townengine/src/rendering/twn_triangles.c

52 lines
1.5 KiB
C

#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 <stb_ds.h>
/* 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);
}