Restored some of the rendering
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@ -10,72 +10,28 @@
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bool gameInit(game_t *game) {
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// Init the game
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game->name = GAME_NAME;
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// Init the engine and the rendering pipeline
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engineInit(&game->engine, game);
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// assetShaderLoad(&game->shader,"shaders/textured.vert","shaders/textured.frag");
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// assetTextureLoad(&game->texture, "cards_normal.png");
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// cubeInit(&game->primitive, 1, 1, 1);
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// Hand off to the poker logic.
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pokerInit(&game->poker);
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// // Load the world shader.
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// GAME_STATE.shaderWorld = assetShaderLoad(
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// "shaders/textured.vert", "shaders/textured.frag"
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// );
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// // Font
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// GAME_STATE.fontTexture = assetTextureLoad("font.png");
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// GAME_STATE.fontTileset = tilesetCreate(20, 20,
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// GAME_STATE.fontTexture->width,
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// GAME_STATE.fontTexture->height,
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// 1, 1, 1, 1
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// );
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// GAME_STATE.fontBatch = spriteBatchCreate(1024);
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// // Prepare the renderer.
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// pokerInit(&GAME_STATE.poker);
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// holdemRenderFrameInit();
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// holdemRenderWorldInit();
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// holdemRenderPlayerInit();
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// holdemRenderCardInit();
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// holdemRenderChipInit();
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// Init the input manger.
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return true;
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}
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bool gameUpdate(game_t *game, float platformDelta) {
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// Let the engine do its thing.
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engineUpdateStart(&game->engine, game, platformDelta);
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cameraPerspective(&game->camera, 75,
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((float)game->engine.render.width)/((float)game->engine.render.height),
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0.01, 1000
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);
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cameraLookAt(&game->camera, 3, 3, 3, 0, 0, 0);
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shaderUse(&game->shader);
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shaderUseTexture(&game->shader, &game->texture);
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shaderUseCamera(&game->shader, &game->camera);
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shaderUsePosition(&game->shader, 0, 0, 0, 0, game->engine.time.current, 0);
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primitiveDraw(&game->primitive, 0, -1);
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// Hand off to the poker logic
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pokerUpdate(&game->poker, &game->engine.render);
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// shaderUse(GAME_STATE.shaderWorld);// TODO: remove
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// // Update the frame buffers and action queue
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// holdemRenderFrameUpdate();
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// pokerActionUpdate();
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// // Render things on each frame, then render those frames.
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// holdemRenderFrameUseLeft();
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// holdemRenderWorld();
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// holdemRenderFrameUseRight();
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// holdemRenderWorld();
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// holdemRenderFrameBack();
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// Hand back to the engine.
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return engineUpdateEnd(&game->engine, game);
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}
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void gameDispose(game_t *game) {
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pokerDispose(&game->poker);
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engineDispose(&game->engine, game);
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// pokerActionDispose();
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// shaderDispose(GAME_STATE.shaderWorld);
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}
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@ -6,14 +6,7 @@
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#pragma once
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#include <dawn/dawn.h>
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#include "../engine/engine.h"
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#include "../file/asset.h"
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#include "../display/render.h"
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#include "../display/primitive.h"
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#include "../display/primitives/cube.h"
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#include "../display/texture.h"
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#include "../display/shader.h"
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#include "../display/camera.h"
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#include "../poker/poker.h"
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/**
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* Initialize the game context.
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