Refactoring some of the poker game logic again.
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45
temp/frame.c
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45
temp/frame.c
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/**
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* Copyright (c) 2021 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#include "frame.h"
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void pokerFrameInit(poker_t *poker, render_t *render) {
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frameBufferInit(&poker->frameWorld, render->width, render->height);
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frameBufferInit(&poker->frameGui, render->width, render->height);
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}
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void pokerFrameWorld(poker_t *poker, render_t *render) {
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// Update the frame buffer
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frameBufferResize(&poker->frameWorld, render->width, render->height);
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// Correct the aspect on the perspective camera for the world
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cameraPerspective(&poker->cameraWorld, 20,
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render->width / render->height,
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0.001, 1000
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);
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shaderUseCamera(&poker->shader, &poker->cameraWorld);
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}
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void pokerFrameGui(poker_t *poker, render_t *render) {
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// Update FB
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frameBufferResize(&poker->frameGui, render->width, render->height);
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poker->guiWidth = ((float)POKER_GUI_HEIGHT/render->height) * render->width;
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// frameBufferUse(&poker->frameGui, true);
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// Correct aspect on the ortho camera
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cameraOrtho(&poker->cameraGui,
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0, poker->guiWidth,
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POKER_GUI_HEIGHT, 0,
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0.01, 100
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);
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cameraLookAt(&poker->cameraGui, 0, 0, 5, 0, 0, 0);
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shaderUseCamera(&poker->shader, &poker->cameraGui);
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}
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void pokerFrameRender(poker_t *poker, render_t *render) {
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}
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