Nuked old scene code.

This commit is contained in:
2021-11-09 21:45:00 -08:00
parent 66e8240ff7
commit ada6de9723
3 changed files with 1 additions and 116 deletions

View File

@ -1,57 +0,0 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#include "scene.h"
void sceneInit(scene_t *scene) {
scene->itemCount = 0;
cameraLookAt(&scene->camera, 3,3,3, 0,0,0);
cameraPerspective(&scene->camera, 75, 16.0f/9.0f, 0.01f, 100.0f);
}
sceneitem_t * sceneAdd(scene_t *scene) {
sceneitem_t *item = scene->items + scene->itemCount;
scene->itemCount++;
return item;
}
void sceneUpdate(scene_t *scene, engine_t *engine) {
int32_t i;
sceneitem_t *item;
for(i = 0; i < scene->itemCount; i++) {
item = scene->items + i;
if(item->onUpdate == NULL) continue;
item->onUpdate(scene, i, engine);
}
}
void sceneRender(scene_t *scene, engine_t *engine, shader_t *shader) {
int32_t i;
sceneitem_t *item;
shaderUse(shader);
shaderUseCamera(shader, &scene->camera);
for(i = 0; i < scene->itemCount; i++) {
item = scene->items + i;
if(item->onRender == NULL) continue;
item->onRender(scene, i, engine);
}
}
void sceneDispose(scene_t *scene) {
int32_t i;
sceneitem_t *item;
for(i = 0; i < scene->itemCount; i++) {
item = scene->items + i;
if(item->onDispose == NULL) continue;
item->onDispose(scene, i, NULL);
}
}

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@ -1,58 +0,0 @@
/**
* Copyright (c) 2021 Dominic Masters
*
* This software is released under the MIT License.
* https://opensource.org/licenses/MIT
*/
#pragma once
#include "../libs.h"
#include "camera.h"
#include "shader.h"
#include "../engine/engine.h"
/** Maximum number of items a scene can support */
#define SCENE_ITEMS_MAX 32
typedef struct _scene_t scene_t;
typedef struct _sceneitem_t sceneitem_t;
/**
* Callback for when scene events occur.
*
* @param scene The scene that is being evented.
* @param i The index of the current scene item.
* @param engine The game's engine.
*/
typedef void sceneitemcallback_t(
scene_t *scene, int32_t i, engine_t *engine
);
typedef struct _sceneitem_t {
sceneitemcallback_t *onUpdate;
sceneitemcallback_t *onRender;
sceneitemcallback_t *onDispose;
} sceneitem_t;
typedef struct _scene_t {
/** Camera that is used to render the scene */
camera_t camera;
/** Any custom user data pointer */
void *user;
/** Items within the scene */
sceneitem_t items[SCENE_ITEMS_MAX];
int32_t itemCount;
} scene_t;
void sceneInit(scene_t *scene);
sceneitem_t * sceneAdd(scene_t *scene);
void sceneUpdate(scene_t *scene, engine_t *engine);
void sceneRender(scene_t *scene, engine_t *engine, shader_t *shader);
void sceneDispose(scene_t *scene);

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@ -24,7 +24,7 @@ bool sandboxGameInit(sandboxgame_t *game) {
&game->engine.assetManager, game->assetOwner,
&game->st, "poker/characters/sammy", "sprite"
);
assetManagerLoadTextureScale(
assetManagerLoadTextureScale(
&game->engine.assetManager, game->assetOwner,
&game->st, &game->texture, 0
);