Switch over to rect vs v4 where appropriate
Main change is switching the camera to use a rectangle. There is no rect change in renderer for grouping size and position together. Due to noticing the use case of rendering- where it's convenient to be able to offset the rectangle from the position value when passed into the function explicitly without having to re-create offset Rectangle structs to pass in.
This commit is contained in:
parent
eb1962e05e
commit
db1eb7b9f3
42
src/Debug.c
42
src/Debug.c
@ -290,21 +290,21 @@ void debug_drawUi(GameState *state, f32 dt)
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Entity *hero = &world->entities[entity_getIndex(world, world->heroId)];
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// TODO(doyle): Dumb copy function from game so we don't expose api
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v4 cameraBounds = math_getRect(world->cameraPos, renderer->size);
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if (cameraBounds.x <= world->bounds.x)
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{
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cameraBounds.x = world->bounds.x;
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cameraBounds.z = cameraBounds.x + renderer->size.w;
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}
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Rect camera = {world->cameraPos, renderer->size};
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// NOTE(doyle): Lock camera if it passes the bounds of the world
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if (camera.pos.x <= world->bounds.x)
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camera.pos.x = world->bounds.x;
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if (cameraBounds.y >= world->bounds.y) cameraBounds.y = world->bounds.y;
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// TODO(doyle): Do the Y component when we need it
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f32 cameraTopBoundInPixels = camera.pos.y + camera.size.h;
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if (cameraTopBoundInPixels >= world->bounds.y)
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camera.pos.y = (world->bounds.y - camera.size.h);
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if (cameraBounds.z >= world->bounds.z)
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{
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cameraBounds.z = world->bounds.z;
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cameraBounds.x = cameraBounds.z - renderer->size.w;
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}
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if (cameraBounds.w <= world->bounds.w) cameraBounds.w = world->bounds.w;
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f32 cameraRightBoundInPixels = camera.pos.x + camera.size.w;
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if (cameraRightBoundInPixels >= world->bounds.z)
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camera.pos.x = (world->bounds.z - camera.size.w);
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if (camera.pos.y <= world->bounds.w) camera.pos.y = world->bounds.w;
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Font *font = &GLOBAL_debug.font;
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if (world->numEntitiesInBattle > 0)
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@ -354,7 +354,7 @@ void debug_drawUi(GameState *state, f32 dt)
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i32 indexOfLowerAInMetrics = 'a' - CAST(i32) font->codepointRange.x;
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strPos.y += font->charMetrics[indexOfLowerAInMetrics].offset.y;
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renderer_string(&state->renderer, &state->arena, cameraBounds, font,
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renderer_string(&state->renderer, &state->arena, camera, font,
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debugString, strPos, V2(0, 0), 0, color);
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f32 stringLineGap = 1.1f * asset_getVFontSpacing(font->metrics);
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@ -363,14 +363,14 @@ void debug_drawUi(GameState *state, f32 dt)
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char entityPosStr[128];
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snprintf(entityPosStr, ARRAY_COUNT(entityPosStr), "%06.2f, %06.2f",
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entity->pos.x, entity->pos.y);
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renderer_string(&state->renderer, &state->arena, cameraBounds, font,
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renderer_string(&state->renderer, &state->arena, camera, font,
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entityPosStr, strPos, V2(0, 0), 0, color);
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strPos.y -= GLOBAL_debug.stringLineGap;
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char entityIDStr[32];
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snprintf(entityIDStr, ARRAY_COUNT(entityIDStr), "ID: %4d/%d", entity->id,
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world->uniqueIdAccumulator-1);
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renderer_string(&state->renderer, &state->arena, cameraBounds, font,
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renderer_string(&state->renderer, &state->arena, camera, font,
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entityIDStr, strPos, V2(0, 0), 0, color);
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if (entity->stats)
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@ -379,27 +379,27 @@ void debug_drawUi(GameState *state, f32 dt)
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char entityHealth[32];
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snprintf(entityHealth, ARRAY_COUNT(entityHealth), "HP: %3.0f/%3.0f",
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entity->stats->health, entity->stats->maxHealth);
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renderer_string(&state->renderer, &state->arena, cameraBounds,
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renderer_string(&state->renderer, &state->arena, camera,
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font, entityHealth, strPos, V2(0, 0), 0, color);
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strPos.y -= GLOBAL_debug.stringLineGap;
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char entityTimer[32];
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snprintf(entityTimer, ARRAY_COUNT(entityTimer), "ATB: %3.0f/%3.0f",
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entity->stats->actionTimer, entity->stats->actionRate);
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renderer_string(&state->renderer, &state->arena, cameraBounds,
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renderer_string(&state->renderer, &state->arena, camera,
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font, entityTimer, strPos, V2(0, 0), 0, color);
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strPos.y -= GLOBAL_debug.stringLineGap;
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char entityIdTarget[32];
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snprintf(entityIdTarget, ARRAY_COUNT(entityIdTarget),
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"Targetting ID: %d", entity->stats->entityIdToAttack);
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renderer_string(&state->renderer, &state->arena, cameraBounds,
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renderer_string(&state->renderer, &state->arena, camera,
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font, entityIdTarget, strPos, V2(0, 0), 0, color);
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}
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strPos.y -= GLOBAL_debug.stringLineGap;
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char *entityStateStr = debug_entitystate_string(entity->state);
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renderer_string(&state->renderer, &state->arena, cameraBounds, font,
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renderer_string(&state->renderer, &state->arena, camera, font,
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entityStateStr, strPos, V2(0, 0), 0, color);
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if (entity->audioRenderer)
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@ -410,7 +410,7 @@ void debug_drawUi(GameState *state, f32 dt)
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ARRAY_COUNT(entityAudioSourceIndex),
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"AudioSource Index: %d",
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entity->audioRenderer->sourceIndex);
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renderer_string(&state->renderer, &state->arena, cameraBounds,
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renderer_string(&state->renderer, &state->arena, camera,
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font, entityAudioSourceIndex, strPos, V2(0, 0),
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0, color);
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}
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@ -12,6 +12,9 @@
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typedef struct RenderQuad
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{
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// Vertex composition
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// x, y: Coordinates
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// z, w: Texture Coords
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v4 vertex[4];
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} RenderQuad;
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@ -140,6 +143,14 @@ INTERNAL void renderObject(Renderer *renderer, v2 pos, v2 size, v2 pivotPoint,
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GL_CHECK_ERROR();
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}
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INTERNAL v2 mapWorldToCameraSpace(v2 worldPos, v4 cameraBounds)
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{
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// Convert the world position to the camera coordinate system
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v2 cameraBottomLeftBound = V2(cameraBounds.x, cameraBounds.w);
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v2 posInCameraSpace = v2_sub(worldPos, cameraBottomLeftBound);
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return posInCameraSpace;
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}
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RenderTex renderer_createNullRenderTex(AssetManager *assetManager)
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{
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Texture *emptyTex = asset_getTexture(assetManager, texlist_empty);
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@ -147,25 +158,22 @@ RenderTex renderer_createNullRenderTex(AssetManager *assetManager)
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return result;
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}
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void renderer_rect(Renderer *const renderer, v4 cameraBounds, v2 pos, v2 size,
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void renderer_rect(Renderer *const renderer, Rect camera, v2 pos, v2 size,
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v2 pivotPoint, f32 rotate, RenderTex renderTex, v4 color)
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{
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RenderQuad quad = createDefaultTexQuad(renderer, renderTex);
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updateBufferObject(renderer, &quad, 1);
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// NOTE(doyle): Get the origin of cameraBounds in world space, bottom left
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v2 offsetFromCamOrigin = V2(cameraBounds.x, cameraBounds.w);
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v2 rectRelativeToCamera = v2_sub(pos, offsetFromCamOrigin);
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renderObject(renderer, rectRelativeToCamera, size, pivotPoint, rotate,
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v2 posInCameraSpace = v2_sub(pos, camera.pos);
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renderObject(renderer, posInCameraSpace, size, pivotPoint, rotate,
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color, renderTex.tex);
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}
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void renderer_string(Renderer *const renderer, MemoryArena *arena,
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v4 cameraBounds, Font *const font,
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const char *const string, v2 pos, v2 pivotPoint,
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f32 rotate, v4 color)
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void renderer_string(Renderer *const renderer, MemoryArena *arena, Rect camera,
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Font *const font, const char *const string, v2 pos,
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v2 pivotPoint, f32 rotate, v4 color)
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{
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i32 strLen = common_strlen(string);
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i32 strLen = common_strlen(string);
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// TODO(doyle): Scale, not too important .. but rudimentary infrastructure
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// laid out here
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f32 scale = 1.0f;
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@ -177,16 +185,15 @@ void renderer_string(Renderer *const renderer, MemoryArena *arena,
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v2_add(pos, V2(scale *(CAST(f32) font->maxSize.w * CAST(f32) strLen),
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scale * CAST(f32) font->maxSize.h));
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v2 leftAlignedP = pos;
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if ((leftAlignedP.x < cameraBounds.z && rightAlignedP.x >= cameraBounds.x) &&
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(leftAlignedP.y < cameraBounds.y && rightAlignedP.y >= cameraBounds.w))
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if (math_pointInRect(camera, leftAlignedP) ||
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math_pointInRect(camera, rightAlignedP))
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{
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i32 quadIndex = 0;
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RenderQuad *stringQuads = PLATFORM_MEM_ALLOC(arena, strLen, RenderQuad);
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v2 offsetFromCamOrigin = V2(cameraBounds.x, cameraBounds.w);
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v2 entityRelativeToCamera = v2_sub(pos, offsetFromCamOrigin);
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v2 posInCameraSpace = v2_sub(pos, camera.pos);
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pos = entityRelativeToCamera;
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pos = posInCameraSpace;
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f32 baseline = pos.y;
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for (i32 i = 0; i < strLen; i++)
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{
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@ -223,7 +230,7 @@ void renderer_string(Renderer *const renderer, MemoryArena *arena,
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}
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}
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void renderer_entity(Renderer *renderer, v4 cameraBounds, Entity *entity,
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void renderer_entity(Renderer *renderer, Rect camera, Entity *entity,
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v2 pivotPoint, f32 rotate, v4 color)
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{
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// TODO(doyle): Batch into render groups
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@ -233,8 +240,8 @@ void renderer_entity(Renderer *renderer, v4 cameraBounds, Entity *entity,
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// side of the entity
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v2 rightAlignedP = v2_add(entity->pos, entity->hitboxSize);
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v2 leftAlignedP = entity->pos;
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if ((leftAlignedP.x < cameraBounds.z && rightAlignedP.x >= cameraBounds.x) &&
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(leftAlignedP.y < cameraBounds.y && rightAlignedP.y >= cameraBounds.w))
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if (math_pointInRect(camera, leftAlignedP) ||
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math_pointInRect(camera, rightAlignedP))
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{
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EntityAnim_ *entityAnim = &entity->anim[entity->currAnimId];
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Animation *anim = entityAnim->anim;
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@ -252,10 +259,8 @@ void renderer_entity(Renderer *renderer, v4 cameraBounds, Entity *entity,
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createDefaultTexQuad(renderer, renderTex);
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updateBufferObject(renderer, &entityQuad, 1);
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v2 offsetFromCamOrigin = V2(cameraBounds.x, cameraBounds.w);
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v2 entityRelativeToCamera = v2_sub(entity->pos, offsetFromCamOrigin);
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renderObject(renderer, entityRelativeToCamera, entity->renderSize,
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v2 posInCameraSpace = v2_sub(entity->pos, camera.pos);
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renderObject(renderer, posInCameraSpace, entity->renderSize,
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pivotPoint, rotate, color, entity->tex);
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}
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}
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@ -234,7 +234,7 @@ void worldTraveller_gameInit(GameState *state, v2 windowSize)
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v2 worldDimensionInTiles = V2i(targetWorldWidth / state->tileSize,
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targetWorldHeight / state->tileSize);
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#else
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v2 worldDimensionInTiles = V2i(CAST(i32) windowSize.w / state->tileSize,
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v2 worldDimensionInTiles = V2i(CAST(i32) (windowSize.w / state->tileSize) * 2,
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CAST(i32) windowSize.h / state->tileSize);
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#endif
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@ -510,27 +510,24 @@ INTERNAL void parseInput(GameState *state, const f32 dt)
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}
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}
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INTERNAL v4 createCameraBounds(World *world, v2 size)
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INTERNAL Rect createWorldBoundedCamera(World *world, v2 size)
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{
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v4 result = math_getRect(world->cameraPos, size);
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Rect camera = {world->cameraPos, size};
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// NOTE(doyle): Lock camera if it passes the bounds of the world
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if (result.x <= world->bounds.x)
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{
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result.x = world->bounds.x;
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result.z = result.x + size.w;
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}
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if (camera.pos.x <= world->bounds.x)
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camera.pos.x = world->bounds.x;
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// TODO(doyle): Do the Y component when we need it
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if (result.y >= world->bounds.y) result.y = world->bounds.y;
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f32 cameraTopBoundInPixels = camera.pos.y + camera.size.h;
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if (cameraTopBoundInPixels >= world->bounds.y)
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camera.pos.y = (world->bounds.y - camera.size.h);
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if (result.z >= world->bounds.z)
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{
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result.z = world->bounds.z;
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result.x = result.z - size.w;
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}
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f32 cameraRightBoundInPixels = camera.pos.x + camera.size.w;
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if (cameraRightBoundInPixels >= world->bounds.z)
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camera.pos.x = (world->bounds.z - camera.size.w);
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if (result.w <= world->bounds.w) result.w = world->bounds.w;
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return result;
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if (camera.pos.y <= world->bounds.w) camera.pos.y = world->bounds.w;
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return camera;
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}
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#define ENTITY_IN_BATTLE TRUE
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@ -876,24 +873,10 @@ INTERNAL void sortWorldEntityList(World *world, i32 numDeadEntities)
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world->freeEntityIndex -= numDeadEntities;
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}
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INTERNAL b32 pointInRect(Rect rect, v2 point)
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{
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b32 outsideOfRectX = FALSE;
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if (point.x < rect.pos.x || point.x > (rect.pos.x + rect.size.w))
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outsideOfRectX = TRUE;
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b32 outsideOfRectY = FALSE;
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if (point.y < rect.pos.y || point.y > (rect.pos.y + rect.size.h))
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outsideOfRectY = TRUE;
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if (outsideOfRectX || outsideOfRectY) return FALSE;
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else return TRUE;
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}
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INTERNAL i32 button(UiState *uiState, AssetManager *assetManager,
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Renderer *renderer, KeyInput input, i32 id, Rect rect)
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{
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if (pointInRect(rect, input.mouseP))
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if (math_pointInRect(rect, input.mouseP))
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{
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DEBUG_PUSH_STRING("POINT IN RECT");
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uiState->hotItem = id;
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@ -951,8 +934,8 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
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* Update entities and render
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******************************
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*/
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EventQueue eventQueue = {0};
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v4 cameraBounds = createCameraBounds(world, renderer->size);
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EventQueue eventQueue = {0};
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Rect camera = createWorldBoundedCamera(world, renderer->size);
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AudioManager *audioManager = &state->audioManager;
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ASSERT(world->freeEntityIndex < world->maxEntities);
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for (i32 i = 0; i < world->freeEntityIndex; i++)
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@ -1092,7 +1075,7 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
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{
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entity_updateAnim(entity, dt);
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/* Calculate region to render */
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renderer_entity(renderer, cameraBounds, entity, V2(0, 0), 0,
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renderer_entity(renderer, camera, entity, V2(0, 0), 0,
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V4(1, 1, 1, 1));
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}
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}
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@ -1122,7 +1105,7 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
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// TODO(doyle): Incorporate UI into entity list or it's own list
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// with a rendering lifetime value
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renderer_string(renderer, &state->arena,
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cameraBounds, font,
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camera, font,
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damageStr, defender->pos, V2(0, 0),
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0, V4(1, 1, 1, 1));
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@ -1235,7 +1218,7 @@ void worldTraveller_gameUpdateAndRender(GameState *state, f32 dt)
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v2 heroCenter = v2_add(hero->pos, v2_scale(hero->hitboxSize, 0.5f));
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RenderTex renderTex = renderer_createNullRenderTex(assetManager);
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f32 distance = v2_magnitude(hero->pos, entity->pos);
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renderer_rect(&state->renderer, cameraBounds, heroCenter,
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renderer_rect(&state->renderer, camera, heroCenter,
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V2(distance, 2.0f), V2(0, 0), angle, renderTex,
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V4(1, 0, 0, 1.0f));
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}
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@ -290,6 +290,21 @@ INTERNAL inline v4 mat4_mul_v4(const mat4 a, const v4 b)
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return result;
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}
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INTERNAL inline b32 math_pointInRect(Rect rect, v2 point)
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{
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b32 outsideOfRectX = FALSE;
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if (point.x < rect.pos.x || point.x > (rect.pos.x + rect.size.w))
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outsideOfRectX = TRUE;
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b32 outsideOfRectY = FALSE;
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if (point.y < rect.pos.y || point.y > (rect.pos.y + rect.size.h))
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outsideOfRectY = TRUE;
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if (outsideOfRectX || outsideOfRectY) return FALSE;
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else return TRUE;
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}
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INTERNAL inline v4 math_getRect(v2 origin, v2 size)
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{
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v2 upperLeftBound = v2_add(origin, V2(0.0f, size.y));
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@ -32,20 +32,20 @@ RenderTex renderer_createNullRenderTex(AssetManager *assetManager);
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// TODO(doyle): Clean up lines
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// Renderer::~Renderer() { glDeleteVertexArrays(1, &this->quadVAO); }
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void renderer_rect(Renderer *const renderer, v4 cameraBounds, v2 pos, v2 size,
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void renderer_rect(Renderer *const renderer, Rect camera, v2 pos, v2 size,
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v2 pivotPoint, f32 rotate, RenderTex renderTex, v4 color);
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inline void renderer_staticRect(Renderer *const renderer, v2 pos, v2 size,
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v2 pivotPoint, f32 rotate, RenderTex renderTex,
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v4 color)
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{
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v4 staticCameraBounds = math_getRect(V2(0, 0), renderer->size);
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renderer_rect(renderer, staticCameraBounds, pos, size, pivotPoint, rotate,
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Rect staticCamera = {V2(0, 0), renderer->size};
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renderer_rect(renderer, staticCamera, pos, size, pivotPoint, rotate,
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renderTex, color);
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}
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void renderer_string(Renderer *const renderer, MemoryArena *arena,
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v4 cameraBounds, Font *const font,
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Rect camera, Font *const font,
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const char *const string, v2 pos, v2 pivotPoint,
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f32 rotate, v4 color);
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@ -53,12 +53,12 @@ inline void renderer_staticString(Renderer *const renderer, MemoryArena *arena,
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Font *const font, const char *const string,
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v2 pos, v2 pivotPoint, f32 rotate, v4 color)
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{
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v4 staticCameraBounds = math_getRect(V2(0, 0), renderer->size);
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renderer_string(renderer, arena, staticCameraBounds, font, string, pos,
|
||||
Rect staticCamera = {V2(0, 0), renderer->size};
|
||||
renderer_string(renderer, arena, staticCamera, font, string, pos,
|
||||
pivotPoint, rotate, color);
|
||||
}
|
||||
|
||||
void renderer_entity(Renderer *renderer, v4 cameraBounds, Entity *entity,
|
||||
void renderer_entity(Renderer *renderer, Rect camera, Entity *entity,
|
||||
v2 pivotPoint, f32 rotate, v4 color);
|
||||
|
||||
#endif
|
||||
|
Loading…
Reference in New Issue
Block a user