remove junky UncoloredSpaceTriangle union, hide vertex generation from generic triangle implementation
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@ -780,29 +780,57 @@ void finally_draw_uncolored_space_traingle_batch(const MeshBatch *batch,
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const TextureKey texture_key,
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const VertexBuffer buffer)
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{
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const size_t primitives_len = arrlenu(batch->primitives);
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/* nothing to do */
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if (primitives_len == 0)
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return;
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const Rect srcrect = textures_get_srcrect(&ctx.texture_cache, texture_key);
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const Rect dims = textures_get_dims(&ctx.texture_cache, texture_key);
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const float wr = srcrect.w / dims.w;
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const float hr = srcrect.h / dims.h;
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const float xr = srcrect.x / dims.w;
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const float yr = srcrect.y / dims.h;
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/* update pixel-based uvs to correspond with texture atlases */
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for (size_t i = 0; i < primitives_len; ++i) {
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UncoloredSpaceTriangle *payload =
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&((UncoloredSpaceTriangle *)(void *)batch->primitives)[i];
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payload->uv0.x = xr + ((float)payload->uv0.x / srcrect.w) * wr;
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payload->uv0.y = yr + ((float)payload->uv0.y / srcrect.h) * hr;
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payload->uv1.x = xr + ((float)payload->uv1.x / srcrect.w) * wr;
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payload->uv1.y = yr + ((float)payload->uv1.y / srcrect.h) * hr;
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payload->uv2.x = xr + ((float)payload->uv2.x / srcrect.w) * wr;
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payload->uv2.y = yr + ((float)payload->uv2.y / srcrect.h) * hr;
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}
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specify_vertex_buffer(buffer, batch->primitives, primitives_len * sizeof (UncoloredSpaceTriangle));
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DeferredCommandDraw command = {0};
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command.vertices = (AttributeArrayPointer) {
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.arity = 3,
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.type = GL_FLOAT,
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.stride = offsetof(struct UncoloredSpaceTrianglePayload, v1),
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.offset = offsetof(struct UncoloredSpaceTrianglePayload, v0),
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.stride = offsetof(UncoloredSpaceTriangle, v1),
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.offset = offsetof(UncoloredSpaceTriangle, v0),
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.buffer = buffer
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};
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command.texcoords = (AttributeArrayPointer) {
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.arity = 2,
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.type = GL_FLOAT,
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.stride = offsetof(struct UncoloredSpaceTrianglePayload, v1),
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.offset = offsetof(struct UncoloredSpaceTrianglePayload, uv0),
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.stride = offsetof(UncoloredSpaceTriangle, v1),
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.offset = offsetof(UncoloredSpaceTriangle, uv0),
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.buffer = buffer
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};
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command.textured = true;
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command.texture_key = texture_key;
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const GLsizei primitives_len = (GLsizei)arrlenu(batch->primitives);
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command.primitive_count = 3 * primitives_len;
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command.primitive_count = (GLsizei)(3 * primitives_len);
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DeferredCommand final_command = {
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.type = DEFERRED_COMMAND_TYPE_DRAW,
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