2021-11-30 21:29:18 -06:00
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#include "sprite.h"
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#include "gameobject.h"
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2022-11-19 17:13:57 -06:00
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#include "log.h"
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2023-05-12 13:22:05 -05:00
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#include "render.h"
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#include "stb_ds.h"
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#include "texture.h"
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#include "HandmadeMath.h"
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2021-11-30 21:29:18 -06:00
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#include "sprite.sglsl.h"
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#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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struct sprite_vert {
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HMM_Vec2 pos;
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HMM_Vec2 uv;
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struct rgba color;
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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;
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static sg_pipeline slice9_pipe;
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static sg_bindings slice9_bind;
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static float slice9_points[8] = {
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0.0, 0.0,
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0.0, 1.0,
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1.0, 0.0,
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1.0, 1.0
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};
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struct slice9_vert {
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HMM_Vec2 pos;
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struct uv_n uv;
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unsigned short border[4];
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HMM_Vec2 scale;
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struct rgba color;
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};
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2024-03-13 03:51:44 -05:00
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sprite *sprite_make()
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{
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sprite *sp = calloc(sizeof(*sp), 1);
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sp->pos = (HMM_Vec2){0,0};
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sp->scale = (HMM_Vec2){1,1};
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sp->angle = 0;
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sp->color = color_white;
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sp->emissive = color_clear;
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sp->frame = ST_UNIT;
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sp->parallax = 1;
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return sp;
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}
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void sprite_free(sprite *sprite) { free(sprite); }
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static int sprite_draws = 0;
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static int sprite_count = 0;
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static texture *loadedtex;
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void sprite_flush() {
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if (!loadedtex) return;
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sg_apply_bindings(&bind_sprite);
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sg_draw(sprite_count * 4, 4, sprite_draws);
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sprite_count += sprite_draws;
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sprite_draws = 0;
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}
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void sprite_newframe() { sprite_count = 0; sprite_draws = 0;}
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void sprite_initialize() {
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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,
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.layout = {
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.attrs = {
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[0].format = SG_VERTEXFORMAT_FLOAT2,
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[1].format = SG_VERTEXFORMAT_FLOAT2,
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[2].format = SG_VERTEXFORMAT_UBYTE4N,
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[3].format = SG_VERTEXFORMAT_UBYTE4N}},
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.primitive_type = SG_PRIMITIVETYPE_TRIANGLE_STRIP,
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.label = "sprite pipeline",
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.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,
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.usage = SG_USAGE_STREAM,
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.label = "sprite vertex buffer",
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});
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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){
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.shader = slice9_shader,
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.layout = {
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.attrs = {
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[0].format = SG_VERTEXFORMAT_FLOAT2,
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[1].format = SG_VERTEXFORMAT_FLOAT2,
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[2].format = SG_VERTEXFORMAT_USHORT4N,
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[3].format = SG_VERTEXFORMAT_FLOAT2,
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[4].format = SG_VERTEXFORMAT_UBYTE4N
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}},
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.primitive_type = SG_PRIMITIVETYPE_TRIANGLE_STRIP,
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});
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slice9_bind.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){
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.size = sizeof(struct slice9_vert) * 100,
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.type = SG_BUFFERTYPE_VERTEXBUFFER,
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.usage = SG_USAGE_STREAM,
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.label = "slice9 buffer"
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});
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}
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void sprite_pipe()
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{
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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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}
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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, float parallax) {
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struct sprite_vert verts[4];
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float w = loadedtex->width*r.w;
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float h = loadedtex->height*r.h;
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HMM_Vec2 sposes[4] = {
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{0,0},
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{w,0},
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{0,h},
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{w,h}
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};
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for (int i = 0; i < 4; i++) {
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verts[i].pos = mat_t_pos(m, sposes[i]);
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verts[i].color = color;
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verts[i].emissive = emissive;
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}
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if (wrap) {
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r.w *= wrapscale.x;
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r.h *= wrapscale.y;
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}
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verts[0].uv.X = r.x;
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verts[0].uv.Y = r.y+r.h;
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verts[1].uv.X = r.x+r.w;
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verts[1].uv.Y = r.y+r.h;
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verts[2].uv.X = r.x;
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verts[2].uv.Y = r.y;
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verts[3].uv.X = r.x+r.w;
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verts[3].uv.Y = r.y;
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sg_append_buffer(bind_sprite.vertex_buffers[0], SG_RANGE_REF(verts));
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sprite_draws++;
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}
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transform2d sprite2t(sprite *s)
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{
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return (transform2d){
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.pos = s->pos,
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.scale = s->scale,
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.angle = HMM_TurnToRad*s->angle
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};
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}
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void sprite_tex(texture *t)
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{
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loadedtex = t;
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bind_sprite.fs.images[0] = t->id;
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}
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void sprite_draw(struct sprite *sprite, gameobject *go) {
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transform2d t = go2t(go);
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t.pos.x += (campos.x - (campos.x/sprite->parallax));
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t.pos.y += (campos.y - (campos.y/sprite->parallax));
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HMM_Mat3 m = transform2d2mat(t);
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HMM_Mat3 sm = transform2d2mat(sprite2t(sprite));
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tex_draw(HMM_MulM3(m,sm), sprite->frame, sprite->color, 0, (HMM_Vec2){0,0}, sprite->scale, sprite->emissive, sprite->parallax);
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}
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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, 0, 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}, 0);
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}
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void slice9_draw(texture *tex, transform2d *t, HMM_Vec4 border, struct rgba color)
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{
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}
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