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330 lines
10 KiB
C
330 lines
10 KiB
C
#define SOKOL_IMPL
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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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#include "sokol_app.h"
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#include "sokol_gfx.h"
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#include "sokol_time.h"
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#include "sokol_glue.h"
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#define STB_IMAGE_IMPLEMENTATION
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#include "stb_image.h"
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#include "HandMadeMath.h"
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#include <math.h>
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sg_image load_image(const char *path) {
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sg_image to_return = {0};
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int png_width, png_height, num_channels;
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const int desired_channels = 4;
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stbi_uc* pixels = stbi_load(
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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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to_return = sg_make_image(&(sg_image_desc){
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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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.mag_filter = SG_FILTER_NEAREST,
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.data.subimage[0][0] = {
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.ptr = pixels,
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.size = (size_t)(png_width * png_height * 4),
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}
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});
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stbi_image_free(pixels);
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return to_return;
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}
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#include "quad-sapp.glsl.h"
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#include "assets.gen.c"
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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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sg_pass_action pass_action;
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sg_pipeline pip;
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sg_bindings bind;
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} state;
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void init(void) {
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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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load_assets();
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state.bind.vertex_buffers[0] = sg_make_buffer(&(sg_buffer_desc){
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.usage = SG_USAGE_STREAM,
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//.data = SG_RANGE(vertices),
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.size = 1024,
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.label = "quad-vertices"
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});
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/* an index buffer with 2 triangles */
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uint16_t indices[] = { 0, 1, 2, 0, 2, 3 };
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state.bind.index_buffer = sg_make_buffer(&(sg_buffer_desc){
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.type = SG_BUFFERTYPE_INDEXBUFFER,
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.data = SG_RANGE(indices),
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.label = "quad-indices"
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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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state.pip = sg_make_pipeline(&(sg_pipeline_desc){
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.shader = shd,
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.index_type = SG_INDEXTYPE_UINT16,
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.layout = {
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.attrs = {
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[ATTR_quad_vs_position].format = SG_VERTEXFORMAT_FLOAT2,
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[ATTR_quad_vs_texcoord0].format = SG_VERTEXFORMAT_FLOAT2,
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}
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},
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.colors[0].blend = (sg_blend_state) { // allow transparency
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.enabled = true,
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.src_factor_rgb = SG_BLENDFACTOR_SRC_ALPHA,
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.dst_factor_rgb = SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
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.op_rgb = SG_BLENDOP_ADD,
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.src_factor_alpha = SG_BLENDFACTOR_ONE,
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.dst_factor_alpha = SG_BLENDFACTOR_ONE_MINUS_SRC_ALPHA,
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.op_alpha = SG_BLENDOP_ADD,
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},
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.label = "quad-pipeline",
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});
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state.pass_action = (sg_pass_action) {
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.colors[0] = { .action=SG_ACTION_CLEAR, .value={0.0f, 0.0f, 0.0f, 1.0f } }
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};
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}
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typedef struct AABB {
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HMM_Vec2 upper_left;
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HMM_Vec2 lower_right;
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} AABB;
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typedef HMM_Vec4 Color;
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Color col(float r, float g, float b, float a) {
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return HMM_V4(r, g, b, a);
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}
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#define WHITE col(1.0f, 1.0f, 1.0f, 1.0f)
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HMM_Vec2 screen_size() {
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return HMM_V2((float)sapp_width(), (float)sapp_height());
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}
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typedef struct Camera {
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HMM_Vec2 pos;
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float scale;
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} Camera;
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// everything is in pixels in world space, 43 pixels is approx 1 meter measured from
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// merchant sprite being 5'6"
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const float pixels_per_meter = 43.0f;
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Camera cam = {.scale = 2.0f };
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HMM_Vec2 cam_offset() {
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return HMM_AddV2(cam.pos, HMM_MulV2F(screen_size(), 0.5f));
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}
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// screen coords are in bottom right, and in pixels
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HMM_Vec2 world_to_screen(HMM_Vec2 world) {
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HMM_Vec2 to_return = world;
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to_return = HMM_MulV2F(to_return, cam.scale);
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to_return = HMM_AddV2(to_return, cam_offset());
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return to_return;
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}
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HMM_Vec2 screen_to_world(HMM_Vec2 screen) {
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HMM_Vec2 to_return = screen;
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to_return = HMM_SubV2(to_return, cam_offset());
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to_return = HMM_MulV2F(to_return, 1.0f/cam.scale);
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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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void quad_points_centered_size(HMM_Vec2 *out, HMM_Vec2 at, HMM_Vec2 size) {
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out[0] = HMM_V2(0.0, 0.0);
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out[1] = HMM_V2(size.X, 0.0);
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out[2] = HMM_V2(size.X, -size.Y);
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out[3] = HMM_V2(0.0, -size.Y);
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for(int i = 0; i < 4; i++) {
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out[i] = HMM_AddV2(out[i], HMM_V2(-size.X*0.5f, size.Y*0.5f));
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out[i] = HMM_AddV2(out[i], at);
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}
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}
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// points must be of length 4, and be in the order: upper left, upper right, lower right, lower left
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// the points are in pixels in screen space. The image region is in pixel space of the image
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void draw_quad_all_parameters(HMM_Vec2 *points, sg_image image, AABB image_region, Color tint) {
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float new_vertices[ (2 + 2)*4 ];
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HMM_Vec2 region_size = HMM_SubV2(image_region.lower_right, image_region.upper_left);
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assert(region_size.X > 0.0);
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assert(region_size.Y > 0.0);
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HMM_Vec2 tex_coords[4] = {
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HMM_AddV2(image_region.upper_left, HMM_V2(0.0, 0.0)),
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HMM_AddV2(image_region.upper_left, HMM_V2(region_size.X, 0.0)),
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HMM_AddV2(image_region.upper_left, HMM_V2(region_size.X, region_size.Y)),
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HMM_AddV2(image_region.upper_left, HMM_V2(0.0, region_size.Y)),
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};
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// convert to uv space
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sg_image_info info = sg_query_image_info(image);
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for(int i = 0; i < 4; i++) {
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tex_coords[i] = HMM_DivV2(tex_coords[i], HMM_V2((float)info.width, (float)info.height));
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}
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for(int i = 0; i < 4; i++) {
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HMM_Vec2 zero_to_one = HMM_DivV2(points[i], screen_size());
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HMM_Vec2 in_clip_space = HMM_SubV2(HMM_MulV2F(zero_to_one, 2.0), HMM_V2(1.0, 1.0));
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new_vertices[i*4] = in_clip_space.X;
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new_vertices[i*4 + 1] = in_clip_space.Y;
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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 = {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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}
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void draw_quad_world_all(HMM_Vec2 *points, sg_image image, AABB image_region, Color tint) {
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HMM_Vec2 into_screen[4] = {0};
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memcpy(into_screen, points, sizeof(into_screen));
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for(int i = 0; i < 4; i++) {
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into_screen[i] = world_to_screen(into_screen[i]);
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}
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draw_quad_all_parameters(into_screen, image, image_region, tint);
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}
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// in pixels
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HMM_Vec2 img_size(sg_image img) {
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sg_image_info info = sg_query_image_info(img);
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return HMM_V2((float)info.width, (float)info.height);
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}
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// full region in pixels
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AABB full_region(sg_image img) {
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return (AABB) {
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.upper_left = HMM_V2(0.0f, 0.0f),
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.lower_right = img_size(img),
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};
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}
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double time = 0.0;
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uint64_t last_frame_time;
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HMM_Vec2 mouse_pos = {0}; // in screen space
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HMM_Vec2 character_pos = {0}; // world space point
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bool keydown[SAPP_KEYCODE_MENU] = {0};
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#ifdef DEVTOOLS
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bool mouse_frozen = false;
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#endif
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void frame(void) {
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// 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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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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HMM_Vec2 movement = HMM_V2(
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(float)keydown[SAPP_KEYCODE_D] - (float)keydown[SAPP_KEYCODE_A],
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(float)keydown[SAPP_KEYCODE_W] - (float)keydown[SAPP_KEYCODE_S]
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);
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if(HMM_LenV2(movement) > 1.0) {
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movement = HMM_NormV2(movement);
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}
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character_pos = HMM_AddV2(character_pos, HMM_MulV2F(movement, dt * pixels_per_meter * 4.0f));
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cam.pos = HMM_LerpV2(cam.pos, dt*8.0f, HMM_MulV2F(character_pos, -1.0f * cam.scale));
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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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// background
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HMM_Vec2 bg_points[4] = {0};
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quad_points_centered_size(bg_points, HMM_V2(0.0, 0.0), img_size(image_bg_tilesheet));
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draw_quad_world_all(bg_points, image_bg_tilesheet, full_region(image_bg_tilesheet), WHITE);
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// merchant
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int index = (int)floor(time/0.3);
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float size = img_size(image_merchant).Y;
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HMM_Vec2 points[4] = {0};
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quad_points_centered_size(points, character_pos, HMM_V2(size, size));
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int cell_size = 110;
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assert((int)img_size(image_merchant).X % cell_size == 0);
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AABB region;
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region.upper_left = HMM_V2( (float)((index % ((int)img_size(image_merchant).X/cell_size)) * cell_size), 0.0);
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region.lower_right = HMM_V2(region.upper_left.X + (float)cell_size, (float)cell_size);
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draw_quad_world_all(points, image_merchant, region, WHITE);
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sg_end_pass();
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sg_commit();
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}
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void cleanup(void) {
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sg_shutdown();
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}
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void event(const sapp_event *e) {
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if(e->type == SAPP_EVENTTYPE_KEY_DOWN) {
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assert(e->key_code < sizeof(keydown)/sizeof(*keydown));
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keydown[e->key_code] = true;
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if(e->key_code == SAPP_KEYCODE_ESCAPE) {
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sapp_quit();
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}
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#ifdef DEVTOOLS
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if(e->key_code == SAPP_KEYCODE_T) {
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mouse_frozen = !mouse_frozen;
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}
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#endif
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}
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if(e->type == SAPP_EVENTTYPE_KEY_UP) {
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keydown[e->key_code] = false;
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}
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if(e->type == SAPP_EVENTTYPE_MOUSE_MOVE) {
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bool ignore_movement = false;
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#ifdef DEVTOOLS
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if(mouse_frozen) ignore_movement = true;
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#endif
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if(!ignore_movement) mouse_pos = HMM_V2(e->mouse_x, (float)sapp_height() - e->mouse_y);
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}
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}
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sapp_desc sokol_main(int argc, char* argv[]) {
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(void)argc; (void)argv;
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return (sapp_desc){
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.init_cb = init,
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.frame_cb = frame,
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.cleanup_cb = cleanup,
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.event_cb = event,
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.width = 800,
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.height = 600,
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.gl_force_gles2 = true,
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.window_title = "RPGPT",
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.win32_console_attach = true,
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.icon.sokol_default = true,
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};
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}
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