prosperon/source/engine/sprite.c

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#include "sprite.h"
#include "gameobject.h"
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#include "log.h"
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#include "render.h"
#include "stb_ds.h"
#include "texture.h"
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#include "HandmadeMath.h"
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#include "sprite.sglsl.h"
#include "9slice.sglsl.h"
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static sg_shader shader_sprite;
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static sg_pipeline pip_sprite;
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sg_bindings bind_sprite;
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static sg_shader slice9_shader;
static sg_pipeline slice9_pipe;
static sg_bindings slice9_bind;
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struct slice9_vert {
HMM_Vec2 pos;
struct uv_n uv;
unsigned short border[4];
HMM_Vec2 scale;
struct rgba color;
};
sprite *sprite_make()
{
sprite *sp = calloc(sizeof(*sp), 1);
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sp->pos = v2zero;
sp->scale = v2one;
sp->angle = 0;
sp->color = color_white;
sp->emissive = color_clear;
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sp->spritesize = v2one;
sp->spriteoffset = v2zero;
return sp;
}
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void sprite_free(sprite *sprite) { free(sprite); }
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static texture *loadedtex;
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static int sprite_count = 0;
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void sprite_flush() {
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return;
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if (!loadedtex) return;
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/*
int flushed = arrlen(spverts)/4;
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sg_apply_bindings(&bind_sprite);
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sg_range data = (sg_range){
.ptr = spverts,
.size = sizeof(sprite_vert)*arrlen(spverts)
};
if (sg_query_buffer_will_overflow(bind_sprite.vertex_buffers[0], data.size))
bind_sprite.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){
.size = data.size,
.type = SG_BUFFERTYPE_VERTEXBUFFER,
.usage = SG_USAGE_STREAM,
.label = "sprite vertex buffer"
});
sg_update_buffer(bind_sprite.vertex_buffers[0], &data);
sg_draw(sprite_count * 4, 4, flushed);
sprite_count += flushed;
*/
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}
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void sprite_initialize() {
shader_sprite = sg_make_shader(sprite_shader_desc(sg_query_backend()));
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pip_sprite = sg_make_pipeline(&(sg_pipeline_desc){
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.shader = shader_sprite,
.layout = {
.attrs = {
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[0].format = SG_VERTEXFORMAT_FLOAT2
},
.buffers[1].step_func = SG_VERTEXSTEP_PER_INSTANCE
},
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.primitive_type = SG_PRIMITIVETYPE_TRIANGLE_STRIP,
.label = "sprite pipeline",
.colors[0].blend = blend_trans,
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});
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bind_sprite.vertex_buffers[0] = sprite_quad;
bind_sprite.fs.samplers[0] = std_sampler;
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slice9_shader = sg_make_shader(slice9_shader_desc(sg_query_backend()));
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slice9_pipe = sg_make_pipeline(&(sg_pipeline_desc){
.shader = slice9_shader,
.layout = {
.attrs = {
[0].format = SG_VERTEXFORMAT_FLOAT2,
[1].format = SG_VERTEXFORMAT_FLOAT2,
[2].format = SG_VERTEXFORMAT_USHORT4N,
[3].format = SG_VERTEXFORMAT_FLOAT2,
[4].format = SG_VERTEXFORMAT_UBYTE4N
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}},
.primitive_type = SG_PRIMITIVETYPE_TRIANGLE_STRIP,
});
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slice9_bind.vertex_buffers[0] = sprite_quad;
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}
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void sprite_pipe()
{
sg_apply_pipeline(pip_sprite);
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sg_apply_uniforms(SG_SHADERSTAGE_VS, SLOT_vp, SG_RANGE_REF(useproj));
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}
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void tex_draw(HMM_Mat3 m, struct rect r, struct rgba color, int wrap, HMM_Vec2 wrapoffset, HMM_Vec2 wrapscale, struct rgba emissive) {
/*
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struct sprite_vert verts[4];
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float w = loadedtex->width*r.w;
float h = loadedtex->height*r.h;
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HMM_Vec2 sposes[4] = {
{0,0},
{w,0},
{0,h},
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{w,h}
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};
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for (int i = 0; i < 4; i++)
verts[i].pos = mat_t_pos(m, sposes[i]);
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if (wrap) {
r.w *= wrapscale.x;
r.h *= wrapscale.y;
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}
verts[0].uv.X = r.x;
verts[0].uv.Y = r.y+r.h;
verts[1].uv.X = r.x+r.w;
verts[1].uv.Y = r.y+r.h;
verts[2].uv.X = r.x;
verts[2].uv.Y = r.y;
verts[3].uv.X = r.x+r.w;
verts[3].uv.Y = r.y;
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for (int i = 0; i < 4; i++)
arrput(spverts, verts[i]);
*/
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}
transform2d sprite2t(sprite *s)
{
return (transform2d){
.pos = s->pos,
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.scale = HMM_MulV2(s->scale, (HMM_Vec2){loadedtex->width, loadedtex->height}),
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.angle = HMM_TurnToRad*s->angle
};
}
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void sprite_tex(texture *t)
{
loadedtex = t;
bind_sprite.fs.images[0] = t->id;
}
void sprite_draw(struct sprite *sprite, gameobject *go) {
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HMM_Mat4 m = transform2d2mat4(go2t(go));
HMM_Mat4 sm = transform2d2mat4(sprite2t(sprite));
struct spriteuni spv;
rgba2floats(&spv.color.e, sprite->color);
rgba2floats(spv.emissive.e, sprite->emissive);
spv.size = sprite->spritesize;
spv.offset = sprite->spriteoffset;
spv.model = HMM_MulM4(m,sm);
sg_apply_pipeline(pip_sprite);
sg_apply_uniforms(SG_SHADERSTAGE_VS, SLOT_sprite, SG_RANGE_REF(spv));
sg_apply_uniforms(SG_SHADERSTAGE_VS, SLOT_vp, SG_RANGE_REF(useproj));
sg_apply_bindings(&bind_sprite);
sg_draw(0,4,1);
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}
void gui_draw_img(texture *tex, transform2d t, int wrap, HMM_Vec2 wrapoffset, float wrapscale, struct rgba color) {
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sg_apply_pipeline(pip_sprite);
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sg_apply_uniforms(SG_SHADERSTAGE_VS, SLOT_vp, SG_RANGE_REF(useproj));
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sprite_tex(tex);
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tex_draw(transform2d2mat(t), ST_UNIT, color, wrap, wrapoffset, (HMM_Vec2){wrapscale,wrapscale}, (struct rgba){0,0,0,0});
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}
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void slice9_draw(texture *tex, transform2d *t, HMM_Vec4 border, struct rgba color)
{
}