Rendering now uses translations and matrix modes exist
This commit is contained in:
parent
27af3a586d
commit
fd1a97507b
7 changed files with 94 additions and 20 deletions
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@ -1,8 +1,8 @@
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#include "tiles/dirt.h"
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#include "tiles/dirt.h"
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void Dirt::render(Render r) {
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void Dirt::render(Render r) {
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r.translate(node().pos() * (TILE_SIZE + 1));
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r.fill_rectangle_sz(
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r.fill_rectangle_sz(
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node().pos() * (TILE_SIZE + 1),
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node().size() * TILE_SIZE,
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node().size() * TILE_SIZE,
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{100, 50, 10}
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{100, 50, 10}
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);
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);
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@ -1,8 +1,8 @@
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#include "tiles/grass.h"
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#include "tiles/grass.h"
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void Grass::render(Render r) {
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void Grass::render(Render r) {
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r.translate(node().pos() * (TILE_SIZE + 1));
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r.fill_rectangle_sz(
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r.fill_rectangle_sz(
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node().pos() * (TILE_SIZE + 1),
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node().size() * TILE_SIZE,
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node().size() * TILE_SIZE,
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{7, 176, 52}
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{7, 176, 52}
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);
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);
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@ -7,8 +7,8 @@ Entity *Rainbow::create_entity() {
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void Rainbow::render(Render r) {
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void Rainbow::render(Render r) {
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auto &entity = (entity::Rainbow &)node().entity();
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auto &entity = (entity::Rainbow &)node().entity();
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r.translate(node().pos() * (TILE_SIZE + 1));
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r.fill_rectangle_sz(
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r.fill_rectangle_sz(
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node().pos() * (TILE_SIZE + 1),
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node().size() * TILE_SIZE,
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node().size() * TILE_SIZE,
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entity.color()
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entity.color()
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);
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);
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@ -1,8 +1,8 @@
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#include "tiles/stone.h"
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#include "tiles/stone.h"
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void Stone::render(Render r) {
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void Stone::render(Render r) {
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r.translate(node().pos() * (TILE_SIZE + 1));
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r.fill_rectangle_sz(
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r.fill_rectangle_sz(
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node().pos() * (TILE_SIZE + 1),
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node().size() * TILE_SIZE,
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node().size() * TILE_SIZE,
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{42, 42, 42}
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{42, 42, 42}
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);
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);
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@ -8,8 +8,8 @@ Entity *Tile::create_entity() {
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}
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}
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void Tile::render(Render r) {
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void Tile::render(Render r) {
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r.translate(node().pos() * (TILE_SIZE + 1));
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r.rectangle_sz(
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r.rectangle_sz(
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node().pos() * (TILE_SIZE + 1),
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node().size() * TILE_SIZE,
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node().size() * TILE_SIZE,
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{255, 0, 0}
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{255, 0, 0}
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);
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);
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@ -1,7 +1,7 @@
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#include "util/render.h"
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#include "util/render.h"
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void Render::rectangle(Vector2<int> start, Vector2<int> end, Color color) {
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void Render::rectangle(Vector2<int> end, Color color) {
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auto screen_start = m_matrix * m_view_matrix * Vector3<float>(start, 1);
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auto screen_start = m_matrix * m_view_matrix * Vector3<float>(0, 0, 1);
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auto screen_end = m_matrix * m_view_matrix * Vector3<float>(end, 1);
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auto screen_end = m_matrix * m_view_matrix * Vector3<float>(end, 1);
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m_pge->DrawRect(
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m_pge->DrawRect(
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screen_start.x(),
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screen_start.x(),
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@ -12,8 +12,9 @@ void Render::rectangle(Vector2<int> start, Vector2<int> end, Color color) {
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);
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);
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}
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}
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void Render::rectangle_sz(Vector2<int> start, Vector2<int> size, Color color) {
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#include <iostream>
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auto screen_start = m_matrix * m_view_matrix * Vector3<float>(start, 1);
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void Render::rectangle_sz(Vector2<int> size, Color color) {
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auto screen_start = m_matrix * m_view_matrix * Vector3<float>(0, 0, 1);
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// auto screen_size = m_matrix * Vector3<float>(size, 1);
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// auto screen_size = m_matrix * Vector3<float>(size, 1);
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m_pge->DrawRect(
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m_pge->DrawRect(
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screen_start.x(),
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screen_start.x(),
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@ -24,8 +25,8 @@ void Render::rectangle_sz(Vector2<int> start, Vector2<int> size, Color color) {
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);
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);
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}
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}
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void Render::fill_rectangle(Vector2<int> start, Vector2<int> end, Color color) {
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void Render::fill_rectangle(Vector2<int> end, Color color) {
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auto screen_start = m_matrix * m_view_matrix * Vector3<float>(start, 1);
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auto screen_start = m_matrix * m_view_matrix * Vector3<float>(0, 0, 1);
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auto screen_end = m_matrix * m_view_matrix * Vector3<float>(end, 1);
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auto screen_end = m_matrix * m_view_matrix * Vector3<float>(end, 1);
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m_pge->FillRect(
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m_pge->FillRect(
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screen_start.x(),
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screen_start.x(),
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@ -36,8 +37,8 @@ void Render::fill_rectangle(Vector2<int> start, Vector2<int> end, Color color) {
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);
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);
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}
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}
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void Render::fill_rectangle_sz(Vector2<int> start, Vector2<int> size, Color color) {
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void Render::fill_rectangle_sz(Vector2<int> size, Color color) {
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auto screen_start = m_matrix * m_view_matrix * Vector3<float>(start, 1);
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auto screen_start = m_matrix * m_view_matrix * Vector3<float>(0, 0, 1);
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// auto screen_size = m_matrix * Vector3<float>(size, 1);
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// auto screen_size = m_matrix * Vector3<float>(size, 1);
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m_pge->FillRect(
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m_pge->FillRect(
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screen_start.x(),
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screen_start.x(),
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@ -57,16 +58,75 @@ Vector2<int> Render::camera_pos() {
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return m_camera_pos;
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return m_camera_pos;
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}
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}
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void Render::set_matrix_mode(MatrixMode mode) {
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m_matrix_mode = mode;
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}
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void Render::load_identity() {
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switch(m_matrix_mode) {
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case MODEL:
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m_matrix = Matrix3x3<float>(1);
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break;
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case PROJECTION:
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m_view_matrix = Matrix3x3<float>(1);
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break;
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}
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}
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void Render::push_matrix() {
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switch(m_matrix_mode) {
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case MODEL:
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m_matrix_stack.push(m_matrix);
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break;
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case PROJECTION:
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m_view_stack.push(m_view_matrix);
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break;
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}
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}
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void Render::pop_matrix() {
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switch(m_matrix_mode) {
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case MODEL:
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m_matrix = m_matrix_stack.top();
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m_matrix_stack.pop();
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break;
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case PROJECTION:
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m_view_matrix = m_view_stack.top();
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m_view_stack.pop();
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break;
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}
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}
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void Render::translate(Vector2<float> trans) {
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void Render::translate(Vector2<float> trans) {
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switch(m_matrix_mode) {
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case MODEL:
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m_matrix *= translation_matrix(trans);
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m_matrix *= translation_matrix(trans);
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break;
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case PROJECTION:
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m_view_matrix *= translation_matrix(trans);
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break;
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}
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}
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}
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void Render::rotate(float theta) {
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void Render::rotate(float theta) {
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switch(m_matrix_mode) {
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case MODEL:
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m_matrix *= rotation_matrix(theta);
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m_matrix *= rotation_matrix(theta);
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break;
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case PROJECTION:
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m_view_matrix *= rotation_matrix(theta);
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break;
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}
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}
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}
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void Render::scale(Vector2<float> scale) {
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void Render::scale(Vector2<float> scale) {
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switch(m_matrix_mode) {
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case MODEL:
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m_matrix *= scale_matrix(scale);
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m_matrix *= scale_matrix(scale);
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break;
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case PROJECTION:
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m_view_matrix *= scale_matrix(scale);
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}
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}
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}
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Matrix3x3<float> Render::translation_matrix(Vector2<float> trans) {
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Matrix3x3<float> Render::translation_matrix(Vector2<float> trans) {
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#include "util/matrix3x3.h"
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#include "util/matrix3x3.h"
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enum MatrixMode {
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MODEL,
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PROJECTION
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};
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class Render {
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class Render {
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public:
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public:
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Render(olc::PixelGameEngine *pge) : m_pge(pge) {}
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Render(olc::PixelGameEngine *pge) : m_pge(pge) {}
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void rectangle(Vector2<int> start, Vector2<int> end, Color color = {0, 0, 0});
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void rectangle(Vector2<int> end, Color color = {0, 0, 0});
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void rectangle_sz(Vector2<int> start, Vector2<int> size, Color color = {0, 0, 0});
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void rectangle_sz(Vector2<int> size, Color color = {0, 0, 0});
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void fill_rectangle(Vector2<int> start, Vector2<int> end, Color color = {0, 0, 0});
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void fill_rectangle(Vector2<int> end, Color color = {0, 0, 0});
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void fill_rectangle_sz(Vector2<int> start, Vector2<int> size, Color color = {0, 0, 0});
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void fill_rectangle_sz(Vector2<int> size, Color color = {0, 0, 0});
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void set_camera_pos(Vector2<int> camera_pos);
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void set_camera_pos(Vector2<int> camera_pos);
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Vector2<int> camera_pos();
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Vector2<int> camera_pos();
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void set_matrix_mode(MatrixMode mode);
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void load_identity();
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void push_matrix();
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void pop_matrix();
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void translate(Vector2<float> trans);
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void translate(Vector2<float> trans);
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void rotate(float theta);
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void rotate(float theta);
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void scale(Vector2<float> scale);
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void scale(Vector2<float> scale);
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@ -34,8 +45,11 @@ class Render {
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private:
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private:
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olc::PixelGameEngine *m_pge;
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olc::PixelGameEngine *m_pge;
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MatrixMode m_matrix_mode{MODEL};
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Vector2<int> m_camera_pos;
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Vector2<int> m_camera_pos;
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Matrix3x3<float> m_view_matrix{1};
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Matrix3x3<float> m_view_matrix{1};
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Matrix3x3<float> m_matrix{1};
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Matrix3x3<float> m_matrix{1};
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std::stack<Matrix3x3<float>> m_view_stack;
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std::stack<Matrix3x3<float>> m_matrix_stack;
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std::stack<Matrix3x3<float>> m_matrix_stack;
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};
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};
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