Restore color modulation in render groups
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				@ -8,29 +8,45 @@
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#include "Dengine/Shader.h"
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					#include "Dengine/Shader.h"
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#include "Dengine/Texture.h"
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					#include "Dengine/Texture.h"
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#define RENDER_BOUNDING_BOX TRUE
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					#define RENDER_BOUNDING_BOX FALSE
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INTERNAL void addVertexToRenderGroup(Renderer *renderer, Texture *texture,
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					INTERNAL void addVertexToRenderGroup(Renderer *renderer, Texture *tex, v4 color,
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                                     Vertex *vertexList, i32 numVertexes)
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					                                     Vertex *vertexList, i32 numVertexes)
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{
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					{
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	/* Find vacant/matching render group */
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						/* Find vacant/matching render group */
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	RenderGroup *targetGroup = NULL;
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						RenderGroup *targetGroup = NULL;
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	for (i32 i = 0; i < ARRAY_COUNT(renderer->groups); i++)
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						for (i32 i = 0; i < ARRAY_COUNT(renderer->groups); i++)
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	{
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						{
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		RenderGroup *group = &renderer->groups[i];
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							RenderGroup *group        = &renderer->groups[i];
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		if (group->tex == NULL || group->tex->id == texture->id)
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							b32 groupIsValid = FALSE;
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							if (group->tex)
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							{
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								/* If the textures match and have the same color modulation, we can
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								 * add these vertices to the current group */
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								if (group->tex->id == tex->id &&
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								    v4_equals(group->color, color))
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								{
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									groupIsValid = TRUE;
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								}
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							}
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							else
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							{
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								/* New group, unused so initialise it */
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								groupIsValid = TRUE;
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								// NOTE(doyle): Mark first vertex as degenerate vertex
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								group->vertexIndex++;
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								group->tex   = tex;
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								group->color = color;
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							}
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							if (groupIsValid)
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		{
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							{
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			i32 freeVertexSlots = renderer->groupCapacity - group->vertexIndex;
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								i32 freeVertexSlots = renderer->groupCapacity - group->vertexIndex;
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			if (numVertexes < freeVertexSlots)
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								if (numVertexes < freeVertexSlots)
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			{
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								{
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				if (!group->tex)
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									targetGroup  = &renderer->groups[i];
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				{
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					// NOTE(doyle): Mark first vertex as degenerate vertex
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					group->vertexIndex++;
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					group->tex = texture;
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				}
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				targetGroup = &renderer->groups[i];
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				break;
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									break;
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			}
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								}
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		}
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							}
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@ -59,7 +75,7 @@ INTERNAL void addVertexToRenderGroup(Renderer *renderer, Texture *texture,
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INTERNAL inline void addRenderQuadToRenderGroup(Renderer *renderer,
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					INTERNAL inline void addRenderQuadToRenderGroup(Renderer *renderer,
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                                                RenderQuad_ quad,
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					                                                RenderQuad_ quad,
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                                                RenderTex renderTex)
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					                                                Texture *tex, v4 color)
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{
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					{
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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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						   NOTE(doyle): Entity rendering is always done in two pairs of
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@ -84,7 +100,7 @@ INTERNAL inline void addRenderQuadToRenderGroup(Renderer *renderer,
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   */
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					   */
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	Vertex vertexList[6] = {quad.vertex[0], quad.vertex[0], quad.vertex[1],
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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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						                        quad.vertex[2], quad.vertex[3], quad.vertex[3]};
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	addVertexToRenderGroup(renderer, renderTex.tex, vertexList,
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						addVertexToRenderGroup(renderer, tex, color, vertexList,
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	                       ARRAY_COUNT(vertexList));
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						                       ARRAY_COUNT(vertexList));
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};
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					};
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@ -213,23 +229,24 @@ createDefaultTexQuad(Renderer *renderer, RenderTex renderTex)
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	return result;
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						return result;
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}
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					}
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INTERNAL void renderObject(Renderer *renderer, v2 pos, v2 size, v2 pivotPoint,
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					INTERNAL void renderGLBufferedData(Renderer *renderer, RenderGroup *renderGroup)
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                           f32 rotate, v4 color, Texture *tex)
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{
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					{
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	/* Load transformation matrix */
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						/* Load transformation matrix */
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	shader_use(renderer->shader);
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						shader_use(renderer->shader);
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	GL_CHECK_ERROR();
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						GL_CHECK_ERROR();
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	/* Set color modulation value */
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						/* Set color modulation value */
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	shader_uniformSetVec4f(renderer->shader, "spriteColor", color);
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						shader_uniformSetVec4f(renderer->shader, "spriteColor",
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						                       renderGroup->color);
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	/* Send draw calls */
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					    /* Send draw calls */
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#if RENDER_BOUNDING_BOX
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					#if RENDER_BOUNDING_BOX
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	glBindVertexArray(renderer->vao);
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						glBindVertexArray(renderer->vao);
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	glDrawArrays(GL_TRIANGLE_STRIP, 0, renderer->numVertexesInVbo);
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						glDrawArrays(GL_TRIANGLE_STRIP, 0, renderer->numVertexesInVbo);
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	glBindVertexArray(0);
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						glBindVertexArray(0);
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#endif
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					#endif
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						Texture *tex = renderGroup->tex;
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	if (tex)
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						if (tex)
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	{
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						{
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		glActiveTexture(GL_TEXTURE0);
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							glActiveTexture(GL_TEXTURE0);
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@ -264,7 +281,7 @@ void renderer_rect(Renderer *const renderer, Rect camera, v2 pos, v2 size,
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	v2 posInCameraSpace = v2_sub(pos, camera.pos);
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						v2 posInCameraSpace = v2_sub(pos, camera.pos);
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	RenderQuad_ quad    = createRenderQuad(renderer, posInCameraSpace, size,
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						RenderQuad_ quad    = createRenderQuad(renderer, posInCameraSpace, size,
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	                                    pivotPoint, rotate, renderTex);
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						                                    pivotPoint, rotate, renderTex);
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	addRenderQuadToRenderGroup(renderer, quad, renderTex);
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						addRenderQuadToRenderGroup(renderer, quad, renderTex.tex, color);
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}
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					}
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void renderer_string(Renderer *const renderer, MemoryArena *arena, Rect camera,
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					void renderer_string(Renderer *const renderer, MemoryArena *arena, Rect camera,
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@ -325,7 +342,8 @@ void renderer_string(Renderer *const renderer, MemoryArena *arena, Rect camera,
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			pos.x += metric.advance;
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								pos.x += metric.advance;
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		}
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							}
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		addVertexToRenderGroup(renderer, tex, vertexList, numVertexesToAlloc);
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							addVertexToRenderGroup(renderer, tex, color, vertexList,
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							                       numVertexesToAlloc);
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		PLATFORM_MEM_FREE(arena, vertexList,
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							PLATFORM_MEM_FREE(arena, vertexList,
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		                  sizeof(Vertex) * numVertexesToAlloc);
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							                  sizeof(Vertex) * numVertexesToAlloc);
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	}
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						}
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@ -374,12 +392,15 @@ void renderer_renderGroups(Renderer *renderer)
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		if (currGroup->tex)
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							if (currGroup->tex)
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		{
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							{
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			bufferRenderGroupToGL(renderer, currGroup);
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								bufferRenderGroupToGL(renderer, currGroup);
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			renderObject(renderer, V2(0.0f, 0.0f), renderer->size, V2(0, 0),
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								renderGLBufferedData(renderer, currGroup);
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			             0, V4(1, 1, 1, 1), currGroup->tex);
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			RenderGroup cleanGroup = {0};
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								RenderGroup cleanGroup = {0};
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			cleanGroup.vertexList = currGroup->vertexList;
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								cleanGroup.vertexList = currGroup->vertexList;
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			*currGroup = cleanGroup;
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								*currGroup = cleanGroup;
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		}
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							}
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							else
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							{
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								break;
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							}
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	}
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						}
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}
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					}
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@ -69,10 +69,9 @@ i32 userInterface_button(UiState *const uiState,
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	if (uiState->kbdItem == id)
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						if (uiState->kbdItem == id)
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	{
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						{
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		// Draw outline
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							// Draw outline
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		renderer_staticRect(renderer,
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							renderer_staticRect(
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		                    v2_add(V2(-2, -2), v2_add(buttonOffset, rect.pos)),
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							    renderer, v2_add(V2(-2, -2), v2_add(buttonOffset, rect.pos)),
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		                    v2_add(V2(4, 4), rect.size), V2(0, 0), 0, renderTex,
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							    v2_add(V2(4, 4), rect.size), V2(0, 0), 0, renderTex, buttonColor);
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		                    V4(1.0f, 0, 0, 1));
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	}
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						}
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	renderer_staticRect(renderer, v2_add(buttonOffset, rect.pos), rect.size,
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						renderer_staticRect(renderer, v2_add(buttonOffset, rect.pos), rect.size,
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@ -172,7 +171,7 @@ i32 userInterface_scrollbar(UiState *const uiState,
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		// Draw outline
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							// Draw outline
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		renderer_staticRect(renderer, v2_add(V2(-2, -2), scrollBarRect.pos),
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							renderer_staticRect(renderer, v2_add(V2(-2, -2), scrollBarRect.pos),
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		                    v2_add(V2(4, 4), scrollBarRect.size), V2(0, 0), 0,
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							                    v2_add(V2(4, 4), scrollBarRect.size), V2(0, 0), 0,
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		                    renderTex, V4(1.0f, 0, 0, 1));
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							                    renderTex, V4(1, 0, 0, 1));
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	}
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						}
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	// Render scroll bar background
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						// Render scroll bar background
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@ -18,21 +18,21 @@ typedef struct Vertex
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	v2 texCoord;
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						v2 texCoord;
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} Vertex;
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					} Vertex;
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					typedef struct RenderTex
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					{
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						Texture *tex;
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						v4 texRect;
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					} RenderTex;
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typedef struct RenderQuad
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					typedef struct RenderQuad
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{
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					{
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	Vertex vertex[4];
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						Vertex vertex[4];
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} RenderQuad_;
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					} RenderQuad_;
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typedef struct RenderTex
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{
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	Texture *tex;
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	// TODO(doyle): Switch to rect
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	v4 texRect;
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} RenderTex;
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typedef struct RenderGroup
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					typedef struct RenderGroup
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{
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					{
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	Texture *tex;
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						Texture *tex;
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						v4 color;
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	Vertex *vertexList;
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						Vertex *vertexList;
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	i32 vertexIndex;
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						i32 vertexIndex;
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@ -47,7 +47,7 @@ typedef struct Renderer
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	v2 vertexNdcFactor;
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						v2 vertexNdcFactor;
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	v2 size;
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						v2 size;
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	RenderGroup groups[16];
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						RenderGroup groups[128];
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	i32 groupCapacity;
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						i32 groupCapacity;
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} Renderer;
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					} Renderer;
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