Files

246 lines
5.4 KiB
Odin

package engine
import sdl "vendor:sdl3"
Vec2 :: [2]f32
Sprite :: struct {
data: ^Character_Data,
position: Vec2,
clip: string,
clip_def: Clip_Def,
has_clip: bool,
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 && sprite.has_clip {
c := sprite.clip_def
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
if !sprite.has_clip do return
clip := sprite.clip_def
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
}
if !sprite.has_clip do return
if sprite.frame < 0 || sprite.frame >= len(sprite.clip_def.frames) {
return
}
frame := sprite.clip_def.frames[sprite.frame]
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 && sprite.has_clip do return
def, ok := character_clip(sprite.data, clip)
if !ok do return
set_sprite_clip_def(sprite, clip, def)
}
// Applies a pre-resolved clip without looking up the character clip map.
// Use when callers already hold Clip_Def (e.g. thrashing between known clips).
set_sprite_clip_def :: proc(sprite: ^Sprite, clip: string, def: Clip_Def) {
if sprite == nil do return
if len(def.frames) == 0 do return
if sprite.clip == clip && sprite.has_clip do return
sprite.clip = clip
sprite.clip_def = def
sprite.has_clip = true
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
}