first round of spritebatch improvements

This commit is contained in:
2024-09-14 15:14:44 +10:00
parent 93d7b4e08a
commit 1f5c59fe77
4 changed files with 187 additions and 128 deletions

View File

@ -13,6 +13,11 @@ public struct Point<T: AdditiveArithmetic & Hashable>: Hashable {
self.y = value self.y = value
} }
public init(_ size: Size<T>) {
self.x = size.w
self.y = size.h
}
@inline(__always) public static func == (lhs: Self, rhs: Self) -> Bool { lhs.x == rhs.x && lhs.y == rhs.y } @inline(__always) public static func == (lhs: Self, rhs: Self) -> Bool { lhs.x == rhs.x && lhs.y == rhs.y }
@inline(__always) public static func != (lhs: Self, rhs: Self) -> Bool { lhs.x != rhs.x || lhs.y != rhs.y } @inline(__always) public static func != (lhs: Self, rhs: Self) -> Bool { lhs.x != rhs.x || lhs.y != rhs.y }
} }

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@ -8,6 +8,7 @@ public struct Sprite {
public static let none: Self = Self(rawValue: 0) public static let none: Self = Self(rawValue: 0)
public static let x: Self = Self(rawValue: 1 << 0) public static let x: Self = Self(rawValue: 1 << 0)
public static let y: Self = Self(rawValue: 1 << 1) public static let y: Self = Self(rawValue: 1 << 1)
public static let diag: Self = Self(rawValue: 1 << 2)
} }
var texture: RendererTexture2D var texture: RendererTexture2D

View File

@ -46,7 +46,7 @@ public struct SpriteBatch {
public mutating func draw(_ texture: RendererTexture2D, position: SIMD2<Float>) { public mutating func draw(_ texture: RendererTexture2D, position: SIMD2<Float>) {
assert(self._active != .inactive, "call to SpriteBatch.draw without calling begin") assert(self._active != .inactive, "call to SpriteBatch.draw without calling begin")
self.drawQuad(texture, position: position, size: Size<Float>(texture.size)) self.drawQuad(texture, .positions(position, Size<Float>(texture.size)))
} }
public mutating func draw(_ texture: RendererTexture2D, position: SIMD2<Float>, public mutating func draw(_ texture: RendererTexture2D, position: SIMD2<Float>,
@ -58,12 +58,13 @@ public struct SpriteBatch {
) { ) {
assert(self._active != .inactive, "call to SpriteBatch.draw without calling begin") assert(self._active != .inactive, "call to SpriteBatch.draw without calling begin")
let size = Size<Float>(texture.size) let size = Size<Float>(texture.size)
let texCoord = Quad.texcoords(flip)
let color = color.linear let color = color.linear
if angle != 0 { if angle != 0 {
let bias = SIMD2(origin) / SIMD2(size) let bias = origin / SIMD2(size)
self.drawQuad(texture, position: position, angle: angle, size: size * scale, offset: bias, color: color) self.drawQuad(texture, .positions(position, size * scale, angle, bias), texCoord, color: color)
} else { } else {
self.drawQuad(texture, position: position - origin, size: size * scale, color: color) self.drawQuad(texture, .positions(position - origin, size * scale), texCoord, color: color)
} }
} }
@ -76,128 +77,152 @@ public struct SpriteBatch {
) { ) {
assert(self._active != .inactive, "call to SpriteBatch.draw without calling begin") assert(self._active != .inactive, "call to SpriteBatch.draw without calling begin")
let size = Size<Float>(texture.size) let size = Size<Float>(texture.size)
let texCoord = Quad.texcoords(flip)
let color = color.linear let color = color.linear
if angle != 0 { if angle != 0 {
let bias = SIMD2(origin) / SIMD2(size) let bias = SIMD2(origin) / SIMD2(size)
self.drawQuad(texture, position: position, angle: angle, size: size * Size(scalar: scale), offset: bias, color: color) self.drawQuad(texture, .positions(position, size * scale, angle, bias), texCoord, color: color)
} else { } else {
self.drawQuad(texture, position: position - origin, size: size * scale, color: color) self.drawQuad(texture, .positions(position, size * scale), texCoord, color: color)
} }
} }
public mutating func draw(_ texture: RendererTexture2D, destination: Rect<Float>?) { public mutating func draw(_ texture: RendererTexture2D, destination: Rect<Float>?) {
assert(self._active != .inactive, "call to SpriteBatch.draw without calling begin") assert(self._active != .inactive, "call to SpriteBatch.draw without calling begin")
let rect = destination ?? self.viewport ?? Rect<Float>(self._renderer.frame) self.drawQuad(texture, .positions(destination ?? self.viewport ?? Rect<Float>(self._renderer.frame)))
self.drawQuad(texture, }
p00: SIMD2(rect.left, rect.up), p10: SIMD2(rect.right, rect.up),
p01: SIMD2(rect.left, rect.down), p11: SIMD2(rect.right, rect.down)) public mutating func draw(_ texture: RendererTexture2D, destination: Rect<Float>?,
angle: Float = 0.0, center: Point<Float>? = .zero, flip: Sprite.Flip = .none, color: Color<Float> = .white
) {
assert(self._active != .inactive, "call to SpriteBatch.draw without calling begin")
let dst = destination ?? self.viewport ?? Rect<Float>(self._renderer.frame)
if dst.size.w.isZero || dst.size.h.isZero { return }
let texCoord = Quad.texcoords(flip)
let color = color.linear
if angle != 0 {
let origin = SIMD2(center ?? Point(dst.size * 0.5))
let bias = origin / SIMD2(dst.size)
self.drawQuad(texture, .positions(SIMD2(dst.origin) + origin, dst.size, angle, bias), texCoord, color: color)
} else {
self.drawQuad(texture, .positions(dst), texCoord, color: color)
}
} }
public mutating func draw(_ texture: RendererTexture2D, transform: simd_float3x3) { public mutating func draw(_ texture: RendererTexture2D, transform: simd_float3x3) {
assert(self._active != .inactive, "call to SpriteBatch.draw without calling begin") assert(self._active != .inactive, "call to SpriteBatch.draw without calling begin")
let w = Float(texture.size.w), h = Float(texture.size.h) self.drawQuad(texture, .positions(transform, Size<Float>(texture.size)))
self.drawQuad(texture,
p00: (transform * .init(0, 0, 1)).xy,
p10: (transform * .init(w, 0, 1)).xy,
p01: (transform * .init(0, h, 1)).xy,
p11: (transform * .init(w, h, 1)).xy)
} }
public mutating func draw(_ texture: RendererTexture2D, transform: simd_float3x3, public mutating func draw(_ texture: RendererTexture2D, transform: simd_float3x3,
flip: Sprite.Flip = .none, flip: Sprite.Flip = .none, color: Color<Float> = .white
color: Color<Float> = .white
) { ) {
assert(self._active != .inactive, "call to SpriteBatch.draw without calling begin") assert(self._active != .inactive, "call to SpriteBatch.draw without calling begin")
let w = Float(texture.size.w), h = Float(texture.size.h)
self.drawQuad(texture, self.drawQuad(texture,
p00: (transform * .init(0, 0, 1)).xy, .positions(transform, Size<Float>(texture.size)),
p10: (transform * .init(w, 0, 1)).xy, .texcoords(flip), color: color.linear)
p01: (transform * .init(0, h, 1)).xy,
p11: (transform * .init(w, h, 1)).xy,
flip: flip, color: color.linear)
} }
public mutating func draw(_ texture: RendererTexture2D, source: Rect<Float>, position: SIMD2<Float>) { public mutating func draw(_ texture: RendererTexture2D, source: Rect<Float>, position: SIMD2<Float>) {
assert(self._active != .inactive, "call to SpriteBatch.draw without calling begin") assert(self._active != .inactive, "call to SpriteBatch.draw without calling begin")
let size = source.size self.drawQuad(texture, .positions(position, source.size), .texcoords(texture.size, source))
self.drawQuad(texture, source,
p00: .init(position.x, position.y),
p10: .init(position.x + size.w, position.y),
p01: .init(position.x, position.y + size.h),
p11: position + SIMD2(size))
} }
public mutating func draw(_ texture: RendererTexture2D, source: Rect<Float>, position: SIMD2<Float>, public mutating func draw(_ texture: RendererTexture2D, source: Rect<Float>, position: SIMD2<Float>,
scale: SIMD2<Float>, color: Color<Float> = .white scale: SIMD2<Float>, color: Color<Float> = .white
) { ) {
assert(self._active != .inactive, "call to SpriteBatch.draw without calling begin") assert(self._active != .inactive, "call to SpriteBatch.draw without calling begin")
let size = source.size * scale self.drawQuad(texture,
self.drawQuad(texture, source, .positions(position, source.size * scale),
p00: .init(position.x, position.y), .texcoords(texture.size, source), color: color.linear)
p10: .init(position.x + size.w, position.y),
p01: .init(position.x, position.y + size.h),
p11: position + SIMD2(size),
color: color.linear)
} }
public mutating func draw(_ texture: RendererTexture2D, source: Rect<Float>, position: SIMD2<Float>, public mutating func draw(_ texture: RendererTexture2D, source: Rect<Float>, position: SIMD2<Float>,
scale: Float = 1.0, color: Color<Float> = .white scale: Float = 1.0, color: Color<Float> = .white
) { ) {
assert(self._active != .inactive, "call to SpriteBatch.draw without calling begin") assert(self._active != .inactive, "call to SpriteBatch.draw without calling begin")
let size = source.size * scale self.drawQuad(texture,
self.drawQuad(texture, source, .positions(position, source.size * scale),
p00: .init(position.x, position.y), .texcoords(texture.size, source), color: color.linear)
p10: .init(position.x + size.w, position.y),
p01: .init(position.x, position.y + size.h),
p11: position + SIMD2(size),
color: color.linear)
} }
//TODO: Everything public mutating func draw(_ texture: RendererTexture2D, source: Rect<Float>,
//public mutating func draw(_ texture: RendererTexture2D, source: Rect<Float>, position: SIMD2<Float>, scale: SIMD2<Float>, angle: Float = 0.0, origin: Point<Int> = .zero, flip: Sprite.Flip = .none, color: Color<Float> = .white, depth: Int = 0) { position: SIMD2<Float>, scale: SIMD2<Float>,
//public mutating func draw(_ texture: RendererTexture2D, source: Rect<Float>, position: SIMD2<Float>, scale: Float = 1.0, angle: Float = 0.0, origin: Point<Int> = .zero, flip: Sprite.Flip = .none, color: Color<Float> = .white, depth: Int = 0) { angle: Float = 0.0, origin: SIMD2<Float> = .zero,
flip: Sprite.Flip = .none, color: Color<Float> = .white
//depth: Int = 0)
) {
assert(self._active != .inactive, "call to SpriteBatch.draw without calling begin")
if source.size.w.isZero || source.size.h.isZero { return }
let texCoord = Quad.texcoords(texture.size, source, flip)
let color = color.linear
if angle != 0 {
let bias = origin / SIMD2(source.size)
self.drawQuad(texture, .positions(position, source.size * scale, angle, bias), texCoord, color: color)
} else {
self.drawQuad(texture, .positions(position - SIMD2(origin) * scale, source.size * scale), texCoord, color: color)
}
}
public mutating func draw(_ texture: RendererTexture2D, source: Rect<Float>,
position: SIMD2<Float>, scale: Float = 1.0,
angle: Float = 0.0, origin: SIMD2<Float> = .zero,
flip: Sprite.Flip = .none, color: Color<Float> = .white
//depth: Int = 0)
) {
assert(self._active != .inactive, "call to SpriteBatch.draw without calling begin")
if source.size.w.isZero || source.size.h.isZero { return }
let texCoord = Quad.texcoords(texture.size, source, flip)
let color = color.linear
if angle != 0 {
let bias = origin / SIMD2(source.size)
self.drawQuad(texture, .positions(position, source.size * scale, angle, bias), texCoord, color: color)
} else {
self.drawQuad(texture, .positions(position - SIMD2(origin) * scale, source.size * scale), texCoord, color: color)
}
}
public mutating func draw(_ texture: RendererTexture2D, source: Rect<Float>, destination: Rect<Float>?) { public mutating func draw(_ texture: RendererTexture2D, source: Rect<Float>, destination: Rect<Float>?) {
assert(self._active != .inactive, "call to SpriteBatch.draw without calling begin") assert(self._active != .inactive, "call to SpriteBatch.draw without calling begin")
let dst = destination ?? self.viewport ?? Rect<Float>(self._renderer.frame) self.drawQuad(texture,
self.drawQuad(texture, source, .positions(destination ?? self.viewport ?? Rect<Float>(self._renderer.frame)),
p00: SIMD2(dst.left, dst.up), p10: SIMD2(dst.right, dst.up), .texcoords(texture.size, source))
p01: SIMD2(dst.left, dst.down), p11: SIMD2(dst.right, dst.down))
} }
public mutating func draw(_ texture: RendererTexture2D, source: Rect<Float>, destination: Rect<Float>?, public mutating func draw(_ texture: RendererTexture2D, source: Rect<Float>, destination: Rect<Float>?,
color: Color<Float> = .white color: Color<Float> = .white
) { ) {
assert(self._active != .inactive, "call to SpriteBatch.draw without calling begin") assert(self._active != .inactive, "call to SpriteBatch.draw without calling begin")
let dst = destination ?? self.viewport ?? Rect<Float>(self._renderer.frame) self.drawQuad(texture,
self.drawQuad(texture, source, .positions(destination ?? self.viewport ?? Rect<Float>(self._renderer.frame)),
p00: SIMD2(dst.left, dst.up), p10: SIMD2(dst.right, dst.up), .texcoords(texture.size, source), color: color.linear)
p01: SIMD2(dst.left, dst.down), p11: SIMD2(dst.right, dst.down),
color: color.linear)
} }
//TODO: Destination with rotation public mutating func draw(_ texture: RendererTexture2D, source: Rect<Float>, destination: Rect<Float>?,
angle: Float = 0.0, center: Point<Float>? = .zero, flip: Sprite.Flip = .none, color: Color<Float> = .white
) {
assert(self._active != .inactive, "call to SpriteBatch.draw without calling begin")
let dst = destination ?? self.viewport ?? Rect<Float>(self._renderer.frame)
if dst.size.w.isZero || dst.size.h.isZero { return }
let texCoord = Quad.texcoords(texture.size, source, flip)
let color = color.linear
if angle != 0 {
let origin = SIMD2(center ?? Point(dst.size * 0.5))
let bias = origin / SIMD2(dst.size)
self.drawQuad(texture, .positions(SIMD2(dst.origin) + origin, dst.size, angle, bias), texCoord, color: color)
} else {
self.drawQuad(texture, .positions(dst), texCoord, color: color)
}
}
public mutating func draw(_ texture: RendererTexture2D, source: Rect<Float>, transform: simd_float3x3) { public mutating func draw(_ texture: RendererTexture2D, source: Rect<Float>, transform: simd_float3x3) {
assert(self._active != .inactive, "call to SpriteBatch.draw without calling begin") assert(self._active != .inactive, "call to SpriteBatch.draw without calling begin")
let w = source.size.w, h = source.size.h self.drawQuad(texture, .positions(transform, source.size), .texcoords(texture.size, source))
self.drawQuad(texture, source,
p00: (transform * .init(0, 0, 1)).xy,
p10: (transform * .init(w, 0, 1)).xy,
p01: (transform * .init(0, h, 1)).xy,
p11: (transform * .init(w, h, 1)).xy)
} }
public mutating func draw(_ texture: RendererTexture2D, source: Rect<Float>, transform: simd_float3x3, public mutating func draw(_ texture: RendererTexture2D, source: Rect<Float>, transform: simd_float3x3,
flip: Sprite.Flip = .none, color: Color<Float> = .white flip: Sprite.Flip = .none, color: Color<Float> = .white
) { ) {
assert(self._active != .inactive, "call to SpriteBatch.draw without calling begin") assert(self._active != .inactive, "call to SpriteBatch.draw without calling begin")
let w = source.size.w, h = source.size.h self.drawQuad(texture, .positions(transform, source.size), .texcoords(texture.size, source), color: color.linear)
self.drawQuad(texture, source,
p00: (transform * .init(0, 0, 1)).xy,
p10: (transform * .init(w, 0, 1)).xy,
p01: (transform * .init(0, h, 1)).xy,
p11: (transform * .init(w, h, 1)).xy,
color: color.linear)
} }
public mutating func draw(_ texture: RendererTexture2D, vertices: [VertexType]) { public mutating func draw(_ texture: RendererTexture2D, vertices: [VertexType]) {
@ -249,65 +274,17 @@ public struct SpriteBatch {
self._instances.removeAll(keepingCapacity: true) self._instances.removeAll(keepingCapacity: true)
} }
private mutating func drawQuad(_ texture: RendererTexture2D, fileprivate struct Quad {
position: SIMD2<Float>, size: Size<Float>, color: Color<Float> = .white let v00: SIMD2<Float>, v01: SIMD2<Float>
) { let v10: SIMD2<Float>, v11: SIMD2<Float>
self.drawQuad(texture,
p00: position,
p10: .init(position.x + size.w, position.y),
p01: .init(position.x, position.y + size.h),
p11: .init(position.x + size.w, position.y + size.h), color: color)
} }
private mutating func drawQuad(_ texture: RendererTexture2D, private mutating func drawQuad(_ texture: RendererTexture2D,
position: SIMD2<Float>, angle: Float, size: Size<Float>, offset bias: SIMD2<Float>, color: Color<Float> = .white _ p: Quad, _ t: Quad = .texcoordsDefault, color: Color<Float> = .white
) {
let (tc, ts) = (cos(angle), sin(angle))
let rotate = matrix_float2x2(
.init( tc, ts),
.init(-ts, tc))
let right = SIMD2<Float>(size.w, 0) * rotate
let down = SIMD2<Float>(0, size.h) * rotate
self.drawQuad(texture,
p00: position - right * bias.x - down * bias.y,
p10: position + right * (1 - bias.x) - down * bias.y,
p01: position - right * bias.x + down * (1 - bias.y),
p11: position + right * (1 - bias.x) + down * (1 - bias.y), color: color)
}
private mutating func drawQuad(_ texture: RendererTexture2D,
p00: SIMD2<Float>, p10: SIMD2<Float>, p01: SIMD2<Float>, p11: SIMD2<Float>,
flip: Sprite.Flip, color: Color<Float> = .white
) {
let flipX = flip.contains(.x), flipY = flip.contains(.y)
self.drawQuad(texture, p00: p00, p10: p10, p01: p01, p11: p11,
t00: .init(flipX ? 1 : 0, flipY ? 0 : 1),
t10: .init(flipX ? 0 : 1, flipY ? 0 : 1),
t01: .init(flipX ? 1 : 0, flipY ? 1 : 0),
t11: .init(flipX ? 0 : 1, flipY ? 1 : 0),
color: color)
}
private mutating func drawQuad(_ texture: RendererTexture2D, _ source: Rect<Float>,
p00: SIMD2<Float>, p10: SIMD2<Float>, p01: SIMD2<Float>, p11: SIMD2<Float>,
color: Color<Float> = .white
) {
let invSize = 1 / Size<Float>(texture.size)
let st = Extent(source) * invSize
self.drawQuad(texture, p00: p00, p10: p10, p01: p01, p11: p11,
t00: SIMD2(st.left, st.top), t10: SIMD2(st.right, st.top),
t01: SIMD2(st.left, st.bottom), t11: SIMD2(st.right, st.bottom), color: color)
}
private mutating func drawQuad(_ texture: RendererTexture2D,
p00: SIMD2<Float>, p10: SIMD2<Float>, p01: SIMD2<Float>, p11: SIMD2<Float>,
t00: SIMD2<Float> = SIMD2(0, 1), t10: SIMD2<Float> = SIMD2(1, 1),
t01: SIMD2<Float> = SIMD2(0, 0), t11: SIMD2<Float> = SIMD2(1, 0),
color: Color<Float> = .white
) { ) {
let color = SIMD4(color) let color = SIMD4(color)
let base = self._mesh.vertexCount let base = self._mesh.vertexCount
self._mesh.insert(vertices: zip([ p00, p01, p10, p11 ], [ t00, t01, t10, t11 ]) self._mesh.insert(vertices: zip([ p.v00, p.v01, p.v10, p.v11 ], [ t.v00, t.v01, t.v10, t.v11 ])
.map { .init(position: $0, texCoord: $1, color: color) }) .map { .init(position: $0, texCoord: $1, color: color) })
self._mesh.insert(indices: [ 0, 1, 2, 2, 1, 3 ], baseVertex: base) self._mesh.insert(indices: [ 0, 1, 2, 2, 1, 3 ], baseVertex: base)
self._instances.append(.init(texture: texture, size: 6)) self._instances.append(.init(texture: texture, size: 6))
@ -322,3 +299,78 @@ public struct SpriteBatch {
case inactive, begin, active case inactive, begin, active
} }
} }
fileprivate extension SpriteBatch.Quad {
static func positions(_ position: SIMD2<Float>, _ size: Size<Float>) -> Self {
.init(
v00: position,
v01: .init(position.x + size.w, position.y),
v10: .init(position.x, position.y + size.h),
v11: .init(position.x + size.w, position.y + size.h))
}
static func positions(_ position: SIMD2<Float>, _ size: Size<Float>,
_ angle: Float, _ offset: SIMD2<Float>
) -> Self {
let (tc, ts) = (cos(angle), sin(angle))
let rotate = matrix_float2x2(
.init( tc, ts),
.init(-ts, tc))
let right = SIMD2<Float>(size.w, 0) * rotate
let down = SIMD2<Float>(0, size.h) * rotate
return .init (
v00: position - right * offset.x - down * offset.y,
v01: position + right * (1 - offset.x) - down * offset.y,
v10: position - right * offset.x + down * (1 - offset.y),
v11: position + right * (1 - offset.x) + down * (1 - offset.y))
}
static func positions(_ rect: Rect<Float>) -> Self {
.init(
v00: SIMD2(rect.left, rect.up), v01: SIMD2(rect.right, rect.up),
v10: SIMD2(rect.left, rect.down), v11: SIMD2(rect.right, rect.down))
}
static func positions(_ transform: simd_float3x3, _ size: Size<Float>) -> Self {
let w = size.w, h = size.h
return .init(
v00: (transform * .init(0, 0, 1)).xy,
v01: (transform * .init(w, 0, 1)).xy,
v10: (transform * .init(0, h, 1)).xy,
v11: (transform * .init(w, h, 1)).xy)
}
static let texcoordsDefault = Self(
v00: SIMD2<Float>(0, 1), v01: SIMD2<Float>(1, 1),
v10: SIMD2<Float>(0, 0), v11: SIMD2<Float>(1, 0))
static func texcoords(_ flip: Sprite.Flip) -> Self {
let flipX = flip.contains(.x), flipY = flip.contains(.y)
//TODO: diag
return .init(
v00: .init(flipX ? 1 : 0, flipY ? 0 : 1),
v01: .init(flipX ? 0 : 1, flipY ? 0 : 1),
v10: .init(flipX ? 1 : 0, flipY ? 1 : 0),
v11: .init(flipX ? 0 : 1, flipY ? 1 : 0))
}
static func texcoords(_ texSize: Size<Int>, _ source: Rect<Float>) -> Self {
let invSize = 1 / Size<Float>(texSize)
let st = Extent(source) * invSize
return .init(
v00: SIMD2(st.left, st.top), v01: SIMD2(st.right, st.top),
v10: SIMD2(st.left, st.bottom), v11: SIMD2(st.right, st.bottom))
}
static func texcoords(_ texSize: Size<Int>, _ source: Rect<Float>, _ flip: Sprite.Flip) -> Self {
let flipX = flip.contains(.x), flipY = flip.contains(.y)
let invSize = 1 / Size<Float>(texSize)
let st = Extent(source) * invSize
//TODO: diag
return .init(
v00: .init(flipX ? st.right : st.left, flipY ? st.bottom : st.top),
v01: .init(flipX ? st.left : st.right, flipY ? st.bottom : st.top),
v10: .init(flipX ? st.right : st.left, flipY ? st.top : st.bottom),
v11: .init(flipX ? st.left : st.right, flipY ? st.top : st.bottom))
}
}

View File

@ -44,6 +44,7 @@ internal class SpriteTestGame: GameDelegate {
origin: .init(scalar: fmod(player.rotate, 32)), origin: .init(scalar: fmod(player.rotate, 32)),
size: (spriteBatch.viewport?.size ?? Size<Float>(renderer.frame.size)) * 0.01), size: (spriteBatch.viewport?.size ?? Size<Float>(renderer.frame.size)) * 0.01),
destination: nil, destination: nil,
angle: sin(player.rotate) * .pi * 0.1, center: nil,
color: .init(renderer.clearColor).setAlpha(0.7)) color: .init(renderer.clearColor).setAlpha(0.7))
// Draw level // Draw level
@ -63,13 +64,13 @@ internal class SpriteTestGame: GameDelegate {
angle: player.rotate, origin: .init(250, 275)) angle: player.rotate, origin: .init(250, 275))
// Sliding door test // Sliding door test
self.spriteBatch.draw(self.texture, source: .init( let doorAngle = max(sin(player.rotate * 2.6) - 0.75, 0) * .pi
self.spriteBatch.draw(self.texture, source: Rect<Float>(
origin: .init(4 + cos(player.rotate / 1.2) * 4, 0), origin: .init(4 + cos(player.rotate / 1.2) * 4, 0),
size: .init(4 + cos(player.rotate / 1.3) * 4, 16)), size: .init(4 + cos(player.rotate / 1.3) * 4, 16)),
transform: .init( position: .init(704 + 24, 1152 + 12), scale: .init(24, 12),
.init( 24, 0, 0), angle: doorAngle, origin: SIMD2<Float>(repeating: 1),
.init( 0, 12, 0), flip: .none, color: .red.mix(.white, 0.3))
.init(704, 1152, 1)), color: .red.mix(.white, 0.3))
// Draw mouse cursor // Draw mouse cursor
var mpos = Mouse.position var mpos = Mouse.position