361 lines
9.4 KiB
C
361 lines
9.4 KiB
C
#include "sprite.h"
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#include "datastream.h"
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#include "font.h"
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#include "gameobject.h"
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#include "log.h"
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#include "render.h"
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#include "shader.h"
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#include "stb_ds.h"
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#include "texture.h"
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#include "timer.h"
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#include <string.h>
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#include <ctype.h>
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#include <limits.h>
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#include "HandmadeMath.h"
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#include "freelist.h"
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#include "sprite.sglsl.h"
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#include "9slice.sglsl.h"
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struct TextureOptions TEX_SPRITE = {1, 0, 0};
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static struct 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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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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int make_sprite(int go) {
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YughWarn("Attaching sprite to gameobject %d", go);
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struct sprite sprite = {
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.color = color_white,
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.emissive = {0,0,0,0},
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.size = {1.f, 1.f},
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.tex = texture_loadfromfile(NULL),
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.go = go,
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.layer = 0,
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.next = -1,
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.enabled = 1};
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int id;
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freelist_grab(id, sprites);
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sprites[id] = sprite;
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return id;
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}
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void sprite_delete(int id) {
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struct sprite *sp = id2sprite(id);
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sp->go = -1;
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sp->enabled = 0;
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freelist_kill(sprites,id);
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}
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void sprite_enabled(int id, int e) {
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sprites[id].enabled = e;
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}
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struct sprite *id2sprite(int id) {
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if (id < 0) return NULL;
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return &sprites[id];
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}
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static int sprite_count = 0;
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void sprite_flush() {
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sprite_count = 0;
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}
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void sprite_io(struct sprite *sprite, FILE *f, int read) {
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char path[100];
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if (read) {
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// fscanf(f, "%s", &path);
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for (int i = 0; i < 100; i++) {
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path[i] = fgetc(f);
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if (path[i] == '\0') break;
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}
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fread(sprite, sizeof(*sprite), 1, f);
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sprite_loadtex(sprite, path, ST_UNIT);
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} else {
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fputs(tex_get_path(sprite->tex), f);
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fputc('\0', f);
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fwrite(sprite, sizeof(*sprite), 1, f);
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}
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}
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int sprite_sort(int *a, int *b)
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{
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struct gameobject *goa = id2go(sprites[*a].go);
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struct gameobject *gob = id2go(sprites[*b].go);
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if (goa->drawlayer == gob->drawlayer) return 0;
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if (goa->drawlayer > gob->drawlayer) return 1;
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return -1;
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}
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void sprite_draw_all() {
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sg_apply_pipeline(pip_sprite);
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sg_apply_uniforms(SG_SHADERSTAGE_VS, 0, SG_RANGE_REF(projection));
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static int *layers;
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if (layers) arrfree(layers);
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for (int i = 0; i < freelist_len(sprites); i++)
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if (sprites[i].next == -1 && sprites[i].go >= 0 && sprites[i].enabled)
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arrpush(layers, i);
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if (arrlen(layers) == 0) return;
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if (arrlen(layers) > 1)
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qsort(layers, arrlen(layers), sizeof(*layers), sprite_sort);
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for (int i = 0; i < arrlen(layers); i++)
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sprite_draw(&sprites[layers[i]]);
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}
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void sprite_loadtex(struct sprite *sprite, const char *path, struct glrect frame) {
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if (!sprite) {
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YughWarn("NO SPRITE!");
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return;
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}
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sprite->tex = texture_loadfromfile(path);
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sprite_setframe(sprite, &frame);
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}
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void sprite_settex(struct sprite *sprite, struct Texture *tex) {
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sprite->tex = tex;
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sprite_setframe(sprite, &ST_UNIT);
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}
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void sprite_initialize() {
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freelist_size(sprites, 500);
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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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.depth = {
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.write_enabled = true,
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.compare = SG_COMPAREFUNC_LESS_EQUAL,
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.pixel_format = SG_PIXELFORMAT_DEPTH
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}
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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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});
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}
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/* offset given in texture offset, so -0.5,-0.5 results in it being centered */
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void tex_draw(struct Texture *tex, HMM_Mat3 m, struct glrect r, struct rgba color, int wrap, HMM_Vec2 wrapoffset, float wrapscale, struct rgba emissive) {
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struct sprite_vert verts[4];
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HMM_Vec2 sposes[4] = {
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{0.0,0.0},
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{1.0,0.0},
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{0.0,1.0},
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{1.0,1.0},
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};
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HMM_Vec2 t_scale = {
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tex->width * st_s_w(r), //*size.X;
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tex->height * st_s_h(r) // * size.Y
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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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verts[0].uv.X = r.s0;
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verts[0].uv.Y = r.t1;
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verts[1].uv.X = r.s1;
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verts[1].uv.Y = r.t1;
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verts[2].uv.X = r.s0;
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verts[2].uv.Y = r.t0;
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verts[3].uv.X = r.s1;
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verts[3].uv.Y = r.t0;
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} else {
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// verts[0].uv = HMM_MulV2((HMM_Vec2){0,0}, size);
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// verts[1].uv = HMM_MulV2((HMM_Vec2){1,0}, size);
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// verts[2].uv = HMM_MulV2((HMM_Vec2){0,1}, size);
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// verts[3].uv = HMM_MulV2((HMM_Vec2){1,1}, size);
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for (int i = 0; i < 4; i++)
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verts[i].uv = HMM_AddV2(verts[i].uv, wrapoffset);
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}
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bind_sprite.fs.images[0] = tex->id;
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// YughWarn("Draw sprite %s at %g, %g", tex_get_path(tex), sposes[0].X, sposes[0].Y);
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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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}
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void sprite_draw(struct sprite *sprite) {
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struct gameobject *go = id2go(sprite->go);
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if (sprite->tex) {
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transform2d t = go2t(id2go(sprite->go));
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HMM_Mat3 m = transform2d2mat(t);
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HMM_Mat3 ss = HMM_M3D(1);
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ss.Columns[0].X = sprite->size.X * sprite->tex->width * st_s_w(sprite->frame);
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ss.Columns[1].Y = sprite->size.Y * sprite->tex->height * st_s_h(sprite->frame);
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HMM_Mat3 ts = HMM_M3D(1);
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ts.Columns[2] = (HMM_Vec3){sprite->pos.X, sprite->pos.Y, 1};
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HMM_Mat3 sm = HMM_MulM3(ss, ts);
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m = HMM_MulM3(m, sm);
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tex_draw(sprite->tex, m, sprite->frame, sprite->color, 0, (HMM_Vec2){0,0}, 0, sprite->emissive);
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}
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}
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void sprite_setanim(struct sprite *sprite, struct TexAnim *anim, int frame) {
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if (!sprite) return;
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sprite->tex = anim->tex;
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sprite->frame = anim->st_frames[frame];
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}
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void gui_draw_img(const char *img, HMM_Vec2 pos, HMM_Vec2 scale, float angle, 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(hudproj));
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struct Texture *tex = texture_loadfromfile(img);
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transform2d t;
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t.pos = pos;
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t.angle = angle;
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t.scale = scale;
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tex_draw(tex, transform2d2mat(t), tex_get_rect(tex), color, wrap, wrapoffset, wrapscale, (struct rgba){0,0,0,0});
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}
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void slice9_draw(const char *img, HMM_Vec2 pos, HMM_Vec2 dimensions, struct rgba color)
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{
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sg_apply_pipeline(slice9_pipe);
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sg_apply_uniforms(SG_SHADERSTAGE_VS, 0, SG_RANGE_REF(hudproj));
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struct Texture *tex = texture_loadfromfile(img);
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struct glrect r = tex_get_rect(tex);
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struct slice9_vert verts[4];
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HMM_Vec2 sposes[4] = {
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{0.0,0.0},
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{1.0,0.0},
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{0.0,1.0},
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{1.0,1.0},
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};
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for (int i = 0; i < 4; i++) {
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verts[i].pos = HMM_MulV2(sposes[i], dimensions);
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//verts[i].uv =z sposes[i];
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verts[i].color = color;
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}
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verts[0].uv.u = r.s0 * USHRT_MAX;
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verts[0].uv.v = r.t1 * USHRT_MAX;
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verts[1].uv.u = r.s1 * USHRT_MAX;
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verts[1].uv.v = r.t1 * USHRT_MAX;
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verts[2].uv.u = r.s0 * USHRT_MAX;
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verts[2].uv.v = r.t0 * USHRT_MAX;
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verts[3].uv.u = r.s1 * USHRT_MAX;
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verts[3].uv.v = r.t0 * USHRT_MAX;
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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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}
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void sprite_setframe(struct sprite *sprite, struct glrect *frame) {
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sprite->frame = *frame;
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}
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void video_draw(struct datastream *ds, HMM_Vec2 pos, HMM_Vec2 size, float rotate, struct rgba color)
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{
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// shader_use(vid_shader);
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/*
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static mfloat_t model[16];
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memcpy(model, UNITMAT4, sizeof(UNITMAT4));
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mat4_translate_vec2(model, position);
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mat4_scale_vec2(model, size);
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*/
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// shader_setmat4(vid_shader, "model", model);
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// shader_setvec3(vid_shader, "spriteColor", color);
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/*
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, stream->texture_y);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, stream->texture_cb);
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, stream->texture_cr);
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// TODO: video bind VAO
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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*/
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}
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