Files
codegirl-games/engine/sprite.odin
T
2026-08-06 23:26:38 -07:00

272 lines
5.8 KiB
Odin

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,
draw_ok: bool,
draw_cache_dirty: bool,
draw_src_w: f32,
draw_src_h: f32,
draw_fw: f32,
draw_fh: f32,
draw_trim_x: f32,
draw_trim_y: f32,
draw_u0: f32,
draw_v0: f32,
draw_u1: f32,
draw_v1: f32,
}
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
}
}
}
invalidate_sprite_draw_cache(&sprite)
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
frame_changed := false
for sprite.time >= frame_duration {
sprite.time -= frame_duration
next := sprite.frame + 1
if next >= frame_count {
if clip.loop {
sprite.frame = 0
frame_changed = true
} else {
sprite.frame = frame_count - 1
sprite.time = 0
break
}
} else {
sprite.frame = next
frame_changed = true
}
}
if frame_changed {
invalidate_sprite_draw_cache(sprite)
}
}
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)
}
}
refresh_sprite_draw_cache :: proc(sprite: ^Sprite) {
if sprite == nil || sprite.data == nil {
return
}
if !sprite.draw_cache_dirty {
return
}
frame, ok := character_frame(sprite.data, sprite.clip, sprite.frame)
if !ok {
sprite.draw_ok = false
sprite.draw_cache_dirty = false
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])
tex_w := f32(sprite.data.width)
tex_h := f32(sprite.data.height)
u0, v0, u1, v1 := frame_uvs(frame.rect, tex_w, tex_h, false)
sprite.draw_src_w = src_w
sprite.draw_src_h = src_h
sprite.draw_fw = f32(frame.rect[2])
sprite.draw_fh = f32(frame.rect[3])
sprite.draw_trim_x = f32(frame.trim_offset[0])
sprite.draw_trim_y = f32(frame.trim_offset[1])
sprite.draw_u0 = u0
sprite.draw_v0 = v0
sprite.draw_u1 = u1
sprite.draw_v1 = v1
sprite.draw_ok = true
sprite.draw_cache_dirty = false
}
invalidate_sprite_draw_cache :: proc(sprite: ^Sprite) {
if sprite == nil do return
sprite.draw_cache_dirty = true
refresh_sprite_draw_cache(sprite)
}
draw_sprite :: proc(app: ^App, sprite: ^Sprite) {
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.draw_ok {
return
}
src_w := sprite.draw_src_w
src_h := sprite.draw_src_h
fw := sprite.draw_fw
fh := sprite.draw_fh
trim_x := sprite.draw_trim_x
trim_y := sprite.draw_trim_y
pivot := sprite.data.def.pivot
u0, v0 := sprite.draw_u0, sprite.draw_v0
u1, v1 := sprite.draw_u1, sprite.draw_v1
if sprite.flip_x {
u0, u1 = u1, u0
}
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)
if x1_px < 0 || y1_px < 0 || x0_px > sw || y0_px > sh {
return
}
p0 := to_clip(x0_px, y0_px, sw, sh)
p1 := to_clip(x1_px, y0_px, sw, sh)
p2 := to_clip(x1_px, y1_px, sw, sh)
p3 := to_clip(x0_px, y1_px, sw, sh)
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})
}
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
invalidate_sprite_draw_cache(sprite)
}
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
}