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5
Commits
trim-assets
...
camera
| Author | SHA1 | Date | |
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589f2bd45c | ||
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c720774c79 | ||
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c1f3d0e61b | ||
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a85380fb71 | ||
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21d2a2c0e4 |
+27
-4
@@ -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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@@ -270,9 +273,13 @@ end_frame :: proc(app: ^App) {
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app.render_pass = sdl.BeginGPURenderPass(cmd, &color_info, 1, nil)
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sdl.BindGPUGraphicsPipeline(app.render_pass, app.pipeline)
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for q, i in app.draw_list {
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i := 0
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for i < n {
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run := texture_run_len(app.draw_list[:], i)
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q0 := app.draw_list[i]
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sampler_binding := sdl.GPUTextureSamplerBinding {
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texture = q.texture,
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texture = q0.texture,
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sampler = app.sampler,
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}
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sdl.BindGPUFragmentSamplers(app.render_pass, 0, &sampler_binding, 1)
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@@ -282,9 +289,11 @@ end_frame :: proc(app: ^App) {
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offset = u32(i * SPRITE_VERTS_SIZE),
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}
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sdl.BindGPUVertexBuffers(app.render_pass, 0, &vb_binding, 1)
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sdl.DrawGPUPrimitives(app.render_pass, SPRITE_VERT_COUNT, 1, 0, 0)
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}
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sdl.DrawGPUPrimitives(app.render_pass, u32(run * SPRITE_VERT_COUNT), 1, 0, 0)
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i += run
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}
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sdl.EndGPURenderPass(app.render_pass)
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app.render_pass = nil
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@@ -418,3 +427,17 @@ create_sprite_pipeline :: proc(app: ^App) -> ^sdl.GPUGraphicsPipeline {
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return pipeline
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}
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texture_run_len :: proc(list: []Queued_Sprite, start: int) -> int {
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if start < 0 || start >= len(list) do return 0
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tex := list[start].texture
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n := 1
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for i in start + 1 ..< len(list) {
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if list[i].texture != tex do break
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n += 1
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}
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return n
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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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