Common refactor

This commit is contained in:
MihailRis
2023-12-13 14:18:24 +03:00
parent 4de8759ea2
commit cb13b42960
10 changed files with 31 additions and 201 deletions
-72
View File
@@ -303,78 +303,6 @@ void Batch2D::sprite(float x, float y, float w, float h, int atlasRes, int index
rect(x, y, w, h, u, v, scale, scale, tint.r, tint.g, tint.b, tint.a);
}
#include <iostream>
void Batch2D::blockSprite(float x, float y, float w, float h, const UVRegion regions[], vec4 tint, vec3 size){
// TODO: replace it using actual 3D with ortho projection
float uu = (regions[3].u1);
float vu = (regions[3].v1);
float uf = (regions[0].u1);
float vf = (regions[0].v1);
float scalex = regions[3].u2-regions[3].u1;
float scaley = regions[3].v2-regions[3].v1;
if (this->index + 18*B2D_VERTEX_SIZE >= capacity)
render();
float d = (w + h) * 0.5f;
float ar = 0.88f;
float ox = x + (w * 0.5f);
float sx = w * 0.5f * ar;
float hh = h * 0.25f;
float ww = w * 0.25f;
float dd = d * 0.25f;
vec3 half = size * h * 0.25f;
y += hh * 2.0f;
vec2 points[7] = {vec2(ox-ww+half.x+dd-half.z, y+hh-half.y), // center
vec2(ox-sx+ww-half.x+dd-half.z, y-half.y+ww-half.x), // left
vec2(ox+ww-half.x-dd+half.z, y-hh-half.y+ww-half.x+dd-half.z), // top
vec2(ox+sx-ww+half.x-dd+half.z, y-half.y+dd-half.z), // right
vec2(ox+sx-ww+half.x-dd+half.z, y+half.y+dd-half.z), // b-right
vec2(ox-ww+half.x+dd-half.z, y+hh+half.y), // bottom
vec2(ox-sx+ww-half.x+dd-half.z, y+half.y+ww-half.x)}; // b-left
vec2 uvpoints[8] = {vec2(uu, vu),
vec2(uu+scalex, vu),
vec2(uu+scalex, vu+scalex),
vec2(uu, vu+scalex),
vec2(uf, vf),
vec2(uf+scaley, vf),
vec2(uf+scaley, vf+scaley),
vec2(uf, vf+scaley)};
vertex(points[0], uvpoints[3], tint.r, tint.g, tint.b, tint.a);
vertex(points[1], uvpoints[0], tint.r, tint.g, tint.b, tint.a);
vertex(points[2], uvpoints[1], tint.r, tint.g, tint.b, tint.a);
vertex(points[0], uvpoints[3], tint.r, tint.g, tint.b, tint.a);
vertex(points[2], uvpoints[1], tint.r, tint.g, tint.b, tint.a);
vertex(points[3], uvpoints[2], tint.r, tint.g, tint.b, tint.a);
vertex(points[0], uvpoints[7], tint.r, tint.g, tint.b, tint.a);
vertex(points[3], uvpoints[6], tint.r, tint.g, tint.b, tint.a);
vertex(points[4], uvpoints[5], tint.r, tint.g, tint.b, tint.a);
vertex(points[0], uvpoints[7], tint.r, tint.g, tint.b, tint.a);
vertex(points[4], uvpoints[5], tint.r, tint.g, tint.b, tint.a);
vertex(points[5], uvpoints[4], tint.r, tint.g, tint.b, tint.a);
vertex(points[0], uvpoints[6], tint.r, tint.g, tint.b, tint.a);
vertex(points[5], uvpoints[5], tint.r, tint.g, tint.b, tint.a);
vertex(points[6], uvpoints[4], tint.r, tint.g, tint.b, tint.a);
vertex(points[0], uvpoints[6], tint.r, tint.g, tint.b, tint.a);
vertex(points[6], uvpoints[4], tint.r, tint.g, tint.b, tint.a);
vertex(points[1], uvpoints[7], tint.r, tint.g, tint.b, tint.a);
}
void Batch2D::render(unsigned int gl_primitive) {
mesh->reload(buffer, index / B2D_VERTEX_SIZE);
mesh->draw(gl_primitive);
-1
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@@ -38,7 +38,6 @@ public:
void sprite(float x, float y, float w, float h, const UVRegion& region, glm::vec4 tint);
void sprite(Sprite* sprite);
void sprite(float x, float y, float w, float h, int atlasRes, int index, glm::vec4 tint);
void blockSprite(float x, float y, float w, float h, const UVRegion regions[], glm::vec4 tint, glm::vec3 size=glm::vec3(1.0f, 1.0f, 1.0f));
void point(float x, float y, float r, float g, float b, float a);
void line(float x1, float y1, float x2, float y2, float r, float g, float b, float a);
void rect(float x, float y,