#include "twn_draw.h" #include "twn_draw_c.h" #include "twn_engine_context_c.h" #include "twn_textures_c.h" #include "twn_types.h" #include /* TODO: automatic handling of repeating textures */ /* for that we could allocate a loner texture */ void draw_triangle(const char *path, Vec3 v0, Vec3 v1, Vec3 v2, Vec2 uv0, Vec2 uv1, Vec2 uv2) { const TextureKey texture_key = textures_get_key(&ctx.texture_cache, path); struct MeshBatchItem *batch_p = hmgetp_null(ctx.uncolored_mesh_batches, texture_key); if (!batch_p) { struct MeshBatch item = {0}; hmput(ctx.uncolored_mesh_batches, texture_key, item); batch_p = &ctx.uncolored_mesh_batches[hmlenu(ctx.uncolored_mesh_batches) - 1]; } UncoloredSpaceTriangle const triangle = { .v0 = v0, .v1 = v1, .v2 = v2, .uv1 = uv1, .uv0 = uv0, .uv2 = uv2, }; UncoloredSpaceTriangle *triangles = (UncoloredSpaceTriangle *)(void *)batch_p->value.primitives; arrpush(triangles, triangle); batch_p->value.primitives = (uint8_t *)triangles; } void draw_uncolored_space_traingle_batch(struct MeshBatch *batch, TextureKey texture_key) { VertexBuffer const vertex_array = get_scratch_vertex_array(); finally_draw_uncolored_space_traingle_batch(batch, texture_key, vertex_array); }