Add proper wireframe mode, rotation to triangle

This commit is contained in:
2016-11-12 00:22:09 +11:00
parent 6d67485d49
commit 981d87a2d7
7 changed files with 232 additions and 165 deletions
+12 -7
View File
@@ -193,7 +193,7 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
ship->scale = 1;
ship->type = entitytype_ship;
ship->direction = direction_null;
ship->tex = asset_getTex(&state->assetManager, "nullTex");
ship->tex = NULL;
ship->collides = FALSE;
}
@@ -293,17 +293,22 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
v2_add(halfAccelerationDtSquared, oldVelocityDt), oldPos);
}
renderer_entity(&state->renderer, state->camera, entity, V2(0, 0), 0,
V4(0.0f, 1.0f, 1.0f, 1.0f));
RenderFlags flags = renderflag_wireframe;
renderer_entity(&state->renderer, state->camera, entity, V2(0, 0),
0, V4(0.4f, 0.8f, 1.0f, 1.0f), flags);
}
RenderTex nullRenderTex = renderer_createNullRenderTex(&state->assetManager);
TrianglePoints triangle = {0};
triangle.points[0] = V2(100, 200);
triangle.points[2] = V2(100, 100);
triangle.points[2] = V2(100, 300);
triangle.points[1] = V2(200, 100);
renderer_triangle(&state->renderer, state->camera, triangle, V2(0, 0), 0,
nullRenderTex, V4(1, 1, 1, 1));
LOCAL_PERSIST Radians rotation = 0.0f;
rotation += DEGREES_TO_RADIANS(((60.0f) * dt));
RenderFlags flags = renderflag_wireframe;
renderer_triangle(&state->renderer, state->camera, triangle, V2(0, 0),
rotation, NULL, V4(1, 1, 1, 1), flags);
renderer_renderGroups(&state->renderer);
}