Refactoring some of the poker game logic again.
This commit is contained in:
99
temp/render/card.c
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99
temp/render/card.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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#pragma once
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#include "card.h"
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void pokerCardInit(poker_t *poker) {
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tilesetdiv_t *cardBack;
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// Load Cards Texture
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assetTextureLoad(&poker->cardTexture, "cards_normal.png");
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tilesetInit(&poker->cardTileset,
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CARD_COUNT_PER_SUIT, 6,
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poker->cardTexture.width, poker->cardTexture.height,
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0, 0,
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0, 0
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);
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// Cards Primitive
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cardBack = poker->cardTileset.divisions+(poker->cardTileset.columns * 4);
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primitiveInit(&poker->cardPrimitive,
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QUAD_VERTICE_COUNT * 2, QUAD_INDICE_COUNT * 2
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);
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quadBuffer(&poker->cardPrimitive, -POKER_CARD_DEPTH,
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-POKER_CARD_WIDTH, -POKER_CARD_HEIGHT,
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cardBack->x0, cardBack->y1,
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POKER_CARD_WIDTH, POKER_CARD_HEIGHT,
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cardBack->x1, cardBack->y0,
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QUAD_VERTICE_COUNT, QUAD_INDICE_COUNT
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);
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}
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pokerposition_t pokerCardGetPosition(uint8_t seat, uint8_t slot) {
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pokerposition_t position;
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float t, t2;
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position.yaw = POKER_SEAT_ANGLE(seat);
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position.x = sin(position.yaw) * -0.75;
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position.z = cos(position.yaw) * -0.75;
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t = position.yaw + mathDeg2Rad(90);
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switch (slot) {
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case POKER_CARD_SLOT_HAND0:
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case POKER_CARD_SLOT_HAND1:
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t2 = POKER_CARD_WIDTH+POKER_CARD_PADDING;
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if(slot == POKER_CARD_SLOT_HAND0) t2 = -t2;
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t2 += 0.1;
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break;
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case POKER_CARD_SLOT_FLOP0:
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case POKER_CARD_SLOT_FLOP1:
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case POKER_CARD_SLOT_FLOP2:
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case POKER_CARD_SLOT_FLOP3:
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case POKER_CARD_SLOT_FLOP4:
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t2 = POKER_CARD_WIDTH*2+POKER_CARD_PADDING;
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t2 = (
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-t2 * ( POKER_CARD_SLOT_FLOP4-POKER_CARD_SLOT_FLOP0)
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)/2 + t2*(slot-POKER_CARD_SLOT_FLOP0);
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break;
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default:
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break;
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}
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position.x += t2 * sin(t);
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position.z += t2 * cos(t);
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return position;
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}
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void pokerCardRender(poker_t *poker, card_t card, float x, float y, float z,
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float pitch, float yaw, float roll
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) {
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tilesetdiv_t *cardFront = poker->cardTileset.divisions + card;
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quadBuffer(&poker->cardPrimitive, POKER_CARD_DEPTH,
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-POKER_CARD_WIDTH, -POKER_CARD_HEIGHT,
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cardFront->x0, cardFront->y1,
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POKER_CARD_WIDTH, POKER_CARD_HEIGHT,
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cardFront->x1, cardFront->y0,
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0, 0
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);
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shaderUseTexture(&poker->shader, &poker->cardTexture);
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shaderUsePosition(&poker->shader, x,y,z, pitch,yaw,roll);
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primitiveDraw(&poker->cardPrimitive, 0, -1);
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}
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void pokerCardRenderForSeat(poker_t *poker, uint8_t seat, card_t card, uint8_t slot) {
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pokerposition_t position = pokerCardGetPosition(seat, slot);
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pokerCardRender(poker, card,
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position.x, 0, position.z,
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mathDeg2Rad(-90), position.yaw, 0
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);
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}
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55
temp/render/card.h
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55
temp/render/card.h
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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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#pragma once
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#include <dawn/dawn.h>
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#include "../../file/asset.h"
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#include "../../display/shader.h"
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#include "../../display/primitive.h"
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#include "../../display/primitives/quad.h"
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#include "../../display/tileset.h"
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/**
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* Initializes the Card Renderer.
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* @param poker The poker game context.
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*/
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void pokerCardInit(poker_t *poker);
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/**
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* Returns the position a card "naturally" sits at for a given seat and slot.
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*
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* @param seat Seat that the card belongs to
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* @param slot Slot within the player/dealers' hand that the card belongs to.
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* @return A struct containing X, Z and YAW properties.
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*/
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pokerposition_t pokerCardGetPosition(uint8_t seat, uint8_t slot);
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/**
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* Render's a given card at the specified coordinates. Card is a reused quad
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* and is re-buffered to for every draw call.
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*
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* @param poker The poker game context.
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* @param card Card to render.
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* @param x X Position (world space).
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* @param y Y Position (world space).
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* @param z Z Position (world space).
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* @param pitch Pitch angle.
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* @param yaw Yaw angle.
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* @param roll Roll angle.
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*/
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void pokerCardRender(poker_t *poker, card_t card, float x, float y, float z,
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float pitch, float yaw, float roll
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);
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/**
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* Render's a card at a given seat and slot.
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* @param poker The poker game context.
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* @param seat Seat the card is for.
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* @param card Card to render.
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* @param slot Slot the card is for.
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*/
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void pokerCardRenderForSeat(poker_t *poker, uint8_t seat, card_t card, uint8_t slot);
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30
temp/render/look.c
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30
temp/render/look.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 "look.h"
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void pokerLookAtPlayer(camera_t *camera, uint8_t seat, float distance) {
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float x, z, angle;
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angle = POKER_SEAT_ANGLE(seat);
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x = sin(angle) * (0.8 + distance);
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z = cos(angle) * (0.8 + distance);
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cameraLookAt(camera,
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x, 0.3, z,
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-x, 0.3, -z
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);
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}
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void pokerLookAtHand(camera_t *camera, uint8_t seat) {
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float x, z, angle;
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angle = POKER_SEAT_ANGLE(seat);
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x = sin(angle);
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z = cos(angle);
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cameraLookAt(camera,
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x*0.1, 0.8, z*0.1,
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-x*0.5, 0.2, -z*0.5
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);
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}
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26
temp/render/look.h
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26
temp/render/look.h
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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 <dawn/dawn.h>
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#include "../../display/camera.h"
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/**
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* Look at a specific seats' player.
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*
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* @param camera Camera to adjust.
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* @param seat Seat to look at.
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* @param distance Distance from the seat to look from. 0 is default.
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*/
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void pokerLookAtPlayer(camera_t *camera, uint8_t seat, float distance);
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/**
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* Look at a specific seats' hand.
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*
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* @param camera Camera to adjust.
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* @param seat Seats hand to look at.
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*/
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void pokerLookAtHand(camera_t *camera, uint8_t seat);
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68
temp/render/player.c
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68
temp/render/player.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 "player.h"
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void pokerPlayerInit(poker_t *poker) {
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uint8_t i;
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pokerplayer_t *player;
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float w, h;
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for(i = 0; i < POKER_PLAYER_COUNT; i++) {
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player = poker->players + i;
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assetTextureLoad(&player->bodyTexture, "characters/penny/textures/body.png");
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assetTextureLoad(&player->faceTexture, "characters/penny/textures/face.png");
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w = 0.6;
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h=((float)player->faceTexture.width)/((float)player->faceTexture.height)*w;
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w = w / 2;
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h = h / 2;
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quadInit(&player->bodyPrimitive, 0,
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-w, -h, 0, 1,
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w, h, 1, 0
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);
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quadInit(&player->facePrimitive, 0,
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-w, -h, 0, 1,
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w, h, 1, 0
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);
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}
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}
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uint8_t pokerPlayerGetSeatForPlayer(uint8_t player) {
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switch(player) {
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case 0x01:
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return POKER_SEAT_PLAYER1;
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case 0x02:
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return POKER_SEAT_PLAYER2;
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case 0x03:
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return POKER_SEAT_PLAYER3;
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case 0x04:
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return POKER_SEAT_PLAYER4;
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default:
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return POKER_SEAT_PLAYER0;
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}
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}
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void pokerPlayerRender(poker_t* poker, pokerplayer_t *player, uint8_t seat) {
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float x, z, angle;
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float w, h;
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// Determine position
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angle = POKER_SEAT_ANGLE(seat);
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x = sin(angle) * -1;
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z = cos(angle) * -1;
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shaderUsePosition(&poker->shader, x,0.34,z, 0,angle,0);
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// Render Body
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shaderUseTexture(&poker->shader, &player->bodyTexture);
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primitiveDraw(&player->bodyPrimitive, 0, -1);
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// Render Face
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shaderUseTexture(&poker->shader, &player->faceTexture);
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primitiveDraw(&player->facePrimitive, 0, -1);
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}
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34
temp/render/player.h
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34
temp/render/player.h
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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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#pragma once
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#include <dawn/dawn.h>
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#include "../../file/asset.h"
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#include "../../display/shader.h"
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#include "../../display/primitive.h"
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#include "../../display/tileset.h"
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#include "../../display/primitives/quad.h"
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/**
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* Initializes the player renderer.
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* @param poker Poker game context.
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*/
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void pokerPlayerInit(poker_t *poker);
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/**
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* Returns the seat index for a given player.
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* @param player Player to get the seat for.
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* @return Seat ID for the given player.
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*/
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uint8_t pokerPlayerGetSeatForPlayer(uint8_t player);
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/**
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* Render's a player at a seat.
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* @param poker Poker game context.
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* @param seat Seat to render the player at.
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*/
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void pokerPlayerRender(poker_t *poker, pokerplayer_t *player, uint8_t seat);
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30
temp/render/world.c
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30
temp/render/world.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 "world.h"
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void pokerWorldInit(poker_t *poker) {
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// Poker Table
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pokerTableInit(&poker->tablePrimitive);
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assetTextureLoad(&poker->tableTexture, "pokertable.png");
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}
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void pokerWorldRender(poker_t *poker) {
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// Poker Table
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shaderUsePositionAndScale(&poker->shader,
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0, -0.01, 0,
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0, 0, 0,
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3.4, 3.4, 3.4
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);
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shaderUseTexture(&poker->shader, &poker->tableTexture);
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primitiveDraw(&poker->tablePrimitive, 0, -1);
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}
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void pokerWorldDispose(poker_t *poker) {
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textureDispose(&poker->tableTexture);
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primitiveDispose(&poker->tablePrimitive);
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}
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32
temp/render/world.h
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32
temp/render/world.h
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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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#pragma once
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#include <dawn/dawn.h>
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#include "../../assets/models/pokertable.h"
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#include "../../display/shader.h"
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#include "../../display/primitive.h"
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#include "../../display/texture.h"
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#include "../../file/asset.h"
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/**
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* Initializes the world renderer.
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* @param poker Poker scene to initialize.
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*/
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void pokerWorldInit(poker_t *poker);
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/**
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* Renders the world.
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* @param poker Poker scene to render.
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*/
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void pokerWorldRender(poker_t *poker);
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/**
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* Disposes a poker world.
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* @param poker Poker game to cleanup the world for.
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*/
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void pokerWorldDispose(poker_t *poker);
|
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