Implement Texture Atlases
This commit is contained in:
34
assets.cpp
34
assets.cpp
@@ -13,16 +13,32 @@ static constexpr uint8_t FRUITS_DATA[] = {
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#embed "fruits.jpg"
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};
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void init_assets(flecs::world &world) {
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auto *renderer = world.get<SdlHandles>()->renderer;
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auto *background_iostream =
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SDL_IOFromConstMem(BACKGROUND_DATA, sizeof(BACKGROUND_DATA));
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SDL_Texture *background =
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IMG_LoadTexture_IO(renderer, background_iostream, false);
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if (background == nullptr) {
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SDL_Texture *load_texture(uint8_t const *data, size_t size,
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SDL_Renderer *renderer) {
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auto *iostream = SDL_IOFromConstMem(data, size);
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SDL_Texture *texture = IMG_LoadTexture_IO(renderer, iostream, false);
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if (texture == nullptr) {
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spdlog::error("Failed to load SDL texture!\nCause: {}", SDL_GetError());
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}
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world.set<SpriteAssets>(SpriteAssets{.background = background});
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return texture;
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}
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void init_assets(flecs::world &world) {
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auto *renderer = world.get<SdlHandles>()->renderer;
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auto *background =
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load_texture(BACKGROUND_DATA, sizeof(BACKGROUND_DATA), renderer);
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TextureAtlasLayout background_layout = {
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.width = 866, .height = 510, .rows = 1, .columns = 1};
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auto *fruits = load_texture(FRUITS_DATA, sizeof(FRUITS_DATA), renderer);
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TextureAtlasLayout fruits_layout = {
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.width = 16, .height = 16, .rows = 6, .columns = 38};
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world.set<TextureAssets>(TextureAssets{
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.background = Texture{.sdl_texture = background,
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.texture_atlas_layout = background_layout},
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.fruits = Texture{.sdl_texture = fruits,
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.texture_atlas_layout = fruits_layout}});
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}
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18
assets.hpp
18
assets.hpp
@@ -3,9 +3,21 @@
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#include <SDL3/SDL.h>
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#include <flecs.h>
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struct SpriteAssets {
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SDL_Texture *background;
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SDL_Texture *fruits;
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struct TextureAtlasLayout {
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uint16_t width;
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uint16_t height;
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uint8_t rows;
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uint8_t columns;
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};
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struct Texture {
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SDL_Texture *sdl_texture;
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TextureAtlasLayout texture_atlas_layout;
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};
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struct TextureAssets {
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Texture background;
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Texture fruits;
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};
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void init_assets(flecs::world &world);
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42
main.cpp
42
main.cpp
@@ -1,6 +1,7 @@
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#include "assets.hpp"
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#include "sdl_types.hpp"
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#include "input.hpp"
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#include "sdl_types.hpp"
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#include "sprite.hpp"
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_error.h>
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@@ -43,6 +44,42 @@ int main() {
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world.set<ButtonInput>(ButtonInput{});
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world.set<SdlHandles>(SdlHandles{.window = window, .renderer = renderer});
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init_assets(world);
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auto *texture_assets = world.get<TextureAssets>();
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world.entity("Sprite1")
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.set<Position>(Position{.x = 0, .y = 0})
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.set<Sprite>(
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Sprite{.texture = &texture_assets->fruits, .texture_atlas_index = 0});
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world.entity("Sprite2")
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.set<Position>(Position{.x = 32, .y = 32})
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.set<Sprite>(
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Sprite{.texture = &texture_assets->fruits, .texture_atlas_index = 5});
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flecs::system sys =
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world
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.system<SdlHandles const, Position const, Sprite const>(
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"RenderSprites")
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.term_at(0)
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.singleton()
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.each([](flecs::entity e, SdlHandles const &sdl_handles,
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Position const &pos, Sprite const &sprite) {
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TextureAtlasLayout layout = sprite.texture->texture_atlas_layout;
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uint8_t row = sprite.texture_atlas_index / layout.columns;
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uint8_t column = sprite.texture_atlas_index % layout.columns;
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SDL_FRect srcrect{static_cast<float>(column * layout.width),
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static_cast<float>(row * layout.height),
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static_cast<float>(layout.width),
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static_cast<float>(layout.height)};
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SDL_FRect dstrect{static_cast<float>(pos.x),
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static_cast<float>(pos.y),
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static_cast<float>(layout.width),
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static_cast<float>(layout.height)};
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SDL_RenderTexture(sdl_handles.renderer, sprite.texture->sdl_texture,
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&srcrect, &dstrect);
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});
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bool exit_gameloop = false;
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while (!exit_gameloop) {
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@@ -84,8 +121,9 @@ int main() {
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// Render
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SDL_RenderClear(renderer);
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SDL_RenderTexture(renderer, world.get<SpriteAssets>()->background, nullptr,
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SDL_RenderTexture(renderer, texture_assets->background.sdl_texture, nullptr,
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nullptr);
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world.progress();
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SDL_RenderPresent(renderer);
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}
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12
sprite.hpp
Normal file
12
sprite.hpp
Normal file
@@ -0,0 +1,12 @@
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#pragma once
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#include "assets.hpp"
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#include <SDL3/SDL.h>
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#include <cstdint>
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#include <optional>
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struct Sprite {
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Texture const *texture;
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uint16_t texture_atlas_index;
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};
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