v4k-git-backup/engine/split/v4k_sprite.c

1515 lines
57 KiB
C

// ----------------------------------------------------------------------------
// sprites
typedef struct sprite_static_t {
float px, py, pz; // origin x, y, depth
float ox, oy, cos, sin; // offset x, offset y, cos/sin of rotation degree
float sx, sy; // scale x,y
float cellw, cellh; // dimensions of any cell in spritesheet
union {
struct {
int frame, ncx, ncy; // frame in a (num cellx, num celly) spritesheet
};
struct {
float x, y, w, h; // normalized[0..1] within texture bounds
};
};
uint32_t rgba, flags; // vertex color and flags
} sprite_static_t;
// sprite batching
typedef struct batch_t { array(sprite_static_t) sprites; mesh_t mesh; int dirty; } batch_t;
typedef map(int, batch_t) batch_group_t; // mapkey is anything that forces a flush. texture_id for now, might be texture_id+program_id soon
// sprite stream
typedef struct sprite_vertex { vec3 pos; vec2 uv; uint32_t rgba; } sprite_vertex;
typedef struct sprite_index { GLuint triangle[3]; } sprite_index;
#define sprite_vertex(...) C_CAST(sprite_vertex, __VA_ARGS__)
#define sprite_index(...) C_CAST(sprite_index, __VA_ARGS__)
// sprite impl
static int sprite_count = 0;
static int sprite_program = -1;
static array(sprite_index) sprite_indices = 0;
static array(sprite_vertex) sprite_vertices = 0;
// center_wh << 2 | additive << 1 | projected << 0
static batch_group_t sprite_group[8] = {0};
// rect(x,y,w,h) is [0..1] normalized, pos(xyz,z-index), scale_offset(sx,sy,offx,offy), rotation (degrees), color (rgba)
void sprite_rect( texture_t t, vec4 rect, vec4 pos, vec4 scale_offset, float tilt_deg, unsigned tint_rgba, unsigned flags) {
float zindex = pos.w;
float scalex = scale_offset.x;
float scaley = scale_offset.y;
float offsetx = scale_offset.z;
float offsety = scale_offset.w;
// do not queue if either scales or alpha are zero
if( 0 == (scalex * scaley * ((tint_rgba>>24) & 255)) ) return;
ASSERT( (flags & SPRITE_CENTERED) == 0 );
if( flags & SPRITE_PROJECTED ) {
tilt_deg += 180, scalex = -scalex; // flip texture Y on mvp3d (same than turn 180ยบ then flip X)
}
sprite_static_t s = {0};
s.px = pos.x, s.py = pos.y, s.pz = pos.z - zindex;
s.sx = scalex, s.sy = scaley;
s.x = rect.x, s.y = rect.y, s.w = rect.z, s.h = rect.w;
s.cellw = s.w * s.sx * t.w, s.cellh = s.h * s.sy * t.h;
s.rgba = tint_rgba;
s.flags = flags;
#if 0
s.ox = 0/*ox*/ * s.sx;
s.oy = 0/*oy*/ * s.sy;
#else
s.ox += offsetx * scalex;
s.oy += offsety * scaley;
#endif
if( tilt_deg ) {
tilt_deg = (tilt_deg + 0) * ((float)C_PI / 180);
s.cos = cosf(tilt_deg);
s.sin = sinf(tilt_deg);
} else {
s.cos = 1;
s.sin = 0;
}
batch_group_t *batches = &sprite_group[ flags & 7 ];
batch_t *found = map_find_or_add(*batches, t.id, (batch_t){0});
array_push(found->sprites, s);
}
void sprite_sheet( texture_t texture, float spritesheet[3], float position[3], float rotation, float offset[2], float scale[2], unsigned rgba, unsigned flags) {
flags |= SPRITE_CENTERED;
ASSERT( flags & SPRITE_CENTERED );
const float px = position[0], py = position[1], pz = position[2];
const float ox = offset[0], oy = offset[1], sx = scale[0], sy = scale[1];
const float frame = spritesheet[0], xcells = spritesheet[1], ycells = spritesheet[2];
if (frame < 0) return;
if (frame > 0 && frame >= (xcells * ycells)) return;
// no need to queue if alpha or scale are zero
if( sx && sy && alpha(rgba) ) {
vec3 bak = camera_get_active()->position;
if( flags & SPRITE_RESOLUTION_INDEPENDANT ) { // @todo: optimize me
sprite_flush();
camera_get_active()->position = vec3(window_width()/2,window_height()/2,1);
}
sprite_static_t s;
s.px = px;
s.py = py;
s.pz = pz;
s.frame = frame;
s.ncx = xcells ? xcells : 1;
s.ncy = ycells ? ycells : 1;
s.sx = sx;
s.sy = sy;
s.ox = ox * sx;
s.oy = oy * sy;
s.cellw = (texture.x * sx / s.ncx);
s.cellh = (texture.y * sy / s.ncy);
s.rgba = rgba;
s.flags = flags;
s.cos = 1;
s.sin = 0;
if(rotation) {
rotation = (rotation + 0) * ((float)C_PI / 180);
s.cos = cosf(rotation);
s.sin = sinf(rotation);
}
batch_group_t *batches = &sprite_group[ flags & 7 ];
#if 0
batch_t *found = map_find(*batches, texture.id);
if( !found ) found = map_insert(*batches, texture.id, (batch_t){0});
#else
batch_t *found = map_find_or_add(*batches, texture.id, (batch_t){0});
#endif
array_push(found->sprites, s);
if( flags & SPRITE_RESOLUTION_INDEPENDANT ) { // @todo: optimize me
sprite_flush();
camera_get_active()->position = bak;
}
}
}
void sprite( texture_t texture, float position[3], float rotation, unsigned color, unsigned flags) {
float offset[2] = {0,0}, scale[2] = {1,1}, spritesheet[3] = {0,0,0};
sprite_sheet( texture, spritesheet, position, rotation, offset, scale, color, flags );
}
static void sprite_rebuild_meshes() {
sprite_count = 0;
// w/2,h/2 centered
for( int l = countof(sprite_group) / 2; l < countof(sprite_group); ++l) {
for each_map_ptr(sprite_group[l], int,_, batch_t,bt) {
bt->dirty = array_count(bt->sprites) ? 1 : 0;
if( !bt->dirty ) continue;
int index = 0;
array_clear(sprite_indices);
array_clear(sprite_vertices);
array_foreach_ptr(bt->sprites, sprite_static_t,it ) {
float x0 = it->ox - it->cellw/2, x3 = x0 + it->cellw;
float y0 = it->oy - it->cellh/2, y3 = y0;
float x1 = x0, x2 = x3;
float y1 = y0 + it->cellh, y2 = y1;
// @todo: move this affine transform into glsl shader
vec3 v0 = { it->px + ( x0 * it->cos - y0 * it->sin ), it->py + ( x0 * it->sin + y0 * it->cos ), it->pz };
vec3 v1 = { it->px + ( x1 * it->cos - y1 * it->sin ), it->py + ( x1 * it->sin + y1 * it->cos ), it->pz };
vec3 v2 = { it->px + ( x2 * it->cos - y2 * it->sin ), it->py + ( x2 * it->sin + y2 * it->cos ), it->pz };
vec3 v3 = { it->px + ( x3 * it->cos - y3 * it->sin ), it->py + ( x3 * it->sin + y3 * it->cos ), it->pz };
float cx = (1.0f / it->ncx) - 1e-9f;
float cy = (1.0f / it->ncy) - 1e-9f;
int idx = (int)it->frame;
int px = idx % it->ncx;
int py = idx / it->ncx;
float ux = px * cx, uy = py * cy;
float vx = ux + cx, vy = uy + cy;
vec2 uv0 = vec2(ux, uy);
vec2 uv1 = vec2(ux, vy);
vec2 uv2 = vec2(vx, vy);
vec2 uv3 = vec2(vx, uy);
array_push( sprite_vertices, sprite_vertex(v0, uv0, it->rgba) ); // Vertex 0 (A)
array_push( sprite_vertices, sprite_vertex(v1, uv1, it->rgba) ); // Vertex 1 (B)
array_push( sprite_vertices, sprite_vertex(v2, uv2, it->rgba) ); // Vertex 2 (C)
array_push( sprite_vertices, sprite_vertex(v3, uv3, it->rgba) ); // Vertex 3 (D)
// A--B A A-B
// quad | | becomes triangle |\ and triangle \|
// D--C D-C C
GLuint A = (index+0), B = (index+1), C = (index+2), D = (index+3); index += 4;
array_push( sprite_indices, sprite_index(C, D, A) ); // Triangle 1
array_push( sprite_indices, sprite_index(C, A, B) ); // Triangle 2
}
mesh_update(&bt->mesh, "p3 t2 c4B", 0,array_count(sprite_vertices),sprite_vertices, 3*array_count(sprite_indices),sprite_indices, MESH_STATIC);
// clear elements from queue
sprite_count += array_count(bt->sprites);
array_clear(bt->sprites);
}
}
// (0,0) centered
for( int l = 0; l < countof(sprite_group) / 2; ++l) {
for each_map_ptr(sprite_group[l], int,_, batch_t,bt) {
bt->dirty = array_count(bt->sprites) ? 1 : 0;
if( !bt->dirty ) continue;
int index = 0;
array_clear(sprite_indices);
array_clear(sprite_vertices);
array_foreach_ptr(bt->sprites, sprite_static_t,it ) {
float x0 = it->ox - it->cellw/2, x3 = x0 + it->cellw;
float y0 = it->oy - it->cellh/2, y3 = y0;
float x1 = x0, x2 = x3;
float y1 = y0 + it->cellh, y2 = y1;
// @todo: move this affine transform into glsl shader
vec3 v0 = { it->px + ( x0 * it->cos - y0 * it->sin ), it->py + ( x0 * it->sin + y0 * it->cos ), it->pz };
vec3 v1 = { it->px + ( x1 * it->cos - y1 * it->sin ), it->py + ( x1 * it->sin + y1 * it->cos ), it->pz };
vec3 v2 = { it->px + ( x2 * it->cos - y2 * it->sin ), it->py + ( x2 * it->sin + y2 * it->cos ), it->pz };
vec3 v3 = { it->px + ( x3 * it->cos - y3 * it->sin ), it->py + ( x3 * it->sin + y3 * it->cos ), it->pz };
float ux = it->x, vx = ux + it->w;
float uy = it->y, vy = uy + it->h;
vec2 uv0 = vec2(ux, uy);
vec2 uv1 = vec2(ux, vy);
vec2 uv2 = vec2(vx, vy);
vec2 uv3 = vec2(vx, uy);
array_push( sprite_vertices, sprite_vertex(v0, uv0, it->rgba) ); // Vertex 0 (A)
array_push( sprite_vertices, sprite_vertex(v1, uv1, it->rgba) ); // Vertex 1 (B)
array_push( sprite_vertices, sprite_vertex(v2, uv2, it->rgba) ); // Vertex 2 (C)
array_push( sprite_vertices, sprite_vertex(v3, uv3, it->rgba) ); // Vertex 3 (D)
// A--B A A-B
// quad | | becomes triangle |\ and triangle \|
// D--C D-C C
GLuint A = (index+0), B = (index+1), C = (index+2), D = (index+3); index += 4;
array_push( sprite_indices, sprite_index(C, D, A) ); // Triangle 1
array_push( sprite_indices, sprite_index(C, A, B) ); // Triangle 2
}
mesh_update(&bt->mesh, "p3 t2 c4B", 0,array_count(sprite_vertices),sprite_vertices, 3*array_count(sprite_indices),sprite_indices, MESH_STATIC);
// clear elements from queue
sprite_count += array_count(bt->sprites);
array_clear(bt->sprites);
}
}
}
static void sprite_render_meshes_group(batch_group_t* sprites, int alpha_key, int alpha_value, float mvp[16]) {
if( map_count(*sprites) > 0 ) {
// setup shader
if( sprite_program < 0 ) {
sprite_program = shader( vfs_read("shaders/vs_324_24_sprite.glsl"), vfs_read("shaders/fs_24_4_sprite.glsl"),
"att_Position,att_TexCoord,att_Color",
"fragColor", NULL
);
}
shader_bind(sprite_program);
shader_mat44("u_mvp", mvp);
// set (unit 0) in the uniform texture sampler, and render batch
glActiveTexture(GL_TEXTURE0);
glBlendFunc( alpha_key, alpha_value );
for each_map_ptr(*sprites, int,texture_id, batch_t,bt) {
if( bt->dirty ) {
shader_texture_unit("u_texture", *texture_id, 0);
mesh_render(&bt->mesh);
}
}
// map_clear(*sprites);
}
}
static void sprite_init() {
do_once for(int i = 0; i < countof(sprite_group); ++i) {
map_init(sprite_group[i], less_int, hash_int);
}
}
void sprite_flush() {
profile("Sprite.rebuild_time") {
sprite_rebuild_meshes();
}
profile("Sprite.render_time") {
// setup rendering state
glEnable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
glDepthFunc(GL_LEQUAL); // try to help with zfighting
// 3d
mat44 mvp3d; multiply44x2(mvp3d, camera_get_active()->proj, camera_get_active()->view);
// render all additive then translucent groups
sprite_render_meshes_group(&sprite_group[SPRITE_PROJECTED], GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, mvp3d );
sprite_render_meshes_group(&sprite_group[SPRITE_PROJECTED|SPRITE_CENTERED], GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, mvp3d );
sprite_render_meshes_group(&sprite_group[SPRITE_PROJECTED|SPRITE_CENTERED|SPRITE_ADDITIVE], GL_SRC_ALPHA, GL_ONE, mvp3d );
sprite_render_meshes_group(&sprite_group[SPRITE_PROJECTED|SPRITE_ADDITIVE], GL_SRC_ALPHA, GL_ONE, mvp3d );
// 2d: (0,0) is center of screen
mat44 mvp2d;
vec3 pos = camera_get_active()->position;
float zoom = absf(pos.z); if(zoom < 0.1f) zoom = 0.1f; zoom = 1.f / (zoom + !zoom);
float zdepth_max = window_height(); // 1;
float l = pos.x - window_width() * zoom / 2;
float r = pos.x + window_width() * zoom / 2;
float b = pos.y + window_height() * zoom / 2;
float t = pos.y - window_height() * zoom / 2;
ortho44(mvp2d, l,r,b,t, -zdepth_max, +zdepth_max);
// render all additive then translucent groups
sprite_render_meshes_group(&sprite_group[0], GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, mvp2d );
sprite_render_meshes_group(&sprite_group[SPRITE_CENTERED], GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, mvp2d );
sprite_render_meshes_group(&sprite_group[SPRITE_CENTERED|SPRITE_ADDITIVE], GL_SRC_ALPHA, GL_ONE, mvp2d );
sprite_render_meshes_group(&sprite_group[SPRITE_ADDITIVE], GL_SRC_ALPHA, GL_ONE, mvp2d );
// restore rendering state
glDisable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
glDepthFunc(GL_LESS);
glUseProgram(0);
}
}
// -----------------------------------------------------------------------------
// tilemaps
tilemap_t tilemap(const char *map, int blank_chr, int linefeed_chr) {
tilemap_t t = {0};
t.tint = ~0u; // WHITE
t.blank_chr = blank_chr;
for( ; *map ; ++map ) {
if( map[0] == linefeed_chr ) ++t.rows;
else {
array_push(t.map, map[0]);
++t.cols;
}
}
return t;
}
void tilemap_render_ext( tilemap_t m, tileset_t t, float zindex, float xy_zoom[3], float tilt, unsigned tint, bool is_additive ) {
vec3 old_pos = camera_get_active()->position;
sprite_flush();
camera_get_active()->position = vec3(window_width()/2,window_height()/2,1);
float scale[2] = {xy_zoom[2], xy_zoom[2]};
xy_zoom[2] = zindex;
float offset[2] = {0,0};
float spritesheet[3] = {0,t.cols,t.rows}; // selected tile index and spritesheet dimensions (cols,rows)
for( unsigned y = 0, c = 0; y < m.rows; ++y ) {
for( unsigned x = 0; x < m.cols; ++x, ++c ) {
if( m.map[c] != m.blank_chr ) {
spritesheet[0] = m.map[c];
sprite_sheet(t.tex, spritesheet, xy_zoom, tilt, offset, scale, tint, is_additive ? SPRITE_ADDITIVE : 0);
}
offset[0] += t.tile_w;
}
offset[0] = 0, offset[1] += t.tile_h;
}
sprite_flush();
camera_get_active()->position = old_pos;
}
void tilemap_render( tilemap_t map, tileset_t set ) {
map.position.x += set.tile_w;
map.position.y += set.tile_h;
tilemap_render_ext( map, set, map.zindex, &map.position.x, map.tilt, map.tint, map.is_additive );
}
tileset_t tileset(texture_t tex, unsigned tile_w, unsigned tile_h, unsigned cols, unsigned rows) {
tileset_t t = {0};
t.tex = tex;
t.cols = cols, t.rows = rows;
t.tile_w = tile_w, t.tile_h = tile_h;
return t;
}
int ui_tileset( tileset_t t ) {
ui_subimage(va("Selection #%d (%d,%d)", t.selected, t.selected % t.cols, t.selected / t.cols), t.tex.id, t.tex.w, t.tex.h, (t.selected % t.cols) * t.tile_w, (t.selected / t.cols) * t.tile_h, t.tile_w, t.tile_h);
int choice;
if( (choice = ui_image(0, t.tex.id, t.tex.w,t.tex.h)) ) {
int px = ((choice / 100) / 100.f) * t.tex.w / t.tile_w;
int py = ((choice % 100) / 100.f) * t.tex.h / t.tile_h;
t.selected = px + py * t.cols;
}
// if( (choice = ui_buttons(3, "load", "save", "clear")) ) {}
return t.selected;
}
// -----------------------------------------------------------------------------
// tiled
tiled_t tiled(const char *file_tmx) {
tiled_t zero = {0}, ti = zero;
// read file and parse json
if( !xml_push(file_tmx) ) return zero;
// sanity checks
bool supported = !strcmp(xml_string("/map/@orientation"), "orthogonal") && !strcmp(xml_string("/map/@renderorder"), "right-down");
if( !supported ) return xml_pop(), zero;
// tileset
const char *file_tsx = xml_string("/map/tileset/@source");
if( !xml_push(vfs_read(file_tsx)) ) return zero;
const char *set_src = xml_string("/tileset/image/@source");
int set_w = xml_int("/tileset/@tilewidth");
int set_h = xml_int("/tileset/@tileheight");
int set_c = xml_int("/tileset/@columns");
int set_r = xml_int("/tileset/@tilecount") / set_c;
tileset_t set = tileset(texture(set_src,0), set_w, set_h, set_c, set_r );
xml_pop();
// actual parsing
ti.w = xml_int("/map/@width");
ti.h = xml_int("/map/@height");
ti.tilew = xml_int("/map/@tilewidth");
ti.tileh = xml_int("/map/@tileheight");
ti.first_gid = xml_int("/map/tileset/@firstgid");
ti.map_name = STRDUP( xml_string("/map/tileset/@source") ); // @leak
for(int l = 0, layers = xml_count("/map/layer"); l < layers; ++l ) {
if( strcmp(xml_string("/map/layer[%d]/data/@encoding",l), "base64") || strcmp(xml_string("/map/layer[%d]/data/@compression",l), "zlib") ) {
PRINTF("Warning: layer encoding not supported: '%s' -> layer '%s'\n", file_tmx, *array_back(ti.names));
continue;
}
int cols = xml_int("/map/layer[%d]/@width",l);
int rows = xml_int("/map/layer[%d]/@height",l);
tilemap_t tm = tilemap("", ' ', '\n');
tm.blank_chr = ~0u; //ti.first_gid - 1;
tm.cols = cols;
tm.rows = rows;
array_resize(tm.map, tm.cols * tm.rows);
memset(tm.map, 0xFF, tm.cols * tm.rows * sizeof(int));
for( int c = 0, chunks = xml_count("/map/layer[%d]/data/chunk", l); c <= chunks; ++c ) {
int cw, ch;
int cx, cy;
array(char) b64 = 0;
if( !chunks ) { // non-infinite mode
b64 = xml_blob("/map/layer[%d]/data/$",l);
cw = tm.cols, ch = tm.rows;
cx = 0, cy = 0;
} else { // infinite mode
b64 = xml_blob("/map/layer[%d]/data/chunk[%d]/$",l,c);
cw = xml_int("/map/layer[%d]/data/chunk[%d]/@width",l,c), ch = xml_int("/map/layer[%d]/data/chunk[%d]/@height",l,c); // 20x20
cx = xml_int("/map/layer[%d]/data/chunk[%d]/@x",l,c), cy = xml_int("/map/layer[%d]/data/chunk[%d]/@y",l,c); // (-16,-32)
cx = abs(cx), cy = abs(cy);
}
int outlen = cw * ch * 4;
static __thread int *out = 0; out = (int *)REALLOC( 0, outlen + zexcess(COMPRESS_ZLIB) ); // @leak
if( zdecode( out, outlen, b64, array_count(b64), COMPRESS_ZLIB ) > 0 ) {
for( int y = 0, p = 0; y < ch; ++y ) {
for( int x = 0; x < cw; ++x, ++p ) {
if( out[p] >= ti.first_gid ) {
int offset = (x + cx) + (y + cy) * tm.cols;
if( offset >= 0 && offset < (cw * ch) )
tm.map[ offset ] = out[ p ] - ti.first_gid;
}
}
}
}
else {
PRINTF("Warning: bad zlib stream: '%s' -> layer #%d -> chunk #%d\n", file_tmx, l, c);
}
array_free(b64);
}
array_push(ti.layers, tm);
array_push(ti.names, STRDUP(xml_string("/map/layer[%d]/@name",l)));
array_push(ti.visible, true);
array_push(ti.sets, set);
}
xml_pop();
return ti;
}
void tiled_render(tiled_t tmx, vec3 pos) {
for( unsigned i = 0, end = array_count(tmx.layers); i < end; ++i ) {
tmx.layers[i].position = pos; // add3(camera_get_active()->position, pos);
if( tmx.parallax ) tmx.layers[i].position.x /= (3+i), tmx.layers[i].position.y /= (5+i);
if( tmx.visible[i] ) tilemap_render(tmx.layers[i], tmx.sets[i]);
}
}
void ui_tiled(tiled_t *t) {
ui_label2("Loaded map", t->map_name ? t->map_name : "(none)");
ui_label2("Map dimensions", va("%dx%d", t->w, t->h));
ui_label2("Tile dimensions", va("%dx%d", t->tilew, t->tileh));
ui_separator();
ui_bool("Parallax", &t->parallax);
ui_separator();
ui_label2("Layers", va("%d", array_count(t->layers)));
for( int i = 0; i < array_count(t->layers); ++i ) {
if( ui_label2_toolbar(va("- %s (%dx%d)", t->names[i], t->layers[i].cols, t->layers[i].rows ), t->visible[i] ? "\xee\xa3\xb4" : "\xee\xa3\xb5") > 0 ) { // ICON_MD_VISIBILITY / ICON_MD_VISIBILITY_OFF
t->visible[i] ^= true;
}
}
ui_separator();
if( ui_collapse(va("Sets: %d", array_count(t->layers)), va("%p",t))) {
for( int i = 0; i < array_count(t->layers); ++i ) {
if( ui_collapse(va("%d", i+1), va("%p%d",t,i)) ) {
t->sets[i].selected = ui_tileset( t->sets[i] );
ui_collapse_end();
}
}
ui_collapse_end();
}
}
// -----------------------------------------------------------------------------
// spine json loader (wip)
// - rlyeh, public domain
//
// [ref] http://es.esotericsoftware.com/spine-json-format
//
// notable misses:
// - mesh deforms
// - cubic beziers
// - shears
// - bounding boxes
enum { SPINE_MAX_BONES = 64 }; // max bones
typedef struct spine_bone_t {
char *name, *parent;
struct spine_bone_t *parent_bone;
float z; // draw order usually matches bone-id. ie, zindex == bone_id .. root(0) < chest (mid) < finger(top)
float len;
float x, y, deg; // base
float x2, y2, deg2; // accum / temporaries during bone transform time
float x3, y3, deg3; // values from timeline
unsigned rect_id;
unsigned atlas_id;
} spine_bone_t;
typedef struct spine_slot_t {
char *name, *bone, *attach;
} spine_slot_t;
typedef struct spine_rect_t {
char *name;
float x,y,w,h,sx,sy,deg;
} spine_rect_t;
typedef struct spine_skin_t {
char *name;
array(spine_rect_t) rects;
} spine_skin_t;
typedef struct spine_animkey_t { // offline; only during loading
float time, curve[4]; // time is mandatory, curve is optional
union {
char *name; // type: attachment (mode-1)
struct { float deg; }; // type: rotate (mode-2)
struct { float x,y; }; // type: translate (mode-3)
};
} spine_animkey_t;
#if 0
typedef struct spine_pose_t { // runtime; only during playing
unsigned frame;
array(vec4) xform; // entry per bone. translation(x,y),rotation(z),attachment-id(w)
} spine_pose_t;
#endif
typedef struct spine_anim_t {
char *name;
union {
#if 0
struct {
unsigned frames;
array(spine_pose_t) poses;
};
#endif
struct {
array(spine_animkey_t) attach_keys[SPINE_MAX_BONES];
array(spine_animkey_t) rotate_keys[SPINE_MAX_BONES];
array(spine_animkey_t) translate_keys[SPINE_MAX_BONES];
};
};
} spine_anim_t;
typedef struct spine_atlas_t {
char *name;
float x,y,w,h,deg;
} spine_atlas_t;
typedef struct spine_t {
char *name;
texture_t texture;
unsigned skin;
array(spine_bone_t) bones;
array(spine_slot_t) slots;
array(spine_skin_t) skins;
array(spine_anim_t) anims;
array(spine_atlas_t) atlas;
// anim controller
unsigned inuse;
float time, maxtime;
unsigned debug_atlas_id;
} spine_t;
// ---
static
void spine_convert_animkeys_to_animpose(spine_anim_t *input) {
spine_anim_t copy = *input; // @todo
// @leak: attach/rot/tra keys
}
static
int find_bone_id(spine_t *s, const char *bone_name) {
for( unsigned i = 0, end = array_count(s->bones); i < end; ++i )
if( !strcmp(s->bones[i].name, bone_name)) return i;
return -1;
}
static
spine_bone_t *find_bone(spine_t *s, const char *bone_name) {
int bone_id = find_bone_id(s, bone_name);
return bone_id >= 0 ? &s->bones[bone_id] : NULL;
}
void spine_skin(spine_t *p, unsigned skin) {
if( !p->texture.id ) return;
if( skin >= array_count(p->skins) ) return;
p->skin = skin;
char *skin_name = va("%s/", p->skins[skin].name);
int header = strlen(skin_name);
for( int i = 0; i < array_count(p->atlas); ++i) {
if(!strbeg(p->atlas[i].name, skin_name)) continue;
int bone_id = find_bone_id(p, p->atlas[i].name+header );
if( bone_id < 0 ) continue;
p->bones[bone_id].atlas_id = i;
}
for( int i = 0; i < array_count(p->skins[p->skin].rects); ++i) {
int bone_id = find_bone_id(p, p->skins[p->skin].rects[i].name );
if( bone_id < 0 ) continue;
p->bones[bone_id].rect_id = i;
}
}
static
bool spine_(spine_t *t, const char *file_json, const char *file_atlas, unsigned flags) {
char *atlas = vfs_read(file_atlas);
if(!atlas || !atlas[0]) return false;
memset(t, 0, sizeof(spine_t));
// goblins.png
// size: 1024, 128
// filter: Linear, Linear
// pma: true
// dagger
// bounds: 2, 18, 26, 108
// goblin/eyes-closed
// bounds: 2, 4, 34, 12
spine_atlas_t *sa = 0;
const char *last_id = 0;
const char *texture_name = 0;
const char *texture_filter = 0;
const char *texture_format = 0;
const char *texture_repeat = 0;
float texture_width = 0, texture_height = 0, temp;
for each_substring(atlas, "\r\n", it) {
it += strspn(it, " \t\f\v");
/**/ if( strbeg(it, "pma:" ) || strbeg(it, "index:") ) {} // ignored
else if( strbeg(it, "size:" ) ) sscanf(it+5, "%f,%f", &texture_width, &texture_height);
else if( strbeg(it, "rotate:" ) ) { float tmp; tmp=sa->w,sa->w=sa->h,sa->h=tmp; sa->deg = 90; } // assert(val==90)
else if( strbeg(it, "repeat:" ) ) texture_repeat = it+7; // temp string
else if( strbeg(it, "filter:" ) ) texture_filter = it+7; // temp string
else if( strbeg(it, "format:" ) ) texture_format = it+7; // temp string
else if( strbeg(it, "bounds:" ) ) {
sscanf(it+7, "%f,%f,%f,%f", &sa->x, &sa->y, &sa->w, &sa->h);
}
else if( !texture_name ) texture_name = va("%s", it);
else {
array_push(t->atlas, ((spine_atlas_t){0}) );
sa = &t->atlas[array_count(t->atlas) - 1];
sa->name = STRDUP(it);
}
}
for( int i = 0; i < array_count(t->atlas); ++i ) {
sa = &t->atlas[i];
sa->x /= texture_width, sa->y /= texture_height;
sa->w /= texture_width, sa->h /= texture_height;
}
if(!texture_name) return false;
t->texture = texture(texture_name, TEXTURE_LINEAR);
json_push(vfs_read(file_json)); // @fixme: json_push_from_file() ?
array_resize(t->bones, json_count("/bones"));
array_reserve(t->slots, json_count("/slots"));
array_resize(t->skins, json_count("/skins"));
array_resize(t->anims, json_count("/animations"));
for( int i = 0, end = json_count("/bones"); i < end; ++i ) {
spine_bone_t v = {0};
v.name = STRDUP(json_string("/bones[%d]/name", i));
v.parent = STRDUP(json_string("/bones[%d]/parent", i));
v.x = json_float("/bones[%d]/x", i);
v.y = json_float("/bones[%d]/y", i);
v.z = i;
v.len = json_float("/bones[%d]/length", i);
v.deg = json_float("/bones[%d]/rotation", i);
t->bones[i] = v;
for( int j = i-1; j > 0; --j ) {
if( strcmp(t->bones[j].name,v.parent) ) continue;
t->bones[i].parent_bone = &t->bones[j];
break;
}
}
for( int i = 0, end = json_count("/slots"); i < end; ++i ) {
spine_slot_t v = {0};
v.name = STRDUP(json_string("/slots[%d]/name", i));
v.bone = STRDUP(json_string("/slots[%d]/bone", i));
v.attach = STRDUP(json_string("/slots[%d]/attachment", i));
array_push(t->slots, v);
// slots define draw-order. so, update draw-order/zindex in bone
spine_bone_t *b = find_bone(t, v.name);
if( b ) b->z = i;
}
for( int i = 0, end = json_count("/skins"); i < end; ++i ) {
spine_skin_t v = {0};
v.name = STRDUP(json_string("/skins[%d]/name", i));
for( int j = 0, jend = json_count("/skins[%d]/attachments",i); j < jend; ++j ) // /skins/default/
for( int k = 0, kend = json_count("/skins[%d]/attachments[%d]",i,j); k < kend; ++k ) { // /skins/default/left hand item/
spine_rect_t r = {0};
r.name = STRDUP(json_key("/skins[%d]/attachments[%d][%d]",i,j,k)); // stringf("%s-%s-%s", json_key("/skins[%d]",i), json_key("/skins[%d][%d]",i,j), json_key("/skins[%d][%d][%d]",i,j,k));
r.x = json_float("/skins[%d]/attachments[%d][%d]/x",i,j,k);
r.y = json_float("/skins[%d]/attachments[%d][%d]/y",i,j,k);
r.sx= json_float("/skins[%d]/attachments[%d][%d]/scaleX",i,j,k); r.sx += !r.sx;
r.sy= json_float("/skins[%d]/attachments[%d][%d]/scaleY",i,j,k); r.sy += !r.sy;
r.w = json_float("/skins[%d]/attachments[%d][%d]/width",i,j,k);
r.h = json_float("/skins[%d]/attachments[%d][%d]/height",i,j,k);
r.deg = json_float("/skins[%d]/attachments[%d][%d]/rotation",i,j,k);
array_push(v.rects, r);
}
t->skins[i] = v;
}
#if 1
// simplify:
// merge /skins/default into existing /skins/*, then delete /skins/default
if( array_count(t->skins) > 1 ) {
for( int i = 1; i < array_count(t->skins); ++i ) {
for( int j = 0; j < array_count(t->skins[0].rects); ++j ) {
array_push(t->skins[i].rects, t->skins[0].rects[j]);
}
}
// @leak @fixme: FREE(t->skins[0])
for( int i = 0; i < array_count(t->skins)-1; ++i ) {
t->skins[i] = t->skins[i+1];
}
array_pop(t->skins);
}
#endif
for( int i = 0, end = json_count("/animations"); i < end; ++i ) {
int id;
const char *name;
spine_anim_t v = {0};
v.name = STRDUP(json_key("/animations[%d]", i));
// slots / attachments
for( int j = 0, jend = json_count("/animations[%d]/slots",i); j < jend; ++j )
for( int k = 0, kend = json_count("/animations[%d]/slots[%d]",i,j); k < kend; ++k ) // ids
{
int bone_id = find_bone_id(t, json_key("/animations[%d]/bones[%d]",i,j));
if( bone_id < 0 ) continue;
for( int l = 0, lend = json_count("/animations[%d]/slots[%d][%d]",i,j,k); l < lend; ++l ) { // channels (rot,tra,attach)
spine_animkey_t key = {0};
key.name = STRDUP(json_string("/animations[%d]/slots[%d][%d][%d]/name",i,j,k,l));
key.time = json_float("/animations[%d]/slots[%d][%d][%d]/time",i,j,k,l);
if( json_count("/animations[%d]/slots[%d][%d][%d]/curve",i,j,k,l) == 4 ) {
key.curve[0] = json_float("/animations[%d]/slots[%d][%d][%d]/curve[0]",i,j,k,l);
key.curve[1] = json_float("/animations[%d]/slots[%d][%d][%d]/curve[1]",i,j,k,l);
key.curve[2] = json_float("/animations[%d]/slots[%d][%d][%d]/curve[2]",i,j,k,l);
key.curve[3] = json_float("/animations[%d]/slots[%d][%d][%d]/curve[3]",i,j,k,l);
}
// @todo: convert name to id
// for(id = 0; t->bones[id].name && strcmp(t->bones[id].name,key.name); ++id)
// printf("%s vs %s\n", key.name, t->bones[id].name);
array_push(v.attach_keys[bone_id], key);
}
}
// bones
for( int j = 0, jend = json_count("/animations[%d]/bones",i); j < jend; ++j ) // slots or bones
for( int k = 0, kend = json_count("/animations[%d]/bones[%d]",i,j); k < kend; ++k ) { // bone ids
int bone_id = find_bone_id(t, json_key("/animations[%d]/bones[%d]",i,j));
if( bone_id < 0 ) continue;
// parse bones
for( int l = 0, lend = json_count("/animations[%d]/bones[%d][%d]",i,j,k); l < lend; ++l ) { // channels (rot,tra,attach)
const char *channel = json_key("/animations[%d]/bones[%d][%d]",i,j,k);
int track = !strcmp(channel, "rotate") ? 1 : !strcmp(channel, "translate") ? 2 : 0;
if( !track ) continue;
spine_animkey_t key = {0};
key.time = json_float("/animations[%d]/bones[%d][%d][%d]/time",i,j,k,l);
if( json_count("/animations[%d]/bones[%d][%d][%d]/curve",i,j,k,l) == 4 ) {
key.curve[0] = json_float("/animations[%d]/bones[%d][%d][%d]/curve[0]",i,j,k,l);
key.curve[1] = json_float("/animations[%d]/bones[%d][%d][%d]/curve[1]",i,j,k,l);
key.curve[2] = json_float("/animations[%d]/bones[%d][%d][%d]/curve[2]",i,j,k,l);
key.curve[3] = json_float("/animations[%d]/bones[%d][%d][%d]/curve[3]",i,j,k,l);
}
if( track == 1 )
key.deg = json_float("/animations[%d]/bones[%d][%d][%d]/value",i,j,k,l), // "/angle"
array_push(v.rotate_keys[bone_id], key);
else
key.x = json_float("/animations[%d]/bones[%d][%d][%d]/x",i,j,k,l),
key.y = json_float("/animations[%d]/bones[%d][%d][%d]/y",i,j,k,l),
array_push(v.translate_keys[bone_id], key);
}
}
t->anims[i] = v;
}
json_pop();
spine_skin(t, 0);
return true;
}
spine_t* spine(const char *file_json, const char *file_atlas, unsigned flags) {
spine_t *t = MALLOC(sizeof(spine_t));
if( !spine_(t, file_json, file_atlas, flags) ) return FREE(t), NULL;
return t;
}
void spine_render(spine_t *p, vec3 offset, unsigned flags) {
if( !p->texture.id ) return;
if( !flags ) return;
ddraw_push_2d();
// if( flags & 2 ) ddraw_line(vec3(0,0,0), vec3(window_width(),window_height(),0));
// if( flags & 2 ) ddraw_line(vec3(window_width(),0,0), vec3(0,window_height(),0));
// int already_computed[SPINE_MAX_BONES] = {0}; // @fixme: optimize: update longest chains first, then remnant branches
for( int i = 1; i < array_count(p->bones); ++i ) {
spine_bone_t *self = &p->bones[i];
if( !self->rect_id ) continue;
int num_bones = 0;
static array(spine_bone_t*) chain = 0; array_resize(chain, 0);
for( spine_bone_t *next = self; next ; next = next->parent_bone, ++num_bones ) {
array_push(chain, next);
}
vec3 target = {0}, prev = {0};
for( int j = 0, end = array_count(chain); j < end; ++j ) { // traverse from root(skipped) -> `i` bone direction
int j_opposite = end - 1 - j;
spine_bone_t *b = chain[j_opposite]; // bone
spine_bone_t *pb = b->parent_bone; // parent bone
float pb_x2 = 0, pb_y2 = 0, pb_deg2 = 0;
if( pb ) pb_x2 = pb->x2, pb_y2 = pb->y2, pb_deg2 = pb->deg2;
const float deg2rad = C_PI / 180;
b->x2 = b->x3 + pb_x2 + b->x * cos( -pb_deg2 * deg2rad ) - b->y * sin( -pb_deg2 * deg2rad );
b->y2 = -b->y3 + pb_y2 - b->y * cos( pb_deg2 * deg2rad ) + b->x * sin( pb_deg2 * deg2rad );
b->deg2 = -b->deg3 + pb_deg2 - b->deg;
prev = target;
target = vec3(b->x2,b->y2,b->deg2);
}
target.z = 0;
target = add3(target, offset);
prev.z = 0;
prev = add3(prev, offset);
if( flags & 2 ) {
ddraw_point( target );
ddraw_text( target, -0.25f, self->name );
ddraw_bone( prev, target ); // from parent to bone
}
if( flags & 1 ) {
spine_atlas_t *a = &p->atlas[self->atlas_id];
spine_rect_t *r = &p->skins[p->skin].rects[self->rect_id];
vec4 rect = ptr4(&a->x);
float zindex = self->z;
float offsx = 0;
float offsy = 0;
float tilt = self->deg2 + (a->deg - r->deg);
unsigned tint = self->atlas_id == p->debug_atlas_id ? 0xFF<<24 | 0xFF : ~0u;
if( 1 ) {
vec3 dir = vec3(r->x,r->y,0);
dir = rotatez3(dir, self->deg2);
offsx = dir.x * r->sx;
offsy = dir.y * r->sy;
}
sprite_rect(p->texture, rect, vec4(target.x,target.y,0,zindex), vec4(1,1,offsx,offsy), tilt, tint, 0);
}
}
ddraw_pop_2d();
ddraw_flush();
}
static
void spine_animate_(spine_t *p, float *time, float *maxtime, float delta) {
if( !p->texture.id ) return;
if( delta > 1/120.f ) delta = 1/120.f;
if( *time >= *maxtime ) *time = 0; else *time += delta;
// reset root // needed?
p->bones[0].x2 = 0;
p->bones[0].y2 = 0;
p->bones[0].deg2 = 0;
p->bones[0].x3 = 0;
p->bones[0].y3 = 0;
p->bones[0].deg3 = 0;
for( int i = 0, end = array_count(p->bones); i < end; ++i) {
// @todo: attach channel
// @todo: per channel: if curve == linear || curve == stepped || array_count(curve) == 4 {...}
for each_array_ptr(p->anims[p->inuse].rotate_keys[i], spine_animkey_t, r) {
double r0 = r->time;
*maxtime = maxf( *maxtime, r0 );
if( absf(*time - r0) < delta ) {
p->bones[i].deg3 = r->deg;
}
}
for each_array_ptr(p->anims[p->inuse].translate_keys[i], spine_animkey_t, r) {
double r0 = r->time;
*maxtime = maxf( *maxtime, r0 );
if( absf(*time - r0) < delta ) {
p->bones[i].x3 = r->x;
p->bones[i].y3 = r->y;
}
}
}
}
void spine_animate(spine_t *p, float delta) {
spine_animate_(p, &p->time, &p->maxtime, delta);
}
void ui_spine(spine_t *p) {
if( ui_collapse(va("Anims: %d", array_count(p->anims)), va("%p-a", p))) {
for each_array_ptr(p->anims, spine_anim_t, q) {
if(ui_slider2("", &p->time, va("%.2f/%.0f %.2f%%", p->time, p->maxtime, p->time * 100.f))) {
spine_animate(p, 0);
}
int choice = ui_label2_toolbar(q->name, ICON_MD_PAUSE_CIRCLE " " ICON_MD_PLAY_CIRCLE);
if( choice == 1 ) window_pause( 0 ); // play
if( choice == 2 ) window_pause( 1 ); // pause
for( int i = 0; i < SPINE_MAX_BONES; ++i ) {
ui_separator();
ui_label(va("Bone %d: Attachment keys", i));
for each_array_ptr(q->attach_keys[i], spine_animkey_t, r) {
ui_label(va("%.2f [%.2f %.2f %.2f %.2f] %s", r->time, r->curve[0], r->curve[1], r->curve[2], r->curve[3], r->name));
}
ui_label(va("Bone %d: Rotate keys", i));
for each_array_ptr(q->rotate_keys[i], spine_animkey_t, r) {
ui_label(va("%.2f [%.2f %.2f %.2f %.2f] %.2f deg", r->time, r->curve[0], r->curve[1], r->curve[2], r->curve[3], r->deg));
}
ui_label(va("Bone %d: Translate keys", i));
for each_array_ptr(q->translate_keys[i], spine_animkey_t, r) {
ui_label(va("%.2f [%.2f %.2f %.2f %.2f] (%.2f,%.2f)", r->time, r->curve[0], r->curve[1], r->curve[2], r->curve[3], r->x, r->y));
}
}
}
ui_collapse_end();
}
if( ui_collapse(va("Bones: %d", array_count(p->bones)), va("%p-b", p))) {
for each_array_ptr(p->bones, spine_bone_t, q)
if( ui_collapse(q->name, va("%p-b2", q)) ) {
ui_label2("Parent:", q->parent);
ui_label2("X:", va("%.2f", q->x));
ui_label2("Y:", va("%.2f", q->y));
ui_label2("Length:", va("%.2f", q->len));
ui_label2("Rotation:", va("%.2f", q->deg));
ui_collapse_end();
}
ui_collapse_end();
}
if( ui_collapse(va("Slots: %d", array_count(p->slots)), va("%p-s", p))) {
for each_array_ptr(p->slots, spine_slot_t, q)
if( ui_collapse(q->name, va("%p-s2", q)) ) {
ui_label2("Bone:", q->bone);
ui_label2("Attachment:", q->attach);
ui_collapse_end();
}
ui_collapse_end();
}
if( ui_collapse(va("Skins: %d", array_count(p->skins)), va("%p-k", p))) {
for each_array_ptr(p->skins, spine_skin_t, q)
if( ui_collapse(q->name, va("%p-k2", q)) ) {
for each_array_ptr(q->rects, spine_rect_t, r)
if( ui_collapse(r->name, va("%p-k3", r)) ) {
ui_label2("X:", va("%.2f", r->x));
ui_label2("Y:", va("%.2f", r->y));
ui_label2("Scale X:", va("%.2f", r->sx));
ui_label2("Scale Y:", va("%.2f", r->sy));
ui_label2("Width:", va("%.2f", r->w));
ui_label2("Height:", va("%.2f", r->h));
ui_label2("Rotation:", va("%.2f", r->deg));
ui_collapse_end();
spine_bone_t *b = find_bone(p, r->name);
if( b ) {
p->debug_atlas_id = b->atlas_id;
static float tilt = 0;
if( input(KEY_LCTRL) ) tilt += 60*1/60.f; else tilt = 0;
spine_atlas_t *r = p->atlas + b->atlas_id;
sprite_flush();
camera_get_active()->position = vec3(0,0,2);
vec4 rect = ptr4(&r->x); float zindex = 0; vec4 scale_offset = vec4(1,1,0,0);
sprite_rect(p->texture, ptr4(&r->x), vec4(0,0,0,zindex), scale_offset, r->deg + tilt, ~0u, 0);
sprite_flush();
camera_get_active()->position = vec3(+window_width()/3,window_height()/2.25,2);
}
}
ui_collapse_end();
}
ui_collapse_end();
}
if( ui_int("Use skin", &p->skin) ) {
p->skin = clampf(p->skin, 0, array_count(p->skins) - 1);
spine_skin(p, p->skin);
}
if( p->texture.id ) ui_texture(0, p->texture);
}
// ----------------------------------------------------------------------------
// texture_t texture_createclip(unsigned cx,unsigned cy,unsigned cw,unsigned ch, unsigned tw,unsigned th,unsigned tn,void *pixels, unsigned flags) {
// return texture_create(tw,th,tn,pixels,flags);
// static array(unsigned) clip = 0;
// array_resize(clip, cw*ch*4);
// for( unsigned y = 0; y < ch; ++y )
// memcpy((char *)clip + (0+(0+y)*cw)*tn, (char*)pixels + (cx+(cy+y)*tw)*tn, cw*tn);
// return texture_create(cw,ch,tn,clip,flags);
// }
typedef unsigned quark_t;
#define array_reserve_(arr,x) (array_count(arr) > (x) ? (arr) : array_resize(arr, 1+(x)))
#define ui_array(label,type,ptr) do { \
int changed = 0; \
if( ui_collapse(label, va(#type "%p",ptr)) ) { \
char label_ex[8]; \
for( int idx = 0, iend = array_count(*(ptr)); idx < iend; ++idx ) { \
type* it = *(ptr) + idx; \
snprintf(label_ex, sizeof(label_ex), "[%d]", idx); \
changed |= ui_##type(label_ex, it); \
} \
ui_collapse_end(); \
} \
} while(0)
int ui_vec2i(const char *label, vec2i *v) { return ui_unsigned2(label, (unsigned*)v); }
int ui_vec3i(const char *label, vec3i *v) { return ui_unsigned3(label, (unsigned*)v); }
int ui_vec2(const char *label, vec2 *v) { return ui_float2(label, (float*)v); }
int ui_vec3(const char *label, vec3 *v) { return ui_float3(label, (float*)v); }
int ui_vec4(const char *label, vec4 *v) { return ui_float4(label, (float*)v); }
char *trimspace(char *str) {
for( char *s = str; *s; ++s )
if(*s <= 32) memmove(s, s+1, strlen(s));
return str;
}
char *file_parent(const char *f) { // folder/folder/abc
char *p = file_path(f); // folder/folder/
char *last = strrchr(p, '/'); // ^
if( !last ) return p; // return parent if no sep
*last = '\0'; // folder/folder
last = strrchr(p, '/'); // ^
return last ? last + 1 : p; // return parent if no sep
}
int ui_obj(const char *fmt, obj *o) {
int changed = 0, item = 1;
for each_objmember(o, TYPE,NAME,PTR) {
char *label = va(fmt, NAME);
/**/ if(!strcmp(TYPE,"float")) { if(ui_float(label, PTR)) changed = item; }
else if(!strcmp(TYPE,"int")) { if(ui_int(label, PTR)) changed = item; }
else if(!strcmp(TYPE,"unsigned")) { if(ui_unsigned(label, PTR)) changed = item; }
else if(!strcmp(TYPE,"vec2")) { if(ui_float2(label, PTR)) changed = item; }
else if(!strcmp(TYPE,"vec3")) { if(ui_float3(label, PTR)) changed = item; }
else if(!strcmp(TYPE,"vec4")) { if(ui_float4(label, PTR)) changed = item; }
else if(!strcmp(TYPE,"rgb")) { if(ui_color3(label, PTR)) changed = item; }
else if(!strcmp(TYPE,"rgba")) { if(ui_color4(label, PTR)) changed = item; }
else if(!strcmp(TYPE,"color")) { if(ui_color4f(label, PTR)) changed = item; }
else if(!strcmp(TYPE,"color3f")) { if(ui_color3f(label, PTR)) changed = item; }
else if(!strcmp(TYPE,"color4f")) { if(ui_color4f(label, PTR)) changed = item; }
else if(!strcmp(TYPE,"char*")) { if(ui_string(label, PTR)) changed = item; }
else ui_label2(label, va("(%s)", TYPE)); // INFO instead of (TYPE)?
++item;
}
return changed;
}
#define OBJTYPEDEF2(...) OBJTYPEDEF(__VA_ARGS__); AUTORUN
// ----------------------------------------------------------------------------
// atlas
int ui_atlas_frame(atlas_frame_t *f) {
ui_unsigned("delay", &f->delay);
ui_vec4("sheet", &f->sheet);
ui_array("indices", vec3i, &f->indices);
ui_array("coords", vec2, &f->coords);
ui_array("uvs", vec2, &f->uvs);
return 0;
}
int ui_atlas_slice_frame(atlas_slice_frame_t *f) {
ui_vec4("bounds", &f->bounds);
ui_bool("9-slice", &f->has_9slice);
ui_vec4("core", &f->core);
return 0;
}
int ui_atlas(atlas_t *a) {
int changed = 0;
ui_texture(NULL, a->tex);
for( int i = 0; i < array_count(a->anims); ++i ) {
if( ui_collapse(quark_string(&a->db, a->anims[i].name), va("%p%d", a, a->anims[i].name) ) ) {
changed = i+1;
for( int j = 0; j < array_count(a->anims[i].frames); ++j ) {
if( ui_collapse(va("[%d]",j), va("%p%d.%d", a, a->anims[i].name,j) ) ) {
ui_unsigned("Frame", &a->anims[i].frames[j]);
ui_atlas_frame(a->frames + a->anims[i].frames[j]);
ui_collapse_end();
}
}
ui_collapse_end();
}
}
for( int i = 0; i < array_count(a->slices); ++i ) {
if( ui_collapse(quark_string(&a->db, a->slices[i].name), va("%p%d", a, a->slices[i].name) ) ) {
changed = i+1;
for( int j = 0; j < array_count(a->slices[i].frames); ++j ) {
if( ui_collapse(va("[%d]",j), va("%p%d.%d", a, a->slices[i].name,j) ) ) {
// ui_unsigned("Frame", &a->slices[i].frames[j]);
ui_atlas_slice_frame(a->slice_frames + a->slices[i].frames[j]);
ui_collapse_end();
}
}
ui_collapse_end();
}
}
return changed;
}
void atlas_destroy(atlas_t *a) {
if( a ) {
texture_destroy(&a->tex);
memset(a, 0, sizeof(atlas_t));
}
}
atlas_t atlas_create(const char *inifile, unsigned flags) {
atlas_t a = {0};
int padding = 0, border = 0;
ini_t kv = ini(inifile);
for each_map(kv, char*,k, char*,v ) {
unsigned index = atoi(k);
// printf("aaa %s=%s\n", k, v);
/**/ if( strend(k, ".name") ) {
array_reserve_(a.anims, index);
a.anims[index].name = quark_intern(&a.db, v);
}
else if ( strend(k, ".sl_name") ) {
array_reserve_(a.slices, index);
a.slices[index].name = quark_intern(&a.db, v);
}
else if ( strend(k, ".sl_frames") ) {
array_reserve_(a.slices, index);
const char *text = v;
array(char*) frames = strsplit(text, ",");
for( int i = 0; i < array_count(frames); i++ ) {
unsigned frame = atoi(frames[i]);
array_push(a.slices[index].frames, frame);
}
}
else if ( strend(k, ".sl_bounds") ) {
array_reserve_(a.slice_frames, index);
float x,y,z,w;
sscanf(v, "%f,%f,%f,%f", &x, &y, &z, &w);
a.slice_frames[index].bounds = vec4(x,y,x+z,y+w);
}
else if ( strend(k, ".sl_9slice") ) {
array_reserve_(a.slice_frames, index);
a.slice_frames[index].has_9slice = atoi(v);
}
else if ( strend(k, ".sl_core") ) {
array_reserve_(a.slice_frames, index);
float x,y,z,w;
sscanf(v, "%f,%f,%f,%f", &x, &y, &z, &w);
a.slice_frames[index].core = vec4(x,y,x+z,y+w);
}
else if ( strend(k, ".sl_pivot") ) {
array_reserve_(a.slice_frames, index);
float x,y;
sscanf(v, "%f,%f", &x, &y);
a.slice_frames[index].pivot = vec2(x,y);
}
else if( strend(k, ".frames") ) {
array_reserve_(a.anims, index);
array(char*) pairs = strsplit(v, ",");
for( int i = 0, end = array_count(pairs); i < end; i += 2 ) {
unsigned frame = atoi(pairs[i]);
unsigned delay = atoi(pairs[i+1]);
array_reserve_(a.frames, frame);
a.frames[frame].delay = delay;
array_push(a.anims[index].frames, frame);
}
}
else if( strend(k, ".sheet") ) {
array_reserve_(a.frames, index);
vec4 sheet = atof4(v); //x,y,x2+2,y2+2 -> x,y,w,h (for 2,2 padding)
a.frames[index].sheet = vec4(sheet.x,sheet.y,sheet.z-sheet.x,sheet.w-sheet.y);
}
else if( strend(k, ".indices") ) {
array_reserve_(a.frames, index);
const char *text = v;
array(char*) tuples = strsplit(text, ",");
for( int i = 0, end = array_count(tuples); i < end; i += 3 ) {
unsigned p1 = atoi(tuples[i]);
unsigned p2 = atoi(tuples[i+1]);
unsigned p3 = atoi(tuples[i+2]);
array_push(a.frames[index].indices, vec3i(p1,p2,p3));
}
}
else if( strend(k, ".coords") ) {
array_reserve_(a.frames, index);
const char *text = v;
array(char*) pairs = strsplit(text, ",");
for( int i = 0, end = array_count(pairs); i < end; i += 2 ) {
unsigned x = atoi(pairs[i]);
unsigned y = atoi(pairs[i+1]);
array_push(a.frames[index].coords, vec2(x,y));
}
}
else if( strend(k, ".uvs") ) {
array_reserve_(a.frames, index);
const char *text = v;
array(char*) pairs = strsplit(text, ",");
for( int i = 0, end = array_count(pairs); i < end; i += 2 ) {
unsigned u = atoi(pairs[i]);
unsigned v = atoi(pairs[i+1]);
array_push(a.frames[index].uvs, vec2(u,v));
}
}
else if( strend(k, "padding") ) {
padding = atoi(v);
}
else if( strend(k, "border") ) {
border = atoi(v);
}
else if( strend(k, "file") ) {
a.tex = texture(v, 0);
}
else if( strend(k, "bitmap") ) {
const char *text = v;
array(char) bin = base64_decode(text, strlen(text));
a.tex = texture_from_mem(bin, array_count(bin), 0);
array_free(bin);
}
#if 0
else if( strend(k, ".frame") ) {
array_reserve_(a.frames, index);
puts(k), puts(v);
}
#endif
}
// post-process: normalize uvs and coords into [0..1] ranges
for each_array_ptr(a.frames, atlas_frame_t, f) {
for each_array_ptr(f->uvs, vec2, uv) {
uv->x /= a.tex.w;
uv->y /= a.tex.h;
}
for each_array_ptr(f->coords, vec2, xy) {
xy->x /= a.tex.w;
xy->y /= a.tex.h;
}
// @todo: adjust padding/border
}
for each_array_ptr(a.slice_frames, atlas_slice_frame_t, f) {
f->bounds.x += padding+border;
f->bounds.y += padding+border;
f->bounds.z += padding+border;
f->bounds.w += padding+border;
}
#if 0
// post-process: specify an anchor for each anim based on 1st frame dims
for each_array_ptr(a.anims, atlas_anim_t, anim) {
atlas_frame_t *first = a.frames + *anim->frames;
for( int i = 0; i < array_count(anim->frames); i += 2) {
atlas_frame_t *ff = a.frames + anim->frames[ i ];
ff->anchor.x = (ff->sheet.z - first->sheet.z) / 2;
ff->anchor.y = (ff->sheet.w - first->sheet.w) / 2;
}
}
#endif
return a;
}
// ----------------------------------------------------------------------------
// sprite v2
void sprite_ctor(sprite_t *s) {
s->tint = WHITE;
s->timer_ms = 100;
s->flipped = 1;
s->sca.x += !s->sca.x;
s->sca.y += !s->sca.y;
}
void sprite_dtor(sprite_t *s) {
memset(s, 0, sizeof(*s));
}
void sprite_tick(sprite_t *s) {
int right = input(s->gamepad.array[3]) - input(s->gamepad.array[2]); // RIGHT - LEFT
int forward = input(s->gamepad.array[1]) - input(s->gamepad.array[0]); // DOWN - UP
int move = right || forward;
int dt = 16; // window_delta() * 1000;
unsigned over = (s->timer - dt) > s->timer;
if(!s->paused) s->timer -= dt;
if( over ) {
int len = array_count(s->a->anims[s->play].frames);
unsigned next = (s->frame + 1) % (len + !len);
unsigned eoa = next < s->frame;
s->frame = next;
atlas_frame_t *f = &s->a->frames[ s->a->anims[s->play].frames[s->frame] ];
s->timer_ms = f->delay;
s->timer += s->timer_ms;
}
if( s->play == 0 && move ) sprite_setanim(s, 1);
if( s->play == 1 ) { //<
if(right) s->flip_ = right < 0, sprite_setanim(s, 1);
if(!right && !forward) sprite_setanim(s, 0);
float speed = s->sca.x*2;
s->pos = add4(s->pos, scale4(norm4(vec4(right,0,forward,0)),speed));
}
}
void sprite_draw(sprite_t *s) {
atlas_frame_t *f = &s->a->frames[ s->a->anims[s->play].frames[s->frame] ];
#if 1
// @todo {
unsigned sample = s->a->anims[s->play].frames[s->frame];
sample = 0;
f->anchor.x = (-s->a->frames[sample].sheet.z + f->sheet.z) / 2;
f->anchor.y = (+s->a->frames[sample].sheet.w - f->sheet.w) / 2;
// }
#endif
// rect(x,y,w,h) is [0..1] normalized, z-index, pos(x,y,scale), rotation (degrees), color (rgba)
vec4 rect = { f->sheet.x / s->a->tex.w, f->sheet.y / s->a->tex.h, f->sheet.z / s->a->tex.w, f->sheet.w / s->a->tex.h };
sprite_rect(s->a->tex, rect, s->pos, vec4(s->flip_ ^ s->flipped?s->sca.x:-s->sca.x,s->sca.y,f->anchor.x,f->anchor.y), s->tilt, s->tint, 0|SPRITE_PROJECTED);
}
void sprite_edit(sprite_t *s) {
const char *name = obj_name(s);
const char *id = vac("%p", s);
if( s && ui_collapse(name ? name : id, id) ) {
ui_obj("%s", (obj*)s);
ui_bool("paused", &s->paused);
ui_label(va("frame anim [%d]", s->a->anims[s->play].frames[s->frame]));
int k = s->play;
if( ui_int("anim", &k) ) {
sprite_setanim(s, k);
}
int selected = ui_atlas(s->a);
if( selected ) sprite_setanim(s, selected - 1);
ui_collapse_end();
}
}
sprite_t* sprite_new(const char *ase, int bindings[6]) {
sprite_t *s = obj_new(sprite_t, {bindings[0],bindings[1],bindings[2],bindings[3]}, {bindings[4],bindings[5]});
atlas_t own = atlas_create(ase, 0);
memcpy(s->a = MALLOC(sizeof(atlas_t)), &own, sizeof(atlas_t)); // s->a = &s->own;
return s;
}
void sprite_del(sprite_t *s) {
if( s ) {
if( s->a ) atlas_destroy(s->a), FREE(s->a); // if( s->a == &s->own )
obj_free(s);
memset(s, 0, sizeof(sprite_t));
}
}
void sprite_setanim(sprite_t *s, unsigned name) {
if( s->play != name ) {
s->play = name;
s->frame = 0;
atlas_frame_t *f = &s->a->frames[ s->a->anims[s->play].frames[s->frame] ];
s->timer_ms = f->delay;
s->timer = s->timer_ms;
}
}
AUTORUN {
STRUCT(sprite_t, vec4, pos);
STRUCT(sprite_t, vec2, sca);
STRUCT(sprite_t, float, tilt);
STRUCT(sprite_t, vec4, gamepad);
STRUCT(sprite_t, vec2, fire);
STRUCT(sprite_t, rgba, tint);
STRUCT(sprite_t, unsigned, frame);
STRUCT(sprite_t, unsigned, timer);
STRUCT(sprite_t, unsigned, timer_ms);
STRUCT(sprite_t, unsigned, flipped);
STRUCT(sprite_t, unsigned, play);
EXTEND_T(sprite, ctor,edit,draw,tick);
}