calculate sprite xform from pivot in game thread

This commit is contained in:
jacob 2024-07-31 18:20:31 -05:00
parent 1dd8a4d659
commit fd3ab6146b
7 changed files with 131 additions and 118 deletions

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@ -1,7 +1,7 @@
/* Project-wide configurable constants */
#define WRITE_DIR "power_play"
#define SETTINGS_FILENAME "settings.json"
#define SETTINGS_FILENAME "settings.txt"
/* Window title */
#if RTC

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@ -56,11 +56,11 @@ struct entity {
struct v2 acceleration;
struct v2 velocity;
struct v2 focus; /* Focus is a vector relative to the entity */
/* ENTITY_PROP_PLAYER_CONTROLLED */
f32 player_max_speed;
f32 player_acceleration;
struct v2 player_aim;
/* ====================================================================== */
/* Sprite */

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@ -134,10 +134,7 @@ INTERNAL void recalculate_world_xform_recurse(struct entity *parent)
/* Append sub-children to stack */
struct entity *subchild = entity_from_handle(&G.world.entity_store, child->last);
while (subchild->valid) {
*arena_push(scratch.arena, struct stack_node) = (struct stack_node) {
.entity = subchild,
.parent_xform = world_xform
};
*arena_push(scratch.arena, struct stack_node) = (struct stack_node) { .entity = subchild, .parent_xform = world_xform };
++stack_count;
subchild = entity_from_handle(&G.world.entity_store, subchild->prev);
}
@ -146,21 +143,6 @@ INTERNAL void recalculate_world_xform_recurse(struct entity *parent)
scratch_end(scratch);
}
#if 0
INTERNAL struct v2 sprite_sheet_size_meters(struct sprite_tag s)
{
struct v2 size = { 0 };
struct sprite_scope *scope = sprite_scope_begin();
{
struct sheet *sheet = sprite_sheet_from_tag_await(scope, s);
size.x = sheet->frame_size.x / (f32)PIXELS_PER_UNIT;
size.y = sheet->frame_size.y / (f32)PIXELS_PER_UNIT;
}
sprite_scope_end(scope);
return size;
}
#endif
INTERNAL void game_update(void)
{
__prof;
@ -193,11 +175,12 @@ INTERNAL void game_update(void)
e->sprite = sprite_tag_from_path(STR("res/graphics/tim.ase"));
e->sprite_span_name = STR("idle.unarmed");
//e->sprite_span_name = STR("idle.two_handed");
e->sprite_quad_xform = XFORM_TRS(.s = size);
entity_enable_prop(e, ENTITY_PROP_PLAYER_CONTROLLED);
e->player_max_speed = 4.f;
e->player_acceleration = 20.0f;
e->player_aim = V2(0, -1);
e->focus = V2(0, -1);
entity_enable_prop(e, ENTITY_PROP_ANIMATING);
@ -340,6 +323,39 @@ INTERNAL void game_update(void)
ent->rel_xform = xform_with_rotation(ent->rel_xform, r);
ent->rel_xform = xform_with_scale(ent->rel_xform, s);
}
/* ========================== *
* Calculate sprite xform
* ========================== */
if (ent->sprite.hash != 0) {
struct sprite_sheet *sheet = sprite_sheet_from_tag_await(sprite_frame_scope, ent->sprite);
struct v2 sprite_size = v2_div(sheet->frame_size, (f32)PIXELS_PER_UNIT);
struct sprite_sheet_slice slice = sprite_sheet_get_slice(sheet, STR("pivot"), ent->animation_frame);
struct v2 pivot_pos = v2_mul_v2(slice.center_norm, sprite_size);
/* Apply Pivot */
struct xform sprite_xf = XFORM_POS(v2_neg(pivot_pos));
sprite_xf = xform_scale(sprite_xf, sprite_size);
ent->sprite_quad_xform = sprite_xf;
}
/* ========================== *
* Calculate player aim angle
* ========================== */
if (entity_has_prop(ent, ENTITY_PROP_PLAYER_CONTROLLED)) {
/* Update focus */
ent->focus = G.world.player_aim;
/* Update view angle */
struct v2 ent_pos = ent->rel_xform.og;
struct v2 look_pos = v2_add(ent_pos, ent->focus);
f32 r = v2_angle_to_point(ent_pos, look_pos) + PI / 2;
ent->rel_xform = xform_with_rotation(ent->rel_xform, r);
}
}
/* ========================== *
@ -379,21 +395,6 @@ INTERNAL void game_update(void)
ent->rel_xform.og = v2_add(ent->rel_xform.og, v2_mul(ent->velocity, dt));
}
/* ========================== *
* Player aim
* ========================== */
if (entity_has_prop(ent, ENTITY_PROP_PLAYER_CONTROLLED)) {
/* Update aim */
ent->player_aim = G.world.player_aim;
/* Update view angle */
struct v2 ent_pos = ent->rel_xform.og;
struct v2 look_pos = v2_add(ent_pos, ent->player_aim);
f32 r = v2_angle_to_point(ent_pos, look_pos) + PI / 2;
ent->rel_xform = xform_with_rotation(ent->rel_xform, r);
}
/* ========================== *
* Calculate xforms
* ========================== */
@ -428,7 +429,7 @@ INTERNAL void game_update(void)
}
f32 ratio_y = 0.33f;
f32 ratio_x = ratio_y / aspect_ratio;
struct v2 camera_focus_dir = v2_mul_v2(follow->player_aim, V2(ratio_x, ratio_y));
struct v2 camera_focus_dir = v2_mul_v2(follow->focus, V2(ratio_x, ratio_y));
struct v2 camera_focus_pos = v2_add(follow->world_xform.og, camera_focus_dir);
ent->camera_rel_xform_target = ent->rel_xform;
ent->camera_rel_xform_target.og = camera_focus_pos;

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@ -878,41 +878,47 @@ void renderer_canvas_present(struct renderer_canvas **canvases, u32 canvases_cou
struct dx11_shader *shader = cmd->shader;
struct dx11_buffer *buffer = &canvas->buffers[shader->kind];
b32 texture_loaded;
struct renderer_handle texture_handle;
if (handle_is_nil(cmd->texture_handle)) {
texture_handle = sprite_texture_from_tag_async(sprite_scope, cmd->sprite)->renderer_handle;
struct sprite_texture *sprite_texture = sprite_texture_from_tag_async(sprite_scope, cmd->sprite);
texture_loaded = sprite_texture->loaded;
texture_handle = sprite_texture->renderer_handle;
} else {
texture_loaded = true;
texture_handle = cmd->texture_handle;
}
/* Activate shader */
if (shader != last_shader) {
ID3D11DeviceContext_VSSetShader(G.devcon, shader->vs, 0, 0);
ID3D11DeviceContext_PSSetShader(G.devcon, shader->ps, 0, 0);
ID3D11DeviceContext_IASetInputLayout(G.devcon, shader->input_layout);
last_shader = shader;
if (texture_loaded) {
/* Activate shader */
if (shader != last_shader) {
ID3D11DeviceContext_VSSetShader(G.devcon, shader->vs, 0, 0);
ID3D11DeviceContext_PSSetShader(G.devcon, shader->ps, 0, 0);
ID3D11DeviceContext_IASetInputLayout(G.devcon, shader->input_layout);
last_shader = shader;
}
/* FIXME: what if texture_srv is 0? will this unset it correctly? */
/* Activate texture */
if (!handle_eq(texture_handle, last_texture_handle)) {
ID3D11ShaderResourceView *texture_srv = handle_data(texture_handle);
ID3D11DeviceContext_PSSetShaderResources(G.devcon, 0, 1, &texture_srv);
last_texture_handle = texture_handle;
}
u32 vertex_offset = cmd->vertex_offset;
u32 index_offset = cmd->index_offset;
u32 index_count = cmd->index_count;
/* Activate buffer */
u32 zero = 0;
UINT vertex_stride = shader->vertex_size;
ID3D11DeviceContext_IASetVertexBuffers(G.devcon, 0, 1, &buffer->gpu_vertex_buffer, &vertex_stride, &zero);
ID3D11DeviceContext_IASetIndexBuffer(G.devcon, buffer->gpu_index_buffer, DXGI_FORMAT_R32_UINT, zero);
/* Draw */
ID3D11DeviceContext_DrawIndexed(G.devcon, index_count, index_offset, vertex_offset);
}
/* FIXME: what if texture_srv is 0? will this unset it correctly? */
/* Activate texture */
if (!handle_eq(texture_handle, last_texture_handle)) {
ID3D11ShaderResourceView *texture_srv = handle_data(texture_handle);
ID3D11DeviceContext_PSSetShaderResources(G.devcon, 0, 1, &texture_srv);
last_texture_handle = texture_handle;
}
u32 vertex_offset = cmd->vertex_offset;
u32 index_offset = cmd->index_offset;
u32 index_count = cmd->index_count;
/* Activate buffer */
u32 zero = 0;
UINT vertex_stride = shader->vertex_size;
ID3D11DeviceContext_IASetVertexBuffers(G.devcon, 0, 1, &buffer->gpu_vertex_buffer, &vertex_stride, &zero);
ID3D11DeviceContext_IASetIndexBuffer(G.devcon, buffer->gpu_index_buffer, DXGI_FORMAT_R32_UINT, zero);
/* Draw */
ID3D11DeviceContext_DrawIndexed(G.devcon, index_count, index_offset, vertex_offset);
}
}

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@ -232,10 +232,16 @@ struct sprite_startup_receipt sprite_startup(struct renderer_startup_receipt *re
G.nil_texture->renderer_handle = renderer_texture_alloc(purple_black_image);
scratch_end(scratch);
}
/* Init loading sheet */
G.loading_sheet = arena_push_zero(&G.perm_arena, struct sprite_sheet);
G.loading_sheet->image_size = V2(PIXELS_PER_UNIT, PIXELS_PER_UNIT);
G.loading_sheet->frame_size = V2(PIXELS_PER_UNIT, PIXELS_PER_UNIT);
/* Init nil sheet */
G.nil_sheet = arena_push_zero(&G.perm_arena, struct sprite_sheet);
G.nil_sheet->image_size = V2(PIXELS_PER_UNIT, PIXELS_PER_UNIT);
G.nil_sheet->frame_size = V2(PIXELS_PER_UNIT, PIXELS_PER_UNIT);
G.nil_sheet->loaded = true;
}
arena_set_readonly(&G.perm_arena);
@ -394,6 +400,9 @@ INTERNAL struct sprite_sheet init_sheet_from_ase_result(struct arena *arena, str
ASSERT(ase.num_frames >= 1);
struct v2 frame_size = ase.frame_size;
struct v2 frame_center = v2_mul(ase.frame_size, 0.5f);
/* Init frames */
{
__profscope(init_frames);
@ -513,10 +522,35 @@ INTERNAL struct sprite_sheet init_sheet_from_ase_result(struct arena *arena, str
f32 y1 = ase_slice->y1;
f32 x2 = ase_slice->x2;
f32 y2 = ase_slice->y2;
f32 width = x2 - x1;
f32 height = y2 - y1;
slice->rect = RECT(x1, y1, x2 - x1, y2 - y1);
slice->center = V2(x1 + ((x2 - x1) / 2.f), y1 + ((y2 - y1) / 2.f));
slice->dir = V2(0, -1);
f32 x1_norm = (x1 - frame_center.x) / frame_size.x;
f32 y1_norm = (y1 - frame_center.y) / frame_size.y;
f32 x2_norm = (x2 - frame_center.x) / frame_size.x;
f32 y2_norm = (y2 - frame_center.y) / frame_size.y;
f32 width_norm = x2_norm - x1_norm;
f32 height_norm = y2_norm - y1_norm;
/* Rect */
struct rect rect = RECT(x1, y1, width, height);
/* Rect norm */
struct rect rect_norm = RECT(x1_norm, y1_norm, width_norm, height_norm);
/* Center */
struct v2 center = V2(x1 + (width * 0.5f), y1 + (height * 0.5f));
/* Center norm */
struct v2 center_norm = V2(x1_norm + (width_norm * 0.5f), y1_norm + (height_norm * 0.5f));
/* Dir */
struct v2 dir = V2(center.x, 0);
/* Dir norm */
struct v2 dir_norm = V2(0, -0.5);
slice->rect = rect;
slice->rect_norm = rect_norm;
slice->center = center;
slice->center_norm = center_norm;
slice->dir = dir;
slice->dir_norm = dir_norm;
node->index_in_frame = index_in_frame;
if (start < node->earliest_frame) {
@ -567,7 +601,7 @@ INTERNAL struct sprite_sheet init_sheet_from_ase_result(struct arena *arena, str
}
}
/* Calculate rays */
/* Calculate dirs */
for (struct temp_slice_group_node *temp_slice_group_node = temp_slice_group_head; temp_slice_group_node; temp_slice_group_node = temp_slice_group_node->next) {
struct string ray_suffix = STR(".ray");
@ -585,11 +619,13 @@ INTERNAL struct sprite_sheet init_sheet_from_ase_result(struct arena *arena, str
/* Use ray slice in ray group */
struct sprite_sheet_slice *ray_slice = &ray_slice_group->frame_slices[i * point_slices_per_frame];
struct v2 ray_end = ray_slice->center;
struct v2 ray_end_norm = ray_slice->center_norm;
/* Apply to each point slice in point group */
for (u32 j = 0; j < point_slices_per_frame; ++j) {
struct sprite_sheet_slice *point_slice = &point_slice_group->frame_slices[(i * point_slices_per_frame) + j];
point_slice->dir = v2_sub(ray_end, point_slice->center);
point_slice->dir_norm = v2_sub(ray_end_norm, point_slice->center_norm);
}
}
@ -905,17 +941,14 @@ struct sprite_sheet *sprite_sheet_from_tag_async(struct sprite_scope *scope, str
struct sprite_sheet_frame sprite_sheet_get_frame(struct sprite_sheet *sheet, u32 index)
{
__prof;
if (sheet->frames_count > 0) {
index = min_u32(sheet->frames_count - 1, index);
if (index < sheet->frames_count ) {
return sheet->frames[index];
} else {
return (struct sprite_sheet_frame)
{
.index = 0,
.duration = 0.1,
.clip = CLIP_ALL
};
}
struct sprite_sheet_frame res = { 0 };
res.index = 0;
res.duration = 0.1;
res.clip = CLIP_ALL;
return res;
}
struct sprite_sheet_span sprite_sheet_get_span(struct sprite_sheet *sheet, struct string name)
@ -933,13 +966,16 @@ struct sprite_sheet_span sprite_sheet_get_span(struct sprite_sheet *sheet, struc
struct sprite_sheet_slice sprite_sheet_get_slice(struct sprite_sheet *sheet, struct string name, u32 frame_index)
{
struct sprite_sheet_slice res = { 0 };
if (sheet->slice_groups_count > 0) {
struct sprite_sheet_slice_group *group = fixed_dict_get(&sheet->slice_groups_dict, name);
if (group) {
res = group->frame_slices[frame_index * group->per_frame_count];
return group->frame_slices[frame_index * group->per_frame_count];
}
}
struct sprite_sheet_slice res = { 0 };
res.center = v2_mul(sheet->frame_size, 0.5f);
res.dir = V2(res.center.x, 0);
res.dir_norm = V2(0, -0.5);
return res;
}

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@ -93,10 +93,14 @@ struct sprite_sheet_span {
};
struct sprite_sheet_slice {
/* Values suffixed with '_norm' are in the range -0.5 (top / left edge) -> +0.5 (bottom / right edge) */
b32 original;
struct rect rect;
struct rect rect_norm;
struct v2 center;
struct v2 center_norm;
struct v2 dir;
struct v2 dir_norm;
};
struct sprite_sheet_slice_array {

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@ -453,7 +453,7 @@ INTERNAL void user_update(void)
e->acceleration = v2_lerp(e0->acceleration, e1->acceleration, tick_blend);
e->velocity = v2_lerp(e0->velocity, e1->velocity, tick_blend);
e->player_acceleration = math_lerp(e0->player_acceleration, e1->player_acceleration, tick_blend);
e->player_aim = v2_lerp(e0->player_aim, e1->player_aim, tick_blend);
e->focus = v2_lerp(e0->focus, e1->focus, tick_blend);
e->sprite_quad_xform = xform_lerp(e0->sprite_quad_xform, e1->sprite_quad_xform, tick_blend);
e->animation_time_in_frame = math_lerp64(e0->animation_time_in_frame, e1->animation_time_in_frame, (f64)tick_blend);
@ -785,41 +785,7 @@ INTERNAL void user_update(void)
}
}
struct quad quad;
{
struct xform sprite_xf = XFORM_IDENT;
{
struct v2 sprite_size_meters = v2_div(sheet->frame_size, (f32)PIXELS_PER_UNIT);
/* TODO: Cache these in slice */
struct v2 pivot_pos;
f32 pivot_rot;
{
struct sprite_sheet_slice pivot_slice = sprite_sheet_get_slice(sheet, STR("pivot"), frame.index);
/* Pivot pos */
struct v2 pivot_pos_norm = pivot_slice.center;
pivot_pos_norm = v2_mul(pivot_pos_norm, 2);
pivot_pos_norm = v2_sub(pivot_pos_norm, sheet->frame_size);
pivot_pos_norm = v2_div_v2(pivot_pos_norm, sheet->frame_size);
pivot_pos = v2_mul_v2(pivot_pos_norm, v2_mul(sprite_size_meters, 0.5f));
/* Pivot rot */
pivot_rot = -v2_angle(pivot_slice.dir) - (TAU / 4.0f);
}
/* Apply entity sprite xform */
sprite_xf = xform_mul(sprite_xf, ent->sprite_quad_xform);
/* Apply Pivot */
sprite_xf = xform_rotate(sprite_xf, pivot_rot);
sprite_xf = xform_translate(sprite_xf, v2_neg(pivot_pos));
sprite_xf = xform_scale(sprite_xf, sprite_size_meters);
}
quad = quad_mul_xform(QUAD_UNIT_SQUARE_CENTERED, xform_mul(ent->world_xform, sprite_xf));
}
struct quad quad = quad_mul_xform(QUAD_UNIT_SQUARE_CENTERED, xform_mul(ent->world_xform, ent->sprite_quad_xform));
/* TODO: Fade in placeholder if texture isn't loaded */
struct draw_sprite_params params = DRAW_SPRITE_PARAMS(.sprite = sprite, .tint = ent->sprite_tint, .clip = frame.clip);
@ -908,7 +874,7 @@ INTERNAL void user_update(void)
f32 thickness = 3;
f32 arrow_height = 10;
struct v2 pos = xform_mul_v2(G.world_view, ent->world_xform.og);
struct v2 aim_ray = xform_basis_mul_v2(G.world_view, ent->player_aim);
struct v2 aim_ray = xform_basis_mul_v2(G.world_view, ent->focus);
draw_solid_arrow_ray(G.viewport_canvas, pos, aim_ray, thickness, arrow_height, color);
}