Working on the Player UI
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@ -7,13 +7,50 @@
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#include "sandboxscene.h"
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void renderTest(renderlist_t *list, renderpass_t *pass, engine_t *engine, int32_t i) {
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sandboxscene_t *scene;
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scene = (sandboxscene_t *)list->user;
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shaderUsePosition(pass->shader, 0, 0, 0, engine->time.current, engine->time.current, 0);
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shaderUseTexture(pass->shader, &scene->texture);
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primitiveDraw(&scene->cube, 0, -1);
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}
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bool sandboxSceneInit(sandboxscene_t *game) {
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printf("Sandbox init\n");
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int32_t passIndex;
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renderpass_t *pass;
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// Load assets
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assetTextureLoad(&game->texture, "test_texture.png");
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assetShaderLoad(&game->shader, "shaders/textured.vert", "shaders/textured.frag");
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cubeInit(&game->cube, 1.0f, 1.0f, 1.0f);
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// Initialize list
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renderListInit(&game->list, 1, 400, 400);
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game->list.user = game;
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// Set up the pass
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passIndex = renderPassAdd(&game->list);
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pass = renderListGetPass(&game->list, passIndex);
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pass->shader = &game->shader;
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return true;
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}
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void sandboxSceneUpdate(sandboxscene_t *game, engine_t *engine) {
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dynarray_t items;
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renderitem_t *item;
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dynArrayInit(&items, sizeof(renderitem_t), 1);
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item = (renderitem_t *)dynArrayGet(&items, dynArrayAdd(&items));
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item->onRender= &renderTest;
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cameraLookAt(&game->camera, 3,3,3, 0,0,0);
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cameraPerspective(&game->camera, 75, 16.0f/9.0f, 0.3f, 100.0f);
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renderListRenderPass(&game->list, engine, &game->camera, 0, &items);
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renderListRender(&game->list, engine, &game->shader);
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dynArrayDispose(&items);
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}
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void sandboxSceneDispose(sandboxscene_t *game) {
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@ -12,6 +12,9 @@
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#include "../../display/font.h"
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#include "../../display/primitive.h"
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#include "../../display/primitives/quad.h"
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#include "../../display/primitives/cube.h"
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#include "../../display/renderlist.h"
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#include "../../file/asset.h"
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/**
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* Initialize the sandbox scene test game.
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