rendering.c: sprite rotation
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@ -135,45 +135,95 @@ static void render_sprites(const struct primitive_2d primitives[],
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const float xr = (float)srcrect.x / (float)dims.w;
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const float yr = (float)srcrect.y / (float)dims.h;
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payload[i] = (struct sprite_primitive_payload) {
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/* upper-left */
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.v0 = {
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sprite.rect.x,
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sprite.rect.y },
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.uv0 = {
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xr + wr * sprite.flip_x,
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yr + hr * sprite.flip_y, },
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/* non-rotated case */
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if (sprite.rotation == 0.0f) {
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payload[i] = (struct sprite_primitive_payload) {
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/* upper-left */
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.v0 = {
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sprite.rect.x,
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sprite.rect.y },
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.uv0 = {
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xr + wr * sprite.flip_x,
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yr + hr * sprite.flip_y, },
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/* bottom-left */
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.v1 = {
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(sprite.rect.x),
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(sprite.rect.y + sprite.rect.h) },
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.uv1 = {
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xr + wr * sprite.flip_x,
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yr + hr * !sprite.flip_y, },
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/* bottom-left */
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.v1 = {
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(sprite.rect.x),
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(sprite.rect.y + sprite.rect.h) },
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.uv1 = {
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xr + wr * sprite.flip_x,
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yr + hr * !sprite.flip_y, },
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/* bottom-right */
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.v2 = {
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(sprite.rect.x + sprite.rect.w),
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(sprite.rect.y + sprite.rect.h) },
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.uv2 = {
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xr + wr * !sprite.flip_x,
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yr + hr * !sprite.flip_y, },
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/* bottom-right */
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.v2 = {
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(sprite.rect.x + sprite.rect.w),
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(sprite.rect.y + sprite.rect.h) },
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.uv2 = {
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xr + wr * !sprite.flip_x,
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yr + hr * !sprite.flip_y, },
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/* upper-right */
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.v3 = {
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(sprite.rect.x + sprite.rect.w),
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(sprite.rect.y) },
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.uv3 = {
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xr + wr * !sprite.flip_x,
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yr + hr * sprite.flip_y, },
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/* upper-right */
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.v3 = {
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(sprite.rect.x + sprite.rect.w),
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(sprite.rect.y) },
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.uv3 = {
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xr + wr * !sprite.flip_x,
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yr + hr * sprite.flip_y, },
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/* equal for all (flat shaded) */
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.c0 = sprite.color,
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.c1 = sprite.color,
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.c2 = sprite.color,
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.c3 = sprite.color,
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};
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/* equal for all (flat shaded) */
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.c0 = sprite.color,
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.c1 = sprite.color,
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.c2 = sprite.color,
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.c3 = sprite.color,
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};
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} else {
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/* rotated case */
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const t_fvec2 c = frect_center(sprite.rect);
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const t_fvec2 d = {
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.x = (cosf(sprite.rotation + (float)M_PI_4) * sprite.rect.w) * (float)M_SQRT1_2,
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.y = (sinf(sprite.rotation + (float)M_PI_4) * sprite.rect.h) * (float)M_SQRT1_2,
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};
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payload[i] = (struct sprite_primitive_payload) {
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/* upper-left */
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.v0 = {
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c.x - d.x,
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c.y - d.y },
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.uv0 = {
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xr + wr * sprite.flip_x,
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yr + hr * sprite.flip_y, },
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/* bottom-left */
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.v1 = {
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c.x - d.y,
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c.y + d.x },
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.uv1 = {
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xr + wr * sprite.flip_x,
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yr + hr * !sprite.flip_y, },
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/* bottom-right */
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.v2 = {
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c.x + d.x,
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c.y + d.y },
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.uv2 = {
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xr + wr * !sprite.flip_x,
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yr + hr * !sprite.flip_y, },
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/* upper-right */
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.v3 = {
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c.x + d.y,
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c.y - d.x },
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.uv3 = {
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xr + wr * !sprite.flip_x,
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yr + hr * sprite.flip_y, },
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/* equal for all (flat shaded) */
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.c0 = sprite.color,
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.c1 = sprite.color,
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.c2 = sprite.color,
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.c3 = sprite.color,
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};
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}
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}
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glUnmapBuffer(GL_ARRAY_BUFFER);
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