implement aseprite file format parsing for animations
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parent
83fa57906e
commit
56e6884e8b
@ -1,144 +0,0 @@
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#scope_file
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current_sheet : s32 = 0;
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current_sheet_last_frame : s32 = -1;
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current_sheet_ptr : *Spritesheet;
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step_offset_y : s32 = 0;
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scale : float = 5;
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#scope_export
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tick_animation_studio :: () {
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if input_button_states[Key_Code.ARROW_UP] & .START {
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step_offset_y -= 1;
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}
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if input_button_states[Key_Code.ARROW_DOWN] & .START {
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step_offset_y += 1;
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}
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scale += mouse_delta_z;
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scale = clamp(scale, 1, 10);
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}
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add_anim :: (name: string) {
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anim_name := sprint("%", name);
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animation := Animation.{
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name = anim_name,
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spritesheet = current_sheet_ptr.name,
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fps = 1
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};
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table_add(*g_animations, sprint("%", anim_name), animation);
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} @Command
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sanim :: () {
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Jaison :: #import "Jaison";
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anims : [..]Animation;
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anims.allocator = temp;
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for v : g_animations {
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array_add(*anims, v);
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}
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#if OS != .WASM {
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file :: #import "File";
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json := Jaison.json_write_string(anims, " ",, temp);
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file.write_entire_file("./game/resources/animations.json", json);
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}
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} @Command
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lanim :: () {
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Jaison :: #import "Jaison";
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s := load_string_from_pack("./game/resources/animations.json");
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success, anims := Jaison.json_parse_string(s, [..]Animation,, temp);
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if !success then return;
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for anims {
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print("Loaded %\n", it.name);
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ids : [..]u32;
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for id : it.ids {
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array_add(*ids, id);
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}
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name_cpy := sprint("%", it.name);
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newAnimation := Animation.{
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name = name_cpy,
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fps = it.fps,
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spritesheet = sprint("%", it.spritesheet),
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ids = ids
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};
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table_add(*g_animations, name_cpy, newAnimation);
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}
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} @Command
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draw_animation_picker :: (theme: *GR.Overall_Theme) {
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r := GR.get_rect(ui_w(80,0), ui_h(5,0), ui_w(20, 0), ui_h(95, 0));
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ui_add_mouse_occluder(r);
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draw_bg_rectangle(r, theme);
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r.h = ui_h(5,0);
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i := 0;
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for v : g_animations {
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GR.button(r, v.name, *theme.button_theme, i);
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r.y += r.h;
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i += 1;
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}
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}
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draw_animation_studio_ui :: (theme: *GR.Overall_Theme) {
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if g_spritesheets.count < 1 then return;
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r := GR.get_rect(0, ui_h(5,0), ui_w(20, 0), ui_h(95, 0));
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ui_add_mouse_occluder(r);
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draw_bg_rectangle(r, theme);
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sheets : [..]string;
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sheets.allocator = temp;
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for v : g_spritesheets {
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array_add(*sheets, v.name);
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}
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r2 := r;
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r2.h = ui_h(5,0);
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r2.w = r.w;
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GR.dropdown(r2, sheets, *current_sheet, *theme.dropdown_theme);
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if current_sheet != current_sheet_last_frame {
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current_sheet_ptr = table_find_pointer(*g_spritesheets, sheets[current_sheet]);
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}
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number_theme : GR.Number_Input_Theme;
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r2.y += r2.h * 1.1;
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GR.label(r2, "Step X", *theme.label_theme);
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r2.y += r2.h * 1.1;
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GR.number_input(r2, tprint("%", current_sheet_ptr.step_x), *current_sheet_ptr.step_x, 0, 128, *number_theme);
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r2.y += r2.h * 1.1;
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GR.label(r2, "Step Y", *theme.label_theme);
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r2.y += r2.h * 1.1;
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GR.number_input(r2, tprint("%", current_sheet_ptr.step_y), *current_sheet_ptr.step_y, 0, 128, *number_theme);
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r2.y += r2.h * 1.1;
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GR.label(r2, "Frames", *theme.label_theme);
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r2.y += r2.h * 1.1;
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GR.label(r2, "FPS", *theme.label_theme);
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uiTex := New(Ui_Texture ,,temp);
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uiTex.tex = current_sheet_ptr.sheet;
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if uiTex.tex.id != INVALID_ID {
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menu_offset := Vector2.{ui_w(20,0), ui_h(5,0)};
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zone_r := GR.get_rect(menu_offset.x, menu_offset.y, ui_w(80,0), ui_h(95,0));
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draw_rectangle(zone_r, .{1.0, 0.0, 1.0, 1.0});
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set_shader_for_images(uiTex);
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img_r := zone_r;
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img_r.y -= step_offset_y * cast(s32)current_sheet_ptr.step_y * scale;
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img_r.w = current_sheet_ptr.w * scale;
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img_r.h = current_sheet_ptr.h * scale;
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immediate_quad(.{img_r.x, img_r.y}, .{img_r.x + img_r.w, img_r.y}, .{img_r.x + img_r.w, img_r.y + img_r.h}, .{img_r.x, img_r.y + img_r.h});
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set_shader_for_color();
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}
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draw_animation_picker(theme);
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}
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@ -3,7 +3,6 @@
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#load "picker.jai";
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#load "trile_editor.jai";
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#load "level_editor.jai";
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#load "animation_studio.jai";
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}
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#if HAS_TACOMA { #load "tacoma.jai"; }
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#load "console.jai";
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@ -15,7 +14,6 @@ Editor_View :: enum {
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Closed_Editor;
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Trile_Editor;
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Level_Editor;
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Animation_Editor;
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Material_Editor;
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};
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@ -52,10 +50,6 @@ draw_editor_ui :: (theme: *GR.Overall_Theme) {
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if GR.button(r, "Trile studio", *t_button_selectable(theme, current_editor_view == .Trile_Editor))
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then current_editor_view = .Trile_Editor;
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r.x -= r.w;
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if GR.button(r, "Animation studio", *t_button_selectable(theme, current_editor_view == .Animation_Editor))
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then current_editor_view = .Animation_Editor;
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r.x -= r.w;
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if GR.button(r, "Material studio", *t_button_selectable(theme, current_editor_view == .Material_Editor))
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then current_editor_view = .Material_Editor;
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@ -66,8 +60,6 @@ draw_editor_ui :: (theme: *GR.Overall_Theme) {
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draw_trile_editor_ui(theme);
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case .Level_Editor;
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draw_level_editor_ui(theme);
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case .Animation_Editor;
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draw_animation_studio_ui(theme);
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}
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}
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draw_profiler();
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@ -88,7 +80,6 @@ draw_editor :: () {
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draw_trile_editor();
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case .Level_Editor;
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draw_level_editor();
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case .Animation_Editor;
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}
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}
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}
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@ -105,8 +96,6 @@ tick_editor_ui :: () {
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tick_trile_editor();
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case .Level_Editor;
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tick_level_editor();
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case .Animation_Editor;
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tick_animation_studio();
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}
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}
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}
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@ -178,7 +178,7 @@ draw_tacoma_tab :: (theme: *GR.Overall_Theme, total_r: GR.Rect) {
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#if HAS_TACOMA {
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if GR.button(r, "Render with Tacoma", *theme.button_theme) {
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cam := get_level_editor_camera();
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gen_reference(tacomaResolution, tacomaResolution, .{tacomaExposure, tacomaContrast, tacomaSaturation, 1.0, 1.0}, .{cam.target, cam.position, tacomaSamples, true}, curworld.world.*);
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gen_reference(tacomaResolution, tacomaResolution, .{cam.target, cam.position, tacomaSamples, true}, curworld.world.*);
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}
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r.y += r.h;
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if current_screenshot.valid {
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@ -14,32 +14,7 @@ Tacoma_Screenshot :: struct {
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current_screenshot : Tacoma_Screenshot;
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post_process_pipeline :: (color: Vector3, post_process: Post_Process) -> Vector3 {
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vec3 :: (f: float) -> Vector3 {
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return .{f,f,f};
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}
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v := color;
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v *= pow(2.0, post_process.exposure);
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v *= 0.6;
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a : float = 2.51;
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b : float = 0.03;
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c : float = 2.43;
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d : float = 0.59;
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e : float = 0.14;
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pre_clamp := (v*(a*v+vec3(b)))/(v*(c*v+vec3(d))+vec3(e));
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sdr : Vector3;
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sdr.x = clamp(pre_clamp.x, 0.0, 1.0);
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sdr.y = clamp(pre_clamp.y, 0.0, 1.0);
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sdr.z = clamp(pre_clamp.z, 0.0, 1.0);
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sdr = vec3(0.5) + post_process.contrast * (sdr - vec3(0.5));
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LUMINANCE := Vector3.{0.2126, 0.7152, 0.0722};
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grayscale := dot(sdr, LUMINANCE);
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return lerp(vec3(grayscale), sdr, post_process.saturation);
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}
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gen_reference :: (w: s32, h: s32, postprocess: Post_Process, conf: Tacoma.Gen_Config, world: World) {
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gen_reference :: (w: s32, h: s32, conf: Tacoma.Gen_Config, world: World) {
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// Trile BLASes.
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trile_list : [..]Tacoma.Trile_Data;
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trile_list.allocator = temp;
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@ -100,8 +75,6 @@ gen_reference :: (w: s32, h: s32, postprocess: Post_Process, conf: Tacoma.Gen_Co
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color.y = data[it * 4 + 1];
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color.z = data[it * 4 + 2];
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color = post_process_pipeline(color, postprocess);
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data[it * 4 + 0] = color.x;
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data[it * 4 + 1] = color.y;
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data[it * 4 + 2] = color.z;
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@ -120,7 +120,6 @@ init_after_asset_pack :: () {
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init_editor();
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lworlds();
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init_spritesheets();
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lanim();
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init_rendering();
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load_color_lut_images();
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load_post_process_from_pack();
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@ -1,3 +1,16 @@
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should_ignore_file :: (name: string) -> bool {
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#import "String";
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ok, left, right := split_from_right(name, #char ".");
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if right == "aseprite" {
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print("Ignoring % as aseprite file...\n", name);
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return true;
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}
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return false;
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}
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create_pack :: () {
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#import "Simple_Package";
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#import "File";
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@ -13,6 +26,7 @@ create_pack :: () {
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for files_to_pack {
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if should_ignore_file(it) then continue;
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file, ok := read_entire_file(it);
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if !ok {
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print("Failed in loading file to pack: %\n", it);
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@ -25,6 +39,7 @@ create_pack :: () {
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}
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for files_to_pack_game {
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if should_ignore_file(it) then continue;
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file, ok := read_entire_file(it);
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if !ok {
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print("Failed in loading file to pack: %\n", it);
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@ -1,65 +1,85 @@
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g_spritesheets : Table(string, Spritesheet);
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g_animations: Table(string, Animation);
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String :: #import "String";
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Spritesheet :: struct {
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name : string;
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step_x : u32 = 32;
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step_y : u32 = 32;
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w : s32 = 0;
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h : s32 = 0;
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sheet : sg_image;
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Frame :: struct {
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x: s32;
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y: s32;
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w: s32;
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h: s32;
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duration_ms : s32;
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}
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Animation :: struct {
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name : string;
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spritesheet : string;
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ids : [..]u32;
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fps : float;
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sheet : sg_image;
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sheet_w : s32;
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sheet_h : s32;
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frames : [..]Frame;
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}
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load_spritesheets :: () {
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Jaison :: #import "Jaison";
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s := load_string_from_pack("./game/resources/spritesheets.json");
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success, sheets := Jaison.json_parse_string(s, [..]Spritesheet,, temp);
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if !success then return;
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for sheets {
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print("Loaded %\n", it.name);
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img, w, h := create_texture_from_pack(tprint("./game/resources/sprites/%", it.name));
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name_cpy := sprint("%", it.name);
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newSheet := Spritesheet.{
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name = name_cpy,
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step_x = it.step_x,
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step_y = it.step_y,
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sheet = img,
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w = w,
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h = h,
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};
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table_add(*g_spritesheets, name_cpy, newSheet);
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Aseprite_Frame_Data :: struct {
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x: s32;
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y: s32;
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w: s32;
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h: s32;
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}
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Aseprite_Frame :: struct {
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duration : s32;
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frame : Aseprite_Frame_Data;
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}
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Aseprite_Frame_Tag :: struct {
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name : string;
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from : s32;
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to : s32;
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}
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Aseprite_Sheet_Info :: struct {
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frameTags : [..]Aseprite_Frame_Tag;
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}
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Aseprite_Sheet :: struct {
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frames : [..]Aseprite_Frame;
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meta : Aseprite_Sheet_Info;
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}
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init_spritesheets :: () {
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load_spritesheets();
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add_new_spritesheets_from_pack();
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}
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add_new_spritesheets_from_pack :: () {
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for v : g_asset_pack.lookup {
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isSpritesheet, remainder := String.contains(v.name, "/sprites/");
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if isSpritesheet {
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ok, sheet := table_find_new(*g_spritesheets, remainder);
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if !ok {
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isData := String.contains(remainder, ".json");
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if isSpritesheet && isData {
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print("Adding sheet: %\n", remainder);
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img, w, h := create_texture_from_pack(v.name);
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newSheet := Spritesheet.{
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name = remainder,
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sheet = img,
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w = w,
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h = h,
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};
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table_add(*g_spritesheets, remainder, newSheet);
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is_ok, name_without_fileformat := split_from_right(v.name, #char ".");
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sheet_image_name := sprint("%.png", name_without_fileformat);
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sheet_image, sheet_w, sheet_h := create_texture_from_pack(sheet_image_name);
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s := load_string_from_pack(v.name);
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success, sheet := Jaison.json_parse_string(s, Aseprite_Sheet,, temp);
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for sheet.meta.frameTags {
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anim : Animation;
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anim.name = sprint("%", it.name);
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anim.sheet = sheet_image;
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anim.sheet_w = sheet_w;
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anim.sheet_h = sheet_h;
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for idx : it.from..it.to {
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frameData := sheet.frames[idx];
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array_add(*anim.frames, Frame.{
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frameData.frame.x,
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frameData.frame.y,
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frameData.frame.w,
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frameData.frame.h,
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frameData.duration
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});
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}
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table_add(*g_animations, anim.name, anim);
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}
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}
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}
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