add blockSprite
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@@ -45,6 +45,18 @@ void Batch2D::vertex(float x, float y,
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buffer[index++] = b;
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buffer[index++] = a;
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}
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void Batch2D::vertex(vec2 point,
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vec2 uvpoint,
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float r, float g, float b, float a) {
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buffer[index++] = point.x;
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buffer[index++] = point.y;
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buffer[index++] = uvpoint.x;
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buffer[index++] = uvpoint.y;
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buffer[index++] = r;
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buffer[index++] = g;
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buffer[index++] = b;
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buffer[index++] = a;
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}
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void Batch2D::texture(Texture* new_texture){
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if (_texture == new_texture)
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@@ -81,6 +93,59 @@ void Batch2D::sprite(float x, float y, float w, float h, int atlasRes, int index
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rect(x, y, w, h, u, v, scale, scale, tint.r, tint.g, tint.b, tint.a);
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}
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void Batch2D::blockSprite(float x, float y, float w, float h, int atlasRes, int index[6], vec4 tint){
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float scale = 1.0f / (float)atlasRes;
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float uu = (index[3] % atlasRes) * scale;
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float vu = 1.0f - ((index[3] / atlasRes) * scale) - scale;
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float uf = (index[0] % atlasRes) * scale;
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float vf = 1.0f - ((index[0] / atlasRes) * scale) - scale;
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if (index[0] + 6*VERTEX_SIZE >= capacity)
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render();
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vec2 points[7] = {vec2(x+(w*0.5f), y+(h*0.5f)),
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vec2(x, y+(h*0.25f)),
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vec2(x+(w*0.5f), y),
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vec2(x+w, y+(h*0.25f)),
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vec2(x+w, y+(h*0.75f)),
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vec2(x+(w*0.5f), y+h),
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vec2(x, y+(h*0.75f))};
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vec2 uvpoints[8] = {vec2(uu, vu),
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vec2(uu+scale, vu),
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vec2(uu+scale, vu+scale),
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vec2(uu, vu+scale),
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vec2(uf, vf),
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vec2(uf+scale, vf),
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vec2(uf+scale, vf+scale),
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vec2(uf, vf+scale)};
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vertex(points[0], uvpoints[3], tint.r, tint.g, tint.b, tint.a);
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vertex(points[1], uvpoints[0], tint.r, tint.g, tint.b, tint.a);
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vertex(points[2], uvpoints[1], tint.r, tint.g, tint.b, tint.a);
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vertex(points[0], uvpoints[3], tint.r, tint.g, tint.b, tint.a);
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vertex(points[2], uvpoints[1], tint.r, tint.g, tint.b, tint.a);
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vertex(points[3], uvpoints[2], tint.r, tint.g, tint.b, tint.a);
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vertex(points[0], uvpoints[7], tint.r, tint.g, tint.b, tint.a);
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vertex(points[3], uvpoints[6], tint.r, tint.g, tint.b, tint.a);
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vertex(points[4], uvpoints[5], tint.r, tint.g, tint.b, tint.a);
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vertex(points[0], uvpoints[7], tint.r, tint.g, tint.b, tint.a);
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vertex(points[4], uvpoints[5], tint.r, tint.g, tint.b, tint.a);
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vertex(points[5], uvpoints[4], tint.r, tint.g, tint.b, tint.a);
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vertex(points[0], uvpoints[6], tint.r, tint.g, tint.b, tint.a);
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vertex(points[5], uvpoints[5], tint.r, tint.g, tint.b, tint.a);
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vertex(points[6], uvpoints[4], tint.r, tint.g, tint.b, tint.a);
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vertex(points[0], uvpoints[6], tint.r, tint.g, tint.b, tint.a);
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vertex(points[6], uvpoints[4], tint.r, tint.g, tint.b, tint.a);
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vertex(points[1], uvpoints[7], tint.r, tint.g, tint.b, tint.a);
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}
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void Batch2D::rect(float x, float y, float w, float h,
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float u, float v, float tx, float ty,
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float r, float g, float b, float a){
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@@ -18,11 +18,15 @@ class Batch2D {
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size_t index;
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Texture* blank;
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Texture* _texture;
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Texture* _texture;
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void vertex(float x, float y,
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float u, float v,
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float r, float g, float b, float a);
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void vertex(vec2 point,
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vec2 uvpoint,
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float r, float g, float b, float a);
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public:
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Batch2D(size_t capacity);
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~Batch2D();
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@@ -30,6 +34,7 @@ public:
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void begin();
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void texture(Texture* texture);
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void sprite(float x, float y, float w, float h, int atlasRes, int index, vec4 tint);
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void blockSprite(float x, float y, float w, float h, int atlasRes, int index[6], vec4 tint);
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void rect(float x, float y, float w, float h);
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void rect(float x, float y, float w, float h,
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float u, float v, float tx, float ty,
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