Gave up on editor
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@@ -16,7 +16,7 @@ void cameraInit(camera_t *camera) {
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camera->projType = CAMERA_PROJECTION_TYPE_PERSPECTIVE;
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camera->projType = CAMERA_PROJECTION_TYPE_PERSPECTIVE;
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camera->perspective.fov = glm_rad(45.0f);
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camera->perspective.fov = glm_rad(45.0f);
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camera->nearClip = 0.1f;
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camera->nearClip = 0.1f;
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camera->farClip = 1000.0f;
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camera->farClip = 100.0f;
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camera->viewType = CAMERA_VIEW_TYPE_LOOKAT;
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camera->viewType = CAMERA_VIEW_TYPE_LOOKAT;
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glm_vec3_copy((vec3){ 5.0f, 5.0f, 5.0f }, camera->lookat.position);
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glm_vec3_copy((vec3){ 5.0f, 5.0f, 5.0f }, camera->lookat.position);
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@@ -79,14 +79,31 @@ errorret_t displayUpdate(void) {
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SDL_Event event;
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SDL_Event event;
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while(SDL_PollEvent(&event)) {
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while(SDL_PollEvent(&event)) {
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switch(event.type) {
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switch(event.type) {
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case SDL_QUIT:
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case SDL_QUIT: {
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consoleExec("quit");
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consoleExec("quit");
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break;
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break;
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}
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default:
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case SDL_WINDOWEVENT: {
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switch(event.window.event) {
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case SDL_WINDOWEVENT_CLOSE: {
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consoleExec("quit");
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break;
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}
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default: {
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break;
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}
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}
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}
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default: {
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break;
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break;
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}
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}
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}
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}
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}
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SDL_GL_MakeCurrent(DISPLAY.window, DISPLAY.glContext);
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#endif
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#endif
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spriteBatchClear();
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spriteBatchClear();
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@@ -28,10 +28,7 @@ void quadInit();
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* @param minY The minimum Y coordinate of the quad.
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* @param minY The minimum Y coordinate of the quad.
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* @param maxX The maximum X coordinate of the quad.
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* @param maxX The maximum X coordinate of the quad.
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* @param maxY The maximum Y coordinate of the quad.
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* @param maxY The maximum Y coordinate of the quad.
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* @param r The red color component (0-255).
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* @param color The color of the quad.
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* @param g The green color component (0-255).
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* @param b The blue color component (0-255).
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* @param a The alpha color component (0-255).
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* @param u0 The U texture coordinate for the first vertex.
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* @param u0 The U texture coordinate for the first vertex.
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* @param v0 The V texture coordinate for the first vertex.
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* @param v0 The V texture coordinate for the first vertex.
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* @param u1 The U texture coordinate for the second vertex.
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* @param u1 The U texture coordinate for the second vertex.
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@@ -24,6 +24,7 @@ errorret_t sceneOverworldInit(void) {
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cameraInit(&SCENE_OVERWORLD.camera);
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cameraInit(&SCENE_OVERWORLD.camera);
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glm_vec3_copy((vec3){ 0.0f, 1.0f, 0.0f }, SCENE_OVERWORLD.camera.lookat.up);
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glm_vec3_copy((vec3){ 0.0f, 1.0f, 0.0f }, SCENE_OVERWORLD.camera.lookat.up);
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SCENE_OVERWORLD.camera.perspective.fov = 45;
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SCENE_OVERWORLD.camera.perspective.fov = 45;
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SCENE_OVERWORLD.camera.farClip = 10000.0f;
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scene_t *scene = &SCENE_MANAGER_SCENES[SCENE_TYPE_OVERWORLD];
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scene_t *scene = &SCENE_MANAGER_SCENES[SCENE_TYPE_OVERWORLD];
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scene->flags |= SCENE_FLAG_ACTIVE | SCENE_FLAG_VISIBLE;
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scene->flags |= SCENE_FLAG_ACTIVE | SCENE_FLAG_VISIBLE;
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