Files
codegirl-games/engine/sprite.odin
T

177 lines
3.8 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,
}
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
}
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.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
}
frame, ok := character_frame(sprite.data, sprite.clip, sprite.frame)
if !ok {
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])
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
canvas_top := sprite.position.y - src_h * pivot[1]
x0_px, y0_px: f32
if sprite.flip_x {
canvas_left := sprite.position.x - (1.0 - pivot[0]) * src_w
x0_px = canvas_left + (src_w - trim_x - fw)
y0_px = canvas_top + trim_y
} else {
canvas_left := sprite.position.x - src_w * pivot[0]
x0_px = canvas_left + trim_x
y0_px = canvas_top + trim_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)
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)
tex_w := f32(sprite.data.width)
tex_h := f32(sprite.data.height)
u0 := f32(frame.rect[0]) / tex_w
v0 := f32(frame.rect[1]) / tex_h
u1 := f32(frame.rect[0] + frame.rect[2]) / tex_w
v1 := f32(frame.rect[1] + frame.rect[3]) / tex_h
if sprite.flip_x do u0, u1 = u1, u0
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
}
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
}