UV and ST
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daebe5c665
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@ -869,12 +869,12 @@ void editor_asset_tex_gui(struct Texture *tex) {
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if (old_frames != tex->anim.frames || old_ms != tex->anim.ms)
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if (old_frames != tex->anim.frames || old_ms != tex->anim.ms)
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tex_anim_set(&tex_gui_anim);
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tex_anim_set(&tex_gui_anim);
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nk_layout_row_static(ctx, tex->height*tex_scale*tex_gui_anim.uv.h, tex->width*tex_scale*tex_gui_anim.uv.w, 1);
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nk_layout_row_static(ctx, tex->height*tex_scale*(tex_gui_anim.st.t1-tex_gui_anim.st.t0), tex->width*tex_scale*(tex_gui_anim.st.s1 - tex_gui_anim.st.s0), 1);
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struct nk_rect r;
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struct nk_rect r;
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r.x = tex_gui_anim.uv.x*tex->width;
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r.x = tex_gui_anim.st.s0*tex->width;
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r.y = tex_gui_anim.uv.y*tex->height;
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r.y = tex_gui_anim.st.t0*tex->height;
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r.w = tex_gui_anim.uv.w*tex->width;
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r.w = st_s_w(tex_gui_anim.st)*tex->width;
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r.h = tex_gui_anim.uv.h*tex->height;
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r.h = st_s_h(tex_gui_anim.st)*tex->height;
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nk_image(ctx, nk_subimage_id(tex->id, tex->width, tex->height, r));
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nk_image(ctx, nk_subimage_id(tex->id, tex->width, tex->height, r));
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} else {
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} else {
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@ -2,17 +2,11 @@
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#define FONT_H
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#define FONT_H
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#include "mathc.h"
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#include "mathc.h"
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#include "texture.h"
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struct shader;
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struct shader;
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struct window;
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struct window;
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struct glrect {
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float s0;
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float s1;
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float t0;
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float t1;
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};
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/// Holds all state information relevant to a character as loaded using FreeType
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/// Holds all state information relevant to a character as loaded using FreeType
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struct Character {
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struct Character {
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mfloat_t Size[2]; // Size of glyph
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mfloat_t Size[2]; // Size of glyph
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@ -28,7 +22,7 @@ struct sFont {
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uint32_t texID;
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uint32_t texID;
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};
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};
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struct glrect runit = { 0.f, 1.f, 0.f, 1.f };
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void font_init(struct shader *s);
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void font_init(struct shader *s);
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void font_frame(struct window *w);
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void font_frame(struct window *w);
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@ -1,6 +1,5 @@
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#include "sprite.h"
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#include "sprite.h"
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#include "timer.h"
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#include "timer.h"
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#include "render.h"
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#include "render.h"
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#include "openglrender.h"
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#include "openglrender.h"
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@ -87,16 +86,6 @@ void sprite_loadtex(struct sprite *sprite, const char *path)
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sprite->tex = texture_loadfromfile(path);
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sprite->tex = texture_loadfromfile(path);
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}
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}
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void sprite_loadanim(struct sprite *sprite, const char *path, struct Anim2D anim)
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{
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sprite->tex = texture_loadfromfile(path);
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sprite->anim = anim;
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sprite->anim.timer = timer_make(sprite->anim.ms, &incrementAnimFrame, sprite);
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/*
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sprite->tex = texture_loadanimfromfile(sprite->tex, path, sprite->anim.frames, sprite->anim.dimensions);
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*/
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}
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void sprite_settex(struct sprite *sprite, struct Texture *tex)
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void sprite_settex(struct sprite *sprite, struct Texture *tex)
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{
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{
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sprite->tex = tex;
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sprite->tex = tex;
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@ -122,7 +111,13 @@ void sprite_initialize()
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glEnableVertexAttribArray(0);
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glEnableVertexAttribArray(0);
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}
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}
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struct glrect sprite_get_rect(struct sprite *sprite) {
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if (sprite->tex->opts.animation) {
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} else {
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return tex_get_rect(sprite->tex);
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}
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}
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void tex_draw(struct Texture *tex, float pos[2], float angle, float size[2], float offset[2], struct glrect r) {
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void tex_draw(struct Texture *tex, float pos[2], float angle, float size[2], float offset[2], struct glrect r) {
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mfloat_t model[16] = { 0.f };
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mfloat_t model[16] = { 0.f };
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@ -173,11 +168,20 @@ void sprite_draw(struct sprite *sprite)
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cpVect cpos = cpBodyGetPosition(sprite->go->body);
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cpVect cpos = cpBodyGetPosition(sprite->go->body);
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float pos[2] = {cpos.x, cpos.y};
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float pos[2] = {cpos.x, cpos.y};
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if (sprite->tex->opts.animation) {
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float size[2];
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struct Anim2D *a = &sprite->anim;
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a->frames = sprite->tex->anim.frames;
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size[0] = sprite->tex->anim.dimensions[0];
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size[1] = sprite->tex->anim.dimensions[1];
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tex_draw(sprite->tex, pos, cpBodyGetAngle(sprite->go->body), size, sprite->pos, tex_get_rect(sprite->tex));
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} else {
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float size[2] = { sprite->size[0] * sprite->go->scale, sprite->size[1] * sprite->go->scale };
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float size[2] = { sprite->size[0] * sprite->go->scale, sprite->size[1] * sprite->go->scale };
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tex_draw(sprite->tex, pos, cpBodyGetAngle(sprite->go->body), size, sprite->pos, tex_get_rect(sprite->tex));
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tex_draw(sprite->tex, pos, cpBodyGetAngle(sprite->go->body), size, sprite->pos, tex_get_rect(sprite->tex));
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}
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}
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}
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}
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}
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void gui_draw_img(const char *img, float x, float y) {
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void gui_draw_img(const char *img, float x, float y) {
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shader_use(spriteShader);
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shader_use(spriteShader);
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@ -36,7 +36,6 @@ void sprite_delete(struct sprite *sprite);
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void sprite_init(struct sprite *sprite, struct gameobject *go);
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void sprite_init(struct sprite *sprite, struct gameobject *go);
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void sprite_io(struct sprite *sprite, FILE *f, int read);
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void sprite_io(struct sprite *sprite, FILE *f, int read);
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void sprite_loadtex(struct sprite *sprite, const char *path);
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void sprite_loadtex(struct sprite *sprite, const char *path);
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void sprite_loadanim(struct sprite *sprite, const char *path, struct Anim2D anim);
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void sprite_settex(struct sprite *sprite, struct Texture *tex);
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void sprite_settex(struct sprite *sprite, struct Texture *tex);
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void sprite_initialize();
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void sprite_initialize();
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void sprite_draw(struct sprite *sprite);
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void sprite_draw(struct sprite *sprite);
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@ -80,8 +80,6 @@ struct Texture *texture_loadfromfile(const char *path)
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return new;
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return new;
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}
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}
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void tex_pull(struct Texture *tex)
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void tex_pull(struct Texture *tex)
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{
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{
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if (tex->data != NULL)
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if (tex->data != NULL)
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@ -184,35 +182,19 @@ void tex_gpu_free(struct Texture *tex)
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void tex_anim_calc_uv(struct TexAnimation *anim)
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void tex_anim_calc_uv(struct TexAnimation *anim)
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{
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{
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struct Rect uv;
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struct glrect st;
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uv.w = 1.f / anim->tex->anim.frames;
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float w = 1.f / anim->tex->anim.frames;
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uv.h = 1.f;
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st.s0 = w * (anim->frame);
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uv.y = 0.f;
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st.s1 = st.s0 + w;
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uv.x = uv.w * (anim->frame);
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st.t0 = 0.f;
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st.t1 = 1.f;
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anim->uv = uv;
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anim->st = st;
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}
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}
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struct glrect tex_get_rect(struct Texture *tex)
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struct glrect tex_get_rect(struct Texture *tex)
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{
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{
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if (tex->opts.animation) {
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return ST_UNIT;
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/*
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tex_anim_calc_uv(tex->anim);
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struct glrect ret;
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ret.s0 = tex->anim.uv.x;
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ret.s1 = tex->anim.uv.x + tex->anim.uv.w;
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ret.t0 = tex->anim.uv.y;
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ret.t1 = tex->anim.uv.y + tex->anim.uv.h;
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*/
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return runit;
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} else {
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return runit;
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}
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return runit;
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}
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}
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void tex_bind(struct Texture *tex)
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void tex_bind(struct Texture *tex)
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@ -271,4 +253,12 @@ void anim_bkwd(struct TexAnimation *anim)
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anim_decr(anim);
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anim_decr(anim);
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}
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}
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float st_s_w(struct glrect st)
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{
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return (st.s1 - st.s0);
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}
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float st_s_h(struct glrect st)
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{
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return (st.t1 - st.t0);
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}
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@ -2,30 +2,44 @@
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#define TEXTURE_H
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#define TEXTURE_H
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#include "timer.h"
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#include "timer.h"
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#include "font.h"
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#define TEX_SPEC 0
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#define TEX_SPEC 0
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#define TEX_NORM 1
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#define TEX_NORM 1
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#define TEX_HEIGHT 2
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#define TEX_HEIGHT 2
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#define TEX_DIFF 3
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#define TEX_DIFF 3
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/* Normalized S,T coordinates for rendering */
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struct Rect {
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struct glrect {
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float x;
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float s0;
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float y;
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float s1;
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float w;
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float t0;
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float h;
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float t1;
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};
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};
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float st_s_w(struct glrect st);
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float st_s_h(struct glrect st);
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#define ST_UNIT (struct glrect) { 0.f, 1.f, 0.f, 1.f }
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/* Pixel U,V coordiantes */
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struct uvrect {
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int u0;
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int u1;
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int v0;
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int v1;
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};
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/* Tracks a playing animation */
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struct TexAnimation {
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struct TexAnimation {
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int frame;
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int frame;
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int playing;
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int playing;
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int pausetime;
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int pausetime;
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struct timer *timer;
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struct timer *timer;
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struct Rect uv;
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struct glrect st; /* Current ST coordinates for active frame */
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struct Texture *tex;
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struct Texture *tex;
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};
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};
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/* Describes an animation on a particular texture */
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struct TexAnim {
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struct TexAnim {
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int frames;
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int frames;
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int dimensions[2];
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int dimensions[2];
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