360 lines
9.3 KiB
C
360 lines
9.3 KiB
C
#include "sprite.h"
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#include "datastream.h"
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#include "font.h"
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#include "gameobject.h"
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#include "log.h"
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#include "openglrender.h"
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#include "render.h"
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#include "shader.h"
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#include "stb_ds.h"
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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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static struct sprite *sprites;
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static int first = -1;
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static sg_shader shader_sprite;
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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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HMM_Vec2 uv;
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struct rgba color;
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};
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static sg_shader slice9_shader;
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static sg_pipeline slice9_pipe;
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static sg_bindings slice9_bind;
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static float slice9_points[8] = {
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0.0, 0.0,
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0.0, 1.0,
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1.0, 0.0,
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1.0, 1.0
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};
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struct slice9_vert {
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HMM_Vec2 pos;
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struct uv_n uv;
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unsigned short border[4];
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HMM_Vec2 scale;
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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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.size = {1.f, 1.f},
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.tex = texture_loadfromfile(NULL),
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.go = go,
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.next = -1,
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.layer = 0,
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.enabled = 1};
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if (first < 0) {
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arrput(sprites, sprite);
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arrlast(sprites).id = arrlen(sprites) - 1;
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return arrlen(sprites) - 1;
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} else {
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int slot = first;
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first = id2sprite(first)->next;
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*id2sprite(slot) = sprite;
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return slot;
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}
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}
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void sprite_delete(int id) {
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struct sprite *sp = id2sprite(id);
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sp->go = -1;
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sp->next = first;
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first = id;
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}
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void sprite_enabled(int id, int e) {
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sprites[id].enabled = e;
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}
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struct sprite *id2sprite(int id) {
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if (id < 0) return NULL;
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return &sprites[id];
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}
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static sprite_count = 0;
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void sprite_flush() {
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sprite_count = 0;
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}
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void sprite_io(struct sprite *sprite, FILE *f, int read) {
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char path[100];
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if (read) {
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// fscanf(f, "%s", &path);
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for (int i = 0; i < 100; i++) {
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path[i] = fgetc(f);
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if (path[i] == '\0') break;
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}
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fread(sprite, sizeof(*sprite), 1, f);
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sprite_loadtex(sprite, path, ST_UNIT);
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} else {
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fputs(tex_get_path(sprite->tex), f);
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fputc('\0', f);
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fwrite(sprite, sizeof(*sprite), 1, f);
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}
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}
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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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for (int i = 0; i < 5; i++)
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arrfree(layers[i]);
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for (int i = 0; i < arrlen(sprites); i++)
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if (sprites[i].go >= 0 && sprites[i].enabled) arrpush(layers[sprites[i].layer], &sprites[i]);
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for (int i = 4; i >= 0; i--)
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for (int j = 0; j < arrlen(layers[i]); j++)
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sprite_draw(layers[i][j]);
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}
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void sprite_loadtex(struct sprite *sprite, const char *path, struct glrect frame) {
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sprite->tex = texture_loadfromfile(path);
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sprite_setframe(sprite, &frame);
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}
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void sprite_settex(struct sprite *sprite, struct Texture *tex) {
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sprite->tex = tex;
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sprite_setframe(sprite, &ST_UNIT);
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}
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void sprite_initialize() {
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shader_sprite = sg_compile_shader("shaders/spritevert.glsl", "shaders/spritefrag.glsl", &(sg_shader_desc){
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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 = {
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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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.image_type = SG_IMAGETYPE_2D,
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.sampler_type = SG_SAMPLERTYPE_FLOAT,
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},
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});
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pip_sprite = sg_make_pipeline(&(sg_pipeline_desc){
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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_FLOAT2,
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[1].format = SG_VERTEXFORMAT_FLOAT2,
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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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.write_enabled = true,
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.compare = SG_COMPAREFUNC_LESS_EQUAL
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}
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*/
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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(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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slice9_shader = sg_compile_shader("shaders/slice9_v.glsl", "shaders/slice9_f.glsl", &(sg_shader_desc) {
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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 = "projection", .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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.image_type = SG_IMAGETYPE_2D,
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.sampler_type = SG_SAMPLERTYPE_FLOAT
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},
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});
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slice9_pipe = sg_make_pipeline(&(sg_pipeline_desc){
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.shader = slice9_shader,
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.layout = {
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.attrs = {
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[0].format = SG_VERTEXFORMAT_FLOAT2,
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[1].format = SG_VERTEXFORMAT_USHORT4N,
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[2].format = SG_VERTEXFORMAT_FLOAT2,
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[3].format = SG_VERTEXFORMAT_UBYTE4N
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}},
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.primitive_type = SG_PRIMITIVETYPE_TRIANGLE_STRIP,
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});
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slice9_bind.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){
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.size = sizeof(struct slice9_vert) * 100,
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.type = SG_BUFFERTYPE_VERTEXBUFFER,
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.usage = SG_USAGE_STREAM,
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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, int wrap, HMM_Vec2 wrapoffset, float wrapscale) {
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struct sprite_vert verts[4];
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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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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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};
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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[i];
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verts[i].color = color;
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}
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if (!wrap) {
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verts[0].uv.X = r.s0;
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verts[0].uv.Y = r.t1;
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verts[1].uv.X = r.s1;
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verts[1].uv.Y = r.t1;
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verts[2].uv.X = r.s0;
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verts[2].uv.Y = r.t0;
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verts[3].uv.X = r.s1;
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verts[3].uv.Y = r.t0;
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} else {
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verts[0].uv = HMM_MulV2((HMM_Vec2){0,0}, size);
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verts[1].uv = HMM_MulV2((HMM_Vec2){1,0}, size);
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verts[2].uv = HMM_MulV2((HMM_Vec2){0,1}, size);
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verts[3].uv = HMM_MulV2((HMM_Vec2){1,1}, size);
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for (int i = 0; i < 4; i++)
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verts[i].uv = HMM_AddV2(verts[i].uv, wrapoffset);
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}
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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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}
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void sprite_draw(struct sprite *sprite) {
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struct gameobject *go = id2go(sprite->go);
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if (sprite->tex) {
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cpVect cpos = cpBodyGetPosition(go->body);
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HMM_Vec2 pos = {cpos.x, cpos.y};
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HMM_Vec2 size = {sprite->size.X * go->scale * go->flipx, sprite->size.Y * go->scale * go->flipy};
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tex_draw(sprite->tex, pos, cpBodyGetAngle(go->body), size, sprite->pos, sprite->frame, sprite->color, 0, pos, 0);
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}
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}
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void sprite_setanim(struct sprite *sprite, struct TexAnim *anim, int frame) {
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if (!sprite) return;
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sprite->tex = anim->tex;
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sprite->frame = anim->st_frames[frame];
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}
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void gui_draw_img(const char *img, HMM_Vec2 pos, HMM_Vec2 scale, float angle, int wrap, HMM_Vec2 wrapoffset, float wrapscale, struct rgba color) {
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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 offset = {0.f, 0.f};
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tex_draw(tex, pos, angle, scale, offset, tex_get_rect(tex), color, wrap, wrapoffset, wrapscale);
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}
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void slice9_draw(const char *img, HMM_Vec2 pos, HMM_Vec2 dimensions, struct rgba color)
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{
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sg_apply_pipeline(slice9_pipe);
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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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struct glrect r = tex_get_rect(tex);
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struct slice9_vert verts[4];
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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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for (int i = 0; i < 4; i++) {
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verts[i].pos = HMM_MulV2(sposes[i], dimensions);
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//verts[i].uv =z sposes[i];
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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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}
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void sprite_setframe(struct sprite *sprite, struct glrect *frame) {
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sprite->frame = *frame;
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}
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void video_draw(struct datastream *ds, HMM_Vec2 pos, HMM_Vec2 size, float rotate, struct rgba color)
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{
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// shader_use(vid_shader);
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/*
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static mfloat_t model[16];
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memcpy(model, UNITMAT4, sizeof(UNITMAT4));
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mat4_translate_vec2(model, position);
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mat4_scale_vec2(model, size);
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*/
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// shader_setmat4(vid_shader, "model", model);
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// shader_setvec3(vid_shader, "spriteColor", color);
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/*
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, stream->texture_y);
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glActiveTexture(GL_TEXTURE1);
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glBindTexture(GL_TEXTURE_2D, stream->texture_cb);
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glActiveTexture(GL_TEXTURE2);
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glBindTexture(GL_TEXTURE_2D, stream->texture_cr);
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// TODO: video bind VAO
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glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
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*/
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}
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