twn_rendering: m_sprite texture_origin changed for texture_region, stretched subregion work now
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@ -55,11 +55,9 @@ static void ingame_tick(struct state *state) {
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input_set_mouse_captured(&ctx.input, !input_is_mouse_captured(&ctx.input));
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input_set_mouse_captured(&ctx.input, !input_is_mouse_captured(&ctx.input));
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}
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}
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m_sprite(m_set(path, "/assets/player/baron-walk.png"),
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m_sprite(m_set(path, "/assets/9slice.png"),
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m_set(rect, ((t_frect){ 256, 256, 48, 48 })),
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m_set(rect, ((t_frect){ 16, 16, 128, 128 })),
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m_opt(color, ((t_color){ 255, 255, 255, 255 })),
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m_opt(texture_region, ((t_frect){ 0, 0, (float)(ctx.tick_count % 48), (float)(ctx.tick_count % 48) })));
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m_opt(stretch, false ),
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m_opt(texture_origin, ((t_fvec2){ (float)(ctx.tick_count % 48), (float)(ctx.tick_count % 48) })));
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m_sprite(m_set(path, "/assets/light.png"),
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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_set(rect, ((t_frect){ 48, 64, 64, 64 })),
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@ -15,7 +15,7 @@ typedef struct push_sprite_args {
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t_frect rect;
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t_frect rect;
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m_option_list(
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m_option_list(
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t_fvec2, texture_origin,
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t_frect, texture_region,
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t_color, color,
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t_color, color,
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float, rotation,
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float, rotation,
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bool, flip_x,
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bool, flip_x,
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@ -40,7 +40,7 @@ struct sprite_primitive {
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bool repeat;
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bool repeat;
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m_option_list(
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m_option_list(
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t_fvec2, texture_origin )
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t_frect, texture_region )
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};
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};
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struct rect_primitive {
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struct rect_primitive {
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@ -26,7 +26,7 @@ void push_sprite(const t_push_sprite_args args) {
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.flip_x = m_or(args, flip_x, false),
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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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.flip_y = m_or(args, flip_y, false),
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.repeat = !m_or(args, stretch, true),
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.repeat = !m_or(args, stretch, true),
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m_opt_from(texture_origin, args, texture_origin)
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m_opt_from(texture_region, args, texture_region)
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};
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};
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struct primitive_2d primitive = {
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struct primitive_2d primitive = {
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@ -127,13 +127,22 @@ void render_sprites(const struct primitive_2d primitives[],
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const float xr = srcrect.x / dims.w;
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const float xr = srcrect.x / dims.w;
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const float yr = srcrect.y / dims.h;
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const float yr = srcrect.y / dims.h;
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uv0 = (t_fvec2){ xr + wr * sprite.flip_x, yr + hr * sprite.flip_y };
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if (!m_is_set(sprite, texture_region)) {
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uv1 = (t_fvec2){ xr + wr * sprite.flip_x, yr + hr * !sprite.flip_y };
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uv0 = (t_fvec2){ xr + wr * sprite.flip_x, yr + hr * sprite.flip_y };
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uv2 = (t_fvec2){ xr + wr * !sprite.flip_x, yr + hr * !sprite.flip_y };
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uv1 = (t_fvec2){ xr + wr * sprite.flip_x, yr + hr * !sprite.flip_y };
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uv3 = (t_fvec2){ xr + wr * !sprite.flip_x, yr + hr * sprite.flip_y };
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uv2 = (t_fvec2){ xr + wr * !sprite.flip_x, yr + hr * !sprite.flip_y };
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uv3 = (t_fvec2){ xr + wr * !sprite.flip_x, yr + hr * sprite.flip_y };
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/* TODO: texture_origin support */
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} else {
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const float offx = (sprite.texture_region_opt.x / srcrect.w) * (srcrect.w / dims.w);
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const float offy = (sprite.texture_region_opt.y / srcrect.h) * (srcrect.h / dims.h);
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const float offw = (1.0f - (sprite.texture_region_opt.w / srcrect.w)) * (srcrect.w / dims.w);
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const float offh = (1.0f - (sprite.texture_region_opt.h / srcrect.h)) * (srcrect.h / dims.h);
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uv0 = (t_fvec2){ xr + offx + wr * sprite.flip_x, yr + offy + hr * sprite.flip_y };
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uv1 = (t_fvec2){ xr + offx + wr * sprite.flip_x, yr - offh + hr * !sprite.flip_y };
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uv2 = (t_fvec2){ xr - offw + wr * !sprite.flip_x, yr - offh + hr * !sprite.flip_y };
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uv3 = (t_fvec2){ xr - offw + wr * !sprite.flip_x, yr + offy + hr * sprite.flip_y };
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}
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} else {
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} else {
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/* try fitting texture into supplied destination rectangle */
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/* try fitting texture into supplied destination rectangle */
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@ -145,11 +154,11 @@ void render_sprites(const struct primitive_2d primitives[],
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uv2 = (t_fvec2){ rx * !sprite.flip_x, ry * !sprite.flip_y };
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uv2 = (t_fvec2){ rx * !sprite.flip_x, ry * !sprite.flip_y };
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uv3 = (t_fvec2){ rx * !sprite.flip_x, ry * sprite.flip_y };
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uv3 = (t_fvec2){ rx * !sprite.flip_x, ry * sprite.flip_y };
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if (m_is_set(sprite, texture_origin)) {
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if (m_is_set(sprite, texture_region)) {
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/* displace origin */
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/* displace origin */
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const float ax = sprite.texture_origin_opt.x / srcrect.w;
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const float ax = sprite.texture_region_opt.x / srcrect.w;
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const float ay = sprite.texture_origin_opt.y / srcrect.h;
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const float ay = sprite.texture_region_opt.y / srcrect.h;
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uv0.x += ax; uv1.x += ax; uv2.x += ax; uv3.x += ax;
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uv0.x += ax; uv1.x += ax; uv2.x += ax; uv3.x += ax;
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uv0.y += ay; uv1.y += ay; uv2.y += ay; uv3.y += ay;
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uv0.y += ay; uv1.y += ay; uv2.y += ay; uv3.y += ay;
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