Change notation for dengine headers
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@ -2,8 +2,9 @@
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#define STB_IMAGE_IMPLEMENTATION
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#include <STB/stb_image.h>
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#include <Dengine/Platform.h>
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#include <Dengine/AssetManager.h>
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#include "Dengine/Platform.h"
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#include "Dengine/AssetManager.h"
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GLOBAL_VAR AssetManager assetManager;
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Texture *asset_getTexture(const enum TexList type)
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@ -1,4 +1,4 @@
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#include <Dengine/Platform.h>
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#include "Dengine/Platform.h"
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i32 platform_readFileToBuffer(const char *const filePath,
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PlatformFileReadResult *file)
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@ -1,5 +1,5 @@
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#include <Dengine/OpenGL.h>
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#include <Dengine/Renderer.h>
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#include "Dengine/OpenGL.h"
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#include "Dengine/Renderer.h"
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void renderer_entity(Renderer *renderer, Entity *entity, f32 rotate, v3 color)
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{
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@ -1,4 +1,4 @@
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#include <Dengine/Shader.h>
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#include "Dengine/Shader.h"
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const i32 shader_loadProgram(Shader *const shader, const GLuint vertexShader,
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const GLuint fragmentShader)
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@ -1,4 +1,4 @@
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#include <Dengine\Texture.h>
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#include "Dengine\Texture.h"
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enum BytesPerPixel
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{
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@ -1,6 +1,6 @@
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#include <Dengine/AssetManager.h>
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#include <Dengine/Math.h>
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#include <WorldTraveller/WorldTraveller.h>
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#include "Dengine/AssetManager.h"
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#include "Dengine/Math.h"
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#include "WorldTraveller/WorldTraveller.h"
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//TODO(doyle): This is temporary! Maybe abstract into our platform layer, or
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//choose to load assets outside of WorldTraveller!
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@ -1,9 +1,9 @@
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#if 1
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#include <Dengine/AssetManager.h>
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#include <Dengine/Renderer.h>
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#include <Dengine/Math.h>
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#include "Dengine/AssetManager.h"
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#include "Dengine/Renderer.h"
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#include "Dengine/Math.h"
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#include <WorldTraveller/WorldTraveller.h>
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#include "WorldTraveller/WorldTraveller.h"
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void key_callback(GLFWwindow *window, int key, int scancode, int action, int mode)
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{
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@ -1,8 +1,8 @@
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#ifndef DENGINE_ASSET_MANAGER_H
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#define DENGINE_ASSET_MANAGER_H
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#include <Dengine/Shader.h>
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#include <Dengine/Texture.h>
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#include "Dengine/Shader.h"
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#include "Dengine/Texture.h"
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enum TexList
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{
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@ -1,8 +1,8 @@
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#ifndef DENGINE_ENTITY_H
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#define DENGINE_ENTITY_H
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#include <Dengine/Texture.h>
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#include <Dengine/Math.h>
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#include "Dengine/Texture.h"
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#include "Dengine/Math.h"
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enum Direction
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{
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@ -1,9 +1,10 @@
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#ifndef DENGINE_MATH_H
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#define DENGINE_MATH_H
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#include <Dengine/Common.h>
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#include <math.h>
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#include "Dengine/Common.h"
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#define squared(x) (x * x)
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#define absolute(x) ((x) > 0 ? (x) : -(x))
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@ -1,11 +1,11 @@
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#ifndef DENGINE_PLATFORM_H
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#define DENGINE_PLATFORM_H
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#include <Dengine/Common.h>
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#include <Windows.h>
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#include <stdio.h>
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#include "Dengine/Common.h"
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typedef struct
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{
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void *buffer;
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@ -1,9 +1,9 @@
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#ifndef DENGINE_RENDERER_H
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#define DENGINE_RENDERER_H
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#include <Dengine/Math.h>
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#include <Dengine/Entity.h>
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#include <Dengine/Shader.h>
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#include "Dengine/Math.h"
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#include "Dengine/Entity.h"
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#include "Dengine/Shader.h"
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typedef struct Renderer
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{
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@ -1,8 +1,8 @@
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#ifndef DENGINE_SHADER_H
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#define DENGINE_SHADER_H
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#include <Dengine/OpenGL.h>
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#include <Dengine/Math.h>
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#include "Dengine/OpenGL.h"
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#include "Dengine/Math.h"
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typedef struct Shader
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{
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@ -1,8 +1,8 @@
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#ifndef DENGINE_TEXTURE_H
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#define DENGINE_TEXTURE_H
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#include <Dengine/Common.h>
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#include <Dengine/OpenGL.h>
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#include "Dengine/Common.h"
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#include "Dengine/OpenGL.h"
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typedef struct Texture
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{
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