/** * Copyright (c) 2021 Dominic Masters * * This software is released under the MIT License. * https://opensource.org/licenses/MIT */ #include "game.h" bool sandboxGameInit(sandboxgame_t *game) { xmlnode_t node; char *string = "Hello World"; char bufferTest[64]; xmlParseElement(&node, string; xmlGetAttributeValue(&node, xmlGetAttributeByName(&node, "something"), bufferTest); char *start = xmlFindChildNode(&node); quadInit(&game->quad, 0, 0,0,0,0, 500,500,1,1); assetManagerInit(&game->manager); assetManagerLoadFont(&game->manager, &game->font, "fonts/opensans/OpenSans-Regular.ttf" ); assetManagerShaderLoad(&game->manager, &game->shader, "shaders/textured.vert", "shaders/textured.frag" ); assetManagerStart(&game->manager); pixel_t *data = (pixel_t *)assetRawLoad("out/test.texture"); textureInit(&game->texture, 4360/2, 1920/2, (pixel_t *)data); free(data); return true; } void sandboxGameUpdate(sandboxgame_t *game) { camera_t camera; float n = assetManagerProgressGet(&game->manager); if(n < 1.0f) { assetManagerUpdate(&game->manager); printf("Loading %.2f\n", n); return; } cameraOrtho(&camera, 0, game->engine.render.width, game->engine.render.height, 0, 0.01f, 1000.0f ); cameraLookAt(&camera, 0,0,10, 0,0,0); shaderUse(&game->shader); shaderUseCamera(&game->shader, &camera); shaderUseTexture(&game->shader, &game->texture); shaderUsePosition(&game->shader, 0,0,0, 0,0,0); primitiveDraw(&game->quad, 0, -1); } void sandboxGameDispose(sandboxgame_t *game) { // shaderDispose(&game->shader); }