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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
10 changed files with 252 additions and 16 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:
@echo "Targets:"
@echo " bake Bake all characters under content/characters/"
@echo " shaders-vulkan Compile SPIR-V into shaders/vulkan/"
@echo " shaders-d3d12 Compile DXIL into shaders/d3d12/ (needs shadercross)"
@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 " bake Bake all characters under content/characters/"
@echo " shaders-vulkan Compile SPIR-V into shaders/vulkan/"
@echo " shaders-d3d12 Compile DXIL into shaders/d3d12/ (needs shadercross)"
@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 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=.
+3
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
}
+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],
}
}
+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]
}
+7 -7
View File
@@ -109,14 +109,17 @@ draw_sprite :: proc(app: ^App, sprite: ^Sprite) {
trim_y := f32(frame.trim_offset[1])
pivot := sprite.data.def.pivot
canvas_top := sprite.position.y - src_h * pivot[1]
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 := sprite.position.x - (1.0 - pivot[0]) * src_w
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 := sprite.position.x - src_w * pivot[0]
canvas_left := feet.x - src_w * pivot[0]
x0_px = canvas_left + trim_x
y0_px = canvas_top + trim_y
}
@@ -147,10 +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)