199 lines
4.6 KiB
Odin
199 lines
4.6 KiB
Odin
package engine
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import "core:mem"
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import sdl "vendor:sdl3"
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Vec2 :: [2]f32
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Sprite :: struct {
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data: ^Character_Data,
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position: Vec2,
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clip: string,
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frame: int,
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time: f32,
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}
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spawn_sprite :: proc(
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data: ^Character_Data,
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position: Vec2,
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clip: string = "idle",
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frame: int = 0,
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) -> Sprite {
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sprite := Sprite {
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data = data,
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position = position,
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}
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set_sprite_clip(&sprite, clip)
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if frame != 0 {
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c, ok := character_clip(sprite.data, sprite.clip)
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if ok {
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if frame < 0 {
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sprite.frame = 0
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} else if frame >= len(c.frames) {
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sprite.frame = len(c.frames) - 1
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} else {
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sprite.frame = frame
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}
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}
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}
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return sprite
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}
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// stubbed for later
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update_sprite :: proc(sprite: ^Sprite, dt: f32) {
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if sprite == nil || sprite.data == nil do return
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if dt <= 0 do return
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clip, ok := character_clip(sprite.data, sprite.clip)
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if !ok do return
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frame_count := len(clip.frames)
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if frame_count <= 0 do return
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if sprite.frame < 0 do sprite.frame = 0
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if sprite.frame >= frame_count do sprite.frame = frame_count - 1
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if clip.fps <= 0 do return
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sprite.time += dt
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frame_duration := 1.0 / clip.fps
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for sprite.time >= frame_duration {
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sprite.time -= frame_duration
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next := sprite.frame + 1
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if next >= frame_count {
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if clip.loop {
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sprite.frame = 0
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} else {
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sprite.frame = frame_count - 1
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sprite.time = 0
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break
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}
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} else {
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sprite.frame = next
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}
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}
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}
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to_clip :: proc(px, py, sw, sh: f32) -> [2]f32 {
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return {
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px / sw * 2 - 1,
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1 - py / sh * 2, // flip y (window pixels are y-down)
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}
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}
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draw_sprite :: proc(app: ^App, sprite: ^Sprite) {
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if app.render_pass == nil || app.cmd == nil || app.swapchain_texture == nil {
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return // begin_frame may have skipped (minimized window, etc.)
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}
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if sprite == nil || sprite.data == nil || sprite.data.texture == nil {
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return
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}
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rect, ok := character_frame_rect(sprite.data, sprite.clip, sprite.frame)
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if !ok {
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return
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}
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fw := f32(rect[2])
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fh := f32(rect[3])
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pivot := sprite.data.def.pivot
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origin := sprite_quad_origin(sprite.position, {fw, fh}, pivot)
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x0_px := origin.x
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y0_px := origin.y
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x1_px := x0_px + fw
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y1_px := y0_px + fh
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sw := f32(app.swapchain_w)
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sh := f32(app.swapchain_h)
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p0 := to_clip(x0_px, y0_px, sw, sh) // top-left
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p1 := to_clip(x1_px, y0_px, sw, sh) // top-right
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p2 := to_clip(x1_px, y1_px, sw, sh) // bottom-right
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p3 := to_clip(x0_px, y1_px, sw, sh) // bottom-left
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tex_w := f32(sprite.data.width)
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tex_h := f32(sprite.data.height)
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u0 := f32(rect[0]) / tex_w
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v0 := f32(rect[1]) / tex_h
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u1 := f32(rect[0] + rect[2]) / tex_w
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v1 := f32(rect[1] + rect[3]) / tex_h
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// Two triangles: (0,1,2) and (0,2,3)
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verts := [6]Vertex {
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{pos = p0, uv = {u0, v0}},
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{pos = p1, uv = {u1, v0}},
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{pos = p2, uv = {u1, v1}},
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{pos = p0, uv = {u0, v0}},
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{pos = p2, uv = {u1, v1}},
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{pos = p3, uv = {u0, v1}},
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}
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map_ptr := sdl.MapGPUTransferBuffer(app.device, app.transfer_buffer, false)
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if map_ptr == nil {
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return
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}
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mem.copy(map_ptr, raw_data(verts[:]), size_of(verts))
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sdl.UnmapGPUTransferBuffer(app.device, app.transfer_buffer)
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// IMPORTANT: SDL does not allow beginning a copy pass while a render pass
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// is active on the same command buffer. Upload on a separate command buffer.
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copy_cmd := sdl.AcquireGPUCommandBuffer(app.device)
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if copy_cmd == nil {
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return
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}
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copy_pass := sdl.BeginGPUCopyPass(copy_cmd)
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src := sdl.GPUTransferBufferLocation {
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transfer_buffer = app.transfer_buffer,
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offset = 0,
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}
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dst := sdl.GPUBufferRegion {
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buffer = app.vertex_buffer,
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offset = 0,
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size = u32(size_of(verts)),
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}
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sdl.UploadToGPUBuffer(copy_pass, src, dst, false)
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sdl.EndGPUCopyPass(copy_pass)
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fence := sdl.SubmitGPUCommandBufferAndAcquireFence(copy_cmd)
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if fence == nil {
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return
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}
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defer sdl.ReleaseGPUFence(app.device, fence)
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if !sdl.WaitForGPUFences(app.device, true, &fence, 1) {
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return
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}
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sampler_binding := sdl.GPUTextureSamplerBinding {
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texture = sprite.data.texture,
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sampler = app.sampler,
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}
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sdl.BindGPUFragmentSamplers(app.render_pass, 0, &sampler_binding, 1)
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vb_binding := sdl.GPUBufferBinding {
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buffer = app.vertex_buffer,
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offset = 0,
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}
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sdl.BindGPUVertexBuffers(app.render_pass, 0, &vb_binding, 1)
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sdl.DrawGPUPrimitives(app.render_pass, 6, 1, 0, 0)
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}
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set_sprite_clip :: proc(sprite: ^Sprite, clip: string) {
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if sprite == nil || sprite.data == nil do return
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if sprite.clip == clip do return
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_, ok := character_clip(sprite.data, clip)
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if !ok do return
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sprite.clip = clip
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sprite.frame = 0
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sprite.time = 0
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}
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sprite_quad_origin :: proc(position: Vec2, size: Vec2, pivot: [2]f32) -> Vec2 {
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return {position.x - size.x * pivot[0], position.y - size.y * pivot[1]}
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}
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