Files
aego/render/sprite/draw.go
T
sanspie a6822156cd
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Finish Stage 12 editor fixes and refreshed platformer
2026-11-05 17:36:42 +03:00

136 lines
3.8 KiB
Go

package sprite
import (
"aego/core/mathx"
"aego/gpu"
"aego/render/material"
"aego/render/shader"
"aego/render/texture"
)
type BlendMode uint8
const (
BlendPremultiplied BlendMode = iota
BlendOpaque
BlendAdditive
blendCount
)
type Draw struct {
Profile *SubmissionStats
VisibilityLayers uint64
PixelCoverage bool
LightSet uint32
Region texture.Region
Position mathx.Vec2
Size mathx.Vec2
Scale mathx.Vec2
Rotation float32
Origin mathx.Vec2
Z float32
Tint mathx.Color
Layer int16
Order int16
Blend BlendMode
Sampler gpu.SamplerHandle
FlipX bool
FlipY bool
Material *material.Material
Lanes *[16]float32
// Linear replaces Scale and Rotation when HasLinear: it is the complete column-major local-to-world 2x2 basis, including shear and reflection; Position remains the translation.
Linear [4]float32
HasLinear bool
// Normal uses its own atlas region in source-canvas coordinates. Its UVs
// are not flipped again: the albedo's local coordinates carry FlipX/FlipY.
Normal texture.Region
Emission texture.Emission
Lighting bool
}
// The sprite blend modes are the shader ABI's, so a material's blend picks the same pipeline state.
const (
_ = uint(BlendOpaque) - uint(shader.BlendOpaque)
_ = uint(shader.BlendOpaque) - uint(BlendOpaque)
_ = uint(BlendAdditive) - uint(shader.BlendAdditive)
_ = uint(shader.BlendAdditive) - uint(BlendAdditive)
)
func (d *Draw) scale() mathx.Vec2 {
if d.Scale.X == 0 && d.Scale.Y == 0 {
return mathx.Vec2{X: 1, Y: 1}
}
return d.Scale
}
func (d *Draw) WorldSize(pixelsPerUnit float32) mathx.Vec2 {
base := d.Size
if base.X == 0 && base.Y == 0 {
if pixelsPerUnit <= 0 {
pixelsPerUnit = 1
}
base = d.Region.Size().Scale(1 / pixelsPerUnit)
}
if d.HasLinear {
return base
}
return base.Mul(d.scale())
}
// SetTransform preserves the exact presentation basis when the legacy positive-scale rotation path cannot represent it; ordinary sprites retain the 52-byte stream without an auxiliary upload.
func (d *Draw) SetTransform(m mathx.Mat3) {
d.Position = mathx.Vec2{X: m[6], Y: m[7]}
d.Linear = [4]float32{m[0], m[1], m[3], m[4]}
sx := mathx.Sqrt(m[0]*m[0] + m[1]*m[1])
sy := mathx.Sqrt(m[3]*m[3] + m[4]*m[4])
det := m[0]*m[4] - m[1]*m[3]
dot := m[0]*m[3] + m[1]*m[4]
d.HasLinear = d.Lighting || !(det > 0 && sx > 0 && sy > 0 && mathx.Abs(dot) <= 1e-6*sx*sy)
if d.HasLinear {
d.Scale = mathx.Vec2{X: 1, Y: 1}
d.Rotation = 0
return
}
d.Scale = mathx.Vec2{X: sx, Y: sy}
d.Rotation = mathx.Atan2(m[1], m[0])
}
// Basis is the complete local-to-world linear transform. Lighting promotes
// legacy draws to this basis so nonuniform scale also reaches the normal ABI.
func (d *Draw) Basis() [4]float32 {
if d.HasLinear {
return d.Linear
}
scale := d.scale()
s, c := float32(0), float32(1)
if d.Rotation != 0 {
s, c = mathx.Sin(d.Rotation), mathx.Cos(d.Rotation)
}
return [4]float32{c * scale.X, s * scale.X, -s * scale.Y, c * scale.Y}
}
func (d *Draw) tint() mathx.Color {
return d.Tint
}
// Geometry keeps the simulation transform and original canvas size unchanged,
// while the submitted quad covers only the nontransparent imported rectangle.
func (d *Draw) Geometry(pixelsPerUnit float32) (texture.Region, mathx.Vec2, mathx.Vec2) {
reg := d.Region
if d.FlipX {
reg = reg.FlippedX()
}
if d.FlipY {
reg = reg.FlippedY()
}
size, origin := d.WorldSize(pixelsPerUnit), d.Origin
if reg.Trimmed() {
sx, sy := float32(reg.W)/float32(reg.SourceW), float32(reg.H)/float32(reg.SourceH)
origin.X = (origin.X*float32(reg.SourceW) - float32(reg.TrimX)) / float32(reg.W)
origin.Y = (origin.Y*float32(reg.SourceH) - float32(reg.TrimY)) / float32(reg.H)
size.X *= sx
size.Y *= sy
}
return reg, size, origin
}