prosperon/source/engine/sprite.c

147 lines
3.6 KiB
C

#include "sprite.h"
#include "gameobject.h"
#include "log.h"
#include "render.h"
#include "stb_ds.h"
#include "texture.h"
#include "HandmadeMath.h"
#include "sprite.sglsl.h"
#include "9slice.sglsl.h"
sg_pipeline pip_sprite;
sg_bindings bind_sprite;
static sg_shader slice9_shader;
static sg_pipeline slice9_pipe;
static sg_bindings slice9_bind;
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 = v2zero;
sp->scale = v2one;
sp->angle = 0;
sp->color = color_white;
sp->emissive = color_clear;
sp->spritesize = v2one;
sp->spriteoffset = v2zero;
return sp;
}
void sprite_free(sprite *sprite) { free(sprite); }
static texture *loadedtex;
static int sprite_count = 0;
void sprite_initialize() {
pip_sprite = sg_make_pipeline(&(sg_pipeline_desc){
.shader = sg_make_shader(sprite_shader_desc(sg_query_backend())),
.layout = {
.attrs = {
[0].format = SG_VERTEXFORMAT_FLOAT2
},
},
.primitive_type = SG_PRIMITIVETYPE_TRIANGLE_STRIP,
.label = "sprite pipeline",
.colors[0].blend = blend_trans,
});
bind_sprite.vertex_buffers[0] = sprite_quad;
bind_sprite.fs.samplers[0] = std_sampler;
slice9_shader = sg_make_shader(slice9_shader_desc(sg_query_backend()));
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
}},
.primitive_type = SG_PRIMITIVETYPE_TRIANGLE_STRIP,
});
slice9_bind.vertex_buffers[0] = sprite_quad;
}
void sprite_pipe()
{
sg_apply_pipeline(pip_sprite);
sg_apply_uniforms(SG_SHADERSTAGE_VS, SLOT_vp, SG_RANGE_REF(useproj));
}
transform2d sprite2t(sprite *s)
{
return (transform2d){
.pos = s->pos,
.scale = HMM_MulV2(s->scale, (HMM_Vec2){loadedtex->width, loadedtex->height}),
.angle = HMM_TurnToRad*s->angle
};
}
void sprite_tex(texture *t)
{
loadedtex = t;
bind_sprite.fs.images[0] = t->id;
}
void sprite_setpipe(sg_pipeline p)
{
pip_sprite = p;
}
void tex_draw(texture *tex, gameobject *go)
{
HMM_Mat4 m = transform2d2mat4(go2t(go));
sg_apply_uniforms(SG_SHADERSTAGE_VS, 1, SG_RANGE_REF(m.e));
sg_bindings bind = {0};
bind.vertex_buffers[0] = sprite_quad;
bind.fs.images[0] = tex->id;
bind.fs.samplers[0] = std_sampler;
sg_apply_bindings(&bind);
sg_draw(0,4,1);
}
void sprite_draw(struct sprite *sprite, gameobject *go) {
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_bindings bind = {0};
bind.vertex_buffers[0] = sprite_quad;
bind.fs.images[0] = loadedtex->id;
bind.fs.samplers[0] = std_sampler;
sg_draw(0,4,1);
}
void gui_draw_img(texture *tex, transform2d t, int wrap, HMM_Vec2 wrapoffset, float wrapscale, struct rgba color) {
sg_apply_pipeline(pip_sprite);
sg_apply_uniforms(SG_SHADERSTAGE_VS, SLOT_vp, SG_RANGE_REF(useproj));
sprite_tex(tex);
//tex_draw(transform2d2mat(t), ST_UNIT, color, wrap, wrapoffset, (HMM_Vec2){wrapscale,wrapscale}, (struct rgba){0,0,0,0});
}
void slice9_draw(texture *tex, transform2d *t, HMM_Vec4 border, struct rgba color)
{
}