Final commit pre C++
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@ -11,13 +11,44 @@ bool gameInit(game_t *game) {
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// Init the engine and the rendering pipeline
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engineInit(&game->engine);
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cameraLookAt(&game->camera, 3,3,3, 0,0,0);
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cameraPerspective(&game->camera, 45.0f, 16.0f/9.0f, 0.001f, 1000.0f);
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quadInit(&game->quad, 0.0f, 0.0f,0.0f,0.0f,0.0f, 1.0f,1.0f,1.0f,1.0f);
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shaderInit(&game->shader,
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assetStringLoad("shaders/textured.vert"),
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assetStringLoad("shaders/textured.frag")
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);
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game->owner = assetManagerHolderCreate(&game->engine.assetManager);
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game->item = assetManagerLoadScaledTexture(
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&game->engine.assetManager, game->owner, "textures", "test_texture"
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);
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return true;
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}
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bool doneResize = false;
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bool gameUpdate(game_t *game, float delta) {
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// Let the engine do its thing.
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engineUpdateStart(&game->engine, delta);
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if(game->engine.time.current > 4.0f && !doneResize) {
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printf("Resizing");
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// saveManagerSetUint8(&game->engine.save, SAVE_KEY_TEXTURE_SCALE, 0x03);
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// assetManagerScaledTextureRescaleAll(&game->engine.assetManager);
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doneResize = true;
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}
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if(game->item->state == ASSET_MANAGER_STATE_SYNC_DONE) {
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shaderUse(&game->shader);
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shaderUseCamera(&game->shader, &game->camera);
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shaderUsePosition(&game->shader, 0,0,0, 0,0,0);
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shaderUseTexture(&game->shader, &game->item->data.scaledTexture.texture);
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primitiveDraw(&game->quad, 0, -1);
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}
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// Hand back to the engine.
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return engineUpdateEnd(&game->engine);
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@ -8,9 +8,18 @@
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#pragma once
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#include "../../libs.h"
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#include "../../engine/engine.h"
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#include "../../display/primitive/primitive.h"
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#include "../../display/primitive/quad.h"
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#include "../../display/primitive/cube.h"
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#include "../../display/shader.h"
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typedef struct {
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engine_t engine;
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camera_t camera;
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shader_t shader;
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primitive_t quad;
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assetmanagerowner_t owner;
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assetmanageritem_t *item;
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} game_t;
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/**
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