new option-based api for sprite issue
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06ce0eb13a
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4a924cb2a9
@ -243,7 +243,7 @@ struct player *player_create(struct world *world) {
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static void drawdef(struct player *player) {
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push_sprite("/assets/player/baron-walk.png",
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m_sprite("/assets/player/baron-walk.png",
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(t_frect) {
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.x = player->rect.x + ((player->rect.w - player->sprite_w) / 2),
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.y = player->rect.y - 8,
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@ -20,38 +20,27 @@ static void ingame_tick(struct state *state) {
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if (input_is_action_pressed(&ctx.input, "player_jump"))
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cam.pos.z -= 0.01f;
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push_camera(&cam);
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m_sprite(m_set(path, "/assets/light.png"),
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m_set(rect, ((t_frect){ 48, 64, 64, 64 })),
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m_opt(color, ((t_color){ 255, 0, 0, 255 })));
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push_sprite_ex((t_frect){ .x = 32, .y = 64, .w = 64, .h = 64 }, (t_push_sprite_args){
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.path = "/assets/light.png",
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.color = (t_color){255, 0, 0, 255}, });
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m_sprite(m_set(path, "/assets/light.png"),
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m_set(rect, ((t_frect){ 64, 64, 64, 64 })),
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m_opt(color, ((t_color){ 0, 255, 0, 255 })));
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push_sprite_ex((t_frect){ .x = 48, .y = 64, .w = 64, .h = 64 }, (t_push_sprite_args){
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.path = "/assets/light.png",
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.color = (t_color){0, 255, 0, 255}, });
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m_sprite(m_set(path, "/assets/light.png"),
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m_set(rect, ((t_frect){ 80, 64, 64, 64 })),
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m_opt(color, ((t_color){ 0, 0, 255, 255 })));
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push_sprite_ex((t_frect){ .x = 64, .y = 64, .w = 64, .h = 64 }, (t_push_sprite_args){
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.path = "/assets/light.png",
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.color = (t_color){0, 0, 255, 255}, });
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m_sprite(m_set(path, "/assets/player/baron-walk.png"),
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m_set(rect, ((t_frect){ 32, 32, 64, 64 })),
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m_opt(rotation, (float)M_PI * 2 * (float)(ctx.tick_count % 64) / 64 ));
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push_sprite_ex((t_frect){ .x = 32, .y = 32, .w = 64, .h = 64 }, (t_push_sprite_args){
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.path = "/assets/player/baron-walk.png",
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.color = (t_color){255, 255, 255, 255},
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.rotation = (float)M_PI * 2 * (float)(ctx.tick_count % 64) / 64, });
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m_sprite(m_set(path, "/assets/player/baron-walk.png"),
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m_set(rect, ((t_frect){ 128, 32, 128, 64 })),
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m_opt(rotation, (float)M_PI * 2 * (float)(ctx.tick_count % 64) / 64 ));
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push_sprite_ex((t_frect){ .x = 64, .y = 32, .w = 64, .h = 64 }, (t_push_sprite_args){
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.path = "/assets/player/baron-walk.png",
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.color = (t_color){255, 255, 255, 255},
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.rotation = (float)M_PI / 64, });
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push_sprite_ex((t_frect){ .x = 96, .y = 32, .w = 64, .h = 64 }, (t_push_sprite_args){
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.path = "/assets/player/baron-walk.png",
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.color = (t_color){255, 255, 255, 255}, });
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push_sprite_ex((t_frect){ .x = 128, .y = 32, .w = 128, .h = 64 }, (t_push_sprite_args){
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.path = "/assets/player/baron-walk.png",
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.color = (t_color){255, 255, 255, 255},
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.rotation = (float)M_PI * 2 * (float)(ctx.tick_count % 64) / 64, });
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set_camera(&cam);
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unfurl_triangle("/assets/big-violet.png",
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(t_fvec3){ -1, -1, 0 },
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@ -14,9 +14,8 @@ static void title_tick(struct state *state) {
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}
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push_sprite("/assets/title.png", (t_frect) {
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(RENDER_BASE_WIDTH / 2) - (320 / 2), 64, 320, 128
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});
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m_sprite("/assets/title.png", ((t_frect) {
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(RENDER_BASE_WIDTH / 2) - (320 / 2), 64, 320, 128 }));
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}
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@ -105,7 +105,7 @@ void world_drawdef(struct world *world) {
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if (world->tiles[i].type == TILE_TYPE_VOID)
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continue;
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push_sprite("/assets/white.png", to_frect(world->tiles[i].rect));
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m_sprite("/assets/white.png", to_frect(world->tiles[i].rect));
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}
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drawdef_debug(world);
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@ -2,6 +2,7 @@
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#define RENDERING_H
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#include "util.h"
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#include "macros/option.h"
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#include "camera.h"
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#include <SDL2/SDL.h>
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@ -10,10 +11,13 @@
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typedef struct push_sprite_args {
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char *path;
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t_color color;
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float rotation;
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bool flip_x;
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bool flip_y;
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t_frect rect;
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m_option_list(
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t_color, color,
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float, rotation,
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bool, flip_x,
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bool, flip_y )
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} t_push_sprite_args;
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/* clears all render queues */
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@ -21,12 +25,9 @@ void render_queue_clear(void);
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/* pushes a sprite onto the sprite render queue */
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/* this is a simplified version of push_sprite_ex for the most common case. */
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/* it assumes you want no color modulation, no rotation, no flip, layer 0, and alpha blending */
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void push_sprite(char *path, t_frect rect);
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/* pushes a sprite onto the sprite render queue */
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/* note that if args is zeroed out, the color will be transparent black */
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void push_sprite_ex(t_frect rect, t_push_sprite_args args);
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/* it assumes you want no color modulation, no rotation, no flip */
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void push_sprite(t_push_sprite_args args);
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#define m_sprite(...) (push_sprite((t_push_sprite_args){__VA_ARGS__}))
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/* pushes a filled rectangle onto the rectangle render queue */
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void push_rectangle(t_frect rect, t_color color);
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@ -65,7 +66,7 @@ void unfurl_triangle(const char *path,
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// t_frect uvs);
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/* pushes a camera state to be used for all future unfurl_* commands */
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void push_camera(const t_camera *camera);
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void set_camera(const t_camera *camera);
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/* renders the background, then the primitives in all render queues */
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void render(void);
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@ -61,33 +61,14 @@ struct sprite_primitive_payload_without_color {
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*/
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/* TODO: it might make sense to infer alpha channel presence / meaningfulness for textures in atlas */
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/* so that they are rendered with no blend / batched in a way to reduce overdraw automatically */
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void push_sprite(char *path, t_frect rect) {
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void push_sprite(const t_push_sprite_args args) {
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struct sprite_primitive sprite = {
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.rect = rect,
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.color = (t_color) { 255, 255, 255, 255 },
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.rotation = 0.0,
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.texture_key = textures_get_key(&ctx.texture_cache, path),
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.flip_x = false,
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.flip_y = false,
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};
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struct primitive_2d primitive = {
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.type = PRIMITIVE_2D_SPRITE,
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.sprite = sprite,
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};
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arrput(ctx.render_queue_2d, primitive);
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}
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void push_sprite_ex(t_frect rect, t_push_sprite_args args) {
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struct sprite_primitive sprite = {
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.rect = rect,
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.color = args.color,
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.rotation = args.rotation,
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.rect = args.rect,
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.color = m_or(args, color, ((t_color) { 255, 255, 255, 255 })),
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.rotation = m_or(args, rotation, 0.0f),
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.texture_key = textures_get_key(&ctx.texture_cache, args.path),
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.flip_x = args.flip_x,
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.flip_y = args.flip_y,
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.flip_x = m_or(args, flip_x, false),
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.flip_y = m_or(args, flip_y, false),
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};
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struct primitive_2d primitive = {
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