Render pipeline working.
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@ -72,37 +72,34 @@ void assetBufferSkip(FILE *buffer, int32_t n) {
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fseek(buffer, n, SEEK_CUR);
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}
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shader_t * assetShaderLoad(char *fileVertex, char *fileFragment) {
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void assetShaderLoad(shader_t *shader, char *fileVertex, char *fileFragment) {
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// Load the vertex shader into memory
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char *vertexShader = assetStringLoad(fileVertex);
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if(vertexShader == NULL) return NULL;
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if(vertexShader == NULL) return;
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// Load the fragment shader into memory
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char *fragmentShader = assetStringLoad(fileFragment);
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if(fragmentShader == NULL) {
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free(vertexShader);
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return NULL;
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return;
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}
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// Now attempt to load the shader
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shader_t *shader = shaderCompile(vertexShader, fragmentShader);
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shaderInit(shader, vertexShader, fragmentShader);
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//Cleanup
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free(vertexShader);
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free(fragmentShader);
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return shader;//shader may be NULL if loading failed, but not our problem.
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}
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texture_t * assetTextureLoad(char *fileName) {
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void assetTextureLoad(texture_t *texture, char *fileName) {
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FILE *buffer;
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texture_t *texture;
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int channels, width, height;
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pixel_t *data;
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stbi_io_callbacks OPENGL_STBI_CALLBACKS;
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buffer = assetBufferOpen(fileName);
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if(buffer == NULL) return NULL;
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if(buffer == NULL) return;
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// Setup the interface for STBI
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OPENGL_STBI_CALLBACKS.read = &assetBufferRead;
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@ -119,10 +116,9 @@ texture_t * assetTextureLoad(char *fileName) {
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// Close the buffer
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assetBufferClose(buffer);
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if(data == NULL) return NULL;
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if(data == NULL) return;
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// Turn into a texture.
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texture = textureCreate(width, height, data);
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textureInit(texture, width, height, data);
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stbi_image_free(data);
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return texture;
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}
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@ -12,7 +12,6 @@
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/**
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* Method to load an asset into memory as a raw string.
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*
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* @param assetName Path leading to the asset within the root asset directory.
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* @return Pointer to char array of data from asset, NULL if unsuccesful.
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*/
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@ -20,7 +19,6 @@ char * assetStringLoad(char *assetName);
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/**
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* Platform-centric method to open a file buffer to an asset.
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*
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* @param assetName The asset name to open a buffer for.
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* @return Pointer to a buffer, NULL if unsuccessfuil.
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*/
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@ -28,7 +26,6 @@ FILE * assetBufferOpen(char *assetName);
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/**
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* Closes a previously opened asset buffer.
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*
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* @param buffer Buffer to close.
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* @return True if successful, otherwise false.
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*/
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@ -36,7 +33,6 @@ bool assetBufferClose(FILE *buffer);
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/**
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* Read bytes from buffer.
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*
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* @param buffer The buffer pointing to an asset.
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* @param data Pointer to a ubyte array to buffer data into.
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* @param size Length of the data buffer. Represents how many bytes can be read.
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@ -46,7 +42,6 @@ int32_t assetBufferRead(FILE *buffer, char *data, int32_t size);
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/**
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* Skip to the end of the buffer, useful to find the length of the buffer.
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*
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* @param Buffer The buffer pointing to an asset.
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* @return How many bytes were skipped
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*/
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@ -54,7 +49,6 @@ int32_t assetBufferEnd(FILE *buffer);
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/**
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* Method to skip n bytes in the buffer
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*
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* @param buffer The buffer pointing to an asset.
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* @param n Count of bytes to skip.
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*/
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@ -62,17 +56,15 @@ void assetBufferSkip(FILE *buffer, int32_t n);
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/**
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* Load a shader program from a vertex and fragment shader file.
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*
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* @param shader Shader to load into.
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* @param fileVertex The file path of the vertex shader
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* @param fileFragment The file path of the fragment shader
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* @return The loaded shader_t instance (From shaderCompile)
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*/
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shader_t * assetShaderLoad(char *fileVertex, char *fileFragment);
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void assetShaderLoad(shader_t *shader, char *fileVertex, char *fileFragment);
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/**
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* Load a texture from a PNG file.
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*
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* @param fileName The fike path of the PNG image.
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* @return The loaded texture object.
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* @param texture Texture to load the file into.
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* @param fileName The file path of the PNG image.
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*/
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texture_t * assetTextureLoad(char *fileName);
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void assetTextureLoad(texture_t *texture, char *fileName);
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