Sprite rendered in javascript initial
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0c2d344259
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9d93f603f0
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@ -117,7 +117,7 @@ Object.mixin(os.sprite(true), {
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}
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stop = self.gameobject.delay(advance, playing.frames[f].time);
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}
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this.tex(game.texture(playing.path));
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advance();
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},
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stop() {
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@ -133,7 +133,6 @@ Object.mixin(os.sprite(true), {
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this._p = p;
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this.del_anim?.();
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this.texture = game.texture(p);
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this.tex(this.texture);
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var anim = SpriteAnim.make(p);
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if (!anim) return;
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@ -150,6 +149,7 @@ Object.mixin(os.sprite(true), {
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this.anim = undefined;
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this.gameobject = undefined;
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this.anim_done = undefined;
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delete allsprites[this.guid];
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},
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toString() { return "sprite"; },
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move(d) { this.pos = this.pos.add(d); },
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@ -176,12 +176,14 @@ Object.mixin(os.sprite(true), {
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width() { return this.dimensions().x; },
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height() { return this.dimensions().y; },
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});
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globalThis.allsprites = {};
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os.sprite(true).make = function(go)
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{
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var sp = os.sprite();
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sp.go = go;
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sp.gameobject = go;
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sp.guid = prosperon.guid();
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allsprites[sp.guid] = sp;
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return sp;
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}
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@ -320,18 +320,27 @@ function process()
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while (physlag > phys_step) {
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physlag -= phys_step;
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var st = profile.now();
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prosperon.phys2d_step(phys_step*game.timescale);
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prosperon.physupdate(phys_step*game.timescale);
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profile.addreport(profcache, "physics step", st);
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}
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}
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var st = profile.now();
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if (!game.camera)
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prosperon.window_render(world, 1);
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else
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prosperon.window_render(game.camera, game.camera.zoom);
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render.set_camera();
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render.sprites(); // blits all sprites
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os.sprite_pipe();
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allsprites.forEach(function(x) {
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render.set_sprite_tex(x.texture);
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x.draw(x.go);
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render.sprite_flush();
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});
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render.sprite_flush();
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render.emitters(); // blits emitters
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prosperon.draw(); // draw calls
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debug.draw(); // calls needed debugs
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@ -347,6 +356,7 @@ function process()
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render.flush();
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render.end_pass();
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profile.addreport(profcache, "render frame", st);
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}
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game.timescale = 1;
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@ -605,14 +605,13 @@ JSC_CCALL(render_line3d,
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arrfree(v1);
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);
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JSC_CCALL(render_sprites, sprite_draw_all())
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JSC_CCALL(render_emitters, emitters_draw(&useproj))
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JSC_CCALL(render_flush, debug_flush(&useproj); text_flush(&useproj); )
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JSC_CCALL(render_end_pass,
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sg_end_pass();
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sg_commit();
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debug_newframe();
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sprite_flush();
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sprite_newframe();
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)
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JSC_SCALL(render_text_size, ret = bb2js(text_bb(str, js2number(argv[1]), js2number(argv[2]), 1)))
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JSC_CCALL(render_set_camera, useproj = projection)
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@ -626,6 +625,9 @@ JSC_CCALL(render_clear_color,
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pass_action.colors[0].clear_value = c;
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)
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JSC_CCALL(render_set_sprite_tex, sprite_tex(js2texture(argv[0])))
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JSC_CCALL(render_sprite_flush, sprite_flush())
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static const JSCFunctionListEntry js_render_funcs[] = {
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MIST_FUNC_DEF(render, grid, 3),
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MIST_FUNC_DEF(render, point, 3),
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@ -633,7 +635,6 @@ static const JSCFunctionListEntry js_render_funcs[] = {
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MIST_FUNC_DEF(render, poly, 2),
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MIST_FUNC_DEF(render, line, 3),
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MIST_FUNC_DEF(render, line3d, 2),
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MIST_FUNC_DEF(render, sprites, 0),
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MIST_FUNC_DEF(render, emitters, 0),
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MIST_FUNC_DEF(render, flush, 0),
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MIST_FUNC_DEF(render, end_pass, 0),
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@ -641,6 +642,8 @@ static const JSCFunctionListEntry js_render_funcs[] = {
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MIST_FUNC_DEF(render, set_camera, 0),
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MIST_FUNC_DEF(render, hud_res, 1),
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MIST_FUNC_DEF(render, clear_color, 1),
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MIST_FUNC_DEF(render, set_sprite_tex, 1),
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MIST_FUNC_DEF(render, sprite_flush, 0),
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};
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JSC_CCALL(gui_flush, text_flush(&useproj));
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@ -1317,27 +1320,22 @@ static const JSCFunctionListEntry js_pshape_funcs[] = {
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JSC_GETSET(sprite, color, color)
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JSC_GETSET(sprite, emissive, color)
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JSC_GETSET(sprite, enabled, boolean)
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JSC_GETSET(sprite, parallax, number)
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JSC_GETSET(sprite, tex, texture)
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JSC_GETSET(sprite, pos, vec2)
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JSC_GETSET(sprite, scale, vec2)
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JSC_GETSET(sprite, angle, number)
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JSC_GETSET(sprite, frame, rect)
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JSC_GETSET(sprite,go,gameobject)
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JSC_CCALL(sprite_tex, js2sprite(this)->tex = js2texture(argv[0]))
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JSC_CCALL(sprite_draw, sprite_draw(js2sprite(this), js2gameobject(argv[0])))
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static const JSCFunctionListEntry js_sprite_funcs[] = {
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CGETSET_ADD(sprite,pos),
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CGETSET_ADD(sprite,scale),
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CGETSET_ADD(sprite,angle),
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MIST_FUNC_DEF(sprite, tex, 1),
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CGETSET_ADD(sprite,color),
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CGETSET_ADD(sprite,emissive),
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CGETSET_ADD(sprite,enabled),
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CGETSET_ADD(sprite,parallax),
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CGETSET_ADD(sprite,frame),
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CGETSET_ADD(sprite,go)
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MIST_FUNC_DEF(sprite, draw, 1)
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};
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JSC_GET(texture, width, number)
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@ -1545,6 +1543,8 @@ JSC_SCALL(os_system, system(str); )
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JSC_SCALL(os_make_model, return model2js(model_make(str)))
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JSC_CCALL(os_sprite_pipe, sprite_pipe())
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static const JSCFunctionListEntry js_os_funcs[] = {
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MIST_FUNC_DEF(os,sprite,1),
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MIST_FUNC_DEF(os, cwd, 0),
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@ -1563,7 +1563,8 @@ static const JSCFunctionListEntry js_os_funcs[] = {
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MIST_FUNC_DEF(os, make_edge2d, 2),
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MIST_FUNC_DEF(os, make_texture, 1),
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MIST_FUNC_DEF(os, make_font, 2),
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MIST_FUNC_DEF(os, make_model, 1)
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MIST_FUNC_DEF(os, make_model, 1),
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MIST_FUNC_DEF(os, sprite_pipe, 0)
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};
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#include "steam.h"
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@ -10,11 +10,9 @@
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#include "sprite.sglsl.h"
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#include "9slice.sglsl.h"
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static sprite **sprites = NULL;
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static sg_shader shader_sprite;
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static sg_pipeline pip_sprite;
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static sg_bindings bind_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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@ -50,82 +48,48 @@ sprite *sprite_make()
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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->go = NULL;
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sp->tex = NULL;
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sp->frame = ST_UNIT;
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sp->drawmode = DRAW_SIMPLE;
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sp->enabled = 1;
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sp->parallax = 1;
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arrpush(sprites,sp);
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return sp;
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}
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void sprite_free(sprite *sprite)
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{
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free(sprite);
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for (int i = arrlen(sprites)-1; i >= 0; i--)
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if (sprites[i] == sprite) {
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arrdelswap(sprites,i);
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return;
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}
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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() { sprite_count = 0; }
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int sprite_sort(sprite **sa, sprite **sb)
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{
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sprite *a = *sa;
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sprite *b = *sb;
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struct gameobject *goa = a->go;
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struct gameobject *gob= b->go;
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if (!goa && !gob) return 0;
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if (!goa) return -1;
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if (!gob) return 1;
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if (goa->drawlayer > gob->drawlayer) return 1;
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if (gob->drawlayer > goa->drawlayer) return -1;
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if (*sa > *sb) return 1;
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return -1;
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}
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void sprite_draw_all() {
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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++) {
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if (!sprites[i]->enabled) continue;
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sprite_draw(sprites[i]);
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}
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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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.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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.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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@ -152,10 +116,16 @@ void sprite_initialize() {
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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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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 = tex->width*r.w;
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float h = tex->height*r.h;
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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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@ -184,13 +154,8 @@ void tex_draw(struct texture *tex, HMM_Mat3 m, struct rect r, struct rgba color,
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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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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);
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sprite_count++;
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sprite_draws++;
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}
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transform2d sprite2t(sprite *s)
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@ -202,23 +167,26 @@ transform2d sprite2t(sprite *s)
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};
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}
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void sprite_draw(struct sprite *sprite) {
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if (!sprite->tex) return;
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transform2d t;
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if (!sprite->go) t = t2d_unit;
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else t = go2t(sprite->go);
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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(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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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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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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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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@ -16,25 +16,24 @@ struct sprite {
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float angle;
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struct rgba color;
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struct rgba emissive;
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gameobject *go;
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texture *tex;
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struct rect frame;
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int enabled;
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int drawmode;
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float parallax;
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unsigned int next;
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};
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typedef struct sprite sprite;
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extern sg_bindings bind_sprite;
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sprite *sprite_make();
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int make_sprite(gameobject *go);
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void sprite_free(sprite *sprite);
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void sprite_delete(int id);
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void sprite_tex(texture *t);
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void sprite_initialize();
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void sprite_draw(struct sprite *sprite);
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void sprite_draw(struct sprite *sprite, gameobject *go);
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void sprite_pipe();
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void sprite_draw_all();
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void sprite_flush();
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void sprite_newframe();
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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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