opengl moment #1
@ -11,6 +11,23 @@ static void ingame_tick(struct state *state) {
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world_drawdef(scn->world);
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player_calc(scn->player);
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push_sprite_ex((t_frect){ .x = 32, .y = 32, .w = 64, .h = 64 }, (t_push_sprite_args){
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.path = "/assets/player/baron-walk.png",
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.color = (t_color){255, 255, 255, 255},
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.rotation = (float)M_PI * 2 * (float)(ctx.tick_count % 64) / 64,
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.blend = true });
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push_sprite_ex((t_frect){ .x = 64, .y = 32, .w = 64, .h = 64 }, (t_push_sprite_args){
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.path = "/assets/player/baron-walk.png",
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.color = (t_color){255, 255, 255, 255},
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.rotation = (float)M_PI / 64,
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.blend = true });
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push_sprite_ex((t_frect){ .x = 96, .y = 32, .w = 64, .h = 64 }, (t_push_sprite_args){
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.path = "/assets/player/baron-walk.png",
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.color = (t_color){255, 255, 255, 255},
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.blend = true });
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unfurl_triangle("/assets/big-violet.png",
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(t_fvec3){ -1, -1, 0 },
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(t_fvec3){ 1, -1, 0 },
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@ -90,6 +90,7 @@ static void render_2d(void) {
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_DEPTH_TEST);
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glDepthFunc(GL_ALWAYS);
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glDepthRange((double)batch_count / UINT16_MAX, 1.0);
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glDisable(GL_ALPHA_TEST);
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render_sprites(current, batch.size, false);
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@ -135,6 +135,8 @@ 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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/* 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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@ -174,6 +176,54 @@ static void render_sprites(const struct primitive_2d primitives[],
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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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@ -186,6 +186,14 @@ t_frect to_frect(t_rect rect) {
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}
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t_fvec2 frect_center(t_frect rect) {
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return (t_fvec2){
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.x = rect.x + rect.w / 2,
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.y = rect.y + rect.h / 2,
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};
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}
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t_fvec2 fvec2_from_vec2(t_vec2 vec) {
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return (t_fvec2) {
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.x = (float)vec.x,
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47
src/util.h
47
src/util.h
@ -77,29 +77,6 @@ typedef struct color {
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} t_color;
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/* a rectangle with the origin at the upper left (integer) */
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typedef struct rect {
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int x, y;
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int w, h;
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} t_rect;
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bool intersect_rect(const t_rect *a, const t_rect *b, t_rect *result);
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/* a rectangle with the origin at the upper left (floating point) */
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typedef struct frect {
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float x, y;
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float w, h;
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} t_frect;
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bool intersect_frect(const t_frect *a, const t_frect *b, t_frect *result);
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/* TODO: generics and specials (see m_to_fvec2() for an example)*/
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t_frect to_frect(t_rect rect);
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/* a point in some space (integer) */
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typedef struct vec2 {
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int x, y;
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@ -125,6 +102,30 @@ typedef struct shvec2 {
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} t_shvec2;
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/* a rectangle with the origin at the upper left (integer) */
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typedef struct rect {
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int x, y;
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int w, h;
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} t_rect;
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/* a rectangle with the origin at the upper left (floating point) */
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typedef struct frect {
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float x, y;
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float w, h;
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} t_frect;
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bool intersect_rect(const t_rect *a, const t_rect *b, t_rect *result);
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bool intersect_frect(const t_frect *a, const t_frect *b, t_frect *result);
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/* TODO: generics and specials (see m_to_fvec2() for an example)*/
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t_frect to_frect(t_rect rect);
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t_fvec2 frect_center(t_frect rect);
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/* aren't macros to prevent double evaluation with side effects */
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/* maybe could be inlined? i hope LTO will resolve this */
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t_fvec2 fvec2_from_vec2(t_vec2 vec);
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Loading…
Reference in New Issue
Block a user