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Use sprite loading logic to reuse sprites

Make use of sprite loading to streamline the sprite management process.
feature/data-structs
parent
commit
5d1c4b0a69
4 ha cambiato i file con 45 aggiunte e 35 eliminazioni
  1. +7
    -0
      src/packages/game/IZ_app.c
  2. +7
    -19
      src/packages/game/IZ_app_video.c
  3. +14
    -7
      src/packages/game/output/video/IZ_video.c
  4. +17
    -9
      src/packages/game/output/video/IZ_video.h

+ 7
- 0
src/packages/game/IZ_app.c Vedi File

@@ -118,6 +118,13 @@ IZ_AppResult IZ_AppRun(struct IZ_App* app, u8 argc, const char* argv[]) {
return IZ_APP_RESULT_INITIALIZATION_ERROR;
}

u16 sprite_slot_index = IZ_VideoGetNextFreeSpriteSlot(&app->video_state);
IZ_VideoLoadSprite(&app->video_state, (IZ_VideoLoadSpriteParams) {
.dir = "assets/default/weapon-servant",
.filename = "sprite.svg",
.priority = IZ_VIDEO_SPRITE_PRIORITY_MEDIUM,
}, &app->video_state.active_sprites[sprite_slot_index]);

while (true) {
app->ticks = SDL_GetTicks64();



+ 7
- 19
src/packages/game/IZ_app_video.c Vedi File

@@ -104,8 +104,6 @@ void IZ_VideoUpdateForDebugNet(IZ_VideoState* video_state, IZ_NetClientState* ne
}
}

static f32 degrees = 0;

void IZ_VideoUpdate(IZ_VideoState* video_state) {
struct IZ_App* app = video_state->user_data;
u64 ticks = IZ_AppGetTicks(app);
@@ -118,32 +116,22 @@ void IZ_VideoUpdate(IZ_VideoState* video_state) {
SDL_RenderClear(video_state->renderer);
u16 sprite_index;
for (sprite_index = 0; sprite_index < MAX_ACTIVE_SPRITES; sprite_index += 1) {
if (!video_state->active_sprites[sprite_index]) {
if (!video_state->active_sprites[sprite_index].sprite.texture) {
continue;
}
// TODO draw sprites
}

IZ_LoadedSprite loaded_sprite = {
.texture = NULL,
.original_width = 0,
.original_height = 0,
};
IZ_VideoLoadTexture(video_state, "assets/default/weapon-servant", "sprite.svg", &loaded_sprite);
if (loaded_sprite.texture) {
f32 draw_width = loaded_sprite.original_width / 2;
f32 draw_height = loaded_sprite.original_height / 2;
SDL_RenderCopyExF(video_state->renderer, loaded_sprite.texture, NULL, &(SDL_FRect) {
IZ_Sprite* loaded_sprite = &video_state->active_sprites[sprite_index].sprite;
f32 draw_width = loaded_sprite->original_width * loaded_sprite->scale_factor;
f32 draw_height = loaded_sprite->original_height * loaded_sprite->scale_factor;
SDL_RenderCopyExF(video_state->renderer, loaded_sprite->texture, NULL, &(SDL_FRect) {
.x = 160,
.y = 120,
.w = draw_width,
.h = draw_height,
}, degrees++, &(SDL_FPoint) {
}, loaded_sprite->rotate_degrees++, &(SDL_FPoint) {
.x = draw_width / 2,
.y = draw_height / 2,
}, SDL_FLIP_NONE);
}, SDL_FLIP_HORIZONTAL);

IZ_VideoTeardownTexture(&loaded_sprite);
// our goal is to render the svg files and apply custom transforms to some SVG groups if ever.
// TODO perhaps we can parse the SVG for easier transforms?
}


+ 14
- 7
src/packages/game/output/video/IZ_video.c Vedi File

@@ -66,6 +66,7 @@ IZ_ProcedureResult IZ_VideoInitializeConfig(IZ_VideoState* state, const char* c

IZ_ProcedureResult IZ_VideoInitialize(IZ_VideoState* state, void* user_data, const char* config_path, u8 argc, const char* argv[]) {
SDL_memcpy(state, &IZ_VIDEO_DEFAULT_STATE, sizeof(IZ_VideoState));
memset(state->active_sprites, 0, sizeof(IZ_SpriteSlot) * MAX_ACTIVE_SPRITES);
if (IZ_VideoInitializeConfig(state, config_path, argc, argv) < 0) {
return -2;
}
@@ -94,25 +95,31 @@ void IZ_VideoTeardown(IZ_VideoState* state) {
SDL_DestroyWindow(state->window);
}

void IZ_VideoLoadTexture(IZ_VideoState* state, const char* dir, const char* filename, IZ_LoadedSprite* out) {
u16 IZ_VideoGetNextFreeSpriteSlot(IZ_VideoState* state) {
return 0;
}

void IZ_VideoLoadSprite(IZ_VideoState* state, IZ_VideoLoadSpriteParams params, IZ_SpriteSlot* out) {
char full_path[2048];
sprintf(full_path, "%s/%s", dir, filename);
sprintf(full_path, "%s/%s", params.dir, params.filename);
FILE* f = fopen(full_path, "r");
u32 sprite_length_bytes = ini_getl(dir, filename, 0, "assets.ini");
u32 sprite_length_bytes = ini_getl(params.dir, params.filename, 0, "assets.ini");
u8* sprite = malloc(sprite_length_bytes + 1);
fread(sprite, 1, sprite_length_bytes, f);
SDL_SetRenderDrawBlendMode(state->renderer, SDL_BLENDMODE_ADD);
SDL_Surface* test_surface = IMG_LoadSVG_RW(SDL_RWFromConstMem(sprite, sprite_length_bytes));
free(sprite);
if (test_surface) {
out->texture = SDL_CreateTextureFromSurface(state->renderer, test_surface);
out->original_width = test_surface->w;
out->original_height = test_surface->h;
out->sprite.texture = SDL_CreateTextureFromSurface(state->renderer, test_surface);
out->sprite.original_width = test_surface->w;
out->sprite.original_height = test_surface->h;
out->sprite.scale_factor = 1;
out->sprite.rotate_degrees = 0;
SDL_FreeSurface(test_surface);
}
}

void IZ_VideoTeardownTexture(IZ_LoadedSprite* sprite) {
void IZ_VideoTeardownTexture(IZ_Sprite* sprite) {
if (!sprite->texture) {
return;
}


+ 17
- 9
src/packages/game/output/video/IZ_video.h Vedi File

@@ -34,28 +34,35 @@ typedef struct {
SDL_Texture* texture;
f32 original_width;
f32 original_height;
} IZ_LoadedSprite;

// TODO properly define sprites
typedef struct {
SDL_Texture* texture;
f32 scale_factor;
f32 rotate_degrees;
} IZ_Sprite;

typedef struct {
const char* dir;
const char* filename;
IZ_VideoSpritePriority priority;
} IZ_VideoLoadSpriteParams;

typedef struct {
u16 width;
u16 height;
u8 max_fps;
} IZ_VideoConfig;

typedef struct {
IZ_Sprite sprite;
u64 requested_at;
IZ_VideoSpritePriority priority;
} IZ_SpriteSlot;

typedef struct {
void* user_data;
IZ_VideoConfig config;
u64 last_update_at;
SDL_Window* window;
SDL_Renderer* renderer;
IZ_Sprite* active_sprites[MAX_ACTIVE_SPRITES];
IZ_SpriteSlot active_sprites[MAX_ACTIVE_SPRITES];
} IZ_VideoState;

static const IZ_VideoState IZ_VIDEO_DEFAULT_STATE = {
@@ -75,10 +82,11 @@ IZ_ProcedureResult IZ_VideoInitialize(IZ_VideoState*, void*, const char*, u8, co

IZ_ProcedureResult IZ_VideoSaveConfig(IZ_VideoState*, const char*);

// TODO implement
void IZ_VideoLoadTexture(IZ_VideoState*, const char*, const char*, IZ_LoadedSprite*);
u16 IZ_VideoGetNextFreeSpriteSlot(IZ_VideoState*);

void IZ_VideoLoadSprite(IZ_VideoState*, IZ_VideoLoadSpriteParams, IZ_SpriteSlot*);

void IZ_VideoTeardownTexture(IZ_LoadedSprite*);
void IZ_VideoTeardownTexture(IZ_Sprite*);

void IZ_VideoTeardown(IZ_VideoState*);



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