Dawn/temp/render/card.c

99 lines
2.6 KiB
C

/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "card.h"
void pokerCardInit(poker_t *poker) {
tilesetdiv_t *cardBack;
// Load Cards Texture
assetTextureLoad(&poker->cardTexture, "cards_normal.png");
tilesetInit(&poker->cardTileset,
CARD_COUNT_PER_SUIT, 6,
poker->cardTexture.width, poker->cardTexture.height,
0, 0,
0, 0
);
// Cards Primitive
cardBack = poker->cardTileset.divisions+(poker->cardTileset.columns * 4);
primitiveInit(&poker->cardPrimitive,
QUAD_VERTICE_COUNT * 2, QUAD_INDICE_COUNT * 2
);
quadBuffer(&poker->cardPrimitive, -POKER_CARD_DEPTH,
-POKER_CARD_WIDTH, -POKER_CARD_HEIGHT,
cardBack->x0, cardBack->y1,
POKER_CARD_WIDTH, POKER_CARD_HEIGHT,
cardBack->x1, cardBack->y0,
QUAD_VERTICE_COUNT, QUAD_INDICE_COUNT
);
}
pokerposition_t pokerCardGetPosition(uint8_t seat, uint8_t slot) {
pokerposition_t position;
float t, t2;
position.yaw = POKER_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 POKER_CARD_SLOT_HAND0:
case POKER_CARD_SLOT_HAND1:
t2 = POKER_CARD_WIDTH+POKER_CARD_PADDING;
if(slot == POKER_CARD_SLOT_HAND0) t2 = -t2;
t2 += 0.1;
break;
case POKER_CARD_SLOT_FLOP0:
case POKER_CARD_SLOT_FLOP1:
case POKER_CARD_SLOT_FLOP2:
case POKER_CARD_SLOT_FLOP3:
case POKER_CARD_SLOT_FLOP4:
t2 = POKER_CARD_WIDTH*2+POKER_CARD_PADDING;
t2 = (
-t2 * ( POKER_CARD_SLOT_FLOP4-POKER_CARD_SLOT_FLOP0)
)/2 + t2*(slot-POKER_CARD_SLOT_FLOP0);
break;
default:
break;
}
position.x += t2 * sin(t);
position.z += t2 * cos(t);
return position;
}
void pokerCardRender(poker_t *poker, card_t card, float x, float y, float z,
float pitch, float yaw, float roll
) {
tilesetdiv_t *cardFront = poker->cardTileset.divisions + card;
quadBuffer(&poker->cardPrimitive, POKER_CARD_DEPTH,
-POKER_CARD_WIDTH, -POKER_CARD_HEIGHT,
cardFront->x0, cardFront->y1,
POKER_CARD_WIDTH, POKER_CARD_HEIGHT,
cardFront->x1, cardFront->y0,
0, 0
);
shaderUseTexture(&poker->shader, &poker->cardTexture);
shaderUsePosition(&poker->shader, x,y,z, pitch,yaw,roll);
primitiveDraw(&poker->cardPrimitive, 0, -1);
}
void pokerCardRenderForSeat(poker_t *poker, uint8_t seat, card_t card, uint8_t slot) {
pokerposition_t position = pokerCardGetPosition(seat, slot);
pokerCardRender(poker, card,
position.x, 0, position.z,
mathDeg2Rad(-90), position.yaw, 0
);
}