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@ -2,6 +2,11 @@
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#if defined(WIN32) || defined(_WIN32)
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#define SOKOL_D3D11
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#endif
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#if defined(__EMSCRIPTEN__)
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#define SOKOL_GLES2
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#endif
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#include "sokol_app.h"
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#include "sokol_gfx.h"
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#include "sokol_time.h"
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@ -10,7 +15,7 @@
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#include "stb_image.h"
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#define STB_TRUETYPE_IMPLEMENTATION
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#include "stb_truetype.h"
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#include "HandMadeMath.h"
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#include "HandmadeMath.h"
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#pragma warning(disable : 4996) // fopen is safe. I don't care about fopen_s
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@ -18,6 +23,9 @@
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#define ARRLEN(x) ((sizeof(x)/sizeof(0[x])) / ((size_t)(!(sizeof(x) % sizeof(0[x])))))
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#define ENTITIES_ITER(ents) for(Entity *it = ents; it < ents + ARRLEN(ents); it++) if(it->exists)
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// so can be grep'd and removed
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#define dbgprint(...) { printf("Debug | %s:%d | ", __FILE__, __LINE__); printf(__VA_ARGS__); }
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Vec2 RotateV2(Vec2 v, float theta)
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{
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return V2(
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@ -164,11 +172,11 @@ typedef struct Arena
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size_t cur;
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} Arena;
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Arena make(size_t max_size)
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Arena make_arena(size_t max_size)
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{
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return (Arena)
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{
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.data = calloc(1, max_size),
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.data = calloc(max_size, 1),
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.data_size = max_size,
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.cur = 0,
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};
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@ -312,12 +320,16 @@ sg_image load_image(const char *path)
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&png_width, &png_height,
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&num_channels, 0);
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assert(pixels);
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dbgprint("Pah %s | Loading image with dimensions %d %d\n", path, png_width, png_height);
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to_return = sg_make_image(&(sg_image_desc)
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{
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.width = png_width,
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.height = png_height,
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.pixel_format = SG_PIXELFORMAT_RGBA8,
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.min_filter = SG_FILTER_NEAREST,
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.num_mipmaps = 0,
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.wrap_u = SG_WRAP_CLAMP_TO_EDGE,
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.wrap_v = SG_WRAP_CLAMP_TO_EDGE,
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.mag_filter = SG_FILTER_NEAREST,
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.data.subimage[0][0] =
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{
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@ -389,8 +401,6 @@ sg_image image_font = {0};
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const float font_size = 32.0;
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stbtt_bakedchar cdata[96]; // ASCII 32..126 is 95 glyphs
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// so can be grep'd and removed
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#define dbgprint(...) { printf("Debug | %s:%d | ", __FILE__, __LINE__); printf(__VA_ARGS__); }
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static struct
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{
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@ -443,11 +453,12 @@ void reset_level()
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void init(void)
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{
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scratch = make(1024 * 10);
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sg_setup(&(sg_desc){
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.context = sapp_sgcontext(),
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});
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stm_setup();
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sg_setup( &(sg_desc){
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.context = sapp_sgcontext()
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});
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scratch = make_arena(1024 * 10);
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load_assets();
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reset_level();
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@ -459,13 +470,12 @@ void init(void)
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size_t size = ftell(fontFile); /* how long is the file ? */
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fseek(fontFile, 0, SEEK_SET); /* reset */
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char *fontBuffer = malloc(size);
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unsigned char *fontBuffer = malloc(size);
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fread(fontBuffer, size, 1, fontFile);
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fclose(fontFile);
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unsigned char font_bitmap[512*512] =
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{0};
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unsigned char *font_bitmap = calloc(1, 512*512);
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stbtt_BakeFontBitmap(fontBuffer, 0, font_size, font_bitmap, 512, 512, 32, 96, cdata);
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unsigned char *font_bitmap_rgba = malloc(4 * 512 * 512); // stack would be too big if allocated on stack (stack overflow)
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@ -510,7 +520,9 @@ void init(void)
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});
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sg_shader shd = sg_make_shader(quad_program_shader_desc(sg_query_backend()));
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const sg_shader_desc *desc = quad_program_shader_desc(sg_query_backend());
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assert(desc);
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sg_shader shd = sg_make_shader(desc);
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state.pip = sg_make_pipeline(&(sg_pipeline_desc)
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{
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@ -629,7 +641,10 @@ Quad quad_at(Vec2 at, Vec2 size)
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Quad tile_quad(TileCoord coord)
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{
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return quad_at(tilecoord_to_world(coord), V2(TILE_SIZE, TILE_SIZE));
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Quad to_return = quad_at(tilecoord_to_world(coord), V2(TILE_SIZE, TILE_SIZE));
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return to_return;
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}
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// out must be of at least length 4
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@ -663,8 +678,8 @@ bool segments_overlapping(float *a_segment, float *b_segment)
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assert(a_segment[1] >= a_segment[0]);
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assert(b_segment[1] >= b_segment[0]);
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float total_length = (a_segment[1] - a_segment[0]) + (b_segment[1] - b_segment[0]);
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float farthest_to_left = min(a_segment[0], b_segment[0]);
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float farthest_to_right = max(a_segment[1], b_segment[1]);
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float farthest_to_left = fminf(a_segment[0], b_segment[0]);
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float farthest_to_right = fmaxf(a_segment[1], b_segment[1]);
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if (farthest_to_right - farthest_to_left < total_length)
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{
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return true;
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@ -716,6 +731,25 @@ bool has_point(AABB aabb, Vec2 point)
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(aabb.upper_left.Y > point.Y && point.Y > aabb.lower_right.Y);
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}
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int num_draw_calls = 0;
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float cur_batch_data[2048] = {0};
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int cur_batch_data_index = 0;
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// @TODO check last tint as well, do this when factor into drawing parameters
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sg_image cur_batch_image = {0};
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quad_fs_params_t cur_batch_params = {0};
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void flush_quad_batch()
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{
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state.bind.vertex_buffer_offsets[0] = sg_append_buffer(state.bind.vertex_buffers[0], &(sg_range){cur_batch_data, cur_batch_data_index});
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state.bind.fs_images[SLOT_quad_tex] = cur_batch_image;
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sg_apply_bindings(&state.bind);
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sg_apply_uniforms(SG_SHADERSTAGE_FS, SLOT_quad_fs_params, &SG_RANGE(cur_batch_params));
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sg_draw(0, cur_batch_data_index, 1);
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num_draw_calls += 1;
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memset(cur_batch_data, 0, cur_batch_data_index);
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cur_batch_data_index = 0;
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}
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// The image region is in pixel space of the image
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void draw_quad(bool world_space, Quad quad, sg_image image, AABB image_region, Color tint)
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{
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@ -735,14 +769,16 @@ void draw_quad(bool world_space, Quad quad, sg_image image, AABB image_region, C
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for(int i = 0; i < 4; i++)
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{
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points_bounding_box.upper_left.X = min(points_bounding_box.upper_left.X, points[i].X);
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points_bounding_box.upper_left.Y = max(points_bounding_box.upper_left.Y, points[i].Y);
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points_bounding_box.upper_left.X = fminf(points_bounding_box.upper_left.X, points[i].X);
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points_bounding_box.upper_left.Y = fmaxf(points_bounding_box.upper_left.Y, points[i].Y);
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points_bounding_box.lower_right.X = max(points_bounding_box.lower_right.X, points[i].X);
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points_bounding_box.lower_right.Y = min(points_bounding_box.lower_right.Y, points[i].Y);
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points_bounding_box.lower_right.X = fmaxf(points_bounding_box.lower_right.X, points[i].X);
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points_bounding_box.lower_right.Y = fminf(points_bounding_box.lower_right.Y, points[i].Y);
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}
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if(!overlapping(cam_aabb, points_bounding_box))
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{
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//dbgprint("Out of screen, cam aabb %f %f %f %f\n", cam_aabb.upper_left.X, cam_aabb.upper_left.Y, cam_aabb.lower_right.X, cam_aabb.lower_right.Y);
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//dbgprint("Points boundig box %f %f %f %f\n", points_bounding_box.upper_left.X, points_bounding_box.upper_left.Y, points_bounding_box.lower_right.X, points_bounding_box.lower_right.Y);
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return; // cull out of screen quads
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}
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@ -773,22 +809,21 @@ void draw_quad(bool world_space, Quad quad, sg_image image, AABB image_region, C
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new_vertices[i*4 + 2] = tex_coords[i].X;
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new_vertices[i*4 + 3] = tex_coords[i].Y;
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}
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state.bind.vertex_buffer_offsets[0] = sg_append_buffer(state.bind.vertex_buffers[0], &SG_RANGE(new_vertices));
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quad_fs_params_t params =
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{0};
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quad_fs_params_t params = {0};
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params.tint[0] = tint.R;
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params.tint[1] = tint.G;
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params.tint[2] = tint.B;
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params.tint[3] = tint.A;
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params.upper_left[0] = image_region.upper_left.X;
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params.upper_left[1] = image_region.upper_left.Y;
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params.lower_right[0] = image_region.lower_right.X;
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params.lower_right[1] = image_region.lower_right.Y;
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state.bind.fs_images[SLOT_quad_tex] = image;
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sg_apply_bindings(&state.bind);
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sg_apply_uniforms(SG_SHADERSTAGE_FS, SLOT_quad_fs_params, &SG_RANGE(params));
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sg_draw(0, 6, 1);
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memcpy(&cur_batch_data[cur_batch_data_index], new_vertices, ARRLEN(new_vertices)*sizeof(new_vertices));
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cur_batch_data_index += ARRLEN(new_vertices);
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if(cur_batch_data_index >= ARRLEN(cur_batch_data)) // too much batching!
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{
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}
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cur_batch_image = image;
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cur_batch_params = params;
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flush_quad_batch();
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}
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void swap(Vec2 *p1, Vec2 *p2)
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@ -803,13 +838,13 @@ double anim_sprite_duration(AnimatedSprite *s)
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return s->num_frames * s->time_per_frame;
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}
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void draw_animated_sprite(AnimatedSprite *s, double time, bool flipped, Vec2 pos, Color tint)
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void draw_animated_sprite(AnimatedSprite *s, double elapsed_time, bool flipped, Vec2 pos, Color tint)
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{
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sg_image spritesheet_img = *s->img;
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int index = (int)floor(time/s->time_per_frame) % s->num_frames;
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int index = (int)floor(elapsed_time/s->time_per_frame) % s->num_frames;
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if(s->no_wrap)
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{
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index = (int)floor(time/s->time_per_frame);
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index = (int)floor(elapsed_time/s->time_per_frame);
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if(index >= s->num_frames) index = s->num_frames - 1;
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}
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@ -840,6 +875,58 @@ Vec2 tile_id_to_coord(sg_image tileset_image, Vec2 tile_size, uint16_t tile_id)
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return tile_image_coord;
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}
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void colorquad(bool world_space, Quad q, Color col)
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{
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draw_quad(world_space, q, image_white_square, full_region(image_white_square), col);
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}
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void dbgsquare(Vec2 at)
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{
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colorquad(true, quad_centered(at, V2(10.0, 10.0)), RED);
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}
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// in world coordinates
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void line(Vec2 from, Vec2 to, float line_width, Color color)
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{
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Vec2 normal = rotate_counter_clockwise(NormV2(SubV2(to, from)));
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Quad line_quad = {
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.points = {
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AddV2(from, MulV2F(normal, line_width)), // upper left
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AddV2(to, MulV2F(normal, line_width)), // upper right
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AddV2(to, MulV2F(normal, -line_width)), // lower right
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AddV2(from, MulV2F(normal, -line_width)), // lower left
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}
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};
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colorquad(true, line_quad, color);
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}
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void dbgline(Vec2 from, Vec2 to)
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{
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#ifdef DEVTOOLS
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line(from, to, 2.0f, RED);
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#else
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(void)from;
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(void)to;
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#endif
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}
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// in world space
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void dbgrect(AABB rect)
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{
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#ifdef DEVTOOLS
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const float line_width = 0.5;
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const Color col = RED;
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Quad q = quad_aabb(rect);
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line(q.ul, q.ur, line_width, col);
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line(q.ur, q.lr, line_width, col);
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line(q.lr, q.ll, line_width, col);
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line(q.ll, q.ul, line_width, col);
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#else
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(void)rect;
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#endif
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}
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// returns bounds. To measure text you can set dry run to true and get the bounds
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AABB draw_text(bool world_space, bool dry_run, const char *text, Vec2 pos, Color color, float scale)
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{
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@ -893,10 +980,10 @@ AABB draw_text(bool world_space, bool dry_run, const char *text, Vec2 pos, Color
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for(int i = 0; i < 4; i++)
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{
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bounds.upper_left.X = min(bounds.upper_left.X, to_draw.points[i].X);
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bounds.upper_left.Y = max(bounds.upper_left.Y, to_draw.points[i].Y);
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bounds.lower_right.X = max(bounds.lower_right.X, to_draw.points[i].X);
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bounds.lower_right.Y = min(bounds.lower_right.Y, to_draw.points[i].Y);
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bounds.upper_left.X = fminf(bounds.upper_left.X, to_draw.points[i].X);
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bounds.upper_left.Y = fmaxf(bounds.upper_left.Y, to_draw.points[i].Y);
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bounds.lower_right.X = fmaxf(bounds.lower_right.X, to_draw.points[i].X);
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bounds.lower_right.Y = fminf(bounds.lower_right.Y, to_draw.points[i].Y);
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}
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for(int i = 0; i < 4; i++)
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@ -916,57 +1003,6 @@ AABB draw_text(bool world_space, bool dry_run, const char *text, Vec2 pos, Color
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return bounds;
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}
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void colorquad(bool world_space, Quad q, Color col)
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{
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draw_quad(world_space, q, image_white_square, full_region(image_white_square), col);
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}
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void dbgsquare(Vec2 at)
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{
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colorquad(true, quad_centered(at, V2(10.0, 10.0)), RED);
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}
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// in world coordinates
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void line(Vec2 from, Vec2 to, float line_width, Color color)
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{
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Vec2 normal = rotate_counter_clockwise(NormV2(SubV2(to, from)));
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Quad line_quad = {
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.points = {
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AddV2(from, MulV2F(normal, line_width)), // upper left
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AddV2(to, MulV2F(normal, line_width)), // upper right
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AddV2(to, MulV2F(normal, -line_width)), // lower right
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AddV2(from, MulV2F(normal, -line_width)), // lower left
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}
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};
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colorquad(true, line_quad, color);
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}
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void dbgline(Vec2 from, Vec2 to)
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{
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#ifdef DEVTOOLS
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line(from, to, 2.0f, RED);
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#else
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(void)from;
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(void)to;
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#endif
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}
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// in world space
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void dbgrect(AABB rect)
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{
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#ifdef DEVTOOLS
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const float line_width = 0.5;
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const Color col = RED;
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Quad q = quad_aabb(rect);
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line(q.ul, q.ur, line_width, col);
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line(q.ur, q.lr, line_width, col);
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line(q.lr, q.ll, line_width, col);
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line(q.ll, q.ul, line_width, col);
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#else
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(void)rect;
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#endif
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}
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// gets aabbs overlapping the input aabb, including entities and tiles
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Overlapping get_overlapping(Level *l, AABB aabb)
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{
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@ -1132,7 +1168,7 @@ float draw_wrapped_text(Vec2 at_point, float max_width, char *text, float text_s
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return cursor.Y;
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}
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double time = 0.0;
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double elapsed_time = 0.0;
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double last_frame_processing_time = 0.0;
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uint64_t last_frame_time;
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Vec2 mouse_pos = {0}; // in screen space
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@ -1142,14 +1178,31 @@ bool mouse_frozen = false;
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#endif
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void frame(void)
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{
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#if 0
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{
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sg_begin_default_pass(&state.pass_action, sapp_width(), sapp_height());
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sg_apply_pipeline(state.pip);
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//colorquad(false, quad_at(V2(0.0, 100.0), V2(100.0f, 100.0f)), RED);
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sg_image img = image_wonky_mystery_tile;
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AABB region = full_region(img);
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//region.lower_right.X *= 0.5f;
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draw_quad(false,quad_at(V2(0.0, 100.0), V2(100.0f, 100.0f)), img, region, WHITE);
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sg_end_pass();
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sg_commit();
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reset(&scratch);
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}
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return;
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#endif
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uint64_t time_start_frame = stm_now();
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// time
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// elapsed_time
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double dt_double = 0.0;
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{
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dt_double = stm_sec(stm_diff(stm_now(), last_frame_time));
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dt_double = min(dt_double, 5.0 / 60.0); // clamp dt at maximum 5 frames, avoid super huge dt
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time += dt_double;
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dt_double = fmin(dt_double, 5.0 / 60.0); // clamp dt at maximum 5 frames, avoid super huge dt
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elapsed_time += dt_double;
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last_frame_time = stm_now();
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}
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float dt = (float)dt_double;
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@ -1167,6 +1220,7 @@ void frame(void)
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sg_begin_default_pass(&state.pass_action, sapp_width(), sapp_height());
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sg_apply_pipeline(state.pip);
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// tilemap
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|
#if 1
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|
|
Level * cur_level = &level_level0;
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|
@ -1198,7 +1252,7 @@ void frame(void)
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if(anim)
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{
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double time_per_frame = 0.1;
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int frame_index = (int)(time/time_per_frame) % anim->num_frames;
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int frame_index = (int)(elapsed_time/time_per_frame) % anim->num_frames;
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tile_image_coord = tile_id_to_coord(tileset_image, tile_size, anim->frames[frame_index]+1);
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}
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@ -1236,13 +1290,14 @@ void frame(void)
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Vec2 pos = V2(0.0, screen_size().Y);
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|
int num_entities = 0;
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ENTITIES_ITER(entities) num_entities++;
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|
char *stats = tprint("Frametime: %.1f ms\nProcessing: %.1f ms\nEntities: %d\n", dt*1000.0, last_frame_processing_time*1000.0, num_entities);
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|
char *stats = tprint("Frametime: %.1f ms\nProcessing: %.1f ms\nEntities: %d\nDraw calls: %d\n", dt*1000.0, last_frame_processing_time*1000.0, num_entities, num_draw_calls);
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AABB bounds = draw_text(false, true, stats, pos, BLACK, 1.0f);
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|
|
pos.Y -= bounds.upper_left.Y - screen_size().Y;
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bounds = draw_text(false, true, stats, pos, BLACK, 1.0f);
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|
// background panel
|
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|
|
colorquad(false, quad_aabb(bounds), (Color){1.0, 1.0, 1.0, 0.3f});
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|
|
draw_text(false, false, stats, pos, BLACK, 1.0f);
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|
|
num_draw_calls = 0;
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|
|
}
|
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|
|
#endif // devtools
|
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|
|
|
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|
|
@ -1279,7 +1334,7 @@ void frame(void)
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|
it->vel = LerpV2(it->vel, 15.0f * dt, target_vel);
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|
|
it->pos = move_and_slide(it, it->pos, MulV2F(it->vel, pixels_per_meter * dt));
|
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|
|
|
}
|
|
|
|
|
draw_animated_sprite(&old_man_idle, time, false, it->pos, WHITE);
|
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|
|
|
draw_animated_sprite(&old_man_idle, elapsed_time, false, it->pos, WHITE);
|
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|
|
|
}
|
|
|
|
|
else if (it->kind == ENTITY_BULLET)
|
|
|
|
|
{
|
|
|
|
@ -1354,7 +1409,7 @@ void frame(void)
|
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|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
draw_animated_sprite(&knight_running, time, player->facing_left, character_sprite_pos, WHITE);
|
|
|
|
|
draw_animated_sprite(&knight_running, elapsed_time, player->facing_left, character_sprite_pos, WHITE);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(LenV2(movement) == 0.0)
|
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|
|
@ -1374,7 +1429,7 @@ void frame(void)
|
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|
|
|
}
|
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|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
draw_animated_sprite(&knight_idle, time, player->facing_left, character_sprite_pos, WHITE);
|
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|
|
|
draw_animated_sprite(&knight_idle, elapsed_time, player->facing_left, character_sprite_pos, WHITE);
|
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|
|
|
}
|
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|
|
|
if(LenV2(movement) > 0.01) player->state = CHARACTER_WALKING;
|
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|
|
|
}
|
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|
|
@ -1525,9 +1580,7 @@ sapp_desc sokol_main(int argc, char* argv[])
|
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|
.height = 600,
|
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|
|
|
//.gl_force_gles2 = true, not sure why this was here in example, look into
|
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|
|
.window_title = "RPGPT",
|
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|
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|
|
.win32_console_attach = true,
|
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|
|
|
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|
|
.icon.sokol_default = true,
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|
|
};
|
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|
|
}
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|