/** * Copyright (c) 2021 Dominic Masters * * This software is released under the MIT License. * https://opensource.org/licenses/MIT */ #include "testscene.h" void testSceneInit(testscene_t *scene, game_t *game) { vnconversationtext_t *text; assetFontLoad(&scene->font, "fonts/opensans/OpenSans-Bold.ttf"); assetShaderLoad(&scene->shader, "shaders/textured.vert", "shaders/textured.frag" ); assetTextureLoad(&scene->pennyEyes, "characters/penny/textures/eyes.png"); assetTextureLoad(&scene->pennyBody, "characters/penny/textures/body.png"); assetTextureLoad(&scene->pennyFace, "characters/penny/textures/face.png"); assetTextureLoad(&scene->pennyMouth, "characters/penny/textures/mouth.png"); characterInit(&scene->character, &scene->pennyEyes, &scene->pennyBody, &scene->pennyMouth, &scene->pennyFace ); } void testSceneRender(testscene_t *scene, game_t *game) { if(false) { cameraLookAt(&scene->camera, 300, 300, 300, 0, 0, 0 ); cameraPerspective(&scene->camera, 75, game->engine.render.width/game->engine.render.height, 0.01, 1000.0 ); } else { cameraLookAt(&scene->camera, 0, 0, 10, 0, 0, 0 ); cameraOrtho(&scene->camera, 0, game->engine.render.width, game->engine.render.height, 0, 0.01, 1000.0 ); } shaderUse(&scene->shader); shaderUseCamera(&scene->shader, &scene->camera); vnCharacterRender(&scene->character, &scene->shader); // conversationUpdate(&scene->conv, &game->engine); // conversationRender(&scene->conv, &scene->shader); }