Merge triangle rendering code to polygon code

This commit is contained in:
Doyle Thai 2016-11-18 14:33:11 +11:00
parent 68c0560b28
commit a4e5025dd4
4 changed files with 131 additions and 124 deletions

View File

@ -164,82 +164,6 @@ INTERNAL b32 getKeyStatus(KeyState *key, enum ReadKeyType readType,
return FALSE;
}
typedef struct Basis
{
v2 basis;
v2 pivotPoint;
} Basis;
enum RectBaseline
{
rectbaseline_top,
rectbaseline_topLeft,
rectbaseline_topRight,
rectbaseline_bottom,
rectbaseline_bottomRight,
rectbaseline_bottomLeft,
rectbaseline_left,
rectbaseline_right,
rectbaseline_center,
rectbaseline_count,
};
Basis getBasis(Entity *entity, enum RectBaseline baseline)
{
ASSERT(baseline < rectbaseline_count);
v2 basis = v2_sub(entity->pos, entity->offset);
v2 pivotPoint = v2_scale(entity->size, 0.5f);
v2 size = entity->size;
switch (baseline)
{
case rectbaseline_top:
basis.y += (size.h);
basis.x += (size.w * 0.5f);
break;
case rectbaseline_topLeft:
basis.y += (size.h);
break;
case rectbaseline_topRight:
basis.y += (size.h);
basis.x += (size.w);
break;
case rectbaseline_bottom:
basis.x += (size.w * 0.5f);
break;
case rectbaseline_bottomRight:
basis.x += (size.w);
break;
case rectbaseline_left:
basis.y += (size.h * 0.5f);
break;
case rectbaseline_right:
basis.x += (size.w);
basis.y += (size.h * 0.5f);
break;
case rectbaseline_bottomLeft:
break;
default:
DEBUG_LOG(
"getPosRelativeToRect() warning: baseline enum not recognised");
break;
}
Basis result = {0};
result.basis = basis;
result.pivotPoint = pivotPoint;
return result;
}
Basis getDefaultBasis(Entity *entity)
{
Basis result = getBasis(entity, rectbaseline_bottomLeft);
return result;
}
#include <stdlib.h>
#include <time.h>
v2 *createAsteroidVertexList(MemoryArena_ *arena, i32 iterations,
@ -323,7 +247,6 @@ void moveEntity(GameState *state, Entity *entity, v2 ddP, f32 dt, f32 ddPSpeed)
Entity *checkEntity = &state->entityList[i];
if (checkEntity->id == entity->id) continue;
}
b32 moveValid = TRUE;
@ -359,10 +282,25 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
ship->size = V2(25.0f, 50.0f);
ship->hitbox = ship->size;
ship->offset = v2_scale(ship->size, 0.5f);
ship->numVertexPoints = 3;
ship->vertexPoints = memory_pushBytes(
&state->persistentArena, sizeof(v2) * ship->numVertexPoints);
Basis shipBasis = getDefaultBasis(ship);
v2 triangleTopPoint = V2(shipBasis.pos.x + (ship->size.w * 0.5f),
shipBasis.pos.y + ship->size.h);
v2 triangleRightSide =
V2(shipBasis.pos.x + ship->size.w, shipBasis.pos.y);
ship->vertexPoints[0] = shipBasis.pos;
ship->vertexPoints[1] = triangleRightSide;
ship->vertexPoints[2] = triangleTopPoint;
ship->scale = 1;
ship->type = entitytype_ship;
ship->direction = direction_null;
ship->renderMode = rendermode_triangle;
ship->renderMode = rendermode_polygon;
ship->tex = NULL;
ship->collides = TRUE;
@ -580,7 +518,7 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
flags);
Basis entityBasis = getDefaultBasis(entity);
renderer_rect(&state->renderer, state->camera, entityBasis.basis,
renderer_rect(&state->renderer, state->camera, entityBasis.pos,
V2(4, 4), entityBasis.pivotPoint,
DEGREES_TO_RADIANS(entity->rotation), NULL,
V4(1.0f, 0, 0, 1.0f), flags);
@ -592,8 +530,8 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
triangle.points[1] = V2(200, 100);
triangle.points[2] = V2(100, 300);
LOCAL_PERSIST Radians rotation = 0.0f;
rotation += DEGREES_TO_RADIANS(((60.0f) * dt));
LOCAL_PERSIST Degrees rotation = 0.0f;
rotation += (60.0f) * dt;
RenderFlags flags = renderflag_wireframe | renderflag_no_texture;
renderer_triangle(&state->renderer, state->camera, triangle, V2(0, 0),

View File

@ -86,3 +86,53 @@ void entity_addAnim(AssetManager *const assetManager, Entity *const entity,
DEBUG_LOG("No more free entity animation slots");
}
Basis getBasis(Entity *entity, enum RectBaseline baseline)
{
ASSERT(baseline < rectbaseline_count);
v2 basis = v2_sub(entity->pos, entity->offset);
v2 pivotPoint = v2_scale(entity->size, 0.5f);
v2 size = entity->size;
switch (baseline)
{
case rectbaseline_top:
basis.y += (size.h);
basis.x += (size.w * 0.5f);
break;
case rectbaseline_topLeft:
basis.y += (size.h);
break;
case rectbaseline_topRight:
basis.y += (size.h);
basis.x += (size.w);
break;
case rectbaseline_bottom:
basis.x += (size.w * 0.5f);
break;
case rectbaseline_bottomRight:
basis.x += (size.w);
break;
case rectbaseline_left:
basis.y += (size.h * 0.5f);
break;
case rectbaseline_right:
basis.x += (size.w);
basis.y += (size.h * 0.5f);
break;
case rectbaseline_bottomLeft:
break;
default:
DEBUG_LOG(
"getPosRelativeToRect() warning: baseline enum not recognised");
break;
}
Basis result = {0};
result.pos = basis;
result.pivotPoint = pivotPoint;
return result;
}

View File

@ -427,32 +427,33 @@ void renderer_polygon(Renderer *const renderer, Rect camera,
Radians rotate, RenderTex *renderTex, v4 color,
RenderFlags flags)
{
ASSERT(numPoints > 3);
ASSERT(numPoints >= 3);
for (i32 i = 0; i < numPoints; i++)
polygonPoints[i] = v2_sub(polygonPoints[i], camera.min);
// TODO(doyle): Do something with render texture
RenderTex emptyRenderTex = {0};
if (!renderTex) renderTex = &emptyRenderTex;
i32 numTrisInTriangulation = numPoints - 2;
v2 triangulationBaseP = polygonPoints[0];
i32 triangulationIndex = 0;
v2 triangulationBaseP = polygonPoints[0];
Vertex triangulationBaseVertex = {0};
triangulationBaseVertex.pos = triangulationBaseP;
triangulationBaseVertex.pos = triangulationBaseP;
i32 numTrisInTriangulation = numPoints - 2;
i32 triangulationIndex = 0;
beginVertexBatch(renderer);
for (i32 i = 1; triangulationIndex < numTrisInTriangulation; i++)
{
ASSERT((i + 1) <= numPoints);
ASSERT((i + 1) < numPoints);
RenderTriangle_ tri = {0};
tri.vertex[0].pos = triangulationBaseP;
tri.vertex[1].pos = polygonPoints[i + 1];
tri.vertex[2].pos = polygonPoints[i];
tri.vertex[1].pos = polygonPoints[i];
tri.vertex[2].pos = polygonPoints[i + 1];
applyRotationToVertexes(triangulationBaseP, pivotPoint, rotate,
tri.vertex, 3);
addVertexToRenderGroup_(renderer, renderTex->tex, color, tri.vertex,
ARRAY_COUNT(tri.vertex), rendermode_polygon,
flags);
@ -462,27 +463,13 @@ void renderer_polygon(Renderer *const renderer, Rect camera,
}
void renderer_triangle(Renderer *const renderer, Rect camera,
TrianglePoints triangle, v2 pivotPoint, Radians rotate,
TrianglePoints triangle, v2 pivotPoint, Degrees rotate,
RenderTex *renderTex, v4 color, RenderFlags flags)
{
TrianglePoints triangleInCamSpace = {0};
ASSERT(ARRAY_COUNT(triangle.points) ==
ARRAY_COUNT(triangleInCamSpace.points));
for (i32 i = 0; i < ARRAY_COUNT(triangleInCamSpace.points); i++)
triangleInCamSpace.points[i] = v2_sub(triangle.points[i], camera.min);
RenderTex emptyRenderTex = {0};
if (!renderTex) renderTex = &emptyRenderTex;
RenderTriangle_ renderTriangle = createRenderTriangle(
renderer, triangleInCamSpace, pivotPoint, rotate, *renderTex);
beginVertexBatch(renderer);
addVertexToRenderGroup_(
renderer, renderTex->tex, color, renderTriangle.vertex,
ARRAY_COUNT(renderTriangle.vertex), rendermode_triangle, flags);
endVertexBatch(renderer);
Radians totalRotation = DEGREES_TO_RADIANS(rotate);
renderer_polygon(renderer, camera, triangle.points,
ARRAY_COUNT(triangle.points), pivotPoint, totalRotation,
renderTex, color, flags);
}
void renderer_string(Renderer *const renderer, MemoryArena_ *arena, Rect camera,
@ -588,25 +575,22 @@ void renderer_entity(Renderer *renderer, MemoryArena_ *transientArena,
}
else if (entity->renderMode == rendermode_triangle)
{
TrianglePoints triangle = {0};
v2 entityPWithOffset = v2_sub(entity->pos, entity->offset);
v2 triangleTopPoint = V2(entityPWithOffset.x + (entity->size.w * 0.5f),
entityPWithOffset.y + entity->size.h);
Basis entityBasis = getDefaultBasis(entity);
v2 triangleTopPoint = V2(entityBasis.pos.x + (entity->size.w * 0.5f),
entityBasis.pos.y + entity->size.h);
v2 triangleRightSide =
V2(entityPWithOffset.x + entity->size.w, entityPWithOffset.y);
V2(entityBasis.pos.x + entity->size.w, entityBasis.pos.y);
triangle.points[0] = entityPWithOffset;
triangle.points[1] = triangleRightSide;
triangle.points[2] = triangleTopPoint;
v2 entityPolygonPoints[] = {entityBasis.pos, triangleRightSide,
triangleTopPoint};
renderer_triangle(renderer, camera, triangle, pivotPoint, totalRotation,
&renderTex, color, flags);
renderer_polygon(renderer, camera, entityPolygonPoints,
ARRAY_COUNT(entityPolygonPoints), pivotPoint,
totalRotation, &renderTex, color, flags);
}
else if (entity->renderMode == rendermode_polygon)
{
ASSERT(entity->numVertexPoints > 3);
ASSERT(entity->numVertexPoints >= 3);
ASSERT(entity->vertexPoints);
v2 *offsetVertexPoints = memory_pushBytes(

View File

@ -22,6 +22,27 @@ enum Direction
direction_num,
};
typedef struct Basis
{
v2 pos;
v2 pivotPoint;
} Basis;
enum RectBaseline
{
rectbaseline_top,
rectbaseline_topLeft,
rectbaseline_topRight,
rectbaseline_bottom,
rectbaseline_bottomRight,
rectbaseline_bottomLeft,
rectbaseline_left,
rectbaseline_right,
rectbaseline_center,
rectbaseline_count,
};
enum EntityType
{
entitytype_invalid,
@ -54,8 +75,8 @@ typedef struct Entity
v2 offset;
enum RenderMode renderMode;
v2 *vertexPoints;
i32 numVertexPoints;
v2 *vertexPoints;
f32 scale;
Degrees rotation;
@ -84,4 +105,18 @@ typedef struct Entity
i32 numAudioRenderers;
} Entity;
SubTexture entity_getActiveSubTexture(Entity *const entity);
void entity_setActiveAnim(Entity *const entity, const char *const animName);
void entity_updateAnim(Entity *const entity, const f32 dt);
void entity_addAnim(AssetManager *const assetManager, Entity *const entity,
const char *const animName);
Basis getBasis(Entity *entity, enum RectBaseline baseline);
inline Basis getDefaultBasis(Entity *entity)
{
Basis result = getBasis(entity, rectbaseline_bottomLeft);
return result;
}
#endif