v4k-git-backup/demos/99-sprite.c

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// sprite routines
// - rlyeh,
//
// credits: original lovely demo by rxi (MIT License).
// see https://github.com/rxi/autobatch/tree/master/demo/cats
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#include "v4k.h"
texture_t kids, catImage, shadowImage, inputs;
int NUM_SPRITES = 100, NUM_SPRITES_CHANGED = 1;
typedef struct Cat {
int cat, flip;
double x, y;
double vx, vy;
double animSpeed;
double moveTimer;
double elapsed;
} Cat;
void demo_cats() {
static array(Cat) cats = 0;
// init
if( NUM_SPRITES_CHANGED ) {
NUM_SPRITES_CHANGED = 0;
array_resize(cats, NUM_SPRITES); int i = 0;
for each_array_ptr(cats, Cat, c) {
randset(i++);
c->x = randf() * window_width();
c->y = randf() * window_height();
c->vx = c->vy = 0;
c->cat = randi(0, 4);
c->flip = randf() < 0.5;
c->animSpeed = 0.8 + randf() * 0.3;
c->moveTimer = 0;
c->elapsed = 0;
}
}
// move
const float dt = 1/120.f;
const int appw = window_width(), apph = window_height();
enum { yscale = 1 };
for( int i = 0; i < NUM_SPRITES; ++i ) {
Cat *c = &cats[i];
// Add velocity to position //and wrap to screen
c->x += yscale * c->vx * dt; // % ;
c->y += yscale * c->vy * dt; // % (int)window_height();
if( c->x < 0 ) c->x += appw; else if( c->x > appw ) c->x -= appw;
if( c->y < 0 ) c->y += apph; else if( c->y > apph ) c->y -= apph;
// Faster animation if walking
int boost = c->vx == 0 && c->vy == 0 ? 1 : 3;
// Update elapsed time
c->elapsed += dt * boost;
// Update move timer -- if we hit zero then change or zero velocity
c->moveTimer -= dt * boost;
if (c->moveTimer < 0) {
if (randf() < .2) {
c->vx = (randf() * 2 - 1) * 30 * 2;
c->vy = (randf() * 2 - 1) * 15 * 2;
c->flip = c->vx < 0;
} else {
c->vx = c->vy = 0;
}
c->moveTimer = 1 + randf() * 5;
}
}
// render
uint32_t white = rgba(255,255,255,255);
uint32_t alpha = rgba(255,255,255,255*0.6);
for( int i = 0; i < NUM_SPRITES; ++i ) {
Cat *c = &cats[i];
// Get current animation frame (8x4 tilesheet)
double e = c->elapsed * c->animSpeed;
double frame_num = c->cat * 8 + floor( ((int)(e * 8)) % 4 );
frame_num = c->vx != 0 || c->vy != 0 ? frame_num + 4 : frame_num;
// Get x scale based on flip flag
int xscale = yscale * (c->flip ? -1 : 1);
// Draw
float angle = 0; //fmod(window_time()*360/5, 360);
float scale[2] = { 2*xscale, 2*yscale };
float position[3] = { c->x,c->y,c->y }, no_offset[2] = {0,0}, spritesheet[3] = { frame_num,8,4 };
sprite_sheet(catImage,
spritesheet, // frame_number in a 8x4 spritesheet
position, angle, // position(x,y,depth: sort by Y), angle
no_offset, scale, // offset(x,y), scale(x,y)
0,white,0 // is_additive, tint color, resolution independant
);
float position_neg_sort[3] = { c->x,c->y,-c->y }, offset[2] = {-1,5}, no_spritesheet[3] = {0,0,0};
sprite_sheet(shadowImage,
no_spritesheet, // no frame_number (0x0 spritesheet)
position_neg_sort, angle, // position(x,y,depth: sort by Y), angle
offset, scale, // offset(x,y), scale(x,y)
0,alpha,0 // is_additive, tint color, resolution independant
);
}
}
void demo_kids() {
static int angle; //++angle;
static int *x, *y, *v;
// init
if( NUM_SPRITES_CHANGED ) {
NUM_SPRITES_CHANGED = 0;
y = (int*)REALLOC(y, 0 );
x = (int*)REALLOC(x, NUM_SPRITES * sizeof(int) );
y = (int*)REALLOC(y, NUM_SPRITES * sizeof(int) );
v = (int*)REALLOC(v, NUM_SPRITES * sizeof(int) );
for( int i = 0; i < NUM_SPRITES; ++i ) {
randset(i);
x[i] = randi(0, window_width());
y[i] = randi(0, window_height());
v[i] = randi(1, 3);
}
}
// config
const int appw = window_width(), apph = window_height();
// move & render
for( int i = 0; i < NUM_SPRITES; ++i ) {
y[i] = (y[i] + v[i]) % (apph + 128);
int col = ((x[i] / 10) % 4); // 4x4 tilesheet
int row = ((y[i] / 10) % 4);
int num_frame = col * 4 + row;
float position[3] = {x[i],y[i],y[i]}, offset[2]={0,0}, scale[2]={1,1}, spritesheet[3]={num_frame,4,4};
sprite_sheet(kids,
spritesheet, // num_frame in a 4x4 spritesheet
position, angle, // position(x,y,depth: sort by Y), angle
offset, scale, // offset(x,y), scale(x,y)
0, ~0u, 0 // is_additive, tint color, resolution independant
);
}
}
int main(int argc, char **argv) {
window_create(75.f, 0);
2023-08-10 22:14:08 +00:00
window_title("V4K - Sprite");
// options
int do_cats = 1;
NUM_SPRITES = optioni("--num_sprites,-N", NUM_SPRITES);
if(do_cats) NUM_SPRITES/=2; // cat-sprite+cat-shadow == 2 sprites
// load sprites and sheets
kids = texture( "spriteSheetExample.png", TEXTURE_LINEAR );
catImage = texture( "cat.png", TEXTURE_LINEAR ); //
shadowImage = texture( "cat-shadow.png", TEXTURE_LINEAR );
inputs = texture( "prompts_tilemap_34x24_16x16x1.png", TEXTURE_LINEAR );
// load all post fx files
for(const char **list = file_list("./","fx**.fs"); *list; list++) {
fx_load(*list);
}
// init camera (x,y) (z = zoom)
camera_t cam = camera();
cam.position = vec3(window_width()/2,window_height()/2,1);
camera_enable(&cam);
while(window_swap()) {
if( input(KEY_F5)) window_reload();
if( input(KEY_F11)) window_fullscreen( window_has_fullscreen() ^ 1);
if( input(KEY_ESC) ) break;
viewport_color3(vec3(0.4,0.4,0.4));
// camera panning (x,y) & zooming (z)
if( !ui_hover() && !ui_active() ) {
if( input(MOUSE_L) ) cam.position.x -= input_diff(MOUSE_X);
if( input(MOUSE_L) ) cam.position.y -= input_diff(MOUSE_Y);
cam.position.z += input_diff(MOUSE_W) * 0.1; // cam.p.z += 0.001f; for tests
}
// apply post-fxs from here
fx_begin();
profile("Sprite batching") {
if(do_cats) demo_cats(); else demo_kids();
}
// flush retained renderer, so we ensure the fbos are up to date before fx_end()
profile("Sprite flushing") {
sprite_flush();
}
// post-fxs end here
fx_end(0);
// draw pixel-art hud, 16x16 ui element, scaled and positioned in resolution-independant way
{
vec3 old_pos = camera_get_active()->position;
sprite_flush();
camera_get_active()->position = vec3(window_width()/2,window_height()/2,1);
float zindex = window_height(); // large number, on top
float spritesheet[3] = {17,34,24}, offset[2] = {0, - 2*absf(sin(window_time()*5))}; // sprite cell and animation
float scale[2] = {3, 3}, tile_w = 16 * scale[0], tile_h = 16 * scale[1]; // scaling
float position[3] = {window_width() - tile_w, window_height() - tile_h, zindex }; // position in screen-coordinates
sprite_sheet(inputs, spritesheet, position, 0/*rotation*/, offset, scale, false/*is_additive*/, WHITE/*color*/, false/*resolution_independant*/);
sprite_flush();
camera_get_active()->position = old_pos;
}
if( ui_panel("Sprite", 0) ) {
const char *labels[] = {"Kids","Cats"};
if( ui_list("Sprite type", labels, countof(labels), &do_cats) ) NUM_SPRITES_CHANGED = 1;
if( ui_int("Number of Sprites", &NUM_SPRITES) ) NUM_SPRITES_CHANGED = 1;
if( ui_clampf("Zoom", &cam.position.z, 0.1, 10));
ui_panel_end();
}
if( ui_panel("FX", 0) ) {
for( int i = 0; i < 64; ++i ) {
char *name = fx_name(i); if( !name ) break;
bool b = fx_enabled(i);
if( ui_bool(name, &b) ) fx_enable(i, fx_enabled(i) ^ 1);
}
ui_panel_end();
}
}
}