Files
codegirl-games/engine/sprite.odin
T
2026-07-31 19:11:19 -07:00

132 lines
3.2 KiB
Odin

package engine
import "core:mem"
import sdl "vendor:sdl3"
Vec2 :: [2]f32
Sprite :: struct {
data: ^Character_Data,
position: Vec2,
clip: string,
frame: int,
}
spawn_sprite :: proc(
data: ^Character_Data,
position: Vec2,
clip: string = "idle",
frame: int = 0,
) -> Sprite {
return Sprite{data = data, position = position, clip = clip, frame = frame}
}
// stubbed for later
update_sprite :: proc(sprite: ^Sprite, dt: f32) {
_ = sprite
_ = dt
}
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])
// Feet-centered placement, same as renderer version
x0_px := sprite.position.x - fw * 0.5
y0_px := sprite.position.y - fh
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
// 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)
}