upstairs
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@ -960,6 +960,17 @@ static inline HMM_Mat2 HMM_TransposeM2(HMM_Mat2 Matrix) {
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return Result;
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}
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static inline HMM_Mat2 HMM_RotateM2(float angle)
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{
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HMM_Mat2 result;
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result.Elements[0][0] = cos(angle);
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result.Elements[0][1] = sin(angle);
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result.Elements[1][0] = -result.Elements[0][1];
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result.Elements[1][1] = result.Elements[0][0];
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return result;
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}
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static inline HMM_Mat2 HMM_AddM2(HMM_Mat2 Left, HMM_Mat2 Right) {
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HMM_Mat2 Result;
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@ -269,7 +269,7 @@ JSValue duk_cursor_text(JSContext *js, JSValueConst this, int argc, JSValueConst
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JSValue duk_gui_img(JSContext *js, JSValueConst this, int argc, JSValueConst *argv) {
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const char *img = JS_ToCString(js, argv[0]);
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cpVect pos = js2vec2(argv[1]);
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gui_draw_img(img, pos.x, pos.y);
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gui_draw_img(img, js2hmmv2(argv[1]), js2number(argv[2]), js2number(argv[3]));
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JS_FreeCString(js, img);
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return JS_NULL;
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}
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@ -11,6 +11,8 @@
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#include "texture.h"
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#include "timer.h"
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#include <string.h>
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#include <ctype.h>
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#include <limits.h>
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struct TextureOptions TEX_SPRITE = {1, 0, 0};
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@ -20,6 +22,12 @@ static int first = -1;
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static sg_pipeline pip_sprite;
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static sg_bindings bind_sprite;
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struct sprite_vert {
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HMM_Vec2 pos;
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struct uv_n uv;
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struct rgba color;
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};
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int make_sprite(int go) {
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struct sprite sprite = {
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.color = color_white,
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@ -85,6 +93,7 @@ void sprite_io(struct sprite *sprite, FILE *f, int read) {
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void sprite_draw_all() {
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sg_apply_pipeline(pip_sprite);
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sg_apply_uniforms(SG_SHADERSTAGE_VS, 0, SG_RANGE_REF(projection));
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static struct sprite **layers[5];
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@ -116,7 +125,9 @@ void sprite_initialize() {
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.vs.uniform_blocks[0] = {
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.size = 64,
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.layout = SG_UNIFORMLAYOUT_STD140,
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.uniforms = {[0] = {.name = "mpv", .type = SG_UNIFORMTYPE_MAT4}}},
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.uniforms = {
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[0] = {.name = "proj", .type = SG_UNIFORMTYPE_MAT4},
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}},
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.fs.images[0] = {
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.name = "image",
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@ -130,7 +141,9 @@ void sprite_initialize() {
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.shader = shader_sprite,
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.layout = {
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.attrs = {
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[0].format = SG_VERTEXFORMAT_FLOAT4}},
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[0].format = SG_VERTEXFORMAT_FLOAT2,
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[1].format = SG_VERTEXFORMAT_USHORT2N,
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[2].format = SG_VERTEXFORMAT_UBYTE4N}},
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.primitive_type = SG_PRIMITIVETYPE_TRIANGLE_STRIP,
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.label = "sprite pipeline",
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/* .depth = {
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@ -141,53 +154,52 @@ void sprite_initialize() {
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});
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bind_sprite.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){
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.size = sizeof(float) * 16 * 500,
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.size = sizeof(struct sprite_vert) * 500,
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.type = SG_BUFFERTYPE_VERTEXBUFFER,
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.usage = SG_USAGE_STREAM,
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.label = "sprite vertex buffer",
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});
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}
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/* offset given in texture offset, so -0.5,-0.5 results in it being centered */
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void tex_draw(struct Texture *tex, HMM_Vec2 pos, float angle, HMM_Vec2 size, HMM_Vec2 offset, struct glrect r, struct rgba color) {
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HMM_Mat4 model = HMM_M4D(1.0);
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HMM_Mat4 r_model = HMM_M4D(1.0);
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HMM_Vec3 t_scale = {
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tex->width * st_s_w(r) * size.X,
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tex->height * st_s_h(r) * size.Y,
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t_scale.Z = 1.0};
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struct sprite_vert verts[4];
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HMM_Vec3 t_offset = {
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offset.X * t_scale.X,
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offset.Y * t_scale.Y,
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0.0};
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HMM_Translate_p(&model, t_offset);
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HMM_Scale_p(&model, t_scale);
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r_model = HMM_Rotate_RH(angle, vZ);
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model = HMM_MulM4(r_model, model);
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HMM_Translate_p(&model, (HMM_Vec3){pos.X, pos.Y, 0.0});
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model = HMM_MulM4(projection, model);
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float vertices[] = {
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0.f, 0.f, r.s0, r.t1,
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1, 0.f, r.s1, r.t1,
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0.f, 1, r.s0, r.t0,
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1.f, 1.f, r.s1, r.t0};
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bind_sprite.fs_images[0] = tex->id;
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sg_append_buffer(bind_sprite.vertex_buffers[0], SG_RANGE_REF(vertices));
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sg_apply_bindings(&bind_sprite);
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sg_apply_uniforms(SG_SHADERSTAGE_VS, 0, SG_RANGE_REF(model.Elements));
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float cl[3] = {
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color.r / 255.0,
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color.g / 255.0,
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color.b / 255.0
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HMM_Vec2 sposes[4] = {
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{0.0,0.0},
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{1.0,0.0},
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{0.0,1.0},
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{1.0,1.0},
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};
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sg_apply_uniforms(SG_SHADERSTAGE_FS, 0, SG_RANGE_REF(cl));
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HMM_Mat2 rot = HMM_RotateM2(angle);
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HMM_Vec2 t_scale = {
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tex->width * st_s_w(r) * size.X,
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tex->height * st_s_h(r) * size.Y};
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for (int i = 0; i < 4; i++) {
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sposes[i] = HMM_AddV2(sposes[i], offset);
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sposes[i] = HMM_MulV2(sposes[i], t_scale);
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sposes[i] = HMM_MulM2V2(rot, sposes[i]);
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sposes[i] = HMM_AddV2(sposes[i], pos);
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verts[i].pos = sposes[0];
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verts[i].color = color;
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}
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verts[0].uv.u = r.s0 * USHRT_MAX;
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verts[0].uv.v = r.t1 * USHRT_MAX;
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verts[1].uv.u = r.s1 * USHRT_MAX;
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verts[1].uv.v = r.t1 * USHRT_MAX;
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verts[2].uv.u = r.s0 * USHRT_MAX;
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verts[2].uv.v = r.t0 * USHRT_MAX;
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verts[3].uv.u = r.s1 * USHRT_MAX;
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verts[3].uv.v = r.t0 * USHRT_MAX;
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bind_sprite.fs_images[0] = tex->id;
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sg_append_buffer(bind_sprite.vertex_buffers[0], SG_RANGE_REF(verts));
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sg_apply_bindings(&bind_sprite);
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sg_draw(sprite_count * 4, 4, 1);
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sprite_count++;
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@ -212,6 +224,7 @@ void sprite_setanim(struct sprite *sprite, struct TexAnim *anim, int frame) {
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void gui_draw_img(const char *img, HMM_Vec2 pos, float scale, float angle) {
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sg_apply_pipeline(pip_sprite);
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sg_apply_uniforms(SG_SHADERSTAGE_VS, 0, SG_RANGE_REF(hudproj));
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struct Texture *tex = texture_loadfromfile(img);
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HMM_Vec2 size = {scale, scale};
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HMM_Vec2 offset = {0.f, 0.f};
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@ -41,7 +41,7 @@ void sprite_draw_all();
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unsigned int incrementAnimFrame(unsigned int interval, struct sprite *sprite);
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void sprite_flush();
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void gui_draw_img(const char *img, HMM_Vec2 pos);
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void gui_draw_img(const char *img, HMM_Vec2 pos, float scale, float angle);
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#endif
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@ -1,5 +1,7 @@
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#version 330 core
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layout (location = 0) in vec4 vertex;
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layout (location = 0) in vec2 vertex;
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layout (location = 1) in vec2 uv;
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layout (location = 2) in vec4 vColor;
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out vec2 texcoords;
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uniform mat4 proj;
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@ -7,6 +9,6 @@ uniform mat4 mpv;
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void main()
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{
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texcoords = vertex.zw;
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gl_Position = mpv * vec4(vertex.xy, 0.0, 1.0);
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texcoords = uv;
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gl_Position = mpv * proj * vec4(vertex, 0.0, 1.0);
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}
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