Group texture & texture rect together in renderer
This commit is contained in:
+17
-21
@@ -18,8 +18,8 @@ INTERNAL void updateBufferObject(Renderer *const renderer,
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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}
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INTERNAL RenderQuad createTexQuad(Renderer *renderer, v4 quadRect, v4 texRect,
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Texture *tex)
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INTERNAL RenderQuad createTexQuad(Renderer *renderer, v4 quadRect,
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RenderTex renderTex)
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{
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// NOTE(doyle): Draws a series of triangles (three-sided polygons) using
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// vertices v0, v1, v2, then v2, v1, v3 (note the order)
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@@ -33,10 +33,11 @@ INTERNAL RenderQuad createTexQuad(Renderer *renderer, v4 quadRect, v4 texRect,
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quadRectNdc.e[3] *= renderer->vertexNdcFactor.h;
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/* Convert texture coordinates to normalised texture coordinates */
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v4 texRectNdc = texRect;
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if (tex)
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v4 texRectNdc = renderTex.texRect;
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if (renderTex.tex)
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{
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v2 texNdcFactor = V2(1.0f / tex->width, 1.0f / tex->height);
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v2 texNdcFactor =
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V2(1.0f / renderTex.tex->width, 1.0f / renderTex.tex->height);
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texRectNdc.e[0] *= texNdcFactor.w;
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texRectNdc.e[1] *= texNdcFactor.h;
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texRectNdc.e[2] *= texNdcFactor.w;
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@@ -55,20 +56,12 @@ INTERNAL RenderQuad createTexQuad(Renderer *renderer, v4 quadRect, v4 texRect,
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return result;
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}
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INTERNAL inline RenderQuad createQuad(Renderer *renderer, v4 quadRect)
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{
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v4 texRect = V4(0, 0, 0, 0);
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RenderQuad result =
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createTexQuad(renderer, quadRect, texRect, NULL);
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return result;
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}
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INTERNAL inline RenderQuad
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createDefaultTexQuad(Renderer *renderer, v4 texRect, Texture *tex)
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createDefaultTexQuad(Renderer *renderer, RenderTex renderTex)
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{
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RenderQuad result = {0};
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v4 defaultQuad = V4(0.0f, renderer->size.h, renderer->size.w, 0.0f);
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result = createTexQuad(renderer, defaultQuad, texRect, tex);
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result = createTexQuad(renderer, defaultQuad, renderTex);
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return result;
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}
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@@ -125,15 +118,16 @@ INTERNAL void renderObject(Renderer *renderer, v2 pos, v2 size, f32 rotate,
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}
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void renderer_rect(Renderer *const renderer, v4 cameraBounds, v2 pos, v2 size,
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f32 rotate, Texture *tex, v4 texRect, v4 color)
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f32 rotate, RenderTex renderTex, v4 color)
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{
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RenderQuad quad = createDefaultTexQuad(renderer, texRect, tex);
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RenderQuad quad = createDefaultTexQuad(renderer, renderTex);
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updateBufferObject(renderer, &quad, 1);
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// NOTE(doyle): Get the origin of cameraBounds in world space, bottom left
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v2 offsetFromCamOrigin = V2(cameraBounds.x, cameraBounds.w);
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v2 rectRelativeToCamera = v2_sub(pos, offsetFromCamOrigin);
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renderObject(renderer, rectRelativeToCamera, size, rotate, color, tex);
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renderObject(renderer, rectRelativeToCamera, size, rotate, color,
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renderTex.tex);
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}
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void renderer_string(Renderer *const renderer, v4 cameraBounds,
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@@ -181,9 +175,10 @@ void renderer_string(Renderer *const renderer, v4 cameraBounds,
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/* Get texture out */
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v4 charTexRect = font->atlas->texRect[relativeIndex];
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renderer_flipTexCoord(&charTexRect, FALSE, TRUE);
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RenderTex renderTex = {font->tex, charTexRect};
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RenderQuad charQuad = createTexQuad(renderer, charRectOnScreen,
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charTexRect, font->tex);
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RenderQuad charQuad =
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createTexQuad(renderer, charRectOnScreen, renderTex);
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stringQuads[quadIndex++] = charQuad;
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}
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@@ -227,8 +222,9 @@ void renderer_entity(Renderer *renderer, v4 cameraBounds, Entity *entity,
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// NOTE(doyle): Flip the x coordinates to flip the tex
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renderer_flipTexCoord(&texRect, TRUE, FALSE);
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}
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RenderTex renderTex = {entity->tex, texRect};
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RenderQuad entityQuad =
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createDefaultTexQuad(renderer, texRect, entity->tex);
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createDefaultTexQuad(renderer, renderTex);
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updateBufferObject(renderer, &entityQuad, 1);
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v2 offsetFromCamOrigin = V2(cameraBounds.x, cameraBounds.w);
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