Cleaned some code, drastically reduced memory footprint.
This commit is contained in:
@ -18,6 +18,7 @@
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#include "display/matrix.h"
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#include "display/primitive.h"
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#include "display/render.h"
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#include "display/renderlist.h"
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#include "display/scene.h"
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#include "display/shader.h"
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#include "display/spritebatch.h"
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31
include/dawn/display/renderlist.h
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31
include/dawn/display/renderlist.h
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@ -0,0 +1,31 @@
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/**
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* Copyright (c) 2021 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#pragma once
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#include "../libs.h"
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#include "../util/dynarray.h"
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#include "../game/game.h"
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#include "framebuffer.h"
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#include "shader.h"
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typedef struct _renderpass_t renderpass_t;
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typedef struct _renderlist_t renderlist_t;
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typedef void renderitem_t(
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renderlist_t *list, renderpass_t *pass, game_t *game, int32_t i
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);
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typedef struct _renderpass_t {
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framebuffer_t framebuffer;
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shader_t *shader;
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} renderpass_t;
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typedef struct _renderlist_t {
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int32_t width;
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int32_t height;
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dynarray_t passes;
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} renderlist_t;
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@ -11,6 +11,8 @@
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#include "poker/pokergame.h"
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#elif SETTING_GAME == SETTING_GAME_DAWN
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#include "dawn/dawngame.h"
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#elif SETTING_GAME == SETTING_GAME_SANDBOX
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#include "sandbox/sandboxscene.h"
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#endif
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/** Describes the current game */
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@ -22,5 +24,7 @@ typedef struct {
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pokergame_t pokerGame;
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#elif SETTING_GAME == SETTING_GAME_DAWN
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dawngame_t dawnGame;
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#elif SETTING_GAME == SETTING_GAME_SANDBOX
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sandboxscene_t sandboxScene;
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#endif
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} game_t;
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17
include/dawn/game/sandbox/sandboxscene.h
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17
include/dawn/game/sandbox/sandboxscene.h
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@ -0,0 +1,17 @@
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/**
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* Copyright (c) 2021 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#pragma once
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#include "../../libs.h"
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#include "../../display/camera.h"
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#include "../../display/shader.h"
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#include "../../display/font.h"
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#include "../../display/primitive.h"
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typedef struct {
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camera_t camera;
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} sandboxscene_t;
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@ -9,29 +9,20 @@
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/** Debug Inputs */
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#define INPUT_NULL (inputbind_t)0x00
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#define INPUT_DEBUG_UP (inputbind_t)0x01
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#define INPUT_DEBUG_DOWN (inputbind_t)0x02
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#define INPUT_DEBUG_LEFT (inputbind_t)0x03
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#define INPUT_DEBUG_RIGHT (inputbind_t)0x04
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#define INPUT_DEBUG_RAISE (inputbind_t)0x05
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#define INPUT_DEBUG_LOWER (inputbind_t)0x06
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#define INPUT_DEBUG_FINE (inputbind_t)0x07
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#define INPUT_DEBUG_PLUS (inputbind_t)0x08
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#define INPUT_DEBUG_MINUS (inputbind_t)0x09
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/** Real Inputs (Starts at 64/0x40) */
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#define INPUT_UP (inputbind_t)0x40
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#define INPUT_DOWN (inputbind_t)0x41
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#define INPUT_LEFT (inputbind_t)0x42
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#define INPUT_RIGHT (inputbind_t)0x43
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#define INPUT_ACCEPT (inputbind_t)0x44
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/** Real Inputs (Starts at 32/0x20) */
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#define INPUT_UP (inputbind_t)0x20
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#define INPUT_DOWN (inputbind_t)0x21
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#define INPUT_LEFT (inputbind_t)0x22
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#define INPUT_RIGHT (inputbind_t)0x23
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#define INPUT_ACCEPT (inputbind_t)0x24
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/** Additional sources */
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#define INPUT_MOUSE_X (inputsource_t)0x20
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#define INPUT_MOUSE_Y (inputsource_t)0x21
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#define INPUT_MOUSE_X (inputsource_t)0x10
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#define INPUT_MOUSE_Y (inputsource_t)0x11
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#define INPUT_BIND_COUNT 0xFF
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#define INPUT_SOURCE_COUNT 0xFFFF
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#define INPUT_BIND_COUNT 0x40
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#define INPUT_SOURCE_COUNT 0xFF
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/**
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* Input Bind, a specific action bind reference for the game engine to use.
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@ -44,7 +35,7 @@ typedef uint8_t inputbind_t;
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* hell this number refers to. For most platforms it will be an input, such as a
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* keyboard scancode or a (pad number * button count) + button.
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*/
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typedef uint16_t inputsource_t;
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typedef uint8_t inputsource_t;
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/**
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* Value that represents the state of an input. Defined as 0-1 where 0 is set
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