Dawn/src/game/sandbox/game.c
2021-11-05 10:55:10 -07:00

68 lines
1.7 KiB
C

/**
* 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 = "<xml attribute=\"value\" something=\"else\"><child>Hello World</child></xml>";
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);
}