Merge triangle rendering code to polygon code
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parent
68c0560b28
commit
a4e5025dd4
100
src/Asteroid.c
100
src/Asteroid.c
@ -164,82 +164,6 @@ INTERNAL b32 getKeyStatus(KeyState *key, enum ReadKeyType readType,
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return FALSE;
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}
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typedef struct Basis
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{
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v2 basis;
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v2 pivotPoint;
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} Basis;
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enum RectBaseline
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{
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rectbaseline_top,
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rectbaseline_topLeft,
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rectbaseline_topRight,
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rectbaseline_bottom,
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rectbaseline_bottomRight,
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rectbaseline_bottomLeft,
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rectbaseline_left,
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rectbaseline_right,
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rectbaseline_center,
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rectbaseline_count,
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};
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Basis getBasis(Entity *entity, enum RectBaseline baseline)
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{
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ASSERT(baseline < rectbaseline_count);
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v2 basis = v2_sub(entity->pos, entity->offset);
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v2 pivotPoint = v2_scale(entity->size, 0.5f);
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v2 size = entity->size;
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switch (baseline)
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{
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case rectbaseline_top:
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basis.y += (size.h);
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basis.x += (size.w * 0.5f);
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break;
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case rectbaseline_topLeft:
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basis.y += (size.h);
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break;
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case rectbaseline_topRight:
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basis.y += (size.h);
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basis.x += (size.w);
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break;
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case rectbaseline_bottom:
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basis.x += (size.w * 0.5f);
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break;
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case rectbaseline_bottomRight:
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basis.x += (size.w);
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break;
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case rectbaseline_left:
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basis.y += (size.h * 0.5f);
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break;
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case rectbaseline_right:
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basis.x += (size.w);
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basis.y += (size.h * 0.5f);
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break;
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case rectbaseline_bottomLeft:
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break;
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default:
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DEBUG_LOG(
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"getPosRelativeToRect() warning: baseline enum not recognised");
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break;
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}
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Basis result = {0};
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result.basis = basis;
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result.pivotPoint = pivotPoint;
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return result;
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}
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Basis getDefaultBasis(Entity *entity)
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{
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Basis result = getBasis(entity, rectbaseline_bottomLeft);
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return result;
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}
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#include <stdlib.h>
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#include <time.h>
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v2 *createAsteroidVertexList(MemoryArena_ *arena, i32 iterations,
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@ -323,7 +247,6 @@ void moveEntity(GameState *state, Entity *entity, v2 ddP, f32 dt, f32 ddPSpeed)
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Entity *checkEntity = &state->entityList[i];
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if (checkEntity->id == entity->id) continue;
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}
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b32 moveValid = TRUE;
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@ -359,10 +282,25 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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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->numVertexPoints = 3;
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ship->vertexPoints = memory_pushBytes(
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&state->persistentArena, sizeof(v2) * ship->numVertexPoints);
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Basis shipBasis = getDefaultBasis(ship);
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v2 triangleTopPoint = V2(shipBasis.pos.x + (ship->size.w * 0.5f),
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shipBasis.pos.y + ship->size.h);
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v2 triangleRightSide =
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V2(shipBasis.pos.x + ship->size.w, shipBasis.pos.y);
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ship->vertexPoints[0] = shipBasis.pos;
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ship->vertexPoints[1] = triangleRightSide;
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ship->vertexPoints[2] = triangleTopPoint;
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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->renderMode = rendermode_polygon;
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ship->tex = NULL;
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ship->collides = TRUE;
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@ -580,7 +518,7 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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flags);
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Basis entityBasis = getDefaultBasis(entity);
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renderer_rect(&state->renderer, state->camera, entityBasis.basis,
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renderer_rect(&state->renderer, state->camera, entityBasis.pos,
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V2(4, 4), entityBasis.pivotPoint,
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DEGREES_TO_RADIANS(entity->rotation), NULL,
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V4(1.0f, 0, 0, 1.0f), flags);
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@ -592,8 +530,8 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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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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LOCAL_PERSIST Degrees rotation = 0.0f;
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rotation += (60.0f) * dt;
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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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50
src/Entity.c
50
src/Entity.c
@ -86,3 +86,53 @@ void entity_addAnim(AssetManager *const assetManager, Entity *const entity,
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DEBUG_LOG("No more free entity animation slots");
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}
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Basis getBasis(Entity *entity, enum RectBaseline baseline)
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{
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ASSERT(baseline < rectbaseline_count);
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v2 basis = v2_sub(entity->pos, entity->offset);
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v2 pivotPoint = v2_scale(entity->size, 0.5f);
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v2 size = entity->size;
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switch (baseline)
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{
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case rectbaseline_top:
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basis.y += (size.h);
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basis.x += (size.w * 0.5f);
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break;
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case rectbaseline_topLeft:
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basis.y += (size.h);
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break;
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case rectbaseline_topRight:
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basis.y += (size.h);
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basis.x += (size.w);
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break;
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case rectbaseline_bottom:
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basis.x += (size.w * 0.5f);
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break;
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case rectbaseline_bottomRight:
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basis.x += (size.w);
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break;
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case rectbaseline_left:
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basis.y += (size.h * 0.5f);
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break;
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case rectbaseline_right:
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basis.x += (size.w);
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basis.y += (size.h * 0.5f);
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break;
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case rectbaseline_bottomLeft:
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break;
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default:
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DEBUG_LOG(
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"getPosRelativeToRect() warning: baseline enum not recognised");
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break;
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}
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Basis result = {0};
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result.pos = basis;
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result.pivotPoint = pivotPoint;
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return result;
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}
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@ -427,32 +427,33 @@ void renderer_polygon(Renderer *const renderer, Rect camera,
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Radians rotate, RenderTex *renderTex, v4 color,
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RenderFlags flags)
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{
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ASSERT(numPoints > 3);
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ASSERT(numPoints >= 3);
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for (i32 i = 0; i < numPoints; i++)
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polygonPoints[i] = v2_sub(polygonPoints[i], camera.min);
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// TODO(doyle): Do something with render texture
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RenderTex emptyRenderTex = {0};
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if (!renderTex) renderTex = &emptyRenderTex;
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i32 numTrisInTriangulation = numPoints - 2;
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v2 triangulationBaseP = polygonPoints[0];
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i32 triangulationIndex = 0;
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Vertex triangulationBaseVertex = {0};
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triangulationBaseVertex.pos = triangulationBaseP;
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i32 numTrisInTriangulation = numPoints - 2;
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i32 triangulationIndex = 0;
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beginVertexBatch(renderer);
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for (i32 i = 1; triangulationIndex < numTrisInTriangulation; i++)
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{
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ASSERT((i + 1) <= numPoints);
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ASSERT((i + 1) < numPoints);
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RenderTriangle_ tri = {0};
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tri.vertex[0].pos = triangulationBaseP;
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tri.vertex[1].pos = polygonPoints[i + 1];
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tri.vertex[2].pos = polygonPoints[i];
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tri.vertex[1].pos = polygonPoints[i];
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tri.vertex[2].pos = polygonPoints[i + 1];
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applyRotationToVertexes(triangulationBaseP, pivotPoint, rotate,
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tri.vertex, 3);
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addVertexToRenderGroup_(renderer, renderTex->tex, color, tri.vertex,
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ARRAY_COUNT(tri.vertex), rendermode_polygon,
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flags);
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@ -462,27 +463,13 @@ void renderer_polygon(Renderer *const renderer, Rect camera,
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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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TrianglePoints triangle, v2 pivotPoint, Degrees rotate,
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RenderTex *renderTex, v4 color, RenderFlags flags)
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{
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TrianglePoints triangleInCamSpace = {0};
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ASSERT(ARRAY_COUNT(triangle.points) ==
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ARRAY_COUNT(triangleInCamSpace.points));
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for (i32 i = 0; i < ARRAY_COUNT(triangleInCamSpace.points); i++)
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triangleInCamSpace.points[i] = v2_sub(triangle.points[i], camera.min);
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RenderTex emptyRenderTex = {0};
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if (!renderTex) renderTex = &emptyRenderTex;
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RenderTriangle_ renderTriangle = createRenderTriangle(
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renderer, triangleInCamSpace, pivotPoint, rotate, *renderTex);
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beginVertexBatch(renderer);
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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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endVertexBatch(renderer);
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Radians totalRotation = DEGREES_TO_RADIANS(rotate);
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renderer_polygon(renderer, camera, triangle.points,
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ARRAY_COUNT(triangle.points), pivotPoint, totalRotation,
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renderTex, color, flags);
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}
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void renderer_string(Renderer *const renderer, MemoryArena_ *arena, Rect camera,
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@ -588,25 +575,22 @@ void renderer_entity(Renderer *renderer, MemoryArena_ *transientArena,
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}
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else if (entity->renderMode == rendermode_triangle)
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{
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TrianglePoints triangle = {0};
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v2 entityPWithOffset = v2_sub(entity->pos, entity->offset);
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v2 triangleTopPoint = V2(entityPWithOffset.x + (entity->size.w * 0.5f),
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entityPWithOffset.y + entity->size.h);
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Basis entityBasis = getDefaultBasis(entity);
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v2 triangleTopPoint = V2(entityBasis.pos.x + (entity->size.w * 0.5f),
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entityBasis.pos.y + entity->size.h);
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v2 triangleRightSide =
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V2(entityPWithOffset.x + entity->size.w, entityPWithOffset.y);
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V2(entityBasis.pos.x + entity->size.w, entityBasis.pos.y);
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triangle.points[0] = entityPWithOffset;
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triangle.points[1] = triangleRightSide;
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triangle.points[2] = triangleTopPoint;
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v2 entityPolygonPoints[] = {entityBasis.pos, triangleRightSide,
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triangleTopPoint};
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renderer_triangle(renderer, camera, triangle, pivotPoint, totalRotation,
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&renderTex, color, flags);
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renderer_polygon(renderer, camera, entityPolygonPoints,
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ARRAY_COUNT(entityPolygonPoints), pivotPoint,
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totalRotation, &renderTex, color, flags);
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}
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else if (entity->renderMode == rendermode_polygon)
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{
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ASSERT(entity->numVertexPoints > 3);
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ASSERT(entity->numVertexPoints >= 3);
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ASSERT(entity->vertexPoints);
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v2 *offsetVertexPoints = memory_pushBytes(
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@ -22,6 +22,27 @@ enum Direction
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direction_num,
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};
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typedef struct Basis
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{
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v2 pos;
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v2 pivotPoint;
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} Basis;
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enum RectBaseline
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{
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rectbaseline_top,
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rectbaseline_topLeft,
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rectbaseline_topRight,
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rectbaseline_bottom,
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rectbaseline_bottomRight,
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rectbaseline_bottomLeft,
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rectbaseline_left,
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rectbaseline_right,
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rectbaseline_center,
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rectbaseline_count,
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};
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enum EntityType
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{
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entitytype_invalid,
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@ -54,8 +75,8 @@ typedef struct Entity
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v2 offset;
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enum RenderMode renderMode;
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v2 *vertexPoints;
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i32 numVertexPoints;
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v2 *vertexPoints;
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f32 scale;
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Degrees rotation;
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@ -84,4 +105,18 @@ typedef struct Entity
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i32 numAudioRenderers;
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} Entity;
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SubTexture entity_getActiveSubTexture(Entity *const entity);
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void entity_setActiveAnim(Entity *const entity, const char *const animName);
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void entity_updateAnim(Entity *const entity, const f32 dt);
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void entity_addAnim(AssetManager *const assetManager, Entity *const entity,
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const char *const animName);
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Basis getBasis(Entity *entity, enum RectBaseline baseline);
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inline Basis getDefaultBasis(Entity *entity)
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{
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Basis result = getBasis(entity, rectbaseline_bottomLeft);
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return result;
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}
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#endif
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