Dawn/src/poker/render/card.c
2021-05-17 06:43:48 -07:00

94 lines
2.8 KiB
C

/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "card.h"
void holdemRenderCardInit() {
tilesetdiv_t *cardBack;
// Load Cards Texture
GAME_STATE.cardTexture = assetTextureLoad("cards_normal.png");
GAME_STATE.cardTileset = tilesetCreate(CARD_COUNT_PER_SUIT, 6,
GAME_STATE.cardTexture->width, GAME_STATE.cardTexture->height,
0, 0, 0, 0
);
// Cards Primitive
cardBack = GAME_STATE.cardTileset->divisions+(
GAME_STATE.cardTileset->columns * 4
);
GAME_STATE.cardPrimitive = primitiveCreate(
QUAD_VERTICE_COUNT * 2, QUAD_INDICE_COUNT * 2
);
quadBuffer(GAME_STATE.cardPrimitive, -HOLDEM_GAME_CARD_DEPTH,
-HOLDEM_GAME_CARD_WIDTH, -HOLDEM_GAME_CARD_HEIGHT,
cardBack->x0, cardBack->y1,
HOLDEM_GAME_CARD_WIDTH, HOLDEM_GAME_CARD_HEIGHT,
cardBack->x1, cardBack->y0,
QUAD_VERTICE_COUNT, QUAD_INDICE_COUNT
);
}
pokerposition_t holdemRenderCardGetPosition(uint8_t seat, uint8_t slot) {
pokerposition_t position;
float t, t2;
position.yaw = HOLDEM_GAME_SEAT_ANGLE(seat);
position.x = sin(position.yaw) * -0.75;
position.z = cos(position.yaw) * -0.75;
t = position.yaw + mathDeg2Rad(90);
switch (slot) {
case HOLDEM_GAME_CARD_SLOT_HAND0:
case HOLDEM_GAME_CARD_SLOT_HAND1:
t2 = HOLDEM_GAME_CARD_WIDTH+HOLDEM_GAME_CARD_PADDING;
if(slot == HOLDEM_GAME_CARD_SLOT_HAND0) t2 = -t2;
break;
case HOLDEM_GAME_CARD_SLOT_FLOP0:
case HOLDEM_GAME_CARD_SLOT_FLOP1:
case HOLDEM_GAME_CARD_SLOT_FLOP2:
case HOLDEM_GAME_CARD_SLOT_FLOP3:
case HOLDEM_GAME_CARD_SLOT_FLOP4:
t2 = HOLDEM_GAME_CARD_WIDTH*2+HOLDEM_GAME_CARD_PADDING;
t2 = (
-t2 * ( HOLDEM_GAME_CARD_SLOT_FLOP4-HOLDEM_GAME_CARD_SLOT_FLOP0)
)/2 + t2*(slot-HOLDEM_GAME_CARD_SLOT_FLOP0);
break;
default:
break;
}
position.x += t2 * sin(t);
position.z += t2 * cos(t);
return position;
}
void holdemRenderCard(card_t card, float x, float y, float z,
float pitch, float yaw, float roll
) {
tilesetdiv_t *cardFront = GAME_STATE.cardTileset->divisions + card;
quadBuffer(GAME_STATE.cardPrimitive, HOLDEM_GAME_CARD_DEPTH,
-HOLDEM_GAME_CARD_WIDTH, -HOLDEM_GAME_CARD_HEIGHT,
cardFront->x0, cardFront->y1,
HOLDEM_GAME_CARD_WIDTH, HOLDEM_GAME_CARD_HEIGHT,
cardFront->x1, cardFront->y0,
0, 0
);
shaderUseTexture(GAME_STATE.shaderWorld, GAME_STATE.cardTexture);
shaderUsePosition(GAME_STATE.shaderWorld, x,y,z, pitch,yaw,roll);
primitiveDraw(GAME_STATE.cardPrimitive, 0, -1);
}
void holdemRenderCardForSeat(uint8_t seat, card_t card, uint8_t slot) {
pokerposition_t position = holdemRenderCardGetPosition(seat, slot);
holdemRenderCard(card, position.x, 0, position.z, mathDeg2Rad(-90), position.yaw, 0);
}