Putting it all together and testing it.
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@ -9,10 +9,6 @@
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game_t GAME_STATE;
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primitive_t *prim;
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framebuffer_t *fbo;
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texture_t *text;
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bool gameInit() {
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// Init the game
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GAME_STATE.name = GAME_NAME;
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@ -21,18 +17,15 @@ bool gameInit() {
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gameTimeInit();
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renderInit();
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inputInit();
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worldInit();
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prim = cubeCreate(1, 1, 1);
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text = assetTextureLoad("bruh.png");
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fbo = frameBufferCreate(128, 128);
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// Load the world shader.
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GAME_STATE.shaderWorld = assetShaderLoad(
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"shaders/textured.vert", "shaders/textured.frag"
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);
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// Send to Texas Game
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holdemGameInit();
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// Init the input manger.
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return true;
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}
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@ -42,27 +35,8 @@ bool gameUpdate(float platformDelta) {
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renderFrameStart();
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inputUpdate();
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// Set up the camera and shader.
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shaderUse(GAME_STATE.shaderWorld);
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frameBufferUse(fbo, true);
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cameraLookAt(&GAME_STATE.cameraWorld, 2, 2, 2, 0, 0, 0);
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cameraPerspective(&GAME_STATE.cameraWorld, 45.0f,
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((float)fbo->texture->width) / ((float)fbo->texture->height),
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0.5f, 500.0f
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);
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shaderUseCamera(GAME_STATE.shaderWorld, &GAME_STATE.cameraWorld);
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shaderUsePosition(GAME_STATE.shaderWorld, 0, 0, 0, TIME_STATE.current, TIME_STATE.current, 0);
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shaderUseTexture(GAME_STATE.shaderWorld, text);
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primitiveDraw(prim, 0, prim->indiceCount);
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frameBufferUse(NULL, true);
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shaderUseTexture(GAME_STATE.shaderWorld, fbo->texture);
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cameraPerspective(&GAME_STATE.cameraWorld, 45.0f,
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((float)RENDER_STATE.width) / ((float)RENDER_STATE.height),
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0.5f, 500.0f
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);
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shaderUseCamera(GAME_STATE.shaderWorld, &GAME_STATE.cameraWorld);
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primitiveDraw(prim, 0, prim->indiceCount);
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shaderUse(GAME_STATE.shaderWorld);// TODO: remove
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holdemGameUpdate();
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if(inputIsPressed(INPUT_NULL)) return false;
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return true;
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@ -11,11 +11,7 @@
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#include "../display/shader.h"
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#include "../file/asset.h"
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#include "../input/input.h"
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#include "../display/primitive.h"
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#include "../display/framebuffer.h"
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#include "../display/primitives/cube.h"
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#include "../display/primitives/quad.h"
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#include "../card/poker/holdemgame.h"
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/**
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* Initialize the game context.
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