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"
static sprite **sprites = NULL;
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static sg_shader shader_sprite;
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static sg_pipeline pip_sprite;
static sg_bindings bind_sprite;
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struct sprite_vert {
HMM_Vec2 pos;
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HMM_Vec2 uv;
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struct rgba color;
struct rgba emissive;
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};
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static int num_spriteverts = 5000;
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static sg_shader slice9_shader;
static sg_pipeline slice9_pipe;
static sg_bindings slice9_bind;
static float slice9_points[8] = {
0.0, 0.0,
0.0, 1.0,
1.0, 0.0,
1.0, 1.0
};
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);
sp->pos = (HMM_Vec2){0,0};
sp->scale = (HMM_Vec2){1,1};
sp->angle = 0;
sp->color = color_white;
sp->emissive = color_clear;
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sp->go = NULL;
sp->tex = NULL;
sp->frame = ST_UNIT;
sp->drawmode = DRAW_SIMPLE;
sp->enabled = 1;
sp->parallax = 1;
arrpush(sprites,sp);
return sp;
}
void sprite_free(sprite *sprite)
{
free(sprite);
for (int i = arrlen(sprites)-1; i >= 0; i--)
if (sprites[i] == sprite) {
arrdelswap(sprites,i);
return;
}
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}
static int sprite_count = 0;
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void sprite_flush() { sprite_count = 0; }
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int sprite_sort(sprite **sa, sprite **sb)
{
sprite *a = *sa;
sprite *b = *sb;
struct gameobject *goa = a->go;
struct gameobject *gob= b->go;
if (!goa && !gob) return 0;
if (!goa) return -1;
if (!gob) return 1;
if (goa->drawlayer > gob->drawlayer) return 1;
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if (gob->drawlayer > goa->drawlayer) return -1;
if (*sa > *sb) return 1;
return -1;
}
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void sprite_draw_all() {
if (arrlen(sprites) == 0) return;
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sg_apply_pipeline(pip_sprite);
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sg_apply_uniforms(SG_SHADERSTAGE_VS, 0, SG_RANGE_REF(useproj));
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qsort(sprites, arrlen(sprites), sizeof(*sprites), sprite_sort);
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for (int i = 0; i < arrlen(sprites); i++) {
if (!sprites[i]->enabled) continue;
sprite_draw(sprites[i]);
}
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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 = {
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.attrs = {
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[0].format = SG_VERTEXFORMAT_FLOAT2,
[1].format = SG_VERTEXFORMAT_FLOAT2,
[2].format = SG_VERTEXFORMAT_UBYTE4N,
[3].format = SG_VERTEXFORMAT_UBYTE4N}},
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.primitive_type = SG_PRIMITIVETYPE_TRIANGLE_STRIP,
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.label = "sprite pipeline",
.colors[0].blend = blend_trans,
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});
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bind_sprite.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){
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.size = sizeof(struct sprite_vert) * num_spriteverts,
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.type = SG_BUFFERTYPE_VERTEXBUFFER,
.usage = SG_USAGE_STREAM,
.label = "sprite vertex buffer",
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});
bind_sprite.fs.samplers[0] = sg_make_sampler(&(sg_sampler_desc){});
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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,
});
slice9_bind.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){
.size = sizeof(struct slice9_vert) * 100,
.type = SG_BUFFERTYPE_VERTEXBUFFER,
.usage = SG_USAGE_STREAM,
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.label = "slice9 buffer"
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});
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}
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void tex_draw(struct texture *tex, HMM_Mat3 m, struct rect r, struct rgba color, int wrap, HMM_Vec2 wrapoffset, HMM_Vec2 wrapscale, struct rgba emissive, float parallax) {
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struct sprite_vert verts[4];
float w = tex->width*r.w;
float h = tex->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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verts[i].color = color;
verts[i].emissive = emissive;
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}
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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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bind_sprite.fs.images[0] = tex->id;
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sg_append_buffer(bind_sprite.vertex_buffers[0], SG_RANGE_REF(verts));
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sg_apply_bindings(&bind_sprite);
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sg_draw(sprite_count * 4, 4, 1);
sprite_count++;
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}
transform2d sprite2t(sprite *s)
{
return (transform2d){
.pos = s->pos,
.scale = s->scale,
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.angle = HMM_TurnToRad*s->angle
};
}
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void sprite_draw(struct sprite *sprite) {
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if (!sprite->tex) return;
transform2d t;
if (!sprite->go) t = t2d_unit;
else t = go2t(sprite->go);
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t.pos.x += (campos.x - (campos.x/sprite->parallax));
t.pos.y += (campos.y - (campos.y/sprite->parallax));
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HMM_Mat3 m = transform2d2mat(t);
HMM_Mat3 sm = transform2d2mat(sprite2t(sprite));
tex_draw(sprite->tex, HMM_MulM3(m,sm), sprite->frame, sprite->color, sprite->drawmode, (HMM_Vec2){0,0}, sprite->scale, sprite->emissive, sprite->parallax);
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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);
sg_apply_uniforms(SG_SHADERSTAGE_VS, 0, SG_RANGE_REF(useproj));
tex_draw(tex, transform2d2mat(t), ST_UNIT, color, wrap, wrapoffset, (HMM_Vec2){wrapscale,wrapscale}, (struct rgba){0,0,0,0}, 0);
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}
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void slice9_draw(texture *tex, transform2d *t, HMM_Vec4 border, struct rgba color)
{
}