Add arbitrary asteroid polygon rendering
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225
src/Asteroid.c
225
src/Asteroid.c
@ -163,10 +163,146 @@ 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, v2 pos, i32 iterations)
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{
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f32 iterationAngle = 360.0f / iterations;
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iterationAngle = DEGREES_TO_RADIANS(iterationAngle);
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v2 *result =
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memory_pushBytes(arena, iterations * sizeof(v2));
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srand(time(NULL));
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for (i32 i = 0; i < iterations; i++)
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{
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i32 randValue = rand();
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i32 asteroidRadius = (randValue % 100) + 50;
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result[i] = V2(math_cosf(iterationAngle * i) * asteroidRadius,
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math_sinf(iterationAngle * i) * asteroidRadius);
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result[i] = v2_add(result[i], pos);
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#if 1
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f32 displacementDist = 0.25f * asteroidRadius;
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i32 vertexDisplacement =
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randValue % (i32)displacementDist + (i32)(displacementDist * 0.1f);
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i32 quadrantSize = iterations / 4;
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i32 firstQuadrant = quadrantSize;
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i32 secondQuadrant = quadrantSize * 2;
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i32 thirdQuadrant = quadrantSize * 3;
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i32 fourthQuadrant = quadrantSize * 4;
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if (i < firstQuadrant)
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{
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result[i].x += vertexDisplacement;
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result[i].y += vertexDisplacement;
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}
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else if (i < secondQuadrant)
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{
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result[i].x -= vertexDisplacement;
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result[i].y += vertexDisplacement;
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}
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else if (i < thirdQuadrant)
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{
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result[i].x -= vertexDisplacement;
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result[i].y -= vertexDisplacement;
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}
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else
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{
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result[i].x += vertexDisplacement;
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result[i].y -= vertexDisplacement;
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}
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#endif
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}
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return result;
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}
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LOCAL_PERSIST v2 *asteroidVertexList = NULL;
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LOCAL_PERSIST f32 updateAsteroidListTimerThreshold = 1.0f;
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LOCAL_PERSIST f32 updateAsteroidListTimer = 1.0f;
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void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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v2 windowSize, f32 dt)
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{
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i32 iterations = 16;
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if (!state->init)
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{
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@ -200,11 +336,22 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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debug_init(&state->persistentArena, windowSize,
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state->assetManager.font);
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asteroidVertexList =
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createAsteroidVertexList(&state->persistentArena, V2(500, 500), 16);
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}
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memory_arenaInit(&state->transientArena, memory->transient,
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memory->transientSize);
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updateAsteroidListTimer -= dt;
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if (updateAsteroidListTimer < 0)
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{
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asteroidVertexList = createAsteroidVertexList(&state->persistentArena,
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V2(500, 500), iterations);
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updateAsteroidListTimer = updateAsteroidListTimerThreshold;
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}
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{
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KeyState *keys = state->input.keys;
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for (enum KeyCode code = 0; code < keycode_count; code++)
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@ -236,8 +383,20 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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ASSERT(entity->type != entitytype_invalid);
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v2 pivotPoint = {0};
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if (entity->type == entitytype_ship) {
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// Loop entity around world
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if (entity->pos.y >= state->worldSize.h)
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entity->pos.y = 0;
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else if (entity->pos.y < 0)
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entity->pos.y = state->worldSize.h;
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if (entity->pos.x >= state->worldSize.w)
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entity->pos.x = 0;
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else if (entity->pos.x < 0)
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entity->pos.x = state->worldSize.w;
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if (entity->type == entitytype_ship)
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{
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v2 ddP = {0};
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if (getKeyStatus(&state->input.keys[keycode_up], readkeytype_repeat,
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0.0f, dt))
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@ -245,9 +404,11 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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// TODO(doyle): Renderer creates upfacing triangles by default,
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// but we need to offset rotation so that our base "0 degrees"
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// is right facing for trig to work
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Radians rotation = DEGREES_TO_RADIANS((entity->rotation + 90.0f));
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v2 direction = V2(math_cosf(rotation), math_sinf(rotation));
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ddP = direction;
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Radians rotation =
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DEGREES_TO_RADIANS((entity->rotation + 90.0f));
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v2 direction = V2(math_cosf(rotation), math_sinf(rotation));
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ddP = direction;
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}
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if (getKeyStatus(&state->input.keys[keycode_left],
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@ -293,47 +454,27 @@ void asteroid_gameUpdateAndRender(GameState *state, Memory *memory,
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entity->pos = v2_add(v2_add(ddPHalfDtSquared, oldDpDt), oldPos);
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pivotPoint = v2_scale(entity->size, 0.5f);
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DEBUG_PUSH_VAR("Pos: %5.2f, %5.2f", entity->pos, "v2");
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DEBUG_PUSH_VAR("Velocity: %5.2f, %5.2f", entity->dP, "v2");
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DEBUG_PUSH_VAR("Rotation: %5.2f", entity->rotation, "f32");
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RenderFlags flags = renderflag_wireframe | renderflag_no_texture;
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renderer_entity(&state->renderer, state->camera, entity, pivotPoint, 0,
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V4(0.4f, 0.8f, 1.0f, 1.0f), 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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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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}
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if (entity->pos.y >= state->worldSize.h)
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{
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entity->pos.y = 0;
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}
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else if (entity->pos.y < 0)
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{
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entity->pos.y = state->worldSize.h;
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}
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if (entity->pos.x >= state->worldSize.w)
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{
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entity->pos.x = 0;
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}
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else if (entity->pos.x < 0)
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{
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entity->pos.x = state->worldSize.w;
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}
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DEBUG_PUSH_VAR("Pos: %5.2f, %5.2f", entity->pos, "v2");
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DEBUG_PUSH_VAR("Velocity: %5.2f, %5.2f", entity->dP, "v2");
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DEBUG_PUSH_VAR("Rotation: %5.2f", entity->rotation, "f32");
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RenderFlags flags = renderflag_wireframe | renderflag_no_texture;
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renderer_entity(&state->renderer, state->camera, entity, pivotPoint, 0,
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V4(0.4f, 0.8f, 1.0f, 1.0f), flags);
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v2 leftAlignedP = v2_sub(entity->pos, entity->offset);
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renderer_rect(&state->renderer, state->camera, leftAlignedP,
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entity->size, v2_scale(entity->size, 0.5f),
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DEGREES_TO_RADIANS(entity->rotation), NULL,
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V4(1.0f, 0.8f, 1.0f, 1.0f), flags);
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v2 rightAlignedP = v2_add(leftAlignedP, entity->size);
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renderer_rect(&state->renderer, state->camera, rightAlignedP, V2(4, 4),
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v2_scale(pivotPoint, -1.0f),
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DEGREES_TO_RADIANS(entity->rotation), NULL,
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V4(0.4f, 0.8f, 1.0f, 1.0f), flags);
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}
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renderer_polygon(&state->renderer, &state->transientArena, state->camera,
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asteroidVertexList, iterations, V2(0, 0), 0, NULL,
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V4(0.0f, 0.0f, 1.0f, 1.0f), 0);
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TrianglePoints triangle = {0};
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triangle.points[0] = V2(100, 200);
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triangle.points[1] = V2(200, 100);
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@ -376,6 +376,52 @@ void renderer_rect(Renderer *const renderer, Rect camera, v2 pos, v2 size,
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ARRAY_COUNT(vertexList), rendermode_quad, flags);
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}
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void renderer_polygon(Renderer *const renderer, MemoryArena_ *arena, Rect camera,
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v2 *polygonPoints, i32 numPoints, v2 pivotPoint,
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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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for (i32 i = 0; i < numPoints; i++)
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polygonPoints[i] = v2_sub(polygonPoints[i], camera.min);
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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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RenderTriangle_ *polygonTriangulation = memory_pushBytes(
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arena, (sizeof(RenderTriangle_) * numTrisInTriangulation));
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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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addVertexToRenderGroup(renderer, renderTex->tex, color,
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&triangulationBaseVertex, 1, rendermode_polygon,
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flags);
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for (i32 i = 1; triangulationIndex < numTrisInTriangulation; i++)
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{
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RenderTriangle_ *tri = &polygonTriangulation[triangulationIndex++];
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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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addVertexToRenderGroup(renderer, renderTex->tex, color, tri->vertex, 3,
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rendermode_polygon, flags);
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}
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RenderTriangle_ tri = polygonTriangulation[numTrisInTriangulation-1];
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addVertexToRenderGroup(renderer, renderTex->tex, color, &tri.vertex[2], 1,
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rendermode_polygon, flags);
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/*
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// NOTE(doyle): Create degenerate vertex setup
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Vertex triVertexList[5] = {tri->vertex[0], tri->vertex[0], tri->vertex[1],
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tri->vertex[2], tri->vertex[2]};
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*/
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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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RenderTex *renderTex, v4 color, RenderFlags flags)
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@ -472,6 +518,7 @@ void renderer_string(Renderer *const renderer, MemoryArena_ *arena, Rect camera,
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void renderer_entity(Renderer *renderer, Rect camera, Entity *entity,
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v2 pivotPoint, Degrees rotate, v4 color, RenderFlags flags)
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{
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// TODO(doyle): Add early exit on entities out of camera bounds
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Radians totalRotation = DEGREES_TO_RADIANS((entity->rotation + rotate));
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RenderTex renderTex = {0};
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if (entity->tex)
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@ -35,10 +35,14 @@ enum RenderFlag {
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renderflag_no_texture = 0x2,
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};
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// TODO(doyle): Since all vertexes are built with degenerate vertices and
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// in a triangle strip format, we should not split render groups by render mode
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// nor either generate buffers vao/vbo based on rendermode count
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enum RenderMode
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{
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rendermode_quad,
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rendermode_triangle,
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rendermode_polygon,
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rendermode_count,
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rendermode_invalid,
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};
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@ -48,7 +52,6 @@ typedef struct RenderGroup
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b32 init;
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RenderFlags flags;
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enum RenderMode mode;
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u32 glRenderMode;
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Texture *tex;
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v4 color;
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@ -82,12 +85,18 @@ renderer_createNullRenderTex(AssetManager *const 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, Rect camera, v2 pos, v2 size,
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v2 pivotPoint, Radians rotate, RenderTex *renderTex, v4 color,
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RenderFlags flags);
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v2 pivotPoint, Radians rotate, RenderTex *renderTex,
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v4 color, RenderFlags flags);
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void renderer_polygon(Renderer *const renderer, MemoryArena_ *arena,
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Rect camera, v2 *polygonPoints, i32 numPoints,
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v2 pivotPoint, Radians rotate, RenderTex *renderTex,
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v4 color, RenderFlags flags);
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inline void renderer_staticRect(Renderer *const renderer, v2 pos, v2 size,
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v2 pivotPoint, Radians rotate, RenderTex *renderTex,
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v4 color, RenderFlags flags)
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v2 pivotPoint, Radians rotate,
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RenderTex *renderTex, v4 color,
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RenderFlags flags)
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{
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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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@ -98,15 +107,15 @@ void renderer_triangle(Renderer *const renderer, Rect camera,
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TrianglePoints triangle, v2 pivotPoint, Radians rotate,
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RenderTex *renderTex, v4 color, RenderFlags flags);
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void renderer_string(Renderer *const renderer, MemoryArena_ *arena,
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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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Radians rotate, v4 color, RenderFlags flags);
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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, Radians rotate, v4 color,
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RenderFlags flags);
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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, Radians rotate, v4 color,
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RenderFlags flags)
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v2 pos, v2 pivotPoint, Radians rotate,
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v4 color, RenderFlags flags)
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{
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Rect staticCamera = {V2(0, 0), renderer->size};
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renderer_string(renderer, arena, staticCamera, font, string, pos,
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