Compare commits

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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
14 changed files with 680 additions and 358 deletions
+23 -3
View File
@@ -1,4 +1,4 @@
.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:
@echo "Targets:"
@@ -8,8 +8,12 @@ help:
@echo " shaders-metal Compile MSL into shaders/metal/ (needs shadercross)"
@echo " shaders-all Build all shader backends"
@echo " test Run engine unit tests"
@echo " check Typecheck examples/toad"
@echo " toad Run the toad example"
@echo " check Typecheck all examples"
@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:
./scripts/bake_all.sh
@@ -30,6 +34,22 @@ test:
check:
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:
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=.
+56 -17
View File
@@ -59,7 +59,9 @@ Atlas :: struct {
pixels: []u8,
width: 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
@@ -95,6 +97,8 @@ bake_character :: proc(in_dir, out_dir: string) {
atlas := pack_atlas(frames)
defer delete(atlas.pixels)
defer delete(atlas.rects)
defer delete(atlas.source_sizes)
defer delete(atlas.trim_offsets)
ensure_dir(out_dir)
@@ -283,22 +287,56 @@ destroy_frames :: proc(frames: []^image.Image) {
delete(frames)
}
// pack_atlas packs variable-size frames with stb_rect_pack and blits them into one sheet.
// Caller owns atlas.pixels and atlas.rects.
opaque_bounds :: proc(img: ^image.Image, alpha_min: u8 = 1) -> (x, y, w, h: int) {
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 {
PADDING :: 1 // 1px gap to reduce bleeding if filtered later
PADDING :: 1
pack_rects := make([]stbrp.Rect, len(frames))
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
max_w := 0
max_h := 0
for frame, i in frames {
w := frame.width + PADDING
h := frame.height + PADDING
tx, ty, tw, th := opaque_bounds(frame)
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 {
id = c.int(i), // pack_rects may reorder; id maps back to frame index
id = c.int(i),
w = stbrp.Coord(w),
h = stbrp.Coord(h),
}
@@ -307,7 +345,6 @@ pack_atlas :: proc(frames: []^image.Image) -> Atlas {
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)))))
atlas_w, atlas_h := 0, 0
packed := false
@@ -326,10 +363,9 @@ pack_atlas :: proc(frames: []^image.Image) -> Atlas {
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))
// Blit using each rect's id (array order may have changed during packing)
for pr in pack_rects {
if !pr.was_packed {
fmt.eprintfln("frame %d was not packed", pr.id)
@@ -337,19 +373,20 @@ pack_atlas :: proc(frames: []^image.Image) -> Atlas {
}
idx := int(pr.id)
frame := frames[idx]
fw := frame.width
fh := frame.height
trim := trims[idx]
tx, ty, tw, th := trim[0], trim[1], trim[2], trim[3]
dst_x := int(pr.x)
dst_y := int(pr.y)
src := bytes.buffer_to_bytes(&frame.pixels)
for y in 0 ..< fh {
src_row := src[y * fw * 4:(y + 1) * fw * 4]
src_w := int(frame.width)
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
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)
@@ -358,6 +395,8 @@ pack_atlas :: proc(frames: []^image.Image) -> Atlas {
width = atlas_w,
height = atlas_h,
rects = rects,
source_sizes = source_sizes,
trim_offsets = trim_offsets,
}
}
@@ -422,8 +461,8 @@ build_char_def :: proc(
r := atlas.rects[slot]
frame_defs[i] = Frame_Def {
rect = r,
source_size = {r[2], r[3]},
trim_offset = {0, 0}, // no trimming in v1
source_size = atlas.source_sizes[slot],
trim_offset = atlas.trim_offsets[slot],
}
}
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After

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+295 -295
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@@ -14,274 +14,274 @@
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"trim_offset": [
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],
"source_size": [
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"trim_offset": [
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},
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],
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],
"source_size": [
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"trim_offset": [
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},
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@@ -292,290 +292,290 @@
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414,
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],
"source_size": [
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+27 -4
View File
@@ -35,6 +35,7 @@ App :: struct {
transfer_buffer: ^sdl.GPUTransferBuffer,
draw_list: [dynamic]Queued_Sprite,
clear_color: sdl.FColor,
camera: Camera,
}
Shader_Backend :: enum {
@@ -124,6 +125,8 @@ init :: proc(app: ^App, title: cstring, width, height: i32) -> bool {
app.draw_list = make([dynamic]Queued_Sprite)
app.camera = camera_default()
return true
}
@@ -270,9 +273,13 @@ end_frame :: proc(app: ^App) {
app.render_pass = sdl.BeginGPURenderPass(cmd, &color_info, 1, nil)
sdl.BindGPUGraphicsPipeline(app.render_pass, app.pipeline)
for q, i in app.draw_list {
i := 0
for i < n {
run := texture_run_len(app.draw_list[:], i)
q0 := app.draw_list[i]
sampler_binding := sdl.GPUTextureSamplerBinding {
texture = q.texture,
texture = q0.texture,
sampler = app.sampler,
}
sdl.BindGPUFragmentSamplers(app.render_pass, 0, &sampler_binding, 1)
@@ -282,9 +289,11 @@ end_frame :: proc(app: ^App) {
offset = u32(i * SPRITE_VERTS_SIZE),
}
sdl.BindGPUVertexBuffers(app.render_pass, 0, &vb_binding, 1)
sdl.DrawGPUPrimitives(app.render_pass, SPRITE_VERT_COUNT, 1, 0, 0)
}
sdl.DrawGPUPrimitives(app.render_pass, u32(run * SPRITE_VERT_COUNT), 1, 0, 0)
i += run
}
sdl.EndGPURenderPass(app.render_pass)
app.render_pass = nil
@@ -418,3 +427,17 @@ create_sprite_pipeline :: proc(app: ^App) -> ^sdl.GPUGraphicsPipeline {
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
}
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(
data: ^Character_Data,
clip_name: string,
@@ -218,10 +234,7 @@ character_frame_rect :: proc(
rect: [4]int,
ok: bool,
) {
clip, found := data.def.clips[clip_name]
if !found || frame_index < 0 || frame_index >= len(clip.frames) {
return {}, false
}
return clip.frames[frame_index].rect, true
frame, found := character_frame(data, clip_name, frame_index)
if !found do return {}, false
return frame.rect, true
}
+15
View File
@@ -7,6 +7,11 @@ Key :: enum {
D,
Left,
Right,
Up,
Down,
Space,
N1,
N2,
}
key_down :: proc(key: Key) -> bool {
@@ -23,6 +28,16 @@ key_down :: proc(key: Key) -> bool {
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]
}
+34 -20
View File
@@ -84,7 +84,7 @@ to_clip :: proc(px, py, sw, sh: f32) -> [2]f32 {
draw_sprite :: proc(app: ^App, sprite: ^Sprite) {
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 {
return
@@ -93,37 +93,54 @@ draw_sprite :: proc(app: ^App, sprite: ^Sprite) {
return
}
rect, ok := character_frame_rect(sprite.data, sprite.clip, sprite.frame)
frame, ok := character_frame(sprite.data, sprite.clip, sprite.frame)
if !ok {
return
}
fw := f32(rect[2])
fh := f32(rect[3])
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])
pivot := sprite.data.def.pivot
origin := sprite_quad_origin(sprite.position, {fw, fh}, pivot)
x0_px := origin.x
y0_px := origin.y
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
sw := f32(app.swapchain_w)
sh := f32(app.swapchain_h)
p0 := to_clip(x0_px, y0_px, sw, sh) // top-left
p1 := to_clip(x1_px, y0_px, sw, sh) // top-right
p2 := to_clip(x1_px, y1_px, sw, sh) // bottom-right
p3 := to_clip(x0_px, y1_px, sw, sh) // bottom-left
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 := 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
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
// Two triangles: (0,1,2) and (0,2,3)
verts := [SPRITE_VERT_COUNT]Vertex {
{pos = p0, uv = {u0, v0}},
{pos = p1, uv = {u1, v0}},
@@ -133,10 +150,7 @@ draw_sprite :: proc(app: ^App, sprite: ^Sprite) {
{pos = p3, uv = {u0, v1}},
}
append(
&app.draw_list,
Queued_Sprite{texture = sprite.data.texture, verts = verts},
)
append(&app.draw_list, Queued_Sprite{texture = sprite.data.texture, verts = verts})
}
set_sprite_clip :: proc(sprite: ^Sprite, clip: string) {
+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)
}
}
+2
View File
@@ -39,6 +39,8 @@ main :: proc() {
} else {
eng.set_sprite_clip(&toad, "idle")
}
app.camera.position = toad.position - {0, 100}
eng.update_sprite(&toad, dt)
eng.begin_frame(&app)