Fix triangle rendering and wireframe
This commit is contained in:
parent
339ae38b38
commit
21bf650298
143
src/Asteroid.c
143
src/Asteroid.c
@ -42,10 +42,7 @@ void initAssetManager(GameState *state)
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i32 result =
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asset_loadTTFont(assetManager, arena, "C:/Windows/Fonts/Arialbd.ttf");
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if (result) {
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ASSERT(TRUE);
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}
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if (result) ASSERT(TRUE);
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}
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void initRenderer(GameState *state, v2 windowSize) {
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@ -76,11 +73,12 @@ void initRenderer(GameState *state, v2 windowSize) {
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glGenBuffers(ARRAY_COUNT(renderer->vbo), renderer->vbo);
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GL_CHECK_ERROR();
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{
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// Bind buffers and configure vao, vao automatically intercepts
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// glBindCalls and associates the state with that buffer for us
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glBindVertexArray(renderer->vao[rendermode_quad]);
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glBindBuffer(GL_ARRAY_BUFFER, renderer->vbo[rendermode_quad]);
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for (enum RenderMode mode = 0; mode < rendermode_count; mode++)
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{
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glBindVertexArray(renderer->vao[mode]);
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glBindBuffer(GL_ARRAY_BUFFER, renderer->vbo[mode]);
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glEnableVertexAttribArray(0);
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u32 numVertexElements = 4;
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@ -92,20 +90,6 @@ void initRenderer(GameState *state, v2 windowSize) {
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glBindVertexArray(0);
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}
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{
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glBindVertexArray(renderer->vao[rendermode_triangle]);
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glBindBuffer(GL_ARRAY_BUFFER, renderer->vbo[rendermode_triangle]);
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glEnableVertexAttribArray(0);
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u32 numVertexElements = 3;
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u32 stride = sizeof(Vertex);
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glVertexAttribPointer(0, numVertexElements, GL_FLOAT,
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GL_FALSE, stride, (GLvoid *)0);
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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}
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/* Unbind */
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GL_CHECK_ERROR();
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@ -183,13 +167,11 @@ INTERNAL b32 getKeyStatus(KeyState *key, enum ReadKeyType readType,
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void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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v2 windowSize, f32 dt)
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{
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if (!state->init) {
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if (!state->init)
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{
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memory_arenaInit(&state->persistentArena, memory->persistent,
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memory->persistentSize);
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memory_arenaInit(&state->transientArena, memory->transient,
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memory->transientSize);
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initAssetManager(state);
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initRenderer(state, windowSize);
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@ -198,22 +180,31 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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{ // Init ship entity
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Entity *ship = &state->entityList[state->entityIndex++];
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ship->id = 0;
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ship->pos = V2(100.0f, 100.0f);
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ship->hitbox = V2(100.0f, 100.0f);
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ship->size = V2(100.0f, 100.0f);
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ship->pos = V2(100, 100);
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ship->size = V2(25.0f, 50.0f);
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ship->hitbox = ship->size;
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ship->offset = v2_scale(ship->size, 0.5f);
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ship->scale = 1;
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ship->type = entitytype_ship;
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ship->direction = direction_null;
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ship->renderMode = rendermode_triangle;
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ship->tex = NULL;
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ship->collides = FALSE;
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}
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state->camera.pos = V2(0, 0);
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state->camera.size = state->renderer.size;
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state->init = TRUE;
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state->worldSize = windowSize;
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debug_init(&state->persistentArena, windowSize,
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state->assetManager.font);
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}
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memory_arenaInit(&state->transientArena, memory->transient,
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memory->transientSize);
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{
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KeyState *keys = state->input.keys;
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for (enum KeyCode code = 0; code < keycode_count; code++)
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@ -244,40 +235,40 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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Entity *entity = &state->entityList[i];
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ASSERT(entity->type != entitytype_invalid);
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v2 pivotPoint = {0};
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if (entity->type == entitytype_ship) {
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v2 acceleration = {0};
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v2 ddP = {0};
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if (getKeyStatus(&state->input.keys[keycode_up], readkeytype_repeat,
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0.0f, dt))
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{
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acceleration.y = 1.0f;
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}
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// TODO(doyle): Renderer creates upfacing triangles by default,
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// but we need to offset rotation so that our base "0 degrees"
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// is right facing for trig to work
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Radians rotation = DEGREES_TO_RADIANS((entity->rotation + 90.0f));
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v2 direction = V2(math_cosf(rotation), math_sinf(rotation));
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if (getKeyStatus(&state->input.keys[keycode_down],
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readkeytype_repeat, 0.0f, dt))
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{
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acceleration.y = -1.0f;
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ddP = v2_normalise(direction);
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}
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if (getKeyStatus(&state->input.keys[keycode_left],
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readkeytype_repeat, 0.0f, dt))
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{
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acceleration.x = -1.0f;
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entity->rotation += (120.0f) * dt;
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}
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if (getKeyStatus(&state->input.keys[keycode_right],
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readkeytype_repeat, 0.0f, dt))
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{
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acceleration.x = 1.0f;
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entity->rotation -= (120.0f) * dt;
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}
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if (acceleration.x != 0.0f && acceleration.y != 0.0f)
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if (ddP.x != 0.0f && ddP.y != 0.0f)
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{
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// NOTE(doyle): Cheese it and pre-compute the vector for
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// diagonal using pythagoras theorem on a unit triangle 1^2
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// + 1^2 = c^2
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acceleration = v2_scale(acceleration, 0.70710678118f);
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ddP = v2_scale(ddP, 0.70710678118f);
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}
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/*
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@ -285,41 +276,77 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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newVelocity = a*t + oldVelocity
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newPos = (a*t^2)/2 + oldVelocity*t + oldPos
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*/
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acceleration = v2_scale(acceleration, state->pixelsPerMeter * 25);
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ddP = v2_scale(ddP, state->pixelsPerMeter * 25);
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v2 oldVelocity = entity->velocity;
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v2 resistance = v2_scale(oldVelocity, 4.0f);
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acceleration = v2_sub(acceleration, resistance);
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v2 oldDp = entity->dP;
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v2 resistance = v2_scale(oldDp, 2.0f);
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ddP = v2_sub(ddP, resistance);
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entity->velocity = v2_add(v2_scale(acceleration, dt), oldVelocity);
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entity->dP = v2_add(v2_scale(ddP, dt), oldDp);
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v2 halfAcceleration = v2_scale(acceleration, 0.5f);
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v2 halfAccelerationDtSquared =
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v2_scale(halfAcceleration, (SQUARED(dt)));
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v2 oldVelocityDt = v2_scale(oldVelocity, dt);
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v2 ddPHalf = v2_scale(ddP, 0.5f);
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v2 ddPHalfDtSquared = v2_scale(ddPHalf, (SQUARED(dt)));
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v2 oldDpDt = v2_scale(oldDp, dt);
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v2 oldPos = entity->pos;
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entity->pos = v2_add(
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v2_add(halfAccelerationDtSquared, oldVelocityDt), oldPos);
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entity->pos = v2_add(v2_add(ddPHalfDtSquared, oldDpDt), oldPos);
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pivotPoint = v2_scale(entity->size, 0.5f);
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}
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RenderFlags flags = renderflag_wireframe;
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renderer_entity(&state->renderer, state->camera, entity, V2(0, 0),
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0, V4(0.4f, 0.8f, 1.0f, 1.0f), flags);
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if (entity->pos.y >= state->worldSize.h)
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{
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entity->pos.y = 0;
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}
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else if (entity->pos.y < 0)
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{
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entity->pos.y = state->worldSize.h;
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}
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if (entity->pos.x >= state->worldSize.w)
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{
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entity->pos.x = 0;
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}
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else if (entity->pos.x < 0)
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{
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entity->pos.x = state->worldSize.w;
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}
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DEBUG_PUSH_VAR("Pos: %5.2f, %5.2f", entity->pos, "v2");
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DEBUG_PUSH_VAR("Velocity: %5.2f, %5.2f", entity->dP, "v2");
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DEBUG_PUSH_VAR("Rotation: %5.2f", entity->rotation, "f32");
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RenderFlags flags = renderflag_wireframe | renderflag_no_texture;
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renderer_entity(&state->renderer, state->camera, entity, pivotPoint, 0,
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V4(0.4f, 0.8f, 1.0f, 1.0f), flags);
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v2 rightAlignedP = v2_add(entity->pos, entity->hitbox);
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renderer_rect(&state->renderer, state->camera, rightAlignedP, V2(10, 10),
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V2(0, 0), DEGREES_TO_RADIANS(entity->rotation), NULL,
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V4(0.4f, 0.8f, 1.0f, 1.0f), flags);
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v2 leftAlignedP = entity->pos;
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renderer_rect(&state->renderer, state->camera, leftAlignedP, V2(10, 10),
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V2(0, 0), DEGREES_TO_RADIANS(entity->rotation), NULL,
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V4(0.4f, 0.8f, 1.0f, 1.0f), flags);
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}
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TrianglePoints triangle = {0};
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triangle.points[0] = V2(100, 200);
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triangle.points[2] = V2(100, 300);
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triangle.points[1] = V2(200, 100);
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triangle.points[2] = V2(100, 300);
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LOCAL_PERSIST Radians rotation = 0.0f;
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rotation += DEGREES_TO_RADIANS(((60.0f) * dt));
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RenderFlags flags = renderflag_wireframe;
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RenderFlags flags = renderflag_wireframe | renderflag_no_texture;
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renderer_triangle(&state->renderer, state->camera, triangle, V2(0, 0),
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rotation, NULL, V4(1, 1, 1, 1), flags);
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debug_drawUi(state, dt);
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debug_clearCounter();
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renderer_renderGroups(&state->renderer);
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}
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@ -228,7 +228,7 @@ INTERNAL void updateAndRenderDebugStack(Renderer *renderer, MemoryArena_ *arena,
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for (i32 i = 0; i < GLOBAL_debug.numDebugStrings; i++)
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{
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f32 rotate = 0;
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v4 color = V4(0, 0, 0, 1);
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v4 color = V4(1, 1, 1, 1);
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renderer_staticString(
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renderer, arena, &GLOBAL_debug.font, GLOBAL_debug.debugStrings[i],
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GLOBAL_debug.currStringP, V2(0, 0), rotate, color, 0);
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@ -270,5 +270,7 @@ INTERNAL void renderConsole(Renderer *renderer, MemoryArena_ *arena)
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void debug_drawUi(GameState *state, f32 dt)
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{
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updateAndRenderDebugStack(&state->renderer, &state->transientArena, dt);
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renderConsole(&state->renderer, &state->transientArena);
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debug_clearCounter();
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}
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@ -75,7 +75,7 @@ INTERNAL void addVertexToRenderGroup(Renderer *renderer, Texture *tex, v4 color,
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// NOTE(doyle): Mark first vertex as degenerate vertex, but where we
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// request wireframe mode- we can't use degenerate vertexes for line
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// mode
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if (!(flags & renderflag_wireframe)) group->vertexIndex++;
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group->vertexIndex++;
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group->init = TRUE;
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group->tex = tex;
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group->color = color;
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@ -158,6 +158,7 @@ INTERNAL void bufferRenderGroupToGL(Renderer *renderer, RenderGroup *group)
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INTERNAL void applyRotationToVertexes(v2 pos, v2 pivotPoint, Radians rotate,
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Vertex *vertexList, i32 vertexListSize)
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{
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if (rotate == 0) return;
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// NOTE(doyle): Move the world origin to the base position of the object.
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// Then move the origin to the pivot point (e.g. center of object) and
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// rotate from that point.
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@ -238,7 +239,6 @@ INTERNAL RenderQuad_ createRenderQuad(Renderer *renderer, v2 pos, v2 size,
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result.vertex[3].pos = V2(vertexPair.z, vertexPair.y); // Bottom right
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result.vertex[3].texCoord = V2(texRectNdc.z, texRectNdc.y);
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if (rotate == 0) return result;
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// NOTE(doyle): Precalculate rotation on vertex positions
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// NOTE(doyle): No translation/scale matrix as we pre-calculate it from
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@ -266,7 +266,6 @@ INTERNAL RenderTriangle_ createRenderTriangle(Renderer *renderer,
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result.vertex[2].pos = triangle.points[2];
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result.vertex[2].texCoord = V2(texRectNdc.z, texRectNdc.w);
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if (rotate == 0) return result;
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applyRotationToVertexes(triangle.points[0], pivotPoint, rotate,
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result.vertex, ARRAY_COUNT(result.vertex));
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@ -286,35 +285,38 @@ INTERNAL void renderGLBufferedData(Renderer *renderer, RenderGroup *group)
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{
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ASSERT(group->mode < rendermode_invalid);
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u32 drawMethod = GL_TRIANGLE_STRIP;
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if (group->flags & renderflag_wireframe)
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glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
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else
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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GL_CHECK_ERROR();
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if (group->flags & renderflag_no_texture)
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{
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drawMethod = GL_LINE_LOOP;
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renderer->activeShaderId =
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renderer->shaderList[shaderlist_default_no_tex];
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shader_use(renderer->activeShaderId);
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}
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else
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{
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renderer->activeShaderId = renderer->shaderList[shaderlist_default];
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}
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shader_use(renderer->activeShaderId);
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/* Set color modulation value */
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shader_uniformSetVec4f(renderer->activeShaderId, "spriteColor",
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group->color);
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GL_CHECK_ERROR();
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Texture *tex = group->tex;
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if (tex)
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{
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, tex->id);
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shader_uniformSet1i(renderer->activeShaderId, "tex", 0);
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GL_CHECK_ERROR();
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}
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}
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/* Set color modulation value */
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shader_uniformSetVec4f(renderer->activeShaderId, "spriteColor",
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group->color);
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glBindVertexArray(renderer->vao[group->mode]);
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glDrawArrays(drawMethod, 0, renderer->numVertexesInVbo);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, renderer->numVertexesInVbo);
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GL_CHECK_ERROR();
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debug_countIncrement(debugcount_drawArrays);
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@ -322,6 +324,7 @@ INTERNAL void renderGLBufferedData(Renderer *renderer, RenderGroup *group)
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glBindVertexArray(0);
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glBindTexture(GL_TEXTURE_2D, 0);
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GL_CHECK_ERROR();
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}
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RenderTex renderer_createNullRenderTex(AssetManager *const assetManager)
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@ -344,17 +347,6 @@ void renderer_rect(Renderer *const renderer, Rect camera, v2 pos, v2 size,
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RenderQuad_ quad = createRenderQuad(renderer, posInCameraSpace, size,
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pivotPoint, rotate, *renderTex);
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// addRenderQuadToRenderGroup
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if (flags & renderflag_wireframe)
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{
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Vertex vertexList[4] = {quad.vertex[0], quad.vertex[1], quad.vertex[3],
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quad.vertex[2]};
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addVertexToRenderGroup(renderer, renderTex->tex, color, vertexList,
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ARRAY_COUNT(vertexList), rendermode_quad,
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flags);
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}
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else
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{
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/*
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NOTE(doyle): Entity rendering is always done in two pairs of
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triangles, i.e. quad. To batch render quads as a triangle strip, we
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@ -377,12 +369,12 @@ void renderer_rect(Renderer *const renderer, Rect camera, v2 pos, v2 size,
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1 degenerate vertex at the start of each render group.
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*/
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Vertex vertexList[6] = {quad.vertex[0], quad.vertex[0], quad.vertex[1],
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quad.vertex[2], quad.vertex[3], quad.vertex[3]};
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addVertexToRenderGroup(renderer, renderTex->tex, color, vertexList,
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ARRAY_COUNT(vertexList), rendermode_quad, flags);
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}
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}
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void renderer_triangle(Renderer *const renderer, Rect camera,
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TrianglePoints triangle, v2 pivotPoint, Radians rotate,
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@ -401,9 +393,13 @@ void renderer_triangle(Renderer *const renderer, Rect camera,
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RenderTriangle_ renderTriangle = createRenderTriangle(
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renderer, triangleInCamSpace, pivotPoint, rotate, *renderTex);
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addVertexToRenderGroup(
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renderer, renderTex->tex, color, renderTriangle.vertex,
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ARRAY_COUNT(renderTriangle.vertex), rendermode_triangle, flags);
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// NOTE(doyle): Create degenerate vertex setup
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Vertex vertexList[5] = {renderTriangle.vertex[0], renderTriangle.vertex[0],
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renderTriangle.vertex[1], renderTriangle.vertex[2],
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renderTriangle.vertex[2]};
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addVertexToRenderGroup(renderer, renderTex->tex, color, vertexList,
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ARRAY_COUNT(vertexList), rendermode_triangle, flags);
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}
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void renderer_string(Renderer *const renderer, MemoryArena_ *arena, Rect camera,
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@ -474,7 +470,7 @@ void renderer_string(Renderer *const renderer, MemoryArena_ *arena, Rect camera,
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}
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void renderer_entity(Renderer *renderer, Rect camera, Entity *entity,
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v2 pivotPoint, Radians rotate, v4 color, RenderFlags flags)
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v2 pivotPoint, Degrees rotate, v4 color, RenderFlags flags)
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{
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// TODO(doyle): Batch into render groups
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@ -518,8 +514,36 @@ void renderer_entity(Renderer *renderer, Rect camera, Entity *entity,
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renderTex.texRect = texRect;
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}
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renderer_rect(renderer, camera, entity->pos, entity->size, pivotPoint,
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entity->rotation + rotate, &renderTex, color, flags);
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Radians totalRotation = DEGREES_TO_RADIANS((entity->rotation + rotate));
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if (entity->renderMode == rendermode_quad)
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{
|
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renderer_rect(renderer, camera, entity->pos, entity->size,
|
||||
pivotPoint, totalRotation, &renderTex,
|
||||
color, flags);
|
||||
}
|
||||
else if (entity->renderMode == rendermode_triangle)
|
||||
{
|
||||
TrianglePoints triangle = {0};
|
||||
|
||||
v2 entityPWithOffset = v2_add(entity->pos, entity->offset);
|
||||
v2 triangleTopPoint =
|
||||
V2(entityPWithOffset.x + (entity->size.w * 0.5f),
|
||||
entityPWithOffset.y + entity->size.h);
|
||||
|
||||
v2 triangleRightSide =
|
||||
V2(entityPWithOffset.x + entity->size.w, entityPWithOffset.y);
|
||||
|
||||
triangle.points[0] = entityPWithOffset;
|
||||
triangle.points[1] = triangleRightSide;
|
||||
triangle.points[2] = triangleTopPoint;
|
||||
|
||||
renderer_triangle(renderer, camera, triangle, pivotPoint,
|
||||
totalRotation, &renderTex, color, flags);
|
||||
}
|
||||
else
|
||||
{
|
||||
ASSERT(INVALID_CODE_PATH);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -15,6 +15,8 @@ typedef struct GameState {
|
||||
i32 entityIndex;
|
||||
f32 pixelsPerMeter;
|
||||
|
||||
v2 worldSize;
|
||||
|
||||
Rect camera;
|
||||
|
||||
AssetManager assetManager;
|
||||
|
@ -27,6 +27,7 @@ void debug_recursivePrintXmlTree(XmlNode *root, i32 levelsDeep);
|
||||
|
||||
void debug_countIncrement(enum DebugCount id);
|
||||
void debug_clearCounter();
|
||||
|
||||
#define DEBUG_LOG(string) debug_consoleLog(string, __FILE__, __LINE__);
|
||||
void debug_consoleLog(char *string, char *file, int lineNum);
|
||||
|
||||
|
@ -3,6 +3,7 @@
|
||||
|
||||
#include "Dengine/Assets.h"
|
||||
#include "Dengine/Common.h"
|
||||
#include "Dengine/Renderer.h"
|
||||
|
||||
typedef struct AudioRenderer AudioRenderer;
|
||||
|
||||
@ -40,12 +41,16 @@ typedef struct Entity
|
||||
i32 numChilds;
|
||||
|
||||
v2 pos;
|
||||
v2 velocity;
|
||||
v2 dP;
|
||||
|
||||
v2 hitbox;
|
||||
v2 size;
|
||||
v2 offset;
|
||||
|
||||
enum RenderMode renderMode;
|
||||
|
||||
f32 scale;
|
||||
f32 rotation;
|
||||
Degrees rotation;
|
||||
|
||||
b32 invisible;
|
||||
|
||||
|
@ -7,11 +7,12 @@
|
||||
#define MATH_PI 3.14159265359f
|
||||
#define SQUARED(x) (x * x)
|
||||
#define ABS(x) ((x) > 0 ? (x) : -(x))
|
||||
#define DEGREES_TO_RADIANS(x) (x * (MATH_PI / 180.0f))
|
||||
#define RADIANS_TO_DEGREES(x) (x * (180.0f / MATH_PI))
|
||||
#define DEGREES_TO_RADIANS(x) ((x * (MATH_PI / 180.0f)))
|
||||
#define RADIANS_TO_DEGREES(x) ((x * (180.0f / MATH_PI)))
|
||||
#define SQRT(x) (sqrtf(x))
|
||||
|
||||
typedef f32 Radians;
|
||||
typedef f32 Degrees;
|
||||
|
||||
INTERNAL inline f32 math_acosf(f32 a)
|
||||
{
|
||||
@ -19,12 +20,31 @@ INTERNAL inline f32 math_acosf(f32 a)
|
||||
return result;
|
||||
}
|
||||
|
||||
INTERNAL inline Radians math_cosf(Radians a)
|
||||
{
|
||||
Radians result = cosf(a);
|
||||
return result;
|
||||
}
|
||||
|
||||
INTERNAL inline Radians math_sinf(Radians a)
|
||||
{
|
||||
Radians result = sinf(a);
|
||||
return result;
|
||||
}
|
||||
|
||||
INTERNAL inline f32 math_atan2f(f32 y, f32 x)
|
||||
{
|
||||
f32 result = atan2f(y, x);
|
||||
return result;
|
||||
}
|
||||
|
||||
INTERNAL inline f32 math_tanf(Radians angle)
|
||||
{
|
||||
f32 result = tanf(angle);
|
||||
return result;
|
||||
}
|
||||
|
||||
|
||||
/* VECTORS */
|
||||
typedef union v2
|
||||
{
|
||||
|
@ -32,6 +32,7 @@ typedef struct TrianglePoints {
|
||||
typedef u32 RenderFlags;
|
||||
enum RenderFlag {
|
||||
renderflag_wireframe = 0x1,
|
||||
renderflag_no_texture = 0x2,
|
||||
};
|
||||
|
||||
enum RenderMode
|
||||
@ -47,6 +48,7 @@ typedef struct RenderGroup
|
||||
b32 init;
|
||||
RenderFlags flags;
|
||||
enum RenderMode mode;
|
||||
u32 glRenderMode;
|
||||
|
||||
Texture *tex;
|
||||
v4 color;
|
||||
@ -112,7 +114,7 @@ inline void renderer_staticString(Renderer *const renderer, MemoryArena_ *arena,
|
||||
}
|
||||
|
||||
void renderer_entity(Renderer *renderer, Rect camera, Entity *entity,
|
||||
v2 pivotPoint, Radians rotate, v4 color,
|
||||
v2 pivotPoint, Degrees rotate, v4 color,
|
||||
RenderFlags flags);
|
||||
|
||||
void renderer_renderGroups(Renderer *renderer);
|
||||
|
Loading…
Reference in New Issue
Block a user