/** * Copyright (c) 2021 Dominic Masters * * This software is released under the MIT License. * https://opensource.org/licenses/MIT */ #include "chip.h" void holdemRenderChipSet(int32_t count,float x,float y,float z,float yaw) { shaderUsePositionAndScale(GAME_STATE.shaderWorld, x, y, z, 0, yaw, 0, 0.2, 0.2, 0.2 ); shaderUseTexture(GAME_STATE.shaderWorld, GAME_STATE.chipTexture); primitiveDraw(GAME_STATE.chipPrimitive, 0, -1); } pokerposition_t holdemRenderChipGetPosition(uint8_t seat) { pokerposition_t position; float t, t2; position.yaw = HOLDEM_GAME_SEAT_ANGLE(seat); position.x = sin(position.yaw) * -0.675; position.z = cos(position.yaw) * -0.675; t = position.yaw + mathDeg2Rad(90); t2 = -0.175; position.x += t2 * sin(t); position.z += t2 * cos(t); return position; } void holdemRenderChipInit() { GAME_STATE.chipPrimitive = pokerChipCreate(); GAME_STATE.chipTexture = assetTextureLoad("pokerchip.png"); } void holdemRenderChip() { for(uint8_t seat = 0; seat < 0x08; seat++) { pokerposition_t position = holdemRenderChipGetPosition(HOLDEM_GAME_SEAT_PLAYER0); holdemRenderChipSet(0, position.x, 0.05, position.z, position.yaw); } }