Fixed some camera bugs.
This commit is contained in:
@@ -8,13 +8,14 @@ target_sources(${DUSK_TARGET_NAME}
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PRIVATE
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display.c
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camera.c
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renderer.c
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)
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# Subdirectories
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add_subdirectory(framebuffer)
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add_subdirectory(mesh)
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add_subdirectory(texture)
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add_subdirectory(scene)
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add_subdirectory(spritebatch)
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if(DUSK_TARGET_SYSTEM STREQUAL "linux")
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target_compile_definitions(${DUSK_TARGET_NAME}
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@@ -16,22 +16,20 @@ camera_t *CAMERA_MAIN = NULL;
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void cameraInit(camera_t *camera) {
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assertNotNull(camera, "Not a camera component");
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camera->type = CAMERA_TYPE_PERSPECTIVE
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;
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glm_mat4_identity(camera->transform);
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camera->perspective.fov = 45.0f;
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camera->type = CAMERA_TYPE_PERSPECTIVE;
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camera->perspective.fov = glm_rad(45.0f);
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camera->nearClip = 0.1f;
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camera->farClip = 100.0f;
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glm_look(
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(vec3){ 3.0f, 3.0f, 3.0f },
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glm_lookat(
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(vec3){ 5.0f, 5.0f, 5.0f },
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(vec3){ 0.0f, 0.0f, 0.0f },
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(vec3){ 0.0f, 1.0f, 0.0f },
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camera->transform
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);
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}
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void cameraPush(camera_t *camera) {
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void cameraPushMatrix(camera_t *camera) {
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assertNotNull(camera, "Not a camera component");
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mat4 projection;
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@@ -50,12 +48,13 @@ void cameraPush(camera_t *camera) {
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break;
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case CAMERA_TYPE_PERSPECTIVE:
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const float_t aspect = (
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(float_t)frameBufferGetWidth(FRAMEBUFFER_BOUND) /
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(float_t)frameBufferGetHeight(FRAMEBUFFER_BOUND)
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);
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glm_perspective(
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camera->perspective.fov,
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(
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(float_t)frameBufferGetWidth(FRAMEBUFFER_BOUND) /
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(float_t)frameBufferGetHeight(FRAMEBUFFER_BOUND)
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),
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aspect,
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camera->nearClip,
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camera->farClip,
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projection
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@@ -63,20 +62,21 @@ void cameraPush(camera_t *camera) {
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}
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#if DISPLAY_SDL2
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mat4 pv;
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glm_mat4_mul(projection, camera->transform, pv);
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// mat4 pv;
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// glm_mat4_mul(projection, camera->transform, pv);
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glPushMatrix();
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glLoadMatrixf((const GLfloat*)pv);
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glLoadMatrixf((const GLfloat*)projection);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glLoadMatrixf((const GLfloat*)camera->transform);
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#endif
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}
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void cameraPop(void) {
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void cameraPopMatrix(void) {
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#if DISPLAY_SDL2
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glPopMatrix();
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#endif
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@@ -7,8 +7,9 @@
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#include "display/display.h"
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#include "console/console.h"
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#include "display/renderer.h"
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#include "display/framebuffer/framebuffer.h"
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#include "display/scene/scenemanager.h"
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#include "display/spritebatch/spritebatch.h"
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#include "display/mesh/quad.h"
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@@ -59,6 +60,8 @@ errorret_t displayInit(void) {
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quadInit();
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frameBufferInitBackbuffer();
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spriteBatchInit();
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sceneManagerInit();
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errorOk();
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}
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@@ -82,18 +85,30 @@ errorret_t displayUpdate(void) {
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SDL_GetWindowSize(DISPLAY.window, &windowWidth, &windowHeight);
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glViewport(0, 0, windowWidth, windowHeight);
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#endif
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// rendererRender(CAMERA_MAIN);
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frameBufferBind(&FRAMEBUFFER_BACKBUFFER);
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spriteBatchClear();
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sceneManagerUpdate();
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sceneManagerRender();
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#if DISPLAY_SDL2
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SDL_GL_SwapWindow(DISPLAY.window);
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#endif
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GLenum err = glGetError();
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if (err != GL_NO_ERROR) {
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printf("GL Error: %d\n", err);
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}
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// For now, we just return an OK error.
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errorOk();
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}
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errorret_t displayDispose(void) {
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sceneManagerDispose();
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spriteBatchDispose();
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#if DISPLAY_SDL2
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if(DISPLAY.glContext) {
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SDL_GL_DeleteContext(DISPLAY.glContext);
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@@ -1,32 +0,0 @@
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/**
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* Copyright (c) 2025 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#include "renderer.h"
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#include "display/framebuffer/framebuffer.h"
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// void rendererRender(const ecsid_t camera) {
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// if(camera == -1) return;
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// // Get the meshes.
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// uint32_t meshCount;
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// ecsid_t meshes[ECS_ENTITY_COUNT_MAX];
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// ecsid_t id;
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// meshCount = meshRendererGetAll(meshes);
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// frameBufferBind(NULL);
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// frameBufferClear(
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// FRAMEBUFFER_CLEAR_COLOR | FRAMEBUFFER_CLEAR_DEPTH,
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// COLOR_CORNFLOWER_BLUE
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// );
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// cameraPush(camera);
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// for(uint32_t i = 0; i < meshCount; i++) {
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// id = meshes[i];
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// nodeMatrixPush(id);
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// meshRendererDraw(id);
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// }
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// cameraPop();
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// }
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@@ -1,16 +0,0 @@
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/**
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* Copyright (c) 2025 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#pragma once
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#include "display/camera.h"
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/**
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* Render the given scene from the perspective of the given camera.
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*
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* @param camera The ID of the camera entity to render from.
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*/
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// void rendererRender(const ecsid_t camera);
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13
src/display/scene/CMakeLists.txt
Normal file
13
src/display/scene/CMakeLists.txt
Normal file
@@ -0,0 +1,13 @@
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# Copyright (c) 2025 Dominic Masters
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#
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# This software is released under the MIT License.
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# https://opensource.org/licenses/MIT
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# Sources
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target_sources(${DUSK_TARGET_NAME}
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PRIVATE
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scenemanager.c
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)
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# Subdirs
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add_subdirectory(overworld)
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10
src/display/scene/overworld/CMakeLists.txt
Normal file
10
src/display/scene/overworld/CMakeLists.txt
Normal file
@@ -0,0 +1,10 @@
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# Copyright (c) 2025 Dominic Masters
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#
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# This software is released under the MIT License.
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# https://opensource.org/licenses/MIT
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# Sources
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target_sources(${DUSK_TARGET_NAME}
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PRIVATE
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sceneoverworld.c
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)
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58
src/display/scene/overworld/sceneoverworld.c
Normal file
58
src/display/scene/overworld/sceneoverworld.c
Normal file
@@ -0,0 +1,58 @@
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/**
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* Copyright (c) 2025 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#include "sceneoverworld.h"
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#include "rpg/entity/entity.h"
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#include "display/spritebatch/spritebatch.h"
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#include "display/framebuffer/framebuffer.h"
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#include "display/scene/scenemanager.h"
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#include "display/mesh/quad.h"
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camera_t SCENE_OVERWORLD_CAMERA;
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void sceneOverworldInit(void) {
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cameraInit(&SCENE_OVERWORLD_CAMERA);
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SCENE_OVERWORLD_CAMERA.type = CAMERA_TYPE_ORTHOGRAPHIC;
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SCENE_OVERWORLD_CAMERA.orthographic.left = 0.0f;
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SCENE_OVERWORLD_CAMERA.orthographic.right = frameBufferGetWidth(FRAMEBUFFER_BOUND);
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SCENE_OVERWORLD_CAMERA.orthographic.top = 0.0f;
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SCENE_OVERWORLD_CAMERA.orthographic.bottom = frameBufferGetHeight(FRAMEBUFFER_BOUND);
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SCENE_OVERWORLD_CAMERA.nearClip = -1.0f;
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SCENE_OVERWORLD_CAMERA.farClip = 100.0f;
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glm_mat4_identity(SCENE_OVERWORLD_CAMERA.transform);
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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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}
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void sceneOverworldUpdate(void) {
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}
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void sceneOverworldRender(void) {
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frameBufferClear(
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FRAMEBUFFER_CLEAR_COLOR | FRAMEBUFFER_CLEAR_DEPTH,
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COLOR_CORNFLOWER_BLUE
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);
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cameraPushMatrix(&SCENE_OVERWORLD_CAMERA);
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meshDraw(&QUAD_MESH_SIMPLE, -1, -1);
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spriteBatchPush(
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NULL,
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0.0f, 0.0f, 32.0f, 32.0f,
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0xFF, 0x00, 0x00, 0xFF,
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0.0f, 0.0f, 1.0f, 1.0f
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);
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spriteBatchFlush();
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cameraPopMatrix();
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}
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void sceneOverworldDispose(void) {
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// Dispose of the overworld scene.
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}
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31
src/display/scene/overworld/sceneoverworld.h
Normal file
31
src/display/scene/overworld/sceneoverworld.h
Normal file
@@ -0,0 +1,31 @@
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/**
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* Copyright (c) 2025 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#pragma once
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#include "display/camera.h"
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extern camera_t SCENE_OVERWORLD_CAMERA;
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/**
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* Initialize the overworld scene.
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*/
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void sceneOverworldInit(void);
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/**
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* Update the overworld scene.
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*/
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void sceneOverworldUpdate(void);
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/**
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* Render the overworld scene.
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*/
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void sceneOverworldRender(void);
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/**
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* Dispose of the overworld scene.
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*/
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void sceneOverworldDispose(void);
|
32
src/display/scene/scene.h
Normal file
32
src/display/scene/scene.h
Normal file
@@ -0,0 +1,32 @@
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/**
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* Copyright (c) 2025 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#pragma once
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#include "dusk.h"
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#define SCENE_FLAG_VISIBLE (1 << 0)
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#define SCENE_FLAG_ACTIVE (1 << 1)
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typedef struct {
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void (*init)(void);
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void (*update)(void);
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void (*render)(void);
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void (*dispose)(void);
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void (*active)(void);
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void (*sleep)(void);
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uint8_t flags;
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} scene_t;
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typedef enum {
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SCENE_TYPE_LOGO,
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SCENE_TYPE_OVERWORLD,
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SCENE_TYPE_COUNT
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} scenetype_t;
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#define SCENE_TYPE_INITIAL SCENE_TYPE_OVERWORLD
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52
src/display/scene/scenemanager.c
Normal file
52
src/display/scene/scenemanager.c
Normal file
@@ -0,0 +1,52 @@
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/**
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* Copyright (c) 2025 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#include "scenemanager.h"
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#include "display/scene/overworld/sceneoverworld.h"
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scenemanager_t SCENE_MANAGER;
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scene_t SCENE_MANAGER_SCENES[SCENE_TYPE_COUNT] = {
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[SCENE_TYPE_LOGO] = { 0 },
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[SCENE_TYPE_OVERWORLD] = {
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.init = sceneOverworldInit,
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.update = sceneOverworldUpdate,
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.render = sceneOverworldRender,
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.dispose = sceneOverworldDispose
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}
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};
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void sceneManagerInit(void) {
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scene_t *initial = &SCENE_MANAGER_SCENES[SCENE_TYPE_INITIAL];
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if(initial->init != NULL) initial->init();
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}
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void sceneManagerUpdate(void) {
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// For each scene.
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for(uint8_t i = 0; i < SCENE_TYPE_COUNT; i++) {
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scene_t *scene = &SCENE_MANAGER_SCENES[i];
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if((scene->flags & SCENE_FLAG_ACTIVE) == 0) continue;
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if(scene->update != NULL) scene->update();
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}
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}
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void sceneManagerRender(void) {
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for(uint8_t i = 0; i < SCENE_TYPE_COUNT; i++) {
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scene_t *scene = &SCENE_MANAGER_SCENES[i];
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if((scene->flags & SCENE_FLAG_VISIBLE) == 0) continue;
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if(scene->render != NULL) scene->render();
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}
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}
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void sceneManagerDispose(void) {
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for(uint8_t i = 0; i < SCENE_TYPE_COUNT; i++) {
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scene_t *scene = &SCENE_MANAGER_SCENES[i];
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if(scene->dispose != NULL) scene->dispose();
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}
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}
|
21
src/display/scene/scenemanager.h
Normal file
21
src/display/scene/scenemanager.h
Normal file
@@ -0,0 +1,21 @@
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/**
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* Copyright (c) 2025 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#pragma once
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#include "scene.h"
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typedef struct {
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int nothing;
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} scenemanager_t;
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extern scenemanager_t SCENE_MANAGER;
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extern scene_t SCENE_MANAGER_SCENES[SCENE_TYPE_COUNT];
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void sceneManagerInit(void);
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void sceneManagerUpdate(void);
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void sceneManagerRender(void);
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void sceneManagerDispose(void);
|
10
src/display/spritebatch/CMakeLists.txt
Normal file
10
src/display/spritebatch/CMakeLists.txt
Normal file
@@ -0,0 +1,10 @@
|
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# Copyright (c) 2025 Dominic Masters
|
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#
|
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# This software is released under the MIT License.
|
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# https://opensource.org/licenses/MIT
|
||||
|
||||
# Sources
|
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target_sources(${DUSK_TARGET_NAME}
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PRIVATE
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spritebatch.c
|
||||
)
|
75
src/display/spritebatch/spritebatch.c
Normal file
75
src/display/spritebatch/spritebatch.c
Normal file
@@ -0,0 +1,75 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
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#include "spritebatch.h"
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#include "assert/assert.h"
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#include "util/memory.h"
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#include "console/console.h"
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spritebatch_t SPRITEBATCH;
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void spriteBatchInit() {
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SPRITEBATCH.spriteCount = 0;
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SPRITEBATCH.currentTexture = NULL;
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meshInit(
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&SPRITEBATCH.mesh,
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MESH_PRIMITIVE_TRIANGLES,
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SPRITEBATCH_VERTEX_COUNT,
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&SPRITEBATCH.vertices[0]
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);
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}
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void spriteBatchPush(
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texture_t *texture,
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const float_t minX,
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const float_t minY,
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const float_t maxX,
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const float_t maxY,
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const uint8_t r,
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const uint8_t g,
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const uint8_t b,
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const uint8_t a,
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const float_t u0,
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const float_t v0,
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const float_t u1,
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const float_t v1
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) {
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// Need to flush?
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if(
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SPRITEBATCH.currentTexture != texture ||
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SPRITEBATCH.spriteCount >= SPRITEBATCH_SPRITES_MAX
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||||
) {
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spriteBatchFlush();
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SPRITEBATCH.currentTexture = texture;
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}
|
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|
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quadBuffer(
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&SPRITEBATCH.vertices[SPRITEBATCH.spriteCount * QUAD_VERTEX_COUNT],
|
||||
minX, minY, maxX, maxY,
|
||||
r, g, b, a,
|
||||
u0, v0, u1, v1
|
||||
);
|
||||
|
||||
SPRITEBATCH.spriteCount++;
|
||||
}
|
||||
|
||||
void spriteBatchClear() {
|
||||
SPRITEBATCH.spriteCount = 0;
|
||||
SPRITEBATCH.currentTexture = NULL;
|
||||
}
|
||||
|
||||
void spriteBatchFlush() {
|
||||
if(SPRITEBATCH.spriteCount == 0) return;
|
||||
textureBind(SPRITEBATCH.currentTexture);
|
||||
meshDraw(&SPRITEBATCH.mesh, 0, QUAD_VERTEX_COUNT * SPRITEBATCH.spriteCount);
|
||||
spriteBatchClear();
|
||||
}
|
||||
|
||||
void spriteBatchDispose() {
|
||||
meshDispose(&SPRITEBATCH.mesh);
|
||||
}
|
83
src/display/spritebatch/spritebatch.h
Normal file
83
src/display/spritebatch/spritebatch.h
Normal file
@@ -0,0 +1,83 @@
|
||||
/**
|
||||
* Copyright (c) 2025 Dominic Masters
|
||||
*
|
||||
* This software is released under the MIT License.
|
||||
* https://opensource.org/licenses/MIT
|
||||
*/
|
||||
|
||||
#pragma once
|
||||
#include "display/mesh/quad.h"
|
||||
#include "display/texture/texture.h"
|
||||
|
||||
#define SPRITEBATCH_SPRITES_MAX 1
|
||||
#define SPRITEBATCH_VERTEX_COUNT (SPRITEBATCH_SPRITES_MAX * QUAD_VERTEX_COUNT)
|
||||
|
||||
|
||||
typedef struct {
|
||||
mesh_t mesh;
|
||||
int32_t spriteCount;
|
||||
texture_t *currentTexture;
|
||||
meshvertex_t vertices[SPRITEBATCH_VERTEX_COUNT];
|
||||
} spritebatch_t;
|
||||
|
||||
extern spritebatch_t SPRITEBATCH;
|
||||
|
||||
/**
|
||||
* Initializes a sprite batch.
|
||||
*
|
||||
* @param spriteBatch The sprite batch to initialize.
|
||||
*/
|
||||
void spriteBatchInit();
|
||||
|
||||
/**
|
||||
* Pushes a sprite to the batch. This basically "queues" it to render (well
|
||||
* technically it is buffering the vertices to the mesh at the moment, but
|
||||
* that is likely to change when we switch to VAOs or VBOs or even Shader UBOs).
|
||||
*
|
||||
* Currently changing texture pointer will cause the buffer to flush but this is
|
||||
* also likely to change in the future.
|
||||
*
|
||||
* @param texture The texture to use for the sprite.
|
||||
* @param minX The minimum x coordinate of the sprite.
|
||||
* @param minY The minimum y coordinate of the sprite.
|
||||
* @param maxX The maximum x coordinate of the sprite.
|
||||
* @param maxY The maximum y coordinate of the sprite.
|
||||
* @param r The red color component of the sprite.
|
||||
* @param g The green color component of the sprite.
|
||||
* @param b The blue color component of the sprite.
|
||||
* @param a The alpha component of the sprite.
|
||||
* @param u0 The texture coordinate for the top-left corner of the sprite.
|
||||
* @param v0 The texture coordinate for the top-left corner of the sprite.
|
||||
* @param u1 The texture coordinate for the bottom-right corner of the sprite.
|
||||
* @param v1 The texture coordinate for the bottom-right corner of the sprite.
|
||||
*/
|
||||
void spriteBatchPush(
|
||||
texture_t *texture,
|
||||
const float_t minX,
|
||||
const float_t minY,
|
||||
const float_t maxX,
|
||||
const float_t maxY,
|
||||
const uint8_t r,
|
||||
const uint8_t g,
|
||||
const uint8_t b,
|
||||
const uint8_t a,
|
||||
const float_t u0,
|
||||
const float_t v0,
|
||||
const float_t u1,
|
||||
const float_t v1
|
||||
);
|
||||
|
||||
/**
|
||||
* Clears the sprite batch. This will mean calling flush renders nothing.
|
||||
*/
|
||||
void spriteBatchClear();
|
||||
|
||||
/**
|
||||
* Flushes the sprite batch, rendering all queued sprites.
|
||||
*/
|
||||
void spriteBatchFlush();
|
||||
|
||||
/**
|
||||
* Disposes of the sprite batch, freeing any allocated resources.
|
||||
*/
|
||||
void spriteBatchDispose();
|
@@ -7,7 +7,7 @@
|
||||
|
||||
#pragma once
|
||||
#include "direction.h"
|
||||
#include "player.h"
|
||||
#include "rpg/entity/player.h"
|
||||
#include "npc.h"
|
||||
|
||||
#define ENTITY_COUNT_MAX 32
|
||||
|
@@ -7,7 +7,7 @@
|
||||
|
||||
#pragma once
|
||||
#include "dusk.h"
|
||||
#include "item/inventory.h"
|
||||
#include "rpg/item/inventory.h"
|
||||
|
||||
#define PLAYER_SPEED_WALK 1
|
||||
#define PLAYER_SPEED_RUN 2
|
||||
|
Reference in New Issue
Block a user