package engine import "core:mem" 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 } // stubbed for later 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) } } draw_sprite :: proc(app: ^App, sprite: ^Sprite) { if app.render_pass == nil || app.cmd == nil || app.swapchain_texture == nil { return // begin_frame may have skipped (minimized window, etc.) } if sprite == nil || sprite.data == nil || sprite.data.texture == nil { return } rect, ok := character_frame_rect(sprite.data, sprite.clip, sprite.frame) if !ok { return } fw := f32(rect[2]) fh := f32(rect[3]) pivot := sprite.data.def.pivot origin := sprite_quad_origin(sprite.position, {fw, fh}, pivot) x0_px := origin.x y0_px := origin.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 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 if sprite.flip_x do u0, u1 = u1, u0 // Two triangles: (0,1,2) and (0,2,3) verts := [6]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}}, } map_ptr := sdl.MapGPUTransferBuffer(app.device, app.transfer_buffer, false) 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) { 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]} } set_sprite_flip_x :: proc(sprite: ^Sprite, flip: bool) { if sprite == nil do return sprite.flip_x = flip }