package engine import sdl "vendor:sdl3" Vec2 :: [2]f32 Sprite :: struct { data: ^Character_Data, position: Vec2, clip: string, frame: int, time: f32, flip_x: bool, } spawn_sprite :: proc( data: ^Character_Data, position: Vec2, clip: string = "idle", frame: int = 0, ) -> Sprite { sprite := Sprite { data = data, position = position, } set_sprite_clip(&sprite, clip) if frame != 0 { c, ok := character_clip(sprite.data, sprite.clip) if ok { if frame < 0 { sprite.frame = 0 } else if frame >= len(c.frames) { sprite.frame = len(c.frames) - 1 } else { sprite.frame = frame } } } return sprite } update_sprite :: proc(sprite: ^Sprite, dt: f32) { if sprite == nil || sprite.data == nil do return if dt <= 0 do return clip, ok := character_clip(sprite.data, sprite.clip) if !ok do return frame_count := len(clip.frames) if frame_count <= 0 do return if sprite.frame < 0 do sprite.frame = 0 if sprite.frame >= frame_count do sprite.frame = frame_count - 1 if clip.fps <= 0 do return sprite.time += dt frame_duration := 1.0 / clip.fps for sprite.time >= frame_duration { sprite.time -= frame_duration next := sprite.frame + 1 if next >= frame_count { if clip.loop { sprite.frame = 0 } else { sprite.frame = frame_count - 1 sprite.time = 0 break } } else { sprite.frame = next } } } to_clip :: proc(px, py, sw, sh: f32) -> [2]f32 { return { px / sw * 2 - 1, 1 - py / sh * 2, // flip y (window pixels are y-down) } } // Axis-aligned quad: two unique x and y values, so scale once and reuse. sprite_quad_to_clip :: proc(x0, y0, x1, y1, sw, sh: f32) -> [4]Vec2 { sx := 2.0 / sw sy := 2.0 / sh left := x0 * sx - 1 right := x1 * sx - 1 top := 1 - y0 * sy bottom := 1 - y1 * sy return { {left, top}, {right, top}, {right, bottom}, {left, bottom}, } } draw_sprite :: proc(app: ^App, sprite: ^Sprite) { draw_sprite_batched(app, sprite, 0) } // Nonzero batch_group lets end_frame regroup consecutive same-group sprites by // texture. Group 0 keeps exact submission order for correct alpha overlap. draw_sprite_batched :: proc(app: ^App, sprite: ^Sprite, batch_group: u32) { if app.cmd == nil || app.swapchain_texture == nil { return } if sprite == nil || sprite.data == nil || sprite.data.texture == nil { return } if len(app.draw_list) >= MAX_SPRITES { return } frame, ok := character_frame(sprite.data, sprite.clip, sprite.frame) if !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]) pivot := sprite.data.def.pivot viewport := Vec2{f32(app.swapchain_w), f32(app.swapchain_h)} feet := world_to_screen(app.camera, sprite.position, viewport) x0_px, y0_px, x1_px, y1_px := sprite_feet_quad( feet, src_w, src_h, {trim_x, trim_y}, {fw, fh}, pivot, sprite.flip_x, ) sw := f32(app.swapchain_w) sh := f32(app.swapchain_h) points := sprite_quad_to_clip(x0_px, y0_px, x1_px, y1_px, sw, sh) p0, p1, p2, p3 := points[0], points[1], points[2], points[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, sprite.flip_x) verts := [SPRITE_VERT_COUNT]Vertex { {pos = p0, uv = {u0, v0}}, {pos = p1, uv = {u1, v0}}, {pos = p2, uv = {u1, v1}}, {pos = p0, uv = {u0, v0}}, {pos = p2, uv = {u1, v1}}, {pos = p3, uv = {u0, v1}}, } append( &app.draw_list, Queued_Sprite { texture = sprite.data.texture, verts = verts, batch_group = batch_group, }, ) } set_sprite_clip :: proc(sprite: ^Sprite, clip: string) { if sprite == nil || sprite.data == nil do return if sprite.clip == clip do return _, ok := character_clip(sprite.data, clip) if !ok do return sprite.clip = clip sprite.frame = 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]} } frame_uvs :: proc(rect: [4]int, tex_w, tex_h: f32, flip_x: bool) -> (u0, v0, u1, v1: f32) { 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 if flip_x do u0, u1 = u1, u0 return } sprite_feet_quad :: proc( feet: Vec2, src_w, src_h: f32, trim: Vec2, size: Vec2, pivot: [2]f32, flip_x: bool, ) -> ( x0, y0, x1, y1: f32, ) { canvas_top := feet.y - src_h * pivot[1] if flip_x { canvas_left := feet.x - (1.0 - pivot[0]) * src_w x0 = canvas_left + (src_w - trim.x - size.x) y0 = canvas_top + trim.y } else { canvas_left := feet.x - src_w * pivot[0] x0 = canvas_left + trim.x y0 = canvas_top + trim.y } x1 = x0 + size.x y1 = y0 + size.y return } set_sprite_flip_x :: proc(sprite: ^Sprite, flip: bool) { if sprite == nil do return sprite.flip_x = flip }