We ball
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@@ -299,6 +299,35 @@ export function push_quad(
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push_vertex(dx, y2, 0, u0, v1, r, g, b, a);
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}
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export function push_quad_vertices(
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x0: number,
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y0: number,
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x1: number,
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y1: number,
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x2: number,
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y2: number,
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x3: number,
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y3: number,
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u0: number,
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v0: number,
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u1: number,
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v1: number,
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r = 1,
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g = 1,
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b = 1,
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a = 1,
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) {
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// triangle 1
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push_vertex(x0, y0, 0, u0, v0, r, g, b, a);
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push_vertex(x1, y1, 0, u1, v0, r, g, b, a);
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push_vertex(x2, y2, 0, u1, v1, r, g, b, a);
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// triangle 2
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push_vertex(x0, y0, 0, u0, v0, r, g, b, a);
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push_vertex(x2, y2, 0, u1, v1, r, g, b, a);
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push_vertex(x3, y3, 0, u0, v1, r, g, b, a);
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}
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// internal
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function update_camera() {
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@@ -1,4 +1,4 @@
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import { flush_batch, get_current_texture, gl, push_quad, set_current_texture } from "./core.ts";
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import { flush_batch, get_current_texture, gl, push_quad, push_quad_vertices, set_current_texture } from "./core.ts";
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import { Texture } from "./types.ts";
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export function load_texture(image: HTMLImageElement): Texture {
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@@ -93,3 +93,64 @@ export function draw_texture_region(
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push_quad(dx, dy, dw, dh, u0, v0, u1, v1, r, g, b, a);
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}
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export function draw_texture_region_skewed(
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texture: Texture,
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sx: number,
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sy: number,
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sw: number,
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sh: number,
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points: [
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{ x: number; y: number }, // top-left
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{ x: number; y: number }, // top-right
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{ x: number; y: number }, // bottom-right
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{ x: number; y: number }, // bottom-left
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],
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r = 1,
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g = 1,
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b = 1,
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a = 1,
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flip_x = false,
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flip_y = false,
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) {
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if (get_current_texture() !== texture.tex) {
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flush_batch();
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set_current_texture(texture.tex);
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}
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let u0 = sx / texture.width;
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let v0 = sy / texture.height;
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let u1 = (sx + sw) / texture.width;
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let v1 = (sy + sh) / texture.height;
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if (flip_x) {
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[u0, u1] = [u1, u0];
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}
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if (flip_y) {
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[v0, v1] = [v1, v0];
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}
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const p0 = points[0];
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const p1 = points[1];
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const p2 = points[2];
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const p3 = points[3];
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push_quad_vertices(
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p0.x,
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p0.y,
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p1.x,
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p1.y,
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p2.x,
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p2.y,
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p3.x,
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p3.y,
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u0,
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v0,
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u1,
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v1,
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r,
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g,
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b,
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a,
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);
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}
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