move render_circle to twn_draw.c
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33471b4c46
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0f368e2700
@ -3,6 +3,7 @@
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#include "twn_engine_context_c.h"
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#include "twn_engine_context_c.h"
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#include "twn_camera_c.h"
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#include "twn_camera_c.h"
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#include "twn_types.h"
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#include "twn_types.h"
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#include "twn_util_c.h"
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#include "twn_vec.h"
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#include "twn_vec.h"
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#include "twn_deferred_commands.h"
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#include "twn_deferred_commands.h"
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@ -526,3 +527,56 @@ void issue_deferred_draw_commands(void) {
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}
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}
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}
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}
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void render_circle(const CirclePrimitive *circle) {
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static Vec2 vertices[CIRCLE_VERTICES_MAX];
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static int prev_num_vertices = 0;
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static Vec2 prev_position = {0};
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int const num_vertices = MIN((int)circle->radius, CIRCLE_VERTICES_MAX);
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if (prev_num_vertices != num_vertices) {
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create_circle_geometry(circle->position,
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circle->radius,
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num_vertices,
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vertices);
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prev_num_vertices = num_vertices;
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prev_position = circle->position;
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} else {
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/* reuse the data, but offset it by difference with previously generated position */
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/* no evil cos sin ops this way, if radius is shared in sequential calls */
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Vec2 const d = { prev_position.x - circle->position.x, prev_position.y - circle->position.y };
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for (int i = 0; i < num_vertices; ++i)
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vertices[i] = (Vec2){ vertices[i].x - d.x, vertices[i].y - d.y };
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prev_position = circle->position;
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}
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VertexBuffer buffer = get_scratch_vertex_array();
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specify_vertex_buffer(buffer, vertices, sizeof (Vec2) * num_vertices);
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DeferredCommandDraw command = {0};
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command.vertices = (AttributeArrayPointer) {
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.arity = 2,
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.type = GL_FLOAT,
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.stride = sizeof (Vec2),
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.offset = 0,
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.buffer = buffer
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};
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command.constant_colored = true;
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command.color = circle->color;
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command.element_buffer = get_circle_element_buffer();
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command.element_count = (num_vertices - 2) * 3;
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command.range_end = (num_vertices - 2) * 3;
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use_texture_mode(circle->color.a == 255 ? TEXTURE_MODE_OPAQUE : TEXTURE_MODE_GHOSTLY);
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DeferredCommand final_command = {
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.type = DEFERRED_COMMAND_TYPE_DRAW,
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.draw = command
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};
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arrpush(deferred_commands, final_command);
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}
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@ -596,60 +596,6 @@ static void load_cubemap_side(const char *path, GLenum target) {
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}
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}
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void render_circle(const CirclePrimitive *circle) {
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static Vec2 vertices[CIRCLE_VERTICES_MAX];
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static int prev_num_vertices = 0;
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static Vec2 prev_position = {0};
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int const num_vertices = MIN((int)circle->radius, CIRCLE_VERTICES_MAX);
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if (prev_num_vertices != num_vertices) {
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create_circle_geometry(circle->position,
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circle->radius,
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num_vertices,
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vertices);
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prev_num_vertices = num_vertices;
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prev_position = circle->position;
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} else {
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/* reuse the data, but offset it by difference with previously generated position */
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/* no evil cos sin ops this way, if radius is shared in sequential calls */
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Vec2 const d = { prev_position.x - circle->position.x, prev_position.y - circle->position.y };
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for (int i = 0; i < num_vertices; ++i)
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vertices[i] = (Vec2){ vertices[i].x - d.x, vertices[i].y - d.y };
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prev_position = circle->position;
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}
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VertexBuffer buffer = get_scratch_vertex_array();
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specify_vertex_buffer(buffer, vertices, sizeof (Vec2) * num_vertices);
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DeferredCommandDraw command = {0};
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command.vertices = (AttributeArrayPointer) {
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.arity = 2,
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.type = GL_FLOAT,
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.stride = sizeof (Vec2),
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.offset = 0,
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.buffer = buffer
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};
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command.constant_colored = true;
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command.color = circle->color;
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command.element_buffer = get_circle_element_buffer();
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command.element_count = (num_vertices - 2) * 3;
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command.range_end = (num_vertices - 2) * 3;
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use_texture_mode(circle->color.a == 255 ? TEXTURE_MODE_OPAQUE : TEXTURE_MODE_GHOSTLY);
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DeferredCommand final_command = {
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.type = DEFERRED_COMMAND_TYPE_DRAW,
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.draw = command
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};
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arrpush(deferred_commands, final_command);
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}
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void finally_render_skybox(DeferredCommandDrawSkybox command) {
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void finally_render_skybox(DeferredCommandDrawSkybox command) {
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static GLuint cubemap = 0;
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static GLuint cubemap = 0;
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static char *paths_cache = NULL;
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static char *paths_cache = NULL;
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