Draw sprite from offset into tilesheet
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@ -57,11 +57,6 @@ Texture genTexture(const GLuint width, const GLuint height,
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glTexImage2D(GL_TEXTURE_2D, 0, tex.internalFormat, tex.width, tex.height, 0,
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tex.imageFormat, GL_UNSIGNED_BYTE, image);
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glCheckError();
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glActiveTexture(GL_TEXTURE0);
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// TODO(doyle): Don't forget about thsi!
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glTexSubImage2D(GL_TEXTURE_2D, 0, 3, 3, 55, 55, GL_RGBA, GL_UNSIGNED_BYTE,
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image);
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glCheckError();
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glGenerateMipmap(GL_TEXTURE_2D);
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/* Set parameter of currently bound texture */
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@ -6,7 +6,7 @@ void worldTraveller_gameInit(GameState *state)
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{
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/* Initialise assets */
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asset_loadTextureImage(
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"data/textures/WorldTraveller/elisa-spritesheet1.png", texlist_hero);
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"data/textures/WorldTraveller/TerraSprite.png", texlist_hero);
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glCheckError();
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state->state = state_active;
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@ -23,15 +23,48 @@ void worldTraveller_gameInit(GameState *state)
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shader_uniformSetMat4fv(renderer->shader, "projection", projection);
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glCheckError();
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/* Init hero */
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Entity *hero = &state->hero;
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hero->tex = asset_getTexture(texlist_hero);
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hero->size = V2(91.0f, 146.0f);
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//v2 screenCentre = V2(state->width / 2.0f, state->height / 2.0f);
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//v2 heroOffsetToCentre =
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// V2(-(hero->size.x / 2.0f), -(hero->size.y / 2.0f));
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//v2 heroCentered = v2_add(screenCentre, heroOffsetToCentre);
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hero->pos = V2(0.0f, 0.0f);
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glCheckError();
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Texture *heroSheet = asset_getTexture(texlist_hero);
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v2 sheetSize = V2(CAST(f32)heroSheet->width, CAST(f32)heroSheet->height);
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if (sheetSize.x != sheetSize.y)
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{
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printf(
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"worldTraveller_gameInit() warning: Sprite sheet is not square: "
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"%dx%dpx\n",
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CAST(i32) sheetSize.x, CAST(i32) sheetSize.y);
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}
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f32 uvNormalisedFactor = sheetSize.x;
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v2 heroStartPixel = V2(219.0f, 14.0f);
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v4 heroRect =
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V4(heroStartPixel.x, heroStartPixel.y, heroStartPixel.x + hero->size.x,
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heroStartPixel.y + hero->size.y);
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v4 heroUVNormalised = v4_scale(heroRect, 1.0f/uvNormalisedFactor);
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heroUVNormalised.y = 1.0f - heroUVNormalised.y;
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heroUVNormalised.w = 1.0f - heroUVNormalised.w;
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/* Init renderer */
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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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v4 vertices[] = {
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// x y s t
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{0.0f, 1.0f, 0.0f, 1.0f}, // Top left
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{0.0f, 0.0f, 0.0f, 0.0f}, // Bottom left
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{1.0f, 1.0f, 1.0f, 1.0f}, // Top right
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{1.0f, 0.0f, 1.0f, 0.0f}, // Bottom right
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{0.0f, 1.0f, heroUVNormalised.x, heroUVNormalised.y}, // Top left
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{0.0f, 0.0f, heroUVNormalised.x, heroUVNormalised.w}, // Bottom left
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{1.0f, 1.0f, heroUVNormalised.z, heroUVNormalised.y}, // Top right
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{1.0f, 0.0f, heroUVNormalised.z, heroUVNormalised.w}, // Bottom right
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};
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GLuint VBO;
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@ -60,20 +93,6 @@ void worldTraveller_gameInit(GameState *state)
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/* Unbind */
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glBindBuffer(GL_ARRAY_BUFFER, 0);
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glBindVertexArray(0);
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glCheckError();
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/* Init hero */
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Entity *hero = &state->hero;
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hero->tex = asset_getTexture(texlist_hero);
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hero->size = V2(260.0f, 260.0f);
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//v2 screenCentre = V2(state->width / 2.0f, state->height / 2.0f);
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//v2 heroOffsetToCentre =
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// V2(-(hero->size.x / 2.0f), -(hero->size.y / 2.0f));
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//v2 heroCentered = v2_add(screenCentre, heroOffsetToCentre);
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hero->pos = V2(0.0f, 0.0f);
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glCheckError();
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}
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@ -102,6 +102,13 @@ INTERNAL inline f32 v##num##_dot(const v##num a, const v##num b) \
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for (i32 i = 0; i < ##num; i++) { result += (a.e[i] * b.e[i]); } \
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return result; \
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} \
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INTERNAL inline b32 v##num##_equals(const v##num a, const v##num b) \
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{ \
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b32 result = TRUE; \
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for (i32 i = 0; i < ##num; i++) \
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if (a.e[i] != b.e[i]) result = FALSE; \
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return result; \
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} \
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DEFINE_VECTOR_MATH(2);
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DEFINE_VECTOR_MATH(3);
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