect[3]) / tex_h
if sprite.flip_x do u0, u1 = u1, u0
// Two triangles: (0,1,2) and (0,2,3) verts := [SPRITE_VERT_COUNT]Vertex {
verts := [6]Vertex {
{pos = p0, uv = {u0, v0}}, {pos = p0, uv = {u0, v0}},
{pos = p1, uv = {u1, v0}}, {pos = p1, uv = {u1, v0}},
{pos = p2, uv = {u1, v1}}, {pos = p2, uv = {u1, v1}},
@@ -129,54 +150,7 @@ draw_sprite :: proc(app: ^App, sprite: ^Sprite) {
{pos = p3, uv = {u0, v1}}, {pos = p3, uv = {u0, v1}},
} }
map_ptr := sdl.MapGPUTransferBuffer(app.device, app.transfer_buffer, false) append(&app.draw_list, Queued_Sprite{texture = sprite.data.texture, verts = verts})
if map_ptr == nil {
return
}
mem.copy(map_ptr, raw_data(verts[:]), size_of(verts))
sdl.UnmapGPUTransferBuffer(app.device, app.transfer_buffer)
// IMPORTANT: SDL does not allow beginning a copy pass while a render pass
// is active on the same command buffer. Upload on a separate command buffer.
copy_cmd := sdl.AcquireGPUCommandBuffer(app.device)
if copy_cmd == nil {
return
}
copy_pass := sdl.BeginGPUCopyPass(copy_cmd)
src := sdl.GPUTransferBufferLocation {
transfer_buffer = app.transfer_buffer,
offset = 0,
}
dst := sdl.GPUBufferRegion {
buffer = app.vertex_buffer,
offset = 0,
size = u32(size_of(verts)),
}
sdl.UploadToGPUBuffer(copy_pass, src, dst, false)
sdl.EndGPUCopyPass(copy_pass)
fence := sdl.SubmitGPUCommandBufferAndAcquireFence(copy_cmd)
if fence == nil {
return
}
defer sdl.ReleaseGPUFence(app.device, fence)
if !sdl.WaitForGPUFences(app.device, true, &fence, 1) {
return
}
sampler_binding := sdl.GPUTextureSamplerBinding {
texture = sprite.data.texture,
sampler = app.sampler,
}
sdl.BindGPUFragmentSamplers(app.render_pass, 0, &sampler_binding, 1)
vb_binding := sdl.GPUBufferBinding {
buffer = app.vertex_buffer,
offset = 0,
}
sdl.BindGPUVertexBuffers(app.render_pass, 0, &vb_binding, 1)
sdl.DrawGPUPrimitives(app.render_pass, 6, 1, 0, 0)
} }
set_sprite_clip :: proc(sprite: ^Sprite, clip: string) { set_sprite_clip :: proc(sprite: ^Sprite, clip: string) {
@@ -191,3 +165,12 @@ set_sprite_clip :: proc(sprite: ^Sprite, clip: string) {
sprite.frame = 0 sprite.frame = 0
sprite.time = 0 sprite.time = 0
} }
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]}
}
set_sprite_flip_x :: proc(sprite: ^Sprite, flip: bool) {
if sprite == nil do return
sprite.flip_x = flip
}
+14
View File
@@ -19,3 +19,17 @@ to_clip_corners :: proc(t: ^testing.T) {
testing.expect_value(t, p[0], f32(0)) testing.expect_value(t, p[0], f32(0))
testing.expect_value(t, p[1], f32(0)) testing.expect_value(t, p[1], f32(0))
} }
@(test)
sprite_quad_origin_feet :: proc(t: ^testing.T) {
o := sprite_quad_origin({400, 500}, {100, 200}, {0.5, 1.0})
testing.expect_value(t, o.x, f32(350))
testing.expect_value(t, o.y, f32(300))
}
@(test)
sprite_quad_origin_center :: proc(t: ^testing.T) {
o := sprite_quad_origin({400, 500}, {100, 200}, {0.5, 0.5})
testing.expect_value(t, o.x, f32(350))
testing.expect_value(t, o.y, f32(400))
}
+58
View File
@@ -0,0 +1,58 @@
package main
import eng "pkg:engine"
// Camera sandbox: toad stays put; arrows pan the camera. Space toggles follow mode.
main :: proc() {
app: eng.App
if !eng.init(&app, "camera sandbox", 800, 600) do return
defer eng.shutdown(&app)
data, ok := eng.load_character_data(&app, "assets_baked/characters/toad/toad.char.json")
if !ok do return
defer eng.destroy_character_data(&app, &data)
toad := eng.spawn_sprite(&data, {0, 0}, "idle", 0)
app.camera.position = {0, -100}
follow := false
space_was_down := false
CAM_SPEED :: f32(300)
last := eng.now_seconds()
for eng.events() {
now := eng.now_seconds()
dt := f32(now - last)
last = now
space := eng.key_down(.Space)
if space && !space_was_down {
follow = !follow
}
space_was_down = space
if follow {
app.camera.position = toad.position - {0, 100}
} else {
if eng.key_down(.Left) || eng.key_down(.A) {
app.camera.position.x -= CAM_SPEED * dt
}
if eng.key_down(.Right) || eng.key_down(.D) {
app.camera.position.x += CAM_SPEED * dt
}
if eng.key_down(.Up) {
app.camera.position.y -= CAM_SPEED * dt
}
if eng.key_down(.Down) {
app.camera.position.y += CAM_SPEED * dt
}
}
eng.update_sprite(&toad, dt)
eng.begin_frame(&app)
eng.draw_sprite(&app, &toad)
eng.end_frame(&app)
}
}
+38
View File
@@ -0,0 +1,38 @@
package main
import eng "pkg:engine"
// Clip switcher: 1 = idle, 2 = walk. No movement — animation policy only.
main :: proc() {
app: eng.App
if !eng.init(&app, "clips", 800, 600) do return
defer eng.shutdown(&app)
data, ok := eng.load_character_data(&app, "assets_baked/characters/toad/toad.char.json")
if !ok do return
defer eng.destroy_character_data(&app, &data)
toad := eng.spawn_sprite(&data, {400, 500}, "idle", 0)
app.camera.position = toad.position - {0, 100}
last := eng.now_seconds()
for eng.events() {
now := eng.now_seconds()
dt := f32(now - last)
last = now
if eng.key_down(.N1) {
eng.set_sprite_clip(&toad, "idle")
}
if eng.key_down(.N2) {
eng.set_sprite_clip(&toad, "walk")
}
eng.update_sprite(&toad, dt)
eng.begin_frame(&app)
eng.draw_sprite(&app, &toad)
eng.end_frame(&app)
}
}
+49
View File
@@ -0,0 +1,49 @@
package main
import eng "pkg:engine"
// Many sprites sharing one Character_Data (Flyweight) good batching demo.
COUNT :: 24
main :: proc() {
app: eng.App
if !eng.init(&app, "crowd", 800, 600) do return
defer eng.shutdown(&app)
data, ok := eng.load_character_data(&app, "assets_baked/characters/toad/toad.char.json")
if !ok do return
defer eng.destroy_character_data(&app, &data)
sprites: [COUNT]eng.Sprite
for i in 0 ..< COUNT {
col := i % 8
row := i / 8
pos := eng.Vec2 {
f32(120 + col * 80),
f32(280 + row * 120),
}
clip := "idle" if (i % 2) == 0 else "walk"
sprites[i] = eng.spawn_sprite(&data, pos, clip, i % 5)
}
// Look at the middle of the grid
app.camera.position = {400, 400}
last := eng.now_seconds()
for eng.events() {
now := eng.now_seconds()
dt := f32(now - last)
last = now
for &s in sprites {
eng.update_sprite(&s, dt)
}
eng.begin_frame(&app)
for &s in sprites {
eng.draw_sprite(&app, &s)
}
eng.end_frame(&app)
}
}
+34
View File
@@ -0,0 +1,34 @@
package main
import eng "pkg:engine"
// Minimal: load one baked character and draw idle. No input, no camera follow.
main :: proc() {
app: eng.App
if !eng.init(&app, "hello sprite", 800, 600) do return
defer eng.shutdown(&app)
data, ok := eng.load_character_data(&app, "assets_baked/characters/toad/toad.char.json")
if !ok do return
defer eng.destroy_character_data(&app, &data)
sprite := eng.spawn_sprite(&data, {400, 500}, "idle", 0)
// Screen-centered framing without gameplay camera follow:
// treat spawn position as world; look slightly above feet.
app.camera.position = sprite.position - {0, 100}
last := eng.now_seconds()
for eng.events() {
now := eng.now_seconds()
dt := f32(now - last)
last = now
eng.update_sprite(&sprite, dt)
eng.begin_frame(&app)
eng.draw_sprite(&app, &sprite)
eng.end_frame(&app)
}
}
+20
View File
@@ -15,12 +15,32 @@ main :: proc() {
toad := eng.spawn_sprite(&data, {400, 500}, "idle", 0) toad := eng.spawn_sprite(&data, {400, 500}, "idle", 0)
last := eng.now_seconds() last := eng.now_seconds()
SPEED :: f32(200)
for eng.events() { for eng.events() {
now := eng.now_seconds() now := eng.now_seconds()
dt := f32(now - last) dt := f32(now - last)
last = now last = now
left := eng.key_down(.A) || eng.key_down(.Left)
right := eng.key_down(.D) || eng.key_down(.Right)
if left || right {
eng.set_sprite_clip(&toad, "walk")
if left {
toad.position.x -= SPEED * dt
toad.flip_x = true
}
if right {
toad.position.x += SPEED * dt
toad.flip_x = false
}
} else {
eng.set_sprite_clip(&toad, "idle")
}
app.camera.position = toad.position - {0, 100}
eng.update_sprite(&toad, dt) eng.update_sprite(&toad, dt)
eng.begin_frame(&app) eng.begin_frame(&app)