support arbitrary count of billboards per batch (in regards to preallocated short index buffer)
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@ -3,6 +3,7 @@
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#include "twn_engine_context_c.h"
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#include "twn_textures_c.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 <stb_ds.h>
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@ -85,12 +86,16 @@ void finally_draw_billboard_batch(struct MeshBatch const *batch,
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const Vec2 uv2 = { xr, yr + hr };
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const Vec2 uv3 = { xr, yr };
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for (size_t batch_n = 0; batch_n <= (primitives_len - 1) / QUAD_ELEMENT_BUFFER_LENGTH; batch_n++) {
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/* emit vertex data */
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VertexBuffer const buffer = get_scratch_vertex_array();
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VertexBufferBuilder builder = build_vertex_buffer(buffer, sizeof (ElementIndexedBillboard) * primitives_len);
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VertexBufferBuilder builder = build_vertex_buffer(
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buffer,
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sizeof (ElementIndexedBillboard) * MIN(primitives_len - batch_n * QUAD_ELEMENT_BUFFER_LENGTH, QUAD_ELEMENT_BUFFER_LENGTH));
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for (size_t i = 0; i < primitives_len; ++i) {
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struct SpaceBillboard const billboard = ((SpaceBillboard *)(void *)batch->primitives)[i];
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struct SpaceBillboard const billboard = ((SpaceBillboard *)(void *)batch->primitives)[batch_n * QUAD_ELEMENT_BUFFER_LENGTH + i];
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/* a = (right + up) * size, b = (right - up) * size*/
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Vec3 a, b;
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@ -169,4 +174,5 @@ void finally_draw_billboard_batch(struct MeshBatch const *batch,
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};
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arrpush(deferred_commands, final_command);
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}
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}
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