Start atlas
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80
util/atlas.c
Normal file
80
util/atlas.c
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//
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// Created by bruno on 1.6.2025.
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//
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#include "atlas.h"
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#include "util.h"
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SDL_Texture *atlasTexture;
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int atlasX = 0, atlasY = 0;
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int tileIndex = 0; // Which 32x32 tile we're on
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int quadrantIndex = 0; // Which 16x16 slot inside that tile
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SDL_Rect allocate_16x16(SDL_Texture *srcTexture, SDL_Renderer *renderer) {
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SDL_Texture * oldTarget = SDL_GetRenderTarget(renderer);
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SDL_SetRenderTarget(renderer, atlasTexture);
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int tileX = tileIndex % ATLAS_TILES_PER_ROW;
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int tileY = tileIndex / ATLAS_TILES_PER_ROW;
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int dx = (quadrantIndex % 2) * QUADRANT_SIZE;
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int dy = (quadrantIndex / 2) * QUADRANT_SIZE;
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SDL_Rect destRect = {
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tileX * TILE_SIZE + dx,
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tileY * TILE_SIZE + dy,
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QUADRANT_SIZE,
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QUADRANT_SIZE
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};
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SDL_RenderCopy(renderer, srcTexture, NULL, &destRect);
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quadrantIndex++;
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if (quadrantIndex >= 4) {
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tileIndex++;
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quadrantIndex = 0;
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}
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SDL_SetRenderTarget(renderer, oldTarget);
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return destRect;
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}
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SDL_Rect allocate_32x32(SDL_Texture *srcTexture, SDL_Renderer *renderer) {
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SDL_Texture * oldTarget = SDL_GetRenderTarget(renderer);
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SDL_SetRenderTarget(renderer, atlasTexture);
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// If we’re not at the start of a tile, skip to the next clean one
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if (quadrantIndex != 0) {
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tileIndex++;
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quadrantIndex = 0;
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}
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int tileX = tileIndex % ATLAS_TILES_PER_ROW;
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int tileY = tileIndex / ATLAS_TILES_PER_ROW;
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SDL_Rect destRect = {
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tileX * TILE_SIZE,
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tileY * TILE_SIZE,
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TILE_SIZE,
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TILE_SIZE
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};
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SDL_RenderCopy(renderer, srcTexture, NULL, &destRect);
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tileIndex++; // Move to next tile
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// quadrantIndex stays 0 — new tile is fresh
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SDL_SetRenderTarget(renderer, oldTarget);
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return destRect;
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}
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void initAtlas(SDL_Renderer *renderer) {
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// Clear atlas with transparent
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SDL_SetRenderTarget(renderer, atlasTexture);
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
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SDL_RenderClear(renderer);
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atlasTexture = SDL_CreateTexture(renderer,
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SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET,
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ATLAS_SIZE, ATLAS_SIZE);
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}
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